Chauzu
First Post
I need some advice for finishing up the creation of this class. Does it look alright? What is it missing, or what does it need missing?
------------------------------
ASKARI
The paladin of the desert.
GAME RULE INFORMATION:
Abilities: Strength is important for the askari because it improves their melee attack and damage rolls. Constitution is important for giving askari lots of hit points, which they’ll need in their many battles. Dexterity is important for askari who want to be skilled archers, improves their Armor Class, and allows them access to certain Dexterity-oriented feats.
Alignment: Lawful good.
Hit Die: d10.
Class Skills
The askari’s class skills (and the key ability for each skill) are Climb (Str), Craft (Int), Diplomacy (Cha), Heal (Wis), Intimidate (Cha), Jump (Str), Knowledge (Religion) (Int), Profession (Wis), Ride (Dex), Swim (Str).
Skill Points at 1st Level: (4 + Int modifier) x 4.
Skill Points at Each Additional Level: 4 + Int modifier.
Class Features
All of the following are class features of the askari.
Weapon and Armor Proficiency: Askari are proficient with asll simple and martial weapons, with light and medium armor, and with shields. Note that armor check penalties for armor heavier than leather apply to the skills Balance, Climb, Escape Artist, Hide, Jump, Move Silently, Pick Pocket, and Tumble. Also, Swim checks suffer a –1 penalty for every 5 pounds of armor and equipment carried.
Holy Bolt: An askari can summon bolts formed of pure, righteous energies. She can cast Holy Bolt on an undead creature with damage equal to her Wisdom bonus (if any) plus her level. For example, a 5th-level askari with a 16 Wisdom (+3 bonus) may cast Holy Bolt on an undead with 8 points of damage.
Alternatively, the askari can use Holy Bolt to heal others that are of good alignment. She can cure depending on the person’s (that she is healing) Wisdom bonus plus level.
Aura Of Vigor: All allies within a 20 foot radius from the askari receives a an additional 10 feet in movement. The askari may only be using one aura at a time. It takes a full round to change between auras.
Holy Shield: Beginning at 4th level, the askari is able to bless his shield with defiance. The askari’s shield receives a +1 bonus. More bonuses are placed on the shield as she advances in levels (+2 at 8th level, +3 at 12th level, +4 at 16th level, and +5 at 20th level). Holy Shield can be cast on any shield that the askari possesses at the time.
Aura Of Might: All allies within a 20 feet radius from the askari receives a +1 bonus to damage. Once the person leaves the 20 feet radius, the bonus will disappear. The askari may only be using one aura at a time. It takes a full round to change between auras.
Aura Of Concentration: All allies within a 10 feet radius from the askari receives an additional chance to attack during combat, and +4 to Concentration checks. The askari may only be using one aura at a time. It takes a full round to change between auras.
Aura Of Salvation: All allies within a 10 feet radius from the askari receives a +1 to all saves. The askari may only be using one aura at a time. It takes a full round to change between auras.
Aura Of Fanaticism: All allies within a 20 feet radius from the askari receives a +3 bonus to Attack Rolls. The askari may only be using one aura at a time. It takes a full round to change between auras.
Aura Of Redemption: All allies within a 15 feet radius from the askari receives life from slain enemies of evil alignment. The full health that the creature had while alive is divided between party members and gives that amount of hp to the party (within the 15 feet radius). The askari may only be using one aura at a time. It takes a full round to change between auras.
Code Of Conduct: An askari must be of lawful good alignment and loses all special class abilities if she ever willingly commits an act of evil. Additionally, an askari’s code requires that she respects legitimate authority, act with honor (not lying, not cheating, not using poison, etc.), help those who need help (provided they do not use the help for evil or chaotic ends), and punish those that harm or threaten innocents.
Associates: While she may adventure with characters of any good or neutral alignment, an akari will never knowingly associate with evil characters. An askari will not continue an association with someone who constantly offends her moral code. An askari may only hire henchmen or accept followers who are lawful good.
Ex-Askari
An askari who ceases to be lawful good, who willfully commits as evil act, or who grossly violates the code of conduct loses all special abilities. She may not progress in levels as a paladin. She regains her abilities if she atones for her violations, as appropriate.
Like a member of any other class, an askari may be a multiclass character, but askari face a special restriction. An askari who gains a new class or (if already multiclass) raises another class by a level may never again raise her askari level, though she retains all her askari abilities. The path of the askari requires a constant heart. Once you undertake the path, you must pursue it to the exclusion of all other careers. Once you have turned off the path, you may never return.
Level BAB Fort Ref Will Special
1 +1 +2 0 +1 Holy Bolt 1/day, Aura Of Vigor
2 +2 +2 +1 +1
3 +3 +3 +1 +2 Holy Bolt 2/day
4 +4 +3 +2 +2 Holy Shield +1
5 +5 +3 +2 +3 Aura Of Might
6 +6/+1 +4 +2 +4 Holy Bolt 3/day
7 +7/+2 +4 +3 +4 Aura Of Concentration
8 +8/+3 +5 +4 +5 Holy Shield +2
9 +9/+4 +6 +4 +5 Holy Bolt 4/day
10 +10/+5 +6 +4 +5 Aura Of Salvation
11 +11/+6/+1 +6 +4 +5
12 +12/+7/+2 +7 +4 +5 Holy Shield +3, Holy Bolt 5/day
13 +13/+8/+3 +7 +4 +5
14 +14/+9/+4 +8 +5 +6
15 +15/+10/+5 +9 +6 +7 Aura Of Fanaticism
16 +16/+11/+6/+1 +9 +7 +8 Holy Shield +4
17 +17/+12/+7/+2 +10 +8 +9
18 +18/+13/+8/+3 +10 +8 +9
19 +19/+14/+9/+4 +10 +8 +9 Holy Shield +5
20 +2-/+15/+10/+5 +10 +8 +9 Aura Of Redemption
------------------------------
ASKARI
The paladin of the desert.
GAME RULE INFORMATION:
Abilities: Strength is important for the askari because it improves their melee attack and damage rolls. Constitution is important for giving askari lots of hit points, which they’ll need in their many battles. Dexterity is important for askari who want to be skilled archers, improves their Armor Class, and allows them access to certain Dexterity-oriented feats.
Alignment: Lawful good.
Hit Die: d10.
Class Skills
The askari’s class skills (and the key ability for each skill) are Climb (Str), Craft (Int), Diplomacy (Cha), Heal (Wis), Intimidate (Cha), Jump (Str), Knowledge (Religion) (Int), Profession (Wis), Ride (Dex), Swim (Str).
Skill Points at 1st Level: (4 + Int modifier) x 4.
Skill Points at Each Additional Level: 4 + Int modifier.
Class Features
All of the following are class features of the askari.
Weapon and Armor Proficiency: Askari are proficient with asll simple and martial weapons, with light and medium armor, and with shields. Note that armor check penalties for armor heavier than leather apply to the skills Balance, Climb, Escape Artist, Hide, Jump, Move Silently, Pick Pocket, and Tumble. Also, Swim checks suffer a –1 penalty for every 5 pounds of armor and equipment carried.
Holy Bolt: An askari can summon bolts formed of pure, righteous energies. She can cast Holy Bolt on an undead creature with damage equal to her Wisdom bonus (if any) plus her level. For example, a 5th-level askari with a 16 Wisdom (+3 bonus) may cast Holy Bolt on an undead with 8 points of damage.
Alternatively, the askari can use Holy Bolt to heal others that are of good alignment. She can cure depending on the person’s (that she is healing) Wisdom bonus plus level.
Aura Of Vigor: All allies within a 20 foot radius from the askari receives a an additional 10 feet in movement. The askari may only be using one aura at a time. It takes a full round to change between auras.
Holy Shield: Beginning at 4th level, the askari is able to bless his shield with defiance. The askari’s shield receives a +1 bonus. More bonuses are placed on the shield as she advances in levels (+2 at 8th level, +3 at 12th level, +4 at 16th level, and +5 at 20th level). Holy Shield can be cast on any shield that the askari possesses at the time.
Aura Of Might: All allies within a 20 feet radius from the askari receives a +1 bonus to damage. Once the person leaves the 20 feet radius, the bonus will disappear. The askari may only be using one aura at a time. It takes a full round to change between auras.
Aura Of Concentration: All allies within a 10 feet radius from the askari receives an additional chance to attack during combat, and +4 to Concentration checks. The askari may only be using one aura at a time. It takes a full round to change between auras.
Aura Of Salvation: All allies within a 10 feet radius from the askari receives a +1 to all saves. The askari may only be using one aura at a time. It takes a full round to change between auras.
Aura Of Fanaticism: All allies within a 20 feet radius from the askari receives a +3 bonus to Attack Rolls. The askari may only be using one aura at a time. It takes a full round to change between auras.
Aura Of Redemption: All allies within a 15 feet radius from the askari receives life from slain enemies of evil alignment. The full health that the creature had while alive is divided between party members and gives that amount of hp to the party (within the 15 feet radius). The askari may only be using one aura at a time. It takes a full round to change between auras.
Code Of Conduct: An askari must be of lawful good alignment and loses all special class abilities if she ever willingly commits an act of evil. Additionally, an askari’s code requires that she respects legitimate authority, act with honor (not lying, not cheating, not using poison, etc.), help those who need help (provided they do not use the help for evil or chaotic ends), and punish those that harm or threaten innocents.
Associates: While she may adventure with characters of any good or neutral alignment, an akari will never knowingly associate with evil characters. An askari will not continue an association with someone who constantly offends her moral code. An askari may only hire henchmen or accept followers who are lawful good.
Ex-Askari
An askari who ceases to be lawful good, who willfully commits as evil act, or who grossly violates the code of conduct loses all special abilities. She may not progress in levels as a paladin. She regains her abilities if she atones for her violations, as appropriate.
Like a member of any other class, an askari may be a multiclass character, but askari face a special restriction. An askari who gains a new class or (if already multiclass) raises another class by a level may never again raise her askari level, though she retains all her askari abilities. The path of the askari requires a constant heart. Once you undertake the path, you must pursue it to the exclusion of all other careers. Once you have turned off the path, you may never return.
Level BAB Fort Ref Will Special
1 +1 +2 0 +1 Holy Bolt 1/day, Aura Of Vigor
2 +2 +2 +1 +1
3 +3 +3 +1 +2 Holy Bolt 2/day
4 +4 +3 +2 +2 Holy Shield +1
5 +5 +3 +2 +3 Aura Of Might
6 +6/+1 +4 +2 +4 Holy Bolt 3/day
7 +7/+2 +4 +3 +4 Aura Of Concentration
8 +8/+3 +5 +4 +5 Holy Shield +2
9 +9/+4 +6 +4 +5 Holy Bolt 4/day
10 +10/+5 +6 +4 +5 Aura Of Salvation
11 +11/+6/+1 +6 +4 +5
12 +12/+7/+2 +7 +4 +5 Holy Shield +3, Holy Bolt 5/day
13 +13/+8/+3 +7 +4 +5
14 +14/+9/+4 +8 +5 +6
15 +15/+10/+5 +9 +6 +7 Aura Of Fanaticism
16 +16/+11/+6/+1 +9 +7 +8 Holy Shield +4
17 +17/+12/+7/+2 +10 +8 +9
18 +18/+13/+8/+3 +10 +8 +9
19 +19/+14/+9/+4 +10 +8 +9 Holy Shield +5
20 +2-/+15/+10/+5 +10 +8 +9 Aura Of Redemption