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View Full Version : Paladin, Blackguard, Exponent, and Harbinger [base classes]



Baron Corm
2007-04-28, 12:52 PM
Here they are, law/chaos/good/evil base classes, based on the paladin. I tried to make them as similar (structurally) as possible. The only real problem I can tell you that isn't fixed yet is the spell lists for the exponent and the harbinger. I'll look at all the spells on the paladin and cleric lists and give them the ones they deserve... until then I just put in placeholders. Why is the paladin the only one with three dead levels? Well, he is humble, and blame Lay on Hands, that's why.



Exponent

Table:

Level 1: Aura of law, unearthly vigilance, define +3d6
Level 2: Smite chaos 2/day
Level 3: Detect chaos
Level 4: Aura of singularity
Level 5: Define +6d6
Level 6: Special mount, smite chaos 3/day
Level 7: Necessary smite 1/day
Level 8: Aura of singularity
Level 9: Define +9d6
Level 10: Smite chaos 4/day
Level 11: Legal knockout, necessary smite 2/day
Level 12: Aura of singularity
Level 13: Define +12d6
Level 14: Smite chaos 5/day
Level 15: Necessary smite 3/day
Level 16: Aura of singularity
Level 17: Judge, define +15d6
Level 18: Smite chaos 6/day
Level 19: Necessary smite 4/day
Level 20: Warden's fuel, aura of singularity

Alignment: Any lawful
Hit Die: d10
Skill Points: 4 + Int modifier
Base Attack Bonus: as fighter
Base Saves: High Fort, Low Reflex, Low Will
Class Skills: Knowledge (religion), Knowledge (the planes), Knowledge (local), Intimidate, Diplomacy, Search, Sense Motive, Spot, Listen, Use Rope, Craft, Ride, Handle Animal, Profession, Climb, Jump, Swim


Class Features

Weapon and Armor Proficiency

An exponent is proficient with all simple and martial weapons, with all types of armor, and with shields.

Spells

The exponent gains spells per day as a ranger, drawing from the paladin spell list. His main casting ability is his Wisdom.

The exponent may choose one domain which deals with protection, law, repetitiveness, balance, etc. He gains domain spell slots as a cleric would.

Aura of Law (Ex)

The power of an exponent's aura of law is equal to his exponent level.

Unearthly Vigilance (Su)

An exponent applies his Wisdom modifier (if positive) to his AC and to Search checks. This does not stack with the similar monk ability.

Define (Su)

The exponent believes that everything should be signed and designated. He can assert his divine authority in this matter by aligning the creature's body to a state of order. This is delivered through an attack (not requiring a separate standard action). It deals additional damage as noted on the table, but causes the whole attack to deal nonlethal damage. It cannot be performed on the same creature twice, and it cannot be performed on creatures with the [lawful] subtype.

Smite Chaos (Su)

At level 2, an exponent can smite chaos, as the paldin's smite evil ability except that he adds his Wisdom modifier (if positive) to his attack roll instead of his Charisma modifier and it functions against chaotic creatures instead of evil ones. He gains additional uses per day at levels 6, 10, 14, and 18.

Detect Chaos (Su)

A level 3 exponent can use the spell detect chaos at will as a spell-like ability.

Aura of Singularity (Su)
A 4th level exponent emits a commanding aura which causes all allied creatures (including the exponent) within 10 ft. to use the best saving throw available among them instead of their own on any save check. At level 8, the exponent has a telepathic bond with every ally within 10 ft. which is revoked as soon as the ally leaves the exponent's aura. At level 12, as long as there is one ally within 10 ft., neither he nor the exponent can be flanked. At level 16, the exponent automatically knows if any creature within 10 ft. is lieing, as with the spell discern lies. At level 20, the exponent can see everything within 10 ft. for what it truly is, as with the spell true seeing.

Special Mount

At 6th level the exponent gains a special mount. This functions exactly as the paladin ability of the same name. When the exponent attains 10th level, his mount gains the mechanic template (as celestial, but replace the word "good" with "law" and "evil" with "chaos" anywhere they appear). The exponent may acquire more advanced mounts just as a paladin can, though the exponent's are typically lawful.

Necessary Smite

At 7th level the exponent gains the ability to deliver define ability with a smite chaos attack. This may be used against any creature, not just a chaotic one. All damage delivered is nonlethal. The exponent may perform this ability once per day, plus an additional time per day at levels 11, 15, and 19. It uses up a use of this ability as well as a use of smite chaos. If the exponent has more necessary smites than smite chaoses remaining, the extra uses are simply wasted. If the target is eligible for smite chaos, the exponent does not have to use up a use of this ability to combine his define ability with a smite chaos attack (but define may still only be used once per creature).

Legal Knockout (Su)

An 11th level exponent can make all of his damage nonlethal with no penalty. When wielding a merciful weapon or similar against a creature that has broken a law or a creature with the [chaotic] subtype, he deals an extra 2d6 damage.

Judge (Ex)

At 17th level, whenever the exponent uses his define ability (not including in necessary smites), he can choose to judge that creature. His target must make a Fortitude save (DC 10 + 1/2 exponent level + Wisdom modifier) or have his form be fully dissolved, as the destruction spell. Judging a creature takes up three uses of the exponent's smite chaos ability.

Warden's Fuel (Ex)

At 20th level, any time the exponent uses his define ability (not including necessary smites or judges) he gains back a use per day of his smite chaos ability. This cannot bring his total usages of smite chaos higher than his normal allowance per day.










Harbinger

Table:

Level 1: Aura of chaos, beatific erraticism, wandering blade +1d6
Level 2: Smite law 2/day
Level 3: Detect law
Level 4: Aura of randomness -3
Level 5: Wandering blade +2d6
Level 6: Special mount, smite law 3/day
Level 7: Befuddling smite 1/day
Level 8: Aura of randomness -6
Level 9: Wandering blade +3d6
Level 10: Smite law 4/day
Level 11: Senseless murder, befuddling smite 2/day
Level 12: Aura of randomness -9
Level 13: Wandering blade +4d6
Level 14: Smite law 5/day
Level 15: Befuddling smite 3/day
Level 16: Aura of randomness -12
Level 17: Wander, strike, wander; wandering blade +5d6
Level 18: Smite law 6/day
Level 19: Befuddling smite 4/day
Level 20: Continue the chaos, aura of randomness -15

Alignment: Any chaotic
Hit Die: d10
Skill Points: 4 + Int modifier
Base Attack Bonus: as fighter
Base Saves: High Fort, Low Reflex, Low Will
Class Skills: Knowledge (religion), Knowledge (the planes), Disguise, Bluff, Intimidate, Spot, Listen, Tumble, Ride, Handle Animal, Jump, Climb, Swim


Class Features

Weapon and Armor Proficiency

A harbinger is proficient with all simple and martial weapons, with all types of armor, and with shields.

Spells

The harbinger gains spells per day as a ranger, drawing from the harbinger spell list. His main casting ability is his Wisdom.

The harbinger may choose one domain which deals with chaos, destruction, freedom, insanity, etc. He gains domain spell slots as a cleric would.

Aura of Chaos (Ex)

The power of a harbinger's aura of chaos is equal to his harbinger level.

Beatific Erraticism (Su)

A harbinger applies his Wisdom modifier (if positive) to saving throws against mind-affecting spells and effects, AC, and Bluff checks. This does not stack with the similar monk ability.

Wandering Blade

The harbinger is an expert at varying his attacks to create an opening in his opponent's defenses. This functions as and stacks with the rogue's sneak attack ability, and increases in damage as shown on the table.

Smite Law (Su)

At level 2, a harbinger can smite law, as the smite good ability except that he adds his Wisdom modifier (if positive) to his attack roll instead of his Charisma modifier and it affects lawful creatures. He gains additional uses per day at levels 6, 10, 14, and 18.

Detect Law (Sp)

A level 3 harbinger can use the spell detect law at will as a spell-like ability.

Aura of Randomness (Su)

A 4th level harbinger emits a haphazard aura which causes all creatures (except himself) within 10 ft. to take a -3 penalty on Sense Motive checks. This penalty increases at levels 8, 12, 16, and 20. Additionally, beginning at level 8, every creature within 10 ft. (including himself) has a 20% chance to miss on an attack as things seem to morph and change at random. Beginning at level 16, this literally morphs the area and thus cannot be negated by any spell or ability. Things are put back to normal once the harbinger leaves the area, so this has no other effects.

Special Mount

At 6th level the harbinger gains a special mount. This functions exactly as the paladin ability of the same name. When the harbinger attains 10th level, his mount gains the erratic template (this is the celestial template except replace the words "good" and "evil" with "chaos" and "law", respectively). The harbinger may acquire more advanced mounts just as a paladin can, though the harbinger's are typically chaotic.

Befuddling Smite

At 7th level the harbinger gains the ability to deliver his wandering blade damage with a smite law attack. He need not be flanking the target, nor does it matter if the target's Dexterity bonus is denied, but the target must be lawful and can't be immune to sneak attacks or critical hits. He may perform this ability once per day, plus an additional time per day at levels 11, 15, and 19. It uses up a use of this ability as well as a use of smite law. If the harbinger has more befuddling smites than smite laws remaining, the extra uses are simply wasted. If the target is eligible for a sneak attack, the harbinger does not have to use up a use of this ability to combine his wandering blade damage with a smite law attack.

Senseless Murder (Su)

An 11th level harbinger can make his movements impossible to predict for 1 round/level. These rounds need not be taken all at once. This ability negates the need for Bluff checks when making a feint (the harbinger automatically succeeds).

Wander, Strike, Wander (Ex)

At 17th level, whenever the harbinger deals wandering blade damage (not including in befuddling smites) or lands a critical hit, his target takes 1d4 points of Charisma damage and 1 point of Constitution damage as his blade continues to wander and tears up his target's body.

Continue the Chaos (Ex)

At 20th level, any time the harbinger makes a successful wandering blade attack against a target (not including befuddling smites) he gains back a use per day of his smite law ability. This cannot bring his total usages of smite law higher than his normal allowance per day.












Paladin

Table:

Level 1: Aura of good, divine grace, lay on hands
Level 2: Smite evil 2/day
Level 3: Detect good
Level 4: Command undead, aura of courage +1
Level 5:
Level 6: Special mount, smite evil 3/day
Level 7: Healing smite 1/day
Level 8: Aura of courage +2
Level 9:
Level 10: Smite evil 4/day
Level 11: Holy murder, healing smite 2/day
Level 12: Aura of courage +3
Level 13:
Level 14: Smite evil 5/day
Level 15: Healing smite 3/day
Level 16: Aura of courage +4
Level 17: Release
Level 18: Smite evil 6/day
Level 19: Healing smite 4/day
Level 20: Good deeds rewarded, aura of courage +5

Alignment: Any good
Hit Die: d10
Skill Points: 4 + Int modifier
Base Attack Bonus: as fighter
Base Saves: High Fort, Low Reflex, Low Will
Class Skills: Knowledge (religion), Knowledge (the planes), Concentration, Diplomacy, Search, Sense Motive, Spot, Listen, Tumble, Use Rope, Craft, Ride, Handle Animal, Profession


Class Features

Weapon and Armor Proficiency

A paladin is proficient with all simple and martial weapons, with all types of armor, and with shields.

Spells

The paladin gains spells per day as normal. His main casting ability is his Wisdom.

The paladin may choose one domain which deals with good, protection, joy, creation, etc. He gains domain spell slots as a cleric would.

Aura of Good (Ex)

The power of a paladin's aura of good is equal to his paladin level.

Divine Grace (Su)

A paladin applies his Wisdom modifier (if positive) to all saving throws.

Lay on Hands

This functions as the paladin ability of the same name, except that it is based off of his Wisdom instead of his Charisma.

Smite Evil (Su)

At level 2, a paladin can smite evil, as the normal ability except that he adds his Wisdom modifier (if positive) to his attack roll instead of his Charisma modifier. He gains additional uses per day at levels 6, 10, 14, and 18.

Detect Evil (Sp)

A level 3 paladin can use the spell detect evil at will as a spell-like ability.

Aura of Courage (Su)
A 4th level paladin emits a hope-inspiring aura which causes all creatures (except himself) within 10 ft. to receive a +1 bonus on all saving throws. This bonus increases at levels 8, 12, 16, and 20.

Special Mount

At 6th level the paladin gains a special mount. This functions exactly as the normal ability of the same name. When the paladin attains 10th level, his mount gains the celestial template. The paladin may acquire more advanced mounts as normal.

Healing Smite (Su)

At 7th level the paladin gains the ability to heal creatures with a smite evil attack. When used against an ally, the ally heals hit points equal to the amount of damage the paladin would have done, including all damage from his weapon. When used against an undead (evil or not), the undead takes smite evil damage in addition to any amount of Lay on Hands damage the paladin wishes to deliver (taking away an appropriate amount of the paladin's Lay on Hands usage for the day). The paladin may perform this ability once per day, plus an additional time per day at levels 11, 15, and 19.

Holy Murder (Su)

An 11th level paladin can critically hit any evil creature, even if they normally would be immune to critical hits.

Release (Su)

At 17th level, whenever the paladin deals Lay on Hands damage to undead (including in healing smites) or lands a critical hit on an evil creature, his target must make a Will save (DC 10 + 1/2 paladin level + Wisdom modifier) or die instantly.

Good Deeds Rewarded (Ex)

At 20th level, any time the paladin heals an ally in a combat situation with his Lay on Hands ability (not counting healing smites) he gains back a use per day of his smite evil ability. This cannot bring his total usages of smite evil higher than his normal allowance per day.












Blackguard

Table:

Level 1: Aura of evil, dark blessing, punish +1d6
Level 2: Smite good 2/day
Level 3: Detect good
Level 4: Aura of despair -1
Level 5: Punish +2d6
Level 6: Special mount, smite good 3/day
Level 7: Painful smite 1/day
Level 8: Aura of despair -2
Level 9: Punish +3d6
Level 10: Smite good 4/day
Level 11: Mute murder, painful smite 2/day
Level 12: Aura of despair -3
Level 13: Punish +4d6
Level 14: Smite good 5/day
Level 15: Hide in plain sight, painful smite 3/day
Level 16: Aura of despair -4
Level 17: Maim, punish +5d6
Level 18: Smite good 6/day
Level 19: Painful smite 4/day
Level 20: Savoring sadist, aura of despair -5

Alignment: Any evil
Hit Die: d10
Skill Points: 4 + Int modifier
Base Attack Bonus: as fighter
Base Saves: High Fort, Low Reflex, Low Will
Class Skills: Knowledge (religion), Knowledge (the planes), Disguise, Hide, Bluff, Intimidate, Search, Sense Motive, Spot, Listen, Tumble, Use Rope, Craft, Ride, Handle Animal, Profession


Class Features

Weapon and Armor Proficiency

A blackguard is proficient with all simple and martial weapons, with all types of armor, and with shields.

Spells

The blackguard gains spells per day as a ranger, drawing from the blackguard spell list. His main casting ability is his Wisdom.

The blackguard may choose one domain which deals with evil, pain, suffering, destruction, etc. He gains domain spell slots as a cleric would.

Aura of Evil (Ex)

The power of a blackguard's aura of evil is equal to his blackguard level.

Dark Blessing (Su)

A blackguard applies his Wisdom modifier (if positive) to all saving throws.

Punish

The blackguard is an expert at finding the locations in his opponent where his weapon will deliver the most pain. This functions as and stacks with the rogue's sneak attack ability, and increases in damage as shown on the table.

Smite Good (Su)

At level 2, a blackguard can smite good, as the normal ability except that he adds his Wisdom modifier (if positive) to his attack roll instead of his Charisma modifier. He gains additional uses per day at levels 6, 10, 14, and 18.

Detect Good (Sp)

A level 3 blackguard can use the spell detect good at will as a spell-like ability.

Aura of Despair (Su)

A 4th level blackguard emits a malign aura which causes all creatures within 10 ft. to take a -1 penalty on all saving throws. This penalty increases at levels 8, 12, 16, and 20.

Special Mount

At 6th level the blackguard gains a special mount. This functions exactly as the paladin ability of the same name. When the blackguard attains 10th level, his mount gains the fiendish template. The blackguard may acquire more advanced mounts just as a paladin can, though the blackguard's are typically evil.

Painful Smite

At 7th level the blackguard gains the ability to deliver his punish damage with a smite good attack. He need not be flanking the target, nor does it matter if the target's Dexterity bonus is denied, but the target must be good-aligned and can't be immune to sneak attacks or critical hits. He may perform this ability once per day, plus an additional time per day at levels 11, 15, and 19. It uses up a use of this ability as well as a use of smite good. If the blackguard has more painful smites than smite goods remaining, the extra uses are simply wasted. If the target is eligible for a sneak attack, the blackguard does not have to use up a use of this ability to combine his punish damage with a smite good attack.

Mute Murder (Su)

An 11th level blackguard can make his movements completely silent for 1 round/level. These rounds need not be taken all at once. This ability negates the need for Move Silently checks, but still allows the blackguard to speak.

Additionally, the blackguard no longer takes armor check penalties to his Hide skill.

Hide in Plain Sight (Ex)

From 15th level onwards, the blackguard can use the Hide skill even while being observed. He must be in a place of sin or he must have recently commited a vile deed. For example, this ability would work in a seedy tavern. It would also work if the blackguard had recently killed an innocent commoner in a wide open field (as attention would be drawn away from him).

Maim (Ex)

At 17th level, whenever the blackguard deals punish damage (including in painful smites) or lands a critical hit, his target takes 1 point of Charisma damage and must make a Fortitude save (DC 10 + 1/2 blackguard level + Strength modifier) or suffer a -4 penalty on attack rolls, skill checks, and ability checks for 1 hour.

Savoring Sadist (Ex)

At 20th level, any time the blackguard makes a successful punish attack against a target (not including painful smites) he gains back a use per day of his smite good ability. This cannot bring his total usages of smite good higher than his normal allowance per day.

Innis Cabal
2007-04-28, 12:55 PM
alot to go through, but it all looks like it checks out, dont know why you have to give em seperate class abilities but its your class and judge is a bit strong dont you think?

Baron Corm
2007-04-28, 12:58 PM
first of all you are an amazingly fast reader, second of all "yes", what do you suggest i change it to, keeping in line with the structure of the other classes? how about taking up two uses of smite chaos?

Innis Cabal
2007-04-28, 01:01 PM
yes i am, well if you are going for a law/chaos/good/evil paladin just flipping the good abilities to the other alignment axis's would be good enough. A Judge, being law, should not think soley of killing just punishing, so something like a negative ability or such would be better

Dhavaer
2007-04-28, 07:36 PM
You seem to have put 'Blackguard' in place of 'Harbinger' a few times in the class description.

Baron Corm
2007-04-28, 07:39 PM
how embarrassing :smalleek:


at least that's the only thing wrong :smallbiggrin:

JellyPooga
2007-04-28, 08:04 PM
I quite like the look of these (I admit that I haven't exactly fine combed the details, but from the quick look I've given them...), despite the fact that I think that Paladins (and their respective Evil/Chaotic counterparts) should never be (or have been) a base class. They are blatantly a Prestige Class IMO. Otherwise, good work there.:smallwink: