Sound of Azure
Contemplative Soul
Draft 0.2
This version of the class is obsolete. See post 17 for the updated version.
Inspired Knight
HD: d10
Class Skills
The Inspired Knight’s class skills (and the key ability for each skill) are: Concentration(con), Craft(int), Diplomacy(cha), Handle Animal(cha), Heal(wis), Knowledge(religion)(int), Profession(wis), Ride(dex), Search (Int), Sense Motive(wis), and Spot (Wis).
Skill Points at 1st level: (2 + Intelligence modifier) x 4
Skill Points at Each Level: 2 + Intelligence modifier
Class features
All of the following are class features of the Inspired Knight.
Weapon and Armour proficiency: Inspired Knights are proficient with all simple and martial weapons, are proficient with all armour and shields, except for tower shields.
Divine Smite: As a swift action, you may expend your Inspired Focus to attempt to deal an extra damage with a normal attack. Divine smite can only deal extra damage to creatures that oppose the subtypes of your Aura. At 1st level this damage equals 1d6, and increases by 1d6 at 5th level, and every 5 levels thereafter (10th, 15th, 20th, etc).
If the Inspired Knight accidentally smites a creature that is not applicable, the smite is wasted and it deals no extra damage.
Inspirations: An Inspired Knight possesses special abilities derived from his connection to his deity when enters the meditative trance known as Inspired Ecstasy. Inspired Knights learn to channel the divine energy they receive from the connection by methods known as Disciplines.
Some Disciplines are Passive in nature and their effects take place whenever the Inspired Knight enters the Inspired Ecstasy. Most passive abilities are always active, gaining additional effects when concentrated upon, while others require concentration to operate. Some Disciplines require the Knight to expend his Focus, ending the connection to his deity.
Disciplines are mostly drawn from particular paths of abilities, called Estates. They come in four grades, Least, Lesser, Greater, and Transcendent. There are also Disciplines that are not from any Estate, and are available to any Inspired Knight that qualifies for them.
Initially, an Inspired Knight has access only to Least Disciplines but as they advance in level, more powerful Disciplines become available, as summarised in Table 1-1 and described below.
At any level when an Inspired Knight gains a new Discipline, he may exchange any one Discipline he knows for any other Discipline he qualifies for of the same or lower level.
I haven't written in the limitation on how many Passive effects the Inspired KNight can have readied at once yet. I'm considering it to be a progression like this: 2 (4th), 3 (9th), 4 (14th), 5 (19th). At present, there is no limitation on the amount of Expendables readied.
Divine Sight: Placeholder
Transcend Mortality: At 20th level, you become a Outsider with the Native Subtype. You possess the subtypes that your Aura has.
I've also considered certain Estates may grant further designations. Estate of the Paladin may grant the Archon Subtype as well, for example. Its likely that you gain damage reduction, dependent on your Aura type.
Estates
Here's the first estate. Working on Estate of the Anarch, Apostate, Eternal Flame, Hospitaler, Nomad, Paladin, and Reaver.
Estate of the Inquisitor
Your Divine Smite may be used against Chaotic targets.
Your Aura has the [Lawful] subtype. You may not select inspirations that have the [Chaotic]subtype. If you cease to be Lawful, you may not use inspirations from this Estate.
Least
Divine Perception (Passive, Expendable) - While Inspired, you gain a +6 competence bonus on Search, Sense Motive and Spot checks. While Divine perception is active, you may make a search check as if you were actively looking if you pass within 5 feet of a secret or concealed door. You may expend your Inspired Focus as an immediate action to increase the bonus to +10 for a single round.
Divine Perception requires at least 3 ranks in Sense Motive, and 1 rank in Search and Spot.
Divine Perception is a Divination effect.
Lesser
Aura of Truth (Expendable) – As a standard action you may expend your Inspired Ecstasy to create an area that compels creatures to speak the truth. Creatures within 30 feet of you must make a Will Save (DC 12 + your Charisma modifier) or are affected by your aura. Creatures that enter the emanation after you invoke your Aura of truth must also make a saving throw against the effect.
Affected creatures are aware of this enchantment. Therefore they may avoid answering questions to which they would normally respond with a lie, or they may be evasive as long as they remain within the boundaries of the truth.
Your Aura of Truth persists as long as you concentrate, to a maximum of 1 minute per Inspired Knight level.
Aura of Truth is an Enchantment (Compulsion) effect.
Greater
Discern Lies (Passive) - Each round, you may concentrate on one subject, who must be within a range of 30 feet, + 5 feet per 3 levels of Inspired Knight (Maximum of 60 feet at 18th level). You know if the subject is deliberately and knowingly speaks a lie by discerning disturbances in its aura caused by lying. The spell does not reveal the truth, uncover unintentional inaccuracies, or necessarily reveal evasions. You may change the focus each round.
Discern Lies is a Divination effect.
Estate Transcendence
True Seeing (Passive, Expendable) – While Inspired, you see things as they truly are. You see through normal and magical darkness, notice secret doors hidden by magic, see the exact location of creatures or objects under blur or displacement effects, see invisible creatures or objects normally, see through illusions, and see the true form of polymorphed, changed, or transmuted things. Furthermore, you may concentrate to see onto the Ethereal Plane (but not into extra-dimensional spaces). The range of your True Seeing while Inspired is 60 feet.
You cannot see through objects with true seeing, nor does it negate concealment, including that caused by fog and the like. The effect does not help against mundane disguises, spot creatures that are simply hiding, or notice secret doors hidden by mundane means.
Additionally, you may expend your Focus to dispel effects within your true seeing aura that your vision would see through without concentrating. You may not dispel a polymorph or other transmutation effect, however.
True Seeing is a Divination effect.
Inspired Transcendence
You become an outsider with the native and lawful subtypes. You gain damage reduction 10/ silver and chaotic.
This version of the class is obsolete. See post 17 for the updated version.
Inspired Knight
HD: d10
Code:
Table 1-1: The Inspired Knight
Level BAB F/R/W Inspirations Special
1 +1 2/0/0 1 Inspirations (Least), Divine Smite 1d6, Aura
2 +2 3/0/0 2 Divine Sight
3 +3 3/1/1 3
4 +4 4/1/1 3
5 +5 4/1/1 4 Divine Smite 2d6
6 +6 5/2/2 5 Inspirations (Lesser)
7 +7 5/2/2 6
8 +8 6/2/2 6
9 +9 6/3/3 7
10 +10 7/3/3 8 Divine Smite 3d6
11 +11 7/3/3 9 Inspirations (Greater)
12 +12 8/4/4 9
13 +13 8/4/4 10
14 +14 9/4/4 11
15 +15 9/5/5 12 Divine Smite 4d6
16 +16 10/5/5 12 Inspirations (Transcendent)
17 +17 10/5/5 13
18 +18 11/6/6 14
19 +19 11/6/6 15
20 +20 12/6/6 15 Divine Smite 5d6, Transcend Mortality
Class Skills
The Inspired Knight’s class skills (and the key ability for each skill) are: Concentration(con), Craft(int), Diplomacy(cha), Handle Animal(cha), Heal(wis), Knowledge(religion)(int), Profession(wis), Ride(dex), Search (Int), Sense Motive(wis), and Spot (Wis).
Skill Points at 1st level: (2 + Intelligence modifier) x 4
Skill Points at Each Level: 2 + Intelligence modifier
Class features
All of the following are class features of the Inspired Knight.
Weapon and Armour proficiency: Inspired Knights are proficient with all simple and martial weapons, are proficient with all armour and shields, except for tower shields.
Divine Smite: As a swift action, you may expend your Inspired Focus to attempt to deal an extra damage with a normal attack. Divine smite can only deal extra damage to creatures that oppose the subtypes of your Aura. At 1st level this damage equals 1d6, and increases by 1d6 at 5th level, and every 5 levels thereafter (10th, 15th, 20th, etc).
If the Inspired Knight accidentally smites a creature that is not applicable, the smite is wasted and it deals no extra damage.
Inspirations: An Inspired Knight possesses special abilities derived from his connection to his deity when enters the meditative trance known as Inspired Ecstasy. Inspired Knights learn to channel the divine energy they receive from the connection by methods known as Disciplines.
Some Disciplines are Passive in nature and their effects take place whenever the Inspired Knight enters the Inspired Ecstasy. Most passive abilities are always active, gaining additional effects when concentrated upon, while others require concentration to operate. Some Disciplines require the Knight to expend his Focus, ending the connection to his deity.
Disciplines are mostly drawn from particular paths of abilities, called Estates. They come in four grades, Least, Lesser, Greater, and Transcendent. There are also Disciplines that are not from any Estate, and are available to any Inspired Knight that qualifies for them.
Initially, an Inspired Knight has access only to Least Disciplines but as they advance in level, more powerful Disciplines become available, as summarised in Table 1-1 and described below.
At any level when an Inspired Knight gains a new Discipline, he may exchange any one Discipline he knows for any other Discipline he qualifies for of the same or lower level.
I haven't written in the limitation on how many Passive effects the Inspired KNight can have readied at once yet. I'm considering it to be a progression like this: 2 (4th), 3 (9th), 4 (14th), 5 (19th). At present, there is no limitation on the amount of Expendables readied.
Divine Sight: Placeholder
Transcend Mortality: At 20th level, you become a Outsider with the Native Subtype. You possess the subtypes that your Aura has.
I've also considered certain Estates may grant further designations. Estate of the Paladin may grant the Archon Subtype as well, for example. Its likely that you gain damage reduction, dependent on your Aura type.
Estates
Here's the first estate. Working on Estate of the Anarch, Apostate, Eternal Flame, Hospitaler, Nomad, Paladin, and Reaver.
Estate of the Inquisitor
Your Divine Smite may be used against Chaotic targets.
Your Aura has the [Lawful] subtype. You may not select inspirations that have the [Chaotic]subtype. If you cease to be Lawful, you may not use inspirations from this Estate.
Least
Divine Perception (Passive, Expendable) - While Inspired, you gain a +6 competence bonus on Search, Sense Motive and Spot checks. While Divine perception is active, you may make a search check as if you were actively looking if you pass within 5 feet of a secret or concealed door. You may expend your Inspired Focus as an immediate action to increase the bonus to +10 for a single round.
Divine Perception requires at least 3 ranks in Sense Motive, and 1 rank in Search and Spot.
Divine Perception is a Divination effect.
Lesser
Aura of Truth (Expendable) – As a standard action you may expend your Inspired Ecstasy to create an area that compels creatures to speak the truth. Creatures within 30 feet of you must make a Will Save (DC 12 + your Charisma modifier) or are affected by your aura. Creatures that enter the emanation after you invoke your Aura of truth must also make a saving throw against the effect.
Affected creatures are aware of this enchantment. Therefore they may avoid answering questions to which they would normally respond with a lie, or they may be evasive as long as they remain within the boundaries of the truth.
Your Aura of Truth persists as long as you concentrate, to a maximum of 1 minute per Inspired Knight level.
Aura of Truth is an Enchantment (Compulsion) effect.
Greater
Discern Lies (Passive) - Each round, you may concentrate on one subject, who must be within a range of 30 feet, + 5 feet per 3 levels of Inspired Knight (Maximum of 60 feet at 18th level). You know if the subject is deliberately and knowingly speaks a lie by discerning disturbances in its aura caused by lying. The spell does not reveal the truth, uncover unintentional inaccuracies, or necessarily reveal evasions. You may change the focus each round.
Discern Lies is a Divination effect.
Estate Transcendence
True Seeing (Passive, Expendable) – While Inspired, you see things as they truly are. You see through normal and magical darkness, notice secret doors hidden by magic, see the exact location of creatures or objects under blur or displacement effects, see invisible creatures or objects normally, see through illusions, and see the true form of polymorphed, changed, or transmuted things. Furthermore, you may concentrate to see onto the Ethereal Plane (but not into extra-dimensional spaces). The range of your True Seeing while Inspired is 60 feet.
You cannot see through objects with true seeing, nor does it negate concealment, including that caused by fog and the like. The effect does not help against mundane disguises, spot creatures that are simply hiding, or notice secret doors hidden by mundane means.
Additionally, you may expend your Focus to dispel effects within your true seeing aura that your vision would see through without concentrating. You may not dispel a polymorph or other transmutation effect, however.
True Seeing is a Divination effect.
Inspired Transcendence
You become an outsider with the native and lawful subtypes. You gain damage reduction 10/ silver and chaotic.
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