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Thread: Paladin rewrite (PEACH)

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    Halfling in the Playground
     
    Planetar

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    Jun 2009
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    eek Paladin rewrite (PEACH)

    Preface
    Spoiler
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    I wanted to see a nice divine melee class that could actually stand up in combat with full casters.

    Originally, I wrote it up as a 10 level prc but its seemed redoing as a paladin rewrite would be better. This is still a work in progress for now.


    Of Note to Peachers
    Spoiler
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    I am aiming for a tier 2/3 area with this rewrite. Changes of particular note:
    • Removed alot of alignment related things such as allowable associations.
    • Reduced MAD by moving everything from WIS to CHA
    • Much more casting, and spontanious.
    • More special abilities.
    • Fixed smite to be actually useful.
    • Better saves.
    • Larger Skill list
    • Removed Special Mount
    • Added a small amount of situational flexability with Celestial Aspect


    Not sure if its too powerful though. If you see something obviously broken. Please feel free to mention it as well as possible fixes.

    My acid testing has it about on par with a druid in terms of power in scope but less flexable, still crushed by wizard/cleric in most challenges.

    **Dead lvl @ 20th, working on something to add.



    Paladin (rewrite)



    ”When mortals crumble in the face of overwhelming evil we arrive.”

    The Paladin is a holy warrior who has created a contract of shared power with an angel to fight those who oppose good. As she grows stronger she takes on more of the angel's powers as his own soul grows.

    "You are the hope of the world, may god have mercy on your enemies."


    Making A Paladin


    Abilities: The Paladin is first and foremost a warrior, your strength should reflect this. Your casting and supernatural abilities also require a good Charisma.

    Requirements:
    • Must be of Good alignment.



    Class SkillsThe Paladin's class skills (and the key ability for each skill) are Concentration (Con), Craft (Int), Diplomacy (Cha), Heal (Wis), Knowledge (arcana) (Int), Knowledge (history) (Int), Knowledge (religion) (Int), Knowledge (the planes) (Int), Profession (Wis), and Spellcraft (Int).

    Skills Per Day at 1st Level : (4 + int)x4
    Skills Per Day at Each Additional Level : 4 + int

    Spell Casting: The Paladin casts divine spells beginning at 6th level. The Paladin does not prepare spells, they are all cast spontaneously. She is however still required to spend 1 hour each day in quiet contemplation or prayer to regain her daily allotment of spells. Time spent resting has no effect on whether a Paladin can regain spells.

    The Paladin does not gain any domain powers. To prepare or cast a spell, a Paladin must have a Charisma score equal to at least 10 + the spell level. The Difficulty Class for a saving throw against a Paladin's spell is 10 + the spell level + the Paladins Charisma modifier. The Paladin can cast any spell available to a cleric but cannot cast spells from the evil domain.

    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 the below table. In addition, she receives bonus spells per day if she has a high Charisma score.


    Hit Dice: d10


    Class Restrictions: The Paladin must maintain a good alignment to the best of his ability. If she ever willingly, and with full situational knowledge performs an truely evil act (such as rape or an unprovoked killing) she forever loses all his class abilities. Minor offenses have no bearing on class standing.

    Note to DMs, don't be stupid with this.

    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).



    {table=head]Level|BAB|Fort Save|Reflex Save|Will Save|Special| 0 | 1 | 2 | 3 | 4 | 5 | 6
    1st|+1|+2|+0|+2|Smite Heretic, Detect Evil |2|1|-|-|-|-|-
    2nd|+2|+3|+0|+3|Holy Weapon, Divine Grace, Lay on Hands|3|1|-|-|-|-|-
    3rd|+3|+3|+1|+3|Providence, Aura of Courage|3|2|-|-|-|-|-
    4th|+4|+4|+1|+4|Turn Undead, Divine Health|4|2|-|-|-|-|-
    5th|+5|+4|+1|+4|Shield of True Faith (10%)|4|3|1|-|-|-|-
    6th|+6|+5|+2|+5|Imbued Smite|4|4|1|-|-|-|-
    7th|+7|+5|+2|+5|Celestial Aspect|4|4|2|-|-|-|-
    8th|+8|+6|+2|+6|Shield of True Faith (20%)|4|4|3|1|-|-|-
    9th|+9|+6|+3|+6|Improved Holy Weapon|4|4|4|1|-|-|-
    10th|+10|+7|+3|+7||4|4|4|2|-|-|-
    11th|+11|+7|+3|+7||4|4|4|3|1|-|-
    12th|+12|+8|+4|+8|Shield of True Faith (40%)|4|4|4|4|1|-|-
    13th|+13|+8|+4|+8||4|4|4|4|2|-|-
    14th|+14|+9|+4|+9|Angelic Power|4|4|4|4|3|1|-
    15th|+15|+9|+5|+9|Dual Aspect|4|4|4|4|4|2|-
    16th|+16|+10|+5|+10|Shield of True Faith (60%)|4|4|4|4|4|3|1
    17th|+17|+10|+5|+10||4|4|4|4|4|4|1
    18th|+18|+11|+6|+11|Weapon of God|4|4|4|4|4|4|2
    19th|+19|+11|+6|+11||4|4|4|4|4|4|3
    20th|+20|+12|+6|+12|Avatar|4|4|4|4|4|4|4
    [/table]


    Smite Heretic (Su) - The paladin may attempt to smite anyone she declares a heretic (verbal declaration as a free action) with one normal melee attack. She adds her Charisma bonus (if any) to her attack roll and deals 1 extra point of damage per paladin level.

    This ability can be used a number of times per day equal to the Paladin's Charisma Modifier +1.

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


    Holy Weapon (Su) - Any weapon the Paladin uses to smite is considered magical cold-iron + 1 in addition to any other properties the weapon already possesses during the smite. This enchantment bonus (+1), does not stack with any enchantment bonus already present on the weapon, use the higher value only.

    Divine Grace (Su) - At 2nd level, a paladin gains a bonus equal to her Charisma bonus (if any) on all saving throws.

    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 × her charisma bonus. A paladin may choose to divide her healing among multiple recipients, and she doesn’t have to use it all at once. Using lay on hands is a standard action.

    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 doesn’t provoke an attack of opportunity. The paladin decides how many of her daily allotment of points to use as damage after successfully touching an undead creature.

    Providence (Su)- The Paladin issues a divine command that affects mortal creatures. This effect mimics Greater Command, but targets with less then 1/2 the Paladins HD do not get a will save. The Paladin can use this ability a number of times a day equal to half her charisma modifier (minimum 1/day).

    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 a +4 morale bonus on saving throws against fear effects.

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

    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 as a cleric of three levels lower would.

    Shield of True Faith (Su)- Gives divine-typed miss chance of 10%, this effect increases to 20% at level 8, 40% at level 12 and 60% at level 16. This effect does not stack with any other miss chance.

    Imbued Smite(Su)- If she expends a turning attempt in conjunction with a Use of Smite Heretic, she adds her Charisma bonus to damage and the enemy must make a Will save (DC 10 + paladin level + cha mod) or be Shaken for 1d4 rounds. This effect is in addition to the normal smite effect.

    Celestial Aspect (Su)- The paladin can as a swift action (mental), channel a small amount of the divine through her body to gain ONE of the following aspects. This ability lasts a number of rounds equal to 2x the paladin's charisma modifier. The paladin can use this abilty a number of times per day equal to 1/2 her charisma modifier (min. 1/day). The paladin can only have one instance of Celestial Aspect active at a time, activating a new one ends the old effect.

    Aspects:

    • Celestial Blood : Fast Healing 3.
    • Celestial Vision : Blindsight 60'.
    • Celestial Arcane Resiliance : SR of 10+ HD
    • Celestial Speed : +30' movement rate in all modes and +2 initiative
    • Celestial Fire : Any creature grappling or striking the paladin with a non-reach or natural weapon takes damage equal to 1d8+ the paladins Charisma modifier per round of contact (in case of grapple) or per successful attack. This fire is 1/2 divine damage that is not mitigated by fire resistance or immunity. There is no save vs this effect.


    Improved Holy Weapon (Su)- Any weapon the Paladin uses to smite is considered magical cold-iron +3, holy, in addition to any other properties the weapon already possesses during the smite. This enchantment bonus (+3), does not stack with any enchantment bonus already present on the weapon, use the higher value only.


    Angelic Power- Gives the Angel(native) subtype and all angel traits. Additionally the Paladin gains a fly speed of 80 (good).

    Angel Traits:
    An angel possesses the following traits.

    • Darkvision out to 60 feet and low-light vision.
    • Immunity to acid, cold, and petrification.
    • Resistance to electricity 10 and fire 10.
    • +4 racial bonus on saves against poison.
    • Protective Aura (Su): Against attacks made or effects created by evil creatures, this ability provides a +4 deflection bonus to AC and a +4 resistance bonus on saving throws to anyone within 20 feet of the angel.

      Otherwise, it functions as a magic circle against evil effect and a lesser globe of invulnerability, both with a radius of 20 feet (caster level equals angel’s HD).
    • Tongues (Su): All angels can speak with any creature that has a language, as though using a tongues spell (caster level equal to angel’s Hit Dice). This ability is always active.

    Dual Aspect- When activating her Celestial Aspect ability, the paladin now chooses 2 different aspects which are both in effect for the normal duration.

    Weapon of God (Su)- Any weapon the Paladin uses to smite is considered to have the stats of a Holy Avenger in addition to any other properties the weapon already possesses during the smite. This enchantment bonus (+5), does not stack with any enchantment bonus already present on the weapon, use the higher value only.

    Avatar- compiling stats (should be done soon)
    Last edited by Cyanic; 2010-02-05 at 10:53 AM. Reason: Complete Rewrite
    Willing and able to PEACH anything from : DnD 3.0, 3.5, 3.x, 2nd AD&D, Gurps 4th, Whitewolf, and any other wacky misc. you have come up with. Feel free to PM me if you would like something looked at.