Xuldarinar
2015-06-06, 01:16 AM
FALLEN PALADIN (PALADIN)
-From time to time a paladin falls from grace, more often than not in the battle against evil they find themselves drifting from either law or good, violating their code. While most either fight their way back and atone, or fall completely and become anti-paladins, there are those that by sheer conviction, or by the blessing of a benevolent (or more often a malevolent) entity, they are able to carry on in their crusade. Most who become fallen paladins are unaware that they have fallen, blinded by their devotion to their cause even as it. Even the most malevolent fallen paladins believe themselves to be a force for good, even when they inevitably come to blows with a true paladin or a being of the higher planes.
--Faded Light: A fallen paladin, having grown distant from the source of their power, lacks the same reservoir of energy most paladins can draw from. Regardless of level, a fallen paladin may only use lay on hands a number of times per day equal to her Charisma modifier. This alters the paladin's Lay on Hands.
--Fallen from Grace: A fallen paladin is not bound by a formal code of conduct nor restricted to a particular alignment, but as a consequence lack the same presence and protection provided to most that would call themselves paladins. This removes the paladin's alignment requirement, code of conduct and associates, Aura of Good, and Divine Grace.
--Fleeting Smite Evil (Su): A fallen paladin's smite evil is prone to degrading, rapidly. A fallen paladin's smite evil only lasts for a number of rounds equal to the number of remaining uses she possesses before using the smite + her Charisma modifier. Additionally, for each successful attack delivered by the fallen paladin, the remaining duration decreases by 1 round. If an attack reduces the duration to 0 rounds, or the last round passes, the fallen paladin's smite evil effect immediately ends. This alters the paladin's Smite Evil.
--Unreliable Detection: Fallen paladins, when sponsored by an entity, are often sponsored by a malevolent being. Whenever a fallen paladin attempts use detect evil, there is a 5% chance per for every two paladin levels the fallen paladin possesses that she will gain a false result. Usually, this means an evil creature or object may not be perceived as evil or a non-evil creature or object may be detected as evil. Should a fallen paladin get a false result, subsequent attempts to detect evil for the next 24 hours will confirm the result of their detection. This alters the paladin's Detect Evil.
--Cruel Hand: A fallen paladin may elect to select a cruelty as an antipaladin equal to her paladin level in place of a mercy. A cruelty may be applied whenever the fallen paladin uses their lay on hands whenever it harms a creature. In addition, by expending two uses of lay on hands, a fallen paladin may choose to neither inflict nor heal any damage with lay on hands, but may apply a cruelty using their lay on hands. This alters the paladin's Mercy.
--Lesser Aura of Courage (Su): Starting at 3rd level, each ally within 10 feet of the fallen paladin gains a +1 morale bonus on saving throws against fear effects. This bonus increases every 5 levels thereafter, to a maximum of +4 at 18th level. This replaces the paladin's Aura of Courage.
--Diminished Spellcasting: Cut off largely from their source of power, a fallen power only is capable of casting what they can through sheer force of will. As such, a fallen paladin only gains spell slots through bonus spells for having a high Charisma score. A fallen paladin still requires a minimum level in order to prepare and cast spells of a particular level.
--Divine Bond: A fallen paladin may only select a weapon bond. In addition, while incapable of applying either the axiomatic or holy weapon enhancements to her weapon, a fallen paladin is capable of apply the vicious weapon enhancement. This alters the paladin's Divine Bond.
--Lesser Aura of Resolve (Su): Starting at 8th level, each ally within 10 feet of the fallen paladin gains a +2 morale bonus on saving throws against charm effects. This bonus increases every 5 levels thereafter, to a maximum of +4 at 18th level. This replaces the paladin's Aura of Resolve.
--Subjective Morality (Su): At 11th level, a fallen paladin's smite evil becomes equally effective against all foes, regardless of their alignment. This replaces the paladin's Aura of Justice.
--Lesser Aura of Faith (Su): At 14th level, a fallen paladin's weapons are treated as good-aligned for the purposes of overcoming Damage Reduction, unless the fallen paladin's alignment is evil in which case the fallen paladin's weapons are treated as evil-aligned for the purpose of overcoming damage reduction. This replaces the paladin's Aura of Faith.
--Self-righteous (Su): At 17th level, a fallen paladin gains DR 5/evil, unless her alignment is evil in which case she gains DR 5/good. Additionally, each ally within 10 feet of her gains a +4 morale bonus on saving throws against compulsion effects. This replaces the paladin's Aura of Righteousness.
--Fallen Paragon (Su): At 20th level, a fallen paladin's DR increases to 10/evil, or 10/good as appropriate. Additionally, when she uses smite evil and successfully strikes an outsider that possesses an alignment subtype, the outsider is also subject to a banishment, using her paladin level as the caster level (her weapon and holy symbol automatically count as objects that the subject hates). In additional, whenever she channels positive energy or uses lay on hands to heal a creature, she heals the maximum possible amount.
Ex-Paladins
-A paladin who becomes an ex-paladin can, with the GM's permission, take the fallen paladin archetype. If the character atones, she loses her fallen paladin abilities and either regains her previous paladin abilities. Alternatively, if the character becomes Chaotic Evil, she may choose to trade in all of her paladin levels for antipaladin levels on a 1-for-1 basis. Such a process requires not only an acknowledgement of the evils she has committed but an embrace of them, as well as oaths being sworn to foul powers (frequently the malevolent being that had been sustaining her powers as she fell, provided it was that and not her conviction that allowed her powers to linger.) With her powers already sustained through a malevolent being, the transition is far easier than that of most paladins that fall. Depending on the situation, such a change may take time and rituals or be very abrupt. For instance, a fallen paladin engaged in combat with powerful beings of good may deem such an act necessary for their survival.
-From time to time a paladin falls from grace, more often than not in the battle against evil they find themselves drifting from either law or good, violating their code. While most either fight their way back and atone, or fall completely and become anti-paladins, there are those that by sheer conviction, or by the blessing of a benevolent (or more often a malevolent) entity, they are able to carry on in their crusade. Most who become fallen paladins are unaware that they have fallen, blinded by their devotion to their cause even as it. Even the most malevolent fallen paladins believe themselves to be a force for good, even when they inevitably come to blows with a true paladin or a being of the higher planes.
--Faded Light: A fallen paladin, having grown distant from the source of their power, lacks the same reservoir of energy most paladins can draw from. Regardless of level, a fallen paladin may only use lay on hands a number of times per day equal to her Charisma modifier. This alters the paladin's Lay on Hands.
--Fallen from Grace: A fallen paladin is not bound by a formal code of conduct nor restricted to a particular alignment, but as a consequence lack the same presence and protection provided to most that would call themselves paladins. This removes the paladin's alignment requirement, code of conduct and associates, Aura of Good, and Divine Grace.
--Fleeting Smite Evil (Su): A fallen paladin's smite evil is prone to degrading, rapidly. A fallen paladin's smite evil only lasts for a number of rounds equal to the number of remaining uses she possesses before using the smite + her Charisma modifier. Additionally, for each successful attack delivered by the fallen paladin, the remaining duration decreases by 1 round. If an attack reduces the duration to 0 rounds, or the last round passes, the fallen paladin's smite evil effect immediately ends. This alters the paladin's Smite Evil.
--Unreliable Detection: Fallen paladins, when sponsored by an entity, are often sponsored by a malevolent being. Whenever a fallen paladin attempts use detect evil, there is a 5% chance per for every two paladin levels the fallen paladin possesses that she will gain a false result. Usually, this means an evil creature or object may not be perceived as evil or a non-evil creature or object may be detected as evil. Should a fallen paladin get a false result, subsequent attempts to detect evil for the next 24 hours will confirm the result of their detection. This alters the paladin's Detect Evil.
--Cruel Hand: A fallen paladin may elect to select a cruelty as an antipaladin equal to her paladin level in place of a mercy. A cruelty may be applied whenever the fallen paladin uses their lay on hands whenever it harms a creature. In addition, by expending two uses of lay on hands, a fallen paladin may choose to neither inflict nor heal any damage with lay on hands, but may apply a cruelty using their lay on hands. This alters the paladin's Mercy.
--Lesser Aura of Courage (Su): Starting at 3rd level, each ally within 10 feet of the fallen paladin gains a +1 morale bonus on saving throws against fear effects. This bonus increases every 5 levels thereafter, to a maximum of +4 at 18th level. This replaces the paladin's Aura of Courage.
--Diminished Spellcasting: Cut off largely from their source of power, a fallen power only is capable of casting what they can through sheer force of will. As such, a fallen paladin only gains spell slots through bonus spells for having a high Charisma score. A fallen paladin still requires a minimum level in order to prepare and cast spells of a particular level.
--Divine Bond: A fallen paladin may only select a weapon bond. In addition, while incapable of applying either the axiomatic or holy weapon enhancements to her weapon, a fallen paladin is capable of apply the vicious weapon enhancement. This alters the paladin's Divine Bond.
--Lesser Aura of Resolve (Su): Starting at 8th level, each ally within 10 feet of the fallen paladin gains a +2 morale bonus on saving throws against charm effects. This bonus increases every 5 levels thereafter, to a maximum of +4 at 18th level. This replaces the paladin's Aura of Resolve.
--Subjective Morality (Su): At 11th level, a fallen paladin's smite evil becomes equally effective against all foes, regardless of their alignment. This replaces the paladin's Aura of Justice.
--Lesser Aura of Faith (Su): At 14th level, a fallen paladin's weapons are treated as good-aligned for the purposes of overcoming Damage Reduction, unless the fallen paladin's alignment is evil in which case the fallen paladin's weapons are treated as evil-aligned for the purpose of overcoming damage reduction. This replaces the paladin's Aura of Faith.
--Self-righteous (Su): At 17th level, a fallen paladin gains DR 5/evil, unless her alignment is evil in which case she gains DR 5/good. Additionally, each ally within 10 feet of her gains a +4 morale bonus on saving throws against compulsion effects. This replaces the paladin's Aura of Righteousness.
--Fallen Paragon (Su): At 20th level, a fallen paladin's DR increases to 10/evil, or 10/good as appropriate. Additionally, when she uses smite evil and successfully strikes an outsider that possesses an alignment subtype, the outsider is also subject to a banishment, using her paladin level as the caster level (her weapon and holy symbol automatically count as objects that the subject hates). In additional, whenever she channels positive energy or uses lay on hands to heal a creature, she heals the maximum possible amount.
Ex-Paladins
-A paladin who becomes an ex-paladin can, with the GM's permission, take the fallen paladin archetype. If the character atones, she loses her fallen paladin abilities and either regains her previous paladin abilities. Alternatively, if the character becomes Chaotic Evil, she may choose to trade in all of her paladin levels for antipaladin levels on a 1-for-1 basis. Such a process requires not only an acknowledgement of the evils she has committed but an embrace of them, as well as oaths being sworn to foul powers (frequently the malevolent being that had been sustaining her powers as she fell, provided it was that and not her conviction that allowed her powers to linger.) With her powers already sustained through a malevolent being, the transition is far easier than that of most paladins that fall. Depending on the situation, such a change may take time and rituals or be very abrupt. For instance, a fallen paladin engaged in combat with powerful beings of good may deem such an act necessary for their survival.