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Ziegander
2012-05-22, 09:50 PM
The Paladin

http://wallpaper.goodfon.com/wallpaper/previews-middle/241658.jpg

Alignment: A Paladin must be Lawful Good
Hit Die: 1d10

{table=head]Level|BAB|Fort|Ref|Will|Special |
Domain Level|
Blessings|
Miracles

1st|+1|+2|+1|+1|Aura of Good, Detect Evil, Knight's Challenge|
1st|
1|
0

2nd|+2|+3|+1|+1|Divine Health|
1st|
1|
0

3rd|+3|+3|+2|+2||
2nd|
2|
0

4th|+4|+4|+2|+2|Bulwark of Defense|
2nd|
2|
1

5th|+5|+4|+3|+3||
3rd|
2|
1

6th|+6/+1|+5|+3|+3|Divine Challenge|
3rd|
3|
1

7th|+7/+2|+5|+3|+3||
4th|
3|
1

8th|+8/+3|+6|+4|+4|Aura of Courage|
4th|
3|
2

9th|+9/+4|+6|+4|+4||
5th|
4|
2

10th|+10/+5|+7|+5|+5|Divine Grace|
5th|
4|
2

11th|+11/+6/+1|+7|+5|+5||
6th|
4|
2

12th|+12/+7/+2|+8|+6|+6|Daunting Challenge|
6th|
5|
3

13th|+13/+8/+3|+8|+6|+6||
7th|
5|
3

14th|+14/+9/+4|+9|+6|+6|Aura of Serenity|
7th|
5|
3

15th|+15/+10/+5|+9|+7|+7||
8th|
6|
3

16th|+16/+11/+6/+1|+10|+7|+7|Impetuous Endurance|
8th|
6|
4

17th|+17/+12/+7/+2|+10|+8|+8||
9th|
6|
4

18th|+18/+13/+8/+3|+11|+8|+8|Banishing Challenge|
9th|
7|
4

19th|+19/+14/+9/+4|+11|+8|+8||
10th|
7|
4

20th|+20/+15/+10/+5|+12|+9|+9|Duty Beyond Death|
10th|
7|
5
[/table]

Class Skills (4 + Int modifier): Appraise, Balance, Climb, Craft, Diplomacy, Handle Animal, Heal, Intimidate, Jump, Knowledge (History), Knowledge (Religion), Listen, Profession, Ride, Sense Motive, Spot, and Swim.

Proficiencies: A Paladin is proficient with all simple and martial melee weapons, and with all armors and shields.

The Knight's Code
You fight not only to defeat your foes but to prove your honor, demonstrate your fighting ability, and win renown across the land. The stories that arise from your deeds are just as important to you as the deeds themselves. A Paladin wishes to uphold the solidarity of law and hopes that his example encourages others to lead righteous lives. Beyond this, a Paladin hopes to win glory and challenge himself and others.

The knight's code focuses on fair play: A victory achieved through pure skill is more difficult, and hence wins more glory, than one achieved through trickery or guile. By following the knight's code, a Paladin holds himself to a higher standard than he does others.

A knight does not gain a bonus on attack rolls when flanking. You still confer the benefit of a flanking position to your ally, but you forgo your own +2 bonus on attack rolls. You can choose to keep the +2 bonus, but doing so violates your code of honor (see below).
[br]
A knight never strikes a flat-footed opponent. Instead, you allow your foe to ready himself before attacking.
[br]
A knight never deals lethal damage against a helpless foe. You can strike such a foe, but only with attacks that deal nonlethal damage.

If you violate any part of this code, you lose one use of your knight's challenge ability for the day (see below). If your knight's challenge ability is not available when you violate the code (for example, if you have exhausted your uses for the day), you take a -2 penalty on attack rolls and saves for the rest of that day. This penalty can stack. Your betrayal of your code of conduct undermines the foundation of confidence and honor that drives you forward.

Blessings & Miracles
A Paladin pays lip service to most of the gods, but heeds one in particular gaining the ability to manifest Blessings and Miracles chosen from the domains listed in his deity's portfolio. At the start of each day, after spending 5 minutes in prayer, a Paladin chooses a number of Blessings and Miracles from his available domains as given in the table above. A Paladin may only pray for Blessings and Miracles once in any 24-hour period.

Blessings and Miracles are divided by Domain Level. A Paladin can only choose 1st level Blessings and Miracles at his first class level, but becomes able to choose higher level Blessings and Miracles as he gains levels as shown in the table above.

All Blessings are in constant effect upon the Paladin until the next time he prays. Miracles, on the other hand, can only be used once per day + one extra time per day for every level the Miracle is lower than the Paladin's highest Domain Level.

The saving throw DC of any Blessing or Miracle manifested by the Paladin is 10 + Domain Level + Charisma modifier.

Knight's Challenge (Ex): As a swift action you may designate an opponent that you have line of sight and line of effect to. The designated creature must have an Intelligence score of 3 or higher and must be both able to see and hear you. You may issue a Knight's Challenge a number of times per day equal to 3 + your Charisma modifier.

For the next 10 rounds, you gain a bonus to attack rolls against the designated creature, you deal additional damage to the designated creature if it is evil, and the designated creature must succeed on a Will save (DC 10 + 1/2 Paladin level + Charisma modifier) to avoid being compelled to abide by the Knight's Code (see above) and spending its turns attempting to close to melee range to attack only you with exclusively melee attacks. Such is the nature of this challenge that a Lawful creature suffers a -5 penalty to saving throws against its effects. This is a non-magical compulsion effect.

If a creature other than you deals damage to the designated creature during those rounds, the designated creature is entitled to an additional Will save to break this effect at the start of its next turn.

The bonus to attack rolls and the additional damage increase you deal to evil creatures start at +1 and 1d6 respectively, and improve by +1 and 1d6 respectively every four levels after 1st (+2 and 2d6 at 5th level, +3 and 3d6 at 9th level, etc).

You may only issue a Knight's Challenge once per encounter, and a creature cannot be designated by your Knight's Challenge more than once in a 24-hour period.

Divine Health (Su): Starting at 2nd level, a Paladin taps into a well of divine power that can regenerate damage dealt to him and can be used to heal others. He has a pool of healing points equal to his Paladin level × his Charisma modifier. Anytime he loses hit points, if he has points of healing left in his pool, then he may subtract any number of them rather than lose those hit points.

As a standard action, a Paladin may sacrifice any number of points of healing from his pool and touch a creature to cure that creature of an equal amount of hit point damage. This is a positive energy effect.

A Paladin with points of healing left in his pool that is brought to fewer than 0 hit points automatically stabilizes.

A Paladin that runs his pool dry can replenish his healing points with 8 hours of rest.

Bulwark of Defense (Ex): Starting at 4th level, enemies in the Paladin's threatened area treat the area as difficult terrain, while allies in his threatened area benefit as if they carried the Paladin's shield (if the Paladin himself carries one).

Divine Challenge (Su): Starting at 6th level, by expending two daily uses of Knight's Challenge a Paladin may issue a Knight's Challenge designating all hostile creatures within a 100ft radius centered on himself.

When a Paladin uses Divine Challenge, for the duration of his Knight's Challenge effect, for each creature that succeeded on its Will save, at the start of that creature's turn, if that creature remains in the 100ft radius area, then it suffers damage equal to the additional damage dice from the Paladin's Knight's Challenge ability.

Aura of Courage (Su): Starting at 8th level, each ally within 100ft of the Paladin (including the Paladin himself) gains a new saving throw against any Fear effect they are suffering from at the start of his or her turn.

Divine Grace (Su): Starting at 10th level, if the Paladin's Charisma modifier is higher than the normal ability modifier, then he adds it to his saving throw instead of the normal ability modifier (Constitution is the normal modifier for Fortitude saves, Dexterity is the normal modifier for Reflex saves, and Wisdom is the normal modifier for Will saves).

Daunting Challenge (Ex): Starting at 12th level, whenever a Paladin designates a creature using his Knight's Challenge or Divine Challenge abilities, if that creature fails its Will save, then it is Shaken for the duration of the effect.

Aura of Serenity (Su): Starting at 14th level, each ally within 100ft of the Paladin (including the Paladin himself) gains a new saving throw against any Mind-Afflicting effect they are suffering from at the start of his or her turn.

Impetuous Endurance (Ex): Starting at 16th level, a Paladin no longer fails saving throws on a roll of 1.

Banishing Challenge (Su): Starting at 18th level, whenever a Paladin designates a creature using his Knight's Challenge or Divine Challenge abilities, if that creature fails its Will save by 5 or more, then it is Frightened for the duration of the effect, turning and fleeing rather than attempting to engage the Paladin. Extraplanar creatures that fail their saves in this way are forced back to their home plane as the Dismissal spell.

Duty Beyond Death (Su): Starting at 20th level, as long as any creature the Paladin has designated using his Knight's Challenge or Divine Challenge abilities has greater than 0 hit points, the Paladin may continue to fight, even if he has fewer than -10 hit points, for a number of rounds up to his Charisma modifier.

After all such creatures have been reduced to 0 or fewer hit points, or after those rounds have expired, the Paladin suffers the consequences of his current hit points, possibly falling unconscious or dying himself.

Ziegander
2012-05-22, 11:37 PM
Paladin Domains

Air Domain, Earth Domain, Fire Domain, Good Domain, Healing Domain, Knowledge Domain, Law Domain, Luck Domain, Magic Domain, Protection Domain, Strength Domain, Sun Domain, Travel Domain, War Domain, and Water Domain.

Reserved for Blessings and Miracles.

toapat
2012-05-22, 11:55 PM
interesting redo, pretty effective

no 5th level spells on the paladin, in addition to problems like Aura of Courage not giving fear immunity to the paladin, the Dead levels are practically fully dead.

interesting redo of knight's challenge

NeoSeraphi
2012-05-22, 11:59 PM
Bulwark of Defense (Ex): Starting at 3rd level, a Paladin threatens an area as if he were one size category larger. Enemies in his threatened area treat the area as difficult terrain, while allies in his threatened area benefit as if they carried the Paladin's shield (if the Paladin himself carries one).


Being Large does not grant you reach. Large creatures come in two types, long and tall. Long creatures have 5' reach, and tall creatures have 10' reach. Additionally, if you are Large and tall, you should possess a 10x10' space, so that means that you would threaten squares that were 15' away from you. And how would you determine which four squares you were treated as occupying for the purposes of determining which squares you threaten? What if you're surrounded and there are not four empty squares for you to "occupy"?

Ziegander
2012-05-23, 12:25 AM
Ugh. My internet completely went completely sideways on me there for a minute. Could you guys delete your replies? I need to reserve a post, and I need to clean up the thread... I meant to do a lot things in here before people commented.

EDIT: There we go, nevermind, no need for deleting posts.

{table=head]Level|BAB|Fort|Ref|Will|Special

1st|+1|+2|+2|+0|Fast Movement +10ft, Rage 1/day

2nd|+2|+3|+3|+0|Uncanny Dodge

3rd|+3|+3|+3|+1|Damage Reduction 1/--

4th|+4|+4|+4|+1|Rage 2/day

5th|+5|+4|+4|+1|Improved Uncanny Dodge

6th|+6/+1|+5|+5|+2|Damage Reduction 2/--, Improved Rage

7th|+7/+2|+5|+5|+2|Fast Movement +20ft

8th|+8/+3|+6|+6|+2|Rage 3/day

9th|+9/+4|+6|+6|+3|Damage Reduction 3/--

10th|+10/+5|+7|+7|+3|Unending Rage

11th|+11/+6/+1|+7|+7|+3|Greater Rage

12th|+12/+7/+2|+8|+8|+4|Damage Reduction 4/--, Rage 4/day

13th|+13/+8/+3|+8|+8|+4|Fast Movement +30ft

14th|+14/+9/+4|+9|+9|+4|Indomitable Will

15th|+15/+10/+5|+9|+9|+5|Damage Reduction 5/--

16th|+16/+11/+6/+1|+10|+10|+5|Mighty Rage, Rage 5/day

17th|+17/+12/+7/+2|+10|+10|+5|Tireless Rage

18th|+18/+13/+8/+3|+11|+11|+6|Damage Reduction 6/--

19th|+19/+14/+9/+4|+11|+11|+6|Fast Movement +40ft

20th|+20/+15/+10/+5|+12|+12|+6|Seismic Wrath, Rage 6/day

[/table]