ed
01-02-2007, 10:42 AM
given that the responses (http://forum.criticalfumble.net/showthread.php?t=656) thus far seem to indicate that this would be of some interest, i present my variant paladin.
ed
game rule information:
alignment: lawful good
hit dice: d10
class skills: craft (int), diplomacy (cha), handle animal (cha), heal (wis), knowledge (nobility and royalty) (int), knowledge (religion) (int), knowledge (the planes) (int), profession (wis), ride (dex), and sense motive (wis)
skill points at 1st level: (4 + int modifier) x4.
skill points at each additional level: 4 + int modifier.
class features:
all of the following are class features of the paladin.
weapon and armor proficiency: paladins are proficient with all simple and martial weapons, with all types of armor (heavy, medium, and light), and with shields (except tower shields).
aura of good (su): the power of a paladin’s aura of good (see the detect good spell) is equal to her paladin level.
shield of faith (su): beginning at 1st level, a paladin may enhance a shield he or she is carrying. by spending a full-round action, he or she may increase its shield bonus to armor class by his or her charisma modifier +1 (minimum: 1) once per day. this bonus lasts a number of rounds equal to the paladin's level whether the paladin maintains possession of it or not. a paladin may end this enhancement as a free action. at 11th level, a paladin may also spend a full-round action to add the ghost touch property to a shield he or she is using for a number of rounds equal to his or her paladin levels once per day.
detect evil[/b] (sp): at will, a paladin can use detect evil, as the spell. treat his or her paladin levels as caster levels.
[b]sacred attack (su): beginning at 2nd level, a paladin may use insights into the nature of evil to foil it more effectively than others. a number of times per day equal to his or her charisma modifier +1 (minimum: 1), a paladin may declare a one normal melee attack a sacred attack. if successful, the paladin inflicts extra damage. this extra damage is 1d6 at second level and it increases every four paladin levels thereafter. should the paladin score a critical hit with a sacred attack, this extra damage is not multiplied. if the paladin accidentally smites a creature that is not evil, the sacred attack has no effect, but the ability is still counts against the number of uses for that day.
divine grace (ex): beginning at 3rd level, a paladin receives a bonus to all saving throws equal to his or her charisma modifier, if any.
stout-hearted (ex): beginning at 3rd level, a paladin is immune to fear effects. at 6th level, a paladin may allow any one ally within a 30' radius to re-roll any failed saving throw against a fear effect with a bonus equal to half the paladin's class levels. at 9th level, a paladin may choose one ally within a 30' radius to protect with this immunity. at 12th level, a paladin's immunity to fear effects may extend to all allies within a 30' radius. at 15th level, a paladin becomes immune to energy drain. a paladin's allies within a 30' radius become immune to energy drain when a paladin reaches 18th level.
weapon of faith (su): at 4th level, any weapon a paladin is wielding is treated as good-aligned for purposes of overcoming damage reduction. at 8th level, any weapon a paladin is wielding is treated as holy. a weapon already possessing the holy trait receives an extra +1 to hit and damage. at 12th level, any weapon a paladin is wielding is treated as possessing the keen property if it does not already possess it but only against opponents whose alignment is evil. at 16th level, any weapon a paladin is wielding may be treated as adamantine for purposes of overcoming damage reduction but only against opponents whose alignment is evil. at 20th level, any weapon a paladin is wielding may be treated as possessing the thundering burst property, but only against opponents whose alignment is evil.
divine vigor (su): at 7th level, paladin receives a bonus equal to his or her charisma modifier to resist exhaustion, thirst and starvation. at 14th level, a paladin may provide this bonus to all allies within a 30' radius.
consecrated body (ex): at 9th level, a paladin is immune to all poison and disease. at 18th level, a paladin may provide this immunity to all allies within a 30' radius. allies already suffering from the effects of either poison or disease suffer no further damage while within the protected area.
consecrated soul (ex): at 11th level, a paladin receives spell resistance equal to 10 + her paladin levels + her charisma modifier (if any). at 17th level, a paladin may transfer this ability from him or her self to a single ally within a 30' radius as a full-round action for a number of rounds equal to his or her paladin levels. a paladin may do this once per day.
consecrated mind (ex): received at 13th level, this ability represents the paladin’s ability to withstand magical effects that would otherwise control or compel her. if a paladin with consecrated mind is affected by an enchantment spell or effect and fails her saving throw, she can attempt it again 1 round later at the same dc. she gets only this one extra chance to succeed on her saving throw. at 19th level, a paladin may as a full-round action give one ally within a 30' radius a second chance at such a failed saving throw.
code of conduct: a paladin must be of lawful good alignment and loses all class abilities if she ever willingly commits an evil act.
additionally, a paladin’s code requires that she respect legitimate authority, act with honor (not lying, not cheating, not using poison, and so forth), help those in need (provided they do not use the help for evil or chaotic ends), and punish those who harm or threaten innocents.
associates: while she may adventure with characters of any good or neutral alignment, a paladin will never knowingly associate with evil characters, nor will she continue an association with someone who consistently offends her moral code. a paladin may accept only henchmen, followers, or cohorts who are lawful good.
ex-paladins:
a paladin who ceases to be lawful good, who willfully commits an evil act, or who grossly violates the code of conduct loses all paladin spells and abilities. she may not progress any farther in levels as a paladin. she regains her abilities and advancement potential if she atones for her violations (see the atonement spell description), as appropriate.
ed
game rule information:
alignment: lawful good
hit dice: d10
class skills: craft (int), diplomacy (cha), handle animal (cha), heal (wis), knowledge (nobility and royalty) (int), knowledge (religion) (int), knowledge (the planes) (int), profession (wis), ride (dex), and sense motive (wis)
skill points at 1st level: (4 + int modifier) x4.
skill points at each additional level: 4 + int modifier.
class features:
all of the following are class features of the paladin.
weapon and armor proficiency: paladins are proficient with all simple and martial weapons, with all types of armor (heavy, medium, and light), and with shields (except tower shields).
aura of good (su): the power of a paladin’s aura of good (see the detect good spell) is equal to her paladin level.
shield of faith (su): beginning at 1st level, a paladin may enhance a shield he or she is carrying. by spending a full-round action, he or she may increase its shield bonus to armor class by his or her charisma modifier +1 (minimum: 1) once per day. this bonus lasts a number of rounds equal to the paladin's level whether the paladin maintains possession of it or not. a paladin may end this enhancement as a free action. at 11th level, a paladin may also spend a full-round action to add the ghost touch property to a shield he or she is using for a number of rounds equal to his or her paladin levels once per day.
detect evil[/b] (sp): at will, a paladin can use detect evil, as the spell. treat his or her paladin levels as caster levels.
[b]sacred attack (su): beginning at 2nd level, a paladin may use insights into the nature of evil to foil it more effectively than others. a number of times per day equal to his or her charisma modifier +1 (minimum: 1), a paladin may declare a one normal melee attack a sacred attack. if successful, the paladin inflicts extra damage. this extra damage is 1d6 at second level and it increases every four paladin levels thereafter. should the paladin score a critical hit with a sacred attack, this extra damage is not multiplied. if the paladin accidentally smites a creature that is not evil, the sacred attack has no effect, but the ability is still counts against the number of uses for that day.
divine grace (ex): beginning at 3rd level, a paladin receives a bonus to all saving throws equal to his or her charisma modifier, if any.
stout-hearted (ex): beginning at 3rd level, a paladin is immune to fear effects. at 6th level, a paladin may allow any one ally within a 30' radius to re-roll any failed saving throw against a fear effect with a bonus equal to half the paladin's class levels. at 9th level, a paladin may choose one ally within a 30' radius to protect with this immunity. at 12th level, a paladin's immunity to fear effects may extend to all allies within a 30' radius. at 15th level, a paladin becomes immune to energy drain. a paladin's allies within a 30' radius become immune to energy drain when a paladin reaches 18th level.
weapon of faith (su): at 4th level, any weapon a paladin is wielding is treated as good-aligned for purposes of overcoming damage reduction. at 8th level, any weapon a paladin is wielding is treated as holy. a weapon already possessing the holy trait receives an extra +1 to hit and damage. at 12th level, any weapon a paladin is wielding is treated as possessing the keen property if it does not already possess it but only against opponents whose alignment is evil. at 16th level, any weapon a paladin is wielding may be treated as adamantine for purposes of overcoming damage reduction but only against opponents whose alignment is evil. at 20th level, any weapon a paladin is wielding may be treated as possessing the thundering burst property, but only against opponents whose alignment is evil.
divine vigor (su): at 7th level, paladin receives a bonus equal to his or her charisma modifier to resist exhaustion, thirst and starvation. at 14th level, a paladin may provide this bonus to all allies within a 30' radius.
consecrated body (ex): at 9th level, a paladin is immune to all poison and disease. at 18th level, a paladin may provide this immunity to all allies within a 30' radius. allies already suffering from the effects of either poison or disease suffer no further damage while within the protected area.
consecrated soul (ex): at 11th level, a paladin receives spell resistance equal to 10 + her paladin levels + her charisma modifier (if any). at 17th level, a paladin may transfer this ability from him or her self to a single ally within a 30' radius as a full-round action for a number of rounds equal to his or her paladin levels. a paladin may do this once per day.
consecrated mind (ex): received at 13th level, this ability represents the paladin’s ability to withstand magical effects that would otherwise control or compel her. if a paladin with consecrated mind is affected by an enchantment spell or effect and fails her saving throw, she can attempt it again 1 round later at the same dc. she gets only this one extra chance to succeed on her saving throw. at 19th level, a paladin may as a full-round action give one ally within a 30' radius a second chance at such a failed saving throw.
code of conduct: a paladin must be of lawful good alignment and loses all class abilities if she ever willingly commits an evil act.
additionally, a paladin’s code requires that she respect legitimate authority, act with honor (not lying, not cheating, not using poison, and so forth), help those in need (provided they do not use the help for evil or chaotic ends), and punish those who harm or threaten innocents.
associates: while she may adventure with characters of any good or neutral alignment, a paladin will never knowingly associate with evil characters, nor will she continue an association with someone who consistently offends her moral code. a paladin may accept only henchmen, followers, or cohorts who are lawful good.
ex-paladins:
a paladin who ceases to be lawful good, who willfully commits an evil act, or who grossly violates the code of conduct loses all paladin spells and abilities. she may not progress any farther in levels as a paladin. she regains her abilities and advancement potential if she atones for her violations (see the atonement spell description), as appropriate.