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[The Paladin Project] The Blessed Armsman - a Pal/Ftr PrC (revised 31/5)
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<blockquote data-quote="FireLance" data-source="post: 898257" data-attributes="member: 3424"><p>Hi all, I would be grateful for your comments on the following PrC:</p><p></p><p>----------</p><p></p><p><strong>BLESSED ARMSMAN</strong></p><p></p><p>The blessed armsman is a doughty warrior in the front lines of the war against evil. His training focuses on combat ability, in particular, those that are continuously active instead of those that are usable only a limited number of times per day, so that he is always ready to face the threat of evil.</p><p></p><p><strong>Requirements:</strong></p><p>Alignment: Lawful Good.</p><p>Base Attack Bonus: +5.</p><p>Knowledge (religion): 8 ranks.</p><p>Proficiency: Proficient in all armor (light, medium, heavy) and deity's favored weapon.</p><p>Feats: Combat Reflexes, Iron Will (or Divine Grace special ability), Weapon Focus (deity's favored weapon).</p><p>Special: In campaigns where the multiclassing restrictions on paladins are enforced, the character must be able to gain levels in the paladin class.</p><p></p><p>Hit Die: d10.</p><p>Class Skills: The blessed armsman's class skills (and the key ability for each skill) are Climb (Str), Craft (Int), Diplomacy (Cha), Handle Animal (Cha), Heal (Wis), Jump (Str), Knowledge (religion) (Int), Ride (Dex), and Swim (Str). </p><p>Skill Points at Each Level: 2 + Int modifier.</p><p></p><p>Weapon and Armor Proficiency: The blessed armsman is proficient in the use of all simple and martial weapons and all armor and shields. </p><p></p><p><span style="font-family: 'courier new'">Lvl. BAB . Fort Ref. Will. Special</span></p><p> <span style="font-family: 'courier new'">1 .. +1 .. +2 . +0 . +0 .. Blessing of Might, Blessing of Purification</span></p><p> <span style="font-family: 'courier new'">2 .. +2 .. +3 . +0 . +0 .. Blessing of Defence +1</span></p><p> <span style="font-family: 'courier new'">3 .. +3 .. +3 . +1 . +1 .. Blessing of Companionship</span></p><p> <span style="font-family: 'courier new'">4 .. +4 .. +4 . +1 . +1 .. Blessing of Accuracy +1</span></p><p> <span style="font-family: 'courier new'">5 .. +5 .. +4 . +1 . +1 .. Blessing of Consecration</span></p><p> <span style="font-family: 'courier new'">6 .. +6 .. +5 . +2 . +2 .. Blessing of Power</span></p><p> <span style="font-family: 'courier new'">7 .. +7 .. +5 . +2 . +2 .. Blessing of Defence +2</span></p><p> <span style="font-family: 'courier new'">8 .. +8 .. +6 . +2 . +2 .. Blessing of Guidance</span></p><p> <span style="font-family: 'courier new'">9 .. +9 .. +6 . +3 . +3 .. Blessing of Accuracy +2</span></p><p><span style="font-family: 'courier new'">10 . +10 . +7 . +3 . +3 .. Blessing of Precision</span></p><p></p><p><strong>Blessing of Might (Su):</strong> A blessed armsman with the ability to Smite Evil may choose to trade in all his uses of the Smite Evil ability for a +1 bonus to melee damage rolls against evil opponents per use of the Smite Evil ability traded in. This bonus lasts until the blessed armsman’s ability to Smite Evil is renewed. The blessed armsman has to make this choice when his ability to Smite Evil is renewed, and must trade in all his uses of the ability.</p><p></p><p><strong>Blessing of Purification (Su):</strong> A blessed armsman with the ability to Remove Disease may choose to trade in all his uses of the Remove Disease ability to generate an aura of purification. Every creature within 10 feet of the blessed armsman (including himself) gains a bonus to saving throws against disease equal to the number of uses of Remove Disease traded in + 1. For example, a blessed armsman who trades in two uses of Remove Disease grants a +3 bonus to saving throws against disease and poison to all creatures within 10 feet. This bonus lasts until the blessed armsman's ability to Remove Disease is renewed. The blessed armsman has to make this choice when his ability to Remove Disease is renewed, and must trade in all his uses of the ability.</p><p></p><p><strong>Blessing of Defence (Su):</strong> At 2nd level, the blessed armsman gains a +1 bonus to armor class against evil opponents. This bonus increases to +2 at 7th level. </p><p></p><p><strong>Blessing of Companionship:</strong> If the blessed armsman has a special mount, his levels of blessed armsman stack with the levels of any class that grants him a special mount. For example, the special mount of a Paladin 5/Blessed Armsman 3 has the abilities of a special mount of a 8th-level paladin.</p><p></p><p><strong>Blessing of Accuracy (Su):</strong> At 4th level, the blessed armsman gains a +1 bonus to melee attack rolls against evil opponents when he uses his deity’s favored weapon. This bonus increases to +2 at 9th level.</p><p></p><p><strong>Blessing of Consecration (Su):</strong> At 5th level, a blessed armsman with the ability to Turn Undead may choose to trade in all his uses of the Turn Undead ability to generate an aura of consecration. This duplicates the effects of the Consecrate spell, except that the effect is centered on and moves with the blessed armsman, and it lasts until the blessed armsman’s ability to Turn Undead is renewed. The blessed armsman has to make this choice when his ability to Turn Undead is renewed, and must trade in all his uses of the ability.</p><p></p><p><strong>Blessing of Power (Su):</strong> At 6th level, the blessed armsman gains a +2 bonus to melee damage rolls against evil opponents when he uses his deity’s favored weapon. In addition, his weapon penetrates damage reduction as if it was a Good weapon.</p><p></p><p><strong>Blessing of Guidance (Su):</strong> At 8th level, the blessed armsman gains a bonus equal to his Charisma bonus to rolls to confirm critical hits against evil opponents when he uses his deity’s favored weapon.</p><p></p><p><strong>Blessing of Precision (Su):</strong> At10th level, the blessed armsman doubles his threat range against evil opponents when he uses his deity’s favored weapon. This stacks with the Improved Critical feat, the Keen Edge spell or Keen weapon special ability, and is not considered a magic effect related to critical hits for the purpose of the Bless Weapon spell. As with all doublings, two doublings equal a triple and so on.</p><p></p><p><strong>Code of Conduct:</strong> A blessed armsman has a code of conduct identical to that of the paladin. </p><p></p><p><strong>Associates:</strong> Like a paladin, a blessed armsman may adventure with characters of any good or neutral alignment, but will never knowingly associate with evil characters. He will not continue an association with someone who consistently offends his moral code, and may only hire henchmen or accept followers who are lawful good. </p><p></p><p><strong>Ex-Blessed Armsmen:</strong> A blessed armsman who ceases to be lawful good, who willfully commits an evil act, or who grossly violates the code of conduct loses all special abilities and spells, including bonus feats. He also may not progress in levels as a blessed armsman. He regains his abilities if he atones for his violations, as appropriate.</p><p></p><p><strong>Multiclassing:</strong> A paladin who gains levels in blessed armsman may continue advancing as a paladin. In campaigns where the multiclassing restrictions on paladins are enforced, a blessed armsman who gains levels in a class other than paladin or blessed armsman may no longer advance in either class.</p><p></p><p>EDIT: Deleted some prerequisites and added note on multiclassing.</p><p>EDIT (31/5): Major revision to the PrC.</p></blockquote><p></p>
[QUOTE="FireLance, post: 898257, member: 3424"] Hi all, I would be grateful for your comments on the following PrC: ---------- [B]BLESSED ARMSMAN[/B] The blessed armsman is a doughty warrior in the front lines of the war against evil. His training focuses on combat ability, in particular, those that are continuously active instead of those that are usable only a limited number of times per day, so that he is always ready to face the threat of evil. [B]Requirements:[/B] Alignment: Lawful Good. Base Attack Bonus: +5. Knowledge (religion): 8 ranks. Proficiency: Proficient in all armor (light, medium, heavy) and deity's favored weapon. Feats: Combat Reflexes, Iron Will (or Divine Grace special ability), Weapon Focus (deity's favored weapon). Special: In campaigns where the multiclassing restrictions on paladins are enforced, the character must be able to gain levels in the paladin class. Hit Die: d10. Class Skills: The blessed armsman's class skills (and the key ability for each skill) are Climb (Str), Craft (Int), Diplomacy (Cha), Handle Animal (Cha), Heal (Wis), Jump (Str), Knowledge (religion) (Int), Ride (Dex), and Swim (Str). Skill Points at Each Level: 2 + Int modifier. Weapon and Armor Proficiency: The blessed armsman is proficient in the use of all simple and martial weapons and all armor and shields. [FONT=courier new]Lvl. BAB . Fort Ref. Will. Special 1 .. +1 .. +2 . +0 . +0 .. Blessing of Might, Blessing of Purification 2 .. +2 .. +3 . +0 . +0 .. Blessing of Defence +1 3 .. +3 .. +3 . +1 . +1 .. Blessing of Companionship 4 .. +4 .. +4 . +1 . +1 .. Blessing of Accuracy +1 5 .. +5 .. +4 . +1 . +1 .. Blessing of Consecration 6 .. +6 .. +5 . +2 . +2 .. Blessing of Power 7 .. +7 .. +5 . +2 . +2 .. Blessing of Defence +2 8 .. +8 .. +6 . +2 . +2 .. Blessing of Guidance 9 .. +9 .. +6 . +3 . +3 .. Blessing of Accuracy +2 10 . +10 . +7 . +3 . +3 .. Blessing of Precision[/FONT] [B]Blessing of Might (Su):[/B] A blessed armsman with the ability to Smite Evil may choose to trade in all his uses of the Smite Evil ability for a +1 bonus to melee damage rolls against evil opponents per use of the Smite Evil ability traded in. This bonus lasts until the blessed armsman’s ability to Smite Evil is renewed. The blessed armsman has to make this choice when his ability to Smite Evil is renewed, and must trade in all his uses of the ability. [B]Blessing of Purification (Su):[/B] A blessed armsman with the ability to Remove Disease may choose to trade in all his uses of the Remove Disease ability to generate an aura of purification. Every creature within 10 feet of the blessed armsman (including himself) gains a bonus to saving throws against disease equal to the number of uses of Remove Disease traded in + 1. For example, a blessed armsman who trades in two uses of Remove Disease grants a +3 bonus to saving throws against disease and poison to all creatures within 10 feet. This bonus lasts until the blessed armsman's ability to Remove Disease is renewed. The blessed armsman has to make this choice when his ability to Remove Disease is renewed, and must trade in all his uses of the ability. [B]Blessing of Defence (Su):[/B] At 2nd level, the blessed armsman gains a +1 bonus to armor class against evil opponents. This bonus increases to +2 at 7th level. [B]Blessing of Companionship:[/B] If the blessed armsman has a special mount, his levels of blessed armsman stack with the levels of any class that grants him a special mount. For example, the special mount of a Paladin 5/Blessed Armsman 3 has the abilities of a special mount of a 8th-level paladin. [B]Blessing of Accuracy (Su):[/B] At 4th level, the blessed armsman gains a +1 bonus to melee attack rolls against evil opponents when he uses his deity’s favored weapon. This bonus increases to +2 at 9th level. [B]Blessing of Consecration (Su):[/B] At 5th level, a blessed armsman with the ability to Turn Undead may choose to trade in all his uses of the Turn Undead ability to generate an aura of consecration. This duplicates the effects of the Consecrate spell, except that the effect is centered on and moves with the blessed armsman, and it lasts until the blessed armsman’s ability to Turn Undead is renewed. The blessed armsman has to make this choice when his ability to Turn Undead is renewed, and must trade in all his uses of the ability. [B]Blessing of Power (Su):[/B] At 6th level, the blessed armsman gains a +2 bonus to melee damage rolls against evil opponents when he uses his deity’s favored weapon. In addition, his weapon penetrates damage reduction as if it was a Good weapon. [B]Blessing of Guidance (Su):[/B] At 8th level, the blessed armsman gains a bonus equal to his Charisma bonus to rolls to confirm critical hits against evil opponents when he uses his deity’s favored weapon. [B]Blessing of Precision (Su):[/B] At10th level, the blessed armsman doubles his threat range against evil opponents when he uses his deity’s favored weapon. This stacks with the Improved Critical feat, the Keen Edge spell or Keen weapon special ability, and is not considered a magic effect related to critical hits for the purpose of the Bless Weapon spell. As with all doublings, two doublings equal a triple and so on. [B]Code of Conduct:[/B] A blessed armsman has a code of conduct identical to that of the paladin. [B]Associates:[/B] Like a paladin, a blessed armsman may adventure with characters of any good or neutral alignment, but will never knowingly associate with evil characters. He will not continue an association with someone who consistently offends his moral code, and may only hire henchmen or accept followers who are lawful good. [B]Ex-Blessed Armsmen:[/B] A blessed armsman who ceases to be lawful good, who willfully commits an evil act, or who grossly violates the code of conduct loses all special abilities and spells, including bonus feats. He also may not progress in levels as a blessed armsman. He regains his abilities if he atones for his violations, as appropriate. [B]Multiclassing:[/B] A paladin who gains levels in blessed armsman may continue advancing as a paladin. In campaigns where the multiclassing restrictions on paladins are enforced, a blessed armsman who gains levels in a class other than paladin or blessed armsman may no longer advance in either class. EDIT: Deleted some prerequisites and added note on multiclassing. EDIT (31/5): Major revision to the PrC. [/QUOTE]
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[The Paladin Project] The Blessed Armsman - a Pal/Ftr PrC (revised 31/5)
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