Author Topic: Divine Champion (Holy Asskicker) - (PEACH, FINISHED!)  (Read 891 times)

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MasterVega

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Divine Champion (Holy Asskicker) - (PEACH, FINISHED!)
« on: October 03, 2010, 01:50:50 AM »
As the title says, this is a work in progress. I've been busy the past few days, so I haven't been able to work on it much - and all the while the inspiration for this class has been slipping away.
I'm hoping that posting this thing and getting some critiques on what I have so far will help me finish it, so... er... PEACH? :D

Design note: I figure I can always reel the power back if this class is too powerful, so when crafting the abilities I tried to make every power at least remotely impressive for its level. If I've failed in this, or if the class is too powerful, I'd like to know. Thanks in advance. :)

Divine Champion
“Blessed are those who serve as clergy, for they are Maelani’s open hands. Honored am I, for I am her closed fist.” - Cannis, Divine Champion.

Alignment: Good
HD: d10
Skill Points: 4+int
Skills: Probably just the paladin’s list.



Class Features:

Proficiencies: the Divine Champion is proficient with all simple and martial weapons, light, medium, and heavy armor, and with all shield (except tower shields).

Divine Fervor:
The fuel for the Divine Champion’s powers comes from his faith in his deity and ideals. At its most basic, it allows him to perform small miracles and divine feats. At its most advanced, it allows him to draw a portion of his deity’s power into his body. The power of his faith at any given moment is measured in divine fervor points, which are gained from some abilities and to execute others. The Divine Champion may also spend a full-round action to recover a single point. His divine fervor points also automatically refill after 5 consecutive minutes outside of combat.

Aspects: At first level, and every odd level, a Divine Champion selects an aspect of his deity to add unto himself. At eleventh level and above, he may select aspects from the greater aspect list. These traits have permanent, passive effects on the Divine Champion, but also allow him to spend his divine fervor to access special abilities.

[spoiler]
Aspect of Agility - This aspect grants the Divine Champion a divine bonus to AC against evil creatures equal to his charisma modifier. Furthermore, he can choose to spend one point of divine fervor to increase his movement speed by 5ft+5ft/Divine Champion level for one round.

Aspect of Knowledge - This aspect grants the Divine Champion a bonus equal to his charisma modifier on all knowledge skills he has ranks in. In addition, he may choose one spell from the cleric’s spell list (treating his Divine Champion levels as Cleric levels to determine the highest level spell he can cast) at the beginning of the day. He can cast this spell at any time at the cost of 2 divine fervor per spell level, using his charisma modifier to determine the spell’s DC.

Aspect of Mercy - This aspect grants the Divine Champion the ability to magically heal those in need. He may automatically stabilize any living creature simply by spending a standard action to lay hands on them. When a Divine Champion lays hands on a dying creature in this way, the creature’s hitpoints are automatically brought up to 0. In addition, he may spend divine fervor to heal a single touched target for 1d8+Divine Champion Level+cha HP.

Aspect of Persistence - This aspect grants the Divine Champion the ability to slow any evil creature he strikes in melee combat, and functions as part of the Evil’s Bane class ability. Any evil creature he deals damage to with a melee attack takes a penalty to attack equal to the Divine Champion’s charisma modifier. In addition, the Divine Champion can spend one Divine Fervor point to slow the move speed of any creature he strikes in melee combat by 5ft/charisma modifier (Minimum speed loss of 5ft, decreasing the creature’s speed to a minimum of 5ft) until the Divine Champion’s next turn.

Aspect of Resilience - This aspect grants the Divine Champion DR/non-evil equal to his charisma bonus at all times. He can spend a point of divine fervor to turn his damage reduction to charisma modifier/-- for a number of rounds equal to his class level. When he does this, his damage reduction becomes doubly effective versus evil creatures.

Aspect of Wrath - This aspect grants the Divine Champion the ability to direct the wrath of his deity toward an evil target. This requires a standard action to initiate and a swift action every round thereafter to maintain, and can only be directed at creatures within line of sight. The target takes damage equal to the Divine Champion’s charisma modifier every round until the Divine Champion falls unconscious, breaks line of sight with the target, or chooses not to maintain the effect. The Divine Champion can spend a point of divine fervor to deal 1d4+1/2 Divine Champion Level+cha damage to one non-good target within line of sight as a standard action.
[/spoiler]

Greater Aspects: All Greater Aspects require that the Divine Champion has taken their lesser form.

[spoiler]
Greater Aspect of Agility - This aspect grants the Divine Champion a passive bonus to move speed equal to 5ft/the  number of divine fervor points he currently possesses. In addition, the Divine Champion may spend two divine fervor points to teleport up to 10ft per class level in any direction as a move action.

Greater Aspect of Knowledge - As Aspect of Knowledge, but grants the Divine Champion’s class level as an additional bonus to all knowledge skills he has ranks in, and allows him to choose one spell which he can cast paying only 1 point of divine fervor per spell level, or up to his charisma modifier worth of spells that he can cast at the normal cost.

Greater Aspect of Mercy - This aspect causes the Divine Champion to radiate with healing power, causing all dying allies and good-aligned creatures within a 30ft radius to automatically stabilize and restore to 0HP immediately after the attack that brought them into negative HP. Allies and good creatures within this radius also gain fast heal equal to the Divine Champion’s charisma modifier, which restores their health to a maximum of 1/2 the creatures’ full HP. The Divine Champion may also choose to spend 4 divine fervor points to render his allies within a 30ft radius unkillable until his next turn. Activating this effect requires a full-round action, though once activated it can be maintained by paying 2 divine fervor points every round as a swift action. Any damage that would reduce a character to negative its constitution score instead reduces it to the same number +1 (after which the character is automatically stabilized and brought to 0hp by the passive function of this ability). Death effects instead reduce allies within the area to their negative con score +1.

Greater Aspect of Persistence - This aspect turns the Divine Champion into a walking hindrance to evil, slowing all evil creatures within a 15ft radius. Any evil creature that enters the range of this effect must make a will save (DC = 10+ Class level + charisma modifier) or have their move speed decreased by 5ft/cha. In addition, the Divine Champion may choose to spend 4 points of divine fervor whenever he strikes a creature in melee combat to cast Dimensional Anchor on the foe.

Greater Aspect of Resilience
- This aspect projects a protective aura around the Divine Champion and all allies within 15ft, granting all of them Damage Reduction X/-- where X is the champion’s charisma modifier. Whenever an ally within this range is struck for damage, the Divine champion can spend 2 divine fervor points to completely negate the hit.

Greater Aspect of Wrath - This aspect creates an aura of wrath surrounding the Divine Champion. This aura has a range of 30ft and deals his charisma modifier in damage to evil creatures every round. Furthermore he can spend 4 points of divine fervor to intensify this aura, forcing all evil creatures less than half his level to make a fortitude save or die, and dealing his Divine Champion level + his charisma modifier in damage to foes who save, have sufficient hit die not to need to save, or morally neutral. Intensifying this aura requires a full round action, though he can maintain the intensity every round thereafter by spending 2 divine fervor points as a swift action.
[/spoiler]

Evil’s Bane: Whenever the Divine Champion makes a successful melee attack on an evil creature, it takes additional damage equal to his charisma plus his class level. Furthermore, he regains one spent point of divine fervor. The Divine Champion is aware of when this ability is activated, and therefore knows whether or not the creature he struck is evil. If the target is using a class ability, spell, or item that would conceal its alignment, this ability does not take effect.
At 10th level, if the target is using a class ability, spell, or item that would conceal its alignment, the Divine Champion makes a caster level check against the creature (in the case of a class or spell like ability), spell, or item. He uses his level+his charisma modifier as an ECL for this check. If he succeeds, this ability bypasses the alignment concealment for the next 24 hours. If he fails, Evil’s Bane does not apply and he is unaware that the contest even happened.
At 20th level, this effect deals damage equal to the Divine Champion’s level times his charisma modifier, and automatically ignores alignment concealment effects.
Note: The Divine Champion does not gain Divine Fervor points for bonus attacks from abilities such as Cleave and Whirlwind attack.

Channel Divinity: At second level, and every even-numbered level thereafter, the Divine Champion can choose a piece of his deity to channel. When he manifests this ability, a portion of his god manifests in his body, shaping it to become more like his deity. All Channeling abilities require a full-round action and an audible prayer or oath to activate, and have a powerful outward effect that happens instantly followed by more internal changes that last until the Divine Champion channels another aspect of his deity. Activating Channel Divinity costs 4 divine fervor points.
All channeling abilities automatically dismiss at the end of combat.

[spoiler]

Channel Agility - Channeling Agility creates a whirlwind with a 15ft radius centered on the Divine Champion. This powerful wind lasts one round and harries all creatures within its range (besides the Champion himself), forcing a reflex save (DC10+cha) to resist being knocked prone. Until he channels another aspect, the Divine Champion gains a +2 divine bonus to dexterity, as well as one additional attack when making a full-round attack.

Channel Knowledge - Channeling Knowledge allows the Divine Champion to instantly become aware of all evil creatures within 30ft. This effect happens instantaneously. Until he channels another aspect, the champion gains a +2 divine bonus to wisdom, as well as blindsense out to 15ft.

Channel Mercy - Channeling Mercy creates a 30ft burst of positive energy centered on the Divine Champion. This positive energy effects only allies and good creatures, and automatically removes fatigue, or reduces the creature’s status to fatigued if it is exhausted. Until he channels another aspect, the Divine Champion gains a +2 divine bonus to charisma. In addition, if he is struck for damage, half of the hit points lost from the attack are transferred to one ally of the champion’s choice within 15ft. The recipient may not be healed above his maximum hit point count with this ability.

Channel Persistence - When the Divine Champion channels Persistence, he gains the effects of a Freedom of Movement spell until the end of his next turn. Until he channels another aspect, he gains a +2 divine bonus to wisdom as well as a divine bonus equal to 1/3 his class level (minimum +1) on all checks to avoid or escape grappling, trip attempts, and spells whose effects restrain movement.

Channel Resilience - When the Divine Champion channels Resilience, the next attack that would deal damage to him is completely negated. Until he channels another aspect, he gains a +2 divine bonus to constitution, as well as a divine bonus to all saves equal to 1/3 his class level (minimum of +1).

Channel Wrath - Channeling Wrath causes an explosion centered on the Divine Champion, dealing the Champion’s class level in damage to all non-good creatures within 15ft. Until he channels another aspect, the Divine Champion gains a +2 bonus to strength, and gains 1.5x (2x for two-handed weapons) his strength modifier to melee damage instead of the normal 1x.
[/spoiler]

Greater Channelings: These are activated via the same methods as normal chanelings, but cost eight points to activate. Selecting a Greater Channeling requires that you have taken its lesser version. Activating a Greater Channeling grants the effect of its lesser version in addition to the new effects described.

[spoiler]

Channel Greater Agility - Channeling Greater Agility grants the Divine Champion another full-round action on the same turn. Until he channels another aspect, the champion can be in two places at once so long as those two places are within his current move speed from each other, effectively creating a tethered double of himself. This second representation of him appears in an adjacent space. Both he and his double share the same HP pool, as well as the same divine fervor pool.
At the end of his turn, the Divine Champion chooses one of the two locations he currently occupies to remain in until his next turn. When his turn begins again, his double re-appears in a space adjacent to him.

Channel Greater Knowledge - Channeling Greater Knowledge allows the Divine Champion to rip knowledge directly from all opponents within 30ft. All creatures with an intelligence score of 3 or greater must make a will save (DC=class level+charisma modifier). Until he channels another aspect, the Divine Champion gains Blindsight out to 60ft. Any enemy spellcasters within this range are suppressed by his presence, requiring a concentration check (DC15+class level+charisma modifier) to successfully cast any spell.

Channel Greater Mercy - Channeling Greater Mercy allows the Divine Champion to remove a curse from an ally within 30ft. Until he channels another aspect, the Divine Champion heals one creature within 30ft any time he deals damage to a foe (healing an amount equal to the damage done). He may designate the target to be healed as a free action. This ability may be directed at undead and other creatures harmed by positive energy, as destroying such an abomination is considered a mercy. Any living creature slain by the Divine Champion while in this mode is not truly dead until a number of rounds equal to his class level. Until the end of this duration, they hang in the balance between life and death, and as such may not be resurrected, to be judged as the champion sees fit. A champion may specify in advance whether or not the creature lives or dies at the end of the duration, and can change this decision any time until the duration of the ability runs out.
Creatures spared are restored to 0HP, and remain unconscious for 1d4 hours unless treated.

Channel Greater Persistence - Channeling Greater Persistence immediately removes all negative conditions from the Champion. Negative levels, ability damage, and ability drain are not automatically removed by this ability, but are lifted until the champion channels another aspect. In addition, the champion can choose to emit a powerful aura. Any evil or hostile creature within 60ft is pulled 5ft in the Divine Champion’s direction every round. Creatures that would be pulled into immediate harm (over a cliff, into melee range of a foe, etc...) by this aura may make a reflex save (DC=class level+charisma modifier) to remain where they stand. He can focus this ability on a single creature within this range, pulling the creature to an adjacent space (Reflex DC=5+class level+charisma places half-way to divine champion instead of ). Movement forced by this ability does not provoke attacks of opportunity.

Channel Greater Resilience - Channeling Greater Resilience renders the Divine Champion completely invincible until the end of his next turn. Until he channels another aspect, he gains DR/-- equal to his class level. In addition, he cannot be rendered unconscious (unless he decides it would be beneficial to be so, in which case all effects of this ability end) and cannot be slain until he reaches his negative maximum HP.

Channel Greater Wrath - Channeling Greater Wrath causes two ethereal hands fit for a colossal-sized creature to burst from the flesh of an opponent within 30ft of you, forcing the foe to make a fortitude save (DC=Class Level+charisma) or die instantly. Even if he succeeds on the save, he takes 1d6 positive energy damage for every level the channeler has in the Divine Champion class (doubled vs. undead, does not heal the living). Regardless of the outcome of the save, the Divine Champion gains control of the two ethereal hands - meaning that he can attack, grapple, and otherwise manipulate matter with them. He cannot attack with both the ethereal hands and his own arms at the same time, though. These hands are linked to the champion so that they have a thirty-foot reach centered him, and on only come into contact with solid objects the character wishes to effect.  If the character is currently wielding a weapon, a colossal-sized replica appears in the ethereal hands.
[/spoiler]

Divine Avatar: Once per day, a Divine Champion of 20th level or higher can activate all of his Greater Channelings at the same time, paying divine fervor as though activating a single Greater Channeling.  This ability lasts a number of rounds equal to 1/2 his class level.

Thanks for reading. Critiques, comments, and ideas always appreciated. :D
« Last Edit: October 13, 2010, 08:09:13 AM by MasterVega »
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Re: Divine Champion (Holy Asskicker) - (PEACH, WIP)
« Reply #1 on: October 03, 2010, 10:27:35 AM »
Since your class obviously isn't finished yet, I'm not going to comment on it just at this moment.

...then why am I making this post?  I'm posting to ask kindly that you not host your files on Google Docs.  I would recommend using a service such as 4shared or scribd instead.

MasterVega

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Re: Divine Champion (Holy Asskicker) - (PEACH, WIP)
« Reply #2 on: October 03, 2010, 05:31:54 PM »
Any particular reason why? Formatting issues?
I might be insane, but at least I\'m not deluded...

My Art! :D

Current PbP Games:
The Good, the Bad, and the Undead as Cedric McDouglan, ex-soldier shadow hunter.

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Re: Divine Champion (Holy Asskicker) - (PEACH, WIP)
« Reply #3 on: October 05, 2010, 10:55:06 AM »
Primarily because I don't need to subscribe to look at it.  Also, I'm not a huge fan of Google anymore.

archangel.arcanis

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Re: Divine Champion (Holy Asskicker) - (PEACH, WIP)
« Reply #4 on: October 05, 2010, 04:47:50 PM »
you can share docs from google without having people subscribe to see them. I do it all the time.

While the class isn't done yet it does look interesting. I also like how it is very building block like so that you can have several people all with the same class and still end up as different characters. Once you finish putting up the abilities i'll look at them all closer to see if there are some that jump out as too strong or too weak.
Clerics and Druids are like the 4 and 2 in 42. Together they are the answer to the ultimate question in D&D.
Retire the character before the DM smacks you with the Table as the book will feel totally inadequate now.-Hazren

MasterVega

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Re: Divine Champion (Holy Asskicker) - (PEACH, WIP)
« Reply #5 on: October 06, 2010, 04:53:57 AM »
X-Codes - I have it set to "published", so you shouldn't need to be signed in to view it. I just tested it by signing out and clicking the link; it worked just fine.

Archangel.arcanis - Thanks. The building-block design has been a theme in most of my homebrew stuff lately (though I hardly get around to posting anything nowadays) precisely for that reason. It makes classes take a lot more effort to design, though, which is why I'm taking forever to finish it. I'm finding Channel Mercy particularly elusive simply because I need to keep it from being redundant.
I might be insane, but at least I\'m not deluded...

My Art! :D

Current PbP Games:
The Good, the Bad, and the Undead as Cedric McDouglan, ex-soldier shadow hunter.

MasterVega

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Re: Divine Champion (Holy Asskicker) - (PEACH, FINISHED!)
« Reply #6 on: October 13, 2010, 08:12:21 AM »
Apologies for the double-post. I just thought I'd inform anyone who was interested in this class that it is now finished... well... all the abilities are up. It's still unbalanced as hell, I'm sure.

To allow further diversity among members of this class, I'm considering adding new aspects and channelings after seeing how this thing fairs.

Just noting again: I shot for overpowered because I can always scale things back. Please tear this thing to shreds. Tell me what you like, what you dislike, and what you're unsure about. In addition to being a high-tier class, I'd like this thing to be fun to play. That's the point of the game, after all.

Thanks in advance!
« Last Edit: October 13, 2010, 08:15:20 AM by MasterVega »
I might be insane, but at least I\'m not deluded...

My Art! :D

Current PbP Games:
The Good, the Bad, and the Undead as Cedric McDouglan, ex-soldier shadow hunter.