PALADIN OF THE LOST HOUR
Time is a valuable thing. Stop wasting it.
A general description of whatever the class is!
BECOMING A CLASS NAME
How you would normally become a member of this prestige class.
ENTRY REQUIREMENTS
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Class Skills
The Class Name's class skills (and the key ability for each skill) are....
Skills Points at Each Level: x + int
Hit Dice: dx
| Level | Base Attack Bonus | Fort Save | Ref Save | Will Save | Special | Resynchronization | Paradox Limit |
|---|
| 1st | +0 | +0 | +2 | +2 | Live between Seconds, Out of Synch (Defense) | - | 0 |
| 2nd | +1 | +0 | +3 | +3 | Resynchronization, Carpe Diem (Move Action) | +1 Class Level | 1 |
| 3rd | +2 | +1 | +3 | +3 | Move Outside Time (Self) | +2 Class Levels | 1 |
| 4th | +3 | +1 | +4 | +4 | Out of Synch (Offense) | +3 Class Levels | 2 |
| 5th | +3 | +1 | +4 | +4 | Carpe Diem (Standard Action) | +4 Class Levels | 2 |
| 6th | +4 | +2 | +5 | +5 | Fluid Time (Immediate Action), Move Outside Time (Others) | - | 3 |
| 7th | +5 | +2 | +5 | +5 | Out of Synch (Movement) | +5 Class Levels | 3 |
| 8th | +6 | +2 | +6 | +6 | Carpe Diem (Full-Round Action) | +6 Class Levels | 4 |
| 9th | +6 | +3 | +6 | +6 | Ruin the Moment | +7 Class Levels | 4 |
| 10th | +7 | +3 | +7 | +7 | Time's Archer | +8 Class Levels | 5 |
Weapon Proficiencies: A Paladin of the Lost Hour does not gain any new proficiencies.
Put all the different class abilities in here!
PLAYING A CLASS NAME
Brief description on how to play the class you are designing.
Combat: Here's a section where you will describe common combat methods for your class. Remember to include information on how your class will use his powers in combat.
Advancement: This is a section on different options and paths that the class can go down when they advance in power.
Resources: What resources might a member of this PrC be able to draw on..
CLASS NAME IN THE WORLD
A quote of somebody else talking about your class!
A brief description of how your class is persevered in the world and how he interacts with the world.
Daily Life: Some general information about the typical day in the life of your class.
Notables: Make up some cool information about notable figures in the history of your class. It's best to give a little information from one of the good alignment and evil alignment (unless it's a good or evil only class).
Organizations: Some information about organizations dedicated to the practice of your class and other organizations which members of your class will be attracted towards.
NPC Reaction
This is an in detail description of how NPC's would perceive your class and the immediate generalization that people would give of your class.
CLASS NAME IN THE GAME
This is a good place to provide a quick note on how your class will effect game play statistically.
Adaptation: This is a place where you put in detail how people can adapt your class into their campaign setting.
Encounters: This is a place to describe what sort of encounters PC's will have with NPC versions of your class.
Sample Encounter
Give an example of how one might encounter a member of this PrC.
EL x: Give the encounter level and description of a sample member of this class and a stat block for him/her.
Name
alignment/Gender/Race/Levels
Init +0,
Senses: Listen +, Spot +,
Languages
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AC , touch , flat-footed ()
hp ( HD)
Fort +,
Ref +,
Will +
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Speed ft. ( squares)
Melee
Base Atk +,
Grp +
Atk Options
Combat Gear
Spells Prepared
Supernatural Abilities
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Abilities Str , Dex , Con , Int , Wis , Cha
SQ
Feats
Skills
Possessions