Results 1 to 1 of 1
- Join Date
- Feb 2009
The Paladin (E6 Project v3, PEACH)The Paladin (E6)
SpoilerThe E6 Paladin is a combination of my old Zealot and Sentinel classes - it's a martial class that focuses on taking punishment and dishing it right back. To do that, it gains two signature abilities: the first, the Paladin's Challenge, is a combination of the Knight's Challenge and the Paladin's Smite Evil feature. She gets normal smite damage against a foe for the remainder of the encounter, which increases significantly if her challenged foe ignores her in combat. Because she's going to be the target of many attacks with this ability, she gets her Holy Shield, providing her with a significant boost to armor class, damage reduction, energy resistance, and even lets her strike back at her foes with the force of their own attacks. She also gets to choose from a wide array of auras, allowing her to specialize in a particular type of buffing potential. An offensive paladin might like auras that give her bonuses to Strength checks and weapon damage; a defensive one might prefer auras that give her and her allies bonuses to save against fear, disease, poison, etc.
Archetypes include the Champion, who amps up the Paladin abilities to 11, the Hospitaler, who gains clerical spellcasting, and the Templar, who is a tactical anti-mage device.
Class Skills: Concentration, Craft, Diplomacy, Handle Animal, Heal, Intimidate, Knowledge (history), Knowledge (local), Knowledge (nobility and royalty), Knowledge (religion), Profession, Ride, Sense Motive
Skill Points: 4 + Int per level (4x at 1st)
Level BAB Saves Special Auras Known Fort Ref Will 1st +1 +2 +0 +2 Archetype Power (Lesser), Holy Shield, Lay on Hands, Paladin's Challenge 0 2nd +2 +3 +0 +3 Divine Grace, Paladin's Aura 1 3rd +3 +3 +1 +3 Archetype Power (Moderate), Holy Shield (retribution), Turn Undead 1 4th +4 +4 +1 +4 Bonus Feat, Weapon of Faith 2 5th +5 +4 +1 +4 Greater Challenge, Holy Shield (resistance) 2 6th +6/+1 +5 +2 +5 Archetype Power (Greater), Greater Aura, Pinnacle of Protection 3
Weapon and Armor Proficiency: The Paladin is proficient with all simple and martial weapons, all armor (heavy, medium, and light) and shields (including tower shields).
Archetype Power: At 1st level, the Paladin chooses an archetype from the list below. Once made, the choice is final. Each archetype offers the Paladin a different set of abilities at levels 1, 3, and 6, as noted below.
Holy Shield: As a move action, the Paladin may summon a shield made of force and powered by her conviction. Treat this shield as a heavy steel shield, except that it is weightless and does not apply an armor check penalty. The Paladin adds her Charisma bonus or her class level, whichever is lower, to the shield bonus provided by this shield. This shield lasts as long as it remains in the Paladin's possession; while she may let it go momentarily or throw it, it dissipates if it is out of her grasp for more than three rounds, or if she resummons it. If she is knocked unconscious or slain, it also dissipates. She may also dismiss her shield as a free action.
At 3rd level, each time the Paladin takes any kind of damage (before modifiers such as damage reduction or resistance), an equal amount of damage is stored in the shield, in a damage pool. The amount of damage that the shield can store is theoretically limitless; however, it loses all damage in the pool at the end of the combat encounter. At any point while the shield has damage stored in the pool, the Paladin may release that damage as part of a shield bash, or similar attack (such as by throwing her shield). If the shield bash is successful, the target of the attack takes additional damage equal to the amount of damage stored in the pool.
At 5th level, the Paladin's shield now provides her with damage reduction equal to half her total shield bonus. This damage reduction is not negated by any weapon type. She also gains resistance to energy equal to her total shield bonus for the following energy types: fire, lightning, cold, and acid.
Lay on Hands: As the base paladin ability, except that the Paladin may cure a total amount of damage per day equal to three times her class level, multiplied by her Charisma bonus.
Paladin's Challenge: Once per encounter, the Paladin may issue a challenge to a single opponent that she can see. For the remainder of the encounter, she gains a bonus to attack rolls equal to her Charisma modifier, and deals additional weapon damage equal to her class level. However, if the challenged opponent fails to attack or otherwise target the Paladin with a harmful spell or ability, the weapon damage bonus is instead equal to her class level, multiplied by her Charisma modifier. This increased bonus does not apply in the same round that the Paladin makes her challenge; she must give the challenged target time to respond.
This ability functions even against creatures who do not speak her language, or unintelligent or mindless ones.
Divine Grace: The Paladin gains a bonus on all saves equal to her Charisma bonus, if positive.
Paladin's Aura: The Paladin learns to project auras that provide her and her allies with beneficial effects. At 2nd level, and again at 4th and 6th levels, she may choose one aura and gain its effects. The Paladin may only project one aura at a single time; however, she may change which aura she projects as a standard action. Unless otherwise noted, the aura has a range of 10' from the Paladin, and she must be conscious to project it. The bonus provided by a Paladin aura is generally a sacred bonus. Multiple Paladin auras of the same type do not stack.
Turn Undead: As the base paladin ability, except that the Paladin turns as a cleric of her class level.
Bonus Feat: The Paladin selects a single bonus feat and gain its benefits. She must still meet its prerequisites, and it must be drawn from feats noted as fighter feats. Once per day, the Paladin may spend five minutes in meditation to change this bonus feat to any other fighter feat that she qualifies for. For the purposes of this ability, treat the Paladin as if she had a fighter level equal to her class level.
Weapon of Faith: The Paladin chooses one alignment component, out of chaos, evil, good, or law. Unless she is True Neutral (in which case she may choose any alignment component), her personal alignment must contain that alignment component (i.e. a Lawful Good Paladin could select good or law; a Neutral Good Paladin could select only good). Her weapons now overcome damage reduction as if they were aligned with that component.
Greater Challenge: When issuing a challenge, the Paladin may now target a number of opponents equal to her Charisma modifier. Additionally, for each opponent challenged beyond the first, the Paladin gains fast healing 1 for as long as that opponent targets her. For example, if she challenges four foes, she gains fast healing 3 in each round where those foes target her with an attack or hostile effect. If two of those foes choose to target her allies, she only gains fast healing 1.
Greater Aura: The Paladin may now project two auras at a single time.
Pinnacle of Protection: Once per day, the Paladin may make use of one of the following abilities.
Deathless Retribution: For a number of rounds equal to the Paladin's Charisma modifier, the Paladin cannot be killed by damage. She can fight while disabled or dying with no penalty, and does not die if reduced to -10 hit points, or even lower. When this ability ends, the Paladin is healed of all damage done while this ability was active. In addition, the Paladin selects one opponent that she can see. That opponent immediately takes an amount of damage (lethal or non-lethal, at the Paladin's election) equal to the amount of damage dealt to the Paladin while this ability was active. Activating this ability requires an immediate action.
Divine Shield: The Paladin turns her shield into a hemisphere of force. Treat this as a wall of force spell, except that the area of effect is a 20' radius sphere centered on the Paladin's location. Any creature she does not wish to remain in the sphere is pushed out to the edge. This ability lasts a number of rounds equal to the Paladin's Charisma modifier, though she may end the effect as a free action. Activating this ability requires an immediate action.
Wings of Faith: For the remainder of the encounter, the Paladin gains a fly speed equal to her base land speed, with good maneuverability. Activating this ability requires a swift action.
Lesser Archetype Power: Instead of a heavy steel shield, a champion's Holy Shield is treated as a tower shield, although she may still treat is as a heavy steel shield if it would be more advantageous for her to do so, such as for certain feats or abilities. All other characteristics (weightlessness, etc.) of the Holy Shield apply. However, despite being a tower shield, it does not apply a penalty to her attacks, and she may bash with it (dealing 1d8 bludgeoning damage). When using her shield to take total cover, which may she do as a move action, she does not give up her shield bonus to armor class, and she is not required to give up her attacks for the round.
Moderate Archetype Power: The range of a champion's aura extends out to 30', and she may change which aura she projects as a swift action. She may now wield her shield as a throwing weapon with a range increment of 20 feet, and the returning special ability. It deals 1d8 bludgeoning damage, plus her Strength bonus. She may also make a ranged touch attack to initiate a trip attempt. The target may resist as normal, but may not initiate a trip attempt in response. The Paladin does not receive her size bonus as a bonus to this trip attempt.
Greater Archetype Power: A champion ignores all damage reduction possessed by any opponent under the effects of her Paladin's Challenge ability. In addition, the damage reduction provided to her by her Holy Shield ability is instead equal to her full Charisma bonus.
Lesser Archetype Power: Whenever a hospitaler uses her Lay on Hands ability, she may remove one of the following negative effects from the target: dazed, diseased, fatigued, shaken, or sickened. She may also use this ability at a range of Close, and as a swift action.
Moderate Archetype Power: A hospitaler gains the ability to cast a limited number of divine spells, drawn from the Cleric list. She may cast a number of spells per day as noted in the table below. She does not need to prepare these spells in advance, and is treated as if she knows all the spells on the Cleric list. Her spellcasting attribute is Charisma. She gains bonus spells for having a high Charisma, and must have a Charisma score of at least 10 + the level of the spell in question to cast it. The DC of a hospitaler's spells are equal to 10 + 1/2 her level + Charisma modifier.
Greater Archetype Power: A hospitaler may now cast spells with a range of personal or touch on herself as a swift action, provided that they normally required a standard action.
Level Spells Per Day 0 1 2 1st - - - 2nd - - - 3rd 3 1 - 4th 3 2 0 5th 3 3 1 6th 3 3 2
Lesser Archetype Power: Any opponent under the effects of the Paladin's Challenge ability is considered distracted. The Concentration DC to overcome this distraction is equal to 10 + 1/2 the templar's level + the templar's Charisma modifier. In addition, a templar may use detect magic as a spell-like ability at will, with an effective caster level of her class level.
Moderate Archetype Power: A templar adds the following aura to her known auras.
Aura of Denial
Benefits: The Paladin gains spell resistance equal to 10 + twice her class level. Allies within range gain spell resistance equal to 10 + her class level. This spell resistance only applies to hostile effects; beneficial or harmless ones are not affected.
In addition, a templar gains an additional bonus on saves against spells or spell-like abilities equal to half her class level.
Greater Archetype Power: A number of times per day equal to her Charisma bonus, a templar may cast dispel magic as a spell-like ability. Her caster level for this ability is equal to twice her level plus her Charisma bonus, and it may exceed the normal maximum of +10. She may, however, only use the "targeted dispel" option of the spell.
SpoilerAura of Athleticism
Benefit: The Paladin gains a bonus to Balance, Climb, Tumble, and Swim checks equal to her Charisma bonus. All allies within range gain a bonus to Balance, Climb, Tumble, and Swim checks equal to half this amount.
Aura of Awareness
Benefit: The Paladin gains a bonus to Search, Spot, and Listen rolls equal to her Charisma bonus. All allies within range gain a bonus to Search, Spot, and Listen rolls equal to half her Charisma bonus.
Aura of Caution
Prerequisite: Aura of Awareness
Benefit: The Paladin and all allies within range of her aura retain their Dexterity bonuses to armor class even if they are caught flat-footed or attacked by an invisible opponent.
Aura of Cleansing
Prerequisites: Aura of Purification
Benefit: The Paladin becomes immune to poison. All allies within range receive a bonus on saves against poisons equal to the Paladin's Charisma bonus.
Aura of Conviction
Prerequisites: Aura of Courage, Aura of Grace
Benefit: Whenever the Paladin or an ally within range of her aura fails a saving throw, they may immediately reroll it. They must abide by the results of the second roll.
Aura of Courage
Benefit: The Paladin becomes immune to fear, magical or otherwise. All allies within range of the aura receive a bonus on saves against fear effects equal to the Paladin's Charisma bonus.
Aura of Destruction
Prerequisite: Aura of Athleticism, Aura of Might
Benefit: The Paladin gains a bonus on all weapon damage rolls equal to her Charisma bonus. All allies within range receive a bonus on all weapon damage rolls equal to half her Charisma bonus.
Aura of Freedom
Prerequisites: Aura of Resolve, Aura of Swiftness
Benefit: The Paladin is permanently under the effects of a freedom of movement spell, with an effective caster level equal to her class level. All allies within range gain a bonus to saves against effects that would impede their movement equal to the Paladin's Charisma bonus.
Aura of Grace
Prerequisite: Aura of Courage
Benefit: The Paladin's Divine Grace ability is extended to all allies within range of her aura.
Aura of Guilt
Prerequisite: Aura of Presence
Benefit: The Paladin chooses one alignment component opposed to her own (chaos, evil, good, or law). A True Neutral Paladin may select any alignment component. Any opponent within range of her aura who possesses that alignment component takes divine damage equal to the Paladin's Charisma bonus whenever they successfully attack the Paladin or her allies.
Aura of Health
Prerequisites: Aura of Cleansing, Aura of Purification
Benefit:The Paladin gains temporary hit points equal to her Charisma bonus each round. All allies within range gain temporary hit points equal to half that amount each round. These hit points are refreshed each round that the aura is active and subjects are within range, but do not stack; only the highest total applies.
Aura of Might
Prerequisite: Aura of Athleticism
Benefit: The Paladin and all allies within range gain a bonus to all Strength checks equal to her Charisma bonus.
Aura of Penitence
Prerequisite: Aura of Presence, Aura of Guilt
Benefit: The Paladin deals divine damage equal to her Charisma bonus each round to any opponent within range of her aura who possesses the alignment component she chose for her Aura of Guilt.
Aura of Presence
Benefit: The Paladin gains a bonus on Diplomacy, Intimidate, and Sense Motive rolls equal to her Charisma bonus. All allies within range gain a bonus on Diplomacy, Intimidate, and Sense Motive rolls equal to half this amount.
Aura of Purification
Benefit: The Paladin becomes immune to disease, magical or otherwise. All allies within range receive a bonus on saves against diseases equal to the Paladin's Charisma bonus.
Aura of Resolve
Benefit: The Paladin becomes immune to compulsion effects. All allies within range receive a bonus on saves against compulsion effects equal to the Paladin's Charisma bonus.
Aura of Swiftness
Prerequisite: Aura of Resolve
Benefit: The Paladin gains a 10' bonus to her base land speed, and may move at her normal speed even while wearing medium or heavy armor, or carrying a medium or heavy load. All allies within range gain a 10' bonus to their base land speeds as well.
Aura of Vigilance
Prerequisite: Aura of Awareness, Aura of Caution
Benefit: The Paladin and all allies within range of her aura cannot be flanked. All allies within range (including the Paladin) receive a bonus to initiative rolls equal to the Paladin's Charisma bonus.
SpoilerCleric Spell List:
0: Create Water, Detect Magic, Detect Poison, Flare, Guidance, Know Direction, Light, Mending, Purify Food and Drink, Read Magic, Resistance, Virtue
1: Bless, Bless Water, Command, Cure Light Wounds, Detect Alignment, Detect Undead, Divine Favor, Endure Elements, Hide from Undead, Magic Stone, Magic Weapon, Protection from Alignment, Remove Fear, Sanctuary, Shield of Faith, Summon Monster I
2: Aid, Align Weapon, Augury, Bear's Endurance, Bull's Strength, Calm Emotions, Consecrate, Cure Moderate Wounds, Delay Poison, Eagle's Splendor, Find Traps, Gentle Repose, Hold Person, Make Whole, Owl's Wisdom, Protection from Arrows, Remove Paralysis, Resist Energy, Restoration (Lesser), Shield Other, Silence, Sound Burst, Status, Summon Monster II, Zone of Truth
3: Create Food and Water, Continual Flame, Cure Serious Wounds, Daylight, Dispel Magic, Glyph of Warding, Good Hope, Helping Hand, Invisibility Purge, Locate Object, Magic Circle Against Alignment, Magic Vestment, Prayer, Protection from Energy, Remove Blindness/Deafness, Remove Curse, Remove Disease, Searing Light, Stone Shape, Summon Monster III, Tongues, Water Walk
3/24/16: Class originally posted, albeit in an unfinished state.
3/25/16: Class completed.
Last edited by Gnorman; 2016-03-28 at 03:47 AM.