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Inspired Knight- An ongoing Paladin project [Game design] (Version 0.3 up)
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<blockquote data-quote="Sound of Azure" data-source="post: 3347437" data-attributes="member: 40749"><p><strong>Inspired Knight, take 2</strong></p><p></p><p>Take 2! <img src="data:image/gif;base64,R0lGODlhAQABAIAAAAAAAP///yH5BAEAAAAALAAAAAABAAEAAAIBRAA7" class="smilie smilie--sprite smilie--sprite2" alt=";)" title="Wink ;)" loading="lazy" data-shortname=";)" /> </p><p></p><p>I'm trialling some codes of conduct. I'm debating having a different code for each estate, or whether to have codes based on combinations of Estates.</p><p></p><p>Another option is to have simple alignment based codes, and restricting the estates you may choose based on that.</p><p></p><p>The Estate Transition can represent Inspired Knights who change their ideals (this may require atonement, I haven't decided), while adjustments to the Inspirations you can have at any level you gain a new Inspiration.</p><p></p><p>Decided not to implement variable mediation DC for Inspired Ecstasy. All acquired Inspirations will be available when you enter the ecstasy.</p><p></p><p>Finally, am trialling the specific qualities each Estate grants when you transcend mortality with the <strong>Inspired Transcendence</strong> ability at 20th level.</p><p></p><p><span style="font-size: 15px"><span style="color: Blue"><strong>Inspired Knight</strong></span></span> (v. 0.3)</p><p></p><p><strong>HD:</strong> d10</p><p><strong>Alignment:</strong> Any (but see text)</p><p></p><p>[CODE]</p><p>Level BAB F/R/W Inspirations Special</p><p>1 +1 2/0/0 1 Inspired Ecstasy, Estates, Aura, Divine Smite 1d6</p><p>2 +2 3/0/0 2 Divine Sight</p><p>3 +3 3/1/1 3 </p><p>4 +4 4/1/1 3 </p><p>5 +5 4/1/1 4 Divine Smite 2d6</p><p>6 +6 5/2/2 5 Estate Transition</p><p>7 +7 5/2/2 6 3rd Estate</p><p>8 +8 6/2/2 6 </p><p>9 +9 6/3/3 7 Transcendent Estate</p><p>10 +10 7/3/3 8 Divine Smite 3d6</p><p>11 +11 7/3/3 9 </p><p>12 +12 8/4/4 9 Estate Transition</p><p>13 +13 8/4/4 10</p><p>14 +14 9/4/4 11 4th Estate</p><p>15 +15 9/5/5 12 Divine Smite 4d6</p><p>16 +16 10/5/5 12 </p><p>17 +17 10/5/5 13</p><p>18 +18 11/6/6 14 Estate Transition</p><p>19 +19 11/6/6 15 Transcendent Estate</p><p>20 +20 12/6/6 15 Divine Smite 5d6, Inspired Transcendence [/CODE]</p><p></p><p><span style="font-size: 12px"><span style="color: Blue"><strong>Class Skills</strong></span></span></p><p>The Inspired Knight’s class skills (and the key ability for each skill) are: Concentration (Con), Craft (Int), Diplomacy (Cha), Handle Animal (Cha), Heal (Wis), Intimidate (Cha), Knowledge (religion) (Int), Profession (Wis), Ride (Dex), Search (Int), Sense Motive (Wis), and Spot (Wis).</p><p></p><p><strong>Skill Points at 1st level:</strong> (2 + Intelligence modifier) x 4</p><p><strong>Skill Points at Each Level:</strong> 2 + Intelligence modifier </p><p></p><p><span style="font-size: 12px"><span style="color: Blue"><strong>Class features</strong></span></span></p><p>All of the following are class features of the Inspired Knight.</p><p></p><p><strong>Weapon and Armour proficiency: </strong> Inspired Knights are proficient with all simple and martial weapons, are proficient with all armour and shields, except for tower shields.</p><p></p><p><strong>Aura (Ex): </strong> An Inspired Knight has a particularly powerful aura that corresponds to the Estates he has chosen. See each Estate description to determine an Inspired Knight’s aura type.</p><p></p><p><strong>Inspired Ecstasy (Su): </strong> An Inspired Knight can meditate, opening his heart to his deity as a special use of the Concentration skill, becoming Inspired.</p><p>The DC to become Inspired is 20. Meditating is a full-round action that provokes an attack of opportunity.</p><p>Once you become Inspired, you remain so until you expend your inspiration, become unconscious, or go to sleep (or enter a meditative trance, in the case of elves).</p><p></p><p><strong>Divine Smite (Su): </strong> As a swift action, you may expend your Inspired Focus to attempt to deal an extra damage with a normal attack. Divine smite can only deal extra damage to creatures that oppose the subtypes of your Aura. At 1st level this damage equals 1d6, and increases by 1d6 at 5th level, and every 5 levels thereafter (10th, 15th, 20th, etc). </p><p></p><p>If the Inspired Knight accidentally smites a creature that is not applicable, the smite is wasted and it deals no extra damage.</p><p></p><p>If the Inspire Knight misses with the Divine Smite, that use of the ability is still expended.</p><p></p><p><strong>Estates:</strong> At 1st level, an Inspired Knight chooses two Estates from which he channels the divine energy he gains through Inspiration. At 7th level he gains a 3rd Estate, and at 14th level, he gains a 4th Estate. Estates determine what kinds of creatures an Inspired Knight may smite with his Divine Smite ability, detect with Divine Sight, and determines the abilities he gains when he Transcends.</p><p></p><p><strong>Divine Sight (Su):</strong> While in the Inspired Ecstasy, an Inspired Knight can sense the presence of forces opposed to his Estates within a 30 foot cone-shaped emanation. </p><p></p><p>As a swift action, an Inspired Knight may expend his focus to change the shape of the emanation to a circle. The Inspired Knight may continue to use Divine Sight in this fashion for as long as he concentrates on the ability, though he loses all other benefits of the Inspired Ecstasy.</p><p></p><p> As a standard action, he can concentrate on this ability, extending the range of the cone to 60 feet in regard to one specific opposition. Concentrating for longer than one round yields more information. </p><p></p><p><em>1st round: </em> presence or absence of the chosen opposition</p><p><em>2nd round:</em> Number of auras corresponding to the Inspired Knight’s opposition in the area, and the power of the most powerful opposing aura present. If the strongest opposing aura is overwhelming (see below), and the HD or level of the opposing aura’s strength is at least twice the Inspired Knight’s class level, he is stunned for 1 round.</p><p><em>3rd Round: </em> The power and location of each aura. If an aura is outside of the Inspired Knight’s line of sight, then he can discern its direction but not its location.</p><p></p><p><em>Aura Power: </em> An aura’s power depends on the type of creature or object you’re detecting and its HD, caster level, or (in the case of a cleric) class level; see the accompanying table. If the aura falls into more than one strength category, the spell indicates the stronger of the two.</p><p>[CODE]</p><p> Aura Power</p><p>Creature/Object Faint Moderate Strong Overwhelming</p><p>Creature (HD) 10 or lower 11-25 26-50 51 or higher</p><p>Undead* (HD) 2 or lower 3-8 9-20 21 or higher</p><p>Outsider** (HD) 1 or lower 2-4 5-10 11 or higher</p><p>Elemental*** (HD) 1 or lower 2-4 5-10 11 or higher</p><p>Class w/ Aura (Cl Lvl) 1 2-4 5-10 11 or higher</p><p>Magic Item ^ (cast Lvl) 2nd or lower 3rd-8th 9th-20th 21st or higher</p><p></p><p>*Paladin or Hospitaler Estate only</p><p>**Of opposing alignment (See estates for details)</p><p>***Elemental Estates only</p><p>^ Of opposing alignment or element[/CODE]</p><p></p><p><em>Lingering Aura:</em> Auras linger after their original sources dissipate (in the case of a spell) or are destroyed (in the case of a creature or magic item). If Divine Sense is activated and directed at such a location, the ability indicates an aura strength of dim (even weaker than a faint aura). How long the aura lingers at this dim level depends on its original power:</p><p></p><p>[CODE]Original Strength Duration</p><p>Faint 1d6 rounds</p><p>Moderate 1d6 minutes</p><p>Strong 1d6x10 minutes</p><p>Overwhelming 1d6 days [/CODE]</p><p></p><p><strong>Estate Transition: </strong> At 6th level, and every 6 levels thereafter, you may swap any one Estate you have access to for another Estate. All inspirations and special abilities you gain from the estate are lost. You immediately gain the new Estate ability and may choose new inspirations as normal from Estates you still possess and from your new Estate.</p><p></p><p><strong>Estate Transcendence: </strong> At 10th level, and again a 19th level, an Inspired Knight can choose to gain mastery of one Estate he has gained 3 inspirations in. If the Inspired Knight has not completed any Estates, he may choose an additional discipline at this level.</p><p></p><p><strong>Inspired Transcendence (Ex): </strong> You transcend your mortal form, and gain special abilities depending upon your Estates. You gain the Inspired Transcendence ability only from Estates that your have selected the Estate Transcendence ability from.</p></blockquote><p></p>
[QUOTE="Sound of Azure, post: 3347437, member: 40749"] [b]Inspired Knight, take 2[/b] Take 2! ;) I'm trialling some codes of conduct. I'm debating having a different code for each estate, or whether to have codes based on combinations of Estates. Another option is to have simple alignment based codes, and restricting the estates you may choose based on that. The Estate Transition can represent Inspired Knights who change their ideals (this may require atonement, I haven't decided), while adjustments to the Inspirations you can have at any level you gain a new Inspiration. Decided not to implement variable mediation DC for Inspired Ecstasy. All acquired Inspirations will be available when you enter the ecstasy. Finally, am trialling the specific qualities each Estate grants when you transcend mortality with the [B]Inspired Transcendence[/B] ability at 20th level. [SIZE=4][COLOR=Blue][B]Inspired Knight[/B][/COLOR][/SIZE] (v. 0.3) [B]HD:[/B] d10 [B]Alignment:[/B] Any (but see text) [CODE] Level BAB F/R/W Inspirations Special 1 +1 2/0/0 1 Inspired Ecstasy, Estates, Aura, Divine Smite 1d6 2 +2 3/0/0 2 Divine Sight 3 +3 3/1/1 3 4 +4 4/1/1 3 5 +5 4/1/1 4 Divine Smite 2d6 6 +6 5/2/2 5 Estate Transition 7 +7 5/2/2 6 3rd Estate 8 +8 6/2/2 6 9 +9 6/3/3 7 Transcendent Estate 10 +10 7/3/3 8 Divine Smite 3d6 11 +11 7/3/3 9 12 +12 8/4/4 9 Estate Transition 13 +13 8/4/4 10 14 +14 9/4/4 11 4th Estate 15 +15 9/5/5 12 Divine Smite 4d6 16 +16 10/5/5 12 17 +17 10/5/5 13 18 +18 11/6/6 14 Estate Transition 19 +19 11/6/6 15 Transcendent Estate 20 +20 12/6/6 15 Divine Smite 5d6, Inspired Transcendence [/CODE] [SIZE=3][COLOR=Blue][B]Class Skills[/B][/COLOR][/SIZE] The Inspired Knight’s class skills (and the key ability for each skill) are: Concentration (Con), Craft (Int), Diplomacy (Cha), Handle Animal (Cha), Heal (Wis), Intimidate (Cha), Knowledge (religion) (Int), Profession (Wis), Ride (Dex), Search (Int), Sense Motive (Wis), and Spot (Wis). [B]Skill Points at 1st level:[/B] (2 + Intelligence modifier) x 4 [B]Skill Points at Each Level:[/B] 2 + Intelligence modifier [SIZE=3][COLOR=Blue][B]Class features[/B][/COLOR][/SIZE] All of the following are class features of the Inspired Knight. [B]Weapon and Armour proficiency: [/B] Inspired Knights are proficient with all simple and martial weapons, are proficient with all armour and shields, except for tower shields. [B]Aura (Ex): [/B] An Inspired Knight has a particularly powerful aura that corresponds to the Estates he has chosen. See each Estate description to determine an Inspired Knight’s aura type. [B]Inspired Ecstasy (Su): [/B] An Inspired Knight can meditate, opening his heart to his deity as a special use of the Concentration skill, becoming Inspired. The DC to become Inspired is 20. Meditating is a full-round action that provokes an attack of opportunity. Once you become Inspired, you remain so until you expend your inspiration, become unconscious, or go to sleep (or enter a meditative trance, in the case of elves). [B]Divine Smite (Su): [/B] As a swift action, you may expend your Inspired Focus to attempt to deal an extra damage with a normal attack. Divine smite can only deal extra damage to creatures that oppose the subtypes of your Aura. At 1st level this damage equals 1d6, and increases by 1d6 at 5th level, and every 5 levels thereafter (10th, 15th, 20th, etc). If the Inspired Knight accidentally smites a creature that is not applicable, the smite is wasted and it deals no extra damage. If the Inspire Knight misses with the Divine Smite, that use of the ability is still expended. [B]Estates:[/B] At 1st level, an Inspired Knight chooses two Estates from which he channels the divine energy he gains through Inspiration. At 7th level he gains a 3rd Estate, and at 14th level, he gains a 4th Estate. Estates determine what kinds of creatures an Inspired Knight may smite with his Divine Smite ability, detect with Divine Sight, and determines the abilities he gains when he Transcends. [B]Divine Sight (Su):[/B] While in the Inspired Ecstasy, an Inspired Knight can sense the presence of forces opposed to his Estates within a 30 foot cone-shaped emanation. As a swift action, an Inspired Knight may expend his focus to change the shape of the emanation to a circle. The Inspired Knight may continue to use Divine Sight in this fashion for as long as he concentrates on the ability, though he loses all other benefits of the Inspired Ecstasy. As a standard action, he can concentrate on this ability, extending the range of the cone to 60 feet in regard to one specific opposition. Concentrating for longer than one round yields more information. [I]1st round: [/I] presence or absence of the chosen opposition [I]2nd round:[/I] Number of auras corresponding to the Inspired Knight’s opposition in the area, and the power of the most powerful opposing aura present. If the strongest opposing aura is overwhelming (see below), and the HD or level of the opposing aura’s strength is at least twice the Inspired Knight’s class level, he is stunned for 1 round. [I]3rd Round: [/I] The power and location of each aura. If an aura is outside of the Inspired Knight’s line of sight, then he can discern its direction but not its location. [I]Aura Power: [/I] An aura’s power depends on the type of creature or object you’re detecting and its HD, caster level, or (in the case of a cleric) class level; see the accompanying table. If the aura falls into more than one strength category, the spell indicates the stronger of the two. [CODE] Aura Power Creature/Object Faint Moderate Strong Overwhelming Creature (HD) 10 or lower 11-25 26-50 51 or higher Undead* (HD) 2 or lower 3-8 9-20 21 or higher Outsider** (HD) 1 or lower 2-4 5-10 11 or higher Elemental*** (HD) 1 or lower 2-4 5-10 11 or higher Class w/ Aura (Cl Lvl) 1 2-4 5-10 11 or higher Magic Item ^ (cast Lvl) 2nd or lower 3rd-8th 9th-20th 21st or higher *Paladin or Hospitaler Estate only **Of opposing alignment (See estates for details) ***Elemental Estates only ^ Of opposing alignment or element[/CODE] [I]Lingering Aura:[/I] Auras linger after their original sources dissipate (in the case of a spell) or are destroyed (in the case of a creature or magic item). If Divine Sense is activated and directed at such a location, the ability indicates an aura strength of dim (even weaker than a faint aura). How long the aura lingers at this dim level depends on its original power: [CODE]Original Strength Duration Faint 1d6 rounds Moderate 1d6 minutes Strong 1d6x10 minutes Overwhelming 1d6 days [/CODE] [B]Estate Transition: [/B] At 6th level, and every 6 levels thereafter, you may swap any one Estate you have access to for another Estate. All inspirations and special abilities you gain from the estate are lost. You immediately gain the new Estate ability and may choose new inspirations as normal from Estates you still possess and from your new Estate. [B]Estate Transcendence: [/B] At 10th level, and again a 19th level, an Inspired Knight can choose to gain mastery of one Estate he has gained 3 inspirations in. If the Inspired Knight has not completed any Estates, he may choose an additional discipline at this level. [B]Inspired Transcendence (Ex): [/B] You transcend your mortal form, and gain special abilities depending upon your Estates. You gain the Inspired Transcendence ability only from Estates that your have selected the Estate Transcendence ability from. [/QUOTE]
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