Difference between revisions of "User:ThunderGod Cid/Templar Vows"
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*'''Third:''' [[SRD:Probe Thoughts|''Probe thoughts'']] as an SLA at-will. | *'''Third:''' [[SRD:Probe Thoughts|''Probe thoughts'']] as an SLA at-will. | ||
− | '''Roleplaying Ideas:''' | + | '''Roleplaying Ideas:''' |
+ | |||
+ | ===Vow of Balance=== | ||
+ | |||
+ | {{quote|''The world was created with good and evil, and cannot continue without both forces in play. Thus the balance between them must never sway too far in one direction.''}} | ||
+ | |||
+ | *'''First:''' Gain bonuses against creatures based on how greatly their alignment differs from true neutral ''(alignment is admittedly a bad system, but we may be able to work with it)'' | ||
+ | *'''Second:''' | ||
+ | *'''Third:''' | ||
+ | |||
+ | '''Roleplaying Ideas:''' Whenever one side in the battle between good and evil gets the upper hand, you turn your sword against it to make sure equality is preserved in the long term. This may cause you to come off as mercenary and wavering in allegiance, but only to those not privy to the end goal. | ||
== Proposed Style Changes == | == Proposed Style Changes == |
Revision as of 22:07, 24 September 2014
Contents
Vows in Progress
Blank Vow
“ | Related vow quote goes here... | ” |
- First:
- Second:
- Third:
Related Avenger Styles: <removed if there are none>
Roleplaying Ideas:
Vow of Modernity
“ | Progress demands sacrifice. | ” |
- First: You are fitted with futuristic goodies, the result making you part mortal and part...something else. Replace one of your limbs with a cybernetic or similarly avant-garde prosthetic:
- Arm: Choose an element and gain the ability to unleash an elemental damage AoE effect (1d6 per level in line or cone)
- Eye:
- Heart: Auto-defibrillator to automatically stabilize you and give you fast healing
- Leg: Swift action movement
- Second: You may choose another prosthetic or gain a second benefit for your previously existing choice.
- Arm: Add chosen elemental damage to a standard action melee attack.
- Eye:
- Heart: Regenerate lost limbs.
- Leg: Air walk
- Third:
Roleplaying Ideas: You are the harbinger for technological and social advancement in the world. Guns, alchemical items, and the like are your weapons of choice, used to combat any primitives who oppose conversion. It doesn't have to sound so sinister or imperialistic, but you get the point.
Vow of Silence
“ | Silence is the sleep that nourishes wisdom. | ” |
- First: As a standard action, you make make a melee attack against a creature that forces the target to make a Fortitude save or be rendered silent (as though in the effect of a silence spell for one round per two class levels. Whilst under this effect, attempting to communicate verbally or use any supernatural ability, spell-like ability, or spell with a verbal component refreshes the duration of the silence.
- Second: You harshly punish creatures that cannot abide by the standards you have set for them. If a creature has of their own volition refreshed the silence effect you placed on them as a result of the abilities granted by this vow, your melee attacks smite them down with holy fury, dealing 1d6 points of extra damage per level. This additional damage is considered divine in nature and is not subject to damage reduction.
- Third:
Roleplaying Ideas: As a means of showing your faith to your deity and fellow converts or sharpening your personal discipline, you have chosen to not speak. Whether or not you go so far as to cut out your tongue is up to you. You are not barred from communication, merely the verbal variety. Great for stoics and strong and (in this case, literally) silent types.
Vow of Revenge
“ | You killed my father. Prepare to die! | ” |
- First: You gain a +2 bonus to melee attack rolls against targets that have attempted attacks on you in the previous round, and deal bonus damage on your melee attacks equal to one quarter of any damage they dealt to you.
- Second: Once per day, you may declare a hunt, naming a viable target and replicating the effects of a vision spell.
- Third: When you declare a hunt, you also gain the effects of discern location.
Roleplaying Ideas: This one is open to cliche, pretty self-explanatory, and also possibly finite. Since violence tends to beget violence, however, it's likely that someone who takes this vow will find another object of their ire. Perhaps you seek a specific target, or just anyone who has wronged you or your faith; whoever itt is, it's your job to ensure that retaliation is swift and final.
Vow of Surveillance
“ | I watch the watchers. And everyone else. | ” |
- First:
- Second: Detect thoughts as an SLA at-will.
- Third: Probe thoughts as an SLA at-will.
Roleplaying Ideas:
Vow of Balance
“ | The world was created with good and evil, and cannot continue without both forces in play. Thus the balance between them must never sway too far in one direction. | ” |
- First: Gain bonuses against creatures based on how greatly their alignment differs from true neutral (alignment is admittedly a bad system, but we may be able to work with it)
- Second:
- Third:
Roleplaying Ideas: Whenever one side in the battle between good and evil gets the upper hand, you turn your sword against it to make sure equality is preserved in the long term. This may cause you to come off as mercenary and wavering in allegiance, but only to those not privy to the end goal.
Proposed Style Changes
When I was looking at charger for Surgo's requested build, it seems a bit off. So here's some proposed changes in standard errata format.
Charger
A charger is a very straightforward templar. They see their foes, and they run or ride out to meet them. This generally leads to the defeat of their foes.
- Knight Errant (Ex): A charger needs to reach his foes in order to strike them down.
work around the limitations of the bulky armor that is so often part of his attire. You no longer suffer penalties to your base speed from wearing medium or heavy armor.(move into a vow?) You may charge up to three times your normal base speed when you make a charge as a full-round action. If you would only be limited to a partial charge, you may move twice your base speed as part of that action. You may make 1 turn up to 90 degrees as part of your charge action, though you must still travel at least 10 feet in a straight line immediately before you attack a target. Additionally, you are not required to move to the closest space to your opponent during a charge, and may make your charge attack when your opponent is in any of your threatened spaces. This would allow you to take a charge attack while running past an opponent, but this movement would provoke attacks of opportunity as normal. - Cataphract (Ex): When charging you
gain a +4 bonus to your attack roll instead of the normal +2 and you(we can add bonus damage if we want, but bonus attack seems unnecessary on a full BAB class) may make a full attack. If you destroy an effect in your path, render a charged opponent unconscious or dead, or otherwise clear the way forward while charging you may continue the charge along the same path (following all normal restrictions as they apply) up to your full allowed distance. You may make additional attacks against those in your way along this additional distance as if they were your intended charge target.You also may charge up to three times your normal base speed when you make a charge as a full-round action. If you would only be limited to a partial charge, you may move twice your base speed as part of that action.(moved to 1) You may not make a full-attack when you perform a partial charge. This benefit also applies while you are mounted. - Charge of Necessity (Su): While charging or running, you gain the benefit or air walk for the round, until the start of your next turn. If you do not continue running or charging at the start of the next round, you instead fall to the ground under the effect of feather fall. If you begin a fall from other circumstances you do not benefit from this effect. This benefit also applies while you are mounted.
- Charge of Destruction (Ex): In addition to charging foes, you can also charge barriers and zones of magic. If you make an attack against a physical object or barrier and your attack roll is greater than it's AC + it's hardness, a 10' cube of it is lost as if it had been disintegrated. If you make an attack roll against a magic effect in a space, your attack duplicates the effect of a targeted greater dispel magic, and your dispel check is equal to your attack roll.
You can trample over those who fall before your charge, continuing to seek more blood. If you destroy an effect in your path, render a charged opponent unconscious or dead, or otherwise clear the way forward while charging you may continue the charge along the same path (following all normal restrictions as they apply) up to your full allowed distance. You may make additional attacks against those in your way along this additional distance as if they were your intended charge target.(moved to 2) This benefit also applies while you are mounted. - Charge of Glory (Su): When you kill a foe with an attack while charging, they are destroyed utterly as if they had been immolated or disintegrated. Further, while charging or running you may leave behind a blade barrier as you leaves each space. The wall need not be continuous, and may have as many or as few breaks in it as you desire. This wall deals 15d6 points of damage, has a save DC of 16 + the templar's Charisma modifer, and dissipates at the start of your next turn. This benefit also applies while you are mounted.
I'm not sure if the destroy stuff steps on feat toes, but whatever for now. Thoughts? I may do the others in a bit too. - Tarkisflux Talk 05:33, 23 September 2014 (UTC)
- I strongly approve, especially for the magic destruction although I have concerns that it might be treading on the Tome Samurai. That said, dispelling is not only limited to the samurai, so I may just feel that it's very common because of how liberally it was used in the Liber Demonica, which is not a reason to scratch it from this.
- I am also OK with moving the removal of armor speed penalties to a vow, although I have perused the current vows and not found too many that we could affix it to (the foremost candidate is Diligence, but it already has a pretty good first benefit. So the solution seems to be the creation of a new vow. Vow of Fitness? Could have other encumbrance-related things in addition to the armor and basically put the templar up to the pinnacle of physical conditioning. - TG Cid (talk) 21:02, 23 September 2014 (UTC)
- Diligence actually needs a different benefit at 1 or we need to remove no sleep from Sustained by Faith (I'm not sure which I prefer at the moment), as it kind of gets overwritten right now :-/. I'd be fine with dropping that in there at once vowed instead of the no sleep thing, moving the no sleep up to twice vowed, and dropping no sleep from sustained. And then maybe a rename to Vow of Perseverence? - Tarkisflux Talk 21:25, 23 September 2014 (UTC)
- Your diligence change wasn't quite what I had in mind, but I like it better that way anyway so huzzah!
- As for the samurai, I've just double checked their ability and when they get it. Theirs is more flexible and can target a lot more effects, doesn't get treated like a dispel check (and is arguably a lot easier to activate), but requires them to be in the same square as the effect. They also get it 2 levels before the templar would (or 1 level if we shift around vow and style progressions). Their physical object removal blade of devastation is also easier to activate, works on force effects (which this maybe should too), and clears out cover (which this probably would too, but it's a separate attack roll as written). They get a much easier to trigger set of effects, get them earlier, and can use them outside of charges but can't chain them together. I don't think there's a lot of toe stepping going on here, though there are obvious similarities. - Tarkisflux Talk 23:35, 23 September 2014 (UTC)