Work in Progress: Paladin of Mitra

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jamesmishler
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Work in Progress: Paladin of Mitra

Post by jamesmishler »

Here is a variant of the paladin class for the Wilderlands. It is a work in progress...
PALADIN OF MITRA (Charisma)

Paladins are very rare in the Wilderlands in point of fact, there is but one deity that regularly sponsors paladins Mitra.
ABILITIES
AURA OF COURAGE: A paladin, through training and strength of spirit, is resistant to natural and magical fear, death attacks, and charm effects. At 1st level, a paladin has a +2 bonus to all saving throws against natural and magical fear, death, and charm. This bonus increases by +2 every level of paladin, thus, is +4 at 2nd, +6 at 3rd, and so on. Allies within 10 feet of the paladin gain half this bonus on saving throws against fear effects, as long as the paladin is alive and conscious.
BLESSED WEAPON: A paladin imbues her weapon with a holy aura. When so imbued, damage from the weapon counts as holy or blessed damage, and can thus affect creatures affected only by holy or blessed weapons some creatures, such as rakshasas, demons, and devils, suffer additional damage or effects due to holy or blessed weapons. This ability only affects the weapon the paladin is wielding at the moment, or any missile shot from that weapon until the missile hits a target (including the ground, a wall, etc.).
DETECT EVIL: Beginning at 1st level, paladins have the ability to detect evil in the same manner as the spell. However, this ability is innate and no spellcasting is involved. A paladin simply concentrates for one round on an area or individual within 60 feet to use the ability. The paladin must face toward the area or individual being examined. The paladin can do this as often as desired, but must be able to concentrate for at least one round to do so. Beginning at 6th level, if a supernaturally-evil creature or object is even in the presence of a paladin, that is, within 5 feet per level of the paladin above 5th, the Judge should make a wisdom saving throw for the paladin; if the save succeeds, the Judge should inform the player that the character senses something disturbing and foreboding about the creature or object.
CELESTIAL AURA (Charisma): Paladins emanate a permanent celestial aura that wards against attacks from summoned or conjured creatures with infernal, abyssal, or other evil auras, i.e., extraplanar creatures or evil divine spellcasters, not non-spellcasting evil mortals. The aura creates a magical barrier around the paladin that conveys a bonus equal to 1 plus her charisma bonus to her armor class and on all of her saving throws against such creatures and their spells and spell-like effects. The celestial aura also prevents bodily contact by such summoned or conjured creatures this causes the natural weapon attacks of such creatures to fail, and the creatures to recoil, if such attacks require touching the warded creature. Good elementals and extraplanar creatures are immune to this effect.
CELESTIAL HEALTH: The paladin is immune to all diseases, whatever their origin.
LAY ON HANDS: A paladin can cure a total of 2 hit points per level of paladin per day by simply laying hands on the wounded subject the paladin can use this ability as many times as she wishes, provided she has a pool of healing points remaining. This ability can be used on the paladin or on others. The paladin can also heal attribute point damage, with every 10 hit points of healing through the laying on of hands curing 1 point of attribute damage. A paladin can, after the base pool of points is exhausted, use her own hit points to perform the laying on of hands, at a rate of two of her hit points per hit point healed. Hit points the paladin spends in this way heal at the normal rate of healing. A paladin can be reduced to unconsciousness, but no less than -6 hit points, through use of this ability.
WARD THE INNOCENT (Charisma): Beginning at 2nd level a paladin may temporarily bestow any or all of her level and charisma-based saving throw total to an innocent or innocents for their protection. Such a warding requires one minute to facilitate per bonus point granted, and requires the use of a holy symbol and holy water. The bonus will apply to the next saving throw the warded person makes, whether it is charisma based or otherwise. The ward lasts until the bonus is used, until the warded person knowingly commits an evil act, or at the most seven days, whereupon the bonus returns to the paladin. Example: A 6th level paladin with an 18 charisma has a total charisma save bonus of +9. Three young maidens are stuck in the midst of a terrible battle, with evil wizards lurking about. Before her squire leads them to safety, the paladin takes nine minutes to anoint them and grants them each a +3 bonus to their next saving throw and until they use the bonus, commit an evil act, or seven days pass, the paladin will have no saving throw bonus for any charisma-based saves based on her level or charisma though her aura of courage will still apply in most cases.
SMITE EVIL (Charisma): Beginning at 3rd level a paladin may smite evil with one normal melee attack. Smite evil adds 1 plus the paladins charisma bonus to the attack roll, and adds the paladins level plus charisma bonus to the damage upon a successful hit with that attack. This ability can be used on any creature with an evil alignment; it does not affect creatures that are morally neutral or good, and if used on such a creature, the attack will automatically fail and use up a smite evil attempt for the day. A paladin may use this ability once per day for every three levels, i.e., once at 3rd, twice at 6th, three times at 9th, and so on.
TURNING AND EXORCISM (Charisma): Beginning at 3rd level a paladin may turn or exorcize certain foes as a priest of 1st level. A paladins effective turning level is two levels less than her paladin level, thus, a 5th level paladin turns divine foes like a 3rd level priest. A paladin may turn Elemental, Extraplanar, Fey, and Undead creatures that are either chaotic and/or evil. Unlike the priest, the paladin uses her charisma bonus when rolling to turn or exorcize, not her wisdom bonus.
CELESTIAL MOUNT OR ALLY: At 4th level, a paladin gains the ability to call a celestial mount or ally. A paladins deity confers this grace upon the paladin as a reward for faithful service. A celestial mount is unusually intelligent, strong, loyal, and ready to serve the paladin in her crusade against evil. At 4th level a mount is usually a heavy warhorse (for a medium-sized paladin) or a war pony (for a small-sized paladin). At higher levels, more esoteric creatures can be taken as a celestial mount or ally at the Judges discretion. Should the paladins mount or ally die, a year and a day must pass before another may be called. The Judge provides information about the mount or ally that responds to the paladins call. Note: Celestial mounts and allies do not simply pop in and out of existence or retreat to the celestial realms when not needed or inconvenient. Most celestial mounts and allies, save for their greater abilities, are mortal creatures, with mortal needs and an otherwise mortal existence. This isnt a crappy computer game, you know.
CELESTIAL HEALING: Beginning at 5th level a paladin can call upon her deity to aid those in need of healing. Celestial healing allows the paladin to perform one of the following actions per use completely cure any one disease, and heal any hit point and attribute damage caused thereby; completely heal any one broken bone, concussion, or internal injury, and heal any hit point and attribute damage caused thereby; cure blindness; cure deafness; heal all temporary attribute damage to one attribute; dispel a feeblemind spell; cure a natural or magical mental aberration or illness; neutralize the effects of any one poison, and heal any hit point or attribute damage caused thereby; or cure all hit points of damage, restoring the subject to full maximum hit points. This ability requires 10 minutes of uninterrupted prayer, a holy symbol, and a vial of holy water to use, and if interrupted for more than one round, the use fails and is lost. Note that healing begins immediately, though is not complete and permanent until the ceremony is complete, thus a subject that is mortally wounded will stop bleeding the moment the ceremony begins. This ability cannot regenerate lost limbs, remove negative levels, restore permanently drained levels, or restore permanently drained attribute scores. A paladin may use this ability once per week for every five levels, i.e. once at 5th, twice at 10th, three times at 15th, and four times at 20th.
EAR OF THE PROPHET: At 6th level a paladin gains the ability to discern lies, as per the spell. This ability lasts one round per level of the paladin, and can be used once per day at 6th level, twice per day at 12th level, and three times per day at 18th level.
TONGUE OF THE EVANGELIST: At 7th level a paladin gains the ability to speak in tongues, that is, speak and be understood by all intelligent creatures that have a language, while she understands all languages spoken to her during the use of this ability. This is more potent than the tongues spell, as it allows those hearing the paladin to understand her in their own native tongue and idioms and vice versa, free from any misunderstandings of translation or accent. This ability lasts for 10 minutes per level of the paladin, and can be used once per day. This ability may be used in conjunction with the ear of the prophet ability.
NOBLE DOMINANCE: At 8th level, the paladin gains an extra attack when faced with evil opponents with 1 hit die. The opponents must also have a hit die type of d6 or smaller. In order to use this ability, the paladin must direct all attacks in a combat round against opponents that meet these criteria. The paladin can split the available attacks among qualified opponents as desired. This ability improves as the paladin progresses in levels. The paladin gains an additional attack for every four levels gained after 8th. So, at 12th level, the paladin is allowed a total of three attacks, and at 16th level the paladin has a total of four attacks against these opponents. This ability is only useable with chivalric melee weapons and cannot be applied to non-chivalric weapons or to ranged combat.
CELESTIAL ENDURANCE: At 9th level a paladin gains the ability to fight on even after she has been reduced to negative hit points. A paladin may continue to fight when at zero or fewer hit points, and will not die until she reaches a negative hit point total greater than her level as a paladin. The paladin must always be faced with a foe; if a foe is not visible (or if invisible, not currently engaged with the paladin or visible allies), the paladin drops, unconscious or dead. If the paladin fights on beyond -10 hit points, she is already dead and simply will not admit it in such a condition, the paladin cannot be healed, and will die when this ability stops, regardless of magical spells or abilities. When there cease to be foes, or when the paladin is reduced to one negative hit point greater than her level, the paladin will fall dead. Note that a paladin may always choose to simply fall unconscious, at any point up to and including -9 hit points. Example: A 11th level paladin can fight on until she reaches -12 hit points, at which point she falls down dead. If, during the fighting, she is reduced to -10 to -11 hit points, she can no longer be healed, and will die when this ability ends.
CELESTIAL VENGEANCE: At 10th level a paladin can call upon her god to imbue her weapon with holy power. During this time, the paladins weapon gains all the attributes and abilities of a +5 holy avenger. This ability lasts one round per level of the paladin, and may be used once per week. This ability should be called upon only in direst need, against the most evil and dangerous of opponents, or the paladins deity will not grant its use.
PRIME ATTRIBUTE: Charisma
HIT DICE: d10
ALIGNMENT: Lawful good
WEAPONS: Any chivalrous weapon
ARMOR: Any chivalrous armor
ABILITIES: Aura of courage, blessed weapon, detect evil, celestial aura, celestial health, lay on hands, ward the innocent, smite evil, turning and exorcism, celestial mount or ally, celestial healing, ear of the prophet, tongue of the evangelist, noble dominance, celestial endurance, celestial vengeance
Lvl..........HD........BtH..........EPP

1..........d10..........+0..........0

2..........d10..........+1..........3,001

3..........d10..........+2..........6,001

4..........d10..........+3..........12,001

5..........d10..........+4..........24,001

6..........d10..........+5..........48,001

7..........d10..........+6..........96,001

8..........d10..........+7..........192,001

9..........d10..........+8..........384,001

10.........d10..........+9..........768,001

11.........+4 HP......+10.........1,152,001

12.........+4 HP......+11.........1,536,001

Per level after 12th...............+384,000
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James Mishler

Main Man, Adventure Games Publishing
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http://adventuregamespublishing.blogspot.com/
http://jamesmishler.blogspot.com

JRR

Post by JRR »

Looks good, though I prefer my paladins (and rangers) to cast spells. I'd let him share his lay on hands ability with his mount if in contact. Maybe his celestial healing too.
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Omote
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Post by Omote »

I like the substituting of spells with more abilities. Looking good so far. Damn you James Mishler and your teasing!
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