Ordained Champion conversion to Pathfinder


Conversions


ENTRY REQUIREMENTS
Alignment: Any lawful, neutral good, neutral evil, or Neutral. Or Must be in complete step with deitys alignment. (See below, Alignment)

Skill: Knowledge (religion) 7 ranks.

Feat: Weapon Focus with deity's favored weapon.

Spellcasting: Able to cast magic weapon as a divine spell.

Special: Must worship a "martial" deity associated with the War domain.

Hit Dice: D8

Level B.A.B Fort Save Reflex Save Will Save Special Spell Casting
1st +1 +2 +0 +2 Bonus domain, combat feats, continued advancement, modified spontaneous casting -
2nd +2 +3 +0 +3 Diehard, Smite +1 level of existing divine spellcasting class
3rd +3 +3 +1 +3 Channel spell, divine bulwark +1 level of existing divine spellcasting class
4th +4 +4 +1 +4 Fist of the gods, rapid spontaneous casting -
5th +5 +4 +1 +4 Holy warrior, war caster +1 level of existing divine spellcasting class
Class Skills (2 + Int modifier per level): Craft, Heal, Intimidate, Knowledge(History), Profession, Ride, Spellcraft.

CLASS FEATURES
Your entire being is devoted to war—war in the name of your deity, war in the name of your favored cause, even war in the name of war itself. Your focus on warfare has slowed your spellcasting advancement, but the wide variety of martial powers you have gained has more than made up for that lack.

Spellcasting: At 2nd, 3rd, and 5th level, you gain new spells per day and an increase in caster level (and spells known, if applicable) as if you had also gained a level in a divine spellcasting class to which you belonged before adding the prestige class level. You do not, however, gain any other benefit a character of that class would have gained. If you had more than one divine spellcasting class before becoming an ordained champion, you must decide to which class to add each level for the purpose of determining spells per day, caster level, and spells known.

Bonus Domain: If you are a cleric, you gain the War domain as a third domain. If you already have the War domain, you can instead choose any other domain granted by your deity as your third domain. If you have no cleric levels, you can add the War domain spells to your class spell list, but you do not gain its domain ability or any extra spell slots for domain spells.

Combat Feats: You can permanently sacrifice one or two] of your domain granted powers to acquire an equal number of feats from the list of fighter bonus feats, as long as you meet I the prerequisites' for them. You may not sacrifice your War domain ability for this purpose. You must choose whether or not to make this exchange when you first become an ordained champion, and you cannot later change your mind.

Continued Advancement: levels in ordained champion stack with levels of other appropriate classes for the purpose of Channeling energy, and for all level-dependent domain granted powers.

- Or what can also be done is only give a +1d6 once on the first level as a way to balance this out.

Modified Spontaneous Casting (Ex): If you have cleric levels, you lose the ability to spontaneously cast cure or inflict spells. Instead, you can swap out previously prepared cleric spells for any spells of equal or lower level from the War domain. This alteration applies even to levels you gain as a cleric after becoming an ordained champion.
If you are not a cleric, modified spontaneous casting does not apply to you, even if you can spontaneously cast some other kind of spell, such as summon nature's ally.

Diehard: At 2nd level, you gain Diehard as a bonus feat, even if you lack the prerequisites. If you already have Diehard, you can select any other feat for which you meet the prerequisites as your bonus feat.

Smite (Su): At 2nd level, you can spend one daily use of your turn/rebuke undead ability as a swift action to turn your next melee attack into a smite. You gain a bonus equal to your Charisma modifier on attack rolls, and you deal extra damage equal to your total effective turning or rebuking level. Your smite attack is not limited by alignment or race; you can attempt to smite any foe. Except as noted here, this ability functions like the paladin's smite evil ability.

- This ability can be switched with Channel smite feat or maybe removed entirely as this ability could be overpowered? This one is up for debate really.

Channel Spell (Sp): At 3rd level, you can channel any spell you have available to cast into your melee weapon. Doing so requires a move action and uses up a prepared spell or spell slot just as if you had cast the spell. The channeled spell affects the next target you successfully attack with that weapon, though saving throws and spell resistance still apply normally. Even if the spell normally affects an area or is a ray, it still affects only the target in this case. On a successful hit, the spell is discharged from the weapon, which can then hold another spell. You can channel your spells into only one weapon at a time. A spell channeled into a weapon is lost if not used within 8 hours.

Divine Bulwark (Sp): At 3rd level, you can sacrifice a prepared spell or spell slot as a swift action to gain damage reduction. The value of the damage reduction equals 1 + spell level sacrificed, and it can be overcome by a chaotic-aligned strike. Thus, a 3rd-level ordained champion who sacrificed a flame strike spell would gain damage reduction 6/chaotic for 3 rounds. The damage reduction gained from multiple uses of this ability does not stack. This protection lasts for a number of rounds equal to your ordained champion level.

Fist of the Gods (Sp): At 4th level, you can sacrifice a prepared spell or spell slot as a swift action to deal extra damage. Doing so grants you a bonus equal to 1 + spell level sacrificed on your damage rolls for melee attacks. This benefit lasts for a number of rounds equal to your ordained champion level.

Rapid Spontaneous Casting (Ex): When you attain 4th level, any spell from the War domain that you spontaneously cast requires only a swift action if its normal casting time is no more than 1 standard action, or a standard action if its normal casting time is 1 full-round action. A spontaneous spell that you modify with a metamagic feat requires only its normal casting time rather than the extra time such a spell normally requires.

Holy Warrior (Sp): At 5th level, you can spend one daily use of your turn/rebuke undead ability as a swift action to bring your Wisdom into play in combat. For 5 rounds after you activate this ability, you can use your Wisdom modifier in place of your Strength modifier on attack rolls and damage rolls.

War Caster (Ex): At 5th level, you gain a +2 bonus to your effective caster level when casting spells that appear on the War domain spell list.

- Overall only a few things need to be tweaked whenever it mentions the turning ability from 3.5. As I see it Channeling energy replaced that.

- Alignment = My take on this class seems like warmongering fanatic all for the sake of his faith or beliefs. If its for his deity I feel like it would make sense for them to change there way of thinking and acting to match their deity completely so they can emulate that in fights.

- Also to clarify when I say "Or" means as an alternative to what was previously mentioned.Not an actual option that can be taken additionally.


PF Prestige classes don't give +2 to saves at level 1. HD should be d10.


Smite ability should be an encounter ability, not a single attack ability. Given that this is already a very, very good class, I would go with weak Smite like aligned bestiary creatures: + Cha to hit, + character level to damage, no other effect.

Holy Warrior should use Charisma.

If you're going to progress Channel Energy by dice instead of levels, remember to progress DC as well.


Abilities that sacrifice spells need to say "1. level or higher".


Ordained Champion really feels like it could be done better as a cleric, warpriest or paladin archetype rather than a PrC itself.


Manly-man teapot wrote:
Abilities that sacrifice spells need to say "1. level or higher".

Added! I didn't realize that before if a character decides to use a lvl 0 spell they could still get a +1 bonus.I'm so used to seeing it written I thought it was implied.

Also Saves changed to...
Fort Save Ref Save Will Save
+1 +0 +1
+1 +1 +1
+2 +1 +2
+2 +1 +2
+3 +2 +3

I referenced from two prestige classes that also progress in 5 levels Steel Falcon and Spherewalker and I think these make a bit more sense for Pathfinder.

Added! HD8 --> HD10 Sense its a more offensive class it should get a higher HD.

Added! Holy Warrior Wisdom modifier changed to Charisma. Sense its becoming less magic based and Charisma does encompass skills like Intimidate so I can see how that makes sense. (And I doubt Intelligence is a fair substitute)


Manly-man teapot wrote:

Smite ability should be an encounter ability, not a single attack ability. Given that this is already a very, very good class, I would go with weak Smite like aligned bestiary creatures: + Cha to hit, + character level to damage, no other effect.

Holy Warrior should use Charisma.

If you're going to progress Channel Energy by dice instead of levels, remember to progress DC as well.

So your suggesting the Smite ability should only effect monster/animals of possibly opposite alignment to you? e.g. Lawful smites Chaotic, Good smites Evil and vise versa.

I dont really know if it should progress through levels maybe like by odd levels or even levels or by dice that's something i'm not too sure if it be too overpowered or not. As for the DC it already states that the levels from this class stack so the DC of 1/2 cleric level from channeling energy would continue.


Here is the finished conversion if there is anything else you think can be changed or redone opinions are well appreciated. Ordained Champion

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