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Deific Knights v2
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<blockquote data-quote="Jin" data-source="post: 1289453" data-attributes="member: 1484"><p>OK, took another stab at it, but went with customization based on clerical domains. I got this idea from Master AO’s point that this would seem to create to many classes. By going at it in the exact same fashion as clerical powers are picked, it solves this problem in the same way that all clerics, even with different domains, are one class. </p><p></p><p>So, each holy warrior (I’ll call them that unofficially until a better name is found as I don’t want to plagiarize Green Ronin) can choose 2 domains from their deity’s domain list just as a cleric of that deity does. However, instead of just picking a domain power at 1st level, they choose powers from 1st through 8th levels. If a spell is granted as an ability lower than 6th level, it can be cast a number of times per day equal to the holy warrior’s charisma bonus. All spells are cast as a sorcerer the same level as the holy warrior’s class level.</p><p></p><p>Powers per Level:</p><p>1st: choose 2 of the 4 domain powers</p><p>2nd: receive 2 domain powers</p><p>3rd: receive 2 domain powers</p><p>4th: spell casting & choose 1 of the 2 domain powers</p><p>5th: choose 1 of the 2 domain powers (these are usually mounts/companions/etc)</p><p>6th-8th: choose 1 of the 6 domain spells (these are always spells from the chosen domains)</p><p></p><p>For the 6th, 7th, & 8th level spells, the holy warrior can cast a single spell from one of their deity’s domain spell list. You can choose a spell at any of these levels. However, the level you choose to take it affects the level of spell you can take.</p><p></p><p>A spell taken at 6th level can be 3rd level & the casting progression is as follows:</p><p>6th – 1/week</p><p>9th – 2/week</p><p>12th – 3/week</p><p>15th – 4/week</p><p>18th – 5/week</p><p></p><p>A spell taken at 7th level can be 4th level & the casting progression is as follows:</p><p>7th – 1/week</p><p>11th – 2/week</p><p>15th – 3/week</p><p>19th – 4/week</p><p></p><p>A spell taken at 8th level can be 5th level & the casting progression is as follows:</p><p>8th – 1/week</p><p>12th – 2/week</p><p>16th – 3/week</p><p>20th – 4/week</p><p></p><p>---</p><p></p><p>Here are the example domains from Auril, Chauntea, Lathander, Talos, Tempus, Tymora, & Tyr. (The cold & justice domains have been added to Auril & Tyr respectively to add some flavor.)</p><p></p><p>Domain: Animal</p><p>1st level: Class Skills – handle animal & ride</p><p>1st level: Animal Empathy</p><p>2nd level: Scent</p><p>3rd: level: Speak with Animals</p><p>4th level: Rebuke Animals</p><p>5th level: Animal Companion</p><p></p><p>Domain: Chaos</p><p>1st level: Detect Law</p><p>1st level: Smite Law</p><p>2nd level: Charisma Bonus to All Saves (Divine Grace)</p><p>3rd: level: Aura of Fear</p><p>4th level: Turn Lawful Outsider</p><p>5th level: Special Mount</p><p></p><p>Domain: Cold</p><p>1st level: Class Skill – survival; + charisma bonus on all checks</p><p>1st level: Endure Elements (cold only)</p><p>2nd level: Cold Resistance (2/lvl)</p><p>3rd: level: Frosting Weapon (1day; on deity’s favored weapon only)</p><p>4th level: Turn Fire / Rebuke Cold (Creature Subtypes)</p><p>5th level: Familiar/Minion</p><p> </p><p>Domain: Destruction</p><p>1st level: Add charisma bonus when attempting to break anything</p><p>1st level: Smite Anything</p><p>2nd level: Crit Object/Construct</p><p>3rd: level: Aura of Fear</p><p>4th level: Turn Construct</p><p>5th level: Special Mount</p><p></p><p>Domain: Earth</p><p>1st level: Feat – Great Fortitude</p><p>1st level: Smite Air Subtype</p><p>2nd level: charisma bonus times/day, Natural AC + charisma bonus for 1 round</p><p>3rd: level: DR 1/magic; +1 per 5 class levels</p><p>4th level: Turn Air Subtype</p><p>5th level: Familiar/Minion</p><p></p><p>Domain: Evil</p><p>1st level: Detect Good</p><p>1st level: Smite Good</p><p>2nd level: Charisma Bonus to All Saves (Divine Grace)</p><p>3rd: level: Aura of Fear</p><p>4th level: Turn Good Outsider</p><p>5th level: Mount</p><p></p><p>Domain: Fire</p><p>1st level: Feat – Power Attack</p><p>1st level: Smite Water Subtype</p><p>2nd level: Resist Fire 2/lvl</p><p>3rd: level: Flaming Weapon (1day; on deity’s favored weapon only)</p><p>4th level: Turn Water Subtype</p><p>5th level: Familiar/Minion</p><p></p><p>Domain: Good</p><p>1st level: Detect Evil</p><p>1st level: Smite Evil</p><p>2nd level: Charisma Bonus to All Saves (Divine Grace)</p><p>3rd: level: Aura of Courage</p><p>4th level: Turn Evil Outsider</p><p>5th level: Special Mount</p><p></p><p>Domain: Justice</p><p>1st level: Gaze of Justice</p><p>1st level: Smite Known Criminal</p><p>2nd level: Shield of Righteousness</p><p>3rd: level: Aura of Fear</p><p>4th level: Turn Known Criminal</p><p>5th level: Special Mount</p><p></p><p>Domain: Knowledge</p><p>1st level: Class Skills –Knowledge (all)</p><p>1st level: Choose 2 Knowledge skills, + charisma bonus to checks</p><p>2nd level: Receive Charisma Bonus to Will Saves</p><p>3rd: level: Caster Level +1 for Divination Spells</p><p>4th level: Bardic Knowledge (1/2 class level)</p><p>5th level: Familiar/Minion</p><p></p><p>Domain: Law</p><p>1st level: Detect Chaos</p><p>1st level: Smite Chaos</p><p>2nd level: Charisma Bonus to All Saves (Divine Grace)</p><p>3rd: level: Aura of Courage</p><p>4th level: Turn Chaotic Outsider</p><p>5th level: Special Mount</p><p></p><p>Domain: Nobility</p><p>1st level: Class Skills – Bluff, Diplomacy, Knowledge (Etiquette), Knowledge (Nobility/Royalty), & Sense Motive</p><p>1st level: 1/day allies within 10’ gain +1 on d20 rolls for 1 round</p><p>2nd level: Immune to Fear</p><p>3rd: level: Aura of Courage</p><p>4th level: Rebuke Lower Social Standing</p><p>5th level: Leadership</p><p></p><p>Domain: Plant</p><p>1st level: Class Skills – Knowledge (Nature) & Survival</p><p>1st level: ???</p><p>2nd level: Pass without Trace</p><p>3rd: level: Speak with Plants</p><p>4th level: Rebuke Plants</p><p>5th level: Plant Companion</p><p></p><p>Domain: Protection</p><p>1st level: Class Skill – sense motive; + charisma bonus on all checks</p><p>1st level: Protection from Alignment – Can cast any PfA spell for alignments opposite your deity’s</p><p>2nd level: Lay on Hands</p><p>3rd: level: Immune to Disease</p><p>4th level: Grant bonus to a save equal to class level</p><p>5th level: Special Mount</p><p></p><p>Domain: Renewal</p><p>1st level: Stamina Regeneration 2x as Fast (Fatigued & Exhausted conditions)</p><p>1st level: ???</p><p>2nd level: Renewal Clerical Domain Power</p><p>3rd: level: Aura of Renewal (healing spells cast on subjects with negative hps within 10’ are empowered)</p><p>4th level: Turn Undead</p><p>5th level: Familiar/Minion</p><p></p><p>Domain: Retribution</p><p>1st level: Feat – Power Attack</p><p>1st level: Strike of Vengeance (Smite someone who has damaged you)</p><p>2nd level: Chosen Enemy</p><p>3rd: level: Aura of Fear</p><p>4th level: Turn Chosen Enemy</p><p>5th level: Special Mount</p><p></p><p>Domain: Storm</p><p>1st level: Class Skill – survival; + charisma bonus on all checks</p><p>1st level: Smite Air & Water Subtypes</p><p>2nd level: Resist Cold & Electricity 1 per 2 levels</p><p>3rd: level: Vivid Discharge</p><p>4th level: Aura of Calm (Natural storm effects (except temp) don’t affect those within 10’)</p><p>5th level: Familiar/Minion</p><p></p><p>Domain: Strength</p><p>1st level: Lift It (+3 bonus to strength when lifting an object)</p><p>1st level: Feat of Strength (Strength Clerical Domain Power)</p><p>2nd level: Receive Charisma Bonus to Fortitude Saves</p><p>3rd: level: Improved Power Attack or Power Attack if you don’t have it</p><p>4th level: Greater Rage 1/day, but you are winded 2x as long</p><p>5th level: Special Mount</p><p></p><p>Domain: Sun</p><p>1st level: Class Skill – Knowledge (Astronomy); + charisma bonus on all checks</p><p>1st level: Light</p><p>2nd level: Augment Turning 1/day (Add a turning enhancement feat)</p><p>3rd: level: Caster Level +1 for Light Spells</p><p>4th level: Turn Undead & Shadow</p><p>5th level: Familiar/Minion</p><p></p><p>Domain: Travel</p><p>1st level: Feat - Run</p><p>1st level: Hump It (+2 bonus to strength with carrying an object)</p><p>2nd level: Feat - Endurance</p><p>3rd: level: All armor treated as one category lighter for movement & encumbrance purposes</p><p>4th level: “Rebuke Landlord” </p><p>5th level: Special Mount</p><p></p><p>Domain: War</p><p>1st level: Detect Chosen Enemy</p><p>1st level: Smite Chosen Enemy</p><p>2nd level: Battle Cry (Allies that hear you get +1 bonus to hit & damage)</p><p>3rd: level: Feat – Any Fight Feat (still have to qualify for it)</p><p>4th level: Turn Chosen Enemy</p><p>5th level: Special Mount</p><p></p><p>---</p><p></p><p>Based on the above, the standard paladin would be a holy warrior that chose the good & protection domains. The only differences would be who gets turned & the spell chosen.</p><p></p><p>1st level: Detect Evil (Good)</p><p>1st level: Smite Evil (Good)</p><p>2nd level: Divine Grace (Good)</p><p>2nd level: Lay on Hands (Protection)</p><p>3rd level: Aura of Courage (Good)</p><p>3rd level: Immune to Disease (Protection)</p><p>4th level: Turn Evil Outsider (Good)</p><p>5th level: Special Mount (Good)</p><p>6th level: Magic Circle Against Evil (Good)</p><p></p><p>This can be done with all the variant paladin & blackguard classes from Dragon 310 & 312. Some will vary a bit.</p><p></p><p>---</p><p></p><p>Please let me know what y’all think. I’m also looking for a name for the class - suggestions would be appreciated.</p></blockquote><p></p>
[QUOTE="Jin, post: 1289453, member: 1484"] OK, took another stab at it, but went with customization based on clerical domains. I got this idea from Master AO’s point that this would seem to create to many classes. By going at it in the exact same fashion as clerical powers are picked, it solves this problem in the same way that all clerics, even with different domains, are one class. So, each holy warrior (I’ll call them that unofficially until a better name is found as I don’t want to plagiarize Green Ronin) can choose 2 domains from their deity’s domain list just as a cleric of that deity does. However, instead of just picking a domain power at 1st level, they choose powers from 1st through 8th levels. If a spell is granted as an ability lower than 6th level, it can be cast a number of times per day equal to the holy warrior’s charisma bonus. All spells are cast as a sorcerer the same level as the holy warrior’s class level. Powers per Level: 1st: choose 2 of the 4 domain powers 2nd: receive 2 domain powers 3rd: receive 2 domain powers 4th: spell casting & choose 1 of the 2 domain powers 5th: choose 1 of the 2 domain powers (these are usually mounts/companions/etc) 6th-8th: choose 1 of the 6 domain spells (these are always spells from the chosen domains) For the 6th, 7th, & 8th level spells, the holy warrior can cast a single spell from one of their deity’s domain spell list. You can choose a spell at any of these levels. However, the level you choose to take it affects the level of spell you can take. A spell taken at 6th level can be 3rd level & the casting progression is as follows: 6th – 1/week 9th – 2/week 12th – 3/week 15th – 4/week 18th – 5/week A spell taken at 7th level can be 4th level & the casting progression is as follows: 7th – 1/week 11th – 2/week 15th – 3/week 19th – 4/week A spell taken at 8th level can be 5th level & the casting progression is as follows: 8th – 1/week 12th – 2/week 16th – 3/week 20th – 4/week --- Here are the example domains from Auril, Chauntea, Lathander, Talos, Tempus, Tymora, & Tyr. (The cold & justice domains have been added to Auril & Tyr respectively to add some flavor.) Domain: Animal 1st level: Class Skills – handle animal & ride 1st level: Animal Empathy 2nd level: Scent 3rd: level: Speak with Animals 4th level: Rebuke Animals 5th level: Animal Companion Domain: Chaos 1st level: Detect Law 1st level: Smite Law 2nd level: Charisma Bonus to All Saves (Divine Grace) 3rd: level: Aura of Fear 4th level: Turn Lawful Outsider 5th level: Special Mount Domain: Cold 1st level: Class Skill – survival; + charisma bonus on all checks 1st level: Endure Elements (cold only) 2nd level: Cold Resistance (2/lvl) 3rd: level: Frosting Weapon (1day; on deity’s favored weapon only) 4th level: Turn Fire / Rebuke Cold (Creature Subtypes) 5th level: Familiar/Minion Domain: Destruction 1st level: Add charisma bonus when attempting to break anything 1st level: Smite Anything 2nd level: Crit Object/Construct 3rd: level: Aura of Fear 4th level: Turn Construct 5th level: Special Mount Domain: Earth 1st level: Feat – Great Fortitude 1st level: Smite Air Subtype 2nd level: charisma bonus times/day, Natural AC + charisma bonus for 1 round 3rd: level: DR 1/magic; +1 per 5 class levels 4th level: Turn Air Subtype 5th level: Familiar/Minion Domain: Evil 1st level: Detect Good 1st level: Smite Good 2nd level: Charisma Bonus to All Saves (Divine Grace) 3rd: level: Aura of Fear 4th level: Turn Good Outsider 5th level: Mount Domain: Fire 1st level: Feat – Power Attack 1st level: Smite Water Subtype 2nd level: Resist Fire 2/lvl 3rd: level: Flaming Weapon (1day; on deity’s favored weapon only) 4th level: Turn Water Subtype 5th level: Familiar/Minion Domain: Good 1st level: Detect Evil 1st level: Smite Evil 2nd level: Charisma Bonus to All Saves (Divine Grace) 3rd: level: Aura of Courage 4th level: Turn Evil Outsider 5th level: Special Mount Domain: Justice 1st level: Gaze of Justice 1st level: Smite Known Criminal 2nd level: Shield of Righteousness 3rd: level: Aura of Fear 4th level: Turn Known Criminal 5th level: Special Mount Domain: Knowledge 1st level: Class Skills –Knowledge (all) 1st level: Choose 2 Knowledge skills, + charisma bonus to checks 2nd level: Receive Charisma Bonus to Will Saves 3rd: level: Caster Level +1 for Divination Spells 4th level: Bardic Knowledge (1/2 class level) 5th level: Familiar/Minion Domain: Law 1st level: Detect Chaos 1st level: Smite Chaos 2nd level: Charisma Bonus to All Saves (Divine Grace) 3rd: level: Aura of Courage 4th level: Turn Chaotic Outsider 5th level: Special Mount Domain: Nobility 1st level: Class Skills – Bluff, Diplomacy, Knowledge (Etiquette), Knowledge (Nobility/Royalty), & Sense Motive 1st level: 1/day allies within 10’ gain +1 on d20 rolls for 1 round 2nd level: Immune to Fear 3rd: level: Aura of Courage 4th level: Rebuke Lower Social Standing 5th level: Leadership Domain: Plant 1st level: Class Skills – Knowledge (Nature) & Survival 1st level: ??? 2nd level: Pass without Trace 3rd: level: Speak with Plants 4th level: Rebuke Plants 5th level: Plant Companion Domain: Protection 1st level: Class Skill – sense motive; + charisma bonus on all checks 1st level: Protection from Alignment – Can cast any PfA spell for alignments opposite your deity’s 2nd level: Lay on Hands 3rd: level: Immune to Disease 4th level: Grant bonus to a save equal to class level 5th level: Special Mount Domain: Renewal 1st level: Stamina Regeneration 2x as Fast (Fatigued & Exhausted conditions) 1st level: ??? 2nd level: Renewal Clerical Domain Power 3rd: level: Aura of Renewal (healing spells cast on subjects with negative hps within 10’ are empowered) 4th level: Turn Undead 5th level: Familiar/Minion Domain: Retribution 1st level: Feat – Power Attack 1st level: Strike of Vengeance (Smite someone who has damaged you) 2nd level: Chosen Enemy 3rd: level: Aura of Fear 4th level: Turn Chosen Enemy 5th level: Special Mount Domain: Storm 1st level: Class Skill – survival; + charisma bonus on all checks 1st level: Smite Air & Water Subtypes 2nd level: Resist Cold & Electricity 1 per 2 levels 3rd: level: Vivid Discharge 4th level: Aura of Calm (Natural storm effects (except temp) don’t affect those within 10’) 5th level: Familiar/Minion Domain: Strength 1st level: Lift It (+3 bonus to strength when lifting an object) 1st level: Feat of Strength (Strength Clerical Domain Power) 2nd level: Receive Charisma Bonus to Fortitude Saves 3rd: level: Improved Power Attack or Power Attack if you don’t have it 4th level: Greater Rage 1/day, but you are winded 2x as long 5th level: Special Mount Domain: Sun 1st level: Class Skill – Knowledge (Astronomy); + charisma bonus on all checks 1st level: Light 2nd level: Augment Turning 1/day (Add a turning enhancement feat) 3rd: level: Caster Level +1 for Light Spells 4th level: Turn Undead & Shadow 5th level: Familiar/Minion Domain: Travel 1st level: Feat - Run 1st level: Hump It (+2 bonus to strength with carrying an object) 2nd level: Feat - Endurance 3rd: level: All armor treated as one category lighter for movement & encumbrance purposes 4th level: “Rebuke Landlord” 5th level: Special Mount Domain: War 1st level: Detect Chosen Enemy 1st level: Smite Chosen Enemy 2nd level: Battle Cry (Allies that hear you get +1 bonus to hit & damage) 3rd: level: Feat – Any Fight Feat (still have to qualify for it) 4th level: Turn Chosen Enemy 5th level: Special Mount --- Based on the above, the standard paladin would be a holy warrior that chose the good & protection domains. The only differences would be who gets turned & the spell chosen. 1st level: Detect Evil (Good) 1st level: Smite Evil (Good) 2nd level: Divine Grace (Good) 2nd level: Lay on Hands (Protection) 3rd level: Aura of Courage (Good) 3rd level: Immune to Disease (Protection) 4th level: Turn Evil Outsider (Good) 5th level: Special Mount (Good) 6th level: Magic Circle Against Evil (Good) This can be done with all the variant paladin & blackguard classes from Dragon 310 & 312. Some will vary a bit. --- Please let me know what y’all think. I’m also looking for a name for the class - suggestions would be appreciated. [/QUOTE]
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