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Xuldarinar
2013-06-25, 02:42 PM
PALADIN OF VICE

GAME RULE INFORMATION
Abilities: Charisma enhances a paladin of vice's damage dealing capabilities and undead rebuking ability. Strength is important for him because of its role in combat. A Wisdom score of 14 or higher is required to get access to the most powerful paladin of vice spells, and a score of 11 or higher is require to cast any spells at all.
Alignment: See the Vice class feature.
Hit Die: d10

Table 1-1: The Paladin of Vice
Level|Base Attack Bonus|Fort Save|Ref Save|Will Save|Special|1st|2nd|3rd|4th
1st|+1|+2|+0|+0|Vice, Detect opposition, Dread Smite 1/day|-|-|-|-
2nd|+2|+3|+0|+0|Wield Vice 1/day, Deadly Touch|-|-|-|-
3rd|+3|+3|+1|+1|Aura of despair, Divine health|-|-|-|-
4th|+4|+4|+1|+1|Rebuke Undead|0|-|-|-
5th|+5|+4|+1|+1|Dread Smite 2/day, Special Mount|0|-|-|-
6th|+6|+5|+2|+2|Wield Vice 2/day, Cause Disease 1/week|1|-|-|-
7th|+7|+5|+2|+2|-|1|-|-|-
8th|+8|+6|+2|+2|-|1|0|-|-
9th|+9|+6|+3|+3|Cause Disease 2/week|1|0|-|-
10th|+10|+7|+3|+3|Wield Vice 3/day, Dread Smite 3/day|1|1|-|-
11th|+11|+7|+3|+3|-|1|1|0|-
12th|+12|+8|+4|+4|Cause Disease 3/week, Greater wield vice|1|1|1|-
13th|+13|+8|+4|+4|-|1|1|1|-
14th|+14|+9|+4|+4|Wield Vice 4/day|2|1|1|0
15th|+15|+9|+5|+5|Dread Smite 4/day, Cause Disease 4/week|2|1|1|1
16th|+16|+10|+5|+5|-|2|2|1|1
17th|+17|+10|+5|+5|-|2|2|2|1
18th|+18|+11|+6|+6|Wield Vice 5/day, Cause Disease 5/week, True Vice|3|2|2|1
19th|+19|+11|+6|+6|-|3|3|3|2
20th|+20|+12|+6|+6|Dread Smite 5/day|3|3|3|3

Class Skills
The paladin of vice's class skills (and the key ability for each skill) are Bluff (Cha), Concentration (Con), Craft (Int), Handle Animal (Cha), Heal (Wis), Intimidate (Cha), Knowledge (nobility and royalty)(Int), Knowledge (religion)(Int), Open Lock (Dex), Profession (Wis), Ride (Dex), Sense Motive (Wis) and Slight of Hand (Dex).
Skill Points at 1st Level: (2 + Int modifier) x 4
Skill Points at Each Additional Level: 2 x Int modifier

Class Features
All of the following are class features of the Paladin of Vice.
Weapon and Armor Proficiency: Paladins of vice are proficient with all simple and martial weapons, with all types of armor (heavy, medium and light), and with shields (except tower shields)
Vice: Upon entering this class, a paladin of vice selects a vice. This effects their abilities and their code of conduct.
Domination:Must be lawful, cannot be good: A paladin of vice (domination) seeks to command others. Good and evil are simply methods to you, nothing more. You gain an aura of law
Fury:Must be Chaotic: A paladin of vice (fury) embraces the power of rage. They are often angry and seek to unleash it on their foes. Some manage a good alignment by keeping it focused on the battlefield for fear of harming their loved ones, but theres only so much one can do.
Detect Opposition (Sp): At will, a paladin of vice (domination) can use detect chaos as the spell. A paladin of vice (fury) can use detect law as the spell.
Dread Smite (Su): Once per day, a paladin of vice may attempt to use dread smite with one normal melee attack. He adds his Charisma bonus to his attack roll and deals 1 extra point of cold or negative energy damage per paladin of vice level. When they would deal more than 1 point of extra damage it is split between the two damage types evenly. For example, a 13th-level paladin of vice armed with a longsword would deal 1d8+7 points of cold damage plus 6 points of negative energy damage, plus any additional bonuses for high Strength or magical effects that would normally apply. If the paladin of vice strikes an undead creature, the extra damage as negative energy heals them. If the paladin of vice strikes a creature immune or resisted to cold, bonus damage dealt as cold damage is effected normally.
At 5th level, and at every five levels thereafter, the paladin of vice may use dread smite one additional time per day, as indicated on Table 1-1: The paladin of Vice, to a maximum of five times per day at 20th level.
Poison Use: A paladin of vice is skilled in the use of poison and never risk accidentally poisoning themselves when applying poison to a blade.
Wield Vice (Ex or Sp): At 2nd level, a paladin of vice gains an ability associated with their vice, usable once per day. This ability gains an additional use per day at 6th, 10th, 14th, and 18th level. A paladin of vice (domination) gains the spell command as a spell like ability, their caster level for which is equal to half their paladin of vice level. A paladin of vice (fury) gains rage, as the barbarian class feature.
Deadly Touch (Su): beginning at 2nd level, a paladin of vice can cause wounds with a successful touch attack. Each day he can deal a total number of hit points of damage equal to her paladin of vice level x her Charisma bonus. An opponent subject to this attack can make a Will save (DC 10 + 1/2 paladin of vice level + paladin of vice's Cha modifier) to halve the damage dealt.
Alternatively, a paladin of vice can use any or all of this power to cure damage to undead creatures, just as an inflict wounds spell does. This power otherwise functions identically as the paladin's lay on hands ability.
Aura of Despair (Su):Beginning at 3rd level, the paladin of vice radiates a malign aura that causes enemies within 10 feet of him to take a -2 penalty on all saving throws.
Divine Health (Ex): At 3rd level, a paladin of vice gains immunity to all diseases, including supernatural and magical diseases (Such as mummy rot and lycanthropy)
Rebuke Undead (Su): When a paladin of vice reaches 4th level, he gains the supernatural ability to rebuke undead. He may use this ability a number of times per day equal to 3 + his Charisma modifier. He rebukes undead as a cleric of three levels lower would.
Spells: Beginning at 4th level, a paladin of vice gains the ability to cast a small number of divine spells, which are drawn from the list below. A paladin of vice must choose and prepare his spells in advance.
To prepare or cast a spell, a paladin of vice must have a Wisdom score equal to at least 10 + the spell level. The Difficulty Class for a saving throw against a paladin of vice's spell is 10 + the spell level + the paladin of vice's Wisdom modifier.
Like other spell casters, a paladin of vice can cast only a certain number of spells of each spell level per day. His base daily spell allotment is given on Table 1-1: The Paladin of Vice. In addition, he receives bonus spells per day if he has a high Wisdom score. When Table 1-1 indicates the paladin of vice gets 0 spells per day of a given spell level, he gains only the bonus spells he would be entitled to based on his Wisdom score for that spell level. The paladin of vice does not have access to any domain spells or granted powers, as a cleric does.
A paladin of vice prepares and casts spells the way a cleric does, though he cannot lose a prepared spell to spontaneously cast another spell in its place. A paladin of vice may prepare and cast any spell on the paladin of vice list, provided that he can cast spells of that level, but he must choose which spells to prepare during his daily meditation.
Through 3rd level, a paladin of vice has no caster level. At 4th level and higher, his caster level is one-half his paladin of vice level.
Special Mount (Sp): Upon reaching 5th level, a paladin of vice gains the service of an unusually intelligent, strong, and loyal steed to serve him in his crusade. This mount is usually a heavy warhorse (for a Medium paladin of vice) or a war pony (for a Small paladin of vice).
Once per day, as a full-round action, a paladin of vice may magically call his mount. The mount immediately appears adjacent to the paladin of vice and remains for 2 hours per paladin of vice level, it may be dismissed at any time as a free action. The mount is the same creature each time it is summoned, though the paladin of vice may release a particular mount from service. Each time the mount is called, it appears in full health, regardless of any damage it may have taken previously. The mount also appears wearing or carrying any gear it had when it was last dismissed. Calling a mount is a conjuration (calling) effect.
Should the paladin of vice's mount die, it immediately disappears, leaving behind any equipment it was carrying. The paladin of vice may not summon another mount for thirty days or until he gains a paladin of vice level, whichever comes first, even if the mount is somehow returned form the dead. Durring this thirty-day period, the paladin of vice takes a -1 penalty on attack and weapon damage rolls.
Cause Disease(Sp): A paladin of vice can inflict disease with his touch (as the contagion spell) once per week. He can use this ability one additional time per week for every three levels after 6th.
Greater Wield Vice (Ex or Sp): At 12th level, a paladin of vice's wield vice ability advances. A paladin of vice (domination)'s wield vice now casts Greater command, while a paladin of vice (fury)'s wield vice gains Greater rage.
True Vice (Ex or Sp): At 18th level, a paladin of vice (domination) can use their wield vice ability as the Dominate Person spell. A paladin of vice (fury) gains the benefit of the barbarian's Tireless Rage class feature.
Code of Conduct: A paladin of vice must remain true to their chosen vice. A paladin of vice (domination) must remain lawful aligned and cannot become good aligned. They must respect legitimate authority as long as they have the strength to rule over the weak, act with discipline, and punish those who challenge authority (unless, of course, such challengers prove more worthy to hold that authority). A paladin of vice (rage) must remain chaotic aligned. They must respect individual liberty and disrespect all authority figures who have not proven their superiority to him. Unlike other forms of paladin, paladins of vice have no rules regarding associates.

Paladin of Vice Spells
The paladin of vice's spell list appears below
1st Level: Cause fear, chill touch, detect magic, detect poison, detect undead, doom, endure elements, magic weapon, protection against chaos (Domination only), protection against law (Fury only), read magic, resistance
2nd Level: Bear's endurance, Bull's strength, darkness, death knell, false life, owl's wisdom, resist energy, scare, shatter, summon swarm, undetectable alignment, vampiric touch
3rd Level: Bestow curse, deeper darkness, discern lies, dispel magic, fear, greater magic weapon, haste, protection from energy, remove curse, slow, speak with dead
4th Level: Animate dead, cloak of hate, crushing despair, death ward, dispel chaos (domination only), dispel law (fury only), enervation, evard's black tentacles, freedom of movement, phantasmal killer, pronouncement of fate, shadow conjuration.