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    Default The Wandering Paladin; Cipher's Paladin tweak

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    Yes, I know there are many different paladins, dawnblade, TG's Paladin, numerous paladin 'fix''s, but I just wanted to remake the Core Paladin. me. remake it. because I was bored.
    The "Wandering" part is almost nothing but something to identify this away from the Core. But it does represent this class and its free-er, less bound mechanics that can hinder an adventuring party. I also expect Wandering Paladin's to be more cloaked, and in smaller armors such as breastplates relying more on speed and their bonus to ac rather then being a walking mound of metal which further suits the idea of a "wandering" paladin.
    Yes, I know Paladin Spell list only goes to 4th. Working on that by adding a 5th level myself.

    Summary: I made this class because I felt like it. It is, or was, supposed to just be a paladin tweaking for my own appeal.




    Wandering Paladin

    Alignment:
    Lawful Good / Lawful Neutral / Neutral Good

    Hit Die:
    d10

    Class Skills:
    The paladinís class skills (and the key ability for each skill) are Concentration (Con), Craft (Int), Diplomacy (Cha), Handle Animal (Cha), Heal (Wis), Knowledge (nobility and royalty) (Int), Knowledge (religion) (Int), Profession (Wis), Ride (Dex), and Sense Motive (Wis).

    Skill Points at 1st Level:
    (4 + Int modifier) ◊4.

    Skill Points at Each Additional Level:
    4 + Int modifier.


    {table=head]{colsp=6}Table: The Wandering Paladin |{colsp=6}Spells Per Day
    Level|Base Attack Bonus|Fort Save|Ref Save|Will Save|Class Features |O|1|2|3|4|5

    1st|
    +1
    |
    +2
    |
    +0
    |
    +2
    |Aura of good, detect evil, smite evil 1/encounter|
    0+1
    |{colsp=5}
    -
    |

    2nd|
    +2
    |
    +3
    |
    +0
    |
    +3
    |Divine grace, lay on hands|
    1+1
    |{colsp=5}
    -
    |

    3rd|
    +3
    |
    +3
    |
    +1
    |
    +3
    |Aura of courage, divine health|
    2+1
    |
    0+1
    |{colsp=4}
    -
    |

    4th|
    +4
    |
    +4
    |
    +1
    |
    +4
    |Turn undead|
    2+1
    |
    1+1
    |{colsp=4}
    -
    |

    5th|
    +5
    |
    +4
    |
    +1
    |
    +4
    |Smite evil 2/encounter, special mount|
    3+1
    |
    2+1
    |
    0+1
    |{colsp=3}
    -
    |

    6th|
    +6/+1
    |
    +5
    |
    +2
    |
    +5
    |Remove disease 1/day|
    3+1
    |
    2+1
    |
    1+1
    |{colsp=3}
    -
    |

    7th|
    +7/+2
    |
    +5
    |
    +2
    |
    +5
    |Righteous Cause|
    4+1
    |
    3+1
    |
    2+1
    |
    0+1
    |{colsp=2}
    -
    |

    8th|
    +8/+3
    |
    +6
    |
    +2
    |
    +6
    |Righteous Cause|
    4+1
    |
    3+1
    |
    2+1
    |
    1+1
    |{colsp=2}
    -
    |

    9th|
    +9/+4
    |
    +6
    |
    +3
    |
    +6
    |Remove disease 2/day|
    5+1
    |
    4+1
    |
    3+1
    |
    2+1
    |
    0+1
    |{colsp=2}
    -
    |

    10th|
    +10/+5
    |
    +7
    |
    +3
    |
    +7
    |Smite evil 3/encounter|
    5+1
    |
    4+1
    |
    3+1
    |
    2+1
    |
    1+1
    |{colsp=2}
    -
    |

    11th|
    +11/+6/+1
    |
    +7
    |
    +3
    |
    +7
    |Righteous Cause|
    6+1
    |
    5+1
    |
    4+1
    |
    3+1
    |
    2+1
    |
    0+1

    12th|
    +12/+7/+2
    |
    +8
    |
    +4
    |
    +8
    |Remove disease 3/day|
    6+1
    |
    5+1
    |
    4+1
    |
    3+1
    |
    2+1
    |
    1+1

    13th|
    +13/+8/+3
    |
    +8
    |
    +4
    |
    +8
    |Righteous Cause|
    7+1
    |
    6+1
    |
    5+1
    |
    4+1
    |
    3+1
    |
    2+1

    14th|
    +14/+9/+4
    |
    +9
    |
    +4
    |
    +9
    |Righteous Cause|
    7+1
    |
    6+1
    |
    5+1
    |
    4+1
    |
    3+1
    |
    2+1


    15th|
    +15/+10/+5
    |
    +9
    |
    +5
    |
    +9
    |Remove disease 4/day, smite evil 4/encounter|
    7+1
    |
    7+1
    |
    6+1
    |
    5+1
    |
    4+1
    |
    3+1

    16th|
    +16/+11/+6/+1
    |
    +10
    |
    +5
    |
    +10
    |Righteous Cause|
    7+1
    |
    7+1
    |
    5+1
    |
    4+1
    |
    4+1
    |
    3+1

    17th|
    +17/+12/+7/+2
    |
    +10
    |
    +5
    |
    +10
    |Righteous Cause|
    7+1
    |
    7+1
    |
    7+1
    |
    6+1
    |
    5+1
    |
    4+1

    18th|
    +18/+13/+8/+3
    |
    +11
    |
    +6
    |
    +11
    |Remove disease 5/day|
    7+1
    |
    7+1
    |
    7+1
    |
    6+1
    |
    5+1
    |
    4+1

    19th|
    +19/+14/+9/+4
    |
    +11
    |
    +6
    |
    +11
    |Righteous Cause|
    7+1
    |
    7+1
    |
    7+1
    |
    7+1
    |
    6+1
    |
    5+1

    20th|
    +20/+15/+10/+5
    |
    +12
    |
    +6
    |
    +12
    |Smite evil 5/encounter|
    7+1
    |
    7+1
    |
    7+1
    |
    7+1
    |
    6+1
    |
    5+1

    [/table]




    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 (Ex)
    The power of a paladinís aura of good (see the detect good spell) is equal to her paladin level.

    Detect Evil (Sp)
    At will, a paladin can use detect evil, as the spell.

    Smite Evil (Su)
    Once per encounter, a paladin may charge her attack with the ability to smite evil. Charging your attack is a free action applied to any attack made that turn, but only one (Multiple attacks in a full action not being included).
    She adds her Charisma bonus (if any) to her attack and damage roll while dealing 1 extra point of damage per paladin level. If the paladin accidentally smites a creature that is not evil, the smite has no effect, but the ability is still used up for that encounter.
    Smite attempts are considered good-aligned for the purposes of overcoming damage reduction.
    An evil creature that would be killed with Smite Evil may be subject to an atonement spell. If they accept and have their alignment altered to good aligned one, they remain at 1hp.

    At 3rd level, and at every four levels thereafter, the paladin may select a [smite] feat to apply whenever they perform smite unless they choose to exclude it, for five bonus [smite] feats at 19th level.

    At 5th level, and at every five levels thereafter, the paladin may smite evil one additional time per encounter, as indicated on Table: The Paladin, to a maximum of five times per encounter at 20th level.

    Divine Grace (Su)
    At 2nd level, a paladin gains a bonus equal to her Charisma bonus (if any) on all saving throws. She also gains her charisma modifier as a divine bonus to armor class as long as she is not wearing Heavy Armor, or carrying a Tower Shield. This divine armor bonus stacks with other divine armor bonuses.

    Lay on Hands (Su)
    Beginning at 2nd level, a paladin with a Charisma score of 12 or higher can heal wounds (her own or those of others) by touch. Each day she can heal a total number of hit points of damage equal to her paladin level+charisma modifier per casting, and can use it a number of times per day equal to her paladin level x her charisma modifier. Using lay on hands is a swift action assuming your within reach.

    Alternatively, a paladin can use any or all of this healing power to deal damage to undead creatures. Using lay on hands in this way requires a successful melee touch attack and does not provoke an attack of opportunity.

    Aura of Courage (Su)
    Beginning at 3rd level, a paladin is immune to fear (magical or otherwise). Each ally within 10 feet of her gains 4 + the paladin's charisma modifier as a morale bonus on saving throws against fear effects.

    This ability functions while the paladin is conscious, but not if she is unconscious or dead.

    Divine Health (Ex)
    At 3rd level, a paladin gains immunity to all diseases, including supernatural and magical diseases, and gains her paladin level as bonus to any saves against poisoning.

    Turn Undead (Su)
    When a paladin reaches 4th level, she gains the supernatural ability to turn undead. She may use this ability a number of times per day equal to 3 + her Charisma modifier. She turns undead just as a cleric would, but generally focuses through her blade rather then presenting a holy symbol.

    Spells
    A paladin gains the ability to cast a number of divine spells, which are drawn from the paladin spell list, they may cast any spell displayed in the list spontaneously without material components and may substitute whatever weapon they are using for a focus.
    Each morning upon waking, eight hours rest, when they would recover their spells per day they may select a number of spells she knows equal to her charisma modifier. Those spells may be cast as though quickened, standard actions taking a swift actions and full-round actions taking a standard action. Higher or lower casting times not effected.

    Like other spellcasters, a paladin can cast only a certain number of spells of each spell level per day. Her base daily spell allotment is given on Table: The Wandering Paladin. In addition, she receives bonus spells per day if she has a high charisma score. When Table: The Paladin indicates that the paladin gets 0 spells per day of a given spell level, she gains only the bonus spells she would be entitled to based on her Wisdom score for that spell level The paladin has access to domain spells or granted powers, as a cleric does.

    Domain Spells, Granted Power:
    The Paladin is unique in its Domain progression, which is completely separate from their normal spell progression.
    The Paladin gains the Granted Power from their domain, and gains Domain spells at the same time a Cleric of equal level would gain their own domain spell which is to say at levels; 1st, 3rd, 5th, 7th, 9th, 11th, 13th, 15th, 17th.
    They can cast this domain spell as a spell like ability once per day equal their charisma modifier without material components. Thus a Paladin with +5 charisma at level nine would cast the 1st-9th level domain spells five times per day. The number of times per day they may cast domain spells must be spread out between all levels, however they may sacrifice a spell of the same level to cast their domain spell if they desire.

    Special Mount (Sp)
    Upon reaching 5th level, a paladin gains the service of an unusually intelligent, strong, and loyal steed to serve her in her crusade against evil. This mount is usually a ghostly heavy warhorse (for a Medium paladin) or a ghostly warpony (for a Small paladin).

    As a swift action a paladin may magically call her mount from the celestial realms in which it resides when dismissed. This ability is the equivalent of a spell of a level equal to one-third the paladinís level when relevant. The mount immediately appears where the paladin directs within 30ft and remains until dismissed; 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 may release a particular mount from service.
    The mount's ghostly appearance is not purely cosmetic, the mount functions as an incorporeal creature when attacked or subject to spells despite being perfectly touchable under normal circumstance.

    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 paladinís mount be destroyed, it immediately disappears, leaving behind any equipment it was carrying. The mount can be summoned a gain in 24 hours.

    The mount gains increased effects every five levels thereafter:

    10th: The mount can walk in air as though it were ground. It's body becomes soft and malleable to the paladin though it returns to it's original shape after a few moments, the paladin takes fall damage as though they fell 50ft less if it lands on the mount.

    15th: The mount grows wings and develops a perfect fly speed. The mount is actually incorporeal now, and can walk through walls. When the paladin touches the mount, she and the mount both are incorporeal. The mount grows wings and develops a perfect fly speed at 60ft +5ft per two paladin levels. It can render both paladin and itself invisible, as the effects of the invisibility spell.

    20th: The mount can render itself and it's paladin ethereal rather then incorporeal. Once per day, + paladin's cha mod, the mount can use plane shift on itself and the paladin taking with it. The paladin may bring with her up to her charisma modifier passengers on this plane-shift.


    Remove Disease (Ex)
    At 6th level, a paladin can produce a remove disease effect, as the spell, once per day as an extraordinary ability. She can use this ability one additional time per day for every three levels after 6th (twice per day at 9th, three times at 12th, and so forth).
    Using Remove Disease and it's variants uses a standard action which may be combined with Lay on Hands.
    At 6th level the paladin may select a variant that they may perform, taking up a remove disease usage. Add a second variant at 12th and a third at 16th levels.

    Vampire's Rebuke (Ex): Channeling your cleansing power, you disrupt the vile darkness within a vampire. The vampire makes a will save vs DC 10 + Paladin level + charisma. If they fail, they are dazed for their next turn and cannot perform energy draining attacks for 1+Cha mod turns thereafter during which time they take 1d6 untyped damage per turn and are dazzled.

    Eclipsed Hand (Ex): Channeling your cleansing power, you sever a were-creature's connection to their lunar source. The werebeast makes a will save vs DC 10 + Paladin level + charisma. If they fail, they are temporarily forced back to their original form for one round. If the host creature rejects the transformation, they may make a new saving throw against their transformation in order to remain stable. If they fail or do not resist the transformation, they turn back into a beast on their next turn (Having been effectively "stunned" on their turn following the paladin's touch).
    After the turn passes if the werebeast does not stave off it's transformation, it takes 1d6 silver damage per turn for 1+cha mod turn and is dazzled.

    Purification (Ex): Channeling your cleansing power, you gather your willpower in an attempt to purify a plagued creature, any creature that uses a disease or poisoning effect as a spell like, supernatural, or extraordinary ability. The creature makes a will save vs DC 10 + Paladin level + charisma. If they fail, they become dazed for one round and lose access to all such abilities for 1+cha mod rounds thereafter. If the ability came from a template obtained later in life (but not after death), the creature may resist, fighting the infection to make a fortitude save DC 25+ level adjustment of the template to erase it from their existence.
    If they do not overcome their filth, they take 1d6 untyped damage per turn for 1+Cha mod turns and are dazzled.

    Shadebane (Ex): Channeling your cleansing power, you focus on reaching out to pull an incorporeal or ethereal creature from their state of existence to bring them to your own. The creature makes a will save vs DC 10 + Paladin level + charisma. If they fail, they are dazed for one round and have the ethereal or incorporeal state removed, becoming normal corporeal creatures for the time for 1+Cha mod rounds thereafter during which time they take 1d6 untyped damage per turn.


    Righteous Cause (Ex): Starting at 7th level, a paladin is either rewarded with a bonus to form a lawful community or route out duplicitous intent. The paladin gains an additional bonus at 8th, 11th, 13th, 14th, 16th, 17th, and 19th level. The bonus must be drawn from one of the following two abilities.

    Inspiring Presence (Ex): A paladin can become the rallying standard for decency and fairness. Any allied or neutral creature within 30ft x1/4th character level gains a +1 to saving throws against fear or enchantment effects at the respective levels, for a total of +8 at 19th level.

    Discerning Insight (Ex): A paladin can recognize when a person is trustworthy or not, giving the character a +1 bonus on Sense Motive checks when trying to get a "hunch" or to discern a secret message about the subject's personality (see Sense Motive on page 81 of the Player's Handbook), the paladin may also make connections if both sides of the connection are present at the time, such as the relationship between two individuals in the room if you attempt to do so. A total of +8 at 19th level.

    Code of Conduct
    A Wandering paladin must be of a listed alignment and takes a cumulative -2 to all rolls if she willingly commits an evil act, which lasts for twelve hours.

    Additionally, a Wandering paladinís code requires that she respect legitimate authority, act with honor when applicable (not lying, not cheating, not using poison, and so forth unless the situation truly calls for it and the intended recipient is not of good alignment, if it is against an evil alignment character then the action is not considered Evil by the Wandering Paladin, and does not penalty them), help those in need (provided they do not use the help for evil or chaotic ends), and punish those who harm or threaten innocents, if a more serious threat is not consuming their immediate time.

    Associates
    While she may adventure with characters of any good or neutral alignment, a Wandering 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 neutral good, lawful good, or lawful neutral.

    Ex-Paladins
    Unlike the Paladin, the Wandering Paladin does not loose her class features and any Paladin can trade their Paladin levels for Wandering Paladin levels.
    Last edited by Cipherthe3vil; 2012-12-16 at 03:31 PM.