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Wizibirb
2010-05-01, 01:48 AM
I am trying to convert the diablo II LOD paladin over to the d20 system for a game, this is what I have thus far comments and ideas appreciated.

Diablo II Paladin
HD - d10
Skills- (2 + int mod) X 4
Alignment - Same as deities
Proficiencies - Heavy armor and shield ((not tower))
Simple and martial weapons

{table=head]Level|BAB|Fort|Reflex|Will|Class abilities
1|+1|+2|+0|+2|Minor Aura, Smite Evil, Imbue Hammer
2|+2|+3|+0|+3|Lay on Hands
3|+3|+3|+1|+3|Minor Aura
4|+4|+4|+1|+4|Imbue +1
5|+5|+4|+1|+4|Minor Aura, Smite 2/day
6|+6/+1|+5|+2|+5|
7|+7/+2|+5|+2|+5|Medium Aura
8|+8/+3|+6|+2|+6|Imbue +2
9|+9/+4|+6|+3|+6|Medium Aura
10|+10/+5|+7|+3|+7|Smite 3/day
11|+11/+6/+1|+7|+3|+7|Medium Aura
12|+12/+7/+2|+8|+4|+8|Imbue +3
13|+13/+8/+3|+8|+4|+8|Major Aura
14|+14/+9/+4|+9|+4|+8|
15|+15/+10/+5|+9|+5|+9|Major Aura, Smite 4/day
16|+16/+11/+6/+1|+10|+5|+10|Imbue +4
17|+17/+12/+7/+2|+10|+5|+10|Major Aura
18|+18/+13/+8/+3|+11|+6|+11|
19|+19/+14/+9/+4|+11|+6|+11|Exceptional Aura
20|+20/+15/+10/+5|+12|+6|+12|Smite 5/day, Imbue +5
[/table]

Class abilities

Auras -

Starting at 1st level and every three levels afterewards, the paladin is able to choose an aura to represent his mastery in its arts. He may only choose three of each aura with the exception of the "exceptional" aura, of which he may only choose one.

Changing Auras is a swift action. Starting at level 1, only 1 minor aura may be on at any given time. Starting at 7th level, the paladin may have one minor and one medium aura on at any given moment. Starting at level 13, he may have one major and one minor, but is not allowed one major and one medium. Starting at level 19, he may equip an exceptional aura on, but have no other auras on, or he may equip one major and one medium aura on. Switching auras is a swift action, but canceling them are free actions. Unless otherwise stated, all auras affect allies within 60 feet of you and affect you as well.

Minor

Resist fire - Grants fire resistance to all allies within 60 feet and on self. Fire resistance is equal to paladin level.

Resist Cold - Grants cold resistance. Grants cold resistance to all allies within 60 feet and on self. Cold resistance is equal to paladin level.

Defiance - Able to raise your AC and your all allies AC within 60 ft by your charisma modifier (up to your paladin level). This is a morale boost. So if a level 1 paladin has a +4 cha modifier, the AC bonus is +1 for level, +2 for level 2, etc.

Resist Lightning - Grants lightning resistance to all allies within 60 feet and on self. Lightning resistance is equal to paladin level.

Thorns - If anyone attacks the paladin while he has this aura on, they take damage equal to paladin's level.

Might - Increases hammer damage to next die category (ie d6 ---> d8). This die increase is for yourself only. At level 5, it also gives allies (and the paladin) a morale bonus to hit equal to the paladin's charisma modifier.

Holy fire - An aura of holy fire surroinds the paladin. Flames lick up all around him, and his allies but dont seem to harm them. Any enemies that get within 30 feet takes 1d6 holy fire damage and must make a reflex save (DC = 10 + 1/2 paladin level (rounded down) + Cha mod) for half damage. This counts as holy damage or fire damage for purposes of overcoming resistances. Able to be used for a number of rounds equal to paladin level + cha modifier. Need not be consecutive.

Medium -
Concentration - Increases weapon damage of you and all allies (within 60 feet) to next die category (ie d6 ---> d8). This stacks with might. The die increase affects both you and your allies, thus if you have might and concentration on, you would gain two increases in die categories. At level 10, you and allies within 60 feet also gain a morale bonus equal to the paladins cha modifier to damage enemies in melee.

Holy freeze - An aura of holy ice surroinds the paladin. Ice shards lift up all around him, and his allies but dont seem to harm them. Any enemies that get within 20 feet take 3d6 holy cold damage and must make a reflex save (DC = 10 + 1/2 paladin level (rounded down) + Cha mod) for half damage. This counts as holy damage or cold damage for purposes of overcoming resistances. Able to be used for a number of rounds equal to paladin level + cha modifier. Need not be consecutive.

Fantacism - This aura grants haste to all allies within 60 feet. The aura lasts for the paladin's level + their charisma modifier. It's uses need not be consecutive. It is usable up to that limit once per day.

Cleansing - You can put this aura on equal to your paladin level + cha modifier. It grants fast healing 3 up to half of your maximum hitpoints. The uses need not be consecutive.

Major
Holy shock - An aura of holy lightning surroinds the paladin. Lightning seems to strike all around him, and his allies but dont seem to harm them. Any enemies that get within 10 feet take 5d6 holy lightning damage and must make a reflex save (DC = 10 + 1/2 paladin level (rounded down) + Cha mod) for half damage. This counts as holy damage or lightning damage for purposes of overcoming resistances. Able to be used for a number of rounds equal to paladin level + cha modifier. Need not be consecutive.

Salvation - The paladin and any allies within 60 feet receive fire, cold, lightning, and acid resistance equal to the paladin's level as long as the aura is maintained. It is able to absorb X damage per attack per element per round, where X is equal to the paladin's level.

Sanctuary - Any opponent attempting to strike or otherwise directly attack the warded creature, even with a targeted spell, must attempt a Will save. If the save succeeds, the opponent can attack normally and is unaffected by that casting of the spell. If the save fails, the opponent can’t follow through with the attack, that part of its action is lost, and it can’t directly attack the warded creature for the duration of the spell. Those not attempting to attack the subject remain unaffected. This spell does not prevent the warded creature from being attacked or affected by area or effect spells. The subject cannot attack without breaking the spell but may use nonattack spells or otherwise act. 60 foot radius. Usable for a number of rounds equal to paladin level + cha modifier. Uses need not be consecutive.

Exceptional
Conviction - A swirling vortex of fire, ice and lightning surrond the paladin but does not harm him or his allies. Any enemies within 30 feet take 3d6 fire, 3d6 cold, and 3d6 lightning damage (reflex save of DC 10+ half of paladin level (rounded down) + cha modifier for half damage). This damage is considered fire, cold, lightning and holy damage whenever it would be best for purposes of resistances.

DracoDei
2010-05-01, 02:13 AM
Since the ability to drool is not a part of any class I know of* I think you meant "Salvation" not "Salavation" (and even that isn't the right spelling of any real word).

*Now that I have said this, I fully expect that Bhu or someone will create such a thing.

Ashtagon
2010-05-01, 02:53 AM
Should I assume you are aware that WotC already made this, in both 2e and 3e flavours?

Wizibirb
2010-05-01, 03:17 AM
@ ^ ummmmm nope I had no idea......

Lord Vukodlak
2010-05-01, 03:18 AM
Wasn't there a class in the PHBII or something based on auras?

Orzel
2010-05-01, 04:08 AM
This looks strangely familiar. But I like.

*remembers the days of Thorns aura + Blood golem + Iron maiden*
Thems was the days.

*sniff*
Poor fetishes killed themselves for you
It was beautiful

*cries*