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Ten aspects...

Started by Stargate525, August 24, 2006, 04:31:48 PM

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Stargate525

I'm trying to create a prestige class which is based around ten virtues of their code. They're combat oriented, and I wanted to give a specific ability, bonus, or whatever to them at each level that is indicative of one of the ten aspects. Problem is, I have no idea what to give them.

The aspects are, in no particular order;
prowess
justice
guardianship
loyalty
courage
faith
humility
charity
nobility
sincerity


help me...
My Setting: Dilandri, The World of Five
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Epic Meepo

You could always just assign a different list of bonus feats to each aspect, if all else fails.
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CYMRO

Maybe defense should be replaced with sacrifice.  Defense not really being a virtue.

Stargate525

Quote from: CYMRO of the TRUE Cabbage CabalMaybe defense should be replaced with sacrifice.  Defense not really being a virtue.
defense and sacrifice are different things, although close. but if the act of defending the helpless won't be called defense, what should it be called?
My Setting: Dilandri, The World of Five
Badges:

Lmns Crn

Quote from: stargate525
Quote from: CYMRO of the TRUE Cabbage CabalMaybe defense should be replaced with sacrifice.  Defense not really being a virtue.
defense and sacrifice are different things, although close. but if the act of defending the helpless won't be called defense, what should it be called?
Valor? Guardianship, perhaps?
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Matt Larkin (author)

Valor, I think, is covered by courage.  Guardianship is a good term, or protection.  Also, benefaction, Defending (active verb), safeguarding, upholding, bulwark, sheltering, or shielding.
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Stargate525

I like guardianship, so it shall be.

This doesn't help me with benefits though.
My Setting: Dilandri, The World of Five
Badges:

limetom

I have a few ideas that I think you might want to consider.

The first is giving us a little more information than just the code.  What kind of organization is it?  A valarous knigtly order?  A kindly group of mercanaries?  A goodly wizards' cabal?  Furthermore, what kind of culture does it exist within?  What are some unique aspects of customs of said culture that the organization could emphasize?   Does the culture heavily rely upon magic?  Does the culture fear and shun magic?  Does the culture have a favored weapon or weapons?  Does the area the culture is located in make some weapons or armor more or less useful?

Those were all just some questions to get you thinking.  All you gave us was a code with no other references.  We (royal "we", here) can't help you make the prestige class unique if we only know one thing.

The second is, prehaps you should split the class into two.  Some of the abilities are offensive, while some are defensive.  Other abilities are unrelated to combat.  The code could govern the entire order (or whatever it is), but specific groups within said order emphasize different parts of it, leading to one offensive prestige class and one defensive prestige class, or some such.

The third is considering trimming some of the aspects, either in full, or by not trying to represent them as combat or class abilities.  They may be too much to do, and that's  not a problem.  Perhaps the code is just a governing aspect of the order, and only a few of the aspects are actually covered in the abilities of the prestige class.  Its going to be really hard to represent such concepts as loyalty, faith, humility, nobility, and sincerity either as combat-based abilities, as spell-like abilities, or really as anything other than just aspects of a code that players roleplay into the characters.

Just some stuff I'm throwing out there.  Don't listen if you don't want to.

CYMRO

Quote from: stargate525I like guardianship, so it shall be.

This doesn't help me with benefits though.

Or charity.  Charity is an excellent virtue.

Benefit advice to follow.  Gotta get the sushi out of my hair.

Stargate525

Quote from: CYMRO of the TRUE Cabbage CabalOr charity.  Charity is an excellent virtue.

Benefit advice to follow.  Gotta get the sushi out of my hair.
curse you cabbage boy! I like charity much more than generosity. Switching them now.

Quote from: limetomI have a few ideas that I think you might want to consider.

The first is giving us a little more information than just the code.  What kind of organization is it?  A valarous knigtly order?  A kindly group of mercanaries?  A goodly wizards' cabal?  Furthermore, what kind of culture does it exist within?  What are some unique aspects of customs of said culture that the organization could emphasize?   Does the culture heavily rely upon magic?  Does the culture fear and shun magic?  Does the culture have a favored weapon or weapons?  Does the area the culture is located in make some weapons or armor more or less useful?

Those were all just some questions to get you thinking.  All you gave us was a code with no other references.  We (royal "we", here) can't help you make the prestige class unique if we only know one thing.
Sorry. They're going to be an elite sect, primarily catered to paldins and fighters, whose sole purpose is to protect and extend the virtues of their diety. So 'valerous knightly order' comes closest. They would probably take a better veiw on magic, since the diety does control it, but they certainly aren't wizards. I was thinking of using the longsword as their symbol.

Quote from: limetomThe second is, prehaps you should split the class into two.  Some of the abilities are offensive, while some are defensive.  Other abilities are unrelated to combat.  The code could govern the entire order (or whatever it is), but specific groups within said order emphasize different parts of it, leading to one offensive prestige class and one defensive prestige class, or some such.
Problem with this is the order isn't big enough to justify more than a single prestige class for it. I also want these guys to be good at the whole thing, not just one aspect of it.

Quote from: limetomThe third is considering trimming some of the aspects, either in full, or by not trying to represent them as combat or class abilities.  They may be too much to do, and that's  not a problem.  Perhaps the code is just a governing aspect of the order, and only a few of the aspects are actually covered in the abilities of the prestige class.  Its going to be really hard to represent such concepts as loyalty, faith, humility, nobility, and sincerity either as combat-based abilities, as spell-like abilities, or really as anything other than just aspects of a code that players roleplay into the characters.
well ten levels, ten aspects/virtues. It seemed to fit.
My Setting: Dilandri, The World of Five
Badges:

CYMRO

Humility:  Bonus to Diplomacy checks.
Faith:  Commune 1/day.
Courage:  Remove Fear 3/day.
Charity:  Once per day, the kinnigit(or whatver you are calling them) can take half of his hit point total in voluntary damage and transfer those points to an ally. This voluntary damage cannot be healed until X rounds have passed(maybe one round per character level).
Sincerity:  Bonuses to Bluff/Intimidate/Sense Motive.
Prowess:  +X competence bonus to all class skills, saving throws, attack rolls.
Justice:  Righteous Might once per day.
Guardianship:  Sacrifice your bonus to AC(from armor, shields, DEx, etc.) to protect an ally.
Nobility: Leadership as a bonus feat.
Loyalty: Tough one.  Maybe gain an extra cohort, which means nobility must come first...


Wix of Bel-Air

x1 level/virtue - and you got a prestige class
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Quote from: CYMRO of the TRUE Cabbage CabalHumility:  Bonus to Diplomacy checks.
Faith:  Commune 1/day.
Courage:  Remove Fear 3/day.
Charity:  Once per day, the kinnigit(or whatver you are calling them) can take half of his hit point total in voluntary damage and transfer those points to an ally. This voluntary damage cannot be healed until X rounds have passed(maybe one round per character level).
Sincerity:  Bonuses to Bluff/Intimidate/Sense Motive.
Prowess:  +X competence bonus to all class skills, saving throws, attack rolls.
Justice:  Righteous Might once per day.
Guardianship:  Sacrifice your bonus to AC(from armor, shields, DEx, etc.) to protect an ally.
Nobility: Leadership as a bonus feat.
Loyalty: Tough one.  Maybe gain an extra cohort, which means nobility must come first...



Wouldn't sincerity give you a penalty to bluff?

Loyalty: Immunity to Mind affecting spells or abilities. (Or +X to will saves when commanded to cause harm to the order or friends)
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Stargate525

QuoteHumility:  Bonus to Diplomacy checks.
Faith:  Commune 1/day.[/quote]Courage:  Remove Fear 3/day.[/quote]Charity:  Once per day, the kinnigit(or whatver you are calling them) can take half of his hit point total in voluntary damage and transfer those points to an ally. This voluntary damage cannot be healed until X rounds have passed(maybe one round per character level).[/quote]Sincerity:  Bonuses to Bluff/Intimidate/Sense Motive.[/quote]Prowess:  +X competence bonus to all class skills, saving throws, attack rolls.[/quote]Justice:  Righteous Might once per day.[/quote]Guardianship:  Sacrifice your bonus to AC(from armor, shields, DEx, etc.) to protect an ally.[/quote]Nobility: Leadership as a bonus feat.[/quote]Loyalty: Tough one.  Maybe gain an extra cohort, which means nobility must come first...
Loyalty: Immunity to Mind affecting spells or abilities. (Or +X to will saves when commanded to cause harm to the order or friends)
[/quote]
I like the second one better, though it's still not exactly what I'm looking for.
My Setting: Dilandri, The World of Five
Badges:

limetom

My take (if I have to...)

All are the same as Cymo's with the following changes:
Courage: Immunity to fear.
Prowess: +1 bonus to all attacks. (A la Epic Prowess?)