Hospitaler of Torm

Caliban

Rules Monkey
Hospitaler of Torm
Class Name Hit Dice: D8
Attack Fort Ref. Will
Level Bonus Save Save Save Special Spells per day/Spells Known

1 +0 +2 +0 +2 Divine Health, Right of Shelter +1 level of divine spellcasting class
2 +1 +3 +0 +3 Harm’s Way, Aura of Courage +1 level of divine spellcasting class
3 +2 +3 +1 +3 Bonus Fighter Feat
4 +3 +4 +1 +4 Gift of Service – 25% Fortification +1 level of divine spellcasting class
5 +3 +4 +1 +4 Defensive Awareness (Dex bonus to AC) +1 level of divine spellcasting class
6 +4 +5 +2 +5 Bonus Fighter Feat
7 +5 +5 +2 +5 Gift of Service – +1 Infidel Bane Greatsword +1 level of divine spellcasting class
8 +6 +6 +2 +6 Defensive Awareness (cannot be flanked) +1 level of divine spellcasting class
9 +6 +6 +3 +6 Bonus Fighter Feat,
10 +7 +7 +3 +7 Gift of Service – 75% Fortification, +3 Holy Greatsword +1 level of divine spellcasting class

Class Skills Skill points at each level : 2 + Int Modifier
The class skills ( and the key ability modifier for each skill) are:
Concentration (Con), Craft (Int), Diplomacy (Cha), Handle Animal (Cha), Heal (Wis), Knowledge (religion) (Int),
Profession (Wis), Ride (Dex)

Requirements To qualify for this class, a character must fulfill all the following criteria:

Alignment : Lawful Good, Neutral Good, Lawful Neutral
Base Attack: +4
Feats: Alertness, Combat Casting, Mounted Combat
Patron Deity: Torm
Skills: Healing 5 ranks, Diplomacy 5 ranks, Ride 4 ranks.
Special Ability: If cleric, must have the Protection or Healing domain.
Special: Able to cast 1st level divine spells.


Class Description

The Hospitalers of Torm are a knightly order devoted to being living examples of Torm’s teachings. It was originally started by a group of the Martyr’s Progeny in the city of Tantras, and has spread rapidly since then. They protect worshipers of all good faiths, especially those making pilgrimages to a holy site. They defend the weak and root out corruption wherever they find it. Special attention is reserved for worshipers of Cyric or Bane, and member of the Zhentarim.


Class Restrictions/Limitations

The Penance of Duty:
• Debt of Persecution: A Hospitaler must aid in the establishment of other good faiths. This includes protecting their temples, and any worshipers making a pilgrimage to those temples.
• Debt of Dereliction: A Hospitaler must spend every resource possible to eliminate the cults of Cyric and Bane, and must work against the Zhentarim network.
• Debt of Destruction: A Hospitaler is required to aid in locating dead and wild magic areas, and report them to the clergy so that they can be healed.
• Debt of Vigilance: A Hospitaler must stand vigilant against corruption that may occur within goodly organizations, even the church of Torm itself.
• Debt of Humility: A Hospitaler must be humble and avoid ostentatious displays of wealth. Any wealth gained beyond that needed to equip the Hospitaler and care for his mount must be donated to the Order of Hospitaler’s or other good organization so that it may used for the greater good.

Class Features

Weapon and Armor Proficiency: Hospitalers gain proficiency with all simple and martial weapons, and with light, medium, and heavy armors.

Spellcasting: You only gain the spells per day, known spells (if applicable) and divine spellcaster level increase.

Right of Shelter: You may ask for shelter and food for yourself and up to 5 companions from any Hospitaler outpost or stronghold, and you cannot be denied. It is customary to keep these visits under one week.

Divine Health: You are immune all diseases, including magical ones such as lycanthropy and mummy rot.

Harm’s Way: When you are within 5 feet of someone you have designated as your charge, you may switch places with your charge and receive the attack in their place. You must declare this before the attack roll is made. You select your charge before you roll initiative, and it is a free action to do so. You may not change our charge for the duration of that combat.

Aura of Courage: Starting at 2nd level, a Hospitaler is immune to fear (magical or otherwise). Allies within 10 feet gain a +4 morale bonus on saving throws against fear effects. Granting the morale bonus is a supernatural ability.

Bonus Fighter Feat: At 3rd, 6th, and 9th level the Hospitaler may select any feat off of the fighter list, except for Specialization.

Defensive Awareness: At 5th level the Hospitaler gains the extraordinary ability to react to danger before his senses would normally allow him to even be aware of it. At 5th level and above, he retains his Dexterity bonus to AC (if any) regardless of being caught flat-footed or struck by an invisible attacker. (He still loses any Dexterity bonus to AC if immobilized.)

At 8th level, the Hospitaler can no longer be flanked, since h can react to opponents on opposite sides of him as easily as he can react to a single attacker. This defense denies rogues the ability to use flank attacks to sneak attack the Hospitaler. The exception to this defense is that a rogue at least 4 levels higher than the Hospitaler can still flank him (and thus sneak attack him).

Gift of Service: At 4th level the Hospitaler makes a pilgrimage to one of the Hospitaler strongholds, where he undergoes a ritual cleansing and rededication to Torm. During this time he is closely questioned about his activities in the service of Torm, with his superiors helping him recognize any seeds of corruption or pride that may have taken root. Upon successfully completing the ceremony, the Hospitaler also gains the ability to consecrate a set of medium or heavy armor and imbue it with the protection of Torm. This ritual involves inscribing the symbol of Torm on the armor, and 1 week of praying culminating in a 24 hour vigil. The armor gains a +1 enhancement bonus and the light fortification ability. The enhancement bonus does not stack with any the armor might already have, and the light fortification is in addition to any other abilities the armor might have. This only functions for the Hospitaler who consecrated the armor. Only one set of armor can be consecrated at a time. The Hospitaler may choose to consecrate a new set of armor at any time, but it still takes one week to complete the consecration.

At 7th level the Hospitaler again returns to a Hospitaler Stronghold for the ritual cleansing and rededication ceremony. Upon successfully completing the ceremony, the Hospitaler also gains the ability to consecrate a greatsword and imbue it with the fury of Torm. This ritual involves inscribing the symbol of Torm on the greatsword, and 1 week of praying culminating in a 24 hour vigil. The greatsword gains a +1 enhancement bonus and acts as a Bane weapon against any worshiper of Cyric or Bane. The enhancement bonus does not stack with any the greatsword might already have, and the Bane ability is in addition to any other abilities the greatsword might have. This only functions for the Hospitaler who consecrated the greatsword. Only one greatsword can be consecrated at a time. The Hospitaler may choose to consecrate a new greatsword at any time, but it still takes one week to complete the consecration.

At 10th level the Hospitaler makes a pilgrimage to the main stronghold of the Hospitalers of Torm, located in Tantras. There he undergoes the most intensive cleansing ritual and rededication ceremony yet. Upon successfully completing the ceremony, the Hospitaler learns to consecrate his armor and greatsword with even more of Torms divine aura. His consecrated armor now acts as if it was +1 moderate fortification, and his greatsword now acts as if it were a +3 Holy Greatsword, in addition to any other abilities it might have. Also, whenever the greatsword strikes a worshiper of Cyric or Bane it is enveloped in holy flame as a visible sign of Torm’s fury. (The flames do no additional damage.)
 
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Here is a prestige classed dedicated to the deity Torm in the Forgotten Realms Campaign. It is based (very) loosely off of the Hospitaler prestige class in the Defenders of the Faith (which I won't allow into my game world).

I also based it on examples of other deity specific prestige classes from the Faith's and Pantheon's book.

Let me know what you think.
 

Wow, no comments? I was expecting at least one "it's over powered you munchkin!" and one "That's lame, it's all defense" comment.
 


It's strong, but not stupidly so like the hospitaler in DotF.

Why the Mounted Combat and Ride skill prereqs? Don't know much about Torm in FR, but IIRC he isn't particularly big on cavalry.

The only change I'd make is to take out the fighter bonus feats. The other abilities are quite good already.
 

hong said:
It's strong, but not stupidly so like the hospitaler in DotF.

Yeah, I won't let that in my campaign.

Why the Mounted Combat and Ride skill prereqs? Don't know much about Torm in FR, but IIRC he isn't particularly big on cavalry.

Two reasons:

1) Torm is known for riding a great wyrm gold dragon into combat.

2) As a knightly order devoted to chivalry (derived from the French "Chevalier" which literally means "horseman") and the protection of the weak, mounted combat seemed appropriate, especially considering the real-world Knights Hospitaler.
The only change I'd make is to take out the fighter bonus feats. The other abilities are quite good already.

They pay for the fighter feats by giving up a level of spellcasting for each feat.

They pay for the other abilities by giving up their Turn Undead progression, and having to pay the feats and live by the code of conduct.

It is a strong class, but it has some built in controls to balance it out.
 

I'm not too sure about the idea of directly swapping out caster levels for fighter feats. If we consider a 3/7 fighter/cleric, they get 7 spellcasting levels, but only 1 or 2 fighter feats, because the feats are only gained every other level. I'd still reduce the feats somewhat. (There's the wrinkle where the fighter gets a bonus feat at 1st level, but that doesn't really count: first because we're talking about a prestige class that can't be gained until past that, and second, frontloading is generally a Bad Thing, so no sense in using it to excuse other Bad Things.)

Also, balancing mechanical advantages with roleplaying disadvantages, as a general principle, isn't really kosher. If it wasn't good enough for the paladin, should it be good enough for a prestige class? However, in this case I don't think it's a major issue either way.
 

I like, not too powerful. Cleric 8 fighter 2 gets 1 more lvl of spells, 1 more BAB and one less feat. The abilities arn't that powerful.

However, as has already been said I'd drop the mounted combat req.

Also, do you want them to have to use a greatsword and full plate. If so, I would require weapon focus greatsword and heavy armor proficiency instead. If not, I would allow them to imbue any sword or armor and add some other feat to replace mounted combat. I'd also like it to take longer to imbue an already magical sword/armor.

Also, this class is only good for clerics. For a paladin it is much less powerful (because of the weaker spellcasting progression.) However you already know that.
 

hong said:
I'm not too sure about the idea of directly swapping out caster levels for fighter feats.

I'd say a 3 spellcasting levels are worth 3 feats. You won't see your 9th level spells until 20th level, and you will be more than a full spell level behind any pure casters.

If we consider a 3/7 fighter/cleric, they get 7 spellcasting levels, but only 1 or 2 fighter feats, because the feats are only gained every other level. I'd still reduce the feats somewhat. (There's the wrinkle where the fighter gets a bonus feat at 1st level, but that doesn't really count: first because we're talking about a prestige class that can't be gained until past that, and second, frontloading is generally a Bad Thing, so no sense in using it to excuse other Bad Things.)

If they were getting the feats early in the class, I might agree with you. But they are getting the extra feats until character level 9, 12, an 15 if they go in as a straight cleric. (Because it takes a level 6 cleric to qualify, or a 4/1 fighter/cleric.) At those levels the power increase from a feat is much less than the power increase from a level of spellcasting.


Also, balancing mechanical advantages with roleplaying disadvantages, as a general principle, isn't really kosher. If it wasn't good enough for the paladin, should it be good enough for a prestige class? However, in this case I don't think it's a major issue either way.

Um, paladins do have roleplaying disadvantages. That whole LG only, and code of conduct thing in their class description.

The main reason I want the mounted combat in there is to reflect their roots as a mounted knighthood. As you progress in the class you move away from that, first gaining abilities that help your serve and protect the poor and sick, then learning to take the fight to enemy.
 

Caliban said:
If they were getting the feats early in the class, I might agree with you. But they are getting the extra feats until character level 9, 12, an 15 if they go in as a straight cleric. (Because it takes a level 6 cleric to qualify, or a 4/1 fighter/cleric.) At those levels the power increase from a feat is much less than the power increase from a level of spellcasting.

Tell that to the poor fighters who still only get 1 feat every 2 levels when they're 9th, 12th or 15th level.


Um, paladins do have roleplaying disadvantages. That whole LG only, and code of conduct thing in their class description.

Yes, however I don't recall that being used as a rationale for bumping up the class abilities. IOW, the paladin is balanced without reference to the truth-justice-and-yummy-goodness roleplaying requirements.
 

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