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gooddragon1
2014-10-12, 11:10 PM
Note: I did make a class called the paladin of benevolence but I think a modification to the normal paladin class can work as well.

Paladin of Benevolence
-Remove Smite Evil
-Remove Aura of Courage
-Remove Mount
-Remove Associates limitation
-No Ex-Paladin of Benevolence status

Holy Selection (Su)
At 1st level, a paladin of benevolence may select a type of creature from among those given on Table: Ranger Favored Enemies. Likewise, he deals 1d6 bonus damage on melee weapon damage rolls against such creatures of evil alignment.

At 5th level and every five levels thereafter (10th, 15th, and 20th level), the paladin of benevolence may select an additional enemy type from those given on the table. In addition, at each such interval, the bonus damage against any one favored enemy (including the one just selected, if so desired) increases by 1d6.

If the paladin of benevolence chooses humanoids or outsiders as a favored enemy, he must also choose an associated subtype, as indicated on the table. If a specific creature falls into more than one category of favored enemy, his bonus damage does not stack; he simply uses whichever bonus damage amount is higher.

Aura of Benevolence (Su)
Beginning at 3rd level, the paladin of benevolence and each ally within 60 feet of him with any numerical penalties applied to them (such as from the bane spell which specifically mentions a penalty rather than a decrease to an ability score such as from bestow curse) has each penalty reduced by 1 (to a minimum of 0).

This ability functions while the paladin of benevolence is conscious, but not if he is unconscious or dead.

Spells
Beginning at 1st level, a paladin of benevolence gains the ability to cast divine spells, which are drawn from the paladin spell list, the cleric spell list, and the good domain spell list. A paladin of benevolence must choose and prepare his spells in advance.

To prepare or cast a spell, a paladin of benevolence must have a Wisdom score equal to at least 10 + the spell level. The Difficulty Class for a saving throw against a spell cast by a paladin of benevolence is 10 + the spell level + his Wisdom modifier.

Like other spellcasters, a paladin of benevolence can cast only a certain number of spells of each spell level per day. His base daily spell allotment is given on Table: The Bard. In addition, he receives bonus spells per day if he has a high Wisdom score. When Table: The Bard indicates that the paladin gets 0 spells per day of a given spell level, he gains only the bonus spells he would be entitled to based on his Wisdom score for that spell level.

A paladin of benevolence prepares and casts spells the way a cleric does, though he cannot lose a prepared spell to spontaneously cast a cure spell in its place. A paladin of benevolence may prepare and cast any spell on the previously stated spell lists, provided that he can cast spells of that level, but he must choose which spells to prepare during his daily meditation.

Unlike many other paladins, a paladin of benevolence has a caster level equal to his class level.

Code of Conduct
A paladin of benevolence must be of neutral good alignment and loses all class abilities if he changes alignment. A paladin of benevolence has a resistant alignment with regards to acts of law and chaos such that as long as he pursues what he believes to be a benevolent cause his alignment is not as easily changed from even moderately significant acts of law and chaos. A paladin of benevolence gains a +4 bonus on saving throws against effects that attempt to change his alignment.

Paladin of Malevolence (A paladin of malevolence only interested in helping himself more than spreading evil is sometimes known as a paladin of narcissism)
-Remove Smite Evil
-Remove Aura of Courage
-Remove Mount
-Remove Associates limitation
-No Ex-Paladin of Malevolence status

Unholy Selection (Su)
At 1st level, a paladin of malevolence may select a type of creature from among those given on Table: Ranger Favored Enemies. Likewise, he deals 1d6 bonus damage on melee weapon damage rolls against such creatures of good alignment.

At 5th level and every five levels thereafter (10th, 15th, and 20th level), the paladin of malevolence may select an additional enemy type from those given on the table. In addition, at each such interval, the bonus damage against any one favored enemy (including the one just selected, if so desired) increases by 1d6.

If the paladin of malevolence chooses humanoids or outsiders as a favored enemy, he must also choose an associated subtype, as indicated on the table. If a specific creature falls into more than one category of favored enemy, his bonus damage does not stack; he simply uses whichever bonus damage amount is higher.

Aura of Malevolence (Su)
Beginning at 3rd level, each enemy within 60 feet of the paladin of malevolence with any numerical bonuses (such as from the bless spell) other than armor, natural armor, or shield bonuses has each bonus reduced by 1 (to a minimum of 0).

This ability functions while the paladin of malevolence is conscious, but not if he is unconscious or dead.

Spells
Beginning at 1st level, a paladin of malevolence gains the ability to cast divine spells, which are drawn from the paladin spell list, the cleric spell list, and the evil domain spell list. A paladin must choose and prepare his spells in advance.

To prepare or cast a spell, a paladin of malevolence must have a Wisdom score equal to at least 10 + the spell level. The Difficulty Class for a saving throw against a spell cast by a paladin of malevolence is 10 + the spell level + his Wisdom modifier.

Like other spellcasters, a paladin of malevolence can cast only a certain number of spells of each spell level per day. His base daily spell allotment is given on Table: The Bard. In addition, he receives bonus spells per day if he has a high Wisdom score. When Table: The Bard indicates that the paladin of malevolence gets 0 spells per day of a given spell level, he gains only the bonus spells he would be entitled to based on his Wisdom score for that spell level.

A paladin of malevolence prepares and casts spells the way a cleric does, though he cannot lose a prepared spell to spontaneously cast a cure spell in its place. A paladin of malevolence may prepare and cast any spell on the previously stated spell lists, provided that he can cast spells of that level, but he must choose which spells to prepare during his daily meditation.

Unlike many other paladins, a paladin of malevolence has a caster level equal to his class level.

Code of Conduct
A paladin of malevolence must be of neutral evil alignment and loses all class abilities if he changes alignment. A paladin of malevolence has a resistant alignment with regards to acts of law and chaos such that as long as he pursues what he believes to be a malevolent or narcissistic cause his alignment is not as easily changed from even moderately significant acts of law and chaos. A paladin of malevolence gains a +4 bonus on saving throws against effects that attempt to change his alignment.

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The idea is that these paladin variants have less zeal (no smite, aura of courage, or mount) but are more driven by faith (extra damage dice against a particular enemy, an aura that is more geared towards helping or hindering others, and better spellcasting). Being neutral means they have quite a bit more flexibility in their approach towards helping others/advancing good (neutral good) or helping themselves/advancing evil (neutral evil). Gave their flexibility some extra backing in their code of conduct as well.