RTGoodman
2007-11-24, 01:41 AM
The Marshal is mainly seen as a 1-level dip for Paladin/Diplomancers/whatever, but I really like the aura ability. I think that it would work well as a Paladin ability, and it's pretty simple switch (lose spellcasting, gain aura abilties), but how does the progression of new auras and things like that sound? Too powerful, too much, etc.? Also, the name is sort of lame, but I couldn't think of anything better.
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Paladin Variant: Warleader
The warleader paladin is a natural leader, and by giving up his connection to divine spellcasting he can instead give boosts to himself and his allies. The warleader paladin class features are identical to that of the standard paladin, with the following exceptions.
Spellcasting: A warleader paladin does not gain any spellcasting abilities. He never gains the ability to cast paladin spells, has no paladin spell list, and cannot use spell trigger items (unless he has the spell on another classes spell list).
Auras (Ex): The warleader paladin exerts an effect on allies in his vicinity. He can learn to produce different effects, or auras, over the course of his career. The warleader paladin may project one minor aura (starting at 4th level) and one major aura (starting at 8th level) at a time.
Projecting an aura is a swift action. The aura remains in effect until the warleader paladin uses a free action to dismiss it or activates another aura of the same kind (major or minor). A warleader paladin can have an aura active continually; thus, an aura can be in effect at the start of a combat encounter even before the warleader paladin takes his first turn.
Activating an aura involves haranguing, ordering, directing, encouraging, cajoling, or calming allies. A paladin sizes up the enemy, allies, and the terrain, then gives allies the direction that they can use to do their best.
Unless otherwise noted, a paladin’s aura affects all allies within 60 feet (including himself) who can hear the paladin. An ally must have an Intelligence score of 3 or higher and be able to understand the paladin's language to gain the bonus. A warleader paladin's aura is dismissed if he is dazed, unconscious, stunned, paralyzed, or otherwise unable to be heard or understood by his allies.
A warleader paladin can use one minor aura of his choice starting at 4th level. As his warleader paladin level increases, he gains access to new auras, as indicated on Table 1.1: Warleader Paladin Auras.
All bonuses granted by a warleader paladin's auras are circumstance bonuses that do not stack with each other.
Minor Aura: A minor aura lets allies add the warleader paladin's Charisma bonus (if any) to certain rolls. The list of auras is identical to that of the Marshal (see the Miniatures Handbook), plus the additional auras listed below.
Major Aura: Beginning at 8th level, a warleader paladin can project a major aura in addition to his minor aura. A major aura lets allies add +1 to certain rolls. This bonus improves by +1 at 12th level, 16th level, and 20th level. This list of auras is identical to that of the Marshal (see the Miniatures Handbook), plus the additional auras listed below.
{table=head]Level | Minor [br]Auras [br]Known | Major [br]Auras [br]Known
1st | -- | --
2nd | -- | --
3rd | -- | --
4th | 1 | --
5th | 1 | --
6th | 2 | --
7th | 2 | --
8th | 2 | 1
9th | 3 | 1
10th | 3 | 1
11th | 4 | 2
12th | 4 | 2
13th | 5 | 2
14th | 5 | 3
15th | 6 | 3
16th | 6 | 3
17th | 7 | 4
18th | 7 | 4
19th | 8 | 4
20th | 8 | 5[/table]
New Minor Auras:
???
New Major Auras
-Motivate Healing: Bonus to caster level for Conjuration (Healing) spells cast in the aura’s area.
-Motivate Resistance: Spell Resistance equal to 10 + (5 x major aura bonus). For example, a 17th level paladin (a +3 bonus) gives all allies within 60 feet SR 25.
______________________________
Paladin Variant: Warleader
The warleader paladin is a natural leader, and by giving up his connection to divine spellcasting he can instead give boosts to himself and his allies. The warleader paladin class features are identical to that of the standard paladin, with the following exceptions.
Spellcasting: A warleader paladin does not gain any spellcasting abilities. He never gains the ability to cast paladin spells, has no paladin spell list, and cannot use spell trigger items (unless he has the spell on another classes spell list).
Auras (Ex): The warleader paladin exerts an effect on allies in his vicinity. He can learn to produce different effects, or auras, over the course of his career. The warleader paladin may project one minor aura (starting at 4th level) and one major aura (starting at 8th level) at a time.
Projecting an aura is a swift action. The aura remains in effect until the warleader paladin uses a free action to dismiss it or activates another aura of the same kind (major or minor). A warleader paladin can have an aura active continually; thus, an aura can be in effect at the start of a combat encounter even before the warleader paladin takes his first turn.
Activating an aura involves haranguing, ordering, directing, encouraging, cajoling, or calming allies. A paladin sizes up the enemy, allies, and the terrain, then gives allies the direction that they can use to do their best.
Unless otherwise noted, a paladin’s aura affects all allies within 60 feet (including himself) who can hear the paladin. An ally must have an Intelligence score of 3 or higher and be able to understand the paladin's language to gain the bonus. A warleader paladin's aura is dismissed if he is dazed, unconscious, stunned, paralyzed, or otherwise unable to be heard or understood by his allies.
A warleader paladin can use one minor aura of his choice starting at 4th level. As his warleader paladin level increases, he gains access to new auras, as indicated on Table 1.1: Warleader Paladin Auras.
All bonuses granted by a warleader paladin's auras are circumstance bonuses that do not stack with each other.
Minor Aura: A minor aura lets allies add the warleader paladin's Charisma bonus (if any) to certain rolls. The list of auras is identical to that of the Marshal (see the Miniatures Handbook), plus the additional auras listed below.
Major Aura: Beginning at 8th level, a warleader paladin can project a major aura in addition to his minor aura. A major aura lets allies add +1 to certain rolls. This bonus improves by +1 at 12th level, 16th level, and 20th level. This list of auras is identical to that of the Marshal (see the Miniatures Handbook), plus the additional auras listed below.
{table=head]Level | Minor [br]Auras [br]Known | Major [br]Auras [br]Known
1st | -- | --
2nd | -- | --
3rd | -- | --
4th | 1 | --
5th | 1 | --
6th | 2 | --
7th | 2 | --
8th | 2 | 1
9th | 3 | 1
10th | 3 | 1
11th | 4 | 2
12th | 4 | 2
13th | 5 | 2
14th | 5 | 3
15th | 6 | 3
16th | 6 | 3
17th | 7 | 4
18th | 7 | 4
19th | 8 | 4
20th | 8 | 5[/table]
New Minor Auras:
???
New Major Auras
-Motivate Healing: Bonus to caster level for Conjuration (Healing) spells cast in the aura’s area.
-Motivate Resistance: Spell Resistance equal to 10 + (5 x major aura bonus). For example, a 17th level paladin (a +3 bonus) gives all allies within 60 feet SR 25.