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Arakune
2007-07-23, 02:32 PM
-Wait! That weapon is poisoned? Aren't you supposed to be a Paladin? - said the sorceress, shocked after the battle.
-Actually, it's a paralyzing powder and sleeping chemical. Not strong enough to paralyze his muscles to difficult his breath, but enough to take him to "happy-happy dream world", if you got my point. - answered the young paladin, while tying the defeated enemies.
-But... that's against all the rules of paladin-hood! I've adventured with a paladin before, and he complained against all uses of poison! Something about it being dishonorable, evil...
-Well, this weapon was made to shut the enemy down instead of killing him, and since I don't like needless killing, I guess I can live with that. My god doesn't have any complains though; I already asked him (hehe, and they said I was going to lose my powers just for asking him. Losers). Also, your stick-up at a... "honorable" way paladin may have complained about paralyzing his opponent, but I bet he didn't have any problems with attacking when you paralyzed the enemy and it still hadn't surrendered.
-Ahm... yeah, that's right.
-They're usually all the same; don't like to dirty their own hands, but are more flexible when others do.
-Uhm... you're right, I guess...? So, are you going to kill then?
-Are you mad? Why I would go to all that trouble just to kill them later? We will confiscate their weapons and personal belongings until we arrive at the first city we see; then we'll bring them to the local authorities. But we must treat their injuries or else they could die, and also...
-"Paladins really are freaks. At least this one is not of the 'Smite 'til they're all dead' type."


Equipment:


Anestesic short Sword
Type: Martial Weapon, One Handed
Size: Same as normal short sword.
Damage: 1d4 + Str, Slashing damage
Special Effect: The attacked subject must make a Fort save against poison (Injury, DC 15 to resist, Initial: Paralysis, Secondary:Unconsciousness)
Price: 1000 GP + 450 GP (poison)
Description: This sword was made to incapacitate creatures, without killing them. It has a special chemical to put its enemies to sleep, while doing the minimum possible damage. For the blade to be ready for use it needs to stay inside the hilt (where the poison goes in) for at least one hour before each use, and each dose of poison will work for 10 attacks.
Special: A Paladin can use this weapon without losing his status or getting in trouble with his deity, but he can't kill the incapacited oponent and must secure his savety afterwards, until the enemy are under proper authority custody. The DM can house rule some expections on this rule (demons or devils can be killed after the battle, for example).

Anestesic
Type: Injury, Contact, Inhaled
DC to resist: DC 13 (Injury), DC 13 (Contact), DC 20 (Inhaled)
Initial Damage: Paralysis/Special (Injury, Contact), Unconsciousness/Special (Inhaled)
Secondary Damage Unconsciousness/Special (Inhaled), Paralysis/Special (Injury, Contact)
Price: 180 GP per dosis
Description: This 'poison' was created to put enemies to sleep instead of killing them, but it can be also used to help with some difficult heal checks. The chemical reduces all the pain in the area where it was administered (or in the whole body if it's the inhaled version) while paralyzing a large area (a whole member for the injury type, or up to 4~15 cm for the contact type) or rendering the patient unconscious. To use the anesthetic safely, the healer must succeed on a Heal check (DC 13 + (each re-application)), or the dose will be too large (the patient must make a Fort save (DC 18) or take 1d6 + 1 Con damage from the overdose), or too small (the patient starts to feel pain again and may scream in agony, increasing the DC of the Heal check by 3 each round for 3 rounds). Once safely administered, the poison grants a +4 equipment bonus to heal checks. The subject can voluntarily fail his save.


Magic:


Martyr's Sacrifice:
Evocation [Good]
Level: Pal 4, Outcast Paladin 4
Components: V, S
Casting Time: 2 rounds
Range: Self
Target: Caster
Duration: 1 turn/level or end of battle
Saving Throw: None
Spell Resistance: No
Description: When facing an extremely powerful enemy against the good, the paladin may cast this spell and pray for his god. When praing, any enemy trying to attack him must make a will save with DC 15 + (level in Paladin or Outcast Paladin/2) + (Cha or Wis, the lower one), or become dazzed.
When the casting time it's over, if the prayer falied, the paladin becomes exausted.

If his prayer are answered, the paladin HP are fully recovered and get a divine bonus of:

+12 on all attacks and damage (it doesn't stach with previous weapons enchantments, but stach with others kinds of enchantments);
All his attacks will have the [Good] descriptor in addition of any previous weapon and magic enchantments;
+12 divine bonus on all saves;
+3 extra attacks with the highest BAB (it ignores the normal rules for number of attacks but don't stach with feats that grants aditional attacks, but stachs with Two Weapon Figthing feats chain);
DR 20/-;
SR 20;
+150 temporary HP;
Fast Healing 5;
Immunity to fear (magical or not), Paralysis, Petryfing, Poison, Charm, Unconsciousness, Ability Drain and Level Drain;
All his allies (with good or neutral aligment) receive an morale bonus of +4 on all checks.


The paladin can't cure by any means except by his own fast healing ability (any Cure spells, Lay on Hands, Potions or even powerful magic such Wish or Miracle don't work on him, and expecial/supernatural/spell-like abilities, magic itens, and even artifacts that prevent or cure damage stop working on him), and when his HP drops to 0 or the battle end (with his victory or not) the paladin simply dies. He can't be ressurected even by True Ressurection, Wish or Miracle, since he gave his life to his deity to defeat an enemy, and thus reviving him would be against the will of a god.
Special: This spell are the most protected spell of all paladin/cleric order and they usualy choose only one or small group to teach this spell, that's why this spell are not normaly avaliable for learning when the paladin level up, he first must prove his valor to his good before acquiring the spell.


Class:


Outcast Paladin

The prerequisites to qualify for a Crest Mage are:
Alignment: Any-good
Skills: Diplomacy 8, Heal 8, Knowledge (religion) 8, Sense Motive 8
Feats: Weapon Focus (any), Weapon Specialization (any)
Special: All simple weapon proficiency, At least 4 martial weapons proficiency.

Outcast Paladin
Hit Die: d10
Skill Points at Each Level: 4 + Int modifier.
Class Skills: The Outcast paladin’s class skills (and the key ability for each skill) are: Diplomacy (Cha), Gather Info (Cha), Heal (Wis), Knowledge (religion) (Int), Knowledge(any) (int), Profession (Wis), Sense Motive (Wis).

{table=head]Level|Base Attack Bonus|Fort Save|Ref Save|Will Save|Special|1st|2nd|3rd|4th

1st|
+1|
+2|
+0|
+2|Discern Lies 1/Day, Path (Warrior, Healer, Messiah), Adaptative Training|0|-|-|-

2nd|
+2|
+3|
+0|
+3|Bonus Feat|1|-|-|-

3rd|
+3|
+3|
+1|
+3|Improved Path|2|0|-|-

4th|
+4|
+4|
+1|
+4|bonus Feat|3|1|-|-

5th|
+5|
+4|
+1|
+4|Discern Lies 2/Day|3|2|0|-

6th|
+6/+1|
+5|
+2|
+5|Improved Path, Bonus Feat|3|3|1|-

7th|
+7/+2|
+5|
+2|
+5|Understanding|3|3|2|0

8th|
+8/+3|
+6|
+2|
+6|bonus Feat|3|3|3|1

9th|
+9/+4|
+6|
+3|
+6|Improved Path|3|3|3|2

10th|
+10/+5|
+7|
+3|
+7|Discern Lies 3/Day, Bonus Feat|3|3|3|3
[/table]

Outcast Paladin Magic List
1st-Level: Create Water, Cure Light Wounds, Detect Poison, Detect Undead, Protection From Evil, Read Magic, Resistance, Restoration (Lesser), Purify Food and Drink, Detect Evil/Good, Remove Fear, Endure Elements, Status, Charm Person.
2nd-Level: Eagle’s Splendor, Owl’s Wisdom, Undetectable Alignment, Shield Other, Augury, Calm Emotions, Gentle Repose, Resist Energy.
3rd-Level: Dispel Magic, Cure Moderate Wounds, Remove Blindness/Deafness, Create Food and Water, Prayer, Water Walk, Remove Curse, Remove Dicease.
4th-Level: Break Enchantment, Death Ward, Cure Serious Wounds, Air Walk, Divination, Tongues, Scrying, True Seeing.

Class Features:

Weapon and Armor Proficiency:
Outcast paladins gain no aditional weapon and armor proficiency.

Spells:
Beginning at 1rst level, the Outcast Paladin gains the ability to cast a small number of divine spells, which are drawn from the Outcast Paladin spell list. A Outcast Paladin must choose and prepare his spells in advance.
To prepare or cast a spell, the Outcast Paladin must have a Wisdom score equal to at least 10 + the spell level. The Difficulty Class for a saving throw against a paladin’s spell is 10 + the spell level + the Outcast Paladin’s Wisdom modifier.
Like other spellcasters, an Outcast Paladin can cast only a certain number of spells of each spell level per day. In addition, he receives bonus spells per day if he has a high Wisdom score. The Outcast Paladin does not have access to any domain spells or granted powers, as a cleric does.
A Outcast paladin 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.
His caster level are one-half his Outcast Paladin level.

Adaptative Training: The Outcast Paladin can choose three cross-class skills, and treat then as class skills. Alternatively, he can give up one extra skill to get a skill bonus of +1 on one skill he already have, but can only apply this bonus on one skill at time.

Discern Lies [Ext]: As the Discern Lies (http://www.d20srd.org/srd/spells/discernLies.htm) spell, one time per day at every five levels. This ability improves with time, and for every decade the Outcast Paladin have above 20 years he gains one aditional use of the ability.

Bonus Feat: On 2nd, 6th, 10th,level, the Outcast Paladin may chose one bonus feat from the fighter bonus feat list.

Understanding [Su]: At the 7th level, the Outcast Paladin can cast at will the Tongues (http://www.d20srd.org/srd/spells/tongues.htm) spell.

Path (Warrior, Healer, Messiah): at the 1st level, the Outcast Paladin choose either Wis or Cha: all of the folowing abilities will be dependent of this ability. When Outcast Paladin choose one path, he get one of the folowing granted powers from his path, or can get one additional instance of any power he already have:
Warrior: Holy Weapon [Su], Holy Enchantment [Su], Divine Wrath [Su]
Healer: Blessed healing [Su], Sacred Cure[Su], Tears of Angels[Su]
Messiah: Discern Ilusions [Ext], Martyr Will [Ext], Lead by Example [Ext]

Warrior Path:

Holy Weapon [Su]:

The Outcast Paladin may, once per combat, enchant his weapon with divine power, aditioning his Cha/Wis mod + (number of times he take this power) on all attacks and damage rolls, were the effects last for 1 round/level, but it will ceases one turn after losing his weapon. Natural weapons and unarmed attacks can be select for this ability and these effects stach with enchantments the weapon already have. To use this ability the Outcast Paladin must focus for one turn (can't attack and loses his Dex bonus on AC), before applying the enchantment. After the battle, he take a penalty of -2 on Str,Dex for 10 minutes, and the post-effects of Holy Weapon, Holy enchantment and Divine Wrath stach with each other.


Holy Enchantment:[Su]

The Outcast Paladin may, once per combat, enchant his weapon with divine power, were the effects last for 1 round/level, but it will ceases one turn after losing his weapon and natural weapons and unarmed attacks can be select for this ability and these effects stach with Holy Weapon and with enchantments the weapon already have. For each time the Outcast Paladin select this power (up to four times), he gains +1 enchantment bonus and learn (Cha/Wis mod) kinds of enchantment. To use this ability the Outcast Paladin must focus for one turn (can't attack and loses his Dex bonus on AC), before applying the enchantment, and if he want to change it he need to spend one turn to dispell his enchantment to focus again. After the battle, he -2 on Str,Dex for 10 minutes, and the post-effects of Holy Weapon, Holy enchantment and Divine Wrath stach with each other.

He may only choses the enchantments on this list:
+1: Keen; Defending; Merciful; Ghost Touch; Thundering/Flaming/Forst (chose one); Outsiders(Evil)/Undead/Aberration Bane (chose one); Returning
+2: Anarchic/Axiomatic (chose one); Disruption; Flaming/Icy/Shocking burst (chose one); Holy; Adamantine/Cold Iron/Silver (chose one);
+3: Speed;
+4: Briliant Energy;


Divine Wrath [Su]:

The Outcast Paladin, at X/day may focus for two turns (can't attack and loses his Dex bonus on AC), and after that he will unleash one powerful attack that deals +3d8+(Cha/Wis mod) damage of force/holy damage, were X are the number of times he takes this power. After using this power all enchantments his weapon have applied from Holy Weapon and Holy enchantment are dispelled, even if it still have some time left. After the battle, he -4 on Str,Dex for 10 minutes and the effects of Holy Weapon, Holy enchantment and Divine Wrath stach with each other.



Healer Path:


Blessed Healing [Su]:

The Outcast Paladin may, at (Cha/Wis mod)/day, as a standart action, heal Xd8 points of hp on any target (including himself), were X are the number of times the Outcast Paladin take this power.


Sacred Cure [Su]:

The Outcast Paladin may, at X/day, were X are the number of times he takes this power, remove curse (http://www.d20srd.org/srd/spells/removeCurse.htm) or remove dicease (http://www.d20srd.org/srd/spells/removeDisease.htm).


Tears of Angels [Su]:

The Outcast Paladin may, X/week, were X are the number of times he takes this power, cast Raise dead (http://www.d20srd.org/srd/spells/raiseDead.htm) as a cleric of the same level of the Outcast Paladin, without paying the material component for the spell. After each use of this ability the paladin get a penalty of 4 negative levels for two weeks.



Messiah Path:


Discern Ilusions [Ext]:

The Outcast Paladin are immune to all kinds of Illusions, unless cast by a deity or avatar. At every time he takes this power he can, as a standart action, share this ability with (Cha/Wis mod) allies, for X minutes were X are the number of times he take this power.


Martyr Will [Ext]:

The Outcast Paladin may, X/Day, were X are the number of times he take this power, sacrifice up to (Cha/Wis mod) Con score. All his allies get a morale bonus equal to his Con score burned this way on all rolls for a number of rounds equal to his Outcast Paladin level. The HP spent this way can be restored only after 24 hours.


Lead by Example [Ext]:

After defeathing and sparring the life of any inteligent creature with evil aligment or with a sucessefull bluff check against a oposed sense motive check, there is a chance of X+(Cha/Wis mod)%, were X are the number of times he take this power, that the oponent improve in one step his aligment (evil becomes neutral, neutral becomes good). Some creatures or oponents (at choice of the DM) may make a will check with DC 5 + (Outcast Paladin/2) + (Cha/Wis mod) to resist this power after the percentage chance succed. Some very rare monsters and oponents are immune to this ability, but it varies from individual to individual



Code of Honor:
Diferent from the standart Paladin, he have his own code of honor, a little bit diferent from the normal Paladin, more strict in some sides and more flexible in others, but all of then have some type of "personal" code of honor. It's rare to see many Outcast Paladin's that share the exact same code of honor.

The Outcast Paladin must chose the obrigatory code of honor, and one of the secondary code of honor.
When he break any of his codes, the folowing result occur: minor warning (one of his path powers are disabled, even if he only have one), moderate warning (all his path powers are disabled, if he only have one he get also a minor curse), minor curse (-2 on all rolls), major curse (-2 negative levels, all path powers disabled), or fall.

List of Code of Honor:

Code of heroes (Obrigatory): Never break any promice, always protec any creature weaker than you, never refuse a call for help. (Special: You don't need to keep promices that make direct warn to others)

Code of honesty (Optional/recomended): never lie, cheat, steal or disobey the local laws or let your companions do it. (Special: Alternatly, you can, at DM approval, set some principles your character will follow. If the local laws enter in conflict with your principles, like a country that have legalized slavery and you are against slavery, you must disobey these laws.)

Code of defeat (Optional/not recomended): never be captured alive or acept defeat. If your HP drops to 0 (on honorable, one-on-one combat) or captured (any situation), you must take your own life away.

Code of Combat (Optional): never use any resources/tactics (even feats) superior to your oponent resources, never attack helpless creatures or in numeric disadvantage. (Special: You can, horever, team up to fight or use any resources your oponent doesn't have if he have an CR 5+ above you).

Code of Gentleman (Optional): never attack any woman (or female of any kind), even if attacked, and never let your companions attack then, and never refuse an call from help from then. (Special: You can, at DM approval, subdue without causing letal damage, a woman that are attacking another helpless woman).

Code of Hunter (Optional): never kill (figth and capture, if need, but never kill) younglings or pregnant females of any kind. Never abandon an abated prey and always chose the most dangerous creature on sight to fight.

Code of Area (Optional): never fight in urban or rural/wild area (chose one).

Code of Protector (Optional): chose a race. Never cause any harm on any individual of that race, or let his companions do it.

Code of Duty (Optional): chose an order, social group, social circle, guild, organization, etc. Always obey the orders from that group, unless it enter in conflict with other codes you have.


... DONE!!!

DracoDei
2007-07-23, 05:59 PM
I agree about the rules on poison use for Good characters. Your spelling/grammer is pretty bad. Also the "surrendering sword" sounds more like a dagger with a raised area of the blade that stops it going very deep, perhaps with something additionally special about it or the sheath to keep it wet with poison (which still should have to be purchases seperately) a magically continuously poisoned blade would cost much more than that... "Hold Person" on a spell-storing blade is the closest that currently exists in the Core Rules I think.

Haven't really looked at the anesthetic rules yet.

knightsaline
2007-07-23, 08:32 PM
There already is a paladin safe poison. they are called Ravages. they do not affect good or neutral characters. Pallys and other classes that have a Code may use them. Ravages are weaker than full blown poisons. You can find them in the Book of Exalted Deeds.

Roderick_BR
2007-07-23, 08:34 PM
Sounds interesting as an option for poisons. I just think that sword is too strong. You pass or fail a Saving Throw, you are downed for the combat.

Edit: Dur. I are stoopid. I misread that... XD nvm.

Kyace
2007-07-23, 10:56 PM
Something along the same lines, I'd like to see the sap scaled up to paladin size with one handed and two handed nonlethal weapons. Maybe a truncheon for one handed and maybeb shillelagh for two? I can't recall a two handed nonlethal melee weapon at the moment, but I'm sure one exists.

Compared to Drow poison, that seems far too cheap for 15 doses, esp. since the user doesn't have to reapply the poison between attacks. You might consider adding a line like "Until someone makes thier secondary throw, they may not be poisoned again by the poisoned weapon" to prevent a ki focus sword and forcing someone to make a half dozen fort saves within a round.

Inyssius Tor
2007-07-23, 11:36 PM
I'm really sorry if I'm being a whatever-nazi, but my cup overfloweth with spare time and I thought I might use some of it constructively...

I thought it was quite well written (save some easily-corrected errors), and it isn't clearly unbalanced (this is rarer than you might think). It is awfully cheap, compared to all of the other poisons (but the whole poison system needs an overhaul anyway).

-Wait! That weapon is poisoned? Aren't you supposed to be a Paladin? - said the sorceress, shocked after the battle.
-Actually, it's a paralyzing powder and sleeping chemical. Not strong enough to paralyze his muscles to difficult his breath, but enough to take him to "happy-happy dream world", if you got my point. - answered the young paladin, while tying the defeated enemies.
-But... that's against all the rules of paladin-hood! I've adventured with a paladin before, and he complained against all uses of poison! Something about it being dishonorable, evil...
-Well, this weapon was made to shut the enemy down instead of killing him, and since I don't like needless killing, I guess I can live with that. My god doesn't have any complains though; I already asked him (hehe, and they said I was going to lose my powers just for asking him. Losers). Also, your stuck-up "honorable" paladin may have complained about paralyzing his opponent, but I bet he didn't have any problems with attacking when you paralyzed the enemy and it still hadn't surrendered.
-Ahm... yeah, that's right.
-They're usually all the same; don't like to dirty their own hands, but are more flexible when others do.
-Uhm... you're right, I guess. So, are you going to kill then?
-Are you mad? Why I would go to all that trouble just to kill them later? We will confiscate their weapons and personal belongings until we arrive at the first city we see; then we'll bring them to the local authorities. But we must treat their injuries or else they could die, and also...
-"Paladins really are freaks. At least this one is not of the 'Smite 'til they're all dead' type."


Equipment:

Anesthetic Short Sword
Type: Martial Weapon, One Handed
Size: Same as normal short sword.
Damage: 1d3 + Str, Slashing damage
Special Effect: The attacked subject must make a Fort save against poison (Injury, DC 18 to resist, Initial: Paralysis, Secondary:Unconsciousness)
Price: 1000 GP + 120 GP (for one dose of poison)
Description: This sword was made to incapacitate creatures, without killing them. It has a special chemical to put its enemies to sleep, while doing the minimum possible damage. For the blade to be ready for use it needs to stay inside the hilt (where the poison goes in) for at least one hour before each use, and each dose of poison will work for 15 attacks.
Special: A Paladin can use this weapon without losing his status or getting an advertence(?) from his deity, but he can't kill the incapacitated opponent and must secure his safety until the enemy is in the custody of the proper authorities. The DM can statize(?) some exceptions to this rule (demons or devils can be killed after the battle, for example).

Anesthetic
Type: Injury, Contact, Inhaled
DC to resist: DC 15 (Injury), DC 15 (Contact), DC 25 (Inhaled)
Initial Damage: Paralysis/Special (Injury, Contact), Unconsciousness/Special (Inhaled)
Secondary Damage Unconsciousness/Special (Inhaled), Paralysis/Special (Injury, Contact)
Price: 120 GP per dose
Description: This 'poison' was created to put enemies to sleep instead of killing them, but it can be also used to help with some difficult heal checks. The chemical reduces all the pain in the area where it was administered (or in the whole body if it's the inhaled version) while paralyzing a large area (a whole member for the injury type, or up to 4~15 cm for the contact type) or rendering the patient unconscious. To use the anesthetic safely, the healer must succeed on a Heal check (DC 13 + (each re-application)), or the dose will be too large (the patient must make a Fort save (DC 18) or take 1d6 + 1 Con damage from the overdose), or too small (the patient starts to feel pain again and may scream in agony, increasing the DC of the Heal check by 3 each round for 3 rounds). Once safely administered, the poison grants a +4 equipment bonus to heal checks. The subject can voluntarily fail his save.

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more to add later. check it out.

JackMage666
2007-07-23, 11:51 PM
The poison seems too strong for the cost. I mean, 1 failed save and death, effectively. Since Paralysis makes Coup de Grace possible. And the save is relatively high.

Arakune
2007-07-28, 06:02 PM
Thank Inyssius Tor, I will make the corrections.

Also, I will change the price of the poison in the weapon (it's a stronger version of the anestesic).

Also, if a paladin uses this weapon, he must secure the safety of the oponent (that means: he can't kill him, and he can't let anyone else kill him).
------------------------------------------------------
updated, also, starting the Outcast Paladin (an diferent type of paladin that have a diferent code of conduct. I will finish this later, since it's too late now).

Any good ideas for a better name than outcast paladin?
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merged the three posts. Well, it's finaly done! hope you guys like it!