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[The Paladin Project] The Blessed Armsman - a Pal/Ftr PrC (revised 31/5)
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<blockquote data-quote="Technik4" data-source="post: 903832" data-attributes="member: 7211"><p>Overall I like the concept. My problem is that it lacks "prestige" in that almost any 5th level paladin can take the class. It's not appealing to a certain niche of paladins, and it only appeals to fighter/paladins in so much as it gives bonus feat progression similair to a fighter.</p><p></p><p>I know you don't want to limit the scope of the prc by defining it by a certain weapon, but I feel this class needs a group of weapons or the assumption that one-such weapon will be used (the deity's favored). The easiest way for me to describe this may be to "create" the prc as I would, take from it what you will.</p><p></p><p><strong>Requirements</strong>:</p><p>Alignment: Lawful Good</p><p>Base Attack Bonus: +5</p><p>Knowledge (religion): 5 ranks.</p><p>Feats: Martial Weapon Proficiency*, Weapon Focus* , Weapon Specialization*, Iron Will.</p><p>*- These feats must be taken with your deity's favored weapon.</p><p></p><p>[This change places greater emphasis on who the player is worshipping. Blessed Armsman will therefore be found more among gods of war or those with strong favored weapons, which is pretty much how it should be. Additionally, it makes it a valid choice for a martial cleric. I dropped the armor and shield requirement as I dont see a reason you can't have a ranger blessed armsman worshipping a god of hunting. Naturally, these characters would miss out on some important benefits of the class, but 3e is about options, why not let them?]</p><p></p><p><strong>Special</strong>: 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><strong>Hit Die</strong>: 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></p><p><strong>Weapon and Armor Proficiency</strong>: The blessed armsman does not gain any proficiencies.</p><p></p><p><strong>Paladin Abilities</strong>: The blessed armsman has the turn undead, lay on hands, and special mount properties as his blessed armsman level plus his paladin and/or cleric levels. If he does not have any paladin and/or cleric levels, he does not gain these abilities.</p><p></p><p>[Most prcs are tending towards not giving out free armor and weapon profs. The reason is sometimes it was abusable, and it is pretty redundant. I think its more concise to say that paladin (and cleric) progression of some abilities stack, as it was handled in OA for monks. ]</p><p></p><p>Lvl. BAB . Fort Ref. Will. Special</p><p>1 .. +1 .. +2 . +0 . +0 .. Blessing of Might +1, Code of Conduct</p><p>2 .. +2 .. +3 . +0 . +0 .. Divine Skill</p><p>3 .. +3 .. +3 . +1 . +1 .. Blessing of Accuracy +1</p><p>4 .. +4 .. +4 . +1 . +1 .. </p><p>5 .. +5 .. +4 . +1 . +1 .. Aura of Consecration</p><p>6 .. +6 .. +5 . +2 . +2 .. Divine Skill</p><p>7 .. +7 .. +5 . +2 . +2 .. Blessing of Might +2</p><p>8 .. +8 .. +6 . +2 . +2 .. </p><p>9 .. +9 .. +6 . +3 . +3 .. Blessing of Accuracy +2</p><p>10 . +10 . +7 . +3 . +3 .. Holy Blessing</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>Blessing of Might (Su)</strong>: This blessing confers a +1 divine bonus to damage against anything with an alignment of evil. This ability only functions with your Deity's Favored Weapon. If you have Smite Evil uses you may choose to exchange them all for a commensurate bonus to this blessing. For instance, if you had 2 smite evil uses a day, add +2 to your blessing of might. This decision can only be made at an appointed time which is holy to your god, and you must have had at least 4 hours rest prior.</p><p></p><p>[It required Smite Evil uses, indicating a minimum of 2 paladin levels to get anything out of it. I have based this ability on the assumption that 3.5 paladins will get additional smites, but altered it to give anyone in the class some benefit. I also quantified it, making it a divine bonus.] </p><p></p><p></p><p><strong>Divine Skill</strong>: The blessed armsman gains a feat from the fighter's list of bonus feats. Additionally he may choose Extra Turning or any feat with the [Divine] descriptor.</p><p></p><p></p><p>[Many of the abilities here were subsumed when I kept the progression for paladins, and the aura of purification was a little clunky (it provided bonuses to disease and poison, while remove disease cannot do anything with poison). Furthermore, I predict the 3.5 paladin will not have increased remove diseases per week. It now functions as a bonus feat, which is what I guess most would have used it for anyway. Blessing of Power was too powerful, Blessing of Defence too weak (limited expertise, against evil), and I used both of those abilities in the final ability.]</p><p></p><p></p><p><strong>Blessing of Accuracy (Su)</strong>: This blessing confers a +1 divine bonus to hit against anything with an alignment of evil. This ability only functions with your Deity's Favored Weapon. At level 7 a blessed armsman with the Divine Grace ability may exchange his charisma bonus from saving throws to this blessing. This decision can only be made at an appointed time which is holy to your god, and you must have had at least 4 hours rest prior.</p><p></p><p></p><p>[This is a dubious change. One may think it is too powerful, but traditionally a paladin is strong because of his saves and defenses which a fighter doesn't have. It is further limited as it only applies against evil (and only with your deity's favored weapon).]</p><p></p><p></p><p><strong>Aura 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. If a blessed armsman trades in 10 or more uses, the aura extends to a radius of 10 ft per blessed armsman level plus paladin and/or cleric spellcasting levels. This decision can only be made at an appointed time which is holy to your god, and you must have had at least 4 hours rest prior.</p><p></p><p>[I like this ability, I just made it consistent with when the other abilities may be swapped.]</p><p></p><p><strong>Holy Blessing</strong>: The pinnacle of devotion to your deity you are bestowed with a special ability of your choosing.</p><p></p><p><em>Aura of Courage (Su)</em>: This ability is exactly as the Paladin ability. If a blessed armsman already has Aura of Courage and chooses this ability the range extends to 20 feet and allies are immune to fear.</p><p></p><p><em>Divine Prowess (Su)</em>: A blessed armsman with this ability may manipulate his offensive skill into defensive skill. He may exchange his bonus from Blessing of Might into a divine armor class bonus. He may also exchange his bonus from Blessing of Accuracy into a divine saving throw bonus. Exchanging these is a free action that must be performed on the Blessed Armsman's turn.</p><p></p><p><em>Divine Sight (Su)</em>: A blessed armsman gains the ability to Detect Evil, Magic, Poison, and Undead at will. These abilities function as if cast by a cleric of the blessed armsman's level plus his paladin and/or cleric levels. A blessed armsman who already has the ability to detect evil at will may choose one other aspect of alignment to detect (as he can already detect evil). Additionally, the blessed armsman gets a +2 bonus against mind-affecting spells and spell-like abilities.</p><p></p><p></p><p>[In this ability I combined a couple of the weaker abilities and improved them. Any of these are nice, and they all represent the hard work it takes going to level 10 in a prestige class.</p><p></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></p><p></p><p>I have altered this class perhaps too far from what it began as. This class will appeal to fighter/paladins or fighter/clerics, or possibly fighter/rangers. Straight paladins can never enter this class, as it requires Weapon Spec, which is a large change.</p><p></p><p>In the final analysis I gave less feats than a fighter would receive. The "cost" for a fighter is very high, the code of conduct, alignment, and restriction on weapon are all very tough. For the paladin the cost is different, its a reduction in spell use and more importantly, the paladin is 4 levels behind a single-classed paladin because he had to get Weapon Spec.</p><p></p><p>I hope this helped, it took me a while and I'm not sure if its too powerful, but there it is.</p><p></p><p>Technik</p></blockquote><p></p>
[QUOTE="Technik4, post: 903832, member: 7211"] Overall I like the concept. My problem is that it lacks "prestige" in that almost any 5th level paladin can take the class. It's not appealing to a certain niche of paladins, and it only appeals to fighter/paladins in so much as it gives bonus feat progression similair to a fighter. I know you don't want to limit the scope of the prc by defining it by a certain weapon, but I feel this class needs a group of weapons or the assumption that one-such weapon will be used (the deity's favored). The easiest way for me to describe this may be to "create" the prc as I would, take from it what you will. [b]Requirements[/b]: Alignment: Lawful Good Base Attack Bonus: +5 Knowledge (religion): 5 ranks. Feats: Martial Weapon Proficiency*, Weapon Focus* , Weapon Specialization*, Iron Will. *- These feats must be taken with your deity's favored weapon. [This change places greater emphasis on who the player is worshipping. Blessed Armsman will therefore be found more among gods of war or those with strong favored weapons, which is pretty much how it should be. Additionally, it makes it a valid choice for a martial cleric. I dropped the armor and shield requirement as I dont see a reason you can't have a ranger blessed armsman worshipping a god of hunting. Naturally, these characters would miss out on some important benefits of the class, but 3e is about options, why not let them?] [b]Special[/b]: In campaigns where the multiclassing restrictions on paladins are enforced, the character must be able to gain levels in the paladin class. [b]Hit Die[/b]: 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). [b]Weapon and Armor Proficiency[/b]: The blessed armsman does not gain any proficiencies. [b]Paladin Abilities[/b]: The blessed armsman has the turn undead, lay on hands, and special mount properties as his blessed armsman level plus his paladin and/or cleric levels. If he does not have any paladin and/or cleric levels, he does not gain these abilities. [Most prcs are tending towards not giving out free armor and weapon profs. The reason is sometimes it was abusable, and it is pretty redundant. I think its more concise to say that paladin (and cleric) progression of some abilities stack, as it was handled in OA for monks. ] Lvl. BAB . Fort Ref. Will. Special 1 .. +1 .. +2 . +0 . +0 .. Blessing of Might +1, Code of Conduct 2 .. +2 .. +3 . +0 . +0 .. Divine Skill 3 .. +3 .. +3 . +1 . +1 .. Blessing of Accuracy +1 4 .. +4 .. +4 . +1 . +1 .. 5 .. +5 .. +4 . +1 . +1 .. Aura of Consecration 6 .. +6 .. +5 . +2 . +2 .. Divine Skill 7 .. +7 .. +5 . +2 . +2 .. Blessing of Might +2 8 .. +8 .. +6 . +2 . +2 .. 9 .. +9 .. +6 . +3 . +3 .. Blessing of Accuracy +2 10 . +10 . +7 . +3 . +3 .. Holy Blessing [b]Code of Conduct[/b]: A blessed armsman has a code of conduct identical to that of the paladin. [b]Blessing of Might (Su)[/b]: This blessing confers a +1 divine bonus to damage against anything with an alignment of evil. This ability only functions with your Deity's Favored Weapon. If you have Smite Evil uses you may choose to exchange them all for a commensurate bonus to this blessing. For instance, if you had 2 smite evil uses a day, add +2 to your blessing of might. This decision can only be made at an appointed time which is holy to your god, and you must have had at least 4 hours rest prior. [It required Smite Evil uses, indicating a minimum of 2 paladin levels to get anything out of it. I have based this ability on the assumption that 3.5 paladins will get additional smites, but altered it to give anyone in the class some benefit. I also quantified it, making it a divine bonus.] [b]Divine Skill[/b]: The blessed armsman gains a feat from the fighter's list of bonus feats. Additionally he may choose Extra Turning or any feat with the [Divine] descriptor. [Many of the abilities here were subsumed when I kept the progression for paladins, and the aura of purification was a little clunky (it provided bonuses to disease and poison, while remove disease cannot do anything with poison). Furthermore, I predict the 3.5 paladin will not have increased remove diseases per week. It now functions as a bonus feat, which is what I guess most would have used it for anyway. Blessing of Power was too powerful, Blessing of Defence too weak (limited expertise, against evil), and I used both of those abilities in the final ability.] [b]Blessing of Accuracy (Su)[/b]: This blessing confers a +1 divine bonus to hit against anything with an alignment of evil. This ability only functions with your Deity's Favored Weapon. At level 7 a blessed armsman with the Divine Grace ability may exchange his charisma bonus from saving throws to this blessing. This decision can only be made at an appointed time which is holy to your god, and you must have had at least 4 hours rest prior. [This is a dubious change. One may think it is too powerful, but traditionally a paladin is strong because of his saves and defenses which a fighter doesn't have. It is further limited as it only applies against evil (and only with your deity's favored weapon).] [b]Aura 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. If a blessed armsman trades in 10 or more uses, the aura extends to a radius of 10 ft per blessed armsman level plus paladin and/or cleric spellcasting levels. This decision can only be made at an appointed time which is holy to your god, and you must have had at least 4 hours rest prior. [I like this ability, I just made it consistent with when the other abilities may be swapped.] [b]Holy Blessing[/b]: The pinnacle of devotion to your deity you are bestowed with a special ability of your choosing. [i]Aura of Courage (Su)[/i]: This ability is exactly as the Paladin ability. If a blessed armsman already has Aura of Courage and chooses this ability the range extends to 20 feet and allies are immune to fear. [i]Divine Prowess (Su)[/i]: A blessed armsman with this ability may manipulate his offensive skill into defensive skill. He may exchange his bonus from Blessing of Might into a divine armor class bonus. He may also exchange his bonus from Blessing of Accuracy into a divine saving throw bonus. Exchanging these is a free action that must be performed on the Blessed Armsman's turn. [i]Divine Sight (Su)[/i]: A blessed armsman gains the ability to Detect Evil, Magic, Poison, and Undead at will. These abilities function as if cast by a cleric of the blessed armsman's level plus his paladin and/or cleric levels. A blessed armsman who already has the ability to detect evil at will may choose one other aspect of alignment to detect (as he can already detect evil). Additionally, the blessed armsman gets a +2 bonus against mind-affecting spells and spell-like abilities. [In this ability I combined a couple of the weaker abilities and improved them. Any of these are nice, and they all represent the hard work it takes going to level 10 in a prestige class. [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. I have altered this class perhaps too far from what it began as. This class will appeal to fighter/paladins or fighter/clerics, or possibly fighter/rangers. Straight paladins can never enter this class, as it requires Weapon Spec, which is a large change. In the final analysis I gave less feats than a fighter would receive. The "cost" for a fighter is very high, the code of conduct, alignment, and restriction on weapon are all very tough. For the paladin the cost is different, its a reduction in spell use and more importantly, the paladin is 4 levels behind a single-classed paladin because he had to get Weapon Spec. I hope this helped, it took me a while and I'm not sure if its too powerful, but there it is. Technik [/QUOTE]
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