Aura Paladin, suggestions? [Archive] - Wizards Community

Post/Author/DateTimePost
kyberus

03-23-05, 08:24 PM
Hey,
I'm a tad new here, specifically, this is the first class I've made, though I did post it on the ENworld forums, and I was looking for some feedback. Specifically, I was looking for a more leaderlike paladin, one with the ability to aid his (or her) allies simply by standing fast and spouting some righteous nonsense. To that end, I whipped this fellow together. I realize its neither the most inovative nor, perhaps, the most balanced class, do be kind, I was looking for additional oppinions on it, as I was running a sad little eberron campaign, and I thought I'd test it.

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Paladin of Light
Alignment: Any Good, or Lawful Neutral, though lawful neutral paladins replace all references to evil with chaos, and all references to good with lawful. A paladin is dedicated to upholding a creed or ideal, while good aligned paladins uphold ideals such as honour, justice, freedom or life, neutral ones are generally dedicated to the service of a specific kingdom, serving as a marshal or castellan with absolute loyalty. When a paladin’
Role: A paladin generally takes to the front lines, supporting allies with auras and using healing abilities sparingly. However, they can serve as a secondary healer or support character if necessary, or as an effective bodyguard for a vulnerable target.
Abilities: Charisma is paramount for a paladin, as force of personality is required to fuel and enhance most of her abilities. As a melee character, both constitution and strength are necessary to survive and effectively participate in combat. Though none of her abilities draw directly off of wisdom or intelligence, the extra will saving throws and skill points are important due to her low skill points and will. In addition, in order to access unique paladin feats either 13 Wisdom or 13 Intelligence is required.
Code:
Level B. A. B. Fort Ref Will Abilities
1 +1 +2 +0 +0 Aura of Good, Detect Evil, Guardian Aura, Divine Power
2 +2 +3 +0 +0 Lay on hands, Endowment of Divine Might
3 +3 +3 +1 +1 Turn Undead
4 +4 +4 +1 +1 Aura of Courage
5 +5 +4 +1 +1 Endowment of Divine Vigor
6 +6/+1 +5 +2 +2 Nostrum
7 +7/+2 +5 +2 +2 Benison of Power (+2)
8 +8/+3 +6 +2 +2 Aura of Fortitude, Benison of power (+4)
9 +9/+4 +6 +3 +3
10 +10/+5 +7 +3 +3 Endowment of the Guardian
11 +11/+6/+1 +7 +3 +3 Benison of Freedom
12 +12/+7/+2 +8 +4 +4 Aura of Grace
13 +13/+8/+3 +8 +4 +4 Redemption
14 +14/+9/+4 +9 +4 +4 Endowment of Command
15 +15/+10/+5 +9 +5 +5 Aura of Resistance
16 +16/+11/+6/+1 +10 +5 +5 Benison of power (+6)
17 +17/+12/+7/+2 +10 +5 +5 Ride into the Sunset
18 +18/+13/+8/+3 +11 +6 +6
19 +19/+14/+9/+4 +11 +6 +6 Benison of the Wise
20 +20/+15/+10/+5 +12 +6 +6 Valiant Stand

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Hitdice: d10
Skills: 2+int modifier ((4*(2+int) modifier at first level)
Class Skills:
Concentration (Con), Craft (Int), Diplomacy (Cha), Handle Animal(Cha), Heal (Wis), Knowledge (nobility and royalty) (Int), Knowledge (religion) (Int), Profession (Wis), Ride (dex), Sense Motive (Wis), Swim (str)
Proficiencies:
The paladin is proficient with all armor, shields (barring tower shields) simple weapons and martial weapons. (note, the rules for the maul have been changed)
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Abilities:
All friendly targeting abilities are dismissible if their duration is not instantaneous.

Lvl 1 Aura of Good(Su): As the paladin in the players handbook.
Lvl 1 Detect Evil(Sp): May use detect evil at will, as per the spell.

Lvl 1 Guardian Aura(Su): An aura of powerful holy light emanates from the paladin, protecting all allies within a field of divine light which deflects enemy attacks. All allies, including the paladin herself, within a 25ft radius of the paladin gain a sacred bonus to their armor class equal to 1 + half of the paladin's charisma bonus. This bonus may not exceed the paladin's class level. The paladin may only have one aura active at any given time. Activating an aura is a swift action that does not provoke attacks of opportunity and expends one charge of divine power. Auras last for five rounds, +1 round per two class levels.

Lvl 1 Divine Power(Su): The paladin possesses a reserve of divine power that can be used to fuel her abilities, this reserve contains a number of charges equal to the half the paladin's class level plus her charisma bonus, and so long as a single charge remains the paladin receives a +2 bonus to all will saving throws. Divine power is limited only by the paladin's capacity to channel it, which is renewed with 8 hours of rest.

Lvl 2 Lay on Hands (Su): The paladin gains the ability to heal her allies (or herself) of injury merely by touching them. By expending a charge of divine power, the paladin heals a number of hit points equal to her class level + (d4 per point of charisma modifier to a maximum of one, plus one die per two class levels). Alternatively, this ability can be used with a touch attack to damage the undead.(as a standard action)

Lvl 2 Endowment of Divine Might (Su): By expending a charge of divine power, a paladin can imbue holy might into her attacks. As a free action which does not provoke attacks of opportunity, the paladin can imbue divine power into her attacks for 1 round, plus one one per five class levels. Each successful melee attack during this time deals her charisma modifier in additional holy damage (150% with a two handed weapon). While using this Endowment, white light flares along her blade, illuminating a 15ft radius. The paladin may only activate one Endowment at any given time.

lvl 3 Turn Undead (Su): By using a charge of Divine Power, the Paladin can duplicate the effects of Turn Undead as a cleric of two levels lower would, this counts as having the turn undead ability for feats, classes, and abilities that would require it, and allows abilities that expend charges of turn undead to be used by expending charges of Divine Power.

Lvl 4 Aura of Courage (Su): The paladin becomes immune to fear of all types at all times. While this aura is active, all allies within a 25ft radius (including the paladin herself) gain a morale bonus to will based saving throws equal to the paladins charisma modifier, and a morale bonus to attack rolls equal to half of the charisma modifier. This bonus may not exceed the paladin's class level by more than one. The paladin may only have one aura active at any given time. Activating an aura is a swift action that does not provoke attacks of opportunity and expends one charge of divine power. Auras last for five rounds, +1 round per two class levels.

lvl 5 Endowment of Divine Vigor (Su): As a standard action that does not provoke attacks of opportunity, the paladin can imbue herself with unearthly vigor by expending a charge of divine power, gaining temporary hit points equal to 3*her class level and a +10ft sacred bonus to speed that last for 1 minute per two class levels. So long as a paladin is under the auspices of this ability, she is immune to the effects of fatigue and exhaustion, though she may still become exhausted or fatigued and those effects return normally at the end of the effect.The paladin may only activate one Endowment at any given time.

Lvl 6 Nostrum (Sp): By expending a charge of divine power, a paladin can remove all magical and non-magical diseases and poisons from a target touched, or either remove a curse (as per remove curse) or remove blindness or deafness (as remove blindness/deafness).

lvl 7 Benison of Power (Su): You can imbue power into a target for a short time, granting a creature touched a 2 + 2 per 8 class level (4 at level 8) sacred bonus to a single ability score for 1 minute per two levels, at cost of a full-round action and a charge of divine power. Any target may only receive one Benison at any one time from any given paladin(a second Benison dispels the first), and a paladin may only maintain one Benison per two character levels.

Lvl 8 Aura of Fortitude (Su): The Paladin gains immunity to all diseases, including supernatural and magical diseases such as lycanthropy and mummy rot at all times. While this Aura is active, all allies (including the paladin herself) within a 25ft radius gain a sacred bonus to all fortitude saving throws equal to the paladin's charisma modifier, in addition to damage reduction equal to half of the paladin's charisma modifier. Neither of these bonuses may exceed the paladin's class level. The paladin may only have one aura active at any given time. Activating an aura is a swift action that does not provoke attacks of opportunity and expends one charge of divine power. Auras last for five rounds, +1 round per two class levels.

Lvl 10 Endowment of the Guardian (Su): Instead of targeting herself with this Endowment, the paladin targets up to 1 person per four levels that she can see at the time of use, via a standard action and two charges of divine power. For up to one day, until dismissed or the paladin becomes unconscious or dead, half of the damage taken by all of these targets, or all of the damage taken by a single target (if so wished) is instead taken by the paladin. No armor class, saving throw, damage reduction or spell resistance beyond that of the ward his or herself applies. In addition, when the ward is affected by a hostile spell, the paladin may choose to be affected by the spell instead. If an additional charge of divine power is expended when using the lay on hands or Nostrum abilities, the paladin may target their ward with them as long as they remain within sense (sight, hearing, scent). The paladin knows the wards current status (hp, affects, and resources) as well as the ward does. The ward must be willing or unconscious.
The paladin may only activate one Endowment at any given time.

lvl 11 Benison of Freedom (Su): By imbuing a target with divine energy on a touch as a standard action costing one charge of divine power, you can create the effects of Freedom of Movement as a cleric of 1/2 of your class level. Any target may only receive one Benison at any one time from any given paladin (a second Benison dispels the first), and a paladin may only maintain one Benison per two character levels.

Lvl 12 Aura of Grace (Su): The paladin gains a bonus to all saving throws equal to half of her charisma modifier at all times. When this aura is active, all allies (including the paladin herself) within a 25ft radius gain a sacred bonus to reflex saving throws equal to the paladin's charisma modifier and, as a swift action that does not provoke attacks of opportunity, the paladin may use two charges of divine power to grant all allies within the aura, including herself, the effects of a haste spell for a one round. This bonus may not exceed the paladin's class level by more than one. The paladin may only have one aura active at any given time. Activating an aura is a swift action that does not provoke attacks of opportunity and expends one charge of divine power. Auras last for five rounds, +1 round per two class levels.


?-> I’m not certain whether or not to remove this.
Lvl 13: Redemption (Sp): The paladin may, by discharging all of her remaining divine power, which must be at least 4 charges, duplicate the effects of the raise dead spell without a diamond. This effect is otherwise identical to raise dead. If a paladin has at least a +7 effective charisma bonus, and at least 8 charges, she may duplicate the effects of a resurrection spell without a diamond, if a paladin has at least a +9 effective charisma bonus, she may duplicate the effects of a true resurrection spell without a diamond. As an additional cost to using these effects, the paladin gains a number of special negative levels. These negative levels do not leave in the normal way, and never result in the permanent loss of hitdice. Instead, the paladin makes a fortitude saving throw for one (and only one) of the negative levels against a DC depending on the spell used, two days after using the effect, a successful saving throw removes the negative level, a failed saving throw leaves it there, this throw is repeated on a daily basis until the paladin eliminates all of negative levels. A raise dead effect generates two negative levels which require a DC 22 saving throw, a resurrection effect generates four negative levels requiring a DC 25 saving throw, and a true resurrection effect generates six negative levels requiring a DC 27 saving throw. Restoration effects that remove negative levels do not work normally; instead they only suppress the negative levels for 1 hour per restorative spell level used.
? <-
The other option would be something along these lines
Lvl 13 Redemption (Ex): The paladin is able to cut through the trappings of another beings mind and bring them from their dark path. By expending two charges of divine power, a paladin may duplicate the effects of the cleric spell Atonement. Furthermore, the paladin is able to redeem even those creatures who could not otherwise be influenced to change its alignment. Simply by spending one day of total time speaking with a paladin, spread out over any period, the seeds of doubt take root inside many creatures inside many creature’s minds mind. However, with more powerfully or commitedly evil entities, this is subject to the limitation that they possess fewer hitdice than the paladin possesses class levels. Mechanically, when a mildly evil entity, such as a gready inkeeper, for example, or a thug, is exposed to the paladin for such a period, they must immediately make a DC 10 + ½ class level + cha mod (+2 if the paladin has the booming voice feat) will saving throw, or enter a period of dazed doubt for d6 weeks during which they assume an alignment one step closer to good (or lawful, for lawful neutral paladins), and, at the end of which, they must make a will saving throw against the same DC or have their alignment change. Witnessing an impressive act by the paladin, or being honourable defeated by the paladin and granted mercy, grants a -4->-8 circumstance penalty on the saving throw. For more vehemently evil entities, mere exposure is not enough. Instead, they must be either defeated by and granted mercy, saved, or otherwise greatly impressed upon by the paladin’s actions to be influenced whatsoever. Otherwise, the effects are identical. This category includes entities which, while now are “always evil” (or “always chaotic”), once possessed a type which might have once been good or neutral (or lawful).


Lvl 14 Endowment of Command (Su): By expending a charge of divine power as a standard action, the paladin gains a powerful, commanding presence. For a number of rounds equal to her class level, the paladin may use the Command spell at the cost of a charge of divine power on up to 10 creatures of half or less of her class level in CR. While under the influence of this ability, however, the paladin is unable to hide or conceal herself in any way, and the very magnitude of her persona draws blows towards her, causing a -2 penalty to armor class. You also receive a +8 circumstance bonus to intimidate checks. The paladin may only activate one Endowment at any given time.

Lvl 16 Aura of Resistance(Su): When this aura is active, all allies (including the paladin herself) within a 25ft radius gain SR (and PR) equal to 5 plus the paladin's class level. The paladin may only have one aura active at any given time. The paladin may only have one aura active at any given time. Activating an aura is a swift action that does not provoke attacks of opportunity and expends one charge of divine power. Auras last for five rounds, +1 round per two class levels.

Lvl 17 Ride into the Sunset (Ex): A paladin’s face is chiseled into the surface of time, to be remember as she is until the age fades into dust. She no longer ages, and cannot be magically aged, furthermore no penalties due to aging acrue (though bonuses still occur). When the paladin’s time has come, she feals the ineluctable call of the sunset, and rides or travels off, never to be seen again by mortal eyes.

Lvl 19 Benison of the Wise (Su): You can imbue spellcasters with divine knowledge of the magical arts. By expending two charges of divine power and taking d6 charisma damage, you can grant a single spellcaster touched a d6 bonus to their caster level for purposes determining spell effect, duration, penetration of spell resistance etc. Lasts for 1 round per two class levels. Any target may only receive one Benison at any one time from any given paladin(a second Benison dispels the first), and a paladin may only maintain one Benison per two character levels.

lvl 20 Valiant Stand (Su): When times are bleak, and the end seems to be at hand, the paladin may empower herself and her allies with the ability to stand fast against adversity. Activating this ability is a full-round action, and requires that five charges of divine power be available. When activated, holy light radiates from the paladin, bathing the battlefield in light From this point onward, for up to 1 minute per class level or until combat ends, the paladin may not retreat under any circumstances, even effects which would otherwise directly remove her from combat (banishment, teleportation spells, telekinesis, etc), simply fail. Furthermore, both the paladin and all allies within 60ft receive the benifits of one of the paladin's benisons, (may choose different benisons for different targets), and one of her auras, which stacks with any other aura's that might allready be active, and, finally, are healed as if they hand been affected by half of her "Lay on Hands". However, there is a hefty price to pay for use of this ability. When the ability ends, the paladin immediatly becomes exhausted, loses seven charges of divine power, and takes two strength and dexterity damage. Only 16 hours of rest will heal the exhausted status, and Endowment of Divine Vigor only reduces its penalties to those of fatigue. This ability may only be used once per week.

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Feats:
Extra Divine Power (Paladin)
Requirements: Divine Power class ability
You have more divine power within your mortal form than normal.
Benefit: Three extra charges of divine power each day, you may take this feat more than once.

Improved Aura (Paladin)
Requirements: Guardian Aura, Int 11+, Wis 11+
Your auras extend farther and endure longer than usual.
Benefit: The range of your auras is increased by 10ft and their durations increase by 3 rounds; you may take this feat more than once, its effects stack. The first time you take this feat, it increases all directly (as opposed to ½) charisma based effects of auras by 1, (for guardian aura, the ac bonus increases by 1 for a single target of your choice, which may be changed as a free action once per round on your turn , for aura of resistance, the spell resistance increases by 1, but only for yourself),

Improved Guardian Aura (Paladin)
Requirements: Improved Aura, Int 11+, Wis 13+ Guardian Aura Class Ability Active
Your guardian aura is more powerful than it would otherwise be.
Benefit: By expending a charge of divine power as a standard action, you may grant a target within your Guardian aura an additional sacred bonus (stacks with the first) to armor class of twice your charisma modifier until your next turn. (May target yourself)

True Guardian (Paladin)
Requirements: Improved Aura, Improved Guardian Aura, Improved Lay on Hands, Seal of the Guardian Class ability
You are the ultimate bodyguard, bonded to the end to your charge.
Benefit: By performing a three day ceremony requiring 3000gp of materials and 300xp, you may designate a target as your permanent ward. That target must either be willing or restrained, and the ability may only be dispelled if the ward or paladin wishes it so, then only by the break enchantment spell of atleast CL of ½ the paladin’s class level or when conditions set during the ceremony are reached or if either party dies. The paladin and ward can sense each other’s location and status at any distance, and can pick up basic emotions. In addition, while within 1 mile per class level of the paladin, they may exchange messages as if speeking directly into each other’s minds, though either party may block such messages. Furthermore, the effect of Seal of the guardian is continually on the ward, and, since the paladin can sense the ward at any distance, the benefits are available, though the paladin must always suffer the effects of damage or effects that would be lethal to the ward. Note: no paladin in good standing would ever perform this on an unwilling target without very good reason.

Improved Aura of Courage (Paladin)
Requirements: Improved Aura, Int 13+, Wis 11+, Aura of Courage Class Ability
Your aura of courage renders allies within it completely fearless.
Benefit: Your aura of courage grants all allies within its bounds immunity to fear effects, and grants a +4 morale bonus to damage when charging, furthermore, the attack bonus granted increases by +1.

Improved Aura of Fortitude (Paladin)
Requirements: Improved Aura, Int 11+, Wis 13+, Aura of Fortitude Class Ability
You can imbue further power into your aura of fortitude.
Benefit: Your aura of fortitude grants all allies within its bounds immunity to disease and poison, and the ability to automatically succeed on massive damage saving throws and stabilization checks.

Improved Aura of Grace (Paladin)
Requirements: Improved Aura, Int 13+, Wis 11+, Aura of Grace Class Ability
The haste ability of your aura of grace does not drain as much of your strength.
Benefit: When using the haste ability of Aura of Grace, it requires only one charge of divine power instead of two to activate.

Grand Aura of Resistance (Paladin)
requirements: Improved Aura, Improved Guardian Aura, Improved Aura of Courage, Improved Aura of Fortitude, Improved Aura of Grace, Int 13+, Wis 13+, Aura of Resistance Class Ability Active
You can imbue power into your aura of resistance to make it virtually impenetrable.
benefit: By expending three charges of divine power as a standard action while your Aura of Resistance is active, you can create a bubble of up to the size of your aura through which spells, powers and supernatural abilities cannot penetrate. This effect must be concentrated on as a full round action each round, and lasts up to one round per three class levels.

Reactive Aura (Paladin)
requirements: Improved Aura, Improved Guardian Aura or Improved Aura of Courage or Improved Aura of Fortitude or Improved Aura of Grace, Dex 13+
You can raise your aura in the blink of an eye.
benefit: Up to three times per day, you may activate an aura as an immediate (as opposed to a swift) action. You may take this feat multiple times, each time you may raise your aura as an immediate action three additional times per day.

Bastion (Paladin)
Requirements: Dex 13+, Reactive Aura, Improved Guardian Aura, Improved Initiative
You can shield yourself with divine might in the blink of an eye.
Benefit: You may ytilize the improved guardian aura is an immediate, as opposed to a standard, action, so long as you expend an additional charge of divine power to do so.

Smite Evil (Paladin)
Requirements: Endowment of Divine Might, Int 11+
You can use your Endowment of divine might to focus your power and smite down evil foes.
Benefit: When your Endowment of Divine Might is active, you may make an attack against an evil target, requiring you expend a charge of Divine Power. You receive a bonus to the attack roll equal to your charisma modifier, and a bonus on the damage roll equal to d6 per point of charisma modifier to a maximum of one die, plus one die per two class levels. This immediately ends your Endowment of Divine Might (ie: does not apply to any further attacks this round). You may take this feat again, increasing the size of the damage dice to d8s. If you are mistaken and the target is not evil, the target takes no damage whatsoever from the attack, and you are dazed for one round by indecision.

Revenge (Paladin)
Requirements: Smite Evil, Int 13+
You smite down all enemies who attack your allies with ruthless vengeance.
Benefit: Whenever a target you threaten damages someone you have designated as an ally, you may expend a charge of divine power as an immediate action to make an attack of opportunity against that target. Since this resolves after the effect, you do not disrupt spells or abilities requiring concentration unless they have a duration which extends beyond your target’s current action.

Crash of Thunder (Paladin)
Requirements: Smite Evil, Power Attack, Int 13+, Str 17+
The force of your conviction shatters the earth and rains divine thunder upon your foes from a distance.
Benefit: As a full round action, you may expend a charge of divine power and strike the earth, making a melee attack against AC 25. On a successful hit a shockwave rises up from the earth, striking all enemies in a line extending 50ft from that point as if they had been struck by a melee attack made by the paladin, and forcing them to make a fortitude saving throw against a DC of (13+1/2 (the penalty taken with power attack, if any)) or fall prone. This ability may only be used while wielding a bludgeoning weapon, only while neither fatigued nor exhausted, and causes the user to become fatigued for d6 rounds from exertion.

Greater Benison (Paladin)
Requirements: Benison of Power, Int 13+
Your Benisons last longer than usual, suffusing their targets long after they would otherwise have worn away.
Benefit: The durations of your Benison of Might, Benison of Freedom and Benison of the Wise class abilities are doubled.

Sacred Vengeance: (Paladin)
Requirements: Greater Benison, Revenge, Smite Evil, Knowledge (religion) 11 ranks
Your attacks are empowered with divine might whenever you combat the corrupt.
Benefit: When fighting undead or outsiders with the evil subtype, any time that you deal damage to either, you deal an additional 2d6 divine damage.
(This also applies to spells and abilities, but only once per such spell or ability per creature per round.)

Booming Voice (Paladin)
Requirements: Intimidate 2 ranks, Endowment of Command class ability, Extra Divine Power
Your voice must be heard, and is extremely difficult to disobey.
Benefit: You receive a +6 bonus to intimidate checks, can be heard at two times the normal distance if you desire, and the range and number of targets of the command spell from your Endowment of Command ability is doubled.

Awe (Paladin)
Requirements: Int 15+, Booming Voice, Revenge
Your unearthly might invokes awe in all those who witness you.
Benefit: When using your Endowment of Divine Might, you may Smite Evil without ending the Endowment, (though never more than once per round), and the Endowment lasts one extra round. In addition, your Endowment of Command and redemption class abilities' DCs increase by 2.

Improved lay on hands (Paladin)
Requirements: Wis 11+, Lay on Hands class ability, Heal 4 ranks
Your healing abilities are exceptional.
Benefit: You heal d8 damage per point of charisma with your lay on hands ability, instead of d4.

Greater lay on hands (Paladin)
Requirements: Wis 13+, Lay on Hands class ability, Heal 11 ranks, Improved Lay on Hands
You have immense healing power.
Benefit: The size of your healing dice on you lay on hands ability increases further, to d12 from d8.


Purge (Paladin)
Requirements: Wis 11+, Nostrum Class ability
You can remove magics with the power of the light.
Benefit: When using your Nostrum ability, you may spend an additional charge to dispel any spells currently affecting the target, as a targeted Dispel magic spell of a caster level two less than your class level, with no maximum bonus on the caster level check.

Cleanse (Paladin)
Requirements: Wis 13+, Nostrum Class ability, Lay on Hands class ability, Extra Divine Power, Purge
Your ability to remove vile magics is even more powerful than your comrades, even able to strip the foulest of enchantments.
Benefit: If you spend 4 rounds meditating, expending 3 charges of divine power in the process, you can duplicate the effects of a Break Enchantment spell on any creature touched (including self) with a caster level equal to your class level. Furthermore, your caster level when using your Purge feat increases by two.

Divine Reach (Paladin)
Requirements: Wis 13+, Lay on Hands class ability, Extra Divine Power, Improved Lay on Hands
You can project your healing power across distances to reach those in need.
Benefit: For each dice of healing you drop from your Lay on hands ability, you gain 25ft + 5ft per class level of range, allowing you to heal allies off into the distance. (minimum 1 die)

Burst of Light (Paladin)
Requirements: Wis 15+, Lay on Hands class ability, Extra Divine Power, Improved Lay on Hands, Divine Reach,
You can spread the power of your healing light through multiple targets around you.
Benefit: When using Lay on Hands, you may spend an additional charge of divine power to heal all desired targets (including the original target) within a 25ft burst from the original target of half the amount healed by your original touch.


Knight Errant (Paladin)
Requirements: Paladin level 1, ride 3, improved initiative
You, unlike your fellow paladins, ride alone.
Benefits: You gain a paladin’s mount at class level 4, as per the mount ability in the players handbook. Furthermore, you gain the benefits of the mounted combat and spirited charge feats, and from this point forward, intimidate is a class skill for you. However, your auras do not affect anyone but yourself, for whose purposes your charisma bonus is two higher when determining the effect.
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Weapons:
Greathammer (20lbs, 20gp)
Martial Weapon
The two handed equivalent of a warhammer, the greathammer serves the sole purpose of punching through the undead and armored foes. Hp as a sword, rather than a hafted weapon.
Damage: 1d12(M), critical 20/3x

Item Properties
Channeling (ranged weapon)
Equivalent to a +1 bonus:
Allows paladin abilities that would otherwise be restricted to melee weapons (Endowment of Divine Might, Smite Evil, Revenge) to be used with ranged weapons, which would not otherwise qualify. These weapons appear to have thin strands of silver passing from the grips to wherever the arrow or projective would be nocked or to the tip. In the case of weapons with amunition, this property may not be applied to the ammunition.


Items:
Crystal Token: These crystal baubles, roughly the size of a babies fist, posses the unique ability to absorb positive energy, sequestering it until the token is broken or thrown at a target. A paladin may, after 1 hour of meditation, imbue one of her abilities into the token. The divine power or any other cost used to activate the ability is expended, and does not regenerate until the token is used and the paladin rests, or the paladin spends 1 hour to rescind the grant. This allows abilities that would normally only target the paladin to target others. Activating such a token is a standard action that does not provoke an attack of opportunity.
Minor universal; CL 3rd; Brew Potion, bless; Lay on Hands class ability; Price: 300gp
Cost: 150gp + 6xp
Holy Avenger: (slightly modified) This +2 cold iron longsword becomes a +5 holy cold iron longsword in the hands of a paladin. Furthermore, the effects of the wielders Aura of Resistance are always active(if she does not yet possess this ability, only she gains the spell resistance). It also enables the wielder to use greater dispel magic (once per round as a standard action) at the class level of the paladin. (only the area dispel is posible, not the targeted dispel or the counterspell).
Strong abjuration; CL 18th; Craft Magic Arms and Armor, holy aura, creator must be good and be assisted by a character possessing the Purge feat, who sacrifices 1 hit point, permanently. Price: 140630gp; Cost 70630 + 5600xp
Crucible of Joy (worn around the neck): This pendant consists of a small crucible, latched shut with embroidered gold and containing a number of tiny crystals. By expending a charge of divine power as a free action (or three spell levels of divine spells) a good character may energize one of these tiny crystals, then throw it. The crystal swiftly heats up, shimering with unearthly radiance. If the crystal is thrown (as a standard action) within 5 rounds, it deals 2d6 fire damage to the thrower, if it is left within the crucible, nothing happens. When thrown, the crystal shatters and duplicates a flamestrike spell where it lands, with the notable exception that the spell damages only evil outsiders and undead, and ignores spell resistance and energy resistance. These crystals regenerate at dawn of each day, or every 36 hours (if no dawn occurs).
Moderate Evocation, CL 11th, Craft Wondrous Item, flamestrike, creator must be good aligned, Price: 10437gp (1 gem), 16437 (2 gems), 22437 (3 gems), Cost: 5218.75gp + 417xp (1 gem), 8218gp + 657xp (2 gems), 1128gp + 897xp (3 gems)

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Those of you who've reached this point, sorry for boring you and I hope I haven't commited some horid breach of ettiquete. Also, I can't find the button that puts the shiny text box around it, so... well, I appologize for the inconvenience. I also appologize for the manner in which the class may *cough* resemble certain (computer) game's classes, I did try to vary, but...
C12sprint

03-23-05, 11:55 PM
Someone has been playing World of Warcraft.
Chimaera2000

03-24-05, 02:38 PM
To make a text box (which is handy for making tables), all you have to do is write (code)(/code) ( with ( and ) changed for [ and ] ), then insert the text of whatever you like in between the two. For example:

(code)"Welcome to Corneria!"
"I like swords!"
"Welcome to Coreneria!"
"I like swords!"(/code)

Then subsituting for the parentheses (no idea if that was spelled right), we get:

"Welcome to Corneria!"
"I like swords!"
"Welcome to Corneria!"
"I like swords!"

As the class itself, I'll have to get back to you another time when I've a bit more time to post. I do like it thematically, and you've certainly got a lot of creative ideas, but I'm just not sure how well it would synergize with the existing class structure in D & D. I'll get back to you on the individual abilities later.
kyberus

03-25-05, 12:54 PM
i hate to do this, but in naive hope for a reply,
I must.... *bump* myself (note, if there is
some sort of board ettiquete concerning this,
do tell, and it won't happen again.)
kyberus

03-28-05, 01:29 PM
for the last time, -> bump
allenchan

03-28-05, 02:35 PM
Its called the Marshal.


http://www.wizards.com/default.asp?x=dnd/ex/20030906b
farghal

03-28-05, 03:40 PM
Its called the Marshal.


http://www.wizards.com/default.asp?x=dnd/ex/20030906b


i have to agree in a quick look it does look about the same...... concept

but i think it's still different enough. i'm REALLY tired right now but i'll see if i can check it later (as in tommorow or so). I really liked the concept and i did a quick look and if this really is your first class.... You are one of the few (when making there first class) who did the flavor of the class. Really very nice ;)

good luck dude
kyberus

03-28-05, 06:51 PM
Er... Marshal? Great... just great, i suppose it is the same idea. I didn't never thought to look, well... in the miniatures handbook, I didn't even know there WAS a miniatures handbook, and If I had heard of it... I probably dismissed it as some sort of book on how to paint miniatures. :eek:
Chimaera2000

03-28-05, 08:21 PM
(whistles) Wow, I'd heard of the marshal before, but I hadn't actually seen it statted out before. It actually looks like a really nice class and interesting class overall.

Anyway, back on topic. I'll comment on the individual powers that catch my eye.

1) It might be an idea to switch the order of Aura of Courage and Turn Undead, like with the 3.5 paladin progression.

2) For Endowment of Divine Might, you should probably mention that you can only use one Endowment at a time there, rather than with Endowment of Divine Vigor.

3) Nostrum has a few problems. First, it should be a spell-like, rather than supernatural, ability. Secondly, it should probably be bumped up by at least one level (possibly switching with Endowment of Divine Vigor) since paladins lag behind clerics in their ability to cure afflictions. Thirdly, it should be expanded cover the spell remove blindness/deafness (and possibly remove curse) in addition to remove disease and neutralize poison as written, but it probably should only do one of the above effects per use of this ability.

4) The number of temporary hit points offered by Endowment of Divine Vigor is too much. I'd recommend only one or two temporary HP per level at most (I'd recommend only one), though providing the benefits of the Endurance feat while the ability is active might be cool thematically.

5) Redemption probably shouldn't be there. The ability to raise the dead (not reincarnate) is an exclusive ability of clerics, the costly material component is there for a reason, and the number of negative levels provided with this ability is crippling.

6) Aura of Grace seems to be a bit far ahead, considering how early the paladin receives the Divine Grace ability as written.

7) Valiant Stand is good theme-wise, but class abilities should ideally be something that can be used consistently, rather than as a one-shot.

Overall, the class has some interesting things going for it, but it still needs a lot of work. Good luck all the same, though; I know that the aura-based paladins of Diablo II and Warcraft III were always really cool. :)
kyberus

03-28-05, 10:53 PM
Switch Turn Undead and aura of courage? and ruin my delightful pattern of one aura per four levels... blast, still, I suppose it might be a good idea, if nothing else because some PrCs assume that you have lvl 4 for a paladin receiving them, and feats... Not yet, though.

Er... Yeah, there was supposed to be such a disclaimer after endowment of divine might. About endowment of divine vigor, though, that would only be ~8 hp for a standard action at level 8, versus perhaps +4~6 damage as a swift action (true, only two rounds, but those 8hp wont last that long) I moved it to two, the same as the old divine vigor. I'm not sure that is worth it otherwise, given Lay on Hands, though I have'nt had a chance to test, so :confused: . Also made it give a sort of endurance like effect.

Nostrum-> good point, and level 3 cleric spells aren't exactly the most miraculous either, I suppose it should wait till after the clerics have had their glory.

About redemption, I sortoff expected it to be the kind off ability that is, shall we say, nice to have when you really need it, or for some ancient paladin to use for a party, have them complete a quest, then get killed off in their weakness, not so much to be used often (hence crippling penalties, you'll never find a paladin willing to use it for money or for free). Still, I really don't know what I'd replace it will, and level 13 is the bastard of all levels, all you receive there are skills, 1hd and +1 bab, it doesn't even fit into formulae all that well, being a prime number and an unpopular one at that.

Aura of grace is there for a reason, gaining half of the original benifits of divine grace seemed big, when aura of courage allready can cover low will saves, and for many allies, and when I increased the low level healing abilities by a decent bit, plus the haste thing. You can already buff up one or the other of the really important saves early on (probably, in hindsight, better if turn undead and Aura of courage switch), especially will, and you receive +2 will as long as you have divine power, and can heal yourself for the hps lost to failed reflex, it felt like to much too soon. I suppose it could be moved up, though...


Valiant stand is a bit less of a penalty, now, it can be used weekly, and causes exhaustion (which can be reduced to fatigue with Endowment), rather than instant death. A bit too much?

Still, thanks. Yes, it is my first posted or used class, I have toyed with the idea before, but it has never gotten beyond awkward flavor text. This time, the PhB covered the flavor text for me, so I finally reached the actual class...
Chimaera2000

03-29-05, 12:24 AM
Wow, if nothing else, I can see that you're putting a lot of effort into this project. Keep it up! If there's any other suggestions that you could use, feel free to PM me or I'll post on the class later.
kyberus

03-30-05, 12:48 PM
:bump: ?
kyberus

04-01-05, 03:02 AM
Well, I added a couple of feats, I'm still not sure to do with redemption? perhaps allow it to actually redeem people? (the rules ended up awfully complex), I'm also wondering whether it wouldn't be posible to make the paladin mount ability into a feat, to allow this paladin to qualify for many of the prestige classes based on mount, but I'm not certain that it would balance out very well. Not to say mounts end up very terrifying (they die a lot, don't they?), but the whole "charge and do 4x damage" thing is pretty nasty, and meh...
:bump:
spyderfreek

04-01-05, 05:46 AM
for the last time, -> bump
:bump: <------- What does this mean???!?!?!?!??
kyberus

04-02-05, 02:54 AM
erm, I was under the impression it was the smily for bump, but, it might also signal a tactical nuclear bombardment, I suppose
kyberus

04-10-05, 04:09 AM
It looks like that was not, quite, my last bump. As I am still working (ever so slowly) on the class, I might as well. I have changed the dice cap on lay on hands, to 1 + 1/2 level, rounded down, (keeping it roughly in line with the "cure" line of spells until level 9, of course, when no extra spell occurs and heal)

also, I would love to see any numbers from the class. I've looked it over myself, but I don't know feats that well, and would hate to reallize that I've left myself open for a "laser eye beam of 12405938 damage" paladin. Either that, or somehow outcleric'd the cleric, which would take some doing. Whether or not the cleric is overpowered, it is a more powerful that average class.