PDA

View Full Version : Pathfinder Deity's Chosen: A Paladin Archetype of any alignment (WIP, PEACH)



digiman619
2016-02-20, 10:57 PM
OK, I had problems with the Paladin class and vented my frustrations about it with a, now that I think about it, very clickbait-y title "Paladins are a mistake". LoyalPaladin suggested that rather than have the code of Conduct (which, when overdone, as I've seen it do, kills fun for the rest of the party) with the creed of their god. This amazing idea inspired me to make an archetype to express that idea.

Diety's Chosen (Paladin Archetype)
While all paladins hold to a code of conduct, not all devote themselves to a god. Even those who do generally hold their code greater than their faith. Only a select handful completely devote themselves to thier god, follwing their diety's word over their creed.
Note: This archetype is a way to get paladins in other alignments than LG without losing their holy warrior feel, and as a way to play the anti-paladin without being unholy. This works with other archetypes, though a flavor alteration might be appropriate. Include the deity you're devoted to as either Paladin [Deity's Chosen (Sarenrae)] or Paladin [Sarenrae's Chosen] (or whatever god you choose)

Class Skills: Craft, Handle Animal, Kn: R, Profesion, Ride, Sense Motive and Spellcraft are class skills. Furthermore, each alignment aspect gets different skills, Each alignment aspect you have gives you the following skills:
Good: Heal, spellcraft
Evil: Intimidate, Stealth
Lawful: Diplomacy, Kn: Tactics
Chaotic: Bluff, disguise
Neutral: Perception, survival. a TN gets a +1 bonus on Perception and survival checks.
Weapon and Armor Proficiency: Diety's Chosen are also proficient with their diety's favored weapon, if not already.

Faith: Though this appears obvious, it must be said: A diety's chosen must worship said diety. Like a cleric, they may be at most one alignment off of their deity's alignment; a NG paladin can be the chosen of a LG, CG or TN deity.

Aura: As the cleric class feature.

Channel Divinity: A good deity's chosen (and/or one who worships a good god) gain the lay on hands, mercy, channel positive energy, and aura of resolve class features of a standard paladin. An evil deity's chosen (and/or one who worships an evil god) gain the touch of corruption, cruelty, channel negative energy, and aura of despair class features of an antipaladin. They also gain the spell list of an antipaladin rather than the spell list of the paladin. A neutral deity's chosen of a neutral deity most choose which of the two paths to follow. Once made, this can never be changed, even when retraining is allowed, without express consent of your deity. A deity's chosen cannot cast spells with an alignment descriptor opposed by their deity. Regardless of which spell list you get, it still counts as the spells ability, and can be replaced by other archetypes.

Detect Alignment (Sp): At 1st level, a deity's chosen may detect a creature's alignment. This functions like a detect evil spell that can be done at will, except it detects those who have an opposing alignment to them. A deity's chosen that has two non-neutral aspects to their alignment may choose either, but once they have chosen one, they can never choose the other against that individual; for example, a LG deity's chosen uses detect alignment against a shady individual to detect evil. He cannot later choose to detect chaos against that individual. A TN deity's chosen can detect beings of LG, CG, LE or CE this way. This replaces detect evil class feature, but counts as the appropriate detect ability for requirements and prerequisites.

Smite Opposition: At 1st level, a deity's chosen can smite those against their god. This functions like the smite evil class feature of the paladin, but any foe of an opposing alignment is a viable target for this ability. A TN deity's chosen can smite a foe who is LG, CG, LE or CE this way. This replaces Smite evil, but counts as the appropriate smite for requirements and prerequisites.

Divine Bond: At 5th level, deity's chosen connection to their deity can express itself in one of two ways.
The first type allows the paladin to enhance his or her weapon as a standard action by calling upon a herald of their deity. This functions like a normal paladin's choice except as follows:
The types of enhancements available are keen, conductive, countering, cunning, and speed. Furthermore, each alignment gets the following enhancements:
Good: holy, flaming, flaming burst, defending
Evil: unholy, corrosive, corrosive burst, wounding
Lawful: axiomatic, frost, icy burst, heartseeking
Chaotic: anarchic, shock, shocking burst, furyborn
Neutral: moderate (see below), advancing, cunning, nullifying. A TN gets two additional choices of the other alignment's lists.
The second type allows you to gain the services of one of your deity's servitors. This functions as summon monster III, except the duration is permanent and the deity's chosen can only gain the services of one creature. That creature must have the following requirements, according to the deity's chosen's alignment. Note that you can't choose a creature that has one aspect of alignment opposing your own.
Good: Good subtype or a celestial animal
Evil: Evil subtype, or a fiendish animal
Lawful: Lawful subtype, or a resolute* animal
Chaotic: Chaotic subtype, or a entropic* animal
Neutral: Maximum of one alignment type that isn't opposed by you or your god, or
a primordial* creature
*see Genius Guide to Simple Monster Templates for details
Once selected, the choice is set, but may be changed whenever the deity's chosen reaches a new level. Upon reaching 7th level, and every two levels thereafter, the level of the summon monster spell increases by one, to summon monster IX at 17th level. This otherwise functions as an antipaladin's fiendish servant. This modifies Divine Bond.

Smiting Aura: At 11th level, a deity's chosen may expend two uses of their smite opposition ability to grant it to all allies within 10 feet, using the deity's chosen's bonuses. Allies must use this ability before the paladin's next turn, and only to foes the paladin could smite. Allies that are viable smite targets for the deity's chosen gain no benefit from this ability. This replaces Aura of Justice

Aura of Conviction: At 14th level, a deity's chosen's weapons are treated as though they shared their alignment. For example, a chaotic good deity's chosen's weapons are treated as chaotic and good for overcoming damage reduction. Each ally with 10 feet treats their weapons as though they were those types. A TN deity's chosen and all allies within 10 feet ignore half of any foe's damage reduction if it includes an alignment. This replaces aura of justice.

Tower of Strength: At 17th level, a deity's chosen is immune to any mind-affecting effect, regardless of source. A deity's chosen can choose to voluntarily negate this power for 1 turn as a free action. They also choose an alignment opposed to them. They gain DR 5/the chosen alignment. A TN deity's chosen gets DR 3/-. This replaces aura of righteousness.

Deity's Champion: At 20th level, a deity's chosen becomes a true conduit for their god. Their DR increases to 10 (a TN's DR increases to 6). Whenever they successfully smite an outsider, the outsider is subject to a banishment spell (CL = your deity's chosen level; you and your weapon count as objects the outsider hates). After the banishment effect occurs, the smite immediately ends. In addition, whenever they use lay on hands, or channel positive energy, they heal the maximum amount possible, and whenever they use touch of corruption, or channel negative energy, they deal the maximum amount possible.

Code of Conduct: A deity's chosen's code of conduct is his god's creed; any way a cleric of that god could lose their power will also cause a chosen of that deity to fall. Furthermore, a deity's chosen may work with those of any alignment or faith as long as it advances their deity's goals.

New weapon quality
Moderate
This weapon is imbued with the power of balance. This power makes it treat any alignment based DR as though it was half as effective; a creature with DR 10/good would only block 5 points of damage against this weapon. This weapon also deals an extra 2d6 damage against all creatures that are LG, CG, LE or CE. If bestows one negative level to any such creature attempting to wield it. The negative level remains as long as the weapon is in hand and disappears when the weapon is no longer wielded. This negative level cannot be overcome in any way (including by restoration spells) while the weapon is wielded.
Aura:moderate evocation CL 7th; Craft Magic Arms and Armor, divine power, creator must be neutral. Price +2