The Divine Champion V2

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Giraffeking
1st Level
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The Divine Champion V2

Post by Giraffeking »

The Divine Champion
"In the name of Pelor, we must burn down this orphanage! It is a place of great suffering!"
Info:
The Divine Champion is a wielder of domains of influence, bent on achieving what he believes is righteous, and good for the world. Fervently they will seek out "evil" and destroy it with any means they deem acceptable.

This means you might see a Divine Champion who fervently adheres to an idea that is actually rather evil. Like murdering orphans to prevent Voldemorts. They stick to their self-imposed tenets strictly and strive to destory anything against their beliefs.

Alignment: Divine Champions are very passionate about whatever it is that they think is important, and as such cannot be true neutral. Unless true neutrality is there whole deal. Then I guess they can be. But they will always consider themselves as good, if not lawful good. Just that their "good" is good and your "good" is dumb.

Race: Any race can be divine champions, but the more headstrong and self-righteous a race is, the more likely it is to have Divine Champions.

Attributes: As a primarily melee fighter, STR is your most important attribute. But since yelling at people, and calling the church of Pelor "a sinful abomination against all that is holy" tend to tick people off, having plenty of CON is good too. You'll probably avoid other stats, so you can be S.A.D.

Starting Gold: As much as the next guy over. If it really matters, the next guy over is probably a paladin.

Starting Age: As Paladin.

Hit Die: D12

Class Skills: Divine Champions value different skills. One Divine Champion's favorite skill might be taboo to another. The in-class skills of a Divine Champion are whatever makes the most sense for their idea of "good." Pick up to 10 skills to be in class.

Skills/Level: 5 + Int or in ToP: 6

BAB: Full Good Saves: Fort, Will
Abilities:
Level Class Features
1 Blessed Blade 1d6;
Auramancer: Resistance;
Domain
2 Disk of the Champion;
Blessed Armor: Weightless;
3 Blessed Blade: 2d6;
Consecrate
4 Domain;
Auramancer: Dauntless
5 Divine Bolts;
Blessed Armor: Fortified (Medium)
6 Blessed Blade: 3d6;
Blessed Body: Immunities
7 Domain;
Auramancer: Heartiness;
Blessed Body: Healthy Radiance
8 Blessed Armor: Fortified (Heavy);
Protection of the Pantheon;
9 Blessed Blade: 3d6;
Nothing Stands in the Way of Justice
10 Domain;
Blessed Armor: Winged
11 Auramancer: Certainty;
Auramancer: Neutrality;
12 Blessed Blade: 4d6;
Nothing Stands in the Way of Justice: Allies
13 Domain;
Auramancer: Resilience
14 Divine Bulwark;
Auramancer: Bastion.
15 Blessed Blade: 5d6;
Domain;

Class Features:
Aura of Goodness: No matter the alignment of the Divine Champion, he is sure he is acting for the good of the world. As such, he radiates an aura of good, and, when targeted by spells or effects, is affected as such. He counts as his own alignment when applying for feats, classes, etc.

Intimidating Diplomacy: Politely telling people the dire consequences of not giving you what you want is diplomacy! Really! As such the Divine Champion can use the result of an intimidate check as the result of a diplomacy or gather information check.

Master of Many Domains: A Divine Champion is a master of many domains of magic, as such he can pick of domain at level 1 and every 3 class levels after. You can use the granted power of your domain more often than usual, a number of times equal to half the domains you possess rounded up. If the granted power is purely a numerical bonus, multiple that bonus by half the domains you possess rounded up. Any reference to a cleric level is replaced by your levels in Divine Champion.

Spells: You gain full castng levels, except the total number of spells you can cast are cut in half (after extra from any bonuses) rounded up. Your gain more spells based on your CHA as normal, except they are added to your total before getting cut in half. You can only cast spells from your domain spell lists.

Auramancer: A Divine Champion has such a forceful personality, that it’s essence leaks from him. The result is a number of auras. Each aura affects allies within 80ft of you. Or something. Some distance.

Auras:
Resistance: 2 + ¼ level (rounded up) resistance bonus to saving throws. Allies gain half.
Dauntlessness: You are immune to fear. Your allies gain your level in bonus to saves vs fear.
Heartiness: You gain half your level in DR. Your allies half your DR, even if higher from a different source, as DR.
Certainty: You are immune to Compulsion and charm effects. Your allies gain your level in bonus to saves vs these effects.
Neutrality: Your elemental resistance equal to twice your level, and your allies gain half as much.
Resilience: You gain SR equal to 10 + your level. Your allies gain SR equal to 5 + your level.
Bastion: You are immune to mind effecting effects, as are your allies.
Ultimate: At Level 20, if you have at least 11 levels of this class you gain the Ultimate Aura. You win the game. Your allies gain half this effect.

Blessed Blade: A Divine Champion's weapon is his signature into the flesh of those he deems unworthy. Divine Champions therefore strive to have elegant weapons that look very much the way they think it should, even if that means they think their axe should look like a scimitar. With a hour ritual, you may bless any weapon you have to look like any other weapon within the same category (light, one handed, two handed, double, ranged). This is purely a cosmetic change and the weapon still functions the same, except that the damage type of the weapon is as of the new weapon, but the damage dice are unchanged (a greatsword turned into a spear will do the damage of a greatsword, but be piercing as a spear is.)

Despite the purely cosmetic change, just holding a Blessed Blade allows a Divine Champion to challenge enemies just as Knights do. Should an enemy not attack the Divine Champion, all attacks made by the Divine Champion with a Blessed Blade deal extra damage as shown on the chart. If any Blessed Blades is not touched by a Divine Champion for 48 hours, it reverts into a normal weapon as if it was never Blessed. Blessed Blades can be enchanted normally. Many abilities require a blessed blade. Hand wraps can be blessed for an unarmed Divine Champion, and weapons of the "light" category can be made to look like hand wraps.

Consecrate: As a standard action, the Divine Champion thrusts his Blessed Blade into the ground, and pours divine energy into it. This causes a “Consecrated Ground” effect within close range that remains stationary, and lasts a number of rounds equal to his BAB over two. Any one the Divine Champion considers an enemy within the effect takes twice his CON mod in damage at the start of their turn each round as long as the effect lasts.

Nothing Stands in the Way of Justice: A Divine Champion is constantly under the effects of Freedom of Movement. Later, as a swift action can grant this effect to everyone within 10ft of him for a number of rounds equal to his BAB once per hour.

Protection of the Pantheon: Once per day, as a swift action the Divine Champion can make himself immune to any effects he wants to be immune to for a number of rounds equal to the number of domains he currently has access to. Domains from other sources can count, why not? While so protected, the Divine Champion cannot deal damage or cast spells on others but he may cast spells on himself or use items on himself but not others. He may still move. He may end this effect as a non-action.

Disk of the Champion: As the first attack action of a full-attack, a Divine Champion can hurl his shield at a foe, and then teleport adjacent to that foe. The attack uses the Divine Champion’s ranged total attack bonus, targets touch AC, and deal damage equal to a 2d8 and is enchanted with the bonuses granted by his main hand. If the Champion doesn’t have a shield, he can still use this ability, but it deals 2d4 damage and gains no bonuses from his main hand. If the Champion is TWF, the attack can be taken from his total number of off hand or main hand attacks. The same applies multi-weapon fighting. So if you have a dagger in your off-hand and a mace in the other, you can opt for the thrown shield attack to replace one dagger swing, or one mace swing at your option.

Divine Bolts: The Divine Champion can, as an attack action, attack at a range with his Blessed Blade(s) within close range. However, the damage dealt by the weapon is 1 dice smaller. All on hit effects still work normally.

Divine Bulwark: Sometimes dragons try to breathe fire on the just, or an insane wizard hurls fireballs at the wrong team, and in these cases it's nice to call upon a massive shield to stand in the way of such a mishap. As an immediate action, once per encounter, the Divine Champion may cast Wall of Force with caster level equal to his BAB. However, the Wall of Force only lasts a maximum of until the end of his next turn, but can be ended early as a non-action at any time.

Blessed Armor: His armor has cool things. It can still be enchanted normally. The effects of Blessed Armor only apply while the Divine Champion wears them. The Armor also gets really pretty. Or really scary. Or both. Sometimes neither. Whatever the Divine Champion wants.

Weightless: Weighs nothing when worn by you and has no ACP, and no spell failure.
Winged: You gain flying 60’ average with hover.
Fortified: You gain fortification for free.



Blessed Body: The Divine Champion has a body blessed by the Gods.
Immunities: You are immune to disease and poison.
Healthy Radiance: You glow with healthy vigor, as bright as a lantern in fact, but only when you feel like it. Changing this is a free action.
So that's basically my current draft. What do you think?
Red_Rob
Prince
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Joined: Fri Jul 17, 2009 10:07 pm

Post by Red_Rob »

Okay, firstly a note on the formatting; The abilities aren't listed in the order they are gained and don't say what level you get them, so you are constantly flicking the page up and down to work out when things come on line. This is annoying.

Secondly the class is unfinished. Not just "not all the abilities are worked out yet", it literally has no weapon or armor proficiences, or even spells per day. That makes it really hard to tell what you were going for with this.

Now, the first thing I get reading this is that you really really want it to use nonstandard values and progressions for things. That probably seems edgy and cool to you, but it isn't. When everything in the game does things one way and you decide to do things differently it comes across as being different for differents sake. One or two things are fine if there are thematic reasons in the class, but really, 5 skill points? Cut that shit out. Well, lets look at the rest of the abilities:
Giraffeking wrote:Aura of Goodness:

Intimidating Diplomacy:
The Champion never gets these abilities, so I don't know why they are here. Maybe they were meant to be gained at first level, but the fact the abilities are listed out of order means I can't tell. Anyway, the diplomacy one is kinda cool and I like it. Gives a Str focussed character some out-of-combat ability in a flavourful way. Aura of Goodness I hate. The fact is, Good and Evil in D&D are defined as universal truths outside of a character's beliefs. In a world where Mind Flayers believe they are the only truly sentient creatures and therefore it is their God-given right to feed on the lesser beings as we feed on pigs and sheep it is impossible for subjective morality and Detect Evil to exist side by side. Mind Flayers have to detect as Evil regardless of their own beliefs or the whole thing comes crashing down. They should just either be forced to be Good or detect of their alignment like everyone else.
Giraffeking wrote:Spells: You gain full castng levels, except the total number of spells you can cast are cut in half (after extra from any bonuses) rounded up. Your gain more spells based on your CHA as normal, except they are added to your total before getting cut in half. You can only cast spells from your domain spell lists.
Where to start. Full casting levels of what? Paladin casting? Cleric casting? Wizard casting? All these have different progressions. Is this prepared casting or spontaneous? Arcane or Divine? And great, more nonstandard progression. "The total number of spells you can cast are cut in half." So I can choose to lose all my cantrips and level 1 spells as long as the total number of spells I can cast stays the same? Also, you say the class needs only Str and Con in the intro, but now it needs Cha for casting.

If you want the class to cast like a Paladin, just give it casting like a Paladin. But honestly I can't see how this class is appreciatively different to a Tome Paladin anyway. Full Bab, check, helpful auras, check, limited caster, check. What was the spark of inspiration that made you make this class, because I sure can't see it.
Giraffeking wrote:Auramancer: A Divine Champion has such a forceful personality, that it’s essence leaks from him. The result is a number of auras. Each aura affects allies within 80ft of you. Or something. Some distance.
Are all these auras active at the same time? That's a lot of effects all your allies have to track in addition to all their character's shit. The resistance bonus is slightly lower than a scaling item, which makes it annoying for you to not have one, but kind of a waste if you do. Most of the bonuses are untyped (meaning they stack) and the DR has no weakness. Adding your level as a save bonus means virtual immunity by level 10, which may be a bit much.
Giraffeking wrote:Blessed Blade: ... With a hour ritual, you may bless any weapon you have to look like any other weapon within the same category (light, one handed, two handed, double, ranged). ...

Despite the purely cosmetic change, just holding a Blessed Blade allows a Divine Champion to challenge enemies just as Knights do. ...
What the... why is this ability here? Who gives a fuck what your weapon looks like? The only point of this is to make players hunt through books to find weapons that do multiple damage types. I guess i can make my Spiked Chain look like an Executioner's Mace to do every damage type? Woo? And the token additional damage from the Challenge isn't going to be enough to change monster tactics, so all it means is the Champion has to declare who he will be attacking a round early, giving Team Monster chance to react to it. Great.
Giraffeking wrote:Consecrate: As a standard action, the Divine Champion thrusts his Blessed Blade into the ground, and pours divine energy into it. This causes a “Consecrated Ground” effect within close range that remains stationary, and lasts a number of rounds equal to his BAB over two...
A Consecrate effect that lasts for Bab-2 (Wee, more nonstandard timings!) rounds? Well I guess it kind of hampers Undead a little, but it's a lot to spend a Standard action on and the damage is negligible even at low levels.
Giraffeking wrote:Nothing Stands in the Way of Justice: A Divine Champion is constantly under the effects of Freedom of Movement. Later, as a swift action can grant this effect to everyone within 10ft of him for a number of rounds equal to his BAB once per hour.
Wowsers! Always on total immunity to grapples and half the spell list at level 9. I guess it goes with the always on total immunity to critical hits and sneak attack at level 8, Compulsions at level 11 and all Mind Affecting effects at level 14. Seems legit in a class with casting and full BaB. :P
Giraffeking wrote:Protection of the Pantheon: Once per day, as a swift action the Divine Champion can make himself immune to any effects he wants to be immune to for a number of rounds equal to the number of domains he currently has access to. Domains from other sources can count, why not? While so protected, the Divine Champion cannot deal damage or cast spells on others but he may cast spells on himself or use items on himself but not others. He may still move. He may end this effect as a non-action.
Any effects is awfully vague wording that has been shown previously to be abusable. Conditions might be a better term as that has an in game meaning. Does effects include attacks? Death? Gravity? Time? Also, can he cast spells like Stinking Cloud on himself, whilst immune to it?
Giraffeking wrote:Disk of the Champion:
This is a mess. Just give him a swift action short range Teleport that must end next to another creature and be done with it if you want this effect. Although level 2 seems awfully early for a Teleport.
Giraffeking wrote:Divine Bolts
Works I guess, although it seems at odds with the above ability. Do you want this class getting up close or hanging behind the front line?
Giraffeking wrote:Divine Bulwark:
Immediate action Wall of Force is a nice "oh shit!" ability, but 1/encounter seems like it is a little too reliable. Maybe 1/day or 1/hour?
Giraffeking wrote:Blessed Armor:
Blessed Body:
These don't seem out of line I guess. Ignore all spell failure in armor at level 2 is probably fine if this is a Divine caster, 2 levels is too much investment for casters, but I'd keep my eye on it for potential abuse. Fortification comes on line a little early for my tastes though. Glowing like a lantern at level 7 is a flavour ability and should be treated as such though - Continual Light has been a thing for a while.

To summarise, the class doesn't seem to have a theme that is different from a Paladin, or a role that is different from a Paladin, or really any mechanics that are much different from a Paladin. Plus a load of the abilities are badly worded or conceptually problematic. I don't really get what you were going for here, perhaps you could think about it a little more and try again.
Simplified Tome Armor.

Tome item system and expanded Wish Economy rules.

Try our fantasy card game Clash of Nations! Available via Print on Demand.

“Those Who Can Make You Believe Absurdities, Can Make You Commit Atrocities” - Voltaire
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Avoraciopoctules
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Post by Avoraciopoctules »

it hurts. It's like a fractal of bad design decisions. Almost every section is bad on at least one level, and they combine to form a whole somehow more repugnant than the sum of its parts.

Perhaps you should clearly articulate what you want to write before you start writing. Or perhaps you should stop.
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