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Freedom Fighter
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<blockquote data-quote="The Great Bear King" data-source="post: 2275907" data-attributes="member: 21850"><p><span style="font-size: 15px">Freedom Fighter</span></p><p></p><p>Alignment: Chaotic Good.</p><p>Hit Die: d10.</p><p></p><p>Class Skills</p><p>The freedom fighter has the same class skills as the paladin but replace Knowledge (royalty and nobility) (Int) with Knowledge (politics and</p><p>philosophy) (Int)</p><p>Skill Points at 1st Level: As core cleric</p><p></p><p>Class Features</p><p></p><p>All of the following are class features of the paladin.</p><p>Weapon and Armor Proficiency: Freedom fighters are proficient with</p><p>all simple and martial weapons, with all types of armor</p><p>(heavy, medium, and light), and with shields (except</p><p>tower shields).</p><p></p><p>Aura of Good (Ex): Same as paladin.</p><p></p><p>Smite Evil (Su): As core paladin but, to a maximum of fifteen times</p><p>per day at 60th level.</p><p></p><p>Divine Grace (Su): Same as paladin</p><p></p><p>Aura of Courage (Su): Same as paladin.</p><p></p><p>Divine Health (Ex): Same as paladin.</p><p></p><p>Turn Devils (Su):When a freedom fighter reaches 4th level, she</p><p>gains the supernatural ability to turn devils. She may</p><p>use this ability a number of times per day equal to 3 + her</p><p>Willpower modifier. She turns devils as a cleric of three</p><p>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!</p><p></p><p>Spells: Beginning at 9th level, a freedom fighter gains the ability to</p><p>cast a small number of divine spells, which are drawn</p><p>from the Chaos, Good, War, Protection, and Healing Domains up to level four. </p><p>At 9th level and higher, her caster level is</p><p>his or her freedom fighter level -8.</p><p></p><p>Freedom Fighter Spells: </p><p>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</p><p>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</p><p>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</p><p>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</p><p>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</p><p></p><p>Favored Enemy (Ex): At 5th level, a freedom fighter may select an</p><p>oppressive or other wise evil order from among those given on Table: Freedom Fighter</p><p>Favored Enemies. The ranger gains a +2 bonus on Bluff,</p><p>Listen, Sense Motive, Spot, and Survival checks when</p><p>using these skills against creatures of this type. Likewise,</p><p>he gets a +2 bonus on weapon damage rolls against such</p><p>creatures.</p><p>At 10th level and every five levels thereafter (15th, 20th,</p><p>and upward), the freedom fighter may select an additional favored</p><p>enemy from those given on the table. In addition, at</p><p>each such interval, the bonus against any one favored</p><p>enemy (including the one just selected, if so desired)</p><p>increases by 2.</p><p></p><p>These would be examples of such groups.</p><p></p><p>The KGB</p><p>The Gestapo </p><p>The SS</p><p>The Red Army </p><p>Emperor Palpitine’s Imperial Guard</p><p>SAVAK</p><p>The SA</p><p>Imperial Storm Troopers</p><p>samurai (a freedom fighter slash ranger to me would make great chaotic good ninja)</p><p>The NKVD</p><p>The Ku Klux Klan</p><p>Hoover’s FBI</p><p>evil cult members (remember, they’re vigilantes too)</p><p>organized crime</p><p>slave overseers</p><p>Outsider (lawful evil)</p><p>Outsider (chaotic evil)</p><p>Outsider (neutral evil)</p><p>Beuford T. Justice</p><p></p><p>Righteous Wrath (Sp): Upon reaching 5th level, a freedom fighter gains</p><p>the ability to go in to a holy and divinely inspired frenzy similar to a barbarian’s </p><p>Rage. This constitutes one use of smite evil.</p><p></p><p>Shatter Bonds (Sp): At 11th level a freedom fighter may release</p><p>any sentient being that is falsely imprisoned, enslaved, or under mind control by touching them with his for her weapon.</p><p></p><p>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.</p><p></p><p>Therefore you won't have freedom fighters trying to release Charles Manson from San Quentin.</p><p></p><p>Special Mount (Sp): Same as paladin.</p><p></p><p>Greater Righteous Wrath (Sp): Upon reaching 15th level, a freedom fighter becomes</p><p>even more powerful holy and divinely inspired frenzy similar to a barbarian’s </p><p>Greater Rage. This constitutes two uses of smite evil.</p><p></p><p>Tireless Wrath (Ex): At 21st level and higher, a freedom fighter no</p><p>longer becomes fatigued at the end of his wrath.</p><p></p><p>Mighty Righteous Wrath (Sp): Upon reaching 24th level, a freedom fighter becomes</p><p>even more powerful holy and divinely inspired frenzy similar to a barbarian’s </p><p>Mighty Rage. This constitutes three uses of smite evil.</p><p></p><p>Let loose the Fateful Lightning (Sp):</p><p>At 25th a freedom fighter may call a Lightning Bolt out of the sky and though</p><p>his or her sword. The bolt does 20d6 points of damage to any Evilly</p><p>aligned being and the saving throw DC is equal to that of a theurgist</p><p>(or sorcerer depending upon your terminology) of equal level. Half </p><p>of the damage is holy damage. The damage increases by ten every ten levels.</p><p>This constitutes three uses of smite evil.</p><p></p><p>True Righteous Wrath (Sp): Upon reaching 33rd level, a freedom fighter</p><p>can upon the third round of his rage smite a number of evil foes</p><p>equal to his or her freedom fighter level divided by three. The smiting</p><p>used is that from the spell Holy Smite. This constitutes four uses of smite </p><p>evil and one use of Holy Smite.</p><p></p><p>Code of Conduct: A freedom fighter must be of Chaotic Good alignment </p><p>and loses all class abilities if she ever willingly commits an evil act.</p><p>Additionally, a freedom fighter's code requires that she respect</p><p>legitimate authority as long as it acts in a legitimate fashion, </p><p>act with honor (respecting the lives and rights of civilians </p><p>and captured enemy troops, not necessarily playing fair), help those in need</p><p>(provided they do not use the help for evil or lawful</p><p>ends), punish those who harm or threaten innocents, resist </p><p>totalitarianism, (paladins aren‘t required to, but many still do so) </p><p>respect the rights of the individual, and free the oppressed and </p><p>the enslaved (paladins aren’t required to do so, but it’s recommended).</p><p>Associates: While she may adventure with characters of any</p><p>good or neutral alignment, a freedom fighter will never knowingly</p><p>associate with evil characters, nor will she continue</p><p>an association with someone who consistently offends</p><p>her moral code. A freedom fighter may accept only henchmen,</p><p>followers, or cohorts who are good and almost never lawful.</p><p></p><p>Ex-Freedom Fighters</p><p></p><p>A freedom fighter who ceases to be chaotic good, who willfully</p><p>commits an evil act or lawful act, or who grossly violates the code of conduct</p><p>loses all paladin spells and abilities (including the service</p><p>of the paladin's mount, but not weapon, armor, and shield</p><p>proficiencies). She may not progress any farther in levels as</p><p>a freedom fighter. She regains her abilities and advancement potential</p><p>if she atones for her violations (see the atonement spell</p><p>description), as appropriate.</p><p></p><p>The Freedom Fighter’s Mount</p><p>Same as paladin.</p><p></p><p><span style="font-size: 9px">P.S. I use the standard turning system for devils with one exception, see above.</span></p></blockquote><p></p>
[QUOTE="The Great Bear King, post: 2275907, member: 21850"] [SIZE=4]Freedom Fighter[/SIZE] 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. [SIZE=1]P.S. I use the standard turning system for devils with one exception, see above.[/SIZE] [/QUOTE]
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