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    Default Alternate Class Features For All Classes (Feats/ACFs, P.E.A.C.H.)

    Paladin


    "Faith is my bulwark, and conviction holds up my shield. May all those who dishonor the light, and who fall against the bastion of my soul be devoured by the endless beauty of the world, and the hope that carries my burdens."
    ~Sirion, the Shining One


    Alternate Class Features:
    Sacred Bulwark [Paladin]
    The paladin sacrifices their connection to the heavens, and instead becomes able to protect his mortal connections, his mortal companions. He gains a celestial shield, and is able to use it to defend his allies.
    Level: 5th
    Replaces: Special Mount
    Benefits: The Paladin may summon a shield a number of times per day equal to his Wisdom or Charisma modifier (whichever is higher). The shield may be any light shield, and the Paladin may make it a heavy shield, but the shield loses a +1 enhancement bonus (the enhancement bonus may not be made below +1). He may make it a tower shield, but the shield loses +2 of its enhancement bonus. While the shield is in existence, the Paladin gains an Insight bonus to Armor Class equal to his Wisdom or Charisma modifier (whichever is higher), in addition to the shield's normal Armor bonus. The shield is summoned as a free action at any time, and lasts for one hour, or until dismissed. The shield deals damage on a shield bash as if it were a weapon two size categories larger than it really is. When a Paladin calls the shield it has a total of one-half the Paladin's class level in enhancement bonuses to spread the special qualities, an offensive enhancement, and an defensive enhancement. Points spent on the offensive enhancement treat the shield as being a magical weapon of the same amount of points invested into it. Defensive points further increase the AC granted by the shield, giving an extra +1 to Insight bonus to AC per point invested into the defensive enhancement. Thus, a level 8 Paladin with a 16 Wisdom and 12 Charisma who uses three of his points in the offensive enhancement and one point for the defensive enhancement would treat the shield as a +3 weapon, meaning he would gain an extra +3 to-hit and damage and gain a +4 Insight bonus to Armor Class rather than the normal base bonus of +3. Neither the offensive or defensive enhancement may exceed a +5 bonus. The ability is supernatural, but the shield itself is not, and persists in Antimagic Fields, and cannot be dispelled. When the enhancement bonus from the shield reaches +11, it is no longer capped at +5 effective enhancement bonus.

    Spoiler
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    {table=head]Level Available|Special Ability

    5
    |Bashing

    5
    |Light Fortification

    5
    |Arrow Catching

    5
    |Blinding

    10
    |Holy

    10
    |Spell Resistance (15)

    10
    |Arrow Deflection

    10
    |Animated

    15
    |Ghost Touch

    15
    |Moderate Fortification

    15
    |Improved Acid/Cold/Electricity/Fire/Sonic Resistance

    15
    |Spell Resistance 20

    20
    |Reflecting

    20
    |Heavy Fortification

    20
    |Spell Resistance (25)

    20
    |Greater Acid/Cold/Electricity/Fire/Sonic Resistance[/table]

    Spoiler
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    Epic Ability
    {table=head]Level Available|Special Ability

    21st
    |Great Invulnerability (15/Magic)

    21st
    |Negating

    21st
    |Great Spell Resistance (SR 21)

    21st
    |Fire Warding/Cold Warding

    25th
    |Great Invulnerability (5/Epic)

    25th
    |Great Spell Resistance (SR 25)

    25th
    |Lightning Warding/Sonic Warding

    25th
    |Infinite Arrow Deflection

    30th
    |Exceptional Arrow Deflection

    30th
    |Great Invulnerability (10/Epic)

    30th
    |Force Warding

    30th
    |Great Spell Resistance (SR 29)

    30th
    |Great Reflection[/table]



    Aegis of the Incensed (Feat)
    Prerequisites: Smite Evil, Proficiency with Medium Shields, Base Attack Bonus +6
    Benefits: Whenever you make a smite attempt while you are wielding a shield, you are a treated as being one size category larger for the purposes of damage only, and you treat your weapon as if you were wielding it with two hands. In addition, you gain a bonus to attack rolls with your melee weapon equal to your Charisma modifier for 3 rounds after you make a successful shield bash, and you do not lose the Armor bonus to Armor Class after making a shield bash.


    Divine Partner [Paladin]
    The Paladin may summon an outsider, in accordance to his alignment, and fight with the forces that are aligned with him.
    Level: 5th
    Replaces: Special Mount
    Benefits: The Paladin may summon an outsider a number of times per day equal to his Wisdom or Charisma modifier (whichever is higher). The outsider that the paladin summons depends on his alignment and his levels.
    {table=head]Paladin Level|Lawful Good|Chaotic Good|Chaotic Evil|Lawful Evil
    5th-9th|Hound Archon|Bralani|Quasit|Imp
    10th-14th|Legion Archon|Noble Djinni (without wishes)|Vrock|Erinyes
    15th-19th|Trumpet Archon|Ghaele|Nalfeshnee|Ice Devil
    20th|Planetar|Planetar|Marilith|Horned Devil
    21+|Solar|Solar|Balor|Pit Fiend[/table]
    The outsiders summoned last for up to 5 rounds or until they die, and disappear after their duration ends, or when they die. No outsider so summoned may summon other outsiders. Summoning an outsider with this ability is a full round action. This is a supernatural ability, and the Outsider fades from existence when it enters an Anti-Magic Field.


    Light From Up On High [Paladin]
    The Paladin may form giant wings made of light, allowing him to fight in the skies as well.
    Level: 5th
    Replaces: Special Mount
    Benefits: The Paladin gains wings, with a shape and color depending on his alignment (see spoiler). A Paladin can use his wings to glide, negating damage from a fall from any height and allowing 20 feet of forward travel for every 5 feet of descent. The Paladin glides at a speed of 30 feet with average maneuverability. Even if the Paladinís maneuverability improves, he canít hover while gliding. A Paladin canít glide while carrying a medium or heavy load. If a Paladin becomes unconscious or helpless while in midair, his wings naturally unfurl, and powerful ligaments stiffen them. The Paladin descends slowly in a tight corkscrew and takes only 1d6 points of falling damage, no matter the actual distance of the fall.

    Starting at 8th level, the Paladin gains a fly speed of 30 feet with average maneuverability. A Paladin canít fly while carrying a medium or heavy load or while fatigued or exhausted. A Paladin can safely fly for a number of consecutive rounds equal to his Constitution modifier (minimum 1 round). He can double this length of flight but is fatigued by such exertion. The Paladin is likewise fatigued after spending a total of more than 10 minutes per day flying. Because a Paladin can glide before, after, and between rounds of actual flight, he can remain aloft for extended periods, even if he can only use flight for 1 round at a time without becoming fatigued.

    When the Paladin reaches level 14, he has enough stamina and prowess to fly without tiring. He can fly at a speed of 30 feet (average maneuverability) with no more exertion than walking or running.

    This ability is extraordinary, the wings, although granted via the magic of the Paladin's devotion, are thoroughly mundane in practice.
    Spoiler
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    • Lawful Good: A pure white, the wings appear as four, slender oval-esque objects, without feathers.
    • Chaotic Good: A golden color, the wings appear as a pair of giant, feathery bird wings.
    • Chaotic Evil: A deep crimson, the wings appear as four, scaly objects, roughly the same shape as the wings granted by being Lawful Good.
    • Lawful Evil: A dark black, the wings are a pair of giant, feathery crow wings.



    Justice Is My Arm, Retribution Is In My Eye [Paladin]
    The Paladin may summon a weapon, a weapon that burns with the shining light of justice.
    Level: 5th
    Replaces: Special Mount
    Benefits: The Paladin may summon a martial or simple melee weapon (or an exotic melee weapon, but the weaponís effective enhancement bonus is reduced by 1) as a swift action. The weapon has an effective enhancement bonus equal to one half of the Paladinís Paladin levels (although there is still the +5 cap on the applicable enhancement bonus). He may use the effective enhancement bonus to add weapon enchantments to his weapons, available to him as on the following table.

    Spoiler
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    {table=head]Level Available|Enchantment

    5th
    |Bane|

    5th
    |Defending|

    5th
    |Flaming/Frost/Shock|

    5th
    |Keen|

    5th
    |Merciful|

    10th
    |Unholy/Axiomatic/Holy/Anarchic*|

    10th
    |Spell Storing|

    10th
    |Disruption|

    10th
    |Mighty Cleaving|

    10th
    |Throwing|

    15th
    |Flaming Burst/Icy Burst/Shocking Burst|

    15th
    |Wounding|

    15th
    |Speed|

    15th
    |Ghost-Touch|

    15th
    |Attuned|

    20th
    |Vorpal|

    20th
    |Brilliant|

    20th
    |Dancing|

    20th
    |Righteous|

    20th
    |Winged|[/table]
    *To use this weapon enchantment, you must have an alignment that matches the alignment of the specific enchantment.

    The weapon lasts for up to 1 hour before dissipating. If the weapon ever leaves the Paladinís possession without his permission, it similarly dissipates. This is a supernatural ability, although the weapon is not, and does not disappear in Anti-Magic Fields.


    Long Arm of the Law [Paladin]
    The Paladin may summon a bow or cross bow from the realm that gives him power.
    Level: 5th
    Replaces: Special Mount
    Benefits: The Paladin may summon a martial or simple ranged weapon (or an exotic ranged weapon, but the weaponís effective enhancement bonus is reduced by 1) as a swift action. The weapon has an effective enhancement bonus equal to one half of the Paladinís Paladin levels (although there is still the +5 cap on the applicable enhancement bonus). He may use the effective enhancement bonus to add weapon enchantments to his weapons, available to him as on the following table.

    Spoiler
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    {table=head]Level Available|Enchantment

    5th
    |Bane|

    5th
    |Flaming/Frost/Shock|

    5th
    |Distance|

    5th
    |Merciful|

    5th
    |Returning|

    10th
    |Unholy/Axiomatic/Holy/Anarchic*|

    10th
    |Flaming Burst/Icy Burst/Shocking Burst|

    10th
    |Crippling

    15th
    |Speed|

    15th
    |Zen|

    15th
    |Splitting|

    20th
    |Brilliant Energy|

    20th
    |Righteousness|

    20th
    |Moonsilver|

    20th
    |Volley|

    20th
    |Winged|[/table]
    *To use this weapon enchantment, you must have an alignment that matches the alignment of the specific enchantment.

    As long as the weapon is in existence, the Paladin may make up to 12 arrows or bolts as a move action. These arrows or bolts are mundane. The weapon lasts for up to 1 hour before dissipating. If the weapon ever leaves the Paladinís possession without his permission, it similarly dissipates. This is a supernatural ability, although the weapon is not, and does not disappear in Anti-Magic Fields. In addition, the Paladin adds the following spells to his spell list:
    Spoiler
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    1st: Arrow MindSpC, Guided ShotSpC, HawkeyeSpC and Sniper's ShotSpC.

    2nd: Exacting ShotSpC.

    3rd: ArrowstormSpC and Mark of the HunterSpC.

    4th: Implacable PursuerSpC.


    Divine Savant (Paladin)
    The Paladin is able to cast spells that would otherwise be beyond him.
    Level: 4th
    Replaces: Turn Undead, Special Mount
    Benefits: The Paladin directly replaces his Turn Undead ability with this ability, and does not recieve the special mount class feature, at level 5, as well. The Paladinís spells prepared becomes as follows:
    Spoiler
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    {table=head]Level|1st|2nd|3rd|4th|5th|6th
    1st
    |-|-|-|-|-|-
    2nd
    |-|-|-|-|-|-
    3rd
    |-|-|-|-|-|-
    4th
    |1|-|-|-|-|-
    5th
    |1|-|-|-|-|-
    6th
    |1|-|-|-|-|-
    7th
    |2|1|-|-|-|-
    8th
    |2|1|-|-|-|-
    9th
    |2|1|-|-|-|-
    10th
    |2|2|1|-|-|-
    11th
    |3|2|1|-|-|-
    12th
    |3|2|1|-|-|-
    13th
    |3|2|2|1|-|-
    14th
    |3|3|2|1|-|-
    15th
    |4|3|2|1|-|-
    16th
    |4|3|2|2|1|-
    17th
    |4|3|3|2|1|-
    18th
    |4|4|3|2|1|-
    19th
    |5|4|3|3|2|1
    20th
    |5|4|3|3|2|2[/table]


    In addition, he adds the following spells to his spell list. In order to cast a spell, he must still have a Wisdom score equal to the level of the spell +10. His caster level becomes equal to his Paladin level. In addition, he may choose one domain from the Good, Law, Healing, Strength, Sun, War and Protection domains, and add all spells from those domains to his spell list, as well as gaining the Domain ability.
    Spoiler
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    5th: Atonement, Commune, Hallow, Plane Shift, Righteous Might, Spell Resistance, True Seeing, Mass Cure Light Wounds and Disrupting Weapon.
    6th: Banishment, Blade Barrier, Mass Cure Moderate, Heal, Greater Dispel Magic, Find the Path, Undeath to Death, Heroesí Feast, Mass Bullís Strength, Mass Eagleís Splender, Mass Owlís Wisdom and Geas.



    One Thousand Hands (Paladin)
    The Paladin becomes an especially adept hospitaler, able to help her allies become stronger, as well as to heal them.
    Level: 1st
    Replaces: Smite Evil
    Benefits: Once per encounter at first level, and an additional time per encounter at 5th level, and every five levels thereafter (10th, 15th etc etc) the Paladin may grant all allies within 30 feet of himself Fast Healing equal to one half of his Paladin levels for a number of rounds equal to his Charisma modifier as a move action, or he can give them a sacred bonus to Attack and Damage rolls equal to one half of his Paladin levels for 3 rounds as a standard action, or he can grant them each a single move action, as a swift action (he may not grant himself a move action with this ability). This is a supernatural ability.


    Weapon Qualities
    Spoiler
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    Righteous (Weapon Quality)
    A righteous weapon empowers the wielder after the wielder makes a smite attempt. The wielder gains a sacred bonus to damage and attack rolls when making a smite equal to the Righteous weaponís total magic bonus (including the bonus that is subsumed from weapon enhancements), and you gain a sacred bonus to Armor Class and to damage rolls equal to the total magic bonus (including the bonus that is subsumed from weapon enhancements) for 3 rounds afterward.
    Strong transmutation; CL 14th; Craft Magical Arms and Armor, Holy Sword, Greater Magic Weapon; Price +3 bonus

    Attuned (Weapon Quality)
    An attuned weapon automatically grants the wielder any bonuses he might gain from a feat that is for a single weapon when wielding the attuned weapon. In addition, the wielder of the attuned weapon may cast a single weapon-like spell through the weapon as a melee attack per round. The wielder gains a bonus to damage and attack rolls (superseding the enhancement bonus from the weapon itself) equal to their caster level. The bonus from this ability may not exceed the total magic bonus that the weapon has (including the bonus that is subsumed from weapon enhancements).
    Medium transmutation; CL 11th; Craft Magical Arms and Armor, Mageís Sword, Mageís Lucubration; Price +3 bonus

    Winged (Weapon Quality)
    A winged weapon allows itís wielder to fly. As long as the wielder is wielding the weapon, he or she is lifted up by wings attached to the hilt of the weapon, granting him a 30 foot fly speed with a maneuverability of (Poor). In addition, the wings may grant you, once per encounter, a deflection bonus to Armor Class for one attack equal to the enhancement bonus of the weapon; activating this ability is an immediate action.
    Major transmutation; CL 9; Craft Magical Arms and Armor, Overland Flight; Price +2

    Zen (Weapon Quality)
    A zen weapon may only be a ranged weapon. A zen weapon grants its wielder a bonus to Armor Class and Reflex saves equal to the wielderís Wisdom modifier for one round after make a ranged attack with it. In addition, the wielder may make a spot check (DC = 10 + Targetís HD) in order to ignore a targetís Damage Reduction for the rest of the encounter, as a move action.
    Moderate divination; CL 10; Craft Arms and Armor, True Seeing; Price +3

    Crippling (Weapon Quality)
    The crippling enchantment may only be applied to a piercing or slashing weapon. A crippling weapon is able to slow opponents. Every time the wielder of the crippling weapon makes an attack on a target, that target must make a Fortitude save (DC 13 + the weaponís enhancement bonus + Wielderís Charisma modifier) or have their movement speeds cut in half. If the weapon is used on an opponent more than once, and their fail their save both times, their speeds fall to one half base, minus 5 feet for each save failed beyond the first. The target may not have their movement speeds reduced below 5 feet in this way. Whenever the wielder of the Crippling weapon makes a full attack against a creature, that creature loses their 5-foot-step for the round.
    Moderate transmutation; CL 6; Craft Arms and Armor, Slow; Price +2

    Volley (Weapon Quality)
    The volley enchantment may only be applied to a ranged weapon. The wielder of the volley weapon may, once per encounter, make a number of attacks equal to the enhancement bonus of the weapon (not including the bonuses removed by weapon qualities), each at the wielderís highest attack bonus. In addition, the wielder may make an additional ranged attack with every full attack made with the Volley weapon, at half of the highest attack bonus the wielder has with the weapon.
    Major evocation; CL 10; Craft Arms and Armor, Acid Arrow, Flame Arrow; Price +4

    Moonsilver (Weapon Quality)
    The moonsilver enchantment may only be applied to a ranged weapon. The wielder of the moonsilver weapon may change the material of ammunition being fired from the weapon to Alchemical Silver, Adamantine, Cold Iron, or Mithral as a swift action, once per encounter. The bow fires projectiles that are treated as if they are of that material for 5 rounds.
    Moderate transmutation; CL ; Craft Arms and Armor, Greater Magic Weapon; Price +1


    Shield Qualities
    Spoiler
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    Force Warding (Shield/Armor Quality)
    The Force Warding armor or shield absorbs the first 50 points of force damage per round that the wearer would normally take.
    Caster Level: 29th; Prerequisites: Craft Magic Arms and Armor, Epic Craft Magic Arms and Armor, Wall of Force; Market Price: +9 bonus.
    Last edited by unosarta; 2011-09-20 at 11:57 PM.
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