Kayoden Usoden
2009-04-01, 12:31 PM
I had an Epiphany about how to make the Paladin from Diablo:LoD in to a base class for DnD. Take the Divine Mind class in the Complete Psionic and splice it with the Paladin in the Player's Handbook. There are a few thing I need to work out, or in as the case my be.
The skills are almost a no brainer, the rest is a lil bet tricky.
For the most part all thats left to do is figuering out at what levels to put everything and a blance test.
Any help would be nice n_n
Paladin:
Remove: Special Mount, Smite Evil, Remove Disease, Spells, Code of Conduct
Alter: Detect Evil to Detect Apposing Alignment (good for evil, evil for good, if nuetral, pick one.)
Divine Mind:
Remove: Mantles, Powers, Wild Talent,
Alter: Psychic Aura to Divine Aura
Templar:
Add: Holy Bolt (Su) - Spend a use of turn undead to deal 1d6 per 2 templar levels of damage to an undead or heal a target the same amount. range touch attack 60ft.
Class Specials:
Divine Grace, Lay on Hands, Turn Undead, Aura of good, Change Aura (standard action, move action, and swift action), Divine Aura (5, 10, 15, 20, 25, 30, 35, 40, 45, 50ft, secound aura, and third aura), Detect Apposing Alignment and Aura of Courage
Templar
{table=head]Level|Base Attack Bonus|Fort Save|Ref Save|Will Save|Special
1st|
+0|
+2|
+0|
+2|Class Ability
2nd|
+1|
+3|
+0|
+3|Class Ability
3rd|
+2|
+3|
+1|
+3|Class Ability
4th|
+3|
+4|
+1|
+4|Class Ability
5th|
+3|
+4|
+1|
+4|Class Ability
6th|
+4|
+5|
+2|
+5|Class Ability
7th|
+5|
+5|
+2|
+5|Class Ability
8th|
+6/+1|
+6|
+2|
+6|Class Ability
9th|
+6/+1|
+6|
+3|
+6|Class Ability
10th|
+7/+2|
+7|
+3|
+7|Class Ability
11th|
+8/+3|
+7|
+3|
+7|Class Ability
12th|
+9/+4|
+8|
+4|
+8|Class Ability
13th|
+9/+4|
+8|
+4|
+8|Class Ability
14th|
+10/+5|
+9|
+4|
+9|Class Ability
15th|
+11/+6/+1|
+9|
+5|
+9|Class Ability
16th|
+12/+7/+2|
+10|
+5|
+10|Class Ability
17th|
+12/+7/+2|
+10|
+5|
+10|Class Ability
18th|
+13/+8/+3|
+11|
+6|
+11|Class Ability
19th|
+14/+9/+4|
+11|
+6|
+11|Class Ability
20th|
+15/+10/+5|
+12|
+6|
+12|Class Ability[/table]
The skills are almost a no brainer, the rest is a lil bet tricky.
For the most part all thats left to do is figuering out at what levels to put everything and a blance test.
Any help would be nice n_n
Paladin:
Remove: Special Mount, Smite Evil, Remove Disease, Spells, Code of Conduct
Alter: Detect Evil to Detect Apposing Alignment (good for evil, evil for good, if nuetral, pick one.)
Divine Mind:
Remove: Mantles, Powers, Wild Talent,
Alter: Psychic Aura to Divine Aura
Templar:
Add: Holy Bolt (Su) - Spend a use of turn undead to deal 1d6 per 2 templar levels of damage to an undead or heal a target the same amount. range touch attack 60ft.
Class Specials:
Divine Grace, Lay on Hands, Turn Undead, Aura of good, Change Aura (standard action, move action, and swift action), Divine Aura (5, 10, 15, 20, 25, 30, 35, 40, 45, 50ft, secound aura, and third aura), Detect Apposing Alignment and Aura of Courage
Templar
{table=head]Level|Base Attack Bonus|Fort Save|Ref Save|Will Save|Special
1st|
+0|
+2|
+0|
+2|Class Ability
2nd|
+1|
+3|
+0|
+3|Class Ability
3rd|
+2|
+3|
+1|
+3|Class Ability
4th|
+3|
+4|
+1|
+4|Class Ability
5th|
+3|
+4|
+1|
+4|Class Ability
6th|
+4|
+5|
+2|
+5|Class Ability
7th|
+5|
+5|
+2|
+5|Class Ability
8th|
+6/+1|
+6|
+2|
+6|Class Ability
9th|
+6/+1|
+6|
+3|
+6|Class Ability
10th|
+7/+2|
+7|
+3|
+7|Class Ability
11th|
+8/+3|
+7|
+3|
+7|Class Ability
12th|
+9/+4|
+8|
+4|
+8|Class Ability
13th|
+9/+4|
+8|
+4|
+8|Class Ability
14th|
+10/+5|
+9|
+4|
+9|Class Ability
15th|
+11/+6/+1|
+9|
+5|
+9|Class Ability
16th|
+12/+7/+2|
+10|
+5|
+10|Class Ability
17th|
+12/+7/+2|
+10|
+5|
+10|Class Ability
18th|
+13/+8/+3|
+11|
+6|
+11|Class Ability
19th|
+14/+9/+4|
+11|
+6|
+11|Class Ability
20th|
+15/+10/+5|
+12|
+6|
+12|Class Ability[/table]