Gnorman
2011-09-26, 02:35 AM
The Zealot
http://wizards.com/dnd/images/MartialPower/97112.jpg
HD: d10
Class Skills: Climb, Concentration, Craft, Diplomacy, Heal, Intimidate, Jump, Knowledge (local), Knowledge (nobility and royalty), Knowledge (religion), Listen, Profession, Ride, Sense Motive, Spot, Swim
Skill Points: 4 + Int per level (4x at 1st)
{table=head]Level|BAB|Fort|Ref|Will|Special
1st|+1|+2|+0|+2|Archetype, Conviction
2nd|+2|+3|+0|+3|Lesser Archetype Power
3rd|+3|+3|+0|+3|Benediction
4th|+4|+4|+1|+4|Moderate Archetype Power
5th|+5|+4|+1|+4|Retribution
6th|+6/+1|+5|+1|+5|Greater Archetype Power, Dedication[/table]
Proficiencies: The zealot is proficient with light, medium, and heavy armor as well as shields. He is also proficient with simple and martial weapons.
Archetype: At 1st level, the zealot chooses an archetype from the list below. He gains the advantages and abilities of the archetype at the appropriate levels, as indicated in the list. Once made, this choice is final.
Conviction: At 1st level, the zealot becomes immune to fear, charm, compulsion, and possession. Allies within 30 feet gain +4 to saves against those same effects.
Lesser Archetype Power: At 2nd level, the zealot gains the appropriate power for his archetype.
Benediction: At 3rd level, the zealot may add his Charisma modifier as a bonus to all his saves. Allies within 30 feet may add half of this bonus to their saves.
Moderate Archetype Power: At 4th level, the zealot gains the appropriate power for his archetype.
Retribution: At 5th level, a zealot may align his attacks with one alignment component he possesses, allowing him to give any mundane melee weapon he wields the Holy, Unholy, Axiomatic, or Anarchic property. If the zealot is True Neutral, he may select either the Wounding or the Flaming Burst property. If the zealot possesses more than one alignment component (or none), he may switch between them as a swift action.
Greater Archetype Power: At 6th level, the zealot gains the appropriate power for his archetype.
Dedication: Three times per day, the zealot may remove all negative status effects from himself or any ally within 30 feet as a swift action.
Archetypes:
Avenger
http://www.wizards.com/dnd/images/tob_gallery/99689.jpg
Lesser Archetype Power: An avenger may prepare and initiate maneuvers as if he were a crusader of his level. His maneuver progression (both known and readied) as well as his recovery mechanics are identical to that of the crusader. The disciplines available to him are Devoted Spirit, White Raven, and one of the following: Dread Crown (http://www.giantitp.com/forums/showthread.php?t=76218), Golden Saint (http://www.giantitp.com/forums/showthread.php?t=76150), Quicksilver Aegis (http://www.giantitp.com/forums/showthread.php?t=86266), Kaleidoscopic Dream (http://www.giantitp.com/forums/showthread.php?t=86163), or Stone Dragon.
Moderate Archetype Power: An avenger gains a bonus on attack and damage rolls in proportion to how close to death he is - if he is below 75% hit points, he gains a +1 bonus; if he is below 50%, he gains a +2 bonus; and if he is below 25%, he gains a +3 bonus. These bonuses are not cumulative and only the highest one applies.
Greater Archetype Power: An avenger is not disabled below 0 hit points, and does not die immediately upon reaching -10 hit points - he may act normally for a number of rounds equal to his Constitution modifier. If his hit points remain at -10 or lower after that time has passed, he dies as normal.
Cavalier
http://www.wizards.com/dnd/images/completechampion_gallery/104733.jpg
Lesser Archetype Power: A cavalier may take ten on Ride checks even when distracted or endangered and never risks falling out of the saddle. He also gains Mounted Combat as a bonus feat.
Moderate Archetype Power: A cavalier gains the services of a special mount as a paladin of fifth-level. He also gains Ride-By Attack as a bonus feat.
Greater Archetype Power: A cavalier may apply either the celestial or fiendish templates to his mount. He also gains Spirited Charge as a bonus feat.
Initiate
http://www.aidedd.org/images/classe3/paladin.jpg
Lesser Archetype Power: An initiate gains two cleric domains of his choice. He may access the domain powers of both (if a domain power refers to cleric level, use the initiate's class level instead), and may cast the 1st-level spell of each domain as an SLA once per day. The DC of the spell, if applicable, is equal to 10 + 1/2 the initiate's HD + the initiate's Charisma modifier. The caster level is equal to his hit dice
Moderate Archetype Power: An initiate gains the ability to turn (if good or neutral) or rebuke (if evil) undead as a cleric of his level, a number of times per day equal to 3 + his Charisma modifier. He may now cast his domains' 2nd-level spells as SLAs, each one 1/day.
Greater Archetype Power: Once per encounter, an initiate may make a smite attack against a foe as part of a melee attack. If the attack connects, does extra divine damage equal to five times his Charisma modifier. He may now cast his domains' 3rd-level spells as SLAs, each one 1/day.
Reaver
http://3.bp.blogspot.com/-9sM8D8ZxV10/TZUPRSayBwI/AAAAAAAAAIU/FpsZy3fPJaw/s1600/PZO1115-AntiPaladin.jpg
Lesser Archetype Power: A reaver exudes an aura that reduces the saves of all foes within 10 feet by 2. There is no save and the penalty persists until the foe has moved out of range of the aura. This ability does not stack with similar abilities, such as that of other reavers or hexer black mages. In addition, a reaver may demoralize an opponent as a swift action.
Moderate Archetype Power: If a reaver successfully deals a killing blow to a foe, he gains a +2 morale bonus to attack rolls, damage rolls, and armor class for the next three rounds.
Greater Archetype Power: Any foe hit by a reaver's melee attacks must make a Fortitude save (with the DC being 10 + 1/2 the reaver's HD + the reaver's Charisma modifier) or become fatigued for one round. If a reaver hits a foe who is already fatigued with this ability, the foe becomes exhausted for one round instead.
Templar
http://img.booru.org/Grognard//images/10/199778cafd5244cfe47068af8560ea3328c46a9e.jpg
Lesser Archetype Power: A templar gains spell resistance equal to 10 + his HD against hostile spells. He also gains Spellcraft as a class skill, and gains a +4 bonus to identify hostile spells.
Moderate Archetype Power: If an enemy capable of casting spells or SLAs is successfully hit and damaged by a templar's melee attack, that enemy's next spellcasting attempt or SLA use automatically fails unless it makes a Will save, with the DC equal to 10 + half the templar's HD + the templar's Charisma modifier.
Greater Archetype Power: A templar may cast a targeted version of Greater Dispel Magic as an SLA three times per day, with a caster level equal to twice his level.
http://wizards.com/dnd/images/MartialPower/97112.jpg
HD: d10
Class Skills: Climb, Concentration, Craft, Diplomacy, Heal, Intimidate, Jump, Knowledge (local), Knowledge (nobility and royalty), Knowledge (religion), Listen, Profession, Ride, Sense Motive, Spot, Swim
Skill Points: 4 + Int per level (4x at 1st)
{table=head]Level|BAB|Fort|Ref|Will|Special
1st|+1|+2|+0|+2|Archetype, Conviction
2nd|+2|+3|+0|+3|Lesser Archetype Power
3rd|+3|+3|+0|+3|Benediction
4th|+4|+4|+1|+4|Moderate Archetype Power
5th|+5|+4|+1|+4|Retribution
6th|+6/+1|+5|+1|+5|Greater Archetype Power, Dedication[/table]
Proficiencies: The zealot is proficient with light, medium, and heavy armor as well as shields. He is also proficient with simple and martial weapons.
Archetype: At 1st level, the zealot chooses an archetype from the list below. He gains the advantages and abilities of the archetype at the appropriate levels, as indicated in the list. Once made, this choice is final.
Conviction: At 1st level, the zealot becomes immune to fear, charm, compulsion, and possession. Allies within 30 feet gain +4 to saves against those same effects.
Lesser Archetype Power: At 2nd level, the zealot gains the appropriate power for his archetype.
Benediction: At 3rd level, the zealot may add his Charisma modifier as a bonus to all his saves. Allies within 30 feet may add half of this bonus to their saves.
Moderate Archetype Power: At 4th level, the zealot gains the appropriate power for his archetype.
Retribution: At 5th level, a zealot may align his attacks with one alignment component he possesses, allowing him to give any mundane melee weapon he wields the Holy, Unholy, Axiomatic, or Anarchic property. If the zealot is True Neutral, he may select either the Wounding or the Flaming Burst property. If the zealot possesses more than one alignment component (or none), he may switch between them as a swift action.
Greater Archetype Power: At 6th level, the zealot gains the appropriate power for his archetype.
Dedication: Three times per day, the zealot may remove all negative status effects from himself or any ally within 30 feet as a swift action.
Archetypes:
Avenger
http://www.wizards.com/dnd/images/tob_gallery/99689.jpg
Lesser Archetype Power: An avenger may prepare and initiate maneuvers as if he were a crusader of his level. His maneuver progression (both known and readied) as well as his recovery mechanics are identical to that of the crusader. The disciplines available to him are Devoted Spirit, White Raven, and one of the following: Dread Crown (http://www.giantitp.com/forums/showthread.php?t=76218), Golden Saint (http://www.giantitp.com/forums/showthread.php?t=76150), Quicksilver Aegis (http://www.giantitp.com/forums/showthread.php?t=86266), Kaleidoscopic Dream (http://www.giantitp.com/forums/showthread.php?t=86163), or Stone Dragon.
Moderate Archetype Power: An avenger gains a bonus on attack and damage rolls in proportion to how close to death he is - if he is below 75% hit points, he gains a +1 bonus; if he is below 50%, he gains a +2 bonus; and if he is below 25%, he gains a +3 bonus. These bonuses are not cumulative and only the highest one applies.
Greater Archetype Power: An avenger is not disabled below 0 hit points, and does not die immediately upon reaching -10 hit points - he may act normally for a number of rounds equal to his Constitution modifier. If his hit points remain at -10 or lower after that time has passed, he dies as normal.
Cavalier
http://www.wizards.com/dnd/images/completechampion_gallery/104733.jpg
Lesser Archetype Power: A cavalier may take ten on Ride checks even when distracted or endangered and never risks falling out of the saddle. He also gains Mounted Combat as a bonus feat.
Moderate Archetype Power: A cavalier gains the services of a special mount as a paladin of fifth-level. He also gains Ride-By Attack as a bonus feat.
Greater Archetype Power: A cavalier may apply either the celestial or fiendish templates to his mount. He also gains Spirited Charge as a bonus feat.
Initiate
http://www.aidedd.org/images/classe3/paladin.jpg
Lesser Archetype Power: An initiate gains two cleric domains of his choice. He may access the domain powers of both (if a domain power refers to cleric level, use the initiate's class level instead), and may cast the 1st-level spell of each domain as an SLA once per day. The DC of the spell, if applicable, is equal to 10 + 1/2 the initiate's HD + the initiate's Charisma modifier. The caster level is equal to his hit dice
Moderate Archetype Power: An initiate gains the ability to turn (if good or neutral) or rebuke (if evil) undead as a cleric of his level, a number of times per day equal to 3 + his Charisma modifier. He may now cast his domains' 2nd-level spells as SLAs, each one 1/day.
Greater Archetype Power: Once per encounter, an initiate may make a smite attack against a foe as part of a melee attack. If the attack connects, does extra divine damage equal to five times his Charisma modifier. He may now cast his domains' 3rd-level spells as SLAs, each one 1/day.
Reaver
http://3.bp.blogspot.com/-9sM8D8ZxV10/TZUPRSayBwI/AAAAAAAAAIU/FpsZy3fPJaw/s1600/PZO1115-AntiPaladin.jpg
Lesser Archetype Power: A reaver exudes an aura that reduces the saves of all foes within 10 feet by 2. There is no save and the penalty persists until the foe has moved out of range of the aura. This ability does not stack with similar abilities, such as that of other reavers or hexer black mages. In addition, a reaver may demoralize an opponent as a swift action.
Moderate Archetype Power: If a reaver successfully deals a killing blow to a foe, he gains a +2 morale bonus to attack rolls, damage rolls, and armor class for the next three rounds.
Greater Archetype Power: Any foe hit by a reaver's melee attacks must make a Fortitude save (with the DC being 10 + 1/2 the reaver's HD + the reaver's Charisma modifier) or become fatigued for one round. If a reaver hits a foe who is already fatigued with this ability, the foe becomes exhausted for one round instead.
Templar
http://img.booru.org/Grognard//images/10/199778cafd5244cfe47068af8560ea3328c46a9e.jpg
Lesser Archetype Power: A templar gains spell resistance equal to 10 + his HD against hostile spells. He also gains Spellcraft as a class skill, and gains a +4 bonus to identify hostile spells.
Moderate Archetype Power: If an enemy capable of casting spells or SLAs is successfully hit and damaged by a templar's melee attack, that enemy's next spellcasting attempt or SLA use automatically fails unless it makes a Will save, with the DC equal to 10 + half the templar's HD + the templar's Charisma modifier.
Greater Archetype Power: A templar may cast a targeted version of Greater Dispel Magic as an SLA three times per day, with a caster level equal to twice his level.