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Thread: The Blades of Keran [Setting]

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    Aug 2010

    Default Re: The Blades of Keran [Setting]

    "I am still a blade of Dylian, not even the Bard could remove my faith."
    ---Muirne Brigid

    Through a select, worthy few shines the power of the divine. Called paladins, these souls dedicate their swords and lives to enacting the will of their god. Knights, and crusaders, paladins seek not just to spread enact wrath but to embody the teachings of the deities they serve. By praying to their gods, they can absorb vestiges of deific power.

    Role: Paladins are powerful warriors who can lead from the frontline. Many of their talents can improve the prowess of those around them, making them powerful defenders.

    Alignment: Paladins must remain within one step of their deities alignment or they lose access to their supernatural abilities. In addition, paladins must choose one alignment component: good, evil, law, chaos, or neutral. This alignment component defines you and serves as your guiding principle.

    Hit Die: d10.

    Starting Gold: As Fighter.

    Class Skills
    The Necromasterís class skills (and the key ability for each skill) are Bluff (Cha), Craft (Int), Diplomacy (Cha), Handle Animal (Cha), Heal (Wis), Intimidate (Cha), Knowledge (nobility) (Int), Knowledge (religion) (Int), Perception (Wis), Profession (Wis), Ride (Dex), Sense Motive (Wis), and Spellcraft (Int).

    Skill Points per Level: (4 + Int modifier)

    {table=head]Level|BAB|Fort|Ref|Will|Special|Maximum Vestige Level
    1st|+1|+2|+0|+2|Detect Opposition, Smite Opposition|-
    2nd|+2|+3|+0|+3|Deific Grace, Vestige of Divinity (1 Vestige)|1st
    3rd|+3|+3|+1|+3|Aura of Determination|1st
    4th|+4|+4|+1|+4|Shield of the Gods|2nd
    5th|+5|+4|+1|+4|Vestige Augmentation (1 Ability)|2nd
    6th|+6/+1|+5|+2|+5|Gift of the Patron|3rd
    7th|+7/+2|+5|+2|+5|Crusader's Blade|3rd
    8th|+8/+3|+6|+2|+6|Vestige of Divinity (2 Vestiges)|3rd
    9th|+9/+4|+6|+3|+6|Aura of Resolve, Improved Smite Opposition|4th
    10th|+10/+5|+7|+3|+7|Vestige Augmentation (2 Abilities)|4th
    11th|+11/+6/+1|+7|+3|+7|Favoured in Death|5th
    12th|+12/+7/+2|+8|+4|+8|Aura of Faith|5th
    13th|+13/+8/+3|+8|+4|+8|Improved Shield of the Gods|6th
    14th|+14/+9/+4|+9|+4|+9|Vestige of Divinity (3 Vestiges)|6th
    15th|+15/+10/+5|+9|+5|+9|Identify Opposition|6th
    16th|+16/+11/+6/+1|+10|+5|+10|Vestige Augmentation (3 Abilities)|7th
    17th|+17/+12/+7/+2|+10|+5|+10|Mastered Smite Opposition|7th
    18th|+18/+13/+8/+3|+11|+6|+11|Improved Aura of Resolve|8th
    19th|+19/+14/+9/+4|+11|+6|+11| |8th
    20th|+20/+15/+10/+5|+12|+6|+12|Champion, Vestige of Divinity (4 Vestiges)|9th[/table]

    Weapon and Armor Proficiency: Paladins are proficient with all simple and martial weapons, with all types of armor (heavy, medium, and light), and with shields (except tower shields).

    Detect Opposition (Sp): At all times, you know when a creature with an alignment opposed to that of your designated alignment is perceived by you. This ability doesn't identify who possess the alignment, though you can narrow it down with logical methods (such as only being able to sense one individual).

    If your designated alignment is Neutral, you gain an insight bonus to Sense Motive checks to determine a creatures alignment equal to your Paladin level.

    Smite Opposition (Su): As a free action, a Paladin can declare the attacks he makes this round are Smite attacks. Any Smite attacks which hit a creature with an alignment opposed to your designated alignment deals additional points of Divine damage. The amount of damage is equal to double your paladin level + your charisma modifier.

    This ability can be used once per encounter or once every 10 minutes, which ever comes first.

    At 9th level, this ability can be used a number of times per encounter equal to your Charisma modifier. At 17th level, the damage dealt by this ability increases to double your paladin level + your charisma score.

    Deific Grace (Ex): After attaining second level, paladins gain a bonus to all saves equal to their charisma modifier.

    Vestige of Divinity (Su): This functions as the Soul Binding feature of the Binder class from Tome of Magic, except it is flavoured differently; The seal is the truename of vestige, the ability conjures an angel of your deity tied to that vestige, and the check is you attempting to turn yourself into the personification of the vestige by absorbing its true existance rather than you challenging the vestige.

    Aura of Determination (Su): A paladin of second level is immune to fear (magical or otherwise). Each ally within 10 feet of him gains a +4 morale bonus on saving throws against fear effects. This ability functions only while the paladin is conscious, not if he is unconscious or dead (though this ability still functions with deathless and undead paladins).

    Shield of the Gods (Ex): At 3rd level, a paladin's deity grants them an insight bonus equal to their paladin level to saves against diseases, including supernatural and magical diseases, including mummy rot.

    At 13th level, this improves granting the paladin immunity to all diseases, including supernatural and magical diseases.

    Vestige Augmentation (Su): This ability functions as the Pact Augmentation ability of a Binder from Tome of Magic, except the Ability list is changed to the following:
    Vestige Augmentation abilities
    • +1 Hitpoint per HD
    • +2 Insight bonus to armour class
    • +2 Insight bonus to attack rolls
    • +2 Insight bonus to damage rolls
    • +2 Insight bonus to initiative checks
    • +2 Insight bonus to saving throws
    • Damage Reduction 2/-
    • Energy Resistance 10 (acid, cold, electricity, fire, positive, negative or sonic)

    Gift of the Patron: At 6th level, the paladin gains a bonus feat of his choice. He must still meet all the feats prerequisites, and the feat must possess the Combat or Devoted descriptor.

    Crusaders Blade (Sp): Upon reaching 7th level a paladin can undergo an hour long ritual which converts a weapon into a force of spirituality. After completing this ritual the weapon deals divine damage rather than bludgeon, piercing, or slashing (Other forms of damage remain unchanged). This can only work on the favoured weapon of your patron. The effects of this ritual stop, if it hasnít been in contact with the paladin who enacted the ritual for 1 day.

    Aura of Resolve (Su): A paladin of 9th level is immune to charm spells and spell-like abilities. Each ally within 10 feet of her gains a +4 morale bonus on saving throws against charm effects.

    This ability functions only while the paladin is conscious, not if she is unconscious or dead.

    At 18th level, this improves to immunity to compulsion spells and spell-like abilities. Each ally within 10 feet of her gains a +4 morale bonus on saving throws against compulsion effects.

    Favored in Death (Su): The deific power wielded by an 11th level paladin grants them a strong connection with their physical form even after death, one that can be used to make a return to it less difficult. As such the paladin may elect to suffer 2 points of charisma burn in place of level or attribute loss when raised from the dead.

    Aura of Faith (Su): When a 12th level paladin uses their Smite Opposition, all allies within 10 ft. gain the benefits and any attacks they make on their next turn count as Smite attacks from a Paladin of half the allies character level.

    Identify Opposition (Su): At 15th level, the paladin immediately identifies any individuals you preceive that posssess an alignment opposed to your designated alignment. This ability doesn't require any concentration to use.

    If your designated alignment is Neutral, your insight bonus to Sense Motive checks to determine a creatures alignment is increased to double your paladin level.

    Champion (Su): Upon reaching 20th level, a paladin becomes a personification of a vestige, and gain the benefits and sign of the vestige permanently. This vestige doesn't count to the limit of vestiges you can manifest at once. The vestige you select must be one they have used previously.

    In addition to the above, your type changes to Outsider with the Native subtype, and you gain DR 10 which can only be bypassed by the alignment opposed to your designated alignment (if your designated alignment is neutral you may choose what alignment bypasses your damage reduction).
    Last edited by Milo v3; 2013-02-21 at 05:20 AM.
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