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Devoted Champion (Paladin variant)
Posted: Sun Oct 11, 2009 12:21 am
by God_of_Awesome
I don't expect this to stand up at all to the tome classes or to fix any mechanical problem. This is just something I brewed up.
Devoted Champion (Paladin variant)
Prereq: A Deity
Allignment: Same as deity's
Remove Smite Evil, Detect Evil, Aura of Good, Turn Undead and Paladin spell list. Add Deity's Weapon, Unyielding Thought and Detect Thoughts at 1st level. Give cleric spells and granted powers from two of chosen deity's domains at 2nd level. Change Aura of Courage to Aura of Divinity with no changes to actual effect. Everything else remain unchanged from core Paladin.
Deity's Weapon
The paladin has proficiency with the deity's chosen weapon if he doesn't already. At 1st level, he gains Weapon Focus with deity's chosen weapon, Weapon Specialization at 4th level, Greater Weapon Focus at 8th level and Greater Weapon Specialization at 12th level for free. If he already has any of those feats when reaching the given level, he may choose another feat from the Fighter's Bonus Feat list.
Unyielding Thought
The paladin is immune to all mind compulsion effects.
Detect Thoughts
At will, a paladin can use Detect Thoughts, as spell.
Domain Spells
A paladin casts spells from chosen domains as cleric half his level. At 7th level, he cast spells as a cleric 3 levels lower instead. At 20th level, he casts spells as cleric of the same level. He may only know spells from chosen domains and he does not prepare spells daily.
Paladin's Mount
Changeable at DM's discretion to better suit deity.
Code of Conduct
Changeable at DM's discretion to better suit deity.
Re: Devoted Champion (Paladin variant)
Posted: Tue Oct 13, 2009 2:45 am
by koz
God_of_Awesome wrote:I don't expect this to stand up at all to the tome classes or to fix any mechanical problem. This is just something I brewed up.
So what
is this designed to do, exactly?
Posted: Tue Oct 13, 2009 3:52 am
by God_of_Awesome
1. To fit more in line with what I imagined the paladin to be.
2. To open up the possibility of a paladin for every allignment.
3. To make a variant that can be easily revamped for an allignment-free campaign, such as the ones I prefer to run.
Posted: Sun Oct 18, 2009 8:28 pm
by God_of_Awesome
Champion
| Level: | Abilities:
|
| 01 | Deity's Weapon (Weapon Focus), Detect Thought, Unyielding Thought
|
| 02 | Domain Spells, Granted Powers, Lay on Hands, Divine Grace
|
| 03 | Aura of Divinity, Divine Health
|
| 04 | Deity's Weapon (Weapon Specialization)
|
| 05 | Special Mount
|
| 06 | Remove Disease, New Domain Spells
|
| 07 | Holy Weapon
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| 08 | Deity's Weapon (Greater Weapon Focus)
|
| 09 | Mount Upgrade
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| 10 | New Domain Spells
|
| 11 | Weapon Upgrade
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| 12 | New Domain Spells, Deity's Weapon (Greater Weapon Specialization)
|
| 13 | Mount Upgrade
|
| 14 | New Domain Spells
|
| 15 | Weapon Upgrade
|
| 16 | New Domain Spells
|
| 17 | Mount Upgrade
|
| 18 | New Domain Spells
|
| 19 | All Domain Spells
|
| 20 | Avatar
|
Now to actually describe all of these.
Posted: Sun Oct 18, 2009 9:40 pm
by God_of_Awesome
Deity's Weapon: A champion automatically gains proficiency with the deity's chosen weapon. At 1st level, he gains Weapon Focus with deity's chosen weapon, Weapon Specialization at 4th level, Greater Weapon Focus at 8th level and Greater Weapon Specialization at 12th level. If he already has any of these feats, he gains a free [Combat] feat instead.
Detect Thoughts: A champion may cast Detect Thoughts at will, as spell.
Unyielding Thoughts: A champion is immune to all mind affectings spells, abilities and powers.
Domain Spells: A champion choses two domains available to their chosen deity, as cleric. A champion casts spells only from these domains without daily preparation. Otherwise, he casts as a cleric one-half his level. At level 6, he casts as a cleric 3 level lower then him. At level 19, he casts as a cleric of the same level.
Granted Powers: At 2nd level, a champion gains the granted powers of his chosen domain, as cleric.
Lay on Hands: As Paladin.
Divine Grace: As Paladin.
Divine Health: As Paladin.
Aura of Divinity: As Paladin's Aura of Courage.
Special Mount: Each deity has a chosen type of animal that a champion may summon to ride. If the deity doesn't specify, use a horse as default. The animal will be one size category larger then the champion. The mount has all the same 5th level ability as a Paladin's Special Mount. A champion must choose one of his chosen domains, and that domain will decide the abilities that a champion's mount gains at 9th, 13th and 17th level.
Remove Disease: As Paladin
Holy Weapon: At 7th level, using an hour-long ritual that must be performed at the same time a cleric of the same deity would pray for spells, a champion may enchant a weapon. Other then the time needed to enchant the weapon, the ritual is free. The enchantments activate whenever the champion wills it to as a sift action. So great is the connection, a champion does not need to be able to focus to activate the enchantments, so he may be activate while in a rage or in other circumstances. The weapon must be the deity's chosen weapon. When enchanting the weapon, the champion choses one of his chosen domains and the weapon is enchanted accordingly. At 11th and 15th level, the weapon may be further upgraded as according to the champion's chosen domain. More then one weapons may be enchanted by this ability, but subsequent weapons costs experience.
Avatar: At 20th level, as a full-round action, a champion may transform into an Avatar of his deity once per day. This lasts for 1/2 round/level.
Tables must be made for the Special Mount and Holy Weapon.
Posted: Mon Oct 19, 2009 9:44 pm
by God_of_Awesome
Holy Weapon
| Domain | 7th | 11th | 15th
|
| Air | No Air Resistance | Vacuum Blade | Tornado Blade
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| Animal* | Fuck You, I'm A Bear! | AWOOO! | Rush of the Bulls
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| Cold | Ice Sickle | Frostbite | Hypothermia
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| Darkness | Through The Shadows | Shadow Sword | Blade of the Black Hydra
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| Death | Necrot | Rise My Victims | Reaper's Blade
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| Destruction | Boom Blade | Character Deconstruction | Spontaneous Explosion
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| Fire | Sword on Fire | Sword of Fire | Spontaneous Combustion
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| Illusion | It Was An Illusion! | Wounds May Appear Smaller Then They Really Are | Illusion of Death
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| Knowledge | The Sword Can Talk! | The Sword Can Read? | Why Is The Sword Smarter Then Me?
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| Luck | Lucky Hit | Luck of the Draw | Well, That Was Luck
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| Magic | The Sword Can Talk! | Dancing Blade | Wizard Sword
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| War | Well-Equipped | Oh God, So Much Blood | Siege Weapon
|
Posted: Tue Oct 20, 2009 7:36 am
by Orion
You do realize those weapon abilities aren't even vaguely balanced against each other I hope?
Posted: Wed Oct 21, 2009 3:57 pm
by God_of_Awesome
It was about half way through I realized I was in over my head.
I need to go back and just make up abilities.
Posted: Thu Oct 22, 2009 5:14 am
by God_of_Awesome
You may turn these effect off, at-will.
Air
No Air Resistance: Air simply does not impede your weapon any more. In fact, it moves to aid it. Once close combat is met, a champion will treated as if he had initiative over everyone in the same close combat. If he already did, then he is allowed two attack, on his turn and after everyone in the same close combat takes their turn. With a ranged weapon, the champion's range increases by double and may ignore any gaseous impediments or wind factors.
Vacuum Blade: A whirlwind whips around your weapon, sucking every thing else away. Every time you strike an opponent, they must roll a Reflex Save against a DC of 10 + Your Wis Modifier or be disarmed.
Tornado Blade: Your weapon has become a thing of swirling air. Ignore Armor and Natural Armor bonuses to AC. When hit, unarmed opponents must make a Reflex Save agaisnt a DC of 5 + You Wis Modifier, or be stripped naked, thrown 10 feet away and be treated as prone and disoriented for 1d6 rounds.
Animal
*Not applied to a weapon. These become special abilities.
Fuck You, I'm a Bear!: Your arms are imbued with the spirit of the bear. The champion's hands can be treated as claws, which do lethal Slashing damage equal to his unarmed damage. As a standard action, you may turn your arms into that of a bear's (Appropiatley sized for your body), gaining a Str Modifier bonus equal to your Wis modifier in any roll concerning your arms and 1d6/level Slashing damage with your claw. Your gain a Cha Modifier penalty equal to your new Str Modifier concerning Diplomacy rolls but a similiar bonus concerning Intimidation.
AWOOO!: Your howls are heards, they are answered, they are obeyed. Pick one animal type. The champion may communicate with animals of that type and command animals of that type who have an HD less or equal the champion's Champion levels.
Rush of the Bulls: You are now imbued with the mighty spirit of the bull. Once a day,the champion turns into a dire bull rounds/level and gain Bull Rush, even if he doesn't have the prerequisites. When using Bull Rush, summon a stampede of bulls that have Bull Rush and do so in the same direction as the champion. The number of bulls equal the champion's Champion levels and may be dispersed however you please no more then twenty feet away from the champion.
Posted: Fri Oct 23, 2009 8:17 pm
by God_of_Awesome
Thanks to Koumei for this:
War:
Well-Equipped: the right weapon for the right job, that's always how it goes. This can, with a Move-equivalent action, change shape into any other weapon, keeping all the same enhancements and effects. It can also change material at the same time, going from a normal Longbow to an Adamantine Warhammer or whatever.
Oh God, So Much Blood: people struck by this weapon bleed copious amounts, you'd think it was a Kill Bill movie. The weapon deals 1 Con damage whenever it hits, and furthermore causes the victim to lose 1d6 HP every round on their turn until a DC 25 Heal check is made or they regain HP from some other source. Multiple hits stack.
Siege Weapon: this weapon can be used to kill people, and it does that just fine, but it can also be used to kill buildings. Not only does it ignore all Hardness and DR, but the weapon forces any unattended object struck to make a Fortitude save (Strength-based DC) or be completely destroyed. Being inside a house does not count as attending it. It may also be used to cast Earthquake once per day as a (Su).
Magic:
The Sword Can Talk!: the weapon becomes an Intelligent Item, with the ability to talk. In fact, you can't shut it up. It gains a Minor Intelligent Item power of the user's choice, which can't be changed later.
Dancing Blade: the weapon can happily wield itself, using all the combat-relevant stats (BAB, Strength/Dex, Feats etc.) of the owner. It must remain within 20' though, and if outside this radius will spend every turn just moving closer to get this close. If it can't find the owner, it will Teleport to their location, but becomes disoriented and can't Dance for 1 minute. It can also use the owner's ranks in Perform (Dance).
Wizard Sword: the weapon gains a Major Intelligent Item power, as well as the knowledge of one 4th level spell, two 3rd level spells, three 2nd level spells, four 1st level spells and five Cantrips. It can use each of these once per day, though suffers from ASF if sheathed. Additionally, it receives a +4 Enhancement bonus to its Intelligence.
Death
Necrot: Your foe's flesh rots away before your very eyes. On a succesful hit, the target becomes infected with 'Necrot.' Only a Cure Disease spell from a caster one caster level or higher then the champion's Champion level can remove it or that all damage cause by it be healed. Every round, Necrot does 1d4 damage to the infected. Every five rounds, 1d4 damage is incured to the infected's Constitution score.
Rise My Victims!: Watch as those you have slain rise up once more as your servants. When those subject to the champion's holy weapon's Necrot that die may be automatically animated as if subject to the Animate Dead spell. These undead are under the Champion's control. Those that were finished by means other then the Necrot can only be animated as zombies by this effect. Those finished by the Necrot may be animated as wraiths.
Reaper's Blade: All fall by a single stroke of your weapon. All target succescfully hit by the champion's holy weapon must suceed a Fortitude save against the champion's Champion level or automatically die. For the purposes of the Rise My Victims! ability, the fallen are treated as if they died of Necrot.
Posted: Sat Oct 24, 2009 6:38 pm
by God_of_Awesome
More thanks to Koumei!
Illusion
It Was An Illusion!: on command, the weapon can in fact deal Nonlethal damage, wounds that aren't real. Additionally, the wielder can Dispel Illusions (as per Greater Dispel, but only affecting Illusions) and create a Silent Image once each per hour.
Wounds May Appear Smaller Then They Really Are: whenever someone takes damage from the blade, the damage taken is only the visible damage. One round later, they take another 3d6 damage per damaging hit.
Illusion of Death: the wielder can cast Phantasmal Killer as a spell-like ability (DC = 10 + half HD + Wis) once per 5 rounds.
Knowledge
The Sword Can Talk!: the weapon becomes an Intelligent Item with speech and one minor power.
The Sword Can Read?: the weapon becomes smarter, increasing its Int by 4, and its Wis and Cha by 2 each. It also picks up a major power, literacy and 10 ranks in Decipher Script.
Why Is The Sword Smarter Then Me?: the weapon is now a frigging genius, with another +4 to Int, and +2 more to Wis. It gains Bardic Lore, substituting the wielder's BAB for its Bard levels, and has 10 ranks in every Knowledge skill, even ones you just made up.
Luck
Lucky Hit: once per 5 rounds, you may declare that a successful hit with the weapon is actually a critical hit. Likewise, you may cast True Strike as a Swift action once per hour.
Luck of the Draw: once per day, when rolling a d20, you may decide what number you actually roll, though it must be a number you could theoretically roll on the d20 (so no -5, 9001, 19.7 or pi).
Well, That Was Luck: all attacks against you, while wielding the weapon, have a 25% miss chance, though that is not from concealment. Additionally, once per our you may decide to re-roll a d20 roll you don't like the result of, treating the re-roll as a 10 if you roll less than that.
Cold
Ice Sickle: Your weapon bleeds with the arcane arctic. The weapon is now an Icey Burst weapon.
Frostbite: The wounds you inflict freeze over with an ever growing chill. Upon a succesful strike, the target contracts Frostbite. Every round afterwards, they takes 1d4 Frost damage from the wound. Only a Cure Disease spell from a caster with a caster level of equal or greater level then the champion's Champion levels may cure it.
Hypothermia: Your foe freeze to death before you, their strength sapped by the mighty cold, their muscles frozen and their life seeping away. On the first round, and every 3 round afterwards, the infected loses 1d4 Str points. On the second round and every 3 rounds afterwards, the infected loses 1d4 Dex point. One the third round and every 3 rounds afterwards, the infected loses 1d4 Con points. Only a Cure Disease spell from a caster with a caster level of equal or greater level then the champion's Champion levels may cure it.
Posted: Sun Oct 25, 2009 8:33 am
by God_of_Awesome
Koumei again!
Pain
It hurts, it hurts!: the weapon hurts like buggery. It really stings. Anyone struck must pass a Fort save at the end of your turn (one save, regardless of how many hits. DC 10 + half your HD + Str) or be Stunned for 1 round.
Lemon Juice on a Papercut: the weapon now hurts like buggery and a half. Anyone struck must pass a Fortitude save at the end of your turn (one save, with a -1 penalty for every additional hit. DC as above) or be Paralysed and Blinded with pain for 1d4 rounds. Also, while wielding the weapon you have a constant Sadism effect.
Eternal Agony: once per hour, after hitting someone with the weapon, you may bestow an Eternity of Pain effect on them. They are entitled to a save (same DC as above). Additionally, while wielding the weapon you have a constant Masochism effect.
Joy
I've got the joy, joy, joy, joy: you are generally happy. As long as you hold the weapon, you are immune to all [Fear] and [Fatigue] effects, as well as Crushing Despair and Emotion. You also may add your Charisma mod as a Morale bonus on damage rolls.
Happy happy joy joy: you are so happy that you're immune to any [Mind Affecting] effect that you want to be immune to, when holding the weapon. Also, you may add your Charisma mod as a Morale bonus on skill checks and Save DCs.
Time for a booster!: once per hour, as a Swift action, your weapon gives you a surge of joy, giving you the benefits of a Heal spell and a Greater Heroism effect. The weapon also constantly sings as a level 15 Bard (PHB version) unless explicitly told to shut the fuck up.
Majesty
Kneel Before Me!: when holding the weapon, you may cast Command as a Swift action at will. This is a Supernatural ability and the DC is Wisdom-based. You may also Rebuke one type of creature (selected like the Ranger's Favoured Enemy) once per hour.
Behold the king... the King of Kings!: you radiate magnificence. You have an Aura of fear like a Dragon, out to 30 feet, and anyone in that Aura suffers your Charisma modifier as a penalty to save against your [Compulsions].
On Your Knees, Dog!: your weapon may cast Dominate Monster at will, however only one creature at a time may be dominated. It may also cast Greater Command once per five rounds. These are Supernatural abilities, and the DCs are Wisdom-based.
Slime
My Sword is Icky: anyone struck by your weapon takes 1d8 Acid damage per hit. On the following round they take 1d6 Acid damage per hit, and the round after they take 1d4 Acid damage per hit.
Putrid Perforation: anyone struck by your weapon catches Slimy Doom if they fail a Fort save at the end of your turn (1 save, Str-based, but with a -1 penalty for every additional hit). This is an accelerated version, attacking every hour for 12 hours before clearing up.
Phlegmblade: your weapon can be used to spray a 50' cone of ooze once per hour. This deals 1d6 Acid damage per level (Ref half, Wis-based), and those who fail the save are damaged again on the following round. Additionally, an Ooze with a CR at least 3 lower than your level is conjured anywhere within the effect, and is under your control (via the sword) for one minute, at the end of which it dissolves.
Scaleykind
Serpent Staff: your weapon actually can turn into a snake. You may either have this happen while being wielded, in which case it works as normal, except also delivers a Poison (1d6 Con/1d6 Con, DC 10 + half your HD + your Str mod), or you may throw it to the floor and let it fight as a Huge Viper with additional HD equal to your class level. It returns to normal on your command, or if slain.
Serpent Caller: you can summon Snake Swarms as per Summon Swarm (with snakes instead) once per hour. You can also summon 1d4 Huge Vipers once per hour. In either case, they gain extra HD equal to your level - 4.
Shedding: once per day, as a free action that takes no effort on your part, you may shed your skin, as long as you hold your weapon. All effects on you that are not environmental or perfectly natural for you (time, gravity, darkness caused by night, pregnancy, age etc.) are immediately ended, and your hit points are instantly restored to full. You also become fully rested, but don't get daily spells back.
Spider
Web Slinger: you may, while holding your weapon, cast Web as a Supernatural ability (Wis-based) once per 5 rounds.
Venomblade: the weapon carries a venom (1d6 Str/1d6 Str, DC = 10 + half your HD + your Str mod).
I Just Laid My Eggs In Your Skin: once per minute, as a free action, you may declare your weapon has laid spider eggs inside a foe you just struck. They must immediately make a Fort save (DC = 10 + half your level + your Str mod) or die as they are eaten from the inside out by venomous baby spiders. This then becomes a Spider Swarm under your control for as long as you hold the weapon.
Watery Death
Call the Waves: at will, you may point your blade in a direction and cause a wave of invisible force to lash out. This Standard action Supernatural ability sends a 15' wide, 45' long line of force, and anyone in the area is knocked prone if they fail a Fort save (DC 10 + half your level + your Str mod + weapon Enhancement bonus).
Whirlpool Weapon: when in the water, you may create a 50' deep Whirlpool as a Standard action at will. This is a Supernatural ability, and anyone dragged to the bottom is transported to the Plane of Water.
Under the Sea!: once per minute, as a free action, you may bestow a drowning effect on someone struck by your weapon. This is a Supernatural ability and they are allowed a Fort save (DC = 10 + half your HD + your Str mod). If they fail, they drown and die instantly. If they pass, they still have lungs full of water and are Stunned for 1 round.
Fire
Sword on Fire: No ands ifs or buts about it, your sword is on fire. Treat the weapon as a Firey Burst weapon.
Sword of Fire: Okay, now your sword is MADE of fire. The sword now ignores Armor and Natural Armor, does double Fire damage and has double the crit range.
Spontaneous Combustion: Your foes burst into flame at the sheer intensity of your faith; BURN HERETICS!!! Upon a sucesful strike, a target must make a Fortitude check against a DC equal to twice the champion's Champion levels or burst into flames and take 1d6 Fire damage every round until doused.