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[Pathfinder] The Old School New School Fighter
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<blockquote data-quote="Mustrum_Ridcully" data-source="post: 4883691" data-attributes="member: 710"><p>If I understand this correctly, this class is not intended to be used for "dipping", but for someone that wants to have an easy class to play his entire career. </p><p></p><p>How about just breaking the 3E/Pathfinder core assumptions on multiclassing with this class? Just say you can't. Now you can frontload it as much as you like.</p><p></p><p>My Take:</p><p>Base Attack Bonus: Good</p><p>Hit Dice: d12</p><p>Saves: All Saves are Good</p><p>Skill Points: 4+INT</p><p>Class Skills: As Fighter</p><p>Weapon Proficiency: All Simple and Martial Weapons</p><p>Armor Proficiency: Light, Medium, Heavy, Light Shield, Heavy Shield, Tower Shield</p><p></p><p><em><strong>Special Abilities: </strong></em></p><p></p><p><strong>1st Level - Champion of Purity</strong></p><p>As long as more than 3/4 of your character levels are in the Champion Class, you are considered a Champion of Purity, and gain access to additional abilities. </p><p></p><p><em>Ability Enhancement</em></p><p>At 5th class level, you gain a +2 enhancement bonus to Strength, Dexterity and Constitution. This bonus increases by 2 every 5 levels thereafter (10: +4; 15: +6; 20: +8 and so on)</p><p></p><p><em>Intensive Weapon Training</em></p><p>If you train 30 minutes with an armor, shield or weapon, you become automatically proficient with. This benefit lasts for 24 hours. </p><p></p><p><em>Champions Armor and Weapons</em></p><p>You are treated as having the Craft Magic Arms and Armor Feat and a caster level equal to your class level for purposes of this feat. Your selection of items you can create is more limited.</p><p></p><p>1st level: </p><p>Enhancement Bonus for armor, weapon or shield. </p><p></p><p>5th level:</p><p>If enchanting or creating an item with a +2 bonus or higher: </p><p>Armor: Resist 10 to one energy type as +1 equivalent. </p><p>Weapon: +1d10 energy damage +1d10 energy damage per critical multiplier as +2 equivalent. </p><p>Shield: +3 luck bonus to one save (Reflex, Fortitude or Will) as a +1 enhancement bonus equivalent.</p><p></p><p>10th level:</p><p>If enchanting or creating an item with a +3 bonus or higher:</p><p>Armor: If you speak a command word while no one is wearing this armor, you can summon it and wear it as a free action. +1 equivalent. </p><p>Melee Weapon: The weapon can be thrown with a range increment of 20 feet and returns at the start of your next turn. +1 equivalent.</p><p>Ranged Weapon: The weapons range increment doubles. +1 equivalent</p><p>Shield:</p><p>+3 resistance bonus to all saving throws as a +2 enhancement bonus equivalent. Once per day, you can reroll a saving throw you just failed and take the better result. </p><p></p><p>15th level:</p><p>if enchanting or creating an item with a +4 enhancement bonus or higher:</p><p>Armor: Resist 15 to two energy types as a +2 equivalent.</p><p>Weapon: Pick one alignment (chaos, evil, good, law). If you attack an enemy with that alignment component, you deal +2d6 damage. +2 equivalent. </p><p>Shield: Once per day, you can command the shield to protect you or one ally within 5 squares of you as a move action. The shield floats on its own (freeing your hand) and grants you or the chosen ally its bonuses for up to 5 minutes. It is considered attended by either you (if protecting you) or your ally. The ally does not have to stay within 5 squares of you after you have activated the ability. +1 equivalent. </p><p></p><p><em>Feat Substitution</em></p><p>Every time you are eglible for a feat due to your character level while having the Champion of Purity feature, instead of choosing a feat, you can choose to gain a special ability: </p><p></p><p>Reliable Attack (Ex) - Twice per Combat or 5 Minutes</p><p>For your first and fifth feat and every 4 feats thereafter, you can pick this ability: </p><p>Reroll a failed attack roll. Multiple selections of this ability allow you multiple uses per combat. You can use this ability only once per attack. </p><p></p><p>Second Wind (Ex) - Twice per day</p><p>For your second and sixth feat and every 4 feats thereafter, you can pick this ability: </p><p>As a standard action, you heal damage equal to half your total. You can use this ability no more than once per combat or per 5 minutes, even if you have multiple uses per day.</p><p></p><p>Death Stroke (Ex) - Twice per day</p><p>For your third, sevenths and every 4 feats thereafter, you can pick this ability: </p><p>After you hit you can declare the use of this ability as a free action to turn the hit into a critical hit. You gain this ability multiple times, but you can't use it more than once per combat or 5 minutes.</p><p></p><p>Prepare for Impact (Ex) - Twice per Combat or 5 Minutes</p><p>For your fourth and eights feat and every 4 feats thereafter, you can pick this ability: </p><p>You can use this ability as a move action to reroll any saves you make until the end of your next turn, and gain temporary hit points equal to twice your level. Multiple selections of this ability allow you multiple uses per combat.</p><p></p><p>Notes: </p><p>The abilities Reliable Attack, Second Wind, Death Stroke and Prepare for Impact are available both as feat substitution and as class feature at certain levels. The feat substitution variant grants more uses then the regular class feature. </p><p></p><p>Reminder - at what level do I get feats? </p><p>1st feat - 1st level</p><p>2nd feat - 3rd level</p><p>3rd feat - 6th level</p><p>4th feat - 9th level</p><p>5th feat - 12th level</p><p>6th feat - 15th level</p><p>7th feat - 19th level</p><p>Note that the human bonus feat and class feats do not count for this ability. </p><p></p><p>The following abilities are gained independent of the Champion of Purity class feature.</p><p><strong>Second Wind</strong></p><p>At 1st level, you gain one daily use of the Second Wind Ability. You gain a second use at 11th level and every 10 levels thereafter.</p><p>This ability is in addition to any gained by the Champion of Purity feature.</p><p></p><p><strong>Reliable Attack</strong></p><p>At 3rd level, you gain one use of the Masterful Attack Ability per combat or 5 minutes. You gain a second use at 13th level and every 10 levels thereafter.</p><p>This ability is in addition to any gained by the Champion of Purity feature. </p><p></p><p><strong>Prepare for Impact</strong></p><p>At 5th level, you gain one use of the Prepare for Impact Ability per combat or 5 minutes. You gain a second use at 15th and every 10 levels thereafter.</p><p>This ability is in addition to any gained by the Champion of Purity feature.</p><p></p><p><strong>Death Stroke</strong></p><p>At 7st level, you gain one daily use of the Death Stroke Ability. You gain a second use at 17th level and every 10 levels thereafter.</p><p>This ability is in addition to any gained by the Champion of Purity feature.</p><p></p><p></p><p>---</p><p>You don't really have to make any career choices with this class - you _can_ make some (by electing to take regular feats or multiclassing), but it is just as easy to pick the default options. All the really powerful abilities are available if you stay true to the class, no "dipping". </p><p></p><p>The class also makes you worry less about selecting magical items to boost your core abilities. The bonuses don't replace the need for all magical items, but you could basically totally ignore magical items for core aspects of your characters. Of course, this might break the "wealth by level" expectations. The crafting feat allows you to still get decent weapons and armor, but you can pick only from a small selection of abilities.</p><p></p><p>The individual class abilities still offer some tactical and strategical choices, but not very many - I suppose even someone that wants an easy class to play will eventually want some unique tactical decisions to make or might get a little bored. The abilities are still very simple.</p></blockquote><p></p>
[QUOTE="Mustrum_Ridcully, post: 4883691, member: 710"] If I understand this correctly, this class is not intended to be used for "dipping", but for someone that wants to have an easy class to play his entire career. How about just breaking the 3E/Pathfinder core assumptions on multiclassing with this class? Just say you can't. Now you can frontload it as much as you like. My Take: Base Attack Bonus: Good Hit Dice: d12 Saves: All Saves are Good Skill Points: 4+INT Class Skills: As Fighter Weapon Proficiency: All Simple and Martial Weapons Armor Proficiency: Light, Medium, Heavy, Light Shield, Heavy Shield, Tower Shield [I][B]Special Abilities: [/B][/I] [B]1st Level - Champion of Purity[/B] As long as more than 3/4 of your character levels are in the Champion Class, you are considered a Champion of Purity, and gain access to additional abilities. [I]Ability Enhancement[/I] At 5th class level, you gain a +2 enhancement bonus to Strength, Dexterity and Constitution. This bonus increases by 2 every 5 levels thereafter (10: +4; 15: +6; 20: +8 and so on) [I]Intensive Weapon Training[/I] If you train 30 minutes with an armor, shield or weapon, you become automatically proficient with. This benefit lasts for 24 hours. [I]Champions Armor and Weapons[/I] You are treated as having the Craft Magic Arms and Armor Feat and a caster level equal to your class level for purposes of this feat. Your selection of items you can create is more limited. 1st level: Enhancement Bonus for armor, weapon or shield. 5th level: If enchanting or creating an item with a +2 bonus or higher: Armor: Resist 10 to one energy type as +1 equivalent. Weapon: +1d10 energy damage +1d10 energy damage per critical multiplier as +2 equivalent. Shield: +3 luck bonus to one save (Reflex, Fortitude or Will) as a +1 enhancement bonus equivalent. 10th level: If enchanting or creating an item with a +3 bonus or higher: Armor: If you speak a command word while no one is wearing this armor, you can summon it and wear it as a free action. +1 equivalent. Melee Weapon: The weapon can be thrown with a range increment of 20 feet and returns at the start of your next turn. +1 equivalent. Ranged Weapon: The weapons range increment doubles. +1 equivalent Shield: +3 resistance bonus to all saving throws as a +2 enhancement bonus equivalent. Once per day, you can reroll a saving throw you just failed and take the better result. 15th level: if enchanting or creating an item with a +4 enhancement bonus or higher: Armor: Resist 15 to two energy types as a +2 equivalent. Weapon: Pick one alignment (chaos, evil, good, law). If you attack an enemy with that alignment component, you deal +2d6 damage. +2 equivalent. Shield: Once per day, you can command the shield to protect you or one ally within 5 squares of you as a move action. The shield floats on its own (freeing your hand) and grants you or the chosen ally its bonuses for up to 5 minutes. It is considered attended by either you (if protecting you) or your ally. The ally does not have to stay within 5 squares of you after you have activated the ability. +1 equivalent. [I]Feat Substitution[/I] Every time you are eglible for a feat due to your character level while having the Champion of Purity feature, instead of choosing a feat, you can choose to gain a special ability: Reliable Attack (Ex) - Twice per Combat or 5 Minutes For your first and fifth feat and every 4 feats thereafter, you can pick this ability: Reroll a failed attack roll. Multiple selections of this ability allow you multiple uses per combat. You can use this ability only once per attack. Second Wind (Ex) - Twice per day For your second and sixth feat and every 4 feats thereafter, you can pick this ability: As a standard action, you heal damage equal to half your total. You can use this ability no more than once per combat or per 5 minutes, even if you have multiple uses per day. Death Stroke (Ex) - Twice per day For your third, sevenths and every 4 feats thereafter, you can pick this ability: After you hit you can declare the use of this ability as a free action to turn the hit into a critical hit. You gain this ability multiple times, but you can't use it more than once per combat or 5 minutes. Prepare for Impact (Ex) - Twice per Combat or 5 Minutes For your fourth and eights feat and every 4 feats thereafter, you can pick this ability: You can use this ability as a move action to reroll any saves you make until the end of your next turn, and gain temporary hit points equal to twice your level. Multiple selections of this ability allow you multiple uses per combat. Notes: The abilities Reliable Attack, Second Wind, Death Stroke and Prepare for Impact are available both as feat substitution and as class feature at certain levels. The feat substitution variant grants more uses then the regular class feature. Reminder - at what level do I get feats? 1st feat - 1st level 2nd feat - 3rd level 3rd feat - 6th level 4th feat - 9th level 5th feat - 12th level 6th feat - 15th level 7th feat - 19th level Note that the human bonus feat and class feats do not count for this ability. The following abilities are gained independent of the Champion of Purity class feature. [B]Second Wind[/B] At 1st level, you gain one daily use of the Second Wind Ability. You gain a second use at 11th level and every 10 levels thereafter. This ability is in addition to any gained by the Champion of Purity feature. [B]Reliable Attack[/B] At 3rd level, you gain one use of the Masterful Attack Ability per combat or 5 minutes. You gain a second use at 13th level and every 10 levels thereafter. This ability is in addition to any gained by the Champion of Purity feature. [B]Prepare for Impact[/B] At 5th level, you gain one use of the Prepare for Impact Ability per combat or 5 minutes. You gain a second use at 15th and every 10 levels thereafter. This ability is in addition to any gained by the Champion of Purity feature. [B]Death Stroke[/B] At 7st level, you gain one daily use of the Death Stroke Ability. You gain a second use at 17th level and every 10 levels thereafter. This ability is in addition to any gained by the Champion of Purity feature. --- You don't really have to make any career choices with this class - you _can_ make some (by electing to take regular feats or multiclassing), but it is just as easy to pick the default options. All the really powerful abilities are available if you stay true to the class, no "dipping". The class also makes you worry less about selecting magical items to boost your core abilities. The bonuses don't replace the need for all magical items, but you could basically totally ignore magical items for core aspects of your characters. Of course, this might break the "wealth by level" expectations. The crafting feat allows you to still get decent weapons and armor, but you can pick only from a small selection of abilities. The individual class abilities still offer some tactical and strategical choices, but not very many - I suppose even someone that wants an easy class to play will eventually want some unique tactical decisions to make or might get a little bored. The abilities are still very simple. [/QUOTE]
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