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Grizl' Bjorn
2015-12-18, 09:04 AM
I'd like to indulge, but I'm not sure where to start. I thought it was an interesting challenge so I've bought it here. Anyone want to have a crack at it? In terms of power level I'd like to see something as close to base sorcerer as possible- or even slightly more powerful (it is a prestige class after all).

(Paladinesque here means 'with the flavour and some of the abilities of a paladin'- on the mystical front: presumably turn undead, some divine buffs, healing powers etc. on the martial front: presumably reasonable attack bonus & proficiency plus maybe better hit dice).

Interested also to hear people's thoughts on designing appropriate flavor.

tsj
2015-12-18, 10:00 AM
How about using the paladin class as is except that instead of gaining paladin spells and caster level you will gain sorcerer spells and caster levels?

It will still give many paladin like things

neriractor
2015-12-18, 10:27 AM
How about using the paladin class as is except that instead of gaining paladin spells and caster level you will gain sorcerer spells and caster levels?

It will still give many paladin like things

you could lower the hit dice to a d8 or d6 and hamper the sorcerer casting in some way, it will still be a very resilient fighter thanks to divine grace and a high Charisma. Also you should loose the medium and heavy armor proficiency and give it armored casting in light armor.

SwordChuck
2015-12-18, 10:47 AM
Change a few things on this and you should have a good Sorcerer Paladin.
http://www.d20srd.org/srd/variant/classes/prestigiousCharacterClasses.htm#prestigePaladin


I would do something like...

Requirements
To qualify to become a prestige paladin, a character must fulfill all the following criteria.

Alignment
Lawful good (normal), Chaotic good (Paladin of Freedom)

Base Attack Bonus
+4.

Skills
Knowledge (religion) 2 ranks, Knowledge (nobility and royalty) 2 ranks, Ride 4 ranks.

Feats
Mounted Combat.

Spellcasting
Ability to cast protection from evil.

Special
Does not know any spells with the [evil] tag.

Whenever they would normally gain +1 level of existing divine class Change divine to arcane.

the_david
2015-12-18, 03:04 PM
Holy Scourge from Complete Mage? Maybe, it doesn't look very good but it kinda does what you described. Though the description was pretty vague to begin with.

If he just wants a more martial sorcerer, he can take the Stallwart Sorcerer alternative class feature from Complete Mage and/or the Battle Sorcerer variant from Unearthed Arcana. Taking them both would technically be legal, but you ruin your spellcasting.

You might want to ask your player what he's expecting though, sorcerer with paladin stuff is not a very good description.

dspeyer
2015-12-19, 04:37 AM
I wrote one of these (http://www.giantitp.com/forums/showsinglepost.php?p=14424616&postcount=9). Feel free to borrow any pieces you like.

Ancalidormis
2015-12-19, 02:47 PM
Just an idea.




Table: Sworn Spell-knight


Level
Base Attack
Bonus
Fort
Save
Ref
Save
Will
Save
Special
Spells per day


1st
+1
+2
+0
+2
Armored Mage I, Aura of Good



2nd
+2
+3
+0
+3
Divine Grace, Divine Spell Access
+1 level of existing arcane spellcasting class


3rd
+3
+3
+1
+3

+1 level of existing arcane spellcasting class


4th
+4
+4
+1
+4
Eldritch Smite
+1 level of existing arcane spellcasting class


5th
+5
+4
+1
+4
Armored Mage II
+1 level of existing arcane spellcasting class


6th
+6/+1
+5
+2
+5
Arcane Turning



7th
+7/+2
+5
+2
+5

+1 level of existing arcane spellcasting class


8th
+8/+3
+6
+2
+6
Divine Health
+1 level of existing arcane spellcasting class


9th
+9/+4
+6
+3
+6
Armored Mage III
+1 level of existing arcane spellcasting class


10th
+10/+5
+7
+3
+7
(Capstone)
+1 level of existing arcane spellcasting class



Armored Mage (Ex):
You have no arcane spell failure while wearing the following types of armor or shields:
1st- Light Armor & Shields (except Tower Shields)
5th- Medium Armor & Tower Shields
9th- Heavy Armor

Aura of Good:
As paladin ability of the same name.

Divine Grace:
As paladin ability of the same name.

Divine Spell Access:
You add a bunch of paladin spells to your spell list. See below for the full list.

Eldritch Smite:
By spending one of your highest spell slots currently available, you gain the ability to smite evil (as per the paladin’s ability), using your total character level to calculate its strength (rather than just your paladin levels).

Arcane Turning:
By spending one of your highest spell slots currently available, you gain the ability to turn undead (as per the paladin’s ability), using your total character level to calculate its strength (rather than just your paladin levels).

Divine Health:
As paladin ability of the same name.

Capstone:
No Idea…






1st-Level Spells Added
Bless: Allies gain +1 on attack rolls and +1 on saves against fear.
Bless Water: Makes holy water.
Detect Undead: Reveals undead within 60 ft.

2nd-Level Spells Added
Bless Weapon: Weapon strikes true against evil foes.
Cure Light Wounds: Cures 1d8 damage +1/level (max +5).
Detect Poison: Detects poison in one creature or small object.

3rd-Level Spells Added
Divine Favor: You gain +1 per three levels on attack and damage rolls.
Protection from Chaos/Evil: +2 to AC and saves, counter mind control, hedge out elementals and outsiders.
Restoration, Lesser: Dispels magical ability penalty or repairs 1d4 ability damage.
Delay Poison: Stops poison from harming subject for 1 hour/level.
Remove Paralysis: Frees one or more creatures from paralysis or slow effect.

4th-Level Spells Added
Cure Moderate Wounds: Cures 2d8 damage +1/level (max +10).
Discern Lies: Reveals deliberate falsehoods.
Magic Weapon, Greater: +1 bonus/four levels (max +5).
Magic Circle against Evil/Chaos: As protection from evil/chaos, but 10-ft. radius and 10 min./level.
Shield Other F: You take half of subject’s damage.

5th-Level Spells Added
Neutralize Poison: Immunizes subject against poison, detoxifies venom in or on subject.
Prayer: Allies +1 bonus on most rolls, enemies -1 penalty.
Remove Blindness/Deafness: Cures normal or magical conditions.
Remove Curse: Frees object or person from curse.
Restoration M: Restores level and ability score drains.

6th-Level Spells Added
Break Enchantment: Frees subjects from enchantments, alterations, curses, and petrification
Cure Serious Wounds: Cures 3d8 damage +1/level (max +15).
Death Ward: Grants immunity to death spells and negative energy effects.
Dispel Evil/Chaos: +4 bonus against attacks by evil/chaotic creatures.
Holy Sword: Weapon becomes +5, deals +2d6 damage against evil.
Mark of Justice: Designates action that will trigger curse on subject.