Menu
News
All News
Dungeons & Dragons
Level Up: Advanced 5th Edition
Pathfinder
Starfinder
Warhammer
2d20 System
Year Zero Engine
Industry News
Reviews
Dragon Reflections
White Dwarf Reflections
Columns
Weekly Digests
Weekly News Digest
Freebies, Sales & Bundles
RPG Print News
RPG Crowdfunding News
Game Content
ENterplanetary DimENsions
Mythological Figures
Opinion
Worlds of Design
Peregrine's Nest
RPG Evolution
Other Columns
From the Freelancing Frontline
Monster ENcyclopedia
WotC/TSR Alumni Look Back
4 Hours w/RSD (Ryan Dancey)
The Road to 3E (Jonathan Tweet)
Greenwood's Realms (Ed Greenwood)
Drawmij's TSR (Jim Ward)
Community
Forums & Topics
Forum List
Latest Posts
Forum list
*Dungeons & Dragons
Level Up: Advanced 5th Edition
D&D Older Editions, OSR, & D&D Variants
*TTRPGs General
*Pathfinder & Starfinder
EN Publishing
*Geek Talk & Media
Search forums
Chat/Discord
Resources
Wiki
Pages
Latest activity
Media
New media
New comments
Search media
Downloads
Latest reviews
Search resources
EN Publishing
Store
EN5ider
Adventures in ZEITGEIST
Awfully Cheerful Engine
What's OLD is NEW
Judge Dredd & The Worlds Of 2000AD
War of the Burning Sky
Level Up: Advanced 5E
Events & Releases
Upcoming Events
Private Events
Featured Events
Socials!
EN Publishing
Twitter
BlueSky
Facebook
Instagram
EN World
BlueSky
YouTube
Facebook
Twitter
Twitch
Podcast
Features
Top 5 RPGs Compiled Charts 2004-Present
Adventure Game Industry Market Research Summary (RPGs) V1.0
Ryan Dancey: Acquiring TSR
Q&A With Gary Gygax
D&D Rules FAQs
TSR, WotC, & Paizo: A Comparative History
D&D Pronunciation Guide
Million Dollar TTRPG Kickstarters
Tabletop RPG Podcast Hall of Fame
Eric Noah's Unofficial D&D 3rd Edition News
D&D in the Mainstream
D&D & RPG History
About Morrus
Log in
Register
What's new
Search
Search
Search titles only
By:
Forums & Topics
Forum List
Latest Posts
Forum list
*Dungeons & Dragons
Level Up: Advanced 5th Edition
D&D Older Editions, OSR, & D&D Variants
*TTRPGs General
*Pathfinder & Starfinder
EN Publishing
*Geek Talk & Media
Search forums
Chat/Discord
Menu
Log in
Register
Install the app
Install
Upgrade your account to a Community Supporter account and remove most of the site ads.
Rocket your D&D 5E and Level Up: Advanced 5E games into space! Alpha Star Magazine Is Launching... Right Now!
Community
General Tabletop Discussion
*Pathfinder & Starfinder
New Class: Askari (Need Advice)
JavaScript is disabled. For a better experience, please enable JavaScript in your browser before proceeding.
You are using an out of date browser. It may not display this or other websites correctly.
You should upgrade or use an
alternative browser
.
Reply to thread
Message
<blockquote data-quote="Chauzu" data-source="post: 616409" data-attributes="member: 9655"><p>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?</p><p></p><p></p><p>------------------------------</p><p></p><p></p><p><strong><span style="font-size: 12px">ASKARI</span></strong></p><p></p><p>The paladin of the desert.</p><p></p><p><strong>GAME RULE INFORMATION:</strong></p><p><strong>Abilities: </strong>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.</p><p><strong>Alignment:</strong> Lawful good.</p><p><strong>Hit Die: </strong>d10.</p><p></p><p><strong>Class Skills</strong></p><p>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).</p><p></p><p>Skill Points at 1st Level: (4 + Int modifier) x 4.</p><p>Skill Points at Each Additional Level: 4 + Int modifier.</p><p></p><p><strong>Class Features</strong></p><p>All of the following are class features of the askari.</p><p> <strong>Weapon and Armor Proficiency:</strong> 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.</p><p> <strong>Holy Bolt: </strong>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.</p><p> 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.</p><p> <strong>Aura Of Vigor: </strong>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.</p><p> <strong>Holy Shield: </strong>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.</p><p> <strong>Aura Of Might:</strong> 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.</p><p> <strong>Aura Of Concentration:</strong> 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.</p><p> <strong>Aura Of Salvation: </strong>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.</p><p> <strong>Aura Of Fanaticism: </strong>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.</p><p> <strong>Aura Of Redemption: </strong>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.</p><p> <strong>Code Of Conduct: </strong>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.</p><p> <strong>Associates:</strong> 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.</p><p></p><p><strong>Ex-Askari</strong></p><p>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.</p><p> 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.</p><p></p><p>Level BAB Fort Ref Will Special</p><p>1 +1 +2 0 +1 Holy Bolt 1/day, Aura Of Vigor</p><p>2 +2 +2 +1 +1 </p><p>3 +3 +3 +1 +2 Holy Bolt 2/day</p><p>4 +4 +3 +2 +2 Holy Shield +1</p><p>5 +5 +3 +2 +3 Aura Of Might</p><p>6 +6/+1 +4 +2 +4 Holy Bolt 3/day</p><p>7 +7/+2 +4 +3 +4 Aura Of Concentration</p><p>8 +8/+3 +5 +4 +5 Holy Shield +2</p><p>9 +9/+4 +6 +4 +5 Holy Bolt 4/day</p><p>10 +10/+5 +6 +4 +5 Aura Of Salvation</p><p>11 +11/+6/+1 +6 +4 +5 </p><p>12 +12/+7/+2 +7 +4 +5 Holy Shield +3, Holy Bolt 5/day</p><p>13 +13/+8/+3 +7 +4 +5 </p><p>14 +14/+9/+4 +8 +5 +6 </p><p>15 +15/+10/+5 +9 +6 +7 Aura Of Fanaticism</p><p>16 +16/+11/+6/+1 +9 +7 +8 Holy Shield +4</p><p>17 +17/+12/+7/+2 +10 +8 +9 </p><p>18 +18/+13/+8/+3 +10 +8 +9 </p><p>19 +19/+14/+9/+4 +10 +8 +9 Holy Shield +5</p><p>20 +2-/+15/+10/+5 +10 +8 +9 Aura Of Redemption</p></blockquote><p></p>
[QUOTE="Chauzu, post: 616409, member: 9655"] 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? ------------------------------ [b][SIZE=3]ASKARI[/SIZE][/b] The paladin of the desert. [b]GAME RULE INFORMATION:[/b] [b]Abilities: [/b]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. [b]Alignment:[/b] Lawful good. [b]Hit Die: [/b]d10. [b]Class Skills[/b] 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. [b]Class Features[/b] All of the following are class features of the askari. [b]Weapon and Armor Proficiency:[/b] 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. [b]Holy Bolt: [/b]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. [b]Aura Of Vigor: [/b]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. [b]Holy Shield: [/b]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. [b]Aura Of Might:[/b] 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. [b]Aura Of Concentration:[/b] 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. [b]Aura Of Salvation: [/b]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. [b]Aura Of Fanaticism: [/b]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. [b]Aura Of Redemption: [/b]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. [b]Code Of Conduct: [/b]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. [b]Associates:[/b] 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. [b]Ex-Askari[/b] 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 [/QUOTE]
Insert quotes…
Verification
Post reply
Community
General Tabletop Discussion
*Pathfinder & Starfinder
New Class: Askari (Need Advice)
Top