Tuesday, April 24, 2007

Class

Ever make a class? Then here's where you can post it.

2 comments:

Anonymous said...

There don't seem to be many folk posting stuff here, but this looks like a really good site, so I'll hang around here and see if I can help stir up some activity. I'll start by posting my "fix" of the paladin; it's a class that allows for players to be essentially what the PHB paladin is, but granting them flexibility in choice without making additional classes - you can be a "paladin of freedom" just as easily as "blackguard" with this variant, all in the same class.

Crusader

Abilities
Crusaders are often strong in personality, attracting followers or sometimes simply onlookers. However, this strength of presence is often accompanied by foolishness. Crusaders often act with reckless abandon, forgoing common sense or prudency when it interferes with doing their gods’ work. Charisma is vital for the Crusader’s spellcasting and special abilities. It is important to have a good strength score in order to retain effectiveness in combat, and high constitution improves her longegevity in battle.

Alignment
Any.

Hit Die
d10

Class Skills
The Crusader’s class skills (and the key ability for each skill) are Concentration (Con), Craft (Int), Diplomacy (Cha), Gather Information (Cha), Heal (Wis), Intimidate (Cha), Knowledge (Religion) (Int), Listen (Wis), Profession (Int), Sense Motive (Wis), Spot (Wis) and Survival (Wis).

Skill Points at 1st level
(4 + Int modifier) x4.

Skill Points at Each Additional Level
4 + Int modifier

Fighter BAB, good Fort, poor Ref/Will

Class Features
All of the following are class features of the Crusader.

Weapon and Armour Proficiency
Crusaders are proficient with all simple and two martial weapons, light and medium armour, and shields (except tower shields).

Smite Opposed Alignment
A Crusader chooses an opposed alignment and gains the ability to smite it, as the Paladin’s Smite Evil. The opposed alignment can be opposite on either the law-chaos axis or good-evil axis. A lawful good Crusader could choose for her smite to affect either evil or chaotic targets, but not both. A lawful neutral Crusader could choose to smite chaotic targets, evil targets, or good targets, and a true neutral could choose any of the four.

At 5th level and every five levels thereafter, the Crusader gains one additional smite per day. Alternatively, she can gain a secondary Smite attack targeted at a different opposed alignment. For example, a lawful good Crusader at 1st level chooses the ability to smite evil. At 5th level, she can, instead of gaining two of these per day, choose to smite chaos once per day in addition to her Smite Evil.

Lay On Hands
As the Paladin ability, except as noted below:

Evil Crusaders deal negative energy damage, injuring living creatures but repairing undead. Neutral Crusaders choose whether to deal positive or negative energy, but cannot change once decided.

At 4th level, the Crusader can choose to gain the ability to Lay On Hands opposite to her first choice—an evil Crusader gains the ability to heal, and a good one is able to deal damage. This second ability is usable once per day, and heals or harms equal to Crusader level plus Charisma bonus.

Chosen Weapon
At 3rd level, the Crusader chooses one weapon with which she is proficient. This weapon becomes her symbol, and she fights with it as though she had the feat weapon focus. At 8th level, she gains the benefit of improved critical with that weapon. When fighting with any other weapon of similar use (that is, if the chosen weapon is melee, any other melee weapon), the Crusader suffers a -2 penalty to attack rolls.

If a Crusader’s chosen weapon is sundered while she is holding it, there is a 50% chance that she will become enraged (see the Barbarian ability), and a 50% chance stunned for 2 rounds.

Aura of Courage
As the Paladin ability.

Turn Undead
As the Paladin ability, except as noted below:

At 4th level, the Crusader can choose either to gain the ability to perform a weaker Lay On Hands opposed to their alignment or Turn Undead as a cleric of three levels lower a number of times per day equal to 3 + her Charisma modifier. For an evil Crusader or a neutral one who chooses so, Turn Undead is replaced by Rebuke Undead.

Spells
Beginning at 4th level, the Crusader gains the ability to cast a limited amount of divine spells, using the Paladin spell list in addition to those listed below. A Crusader must prepare her spells in advance in the same way that a cleric does. Crusaders cannot use spells directly opposed to their alignment.

To prepare or cast a spell, a Crusader must have a charisma score equal to at least 10 + the spell level. The Difficulty Class for a saving throw against a Crusader’s spell is 10 + the spell level + the Crusader’s charisma modifier.

A Crusader’s caster level is one-half her Crusader level.


Remove/Cause Disease
As the Paladin ability, except that Crusaders of evil alignment or neutral Crusaders who choose to do so can cause disease.

Code of Conduct
A Crusader’s model for behavior is the purest form of her alignment. A Crusader for chaotic evil aims to sow destruction and doubt, while a Crusader for lawful good behaves much as a paladin. If a Crusader intentionally commits an act that is directly opposed to her alignment, she loses all class abilities except for weapon and armour proficiencies.

A Crusader’s opposite does not have to apply to both alignment axes. A Crusader for good can be lawful, neutral, or chaotic, and does not lose class abilities for committing an act opposed to that axis. Conversely, a Crusader for law loses her class abilities for becoming chaotic but not for becoming evil or good.

Associates
A Crusader is not restricted from traveling with characters of an opposed alignment, but they do not often enjoy such business. Crusaders are not restricted from taking henchmen, followers, or cohorts of any alignment, but if their alignment is not within on level of the Crusader’s (as a Cleric to his deity), the Crusader will do no more than issue orders to them and may be considered expendable. Those of similar alignments are often promoted, and those of the same alignment may become close friends.

Crusader Spells

1st-Level Crusader Spells
Curse Water: Makes unholy water.
Inflict Light Wounds: Touch deals 1d8 damage +1/level (max +5).
Magic Weapon: Weapon gains +1 bonus.
Protection from Chaos/Evil/Good/Lawful: +2 to AC and saves, counter mind control, hedge out elementals and outsiders.

3rd-Level Crusader Spells
Bestow Curse: -6 to an ability score; -4 on attack rolls, saves, and checks; or 50% chance of losing each action.
Inflict Moderate Wounds: Touch deals 2d8 damage +1/level (max +10).
Magic Circle against Chaos/Evil/Good/Law: As protection spells, but 10-ft.

4th-Level Crusader Spells
Dispel Chaos/Evil/Lawful/Good: +4 bonus against attacks by chaotic, evil,
Inflict Serious Wounds: Touch deals 3d8 damage +1/level (max +15).
Unholy Sword: As Holy Sword, but versus Good.

John said...

Cool, I'll be sure to use the crusader as my next pc.