The Great Bear King
First Post
My world will be higher powered than most other worlds so please don't talk about how unbalanced this class is. Just talk about wether its powers fit its purpose.
These passeges are supposed to give you a feel for the philosophies of this class and other chaotic goods.
Mine eyes have seen the glory of the coming
of the Lord,
He is trampling out the vintage where the
grapes of wrath are stored,
He wath loosed the fateful lightning of His
terrible swift sword,
His Truth is marching on.
Glory, glory, halleujah!
Glory, glory, halleujah!
Glory, glory, halleujah!
His Truth is marching on.
I have seen Him in the watch fires of a
hundred circling camps,
They have builded Him an altar in the evening
dews and damps.
I can read His righteous sentance by the dim
and flaring lamps,
His Day is marching on.
I have read His fiery gospel writ in burnished
rows of steel:
"As ye deal with My condemners, so with you
My grace shall deal."
Let the hero, born of woman, crush the
serpent with His heal,
As God is marching on.
He has sounded forth the trumpet that shall
never call retreat.
He is shifting out the hearts of men before His
judgment seat.
Oh! Be swift, my soul, to answer him, be
jubilant my feet,
Our God is marching on.
In the beauty of the lilies, Christ was born
across the sea,
With a glory in his bosom that transfigures you
and me.
As He died to make men holy, let us die to make
men free!
While God is marching on.
-Battle Hymn of the Republic, Julia Ward Howe
"You don't need to be 'straight' to fight and die for your
country. You just need to shoot staight."
-Retired Arizona Senator Barry Goldwater (R), on the question of gays in the military.
"They who would give up liberty for a little temporary safty deserve and will have niether."
-Benjamin Franklin, on the Proprietor's exemption from taxation
Freedom Fighter
Alignment: Chaotic Good.
Hit Die: d10.
Class Skills
The freedom fighter's class skills (and the key ability for each skill)
are Concentration (Con), Craft (Int), Diplomacy (Cha),
Handle Animal (Cha), Heal (Wis), Knowledge (politics and
philosophy) (Int), Knowledge (religion) (Int), Profession (Wis),
Ride (Dex), and Sense Motive (Wis).
Skill Points at 1st Level: (4 + Int modifier) x4.
Skill Points at Each Additional Level: 4 + Int modifier.
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): The power of a freedom fighter's aura of good
(see the detect good spell) is equal to her paladin level.
Smite Evil (Su): Once per day, a freedom fighter may attempt to
smite evil with one normal melee attack. She adds her
Charisma bonus (if any) to her attack roll and deals 1
extra point of damage per freedom fighter level. If the freedom fighter
accidentally smites a creature that is not evil, the smite
has no effect, but the ability is still used up for that day.
At 5th level, and at every five levels thereafter, the freedom fighter
may smite evil one additional time per day, as indicated
on Table: The Freedom Fighter, to a maximum of fifteen times
per day at 60th level.
Divine Grace (Su): At 2nd level, a freedom fighter gains a bonus
equal to her Wisdom bonus (if any) on all saving
throws.
Aura of Courage (Su): Beginning at 3rd level, a freedom fighter is
immune to fear (magical or otherwise). Each ally within
10 feet of her gains a +4 morale bonus on saving throws
against fear effects.
This ability functions while the freedom fighter is conscious, but
not if she is unconscious or dead.
Divine Health (Ex): At 3rd level, a freedom fighter gains immunity to
all diseases, including supernatural and magical diseases.
Turn Undead (Su):When a freedom fighter reaches 4th level, she
gains the supernatural ability to turn undead. She may
use this ability a number of times per day equal to 3 + her
Willpower modifier. She turns undead as a cleric of three
levels lower would.
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 a type
of creature 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.
If the freedom fighter chooses humanoids or outsiders as a favored
enemy, he must also choose an associated subtype, as
indicated on the table. If a specific creature falls into
more than one category of favored enemy, the freedom fighter's
bonuses do not stack; he simply uses whichever bonus is
higher.
Freedom Fighter favored enemies:
Aberration
Animal
Beast
Magical beast
Construct
Dragon
Ooze
Elemental
Fey
Giant
Monstrous humanoid
Humanoid (reptilian)
Humanoid (aquatic)
Humanoid (dwarf)
Humanoid (half-elf)
Humanoid (goblinoid)
Humanoid (gnoll)
Humanoid (gnome)
Humanoid (halfling)
Humanoid (human)
Humanoid (orc)
palace guard (one order per choice, and they must serve an evil ruler] {Example: The SS guards, the Red Guard, or Emperor Palpitine’s Imperial Guard)
secret police
slave overseers
Vermin
Undead
Plant
Outsider (air)
Outsider (earth)
Outsider (water)
Outsider (fire)
Outsider (evil)
Outsider (chaotic)
Outsider (native)
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.
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.
Special Mount (Sp): Upon reaching 5th level, a freedom fighter gains
the service of an unusually intelligent, strong, and loyal
steed to serve her in her crusade against evil (see below).
This mount is usually a heavy warhorse (for a Medium
paladin) or a warpony (for a Small paladin.)
Once per day, as a full-round action, a freedom fighter may magically
call her mount from the celestial realms in which it
resides. The mount immediately appears adjacent to the
paladin and remains for 2 hours per freedom fighter level; it may
be dismissed at any time as a free action. The mount is
the same creature each time it is summoned, though the
paladin may release a particular mount from service.
Each time the mount is called, it appears in full health,
regardless of any damage it may have taken previously.
The mount also appears wearing or carrying any gear it
had when it was last dismissed. Calling a mount is a conjuration
(calling) effect.
Should the freedom fighter's mount die, it immediately disappears,
leaving behind any equipment it was carrying. The
freedom fighter may not summon another mount for thirty days
or until she gains a freedom fighter level, whichever comes first,
even if the mount is somehow returned from the dead.
During this thirty-day period, the freedom fighter takes a -1
penalty on attack and weapon damage rolls.
Shatter Bonds (Sp): At 11th level a freedom fighter may release
any sentient being falsely imprisoned or under mind control by touching them with his for her weapon.
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 Rage (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.
These passeges are supposed to give you a feel for the philosophies of this class and other chaotic goods.
Mine eyes have seen the glory of the coming
of the Lord,
He is trampling out the vintage where the
grapes of wrath are stored,
He wath loosed the fateful lightning of His
terrible swift sword,
His Truth is marching on.
Glory, glory, halleujah!
Glory, glory, halleujah!
Glory, glory, halleujah!
His Truth is marching on.
I have seen Him in the watch fires of a
hundred circling camps,
They have builded Him an altar in the evening
dews and damps.
I can read His righteous sentance by the dim
and flaring lamps,
His Day is marching on.
I have read His fiery gospel writ in burnished
rows of steel:
"As ye deal with My condemners, so with you
My grace shall deal."
Let the hero, born of woman, crush the
serpent with His heal,
As God is marching on.
He has sounded forth the trumpet that shall
never call retreat.
He is shifting out the hearts of men before His
judgment seat.
Oh! Be swift, my soul, to answer him, be
jubilant my feet,
Our God is marching on.
In the beauty of the lilies, Christ was born
across the sea,
With a glory in his bosom that transfigures you
and me.
As He died to make men holy, let us die to make
men free!
While God is marching on.
-Battle Hymn of the Republic, Julia Ward Howe
"You don't need to be 'straight' to fight and die for your
country. You just need to shoot staight."
-Retired Arizona Senator Barry Goldwater (R), on the question of gays in the military.
"They who would give up liberty for a little temporary safty deserve and will have niether."
-Benjamin Franklin, on the Proprietor's exemption from taxation
Freedom Fighter
Alignment: Chaotic Good.
Hit Die: d10.
Class Skills
The freedom fighter's class skills (and the key ability for each skill)
are Concentration (Con), Craft (Int), Diplomacy (Cha),
Handle Animal (Cha), Heal (Wis), Knowledge (politics and
philosophy) (Int), Knowledge (religion) (Int), Profession (Wis),
Ride (Dex), and Sense Motive (Wis).
Skill Points at 1st Level: (4 + Int modifier) x4.
Skill Points at Each Additional Level: 4 + Int modifier.
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): The power of a freedom fighter's aura of good
(see the detect good spell) is equal to her paladin level.
Smite Evil (Su): Once per day, a freedom fighter may attempt to
smite evil with one normal melee attack. She adds her
Charisma bonus (if any) to her attack roll and deals 1
extra point of damage per freedom fighter level. If the freedom fighter
accidentally smites a creature that is not evil, the smite
has no effect, but the ability is still used up for that day.
At 5th level, and at every five levels thereafter, the freedom fighter
may smite evil one additional time per day, as indicated
on Table: The Freedom Fighter, to a maximum of fifteen times
per day at 60th level.
Divine Grace (Su): At 2nd level, a freedom fighter gains a bonus
equal to her Wisdom bonus (if any) on all saving
throws.
Aura of Courage (Su): Beginning at 3rd level, a freedom fighter is
immune to fear (magical or otherwise). Each ally within
10 feet of her gains a +4 morale bonus on saving throws
against fear effects.
This ability functions while the freedom fighter is conscious, but
not if she is unconscious or dead.
Divine Health (Ex): At 3rd level, a freedom fighter gains immunity to
all diseases, including supernatural and magical diseases.
Turn Undead (Su):When a freedom fighter reaches 4th level, she
gains the supernatural ability to turn undead. She may
use this ability a number of times per day equal to 3 + her
Willpower modifier. She turns undead as a cleric of three
levels lower would.
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 a type
of creature 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.
If the freedom fighter chooses humanoids or outsiders as a favored
enemy, he must also choose an associated subtype, as
indicated on the table. If a specific creature falls into
more than one category of favored enemy, the freedom fighter's
bonuses do not stack; he simply uses whichever bonus is
higher.
Freedom Fighter favored enemies:
Aberration
Animal
Beast
Magical beast
Construct
Dragon
Ooze
Elemental
Fey
Giant
Monstrous humanoid
Humanoid (reptilian)
Humanoid (aquatic)
Humanoid (dwarf)
Humanoid (half-elf)
Humanoid (goblinoid)
Humanoid (gnoll)
Humanoid (gnome)
Humanoid (halfling)
Humanoid (human)
Humanoid (orc)
palace guard (one order per choice, and they must serve an evil ruler] {Example: The SS guards, the Red Guard, or Emperor Palpitine’s Imperial Guard)
secret police
slave overseers
Vermin
Undead
Plant
Outsider (air)
Outsider (earth)
Outsider (water)
Outsider (fire)
Outsider (evil)
Outsider (chaotic)
Outsider (native)
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.
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.
Special Mount (Sp): Upon reaching 5th level, a freedom fighter gains
the service of an unusually intelligent, strong, and loyal
steed to serve her in her crusade against evil (see below).
This mount is usually a heavy warhorse (for a Medium
paladin) or a warpony (for a Small paladin.)
Once per day, as a full-round action, a freedom fighter may magically
call her mount from the celestial realms in which it
resides. The mount immediately appears adjacent to the
paladin and remains for 2 hours per freedom fighter level; it may
be dismissed at any time as a free action. The mount is
the same creature each time it is summoned, though the
paladin may release a particular mount from service.
Each time the mount is called, it appears in full health,
regardless of any damage it may have taken previously.
The mount also appears wearing or carrying any gear it
had when it was last dismissed. Calling a mount is a conjuration
(calling) effect.
Should the freedom fighter's mount die, it immediately disappears,
leaving behind any equipment it was carrying. The
freedom fighter may not summon another mount for thirty days
or until she gains a freedom fighter level, whichever comes first,
even if the mount is somehow returned from the dead.
During this thirty-day period, the freedom fighter takes a -1
penalty on attack and weapon damage rolls.
Shatter Bonds (Sp): At 11th level a freedom fighter may release
any sentient being falsely imprisoned or under mind control by touching them with his for her weapon.
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 Rage (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.