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Inspired Knight- An ongoing Paladin project [Game design] (Version 0.3 up)
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<blockquote data-quote="Sravoff" data-source="post: 3328417" data-attributes="member: 33724"><p>Alright. I really like this idea, and rather hate seeing it on the third page. So here is what I ahev so far.</p><p></p><p><strong>HD:</strong> d10</p><p><strong>BAB:</strong> Good</p><p><strong>Saves:</strong> Good fort, poor will and ref</p><p><strong>Skills:</strong> Concentration(con), Craft(int), Diplomacy(cha), Handle Animal(cha), Heal(wis), Knowledge(religion)(int), Profession(wis), Ride(dex), Sense Motive(wis)</p><p>2+int mod per level (Times four at first level)</p><p></p><p><strong>Weapon and Armor Proficiency:</strong> Inspired are proficient with all simple and martial weapons, are proficient with all armor and shields, except for tower shields.</p><p></p><p><strong>Aura:</strong> The power of an inspired's aura, is equal to his ranks in religion, minus three, to a minimum of one. <em>An Inspired's aura, matches his Code of Conduct, see below.</em></p><p></p><p><strong>Code of Conduct:</strong> An Inspired usually, but not always, align's himself with an alignment. If he is aligned with an alignment, his aura matches his alignment, if not... I dunno yet...</p><p></p><p><strong>Inspired:</strong> As a standard action that does not provoke an attack of opportunity, you may become Inspired. Becoming inspired requires a DC 15 concentration check, some Inspired abilities may heighten or lower this number. When you become inspired, you may select one Passive Inspired ability, and one Expenditure Inspired Ability. You may select to become inspired with only a Passive or an Expenditure ability. Becoming inspired with out an Expenditure Ability, lowers the DC by 3, to a DC 12. Becoming Inspired without a Passive ability lowers the DC by 2. <em>Becoming inspired without an ability is rather pointless, unless there are feats that require one to be Inspired. We'll see.</em></p><p></p><p><strong>Here are four Passive inspired Abilities, taken from the standard paladin class. I boosted them some, since normally they are all active. It would be cool if they all had additional expenditure ability like the detect ability does.</strong></p><p><strong></strong></p><p><strong>Detect:</strong> An Inspired with atleast 4 ranks in Religion gaisn the ability to detect opposition within a 30'. As a standard acion you can concentrate, and know the number of opposite aura's. As a ful round action you may extend this to 60', and know how many opposite auras are present. As an additional standard action, you may know the location of each aura. After you know the location of each aura, you may expend your Inspired focus, to lock onto a particular aura. Once you are locked on, you may as a free action pinpoint its location. However, if it goes beyond 60' from you, you lose track of the aura. This lasts a number of rounds equal to the number of rounds you may stay inspired.</p><p></p><p><strong>Divine Grace:</strong> An Inspired with atleast five ranks in Religion gains a bonus on all saving throws equal to her charisma bonus, with a minimum of one..</p><p></p><p><strong>Lay On Hands:</strong> An Inspired with atleast 5 ranks in Knowledge(Religion) can lay on hands, as per the normal Paladin ability. However, the Inspired heals her ranks in Knowledge(Religion) times her charisma bonus, instead of her level. Also, the minimum is her ranks in Knowledge(Religion).</p><p></p><p><strong>Aura of Courage:</strong> An Inspired with atleast 6 ranks in Knowledge(Religion) can activate an Aura of Courage. When inspired, allies within a 20' radius gain +5 saves against fear, while the Inpired herself is immune to all fear effect, mundane or magical.</p></blockquote><p></p>
[QUOTE="Sravoff, post: 3328417, member: 33724"] Alright. I really like this idea, and rather hate seeing it on the third page. So here is what I ahev so far. [b]HD:[/b] d10 [b]BAB:[/b] Good [b]Saves:[/b] Good fort, poor will and ref [b]Skills:[/b] Concentration(con), Craft(int), Diplomacy(cha), Handle Animal(cha), Heal(wis), Knowledge(religion)(int), Profession(wis), Ride(dex), Sense Motive(wis) 2+int mod per level (Times four at first level) [b]Weapon and Armor Proficiency:[/b] Inspired are proficient with all simple and martial weapons, are proficient with all armor and shields, except for tower shields. [b]Aura:[/b] The power of an inspired's aura, is equal to his ranks in religion, minus three, to a minimum of one. [i]An Inspired's aura, matches his Code of Conduct, see below.[/i] [b]Code of Conduct:[/b] An Inspired usually, but not always, align's himself with an alignment. If he is aligned with an alignment, his aura matches his alignment, if not... I dunno yet... [b]Inspired:[/b] As a standard action that does not provoke an attack of opportunity, you may become Inspired. Becoming inspired requires a DC 15 concentration check, some Inspired abilities may heighten or lower this number. When you become inspired, you may select one Passive Inspired ability, and one Expenditure Inspired Ability. You may select to become inspired with only a Passive or an Expenditure ability. Becoming inspired with out an Expenditure Ability, lowers the DC by 3, to a DC 12. Becoming Inspired without a Passive ability lowers the DC by 2. [i]Becoming inspired without an ability is rather pointless, unless there are feats that require one to be Inspired. We'll see.[/i] [b]Here are four Passive inspired Abilities, taken from the standard paladin class. I boosted them some, since normally they are all active. It would be cool if they all had additional expenditure ability like the detect ability does. Detect:[/b] An Inspired with atleast 4 ranks in Religion gaisn the ability to detect opposition within a 30'. As a standard acion you can concentrate, and know the number of opposite aura's. As a ful round action you may extend this to 60', and know how many opposite auras are present. As an additional standard action, you may know the location of each aura. After you know the location of each aura, you may expend your Inspired focus, to lock onto a particular aura. Once you are locked on, you may as a free action pinpoint its location. However, if it goes beyond 60' from you, you lose track of the aura. This lasts a number of rounds equal to the number of rounds you may stay inspired. [b]Divine Grace:[/b] An Inspired with atleast five ranks in Religion gains a bonus on all saving throws equal to her charisma bonus, with a minimum of one.. [b]Lay On Hands:[/b] An Inspired with atleast 5 ranks in Knowledge(Religion) can lay on hands, as per the normal Paladin ability. However, the Inspired heals her ranks in Knowledge(Religion) times her charisma bonus, instead of her level. Also, the minimum is her ranks in Knowledge(Religion). [b]Aura of Courage:[/b] An Inspired with atleast 6 ranks in Knowledge(Religion) can activate an Aura of Courage. When inspired, allies within a 20' radius gain +5 saves against fear, while the Inpired herself is immune to all fear effect, mundane or magical. [/QUOTE]
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Inspired Knight- An ongoing Paladin project [Game design] (Version 0.3 up)
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