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    Dec 2010
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    Default Re: GitP PrC Contest XXXVI: Traditionally Speaking!


    The road to the abyss is made of good intentions.

    No one thinks of themselves as Evil; most just live their days out, trying their best to follow the laws of the land, keeping their heads down.

    But some see the problems with the world; that no-one is good enough. They see that they have to fix this problem, even if they themselves have to go to the Abyss.

    After all, a glorious bastion of good like them has to be an angel, right? And what better place for an angel than in hell, trying to help the devils?

    First you need to sell your soul to a Devil; now, this might sound like it's an evil act, but really, it was just holding you back. Your sight has been all the clearer since it... left.

    This class is based upon the premise of "righteous" and "unrighteous" behavior, terms that are not relevant rules-wise outside of this class.

    However, for the purposes of this prestige class, "righteous" behavior is defined as behaving in accordance to the laws of the most relevant governing group, with the exception of any laws that prevent brutality on the part of the lawkeepers. Likewise, "unrighteous" behavior is defined as behavior that is intentionally contrary to the relevant laws. A Paladin is merciful, and will let you get away with minor infractions; after all, too harsh a hand will ruin the beautiful machinery of society.

    For example, a Paladin enters a small village, tasked by his superiors with burning out heretics. As dragging a man kicking and screaming to the town square to be burned before his family and friends as a warning is against the laws of the hamlet, the Paladin would be indulging in unrighteous behavior. However, due to the fact that he is under orders by his supervisors, and specific orders by a direct superior trump general laws, his acts are entirely righteous.

    An interesting note is that murder and violence in the name of society are righteous behavior, even if the society has laws against violence and murder; this is not to say that pacifism and calm discourse are unrighteous, but Paladins certainly have no issue with personally dealing with lawbreakers.

    Additionally, if two opposing groups both have relevant claims towards a given situation (such as if an Orc tribe are defending themselves from a town militia seeking to oust them from their homes), the Paladin simply chooses one set of laws, and holds the other set of laws as unrighteous.

    Don't we all sleep well, knowing we have such virtuous defenders?

    Alignment: Must be Lawful
    Class Features: Eldritch Blast 3d6
    Special: Must have slain an innocent to "prevent them from knowing suffering later." Must have done so with no remorse, and no regret. There must be sacrifices for the greater good, after all.

    Class Skills
    The Class Name's class skills (and the key ability for each skill) are....
    Skills Points at Each Level: 4 + int

    Hit Dice: d10

    {table=head]Level|Base Attack Bonus|Fort Save|Ref Save|Will Save|Special|Invocations|Smite Damage

    |Splintered Path, Righteous Presence, Fist of Proper Behavior|-|1d8

    |Touch of Mercy, Zealot's Vigor (Saves)|+1 level of Invocation-using Class|1d8

    |Chide Wayward Children, Aura of Conviction|+1 level of Invocation-using Class|2d8

    |Majesty of the Law (Mount), Book of the Law|+1 level of Invocation-using Class|2d8

    |Zealot's Cause (AC), Repair Broken Cogs|+1 level of Invocation-using Class|3d8

    |True Condemnation, Excise Tumors from Society|-|3d8

    |Majesty of the Law (Winning Hearts), Long Arm of the Law|+1 level of Invocation-using Class|4d8

    |Zealot's Cause (Health), Laws are Life|+1 level of Invocation-using Class|4d8

    |The Law is Truth|+1 level of Invocation-using Class|5d8

    |Perfect Harmony Forever|+1 level of Invocation-using Class|5d8[/table]

    Weapon Proficiencies: A Paladin gains proficiency in all martial weapons.

    At each level in this PrC except 1st and 6th, a Paladin increases their caster level and learns new invocations as if they had gained a level in whatever invocation-using class they already have levels in; this does not progress other class features, such as Eldritch Blast or a breath weapon.

    Splintered Path (Ex): A Paladin has thought about good and evil, and has come to the conclusion that he is good, like a wind taking the chaff away from the grains of wheat.

    A Paladin's alignment on the Moral axis automatically changes to Evil upon taking their first level of this class; they consider themselves above normal morality, and see nothing wrong with a little brutality to prove a point.

    In addition, they gain immunity to any effect, short of the direct intervention of a deity, that would alter their alignment. Instead, as long as they pursue righteous behavior, they consider themselves to be Good for the purposes of prerequisites; for all the rules they subject others to, they are the harshest on themselves. After all, others can be fixed with attentive care, and perhaps some... surgery, while the self can only be repaired through harsh work.

    Righteous Presence (Su): A Paladin is a paragon of Righteousness. Notice that the word "Goodness" was not spoken. They are not good. They are right.

    A Paladin has a Aura of equal strength to that of a Cleric of their level; this is always treated as if it were an Aura of Good as long as they do not act in an unrighteous manner, and as an Aura of their alignment otherwise. Paladins are always fastidious in their observance of laws, as they are key to their... self image.

    Fist of Proper Behavior (Sp): Sometimes, you need to punish the unrighteous in a direct manner, in the hope that, when they are dead, their sins will be wiped clean.

    Whenever a Paladin makes a melee attack against a creature that they know to be engaged in Unrighteous behavior, they may choose to forgo the normal damage that they would deal with their attack to instead deal damage equal to their Smite damage plus their caster level.

    If they choose to do this, they receive their Charisma bonus to attack rolls, they may apply any of their eldritch essences or class features that modify their eldritch blast to the attack, and the attack is treated as if it were a Smite Evil attempt.

    A Paladin may treat the dice from this class feature as if they were eldritch blast dice for the purpose of prerequisites, stacking with any eldritch blast dice they already have.

    This class feature counts as Smite Evil for the purpose of prerequisites.

    Touch of Mercy (Sp): Isn't it true that, after weeding out the dissidents, those that are left over need a little repair from the flailing of the ones removed? A Paladin sees this and understands.

    A Paladin of at least 2nd level may, as a Standard action, touch a creature to heal them for an amount of HP equal to the damage from their Fist of Proper Behavior class feature; in addition, they may remove any condition that they could inflict through the use of one of their eldritch essences.

    Alternatively, they can simply use Fist of Proper Behavior as a touch attack now; sometimes, the fallible need reminding.

    This class feature is treated as if it were Lay on Hands for prerequisites and the purposes of any feat or effect that alters or adds an effect to the damage healed by Lay on Hands.

    Zealot's Cause (Su): Some call Paladins mindless zealots. Paladins prefer to think of themselves as people who can do what needs to be done.

    A Paladin of at least 2nd level whose Aura of Righteousness is not displaying their true alignment receives their Charisma bonus to AC, as their actions in accordance to the law brings their bearing closer to the universal ideal; minor scuffs in their armor are buffed out when they wear them, mud seems to be lightly repelled, and the metal takes on a bright, hopeful sheen.

    A Paladin of at least 5th level who is benefiting from a bonus to AC from this ability also gains their Charisma bonus to all saves, as their flawless obsessions shield them from harm.

    A Paladin of at least 8th level that is benefiting from the bonus to AC from this class feature is immune to all sources of penalties, ability damage, and ability burn to their Charisma score and Charisma-based skill checks; a Paladin is always a strong, righteous figure, beautiful to behold.
    Chide Wayward Children (Su): One can hardly expect a person to cleave to laws that they don't know, can they? However, once taught, ignorance is no excuse.

    A Paladin of at least 3rd level may modify any of their spell-like abilities so that, in addition to the normal effects of the spell-like ability, they may also force the creature to roll a Will save against a DC of 10+Class Level+the Paladin's Charisma modifier, or have them become Aware.

    An Aware creature is treated as if they were wearing a Phylactery of Faithfulness at all moments for the remainder of their lives; they are allowed a Will save each day at dawn to remove this effect.

    This, of course, removes any excuse of ignorance on the part of those so blessed. In addition, any Aware creature that performs Unrighteous behavior is marked in a way unique to the Paladin that placed this effect on them; perhaps their eyes seem to not have pupils, or their hair turns a vibrant, bright green.

    Finally, once a creature has become Aware, their record is washed clean; they are no longer treated as if they were Unrighteous, until they perform an Unrighteous act.

    This is a Mind-Affecting ability.

    Aura of Conviction (Su): A Paladin cannot be the only one who stands up for a righteous lifestyle! Indeed, that would be most unfortunate...

    A Paladin of at least 3rd level constantly produces an aura that grants a morale bonus equal to their Charisma modifier to all Charisma based skill checks and to all Craft, Knowledge, and Profession skill checks, as long as those checks are performed as part of the pursuit of Righteous behavior.

    However, if a creature performs Unrighteous behavior within the radius of the Aura, the Paladin may make an attack of opportunity against them, which deals damage as with a Fist of Proper Behavior attack, regardless of whether or not the Paladin threatens that creature. Every creature within the aura is aware that they will be struck if they so much as walk a hair off the proper path.

    Majesty of the Law (Su): A Paladin cannot look like some bedraggled vagrant; they are the face of the law, and the law is beauty.

    A Paladin of at least 4th level shares all benefits of their Zealot's Cause class feature with any creature that they are currently riding, the beast's pelt and accoutrements cleaning themselves, becoming bright and beautiful.

    A Paladin of at least 7th level has become the beautiful face of the law; they gain a gaze attack that forces creatures to make a Will save against their Chide the Wayward Children class feature.

    In addition, the attitude of any Aware creature towards the Paladin or any other creature that makes or regulates laws start at Friendly, and improve by 1 step otherwise.

    Finally, any Aware creature treats any direct order by the Paladin as if it were a relevant law for the purpose of whether or not they are performing Righteous or Unrighteous behavior. A Paladin needs to take a Standard action to issue an order in combat, as they must place the full weight of their authority behind the words.

    Book of the Law (Su): A Paladin cannot enforce the law if they aren't aware of it, can they?

    A Paladin of at least 4th level automatically becomes Aware, if they weren't already. In addition, they may use Detect Evil at will as a Spell-Like ability; however, in their obsession for the observation of law, they see any creature that has performed Unrighteous behavior as Evil.

    How the Paladin responds to this is entirely based off of their personalities; some simply try to redeem the wayward children, while others see them as worthy of nothing more than death.

    Repair Broken Cogs (Su): It's a pity how some creatures simply go astray; a Paladin knows that, in their utter wisdom, sometimes creatures need to be... fixed.

    A Paladin of at least 5th level may, as part of a ritual that takes 24 hours, Fix a willing Aware creature. Once they have done so, that creature no longer receives Will Save to end their Awareness.

    Additionally, that creature treats any charm or compulsion effect that attempts to make them perform Unrighteous behavior as if it were a suicidal order, and they must perform a Will save against the DC of the Paladin's Chide the Wayward Child class feature to even perform any Unrighteous action.

    Finally, that creature's alignment shifts one step towards Lawful.

    True Condemnation (Su): Sometimes, it isn't enough to simply chastise a creature; examples must be made, after all.

    A Paladin of at least 6th level, whenever they would be able to apply their Chide the Wayward Child class feature, may instead choose to simply Condemn them.

    This causes the creature to make a Fortitude save against the same DC as their Chide the Wayward Child class feature; upon failing this save, they die from their lawbreaking ways, as they simply burst out of their skin in patterns of blood which serve to tell anyone who can read the precise patterns precisely which laws that the lawbreaker broke.

    This is a Death effect.

    Excise Tumors from Society (Su): A Paladin cannot work alone; this is a fundamental fact. Everyone must pitch in to aid in their crusade!

    A Paladin of at least 6th level may use Aid Another as an Immediate action; in addition, the next attack made by a creature that the Paladin performs an Aid Another for is augmented by either Chide the Wayward Child or True Condemnation, whichever would be more relevant.

    Long Arm of the Law (Su): It is simply amazing how many think that they can escape the reach of the law. It is a fool's gambit. The law is everywhere.

    A Paladin of at least 7th level that makes an attack of opportunity due to Aura of Conviction does not use up an attack of opportunity from their allotment that round; it would be ridiculous if punishment was curbed by something so pitiful.

    In addition, the Paladin may forgo performing an attack of opportunity to instead Silenced, as per the spell, for 1 round per caster level of the Paladin, as their traitorous words simply stop at their lips, thus preventing their heresy from spreading.

    Laws are Life (Su): It is true that laws are far more important in this world than such pitiful requirements such as food and sleep. The Paladin, in their mercy, extends such benefits to all that choose to see the true path.

    A Paladin of at least 8th level does not need to eat, sleep, or drink; the benefits of this do not apply on any day in which they perform an unrighteous act. This benefit (and restriction) also extends to any creature Fixed by the Paladin, or that is Aware and within the Paladin's Aura of Conviction.

    Laws are Truth (Su): Why do creatures choose to break laws? It must be madness; therefor it is.

    A Paladin of 9th level's ability to guide the wayward improves.

    The Paladin may apply Chide the Wayward Child to their Aura, affecting any non-Awakened creature that tries to enter. They must make this save once every 24 hours that they spend inside the aura.

    In addition, the Paladin's Chide the Wayward Child and True Condemnation class features now ignore any immunity to Mind-Affecting and Death effects that a creature may have; not even the dead escape the law.

    Perfect Harmony Forever (Su): In a Paladin's ideal world, the trains run on time, and they themselves are unneeded.

    Any creature that fails 2 consecutive saves against a Paladin's Chide the Wayward Child class feature automatically becomes Fixed, as per the Paladin's Repair Broken Cogs class feature. They need to succeed on 2 consecutive saves to lose their Awareness.

    In addition, any organization where at least half of it's members are Aware is treated as if all of it's members were within the Paladin's Aura of Conviction; any creature that joins the organization is treated as if they just entered the Paladin's Aura.

    Finally, a creature's Awareness is practically contagious; any creature that comes in contact with an item created through a Craft check augmented by the Paladin's Aura of Conviction, or that gains money through a Profession check augmented by the Paladin's Aura, must make a Will save against the Paladin's Chide the Wayward Child class feature. They are only forced to make this save once per day per object.

    You are a scythe through a field of the law-breaking. It is rather pathetic, the level of resistance that they give.
    Combat: A Paladin at first fights like any Warlock, augmenting their attacks with Chide the Wayward Child. After all, striking a law-keeper is against the law, most of the time. Later, they may simply strike down a creature that disobeys the law, or even a direct order...
    Advancement: A Paladin may follow any path after they finish their pursuit of the law; there is no real amount of restriction towards how they will advance after they reach their apotheosis.
    Resources: A Paladin will be supported by whatever organization that they are a part of; they will especially be aided by the Devils that took their pact, as are they not the most righteous of creatures? They break no laws, and the Paladin is indebted to them.

    I can't say nothing bad about him; that's against the law.

    Paladins are seen as terrors by criminals, blessed guardians by law-abiding citizens that have never met one, terrors by law-abiding citizens who have met them, and as wonderful friends by those who have been... repaired by a Paladin.
    Daily Life: A Paladin will follow the schedule for their organization for all of their lives, until the organization either falls or they draw their final breaths.
    Notables: Make up some cool information about notable figures in the history of your class. It's best to give a little information from one of the good alignment and evil alignment (unless it's a good or evil only class).
    Organizations: A Paladin is part of any organization that will take them; there are even orders made purely of Paladins, which make their own laws...

    NPC Reaction
    This is an in detail description of how NPC's would perceive your class and the immediate generalization that people would give of your class.

    This is a good place to provide a quick note on how your class will effect game play statistically.
    Adaptation: This is a place where you put in detail how people can adapt your class into their campaign setting.
    Encounters: This is a place to describe what sort of encounters PC's will have with NPC versions of your class.

    Sample Encounter
    Give an example of how one might encounter a member of this PrC.
    EL x: Give the encounter level and description of a sample member of this class and a stat block for him/her.

    Init +0, Senses: Listen +, Spot +,
    AC , touch , flat-footed ()
    hp ( HD)
    Fort +, Ref +, Will +
    Speed ft. ( squares)
    Base Atk +, Grp +
    Atk Options
    Combat Gear
    Spells Prepared
    Supernatural Abilities
    Abilities Str , Dex , Con , Int , Wis , Cha
    Last edited by Amechra; 2012-11-11 at 05:52 PM.
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