CinuzIta
2013-03-28, 07:12 PM
Hello forumers
Some months ago I wanted to play a Paladin in a campaign that a friend of mine was mastering. Obviously, I didn't wanted to go with the "vanilla paladin" since it's kind of lame and I didn't wanted him to be a caster but still to be able to give some magical/sacred support but in a Marshal style (and from here, the auras). So I went with these solution, hope you like it, let me know what you think about it:
Paladin
d10
{table=head]Level|Base Attack Bonus|Fort Save|Ref Save|Will Save|Special|Auras
1st|+1|+2|+0|+2| Aura of Good, Detect Evil, Smite Evil 1/Encounter| Aura of Faith
2nd|+2|+3|+0|+3| Divine Grace | -
3rd|+3|+3|+1|+3| Divine Health, Touch of Vitality | -
4th|+4|+4|+1|+4| Armour Mastery (Medium), Smite Evil 2/Encounter | Aura of Temperance
5th|+5|+4|+1|+4| Charging Smite, Energy Resistance | -
6th|+6/+1|+5|+2|+5| Mettle | -
7th|+7/+2|+5|+2|+5| Blessed Weapon | Aura of Prudence
8th|+8/+3|+6|+2|+6| Divine Might, Smite Evil 3/Encounter | -
9th|+9/+4|+6|+3|+6| Armour Mastery (Heavy), Justice Blade | -
10th|+10/+5|+7|+3|+7| Energy Resistance, Protection From Evil | Aura of Hope
11th|+11/+6/+1|+7|+3|+7| Holy Touch | -
12th|+12/+7/+2|+8|+4|+8| Holy Sword 1/Day, Smite Evil 4/Encounter | -
13th|+13/+8/+3|+8|+4|+8| Divine Soul | Aura of Justice
14th|+14/+9/+4|+9|+4|+9| Wings | -
15th|+15/+10/+5|+9|+5|+9| Banishing Smite, Energy Resistance | -
16th|+16/+11/+6/+1|+10|+5|+10| Smite Evil 5/Encounter | Aura of Fortitude
17th|+17/+12/+7/+2|+10|+5|+10| Bulwark of Faith | -
18th|+18/+13/+8/+3|+11|+6|+11| Heaven's Champion | -
19th|+19/+14/+9/+4|+11|+6|+11| Aureole | Aura of Charity
20th|+20/+15/+10/+5|+12|+6|+12| Sanctity, Smite Evil 6/Encounter | -[/table]
Skill Points: 4+Int (x4 at first level). Skills: Concentration (Con), Craft (Int), Diplomacy (Cha), Handle Animal (Cha), Heal (Wis), Knowledge (arcana) (Int), Knowledge (nobility and royalty) (Int), Knowledge (religion) (Int), Knowledge (the planes) (Int), Profession (Wis), Ride (Dex), Sense Motive (Wis), Spot (Wis).
Weapon and Armor Proficiencies: Paladins are proficient with all simple and martial weapons, with all types of armor (heavy, medium, and light), and with shields (except tower shields).
In order to use any of his supernatural abilities, the paladin must carry an holy symbol of his deity.
Aura of Good (Ex): The power of a paladin’s aura of good (see the detect good spell) is equal to her paladin level.
Detect Evil (Su): At will, a paladin can use detect evil, as the spell.
Smite Evil (Su): 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. 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 4th level, and at every four levels thereafter, the paladin may smite evil one additional time per encounter, to a maximum of six times per encounter at 20th level.
Divine Grace (Su): At 2nd level, a paladin gains a bonus equal to her Charisma bonus (if any) on all saving throws.
Touch of Vitality (Su): At 3rd level, you can heal the wounds of living creatures (your own or those of others) by touch. Each day you can heal a number of points of damage equal to twice your class level × your Charisma bonus. For example, a 7th-level paladin with a Charisma score of 14 (+2 bonus) can heal 28 points of damage. You can choose to divide your healing among multiple recipients, and you don't have to use it all at once. Using your touch of vitality is a standard action. It has no effect on undead.
Beginning at 8th level, you can choose to spend some of the healing bestowed by your touch of vitality to remove other harmful conditions affecting the target.
For every 5 points of your healing ability you expend, you can cure 1 point of ability damage or remove the dazed, fatigued, or sickened condition from one individual.
For every 10 points of your healing ability you expend, you can remove the exhausted, nauseated, poisoned, or stunned condition from one individual.
For every 20 points of your healing ability you expend, you can remove a negative level or the blinded, deafened, or diseased condition from one individual.
You can remove a condition (or more than one condition) and heal damage with the same touch, so long as you expend the required number of points. For example, if you wanted to heal 12 points of damage and remove the blinded and exhausted conditions from a target, you would have to expend 42 points (12 hit points restored plus 20 points for blinded plus 10 points for exhausted).
Divine Health (Ex): At 3rd level, a paladin gains immunity to all diseases, including supernatural and magical diseases.
Armour Mastery (Ex): At 4th level, the paladin gains the ability to use medium armours without any penalty to his movement speed. At 9th level, the paladin’s speed is no more penalized neither from heavy armours.
Charging Smite (Su): Beginning at 5th level, if you smite evil on a charge attack, the paladin deals an extra 2 points of damage per paladin level to any evil creature she hits (in addition to the normal bonus damage dealt by a smite). If the charge attack misses, the smite ability is not considered used.
Energy Resistance (Ex): At 5th level, a paladin chooses an energy type and gains resistance 10 against that type. At 10th level and 15th level, the character gains resistance 10 against another energy type of her choosing.
Mettle (Ex): At 6th level and higher, a paladin can resist magical and unusual attacks with great willpower or fortitude. If he makes a successful Will or Fortitude save against an attack that normally would have a lesser effect on a successful save (such as any spell with a saving throw entry of Will half or Fortitude partial), he instead completely negates the effect. An unconscious or sleeping paladin does not gain the benefit of mettle.
Blessed Weapon (Su):Any melee weapon wielded by a paladin of 7th level or higher is treated as good-aligned for the purpose of overcoming damage reduction.
Divine Might (Su): At 8th level and higher, the paladin can use a standard action to add a +4 bonus to her Strength, Wisdom, or Charisma score. This ability may be used once per day, and its effect lasts for 1 minute per class level.
Justice Blade (Su):By 9th level, you have learned that suffering and injustice are not the exclusive province of evil. You can use your smite evil ability to instead punish creatures of an alignment different than yours on the Law/Chaos alignment, if the creature is not of Good alignment. Using this ability expends one use of your smite evil class feature and works identically in all other ways, but its effect applies only to targets of a different Law/Chaos alignment. Whenever you choose to smite an opponent, you must declare whether you are using this ability to smite evil or alignment. If you accidentally smite a creature of a good alignment, the smite has no effect but the ability is still used up.
Protection From Evil (Su): at 10th level and higher, a paladin is always considered protected by a Protection From Evil effect, as the spell. The caster level is equal to the paladin’s HD.
Holy Touch (Su): at 11th level and higher, the Paladin can use her Vitality Touch special ability to deal damages to undeads. She can't alter their status and the points used to deliver damages to her foes are still counted in the limit of points available to the paladin in a day.
Holy Sword (Su): at 12th level, a paladin gains the ability to use holy sword once per day, as a caster whose level is equal to the paladin’s class level.
Divine Soul (Ex): at 13th level, a paladin gains spell resistance equal to her current paladin level + 10. In order to affect the paladin with a spell, a spellcaster must get a result on a caster level check (1d20 + caster level) that equals or exceeds the paladin’s spell resistance.
Wings (Ex): at 14th level, a paladin gains two feathered wings and can fly at a speed of 60 feet (good maneuverability).
Banishing Smite (Su): At 15th level, any evil outsider struck by a paladin’s smite must make a will save (DC equals damage dealt) or be forced to return to its home plane. If already on its home plane, it instead takes 1d6 damage per paladin level on a failed save. This damage is pure divine energy, and it is not subject to spell resistance or damage reduction. The extra damage replaces the normal extra damage dealt by a smite attempt. Even if it succeeds on its save, it is still affected by the smite as normal.
Bulwark of Faith (Ex): At 17th level, a paladin blocks the line of effect for all spells, breath weapons, and other such effects. For example, if a dragon uses its breath weapon, anyone standing behind the paladin is not affected. In addition, he may shelter any one adjacent creature from all effects of an area spell.
Heaven's Champion (Su): starting at 18th level, the paladin is able to mantain two auras active in the same moment instead of just one and the radius of his auras doubles to 60 feet.
Aureole (Su): at 19th level, the paladin gains an aureole stand brights over his head. These gave to the paladin a +2 bonus to Diplomacy and Intimidate checks and doubles the range of the paladin's auras to 60 feet.
Sanctity (Su): at 20th level, a paladin becomes an angel-like creature. She is forevermore treated as an native outsider rather than as a humanoid (or whatever the paladin’s creature type was) for the purpose of spells and magical effects. Additionally, the paladin gains damage reduction 10/Evil, which allows her to ignore the first 10 points of damage from any attack made by a non Evil weapon or by any natural attack made by a creature that doesn’t have similar damage reduction. Unlike other outsiders, the paladin can still be brought back from the dead as if she were a member of her previous creature type. She also gains immunity to petrification, low-light vision (if she didn't already had it) and the ability to talk with all living creatures as if the paladin is constantly under the effect of the Speak Languages spell.
Paladin’s Aura (Su): sometimes a paladin is blessed by his divinity. When this happens, the paladin becomes able to radiate an aura of sanctity from his body, which provides protection to him and to his allies. A paladin receives an aura at 1st level, then another at 3rd and another one every three levels thereafter. An aura has a radius of 30 feet.
Projecting an aura is a swift action. The aura remains in effect until the paladin uses a free action to dismiss it or activates another aura. A paladin can have an aura active continually; thus, an aura can be in effect at the start of a combat encounter even before the paladin takes his first turn.
Aura of Faith: A paladin with these aura activated is immune to fear (magical or otherwise). Each ally within the aura's reach gain a morale bonus on saving throws against fear effects equal to the paladin’s Cha modifier.
Aura of Temperance: A paladin with these aura activated is immune to charm spells and effects. Allies within the aura's reach gain a bonus on saving throws against enchantment spells and effects equal to the paladin’s Cha modifier.
Aura of Prudence: A paladin with these aura activated grants to himself and his allies within the aura's reach a bonus to their AC equal to the paladin’s Cha modifier.
Aura of Hope: A paladin with these aura activated grants to his allies within the aura's reach a bonus on their saving throws equal to the paladin’s Cha modifier.
Aura of Justice: A paladin with these aura activated radiates a light that provide intense illumination in 30 feet and poor illumination in 60 feet. Deep darkness (even magical one) is pierced by these illumination (so spells as darkness doesn’t work in the aura’s radius). Creatures penalized by a strong illumination are penalized even from the aura’s light. Evil creatures within 30 feet from the character suffer a malus of -2 to their attack and damage rolls and to their saving throws. Evil creatures with less than half of the paladin’s HDs are blinded as long as the aura is active.
Aura of Fortitude: A paladin with these aura activated grants to himself and to his allies Damage Reduction 5/Evil as long as the aura is active. When the Paladin reach 20th level, his Damage Reduction raises to 15/Evil as long as these aura is active.
Aura of Charity: A paladin with these aura activated grants to himself and to his allies Fast Healing 5 as long as the aura is active.
Code of Conduct: A paladin must be of good alignment and loses all class abilities if she ever willingly commits an evil act.
Additionally, a paladin’s code requires that she act with honor, help those in need, and punish those who harm or threaten innocents.
Associates: While she may adventure with characters of any good or neutral alignment, a paladin will never knowingly associate with evil characters, nor will she continue an association with someone who consistently offends her moral code. A paladin may accept only henchmen, followers, or cohorts who are lawful good.
Holy Items
Crown of the Martyr
This metal band for the head has a nose guard to protect the face, but the owner of the artifact is continually wounded by the thorns of the crown. It provides to the wearer a +4 bonus on Charisma but at a penalty of a -2 malus to his Constitution. Moreover, the wearer can use Martyrdom 1/day.
Martyrdom: The character is wrapped in a shroud of sacred flames, sacrificing a quantity of their choice of their HP to inflict the same amount of damage to the enemy. If the character sacrifices more than half of their remaining HP, damage to the enemy becomes one and a half of the self-inflicted. With a succesful Fortitude saving throw (DC 10 + ½ of character's HD + character's Cha modifier) the enemy halves the damage. The opponent must be within 30 feet from the character. After using this power of the crown, regardless of HP sacrificed, the character gets a -2 penalty to Cos (to be added to that already given from wearing the crown) for 24 hours or until his condition is restored by a spell or a spell-like ability. When a character consumes all of its HP, Martyrdom inflicts double damage to the enemy but the character can not be resurrected, even with Pure Resurrection or Desire; instead ascends to the Seven Ascendants Heavens of Celestia as a martyr. The character can only resurrect by taking levels in the class of the Risen Martyr.
Some months ago I wanted to play a Paladin in a campaign that a friend of mine was mastering. Obviously, I didn't wanted to go with the "vanilla paladin" since it's kind of lame and I didn't wanted him to be a caster but still to be able to give some magical/sacred support but in a Marshal style (and from here, the auras). So I went with these solution, hope you like it, let me know what you think about it:
Paladin
d10
{table=head]Level|Base Attack Bonus|Fort Save|Ref Save|Will Save|Special|Auras
1st|+1|+2|+0|+2| Aura of Good, Detect Evil, Smite Evil 1/Encounter| Aura of Faith
2nd|+2|+3|+0|+3| Divine Grace | -
3rd|+3|+3|+1|+3| Divine Health, Touch of Vitality | -
4th|+4|+4|+1|+4| Armour Mastery (Medium), Smite Evil 2/Encounter | Aura of Temperance
5th|+5|+4|+1|+4| Charging Smite, Energy Resistance | -
6th|+6/+1|+5|+2|+5| Mettle | -
7th|+7/+2|+5|+2|+5| Blessed Weapon | Aura of Prudence
8th|+8/+3|+6|+2|+6| Divine Might, Smite Evil 3/Encounter | -
9th|+9/+4|+6|+3|+6| Armour Mastery (Heavy), Justice Blade | -
10th|+10/+5|+7|+3|+7| Energy Resistance, Protection From Evil | Aura of Hope
11th|+11/+6/+1|+7|+3|+7| Holy Touch | -
12th|+12/+7/+2|+8|+4|+8| Holy Sword 1/Day, Smite Evil 4/Encounter | -
13th|+13/+8/+3|+8|+4|+8| Divine Soul | Aura of Justice
14th|+14/+9/+4|+9|+4|+9| Wings | -
15th|+15/+10/+5|+9|+5|+9| Banishing Smite, Energy Resistance | -
16th|+16/+11/+6/+1|+10|+5|+10| Smite Evil 5/Encounter | Aura of Fortitude
17th|+17/+12/+7/+2|+10|+5|+10| Bulwark of Faith | -
18th|+18/+13/+8/+3|+11|+6|+11| Heaven's Champion | -
19th|+19/+14/+9/+4|+11|+6|+11| Aureole | Aura of Charity
20th|+20/+15/+10/+5|+12|+6|+12| Sanctity, Smite Evil 6/Encounter | -[/table]
Skill Points: 4+Int (x4 at first level). Skills: Concentration (Con), Craft (Int), Diplomacy (Cha), Handle Animal (Cha), Heal (Wis), Knowledge (arcana) (Int), Knowledge (nobility and royalty) (Int), Knowledge (religion) (Int), Knowledge (the planes) (Int), Profession (Wis), Ride (Dex), Sense Motive (Wis), Spot (Wis).
Weapon and Armor Proficiencies: Paladins are proficient with all simple and martial weapons, with all types of armor (heavy, medium, and light), and with shields (except tower shields).
In order to use any of his supernatural abilities, the paladin must carry an holy symbol of his deity.
Aura of Good (Ex): The power of a paladin’s aura of good (see the detect good spell) is equal to her paladin level.
Detect Evil (Su): At will, a paladin can use detect evil, as the spell.
Smite Evil (Su): 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. 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 4th level, and at every four levels thereafter, the paladin may smite evil one additional time per encounter, to a maximum of six times per encounter at 20th level.
Divine Grace (Su): At 2nd level, a paladin gains a bonus equal to her Charisma bonus (if any) on all saving throws.
Touch of Vitality (Su): At 3rd level, you can heal the wounds of living creatures (your own or those of others) by touch. Each day you can heal a number of points of damage equal to twice your class level × your Charisma bonus. For example, a 7th-level paladin with a Charisma score of 14 (+2 bonus) can heal 28 points of damage. You can choose to divide your healing among multiple recipients, and you don't have to use it all at once. Using your touch of vitality is a standard action. It has no effect on undead.
Beginning at 8th level, you can choose to spend some of the healing bestowed by your touch of vitality to remove other harmful conditions affecting the target.
For every 5 points of your healing ability you expend, you can cure 1 point of ability damage or remove the dazed, fatigued, or sickened condition from one individual.
For every 10 points of your healing ability you expend, you can remove the exhausted, nauseated, poisoned, or stunned condition from one individual.
For every 20 points of your healing ability you expend, you can remove a negative level or the blinded, deafened, or diseased condition from one individual.
You can remove a condition (or more than one condition) and heal damage with the same touch, so long as you expend the required number of points. For example, if you wanted to heal 12 points of damage and remove the blinded and exhausted conditions from a target, you would have to expend 42 points (12 hit points restored plus 20 points for blinded plus 10 points for exhausted).
Divine Health (Ex): At 3rd level, a paladin gains immunity to all diseases, including supernatural and magical diseases.
Armour Mastery (Ex): At 4th level, the paladin gains the ability to use medium armours without any penalty to his movement speed. At 9th level, the paladin’s speed is no more penalized neither from heavy armours.
Charging Smite (Su): Beginning at 5th level, if you smite evil on a charge attack, the paladin deals an extra 2 points of damage per paladin level to any evil creature she hits (in addition to the normal bonus damage dealt by a smite). If the charge attack misses, the smite ability is not considered used.
Energy Resistance (Ex): At 5th level, a paladin chooses an energy type and gains resistance 10 against that type. At 10th level and 15th level, the character gains resistance 10 against another energy type of her choosing.
Mettle (Ex): At 6th level and higher, a paladin can resist magical and unusual attacks with great willpower or fortitude. If he makes a successful Will or Fortitude save against an attack that normally would have a lesser effect on a successful save (such as any spell with a saving throw entry of Will half or Fortitude partial), he instead completely negates the effect. An unconscious or sleeping paladin does not gain the benefit of mettle.
Blessed Weapon (Su):Any melee weapon wielded by a paladin of 7th level or higher is treated as good-aligned for the purpose of overcoming damage reduction.
Divine Might (Su): At 8th level and higher, the paladin can use a standard action to add a +4 bonus to her Strength, Wisdom, or Charisma score. This ability may be used once per day, and its effect lasts for 1 minute per class level.
Justice Blade (Su):By 9th level, you have learned that suffering and injustice are not the exclusive province of evil. You can use your smite evil ability to instead punish creatures of an alignment different than yours on the Law/Chaos alignment, if the creature is not of Good alignment. Using this ability expends one use of your smite evil class feature and works identically in all other ways, but its effect applies only to targets of a different Law/Chaos alignment. Whenever you choose to smite an opponent, you must declare whether you are using this ability to smite evil or alignment. If you accidentally smite a creature of a good alignment, the smite has no effect but the ability is still used up.
Protection From Evil (Su): at 10th level and higher, a paladin is always considered protected by a Protection From Evil effect, as the spell. The caster level is equal to the paladin’s HD.
Holy Touch (Su): at 11th level and higher, the Paladin can use her Vitality Touch special ability to deal damages to undeads. She can't alter their status and the points used to deliver damages to her foes are still counted in the limit of points available to the paladin in a day.
Holy Sword (Su): at 12th level, a paladin gains the ability to use holy sword once per day, as a caster whose level is equal to the paladin’s class level.
Divine Soul (Ex): at 13th level, a paladin gains spell resistance equal to her current paladin level + 10. In order to affect the paladin with a spell, a spellcaster must get a result on a caster level check (1d20 + caster level) that equals or exceeds the paladin’s spell resistance.
Wings (Ex): at 14th level, a paladin gains two feathered wings and can fly at a speed of 60 feet (good maneuverability).
Banishing Smite (Su): At 15th level, any evil outsider struck by a paladin’s smite must make a will save (DC equals damage dealt) or be forced to return to its home plane. If already on its home plane, it instead takes 1d6 damage per paladin level on a failed save. This damage is pure divine energy, and it is not subject to spell resistance or damage reduction. The extra damage replaces the normal extra damage dealt by a smite attempt. Even if it succeeds on its save, it is still affected by the smite as normal.
Bulwark of Faith (Ex): At 17th level, a paladin blocks the line of effect for all spells, breath weapons, and other such effects. For example, if a dragon uses its breath weapon, anyone standing behind the paladin is not affected. In addition, he may shelter any one adjacent creature from all effects of an area spell.
Heaven's Champion (Su): starting at 18th level, the paladin is able to mantain two auras active in the same moment instead of just one and the radius of his auras doubles to 60 feet.
Aureole (Su): at 19th level, the paladin gains an aureole stand brights over his head. These gave to the paladin a +2 bonus to Diplomacy and Intimidate checks and doubles the range of the paladin's auras to 60 feet.
Sanctity (Su): at 20th level, a paladin becomes an angel-like creature. She is forevermore treated as an native outsider rather than as a humanoid (or whatever the paladin’s creature type was) for the purpose of spells and magical effects. Additionally, the paladin gains damage reduction 10/Evil, which allows her to ignore the first 10 points of damage from any attack made by a non Evil weapon or by any natural attack made by a creature that doesn’t have similar damage reduction. Unlike other outsiders, the paladin can still be brought back from the dead as if she were a member of her previous creature type. She also gains immunity to petrification, low-light vision (if she didn't already had it) and the ability to talk with all living creatures as if the paladin is constantly under the effect of the Speak Languages spell.
Paladin’s Aura (Su): sometimes a paladin is blessed by his divinity. When this happens, the paladin becomes able to radiate an aura of sanctity from his body, which provides protection to him and to his allies. A paladin receives an aura at 1st level, then another at 3rd and another one every three levels thereafter. An aura has a radius of 30 feet.
Projecting an aura is a swift action. The aura remains in effect until the paladin uses a free action to dismiss it or activates another aura. A paladin can have an aura active continually; thus, an aura can be in effect at the start of a combat encounter even before the paladin takes his first turn.
Aura of Faith: A paladin with these aura activated is immune to fear (magical or otherwise). Each ally within the aura's reach gain a morale bonus on saving throws against fear effects equal to the paladin’s Cha modifier.
Aura of Temperance: A paladin with these aura activated is immune to charm spells and effects. Allies within the aura's reach gain a bonus on saving throws against enchantment spells and effects equal to the paladin’s Cha modifier.
Aura of Prudence: A paladin with these aura activated grants to himself and his allies within the aura's reach a bonus to their AC equal to the paladin’s Cha modifier.
Aura of Hope: A paladin with these aura activated grants to his allies within the aura's reach a bonus on their saving throws equal to the paladin’s Cha modifier.
Aura of Justice: A paladin with these aura activated radiates a light that provide intense illumination in 30 feet and poor illumination in 60 feet. Deep darkness (even magical one) is pierced by these illumination (so spells as darkness doesn’t work in the aura’s radius). Creatures penalized by a strong illumination are penalized even from the aura’s light. Evil creatures within 30 feet from the character suffer a malus of -2 to their attack and damage rolls and to their saving throws. Evil creatures with less than half of the paladin’s HDs are blinded as long as the aura is active.
Aura of Fortitude: A paladin with these aura activated grants to himself and to his allies Damage Reduction 5/Evil as long as the aura is active. When the Paladin reach 20th level, his Damage Reduction raises to 15/Evil as long as these aura is active.
Aura of Charity: A paladin with these aura activated grants to himself and to his allies Fast Healing 5 as long as the aura is active.
Code of Conduct: A paladin must be of good alignment and loses all class abilities if she ever willingly commits an evil act.
Additionally, a paladin’s code requires that she act with honor, help those in need, and punish those who harm or threaten innocents.
Associates: While she may adventure with characters of any good or neutral alignment, a paladin will never knowingly associate with evil characters, nor will she continue an association with someone who consistently offends her moral code. A paladin may accept only henchmen, followers, or cohorts who are lawful good.
Holy Items
Crown of the Martyr
This metal band for the head has a nose guard to protect the face, but the owner of the artifact is continually wounded by the thorns of the crown. It provides to the wearer a +4 bonus on Charisma but at a penalty of a -2 malus to his Constitution. Moreover, the wearer can use Martyrdom 1/day.
Martyrdom: The character is wrapped in a shroud of sacred flames, sacrificing a quantity of their choice of their HP to inflict the same amount of damage to the enemy. If the character sacrifices more than half of their remaining HP, damage to the enemy becomes one and a half of the self-inflicted. With a succesful Fortitude saving throw (DC 10 + ½ of character's HD + character's Cha modifier) the enemy halves the damage. The opponent must be within 30 feet from the character. After using this power of the crown, regardless of HP sacrificed, the character gets a -2 penalty to Cos (to be added to that already given from wearing the crown) for 24 hours or until his condition is restored by a spell or a spell-like ability. When a character consumes all of its HP, Martyrdom inflicts double damage to the enemy but the character can not be resurrected, even with Pure Resurrection or Desire; instead ascends to the Seven Ascendants Heavens of Celestia as a martyr. The character can only resurrect by taking levels in the class of the Risen Martyr.