Engilbrand
First Post
Sun was my first thought for Turning, with Evil being for Rebuking. I do like the idea of giving it an if/then ability. Sun can Turn. Good can Turn. If you have both, though, you're really good at Turning. Unfortunately, there are some Domains in other books that might work better for some of these abilities. For now, I'll just deal with what looks like it could be changed from the PHB.
Different Domain Powers: Each alternate would be with the domain. It's like Psions improving their powers. There are different ways that they can be improved.
Chaos: Once per day, you may improve the die rolled for damage/healing by one step. Alternate: Instead, you may improve a critical multiplier by one step. Second Alternate: For every 2 Faith Points spent beyond the first, improve the die by a step or the critical multiplier. This number can not go beyond d12 or x5 for a critical.
Example: Thrax casts Cure Serious Wounds. He spends a Faith Point to increase the dice from 3d8 to 3d10. He spends another 2 Faith Points to increase it to 3d12.
Second Example: Thrax scores a critical with a Greatsword. He spends a Faith Point to increase the crit multiplier to x3. He spends another 4 Faith Points to make it x5.
This actually adds some random elements to what he can do. Then again, maybe it should just be for spells to show that his spells can be random and chaoitc.
Evil: Rebuke Undead
Healing: All Healing spells are improved by one die step.
Knowledge: Gain all Knowledge skills. Once per day, you may roll 1d6 per Faith Point spent. Add these to your Knowledge rolls.
Example: Thrax rolls a Knowledge check and gets a 15. He then elects to spend 3 Faith Points, rolls 3d6 and has a total of 12. His new Knowledge check result is 27.
Law: Once per day, you can bring order to chaos. Instead of rolling the dice for something, you can elect for it to become average. If it is an attack roll, the d20 result is 10. This can be used even when it is not your turn and can be used on anything within 5xyour Champion level.
Example: The enemy is going to attack an ally. You use this ability. The enemy has a +7 to hit. It automatically gets a 17 on it's To Hit roll.
Second Example: The Sorceror in Thrax's group casts Fireball for 10d6 damage. The Fireball automatically hits for 33 damage.
Trickery: Each Faith Point spent gives a +2 bonus to Bluff, Disguise and Hide for a number of rounds equal to your Champion level.
War: At 1st level, you gain the Proficiency with the deity's favored weapon. You also gain Weapon Focus. Improvements: If you use a Faith Point, you gain the following abilities for a number of rounds equal to your Champion level. At your 6th Champion level, you gain Weapon Specialization. At your 12th Champion level, you gain Greater Weapon Focus. At 16th level, you gain Greater Weapon Specialization.
For the moment, that's all that jumps out at me. If there are other ideas, changes or recommendations, please let me know.
Different Domain Powers: Each alternate would be with the domain. It's like Psions improving their powers. There are different ways that they can be improved.
Chaos: Once per day, you may improve the die rolled for damage/healing by one step. Alternate: Instead, you may improve a critical multiplier by one step. Second Alternate: For every 2 Faith Points spent beyond the first, improve the die by a step or the critical multiplier. This number can not go beyond d12 or x5 for a critical.
Example: Thrax casts Cure Serious Wounds. He spends a Faith Point to increase the dice from 3d8 to 3d10. He spends another 2 Faith Points to increase it to 3d12.
Second Example: Thrax scores a critical with a Greatsword. He spends a Faith Point to increase the crit multiplier to x3. He spends another 4 Faith Points to make it x5.
This actually adds some random elements to what he can do. Then again, maybe it should just be for spells to show that his spells can be random and chaoitc.
Evil: Rebuke Undead
Healing: All Healing spells are improved by one die step.
Knowledge: Gain all Knowledge skills. Once per day, you may roll 1d6 per Faith Point spent. Add these to your Knowledge rolls.
Example: Thrax rolls a Knowledge check and gets a 15. He then elects to spend 3 Faith Points, rolls 3d6 and has a total of 12. His new Knowledge check result is 27.
Law: Once per day, you can bring order to chaos. Instead of rolling the dice for something, you can elect for it to become average. If it is an attack roll, the d20 result is 10. This can be used even when it is not your turn and can be used on anything within 5xyour Champion level.
Example: The enemy is going to attack an ally. You use this ability. The enemy has a +7 to hit. It automatically gets a 17 on it's To Hit roll.
Second Example: The Sorceror in Thrax's group casts Fireball for 10d6 damage. The Fireball automatically hits for 33 damage.
Trickery: Each Faith Point spent gives a +2 bonus to Bluff, Disguise and Hide for a number of rounds equal to your Champion level.
War: At 1st level, you gain the Proficiency with the deity's favored weapon. You also gain Weapon Focus. Improvements: If you use a Faith Point, you gain the following abilities for a number of rounds equal to your Champion level. At your 6th Champion level, you gain Weapon Specialization. At your 12th Champion level, you gain Greater Weapon Focus. At 16th level, you gain Greater Weapon Specialization.
For the moment, that's all that jumps out at me. If there are other ideas, changes or recommendations, please let me know.