Coming Back to D&D, thinking about a New Campaign (long)

Jeph

Explorer
Well, I've been on a break from D&D for a while, mostly designing my game Pagoda (pluggidy plug plug) and dabbling in GNS theory. Consequently, I realized my Gamist motives are quite strong: I Need Strategy. D&D is the best game I know of for this, with huge numbers of options, and I'm not just talking about class choice: the feats, skills, and spells are limitless. And the system is infinitely tinkerable.

So, I'm back. :)

I'm revving up my engines for a relatively "standard" (as standard as I ever run, anyway) game. That is to say, basically your normal game, with a large swath of the torso ripped out and replaced with something else entirely. The cosmology will be strongly influenced by Sep's Wyre, as the magnificent bastard's writeups are, to speak plainly, awe inspiring. I plan to start the game at 7th level. So anyway, an amalgam of house rules I'm planning to use for the game (based off of 3.0, not 3.5)..



Characters

Ability Scores

All Ability Scores will be generated by distributing 32 points among them, using the Point Buy method described in the DMG.

Races

Humans, for the most part. There are a very few number of Fey Blooded, which use the statistics of Elves, differing as follows: Fey-Blooded characters do not gain the Elven weapon proficencies. Fey-Blooded with a Wisdom of at least 10 may cast the following Orisons, each once per day: Heal Minor Wounds, Know Direction, Light. The favored class of a Fey-Blooded is the Druid.

Floating Class Skills

At character creation, each player may choose two skills for their character to be "floating class skills." These skills are always treated as class skills for the character, no matter the class. If the character enters a class where these skills are already class skills, they gain a permanent, one-time +1 bonus to checks with that skill.

PHB Classes

The following classes from the PHB will NOT be appearing in the game: Bard, Monk, Paladin, Ranger, and Sorcerer. The remaining classes (Barbarian, Cleric, Druid, Fighter, Rogue, and Wizard) appear without (or with minimal) modification. If a player wants to portray the paladin type, they will multiclass as a Fighter/Cleric. If they wish to play a ranger type, they will multiclass as a Fighter/Druid (for the spellslinging ranger) or take a few levels of the Rogue or Wayfarer (see below).

The Cleric's ability to Turn Undead becomes the ability to Turn Devils and Fiends, and works in an identical manner. A Wizard must specialize, and may choose to take either Spell Focus in their chosen school or Scribe Scroll as their first level bonus feat.

New Class: Wayfarer

The Wayfarer is a sojourner and traveler across the land. This class's design is based upon the Scoundrel from the SWd20RPG and the analogue class in the Wheel of Time role playing game. This is meant to be a jack of all trades class, allowing for a good deal of customization.

Hit Die: d8
Base Attack Bonus: Medium
Saving Throws: The Wayfarer may consider any one saving throw a good save, and the remaining two poor, depending upon the choice of the player.
Class Skills: The Wayfarer may consider all non-restricted skills as class skills.
Skill Points per Level: 6 + Int modifier
Proficencies: Simple weapons and light armor, and then either shields, medium armor, a single exotic weapon, or martial weapons, depending upon the choice of the player.
Remarkable Luck: Starting at first level, the Wayfarer becomes extremely lucky. Once per day, they may reroll a single attack, save, check, or damage roll that they have just made. They may choose to instead force another to do the same with a roll that directly affects the Wayfarer. This ability may be used twice per day at 2nd level, thrice per day at 10th level, and four times per day at 18th level.
Skill Emphasis: The Wayfarer is prone to picking up a variety of talents. At 4th level, and then again at levels 8, 12, 16, and 20, the Wayfarer may choose a single skill (they need not have any ranks in this skill unless it is a restricted skill, in which case they must have at least 1 rank in that skill picked up as a member of another class). They gain a +3 bonus to checks with that skill. The same skill may not be selected more than once.
Bonus Feat: At level 9, the Wayfarer learns some esoteric method or useful practice. They may select a single bonus feat. There are no additional restrictions upon what feat may be selected.

Prestige Classes

The following Prestige Classes are permitted: (from the DMG) Arcane Archer with the race requirements eliminated, Assassin, Loremaster, Shadowdancer. (from Sword and Fist) Devoted Defender, Duelist, Ghostwalker, Lasher, Order of the Bow Initiate, Tribal Protector with the race requirements eliminated, Wepon Master. (from Tome and Blood) Acolyte of the Skin, Alienist, Arcane Trickster, Blood Magus, Candle Caster, Elemental Savant, Fatespinner, Mindbender, Spellsword. (from Song and Silence) Dread Pirate, Dungeon Delver, Outlaw of the Crimson Road, Royal Explorer, Spymaster, Thief-Acrobat, Vigilante, Virtuoso. (from Defenders of the Faith) Church Inquisitor, Consecrated Harrier, Contemplative, Divine Oracle, Hospitaler, Knight of the Middle Circle, Sacred Exorcist, Templar, Warpriest. (from Masters of the Wild) Animal Lord, Bloodhound, Deepwood Sniper, Exotic Weapon Master, Foe Hunter, Frenzied Berzerker, Geomancer, King/Queen of the Wild, Tamer of Beasts, Tempest, Verdant Lord, Watch Detective, Windrider.

All other Prestige Classes are handled on a case by case basis. For all prestige classes, any background material is completely erased, and may be redefined by the player to any extent. Prestige classes are to be used to emulate a character concept with game statistics, not to emulate game statistics with a character concept.

Feats

All feats from the PHB and the splat books, as well as Oriental Adventures, are permissable. The following feats may also be taken by any character.

Wide Talent
REQUIREMENTS: This feat may only be taken at first level.
BENEFIT: Pick one additional Floating Class Skill for your character.

Synergy
REQUIREMENTS: At least 2 ranks in each of the chosen skills.
BENEFIT: Choose two skills that are somehow related (Wilderness Lore and Knowledge [nature], for example). You gain a +2 bonus to checks with both of those skills.

The feat Skill Focus is altered to grant a +3 bonus to the chosen skill, instead of +2. The 3.5e version of Weapon Finesse will be used, granting the ability to use a character's Dexterity modifier with ALL applicable weapons. The Deflect Arrows feat is changed to the following.

REQUIREMENTS: Base Attack Bonus +2, Weapon Focus with a finessable weapon or Weapon Finesse
BENEFIT: You may Parry ranged attacks with any finessable weapon in which you have Weapon Focus, or any weapon in which you have Weapon Finesse. You may only do so once per round, and at a -4 penalty to your roll.
SPECIAL: If you have both Weapon Focus and Weapon Finesse with a weapon, you do not suffer the -4 penalty on your parry attempt.

Improved Unarmed Strike is changed to the following.

BENEFIT: You deal 1d6 points of lethal bludgeoning damage with an unarmed attack, and do not provoke an attack of opportunity with your punches, kicks, and similar manuevers. If you wish, you may deal subdual damage without penalty.
SPECIAL: This feat may be taken multiple times. Each time that it is taken, increase the damage die by one step, to a maximum of d12.

A character that takes Weapon Focus with the Shortbow or Longbow also has Weapon Focus in any Composite equivalent that they are strong enough to draw.



Combat

Parry

When a character takes a partial or full attack action, they may choose to withhold any number of their attacks, and use the withheld attacks as parries later on. For instance, suppose a character with attacks at +9/+4. As a full attack action, they could choose to attack twice at +9/+4, attack once at +9 and parry once at +4, attack once at +4 and parry once at +9, or parry twice at +9 and +4.

A parry may be used at any time before a character's next turn. When their next turn arrives, any withheld attacks that have not been used to parry are lost. When a character is attacked and they have a withheld attack, their player may declare that they are using any one of these stored attacks to parry. The player then makes an attack roll with their weapon, substituting their Dexterity modifier for their Strength modifier. Medium sized but finessable weapons gain a +1 bonus to this roll. If this roll is greater than the character's Armor Class, the result of the roll replaces their AC against the incoming attack (and no other). Only physical, melee attacks may be parried; spells are flat impossible to plock, and ranged weapons may not be parried without an appropriate feat. You may only parry an attack that you are aware of (you may not be denied your Dex bonus to AC against the attack).

Example: A character using a Spiked Chain takes a full attack action. They have attacks at +17/+12/+7. Their Strength modifier is +4, and their Dexterity modifier +2. Their AC is 19. They do not have Weapon Finesse. They decide to withold the last two attacks (+12 and +7) for parries. Later in the round, they are sneak attacked by a rogue, and cannot parry. After this, a the rogue makes two normal attacks. Our hero parries both, using bonuses of +11 and +6. (replace the +4 Strength with +2 Dex, add 1 for a finessable medium sized weapon). For the Parry at +11, they roll a 13. Their AC against the incoming attack is (13+11) 24. For the second Parry, they roll a 12. Since 12+6=18, and their AC is normally 19, our hero uses his normal AC against the incoming attack.

Knockback

Whenever a character suffers at least 20 points of damage from a Bludgeoning source, 25 points of damage from a Slashing source, or 30 points of damage from a Piercing source, they must make a Dexterity or Strength check (DC 10, +1 for every 2 points of damage dealt past the minimum required for the damage type). If they fail this check, the character is knocked back 5 feet and must make a Balance check, at the same DC as the initial Strength or Dexterity check. If they fail this second check, they are also knocked prone.

When a character makes an attack, they may choose to suffer a -2 penalty on their attack roll in order to eliminate any possibility of forcing their target to roll against Knockback.

Death's Door

Instead of dying when a character reaches -10 HP, they die when they reach negative Hit Points equal to their Constitution score plus their total Hit Dice. Thus, a human 7th level Fighter with a Constitution of 14 dies at -21 HP. If a character's level plus their Constitution score is 9 or less, their Death's Door is increased to 10. This benefit applies to player characters only; all NPCs have a Death's Door of 10, no matter what. A character at negative HP who is losing hit points does not have a 10% chance to stabalize, but instead stabalizes with a successful Constitution check (DC 19).



Spells

Prohibited Spells

All spells that revive the dead are prohibited. The only way to restore a dead is with a Wish or Miracle spell or to petition an Outsider of 100 HD or more.

Harm

Harm allows for a saving throw. On a successful save, the target is mearly dealt 3d6+your Caster level in damage. This damage may not take them below 1 HP, and is not applied to creatures at 0 or fewer HP already.

Clerical Domains and Deities

There are only two Gods in the cosmology: Baalel, the Master God, the Creator; and Loshem, the Nameless, the Destroyer. Baalel's Domains are Good, Healing, Knowledge, Law, Protection, Strength, Sun, Travel, and War (longsword). Loshem's Domains are Chaos, Death, Destruction, Evil, Knowledge, Luck, Magic, Trickery, and War (Longbow). There is also the Binding Force, the subject of the religion of The Way of Seeing Virtue in the Earth and Heavens. Although most clergy of the Way are druids, clerics of the order may choose from the following domains: Air, Animal, Death, Earth, Fire, Healing, Knowledge, Plant, Protection, Sun, Travel, and Water. There is no god associated with the Way.



As usual, all who care to opine upon, praise, rave against, or state a proposal of marriage to the above text is welcome to do so. :)

Thanks,
--Jeff

EDIT: Coding, length warning
EDIT2: Fixed plug
 
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I would nerf haste also. I have seen too many 3.0 campaigns just overrun by it. Spell casters reign supreme in 3.0 with haste. The wayfarer is an interesting concept. I would give them two good saves because mechanically they are inferior to rogues in combat. I would balance the class againist rogues. Sneak attack makes up for alot in power progression.


-Psiblade
 

Psiblade said:
I would nerf haste also. I have seen too many 3.0 campaigns just overrun by it. Spell casters reign supreme in 3.0 with haste. The wayfarer is an interesting concept. I would give them two good saves because mechanically they are inferior to rogues in combat. I would balance the class againist rogues. Sneak attack makes up for alot in power progression.


-Psiblade

I view Haste as a feature, not a drawback--it's not so unballancing if the characters have it active all the time, since their enemies will, too (if they have the means and an ounce of brains, that is). And, unlike harm, it's effects aren't so sudden.

Usually.

Anyway, I was balancing the Wayfarer against the Wanderer in WoT...heh. Just noticed that their bonus feats should be at levels 6 and 14, in order to preserve the "increase every even level" routine. But yeah, they do need a bit of a hike. I don't want to give them 8+ skillpoints, as that would be encroaching upon the Rogue's territory...so I'll probably go with your suggestion and give them two good saves. :)

Thanks,
--Jeff
 

First off, any chance of you running this online?! :D

I'd, personally, give a few more religious choices and define some more philosophical paths!
 

dave_o said:
First off, any chance of you running this online?! :D

Sorry, nope. :)

dave_o said:
I'd, personally, give a few more religious choices and define some more philosophical paths!

I'm not sure about that. The two gods and then the Way are intentionally quite broad, which leaves room for vastly different interpretations of what they are. A cleric of Baalel with the Strength and War domains will have quite a different world view than one with the Healing and Good domains.

Also, not everyone agrees on the religious trichotomy. There are those of the Baalelite clergy who would claim that the worshippers of the Way are merely chasing after an aspect of Baalel, or that Loshem does not, in fact, exist, and is merely Baalel's test of faith for his worshippers.

And stuff. :)

Thanks,
--Jeff
 


I like the sound of the campaign a lot - looks easy to jump into.
I like the idea of very few gods - in my experience, the polytheistic glut of dieties just confuses many gamers, and dilutes the influence of religion, not strengthens it.
 

While we're on the topic of Religion in the game...

The Celestial Host

The Celestial Host of Baalel is vast and powerful, but certain Angels are more favored than others. Such angels have not pulled themselves to a higher rank, but instead are simply created as superior: the purpose of an Angel is to serve Baalel, and nothing more. Thus, they have no thirst for power, no desire to advance themselves, and no greed that motivates them to gain dominion over their peers. As all Angels can be seen as a reflection of Baalel, they all share his alignment, which is Lawful Good. Baalel’s Domains are Good, Healing, Knowledge, Law, Protection, Strength, Sun, Travel, and War. Their personality of any given Angel tends to be an amalgam of the essences of these paradigms.

There are four Angelic Orders, although the individual Angels within each Order may have vastly varying capabilities and strengths. The highest order are the Powers, of which there are only eighty-nine. The Powers are the paragons of Baalel’s Domains, and each of the nine Domains has nine corresponding Angels of this high order. Second to the Powers in strength are the Missions, or Angels charged with carrying out a specific task. The abilities of a Mission tend to vary with their godly Mandate and are highly specialized. Below the Missions are the Signs, by some said to be the lowest order of true Angels and by all acknowledged to be the most numerous of the Celestial Host. Signs act as imparters of knowledge and forebearers of events, charged with answering divinations and communes. Signs each have a certain area of expertise or prescience about which they are the true sage, and these areas can be as finite or as broad as Baalel wills. Last are the Virtues, not even considered to be true angels by some. The Virtues are the souls of the faithful and the favored, the godly reincarnation of deceased mortals who live on to bask in the glory of their Lord for eternity. Virtues typically appear as they did in life, although more serene and beautiful.

Capabilities of the Host

All Angels posses certain generic gifts and traits that are common to every member of the Host. These capabilities are defined below.

Lay on Hands (Sp): As a full round action, an Angel may lay their hands upon a mortal and cause their injuries and maladies to evaporate. By taking a full round action and touching a mortal creature, an Angel can cure the target of a number of points of damage equal to the Angel’s Hit Dice plus their Charisma modifier. Alternatively, they may eliminate poisons and diseases from the target, as the spells Nuetralize Poison and Remove Disease, as if cast by a Cleric with a level equal to the angel’s Hit Dice.

Wrath of the Righteous (Ex): Any member of the Celestial Host gains a +2 bonus to attack and damage rolls against creatures of Chaotic Nuetral or Nuetral Evil alignment. Against Chaotic Evil enemies, this bonus increases to +4.

Immunities (Ex): All Angels are immune to electricity, fire, and petrification attacks, as well as poisons and any disease not of supernatural origin.

Resistances (Ex): Members of the Celestial Host have cold and acid resistance 20.

Smite Evil (Su): Once per day, any Angel may make an attack against an Evil creature that gains a bonus to the attack roll equal to the Angel’s Charisma modifier and deals extra damage equal to their Hit Dice.

Keen Vision (Ex): All celestials have low-light vision and darkvision that extends a number of feet equal to the Angel’s Wisdom score multiplied by 5.

Detect Evil (Sp): All Angels may use the spell Detect Evil at will.

The Angels

Name/Type: Power/Large Outsider (Good)
Hit Dice: 20d8+140 (130 hp)
Initiative: +7 (+7 Dex)
Speed: 50 feet, fly 150 feet (Good)
Armor Class: 35 (-1 size, +7 dex, +7 Insight, +7 Deflection, +5 Natural)
Attacks: Huge +5 Keen Flaming Burst Greatsword +32/+27/+22/+17 melee
Damage: Huge +5 Keen Flaming Burst Greatsword 2d8 + 15 + 1d6 fire
Face/Reach: 5 feet by 5 feet/10 feet
Special Attacks: Spell-Like Abilities, Spells
Special Qualities: Damage Reduction 25/+4, SR 30, Host Capabilities, Domain Ability, Fast Healing 17
Saves: Fortitude +19, Reflex +19, Will +19
Abilities: Str 25, Dex 25, Con 25, Int 25, Wis 25, Cha 25
Skills: Knowledge or Craft (Any 5) +27, Diplomacy +27, Intimidate +27, Sense Motive +27, Spellcraft +27, Concentration +27, Listen +22, Spot +22, two other skills at +27 that vary by associated Domain
Feats: Spell Penetration, Improved Spell Penetration, Augment Summoning, and two other feats that vary by associated Domain
Advancement: A Power gains 1 additional Ability point per HD past the 20th. They have an Insight bonus to AC equal to their Wis modifier, a Deflection bonus to AC equal to their Cha modifier, and a Natural Armor bonus to AC equal to their Con modifier minus 2. Powers have Damage Reduction equal to their Con score which can be negated with a weapon with an enhancement at least equal to their HD divided by 5 and Fast Healing equal to one half their HD plus their Con modifier. They treat all Saves as Good Saves, have a Base Attack Bonus as the Fighter, possess one Feat per 4 HD, gain 15 Skill Points per HD past the 20th, and Skill Points equal to their HD per +1 increase in their Intelligence modifier. They have Spell Resistance equal to their HD plus 10.

Spell-Like Abilities: At Will--the 1st level spell of the Power’s Domain. 5/day--the 2nd, 3rd, 4th, and 5th level spells of the Power’s Domain. 3/Day--the 6th and 7th level spells of the Power’s Domain. 1/Day--the 8th and 9th level spells of the Power’s Domain. These abilities are as the spells cast by 20th level Cleric (save DC 17 + spell level). In addition, they may cast any spell from another of Baalel’s domains or 5th level or lower 5 times per day, and one other such spell of 8th level or lower twice per day.

Spells: Powers may cast divine spells as a 20th level Cleric with access to the Good, Healing, Knowledge, Law, Protection, Strength, Sun, Travel, and War Domains (save DC 17 + spell level).

Host Capabilities: Lay on Hands (27 HP), Wrath of the Righteous, Electricity, Fire, Petrification, Poison, and Disease Immunity, Cold and Acid Resistance 20, Smite Evil (+7 attack, +20 damage) Low Light Vision, 125 foot Darkvision, Detect Evil at will.

Domain Ability: A Power gains the benefit of the granted ability of their representative Domain. Use the Power’s HD as their effective Clericl level, when required.

Skills and Feats: Good--Heal, Perform; Extra Smiting, Sacred Spell. Healing--Heal, Alchemy; Subdual Substitution, Skill Focus (Heal). Knowledge--Scry, Alchemy; Alertness, Scribe Scroll. Law--Profession (Lawyer), Bluff; Skill Focus (Sense Motive), Iron Will. Protection--Heal, Gather Information; Great Fortitude, Endurance. Strength--Swim, Climb; Power Attack, Cleave. Sun--Heal, Wilderness Lore; Empower Spell, Maximize Spell. Travel--Ride, Wilderness Lore; Mounted Combat, Run. War--Weapon Specialization (Greatsword), Improved Initiative.

Name/Type: Mission/Large Outsider (Good)
Hit Dice: 15d8+60 (127 hp)
Initiative: +8 (+4 Dex, +4 Improved Initiative)
Speed: 60 feet, fly 180 feet (Perfect)
Armor Class: 31 (-1 size, +4 Dex, +4 Insight, +5 Deflection, +9 Natural)
Attacks: +4 Flaming Greatsword +26/+21/+16 melee, or Huge +2 Flaming Mighty Composite Longbow (+4) +21/+16/+11 ranged
Damage: +4 Flaming Greatsword 2d6 + 13 + 1d6 fire, or Huge +2 Flaming Mighty Composite Longbow (+4) 1d10 + 8 + 1d6 fire
Face/Reach: 5 feet by 5 feet/10 feet
Special Attacks: Cleansing Flames, Spell-Like Abilities, Holy Wrath
Special Qualities: DR 18/+3, SR 25, Host Capabilities, Divine Mandate
Saves: Fortitude +13, Reflex +13, Will +13
Abilities: Str 22, Dex 18, Con 18, Int 18, Wis 18, Cha 20
Skills: Knowledge or Craft (any 3) +17, Hide +17, Move Silently +17, Listen +17, Spot +17, Sense Motive +17, Intimidate +18, Concentration +17, Spellcraft +17, Diplomacy +18
Feats: Improved Initiative, Weapon Focus (Greatsword), Power Attack
Advancement: A Mission gains one additional Ability point per HD past the 15th. They have an Insight bonus to AC equal to their Wisdom modifier, a Deflection bonus to AC equal to their Charisma modifier, and a Natural Armor bonus to AC equal to half their Constitution score. They have DR equal to their Con score that may be negated by a weapon with an enhancement at least equal to the Mission’s HD divided by 5. They treat all Saves as good Saves, have a Base Attack Bonus as the Fighter, possess one feat per four HD, and gain 12 Skill Points per HD past the 15th and Skill Points equal to their HD for each +1 increase in their Intelligence modifier. A Mission has Spell Resistance equal to their HD plus 10.

Cleansing Flames (Su): A Mission may use this ability at will, but must pay 3 Hit Points each time it does so. All characters within 100 feet of the Mission must make a Will save or burst into holy flames that deal 3d6 fire damage and the Mission’s Charisma score in Holy damage. The DC of the save is 0 for characters of Lawful Good alignment, and increases by 7 for each step away from Lawful Good a characters Alignment is. Activating Cleansing Flames is a standard action.

Spell-Like Abilities: At Will--aid, continual flame, discern lies, dispel evil, dispel magic, holy aura, holy smite, holy word, invisibility, polymorph self, remove curse, remove disease, remove fear. 7/day--see invisibility, cure light wounds. 1/day--flame strike, blade barrier, gate.

Holy Wrath (Ex): Whenever the Mission gains a bonus to attack and damage rolls from the Wrath of the Righteous special ability, they deal an additional 1d6 points of Holy damage with each successful attack. When they use the Smite Evil ability, this bonus damage is increased to +2d6 Holy and +2d6 fire.

Host Capabilities: Lay on Hands (20 HP), Wrath of the Righteous, Electricity, Fire, Petrification, Poison, and Disease Immunity, Cold and Acid Resistance 20, Smite Evil (+5 attack, +15 damage) Low Light Vision, 90 foot Darkvision, Detect Evil at will.

Divine Mandate (Su): All Missions have a specific task, called the Divine Mandate, that they have been charged with. Once per day, a Mission may gain a bonus equal to their HD on a single attack roll, damage roll, save, or check related to their Mandated task.

Name/Type: Sign/Medium Sized Outsider (Good)
Hit Dice: 10d8+30 (75 hp)
Initiative: +7 (+3 dex, +4 improved initiative)
Speed: 40 feet, fly 80 feet (Average)
Armor Class: 26 (+3 Dex, +4 Deflection, +9 Natural)
Attacks: +2 Flaming Longsword +17/+12 melee
Damage: +2 Flaming Lonsword 1d8+7+1d6 fire
Face/Reach: 5 feet by 5 feet/5 feet
Special Attacks: Spell-Like Abilities, Rune
Special Qualities: DR 9/+2, SR 15, Host Capabilities,
Saves: Fort +11, Ref +10, Will +11
Abilities: Str 20, Dex 16, Con 18, Int 16, Wis 18, Cha 18
Skills: Knowledge or Craft (any 5) +13, Diplomacy +14, Sense Motive +14, Spellcraft +13, Escape Artist +13, Swim +13, Concentration +14
Feats: Improved Initiative, Enlarge Spell
Advancement: A Sign gains one additional Ability point per HD past the 10th. They have a Deflection bonus to AC equal to their Charisma modifier and a Natural Armor bonus to AC equal to half their Con score. They have DR equal to half their Con score that may be negated by any weapon with an enhancement bonus at least equal to their HD divided by 5 and SR equal to 10 plus one half their HD. They gain a feat when they reach 12 HD and then one more feat every 4 levels after that. They treat all Saves as good Saves, have a Base Attack Bonus as the Fighter, and gain 11 Skill Points per HD past the 10th and Skill Points equal to their HD for every +1 increase in their Intelligence modifier.

Spell-Like Abilities: At will--Read Magic, Aid, Message, Protection from Evil, Blur, Light, Detect Thoughts, Invisibility, Tongues, Whispering Wind, Teleport (self plus 50 points of objects only). 3/day--Remove Curse, Remove Disease, Cure Light Wounds, Daylight, Calm Emotions, Lesser Restoration, Zone of Truth, Shield Other, Divination. 1/day--Speak with Dead, Speak with Plants, Suggestion, Mark of Justice, Hallow, Heal. Spells are cast as by a 10th level Sorcerer (Save DCs are 14 + spell level).

Rune (Sp): A Sign may invoke any of these effects by tracing a rune in the air and imbuing it with holy energy. They may use a this ability a number of times per day equal to their HD divided by two. Using any Rune is a standard action.
--Rune of Flame: One target within 100 feet is engulfed in holy flame, taking 3d6 points each of fire and holy damage. They may halve this damage with a Fortitude save (DC 19).
--Rune of Magnified Speech: By using this Rune, the Sign’s voice may be heard clearly by all creatures that have a language within their Charisma score in miles.
--Rune of Calling: 1d4 rounds after the Sign activates this Rune, another Angel is brought to their location, as the calling function of the Gate spell. A Sign that has just been called may use it’s own Rune of Calling as soon as it arrives. Because of this, a single Sign may call down entire legions of the Celestial Host within minutes.
--Rune of Lent Might: When the Sign invokes this Rune, they immediately take 3d6 points of damage. A single target within 100 feet gains temporary Hit Points equal to the amount of damage taken by the Sign. These temporary HP last for ten minutes.

Host Capabilities: Lay on Hands (14 HP), Wrath of the Righteous, Electricity, Fire, Petrification, Poison, and Disease Immunity, Cold and Acid Resistance 20, Smite Evil (+4 attack, +10 damage) Low Light Vision, 90 foot Darkvision, Detect Evil at will.

Name/Type: Virtue/Medium Sized Outsider (Good)
Hit Dice: 5d8+5 (27 hp)
Initiative: +2 (+2 Dex)
Speed: 30 feet, fly 50 feet (good)
Armor Class: 19 (+3 Dex, +6 Natural)
Attacks: +1 Longsword +9 melee
Damage: +1 Longsword 1d8+4
Face/Reach: 5 feet by 5 feet/5 feet
Special Attacks: Spell-Like Abilities, Torment of Sin
Special Qualities: Host Capabilities
Saves: Fortitude +5, Reflex +7, Will +7
Abilities: Str 17, Dex 16, Con 12, Int 14, Wis 16, Cha 17
Skills: Knowledge (any 3) +11, Spellcraft +7, Concentration +6, Diplomacy +7, Sense Motive +7, Listen +8, Spot +7
Feats: Alertness
Advancement: A Virtue gains one additional Ability point per two HD past the 5th. They gain an extra feat at 8 HD and at every 4 HD beyond that. A Virtue has a Natural Armor bonus to AC equal to one half of their Con score. They treat all Saves as Good Saves, have a Base Attack Bonus as the Fighter, and gain 10 Skill Points per extra HD and skill points equal to their HD for every +1 increase in their Intelligence modifier.

Spell-Like Abilities: At Will--Cure Minor Wounds, Light, Bless. 2/day--Aid, Augury, Calm Emotions, Shield Other, Alter Self, Daylight. As the spells cast by a 5th level Cleric (Save DCs are 13 + spell level)

Torment of Sin (Su): Using this Supernatural ability taks one full round of focussing on a creature of Evil alignment within 100 feet. The target creature must succeed at a Will save (DC 15) or take 1d4 plus the Virtue’s HD in Holy damage and be nauseated for 2 rounds as they are overcome by the evil of their past sins.

Host Capabilities: Lay on Hands (8 HP), Wrath of the Righteous, Electricity, Fire, Petrification, Poison, and Disease Immunity, Cold and Acid Resistance 20, Smite Evil (+3 attack, +5 damage) Low Light Vision, 80 foot Darkvision, Detect Evil at will.
 
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Shouldn't Virtue be a template? Other than that, I'm loving this. Any new prestige classes?
 
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Xiryc said:
Shouldn't Virtue be a template? Other than that, I'm loving this. Any new prestige classes?

It's more of a "you are reincarnated as an angel" than "you gain the powers of an angel, as well as the ones you already have." Or it is according to the popular church, anyway: some would argue that the memories of noble souls simply pass onto an existing Virtue when the mortal dies, or each Virtue is a conglommerate of a number of pious personalities--really, most things involving religion are pretty much a "we think it's like this, but we're not sure" deal.

Allows me to improvise and throw plot twists. :)

As for prestige classes...not at the moment. However, there are a number of niches that need filling in the world, most notably some sort of summoner/gater/binder class. Is there already something of the sort? If not, I may be forced to make one. ;)

Perhaps a bit on the cosmology is in order...think of it as two great disks set at right angles to each other, with a smaller sphere in the center of it all. That sphere is the Material plane, and the only plane with an Aetherial counterpart. One disk is Gaius, which is an amalgam of the four Elemental Plains. The other disk is known as Hyperion, and corresponds to the four Alignments as Gaius does to the Elements. Surrounding everything is the Astral, and a tendril of the Shadow binding it all together. Floating within the Astral are numerous demiplanes, which combine some of the facets of two or more of the other plains. Thus, you may have a Shadow-tainted, Chaotic Fire and Air demiplane, a region of only partially real birds of flame flying eternally through a scorching void, or a Good Water demiplane, in which permanent Gates are placed to create eternal fonts of holy water at sacred sites.

Or something like that. :D

Thanks,
--Jeff
 

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