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Help Balance a PrC? Knight of Tirisfal
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<blockquote data-quote="Suldulin" data-source="post: 2464907" data-attributes="member: 1976"><p>A player in my game is interested in playing a paladin with a focus vs demons, to match with the lore of the game world I wiped this class up, now I need help going over it to try and make sure everything is in order.</p><p></p><p>Thank you in advance for any aid.</p><p></p><p><strong><u>Knight of Tirisfal</u></strong></p><p></p><p>Arathor had fallen apart into seven separate</p><p>nations: Lordaeron, Stormwind, Kul Tiras,</p><p>Stromgarde, Alterac, Gilneas, and Dalaran.</p><p>It was soon discovered that the use of magic</p><p>without constraint didn’t mean that magic could be</p><p>used without consequence. Relations between the</p><p>newly independent human nations were strained as</p><p>the rulers of the magocracies became increasingly</p><p>withdrawn and obsessed with amassing magical</p><p>power. This led them straight into darkness —</p><p>where they found demons waiting.</p><p>What happened in the years following is a secret</p><p>history that has only been uncovered in recent</p><p>times. To most people of Quel’Thalas, the dwarven</p><p>citadels and the seven kingdoms, these were centuries</p><p>of peace and prosperity. Yet unbeknownst to all</p><p>but a few, the powerful spells of elven and human</p><p>mages had quietly called to the Burning Legion.</p><p>The demons were happy to answer the summons</p><p>and began to slip back into Azeroth. An elven</p><p>society called the Council of Silvermoon had long</p><p>ago sworn to forestall any full return by the Legion;</p><p>this society met with the most powerful wizards of</p><p>the human nations to form the Order of Tirisfal to</p><p>hunt those demons who had already arrived.</p><p></p><p>Through it all, the Order had its agents remain</p><p>the “men and women in black cloaks,” cleaning up all</p><p>evidence of their struggles and denying the</p><p>existence of the enemy. Identifying themselves</p><p>among their fellows by their holy symbols of a</p><p>Silvermoon inscribed with elven runes over a sun</p><p>these Elven and Human Priests would gather and subtly</p><p>do battle with the demons that had managed to force</p><p>their way into the world.</p><p><strong>HD: 1d8</strong></p><p></p><p><strong>Requirements:</strong></p><p><strong>BAB:</strong> +5</p><p><strong>Skills:</strong> Gather Information 4 ranks, Knowledge(the Planes) 4 ranks,</p><p>Sense Motive 4 ranks, Stealth 4 ranks</p><p><strong>Feats:</strong> Servent of the Light(Heavens), Favored Enemy: Outsider(demon)</p><p><strong>Special:</strong> Detect Evil as a class feature or Divine Spell</p><p><strong>Special:</strong> Ability to Turn Undead</p><p><strong>Special:</strong> Must either have the Exalted Turning feat or take it as the</p><p>next feat.</p><p></p><p><strong>BAB:</strong> Good</p><p><strong>Saves:</strong> Fort Good, Ref Poor, Will Poor</p><p></p><p><strong>Skills:</strong> Climb, Concentration, Craft, Decipher Script, Gather Information,</p><p>Heal, Jump, Knowledge(Religion), Knowledge(The Planes), Profession,</p><p>Search, Sense Motive, Stealth, Swim.</p><p><strong>Skill Points at Each Level:</strong> 4 + Int Modifer.</p><p></p><p><strong>Special:</strong></p><p>1st: Sanctified Strikes, Turn Undead</p><p>2nd: Censure Demons, Nimbus of Light, +1 Caster Level</p><p>3rd: Fiend Slaying +1/+1d6, Courage of the Light I/II</p><p>4th: +1 Caster Level</p><p>5th: Courage of the Light II/III</p><p>6th: Fiend Slaying +2/+2d6, +1 Caster Level</p><p>7th: Holy Radience</p><p>8th: Courage of the Light III/IV, +1 Caster Level</p><p>9th: Fiendslaying +3/3d6</p><p>10th: Burning Light, +1 Caster Level</p><p></p><p>(total +caster levels, 5/10)</p><p></p><p><strong>Sanctified Strikes:</strong> The character does +1 damage against evil opponents,</p><p>or +1d4 extra damage to evil outsiders and undead. Your attacks are considered</p><p>good aligned.</p><p></p><p><strong>Turn Undead:</strong> Class levels stack with priest or paladin levels for purposes</p><p>of turning undead</p><p></p><p><strong>Censure Demons:</strong> A knight may use one of their Turn Undead uses to </p><p>Censure Demons within 30'. Any evil outsiders within range must</p><p>make a Will Save (DC 10 + the Knight's Class level + Cha modifier) or</p><p>be Censured.</p><p>A censured demon is Stunned for 1 round and takes 3d6 Holy Damage.</p><p>If a censured demon has fewer HD than the character it must make</p><p>a 2nd Will save or be sent back to the Nether as if affected</p><p>by a dismissal spell. Only one demon can be dismissed in this way</p><p>per Censure attempt. From Lowest HD to Highest.</p><p></p><p><strong>Nimbus of Light:</strong> You can shed a soft radiance of calming light that illuminates</p><p>a 5' radius around you, and provides shadowy illumination to 10 feet.</p><p>When this radiance is revealed you gain a +2 Circumstance bonus on Bluff,</p><p>Diplomacy, and Sense Motive</p><p>You can activate and extinguish this radiance at will as a free action.</p><p></p><p><strong>Fiend Slaying:</strong> against fiends you gain a +1 Competence bonus to hit</p><p>and +1d6 damage. As well as +1 competence bonus to Will saves and Intimidate, Listen,</p><p>Sense Motive, and Spot checks. These bonuses increase as indicated and</p><p>stack with Favored Enemy.</p><p></p><p><strong>Courage of the Light:</strong></p><p><strong>I:</strong> You gain Immunity to Fear spells and effects caused by evil outsiders, if you already</p><p>poses Aura of Courage as a class ability you instead gain Courage of the Light II.</p><p><strong>II:</strong> You gain Immunity to Enchantment spells and effects cast or created by evil outsiders.</p><p>At 5th Level, If you posses Aura of Courage you instead gain Courage of the Light III</p><p><strong>III:</strong> You extend your fear immunity to allys within a 20' radius</p><p>At 8th level, if you posses Aura of Courage, you instead gain Courage of the Light IV</p><p><strong>IV:</strong> You extend your Enchantment Immunity to allys within a 20' radius</p><p></p><p><strong>Holy Radience:</strong> At will, as a free action, you can empower your nimbus of light into</p><p>a blazing glow of holy power that sheds bright light in a 10-foot radius(and shadowy</p><p>illumination out to 20 feet).</p><p>Undead and Demons within 10 feet of you take 1d4 points of damage per round while</p><p>they remain within your halo.</p><p>If you posses or later take the Holy Radience feat it's benefits is replaced by the above</p><p>but your damage increases to 2d4.</p><p></p><p><strong>Burning Light:</strong> Your holy Radience damage increases by 1 die type and evil</p><p>creatures that are not undead or outsiders now take half-damage (rather than none).</p></blockquote><p></p>
[QUOTE="Suldulin, post: 2464907, member: 1976"] A player in my game is interested in playing a paladin with a focus vs demons, to match with the lore of the game world I wiped this class up, now I need help going over it to try and make sure everything is in order. Thank you in advance for any aid. [B][U]Knight of Tirisfal[/U][/B] Arathor had fallen apart into seven separate nations: Lordaeron, Stormwind, Kul Tiras, Stromgarde, Alterac, Gilneas, and Dalaran. It was soon discovered that the use of magic without constraint didn’t mean that magic could be used without consequence. Relations between the newly independent human nations were strained as the rulers of the magocracies became increasingly withdrawn and obsessed with amassing magical power. This led them straight into darkness — where they found demons waiting. What happened in the years following is a secret history that has only been uncovered in recent times. To most people of Quel’Thalas, the dwarven citadels and the seven kingdoms, these were centuries of peace and prosperity. Yet unbeknownst to all but a few, the powerful spells of elven and human mages had quietly called to the Burning Legion. The demons were happy to answer the summons and began to slip back into Azeroth. An elven society called the Council of Silvermoon had long ago sworn to forestall any full return by the Legion; this society met with the most powerful wizards of the human nations to form the Order of Tirisfal to hunt those demons who had already arrived. Through it all, the Order had its agents remain the “men and women in black cloaks,” cleaning up all evidence of their struggles and denying the existence of the enemy. Identifying themselves among their fellows by their holy symbols of a Silvermoon inscribed with elven runes over a sun these Elven and Human Priests would gather and subtly do battle with the demons that had managed to force their way into the world. [B]HD: 1d8[/b] [B]Requirements: BAB:[/b] +5 [B]Skills:[/B] Gather Information 4 ranks, Knowledge(the Planes) 4 ranks, Sense Motive 4 ranks, Stealth 4 ranks [B]Feats:[/B] Servent of the Light(Heavens), Favored Enemy: Outsider(demon) [B]Special:[/B] Detect Evil as a class feature or Divine Spell [B]Special:[/B] Ability to Turn Undead [B]Special:[/B] Must either have the Exalted Turning feat or take it as the next feat. [B]BAB:[/B] Good [B]Saves:[/B] Fort Good, Ref Poor, Will Poor [B]Skills:[/B] Climb, Concentration, Craft, Decipher Script, Gather Information, Heal, Jump, Knowledge(Religion), Knowledge(The Planes), Profession, Search, Sense Motive, Stealth, Swim. [B]Skill Points at Each Level:[/B] 4 + Int Modifer. [B]Special:[/B] 1st: Sanctified Strikes, Turn Undead 2nd: Censure Demons, Nimbus of Light, +1 Caster Level 3rd: Fiend Slaying +1/+1d6, Courage of the Light I/II 4th: +1 Caster Level 5th: Courage of the Light II/III 6th: Fiend Slaying +2/+2d6, +1 Caster Level 7th: Holy Radience 8th: Courage of the Light III/IV, +1 Caster Level 9th: Fiendslaying +3/3d6 10th: Burning Light, +1 Caster Level (total +caster levels, 5/10) [B]Sanctified Strikes:[/B] The character does +1 damage against evil opponents, or +1d4 extra damage to evil outsiders and undead. Your attacks are considered good aligned. [B]Turn Undead:[/B] Class levels stack with priest or paladin levels for purposes of turning undead [B]Censure Demons:[/B] A knight may use one of their Turn Undead uses to Censure Demons within 30'. Any evil outsiders within range must make a Will Save (DC 10 + the Knight's Class level + Cha modifier) or be Censured. A censured demon is Stunned for 1 round and takes 3d6 Holy Damage. If a censured demon has fewer HD than the character it must make a 2nd Will save or be sent back to the Nether as if affected by a dismissal spell. Only one demon can be dismissed in this way per Censure attempt. From Lowest HD to Highest. [B]Nimbus of Light:[/B] You can shed a soft radiance of calming light that illuminates a 5' radius around you, and provides shadowy illumination to 10 feet. When this radiance is revealed you gain a +2 Circumstance bonus on Bluff, Diplomacy, and Sense Motive You can activate and extinguish this radiance at will as a free action. [B]Fiend Slaying:[/B] against fiends you gain a +1 Competence bonus to hit and +1d6 damage. As well as +1 competence bonus to Will saves and Intimidate, Listen, Sense Motive, and Spot checks. These bonuses increase as indicated and stack with Favored Enemy. [B]Courage of the Light: I:[/B] You gain Immunity to Fear spells and effects caused by evil outsiders, if you already poses Aura of Courage as a class ability you instead gain Courage of the Light II. [B]II:[/B] You gain Immunity to Enchantment spells and effects cast or created by evil outsiders. At 5th Level, If you posses Aura of Courage you instead gain Courage of the Light III [B]III:[/B] You extend your fear immunity to allys within a 20' radius At 8th level, if you posses Aura of Courage, you instead gain Courage of the Light IV [B]IV:[/B] You extend your Enchantment Immunity to allys within a 20' radius [B]Holy Radience:[/B] At will, as a free action, you can empower your nimbus of light into a blazing glow of holy power that sheds bright light in a 10-foot radius(and shadowy illumination out to 20 feet). Undead and Demons within 10 feet of you take 1d4 points of damage per round while they remain within your halo. If you posses or later take the Holy Radience feat it's benefits is replaced by the above but your damage increases to 2d4. [B]Burning Light:[/B] Your holy Radience damage increases by 1 die type and evil creatures that are not undead or outsiders now take half-damage (rather than none). [/QUOTE]
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