Ziegander
2011-09-23, 05:06 PM
The Paladin
As Established In...
Round 1 (http://www.giantitp.com/forums/showthread.php?p=11621804) --- Round 2 (http://www.giantitp.com/forums/showthread.php?t=213175) --- Round 3 (http://www.giantitp.com/forums/showthread.php?t=214472)
Design Notes
Okay, well, community interest in this project seemed to die down significantly after the 2nd round to the point that the 3rd round really just kind of died out. In the light of those events, I took it upon myself to design the class without voting up elements as I had originally intended, using the votes and voter feedback I'd gotten from the first two rounds and the limited information I obtained from the defunct 3rd round. This is a purely mundane Paladin without spellcasting, martial maneuvers, or supernatural abilities that focuses on Protection, Healing, Smiting, and being an all-around do-gooder, with a touch of leadership potential. The aim is to produce a Tier 3 class on par with a Crusader as it pertains to dealing out the justice in a whole new way. The inspiration is The Batman, as you will see, and I think the class turned out really well. The chassis is strong, with d10 HD, all good saves, and 6 skill points per level, but I believe he needs all of that to function properly, and I hope you'll agree. This was hammered out through multiple phases and trials and it took me longer than I expected to finish. Enjoy!
http://th04.deviantart.net/fs47/PRE/f/2009/211/e/c/Medieval_Fantasy_Batman_by_chriss2d.jpg
"People think it's an obsession. A compulsion. As if there were an irresistible impulse to act. It's never been like that. I chose this life. I know what I'm doing. And on any given day, I could stop doing it. Today, however, isn't that day. And tomorrow won't be either. I made a promise on the grave of my parents that I would rid this city of the evil that took their lives. I've been to too many funerals..."
The Paladin is a man whose devotion is given to two sides of the same coin: defend the righteous/destroy the wicked. By whatever means necessary, the Paladin will ensure that the innocent are protected and that foul deeds do not go unpunished. His skill set is well-suited to those aims and he is possessed of the moral flexibility to ensure that a crisis of faith never stops him from getting the job done. A masterful combatant, the Paladin is also a skilled tracker and a scholar of ancient arts - some white, some black. Combining martial training with naturalistic skills and alchemical knowledge, the Paladin can offer medicine to friends and punish foes with dark rituals. He is whatever Good needs him to be, sometimes a knight shining, but also sometimes far more dirty.
Alignment: Any Non-Evil
HD: d10
Level
Base Attack Bonus
Fort
Ref
Will
Special
Resources
1st
+1
+2
+2
+2
Defiant Stand, Guardian's Glare, Smite Evil (+1d6)
--
2nd
+2
+3
+3
+3
Track, Resourceful Craftsman
10
3rd
+3
+3
+3
+3
Smite Evil (+1d6, -1)
20
4th
+4
+4
+4
+4
Warning Shout
30
5th
+5
+4
+4
+4
Smite Evil (+2d6, -1)
40
6th
+6/+1
+5
+5
+5
Mettle
70
7th
+7/+2
+5
+5
+5
Smite Evil (+2d6, -2)
100
8th
+8/+3
+6
+6
+6
Bolstering Cry
120
9th
+9/+4
+6
+6
+6
Smite Evil (+3d6, -2)
140
10th
+10/+5
+7
+7
+7
Improved Smite
170
11th
+11/+6/+1
+7
+7
+7
Smite Evil (+3d6, -3)
200
12th
+12/+7/+2
+8
+8
+8
Defense of the Heart
250
13th
+13/+8/+3
+8
+8
+8
Smite Evil (+4d6, -3)
350
14th
+14/+9/+4
+9
+9
+9
Impetuous Endurance
450
15th
+15/+10/+5
+9
+9
+9
Smite Evil (+4d6, -4)
600
16th
+16/+11/+6/+1
+10
+10
+10
One For All
750
17th
+17/+12/+7/+2
+10
+10
+10
Smite Evil (+5d6, -4)
1000
18th
+18/+13/+8/+3
+11
+11
+11
Improved Mettle
1250
19th
+19/+14/+9/+4
+11
+11
+11
Smite Evil (+5d6, -5)
1500
20th
+20/+15/+10/+5
+12
+12
+12
Aura of Command
2000
Class Skills (6 + Int modifier): Balance, Bluff, Climb, Concentration, Craft, Decipher Script, Diplomacy, Disguise, Escape Artist, Gather Information, Handle Animal, Heal, Hide, Intimidate, Jump, Knowledge (all skills, taken individually), Listen, Move Silently, Open Lock, Ride, Search, Sense Motive, Spot, Survival, Swim, Tumble, Use Magic Device, and Use Rope.
Weapon and Armor Proficiency
A Paladin is proficient with all simple and martial weapons as well as the bola and net. A Paladin is proficient with light and medium armors as well as shields (but not Tower Shields).
Defiant Stand (Ex): At the start of his turn, as a free action, a Paladin may enter (or end) a heroic fervor, called a Defiant Stand, filling himself with adrenaline and forcing his enemies to fight on his terms. He may spend a total number of rounds in Defiant Stand per day equal to 2 + his Constitution modifier + his Paladin level. These rounds need not all be taken consecutively, however, after his Defiant Stand ends, the Paladin is Fatigued for twice the number of consecutive rounds.
During a Defiant Stand, both the Paladin and unfriendly creatures within 5ft per Paladin level treat that area as difficult terrain. For the duration, the Paladin deals extra damage and gains Fast Healing each equal to his Charisma modifier, and delays all hit point damage dealt to him.
Hit point damage dealt to the Paladin is added to a delayed damage pool, rather than subtracted from his hit points. At the end of his Defiant Stand, the Paladin is dealt an amount of damage equal to that in his delayed damage pool. If an attack that deals hit point damage to the Paladin carries an additional effect such as poison or stunning the Paladin makes any associated saves upon being subject to the attack, but does not suffer the additional effect, even on a failed save, until the end of his Defiant Stand.
Defiant Stand offers a Paladin no additional protection against effects that do not directly deal hit point damage, such as the Sleep or Slay Living spells, or the Medusa's Gaze.
Guardian's Glare (Ex): A Paladin is a staunch defender of his allies and even at 1st level his presence on the battlefield is difficult to ignore. Whenever an enemy within 5ft per Paladin level attacks one of the Paladin's allies, for 1 round, he treats that enemy as evil for the purposes of his other class features (see below). Furthermore, enemies in the area with an Intelligence of 3 or higher are well aware of this threat and suffer a -5 penalty to attack rolls against the Paladin's allies as they shrink under the Paladin's piercing gaze.
The Paladin and any potentially effected foe must both be able to see each other for Guardian's Glare to function; however, simply averting one's eyes offers no protection. Guardian's Glare does not penalize creatures whose CR is higher than the Paladin's level by 4 or more, but those creatures may still draw the Paladin's ire if they attack his allies while within range.
Smite Evil (Ex): The presence of the wicked incenses a Paladin, propelling his strikes with righteous fury and eventually unsettling the forces of darkness by his very presence. Such is the Paladin's hatred for evil that he deals an additional 1d6 points of damage any time he attacks an evil creature as he attempts to exterminate the creature with raw savagery. This extra damage increases by 1d6 at 5th level and every four levels thereafter.
Starting at 3rd level, when the Paladin stands near to a foul creature the fire of his indignation is palpable, causing evil creatures threatened by the Paladin to suffer a -1 penalty to AC and saving throws. This penalty increases by 1 at 7th level and every four levels thereafter. This penalty is a Mind-Affecting, Morale effect.
Track (Ex): 2nd level; as Ranger. A Paladin may use the Gather Information skill, rather than the Survival skill, to track creatures in an urban environment.
Resourceful Craftsman (Ex): Starting at 2nd level, a Paladin gains the ability to craft any item, even magical items, as though he possessed a caster level equal to his Paladin level and without needing access to spells that might normally be required to craft an item as long as their spell level does not exceed half his Paladin level. He must still possess the relevant item creation feats to craft magical items, but he uses his virtual caster level to meet the prerequisites of those feats. A Paladin cannot scribe scrolls unless he actually knows spells to scribe the scrolls from.
Furthermore, the Paladin is able to use his network of resources to make crafting items cheaper and easier, gaining a pool of Resource Points at each character level. When crafting items, he may exchange these points on a one-for-one basis for XP or on a one-for-ten basis for gold pieces. Any points left unused carry over to the next level's pool. When using a weapon, armor, or shield he has crafted himself he is treated as though proficient with that piece of equipment, though he does not gain the proficiency feats (for example, a Paladin isn't proficient with equipment made by someone else).
Warning Shout (Ex): Starting at 4th level, a Paladin may spend 2 rounds of his Defiant Stand for the day as an immediate action to remove the flat-footed condition from allies within 5ft per Paladin level. This effect benefits the Paladin himself and may be used even if the Paladin is himself flat-footed or during a surprise round.
Mettle (Ex): 6th level; as Hexblade.
Bolstering Cry (Ex): Starting at 8th level, a Paladin may spend 4 rounds of his Defiant Stand for the day as an immediate action when an ally within 5ft per Paladin level is reduced to 0 or fewer hit points. That ally gains a number of temporary hit points equal to 1d6 per two Paladin levels. A Paladin may not target himself with this ability.
Improved Smite (Ex): Starting at 10th level, when a Paladin attacks an evil creature he overcomes DR, regeneration, and immunity to critical hits.
Defense of the Heart (Ex): Starting at 12th level, a Paladin may spend 6 rounds of his Defiant Stand for the day as an immediate action to grant allies within 5ft per Paladin level an additional saving throw against a single condition or ongoing effect suffered by those allies. This effect benefits the Paladin himself and need not apply to the same affliction for each ally affected.
Impetuous Endurance (Ex): 14th level; as Knight.
One For All (Ex): Starting at 16th level, a Paladin may spend 8 rounds of his Defiant Stand for the day as an immediate action to grant allies within 5ft per Paladin level the benefits of Defiant Stand. This effect is not mandatory for allies, however the Paladin must enter Defiant Stand upon activating it. Allies continue to benefit from the effect as long as they remain within range and as long as the Paladin remains in his Defiant Stand. Allies are not fatigued at the end of their Defiant Stand though the Paladin is as normal.
Improved Mettle (Ex): 18th level; as it sounds like.
Aura of Command (Ex): Starting at 20th level the range of the Paladin's class features increases from 5ft to 10ft per Paladin level. Furthermore, when the Paladin hits an evil creature with an attack it is subject to a Command as the spell (Will negates; DC 10 + 1/2 Paladin level + Charisma modifier).
<hr>
Alternate Class Features
Devoted Leader
A Devoted Leader Paladin gives up some of his healing ability to better command the actions of his allies. He must be ready to take his 8th or 16th class levels.
Coordinate Movement (Ex): Replaces Bolstering Cry. Starting at 8th level, a Paladin may spend 4 rounds of his Defiant Stand for the day as an immediate action to grant allies within 5ft per Paladin level an immediate move action. This effect is not mandatory and does not benefit the Paladin himself.
Coordinate Effort (Ex): Replaces One For All. Starting at 16th level, a Paladin may spend 8 rounds of his Defiant Stand for the day as an immediate action to grant allies within 5ft per Paladin level an immediate standard action. This effect is not mandatory and does not benefit the Paladin himself.
As Established In...
Round 1 (http://www.giantitp.com/forums/showthread.php?p=11621804) --- Round 2 (http://www.giantitp.com/forums/showthread.php?t=213175) --- Round 3 (http://www.giantitp.com/forums/showthread.php?t=214472)
Design Notes
Okay, well, community interest in this project seemed to die down significantly after the 2nd round to the point that the 3rd round really just kind of died out. In the light of those events, I took it upon myself to design the class without voting up elements as I had originally intended, using the votes and voter feedback I'd gotten from the first two rounds and the limited information I obtained from the defunct 3rd round. This is a purely mundane Paladin without spellcasting, martial maneuvers, or supernatural abilities that focuses on Protection, Healing, Smiting, and being an all-around do-gooder, with a touch of leadership potential. The aim is to produce a Tier 3 class on par with a Crusader as it pertains to dealing out the justice in a whole new way. The inspiration is The Batman, as you will see, and I think the class turned out really well. The chassis is strong, with d10 HD, all good saves, and 6 skill points per level, but I believe he needs all of that to function properly, and I hope you'll agree. This was hammered out through multiple phases and trials and it took me longer than I expected to finish. Enjoy!
http://th04.deviantart.net/fs47/PRE/f/2009/211/e/c/Medieval_Fantasy_Batman_by_chriss2d.jpg
"People think it's an obsession. A compulsion. As if there were an irresistible impulse to act. It's never been like that. I chose this life. I know what I'm doing. And on any given day, I could stop doing it. Today, however, isn't that day. And tomorrow won't be either. I made a promise on the grave of my parents that I would rid this city of the evil that took their lives. I've been to too many funerals..."
The Paladin is a man whose devotion is given to two sides of the same coin: defend the righteous/destroy the wicked. By whatever means necessary, the Paladin will ensure that the innocent are protected and that foul deeds do not go unpunished. His skill set is well-suited to those aims and he is possessed of the moral flexibility to ensure that a crisis of faith never stops him from getting the job done. A masterful combatant, the Paladin is also a skilled tracker and a scholar of ancient arts - some white, some black. Combining martial training with naturalistic skills and alchemical knowledge, the Paladin can offer medicine to friends and punish foes with dark rituals. He is whatever Good needs him to be, sometimes a knight shining, but also sometimes far more dirty.
Alignment: Any Non-Evil
HD: d10
Level
Base Attack Bonus
Fort
Ref
Will
Special
Resources
1st
+1
+2
+2
+2
Defiant Stand, Guardian's Glare, Smite Evil (+1d6)
--
2nd
+2
+3
+3
+3
Track, Resourceful Craftsman
10
3rd
+3
+3
+3
+3
Smite Evil (+1d6, -1)
20
4th
+4
+4
+4
+4
Warning Shout
30
5th
+5
+4
+4
+4
Smite Evil (+2d6, -1)
40
6th
+6/+1
+5
+5
+5
Mettle
70
7th
+7/+2
+5
+5
+5
Smite Evil (+2d6, -2)
100
8th
+8/+3
+6
+6
+6
Bolstering Cry
120
9th
+9/+4
+6
+6
+6
Smite Evil (+3d6, -2)
140
10th
+10/+5
+7
+7
+7
Improved Smite
170
11th
+11/+6/+1
+7
+7
+7
Smite Evil (+3d6, -3)
200
12th
+12/+7/+2
+8
+8
+8
Defense of the Heart
250
13th
+13/+8/+3
+8
+8
+8
Smite Evil (+4d6, -3)
350
14th
+14/+9/+4
+9
+9
+9
Impetuous Endurance
450
15th
+15/+10/+5
+9
+9
+9
Smite Evil (+4d6, -4)
600
16th
+16/+11/+6/+1
+10
+10
+10
One For All
750
17th
+17/+12/+7/+2
+10
+10
+10
Smite Evil (+5d6, -4)
1000
18th
+18/+13/+8/+3
+11
+11
+11
Improved Mettle
1250
19th
+19/+14/+9/+4
+11
+11
+11
Smite Evil (+5d6, -5)
1500
20th
+20/+15/+10/+5
+12
+12
+12
Aura of Command
2000
Class Skills (6 + Int modifier): Balance, Bluff, Climb, Concentration, Craft, Decipher Script, Diplomacy, Disguise, Escape Artist, Gather Information, Handle Animal, Heal, Hide, Intimidate, Jump, Knowledge (all skills, taken individually), Listen, Move Silently, Open Lock, Ride, Search, Sense Motive, Spot, Survival, Swim, Tumble, Use Magic Device, and Use Rope.
Weapon and Armor Proficiency
A Paladin is proficient with all simple and martial weapons as well as the bola and net. A Paladin is proficient with light and medium armors as well as shields (but not Tower Shields).
Defiant Stand (Ex): At the start of his turn, as a free action, a Paladin may enter (or end) a heroic fervor, called a Defiant Stand, filling himself with adrenaline and forcing his enemies to fight on his terms. He may spend a total number of rounds in Defiant Stand per day equal to 2 + his Constitution modifier + his Paladin level. These rounds need not all be taken consecutively, however, after his Defiant Stand ends, the Paladin is Fatigued for twice the number of consecutive rounds.
During a Defiant Stand, both the Paladin and unfriendly creatures within 5ft per Paladin level treat that area as difficult terrain. For the duration, the Paladin deals extra damage and gains Fast Healing each equal to his Charisma modifier, and delays all hit point damage dealt to him.
Hit point damage dealt to the Paladin is added to a delayed damage pool, rather than subtracted from his hit points. At the end of his Defiant Stand, the Paladin is dealt an amount of damage equal to that in his delayed damage pool. If an attack that deals hit point damage to the Paladin carries an additional effect such as poison or stunning the Paladin makes any associated saves upon being subject to the attack, but does not suffer the additional effect, even on a failed save, until the end of his Defiant Stand.
Defiant Stand offers a Paladin no additional protection against effects that do not directly deal hit point damage, such as the Sleep or Slay Living spells, or the Medusa's Gaze.
Guardian's Glare (Ex): A Paladin is a staunch defender of his allies and even at 1st level his presence on the battlefield is difficult to ignore. Whenever an enemy within 5ft per Paladin level attacks one of the Paladin's allies, for 1 round, he treats that enemy as evil for the purposes of his other class features (see below). Furthermore, enemies in the area with an Intelligence of 3 or higher are well aware of this threat and suffer a -5 penalty to attack rolls against the Paladin's allies as they shrink under the Paladin's piercing gaze.
The Paladin and any potentially effected foe must both be able to see each other for Guardian's Glare to function; however, simply averting one's eyes offers no protection. Guardian's Glare does not penalize creatures whose CR is higher than the Paladin's level by 4 or more, but those creatures may still draw the Paladin's ire if they attack his allies while within range.
Smite Evil (Ex): The presence of the wicked incenses a Paladin, propelling his strikes with righteous fury and eventually unsettling the forces of darkness by his very presence. Such is the Paladin's hatred for evil that he deals an additional 1d6 points of damage any time he attacks an evil creature as he attempts to exterminate the creature with raw savagery. This extra damage increases by 1d6 at 5th level and every four levels thereafter.
Starting at 3rd level, when the Paladin stands near to a foul creature the fire of his indignation is palpable, causing evil creatures threatened by the Paladin to suffer a -1 penalty to AC and saving throws. This penalty increases by 1 at 7th level and every four levels thereafter. This penalty is a Mind-Affecting, Morale effect.
Track (Ex): 2nd level; as Ranger. A Paladin may use the Gather Information skill, rather than the Survival skill, to track creatures in an urban environment.
Resourceful Craftsman (Ex): Starting at 2nd level, a Paladin gains the ability to craft any item, even magical items, as though he possessed a caster level equal to his Paladin level and without needing access to spells that might normally be required to craft an item as long as their spell level does not exceed half his Paladin level. He must still possess the relevant item creation feats to craft magical items, but he uses his virtual caster level to meet the prerequisites of those feats. A Paladin cannot scribe scrolls unless he actually knows spells to scribe the scrolls from.
Furthermore, the Paladin is able to use his network of resources to make crafting items cheaper and easier, gaining a pool of Resource Points at each character level. When crafting items, he may exchange these points on a one-for-one basis for XP or on a one-for-ten basis for gold pieces. Any points left unused carry over to the next level's pool. When using a weapon, armor, or shield he has crafted himself he is treated as though proficient with that piece of equipment, though he does not gain the proficiency feats (for example, a Paladin isn't proficient with equipment made by someone else).
Warning Shout (Ex): Starting at 4th level, a Paladin may spend 2 rounds of his Defiant Stand for the day as an immediate action to remove the flat-footed condition from allies within 5ft per Paladin level. This effect benefits the Paladin himself and may be used even if the Paladin is himself flat-footed or during a surprise round.
Mettle (Ex): 6th level; as Hexblade.
Bolstering Cry (Ex): Starting at 8th level, a Paladin may spend 4 rounds of his Defiant Stand for the day as an immediate action when an ally within 5ft per Paladin level is reduced to 0 or fewer hit points. That ally gains a number of temporary hit points equal to 1d6 per two Paladin levels. A Paladin may not target himself with this ability.
Improved Smite (Ex): Starting at 10th level, when a Paladin attacks an evil creature he overcomes DR, regeneration, and immunity to critical hits.
Defense of the Heart (Ex): Starting at 12th level, a Paladin may spend 6 rounds of his Defiant Stand for the day as an immediate action to grant allies within 5ft per Paladin level an additional saving throw against a single condition or ongoing effect suffered by those allies. This effect benefits the Paladin himself and need not apply to the same affliction for each ally affected.
Impetuous Endurance (Ex): 14th level; as Knight.
One For All (Ex): Starting at 16th level, a Paladin may spend 8 rounds of his Defiant Stand for the day as an immediate action to grant allies within 5ft per Paladin level the benefits of Defiant Stand. This effect is not mandatory for allies, however the Paladin must enter Defiant Stand upon activating it. Allies continue to benefit from the effect as long as they remain within range and as long as the Paladin remains in his Defiant Stand. Allies are not fatigued at the end of their Defiant Stand though the Paladin is as normal.
Improved Mettle (Ex): 18th level; as it sounds like.
Aura of Command (Ex): Starting at 20th level the range of the Paladin's class features increases from 5ft to 10ft per Paladin level. Furthermore, when the Paladin hits an evil creature with an attack it is subject to a Command as the spell (Will negates; DC 10 + 1/2 Paladin level + Charisma modifier).
<hr>
Alternate Class Features
Devoted Leader
A Devoted Leader Paladin gives up some of his healing ability to better command the actions of his allies. He must be ready to take his 8th or 16th class levels.
Coordinate Movement (Ex): Replaces Bolstering Cry. Starting at 8th level, a Paladin may spend 4 rounds of his Defiant Stand for the day as an immediate action to grant allies within 5ft per Paladin level an immediate move action. This effect is not mandatory and does not benefit the Paladin himself.
Coordinate Effort (Ex): Replaces One For All. Starting at 16th level, a Paladin may spend 8 rounds of his Defiant Stand for the day as an immediate action to grant allies within 5ft per Paladin level an immediate standard action. This effect is not mandatory and does not benefit the Paladin himself.