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  1. - Top - End - #1
    Bugbear in the Playground
     
    BardGuy

    Join Date
    Aug 2012
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    Saint Louis
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    Default The True Paladin (Fix, Work In Progress)

    Due to trying to remake Smite Evil I ended up remaking the Class. I've noticed that once you (try to) fix Smite Evil ... The rest of the class kinda just comes along with it.

    The True Paladin

    {table=head]Level|Base Attack Bonus|Fort Save|Ref Save|Will Save|Smite/Enc|Special

    1st|+1|+2|+0|+2|1|Divine Aura, Detect Soul, Smite!

    2nd|+2|+3|+0|+3|2|Divine Grace, Channel Energy 1d6

    3rd|+3|+3|+1|+3|2|Aura of Courage, Divine Health

    4th|+4|+4|+1|+4|3|Channel Energy 2d6

    5th|+5|+4|+1|+4|3|Bonus Feat

    6th|+6/+1|+5|+2|+5|4|Divine Gift I

    7th|+7/+2|+5|+2|+5|4|Remove Affliction (Level 1)

    8th|+8/+3|+6|+2|+6|5|Channel Energy 3d6

    9th|+9/+4|+6|+3|+6|5|Remove Affliction (Level 2)

    10th|+10/+5|+7|+3|+7|6|Bonus Feat, Divine Gift II

    11th|+11/+6/+1|+7|+3|+7|6|Remove Affliction (Level 2)

    12th|+12/+7/+2|+8|+4|+8|7|Channel Energy 4d6

    13th|+13/+8/+3|+8|+4|+8|7|Remove Affliction (Level 3)

    14th|+14/+9/+4|+9|+4|+9|8|Divine Gift III

    15th|+15/+10/+5|+9|+5|+9|8|Bonus Feat

    16th|+16/+11/+6/+1|+10|+5|+10|9|Channel Energy 5d6

    17th|+17/+12/+7/+2|+10|+5|+10|9|Divine Audience

    18th|+18/+13/+8/+3|+11|+6|+11|10|Divine Gift IV

    19th|+19/+14/+9/+4|+11|+6|+11|10|Channel Energy 6d6

    20th|+20/+15/+10/+5|+12|+6|+12|10|Bonus Feat, Divine Interview

    [/table]

    Alignment: LG, CG, LE, CE (There is no such thing as a Neutral Paladin)
    Hit Die: d10.
    Class Skills:
    The True Paladin's class skills are Athletics (str), Craft (Int), Diplomacy (Cha), Handle Animal (Cha), Heal (Wis), Knowledge (nobility) (Int), Knowledge (religion) (Int), Perception (Wis), Perform (Public Speaking)(Cha), Ride (Dex), Sense Motive (Wis), Spellcraft (Int), and Vitality (con).
    Skill Ranks per Level: 4 + Int modifier (X4 at first level).

    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).

    Divine Aura: The power of a paladin’s aura (LG,CG,LE,CE) (see the detect good spell) is equal to her paladin level. The True Paladin has an Aura that corresponds with the True Paladin's alignment.

    Detect Soul: As a free action once per round the True Paladin can use any two of the following abilities at once Detect Evil, Detect Good, Detect Law, or Detect Chaos. This ability works as the "Detect Evil" spell.

    Smite: Once per round as a free action the True Paladin may activate the Smite ability that gives each attack the True Paladin can make as a full round attack the "Smite" quality. The True Paladin gains a limited number of Smites per encounter as noted on the table above. Each time "Smite" is used the charge is held until a hit has connected.

    Smite

    As you get away from the Paladin’s alignment the Paladin’s smite becomes more accurate and powerful.

    L/N/C Axis: For every step away from the Paladin’s alignment an enemy is the Paladin’s smite becomes more accurate. The gods of Law hate the gods of Chaos (chaotic gods hate the lawful gods just the same) then they do the gods of Neutrality.

    • If the Paladin is attempting to smite a creature of the same ethical alignment (L/C) the Paladin gains a bonus on the attack roll equal to half the number of levels the Paladin has gained.
    • If the Paladin is attempting to smite a creature of neutral alignment on the ethical axis then the Paladin gains a bonus on the attack roll equal to 3/4 of the number of levels the Paladin has gained.
    • If the Paladin attempts to smite a creature of the opposite alignment on the ethical axis then the Paladin gains a bonus on the attack roll equal to the Paladin levels obtained.

    G/N/E Axis: For every step away from the Paladin’s alignment an enemy on the morality axis the Paladin’s smite becomes more powerful. The gods of Good hate the gods of Evil (as do Evil toward Good) more than they do the gods of Neutrality.

    • If the Paladin hits with a smite on a creature of the same moral alignment (G/E) the Paladin gains a bonus on the damage roll equal to the Paladin’s Cha Mod (minimum +1).
    • If the Paladin hits with a smite on a creature of the neutral alignment (N) the Paladin gains a bonus on the damage roll equal to 5 + Paladin’s Cha Mod (minimum +1).
    • If the Paladin hits with a smite on a creature of the opposite moral alignment (G/E) the Paladin gains a bonus on the damage roll equal to 10 + Paladin’s Cha Mod (minimum +1 Cha Mod).

    Smite may be used 1/encounter at first level, 2/encounter at second level, and an additional smite/encounter every two levels after second level (1st, 2nd, 4th, 6th, etc.)

    LG/CG Paladins: If you are wielding a Holy Weapon then you gain +5 Smites/Encounter. If you are wielding a Holy Avenger then you gain +10 Smites/Encounter.

    LE/CE Paladins: If you are wielding a Unholy Weapon then you gain +5 Smites/Encounter. If you are wielding a Unholy Avenger (is there an actual name for this?) then you gain +10 Smites/Encounter.

    Smite Exploit

    Every time you gain an additional smite from the True Paladin class or from a True Paladin PrC you learn an additional exploit to use for divine judgement. Choose one of the the following exploits at level 1,2,4,6, etc. (Note you don't gain extra Exploits from items such as Holy Weapons).

    Spoiler
    Show

    Maneuver Smite

    Once every 5 rounds when you smite you may forgo your normal smite attack. You instead gain your normal Smite attack bonus on any combat maneuver you perform. You do not provoke AoO and you are counted as a creature of 1 size larger if it is advantageous. If the maneuver (such as disarm) does damage you may add 1/2 your smite damage to the target as additional damage (the target would be the weapon or item carried). At Paladin Level 10 and Paladin Level 20 your are treated as an additional size category larger when using Maneuver Smite.

    Note: This makes a dungeoncrasher paladin really really fun to play :p

    Mystical Smite

    Once every 5 rounds when you use smite you may forgo your normal smite attack. In its place you may channel any divine spell that you obtained from your god through your weapon. Any time the weapon you channel the spell through strikes a creature, the weapon can immediately cast the spell on that creature as a free action if the Paladin desires. (This special ability is an exception to the general rule that casting a spell from an item takes at least as long as casting that spell normally).

    At Paladin level 10, 15, and 20 you gain any 2 spells of each level you are able to cast. These spells are added to the Paladin spell list as divine spells. The spells added may originally be from any list.

    This spell never harms you. This spell doesn't count against your daily spells/day but you can't combine this with any other sort of smite unless that smite says so.

    Note: This is like having a spell storing weapon.. I need to edit it a bit but you get the idea.... Now that I have my laptop I can try to edit this better.

    Smite Barrier/Smite Magical Barrier

    Once every 5 rounds a Paladin may give up a use of Smite to destroy a Mundane or Magical Barrier.

    To destroy a mundane barrier the Paladin makes a weapon attack against a non-magical door, wall, or anything else (non-living object) that is blocking the way of the Paladin (or just unlucky enough to tick off said Paladin... lol). If the Paladin hits the "barrier" then treat the attack as a critical at X4 multiplier that bypasses DR and Hardness.

    To destroy a magical barrier such as "mage armor" or "wall of force" (5 ft section of wall of force) the Paladin gives up one use of Smite and makes a special attack. Make an attack with a weapon versus 10 + caster level, if the attack hits then the magical barrier is destroyed.

    Both of these are are used as an attack action and may be used as part of a Full Attack.

    Note: Awesomesauce even if a bit strong. I'll try to tone it down or break it up a bit.

    Dispelling Smite (free action)
    Think Spell Sunder but different effects. Caster has blink? Not anymore!

    Once every 3 rounds a Paladin may replace the normal bonuses of their Smite to strike a creature or object with a magical effect upon it. As part of your normal weapon attack you make a dispelling check. The dispelling check is 1d20 + Cha Mod vs. 10 + Spell Level.

    Smite Lies
    Bonus to diplomacy when telling the truth. Roll twice and take better result.

    Smite Truth
    Bonus to bluff when lying. Roll twice and take better result.

    Smite Creature
    Gain a bonus to smite versus certain creatures. May change this occasionally when you pray before a mission or something like that.... Perhaps 1/month *shrug*

    When attacking a creature of the chosen type you may forgo your normal bonus attack roll from smite in order to roll 2d20 and take the better result on all attack rolls.


    Divine Grace: As the 3.5 Paladin ability.

    Divine Health: As 3.5 paladin ability “Divine Health”.

    Channel Energy (xd6): As Pathfinder Cleric ability.

    Bonus Feat: Gain a bonus combat, channel, or teamwork feat. This feat may be pathfinder or its 3.5 counterpart.

    Divine Gift: Gain a bonus based on the level. This is a gift directly from your god.
    1. Gain Feather Fall at-will
    2. Gain Levitate (self only) a number of times/day equal to Cha mod
    3. Use Fly (self only) a number of min/day equal to Cha mod
    4. Gain Blindsight 60ft

    Remove Affliction: The True Paladin prays to his god for 6 hours while fasting. In response the True Paladin's god grants him ability to heal the wounds of allies. Each time the True Paladin prays and fast new afflictions may be chosen. As a standard action the Paladin may remove one or more afflictions.

    Level 1 Afflictions

    • Blindness

    • Deafness

    • Dazed

    • Exhaustion

    • Nauseated

    • Shaken

    • Stunned


    Level 2 Afflictions

    • Confusion

    • Dazzled

    • Fatigue

    • Frightened

    • Paralyzed

    • Sickened

    • Staggered


    Level 3 Afflictions

    • Petrified

    • Energy Drain

    • Panicked


    Divine Audience: The paladin may 1/week (or perhaps 1/ month) cast plane shift except the paladin may only go to his god’s plane and never misses his mark. His god either sends a personal messenger to escort the paladin around the plane or invites the Paladin for a quick chat. I need to refluff this but essentially you made it to level 17 so your god has taken an interest in you.

    If you are a dwarven paladin you literally get to drink with your god/angel before you die. How cool is that?

    Divine Interview: Upon reaching 20th level the True Paladin is whisked away instantly to another plane of existence. There the True Paladin meets his god face to face and they have a meeting where the god usually puts the True Paladin to a test or just chats (whatever the deity feels like doing). If the True Paladin fails this interview then the True Paladin gains no additional benefits but can ask for another interview once per month.

    If the True Paladin passes this interview then a number of changes happen instantly. The changes are of the following.
    • Size: The True Paladin counts as one size larger for all purposes if it is advantageous to do so (thus doesn't take any penalty for larger size). This doesn't change the True Paladin's actual size.

    • Type:(Angel/Demon) (Extraplanar) (Good/Evil) But only if it is advantageous to be so. The True Paladin keeps all previous types/subtypes.

    • Wings: The True Paladin grows wings, angel wings if good and bat wings if evil. The Divine Gift 'Fly" becomes an Ex ability usable at-will.

    • DR: The True Paladin gains DR 15/All. The True Paladin reduces ALL damage by 15.

    • Elemental Immunity: Choose one element, the True Paladin becomes immune to that element.


    If the Paladin passes or fails this interview they are placed back where they were at the exact time they were taken away. A DC 30 reflex save and DC 40 spot check will allow a creature to notice that the True Paladin "blinked" out of existence briefly.

    ======

    New Skills

    Athletics: Your Martial training has trickled over to your strength based skills. You gain a new skill "Athletics" and whenever you must make a skill check based on strength (or strength based ability check such as lifting or breaking out of ropes) you may make an Athletics check. You put ranks in this skill as any other class skill.

    Vitality: Your Martial training has trickled over to your constitution based skills. You gain a new skill "Vitality" and whenever you must make a constitution based skill check you may make an Vitality check. You put ranks in this skill as any other class skill.
    Last edited by TopCheese; 2013-02-17 at 11:07 PM.

  2. - Top - End - #2
    Bugbear in the Playground
     
    BardGuy

    Join Date
    Aug 2012
    Location
    Saint Louis
    Gender
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    Default Re: The True Paladin (Fix, Work In Progress)

    Spells to come soon err soon ish


    The True Paladin gains more spells/day mostly cause of the limited spell list and how party friendly they are... Also I hate the spell progression they normally get.
    Last edited by TopCheese; 2013-01-21 at 02:41 PM.

  3. - Top - End - #3
    Bugbear in the Playground
     
    BardGuy

    Join Date
    Aug 2012
    Location
    Saint Louis
    Gender
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    Default Re: The True Paladin (Fix?)

    So this is a slight bump but also I have a couple questions.

    With the boost to the Paladin that I hope to achieve does he even need spells? If the "True Paladin" does gain spells should I go with the standard list (say 3.5) with very limited spells/day (max out with 3 level 1,2,3,4) or should I open it up to different ideas.

    • 3.5 Spellcasting.


    • No Spellcasting.


    • Give Paladins a Warlock type casting... All day buffs that have a wide range of abilities.


    • Another Idea would be to make "Virtues" that the Paladin may cast... Make them like Vestiges from the Binder. The Paladin has to pray and ask for guidance from his gods heavenly followers (to change up his spells/abilities) which supplements the Paladin's abilities.


    • A type of Power Point system, complete new spells.


    I need to add a bit of out of combat versatility, I'm thinking of putting more into the Smite Exploits to do this but perhaps I should do this another way? What would be a good way to increase versatility outside of combat.

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