The Great Bear King
First Post
Freedom Fighter
Alignment: Chaotic Good.
Hit Die: d10.
Class Skills
The freedom fighter has the same class skills as the paladin but replace Knowledge (royalty and nobility) (Int) with Knowledge (politics and
philosophy) (Int)
Skill Points at 1st Level: As core cleric
Class Features
All of the following are class features of the paladin.
Weapon and Armor Proficiency: Freedom fighters are proficient with
all simple and martial weapons, with all types of armor
(heavy, medium, and light), and with shields (except
tower shields).
Aura of Good (Ex): Same as paladin.
Smite Evil (Su): As core paladin but, to a maximum of fifteen times
per day at 60th level.
Divine Grace (Su): Same as paladin
Aura of Courage (Su): Same as paladin.
Divine Health (Ex): Same as paladin.
Turn Devils (Su):When a freedom fighter reaches 4th level, she
gains the supernatural ability to turn devils. She may
use this ability a number of times per day equal to 3 + her
Willpower modifier. She turns devils as a cleric of three
levels lower would turn undead. If the freedom fighter has twice as many hit dice as the devil, the devil is sent back to the Nine Hells, where it belongs!
Spells: Beginning at 9th level, a freedom fighter gains the ability to
cast a small number of divine spells, which are drawn
from the Chaos, Good, War, Protection, and Healing Domains up to level four.
At 9th level and higher, her caster level is
his or her freedom fighter level -8.
Freedom Fighter Spells:
Level 0-Chaos: Detect Law and Detect Chaos; Good: Virtue, Purify Food and Drink; War: Guidance, Badger’s Strength; Protection: Resistance; Healing: Cure Minor Wounds
Level 1-Chaos: Protection from Law, Summon Monster I*; Good: Protection from Evil, Bless Water, Summon Monster I*; War: Magic Weapon, Bane, Bless, Divine Favor, Doom, Shield of Faith; Protection: Sanctuary; Healing: Cure Light Wounds; Protection and War: Shield of Faith
Level 2-Chaos: Magic Circle against Law, Summon Monster III*; Good: Aid, Align Weapon, Consecrate, Summon Monster II*; War: Spiritual Weapon, Bear's Endurance, Bull’s Strength, Status; Protection: Shield Other; Healing: Cure Moderate Wounds, Delay Poison, Lesser Restoration, Remove Paralysis
Level 3-Chaos: Magic Circle against Law, Summon Monster III*:; Good: Magic Circle against Evil, Helping Hand, Summon Monster III*; War: Magic Vestment, Prayer; Protection: Protection from Energy; Glyph of Warding; Healing: Cure Serious Wounds
Level 4-Chaos: Chaos Hammer, Summon Monster IV*; Good: Holy Smite, Lesser Planar Ally*, Summon Monster IV*; War: Divine Power, Greater Magic Weapon; Protection: Spell Immunity; Healing: Cure Critical Wounds, Neutralize Poison, Restoration
Favored Enemy (Ex): At 5th level, a freedom fighter may select an
oppressive or other wise evil order from among those given on Table: Freedom Fighter
Favored Enemies. The ranger gains a +2 bonus on Bluff,
Listen, Sense Motive, Spot, and Survival checks when
using these skills against creatures of this type. Likewise,
he gets a +2 bonus on weapon damage rolls against such
creatures.
At 10th level and every five levels thereafter (15th, 20th,
and upward), the freedom fighter may select an additional favored
enemy from those given on the table. In addition, at
each such interval, the bonus against any one favored
enemy (including the one just selected, if so desired)
increases by 2.
These would be examples of such groups.
The KGB
The Gestapo
The SS
The Red Army
Emperor Palpitine’s Imperial Guard
SAVAK
The SA
Imperial Storm Troopers
samurai (a freedom fighter slash ranger to me would make great chaotic good ninja)
The NKVD
The Ku Klux Klan
Hoover’s FBI
evil cult members (remember, they’re vigilantes too)
organized crime
slave overseers
Outsider (lawful evil)
Outsider (chaotic evil)
Outsider (neutral evil)
Beuford T. Justice
Righteous Wrath (Sp): Upon reaching 5th level, a freedom fighter gains
the ability to go in to a holy and divinely inspired frenzy similar to a barbarian’s
Rage. This constitutes one use of smite evil.
Shatter Bonds (Sp): At 11th level a freedom fighter may release
any sentient being that is falsely imprisoned, enslaved, or under mind control by touching them with his for her weapon.
First the prisoner must not be evil or must promise to mend their ways, second they must not have committed a crime to be imprisoned, third if the prisoner did commit the crime the punishment they do or will receive must be worse than would call for (like executing someone for theft), it must be a ridiculous or oppressive law under which they were imprisoned, or a minor crime and they are released to help a good cause.
Therefore you won't have freedom fighters trying to release Charles Manson from San Quentin.
Special Mount (Sp): Same as paladin.
Greater Righteous Wrath (Sp): Upon reaching 15th level, a freedom fighter becomes
even more powerful holy and divinely inspired frenzy similar to a barbarian’s
Greater Rage. This constitutes two uses of smite evil.
Tireless Wrath (Ex): At 21st level and higher, a freedom fighter no
longer becomes fatigued at the end of his wrath.
Mighty Righteous Wrath (Sp): Upon reaching 24th level, a freedom fighter becomes
even more powerful holy and divinely inspired frenzy similar to a barbarian’s
Mighty Rage. This constitutes three uses of smite evil.
Let loose the Fateful Lightning (Sp):
At 25th a freedom fighter may call a Lightning Bolt out of the sky and though
his or her sword. The bolt does 20d6 points of damage to any Evilly
aligned being and the saving throw DC is equal to that of a theurgist
(or sorcerer depending upon your terminology) of equal level. Half
of the damage is holy damage. The damage increases by ten every ten levels.
This constitutes three uses of smite evil.
True Righteous Wrath (Sp): Upon reaching 33rd level, a freedom fighter
can upon the third round of his rage smite a number of evil foes
equal to his or her freedom fighter level divided by three. The smiting
used is that from the spell Holy Smite. This constitutes four uses of smite
evil and one use of Holy Smite.
Code of Conduct: A freedom fighter must be of Chaotic Good alignment
and loses all class abilities if she ever willingly commits an evil act.
Additionally, a freedom fighter's code requires that she respect
legitimate authority as long as it acts in a legitimate fashion,
act with honor (respecting the lives and rights of civilians
and captured enemy troops, not necessarily playing fair), help those in need
(provided they do not use the help for evil or lawful
ends), punish those who harm or threaten innocents, resist
totalitarianism, (paladins aren‘t required to, but many still do so)
respect the rights of the individual, and free the oppressed and
the enslaved (paladins aren’t required to do so, but it’s recommended).
Associates: While she may adventure with characters of any
good or neutral alignment, a freedom fighter will never knowingly
associate with evil characters, nor will she continue
an association with someone who consistently offends
her moral code. A freedom fighter may accept only henchmen,
followers, or cohorts who are good and almost never lawful.
Ex-Freedom Fighters
A freedom fighter who ceases to be chaotic good, who willfully
commits an evil act or lawful act, or who grossly violates the code of conduct
loses all paladin spells and abilities (including the service
of the paladin's mount, but not weapon, armor, and shield
proficiencies). She may not progress any farther in levels as
a freedom fighter. She regains her abilities and advancement potential
if she atones for her violations (see the atonement spell
description), as appropriate.
The Freedom Fighter’s Mount
Same as paladin.
P.S. I use the standard turning system for devils with one exception, see above.
Alignment: Chaotic Good.
Hit Die: d10.
Class Skills
The freedom fighter has the same class skills as the paladin but replace Knowledge (royalty and nobility) (Int) with Knowledge (politics and
philosophy) (Int)
Skill Points at 1st Level: As core cleric
Class Features
All of the following are class features of the paladin.
Weapon and Armor Proficiency: Freedom fighters are proficient with
all simple and martial weapons, with all types of armor
(heavy, medium, and light), and with shields (except
tower shields).
Aura of Good (Ex): Same as paladin.
Smite Evil (Su): As core paladin but, to a maximum of fifteen times
per day at 60th level.
Divine Grace (Su): Same as paladin
Aura of Courage (Su): Same as paladin.
Divine Health (Ex): Same as paladin.
Turn Devils (Su):When a freedom fighter reaches 4th level, she
gains the supernatural ability to turn devils. She may
use this ability a number of times per day equal to 3 + her
Willpower modifier. She turns devils as a cleric of three
levels lower would turn undead. If the freedom fighter has twice as many hit dice as the devil, the devil is sent back to the Nine Hells, where it belongs!
Spells: Beginning at 9th level, a freedom fighter gains the ability to
cast a small number of divine spells, which are drawn
from the Chaos, Good, War, Protection, and Healing Domains up to level four.
At 9th level and higher, her caster level is
his or her freedom fighter level -8.
Freedom Fighter Spells:
Level 0-Chaos: Detect Law and Detect Chaos; Good: Virtue, Purify Food and Drink; War: Guidance, Badger’s Strength; Protection: Resistance; Healing: Cure Minor Wounds
Level 1-Chaos: Protection from Law, Summon Monster I*; Good: Protection from Evil, Bless Water, Summon Monster I*; War: Magic Weapon, Bane, Bless, Divine Favor, Doom, Shield of Faith; Protection: Sanctuary; Healing: Cure Light Wounds; Protection and War: Shield of Faith
Level 2-Chaos: Magic Circle against Law, Summon Monster III*; Good: Aid, Align Weapon, Consecrate, Summon Monster II*; War: Spiritual Weapon, Bear's Endurance, Bull’s Strength, Status; Protection: Shield Other; Healing: Cure Moderate Wounds, Delay Poison, Lesser Restoration, Remove Paralysis
Level 3-Chaos: Magic Circle against Law, Summon Monster III*:; Good: Magic Circle against Evil, Helping Hand, Summon Monster III*; War: Magic Vestment, Prayer; Protection: Protection from Energy; Glyph of Warding; Healing: Cure Serious Wounds
Level 4-Chaos: Chaos Hammer, Summon Monster IV*; Good: Holy Smite, Lesser Planar Ally*, Summon Monster IV*; War: Divine Power, Greater Magic Weapon; Protection: Spell Immunity; Healing: Cure Critical Wounds, Neutralize Poison, Restoration
Favored Enemy (Ex): At 5th level, a freedom fighter may select an
oppressive or other wise evil order from among those given on Table: Freedom Fighter
Favored Enemies. The ranger gains a +2 bonus on Bluff,
Listen, Sense Motive, Spot, and Survival checks when
using these skills against creatures of this type. Likewise,
he gets a +2 bonus on weapon damage rolls against such
creatures.
At 10th level and every five levels thereafter (15th, 20th,
and upward), the freedom fighter may select an additional favored
enemy from those given on the table. In addition, at
each such interval, the bonus against any one favored
enemy (including the one just selected, if so desired)
increases by 2.
These would be examples of such groups.
The KGB
The Gestapo
The SS
The Red Army
Emperor Palpitine’s Imperial Guard
SAVAK
The SA
Imperial Storm Troopers
samurai (a freedom fighter slash ranger to me would make great chaotic good ninja)
The NKVD
The Ku Klux Klan
Hoover’s FBI
evil cult members (remember, they’re vigilantes too)
organized crime
slave overseers
Outsider (lawful evil)
Outsider (chaotic evil)
Outsider (neutral evil)
Beuford T. Justice
Righteous Wrath (Sp): Upon reaching 5th level, a freedom fighter gains
the ability to go in to a holy and divinely inspired frenzy similar to a barbarian’s
Rage. This constitutes one use of smite evil.
Shatter Bonds (Sp): At 11th level a freedom fighter may release
any sentient being that is falsely imprisoned, enslaved, or under mind control by touching them with his for her weapon.
First the prisoner must not be evil or must promise to mend their ways, second they must not have committed a crime to be imprisoned, third if the prisoner did commit the crime the punishment they do or will receive must be worse than would call for (like executing someone for theft), it must be a ridiculous or oppressive law under which they were imprisoned, or a minor crime and they are released to help a good cause.
Therefore you won't have freedom fighters trying to release Charles Manson from San Quentin.
Special Mount (Sp): Same as paladin.
Greater Righteous Wrath (Sp): Upon reaching 15th level, a freedom fighter becomes
even more powerful holy and divinely inspired frenzy similar to a barbarian’s
Greater Rage. This constitutes two uses of smite evil.
Tireless Wrath (Ex): At 21st level and higher, a freedom fighter no
longer becomes fatigued at the end of his wrath.
Mighty Righteous Wrath (Sp): Upon reaching 24th level, a freedom fighter becomes
even more powerful holy and divinely inspired frenzy similar to a barbarian’s
Mighty Rage. This constitutes three uses of smite evil.
Let loose the Fateful Lightning (Sp):
At 25th a freedom fighter may call a Lightning Bolt out of the sky and though
his or her sword. The bolt does 20d6 points of damage to any Evilly
aligned being and the saving throw DC is equal to that of a theurgist
(or sorcerer depending upon your terminology) of equal level. Half
of the damage is holy damage. The damage increases by ten every ten levels.
This constitutes three uses of smite evil.
True Righteous Wrath (Sp): Upon reaching 33rd level, a freedom fighter
can upon the third round of his rage smite a number of evil foes
equal to his or her freedom fighter level divided by three. The smiting
used is that from the spell Holy Smite. This constitutes four uses of smite
evil and one use of Holy Smite.
Code of Conduct: A freedom fighter must be of Chaotic Good alignment
and loses all class abilities if she ever willingly commits an evil act.
Additionally, a freedom fighter's code requires that she respect
legitimate authority as long as it acts in a legitimate fashion,
act with honor (respecting the lives and rights of civilians
and captured enemy troops, not necessarily playing fair), help those in need
(provided they do not use the help for evil or lawful
ends), punish those who harm or threaten innocents, resist
totalitarianism, (paladins aren‘t required to, but many still do so)
respect the rights of the individual, and free the oppressed and
the enslaved (paladins aren’t required to do so, but it’s recommended).
Associates: While she may adventure with characters of any
good or neutral alignment, a freedom fighter will never knowingly
associate with evil characters, nor will she continue
an association with someone who consistently offends
her moral code. A freedom fighter may accept only henchmen,
followers, or cohorts who are good and almost never lawful.
Ex-Freedom Fighters
A freedom fighter who ceases to be chaotic good, who willfully
commits an evil act or lawful act, or who grossly violates the code of conduct
loses all paladin spells and abilities (including the service
of the paladin's mount, but not weapon, armor, and shield
proficiencies). She may not progress any farther in levels as
a freedom fighter. She regains her abilities and advancement potential
if she atones for her violations (see the atonement spell
description), as appropriate.
The Freedom Fighter’s Mount
Same as paladin.
P.S. I use the standard turning system for devils with one exception, see above.