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Golden-Esque
2009-02-01, 02:24 AM
Heyo, this is my first attempt at something like this, so I'm looking for ideas, criticism, all that other good stuff to help me learn to make better choices in the future. Yay open honesty?

Anyway, with all that said and done, I'm working on a Campaign Setting, and I really didn't like the idea of Paladins being "Captain Super Awesome Guy of Shinning Good Guy-ness", so I went through the source books and rounded up Unearthed Arcana(TM)'s three variants and put them to work.

The only problem with them, for me at least, was that while Paladins currently emphasize the ongoing war between Good and Evil, they don't do much for Law and Chaos. Not to imply that Law and Chaos are at war, more like you're bound to have extremists at each end. So, here it goes. Please meet the Lawful Neutral Paladin, the Paladin of Order.

In addition, at the end of the actual character figures and stuff, I have some explanations if you feel they're needed. For the most part, I didn't go and make a whole lot of my own stuff on this one; I just used pre-existing stuff and tried to make it fit. I'd like you guys to see how well it fits :D.

Paladin of Order

The Paladin of Order is the model example of the perfect citizen. He or she follows every law right to the punctuation point, and insists that all citizens of the world do the same. The Paladin of Order sees laws as a thing created to protect and serve the people, so the Paladins take it upon themselves to protect the protector by upholding and enforcing the laws of the land.
The Knights of Order
Patron Deity/Deities

Paladins of Order typically receive their powers from Lawful Neutral or Lawful Good deities. Anubis, the God of Judgment, is the Patron Deity of the Paladins of Order.
Political Goals and Views

The Knights of Order seek to maintain the law throughout the land, and they most often do this by joining royal courts and law-upholding agencies. From there, the Paladin will hunt and imprison any who disobey the laws of the land. The Knights of Order themselves are a highly organized society that keeps tabs on the actions of societies throughout the world. While their respective kingdoms may collide in battle, members of the Knights of Order overlook this by recognizing that without government, no matter how flawed, the people's condition is bound to be worse.

Ability Progression

1st
Aura of Law
Detect Chaos
Smite Chaos/ once per day

2nd
Divine Grace
Lay on Hands

3rd
Aura of Intimidation
Divine Health

4th
Divine Counterspell

5th
Smite Chaos/ twice per day
Special Mount

6th
Subduing Strike/ once per week

9th
Subduing Strike/ twice per week

10th
Smite Chaos/ three times per day

12th
Subduing Strike/ four times per week

15th
Subduing Strike
Smite Chaos/ four times per day

18th
Subduing Strike/ five times per day

20th
Smite Chaos/ five times per day

Aura of Law:
A Paladin of Order has an Aura that reacts to the Detect Law spell. The power of a Paladin's Aura is equal to his or her Paladin Class Level.

Detect Chaos:
A Paladin of Order can cast the Detect Chaos spell at will.

Smite Chaos:
Once per day, a Paladin of Order can attempt to smite a creature with one normal melee attack. He or she adds their Charisma bonus (if any) to their attack roll and deals 1 extra point of damage per Paladin level. If a Paladin of Order accidentally smites a creature that is not chaotic, the smite has no effect, but the ability is still used up for that day.

At 5th level, and at every five levels thereafter, a Paladin of Order may use Smite Chaos one additional time per day. A Paladin of Order can smite chaos up to five times per day at 20th level.

Divine Grace:
At 2nd Level, a Paladin of Order can add his or her Charisma modifier (if any) to his or her saving throws.

Lay on Hands:
Beginning at 2nd level, a Paladin of Order with a Charisma score of 12 or higher can heal wounds (their own or those of others) by touch. Each day he or she can heal a total number of hit points of damage equal to their paladin level multiplied by their Charisma bonus. A Paladin may choose to divide her healing among multiple recipients, and he or she doesn’t have to use it all at once. Using Lay on Hands is a standard action.

Alternatively, a Paladin can use any or all of this healing power to deal damage to undead creatures. Using Lay on Hands in this way requires a successful melee touch attack and doesn’t provoke an attack of opportunity. The Paladin decides how many of their daily allotment of points to use as damage after successfully touching an undead creature.

Aura of Intimidation:
Beginning at 3rd level a Paladin of Order radiates an intimidating presence, causing all enemies within 10 yards of him or her to take a -2 penalty against Intimidation skill checks and saving throws against Fear spells and effects.

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

Divine Counterspell:
When a Paladin of Order reaches 4th level, he or she gains the supernatural ability to counter enemy spellcasting as if he or she was using Dispel Magic, except you add your Paladin level minus 3 to the d20 roll. The Paladin may use this ability a number of times per day equal to 1 + their Charisma modifier.

A character with five or more ranks in Knowledge(Arcana) receives a +2 bonus on Counterspelling attempts.

Special Mount:
Upon reaching 5th level, a Paladin gains the service of an unusually intelligent, strong, and loyal steed to serve them in their crusade against lawbreakers. This mount is usually a heavy warhorse (for a Medium paladin) or a war-pony (for a Small paladin).

Once per day, as a full-round action, a Paladin may magically call her mount from the celestial realms in which it resides. This ability is the equivalent of a spell of a level equal to one-third the paladin’s level. The mount immediately appears adjacent to the Paladin and remains for 2 hours per Paladin level; 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 Paladin’s mount die, it immediately disappears, leaving behind any equipment it was carrying. The Paladin may not summon another mount for thirty days or until he or she gains a Paladin level (whichever comes first) even if the mount is somehow returned from the dead. During this thirty-day period, the Paladin takes a -1 penalty on attack and weapon damage rolls.

Subduing Strike:
At 6th level, once per week a Paladin of Order can turn a potentially killing blow into an incapacitating one. At the Paladin's option, any melee attack (including Smite Chaos) that would reduce the enemy's hit points to -2 or fewer reduces them to -1 instead. The Paladin of Order must make the decision to use this ability upon reducing the enemy to -2 hit points or fewer and before making any other action or continuing an attack.

At 9th level, and at every three additional levels thereafter, a Paladin of Order may use Subduing Strike one additional time per day. A Paladin of Order can use Subduing Strike up to five times per day at 18th level.

Code of Conduct
A Paladin of Order has a the most rigid and unforgiving code of conduct out of any Paladin. Failure to abide to any and every Law (under virtually any circumstance) can cause the Paladin to be stripped of his or her Paladin Powers. A Paladin who is stripped of their powers cannot use any Paladin class abilities he or she may have. The Paladin can undergo a Redemption Ceremony to restore their Paladin Powers.

While Paladins of Order respect and obey virtually any Law, the Paladins themselves are not idiots. For example, if a local duke passes a town law that states all foreign Paladins commit suicide, a Paladin of Order would not be penalized for disobeying that Law. Rather, Paladins of Order believe that the Law is what separates the Civilized from the Inferior, so they strive to obey and uphold all reasonable governmental laws.

Spells:
Beginning at 4th level, a Paladin gains the ability to cast a small number of Divine Spells which are drawn from the list bellow. A Paladin must choose and prepare her spells in advance.

To cast a spell, a Paladin must have a Wisdom score equal to at least 10 + the spell level. The Difficulty Class for a saving throw against a paladin’s spell is 10 + the spell level + the Paladin’s Wisdom modifier.

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 also given bellow. In addition, he or she receives bonus spells per day if he or 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.

A Paladin prepares and casts spells the way a Cleric does, though they cannot loose a prepared spell to spontaneously cast a cure spell in its place. A Paladin may prepare and cast any spell on the Paladin spell list, provided that she can cast spells of that level, but she must choose which spells to prepare during her daily meditation.

Through 3rd level, a Paladin has no caster level. At 4th level and higher, their caster level is one-half of their Paladin level.
Paladin of Order Spell List

1st Level
Bless
Axiomatic Water
Axiomatic Weapon
Create Water
Cure Light Wounds
Detect Poison
Detect Surface Thoughts
Divine Favor
Endure Elements
Magic Weapon
Protection from Chaos
Read Magic
Resistance
Virtue

2nd Level
Bull’s Strength
Delay Poison
Eagle’s Splendor
Hold Person
Owl’s Wisdom
Remove Paralysis
Resist Energy
Shield Other
Undetectable Alignment
Zone of Truth

3rd Level
Cure Moderate Wounds
Discern Lies
Dispel Magic
Heal Mount
Magic Circle against Chaos
Magic Weapon (Greater)
Mantle of Law
Prayer
Remove Curse
True Seeing

4th Level
Break Enchantment
Cure Serious Wounds
Death Ward
Dispel Chaos
Dominate Person
Lawful Sword
Mark of Justice
Shield of Law




Most of it was pretty simple, really. I replaced spells and abilities that tended to be seen as Good (such as turning the Undead or Removing Diseases) and gave them more Neutral effects based on the fact that a Paladin of Order does not play on the side of Good or Evil.

Here's some quick explanations.

Aura of Intimidation - This was a little tricky. After all, Fearlessness didn't seem like a good thing for someone who isn't a champion of the people, but of the Law. A lawbringer like a Paladin of Order isn't someone to praise; he's someone to occasionally fear and more then anything avoid. Presto, Aura of Intimidation.

Divine Counterspelling - I found this beauty in the Divine Champion Source book. To me, Rebuke Undead felt really, really evil while Turn Undead felt really, really good. Neither of them fit with the idea of a stalwart upholder of the law. Silencing those anarchic wizards and sorcerers, however, definitely felt more appropriate.

Subduing Strike - While Paladins of Order aren't particularly good, they do grant their enemies the right to appear in court. After all, it's the Law. Paladins of Order learn how to use their deity's powers to allow their enemies the judgment of the law. Paladins of Order give up the ability to Remove Disease for this ability.

I have the beginnigs of a Chaotic Neutral, Neutral Good, and Neutral Evil Paladin too. The only Alignment I don't feel needs a Paladin class is True Neutral, mostly because that makes most of the Paladin abilities salvageable (Smite ... Aligned? Might be a little ridiculous. But then again ... hrm).

Also, as a note, Axiomatic apparently means holding strong to traditions and laws, so I learned something new making this variant class!

ErrantX
2009-02-01, 02:45 AM
I like it.

I can see how in your opening that this is a more personal project for you, but over all, I like it. Balanced and fair. Good work.

I, for one, am anticipating what fun you'll create with your Chaos Paladin.

Cheers,
-X

Golden-Esque
2009-02-01, 03:06 AM
I like it.

I can see how in your opening that this is a more personal project for you, but over all, I like it. Balanced and fair. Good work.

I, for one, am anticipating what fun you'll create with your Chaos Paladin.

Cheers,
-X

Sweet, thanks.

As a little spoiler, the Chaotic Neutral Paladins are called the Paladins of Anarchy. They're designed to be the direct counter parts to the Paladins of Order, naturally.

I'm hunting around to see if there's anything I like better then Divine Counterspell to give to them in lieu of Turn Undead, but worst to worst Counterspelling can be just as effective for a Chaotic player I suppose.

hamishspence
2009-02-01, 10:28 AM
I think Dragon Magazine 310 called them the disruptive anarch, and the devoted enforcer (312 references it). Unfortunately its one of only 2 Dragons of 3.5 I don't have, so I don't know how different they are from your versions.

Still, its a good idea.