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View Full Version : Paladin of Zakarum (Updated!) (3.5 Base class) (PEACH) (WIP)



Derjuin
2010-04-30, 07:34 PM
I got this idea after expressing interest in a forum D&D game that is utilizing the Diablo II storyline; I'm sort of looking to maybe use this in it, if it's balanced enough (though the idea of balance is such a high goal, right now I'm just hoping it's workable into an actual class). Please criticize, just please no griping about lack of Blessed Hammer...I'm too lazy to plot out how that spell would work in D&D. :smallwink:


http://i219.photobucket.com/albums/cc273/xilobucket/paladin-history.jpg
Image is from the Diablo 2 data website, The Arreat Summit (http://classic.battle.net/diablo2exp/classes/paladinhistory.shtml)

PALADIN OF ZAKARUM
"I've fought demons in the Western Kingdoms, undead in the great deserts of Aranoch, and my own kin in my homeland, Khejistan. I've seen horrors most wouldn't be able to comprehend. I've abandoned the old Zakarum cause to take up a new one - to protect the innocent and to purge this world of the true source of all its corruption. I am here to fight the Prime Evils."
~Dashikor, veteran Paladin of Zakarum.

Class Information:
Hit Die: d12
Alignment: Lawful Good.
Important Attributes: Strength, Wisdom, Constitution. The Paladin of Zakarum is a melee fighter at heart, with many abilities that function based on his Wisdom bonus.
Class Skills: Climb (str), Concentration (con), Craft (int), Diplomacy (cha), Heal (wis), Intimidate (cha), Jump (str), Knowledge (Nobility and royalty) (int), Knowledge (Religion) (int), Profession (wis), Ride (dex), Sense Motive (wis), Swim (str).
Skill Points at First level: 4 + (int modifier) * 4
Skill Points at Level Up: 4 + (int modifier)

Weapon and Armor Proficiency
Paladins of Zakarum are proficient with all simple and martial weapons, all armor, and all shields.

Class Description:
The Paladin of Zakarum, a faithful defender of the teachings of Zakarum, the religion of the Light, is a melee fighter at heart. However, a paladin of Zakarum is also devout to the Light, and a paladin's faith directly translates to further granted abilities. Although a Paladin casts no spells, he can use abilities that are similar to spells, such as Holy Bolt and Vengeance. A Paladin is also enshrouded in passive power granted by the Light, which manifests as a particular Aura that has an effect on either his allies, or foes.

Here's the Diablo 2 description (http://classic.battle.net/diablo2exp/classes/paladin.shtml).

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

1st|
+1|
+2|
+0|
+2|Sacrifice, Aura Specialization I, Oath to the Light|-

2nd|
+2|
+3|
+0|
+3|Smite|-

3rd|
+3|
+3|
+1|
+3|Divine Resilience|-

4th|
+4|
+4|
+1|
+4|Holy Bolt|-

5th|
+5|
+4|
+1|
+4|Aura Specialization II, Widen Auras|-

6th|
+6/+1|
+5|
+2|
+5|Zeal|+4/+4/-1

7th|
+7/+2|
+5|
+2|
+5|Blessing of the Light|+5/+5/+0

8th|
+8/+3|
+6|
+2|
+6|Powerful Charge|+6/+6/+1

9th|
+9/+4|
+6|
+3|
+6|Bless Weapon 3/day|+7/+7/+2

10th|
+10/+5|
+7|
+3|
+7|Aura Specialization III, Empowered Auras|+8/+8/+3

11th|
+11/+6/+1|
+7|
+3|
+7|Vengeance|+9/+9/+4/-1

12th|
+12/+7/+2|
+8|
+4|
+8|Forceful Charge|+11/+11/+6/+1

13th|
+13/+8/+3|
+8|
+4|
+8|Greater Powerful Charge|+12/+12/+7/+2

14th|
+14/+9/+4|
+9|
+4|
+9|Holy Shield, Mass Blessing of the Light|+13/+13/+8/+3

15th|
+15/+10/+5|
+9|
+5|
+9|Aura Specialization IV, Immediate Auras|+14/+14/+9/+4

16th|
+16/+11/+6/+1|
+10|
+5|
+10|Holy Sword 2/day|+15/+15/+10/+5/+0

17th|
+17/+12/+7/+2|
+10|
+5|
+10|Divine Protection|+16/+16/+11/+6/+1

18th|
+18/+13/+8/+3|
+11|
+6|
+11|Superior Powerful Charge|+18/+18/+13/+8/+3

19th|
+19/+14/+9/+4|
+11|
+6|
+11|Greater Zeal|+19/+19/+19/+14/+9/+4

20th|
+20/+15/+10/+5|
+12|
+6|
+12|Aura Specialization V, Dual Auras|+20/+20/+20/+15/+10/+5[/table]

OATH TO THE LIGHT
A Paladin of Zakarum must never advance the cause of Evil, nor give aid to creatures who intend to use that aid to advance the cause of Evil. If aid is given and such aid is used to advance the cause of Evil without the Paladin knowing, he becomes sworn to avenge his misdoing, but does not violate his oath unless he refuses to pursue the vengeance. It is recommended that he respect legitimate authority but may bypass such authority should the Light warrant it. He must be utterly devoted to the Light and the High Heavens. In dealing with Evil, he is permitted to use tactics that take advantage of foes, so long as no innocents are harmed and the cause of the Light is advanced by doing so.

If the Paladin should violate his Oath, he loses all class features until he atones for his misdeeds, usually by fasting and praying for 24 hours or longer, sacrificing to the Light, and completing a trial set forth by a heavenly being. When all of these deeds are complete, a fallen Paladin is able to pray for atonement. Following the final prayer, he regains all class abilities he had before falling.

SACRIFICE (Ex)
The Paladin of Zakarum is willing to put his life on the line for the Light, going so far as to give up some of his mortal essence to make a strike count. Before you attack, you may declare that you are making a Sacrifice, and pay up to your BAB in hit points to gain a double bonus to your Attack and Damage. This does not count as a Power Attack, nor can it be used at the same time as Power Attack. This ability will only function on the first attack if multiple attacks are used in the same round. However, it does count as Power Attack for the purposes of meeting the pre-requisites for a feat.

AURA SPECIALIZATION
Paladins of Zakarum exude auras of many strengths, based on his progression in the class. Auras are activated as a Standard action and are considered Supernatural abilities. However, a Paladin can only have one aura active at a time. Switching from one Aura to another is a Standard action and can only be done once per round. When the Paladin gains a new Aura Specialization, he selects an Aura from the list below that is given for that level of Specialization.

AURA SPECIALIZATION
{table=head]Level of Specialization|Ability Choices

First|Might or Defiance

Second|Blessed Aim or Prayer

Third|Thorns or Vigor

Fourth|Sanctuary or Salvation

Fifth|Conviction or Fanaticism[/table]

Might
You and allies within 30 feet of you gain a +1 morale bonus to weapon damage per 2 paladin levels you have.

Defiance
You and allies within 30 feet of you gain a +1 morale bonus to AC. This bonus increases by +1 for every 5 Paladin levels you have.

Blessed Aim
You and allies within 30 feet of you gain a +1 morale bonus to Attack rolls made with melee or ranged weapons and touch attacks per 2 paladin levels you have.

Prayer
You and allies within 30 feet gain Fast Healing 1. This healing is increased by 1 for every 3 Paladin levels beyond 5 you gain, up to a maximum of Fast Healing 5.

Thorns
Areas that you threaten are treated as difficult terrain. In addition, melee attacks made against you or an ally within 30 feet provoke a single attack of opportunity. Only one attack of opportunity per character per round can be made as a result of this aura, regardless of feats or total attacks per round, and this attack of opportunity does not count against your total attacks per round.

Vigor
You and allies within 30 feet of you gain a +30 enhancement bonus to speed for to all movement modes they possess and move at their normal speed when wearing medium or heavy armor or carrying a medium or heavy load.

Sanctuary
Undead within 30 feet of you with less than 4 HD become Sickened. In addition, all melee and ranged weapon attacks made by you or allies within 30 feet of you do 2d6 additional damage to Undead, and you and your allies gain the ability to threaten and confrim critical hits against Undead. Additionally, whenever you or one of your allies within range scores a critical hit against any foe, it is sickened and dazed for one round (Fort negates, DC = 10 + 1/2 your paladin level + your Wisdom bonus).

Salvation
You and allies within 30 feet gain Evasion, resistance to Acid, Cold, Electricity and Fire 30, and gain a resistance bonus to saves equal to 1/4 of your Paladin level. If you already possess Evasion from another source, you gain Improved Evasion; however, your allies will not.

Conviction
Enemies within 30 feet suffer a penalty to AC and saving throws equal to your Wisdom modifier, and lose all energy resistance from any source. Enemies possessing immunity to an energy type still take half damage from that energy type, unless the immunity is derived from a subtype.

Fanaticism
You and allies within 30 feet gain a morale bonus to Attack and Damage rolls equal to your Wisdom bonus and the benefits of the Haste spell.

SMITE (Ex)
Beginning at 2nd level, a Paladin becomes quite adept at using his shield as a weapon of his faith. A Paladin can Smite any foe with his shield by forgoing his normal attack for that round. Smite deals damage differently than a Shield Bash does, and does not incorporate Shield Spikes as part of the damage. Bucklers and Tower Shields can be used for Smite attacks. Smite is considered a single attack, and is a Standard Action.

{table=head]Shield Type|Damage
Buckler|2d6
Light Shield*|2d8
Heavy Shield*|2d10
Tower Shield|2d12[/table]
*Steel or Wooden do not differentiate in damage.

In addition, Mithral shields do 1 extra dice of damage, and Adamantine shields do 2 extra dice. For the purpose of determining bonuses, use 1.5x your Strength bonus and add modifiers from masterwork or magical bonuses (for example, a +3 Buckler made of Mithral used in a Smite attack made by a Paladin of Zakarum with 18 strength would do 2d6 for being a buckler, +1d6 for being made of Mithral, +3 for being a +3 Buckler, and +6 from Strength bonuses, equaling to 3d6+9 damage). An enemy struck by a Smite must make a Fortitude roll against a DC equal to 10 + (1/2 of your Paladin level + your Strength bonus) or be Stunned for 1 round. Victims without Fortitude saves cannot be stunned in this way. When an enemy is Stunned by your Smite attack, it cannot be stunned by Smite again for another 5 - (1/5 of your Paladin level) rounds, minimum of 2 rounds. Any abilities that directly increase your damage (such as Sacrifice, Power Attack, or Might) do not affect your Smite attacks.

If you make a Smite attack while your Shield is converted to a Holy Shield, you may make a single melee attack with a light or one-handed weapon with it.

DIVINE RESILIENCE (Su)
At 3rd level, a Paladin gains a sacred bonus based on his Wisdom modifier (if any) to all saving throws.

HOLY BOLT (Su)
Beginning at 4th level, a Paladin with a Wisdom score of 12 or higher can heal others' wounds with a bolt of divine energy. Each day the paladin can heal a total number of hit points of damage equal to his paladin level × his Wisdom bonus. A paladin may choose to divide his healing among multiple allies, and they do not have to use it all at once. Using Holy Bolt is a standard action. It has a range of 50 feet.

Alternatively, a paladin can use any or all of this healing power to deal damage to undead creatures or evil outsiders. Using holy bolt in this way requires a successful ranged touch attack. The paladin decides how many of his daily allotment of points to use as damage after successfully touching a viable creature.

WIDEN AURAS (Su)
Beginning at 5th level, and at every 5th level thereafter (10, 15, 20), the radius of the Paladin's various auras increases by 10 feet, up to a maximum increased radius of 70 feet.

ZEAL (Ex)
Beginning at 6th level, a Paladin wielding a light or one-handed weapon he is proficient with may make an additional attack as part of a Full Attack at the expense of accuracy. At 6th level, this penalty to accuracy is -2. At 12th, this lessens to -1, and this penalty disappears at 18th level.

*Zeal and Flurry of Blows do not stack, and if both are used on the same attack, only the ability that grants better bonuses/attacks is used, the other is wasted.

BLESSING OF THE LIGHT (Su)
Beginning at 7th level, a Paladin may call for a Blessing to be placed upon himself or an ally. This blessing confers a competence bonus equal to his Wisdom modifier to a single skill used by the paladin or his ally. The Paladin may use this ability a number of times per day equal to 3 + 1/4 his Paladin levels and the Blessing lasts for 1 minute per Paladin level.

POWERFUL CHARGE
At 8th level, a Paladin gains the Powerful Charge feat as a bonus feat.

BLESS WEAPON (Sp)
At 9th level, a Paladin gains the ability to cast the Bless Weapon spell 3 times per day.

EMPOWERED AURAS (Su)
Beginning at 10th level, each of the Paladin's auras gains an additional effect, as outlined below:

{table=head]Aura|Empowered Effect when Active

Might|+4 morale bonus to Intimidate checks.

Defiance|+4 morale bonus to disbelieve Illusion effects.

Blessed Aim|+2 morale bonus to rolls to confirm a critical hit.

Prayer|+4 morale bonus to Fortitude saves vs. poisons and diseases.

Thorns|+1d3 damage per round to foes grappling recipients of the aura.

Vigor|+4 morale bonus to Constitution checks and similar checks made to continue tiring activities.

Sanctuary|As the Anticipate Teleportation spell, with a radius equal to the Aura's.

Salvation|Recipients also gain the effects of an Endure Elements spell.

Conviction|Victims within the Aura are affected as though they were in a Zone of Truth spell.

Fanaticism|Upon activation, choose a class skill; all recipients gain a +4 Morale bonus when using that skill.[/table]

VENGEANCE (Su)
Beginning at 11th level, a Paladin may execute an attack in which he converts his weapon into an elemental strike. As a standard action, roll a single melee attack with a weapon, and add 1d10 of each Cold, Lightning and Fire to the attack.

FORCEFUL CHARGE (Ex)
At 12th level, a Paladin may choose to make his Charge attack particularly Forceful. He must declare that he is using this ability before he makes his attack roll (thus, a failed attack roll ruins the attempt). The defender must make a Strength check with a DC equal to 10 + the Paladin's Strength modifier + the Paladin's Wisdom modifier or be knocked back 5 feet. This ability can be used a number of times per day equal to 1/4 of your Paladin levels and only functions against enemies that are within 2 Size differences of your size. The knock back effect is resolved after damage is resolved.

GREATER POWERFUL CHARGE (Ex)
At 13th level, a Paladin of Zakarum gains the Greater Powerful Charge feat as a bonus feat.

HOLY SHIELD (Su)
Beginning at 14th level, a Paladin may recite a short blessing to infuse his shield with his faith, transforming it into a glowing sheet of force in the same shape as the original shield. This blessing lasts a number of minutes equal to 10 * the paladin's Wisdom modifier. The newly blessed shield grants an additional +3 AC and DR 3/-. In addition, a Paladin's shield is considered Lawful and Good for the purposes of overcoming damage reduction when using Smite, and the Shield is also considered a Holy weapon when used against evil foes. As the converted shield is made of force, it also stops Magic Missiles. A shield's conversion to force is a move action; it can be reconverted to a normal shield as a free action.

MASS BLESSING OF THE LIGHT (Su)
As Blessing of the Light, only the Blessing may be given to a number of allies (including the Paladin) equal to the Paladin's class level. This ability can be used a number of times equal to one-fifth of the Paladin's class levels.

IMMEDIATE AURAS (Su)
At 15th level, the paladin may activate an aura as an immediate action with a Concentration check (DC 20 + aura level). On a failure, the paladin expends his immediate action to no effect.

HOLY SWORD (Sp)
At 16th level, a Paladin gains the ability to cast the Holy Sword spell 2 times per day.

DIVINE PROTECTION (Su)
Once per day starting at level 17, a Paladin may activate Divine Protection, which grants him Damage Reduction equal to his Paladin level for a number of rounds equal to 3 + his wisdom modifier (if positive). If the Paladin has any other forms of Damage Reduction, they are suppressed until Divine Protection wears off.

SUPERIOR POWERFUL CHARGE (Ex)
Beginning at 18th level, a Paladin who uses Sacrifice on the same round as making a Charge attack deals 100% more Sacrifice damage.

GREATER ZEAL (Su)
At 19th level, a Paladin may add another attack when making a full attack action. This extra attack is at his full attack bonus.

DUAL AURAS (Su)
At 20th level, a Paladin may activate and maintain two auras at once. However, he only retains the Empowered Auras bonus of one of those auras (of his choice).

*Note: In settings that do not incorporate the Light, the Paladin instead selects a God or ideal that is Lawful Good.

Comments and questions (very much) welcome!

Edit: As a note, a good majority of this class was created by Blizzard Entertainment; I only am translating it to D&D 3.5, with some changes.

Added Change log.

Change Log (from v.0 to v.1)


Improved Hit Die from d10 to d12
Added Concentration, Diplomacy, Knowledge (Nobility and royalty), Ride, Sense Motive and Swim to Class skills
2 more skill points per level
Added Zeal attack bonus to level chart
Added ability types (Su, Ex, Sp) to abilities
Added Oath of the Light
Added juicy RP-talk from the veteran paladin, Dashikor



Improved or changed all Aura abilities
Smite moved to Level 2 from Level 5
Fixed very very broken Vengeance
New Ability: Divine Resilience (level 3)
New Ability: Widen Auras (level 5)
New Ability: Blessing of the Light (level 7)
New Ability: Bless Weapon 3/day (level 9)
New Ability: Empowered Auras (level 10)
New Ability: Forceful Charge (level 12)
New Ability: Mass Blessing of the Light (level 14)
New Ability: Immediate Auras (level 15)
New Ability: Holy Sword 2/day (level 16)
New Ability: Divine Protection (level 17)
New Ability: Greater Zeal (level 19)
New Ability: Dual Auras (level 20)

Volthawk
2010-05-03, 03:34 AM
Funnily enough, someone else made one too. About 6 hours after your one, so you're first to do it. (http://www.giantitp.com/forums/showthread.php?t=150976)

Derjuin
2010-05-03, 03:47 AM
Drat, theirs got responses too. :smallannoyed: Is there more information I forgot to list?

Edit: Oh, I see, WotC made a class...hm.

"What? :smallannoyed: is evolving! :smallannoyed: evolved into :smallsigh:!"

Gandariel
2010-05-03, 08:43 AM
there are lots of dead levels and some of the auras suck a bit...
you should try to improve them

nice work anyway

Derjuin
2010-05-03, 09:51 AM
Could you be a wee bit more specific with which auras in particular aren't up to par? Some of the earlier ones are only supposed to emulate certain abilities/feats, while the ones towards the end are more for "oomph".

Dead levels are there because I wasn't sure if I should include more abilities; I didn't want to pump the class TOO full of juicy power goodness right off the bat :smalltongue:

XiaoTie
2010-05-03, 10:16 AM
Besides Thorns and Prayer, this class is made of pure goodness and pure awesomeness! Maybe pump the skills a bit (4+ Int mod, maybe?), but I'd play it as is! :smallbiggrin:

Cogidubnus
2010-05-03, 10:28 AM
I'd make Thorns count as difficult terrain and stop prayer hurting your Holy Bolt. And maybe slot some more abilities into those dead levels, so you never have more than one in a row. Partly because this class will progress in a very linear fashion, as few of its abilities are level dependent and so those dead levels are a) boring and b) basically like taking a level in Fighter, but without the feats (and Fighter has problems).

Jogi
2010-05-03, 11:36 AM
You might wanna consider making some of the dead levels match those levels in which you gain one additional attack.

jiriku
2010-05-03, 01:01 PM
Is it workable? Well, not really. Right now I'd say you're somewhere between monk and fighter. However, your execution is very faithful to the Diablo paladin, and to make this effective in a D&D environment you really just need to give the auras a lot more OOMPH!

Chassis:
First, I'd use the crusader as a model for your class, rather than the paladin. The crusader is widely regarded as a better execution of the holy warrior concept. To that end, consider the following changes:

d12 hit die (better for sword and board, and better for sacrifice)
4 skill points per level (to not be useless outside of combat)
Add Concentration, Diplomacy, Knowledge (nobility and royalty), Ride, Sense Motive, and Swim to the list of class skills. (to be more mobile, more athletic, more versatile, and able to use Concentration with auras in various ways).

Class features:
The ideal class lets you do some new thing at every level, and these new things are organized in such a way that your brain can sort them and keep them organized without having to use brute force memorization. Classes that learn maneuvers or spells are a good example of this concept. Classes that gain few abilities (e.g. fighter) or a basket of unrelated abilities (e.g. monk) are bad examples.

This means you need more class features, with a strong theme, and you may need to juggle the level at which some existing features are gained.

If I can suggest?

Widen Aura: At 5th level, and again every 5 levels thereafter, the paladin's aura increases in radius by 10 feet.
Swift Aura: At 6th level, the paladin may activate an aura as a swift action with a successful Concentration check (DC 20 + aura level). On a failure, the change occurs but is a standard action.
Twin Auras: At 11th level, the paladin may activate a second aura while an aura is already active, and can maintain two at once. Activating a third aura dismisses one of the paladin's currently active auras (paladin's choice as to which one).
Immediate Aura: At 16th level, the paladin may activate an aura as an immediate action with a Concentration check (DC 20 + aura level). On a failure, the paladin expends his immediate action to no effect.
Dual Activation: At 20th level, the paladin can activate two auras with a single standard, swift, or immediate action, as described above. This automatically dismisses any currently active auras.



Auras:
First off, auras are activated. Define whether they are supernatural or spell-like abilities. I recommend that they be supernatural, which protects them from dispel attempts and allows the pally to activate them without invoking an AoO. However, if you prefer to make them spell-like, the paladin gains the ability to activate them defensively with the Concentration skill.

Secondly, some of your existing auras are too weak to be relevant at the level they are granted, or fail to scale enough to remain relevant at higher levels. However, this is easy to fix, like so:

Might: You and allies within range gain a +1 morale bonus to weapon damage rolls/2 paladin levels. (Now it scales. Notice I also gave the bonus a descriptor and restricted it to weapon damage. Casters really don't need stacking untyped damage bonuses!)Defiance: You and allies within range gain a +2 morale bonus to AC, with an additional +1/5 paladin levels. (Again, adding scaling helps the ability age better, while adding a descriptor limits excessive stacking).Blessed Aim: You and allies within range gain a +2 morale bonus to hit, with an additional +1/5 paladin levels.
Prayer: You and allies within range gain Fast Healing. The Fast Healing value is 1/4 paladin levels.
Thorns: Unchanged.
Vigor: You and allies within range gain +30 enhancement bonus to speed for to all movement modes they possess and move at their normal speed when wearing medium or heavy armor or carrying a medium or heavy load. (The move speed is increased to match haste and not stack with other sources of speed increase. Also, the load-ignoring restriction is nerfed slightly. It's really rather silly to allow characters to move at full speed when loaded to the point that they would normally only be able to stagger about at 5 ft per round.)
Sanctuary: Undead within with less than 4 HD in your range are sickened. In addition, all melee and ranged weapon attacks made by you or allies within range of your aura do 2d6 additional damage to Undead, and gain the ability to threaten and confirm criticals against undead. Additionally, whenever you or one of your allies within range scores a critical hit against any foe, it is sickened and dazed for one round (Fort negates, DC = 10 + 1/2 your paladin level + your Wisdom bonus). Undead to not receive a saving throw against this effect. (Undead are normally immune to the shaken and stunned conditions, and to critical hits, so I added the ability to score crits and changed the conditions to things that undead are not immune to. I also added the ability to affect targets other than the undead, otherwise this ability is much to specialized to see play)
Salvation: You and all allies within range gain Evasion, resist 30 versus acid, cold, fire, and electricity, and a resistance bonus to saves of +1/4 paladin levels. (Greatly beefed up the ability to avoid damage, but nerfed save bonus and added a descriptor to minimize cheese.)
Conviction: Enemies within range suffer a penalty to AC and saving throws equal to your Wisdom modifier, and lose all energy resistance from any source. Enemies possessing immunity to an energy type still take half damage from that energy type, unless the immunity is derived from a subtype. (Greatly improved the ability to damage enemies, but allowed creatures to retain immunities derived from type, so you can't, for example, cause a fire elemental to burn itself to death).
Fanaticism: You and allies within range gain a morale bonus to Attack and Damage rolls equal to your Wisdom bonus and the benefits of the haste spell. (Simplified, and move the junk about the Zeal ability into the description of the Zeal ability.)


Additionally, you need MOAR AURAS, especially auras that are useful outside of combat. I'd recommend the following powers as ideas:

Grant you and your allies improved sensory powers, such as low-light vision, darkvision, blindsense, or blindsight.
Hide you and your allies from divination, as the nondetection spell.
Improve overland travel speed and reduce the penalties for difficult terrain.
Grant your Wisdom bonus as a competence bonus to a single skill from your class skill list for you and all allies within range.
Detect lies told by all enemies within range, as zone of truth or discern lies.
Delay or prevent teleportation and/or planar travel in the aura, as anticipate teleportation, greater anticipate teleportation, forbiddance, or dimensional lock.
Allow the paladin to see through illusions and discern the true forms of shapeshifted creatures within the aura.

Derjuin
2010-05-03, 10:04 PM
Thank you for the tips - I still have this saved to a document, so I'll be updating it with improvements soon, I hope. I actually forgot to add in the bonus types, like resistance, luck, etc. when I first made it, but I see now how it can be easycheesed...

Derjuin
2010-05-04, 09:09 PM
Updated, with many changes. Any thoughts, more criticisms, are welcome! I'm specifically looking for anything that needs to be buffed, and anything that needs to be nerfed, but don't let my specifications prevent anyone from saying what they think about the class!

Ikeren
2010-05-06, 02:50 AM
VENGEANCE (Su)
Beginning at 11th level, a Paladin may decide, before rolling for an attack, to imbue his weapon with an energy type. The weapon inflicts an additional 3d10 damage as the chosen energy type. The Paladin is restricted from choosing Negative as an energy type. Vengeance cannot be applied to a Smite attack, or an attack to which Sacrifice has been applied.


As no action, at no cost, with whatever energy you want? Sonic? To every attack?

Seems like you've got the best class feature sitting at level 11.

Derjuin
2010-05-06, 03:16 AM
Thanks for pointing that out - I've changed it to be more like a Maneuver now, where you can do that or use a different kind of attack.