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View Full Version : (3.5) (NPC Class) A paladin for everyday life (P.E.A.C.H.)



DracoDei
2009-08-11, 01:01 AM
Got writers block on the fluff, but it should be quite usable.

This is vaguely to Paladins what the Adept is to wizards, and like it, it actually has a FEW advantages over the PC classes... but not enough that anyone would actually want to play it in all livelihood.


((Example story will go here if I can ever get over the writer's block involved. Oren recommends the theme "Bitterness" for the person the Guardian of Minds will be having the tavern-table counciling session with... or maybe a walk in the woods would be more appropriate?))

Guardian of Minds(Can anyone come with a better name?)


Alignment:
Since a guardian of minds attempts to use his powers to adjust the way others think to more suit her vision for how the world should work, she may not be Chaotic. Since she has such a definite vision for the world (even maintaining an existing status quo) she may not be True Neutral. A guardian of minds suffers severe penalties for changing alignments.

Hit Die:
d6

Skills:
Craft(Int), Diplomacy(Cha), Gather Information(Cha), Handle Animal(Cha), Heal(Wis), Knowledge (nobility and royalty) (Int), Intimidate(Cha), Knowledge(Religion)(Int), Listen(Wis), Profession(Wis), Sense Motive(Wis), and Spot(Wis)

Skill Points at 1st Level
(4 + Int modifier) ×4.

Skill Points at Each Additional Level
4 + Int modifier.

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

1st|
+0|
+0|
+0|
+2|Aura, Detect Alignment(1)

2nd|
+1|
+0|
+0|
+3|Moral Champion 1/year, Divine Concealment

3rd|
+1|
+1|
+1|
+3|Aura of Courage

4th|
+2|
+1|
+1|
+4|Detect Alignment(2)

5th|
+2|
+1|
+1|
+4|Divine Grace

6th|
+3|
+2|
+2|
+5|Inspired Proficiency(1 Martial Weapon)

7th|
+3|
+2|
+2|
+5|Detect Alignment(3)

8th|
+4|
+2|
+2|
+6|Moral Champion 2/year

9th|
+4|
+3|
+3|
+6|Aura of Courage(20 feet)

10th|
+5|
+3|
+3|
+7|Detect Alignment(4)

11th|
+5|
+3|
+3|
+7| Zone of Truth 1/day

12th|
+6/+1|
+4|
+4|
+8|True Seeing 1/month

13th|
+6/+1|
+4|
+4|
+8|Detect Alignment(Dual Read)

14th|
+7/+2|
+4|
+4|
+9|Moral Champion 3/year, Discern Lies 1/day

15th|
+7/+2|
+5|
+5|
+9|Aura of Courage(30 feet)

16th|
+8/+3|
+5|
+5|
+10|Detect Alignment(Fast Read)

17th|
+8/+3|
+5|
+5|
+10| Zone of Truth 3/day

18th|
+9/+4|
+6|
+6|
+11|Inspired Proficiency(2 Martial Weapons, or 1 Exotic Weapon)

19th|
+9/+4|
+6|
+6|
+11|Detect Alignment(Complete)

20th|
+10/+5|
+6|
+6|
+12|Tireless Moral Champion, Moral Champion 4/year[/table]


Weapons and Armor: Proficient with light armor, shields(except tower shields), and simple weapons.

Aura(Ex): To those who have eyes to see, you are your soul flies a banner proclaiming its allegiances. A mind guardian counts as a cleric of a god of his own alignment for purposes of how they show up to Detect Evil/Law/Chaos/Good, unless they have cleric levels, in which case that aura takes precedence.

Detect Alignment(Sp): After a hard day of farming, your REAL work starts. Now some would call hanging out in taverns and market-places easy, and, in some ways it is... but you have been granted eyes that can see the inclinations of the spirit and when the eye you have on the crowd finds something that needs correcting, then you must ready your heart to correct the problem. This is not always as easy as it sounds. At first level you gain the ability to detect one alignment at-will as a spell-like ability. This works as the appropriate spell, and has a caster level equal to your class level. You select the alignment you can detect(Law, Chaos, Good, or Evil) off of the following chart, within the restrictions set by your own alignment. At 4th, 7th, and 10th levels you gain the ability to select an additional alignment. If no alignments remain for you to select then the range of all your existing detection abilities granted by this class feature increases by 15 feet. This effect stacks with itself.
Your Alignment|Detectable Alignments
Lawful Good or Lawful Evil|Any
Neutral Good or Neutral Evil|Evil, Good
Lawful Neutral|Chaos, Law
At 13th level you may cast and maintain two separate detection class abilities simultaneously, as if they were a single spell.
At 16th level each round you spend concentrating on the this ability counts as two for determining how much information you obtain.
At 19th level if you are Lawful Good or Lawful Evil you may cast and maintain detection abilities for all four alignment components simultaneously, as if they were a single spell. If you are Lawful Neutral, Neutral Good, or Neutral Evil, then concentrating on your detection abilities now only requires a move action each round, rather than a standard action and you may freely cast other spells (if you have some way of doing so) while maintaining such concentration.

Moral Champion(Ex): You do not relish conflict that involves either blades or trickery, but if it comes, your cause empowers you to deal with the crisis. Choose one of the following each time you activate this ability:
Subvert the Invader: Gain class level as competence bonus to Bluff, Climb, Disable Device, Hide, Move Silently, Open Lock, and Swim. All of these effects last a number of days equal to class level and you may use them untrained in that period. This version of this ability may be activated as a Full-Round action.
Overt Heroics: BAB changes to Full, Fortitude saves to Good, and gain benefits (but NOT drawbacks) of Barbarian rage for 1 minute per class level. Fatigued for 24 hours afterward. This version of this ability may be activated as an immediate action.

Divine Concealment (Su): When subterfuge is needed, your soul's banner is furled. While under the effects of Subvert the Invader you gain the effects of Undetectable Alignment

Aura of Courage (Su): Your example grants bravery to those near to you, both with words, and sometimes even against supernatural forces. Beginning at 3rd level, a guardian of minds is immune to mundane fear. Each ally within 10 feet of her gains a +4 morale bonus on saving throws against mundane fear effects. While her moral champion ability ability is active, this also applies to magical fear. This ability functions while the guardian of minds is conscious, but not if she is unconscious or dead.
At 9th level the radius of this ability increases to 20 feet, thus allowing them to support more who wish in their heart of hearts to stand by their side, but might otherwise lack the courage to actually do so.
At 15th level the radius increases again, this time to 30 feet.

Divine Grace (Su): For your service, the gods have their eye on you. At 5th level, a mind guardian gains a bonus equal to her Charisma bonus (if any) on all saving throws. This does not stack with the similar class features of a paladin, crusader, black-guard, or other such class(es).

Inspired Proficiency (Ex): At 6th level you may gain proficiency with any one martial weapon as a free action once per day while using Overt Heroics. at 18th level you may do this twice per day (during the same use of Overt Heroics), or may expend both uses to gain proficiency in one exotic weapon while using Overt Heroics. In any case the proficiencies end when the Overt Heroics end.

Tireless Moral Champion (Ex): At 20th level a you are no longer fatigued after Overt Heroics.

Code of Conduct

A mind guardian must maintain the same alignment as they had when they entered this class and loses all class abilities if she ever willingly commits an act that is of an alignment opposed to hers.

Additionally, a good mind guardian’s code requires that she respect legitimate authority, act with honor (not lying, not cheating, not using poison, and so forth), help those in need (provided they do not use the help for evil or chaotic ends), and punish those who harm or threaten innocents. Lawful Neutral and Evil mind guardians have similarly restrictive codes dedicated to law and evil respectively.

Associates

While she may adventure with characters of any her own or neutral alignment, a mind guardian will never knowingly associate with characters who have an component to there alignment that directly opposes part or all of their own except for the purpose of altering said alignment component(s) or otherwise reforming/tempting them, nor will she continue an association with someone who consistently offends her moral code except for similar reasons. A mind guardian may accept only henchmen, followers, or cohorts who share all non-neutral components of her alignment (so a lawful good mind guardian could only have lawful good followers etc, but a Neutral Good one could mix and match between any of the three Good alignments).

Ex-mind guardians

A mind guardian who changes alignment, who willfully commits an act that is opposed to his alignment (for instance a lawful mind guardian who commits a chaotic act), or who grossly violates the code of conduct loses all mind guardian spells and abilities (but not weapon, armor, and shield proficiencies). She may not progress any farther in levels as a mind guardian. She regains her abilities and advancement potential if she atones for her violations (see the aAtonement spell description), as appropriate.

Unlike paladins, mind guardians may multiclass freely, in fact, a paladin/mind guardian can mix and match levels as they please to progress through both classes.



Notes:

Dave recommends allowing Chaotic ones, and a varient that detects religion, rather than alignment.
[23:22] Scyld_Norning: maybe add an Aura to it? say a Peace or Fear Aura, depending on alignment?
[23:23] DracoDei: Moral bonuses/penalties against fear?
[23:24] DracoDei: Yeah, forgot about the paladin's aura of courage...
[23:24] DracoDei: They should get that...
[23:25] DracoDei: Because courage can apply in an arguement as much as it can on the field of battle and so on and so forth....
[23:25] Scyld_Norning: was thinking more along the lines of something to make people subconsciously more likely to act towards either the good or evil alignment in an area around them, even without direct interaction
[23:25] Scyld_Norning: but yeah, that also fits
[23:25] DracoDei: MAYBE at higher levels... and how would that work mechanically?
[23:26] Scyld_Norning: maybe something like the way Diplomacy/Perform can change people's opinions?
[23:27] Scyld_Norning: using a similar table
[23:29] * DracoDei ponders...
[23:29] DracoDei: Tricky to do it right, but maybe I could figure it out.
[23:30] Scyld_Norning: yeah
[23:31] Scyld_Norning: would think it'd be one that'd produce more effect the longer someone is under its influence, but limited as to exactly how much effect it could have, and how fast, based on how high level the one carrying it is
[23:31] Scyld_Norning: (tho obviously one that could be Saved against, likely with a Will save)
[23:33] DracoDei: Yeah, that sounds a lot better than how the diplomacy table works, although there would be some factors for how far away they start on the chart.
[23:34] DracoDei: Which you might have been thinking of in terms of the "Hostile, Unfriendly, Neutral, Friendly, Helpful" spectrum.
[23:35] Scyld_Norning: right
[23:52] DracoDei: Scyld: Thank you very much for your help.
[23:54] Scyld_Norning: np. it sounded like a cool idea
[00:10] DracoDei: Thank you Scyld.

AstralFire
2009-08-11, 01:24 AM
Overt Heroics is interesting.

You have a few typoes here and there, and you need to split up an ability if it has Ex and Su components for ease and clarity of consumption.

Jayngfet
2009-08-11, 01:27 AM
Moral champion seems kinda weak, even for an NPC class. I'm thinking make it 1/week and change days to hours.

DracoDei
2009-08-11, 01:49 AM
Moral champion seems kinda weak, even for an NPC class. I'm thinking make it 1/week and change days to hours.

It is supposed to be pretty weak... mostly there so they are more effective when they put their money where their mouth is and run into a burning building to save a baby (or in the evil ones case, use violence to detain someone they suspect may be guilty of the crime of Compassion who would have otherwise escaped). Note that at lower levels, when they have Overt Heroics active, they are arguably better in combat than a paladin (better Will save, greater strength makes up for lack of Smite, Lay on Hands isn't something you usually use IN combat if you can help it (except vs undead), and the CON bonus gives them a better Fort save and bumps their hp up to equal).

As for days -> hours... you don't run the underground railroad in a few hours at a time...

Jayngfet
2009-08-11, 01:51 AM
Ah, I'm seeing you there then, just thought it was weird is all.

DracoDei
2009-08-11, 02:09 AM
Overt Heroics is interesting.
Yes, in more than one way I think:
X/year usability
Duration not dependent on an ability score
No drawbacks (you can even cast spells if you are multiclassed).
etc
etc

Anyway, the point is I am curious if there was something specific that caught your fancy about it?



You have a few typoes here and there, and you need to split up an ability if it has Ex and Su components for ease and clarity of consumption.
Have split it up like you said and TRIED to look for the typos that Firefox underlines a bit more throughly (plus a garbled forum code corrected).

Anyway, thanks to both of you for your (continued?) help.

DracoDei
2009-08-15, 02:02 AM
Pre-oblivion bump while I try to bust my writer's block on the details of the story I want to tell for introductory fluff.