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Reejerey
2014-09-15, 06:28 PM
I'd like to apologize in advance if this has been done before but I did a refluff of the paladin class for 3.5 as lawful neutral. I tried to follow the examples from Unearthed Arcana, Specifically combining the PHB Paladin with the Paladin of Tyranny. Without further ado -

Paladin of Justice

The paladin of justice is the embodiment of law. she is judge, jury and executioner. To a paladin of justice, the letter of the law is the most important thing, anyone who violates the law is subject to the paladin's justice. A paladin of justice draws her power from the belief that order triumphs over chaos. She uses her powers to mete out justice and enforce the laws of the land.

Paladin of Justice Class Features
The paladin of justice has all the standard class features, except as noted below.
Class Skills: Add Intimidate to the class skill list.
Aura of Law (Ex): The power of a paladin of justice's aura of law (see the detect law spell) is equal to her paladin of justice level, just as with the aura of a cleric of a lawful deity.
Detect Chaos (Sp): At will, a paladin of justice can use detect chaos, as the spell.
Smite Chaos (Su): Once per day, a paladin of justice may attempt to smite chaos with one normal melee attack. This ability is otherwise identical to the standard paladin's ability to smite evil, including increased daily uses as the paladin of justice gains class levels.
Spellcasting: Replace the paladin’s spell list with the following spell list:
1st—bane, bless, bless weapon, bless water, corrupt weapon, create water, cure light wounds, curse water, detect poison, detect undead, divine favor, doom, endure elements, inflict light wounds, magic weapon, protection from chaos, protection from good, protection from evil, read magic, resistance, virtue;
2nd—bull’s strength, delay poison, eagle’s splendor, hold person, owl’s wisdom, remove paralysis, resist energy, undetectable alignment, zone of truth
3rd—bestow curse, cure moderate wounds, discern lies, dispel magic, greater magic weapon, heal mount, inflict moderate wounds, magic circle against chaos/good/evil, prayer, remove blindness/deafness, remove curse;
4th—break enchantment, cure serious wounds, death ward, dispel chaos, dispel evil, dispel good, dominate person, inflict serious wounds, lawful sword, mark of justice, neutralize poison, restoration.
These spells count as paladin spells when determining eligibility for feats and prestige classes. Other paladin spells may be added to this list as long as they don't have the chaos descriptor.

Code of Conduct: A paladin of justice must be of lawful neutral alignment and loses all class abilities if she ever commits an unlawful act. Additionally a paladin of justice's code requires that he respect authority figures as long as they are acting within the law, act impartially (upholding the law to the letter, acting as judge and jury, and executioner if the need is present), help only those in need (provided they are acting in accordance with the law), and punish those who challenge authority (unless that authority is in violation of the law).
Associates: While she may adventure with characters of any alignment, a paladin of justice will never knowingly associate with chaotic characters (except on some sort of undercover mission), nor will she continue an association with someone who consistently offends her moral code. A paladin of justice may accept only henchmen, followers, or cohorts who are lawful neutral.

At this point the paladin of justice must choose to channel either negative or positive energy. If she chooses to channel positive energy, she uses the standard paladin progression. If she chooses to channel negative energy, she uses the following progression. If she worships a specific deity, she must choose to channel the same type of energy (positive or negative energy) that a cleric of her deity would channel.

Deadly Touch (Su): Beginning at 2nd level, a paladin of justice that chooses to channel negative energy can cause wounds with a successful touch attack. Each day she can deal a total number of hit points of damage equal to her paladin level x her Charisma bonus. An opponent subjected to this attack can make a Will save (DC 10 + ˝ paladin level + paladin's Cha modifier) to halve the damage dealt. Alternatively, a paladin of tyranny can use any or all of this power to cure damage to undead creatures, just as an inflict wounds spell does. This power otherwise functions identically to the paladin's lay on hands ability.
Aura of Dispair (Su): Beginning at 3rd level, a paladin of justice that chooses to channel negative energy radiates a malign aura that causes enemies within 10 feet of him to take a -2 penalty on all saving throws. This ability otherwise functions identically to the paladin's aura of courage class feature.
Rebuke Undead (Su): A paladin of justice that chooses to channel negative energy rebukes undead rather than turning undead. She may use this ability a number of times per day equal to 3 + her Charisma modifier. She rebukes undead as a cleric of three levels lower would.
Cause Disease (Sp): A paladin of justice can inflict disease with her touch (as the contagion spell) a number of times per week that a standard paladin of her level would normally be able to remove disease.

Constructive criticism is welcome

Urpriest
2014-09-15, 09:09 PM
This is not a refluff, it's a variant class or the like. And it should probably be in the homebrew forum.