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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.

    *My Homebrew*
    If I ever come across as rude, please inform me and I'll make a courtesy correction edit to my post. I've been fixing a lot of my really old posts in this way. *shakes head* Dang was I rude in the past.

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    Paladin Spells
    The following are the Wandering Paladin's spells. They may include any Paladin spell found in official sources beyond what is seen here, and can include any spell from the Cleric, Druid, or other Divine casting class at DM's approval.

    0-Level Cleric Paladin Spells (Orisons)
    Create Water: Creates 2 gallons/level of pure water.
    Cure Minor Wounds: Cures 1 point of damage.
    Detect Magic: Detects spells and magic items within 60 ft.
    Detect Poison: Detects poison in one creature or object.
    Guidance: +1 on one attack roll, saving throw, or skill check.
    Light: Object shines like a torch.
    Mending: Makes minor repairs on an object.
    Purify Food and Drink: Purifies 1 cu. ft./level of food or water.
    Read Magic: Read scrolls and spellbooks.
    Resistance: Subject gains +1 on saving throws.
    Virtue: Subject gains 1 temporary hp.

    1st-Level Paladin Spells
    Bless: Allies gain +1 on attack rolls and +1 on saves against fear.
    Bless Water: Makes holy water.
    Bless Weapon: Weapon strikes true against evil foes.
    Create Water: Creates 2 gallons/level of pure water.
    Cure Light Wounds: Cures 1d8 damage +1/level (max +5).
    Detect Poison: Detects poison in one creature or small object.
    Detect Undead: Reveals undead within 60 ft.
    Divine Favor: You gain +1 per three levels on attack and damage rolls.
    Endure Elements: Exist comfortably in hot or cold environments.
    Magic Weapon: Weapon gains +1 bonus.
    Protection from Chaos/Evil: +2 to AC and saves, counter mind control, hedge out elementals and outsiders.
    Read Magic: Read scrolls and spellbooks.
    Resistance: Subject gains +1 on saving throws.
    Restoration, Lesser: Dispels magical ability penalty or repairs 1d4 ability damage.
    Virtue: Subject gains 1 temporary hp.

    2nd-Level Paladin Spells
    Bullís Strength: Subject gains +4 to Str for 1 min./level.
    Delay Poison: Stops poison from harming subject for 1 hour/level.
    Eagleís Splendor: Subject gains +4 to Cha for 1 min./level.
    Owlís Wisdom: Subject gains +4 to Wis for 1 min./level.
    Remove Paralysis: Frees one or more creatures from paralysis or slow effect.
    Resist Energy: Ignores 10 (or more) points of damage/attack from specified energy type.
    Shield Other F: You take half of subjectís damage.
    True Strike: Your next attack gains a +20 to it's attack roll.
    Undetectable Alignment: Conceals alignment for 24 hours.
    Zone of Truth: Subjects within range cannot lie.

    3rd-Level Paladin Spells
    Cure Moderate Wounds: Cures 2d8 damage +1/level (max +10).
    Daylight: 60-ft. radius of bright light.
    Discern Lies: Reveals deliberate falsehoods.
    Dispel Magic: Cancels spells and magical effects.
    Heal Mount: As heal on warhorse or other special mount.
    Magic Circle against Chaos: As protection from chaos, but 10-ft. radius and 10 min./level.
    Magic Circle against Evil: As protection from evil, but 10-ft. radius and 10 min./level.
    Magic Weapon, Greater: +1 bonus/four levels (max +5).
    Prayer: Allies +1 bonus on most rolls, enemies -1 penalty.
    Remove Blindness/Deafness: Cures normal or magical conditions.
    Remove Curse: Frees object or person from curse.

    4th-Level Paladin Spells
    Break Enchantment: Frees subjects from enchantments, alterations, curses, and petrification.
    Cure Serious Wounds: Cures 3d8 damage +1/level (max +15).
    Death Ward: Grants immunity to death spells and negative energy effects.
    Dispel Chaos: +4 bonus against attacks by chaotic creatures.
    Dispel Evil: +4 bonus against attacks by evil creatures.
    Holy Sword: Weapon becomes +5, deals +2d6 damage against evil.
    Mark of Justice: Designates action that will trigger curse on subject.
    Neutralize Poison: Immunizes subject against poison, detoxifies venom in or on subject.
    Restoration M: Restores level and ability score drains.

    5th-Level Cleric Paladin Spells
    Atonement F X: Removes burden of misdeeds from subject.
    Cure Light Wounds, Mass: Cures 1d8 damage +1/level for many creatures.
    Dispel Chaos/Evil: +4 bonus against attacks.
    Disrupting Weapon: Melee weapon destroys undead.
    Flame Strike: Smite foes with divine fire (1d6/level damage).
    Hallow M: Designates location as holy.
    Raise Dead M: Restores life to subject who died as long as one day/level ago.
    Righteous Might: Your size increases, and you gain combat bonuses.
    Blade Barrier: Wall of blades deals 1d6/level damage.
    Find the Path: Shows most direct way to a location.
    Last edited by Cipherthe3vil; 2012-12-15 at 09:57 PM.

    *My Homebrew*
    If I ever come across as rude, please inform me and I'll make a courtesy correction edit to my post. I've been fixing a lot of my really old posts in this way. *shakes head* Dang was I rude in the past.

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    Bugbear in the Playground
     
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    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, canít 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 spellís 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 creatureís 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 canít 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 opponentsí 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 canít swim and may drown. A creature can move through a space occupied by a paralyzed creatureóally 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 characterís 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.

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    Default Re: Wandering Paladin loves Peaches

    I think I'll only comment on the new/changed abilities. The swift action call for the mount is nice, and makes it much more functional. The Righteous Cause series is pretty underpowered... To specific to be useful. Flavorful, but I don't think it helps the Paladin very much except to cement itself more in its current tier. However the new code is much better, and the spells are nicer. Oh and the per encounter for smite is very good.

    I think that the class still needs a few more powerful abilities to boost it up to be on the same level as a few other of the holy warriors on these forums, but not that much.

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    Default Re: Wandering Paladin loves Peaches

    Quote Originally Posted by Elfstone View Post
    I think I'll only comment on the new/changed abilities. The swift action call for the mount is nice, and makes it much more functional. The Righteous Cause series is pretty underpowered... To specific to be useful. Flavorful, but I don't think it helps the Paladin very much except to cement itself more in its current tier. However the new code is much better, and the spells are nicer. Oh and the per encounter for smite is very good.

    I think that the class still needs a few more powerful abilities to boost it up to be on the same level as a few other of the holy warriors on these forums, but not that much.
    Righteous Cause was actually just the level-filler from the Dead Levels expansion thingy.

    I could make them more general boosts instead, and/or replace them with some more potent abilities in line with what it already established...
    But I'm making that totally new Paladin at the moment.

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    Default Re: Wandering Paladin loves Peaches

    This fix/retool seems to work a bit better than the standard one, the alignment change to any good will help in cases of alignments being used and the relaxed code helps keep vindictive gms from causing a paladin to fall in a fall or fall choice(as the main penalty from going against the code now goes away without having to use an atonement spell), In addition, the changes to smite make it more useful.
    This fix/retool is probably tier 3, or high tier 4, making it much more useful to a group.

    Also you may want to change the threadís title, as I hadnít noticed it until now, due to your other paladin having a very similar thread title I kept skipping over this one.
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    Default Re: Wandering Paladin loves Peaches

    You give them access to a domain from what I can see, but I can't find more than a brief mention of it .in the Spellcasting section:
    The paladin has access to domain spells or granted powers, as a cleric does.
    Might wanna expand on this just a little, it's easy to miss just now.

    Otherwise looks like a nice remodelling in honesty. I've never been too fond of LG paladins as a rule, I personally prefer the paladin of freedom just for the fluff so this is a welcome tweak. 5th level spells make a big difference to this too, nice compilation of spells.
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    Default Re: Wandering Paladin loves Peaches

    Somewhat major note: you list them as both spontaneous and prepared casters at different points under the Spells description. Also, the wording under Spells is confusing as heck; I honestly have no idea at all what the first paragraph is telling me.

    Also, somewhere on that spell list they should get True Strike.

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    Default Re: Wandering Paladin loves Peaches

    It seems I completely forgot about this after I finished the other, full paladin remix like I mentioned above, and never returned here. Sorry for that.

    Updating.
    People seemed to like what I did before so I'll try not to change anything not suggested.

    Quote Originally Posted by Elfstone View Post
    I think I'll only comment on the new/changed abilities. The swift action call for the mount is nice, and makes it much more functional. The Righteous Cause series is pretty underpowered... To specific to be useful. Flavorful, but I don't think it helps the Paladin very much except to cement itself more in its current tier. However the new code is much better, and the spells are nicer. Oh and the per encounter for smite is very good.
    Thank you, I'll be sure to change Righteous Cause if I have not already.

    I think that the class still needs a few more powerful abilities to boost it up to be on the same level as a few other of the holy warriors on these forums, but not that much.
    I'll see what I can do, if fixing the other things doesn't fix this for you.

    Quote Originally Posted by Togath View Post
    This fix/retool seems to work a bit better than the standard one, the alignment change to any good will help in cases of alignments being used and the relaxed code helps keep vindictive gms from causing a paladin to fall in a fall or fall choice(as the main penalty from going against the code now goes away without having to use an atonement spell), In addition, the changes to smite make it more useful.
    This fix/retool is probably tier 3, or high tier 4, making it much more useful to a group.
    Thanks~<3
    Also you may want to change the threadís title, as I hadnít noticed it until now, due to your other paladin having a very similar thread title I kept skipping over this one.
    I'll do that.

    Quote Originally Posted by Veklim View Post
    You give them access to a domain from what I can see, but I can't find more than a brief mention of it .in the Spellcasting section:
    Might wanna expand on this just a little, it's easy to miss just now.
    On my list :3

    Otherwise looks like a nice remodelling in honesty. I've never been too fond of LG paladins as a rule, I personally prefer the paladin of freedom just for the fluff so this is a welcome tweak. 5th level spells make a big difference to this too, nice compilation of spells.
    Thanks~

    Quote Originally Posted by Noctis Vigil View Post
    Somewhat major note: you list them as both spontaneous and prepared casters at different points under the Spells description. Also, the wording under Spells is confusing as heck; I honestly have no idea at all what the first paragraph is telling me.
    I'll see if I can't fix that then D:

    Also, somewhere on that spell list they should get True Strike.
    *nods* for sure.


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    My spellcasting section seems to be very confusing, as I seem to be having a little trouble understanding it myself x,...,x

    Mmm... I have no idea what I was on about DX I'm just going to cheat on it, if the change is bad... I'll see about taking more time on it x,..,x




    Alright! Edited everything. I didn't give them any new abilities though, if that's still an issue (They could still use a little something something) just lemme know.

    Edit;
    I can't rename the thread D:

    Edit Two:
    I think I'll try to post fluff for the wandering paladins sometime in foreseeable future.
    Last edited by Cipherthe3vil; 2012-12-15 at 10:05 PM.

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    Default Re: Wandering Paladin loves Peaches

    you basically made the Mystic paladin, except better, because of the lack of delay on class features.

    on the other hand, you didnt really address any of the problems though, which isnt a particularly good note, although the smite /encounter is abuff


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    Default Re: Wandering Paladin loves Peaches

    Quote Originally Posted by toapat View Post
    you basically made the Mystic paladin, except better, because of the lack of delay on class features.

    on the other hand, you didnt really address any of the problems though, which isnt a particularly good note, although the smite /encounter is abuff
    I addressed all the problems I had with it, as I intended to make it. If there are still supposed problems it'd be nice to state them rather then simply say they are there so I might actually do something on the matter.
    Last edited by Cipherthe3vil; 2012-12-15 at 10:22 PM.

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    Default Re: Wandering Paladin Loves Peaches

    Hi, Cipher!

    I...um...

    After seeing the title I really expected to see Summon Peach in the list some-where. Or Prepare Peach. I'm kind-of not sure about not seeing it.

    I'll also take a moment to apologize and say that I'm not competent enough with home-brew to offer full peaches of my own. So I'll just say that I think it's kind of a nice idea. I would've liked to have seen more fluffy-fluff text, though.

    Just one opinion...

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    Default Re: Wandering Paladin Loves Peaches

    Quote Originally Posted by Story Time View Post
    Hi, Cipher!

    I...um...

    After seeing the title I really expected to see Summon Peach in the list some-where. Or Prepare Peach. I'm kind-of not sure about not seeing it.

    I'll also take a moment to apologize and say that I'm not competent enough with home-brew to offer full peaches of my own. So I'll just say that I think it's kind of a nice idea. I would've liked to have seen more fluffy-fluff text, though.

    Just one opinion...
    I'll have to be sure to add fluffybits then.
    More reason I should change the title x,..,x

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    Default Re: The Wandering Paladin; Cipher's Paladin tweak

    Quote Originally Posted by Cipherthe3vil View Post
    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.



    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 attempt to smite evil 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. 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.

    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.

    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 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 doesnít provoke an attack of opportunity. Damage in this way deals its damage + the paladin's charisma modifier.

    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.

    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 Wisdom 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 heavy warhorse (for a Medium paladin) or a warpony (for a Small paladin).

    As a swift action, but only once per 24 hours -2 hours per paladin level, 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. The mount immediately appears adjacent to the paladin 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.

    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 die, it immediately disappears, leaving behind any equipment it was carrying. The paladin may not summon another mount for thirty days or until she gains a paladin level, whichever comes first, unless the mount can somehow be resurrected.

    Remove Disease (Sp)
    At 6th level, a paladin can produce a remove disease effect, as the spell, once per day. She can use this ability one additional time per day for every three levels after 6th (twice per week at 9th, three times at 12th, and so forth).

    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. If a paladin takes the Leadership feat (see page 106 of the Dungeon Master's Guide), the character gains +1 to her leadership score 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) for 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.
    The only things you solved are smite attempts, casting level, and the flavor restrictions(however arguably Unearthed Arcana beat you to that). Okay the smite is the same which is still bad. Allow me to demonstrate in low level play the single smite attempt against an evil opponent won't even deal as much damage than what rage gives for each attack against any opponent with a TH weapon until level 3. Also, like 3.5, you failed to expand on smite does other than damage and an attack boost. I mean come on it is suppose to be good energy squelching evil it should be considered good aligned. It is also one of its few scaling and iconic features in which very little is done to increase its effectiveness.
    A couple of things I suggested in the past is that the charisma bonus should be added to damage this way there is an off-set advantage in low-level play and rage still competes because it lasts longer and as it advances adds it to iteratives. Another is to create smite feats that could hinder(turn, daze..etc) an evil opponent or bypass more than DR/good. Awesome smite sort of played with this but never to full fluition.
    Lay on hands, interesting but I never really thought of this ability as a cheap tanking feature and yet again not very useful in low levels.
    You still have a MAD character it needs wisdom for spells, charisma for its class features, Strength for offense, and Constitution for health. This character isn't going to have the dexterity to feasibly achieve your intention.
    Righteous Cause, and why would anyone choose Discerning Insight when they could have an army?
    What you have here is a 3.5 Paladin with better casting and more smiting. If you want a lighter and more skillful Paladin that doesn't invoke the ironclad crusader with a horse you should take a look at Pathfinder's Inquisitor and borrow some ideas from there.
    Last edited by Amnoriath; 2012-12-15 at 11:33 PM.

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    Quote Originally Posted by Cipherthe3vil View Post
    I addressed all the problems I had with it, as I intended to make it. If there are still supposed problems it'd be nice to state them rather then simply say they are there so I might actually do something on the matter.
    there are a number of problems with paladin:

    Smite Evil: Standard Action
    Spellcasting: Mostly unaddressed: you fix the CL, but a 5th level of spells, as well as no change to casting attribute or hint of Battle Blessing is not good.
    LoH: Addressed in a very odd way. On average, i would expect the paladin healing pool to be over 2000/day at lvl 20
    Mount: Still as useful as ever. Which is to say basically not at all outside of cheesy ubermount builds.
    Remove Disease: As situational as ever, which is to say, only as good as your DM's obsession with Mummies.
    Last edited by toapat; 2012-12-15 at 11:53 PM.


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    I believe I've addressed both your problems, and intend to make such feats later.
    Last edited by Cipherthe3vil; 2012-12-16 at 12:34 AM.

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    Quote Originally Posted by Cipherthe3vil View Post
    I believe I've addressed both your problems, and intend to make such feats later.
    the remove disease variants are pretty much irrelevant, except maybe the Cure Lycanthropy one. By 9th level, Incorporal Miss Chance is supposed to be gone, assuming the DM isnt a horrible person and considers +1 weapons as major artifacts.

    the Mount is actually even more a joke then i thought. At least with normal paladin the thing levels up, so it can retain some insignificant power.

    Spellcasting is also unaddressed. The reason why Battle Blessing is considered an extremely powerful feat, is because the paladin's spell list is the most solid gish spell list, but it lacks any swift action spells. Swift action spells, that are considered so awesome, that Duskblade (a class that your Godblade looks good next to at that) is considered a T3 class as a result of.

    Smite Evil is still a standard action ability, and thus useless. If it was say, 1d6 per 2 paladin levels, then standard action would be justifyable


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    Despite how incredibly rude you sounded (and have been sounding), I've made the edits.

    *My Homebrew*
    If I ever come across as rude, please inform me and I'll make a courtesy correction edit to my post. I've been fixing a lot of my really old posts in this way. *shakes head* Dang was I rude in the past.

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    Quote Originally Posted by Cipherthe3vil View Post
    Despite how incredibly rude you sounded (and have been sounding), I've made the edits.
    /trying to convey cleaner explaination

    you removed a Remove disease thing, and im having trouble remembering which it was. the reason why i said Shade hand is useless, is because Incorporal Miss Chance is negated by magic weapons, which by 9th level you should have, if the DM is not a horrible person who likes seeing physical suffer, but the one you removed was not one that was useless.

    I would suggest just rewording Smite Evil so that it is activated as a free action. even if you dont make it apply to every attack in a round, the ability should be situationally superior to power attack, which means allowing it to apply to AoOs.

    your alternatives to the normal mount leveling is nice, but it does not change the mount's value in game. in some ways it kinda even further lowers the value of the mount, even though it makes it so that the mount is more generally useful, being an in class source of flight.

    your smiting feats are decent, but the problem is, paladins have a number of limited number of feats, when they already have to invest alot into themselves. Featslots would be nice, as well as battle blessing not being a feat tax

    I suggest reading through Dictum Mortuum's paladin handbook, it contains almost everything for paladins that isnt the serenity or dynamic priest feats

    Edit: What i mean when i compare duskblade to your godblade is, normally your Godblade is well, a lode for the party. But at least your Godblade goes Uder every once in a while, and is a class that oozes flavor
    Last edited by toapat; 2012-12-16 at 12:24 PM.


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    Default Re: Wandering Paladin Loves Peaches

    ...one other small suggestion that I would like to make involves the very first para-graph of this thread. It might be helpful to move it, put it in a Spoiler Frame, and then expand it to more precisely define what Cipher's home-brew is trying to accomplish as well as note what might be left intentionally not touched.

    That way, Cipher can then point to the spoiler frame and say, "Read it again."


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    Default Re: Wandering Paladin loves Peaches

    First level spell may want to be level 4, the main point to this waiting zone is to deter dipping the paladin's huge advantages.

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    Quote Originally Posted by toapat View Post
    /trying to convey cleaner explaination

    you removed a Remove disease thing, and im having trouble remembering which it was. the reason why i said Shade hand is useless, is because Incorporal Miss Chance is negated by magic weapons, which by 9th level you should have, if the DM is not a horrible person who likes seeing physical suffer, but the one you removed was not one that was useless.
    I don't think I removed anything at all from remove disease... unless you mean from the base CORE paladin's remove disease, then it's possible.

    Ah I see. I'll have it remove incorporeality completely for the duration, perhaps the etherealness as well?

    What was it that I removed... ?
    I would suggest just rewording Smite Evil so that it is activated as a free action. even if you dont make it apply to every attack in a round, the ability should be situationally superior to power attack, which means allowing it to apply to AoOs.
    Alright then.

    your alternatives to the normal mount leveling is nice, but it does not change the mount's value in game. in some ways it kinda even further lowers the value of the mount, even though it makes it so that the mount is more generally useful, being an in class source of flight.
    I hardly see how it's value is diminished. It is now a functional utility of the paladin and the way I see it, it is much more dynamic now.
    While it does lack sentimental value now, being more like a summon then a partner, a nice roleplayer shouldn't mind the difference as it IS still the same horse that is loyal to you every time you summon it.

    your smiting feats are decent, but the problem is, paladins have a number of limited number of feats, when they already have to invest alot into themselves. Featslots would be nice, as well as battle blessing not being a feat tax
    Featslots would be nice, but I feel they would crowd the class... well, it could work like Remove Disease, every few levels they can select one of those feats as though it was part of the class rather than simply being allowed bonus feats... Mmm.... Alright then.

    You seem really keen on battle blessing being integrated. It is a nice feat, but I feel it is too much. See spellcasting, I provided a some coverage in the department you seek without actually granting that feat. A paladin may still take that feat, of course, to always have that effect for all their casting.

    I suggest reading through Dictum Mortuum's paladin handbook, it contains almost everything for paladins that isnt the serenity or dynamic priest feats
    I'll skim through it later, read it if I like it. /is a busy person lately/

    Edit: What i mean when i compare duskblade to your godblade is, normally your Godblade is well, a lode for the party. But at least your Godblade goes Uder every once in a while, and is a class that oozes flavor
    Lol~ That was the point of Godblade though, be annoying to carry around and even make the party question why they have her in the party (Though hopefully not too much so D:), then see her go berserk reminding everyone why she's around.

    Quote Originally Posted by Story Time View Post
    ...one other small suggestion that I would like to make involves the very first para-graph of this thread. It might be helpful to move it, put it in a Spoiler Frame, and then expand it to more precisely define what Cipher's home-brew is trying to accomplish as well as note what might be left intentionally not touched.
    That way, Cipher can then point to the spoiler frame and say, "Read it again."
    I can spoiler it. It isn't actually that relevant but to convey the idea that this is/was supposed to be a paladin tweaking, and I made it because I felt like it due to boredom (at the time. I am not injecting it some vitality again because upon reading it again whilst rummaging through my homebrew sig I decided it could be interesting).

    Quote Originally Posted by Hanuman View Post
    First level spell may want to be level 4, the main point to this waiting zone is to deter dipping the paladin's huge advantages.
    Not sure what you mean. And I would like to think most people who've paid attention to my works (I mean that nicely to the people that do but not rudely to the people that don't D:) know that I dislike level-dippers... Thus I rarely pay attention to them when making things. When I do pay attention to them, I'd like to think it's with a hand grenade.

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    Quote Originally Posted by Cipherthe3vil View Post
    I hardly see how it's value is diminished. It is now a functional utility of the paladin and the way I see it, it is much more dynamic now.
    While it does lack sentimental value now, being more like a summon then a partner, a nice roleplayer shouldn't mind the difference as it IS still the same horse that is loyal to you every time you summon it.


    Featslots would be nice, but I feel they would crowd the class... well, it could work like Remove Disease, every few levels they can select one of those feats as though it was part of the class rather than simply being allowed bonus feats... Mmm.... Alright then.

    You seem really keen on battle blessing being integrated. It is a nice feat, but I feel it is too much. See spellcasting, I provided a some coverage in the department you seek without actually granting that feat. A paladin may still take that feat, of course, to always have that effect for all their casting.


    I'll skim through it later, read it if I like it. /is a busy person lately/
    I remember there being 5, not 4 alternates to remove disease, what the 5th was i dont remember.

    The reason why the mount is mostly a negative sidegrade, is the same reason why battle blessing should be inherent, and why bonus featslots seem more interesting then getting a 33 Leadership score pre-epic. It costs you options, not adds them. On one level, it gives a bit of mobility, but at the extreme cost of needing the mounted combat feats.

    The reason why i feel Battle Blessing should be inherent, is because it is a feat that is really just a fix for paladin. Without it, most paladin spells are Standard or Full round casts, which is terrible for a holy warrior class. If you Generalist Optimize a paladin, a paladin will be spending 4 of their 7 feats on patches, and one of those is because you cant practically use SotAO without the Magical Training regional feat.
    Last edited by toapat; 2012-12-16 at 04:12 PM.


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    Quote Originally Posted by toapat View Post
    I remember there being 5, not 4 alternates to remove disease, what the 5th was i dont remember.

    The reason why the mount is mostly a negative sidegrade, is the same reason why battle blessing should be inherent, and why bonus featslots seem more interesting then getting a 33 Leadership score pre-epic. It costs you options, not adds them. On one level, it gives a bit of mobility, but at the extreme cost of needing the mounted combat feats.

    The reason why i feel Battle Blessing should be inherent, is because it is a feat that is really just a fix for paladin. Without it, most paladin spells are Standard or Full round casts, which is terrible for a holy warrior class. If you Generalist Optimize a paladin, a paladin will be spending 4 of their 7 feats on patches, and one of those is because you cant practically use SotAO without the Magical Training regional feat.
    I'm quite certain it is just the four.
    Vampires, Werewolves, Mummies, Wraiths. The "Big four" as it were, of the evil-monster stereotype.
    Though as I was editing them in, I did almost include a fifth. However, I did not post the fifth. The fifth was to be directed at oozes.

    Yea... no. No you don't need mounted combat feats. It's transportation and fairly useful if you want to ride through walls like some ghosty paladin of vengeance and fly through the sky. Nothing more, nothing less was factored when creating it. It is there because it is there.

    Well, like I said. I gave some battle-blessing-esque to the spellcasting. I just did not outright give the feat.

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    I think we should all aspire to relate to people we dislike.

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