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    Default 3.5 Paladin of Disorder (PEACH)

    The Paladin of Disorder

    Barbarians are often thought of as mindless savages, but there is another type of barbarian that is even more deadly. The devoted kind. A barbarian who became the way he is because he let his god in, and through his god’s will, unleashed his own, wild abandon onto the world.

    A Paladin of Disorder is a ferocious warrior who fights in the name of freedom and never permits oppression or enslavement. As the Paladin of Honor is a knight who stands for justice and law, the Paladin of Disorder is a lawless barbarian who executes his own special brand of justice.

    Races: Humans and Half-Orcs are most likely to become Paladins of Disorder, though other feral and savage races can as well. Elves, despite their Chaotic bent, do not normally condone savage behavior, but some of the less arrogant races, such as sylvan elves, wild elves, and painted elves, occasionally see a warrior take up his sword in the name of his god. Dwarves are far too devoted to tradition and law to let themselves be influenced so, though some of the duregar who have abandoned Moradin’s teachings may become Paladins of Disorder for Lolth.

    (Note, at the player’s option, Paladin of Disorder may replace Wizard for a male drow’s favored class, however, only if the male drow’s patron deity is Lolth)

    Alignment: Any chaotic

    HD: d10

    Class Skills: Balance, Climb, Concentration, Craft, Handle Animal, Heal, Intimidate, Knowledge (Nobility and Royalty), Knowledge (Religion), Profession, Ride, Sense Motive, Survival, and Swim.

    Skill Points: 2 + Int per level (x4 at 1st level)


    The Paladin of Disorder

    {table] Level | BAB | Fort | Ref | Will | Special
    1 | +1 | +2 | +0 | +0 | Aura of Chaos, Detect Law, Divine Wrath 1/day
    2 | +2 | +3 | +0 | +0 | Divine Grace, Touch of Chaos
    3 | +3 | +3 | +1 | +1 | Aura of Freedom, Divine Health
    4 | +4 | +4 | +1 | +1 | Turn Law, Domain, Divine Wrath 2/day
    5 | +5 | +4 | +1 | +1 | Special Mount
    6 | +6 | +5 | +2 | +2 | Magic Circle Against Law
    7 | +7 | +5 | +2 | +2 |
    8 | +8 | +6 | +2 | +2 | Divine Wrath 3/day
    9 | +9 | +6 | +3 | +3 |
    10 | +10 | +7 | +3 | +3 | Sword of the Deity
    11 | +11 | +7 | +3 | + 3 | Greater Divine Wrath
    12 | +12 | +8 | +4 | +4 | Divine Wrath 4/day
    13 | +13 | +8 | +4 | +4 |
    14 | +14 | +9 | +4 | +4 |
    15 | +15 | +9 | +5 | +5 | Wrath of the Deity
    16 | +16 | +10 | +5 | +5 | Divine Wrath 5/day
    17 | +17 | +10 | +5 | +5 |
    18 | +18 | +11 | +6 | +6 |
    19 | +19 | +11 | +6 | +6 |
    20 | +20 | +12 | +6 | +6 | Divine Wrath 6/day, Avatar, Mighty Divine Wrath [/table]


    Class Features:

    Weapon and Armor Proficiency: A Paladin of Disorder is proficient with all simple and martial weapons, plus her deity's favored weapon if it is exotic, light, medium, and heavy armor, but not with shields.

    Code of Conduct: A Paladin of Disorder must always be chaotic in his actions. He must be a champion of a chaotic deity (He may not be a champion of Chaos or some other idea like a cleric), and must be within one step of that deity's alignment on the good-evil axis. (For example, a Paladin of Lolth could be either Chaotic Evil or Chaotic Neutral, but could not be Chaotic Good).

    A Paladin of Disorder may choose any deity from any pantheon to be his patron deity, so long as that deity is of chaotic alignment.

    A Paladin of Disorder may never commit a lawful act. (Examples of a Lawful act include turning a heretic who has desecrated her deity's visage over to the authorities rather than seeking justice herself, or making an oath to not harm an enemy in order to meet with them and parley {unless you plan on stabbing them in the back at the meeting anyway, in which case, props to you}). If a Paladin of Disorder willingly commits a lawful act, she is stripped of all her class features, loses all spellcasting, and her mount transforms into an Aleax (see the Book of Exalted Deeds, pg 153) and attacks the Paladin of Disorder, unless her deity already has an Aleax in existence.

    If a Paladin of Disorder commits a lawful act while under magical compulsion, she may petition a cleric of her deity to give her a quest as a means of atonement, and after completing it and receiving the atonement spell, regains her class features.

    A Paladin of Disorder may never knowingly ally herself with someone of the lawful alignment, and definitely may not adventure with them or assist anyone of lawful alignment in a lawful task. Doing so violates her code of conduct and is treated as a willingly committed lawful act.

    A Paladin of Disorder faces the same multiclassing restrictions as a Paladin of Honor.

    Detect Law (Su): A Paladin of Disorder gains the ability to sense the presence of axiomatic creatures and creatures with a lawful alignment that are nearby. While less-reaching than the detect evil ability of the Paladin of Honor, Paladins of Disorder often contend theirs is more useful. Rather than gaining the ability to concentrate and cast the spell as a spell-like ability, Paladins of Disorder gain an ability similar to scent which allows them to instinctively detect law at will without any action required on their part, though like the scent ability, it is only out to 30 feet. (60 feet upwind, 15 feet downwind). Like the scent ability, noting the direction of the lawful creature is the equivalent of a move action, and if the creature moves within 5 feet of her, she can pinpoint it as a free action.

    A Paladin of Disorder reacts to an overbearing lawful aura in the same way as the detect law spell describes.

    Aura of Chaos (Ex): A Paladin of Disorder exudes an aura of chaos equal to her Paladin level.

    Divine Wrath (Ex): A Paladin of Disorder can, once per encounter, fly into a deadly frenzy of chaos and destruction. She must present her holy symbol to do this. Invoking Divine Wrath is a free action that must be performed on your turn.

    Divine Wrath is in all ways the equivalent of a Barbarian's rage, except for the following additions:

    While under the influence of Divine Wrath, a Paladin of Disorder uses a swift action to determine the direction of a lawful creature while using her detect law ability rather than a move action.

    While under the influence of Divine Wrath, a Paladin of Disorder will seek out and attack the strongest lawful aura present, ignoring all other enemies until she kills it, though she will still defend herself. If there are no lawful enemies present, the Paladin of Disorder may choose her attack targets freely.

    Starting at level 4, when Divine Wrath ends, if a Paladin of Disorder has a spell slot of the highest level she can cast available, she may expend it to ignore the fatigue condition. (Note that a Paladin of Disorder never gains the equivalent of Tireless Rage)

    At 1st level, the Paladin of Disorder may enter Divine Wrath once per day. This increases at the rate that a Barbarian's rage increases, and she gains Greater Divine Wrath and Mighty Divine Wrath at the same time as Greater Rage and Mighty Rage, with the same changes.

    Divine Grace (Su): At 2nd level, the Paladin of Disorder adds her Charisma bonus (minimum +0) to all her saving throws.

    Touch of Chaos (Su): Starting at 2nd level, the Paladin of Disorder may deliver a dangerous touch that warps his target's mind. If the Paladin succeeds on a melee touch attack, the target makes a Will Save. (DC 10+1/2 Paladin level+Cha modifier) On a successful save, the target is unaffected and receives an immediate attack of opportunity (assuming the target still has attacks of opportunity left in the round).

    On a failed saving throw, the target receives an effect based on its alignment.

    If Lawful- 1d8/2 Levels damage (Max 10d8) and confused for 1 rd/lv.

    If Neutral- Confused for 1 rd/lv.

    If Chaotic- Confused for 1 rd.

    This is a chaotic, mind-affecting supernatural ability.

    Aura of Freedom (Su): Beginning at 3rd level, a Paladin of Disorder is immune to [ench][compulsion] effects, including possession of any kind. Allies within 30 feet of him receive a +4 bonus to their saving throws against these effects, unless they are of lawful alignment. (For example, if someone allied themselves with the Paladin of Disorder by magically concealing their alignment, it would not break the Paladin of Disorder's code of conduct to travel with them, but they would not receive the benefits of his aura of freedom)

    When a Paladin of Disorder is under the influence of Divine Wrath, her Aura of Freedom becomes more powerful, and makes her immune to all mind-affecting abilities and attacks for the duration of Divine Wrath.

    Divine Health (Ex): Beginning at 3rd level, a Paladin of Disorder is immune to all diseases, including supernatural and magical diseases. Furthermore, her alignment cannot be changed by any diseases she has already contracted. (For example, if she contracted lycanthropy from a werebear prior to reaching level 3, and then reached level 3 and gained this ability, she would not gain any special immunity to the lycanthropy she already has, but being a werebear would not risk changing her to lawful good permanently)

    Turn Law (Su): Beginning at 4th level, a Paladin of Disorder gains the ability to turn and destroy creatures with the lawful subtype. Her effective cleric level is equal to her Paladin of Disorder level -3 (this does not stack with actual cleric levels unless those cleric levels also granted her the ability to turn creatures of the lawful subtype). Treat this ability as if it was Turn Undead for the purposes of powering divine feats, but not class features of prestige classes and the like. The Paladin of Disorder may turn law a number of times per day equal to her Charisma bonus +3 (minimum of 3).

    Spells: Beginning at 4th level, a Paladin of Disorder gains the ability to cast a small number of divine spells, drawn from the Paladin of Honor spell list (with changes made according to alignment). She cannot cast any spells with the [law] descriptor, nor spells with the [good] or [evil] descriptor if they are the opposite of her alignment.

    A Paladin of Disorder needs a Wisdom score of 10+ spell level in order to cast spells, and she knows all spells of each level she is able to cast. She must prepare her spells every day during meditation as a cleric does. A Paladin of Disorder does not have a specific time of day that she must meditate to prepare her spells, however, she must be completely distracted throughout her meditation in order to do so, while still concentrating. The environment she is in must be loud, obnoxious, an uncomfortable temperature, violent, or in some other way chaotic and distracting, and this must persist throughout the hour. The Paladin of Disorder need not make a Concentration check, however, she must not move from her spot or end her meditation beforehand, or she must start all over. (A Paladin of Disorder does not even need to make a Concentration check if she takes lethal damage from an attack while meditating, however, if she wishes to not interrupt her meditation, she may not in any way defend herself and is therefore considered helpless if she so chooses to meditate in a truly hostile situation).

    A Paladin of Disorder gains bonus spells per day for a high Wisdom score, and the saving throws of her spells are equal to her 10+spell level+her Wisdom Modifier. The Paladin of Disorder's effective caster level is equal to her Paladin of Disorder level -3.

    A Paladin of Disorder may not cast spells while she is under the effects of Divine Wrath, as normal.

    Domain: A Paladin of Disorder may choose a single Domain from the following list if the domain is available to clerics of her chosen deity. She does not gain any granted spells, but gains the listed Granted Power. All powers that require an action consume a swift action unless otherwise noted.

    Good- You may expend one Turn Law attempt to make all your melee attacks this round Smite Evil attacks. Your effective Paladin of Honor level is your Paladin of Disorder level.

    Evil- You may expend one Turn Law attempt to make all your melee attacks this round Smite Good attacks. Your effective Paladin of Slaughter level is your Paladin of Disorder level.

    Chaos- Cast spells with the [chaos] descriptor as if your caster level was equal to your Paladin of Disorder level. Additionally, you receive 1 extra use of Divine Wrath per day.

    War- Weapon Focus with your deity's favored weapon. If you already have that feat, you instead gain Weapon Specialization with your deity's favored weapon, ignoring the prerequisites.

    You may expend one Turn Law attempt to cast Spiritual Weapon as a swift action without consuming one of your daily spell slots. A Spiritual Weapon cast in this way is linked to your will more strongly than casting it normally, and as such the Paladin of Disorder can command it even while she is under the effects of Divine Wrath, though she may not cast it while under its effects as normal.

    Necromancy- Gain Mother Cyst (Libris Mortis) as a bonus feat, ignoring prerequisites. For the purposes of the Mother Cyst feat, you gain spellcasting progression as a sorcerer of your Paladin of Disorder level, and you have spell slots equal to your Charisma bonus, minimum of 1. (You still need 19 Wisdom in order to cast the highest level spells) So for example, a level 14 Paladin of Disorder with 17 Wisdom and 16 Charisma would have 3 7th level spell slots, but could only cast Necrotic Tumor out of those spell slots). Your effective caster level for these spells is equal to your Paladin of Disorder level.

    You may, at your option, prepare cyst spells in your Paladin spell slots, but you may not prepare Paladin spells in your cyst spell slots.

    Strength- You may expend a Turn Law attempt in order to add your Paladin of Disorder level to an opposed Strength check (Trip, Grapple, etc). You may expend two attempts to gain this benefit AND treat your effective size category as one larger. (Maximum Colossal).

    Endurance- You may expend a Turn Law attempt in order to double your Constitution score for 1 minute. If you expend two Turn Law attempts and then immediately enter Divine Wrath, the duration becomes your Divine Wrath's duration. (The bonus to your Constitution score from Divine Wrath applies AFTER it is doubled, and then the newly doubled and increased score is used to determine your Divine Wrath duration).

    Destruction- You gain the Improved Sunder feat. (Ignore prerequisites). While under the effects of Divine Wrath, your weapon is treated as adamantine for the purposes of Sunder attempts, and if you successfully Sunder an item your opponent is wearing or carrying (including armor and weapons) you may expend a Turn Law attempt in order to make an attack of opportunity against him, as long as you have at least one attack of opportunity left this round. If you expend two Turn Law attempts, you may treat that attack of opportunity as a Smite Attack. You gain a +4 bonus to the attack roll and deal extra damage equal to your Paladin of Disorder level.

    Death- You gain the Turn Undead ability if your deity is Good aligned, or the Rebuke Undead ability if your deity is Evil-aligned. (If it's Neutral, you may choose). You gain a number of Turn/Rebuke attempts equal to your Charisma modifier +3 (minimum 3) and your effective cleric level is equal to your Paladin of Disorder level -3 (Stacks with other Turn/Rebuke Undead levels). When powering divine feats, you may choose to use your Turn/Rebuke Undead attempts or your Turn Law attempts, but not both. (For instance, if a feat requires three turn attempts, you may not use 1 Turn Law attempt and 2 Turn Undead attempts to power it).

    Passion- Add Rage to your Paladin of Disorder spell list. (Treat it as a Level 2 Paladin spell). You may expend 3 Turn Law attempts as a free action (but only on your turn) to Rage, as a barbarian of your Paladin of Disorder level. (You gain the bonuses for Greater Rage if you are at least 11th Paladin of Disorder level, etc). If you enter Divine Wrath while you rage, the bonuses stack, and if your rage ends before your Divine Wrath ends, you are not fatigued until your Divine Wrath ends, at which point you are exhausted for one hour, after which you are fatigued until you rest for eight hours. (You may not expend a spell to ignore this penalty as normal). You may not Rage more than once per encounter. You may not rage more times per day than a barbarian of your Paladin of Disorder level may rage.

    Madness- Add Mindless Rage to your Paladin of Disorder spell list. (Treat it as a Level 2 Paladin spell). While you are under the effects of Divine Wrath, if you fail a Will save, you may expend two Turn Law attempts as an immediate action to delay the effects you would normally suffer on a failed saving throw until after your Divine Wrath ends. Your chaotic-aligned allies within 60 feet of you gain a +2 morale bonus on attack and damage rolls while you are under the influence of Divine Wrath. (This does not include you)

    Wrath- If a Lawful creature you threaten deals damage to you in any way, you may expend one Turn Law attempt as an immediate action to make an attack of opportunity against him. If you are under the effects of Divine Wrath, you may make this attack of opportunity against the creature even if you are flat-footed, as long as you can discern his location with your detect law ability. You may expend two Turn Law attempts to make this attack a Smite Law attack. Add your Charisma modifier to the attack roll (minimum +0), and deal bonus damage equal to your Paladin of Disorder level. If your weapon is anarchic, the bonus to attacks and damage it receives from that ability are doubled for this Smite Attack, and you may treat any 1s or 2s you roll on the bonus damage dice as 3s. If you are under the effect of Divine Wrath and you make a Smite Law attack that results in a successful critical hit, the attack is treated as a coup de grace and the target must make a Fort save (DC 10+damage dealt) or die immediately. As this is a result of divine power rather than deadly brute force, creatures immune to critical hits are not immune to this effect.


    Special Mount (Sp): Upon reaching 5th level, a Paladin of Disorder gains the ability to call upon the service of an unusually intelligent and strong being to serve as the paladin's companion and mount. This ability is exactly like the Paladin of Honor's ability of the same name.

    Magic Circle Against Law (Sp): When he reaches 6th level, a Paladin of Disorder may cast Magic Circle Against Law once per day as a spell-like ability. His caster level is equal to his Paladin of Disorder level -3 (unless he has the Chaos domain, in which case it is his Paladin of Disorder level). Unlike the Paladin of Honor's Remove Disease ability, the number of uses of this ability does not increase as the Paladin of Disorder gains levels.

    Sword of the Deity (Sp): When a Paladin of Disorder reaches 10th level, she gains the power of her deity's will, and may use a conjuration [calling] ability to summon a weapon of power once per day. The weapon appears and stays for 2 hours/lv, and calling it is a conjuration [calling] effect with an effective caster level equal to 1/3 the Paladin's level. When the weapon is called, it appears in perfect condition with no damage on it that it may have sustained the last time it was present. Calling the weapon is a standard action that provokes an attack of opportunity. The weapon that appears is the deity's favored weapon with an Enhancement bonus equal to her Paladin of Disorder level/4 (So +2 at 10th level, +3 at 12th level, +4 at 16th level, max +5 at 20th level). The weapon is treated as anarchic, and holy if the Paladin of Disorder's deity is CG, unholy if her deity is CE, or keen if her deity is CN (Ignore the Slashing requirements for the keen ability in this case). The weapon is a weapon of force that deals force damage equal to a weapon of its type and size. (For example, a 10th level Paladin of Corellon Larethian would summon a +2 anarchic holy longsword that dealt 1d8+2 points of Force damage, plus her Strength modifier and any other attack modifiers).

    Wrath of the Deity (Su): When a Paladin of Disorder of at least 15th level is under the influence of Greater Divine Wrath or Mighty Divine Wrath, she grows to the next Size category (to a maximum of Colossal). She gains the Size bonuses and penalties for increasing in size according to the Monster Manual, and all her equipment grows with her. If she is wielding her Sword of the Deity, it increases by two Size categories (so it ends up being one size category larger than her, to a maximum of Colossal). She may still use it in one-hand if it is a one-handed or light weapon without any penalties for using an oversized weapon.

    Avatar (Ex): When a Paladin of Disorder reaches 20th level, she becomes an avatar of her deity. Her type changes to Outsider, she gains the Chaotic subtype, and she gains DR 20/Epic and Lawful. Her Sword of the Deity becomes a permanent blade that no longer disappears after 2 hours per level, though the avatar can still call it to her side at will as a standard action, and it will appear no matter how far apart they are, even traveling across planes. Her Sword of the Deity is now treated as an epic weapon for the purposes of bypassing damage reduction and deals double damage to creatures with the lawful subtype.


    New Feats:

    Reckless Wrath (General):
    Prerequisites: Divine Wrath Class Feature
    Benefits: When you are under the effects of Divine Wrath, you gain an additional +2 Str and Con, but suffer an additional -2 penalty to your AC.
    Special: If you have the Passion domain granted power, this bonus and penalty apply to your rage ability as well, but not the rage ability granted by another class, such as levels in barbarian.

    Righteous Wrath (Exalted):
    Prerequisites: Divine Wrath Class Feature, Cha 13
    Benefits: You gain control over your mind while you are destroying in the name of your deity. While under the effects of Divine Wrath, you may deal subdual damage to non-lawful creatures, and may choose your attack targets regardless of their alignment or the presence of stronger lawful alignment auras.

    Extended Wrath (General):
    Prerequisites: Divine Wrath Class Feature
    Benefits: Your Divine Wrath lasts for 5 more rounds.
    Special: You may take this feat multiple times. Its effects stack.

    Extra Wrath (General):
    Prerequisites: Divine Wrath Class Feature
    Benefits: You gain 2 additional uses of Divine Wrath per day.
    Special: You may take this feat multiple times. Its effects stack.

    Vow of Wrath (Exalted):
    Prerequisites: Sacred Vow, Alignment Chaotic Good
    Benefits: You constantly exude a magic circle against law, you project an Aura of Chaos equal to your character level that is always treated as "overwhelming" to lawful creatures, any weapon you hold is treated as having the anarchic property, even if it is nonmagical, and your perfection bonus to Diplomacy you gained from Sacred Vow also applies to your Intimidate checks. You gain the ability to cast dismissal at will, though it only affects outsiders of the lawful subtype. Your caster level is equal to your character level.
    Special: Taking this Vow requires an oath that you will fight the system no matter how the odds are against you. You may not knowingly, through action or inaction, allow oppression or slavery to exist, and you must put forth every bit of effort you can manage to overthrow authority figures you perceive as corrupt. If you break this vow, you immediately and irrevocably lose the benefits of this feat, and you may not select another feat to replace it.
    If you break the vow while under magical compulsion, you lose the benefits of this feat until you atone for your crimes by immediately overturning the authority you ignored, or freeing the slaves you ignored. If it is too late to do so, you must seek atonement from a cleric of a chaotic deity. Either way, after the appropriate action has been taken, you may receive an atonement spell from the cleric of a chaotic deity (it must be yours if you worship a chaotic deity) and then reclaim the benefits of this feat.

    (Note that this feat does not prevent you from acting lawfully, such as adhering to the requirements of this feat, it simply requires you to prevent overbearing authority)

    Improved Sword of the Deity (Divine):
    Prerequisites: Turn Law class feature, Sword of the Deity class feature
    Benefits: When you call your Sword of the Deity, you may expend any number of Turn Law attempts (max 5) to add a single appropriate ability to the weapon, with a cost of +1 per Turn Law attempt you expended. For example, if you expend 2 Turn Law attempts when you call your Sword of the Deity, you may choose a +2 weapon ability such as Flaming Burst or Wounding and add it to the weapon. (The weapon retains its Anarchic ability, as well as the ability it gains based on your alignment).
    Last edited by NeoSeraphi; 2011-05-09 at 04:29 PM.

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    Default Re: 3.5 Paladin of the Wild (PEACH, Under Construction)

    Is a paladin of honor just a regular paladin?

    and here is a link to a handy guide by Fax Celestis, scroll down a bit to find table format

    EDIT: Forgot link....hehehe
    Also, the class abilities are all sorta make sense (somewhat linked to each other), then you get necromancy, with cyst spells? why...
    Last edited by Demidos; 2011-05-05 at 08:16 PM.
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    Default Re: 3.5 Paladin of the Wild (PEACH, Under Construction)

    Quote Originally Posted by Demidos View Post
    Is a paladin of honor just a regular paladin?
    Yeah.



    Anyway, here's how you make a table (the bolded part in the first one is so it won't automatically convert to a table).

    [table]1 | 2 | 3
    1 | 2 | 3[/table]

    {table]1 | 2 | 3
    1 | 2 | 3[/table]

    Also, paladin of the wild is called warden. It's in the 4e PHB2.
    Last edited by Hiro Protagonest; 2011-05-05 at 08:13 PM.
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    Default Re: 3.5 Paladin of the Wild (PEACH, Under Construction)

    You could always do [noparse]{table=head]1|2|3

    1|2|3[/table][/noparse]
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    Default Re: 3.5 Paladin of the Wild (PEACH, Under Construction)

    Quote Originally Posted by Swiftmongoose View Post
    Yeah.



    Anyway, here's how you make a table (the bolded part in the first one is so it won't automatically convert to a table).

    [table]1 | 2 | 3
    1 | 2 | 3[/table]

    {table]1 | 2 | 3
    1 | 2 | 3[/table]

    Also, paladin of the wild is called warden. It's in the 4e PHB2.
    Well, this is for a 3.5 format. I've never picked up the 4th edition books. Thanks for the help, I'll update the post right now.

    Demidos- The Mother Cyst tree has always fascinated me to an extent, so that was more of a personal style choice than a class-centered choice. On the other hand, Paladin necromancy is kind of limited because Paladins don't really portray the image of decaying someone's body (Ray of x, Enervation, Energy Drain, etc) and definitely aren't the type to be raising undead. So to make Necromancy a valid domain, I had to actually add spells to the Paladin of the Wild's spell list, but that would have gone against both the class feature itself (No domains add spells) and been very limited (because Paladins only cast 4th level spells). So I used a flavor feat to add some flavorful spells.

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    Default Re: 3.5 Paladin of the Wild (PEACH, Under Construction)

    Quote Originally Posted by NeoSeraphi View Post
    Well, this is for a 3.5 format. I've never picked up the 4th edition books. Thanks for the help, I'll update the post right now.
    I was talking about the name. But it doesn't really matter if it's called warden or paladin.
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    Default Re: 3.5 Paladin of the Wild (PEACH, Under Construction)

    A Paladin of the Wild is a ferocious warrior who fights in the name of freedom and never permits oppression or enslavement. As the Paladin of Honor is a knight who stands for justice and law, the Paladin of the Wild is a lawless barbarian who executes his own special brand of justice.
    Lolth
    You do know that these two directly oppose one another, right? Anyway; your paladin fights in the name of freedom and such. A freedom fighter, with a strict moral code. Sounds lawful to me.

    Examples of 'Law' mentioned in your class:
    -Can only channel power through a Chaotic deity; not through Chaos. (This is lawful, as it makes them a follower.)
    -Strict code of conduct. That, again, is lawful.
    -"A Paladin of the Wild may never commit a lawful act." By adhering to this creed, she will break it automatically. Again; lawful.
    -Divine Wrath forces her into a predictable behavioural patter which she múst follow. Again; law.
    -You can also take a Vow feat. To pledge a Vow is a very lawful act, if you intend to keep it.

    Chaos and law are not exactly the same things as good and evil.
    Last edited by Dryad; 2011-05-06 at 05:00 AM.

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    Default Re: 3.5 Paladin of the Wild (PEACH, Under Construction)

    Quote Originally Posted by Dryad View Post
    You do know that these two directly oppose one another, right? Anyway; your paladin fights in the name of freedom and such. A freedom fighter, with a strict moral code. Sounds lawful to me.

    Examples of 'Law' mentioned in your class:
    -Can only channel power through a Chaotic deity; not through Chaos. (This is lawful, as it makes them a follower.)
    -Strict code of conduct. That, again, is lawful.
    -"A Paladin of the Wild may never commit a lawful act." By adhering to this creed, she will break it automatically. Again; lawful.
    -Divine Wrath forces her into a predictable behavioural patter which she múst follow. Again; law.
    -You can also take a Vow feat. To pledge a Vow is a very lawful act, if you intend to keep it.

    Chaos and law are not exactly the same things as good and evil.
    Very good points. So how would you suggest I alter the class then? I mean, the Paladin of Freedom from Unearthed Arcana has a moral code as well, it just didn't seem very different from the Paladin of Honor to me, but...

    The reason I chose not to allow Paladins of the Wild to follow Chaos is it was kind of a restriction that was placed on Paladins of Honor to make them different from clerics, and I respected that restriction.

    Yes, if you could maybe suggest how I could change the class to make it more chaotic, I would do so.

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    Default Re: 3.5 Paladin of the Wild (PEACH, Under Construction)

    When I saw the title I rather thought it was going to be more like a sort of "Nature Paladin" with flavour resembling that of the Warden in 4e. A defensive character that can wear heavy armor (perhaps not metal?), can summon a beast from the wild to act as their mount depending on location/environment, can use martial weapons and has some degree of divine spellcasting (maybe similar to the ranger/slightly better).

    Not that the concept here is that bad, it just went in a completely different direction then I was expecting. So I figured I'd toss out my idea, see if you liked that concept
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    Default Re: 3.5 Paladin of the Wild (PEACH, Under Construction)

    Quote Originally Posted by Tiniere View Post
    When I saw the title I rather thought it was going to be more like a sort of "Nature Paladin" with flavour resembling that of the Warden in 4e. A defensive character that can wear heavy armor (perhaps not metal?), can summon a beast from the wild to act as their mount depending on location/environment, can use martial weapons and has some degree of divine spellcasting (maybe similar to the ranger/slightly better).

    Not that the concept here is that bad, it just went in a completely different direction then I was expecting. So I figured I'd toss out my idea, see if you liked that concept
    I thought that too. It's more like a paladin of chaos.
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    Colossus in the Playground
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    Default Re: 3.5 Paladin of the Wild (PEACH, Under Construction)

    Quote Originally Posted by Tiniere View Post
    When I saw the title I rather thought it was going to be more like a sort of "Nature Paladin" with flavour resembling that of the Warden in 4e. A defensive character that can wear heavy armor (perhaps not metal?), can summon a beast from the wild to act as their mount depending on location/environment, can use martial weapons and has some degree of divine spellcasting (maybe similar to the ranger/slightly better).

    Not that the concept here is that bad, it just went in a completely different direction then I was expecting. So I figured I'd toss out my idea, see if you liked that concept
    Yes, I agree, that is what the name makes it sound like. I'll change it.

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