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Laucorn
2011-12-07, 04:16 PM
To go side by side with my Dark Knight (http://www.giantitp.com/forums/showthread.php?t=224355) I'm designing a Dragoon class and rebalancing the Paladin class all of these will be for an up and comming campaign I am going to run so any suggestions on abilities and fixes are both welcome and requested. ^^

http://images4.wikia.nocookie.net/__cb20101120100912/finalfantasy/images/1/19/Kain_%28Dissidia_012%29.png

Abilities: Comming Soon

Races: Comming Soon

Alignment: Any

Weapon and Armor Proficencies:

Dragoons are proficient with all simple and martial weapons, as well light and medium armor but not heavy armor and shields.

Class Skills (4 + Int modifier per level, ×4 at 1st level)
Balance, Climb, Craft, Handle Animal, Diplomacy, Jump, Knowledge (Arcana), Profession, Ride, Survival, Swim, and Tumble.


The Dragoon Hit Die: d10
Base
Attack Fort Ref Will
Level Bonus Save Save Save Special
1st +1 +0 +2 +2 Draconic Grace, Favored Enemy (Dragons) +2, Dragon Totem +1
2nd +2 +0 +3 +3 Weapon Aptitude, Lancet 1/Day
3rd +3 +1 +3 +3 Leap Attack
4th +4 +1 +4 +4 Draconic Companion, Spear Mastery
5th +5 +1 +4 +4 Lancet 2/Day, Favored Enemy (Dragons) +4, Dragon Totem +2
6th +6/+1 +2 +5 +5 Bonus Feat
7th +7/+2 +2 +5 +5 Draconic Aura 1d6
8th +8/+3 +2 +6 +6 Evasion
9th +9/+4 +3 +6 +6 Bonus Feat
10th +10/+5 +3 +7 +7 Lancet 3/Day, Favored Enemy (Dragons) +6, Dragon Totem +3
11th +11/+6/+1 +3 +7 +7 Draconic Aura 2d6
12th +12/+7/+2 +4 +8 +8 Bonus Feat
13th +13/+8/+3 +4 +8 +8
14th +14/+9/+4 +4 +9 +9
15th +15/+10/+5 +5 +9 +9 Greater lancet, Lancet 4/Day, Bonus Feat, Draconic Aura 3d6, Dragon Totem +4
16th +16/+11/+6/+1 +5 +10 +10
17th +17/+12/+7/+2 +5 +10 +10
18th +18/+13/+8/+3 +6 +11 +11 Bonus Feat
19th +19/+14/+9/+4 +6 +11 +11 Dragon Senses, Draconic Aura 3d6
20th +20/+15/+10/+5 +6 +12 +12 Lancet 5/Day, Dragon Totem +5

Special Abilities:

Draconic Grace
A Dragoon trains endlessly to increase her aptitude at jumping maneuvers. she can treat any fall as if it were 10 feet shorter per 2 Dragoon level than it really is when determining damage from falling, and at 20th level she become immune to damage from falling. A Dragoon reduce the armor check penalty to Jump checks by an amount equal to her Dragoon level (minimum 0). Additionally, she take no penalty for Jump checks made without a running start. A condition that makes a dragoon lose her Dexterity bonus also makes her lose this ability.

Weapon Aptitude
A Dragoon's training with a wide range of weaponry and tactics gives her great skill with particular weapons. She qualify for feats that usually require a minimum number of fighter levels (such as Weapon Specialization) as if you had a fighter level equal to your Dragoon level -2. For example, as a 6th-level Dragoon you could take Weapon Specialization, since you're treated as being a 4th-level fighter for this purpose. These effective fighter levels stack with any actual fighter levels you have. Thus, a fighter 2/Dragoon 4 would also qualify for Weapon Specialization.

Dragon Totem
At 1st level a dragoon picks a type of dragon to be her totem thus granting her a spiritual connection to dragons in doing this the dragoon gains tougher skin as scales begin to magically form on her body granting her a +1 to natural armor that increases by +1 at 5th level and every five levels there after (10th, 15th, etc etc), and a magical resistance to an energy type that matches her totem. This Resistances starts at 5, and increases to 10 at level 5, then to 15 at level 10, 20 at level 15, and finally she becomes immune to that energy type at level 20.



Dragon Totems:
Type Energy
Black Acid
Blue Electricity
Green Acid
Red Fire
White Cold
Copper Acid
Brass Fire
Bronze Electricity
Gold Fire
Silver Cold

Favored Enemy
Dragoons are specially trained to deal with draconic foes. You gain a +2 bonus on Bluff, Listen, Sense Motive, Spot, Survival, and damage rolls against dragons. These bonuses increase by +2 at the 5th Dragoon level and again at 10th level.

Lancet
At 2nd level, once per day as a free action, you can enhance your spear or lance to heal you as it deals damage. The weapon deals an extra 2d6 points of damage to any living creature. You heal damage equal to this amount. This effect lasts for a number of rounds equal to your 3 + Con modifier. At 5th level, and at every 5 levels thereafter, you may use Lancet one additional time per day

Bonus feats
When the Dragoon reaches 3rd level, she gains a single combat-oriented feat. She gains an additional feat every third level thereafter (6th, 9th, 12th, 15th, 18th, and so fourth). These feats are gained as a fighter, and must be taken from the feats noted as fighter bonus feats. The Dragoon must still meet all prerequisites for a bonus feat, including ability score and base attack bonus minimums.

Greater Lancet
Beginning at 15th level, the increased damage dealt by your Lancet ability increases to 4d6

Draconic Companion
At 4th level, a Dragoon gains an Draconic companion selected from the following list: Drakkensteed, Dragonne, Half Dragon Drakkensteed, or Half-Dragon Dragonne. This ability functions like the druid ability Animal Companion, except that the Dragoon’s effective druid level is one-half his Dragoon level.

Leap Attack
A Dragoon gain's Leap Attack as a bonus feat at 3rd level.

Spear Mastery
Beginning at 4th level, a Dragoon's training grants her additional power when wielding lances or spears. a Dragoon is treated as having the Cleave and Quick Draw feats for any spear or lance. She may also wield any spear or lance as a one-handed weapon, but doing so removes the benefit of its reach.

Evasion
At 8th level, a Dragoon can avoid even magical and unusual attacks with great agility. If he makes a successful Reflex saving throw against an attack that normally deals half damage on a successful save, he instead takes no damage. Evasion can be used only if the Dragon is wearing light armor, medium armor or no armor. A helpless Dragoon does not gain the benefit of evasion

Draconic Aura
Comming Soon!



Draconic Aura:
Type Energy
Black Acid
Blue Electricity
Green Acid
Red Fire
White Cold
Copper Acid
Brass Fire
Bronze Electricity
Gold Fire
Silver Cold


Dragon Senses
At 19th level a Dragoon the spiritual bond a dragoon has with her dragon totem becomes more powerful thus granting her dragon like senses. She gains darkvision 120 ft. and blindsense 60 ft, and can see four times as well as a normal human in dim light and twice as well in normal light.

Laucorn
2011-12-07, 04:17 PM
Reserved for Rebalanced Paladin!

Image: http://paladinodocerrado.com/wp-content/uploads/2011/04/paladin_of_the_light_by_ayleid.png

Abilities: Comming Soon

Alignment: Within one step of Dieties.

Weapon and Armor Proficencies:

Paladins are proficient with all simple and martial weapons, with all types of armor (heavy, medium, and light), and with shields (Including tower shields).

Class Skills (4 + Int modifier per level, ×4 at 1st level)

The paladin’s class skills (and the key ability for each skill) are Concentration (Con), Craft (Int), Diplomacy (Cha), Handle Animal (Cha), Heal (Wis), Intimidate (Cha), Knowledge (History) (Int), Knowledge (nobility and royalty) (Int), Knowledge (religion) (Int), Knowledge (the planes) (Int), Profession (Wis), Ride (Dex), and Sense Motive (Wis), Spot (Wis).


The Paladin Hit Die: d10
Base
Attack Fort Ref Will
Level Bonus Save Save Save Special
1st +1 +2 +0 +0 Aura of Good, Detect Evil, Smite Evil 1/Encounter
2nd +2 +3 +0 +0 Divine Grace, Lay on Hands
3rd +3 +3 +1 +1 Aura of Courage, Divine Health, Mercy
4th +4 +4 +1 +1 Turn Undead, Channel Energy
5th +5 +4 +1 +1 Divine Bond, Smite Evil 2/Encounter
6th +6/+1 +5 +2 +2 Mercy
7th +7/+2 +5 +2 +2 Divine Armor +2
8th +8/+3 +6 +2 +2 Aura Of Resolve
9th +9/+4 +6 +3 +3 Mercy
10th +10/+5 +7 +3 +3 Smite Evil 3/Encounter
11th +11/+6/+1 +7 +3 +3 Vigilance
12th +12/+7/+2 +8 +4 +4 Aura of Justice, Mercy
13th +13/+8/+3 +8 +4 +4 Divine Armor +4
14th +14/+9/+4 +9 +4 +4 Aura of Faith
15th +15/+10/+5 +9 +5 +5 Smite Evil 4/ Encounter
16th +16/+11/+6/+1 +10 +5 +5
17th +17/+12/+7/+2 +10 +5 +5 Aura of Righteousness
18th +18/+13/+8/+3 +11 +6 +6
19th +19/+14/+9/+4 +11 +6 +6 Divine Armor +6
20th +20/+15/+10/+5 +12 +6 +6 Holy Champion, Smite Evil 5/Encounter


The Paladin Spells Per Day
Level 1st 2nd 3rd 4th
1st - - - -
2nd - - - -
3rd - - - -
4th 1 - - -
5th 1 - - -
6th 2 - - -
7th 2 - - -
8th 2 1 - -
9th 2 1 - -
10th 2 2 - -
11th 2 2 - -
12th 2 2 1 -
13th 2 2 2 -
14th 3 2 2 1
15th 3 2 2 2
16th 3 3 2 2
17th 3 3 3 2
18th 4 3 3 2
19th 4 4 4 2
20th 4 4 4 3

Special Abilities:

Aura of Good
The power of a paladin’s aura of good (see the detect good spell) is equal to her paladin level. It is not a switchable aura.

Detect Evil
At will, a paladin can use detect evil, as the spell.

Smite Evil
Once per encounter, a paladin may attempt to smite evil with one normal melee attack. She adds her Charisma bonus (if any) to her attack roll and deals 1 extra point of damage per paladin level. This damage is not multiplied on a critical, or by any other multiplier that would not count "bonus dice." If the paladin accidentally smites a creature that is not evil, the smite has no effect, but the ability is still used up for that encounter.

At 5th level, and at every five levels thereafter, the paladin may smite evil one additional time per encounter, as indicated on Table: The Paladin, to a maximum of five times per encounter at 20th level. An encounter is considered over when you do no strenuous action for 5 minutes or more.

Divine Grace
At 2nd level, a paladin gains a bonus equal to her Charisma bonus (if any) on all saving throws, up to a maximum of her class level.

Lay on Hands
Beginning at 2nd level, a paladin can heal wounds (her own or those of others) by touch. Each day she can use this ability a number of times equal to 1/2 her paladin level plus her Charisma modifier. With one use of this ability, a paladin can heal 1d6 hit points of damage for every two paladin levels she possesses. Using this ability is a standard action, unless the paladin targets herself, in which case it is a swift action. Despite the name of this ability, a paladin only needs one free hand to use this ability.

Alternatively, a paladin can use this healing power to deal damage to undead creatures, dealing 1d6 points of damage for every two levels the paladin possesses. Using lay on hands in this way requires a successful melee touch attack and doesn't provoke an attack of opportunity. Undead do not receive a saving throw against this damage.

Aura of Courage
Beginning at 3rd level, a paladin is immune to fear (magical or otherwise). Each ally within 10 feet of her gains a +4 morale bonus on saving throws against fear effects.

This ability functions while the paladin is conscious, but not if she is unconscious or dead.

Divine Health
At 3rd level, a paladin gains immunity to all diseases, including supernatural and magical diseases.

Mercy
At 3rd level, and every three levels thereafter, a paladin can select one mercy. Each mercy adds an effect to the paladin's lay on hands ability. Whenever the paladin uses lay on hands to heal damage to one target, the target also receives the additional effects from all of the mercies possessed by the paladin. A mercy can remove a condition caused by a curse, disease, or poison without curing the affliction. Such conditions return after 1 hour unless the mercy actually removes the affliction that causes the condition.

At 3rd level, the paladin can select from the following initial mercies.

Fatigued: The target is no longer Fatigued.

Shaken: The target is no longer Shaken.

Sickened: The target is no longer Sickened.

At 6th level, a paladin adds the following mercies to the list of those that can be selected.

Dazed: The target is no longer Dazed.

Diseased: The paladin's lay on hands ability also acts as remove disease, using the paladin's level as the caster level.

Staggered: The target is no longer Staggered, unless the target is at exactly 0 hit points.

At 9th level, a paladin adds the following mercies to the list of those that can be selected.

Cursed: The paladin's lay on hands ability also acts as remove curse, using the paladin's level as the caster level.

Exhausted: The target is no longer Exhausted. The paladin must have the fatigue mercy before selecting this mercy.

Frightened: The target is no longer Frightened. The paladin must have the Shaken mercy before selecting this mercy.

Nauseated: The target is no longer Nauseated. The paladin must have the Sickened mercy before selecting this mercy.

Poisoned: The paladin's lay on hands ability also acts as neutralize poison, using the paladin's level as the caster level.

At 12th level, a paladin adds the following mercies to the list of those that can be selected.

Blinded: The target is no longer Blinded.

Deafened: The target is no longer Deafened.

Paralyzed: The target is no longer Paralyzed.

Stunned: The target is no longer Stunned.

These abilities are cumulative. For example, a 12th-level paladin's lay on hands ability heals 6d6 points of damage and might also cure Fatigued and Exhausted conditions as well as removing diseases and neutralizing poisons. Once a condition or spell effect is chosen, it can't be changed.

Turn Undead
When a paladin reaches 4th level, she gains the supernatural ability to turn undead. She may use this ability a number of times per day equal to 3 + her Charisma modifier. She turns undead as a cleric of three levels lower would.

Channel Energy
A 4th level regardless of alignment, any paladin can release a wave of energy by channeling the power of her faith through her holy (or unholy) symbol. This energy can be used to cause or heal damage, depending on the type of energy channeled and the creatures targeted.

A good Paladin (or a neutral paladin who worships a good deity) channels positive energy and can choose to deal damage to undead creatures or to heal living creatures. An evil paladin (or a neutral paladin who worships an evil deity) channels negative energy and can choose to deal damage to living creatures or to heal undead creatures. A neutral paladin of a neutral deity (or one who is not devoted to a particular deity) must choose whether she channels positive or negative energy. Once this choice is made, it cannot be reversed.

Channeling energy causes a burst that affects all creatures of one type (either undead or living) in a 30-foot radius centered on the Paladin. The amount of damage dealt or healed is equal to 1d6 points of damage plus 1d6 points of damage for every two paladin levels beyond 4th (2d6 at 6rd, 3d6 at 8th, and so on). Creatures that take damage from channeled energy receive a Will save to halve the damage. The DC of this save is equal to 10 + 1/2 the paladin's level + the paladin's Charisma modifier. Creatures healed by channel energy cannot exceed their maximum hit point total—all excess healing is lost. A paladin may channel energy a number of times per day equal to 3 + her Charisma modifier. This is a standard action that does not provoke an attack of opportunity. A Paladin can choose whether or not to include herself in this effect.

Spells:
Beginning at 4th level, a paladin gains the ability to cast a small number of divine spells, which are drawn from the paladin spell list. A paladin must choose and prepare her spells in advance.

To prepare or cast a spell, a paladin must have a Wisdom score equal to at least 10 + the spell level. The Difficulty Class for a saving throw against a paladin’s spell is 10 + the spell level + the paladin’s Wisdom modifier.

Like other spellcasters, a paladin can cast only a certain number of spells of each spell level per day. Her base daily spell allotment is given on Table: The Paladin. In addition, she receives bonus spells per day if she has a high Wisdom score. When Table: The Paladin indicates that the paladin gets 0 spells per day of a given spell level, she gains only the bonus spells she would be entitled to based on her Wisdom score for that spell level The paladin does not have access to any domain spells or granted powers, as a cleric does.

A paladin prepares and casts spells the way a cleric does, though she cannot lose a prepared spell to spontaneously cast a cure spell in its place. A paladin may prepare and cast any spell on the paladin spell list, provided that she can cast spells of that level, but she must choose which spells to prepare during her daily meditation.

Through 3rd level, a paladin has no caster level. At 4th level and higher, her caster level is one-half her paladin level.

Divine Bond

Upon reaching 5th level, a paladin forms a divine bond with her god. This bond can take one of two forms. Once the form is chosen, it cannot be changed.

The first type of bond allows the paladin to enhance her weapon as a standard action by calling upon the aid of a celestial spirit for 1 minute per paladin level. When called, the spirit causes the weapon to shed light as a torch. At 5th level, this spirit grants the weapon a +1 enhancement bonus. For every three levels beyond 5th, the weapon gains another +1 enhancement bonus, to a maximum of +6 at 20th level. These bonuses can be added to the weapon, stacking with existing weapon bonuses to a maximum of +5, or they can be used to add any of the following weapon properties: axiomatic, brilliant energy, defending, disruption, flaming, flaming burst, holy, keen, merciful, and speed. Adding these properties consumes an amount of bonus equal to the property's cost (see Table: Melee Weapon Special Abilities). These bonuses are added to any properties the weapon already has, but duplicate abilities do not stack. If the weapon is not magical, at least a +1 enhancement bonus must be added before any other properties can be added. The bonus and properties granted by the spirit are determined when the spirit is called and cannot be changed until the spirit is called again. The celestial spirit imparts no bonuses if the weapon is held by anyone other than the paladin but resumes giving bonuses if returned to the paladin. These bonuses apply to only one end of a double weapon. A paladin can use this ability once per day at 5th level, and one additional time per day for every four levels beyond 5th, to a total of four times per day at 17th level.

If a weapon bonded with a celestial spirit is destroyed, the paladin loses the use of this ability for 30 days, or until she gains a level, whichever comes first. During this 30-day period, the paladin takes a –1 penalty on attack and weapon damage rolls.

The second type of bond allows a paladin to gain the service of an unusually intelligent, strong, and loyal steed to serve her in her crusade against evil. This mount is usually a heavy horse (for a Medium paladin) or a pony (for a Small paladin), although more exotic mounts, such as a boar, camel, or dog are also suitable. This mount functions as a druid's animal companion, using the paladin's level as her effective druid level. Bonded mounts have an Intelligence of at least 6.

Once per day, as a full-round action, a paladin may magically call her mount to her side. This ability is the equivalent of a spell of a level equal to one-third the paladin's level. The mount immediately appears adjacent to the paladin. A paladin can use this ability once per day at 5th level, and one additional time per day for every 4 levels thereafter, for a total of four times per day at 17th level.

Divine Armor
Starting a 7th level a pladin's faith causes them to become cloaked in holy power giving them a +2 miscellanious bonus to their armor class. This bonus increases by +2 every 6 levels.

At 11th level, the mount gains the celestial creature advanced simple template and becomes a magical beast for the purposes of determining which spells affect it.

At 15th level, a paladin's mount gains spell resistance equal to the paladin's level + 11.

Should the paladin's mount die, the paladin may not summon another mount for 30 days or until she gains a paladin level, whichever comes first. During this 30-day period, the paladin takes a –1 penalty on attack and weapon damage rolls.

Aura of Resolve

At 8th level, a paladin is immune to charm spells and spell-like abilities. Each ally within 10 feet of her gains a +4 morale bonus on saving throws against charm effects.

This ability functions only while the paladin is conscious, not if she is unconscious or dead.

Aura of Justice

At 12th level, a paladin can expend two uses of her smite evil ability to grant the ability to smite evil to all allies within 10 feet, using her bonuses. Allies must use this smite evil ability by the start of the paladin's next turn and the bonuses last for 1 minute. Using this ability is a free action. Evil creatures gain no benefit from this ability.

Vigilance

Upon reaching 11th level, the Paladin's ability to detect those opposed to her increases. When she uses her Detect Evil ability, the area of effect is a 60-foot radius centered on the Paladin, rather than a 60-foot cone.

Aura of Faith
At 14th level, a paladin's weapons are treated as good-aligned for the purposes of overcoming Damage Reduction. Any attack made against an enemy within 10 feet of her is treated as good-aligned for the purposes of overcoming Damage Reduction.

This ability functions only while the paladin is conscious, not if she is unconscious or dead.

Aura of Righteousness
At 17th level, a paladin gains DR 5/evil and immunity to compulsion spells and spell-like abilities. Each ally within 10 feet of her gains a +4 morale bonus on saving throws against compulsion effects.

This ability functions only while the paladin is conscious, not if she is unconscious or dead.

Holy Champion
At 20th level, a paladin becomes a conduit for the power of her god. Her DR increases to 10/evil. Whenever she uses smite evil and successfully strikes an evil outsider, the outsider is also subject to a banishment, using her paladin level as the caster level (her weapon and holy symbol automatically count as objects that the subject hates). After the banishment effect and the damage from the attack is resolved, the smite immediately ends. In addition, whenever she channels positive energy or uses lay on hands to heal a creature, she heals the maximum possible amount.

Laucorn
2011-12-14, 06:16 PM
Ok I am almost finished with these I just need some extra pair's of eyes to point out any mistakes I've made as well as balancing stuff out, and maybe some suggestions. So let's see the post come in! :D

GuyFawkes
2011-12-16, 01:33 AM
No Jump ability? I'm thinking of this as giving extra damage when falling from heights, like +1d6 damage per 10 feet, and capping at 100 feet or something. Ride your companion, plus draconic grace, then JUMP!! :smallbiggrin:

Daftendirekt
2011-12-18, 02:45 PM
Lancet
At 2nd level, once per day as a free action, you can enhance your spear or lance to heal you as it deals damage. The weapon deals an extra 2d6 points of damage to any living creature. You heal damage equal to this amount. This effect lasts for a number of rounds equal to your 3 + Con modifier. At 5th level, and at every 5 levels thereafter, you may use Lancet one additional time per day

This seems very powerful for a 2nd level ability. Being able to heal yourself 2d6 per hit for 4+ rounds makes you nigh invincible for a combat, assuming good accuracy on your part.

Rapidghoul
2011-12-19, 03:44 AM
This seems very powerful for a 2nd level ability. Being able to heal yourself 2d6 per hit for 4+ rounds makes you nigh invincible for a combat, assuming good accuracy on your part.

It's 2nd level because he copy-pasted the entire ability and its progression (as well as a few others) directly from my prestige Dragoon (http://www.giantitp.com/forums/showthread.php?t=224430), where level 2 is at the earliest ECL 8.