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Hey all. I've been in the process of creating my own campaign setting (a whole new world; no Aladdin jokes please :P) and I am seeing a need to create some new Prestige classes and archetypes to add flavor.

Is there any specific guidelines our there that would help me in the creation process for prestige classes and archetypes besides "keep them balanced"?

Part of my problem is stuff like:

"What level should I have an ability?"

"How strong/weak should I make the ability?"

I keep having lots of questions on this and I have heard rumors that the Advanced Class Guide will have a system coming out that will help with this, but that doesn't come out till August 2014. I don't want to wait that long.

Any help will be appreciated.


Hey all. I've posted this homebrew archetype on the Homebrew Messageboard and gotten some advice on how to make it better. I'm looking for some more input to fine tune the archetype.

This is my first homebrew so I want to make it the best it can be.

What I'm looking for is this:

  • Any balancing issues you see and advice on how to make it balanced
  • Any ideas for new abilities or additions to abilities
  • General input on the concept and idea

    Now there aren't a lot of changes, but there are a some. Here they are.

    Liberator Abilities:

    The Liberator is a hope to those that are oppressed. A champion against tyranny and slavery. The Liberator is always in the front lines in causes of freedom. They can be seen in various lands leading groups against slavers or helping liberate people from tyrannical rulers.

    Alignment: Chaotic Good

    Class Skills: A Liberator adds Bluff and Escape Artist to her list of class skills. These replace the paladin's Diplomacy class skill.

    Divine Resolve(Ex): At 3rd level, a liberator is immune to all poisons. This ability replaces the paladin's Divine Health.

    Divine Initiative (Su): At 3rd level, the liberator is blessed with uncanny reflexes and vigor. He is granted the ability to act in all surprise rounds of combat. The liberator is also granted a +1 sacred bonus on attack and damage rolls during surprise rounds and the first rounds of combat. Every three levels beyond 3rd, the sacred bonus increases +1 to a maximum of +5 at 15th level.
    Starting at level 9, the liberator may expend a use of his Lay on Hands ability to extend this bonus to an addition number of rounds equal to his Charisma modifier. This ability replaces the paladin's mercies.

    Divine Charge (Ex): The Liberator's willingness to charge into battle to help those in need requires poise and a lack of encumbrance. Upon reaching 4nd level, the liberator can charge an additional 10 feet and doesn't incur the -2 penalty to her AC.
    Upon reaching level 10, the liberator can charge equal to double his base speed and adds his Charisma modifier to the attacks or combat maneuvers made during a charge, but not damage. This ability replaces the paladin's Channel Positive Energy abilities.

    Divine Bond (Sp): The liberator removes axiomatic, flaming, flaming burst, and merciful weapon special abilities and adds anarchic, shock, shocking burst, and defiant to his available weapon special abilities. Otherwise this acts exactly like the Divine Bond gained by the paladin at level 5.

    Aura of Freedom (Su): At 11th level, the liberator acts as though he is continually under the effects of the freedom of movement spell. He also applies his Charisma bonus to all Escape Artist checks and CMB checks to escape grapples. Each ally within 10 feet gains a +4 morale bonus to Escape Artist checks, CMB checks to escape grapples, and saving throws against becoming entangles, paralyzed, or slowed. This ability replaces the paladin's Aura of Justice.

    Code of Conduct: The liberator must be of chaotic good alignment and loses all class features except proficiencies if he willingly commits an evil act.
    Additionally, a liberator's code requires that he help those in need, respect individual liberty, and punish those who either threaten or curtail personal liberty."

    Associates: Same as a standard paladin, except a liberator only accepts henchmen, followers, or cohorts of chaotic good alignment.

    Ex-Liberators: A liberator who ceases to be chaotic good, who willfully commits an evil act, or who violates the code of conduct loses all paladin spells and class features (including the service of the liberator's mount, bu not weapon, armor, and shield proficiencies). She may no progress any further in levels as a liberator. She regains her abilities and advancement potential if she atones for her violations, as appropriate.

    Divine Initiative is where I'm feeling some additions are needed. I don't know why, but I feel there needs to be one or two higher level abilities added to it. Possibly just a whole new ability. Who knows.

    I'm not opposed to revamping Divine Initiative; I've thought of different ways to do this. A variant Divine Initiative ideas was like this:

    Divine Initiative Variant:

    Divine Initiative (Su): At 3rd level, the liberator is blessed with uncanny reflexes and vigor. He is granted the ability to act in all surprise rounds of combat. The liberator is also granted a +1 sacred bonus on attack and damage rolls during surprise rounds and the first rounds of combat. Every six levels beyond 3rd, the sacred bonus increases +1 to a maximum of +3 at 15th level. This ability replaces the paladin's mercies gained at levels 3, 9, and 15.

    Additional abilities could replace the other mercies.

    Additions I've thought about adding to Divine Initiative:

  • At a certain level (haven't determined)add the liberator's Charisma modifier to attack damage rolls
  • Add the Divine Initiative bonus to the liberator's AC during the rounds it is active

    Like I said, I feel there needs to be changes and I have ideas I just can't seem to figure out how to make them blend together cohesively or to come up with new abilities to make it work.

    This is what I have and I appreciate any input and advice. Thanks.


  • So I've always thought that there should be an archetype for a Chaotic Good Paladin. So I've tried to make a balanced archetype. Being that this is my first homebrew go easy on me :), but I would like suggestions on balancing issues you see or suggestions on possible improvements. Here we go.

    The Liberator (Archetype)

    Spoiler:
    The Liberator is a hope to those that are oppressed. A champion against tyranny and slavery. The Liberator is always in the front lines in causes of freedom. They can be seen in various lands leading groups against slavers or helping liberate people from tyrannical rulers.

    Alignment: Chaotic Good

    Class Skills: A Liberator adds Bluff and Escape Artist to her list of class skills. These replace the paladin's Diplomacy class skill.

    Controlled Charge (Ex): The Liberator willing charges into enemies to help those in need. Upon reaching 2nd level, the liberator can charge without incurring the -2 penalty to her AC. This ability replaces the paladin's Divine Grace.

    Divine Health (Ex): At 3rd level, a liberator is immune to all poisons. This ability replaces the paladin's Divine Health.

    Divine Initiative (Su): At 3rd level, the liberator is blessed with uncanny reflexes and vigor. He is granted the ability to act in all surprise rounds of combat. The liberator is also granted a +1 sacred bonus on attack and damage rolls during surprise rounds and the first rounds of combat. Every three levels beyond 3rd, the sacred bonus increases +1 to a maximum of +6 at 18th level. This ability replaces the paladin's mercies.

    Lay on Hands (Su): Because of the liberator attacks first then helps those freed, starting at 4th level he gains the ability to heal others. This functions as the paladin's lay on hands ability, except he treats his paladin level as -2 when determining the amount of uses per day he can use. This ability replaces the paladin's lay on hands.

    Aura of Freedom (Su): At 6th level, the liberator becomes immune to magical means of restriction and applies his Charisma bonus to all Escape Artist checks and CMB checks to escape grapples. Each ally within 10 feet gains a +4 morale bonus to Escape Artist checks, CMB checks to escape grapples, and saving throws against becoming entangles, paralyzed, or slowed.

    Channel Positive Energy (Su): When a liberator reaches 6th level, he can channel positive energy. This acts just like the standard paladin's channel positive energy, except he treats his paladin levels as -2 when determining his effective cleric level when channeling. This ability replaces the paladin's channel positive energy.

    Code of Conduct: The liberator must be of chaotic good alignment and loses all class features except proficiencies if he willingly commits an evil act.
    Additionally, a liberator's code requires that he help those in need, respect individual liberty, and punish those who either threaten or curtail personal liberty."

    Associates: Same as a standard paladin, except a liberator only accepts henchmen, followers, or cohorts of chaotic good alignment.

    Ex-Liberators: A liberator who ceases to be chaotic god, who willfully commits an evil act, or who violates the code of conduct loses all paladin spells and class features (including the service of the liberator's mount, bu not weapon, armor, and shield proficiencies). She may no progress any further in levels as a liberator. She regains her abilities and advancement potential if she atones for her violations, as appropriate.

    Here are some of my thought processes for this archetype.

    • A liberator is a paladin that is willing to do whatever it takes to help her cause (within reason of course). She is impulsive. She will charge into any situation if someone is in danger. She is first to react to situations.

    • Going with the freedom theme, Aura of Freedom felt like it fit well. Most of the concept came with blending the typical aura structure with the Freedom variant channeling heal effect.

    • I have thought about possibly keeping some of the mercies and leapfrogging the Divine Initiative bonuses to be levels 3, 9, and 15 while mercies would be gained at levels 6, 12, and 18.

    Thanks for the impute in advanced.


    I’ve been looking at building a character that is mainly a melee character with the ability to disrupt combat by throwing his weapon(s). I’ve looked at several ideas and have my mind set on a:

    Dwarf Divine Hunter/Fighter

    I’m stuck on a few things:

    1)How many levels of Divine Hunter to take. I’m looking at as few as 5 levels to get the divine bond so I can add seeking, distance, or returning to my weapon. More levels (like to level 8) will allow me to add more options from the divine bond list to my weapon, but I feel it might hamper on possible feats that could optimize my ideas for the character.

    2)What archetype of fighter to take (if any at all). Right now I’m looking at either the Two-Weapon Fighter (duel-wield warhammers or similar) or Weapon Master (specialize on just the warhammer or similar).

    Just wanting some help on what I could do with the character idea. Any ideas or help would be appreciated.

    Thanks!


    I’ve been looking at building a character that is mainly a melee character with the ability to disrupt combat by throwing his weapon(s). I’ve looked at several ideas and have my mind set on a:

    Dwarf Divine Hunter/Fighter

    I’m stuck on a few things:

    1)How many levels of Divine Hunter to take. I’m looking at as few as 5 levels to get the divine bond so I can add seeking, distance, or returning to my weapon. More levels (like to level 8) will allow me to add more options from the divine bond list to my weapon, but I feel it might hamper on possible feats that could optimize my ideas for the character.

    2)What archetype of fighter to take (if any at all). Right now I’m looking at either the Two-Weapon Fighter (duel-wield warhammers or similar) or Weapon Master (specialize on just the warhammer or similar).

    Just wanting some help on what I could do with the character idea. Any ideas or help would be appreciated.

    Thanks!