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Thread: Wandering Paladin loves Peaches

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    Default Re: Wandering Paladin loves Peaches

    Other Stuff, a work in progress


    Battle Blessing
    ( Complete Champion, p. 55)
    [General]
    You can cast spells more quickly than usual in the heat of battle.
    Prerequisite
    Ability to cast paladin spells
    Benefit
    You can cast most of your paladin spells faster than normal. If the spell normally requires a standard action, you can cast it as a swift action. If it normally requires a full round to cast, you can cast it as a standard action. Spells with longer or shorter casting times are not affected by this feat.


    Blinding Smite
    [Smite]
    Your smite is imbued with a burst of blinding holy light.
    Prerequisite
    Smite Evil class feature. BaB +4
    Benefit
    If the paladin's smite is successful, the subject must make a fortitude save (DC 10 + 1/2 Paladin level + cha mod) or be blinded for a number of rounds equal to the paladin's strength modifier. The character cannot see. He takes a -2 penalty to Armor Class, loses his Dexterity bonus to AC (if any), moves at half speed, and takes a -4 penalty on Search checks and on most Strength- and Dexterity-based skill checks. All checks and activities that rely on vision (such as reading and Spot checks) automatically fail. All opponents are considered to have total concealment (50% miss chance) to the blinded character. Characters who remain blinded for a long time grow accustomed to these drawbacks and can overcome some of them.



    Denying Smite
    [Smite]
    Your smite is imbued with a divine rebuke.
    Prerequisite
    Smite Evil class feature. BaB +4. Cha +3
    Benefit
    If the paladin's smite is successful, the subject must make a will save (DC 10 + 1/2 Paladin level + cha mod) or be checked for a number of rounds equal to the paladin's charisma modifier. Prevented from achieving forward motion by an applied force, such as wind. Checked creatures on the ground merely stop. Checked flying creatures move back a distance specified in the description of the effect.

    Knockdown Smite
    [Smite]
    Your smite is imbued with a .
    Prerequisite
    Smite Evil class feature. BaB +6
    Benefit
    If the paladin's smite is successful, the subject must make a fort save (DC 10 + 1/2 Paladin level + cha mod) or be knocked prone. The character is on the ground. An attacker who is prone has a -4 penalty on melee attack rolls and cannot use a ranged weapon (except for a crossbow). A defender who is prone gains a +4 bonus to Armor Class against ranged attacks, but takes a -4 penalty to AC against melee attacks.

    Standing up is a move-equivalent action that provokes an attack of opportunity.

    Galearm Smite
    [Smite]
    Your smite is imbued with a burst of hurricane force winds.
    Prerequisite
    Smite Evil class feature. BaB +8. Cha +5.
    Benefit
    If the paladin's smite is successful, the subject must make a fort save (DC 10 + 1/2 Paladin level + cha mod) or be blown away. Depending on its size, a creature can be blown away by winds of high velocity. A creature on the ground that is blown away is knocked down and rolls 1d4 × 10 feet, taking 1d4 points of nonlethal damage per 10 feet and is prone. A flying creature that is blown away is blown back 2d6 × 10 feet and takes 2d6 points of nonlethal damage due to battering and buffering.



    Jarring Smite
    [Smite]
    Your smite is imbued with increased force.
    Prerequisite
    Smite Evil class feature.
    Benefit
    If the paladin's smite is successful, the subject must make a will save (DC 10 + 1/2 Paladin level + cha mod) or be dazzled and sickened for a number of rounds equal to the paladin's charisma modifier.
    The character takes a -2 penalty on all attack rolls, weapon damage rolls, saving throws, skill checks, and ability checks. A dazzled creature takes a -1 penalty on attack rolls, Search checks, and Spot checks. The two effects stack.

    Stunning Smite
    [Smite]
    Your smite is imbued with increased force.
    Prerequisite
    Smite Evil class feature. BaB +4. Dazing Smite.
    Benefit
    If the paladin's smite is successful, the subject must make a will save (DC 10 + 1/2 Paladin level + cha mod) or be stunned for a number of rounds equal to the paladin's charisma modifier. A stunned creature drops everything held, can’t take actions, takes a -2 penalty to AC, and loses his Dexterity bonus to AC (if any).

    Knockout Smite
    [Smite]
    Your smite is imbued with increased force.
    Prerequisite
    Smite Evil class feature. BaB +10. Stunning Smite.
    Benefit
    If the paladin's smite is successful, the subject must make a will save (DC 10 + 1/2 Paladin level + cha mod) or be unconscious for a number of rounds equal to the paladin's charisma modifier. They are knocked out and helpless.


    Deafening Smite
    [Smite]
    Your smite is imbued with a power of thunder that roars on impact.
    Prerequisite
    Smite Evil class feature. Cha +3
    Benefit
    If the paladin's smite is successful, becomes deafened for a number of rounds equal to the paladin's charisma modifier. A deafened character cannot hear. She takes a -4 penalty on initiative checks, automatically fails Listen checks, and has a 20% chance of spell failure when casting spells with verbal components. Characters who remain deafened for a long time grow accustomed to these drawbacks and can overcome some of them.


    Lightgrasp Smite
    [Smite]
    Your smite is imbued with tendrils of light.
    Prerequisite
    Smite Evil class feature.
    Benefit
    If the paladin's smite is successful, the subject must make a reflex save (DC 10 + 1/2 Paladin level + cha mod) or be entangled for a number of rounds equal to the paladin's charisma modifier. The character is ensnared. Being entangled impedes movement, but does not entirely prevent it unless the bonds are anchored to an immobile object or tethered by an opposing force. An entangled creature moves at half speed, cannot run or charge, and takes a -2 penalty on all attack rolls and a -4 penalty to Dexterity. An entangled character who attempts to cast a spell must make a Concentration check (DC 15 + the spell’s level) or lose the spell.

    Lightbound Smite
    [Smite]
    Your smite is imbued with tendrils of light.
    Prerequisite
    Smite Evil class feature.
    Benefit
    If the paladin's smite is successful, the subject must make a reflex save (DC 10 + 1/2 Paladin level + cha mod) or be pinned for a number of rounds equal to the paladin's charisma modifier. Held immobile (but not helpless) in a grapple-like effect.


    Draining Smite
    [Smite]
    Your smite is imbued with will-sapping effect.
    Prerequisite
    Smite Evil class feature.
    Benefit
    If the paladin's smite is successful, the subject must make a fort save (DC 10 + 1/2 Paladin level + cha mod) or be exhausted for a number of rounds equal to the paladin's charisma modifier. An exhausted character moves at half speed and takes a -6 penalty to Strength and Dexterity. After 1 hour of complete rest, an exhausted character becomes fatigued. A fatigued character becomes exhausted by doing something else that would normally cause fatigue. During which time the character is exhausted, the paladin becomes immune to fatigue and exhaustion, and curing such conditions if they were present.



    Awing Smite
    [Smite]
    Your smite is imbued with a glorious presence.
    Prerequisite
    Smite Evil class feature.
    Benefit
    If the paladin's smite is successful, the subject must make a will save (DC 10 + 1/2 Paladin level + cha mod) or be under Fascination for a number of rounds equal to the paladin's charisma modifier or until the paladin negates the fascination by makign an obvious threat thus breaking it. A fascinated creature is entranced by a supernatural or spell effect. The creature stands or sits quietly, taking no actions other than to pay attention to the fascinating effect, for as long as the effect lasts. It takes a -4 penalty on skill checks made as reactions, such as Listen and Spot checks. Any potential threat, such as a hostile creature approaching, allows the fascinated creature a new saving throw against the fascinating effect. Any obvious threat, such as someone drawing a weapon, casting a spell, or aiming a ranged weapon at the fascinated creature, automatically breaks the effect. A fascinated creature’s ally may shake it free of the spell as a standard action.

    Fearsome Smite
    [Smite]
    Your smite is imbued with a glorious presence.
    Prerequisite
    Smite Evil class feature.
    Benefit
    If the paladin's smite is successful, the subject must make a will save (DC 10 + 1/2 Paladin level + cha mod) or be under Frightening for a number of rounds equal to the paladin's charisma modifier. A frightened creature flees from the source of its fear as best it can. If unable to flee, it may fight. A frightened creature takes a -2 penalty on all attack rolls, saving throws, skill checks, and ability checks. A frightened creature can use special abilities, including spells, to flee; indeed, the creature must use such means if they are the only way to escape.

    Frightened is like shaken, except that the creature must flee if possible. Panicked is a more extreme state of fear.

    Terrible Smite
    [Smite]
    Your smite is imbued with a glorious presence.
    Prerequisite
    Smite Evil class feature.
    Benefit
    If the paladin's smite is successful, the subject must make a will save (DC 10 + 1/2 Paladin level + cha mod) or be panicked for a number of rounds equal to the paladin's charisma modifier. A panicked creature must drop anything it holds and flee at top speed from the source of its fear, as well as any other dangers it encounters, along a random path. It can’t take any other actions. In addition, the creature takes a -2 penalty on all saving throws, skill checks, and ability checks. If cornered, a panicked creature cowers. A panicked creature can use special abilities, including spells, to flee; indeed, the creature must use such means if they are the only way to escape.

    Panicked is a more extreme state of fear than shaken or frightened.



    Erasure Smite
    [Smite]
    Your smite is imbued with a powerful denial of reality.
    Prerequisite
    Smite Evil class feature.
    Benefit
    If the paladin's smite is successful, the subject must make a will save (DC 10 + 1/2 Paladin level + cha mod) or else the paladin becomes invisible to the target for a number of rounds equal to the paladin's charisma modifier. Invisibility Visually undetectable. An invisible creature gains a +2 bonus on attack rolls against sighted opponents, and ignores its opponents’ Dexterity bonuses to AC (if any). (See Invisibility, under Special Abilities.)

    Discorporating Smite
    [Smite]
    Your smite is imbued with a .
    Prerequisite
    Smite Evil class feature.
    Benefit
    If the paladin's smite is successful, the subject must make a will save (DC 10 + 1/2 Paladin level + cha mod) or else the paladin becomes incorporeal to the target for a number of rounds equal to the paladin's charisma modifier. Having no physical body. Incorporeal creatures are immune to all nonmagical attack forms. They can be harmed only by other incorporeal creatures, +1 or better magic weapons, spells, spell-like effects, or supernatural effects.
    In addition, one half (rounded down) of the paladin's charisma modifier is subtracted from any enhancement bonuses on magic weapons for the purposes of being considered a magical attack form.

    Banishing Smite
    [Smite]
    Your smite is imbued with a .
    Prerequisite
    Smite Evil class feature. BaB +16
    Benefit
    If the paladin's smite is successful, the subject must make a will save (DC 10 + 1/2 Paladin level + cha mod) or else the creature becomes banished to a random plane as though by the plane-shift spell for a number of rounds equal to the paladin's charisma modifier. During which time they may be subject to environmental hazards or hostile creatures of the plane.
    {table=head]Number | Plane | Effect
    1 | Plane of fire | 2d6 fire damage per turn
    2 | Plane of water | 2d6 cold damage per turn
    3 | Plane of acid | 2d6 acid damage per turn
    4 | Plane of storms | 2d6 electric damage per turn
    5 | Plane of light | 2d6 positive damage per turn
    6 | Plane of death| 2d6 negative damage per turn
    [/table]
    Positive or negative damage may heal if they would normally be healed by such.


    Nerve shattering Smite
    [Smite]
    Your smite is imbued with a .
    Prerequisite
    Smite Evil class feature.
    Benefit
    If the paladin's smite is successful, the subject must make a fort save (DC 10 + 1/2 Paladin level + cha mod) or be paralyzed for a number of rounds equal to the paladin's charisma modifier. A paralyzed character is frozen in place and unable to move or act. A paralyzed character has effective Dexterity and Strength scores of 0 and is helpless, but can take purely mental actions. A winged creature flying in the air at the time that it becomes paralyzed cannot flap its wings and falls. A paralyzed swimmer can’t swim and may drown. A creature can move through a space occupied by a paralyzed creature—ally or not. Each square occupied by a paralyzed creature, however, counts as 2 squares.

    Stoneflesh Smite
    [Smite]
    Your smite is imbued with a .
    Prerequisite
    Smite Evil class feature.
    Benefit
    If the paladin's smite is successful, the subject must make a fort save (DC 10 + 1/2 Paladin level + cha mod) or be petrified for a number of rounds equal to the paladin's charisma modifier. A petrified character has been turned to stone and is considered unconscious. If a petrified character cracks or breaks, but the broken pieces are joined with the body as he returns to flesh, he is unharmed. If the character’s petrified body is incomplete when it returns to flesh, the body is likewise incomplete and there is some amount of permanent hit point loss and/or debilitation.
    Last edited by Cipherthe3vil; 2012-12-16 at 03:26 AM.