Amoren
2012-07-17, 12:11 AM
Yes, I realize this class is likely insane in all power levels. That is, partially, intended. The idea of this prestige class was for a special boon to paladins, something that makes playing within the strict confines of a lawful good church's ideals and the paladin oath, and something that didn't jump through hoops like prestige paladin and ur-priest to give a paladin the power they need to face evil for the will of their god. The High Paladin is likely not fit for every game, but the entry requirements are strictly DM'd controlled. The prestige class would be best used by the DM to offer to a paladin player who has undergone a difficult task in the service of his faith, or used for a powerful sect of High Paladins in his world either as allies of good aligned player characters, or stalwart enemies for evil aligned ones. That being said, any critique with this in mind would be appreciated.
High Paladin
http://www.deviantart.com/download/96355105/Paladin_Concept_by_liquidology.jpg
Upon the altar of Heironeous I pledge eternal hostility against every form of tyranny over the lives of man.
While Paladins and Clerics are often times a just god's eternal battle against evil, sometimes they are known to bless those with extraordinary courage and good hearts with powerful divine power to combat the most heinous champions of evil. These godly champions of faith are known as the High Paladins, a small order of paladins knighted to a greater cause after proving themselves stalwart against the lords of evil.
Becoming a High Paladin
A Paladin does not quest or search to become a High Paladin, although he may know of the order and try to gain their blessing such acts are usually self defeating as the sacred order tends to pass them over for truly righteous and devout holy warriors. High Paladins are inducted either by an order of High Paladins who have taken notice of a Paladin after a truly heroic deed and, after conferring with their deity by prayers and meditation, seek him out to offer him a chance to join their order and fight against evil. Sometimes however a deity doesn't possess an order of High Paladins on the world, or is so far removed in his quest against evil that the deity interposes one of his or her agents to approach a paladin who performs a truly heroic deed and offer him this boon.
Ultimately, the decision for how a Paladin becomes a High Paladin lays in the hands of a DM. Only he has the right to determine who the Paladin's god favors, and if his deeds have earned him this reward from his church and faith.
Requirements:
Alignment: Lawful Good
Base Attack Bonus: +4
Skills: Knowledge: Religion 8 ranks.
Spellcasting: Must be able to cast Lesser Restoration as a 1st level divine spell.
Feats: Must possess the Sacred Vow and Iron Will feats.
Special: Must worship a Neutral or Lawful Good Deity, who's worshipers include a sect of paladins, or uphold the ideals of good and law.
Must be inducted into the High Paladin's by a high ranking member of the Paladin's church, or by a loyal outsider agent of a neutral good or lawful good deity (typically the paladin's).
Class Skills: The High Paladin's class skills (and the key ability for each skill) are Concentration (Con), Craft (Int), Diplomacy (Cha), Handle Animal (Cha), Heal (Wis), Knowledge (nobility and royalty)(Int), Knowledge (religion)(Int), Knowledge (the planes)(Int), Profession (Wis), Ride (Dex), Sense Motive (Wisdom), and Spellcraft (Int).
Skill Points at Each Level: 2+ Intelligence modifier.
Hit Dice: d10
{table=head]Level|BAB|Fort Save|Ref Save|Will Save|Special|0|1st|2nd|3rd|4th|5th|6th|7th|8th|9th
1st|+1|+2|+0|+2|Paladin Advancement, Divine Oath|4|2||||||||
2nd|+2|+3|+0|+3||5|3|0|||||||
3rd|+3|+3|+1|+3||5|3|1|0||||||
4th|+4|+4|+1|+4|Domain Access|6|3|2|1|0|||||
5th|+5|+4|+1|+4||6|3|3|2|1|0||||
6th|+6|+5|+2|+5||6|3|3|3|2|1|0|||
7th|+7|+5|+2|+5|Divinity|6|4|3|3|3|2|1|0||
8th|+8|+6|+2|+6||6|4|4|3|3|3|2|1|0|
9th|+9|+6|+3|+6||6|5|4|4|4|4|3|2|1|0
10th|+10|+7|+3|+7|Ascension|6|5|5|4|4|4|4|3|2|1
[/table]
Weapon Proficiency: A High Paladin gains his deity's favored weapon as a proficiency if he doesn't already possess it.
Spells Per Day: A High Paladin gains the ability to cast a number of divine spells. To cast a spell, a High Paladin must have a Charisma score of at least 10 + the spell's level, so a High Paladin with a Charisma of 10 or lower cannot cast these spells. High Paladin bonus spells are based on Charisma, and saving throws against these spells have a DC of 10 + spell level + Charisma modifier. When the table indicates that the High Paladin gets 0 spells per day of a given spell level, such as a 0 2nd level spells at 2nd level, the High Paladin gains only the bonus spells he would be entitled to based on his Charisma score for that spell level.
The High Paladin spell list possesses all spells on the cleric and paladin spell list; except for any spell with the Evil or Chaos descriptor. If a spell is on both list, use the lowest level version of the spell. He prepares spells as a cleric. A High Paladin casts spells as a cleric does, except that unlike a cleric, he does not have the ability to spontaneously cast cure or inflict spells, nor does he have domain spells or associated domain granted powers. To determine the caster level of a High Paladin, add the character's add the character's paladin levels to his High Paladin levels.
Paladin Advancement: A paladin who becomes a High Paladin does not forsake her duty or training as she ascends to a High Paladin. You add your High Paladin levels to your paladin levels for the purposes of the following paladin class features you possess; Aura of Good, Smite Evil (damage and number of uses per day), Lay On Hands, Turn Undead, and Special Mount. Additionally, a High Paladin may resume taking levels of paladin after taking her first level in High Paladin.
Divine Oath: In addition to the regular restrictions of a Paladin's oath, the High Paladin is further barred from utilizing any spellcasting other than that gained by his High Paladin levels. Any divine spellcasting ability the High Paladin possessed before taking his 1st level in this class are immediately stricken from him as a new, stronger connection to his deity is forged (this does not make the character unable to qualify for this class). If he has the capacity to prepare or cast arcane spells, he immediately loses all class features and spells gained by his High Paladin class levels if he ever willingly prepares or casts an arcane spell, or utilizes his capacity to cast arcane spells in any way (such as by activating a wand with an arcane spell stored, or by spending spell slots for the Arcane Strike feat). The High Paladin's god have given them a special, rare bond to draw divine energy from, and are quick to remove their blessings if they scorn such a powerful gift.
Additionally, a High Paladin must remain faithful and true to every tenet of his church, unless excused by his deity or outsider agent thereof.
Domain Access: At 4th level, a High Paladin gains access to a single domain granted by his god. He gains the domain power of the domain, but does not gain the extra domain spells per day. Instead, he can spontaneously cast the spells from his gained domain with his High Paladin spell slots, like how a cleric normally spontaneously casts cure or inflict spells from his prepared spell list.
Divinity: At 7th level, a High Paladin's connection to his deity becomes so strong that he ceases to be a normal creature of his type, and instead gains the Outsider (lawful, good, native) type. He gains all the traits of being an Outsider such as darkvision 60ft and proficiency with all simple and martial weapons.
Ascension: At tenth level, a High Paladin's connection to his deity grows even further, becoming a full fledged agent of his god. At tenth level, he gains the Archon subtype, and possesses all traits of an Archon, including;
Aura of Menace (Su): A righteous aura surrounds archons that fight or get angry. Any hostile creature within a 20-foot radius of an archon must succeed on a Will save of DC DC 15 + the High Paladin's charisma modifier or take a -2 penalty on attacks, AC, and saves for 24 hours or until they successfully hit the High Paladin. A creature that has resisted or broken the effect cannot be affected again by the High Paladin's aura for 24 hours.
Immunity to electricity and petrification.
+4 racial bonus on saves against poison.
Magic Circle Against Evil (Su): A Magic Circle against evil effect always surrounds the High Paladin with a caster level equal to the High Paladin's hit dice.
Teleport (Su): Archons can use greater teleport at will, as the spell (caster level 14th), except that the High Paladin can transport only himself and up to 50 pounds of objects.
Tongues (Su): All archons can speak with any creature that has a language, as though using the tongues spell (caster level 14th). This ability is always active.
Additionally, because a High Paladin still retains his native subtype, he can continue to be raised from the dead by normal methods, despite becoming an archon. Furthermore, upon the High Paladin's permanent death, he ascends into the heavens as a Sword Archon (Book of Exalted Deeds) to continue carrying out his deity's will.
High Paladin
http://www.deviantart.com/download/96355105/Paladin_Concept_by_liquidology.jpg
Upon the altar of Heironeous I pledge eternal hostility against every form of tyranny over the lives of man.
While Paladins and Clerics are often times a just god's eternal battle against evil, sometimes they are known to bless those with extraordinary courage and good hearts with powerful divine power to combat the most heinous champions of evil. These godly champions of faith are known as the High Paladins, a small order of paladins knighted to a greater cause after proving themselves stalwart against the lords of evil.
Becoming a High Paladin
A Paladin does not quest or search to become a High Paladin, although he may know of the order and try to gain their blessing such acts are usually self defeating as the sacred order tends to pass them over for truly righteous and devout holy warriors. High Paladins are inducted either by an order of High Paladins who have taken notice of a Paladin after a truly heroic deed and, after conferring with their deity by prayers and meditation, seek him out to offer him a chance to join their order and fight against evil. Sometimes however a deity doesn't possess an order of High Paladins on the world, or is so far removed in his quest against evil that the deity interposes one of his or her agents to approach a paladin who performs a truly heroic deed and offer him this boon.
Ultimately, the decision for how a Paladin becomes a High Paladin lays in the hands of a DM. Only he has the right to determine who the Paladin's god favors, and if his deeds have earned him this reward from his church and faith.
Requirements:
Alignment: Lawful Good
Base Attack Bonus: +4
Skills: Knowledge: Religion 8 ranks.
Spellcasting: Must be able to cast Lesser Restoration as a 1st level divine spell.
Feats: Must possess the Sacred Vow and Iron Will feats.
Special: Must worship a Neutral or Lawful Good Deity, who's worshipers include a sect of paladins, or uphold the ideals of good and law.
Must be inducted into the High Paladin's by a high ranking member of the Paladin's church, or by a loyal outsider agent of a neutral good or lawful good deity (typically the paladin's).
Class Skills: The High Paladin's class skills (and the key ability for each skill) are Concentration (Con), Craft (Int), Diplomacy (Cha), Handle Animal (Cha), Heal (Wis), Knowledge (nobility and royalty)(Int), Knowledge (religion)(Int), Knowledge (the planes)(Int), Profession (Wis), Ride (Dex), Sense Motive (Wisdom), and Spellcraft (Int).
Skill Points at Each Level: 2+ Intelligence modifier.
Hit Dice: d10
{table=head]Level|BAB|Fort Save|Ref Save|Will Save|Special|0|1st|2nd|3rd|4th|5th|6th|7th|8th|9th
1st|+1|+2|+0|+2|Paladin Advancement, Divine Oath|4|2||||||||
2nd|+2|+3|+0|+3||5|3|0|||||||
3rd|+3|+3|+1|+3||5|3|1|0||||||
4th|+4|+4|+1|+4|Domain Access|6|3|2|1|0|||||
5th|+5|+4|+1|+4||6|3|3|2|1|0||||
6th|+6|+5|+2|+5||6|3|3|3|2|1|0|||
7th|+7|+5|+2|+5|Divinity|6|4|3|3|3|2|1|0||
8th|+8|+6|+2|+6||6|4|4|3|3|3|2|1|0|
9th|+9|+6|+3|+6||6|5|4|4|4|4|3|2|1|0
10th|+10|+7|+3|+7|Ascension|6|5|5|4|4|4|4|3|2|1
[/table]
Weapon Proficiency: A High Paladin gains his deity's favored weapon as a proficiency if he doesn't already possess it.
Spells Per Day: A High Paladin gains the ability to cast a number of divine spells. To cast a spell, a High Paladin must have a Charisma score of at least 10 + the spell's level, so a High Paladin with a Charisma of 10 or lower cannot cast these spells. High Paladin bonus spells are based on Charisma, and saving throws against these spells have a DC of 10 + spell level + Charisma modifier. When the table indicates that the High Paladin gets 0 spells per day of a given spell level, such as a 0 2nd level spells at 2nd level, the High Paladin gains only the bonus spells he would be entitled to based on his Charisma score for that spell level.
The High Paladin spell list possesses all spells on the cleric and paladin spell list; except for any spell with the Evil or Chaos descriptor. If a spell is on both list, use the lowest level version of the spell. He prepares spells as a cleric. A High Paladin casts spells as a cleric does, except that unlike a cleric, he does not have the ability to spontaneously cast cure or inflict spells, nor does he have domain spells or associated domain granted powers. To determine the caster level of a High Paladin, add the character's add the character's paladin levels to his High Paladin levels.
Paladin Advancement: A paladin who becomes a High Paladin does not forsake her duty or training as she ascends to a High Paladin. You add your High Paladin levels to your paladin levels for the purposes of the following paladin class features you possess; Aura of Good, Smite Evil (damage and number of uses per day), Lay On Hands, Turn Undead, and Special Mount. Additionally, a High Paladin may resume taking levels of paladin after taking her first level in High Paladin.
Divine Oath: In addition to the regular restrictions of a Paladin's oath, the High Paladin is further barred from utilizing any spellcasting other than that gained by his High Paladin levels. Any divine spellcasting ability the High Paladin possessed before taking his 1st level in this class are immediately stricken from him as a new, stronger connection to his deity is forged (this does not make the character unable to qualify for this class). If he has the capacity to prepare or cast arcane spells, he immediately loses all class features and spells gained by his High Paladin class levels if he ever willingly prepares or casts an arcane spell, or utilizes his capacity to cast arcane spells in any way (such as by activating a wand with an arcane spell stored, or by spending spell slots for the Arcane Strike feat). The High Paladin's god have given them a special, rare bond to draw divine energy from, and are quick to remove their blessings if they scorn such a powerful gift.
Additionally, a High Paladin must remain faithful and true to every tenet of his church, unless excused by his deity or outsider agent thereof.
Domain Access: At 4th level, a High Paladin gains access to a single domain granted by his god. He gains the domain power of the domain, but does not gain the extra domain spells per day. Instead, he can spontaneously cast the spells from his gained domain with his High Paladin spell slots, like how a cleric normally spontaneously casts cure or inflict spells from his prepared spell list.
Divinity: At 7th level, a High Paladin's connection to his deity becomes so strong that he ceases to be a normal creature of his type, and instead gains the Outsider (lawful, good, native) type. He gains all the traits of being an Outsider such as darkvision 60ft and proficiency with all simple and martial weapons.
Ascension: At tenth level, a High Paladin's connection to his deity grows even further, becoming a full fledged agent of his god. At tenth level, he gains the Archon subtype, and possesses all traits of an Archon, including;
Aura of Menace (Su): A righteous aura surrounds archons that fight or get angry. Any hostile creature within a 20-foot radius of an archon must succeed on a Will save of DC DC 15 + the High Paladin's charisma modifier or take a -2 penalty on attacks, AC, and saves for 24 hours or until they successfully hit the High Paladin. A creature that has resisted or broken the effect cannot be affected again by the High Paladin's aura for 24 hours.
Immunity to electricity and petrification.
+4 racial bonus on saves against poison.
Magic Circle Against Evil (Su): A Magic Circle against evil effect always surrounds the High Paladin with a caster level equal to the High Paladin's hit dice.
Teleport (Su): Archons can use greater teleport at will, as the spell (caster level 14th), except that the High Paladin can transport only himself and up to 50 pounds of objects.
Tongues (Su): All archons can speak with any creature that has a language, as though using the tongues spell (caster level 14th). This ability is always active.
Additionally, because a High Paladin still retains his native subtype, he can continue to be raised from the dead by normal methods, despite becoming an archon. Furthermore, upon the High Paladin's permanent death, he ascends into the heavens as a Sword Archon (Book of Exalted Deeds) to continue carrying out his deity's will.