Custom Content: Classes

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Custom Content: Classes

Postby Mr_Praetorian » Thu Aug 13, 2015 4:01 am

Class Options

Here you will find custom abilities and archetypes tailored for this campaign (and for my games in general).
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Mr_Praetorian
High Lord of Ham
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Postby Mr_Praetorian » Thu Aug 13, 2015 4:11 am



This fancy phrase means that you are free to mix and match archetypes and alternative class features to design the character of your liking. Your character will still be subject to GM approval, and the GM reserves the right to veto any character design that feels like a mess of variant rules cobbled together for the sake of munchkinism (power gaming). Design smart, check in the with the GM first.

For more information, consult the GM.
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Re: Custom Content: Classes

Postby Mr_Praetorian » Thu Aug 13, 2015 6:15 am

Cavalier Orders

In place of the standard cavalier orders presented in Pathfinder resources, any character playing a Cavalier will be required to work with the GM to design a an order tailored to the character and campaign by selecting aspects of existing published orders. Two such examples are presented below.



A cavalier who devotes herself to the order of the rose is sworn to upholding the cause of the people and revolutionary idealism. A cavalier of the order of the rose takes a stalwart stance against tyranny in any form, and fights to see the right of free expression maintained.

Edicts: The cavalier must oppose those who seek to control others without their consent and support those who seek freedom from oppression. She must abhor slavery of any kind, and use her influence to to encourage artistic and ideological expression.

Banner and Dressage: The Order of the Rose banner varies from chapter to chapter, but all banners feature two roses on thorny branches crossed over another symbol. For example, in Kintargo, the banner of the Order of the Rose featured two roses crossed over a silver shield, with the words “Rise as One” displayed below. Order of the rose cavaliers typically wear armor that has been decorated with roses, or birds and other imagery associated with freedom. The colors purple, red, and silver are significant to them.

Challenge: Whenever an order of the order cavalier issues a challenge, her allies receive a +1 circumstance bonus on melee attack rolls against the target of her challenge whenever she is threatening the target. This bonus increases by +1 for every four levels the cavalier possesses.

Skills: An order of the rose cavalier adds Knowledge (history) and Knowledge (local) (Int) to her list of class skills. Whenever the cavalier uses Diplomacy to persuade others to join her cause, she receives a competence bonus on the check equal to 1/2 her cavalier level (minimum +1).

Order Abilities

Aid Allies (2nd): At 2nd level. when an order of the rose cavalier uses an aid other action on one of her allies, the bonus that ally receives is +2 higher. This bonus increases by +1 at 8th level, and every six levels thereafter.

Greater Aid (8th): At 8th level, an order of the rose cavalier’s ability to aid her allies improves. As a standard action, she may select a number of allies within 30ft, but no more than her Charisma modifier, and use the aid another action on them as per normal. Alternatively, as a move action, she may select a single ally, and use the aid another action as normal on that ally, except that the resulting bonus will be two higher. Regardless of whether she chooses to aid one ally, or multiple, Greater Aid may be used once per day, and an additional time per day for every four class levels there after.

Rise as One (15th): At 15th level, the cavalier can spend a standard action to move up to her speed and make a melee attack. All allies within 30 feet can also move up to their speed and make a melee attack as an immediate action. This movement and attack can be made as a charge if the movement qualifies. All attacks receive a competence bonus equal to the cavaliers bonus to aid other checks. A cavalier can use this ability once per combat. This ability may not be combined with Greater Aid.
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Mr_Praetorian
High Lord of Ham
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Postby Mr_Praetorian » Thu Aug 13, 2015 2:05 pm

New Paladin Archetype

Sacred Warrior
At 1st level, weapons wielded by a sacred warrior are charged with the power of his faith. In addition to the favored weapon of his deity, the sacred warrior can designate a weapon as a sacred weapon by selecting that weapon with the Weapon Focus feat; if he has multiple Weapon Focus feats, this ability applies to all of them. Whenever the sacred warrior hits with his sacred weapon, the weapon damage is based on his level and not the weapon type. The damage by size follows the parameters set forth for warpriests in the ACG. The sacred warrior can decide to use the weapon's base damage instead of the sacred weapon damage—this must be declared before the attack roll is made. (If the weapon's base damage exceeds the sacred weapon damage, its damage is unchanged.) This increase in damage does not affect any other aspect of the weapon, and doesn't apply to alchemical items, bombs, or other weapons that only deal energy damage.

At 4th level, the sacred warrior gains the ability to enhance one of his sacred weapons with divine power as a swift action. This power grants the weapon a +1 enhancement bonus. For every 4 levels beyond 4th, this bonus increases by 1 (to a maximum of +5 at 20th level). If the sacred warrior has more than one sacred weapon, he can enhance another on the following round by using another swift action. The sacred warrior can use this ability a number of rounds per day equal to his sacred warrior level, but these rounds need not be consecutive.

These bonuses stack with any existing bonuses the weapon might have, to a maximum of +5. The sacred warrior can enhance a weapon with any of the following weapon special abilities: brilliant energy, defending, disruption, flaming, frost, keen, and shock. In addition, if the sacred warrior is chaotic, he can add anarchic and vicious. If he is good, he can add ghost touch and holy. If he is lawful, he can add axiomatic and merciful. Adding any of these special abilities replaces an amount of bonus equal to the special ability's base cost. Duplicate abilities do not stack. The weapon must have at least a +1 enhancement bonus before any other special abilities can be added.

If multiple weapons are enhanced, each one consumes rounds of use individually. The enhancement bonus and special abilities are determined the first time the ability is used each day, and cannot be changed until the next day. These bonuses do not apply if another creature is wielding the weapon, but they continue to be in effect if the weapon otherwise leaves the sacred warrior's possession (such as if the weapon is thrown). This ability can be ended as a free action at the start of the sacred warrior's turn (that round does not count against the total duration unless the ability is resumed during the same round). If the sacred warrior uses this ability on a double weapon, the effects apply to only one end of the weapon.

A sacred warrior does not receive the Divine Bond ability.
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