Ing
2006-03-19, 03:24 AM
due to a lack of good gods in my recent campaign i'm trying to come up with variant paladins to mix things up, can someone give me an idea on the variang paladins here?
Totem Paladins: for those worlds where there are few good gods or where the law is not just there are the Paladins of Totem. they draw their power from the primal forces of nature, much like druids, but strive to use their powers to restore order and balance to unjust or evil worlds.
Paladin of the Moon
instead of aura of good: Dark vision
instead of detect evil: detect hidden, (paladin can use this ability instead of detect evil, same progression, to detect if something in the area 100 ft area, has been altered or is being hidden or obscured certian spells can bluff it just as detect evil can be bluffed.
instead of smite evil: Darkness, Paladin casts teh area in a pale light that saps the visability from the area, affecting as if a darkness spell. Paladin and allies are immune to this effect.
instead of devine health: Moon beams, paladin gains fast heaing while bathing in the moon light, (effectivly gaining 1 hp per level per hour they are in the moon light. on the new moon they gain no effect,. in the full moon fi they bathe their body for more than an hour in the light their body is restored curing them of any ability damage, disease, and restoring full hit points
instead of turn undead: turn lycantrophe.
Paladin of Sun
instead of aura of good: sun kissed, paladin gains a moral bonus of +1 while fighitng in direct sun light.
instead of smite evil: halo, paladin can radiate pure sunlight blinding those who fail to sheild there eyes and burning creatures weak to sunlight.
instead of devine healing: paladin recovers at a rate of 1 point per level per hour they are bathed in sunlight.
Paladin of Thunder
instead of aura of good: thunder bless, gain immunity to electrical attacks
instead of smite evil: shocking grasp, as the spell.
instead of diving health: battery, paladin absorbes 1 temp hp for every 5 pts of electrical damage.
instead of lay on hands: shock, can deal electircal damage equal to paladin level times chas mod. once per ay.
Paladin of earth
instead of aura of good: steady feet, becomes immune to knock over as long as they stand on exposed freash earth barefoot
instead of smite evil: rock fist: as smite evil but non-alignment, fist becomes hard like a brick
instead of devine health: earth bless, recovers 1 hp per level per hour as long as bare skin touches exposed earth, bathing in mud for an hour recovers from disease.
turn undead: turn earth, can turn earth elementals or burrowing creatures
Paladin of Air
instead of aura of good: aura of wind, gains +2 agianst ranged arrows
instead of smite evil: impact, player can focus a pulse of air to flow through their fist for a blow, as smite evil but gives knockback.
instead of lay on hands: control wind as spell
instead of turn undead: turn aerial creatures
instead of special mount/wing speed, gains +10 speed per 4 levels.
Paladin of Beasts
instead of aura of good: beast grip, gains improved graple
instead of detect evil: detect fuana, can detect animal life
instead of smite evil: beast strength: as smite evil but not pertaining to alignment, and only to natural weapons
turn undead: tame animal, can turn or sway animal and beasts, (turn them or attempt a tame animal with cha added)
instead of aura of curouage, primal aura: gives a frightful presence equal to 10+ every 2 paladin levels.
instead of special mount: beast walker, gains land speed +10 per every 4 levels
Paladin of Chaos
instead of aura of good: aura of chaos
instead of detect evil, detect law
instead of smite evil, confuse: as spell
instead of turn undead: turn order, turns overly orderly things like lawful outsiders and constructs.
instead of divine health: divine chaos, immune to gaes and mind control effects
Paladin of Order
instead of aura of good: aura of law
instead of detect evil: detect chaos
instead of smite evil: smite chaos
instead of turn undead: turn chaos
insted of divine health: Divine order: immune to confusion , insanity and mind baffling effects
Paladin of Luck
instead of aura of good: aura of chaos
instead of smite evil: jynx, target gets a 50% chance to get a penalty equal to paladin level on each roll
instead of lay on hands: touch of luck, targets gets a bonus to one roll, from a pool of cha mod times paladin level per day, can be done all at once or over multiple incriments
instead of divine health: Lucky health: can chose to reroll a fort save, but must take the reroll even if it is lower
instead of remove disease: lucky break, gives a 1d6 bonus to one roll to target.
instead of aura of courage, aura of luck, gets a bonus to cha checks instead of agianst fear saves
Paladin of Fire
instead of aura of good: fire aura, deals 1d4-3 to creatures in unarmed threat range, (min 0)
instead of smite evil: flame touch: as smite evil but bathes the attack in elemental fire
instead of lay on hands: burn: can deal cha mod X pali level fire damage per day to a range equal to burning hands
instead of divine health: fire born, fire resistence
instead of turn undead: turn fire, can turn elementals,
instead of special mount: control fire
instead of remove disease: fireball, as spell. same casting limitations as remove disease though
Paladin of water
aura of good replaced by water breathing
instead of smite evil: water whip, deals 1d6+paladin level water damage to the range of a normal whip.
instead of detect evil: purify evli
instead of lay on hands: healing water, as lay on hands but infuses the healing water into energy turning it into healing potions of predecided recovery
instead of turn undead: turn aquatic
instead of special mount: control water
so far that's all i have but i'll add more based on the domains later and add the limitations each have instead of a code. what do you think so far though?
Totem Paladins: for those worlds where there are few good gods or where the law is not just there are the Paladins of Totem. they draw their power from the primal forces of nature, much like druids, but strive to use their powers to restore order and balance to unjust or evil worlds.
Paladin of the Moon
instead of aura of good: Dark vision
instead of detect evil: detect hidden, (paladin can use this ability instead of detect evil, same progression, to detect if something in the area 100 ft area, has been altered or is being hidden or obscured certian spells can bluff it just as detect evil can be bluffed.
instead of smite evil: Darkness, Paladin casts teh area in a pale light that saps the visability from the area, affecting as if a darkness spell. Paladin and allies are immune to this effect.
instead of devine health: Moon beams, paladin gains fast heaing while bathing in the moon light, (effectivly gaining 1 hp per level per hour they are in the moon light. on the new moon they gain no effect,. in the full moon fi they bathe their body for more than an hour in the light their body is restored curing them of any ability damage, disease, and restoring full hit points
instead of turn undead: turn lycantrophe.
Paladin of Sun
instead of aura of good: sun kissed, paladin gains a moral bonus of +1 while fighitng in direct sun light.
instead of smite evil: halo, paladin can radiate pure sunlight blinding those who fail to sheild there eyes and burning creatures weak to sunlight.
instead of devine healing: paladin recovers at a rate of 1 point per level per hour they are bathed in sunlight.
Paladin of Thunder
instead of aura of good: thunder bless, gain immunity to electrical attacks
instead of smite evil: shocking grasp, as the spell.
instead of diving health: battery, paladin absorbes 1 temp hp for every 5 pts of electrical damage.
instead of lay on hands: shock, can deal electircal damage equal to paladin level times chas mod. once per ay.
Paladin of earth
instead of aura of good: steady feet, becomes immune to knock over as long as they stand on exposed freash earth barefoot
instead of smite evil: rock fist: as smite evil but non-alignment, fist becomes hard like a brick
instead of devine health: earth bless, recovers 1 hp per level per hour as long as bare skin touches exposed earth, bathing in mud for an hour recovers from disease.
turn undead: turn earth, can turn earth elementals or burrowing creatures
Paladin of Air
instead of aura of good: aura of wind, gains +2 agianst ranged arrows
instead of smite evil: impact, player can focus a pulse of air to flow through their fist for a blow, as smite evil but gives knockback.
instead of lay on hands: control wind as spell
instead of turn undead: turn aerial creatures
instead of special mount/wing speed, gains +10 speed per 4 levels.
Paladin of Beasts
instead of aura of good: beast grip, gains improved graple
instead of detect evil: detect fuana, can detect animal life
instead of smite evil: beast strength: as smite evil but not pertaining to alignment, and only to natural weapons
turn undead: tame animal, can turn or sway animal and beasts, (turn them or attempt a tame animal with cha added)
instead of aura of curouage, primal aura: gives a frightful presence equal to 10+ every 2 paladin levels.
instead of special mount: beast walker, gains land speed +10 per every 4 levels
Paladin of Chaos
instead of aura of good: aura of chaos
instead of detect evil, detect law
instead of smite evil, confuse: as spell
instead of turn undead: turn order, turns overly orderly things like lawful outsiders and constructs.
instead of divine health: divine chaos, immune to gaes and mind control effects
Paladin of Order
instead of aura of good: aura of law
instead of detect evil: detect chaos
instead of smite evil: smite chaos
instead of turn undead: turn chaos
insted of divine health: Divine order: immune to confusion , insanity and mind baffling effects
Paladin of Luck
instead of aura of good: aura of chaos
instead of smite evil: jynx, target gets a 50% chance to get a penalty equal to paladin level on each roll
instead of lay on hands: touch of luck, targets gets a bonus to one roll, from a pool of cha mod times paladin level per day, can be done all at once or over multiple incriments
instead of divine health: Lucky health: can chose to reroll a fort save, but must take the reroll even if it is lower
instead of remove disease: lucky break, gives a 1d6 bonus to one roll to target.
instead of aura of courage, aura of luck, gets a bonus to cha checks instead of agianst fear saves
Paladin of Fire
instead of aura of good: fire aura, deals 1d4-3 to creatures in unarmed threat range, (min 0)
instead of smite evil: flame touch: as smite evil but bathes the attack in elemental fire
instead of lay on hands: burn: can deal cha mod X pali level fire damage per day to a range equal to burning hands
instead of divine health: fire born, fire resistence
instead of turn undead: turn fire, can turn elementals,
instead of special mount: control fire
instead of remove disease: fireball, as spell. same casting limitations as remove disease though
Paladin of water
aura of good replaced by water breathing
instead of smite evil: water whip, deals 1d6+paladin level water damage to the range of a normal whip.
instead of detect evil: purify evli
instead of lay on hands: healing water, as lay on hands but infuses the healing water into energy turning it into healing potions of predecided recovery
instead of turn undead: turn aquatic
instead of special mount: control water
so far that's all i have but i'll add more based on the domains later and add the limitations each have instead of a code. what do you think so far though?