Vistar
2007-11-21, 03:02 PM
Almost forgot, had some help from fellow poster Haedrian with this;
This class isn't wholly intended for serious play however I've tried to make it as balanced as I could. I hope some of you here might have room for a little oddball campgain where such a class would fit.
So I present to you:
The Paladin of Science
While wizards flaunt their power as some sort of right after a lifetime of sacrifice, sorcerers submerge theirs in tall tales of mysterious dragon ancestors and clerics half heartedly attribute their gifts to a deity or some philosophical cause.
Most of those not practiced with the magical arts resign themselves into believing the rumors, but for a Paladin of Science this only shows that these so called masters of the mystic arts do not have a clue what they are talking about.
Dedicating his life to logic, reason and understanding, the Paladin of Science survives by his brain and brawn, overcoming challenges those of lessor heart would consider imposable, and particularly powerful Paladins of Science baffle even the most studious wizards with their ability to perform feats that are indistinguishable from magic.
Alignment Restriction A Paladin of Science must be lawful neutral, as the adherence to systematic problem solving methods and unbiased morality are most conductive to the scientific method, although some ex paladins of science may be of a different alignment.
Hit Dice d10
Class Skills Appraise(int), climb (str), Concentration (con), craft(int), diplomacy (cha), disable device(int), gather information(int), heal (wis), intimidate (cha), jump (str), knowledge(all) (int), alchemy (int),profession (wis), search(int), sense motive (wis), spot (wis), use magic device (cha)
Skill points at first level (4 + int mod)*4
Skill points at ever level after 4 + int mod
Proficiencies A paladin of science is proficient with all simple and martial weapons, and light, medium and heavy armor as well as all shields (except tower shields).
{table=head]Level|Base Attack Bonus|Fort Save|Ref Save|Will Save|Special
1st|
+1|
+2|
+0|
+0|Aura of Law, Detect Unnatural, Smite Unnatural 1/day
2nd|
+2|
+3|
+0|
+0| Unshakable Rationalisation, Problem Solver
3rd|
+3|
+3|
+1|
+1|Aura Of Discovery, Scientific Knowledge
4th|
+4|
+4|
+1|
+1|Practical Scientist
5th|
+5|
+4|
+1|
+1|Smite Aberration 2/day, Warp Reality 1/day
6th|
+6/+1|
+5|
+2|
+2|Curious Mind
7th|
+7/+2|
+5|
+2|
+2|
8th|
+8/+3|
+6|
+2|
+2|Warp Reality 2/day
9th|
+9/+4|
+6|
+3|
+3|Specialist Subject|
10th|
+10/+5|
+7|
+3|
+3|Smite Aberration 3/day
11th|
+11/+6/+1|
+7|
+3|
+3|Warp Reality 3/day, Over Thinker|
12th|
+12/+7/+2|
+8|
+4|
+4||
13th|
+13/+8/+3|
+8|
+4|
+4|Self Doubt|
14th|
+14/+9/+4|
+9|
+4|
+4|Warp reality 4/day|
15th|
+15/+10/+5|
+9|
+5|
+5| Smite Aberration 4/day
16th|
+16/+11/6/+1|
+10|
+5|
+5|Second Thoughts|
17th|
+17/+12/+7/+2|
+10|
+5|
+5|Warp Reality 5/day|
18th|
+18/+13/+8/+3|
+11|
+6|
+6|Notice the Pattern|
19th|
+19/+14/+9/+4|
+11|
+6|
+6|
20th|
+20/+15/+10/+5|
+12|
+6|
+6|Subject Mastery, Smite Aberration 5/day, Warp Reality 6/day [/table]
Aura of Law (Ex) A paladin of science has an Aura of Law equal to his paladin of science level.
Detect Unnatural (Ex) A paladin of science can detect a monster whose existence defy any and all logical reasoning. Such monsters, collectively called Unnaturals, are those with the Aberration subtype, Undead subtype and Ooze stubtype, are detected as if he was detecting evil with the detect evil spell.
Smite Unnatural (Ex) Once per day, a paladin of science may attempt to smite a monster considered Unnatural (as defined above) with one normal melee attack. He adds his intelligence bonus (if any) to his attack roll and deals 1 extra point of damage per paladin paladin of science level. If the paladin accidentally smites a creature that is not an aberration, the smite has no effect, but the ability is still used up for that day.
At 5th level, and at every five levels thereafter, the paladin of science may smite evil one additional time per day, as indicated on Table, to a maximum of five times per day at 20th level.
Unshakable Rationalisation (Ex) The Paladin of Science gets a bonus equal to his intelligence modifier (if any) to all saving throws.
Problem Solver (Ex) The paladin of science may take 10 on any intelligence check without any penalty, even when in combat, without increasing the time needed to perform the action
Aura of Discovery (Ex) Beginning at 3rd level, a paladin of science is so excited by the thought of stumbling on new discoveries that he is immune to fear (magical or otherwise). This excitement is so apparent that each ally within 10 feet of him gains a +4 morale bonus on saving throws against fear effects. This ability functions while the paladin is conscious, but not if he is unconscious or dead.
Scientific Knowledge (Ex) A paladin of science is so well versed in the sciences that he adds double his intelligence modifier to Knowledge (mathematics), Knowledge (physics), Knowledge (chemistry), Knowledge (biology) rather than his intelligence modifier.
Practical Scientist (Ex)
If any of the following: Knowledge (biology), Knowledge (Maths), Knowledge ( physics), Knowledge (chemistry) have 3+ paladin level ranks, then the paladin gets the benefits (respectivly): Crafted potions have +3 to DC, +1 to AC and to attack rolls, +2 to melee damage, resistance (5) against acid, fire and electricity.
Warp Reality (Su) Starting at 5th level, a Paladin of Science is so in tune with the universe that he may perform feats which are indistinguishable from magic for any observer. Once a day, he may cast a spell as if he was a wizard with that spell prepared with caster level equal to his paladin of science level - 4. He may not use this ability to cast spells have that an experience or costly material component, not may he cast spells from the divination school. Spells cast in such a manner cannot be countered or dispelled nor are they subject to armor spell failure, but they are subject to spell resistance if the spell is.
He may use this ability an additional one time per day to a maximum of 6 times per day at level 20.
Curious Mind (Ex) The paladin may now gain the benefits of the Practical Scientist ability even if he only has as many ranks as his paladin of science level in that skill.
Specialist Subject (Ex) A paladin of science chooses to specialise in either of physics, mathematics, biology or chemistry and gains the following additional benefits as long as he would gain any benefit from the relevant knowledge skill with practical scientist (which stack with any bonuses granted by practical scientist):
Maths - gets a +1 untyped bonus on all skill checks and attack rolls (This bonus to attack stacks with the previous +1 bonus to attack for a total of +2).
Biology - immunity to negative levels, can bestow 1 negative level as a standard action with a touch. Negative levels so bestowed are not permanent, like those gained by the spell Enervation
Physics - Double range increment on all ranged or thrown weapons (does not stack with any magical enchantments that increase range), +1 to damage with all ranged weapons. If the paladin of science attempts to damage a structure or inanimate object by any means, he deals double damage. The object need not be unattended, but objects that are animated due to magic (such as constructs) are not subject to this extra damage.
Chemistry - Gains Brew Potion Feat, can craft potions as a Cleric with caster level equal to paladin of science level - 6.
Over Thinker (Ex) By spending a standard action analyzing his current situations, the paladin of science gets a further insight bonus to a check equal to his intelligence modifier (if any) made within the next two rounds, this includes checks made as reactions to other actions (such as saving throws against spells cast against you)
Self Doubt (Ex) The paladins obsession with empirical validation makes him particularly resistant to being fooled by illusions. Once per day, if he fails a will save to recognize an illusion as such, he may re roll.
Second Thoughts (Ex) If the first time around he is unsure, he looks into the situations more closely. He gets a further insight bonus equal to his intelligence modifier to his second saving throw against illusions.
Notice the Pattern (Ex) The paladin of science is able to formulate plans of action quickly thanks to his uncanny ability to notice patterns in nature, and his enemy's tactics. He needs only spend a move action to gain the benefits of Over Thinker.
Subject Mastery (Ex) The paladin has reached the pinnacle of understanding in his chosen specialist subject. As long as he gains the bonus due to practical scientist form his chosen knowledge field, the paladin of science gains the following benefits:
Mathematics: Immunity to Mind Effecting effects, weapons wielded threated as having the 'axiomatic' ability.
Physics: Time Stop (as the spell) 1/day, Teleport (as the spell, caster level 20) 1/day.
Biology: Triple critical range or creatures with a discernible anatomy (Doesn't stack with any other source that increase the critical range of a weapon), all weapons treated as being poisoned by the poison spell (DC 17).
Chemistry: Immunity to acid, fire and electricity. Immunity to death effects. Immunity to petrification.
This class isn't wholly intended for serious play however I've tried to make it as balanced as I could. I hope some of you here might have room for a little oddball campgain where such a class would fit.
So I present to you:
The Paladin of Science
While wizards flaunt their power as some sort of right after a lifetime of sacrifice, sorcerers submerge theirs in tall tales of mysterious dragon ancestors and clerics half heartedly attribute their gifts to a deity or some philosophical cause.
Most of those not practiced with the magical arts resign themselves into believing the rumors, but for a Paladin of Science this only shows that these so called masters of the mystic arts do not have a clue what they are talking about.
Dedicating his life to logic, reason and understanding, the Paladin of Science survives by his brain and brawn, overcoming challenges those of lessor heart would consider imposable, and particularly powerful Paladins of Science baffle even the most studious wizards with their ability to perform feats that are indistinguishable from magic.
Alignment Restriction A Paladin of Science must be lawful neutral, as the adherence to systematic problem solving methods and unbiased morality are most conductive to the scientific method, although some ex paladins of science may be of a different alignment.
Hit Dice d10
Class Skills Appraise(int), climb (str), Concentration (con), craft(int), diplomacy (cha), disable device(int), gather information(int), heal (wis), intimidate (cha), jump (str), knowledge(all) (int), alchemy (int),profession (wis), search(int), sense motive (wis), spot (wis), use magic device (cha)
Skill points at first level (4 + int mod)*4
Skill points at ever level after 4 + int mod
Proficiencies A paladin of science is proficient with all simple and martial weapons, and light, medium and heavy armor as well as all shields (except tower shields).
{table=head]Level|Base Attack Bonus|Fort Save|Ref Save|Will Save|Special
1st|
+1|
+2|
+0|
+0|Aura of Law, Detect Unnatural, Smite Unnatural 1/day
2nd|
+2|
+3|
+0|
+0| Unshakable Rationalisation, Problem Solver
3rd|
+3|
+3|
+1|
+1|Aura Of Discovery, Scientific Knowledge
4th|
+4|
+4|
+1|
+1|Practical Scientist
5th|
+5|
+4|
+1|
+1|Smite Aberration 2/day, Warp Reality 1/day
6th|
+6/+1|
+5|
+2|
+2|Curious Mind
7th|
+7/+2|
+5|
+2|
+2|
8th|
+8/+3|
+6|
+2|
+2|Warp Reality 2/day
9th|
+9/+4|
+6|
+3|
+3|Specialist Subject|
10th|
+10/+5|
+7|
+3|
+3|Smite Aberration 3/day
11th|
+11/+6/+1|
+7|
+3|
+3|Warp Reality 3/day, Over Thinker|
12th|
+12/+7/+2|
+8|
+4|
+4||
13th|
+13/+8/+3|
+8|
+4|
+4|Self Doubt|
14th|
+14/+9/+4|
+9|
+4|
+4|Warp reality 4/day|
15th|
+15/+10/+5|
+9|
+5|
+5| Smite Aberration 4/day
16th|
+16/+11/6/+1|
+10|
+5|
+5|Second Thoughts|
17th|
+17/+12/+7/+2|
+10|
+5|
+5|Warp Reality 5/day|
18th|
+18/+13/+8/+3|
+11|
+6|
+6|Notice the Pattern|
19th|
+19/+14/+9/+4|
+11|
+6|
+6|
20th|
+20/+15/+10/+5|
+12|
+6|
+6|Subject Mastery, Smite Aberration 5/day, Warp Reality 6/day [/table]
Aura of Law (Ex) A paladin of science has an Aura of Law equal to his paladin of science level.
Detect Unnatural (Ex) A paladin of science can detect a monster whose existence defy any and all logical reasoning. Such monsters, collectively called Unnaturals, are those with the Aberration subtype, Undead subtype and Ooze stubtype, are detected as if he was detecting evil with the detect evil spell.
Smite Unnatural (Ex) Once per day, a paladin of science may attempt to smite a monster considered Unnatural (as defined above) with one normal melee attack. He adds his intelligence bonus (if any) to his attack roll and deals 1 extra point of damage per paladin paladin of science level. If the paladin accidentally smites a creature that is not an aberration, the smite has no effect, but the ability is still used up for that day.
At 5th level, and at every five levels thereafter, the paladin of science may smite evil one additional time per day, as indicated on Table, to a maximum of five times per day at 20th level.
Unshakable Rationalisation (Ex) The Paladin of Science gets a bonus equal to his intelligence modifier (if any) to all saving throws.
Problem Solver (Ex) The paladin of science may take 10 on any intelligence check without any penalty, even when in combat, without increasing the time needed to perform the action
Aura of Discovery (Ex) Beginning at 3rd level, a paladin of science is so excited by the thought of stumbling on new discoveries that he is immune to fear (magical or otherwise). This excitement is so apparent that each ally within 10 feet of him gains a +4 morale bonus on saving throws against fear effects. This ability functions while the paladin is conscious, but not if he is unconscious or dead.
Scientific Knowledge (Ex) A paladin of science is so well versed in the sciences that he adds double his intelligence modifier to Knowledge (mathematics), Knowledge (physics), Knowledge (chemistry), Knowledge (biology) rather than his intelligence modifier.
Practical Scientist (Ex)
If any of the following: Knowledge (biology), Knowledge (Maths), Knowledge ( physics), Knowledge (chemistry) have 3+ paladin level ranks, then the paladin gets the benefits (respectivly): Crafted potions have +3 to DC, +1 to AC and to attack rolls, +2 to melee damage, resistance (5) against acid, fire and electricity.
Warp Reality (Su) Starting at 5th level, a Paladin of Science is so in tune with the universe that he may perform feats which are indistinguishable from magic for any observer. Once a day, he may cast a spell as if he was a wizard with that spell prepared with caster level equal to his paladin of science level - 4. He may not use this ability to cast spells have that an experience or costly material component, not may he cast spells from the divination school. Spells cast in such a manner cannot be countered or dispelled nor are they subject to armor spell failure, but they are subject to spell resistance if the spell is.
He may use this ability an additional one time per day to a maximum of 6 times per day at level 20.
Curious Mind (Ex) The paladin may now gain the benefits of the Practical Scientist ability even if he only has as many ranks as his paladin of science level in that skill.
Specialist Subject (Ex) A paladin of science chooses to specialise in either of physics, mathematics, biology or chemistry and gains the following additional benefits as long as he would gain any benefit from the relevant knowledge skill with practical scientist (which stack with any bonuses granted by practical scientist):
Maths - gets a +1 untyped bonus on all skill checks and attack rolls (This bonus to attack stacks with the previous +1 bonus to attack for a total of +2).
Biology - immunity to negative levels, can bestow 1 negative level as a standard action with a touch. Negative levels so bestowed are not permanent, like those gained by the spell Enervation
Physics - Double range increment on all ranged or thrown weapons (does not stack with any magical enchantments that increase range), +1 to damage with all ranged weapons. If the paladin of science attempts to damage a structure or inanimate object by any means, he deals double damage. The object need not be unattended, but objects that are animated due to magic (such as constructs) are not subject to this extra damage.
Chemistry - Gains Brew Potion Feat, can craft potions as a Cleric with caster level equal to paladin of science level - 6.
Over Thinker (Ex) By spending a standard action analyzing his current situations, the paladin of science gets a further insight bonus to a check equal to his intelligence modifier (if any) made within the next two rounds, this includes checks made as reactions to other actions (such as saving throws against spells cast against you)
Self Doubt (Ex) The paladins obsession with empirical validation makes him particularly resistant to being fooled by illusions. Once per day, if he fails a will save to recognize an illusion as such, he may re roll.
Second Thoughts (Ex) If the first time around he is unsure, he looks into the situations more closely. He gets a further insight bonus equal to his intelligence modifier to his second saving throw against illusions.
Notice the Pattern (Ex) The paladin of science is able to formulate plans of action quickly thanks to his uncanny ability to notice patterns in nature, and his enemy's tactics. He needs only spend a move action to gain the benefits of Over Thinker.
Subject Mastery (Ex) The paladin has reached the pinnacle of understanding in his chosen specialist subject. As long as he gains the bonus due to practical scientist form his chosen knowledge field, the paladin of science gains the following benefits:
Mathematics: Immunity to Mind Effecting effects, weapons wielded threated as having the 'axiomatic' ability.
Physics: Time Stop (as the spell) 1/day, Teleport (as the spell, caster level 20) 1/day.
Biology: Triple critical range or creatures with a discernible anatomy (Doesn't stack with any other source that increase the critical range of a weapon), all weapons treated as being poisoned by the poison spell (DC 17).
Chemistry: Immunity to acid, fire and electricity. Immunity to death effects. Immunity to petrification.