ToV Paladin Class?

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Koumei
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ToV Paladin Class?

Post by Koumei »

Okay, I continued a little on the Pokeymans project, here's my idea for how the Paladong would work:

PALADIN

"If you lay a finger on the wizard, you will regret it before I even raise my hand to you. And I will raise my hand to you, even while you're regretting it."

Hit Die: 1d10
BAB: Good
Good Saves: Fort and Will
Skill Points per level: 4+Int
Class Skills: Diplomacy, Intimidate, Jump, Knowledge (Any), Listen, Ride, Search, Sense Motive, Spot, Use Rope
Proficiencies: Simple and Martial Weapons, All Armour and Shields
Alignment: any except True Neutral, however they will likely be a dick about it either way.
LevelSpecial
1Spellcasting, Detection, Lay Hands 3/day
2Smite
3Swiftcast
4Fearless, Paladin's Mount
5Divine Health
6Sudden Spell
7Zeal
8Aura of Courage
9Aura of Health
10Reactive Spell
11Smite Makes Right
12Holy War
13Smite on Sight
14Aura of Vitality
15Awesome Words
16Lifesaver
17Glory
18Divine Intervention
19-
20Protection Against Losing

Spellcasting: the Paladin casts Divine spells, using the Wizard's Spells per Day. However the Paladin automatically knows all spells on his class list, and casts spells spontaneously. The casting stat is Wisdom for Paladins. See the spell list below.

Detection (Sp): the Paladin detects strongly as his Alignments, but also can cast Detect (any opposing alignments) at will. Note that this provokes Attacks of Opportunity, so people can smack him upside the head for staring in public.

Lay Hands (Sp): three times per day, the Paladin may place his hands on someone (requiring a melee touch attack if they are unwilling) as a Standard Action, restoring lost HP equal to his level multiplied by his Charisma modifier (minimum of +1, for a total of at least his level in HP). This even heals Undead as though by negative energy.

Smite (Su): at level 2, once per minute as a Standard action, the Paladin may make a regular melee attack as a Smite. It gains a bonus to hit equal to the lower of his level or Charisma modifier (minimum +1), unless the target's Alignment is his direct opposite, where the bonus to hit is equal to the higher of his level or Charisma modifier. If it successfully hits, a target who opposes his Alignment on at least one axis takes an additional 1d6 damage per level of the Paladin.

Swiftcast (Ex): at level 3, the Paladin gains the ability to cast spells and stab people in the face, practically at the same time. Any Paladin spell may be cast as a Swift action, however doing so causes the spell to only last one round (unless the Duration is already Instantaneous or less than one round).

Fearless (Ex): at level 4 the Paladin becomes immune to all [Fear] effects, in fact gaining a +2 Morale bonus on attack rolls for 1 minute when subjected to them, as he laughs in the face of danger.

Paladin's Mount (Su): at level 4 the Paladin gains a powerful mount to ride into battle.

SOMETHING HERE ABOUT MOUNTS

Divine Health (Ex): at level 5 the Paladin becomes immune to Poison, Disease, Fatigue and Ability Damage/Drain.

Sudden Spell (Su): at level 6, the Paladin gains the ability to mentally react to danger before he is even truly aware of it. Whenever he is required to roll Initiative, the Paladin may cast a Paladin spell as an Immediate action (even though he does not have actions available at this point - it consumes his Swift action in the first round). Doing so causes the duration to be reduced to one round (unless it was already Instantaneous or less than one round).

Zeal (Ex): at level 7, the Paladin becomes better at rapidly burning off spells to protect his friends. The Paladin may Swift Cast even when using Sudden Spell, as though Sudden Spell did not consume their Swift Action (but no other Swift Action may be taken in its place if Sudden Spell was used).

Aura of Courage (Su): at level 8, the Paladin exudes a 20' radius aura that makes his allies feel brave (though he may suppress it at any time). All allies in the area become immune to [Fear] effects.

Aura of Health (Su): at level 9, the Paladin exudes a 20' radius aura that makes his allies feel healthy (though he may suppress it at any time). Only one aura may be active at a time but he can switch between them with a Swift action. All allies in the area become immune to Poisons and Diseases.

Reactive Spell (Su): at level 10, the Paladin can quickly bring up protective spells to help out in dire circumstances. He may cast Paladin spells as Immediate actions, however doing so reduces the duration (unless Instantaneous) to less than a round, only covering the triggering action itself.

Smite Makes Right (Su): at level 11, the Paladin gets better at Smiting. The target of the Smite, if successfully hit, must make a Fortitude save (DC 10 + half the Paladin's HD + Paladin's Charisma modifier) or be Stunned for 1 round.

Holy War (Ex): at level 12, the Paladin gets a bonus feat. This may be any Leadership feat.

Smite on Sight (Su): at level 13, the Paladin gets used to Smiting everyone. He may spend a Full Round action using his Smite attempt, directing it against every target of his choice that he can see in a 90 degree arc. He must roll to hit only once, using that roll against the AC of every affected target. He still uses a melee attack roll, and regular weapon damage is still included. It just works out like that.

Aura of Vitality (Su): at level 14, the Paladin gains another 20' radius aura with the same restrictions as the others. While it is active, the Paladin gains Fast Healing 10 and all allies in the area gain Fast Healing 5.

Awesome Words (Su): at level 15, the Paladin gains three combined daily uses of any of the following spell-like abilities: Blasphemy, Dictum, Holy Word, Word of Chaos. He may only use spell-like abilities from this list that match his Alignment.

Lifesaver (Sp): at level 16, the Paladin may once per day touch someone who has died, and raise them from the dead as per True Resurrection.

Glory (Ex): at level 17, the Paladin becomes even better at firing spells off rapidly. Whenever he uses Reactive Spell, he gains a Swift Action in the next round that can only be used for Swiftcast, nothing else. Effectively the Paladin may Swiftcast and use Reactive Spell both each round.

Divine Intervention (Su): at level 18, the Paladin may once per day negate an attack (including spells, supernatural abilities and any harmful effect, even those that don't deal damage) that he can see. This is an Immediate action, and the attack simply fails, dealing no damage and causing no ill effects.

Protection Against Losing (Su): at level 20, the Paladin becomes immune to losing the game, and in fact wins.
Paladin Spell List:
Orisons: Light, Hold Portal, Glaze Lock, Guidance, Virtue, Resistance

1st level: Sanctuary, Entangle, Animate Rope, Ice Slick, Shield, Mage Armour, Nightshield, Karmic Aura, Protection Against (Alignment)

2nd level: Darkness, Arcane Lock, Protection From Arrows, Glitterdust, Obscuring Snow, Icicle, Electric Vengeance, Karmic Backlash, Wall of Gloom, Haste

3rd level: Greater Mage Armour, Daylight, Invisibility Purge, Wind Wall, Spike Growth, Dispel Magic, Magic Circle Against (Alignment), Lesser Aura of Cold, Binding Snow, Control Sand, Wall of Salt, Wall of Sand, Wall of Water, Body Blaze, Vertigo Field, Divine Retaliation, Prismatic Mist, Ring of Blades, Thornskin

4th level: Dimensional Anchor, Freedom of Movement, Flight, Spike Stones, Evard's Black Tentacles, Solid Fog, Fire Shield, Resilient Sphere, Wall of Fire, Wall of Ice, Wall of Coldfire, Ice Web, Slipsand, Skin of the Cactus

5th level: Hallow/Unhallow, Wall of Stone, Control Winds, Wall of Thorns, Wall of Force, Binding Winds, Poison Thorns, Wall of Magma, Fuse Sand, Greater Electric Vengeance, Mass Fireshield, Spiritwall, Wall of Bones, Coat of Arms

6th level: Blade Barrier, Forbiddance, Greater Glyph of Warding, Guards and Wards, Acid Fog, Wall of Iron, Freezing Sphere, Move Earth, Enveloping Cocoon, Phantasmal Disorientation, Tidal Surge, Karmic Retribution, Prismatic Aura

7th level: Refuge, Repulsion, Banishment, Forcecage, Poison Vines, Greater Aura of Cold, Ice Castle, Choking Cobwebs, Retributive Enervation, Mass Coat of Arms

8th level: Antimagic Field, Dimensional Lock, Prismatic Wall, Telekinetic Sphere

9th level: Antipathy, Sympathy, Imprisonment, Freedom, Prismatic Sphere, Prismatic Deluge
Last edited by Koumei on Sun Feb 14, 2010 2:14 pm, edited 1 time in total.
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Koumei
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Post by Koumei »

Psst, you're allowed to say stuff about it. Even "This is rather pointless and not needed." or "I like my approach better".

Not that I'll complain if you instead elect "I tried this and it worked perfectly!" or "You are amazing, I am dedicating a cult to you!"
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Judging__Eagle
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Post by Judging__Eagle »

It's cool, but it's not really needed. The Kantian Pally is pretty decent as well.

This is just an other way of looking at the concept of "I'm a guy who has to obey rules, and thus is (blessed/cursed) with awesome", and creating an alternate, and actually usable, way of playing the concept.

I'm sure that giving sorcerer, or simply X spells slots per spell level, would also work for the class. They probably won't be adding spells to their spell list; and letting them use 3-6 spells per level, per day isn't going to be a big deal.
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CatharzGodfoot
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Post by CatharzGodfoot »

I'd dump the 0risons and give the light at will at 1evel. The crowd control focus makes for a very interesting character. At 3rd level, you can imagine: fire off a 1-round sanctuary and haste, then entangle and swift icicle...

Not exactly what I'd consider classical paladin behavior, but interesting.
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