DracoDei
2013-07-21, 07:28 PM
Eldan asked in the "Request a Homebrew" thread for something bigger to do, and I offered him this.
Eldan: I'm willing to explain anything that is unclear (and I promise you there is some of that, I just don't know WHAT).
Most Basic Concepts:
Think of whatever code you believe should embody Law and/or Good. Think of the details.
Now make the following changes:
First off, poison is fair game. PROVIDED it deals no permanent effects, and its use invokes a commitment to not kill that person or leave them in circumstances where the damage ((hitpoints, ability scores, etc)) you inflicted would likely lead to their death, and treat them as well as you would an honorably surrendered foe if you capture them. This is treatment is known as "The Oath of Capture", and is invoked by many of this class's abilities.
Secondly, those who violate The Code are not protected by it unless they are part of a chain of command that will punish them sufficiently.
Torture must be applied only to violators of The Code, and only publicly, with an honest explaination of the crimes of they are guilty of, or where information extracted from them could be reasonably expected to save the lives innocents and/or non-combatants.
Subterfuge, including lying (but not such things as feinting in combat), is permitted only where there is good evidence of The Code being violated. Until and unless proof of this is obtained, killing must be kept to a minimum, and any intelligence discovered must be kept strictly confidential so it may not be used against the suspected individual or group.
If you think that make it only a Code of Law, and not one of (potentially) Good, then so be it. Limit the class to the
How I have the mechanics support this:
When fighting lethally, this class should be able to just sorta get by in combat.
These guys get every possible means to capture targets alive. As I currently envision them, they are the most unstopable of pursuers... they can even bring a target back from the dead against their will, although at GREAT cost to themselves. They can deal subdual damage and ability score damage to constructs and undead at higher levels, and they get spells at a rather slow progression true... but up to 9th level spells.
I'd probably strip them of their favored enemies, even though it would only apply when they have good reason to suspect The Code has been violated.
There are one or two efforts at making poison more practical. I went with reducing the cost to keep things simple... yes, nearly unprecidented for me.
What I have so far(it is a mess):
I'd probably call this a high tier 3, maybe tier 2.
The following would help them deliver enough doses of poison to matter, especially at lower levels:
Special version of TWF and Weapon Finesse that removes all strength bonuses to damage?
Alternatively Rapid Shot and Precise Shot, again can't get strength bonuses to damage? Damage halved until level 3.
Must be lawful WRT The Code or fall.
Matchless Honesty (Like Matchless Loyalty, but works for lying that would pervert the justice of The Code)
Skill list: Bluff(Cha)?, Concentration(Con), Craft(Int), Disguise(Cha)?, Diplomacy(Cha), Forgery(Int), Gather Information(Cha), Heal(Wis), Intimidate(Cha), Knowledge[Arcana(Intelligent Constructs, Dragons, Magical Beasts](Int), Knowledge[Dungeoneering(Abberations)], Knowledge[Local], Knowledge[Nature(fey, giants, monstrous humanoids, intelligent plants](Int), ?Knowledge[Nobility and Royalty](Int)?, Knowledge[Religion](Int), Knowledge[The Planes](Int), Profession(Wis), Ride(Dex), Search(Int), Sense Motive(Wis), Spellcraft(Int), Survival(Wis), Use Rope(Dex)
Skill Points 6 + Int
{table=head]~|
~|{colsp=3}
Base Saves|
~|{colsp=10}
Spells per Day
Level|Base Attack Bonus|Fort|Ref|Will|
Special Abilities|0th|1st|2nd|3rd|4th|5th|6th|7th|8th|9th
1st|+1|+2|+0|+2|Blessed Poison Use, Combat Style, Divine Grace(Compulsions and Charms), Grip of Truth (1/day), Information Over Slaughter (-2 penalty, Wisdom to-hit once per level per day), Mental Stability, Remove the Hurt, Truth-Seeker| 2 | - | - | - | - | - | - | - | - | -
2nd| +2|+3|+0|+3|Detect Chaos, Information Over Slaughter (-1 penalty), Rebuke the Post-Mortal| 3 | 0*| - | - | - | - | - | - | - | -
3rd| +3| +3|+1| +3|Aura of Courage, Information Over Slaughter (no penalty) | 3 | 1 | - | - | - | - | - | - | - | -
4th| +4| +4|+1| +4|Grip of Truth (2/day), No Escape for Cowards(No Save) | 3 | 1 | 0*| - | - | - | - | - | - | -
5th| +5| +4|+1| +4|Divine Grace (Charisma to Will Saves) | 3 | 2 | 1 | - | - | - | - | - | - | -
6th| +6/+1| +5|+2| +5|Detect Evil/Detect Good/Improved Detect Chaos, 1st Favored Enemy of the Code| 3 | 2 | 1 | 0*| - | - | - | - | - | -
7th| +7/+2| +5|+2| +5|Capture the Post Mortal | 3 | 2 | 2 | 1 | - | - | - | - | - | -
8th| +8/+3| +6|+2| +6|Grip of Truth (3/day), No Escape for Cowards (No Spell-Resistance) | 3 | 3 | 2 | 1 | 0*| - | - | - | - | -
9th| +9/+4| +6|+3| +6|Divine Grace(Charisma or Wisdom to Fortitude and Reflex saves) | 3 | 3 | 2 | 2 | 1 | - | - | - | - | -
10th| +10/+5| +7|+3| +7|Bonus Feat | 3 | 3 | 3 | 2 | 1 | 0*| - | - | - | -
11th| +11/+6/+1| +7|+3| +7|2nd Favored Enemy of the Code | 3 | 3 | 3 | 2 | 2 | 1 | - | - | - | -
12th| +12/+7/+2| +8|+4| +8|Grip of Truth (4/day), Matchless Honesty | 3 | 3 | 3 | 3 | 2 | 1 | 0*| - | - | -
13th| +13/+8/+3| +8|+4| +8|Capture the Created | 3 | 3 | 3 | 3 | 2 | 2 | 1 | - | - | -
14th| +14/+9/+4| +9|+4| +9|Bonus Feat | 3 | 3 | 3 | 3 | 3 | 2 | 1 | 0*| - | -
15th| +15/+10/+5| +9|+5| +9|Capture the Post Mortal(No -5 DC) | 3 | 3 | 3 | 3 | 3 | 2 | 2 | 1 | - | -
16th| +16/+11/+6/+1|+10|+5|+10|Grip of Truth (5/day), 3rd Favored Enemy of The Code | 3 | 3 | 3 | 3 | 3 | 3 | 2 | 1 | 0*| -
17th| +17/+12/+7/+2|+10|+5|+10|Slippery Mind | 3 | 3 | 3 | 3 | 3 | 3 | 2 | 2 | 1 | -
18th| +18/+13/+8/+3|+11|+6|+11|Bonus Feat | 3 | 3 | 3 | 3 | 3 | 3 | 3 | 2 | 1 | 0*
19th| +19/+14/+9/+4|+11|+6|+11|4th Favored Enemy of The Code | 3 | 3 | 3 | 3 | 3 | 3 | 3 | 2 | 2 | 1
20th|+20/+15/+10/+5|+12|+6|+12|Capture the Created(No -5 DC), Grip of Truth (6/day), Zone of Ultimate Truth 1/day | 3 | 3 | 3 | 3 | 3 | 3 | 3 | 3 | 2 | 2
[/table]
Light Armor, Shields, Simple and Martial weapons
((Light armor for speed of pursuit, and balance reasons. Shields allowed to give options and survivability. Enforce this with Arcane Spell Failure for medium and heavy armor, despite divine flavor of class?))
((Spellcasting is prepared, wisdom based, and is one class level back AND -1 spell per level from the sorcerer/wizard...))
((Oath of capture applies to poisons and all offensive spells. Applies to all creatures in encounters where walls are used. Does not apply to mindless creatures, but such creatures always make their saves against all spells.))
Rebuke the Post-Mortal (Su): This functions in all ways as a cleric's ability to rebuke/command undead/deathless with the following exceptions: It only functions on intelligent undead and deathless, and it always rebukes/commands, never turns/destroys regardless of alignment or creature type. Using this ability invokes the Oath of Capture with regard to all undead and deathless in the area of effect.
Blessed Poison Use (Su): ((Can use injury/wisdom effecting poison at 1/3 the volume (and thus cost) required per dose provided he both applies it and makes the attacks. This invokes the Oath of capture. No stuff that effects Constitution, and nothing that does drain rather than damage. Maybe give increased DCs at later levels to help them keep pace.
Note: Even if "One dose lasts for three strikes" thing is implimented, destroyable projectiles should still only require 1/3 of a dose for full effects. This is obvious in retrospect.))
Divine Grace (Su): A Paladin of the code adds their charisma bonus to all saving throws against Compulsions and Charms.
At 5th level this instead applies to all will saves.
At 9th level they ALSO add their charisma bonus or wisdom bonus, whichever is higher, to Fortitude and Reflex saves.
Information Over Slaughter (Su): Not all who are innocent surrender without a fight, and many who are guilty fight on even when death is inevitable, denying themselves and the public the benefits of a fair trial and the benefits of intelligence they might provide... in some cases more than other.
At first level a paladin of the code only takes a -2 to hit when striking for nonlethal damage with a weapon that usually deals lethal damage.
At 2nd level this improves to only a -1 penalty, and at 3rd level they take no penalty.
Once per day per class level they may instead take no penalty (if they would take any penalty) when striking for subdual damage and gain their wisdom bonus to hit. ?This does not stack with the wisdom substitution allowed by the combat styles.?
Grip of Truth (Su): Once per day as a full-round action, a paladin of the code may gain a bonus equal to their charisma modifier or twice their class level, whichever is greater, on sense motive checks on a creature they are touching. This also suppresses controlling mental influences as per Protection from Chaos. ((Can detect charm etc with Sense Motive despite them being suppressed.)) These effects bonus last until they lose physical contact with the creature, or 1 minute per class level, whichever comes first.
At 4th level, and at every four levels thereafter, the paladin of the code may use grip of truth one additional time per day.
NO DIVINE HEALTH, SPECIAL MOUNT, REMOVE DISEASE, OR TURN UNDEAD.
Mental Stability (Ex): ((Mostly-fluff ability explaining why they can torture without becoming too desensitized.))
Heal the Hurt (Sp): ((Can Lay on Hands for twice class level hitpoints OR class level divided by three ability damage he caused. No daily limit, allows save and SR, but [Harmless]))
Detect Chaos (Sp): Starting at 2nd level, at-will, a Paladin of the Code can use detect chaos, as the spell.
Truth Seeker (Ex): A Paladin of the Code is a dispassionate judge, who sees clearly and without bias.
A Paladin of The Code never mistakes the truth for a lie when using sense motive, and opposed bluff checks against them count any harm or risk to innocents or allies that the Paladin of the Code can discern as risk or harm to the Paladin of the Code themself. These bonuses still apply normally to others the bluff check is opposed by.
Starting at 3rd level, bluff checks against them never gain a bonus for the Paladin of the Code wanting to believe the bluff.
Aura of Courage (Su):
Beginning at 3rd level, a Paladin of The Code 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.
No Escape for Cowards (Su): All [Harmless] spells that a 4th level or higher Paladin of The Code casts from their own spell-slots on a single target that they are bound by their Oath of Capture towards do not allow a saving throw. Thus, for instance, a captured enemy who tried drank poison could be easily cured against their will, or a superstitious and distrustful individual could have Owl's Wisdom or Fox's Cunning forced on them against their will in hopes of enabling them to see the situation more clearly.
At 8th level such spells also do not allow spell resistance.
Capture the Post-Mortal(Su): At 7th level or higher, a Paladin of The Code can deal subdual damage to deathless and undead creatures with intelligence scores of 3 or greater, and injury poisons on his weapons effect them, albiet with a -5 to the save DC. If they strike a unintelligent creature while trying to use this ability, then no poison is consumed and the damage dealt is lethal.
At 15th level the -5 to the DCs of poisons on undead and deathless is removed.
Bonus Feat(Ex): ((THE TWO EXTRA SPELL ACCESS FEATS IF I INCLUDE THEM. Alertness, Combat Casting, Deceitful, Divine Metamagic(Still OR Silence), Eschew Material Components, Extra Turning, Greater Spell Focus[Enchantment OR Illusion], Greater Spell Penetration, Investigator, Improved Counterspell, Improved Critical, Improved Disarm, Improved Feint, Improved Grapple, Improved Sunder, Improved Trip, Improved Turning, Iron Will, Mounted Archery, Mounted Combat, Negotiator, Persuasive, Skill Focus , Rapid Reload, Run, Silent Spell, Spell Focus[Enchantment OR Illusion], Spell Penetration, Stealthy, Still Spell, Stunning Fist, Track, Weapon Focus[Any light melee, or weapon capable of multiple ranged attacks in one round, without magic]))
[B]Capture the Created(Su): At 13th level or higher, a Paladin of The Code can deal subdual damage to constructs with intelligence scores of 3 or greater, and injury poisons on his weapons effect them, albiet with a -5 to the save DC. If they strike a unintelligent creature while trying to use this ability, then no poison is consumed and the damage dealt is lethal.
At 20th level the -5 penalty no longer applies.
Slippery Mind (Ex): Starting at 17th level
Zone of Ultimate Truth (Su):
(( Requires expending 2 daily uses of Grip of Truth. 10' radius/caster level, 1 minute/caster level
1/round Disjunction against all [Charms] and [Compulsions] in area ((Magic items causing such effects are surpressed for duration))
Heightened to 9th level Zone of Truth[i] effect.
Grants [i]True Seeing to all in area, but only for things that are ALSO in the area.
+caster level to all Sense Motive checks.
Optionally can place Otiluke's Resiliant Sphere/Spherical Wall of Force around area PLUS Dimensional Lock?
Calm Emotions effect (NOT effected by Disjunction) with duration 2 minutes less than duration of overall effect.
))
((Charge a feat each for access to "Protected Individuals Only" and "Undercover Only" with the second being the one that adds Bluff, Disguise, and MAKING forged documents to their repetiore? Or maybe one for access to levels 0 to 4 in each category and another for levels 5 to 9?))
Spells:
((Look through wizard, ranger, and druid lists for more stuff... and maybe the cleric list again... I was pretty out of it when I took my first pass. Give non-paladin, non-cleric stuff as advanced learning options?))
To add: Entangle
0th:
Arcane Mark
Create Water*
Daze*
Hydrate(Invokes Oath of Capture if save is rolled, and caster doesn't allow save to auto-succeed. ((This spell fully rehydrates a touched target, and has a full-round casting time.)) )
Light
Read Magic
Resistance**
Virtue**
* Invokes Oath of Capture
** Protected individuals only. ((Note to self: Mention the tendency of those with Leadership to swap cohorts between adventures, since they see it as a teaching opportunity.))
1st:(Split this into 0th and 1st...)
Alarm?
Animate Rope
Bane
Bless
Cause Fear*
Charm Person*
Command*
Comprehend Languages
Color Spray*
Cure Minor Wounds
Deathwatch (WITHOUT THE @%$#@$ [Evil] tag)
Detect Evil(Good only)
Detect Good(Evil only)
Detect Magic
Detect Poison
Detect Secret Doors
Disguise Self***
Doom*
Enlarge Person (Self only, and only if have Improved Graple Feat)
Endure Elements
Entangle*
Expeditious Retreat
Feather Fall
Floating Disk
Hypnotism*
Identify (only detects abilities that aid deception/hiding, or are violations of The Code?)
Jump
Know Direction
Longstrider
Magic Aura
Magic Weapon
Mount?
Protection from Chaos
Protection from Evil(Good only)
Protection from Good(Evil only)
Ray of Enfeeblement*
Remove Fear**
Sleep*
Speak with Animals
True Strike
Touch of Fatigue*
Ventriloquism***
*Invokes Oath of Capture
** Protected individuals only.
***Undercover only.
2nd:
Alter Self***
Arcane Lock?
Align Weapon
Animal Messenger***
Augury
Calm Emotions*
Command Undead (Intelligent Only)*
Cure Light Wounds
Darkvision
Daze Monster*
Delay Poison**
Detect Thoughts*
Eagle's Splendor(Self or Undercover only)
Enthrall*
Find Traps
Grease*
Gentle Repose
Ghoul Touch*(Invokes Oath only on person touched, not those just hit with the smell)
Hideous Laughter*
Hold Animal (Ridden only, invokes Oath on rider)
Hold Person*
Hold Portal
Hypnotic Pattern*
Invisibility(** OR ***)
Knock
Locate Object
Pyrotechnics*
Spider Climb
Rope Trick**
Magic Mouth
Misdirection***
Owl's Wisdom
Remove Paralysis**
Restoration, Lesser
Scare*
See Invisibility
Shield Other
Spider Climb
Status**
Tree Shape***
Undetectable Alignment***
Web*
Whispering Wind***
Zone of Truth
*Invokes Oath of Capture
** Protected individuals only.
***Undercover only.
3rd:
Arcane Sight
Bestow Curse*
Create Food and Water
Cure Moderate Wounds
Clairaudience/Clairvoyance
Deep Slumber*
Discern Lies
Dispel Magic
Fly
Fox's Cunning
Halt Undead (intelligent undead only)*
Helping Hand
Invisibility Purge
Locate Object
Major Image?
Magic Circle Against Chaos
Magic Circle Against Evil(Good only)
Magic Circle Against Good(Evil only)
Meld Into Stone
Nondetection
Obscure Object***
Phantom Steed
Quench(No magic items)
Ray of Exhaustion*
Remove Blindness/Deafness**
Remove Curse**
Remove Disease**
Sepia Snake Sigil* OR **
Sleet Storm?*
Slow*
Speak with Dead
Speak with Plants
Stinking Cloud*
Suggestion*
Tongues
Water Breathing
Water Walk
*Invokes Oath of Capture
** Protected individuals only.
***Undercover only.
4th:
Air Walk
Arcane Eye
Black Tentacles (Subdual damage)*
Charm Monster*
Crushing Despair*
Cure Serious Wounds
Daylight
Death Ward**
Detect Scrying
Dimensional Anchor*
Dimension Door
Dispel Chaos**
Dispel Evil (Good only)**
Dispel Good (Evil only)**
Divination
Enervation*
Fear*
Freedom of Movement**
Geas, Lesser(Informed Consent only)
Imbue with Spell Ability**
Invisibility, Greater***
Locate Creature
Mark of The Code (As per Mark of Justice, but can only force them to follow The Code, or report to testify at a REASONABLE place and time regarding violations of The Code)
Mental Poison(As per Poison, but effects Wisdom, and can't reduce it below 1.)
Neutralize Poison**
Polymorph?*** (if damaged for more than 10% of total hitpoints then ends?)
Rainbow Pattern*
Resilient Sphere*
Restoration
Scrying
Sending
Slowing Poison* (as per Poison, but effects Dexterity)
Solid Fog*
Spell Immunity** (unless all spells protected against are things that can pervert truth such as: Charm/Dominate/Magic Jar)
Spike Stones*
Wall of Ice*
Weakening Poison* (as per Poison, but effects Strength)
*Invokes Oath of Capture
** Protected individuals only.
***Undercover only.
5th:
Atonement
Break Enchantment((VS Mind Effecting OR On Protected individual only))
Command, Greater*
Commune
(Lesser) Commune with Nature(Limited selection, always the following three: intelligent plants, people, presence of powerful unnatural creatures.)
Cure Critical Wounds
Deathless to Undeath ((Evil Only. See Undeath to Deathless below, but this spell will probably never be needed.))
Dream
Dominate Person*
False Vision***
Hold Monster*
Persistant Image*
Prying Eyes
Nightmare
Mage's Private Sanctum**
Magic Weapon, Greater
Magic Jar***
Mark of Justice(Informed Consent only)
Mind Fog*
Modify Memory***((One level higher to MAYBE keep it on par with the class level that the Bard gets it. Maybe should be two...))
Plane Shift(Requires 1 minute "warm up" only works on those in continual contact for that period)
Seeming***
Spell Resistance**
Symbol of Pain*((Remove [Evil] tag?))
Symbol of Sleep*
Undeath to Deathless ((Good Only. New spell I need to write. Only works on those who entered undeath unwillingly and are intelligent undead. Restores all class levels from life minus one (minimum 1, in which case reduce two mental ability scores of the target's choice by 1 point each.), and changes their type to Deathless. No special abilities beyond the type gained, and maybe not even all of those. One hour casting time. Requires one minute of uninterupted physical contact to activate.))
Lesser Telepathic Bond(10' range/level, exiting surpresses)***
Passwall
Transmute Rock to Mud?*
Teleport
True Seeing
Unwilling Raise Dead (Costs Paladin of the Code TWO levels and invokes Oath of Capture if target turns out to be unwilling, limit of 2 hours per caster level)
Wall of Force*
Wall of Thorns*
Waves of Fatigue*
*Invokes Oath of Capture
** Protected individuals only.
***Undercover only.
6th:
Blade Barrier* (Deals subdual damage to all creatures vulnerable to such, lethal to all others)
Contigency**
Cure Light Wounds, Mass
Dispel Magic, Greater
Eagle's Splendor, Mass?***
Eyebite*
Find the Path
Forbiddance
Geas/Quest(Informed Consent only)
Gaurds and Wards
Programmed Image?***
Liveoak**(Doesn't function if you are within 300 feet of it?)
Owl's Wisdom, Mass?
Shadow Walk
Stone Tell
Symbol of Fear*
Symbol of Persuasion*
Transport Via Plants
Veil***
Wind Walk
Wall of Stone*
*Invokes Oath of Capture
** Protected individuals only.
***Undercover only.
7th:
Lesser Blashemy (No killing or banishing, Evil Only)
Control Undead (Intelligent Only)
Cure Moderate Wounds, Mass
Lesser Dictum (No killing or banishing)
Ethereal Jaunt
Forcecage*
Grasping Hand* (grappling only)
Heal
Hold Person, Mass*
Holy Word* (No killing or banishing, Good Only)
Project Image***
Refuge**
Regenerate**
Restoration, Greater
Sequester**
Scrying Greater
Statue*/**
Symbol of Stunning*
Symbol of Weakness*
Teleport, Greater
Transmute Metal to Wood*
Unwilling Resurrection (Costs Paladin of the Code TWO levels and invokes Oath of Capture if target turns out to be unwilling, limit of 1 day per caster level)
Vision
Wall of Iron* (must be summoned so it can't fall over)
Waves of Exhaustion*
Word of Recall
*Invokes Oath of Capture
** Protected individuals only.
***Undercover only.
8th:
Animal Shapes***
Antimagic Field (Grip of Truth still functions)
Binding*
Charm Monster, Mass*
Clone?**
Cure Serious Wounds, Mass
Demand*
Dimensional Lock*
Discern Location
Holy Aura (Good only)
Irresistable Dance*
Maze*
Mind Blank
Power Word Stun*
Prying Eyes, Greater
Scintillating Pattern*
Screen***
Shield of Law
Spell Immunity, Greater**
Sympathy?*
Temporal Stasis*/**((Note to self: if have it for both reasons, the spell slot doesn't differentiate between them, only needs at least one of them to be true at the time of casting.))
Telekinetic Sphere*
Trap the Soul*(Never requires a service, Trigger Object version can only be used in "Undercover Mode")
Unholy Aura (Evil Only)
*Invokes Oath of Capture
** Protected individuals only.
***Undercover only.
9th:
Astral Projection
Cure Critical Wounds, Mass
Crushing Hand* (Grapling for nonlethal damage ONLY)
Dominate Monster*
Energy Drain* (any levels that would result in hitpoints falling below 0 or level falling below 1 are not lost)
Etherealness
Freedom*/**
Foresight**
Hold Monster, Mass*
Imprisonment*
Mage's Disjunction
Refuge**
Shapechange(10% damage ends)
Soul Bind*((Have to try to resurrect at least once, but gem does NOT have to be broken, merely held by caster.))
Time Stop (No spellcasting of anything with a duration longer than instantanious)
Unwilling True Resurrection(Costs Paladin of the Code ONE level and invokes Oath of Capture if target turns out to be unwilling, limit of one month per caster level)
True Resurrection**
*Invokes Oath of Capture
** Protected individuals only.
***Undercover only.
Kevin McCabe recommends: Song of Roland (internet search it, will be public domain), he also says this is a net positive to publish.[/SPOILER]
Eldan: I'm willing to explain anything that is unclear (and I promise you there is some of that, I just don't know WHAT).
Most Basic Concepts:
Think of whatever code you believe should embody Law and/or Good. Think of the details.
Now make the following changes:
First off, poison is fair game. PROVIDED it deals no permanent effects, and its use invokes a commitment to not kill that person or leave them in circumstances where the damage ((hitpoints, ability scores, etc)) you inflicted would likely lead to their death, and treat them as well as you would an honorably surrendered foe if you capture them. This is treatment is known as "The Oath of Capture", and is invoked by many of this class's abilities.
Secondly, those who violate The Code are not protected by it unless they are part of a chain of command that will punish them sufficiently.
Torture must be applied only to violators of The Code, and only publicly, with an honest explaination of the crimes of they are guilty of, or where information extracted from them could be reasonably expected to save the lives innocents and/or non-combatants.
Subterfuge, including lying (but not such things as feinting in combat), is permitted only where there is good evidence of The Code being violated. Until and unless proof of this is obtained, killing must be kept to a minimum, and any intelligence discovered must be kept strictly confidential so it may not be used against the suspected individual or group.
If you think that make it only a Code of Law, and not one of (potentially) Good, then so be it. Limit the class to the
How I have the mechanics support this:
When fighting lethally, this class should be able to just sorta get by in combat.
These guys get every possible means to capture targets alive. As I currently envision them, they are the most unstopable of pursuers... they can even bring a target back from the dead against their will, although at GREAT cost to themselves. They can deal subdual damage and ability score damage to constructs and undead at higher levels, and they get spells at a rather slow progression true... but up to 9th level spells.
I'd probably strip them of their favored enemies, even though it would only apply when they have good reason to suspect The Code has been violated.
There are one or two efforts at making poison more practical. I went with reducing the cost to keep things simple... yes, nearly unprecidented for me.
What I have so far(it is a mess):
I'd probably call this a high tier 3, maybe tier 2.
The following would help them deliver enough doses of poison to matter, especially at lower levels:
Special version of TWF and Weapon Finesse that removes all strength bonuses to damage?
Alternatively Rapid Shot and Precise Shot, again can't get strength bonuses to damage? Damage halved until level 3.
Must be lawful WRT The Code or fall.
Matchless Honesty (Like Matchless Loyalty, but works for lying that would pervert the justice of The Code)
Skill list: Bluff(Cha)?, Concentration(Con), Craft(Int), Disguise(Cha)?, Diplomacy(Cha), Forgery(Int), Gather Information(Cha), Heal(Wis), Intimidate(Cha), Knowledge[Arcana(Intelligent Constructs, Dragons, Magical Beasts](Int), Knowledge[Dungeoneering(Abberations)], Knowledge[Local], Knowledge[Nature(fey, giants, monstrous humanoids, intelligent plants](Int), ?Knowledge[Nobility and Royalty](Int)?, Knowledge[Religion](Int), Knowledge[The Planes](Int), Profession(Wis), Ride(Dex), Search(Int), Sense Motive(Wis), Spellcraft(Int), Survival(Wis), Use Rope(Dex)
Skill Points 6 + Int
{table=head]~|
~|{colsp=3}
Base Saves|
~|{colsp=10}
Spells per Day
Level|Base Attack Bonus|Fort|Ref|Will|
Special Abilities|0th|1st|2nd|3rd|4th|5th|6th|7th|8th|9th
1st|+1|+2|+0|+2|Blessed Poison Use, Combat Style, Divine Grace(Compulsions and Charms), Grip of Truth (1/day), Information Over Slaughter (-2 penalty, Wisdom to-hit once per level per day), Mental Stability, Remove the Hurt, Truth-Seeker| 2 | - | - | - | - | - | - | - | - | -
2nd| +2|+3|+0|+3|Detect Chaos, Information Over Slaughter (-1 penalty), Rebuke the Post-Mortal| 3 | 0*| - | - | - | - | - | - | - | -
3rd| +3| +3|+1| +3|Aura of Courage, Information Over Slaughter (no penalty) | 3 | 1 | - | - | - | - | - | - | - | -
4th| +4| +4|+1| +4|Grip of Truth (2/day), No Escape for Cowards(No Save) | 3 | 1 | 0*| - | - | - | - | - | - | -
5th| +5| +4|+1| +4|Divine Grace (Charisma to Will Saves) | 3 | 2 | 1 | - | - | - | - | - | - | -
6th| +6/+1| +5|+2| +5|Detect Evil/Detect Good/Improved Detect Chaos, 1st Favored Enemy of the Code| 3 | 2 | 1 | 0*| - | - | - | - | - | -
7th| +7/+2| +5|+2| +5|Capture the Post Mortal | 3 | 2 | 2 | 1 | - | - | - | - | - | -
8th| +8/+3| +6|+2| +6|Grip of Truth (3/day), No Escape for Cowards (No Spell-Resistance) | 3 | 3 | 2 | 1 | 0*| - | - | - | - | -
9th| +9/+4| +6|+3| +6|Divine Grace(Charisma or Wisdom to Fortitude and Reflex saves) | 3 | 3 | 2 | 2 | 1 | - | - | - | - | -
10th| +10/+5| +7|+3| +7|Bonus Feat | 3 | 3 | 3 | 2 | 1 | 0*| - | - | - | -
11th| +11/+6/+1| +7|+3| +7|2nd Favored Enemy of the Code | 3 | 3 | 3 | 2 | 2 | 1 | - | - | - | -
12th| +12/+7/+2| +8|+4| +8|Grip of Truth (4/day), Matchless Honesty | 3 | 3 | 3 | 3 | 2 | 1 | 0*| - | - | -
13th| +13/+8/+3| +8|+4| +8|Capture the Created | 3 | 3 | 3 | 3 | 2 | 2 | 1 | - | - | -
14th| +14/+9/+4| +9|+4| +9|Bonus Feat | 3 | 3 | 3 | 3 | 3 | 2 | 1 | 0*| - | -
15th| +15/+10/+5| +9|+5| +9|Capture the Post Mortal(No -5 DC) | 3 | 3 | 3 | 3 | 3 | 2 | 2 | 1 | - | -
16th| +16/+11/+6/+1|+10|+5|+10|Grip of Truth (5/day), 3rd Favored Enemy of The Code | 3 | 3 | 3 | 3 | 3 | 3 | 2 | 1 | 0*| -
17th| +17/+12/+7/+2|+10|+5|+10|Slippery Mind | 3 | 3 | 3 | 3 | 3 | 3 | 2 | 2 | 1 | -
18th| +18/+13/+8/+3|+11|+6|+11|Bonus Feat | 3 | 3 | 3 | 3 | 3 | 3 | 3 | 2 | 1 | 0*
19th| +19/+14/+9/+4|+11|+6|+11|4th Favored Enemy of The Code | 3 | 3 | 3 | 3 | 3 | 3 | 3 | 2 | 2 | 1
20th|+20/+15/+10/+5|+12|+6|+12|Capture the Created(No -5 DC), Grip of Truth (6/day), Zone of Ultimate Truth 1/day | 3 | 3 | 3 | 3 | 3 | 3 | 3 | 3 | 2 | 2
[/table]
Light Armor, Shields, Simple and Martial weapons
((Light armor for speed of pursuit, and balance reasons. Shields allowed to give options and survivability. Enforce this with Arcane Spell Failure for medium and heavy armor, despite divine flavor of class?))
((Spellcasting is prepared, wisdom based, and is one class level back AND -1 spell per level from the sorcerer/wizard...))
((Oath of capture applies to poisons and all offensive spells. Applies to all creatures in encounters where walls are used. Does not apply to mindless creatures, but such creatures always make their saves against all spells.))
Rebuke the Post-Mortal (Su): This functions in all ways as a cleric's ability to rebuke/command undead/deathless with the following exceptions: It only functions on intelligent undead and deathless, and it always rebukes/commands, never turns/destroys regardless of alignment or creature type. Using this ability invokes the Oath of Capture with regard to all undead and deathless in the area of effect.
Blessed Poison Use (Su): ((Can use injury/wisdom effecting poison at 1/3 the volume (and thus cost) required per dose provided he both applies it and makes the attacks. This invokes the Oath of capture. No stuff that effects Constitution, and nothing that does drain rather than damage. Maybe give increased DCs at later levels to help them keep pace.
Note: Even if "One dose lasts for three strikes" thing is implimented, destroyable projectiles should still only require 1/3 of a dose for full effects. This is obvious in retrospect.))
Divine Grace (Su): A Paladin of the code adds their charisma bonus to all saving throws against Compulsions and Charms.
At 5th level this instead applies to all will saves.
At 9th level they ALSO add their charisma bonus or wisdom bonus, whichever is higher, to Fortitude and Reflex saves.
Information Over Slaughter (Su): Not all who are innocent surrender without a fight, and many who are guilty fight on even when death is inevitable, denying themselves and the public the benefits of a fair trial and the benefits of intelligence they might provide... in some cases more than other.
At first level a paladin of the code only takes a -2 to hit when striking for nonlethal damage with a weapon that usually deals lethal damage.
At 2nd level this improves to only a -1 penalty, and at 3rd level they take no penalty.
Once per day per class level they may instead take no penalty (if they would take any penalty) when striking for subdual damage and gain their wisdom bonus to hit. ?This does not stack with the wisdom substitution allowed by the combat styles.?
Grip of Truth (Su): Once per day as a full-round action, a paladin of the code may gain a bonus equal to their charisma modifier or twice their class level, whichever is greater, on sense motive checks on a creature they are touching. This also suppresses controlling mental influences as per Protection from Chaos. ((Can detect charm etc with Sense Motive despite them being suppressed.)) These effects bonus last until they lose physical contact with the creature, or 1 minute per class level, whichever comes first.
At 4th level, and at every four levels thereafter, the paladin of the code may use grip of truth one additional time per day.
NO DIVINE HEALTH, SPECIAL MOUNT, REMOVE DISEASE, OR TURN UNDEAD.
Mental Stability (Ex): ((Mostly-fluff ability explaining why they can torture without becoming too desensitized.))
Heal the Hurt (Sp): ((Can Lay on Hands for twice class level hitpoints OR class level divided by three ability damage he caused. No daily limit, allows save and SR, but [Harmless]))
Detect Chaos (Sp): Starting at 2nd level, at-will, a Paladin of the Code can use detect chaos, as the spell.
Truth Seeker (Ex): A Paladin of the Code is a dispassionate judge, who sees clearly and without bias.
A Paladin of The Code never mistakes the truth for a lie when using sense motive, and opposed bluff checks against them count any harm or risk to innocents or allies that the Paladin of the Code can discern as risk or harm to the Paladin of the Code themself. These bonuses still apply normally to others the bluff check is opposed by.
Starting at 3rd level, bluff checks against them never gain a bonus for the Paladin of the Code wanting to believe the bluff.
Aura of Courage (Su):
Beginning at 3rd level, a Paladin of The Code 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.
No Escape for Cowards (Su): All [Harmless] spells that a 4th level or higher Paladin of The Code casts from their own spell-slots on a single target that they are bound by their Oath of Capture towards do not allow a saving throw. Thus, for instance, a captured enemy who tried drank poison could be easily cured against their will, or a superstitious and distrustful individual could have Owl's Wisdom or Fox's Cunning forced on them against their will in hopes of enabling them to see the situation more clearly.
At 8th level such spells also do not allow spell resistance.
Capture the Post-Mortal(Su): At 7th level or higher, a Paladin of The Code can deal subdual damage to deathless and undead creatures with intelligence scores of 3 or greater, and injury poisons on his weapons effect them, albiet with a -5 to the save DC. If they strike a unintelligent creature while trying to use this ability, then no poison is consumed and the damage dealt is lethal.
At 15th level the -5 to the DCs of poisons on undead and deathless is removed.
Bonus Feat(Ex): ((THE TWO EXTRA SPELL ACCESS FEATS IF I INCLUDE THEM. Alertness, Combat Casting, Deceitful, Divine Metamagic(Still OR Silence), Eschew Material Components, Extra Turning, Greater Spell Focus[Enchantment OR Illusion], Greater Spell Penetration, Investigator, Improved Counterspell, Improved Critical, Improved Disarm, Improved Feint, Improved Grapple, Improved Sunder, Improved Trip, Improved Turning, Iron Will, Mounted Archery, Mounted Combat, Negotiator, Persuasive, Skill Focus , Rapid Reload, Run, Silent Spell, Spell Focus[Enchantment OR Illusion], Spell Penetration, Stealthy, Still Spell, Stunning Fist, Track, Weapon Focus[Any light melee, or weapon capable of multiple ranged attacks in one round, without magic]))
[B]Capture the Created(Su): At 13th level or higher, a Paladin of The Code can deal subdual damage to constructs with intelligence scores of 3 or greater, and injury poisons on his weapons effect them, albiet with a -5 to the save DC. If they strike a unintelligent creature while trying to use this ability, then no poison is consumed and the damage dealt is lethal.
At 20th level the -5 penalty no longer applies.
Slippery Mind (Ex): Starting at 17th level
Zone of Ultimate Truth (Su):
(( Requires expending 2 daily uses of Grip of Truth. 10' radius/caster level, 1 minute/caster level
1/round Disjunction against all [Charms] and [Compulsions] in area ((Magic items causing such effects are surpressed for duration))
Heightened to 9th level Zone of Truth[i] effect.
Grants [i]True Seeing to all in area, but only for things that are ALSO in the area.
+caster level to all Sense Motive checks.
Optionally can place Otiluke's Resiliant Sphere/Spherical Wall of Force around area PLUS Dimensional Lock?
Calm Emotions effect (NOT effected by Disjunction) with duration 2 minutes less than duration of overall effect.
))
((Charge a feat each for access to "Protected Individuals Only" and "Undercover Only" with the second being the one that adds Bluff, Disguise, and MAKING forged documents to their repetiore? Or maybe one for access to levels 0 to 4 in each category and another for levels 5 to 9?))
Spells:
((Look through wizard, ranger, and druid lists for more stuff... and maybe the cleric list again... I was pretty out of it when I took my first pass. Give non-paladin, non-cleric stuff as advanced learning options?))
To add: Entangle
0th:
Arcane Mark
Create Water*
Daze*
Hydrate(Invokes Oath of Capture if save is rolled, and caster doesn't allow save to auto-succeed. ((This spell fully rehydrates a touched target, and has a full-round casting time.)) )
Light
Read Magic
Resistance**
Virtue**
* Invokes Oath of Capture
** Protected individuals only. ((Note to self: Mention the tendency of those with Leadership to swap cohorts between adventures, since they see it as a teaching opportunity.))
1st:(Split this into 0th and 1st...)
Alarm?
Animate Rope
Bane
Bless
Cause Fear*
Charm Person*
Command*
Comprehend Languages
Color Spray*
Cure Minor Wounds
Deathwatch (WITHOUT THE @%$#@$ [Evil] tag)
Detect Evil(Good only)
Detect Good(Evil only)
Detect Magic
Detect Poison
Detect Secret Doors
Disguise Self***
Doom*
Enlarge Person (Self only, and only if have Improved Graple Feat)
Endure Elements
Entangle*
Expeditious Retreat
Feather Fall
Floating Disk
Hypnotism*
Identify (only detects abilities that aid deception/hiding, or are violations of The Code?)
Jump
Know Direction
Longstrider
Magic Aura
Magic Weapon
Mount?
Protection from Chaos
Protection from Evil(Good only)
Protection from Good(Evil only)
Ray of Enfeeblement*
Remove Fear**
Sleep*
Speak with Animals
True Strike
Touch of Fatigue*
Ventriloquism***
*Invokes Oath of Capture
** Protected individuals only.
***Undercover only.
2nd:
Alter Self***
Arcane Lock?
Align Weapon
Animal Messenger***
Augury
Calm Emotions*
Command Undead (Intelligent Only)*
Cure Light Wounds
Darkvision
Daze Monster*
Delay Poison**
Detect Thoughts*
Eagle's Splendor(Self or Undercover only)
Enthrall*
Find Traps
Grease*
Gentle Repose
Ghoul Touch*(Invokes Oath only on person touched, not those just hit with the smell)
Hideous Laughter*
Hold Animal (Ridden only, invokes Oath on rider)
Hold Person*
Hold Portal
Hypnotic Pattern*
Invisibility(** OR ***)
Knock
Locate Object
Pyrotechnics*
Spider Climb
Rope Trick**
Magic Mouth
Misdirection***
Owl's Wisdom
Remove Paralysis**
Restoration, Lesser
Scare*
See Invisibility
Shield Other
Spider Climb
Status**
Tree Shape***
Undetectable Alignment***
Web*
Whispering Wind***
Zone of Truth
*Invokes Oath of Capture
** Protected individuals only.
***Undercover only.
3rd:
Arcane Sight
Bestow Curse*
Create Food and Water
Cure Moderate Wounds
Clairaudience/Clairvoyance
Deep Slumber*
Discern Lies
Dispel Magic
Fly
Fox's Cunning
Halt Undead (intelligent undead only)*
Helping Hand
Invisibility Purge
Locate Object
Major Image?
Magic Circle Against Chaos
Magic Circle Against Evil(Good only)
Magic Circle Against Good(Evil only)
Meld Into Stone
Nondetection
Obscure Object***
Phantom Steed
Quench(No magic items)
Ray of Exhaustion*
Remove Blindness/Deafness**
Remove Curse**
Remove Disease**
Sepia Snake Sigil* OR **
Sleet Storm?*
Slow*
Speak with Dead
Speak with Plants
Stinking Cloud*
Suggestion*
Tongues
Water Breathing
Water Walk
*Invokes Oath of Capture
** Protected individuals only.
***Undercover only.
4th:
Air Walk
Arcane Eye
Black Tentacles (Subdual damage)*
Charm Monster*
Crushing Despair*
Cure Serious Wounds
Daylight
Death Ward**
Detect Scrying
Dimensional Anchor*
Dimension Door
Dispel Chaos**
Dispel Evil (Good only)**
Dispel Good (Evil only)**
Divination
Enervation*
Fear*
Freedom of Movement**
Geas, Lesser(Informed Consent only)
Imbue with Spell Ability**
Invisibility, Greater***
Locate Creature
Mark of The Code (As per Mark of Justice, but can only force them to follow The Code, or report to testify at a REASONABLE place and time regarding violations of The Code)
Mental Poison(As per Poison, but effects Wisdom, and can't reduce it below 1.)
Neutralize Poison**
Polymorph?*** (if damaged for more than 10% of total hitpoints then ends?)
Rainbow Pattern*
Resilient Sphere*
Restoration
Scrying
Sending
Slowing Poison* (as per Poison, but effects Dexterity)
Solid Fog*
Spell Immunity** (unless all spells protected against are things that can pervert truth such as: Charm/Dominate/Magic Jar)
Spike Stones*
Wall of Ice*
Weakening Poison* (as per Poison, but effects Strength)
*Invokes Oath of Capture
** Protected individuals only.
***Undercover only.
5th:
Atonement
Break Enchantment((VS Mind Effecting OR On Protected individual only))
Command, Greater*
Commune
(Lesser) Commune with Nature(Limited selection, always the following three: intelligent plants, people, presence of powerful unnatural creatures.)
Cure Critical Wounds
Deathless to Undeath ((Evil Only. See Undeath to Deathless below, but this spell will probably never be needed.))
Dream
Dominate Person*
False Vision***
Hold Monster*
Persistant Image*
Prying Eyes
Nightmare
Mage's Private Sanctum**
Magic Weapon, Greater
Magic Jar***
Mark of Justice(Informed Consent only)
Mind Fog*
Modify Memory***((One level higher to MAYBE keep it on par with the class level that the Bard gets it. Maybe should be two...))
Plane Shift(Requires 1 minute "warm up" only works on those in continual contact for that period)
Seeming***
Spell Resistance**
Symbol of Pain*((Remove [Evil] tag?))
Symbol of Sleep*
Undeath to Deathless ((Good Only. New spell I need to write. Only works on those who entered undeath unwillingly and are intelligent undead. Restores all class levels from life minus one (minimum 1, in which case reduce two mental ability scores of the target's choice by 1 point each.), and changes their type to Deathless. No special abilities beyond the type gained, and maybe not even all of those. One hour casting time. Requires one minute of uninterupted physical contact to activate.))
Lesser Telepathic Bond(10' range/level, exiting surpresses)***
Passwall
Transmute Rock to Mud?*
Teleport
True Seeing
Unwilling Raise Dead (Costs Paladin of the Code TWO levels and invokes Oath of Capture if target turns out to be unwilling, limit of 2 hours per caster level)
Wall of Force*
Wall of Thorns*
Waves of Fatigue*
*Invokes Oath of Capture
** Protected individuals only.
***Undercover only.
6th:
Blade Barrier* (Deals subdual damage to all creatures vulnerable to such, lethal to all others)
Contigency**
Cure Light Wounds, Mass
Dispel Magic, Greater
Eagle's Splendor, Mass?***
Eyebite*
Find the Path
Forbiddance
Geas/Quest(Informed Consent only)
Gaurds and Wards
Programmed Image?***
Liveoak**(Doesn't function if you are within 300 feet of it?)
Owl's Wisdom, Mass?
Shadow Walk
Stone Tell
Symbol of Fear*
Symbol of Persuasion*
Transport Via Plants
Veil***
Wind Walk
Wall of Stone*
*Invokes Oath of Capture
** Protected individuals only.
***Undercover only.
7th:
Lesser Blashemy (No killing or banishing, Evil Only)
Control Undead (Intelligent Only)
Cure Moderate Wounds, Mass
Lesser Dictum (No killing or banishing)
Ethereal Jaunt
Forcecage*
Grasping Hand* (grappling only)
Heal
Hold Person, Mass*
Holy Word* (No killing or banishing, Good Only)
Project Image***
Refuge**
Regenerate**
Restoration, Greater
Sequester**
Scrying Greater
Statue*/**
Symbol of Stunning*
Symbol of Weakness*
Teleport, Greater
Transmute Metal to Wood*
Unwilling Resurrection (Costs Paladin of the Code TWO levels and invokes Oath of Capture if target turns out to be unwilling, limit of 1 day per caster level)
Vision
Wall of Iron* (must be summoned so it can't fall over)
Waves of Exhaustion*
Word of Recall
*Invokes Oath of Capture
** Protected individuals only.
***Undercover only.
8th:
Animal Shapes***
Antimagic Field (Grip of Truth still functions)
Binding*
Charm Monster, Mass*
Clone?**
Cure Serious Wounds, Mass
Demand*
Dimensional Lock*
Discern Location
Holy Aura (Good only)
Irresistable Dance*
Maze*
Mind Blank
Power Word Stun*
Prying Eyes, Greater
Scintillating Pattern*
Screen***
Shield of Law
Spell Immunity, Greater**
Sympathy?*
Temporal Stasis*/**((Note to self: if have it for both reasons, the spell slot doesn't differentiate between them, only needs at least one of them to be true at the time of casting.))
Telekinetic Sphere*
Trap the Soul*(Never requires a service, Trigger Object version can only be used in "Undercover Mode")
Unholy Aura (Evil Only)
*Invokes Oath of Capture
** Protected individuals only.
***Undercover only.
9th:
Astral Projection
Cure Critical Wounds, Mass
Crushing Hand* (Grapling for nonlethal damage ONLY)
Dominate Monster*
Energy Drain* (any levels that would result in hitpoints falling below 0 or level falling below 1 are not lost)
Etherealness
Freedom*/**
Foresight**
Hold Monster, Mass*
Imprisonment*
Mage's Disjunction
Refuge**
Shapechange(10% damage ends)
Soul Bind*((Have to try to resurrect at least once, but gem does NOT have to be broken, merely held by caster.))
Time Stop (No spellcasting of anything with a duration longer than instantanious)
Unwilling True Resurrection(Costs Paladin of the Code ONE level and invokes Oath of Capture if target turns out to be unwilling, limit of one month per caster level)
True Resurrection**
*Invokes Oath of Capture
** Protected individuals only.
***Undercover only.
Kevin McCabe recommends: Song of Roland (internet search it, will be public domain), he also says this is a net positive to publish.[/SPOILER]