| Rynjin |
So there's been all kinds of arguments bouncing and bopping around about Chaotic Good Paladins not being real Paladins and bla-dee-bloo-di-hoo and whatever so I decided to take a stab at a Paladin-like class that's not a Paladin. He's focused towards attacking Law instead of Evil and has a few unique abilities, but his abilities are fairly similar to a Paladin's (Detect/Smite, Bond, Spells, and Immunities mostly).
Working on a Lawful Evil (Subjugator) variant too, but I figured I'd toss this out there so anyone who wanted to look at it and tell me what's wrong with it could do so.
Class Features:
All of the following are class features of the Liberator:
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Weapon and Armor Proficiency
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Liberators are proficient with all simple and martial weapons, with all types of armor (heavy, medium, and light), and with shields (except tower shields).
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Aura of Chaos
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The power of a Liberator's aura of chaos (see the detect chaos spell) is equal to her Liberator level.
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Detect Law
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At will, a Liberator can use detect law, as the spell. A Liberator can, as a move action, concentrate on a single item or individual within 60 feet and determine if it is lawful, learning the strength of its aura as if having studied it for 3 rounds. While focusing on one individual or object, the Liberator does not detect law in any other object or individual within range.
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Smite Law
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Once per day, a Liberator can call out to the powers of freedom to aid her in her struggle against tyranny. As a swift action, the Liberator chooses one target within sight to smite. If this target is lawful, the Liberator adds her Cha bonus (if any) to her attack rolls and adds her Liberator level to all damage rolls made against the target of her smite. If the target of smite law is an outsider with the lawful subtype, a Hellknight, or a Subjugator, the bonus to damage on the first successful attack increases to 2 points of damage per level the Liberator possesses. Regardless of the target, smite law attacks automatically bypass any DR the creature might possess.
In addition, while smite law is in effect, the Liberator gains a deflection bonus equal to her Charisma modifier (if any) to her AC against attacks made by the target of the smite. If the paladin targets a creature that is not lawful, the smite is wasted with no effect.
The smite law effect remains until the target of the smite is dead or the next time the Liberator rests and regains her uses of this ability. At 4th level, and at every three levels thereafter, the Liberator may smite law one additional time per day, as indicated on Table: Liberator (identical to Table: Paladin), to a maximum of seven times per day at 19th level.
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Reckless Luck
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At 2nd level, a Liberator gains a bonus equal to her Charisma bonus (if any) on all Saving Throws.
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Lay On Hands
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Beginning at 2nd level, a Liberator can heal wounds (her own or those of others) by touch. Each day she can use this ability a number of times equal to 1/2 her Liberator level plus her Charisma modifier. With one use of this ability, a paladin can heal 1d6 hit points of damage for every two paladin levels she possesses. Using this ability is a standard action, unless the Liberator targets herself, in which case it is a swift action. Despite the name of this ability, a Liberator only needs one free hand to use this ability.
Alternatively, a Liberator can use this healing power to deal damage to undead creatures, dealing 1d6 points of damage for every two levels the paladin possesses. Using lay on hands in this way requires a successful melee touch attack and doesn't provoke an attack of opportunity. Undead do not receive a saving throw against this damage.
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Infectious Charm
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At 3rd level, a Liberator gains immunity to both Fear and all Diseases (magical, supernatural, or otherwise).
In addition, the Liberator becomes a beacon of hope to those around her, granting nearby allies within 10 feet half of her Charisma bonus to saves (minimum 1) as a Morale bonus.
At 11th level this bonus increases to the Liberator’s entire Charisma bonus to saves (minimum 1).
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Grit Those Teeth!
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Starting at 3rd level, a Liberator gains the ability to inspire courage and hope in those around him, by force if necessary. By making a melee touch attack (the target can choose to simply take the hit), the Liberator may deal 1d6 points of non-lethal damage to the target. Upon taking the hit, the target ignores the effects of one of the conditions afflicting him (Liberator’s choice, including ability damage but not ability or level drain) for 1 hour.
If the target is not affected by any conditions or status effects, the Liberator may instead choose to give the target a +1 morale bonus to saving throws, attack rolls, and damage rolls for a duration equal to half his Liberator level. This morale bonus increases by +1 for every 5 levels the Liberator possesses after 3rd, up to a maximum of +4 at 18th level.
Each use of this ability takes 1 daily use of the Liberator’s Lay On Hands ability.
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Channel Energy
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When a Liberator reaches 4th level, she gains the supernatural ability to channel positive energy like a cleric. Using this ability consumes one use of her lay on hands ability. A Liberator uses her level as her effective cleric level when channeling positive energy. This is a Charisma-based ability.
In addition, a Liberator may consume two uses of Lay On Hands to harm Lawful aligned creatures instead of Undead and other creatures susceptible to positive energy.
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Spells
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Beginning at 4th level, a Liberator gains the ability to cast a small number of divine spells which are drawn from the paladin spell list. A Liberator must choose and prepare her spells in advance.
To prepare or cast a spell, a Liberator must have a Charisma score equal to at least 10 + the spell level. The Difficulty Class for a saving throw against a Liberator's spell is 10 + the spell level + the paladin's Charisma modifier.
Like other spellcasters, a Liberator can cast only a certain number of spells of each spell level per day. Her base daily spell allotment is given on Table: Paladin. In addition, she receives bonus spells per day if she has a high Charisma score (see Table: Ability Modifiers and Bonus Spells). When Table: Paladin indicates that the paladin gets 0 spells per day of a given spell level, she gains only the bonus spells she would be entitled to based on her Charisma score for that spell level.
A Liberator must spend 1 hour each day in quiet prayer and meditation to regain her daily allotment of spells. A Liberator may prepare and cast any spell on the paladin spell list, provided that she can cast spells of that level, but she must choose which spells to prepare during her daily meditation.
Through 3rd level, a paladin has no caster level. At 4th level and higher, her caster level is equal to her paladin level – 3.
Note: All forms of Protection from Chaos are replaced with Protection from Law on for a Liberator.
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Bond of Freedom
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Upon reaching 5th level, a Liberator’s conviction to freedom reaches new heights, tapping directly into the energy that emanates from Elysium. The boons granted can take one of two forms. Once the form is chosen it cannot be changed.
The first type of boon gives the Liberator the ability to call upon that energy as a standard action to enhance her weapon for 1 minute per Liberator level. When activated, the energy causes the weapon to shed light as a torch. At 5th level, this energy grants the weapon a +1 enhancement bonus. For every three levels beyond 5th, the weapon gains another +1 enhancement bonus, to a maximum of +6 at 20th level. These bonuses can be added to the weapon, stacking with existing weapon bonuses to a maximum of +5, or they can be used to add any of the following weapon properties: anarchic, brilliant energy, defending, disruption, flaming, flaming burst, holy, keen, merciful, and speed. Adding these properties consumes an amount of bonus equal to the property's cost (see Table: Melee Weapon Special Abilities). These bonuses are added to any properties the weapon already has, but duplicate abilities do not stack. If the weapon is not magical, at least a +1 enhancement bonus must be added before any other properties can be added. The bonus and properties granted by the energy are chosen when the energy is called and cannot be changed until the energy is called again. The Elysium energy imparts no bonuses if the weapon is held by anyone other than the Liberator but resumes giving bonuses if returned to the Liberator. These bonuses apply to only one end of a double weapon. A Liberator can use this ability once per day at 5th level, and one additional time per day for every four levels beyond 5th, to a total of four times per day at 17th level.
If a weapon channeling this energy is destroyed, the Liberator loses the use of this ability for 30 days, or until she gains a level, whichever comes first. During this 30-day period, the Liberator takes a –1 penalty on attack and weapon damage rolls.
The second type of bond allows a paladin to gain the service of an unusually intelligent, strong, and loyal animal to be her companion in the crusade against evil. This companion functions as a druid's animal companion, using the Liberator's level as her effective druid level. Companions have an Intelligence of at least 6.
Once per day, as a full-round action, a paladin may magically call her companion to her side. This ability is the equivalent of a spell of a level equal to one-third the paladin's level. The companion immediately appears adjacent to the paladin. A paladin can use this ability once per day at 5th level, and one additional time per day for every 4 levels thereafter, for a total of four times per day at 17th level.
At 11th level, the companion gains the celestial creature advanced simple template and becomes a magical beast for the purposes of determining which spells affect it.
At 15th level, a Liberator’s companion gains spell resistance equal to the Liberator's level + 11.
Should the Liberator’s companion die, the Liberator may not summon another companion for 30 days or until she gains a Liberator level, whichever comes first. During this 30-day period, the Liberator takes a –1 penalty on attack and weapon damage rolls.
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Aura of Resolve
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At 8th level, a paladin is immune to charm spells and spell-like abilities.
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Aura of Liberation
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At 11th level, allies within 10 feet of the Liberator gain a +4 morale bonus on CMB and Escape Artist checks to escape being grappled, pinned, or tied/chained up.
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Aura of Change
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At 14th level, a Liberator's weapons are treated as chaos-aligned for the purposes of overcoming Damage Reduction. Any attack made against an enemy within 10 feet of her is treated as chaos-aligned for the purposes of overcoming Damage Reduction.
This ability functions only while the paladin is conscious, not if she is unconscious or dead.
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Indomitable Mind
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At 17th level, a Liberator gains DR 5/law and immunity to compulsion spells and spell-like abilities.
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Champion of Freedom
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At 20th level, a Liberator becomes a conduit for the power of Elysium. Her DR increases to 10/law. Whenever she uses smite law and successfully strikes a lawful outsider, the outsider is also subject to a banishment, using her Liberator level as the caster level (her weapon and her body itself automatically count as objects that the subject hates). After the banishment effect and the damage from the attack is resolved, the smite immediately ends. In addition, whenever she channels positive energy or uses lay on hands to heal a creature, she heals the maximum possible amount, and Grit Those Teeth automatically removes all removable conditions afflicting that creature.
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Code of Conduct
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A Liberator must be of chaotic good alignment and loses all class features except proficiencies if she ever shifts from this alignment.
Additionally, a Liberator's code requires that she fight tyranny and slavery wherever she may find it, help those in need (provided they do not use the help for evil ends), and punish those who harm or threaten innocents.
Associates: While she has no issues with those of neutral, good, or chaotic alignments, a Liberator avoids working with evil characters or with anyone who consistently offends her moral code. Under exceptional circumstances, a Liberator can ally with these associates, but only to defeat what she believes to be a greater injustice. A Liberator should seek an atonement spell periodically during such an unusual alliance, and should end the alliance immediately should she feel it is doing more harm than good.
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Ex-Liberators
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A Liberator who ceases to be chaotic good, who willfully commits an evil or tyrannical act, or who grossly violates the code of conduct loses all Liberator spells and class features (including the service of the paladin's mount, but not weapon, armor, and shield proficiencies). She may not progress any further in levels as a Liberator. She regains her abilities and advancement potential if she atones for her violations (see atonement), as appropriate. In the case of alignment shift, simply regaining chaotic good alignment by any means satisfies the requirement for regaining her abilities.
It's a definite WIP, especially the Code. If anyone could help me with that I'd be very grateful. Also, point out ant typos or any lingering traces of the word Paladin where it shouldn't be.
| Aelryinth RPG Superstar 2012 Top 16 |
Ryn, CG paladins have been done to death.
The problem with just 'reflavoring' the paladin is that it minimizes the impact of being LG, which is the most restrictive of alignments.
I am wondering why your CG paladin has Detect Law instead of Detect Evil. He's not the CN counterpart of the LN Hellknights. From an equality status, you're better off looking to balance it against a blackguard.
There's also a couple Golarion PrC's which are involved with 'liberation'...and there's no divine aspect to them.
==Aelryinth
| Rynjin |
Ryn, CG paladins have been done to death.
Yes, but I haven't done it yet.
The problem with just 'reflavoring' the paladin is that it minimizes the impact of being LG, which is the most restrictive of alignments.
I personally don't see that as a problem.
I am wondering why your CG paladin has Detect Law instead of Detect Evil. He's not the CN counterpart of the LN Hellknights. From an equality status, you're better off looking to balance it against a blackguard.
I had originally kept him with Detect/Smite Evil but the more I went through it the more it seemed like it would be better to have a guy who's good, but focused more against (abuse of the) Law just like the Paladin is a guy who's lawful, but focused entirely against Evil.
There's also a couple Golarion PrC's which are involved with 'liberation'...and there's no divine aspect to them.
==Aelryinth
Yes. I never really liked the Chevalier, which is the closest to this it got. It's always seemed to me like just a lackluster Paladin. There's the other ones (Bellflower Tiller I believe, and one actually CALLED Liberator I didn't see until just now) but they're more rogueish and don't really fit much.
| Aelryinth RPG Superstar 2012 Top 16 |
Mm. The problem is that 'liberty' and free will are definitely roguish heart-tuggers, and this character has none of that 'rebel and follow your heart' feel which epitomizes CG. It feels like a repainted Paladin rip-off because you don't want to play an iconic makes other heroes green with envy hero.
And I find it hard to think he'd be opposed to a LG paladin who would be happy to smite demons wiht him, if considering him a bit unreliable, vs. a Hellknight who would consider him an aberrant disaster waiting to happen. If you've got the power to detect and smite Law, you're not expected to play favorites just because you're both good...which would rapidly drop this guy to CN, as every merciful, understanding paladin is a jackbooted thug wanting to dominate and control you, from his perspective.
Plus, as soon as you invoke 'paladin', you are invoking alignment conflict. It's at the very essence of what it means to be a paladin. And when you start ignoring the restrictions those alignments force on game play, you are undervaluing them and what they do for the classes.
You won't get agreement on a CG paladin because of the above issues. There's just too many ways a CG divine hero can be what he is. One thing...he shouldn't look or feel like a paladin at all.
I'd start looking at the iconic features of CG, and go from there. Your inspiration should be barbarians, bards, rogues and rangers, and 'adventurers'...if you know the Harpers, look at them for inspiration.
Don't look at paladins and reflavor them.
If a paladin is halfway between a fighter and LG cleric, a liberator or whatever should be halfway between a fighter and CG bard, with an independent streak a mile wide.
==Aelryinth
| Rynjin |
That's the kind of stuff I'm looking for there. I think the Grit Those Teeth! and Reckless Luck abilities is a good start for that "Fighter/Bard" mix you were talking about, since it's essentially Inspire Courage in a can.
I might get rid of Smite and replace it with something new. I had already thought about getting rid of spells but I honestly couldn't think of a damn thing to replace them with.
I disagree that he shouldn't look like a Paladin at all. When I see a Chaotic Good character I always think of that guy that's "A father to his men" and always tries to fight for what he believes is right. A natural born leader, like a Paladin, but more...gritty. Whereas the Paladin is the knight in shining armor, the Liberator would be the guy in mudstained, blood soaked gear who still smiles at his men and inspires them to follow. Not 100% reflected in this, but that's why it's got that WIP disclaimer at the bottom.
You've actually sparked a solid core of something different for me already, thanks. I'll head back to the drawing board on this draft and come back with something a little more solid.
| Aelryinth RPG Superstar 2012 Top 16 |
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I'll give you an example of how I play a 'CG paladin'.
I like to write, and in my stories, there are Champions of Valus. They are CG Knightly types. They tend to be big, brawny, athletic fellows, who like to sing and drink and brawl. They get along with everyone, are free with gold, love all sorts of athletic competitions, tournaments, boasting, and fulfilling those boasts.
And they quest all the time, looking for glory, fame, honor. They are extremely individualistic, but generous, noble, kind-hearted, valiant...
What they are not is disciplined, overly reliable, pious, humble, good followers, predictable, or governable. They will do the right thing, hang the consequences, and then happily ride away to do some other great things as those behind them sort things out in confusion or anger.
They are eternal questers, never rulers, going down foxholes after demons, laughing the while. They don't build castles, they don't make knightly orders, they don't hold battle lines. They go out and kill evil champions, they curbstomp evil before evil does it to them, they rescue women and children, they topple tyrants, defy oppressive law, and they don't let anyone force them to do anything.
And while everyone loves them, they are incredibly exhausting to be around, and in they come, and out they go. They are infamous for coming into towns, taking out the local Good priests who work closely with the government, getting them roaring drunk and talking all about these nasty folks the proper goodly fellows of the law can't touch...followed by several days of extreme violence against the parasites on society and riding away as the law shouts, "Wait. Hold on. Come back. We need to arrest you. Darn. They got away again. Damn them adventurers!"
They may swear oaths to a king, but never a kingdom. They aren't big picture thinkers, and it doesn't bother them in the slightest. They do their deeds one at a time, and if those deeds are grand enough to make them legends, well, just wait until the NEXT one they pull off!
They're kinda like rock music stars gone CG badass, living their lives to an epic melody in their heads.
And nothing like paladins.
Now, visualize for yourself what it would mean to be CG, and just how different that mindset would be from LG, and build your class to THAT paradigm. Instead of smiting, maybe they get rage, or bardsong, or Challenges, call it Exultation or something. Maybe survival and riding are key skills, cause they are so independent. Less on healing others, and more being immune to certain conditions...they are Champions, not healers, and in the truest sense of the word...they are living large, living the CG life, being the greatest, being the best.
let paladins wear out their kneepads and form their orders. Champions of Valus LIVE!
==Aelryinth
| Aelryinth RPG Superstar 2012 Top 16 |
That's the kind of stuff I'm looking for there. I think the Grit Those Teeth! and Reckless Luck abilities is a good start for that "Fighter/Bard" mix you were talking about, since it's essentially Inspire Courage in a can.
I might get rid of Smite and replace it with something new. I had already thought about getting rid of spells but I honestly couldn't think of a damn thing to replace them with.
I disagree that he shouldn't look like a Paladin at all. When I see a Chaotic Good character I always think of that guy that's "A father to his men" and always tries to fight for what he believes is right. A natural born leader, like a Paladin, but more...gritty. Whereas the Paladin is the knight in shining armor, the Liberator would be the guy in mudstained, blood soaked gear who still smiles at his men and inspires them to follow. Not 100% reflected in this, but that's why it's got that WIP disclaimer at the bottom.
You've actually sparked a solid core of something different for me already, thanks. I'll head back to the drawing board on this draft and come back with something a little more solid.
A father figure is inherently lawful, you're building a relationship.
CG is about me me me, but in the BEST way. He'll lead you to war, but it's your own self that has to pick up and follow him, he's not your nursemaid. He's out for glory, and if you want to come along and bask in his radiance, then grab your axe, it's time to quest!
==Aelryinth
| Rynjin |
That's never how I've seen it.
I had this whole big thing typed up but my internet decided to be an a$$&~!* so here's the highlights.
I've never seen (and nothing in the rules suggests) that Chaos is selfish. EVIL is selfish, explicitly, but Chaos is just about personal choice.
The difference between a Lawful Good leader and a Chaotic Good leader is that a LG leader leads because of rank and authority, and he expects absolute obedience because he IS the leader.
A CG leader leads because people follow. He doesn't expect obedience because he's the leader, he expects people to follow and obey because they like what he's doing.
The Lawful Good leader probably doesn't like disputes from the ranks about what their orders are, a Chaotic Good leader would listen to those disputes and weigh them just as heavily as an officer's complaints.
That said, I'm liking more and more the idea of dropping the more Divine oriented abilities and just replacing them with charismatic leadership abilities. Might keep Lay on Hands and the Auras, since I think they fit and I like the idea of them subconsciously tapping into Elysium, but Detect/Smite, Spells, Channel, and Divine Bond can all go I think.
| Byrdology |
Keep it detect evil and smite evil, and keep the aura of good... Chaotic evil can be just as oppressive as LE. Hell, TN can be oppressive if taken to an extreme... Equilibrium comes to mind. Other than that, it looks good!
Champion of Freedom. Not out to overthrow all that is lawful, just crusaders against oppression and corruption... Strip away all the Kung fu and eastern philosophy and Bruce lee plays this to perfection in every movie he ever did (with golden harvest anyway).
Be water my friend... Be water.
| Rynjin |
Here's what I was thinkin' would replace at the very least Spells and Channel Energy. And MAYBE Detect/Smite Evil depending on how good I make them.
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Forceful Presence
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Starting at 4th level, a Liberator’s very presence on the battlefield can strike fear in the hearts of his foes and strike a spark of hope in his allies.
At 4th level and every 3 levels thereafter a Liberator can choose an Inspiration. The save to resist an Inspiration that allows a save is equal to 10 + ½ the Liberator’s level + the Liberator’s Charisma modifier.
Rallying Cry: The Liberator exudes an overwhelming aura of confidence and shouts encouragement to his allies. As a swift action, the Liberator may activate this ability, granting nearby allies a +1 to attack and damage rolls and nearby enemies a -1 to the same. This ability lasts for a number of rounds equal to half of the Liberator’s level and may be used a number of times equal to 3 plus the Liberator’s Charisma modifier.
Shake It Off: As an immediate action upon failing a save vs a status effect, the Liberator may choose to ignore it for a duration, with the understanding that the condition comes back doubled in duration once this ability’s effect is ended. In addition, any ally close enough to see the Liberator do this receives a +4 bonus on its next save against a condition while ability is in effect. This effect lasts for a number of rounds equal to ½ the Liberator’s class level.
Startling Shout: As a move action, the Liberator may unleash a cry that startles a nearby foe within 30 feet, imparting the Shaken condition for a duration equal to the Liberator’s Charisma modifier. The target receives a Will save to negate the effect.
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Combat Pragmatism
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While good, the Liberator sees no need to be constrained by archaic notions of honor and fair play. Starting at 2nd level and every two levels thereafter, a Liberator may choose a Cheap Trick. Unless otherwise specified a Cheap Trick is a standard action and the DC to resist one is equal to 10 + ½ the Liberator’s level + the Liberator’s Charisma modifier.
Dazzling Blade: As a swift action, the Liberator angles his blade to catch the sunlight, dazzling his opponent for a number of rounds equal to his Charisma modifier. Double the duration if the target has Light Sensitivity. A successful Fortitude save reduces the duration to 1 round. This ability only works outside during the day or in areas of bright light. Creatures that are blind or do not see with their eyes are not affected.
Below The Belt: As a full-round action, the Liberator strikes fast at a sensitive area on his enemy with the hilt of his blade, dealing his normal weapon damage and nauseating the subject for a number of rounds equal to the Liberator’s Charisma modifier. A successful Fortitude save negates this effect. This ability has no effect on creatures that do not feel pain (such as Undead) or creatures with no discernible anatomy. Regardless of the weapon’s normal damage type, all damage dealt by this ability is Blunt.
The Ol’ Spittoon: The Liberator quickly spits in his opponent’s eyes, blinding him for one round. A successful Fortitude save negates this effect. Creatures that are blind or do not see with their eyes are not affected.
The abilities presented are just examples of course. There will be more.
| Rynjin |
Oh I almost forgot, he should probably have a somewhat different skill list.
Bluff (Cha), Craft (Int), Diplomacy (Cha), Heal (Wis), Knowledge (Dungeoneering) (Int), Knowledge (Local) (Int), Perception (Wis) Profession (Wis), Sense Motive (Wis), Survival (Wis), and Disable Device (Dex).
4+Int skills simply because I think every class should have at least 4+Int skills, and since I'm homebrewing anyway...
| Aelryinth RPG Superstar 2012 Top 16 |
A CG leader would probably expect his commands to be followed because he is the strongest and the best, and should be in charge. Someone questioning his commands is questioning his authority, and this is likely a challenge he will deal with personally, instead of letting it be dealt with by a chain of command. It may be violent or cordial, or simply 'if you don't want to follow, then get the hell out of here.' The lawful society likely has mechanisms in place, someone showing a newb the ropes on what to do and what not to do, so that when they complain it's not something the high-ups deal with directly...that's not their job, it's the job of an officer.
Chaos is all about individuals, where Law is about the collective. This has nothing to do with selfishness, and is simply a worldview. You can certainly have extremely selfish LE people who still operate within a rigid, disciplined system, and you can have incredibly generous people who are totally selfless (a radical hippie culture, or something).
So, I've got different views on CG and LG then you, too. :)
I've never made up the CG champions formally, but I'd likely have 3 different Traditions...one that had basic bardsong buffing for my CG god of bards and freedom and music; one that got basic rage equivalents for Valus the Questing Knight, challenger of evil champions; and one that got FE for the wandering slayer-of-monster lone ranger type. I'd make his Cha bonus to saves a Luck bonus to show the influence of Chaos, too.
==Aelryinth
| Rynjin |
All of the "Inspiring Presence" abilities are supposed to be Bardic Performance-esque ally buffs/enemy debuffs, but I wanted them to have some effect on the Liberator (I need a new name since it's taken, now I think of it) as well.
Perhaps it's poorly worded, but the gist of it is it has two parts: First, You ignore the status effect for 1/2 your Liberator level, but it comes back for double the duration afterwards. Example: you would be shaken for 4 rounds, you can ignore it for 5 rounds (as a 10th level Liberator), but after that 5 rounds is up you are shaken for 8 rounds.
Second, any ally that can see you receives a +4 untyped bonus on a save against a condition.
Thinking it might be both more powerful and more in the spirit of it to make it a "re-roll, take the highest" on any condition currently affecting them or any condition they save against during the duration rather than a +4 one-time bonus.
The Pragmatist stuff, yeah it's pretty lackluster ATM. I had a hard time thinking of anything good for that. If you've got some ideas I'd love to hear 'em. Doesn't have to stick with the "Dirty Fighting" theme, just the theme of a Feat-like Non-Feat that fits a gritty, CG warrior type of thing.
| Aelryinth RPG Superstar 2012 Top 16 |
well, you're doubling up on save bonuses, and I think granting your Cha to everyone's saves is a bit much. Unless maybe it's a morale bonus, and so doesn't stack with a lot of other save effects.
I'd call Inspiring Prescence 'Exaltations' or 'Exultations' and let it go.
The 'ignore and wait to be slammed' mechanic is too complex. Just let him pick a condition like a paladin that he can wipe away from himself every round, basically choosing immunity to certain effects. It's both less and more powerful then healing. I wouldn't let the save bonus stack with your Cha bonus, maybe just broaden the Cha bonus. Another thing might be to allow the Cha bonus against just a broadening array of conditions and effects for your friends.
In this way, you're taking Aura of Courage to the next level: immune to fear, +4 to friends' fear saves; immune to fatigue, +4 to fatigue saves for friends; immune to disease, +4 to disease saves for friends, etc etc. Very different flavor then a paladin, who is about healing and mass condition removal, NOT mass condition prevention and personal immunity.
==Aelryinth
| Rynjin |
Exultations, I like that. Yeah, it does seem a bit complex. I just liked the idea of it.
So just change it to a "He can ignore an effect every round" sorta deal?
But the idea WAS to have a very different flavor from the Paladin at this point. Less overtly magical, but still with almost supernatural effects from morale and leadership ability.