Ordinator (3.5e Class)

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Ordinator
Rating: Not rated
(Rate this class)
Status: Complete
Editing: Constructive edits welcome

Ordinator[edit]

Ordinators are similar to crusaders, except they have limited access to particular spells and supernatural abilities. Ordinators within a church's hierarchy serve as enforcers of religious dogma, but Ordinators serving an ideal rather than a particular Deity are nomads or adventurers, seeking to dole out destruction to all opposing forces and spreading their philosophy across the world.

Making a Ordinator[edit]

Abilities[edit]

Strength is important to a Ordinator because it increases their Physical Combat abilities.Wisdom determines how powerful a spell an Ordinator can cast, how many spells she can cast per day, and how hard those spells are to resist. Dexterity and Constitution increase the Ordinator's Armor Class and Hit Points. Charisma is important to an Ordinator's ability to turn Outsiders.

Races[edit]

Ordinators are equally likely to be found in any religious hierarchy, regardless of race, due to the nature of religions to regulate themselves.

Alignment[edit]

Any, including true neutral (it is possible to militantly believe in balance)

Starting Gold[edit]

6d4×10 gp (150 gp).

Starting Age[edit]

Moderate


Table: The Ordinator[edit]

Hit Die: d10

Level Base
Attack Bonus
Saving Throws Special
Fort Ref Will
1st +1 +2 +0 +2 Turn Opposed Alignment
2nd +2 +3 +0 +3 Spells, Divine Strike/1d6
3rd +3 +3 +1 +3 Lay upon hands/Damaging Hands
4th +4 +4 +1 +4 Divine Strike/2d6
5th +5 +4 +1 +4 Detect Opposed Alignments
6th +6/+1 +5 +2 +5 Neutralize poison, Poison, Divine Strike/3d6
7th +7/+2 +5 +2 +5  
8th +8/+3 +6 +2 +6 Divine Strike/4d6
9th +9/+4 +6 +3 +6 Remove Diease/Contagion
10th +10/+5 +7 +3 +7 Bonus Fighter Feat, Planar Cohort, Divine Strike/5d6
11th +11/+6/+1 +7 +3 +7  
12th +12/+7/+2 +8 +4 +8 Remove Curse/Bestow Curse, Divine Strkie/6d6
13th +13/+8/+3 +8 +4 +8  
14th +14/+9/+4 +9 +4 +9 Divine Strke/7d6
15th +15/+10/+5 +9 +5 +9 Divine Favor, Greater Restoration/Reverse Restoration
16th +16/+11/+6/+1 +10 +5 +10 Divine Strike/8d6
17th +17/+12/+7/+2 +10 +5 +10  
18th +18/+13/+8/+3 +11 +6 +11 Divine Strike/9d6
19th +19/+14/+9/+4 +11 +6 +11  
20th +20/+15/+10/+5 +12 +6 +12 Bonus Fighter Feat, Protection Aura, Divine Strike/10d6

Class Skills (2 + Int modifier per level, ×4 at 1st level)
Bluff (Cha), Concentration (Con), Craft (Int), Diplomacy (Cha), Handle Animal (Cha), Heal (Wis), Knowledge (Nobility and Royalty), (Religion) (Int), Listen (Wis), Profession (Wis), Ride (Dex), Sense Motive (Wis), Spellcraft (Int), Use Magic Device (Cha).

Class Features[edit]

All of the following are class features of the Ordinator.

Weapon and Armor Proficiency: Ordinators are proficient with all Simple and Martial Weapons, All Shields, and all Armor.

Bonus Feat: At 10th level and every 10 levels thereafter, an Ordinator gains a Bonus Fighter Feat.

Turn Opposed Alignment (Su): Starting at first level, an Ordinator can turn or destroy Outsiders with Diametrically Opposed Alignments (and Rebuke or Command Outsiders of the same Alignment.) In the case of True Neutral Ordinators, they may choose one extreme alignment to oppose (lawful good, chaotic good, lawful evil, or chaotic evil). Ordinators turn in this fashion as a Cleric equal to their Ordinator level.

Divine Strike (Su): Three times per day, an Ordinator can use a Bolt of Divine Power to Smite an enemy of an opposed alignment. This bolt passes harmlessly through all obstacles and beings in it's path, striking the chosen target on a successful ranged touch attack. The target is not entitled to a will save for half damage unless it's ECL is 5 or more higher than the attackers Ordinator level.

Lay Upon Hands (Su): An Ordinator can restore a number of hit points equal to 3 times his or her Ordinator level per day to him or her self, or any allies whose alignment is up to one step away from their own. Alternatively, this ability can instead deal damage equal to the remaining points or healing to any opponent whose alignment is one step away from their Diametrically opposed alignment. an Ordinator can switch back and forth, using the day's point allotment for attacking and healing as needed.

Detect Opposed Alignments (Su): An Ordinator can activate a Detect Opposed Alignment effect as the spell once every hour. If the Ordinator has an Extreme alignment, choose the alignment detected at the time of using. If the Ordinator is true neutral, use the same alignment selected for the Turn Opposed Alignment class ability.

Neutralize Poison/Poison (Su): An Ordinator can activate a Neutralize Poison effect on themselves or an ally up to one step away in alignment three times per week. Alternatively, they can instead choose to use a Poison effect on the target. This works exactly as the spell.

Remove Disease/Contagion (Su): An Ordinator can use either Remove Disease or Contagion three times per week as the spell. Remove Disease is usable on themselves and Alignments up to one step away from the Ordinator's, and Contagion on alignments up to one step away from their opposed alignment.

Remove Curse/Bestow Curse (Su): An Ordinator can use either Remove Curse or Bestow Curse once per week as the spell. Remove Curse is usable on themselves and Alignments up to one step away from the Ordinator's, and Bestow Curse on alignments up to one step away from their opposed alignment.

Greater Restoration/Reverse Restoration (Su): An Ordinator can, once per week, use a Greater Restoration effect on themselves and alignments up to one step away from theirs. Alternatively, they may reverse the effects of any restoration spell cast 2d4 rounds earlier on any target with an alignment up to one step away from their opposed alignment. the save DC's (based on restoration type) are as follows. Greater Restoration: (DC = 17 + Wisdom Modifier) Restoration: (DC = 20 + Wisdom Modifier) Lesser Restoration: (DC = 22 + Wisdom Modifier) (The increased DC's for targets of Lesser forms of Restoration reflect the fact that Restoration and Lesser Restoration effects are weaker magic than Greater Restoration, and less able to stand up to Reverse Restoration.)

Planar Cohort: At 10th level, the Ordinator's deeds have drawn the attention of beings from the Outer Planes, and the Ordinator may summon a Cohort from a plane matching their alignment. This is treated as a Familiar with all the benefits of a familiar based on the Ordinator's level (a Familiar of a 10th level Ordinator is the same as one of a 10th level wizard,) except that the familiar gains a +2 bonus to AC, Attack Rolls and Saves against attacks made or effects generated by creatures of the Ordinator's opposed alignment, ignores all forms of damage reduction when attacking such creatures, deals damage as a creature one size catergory greater against such creatures, and can generate a Smite (opposed alignment) attack once per day. This attack only works on opponents of Diametrically opposed alignments, grants a +5 Bonus to attack rolls, and deals extra damage equal to it's master's Ordinator Level + it's master's Charisma Modifier.

Divine Favor (Su): Upon reaching 15th level, the Ordinator applies his or her Charisma modifier (if Positive) to all saving throws he or she makes.

Protective Aura (Su): Against attacks made or effects created by creatures of opposed alignments, this ability provides a +4 deflection bonus to AC and a +4 resistance bonus on saving throws to anyone within 20 feet of the Ordinator. Otherwise, it functions as a magic circle against (their opposed alignment) effect and a lesser globe of invulnerability, both with a radius of 20 feet (caster level equals Ordinator's Level). (If the Ordinator's alignment is an extreme alignment, choose which alignment is defended against by the Magic Circle and Lesser Globe of Invunerability effects at the beginning of each of the Ordinator's turns.

Ex-Ordinators[edit]

An Ordinator who shifts alignment, or commits an act in opposition to their alignment, loses all class features except weapon and armor proficiencies. They must seek atonement in order to regain their class abilities and gain more levels in Ordinator. An Ordinator can regain abilities based on their previous alignment (and shift back to it) or seek to become an Ordinator of their new alignment (with all the relevent abilities.)

An Ordinator who becomes True Neutral cannot regain their class abilities without shifting away from True Neutral.

Epic Ordinator[edit]

Table: The Epic Ordinator[edit]

Hit Die: d10

Level Special
21st
22nd Divine Strike/11d6
23rd
24th Divine Strike/12d6
25th Bonus Fighter Feat, Atonement, Heroes Feast
26th Divine Strike/13d6
27th
28th Divine Strike/14d6
29th
30th Bonus Fighter Feat, True Ressurection/Destruction Divine Strike/15d6

2 + Int modifier skill points per level.

Supernatural[edit]

Atonement (Su): Beginning at 25th level, an Ordinator can once per month use an Atonement effect, as the spell. This works exactly like the spell, and requires all the Material components an other associated costs.

Heroes Feast (Su): Beginning at 25th level, an Ordinator can use Heroes feast once per month as the spell. This ability has no costs, unlike the spell.

True Ressurection/Destruction (Su): Beginning at level 30, an Ordinator can use True Ressurection as the Spell once per year on any target who's alignment is within one step of their own. Alternatively, they can instead choose to use Destruction on any target whose alignment is within one step of their opposed alignment. This ability does not use any Material components, but instead uses 10 as much XP to cast (assuming an XP component.)

Bonus Feats[edit]

The Epic Ordinator gains a Bonus Fighter Feat at level 25, and every 5 levels thereafter.

Human Ordinator Starting Package[edit]

Armor[edit]

Heavy Steel Shield (+2 AC, armor check penalty -2, speed 30 ft, 15 lbs)

Scale Mail (+4 AC, armor check penalty -4, speed 20 ft, 30 lbs)

Weapons[edit]

Longsword (1d8, 19/20, crit x2, 3 lbs, one handed, piercing), Morningstar (1d8, crit x2, 6 lbs, one handed, bludgeoning and piercing) Light crossbow (1d8, crit x3, range inc 80 ft, 4 lbs, piercing)

Skill Selection[edit]

Pick a number of skills equal to 2 + Int modifier.

Skill Ranks Ability Armor
Check
Penalty
Diplomacy 4 Cha
Heal 4 Wis
Knowledge (Religion) 4 Int
Feat[edit]

Improved Initiative

Bonus Feats[edit]

Weapon Focus (Longsword)

Gear[edit]

Backpack with waterskin, one day's trail rations, bedroll, sack, flint and steel. Hooded lantern, 3 pints of oil. Quiver with 20 bolts.

Gold[edit]

3d4 gp.

Campaign Information[edit]

Playing an Ordinator[edit]

Ordinators fit well into adventuring groups as Melee Combatants, and are especially useful (thanks to their alignment based abilities) when engaging foes from the Outer Planes.

Religion[edit]

Ordinators who follow a particular Deity are highly Pious individuals, sanctioned by their churches to administer Divine justice upon the world. In Theocracies, they also serve the role of Police. Those not dedicated to a particular Deity are not bound by any hieracrhy and tend to be nomadic, but are no less driven.

Other Classes[edit]

Ordinators interact best with Clerics who share like-minded goals and possess like-minded views and philosophies.

Combat[edit]

Ordinators possess good hit dice, good attack bonuses, and good Fortitude and Will saves. They are best suited to engage enemies who make use of attacks that target the body and mind, as well as enemies who are vunerable to their supernatural abilities.

Advancement[edit]

An Ordinator who multiclasses typically takes level in cleric in order to gain the further benefits of divine power offered to clerics.

Ordinators in the World[edit]

Cleric of Nerull! I curse you, in the name of all that is Holy, and in opposition to the forces of darkness, to fall before my righteous might into the darkness you so worship!
—Bridget Undra, Human Ordinator, Neutral Good

While Ordinators within a particular Church generally don't venture too far from their jurisdiction, free agents travel the world over and often make a name for themselves without even trying.

Daily Life[edit]

The Daily life of any Particular Ordinator can be very different, but most who are not on assignment or dealing with dangerous heretics (Ordinators only hunt heretics who have enough power to endanger others, such as Clerics; Ordinators are under orders to leave commoners and other non-threats alone,) they generally spend their time Patrolling the grounds of their temple or the area surrounding closeby.

Notables[edit]

Bridget Undra, a Neutral Good ordinator on a quest to exterminate evil, inadvertently came across an underwater cave one day as she was washing a wound received while fighting a Dire Bear. When she swam through the cave, she discovered a Cleric of Nerull preparing some odd ritual, whom she quickly dispatched. Afterwards, she discovered thousands of commoners chained together in a large spell circle, and was able to learn from the commoners that the Cleric was going to Sacrifice them in exchange for dark power and immortality. To this day, this incident remains a point of pride to Good-Aligned Ordinators, and a Major Embarassment to Evil-Aligned ones.

Organizations[edit]

Ordinators within a church already have an organization, and free agents can easily find themselves welcomed in any church whose alignments match their own.

NPC Reactions[edit]

NPC's who share like-minded views with an Ordinator seem them as respected pursuers of true theological dogma. Those who differ in views with Ordinators live in constant fear, afraid the Ordinator could abuse their power or start doling out vigilante justice.

Races[edit]

All races view Ordinators in similar fashion, allowing of course for their usual racial grudges or preferences.

Other Classes[edit]

Ordinators form close alliances with like-minded Clerics, and can befriend just about any adventurer who's ideals are not in conflict with their own.

Ordinator Lore[edit]

Characters with ranks in Knowledge (Religion) can do research to learn more about Ordinators.

DC 5[edit]

Ordinators are church sanctioned warriors or powerful ideological free agents.

DC 10[edit]

Ordinators make use of Divine magic in combat against their enemies.

DC 15[edit]

Ordinators have the ability of Divine Strike, which allows them to strike at those with diametrically opposed beliefs with Divine power.

DC 20[edit]

Ordinators have many supernatural abilities dependent on alignment, and can Turn and Destroy Outsiders of their opposed alignmernt.

Ordinators in the Game[edit]

Ordinators as NPCs offer similar types of assistance to PCs that a Cleric might. Additionally, Ordinators are well schooled in all religious beliefs (including those they oppose) as well as being skilled at mediation and interrogation, and using any of the following skills in the presence of an Ordinator whose attitude is friendly or better grants a +2 Bonus on the following skill checks: Diplomacy, Heal, Intimidate, Knowledge (Religion.)

Adaptation[edit]

Possible adaptions of the Ordinator include those who gain more supernatural abilities in exchange for the loss of spells, or an Ordinators who loses supernatural abilities in exchange for greater spell ability or more uses of Divine strike per day.

Sample Encounter[edit]

Ordinators prefer to fight up close to their enemies, where they can make good use of their physical strength and supernatural abilities, both of with require attack or touck attack rolls. Divine Strike can be used as a long ranged attack (400ft. + 40 ft. per Ordinator level) so they often use this before closing.

EL 25[edit]

Because I don't like the formatting (it seems disorganized to me), this NPC uses the Monster Manual Stat Block Setup.

NPC Example[edit]

This Ordinator uses Bridget Undra, an 25th level Ordinator Female Human as the creature.

Statistics

Hit Dice: 25d10 + 50 (188 hp)

Initiative: +4

Speed: 20ft. (4 squares)

Armor Class: 28 (+14 +6 Full Plate, +4 +3 Winged Shield) Touch 10, Flat-footed 28

Base Attack/Grapple: +23/+26

Attack: +4 Sun Blade +33 Melee (1d10+7) or Composite Shortbow, +3 Strength bonus, +26 (1d6+2)

Full Attack: +33/+28/+23/+18 (1d10+7) or Composite Shortbow, +3 Strength bonus +26/+16 (1d6+2)

Space/Reach: 5 ft. /5 ft.

Special Attacks: Divine Strike/12d6, Supernatural abilities

Special Qualities: Protective Aura, Divine Favor

Saves: Fort +17, Ref +13, Will +17

Abilities: Str 16, Dex 10, Con 14, Int 13, Wis 14, Cha 16

Skills: Concentration +20, Diplomacy +20, Heal +29, Knowledge (Religion) +24, Ride +20.

Feats: Improved Initiative, Exotic Weapon Proficiency (Bastard Sword), Weapon Focus (Bastard Sword), Greater Weaon Focus (Bastard Sword), Weapon Specialization (Bastard Sword), Greater Weapon Specialization (Bastard Sword), Extra Turning, Lightning Reflexes, Combat Expertise.

Enviroment: Any

Organization: Adventuring Group (Ordinator plus 1 25th Level Cleric, 1 25th Level Rogue, 1 25th Level Wizard or Sorcerer)

Challenge Rating: 25

Treasure: +4 Sun Blade, +3 Winged Shield

Alignment: Neutral Good

Advancement: By Character Class

Level Adjustment: 0



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