Base Class--PEJ (PEACH) [Archive] - Wizards Community

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Gyorscalfneh

04-08-07, 05:01 PM
Paladin of the Empyreal Jurisprudence

“Undead, Demons, and all who ally with them stand equal under the Perfect scrutiny of the Heavens—a sinful, dirty rot to Mankind.”
—Donblas Mabelode, founder of the Order of the Empyreal Jurisprudence

Paladins of the Order of the Empyreal Jurisprudence devote their lives to destroying
“Abominations”—Demons and Undead, grotesque creatures that violate all natural laws and represent the antithesis of everything that lawful society holds sacred.

All Paladins of the Empyreal Jurisprudence swear an oath to uphold the Empyreal Jurisprudence, a set of laws and principles that most members of the Order hold above the creeds of any single deity. While PEJ’s must pray for spells, they pray to a “higher heaven” known as Empyrean—thought by most scholars to be a Plane of Law—and their divine powers do not come from patron deities. Despite the unusual nature of their abilities, Paladins of the Empyreal Jurisprudence are often deeply involved in the faiths of their patron deities.

Game Rule Information
Paladins of the Empyreal Jurisprudence have the following game statistics.
Abilities: Charisma is essential for a Paladin of the Empyreal Jurisprudence, forming the basis for most of his abilities; a Charisma score of 15 or higher is required to get access to the most powerful PEJ spells, and a score of 10 or higher is required to cast any PEJ spells at all. Constitution, Dexterity and Strength are important because of their role in combat.
Alignment: Lawful Good or Lawful Neutral.
Hit Die: d10

Class Skills
The Paladin of the Empyreal Jurisprudence’s class skills (and the key ability for each skill) are Concentration (Con), Craft (Int), Gather Information (Cha), Jump (Str), Knowledge (Arcana) (Int), Knowledge (Religion) (Int), Knowledge (The Planes) (Int), Sense Motive (Wis), Spellcraft (Int), and Tumble (Dex). See the Players Handbook for skill descriptions.
Skill Points at 1st Level: (2 + Int modifier) x 4
Skill Points at Each Additional Level: 2 + Int modifier.



Table 1-1: The Paladin of the Empyreal Jurisprudence
Level BAB FS RS WS Special
1st +1 +2 +0 +0 Aura of Law, Sacred Ken, Turn Abomination
2nd +2 +3 +0 +0 Divine Grace
3rd +3 +3 +1 +1 Fortitude of Empyrean
4th +4 +4 +1 +1 Fire of Empyrean
5th +5 +4 +1 +1 Field Exorcist
6th +6/+1 +5 +2 +2 —
7th +7/+2 +5 +2 +2 Fast Healing 1
8th +8/+3 +6 +2 +2 Searing Flame
9th +9/+4 +6 +3 +3 —
10th +10/+5 +7 +3 +3 —
11th +11/+6/+1 +7 +3 +3 Inferno of Empyrean
12th +12/+7/+2 +8 +4 +4 —
13th +13/+8/+3 +8 +4 +4 Fast Healing 2
14th +14/+9/+4 +9 +4 +4 Impregnable Will
15th +15/+10/+5 +9 +5 +5 —
16th +16/+11/+6/+1 +10 +5 +5 —
17th +17/+12/+7/+2 +10 +5 +5 Quench
18th +18/+13/+8/+3 +11 +6 +6 —
19th +19/+14/+9/+4 +11 +6 +6 Fast Healing 3
20th +20/+15/+10/+5 +12 +6 +6 Perfect Flame





—Spells Per Day—
Level 0 1st 2nd 3rd 4th 5th
1st 2 — — — — —
2nd 3 0 — — — —
3rd 3 1 — — — —
4th 3 2 0 — — —
5th 3 3 1 — — —
6th 3 3 2 — — —
7th 3 3 2 0 — —
8th 3 3 3 1 — —
9th 3 3 3 2 — —
10th 3 3 3 2 0 —
11th 3 3 3 3 1 —
12th 3 3 3 3 2 —
13th 3 3 3 3 2 0
14th 4 3 3 3 3 1
15th 4 4 3 3 3 2
16th 4 4 4 3 3 2
17th 4 4 4 4 3 3
18th 4 4 4 4 4 3
19th 4 4 4 4 4 4
20th 4 4 4 4 4 4




Class Features
All of the following are class features of the Paladin of the Empyreal Jurisprudence.

Weapon and Armor Proficiency: Paladins of the Empyreal Jurisprudence are proficient with all simple and martial weapons, and with light armor and shields (except tower shields).

Spells: At 1st level, a Paladin of the Empyreal Jurisprudence gains the ability to cast a small number of divine spells, which are drawn from the PEJ spell list (see below). A Paladin of the Empyreal Jurisprudence must choose and prepare his spells in advance.
To prepare or cast a spell, a PEJ must have a Charisma score equal to at least 10 + the spell Level (Cha 10 for 0-level spells, Cha 11 for 1st level spells, and so forth). The Difficulty class for a saving throw against a PEJ’s spell is 10 + the spell level + the PEJ’s Charisma modifier.
Like other spellcasters, a Paladin of the Empyreal Jurisprudence can cast only a certain number of spells of each level per day. His base daily spell allotment is given on Table 1-1: The Paladin of the Empyreal Jurisprudence. In addition, he receives bonus spells per day if he has a high Charisma score. When Table 1-1 indicates that the PEJ gets 0 spells per day of a given spell level (for instance, 1st-level spells for a 4th-level PEJ), he gains only the bonus spells he would be entitled to based on his Charisma score for that spell level. The PEJ does not have access to any domain spells or granted powers, as a cleric does.

Spontaneous Casting: A Paladin of the Empyreal Jurisprudence can channel stored spell energy into certain fire/light element evocation spells that the PEJ did not prepare ahead of time. The PEJ can lose any prepared spell in order to cast such a spell of the same level or lower. The PEJ is granted one such evocation spell per level, and they are as follows: 0 Level—Produce Flame; 1st Level—Flame Blade; 2nd Level—Searing Light; 3rd Level—Fire Shield; 4th Level—Wall of Fire; and 5th Level—Flame Strike.

Aura of Law (Ex): The power of a Paladin of the Empyreal Jurisprudence’s aura of law (see the detect law spell) is equal to his Paladin of the Empyreal Jurisprudence level, just like the aura of a cleric of a lawful deity.

Sacred Ken (Sp): At will, a Paladin of the Empyreal Jurisprudence can detect Undead and Demons (defined here as Outsiders with both the Chaotic and Evil subtypes) within the vicinity. This ability functions exactly the as detect evil or detect undead except that only Undead and Demons are detected, and the range is 100 ft. + 10 ft./level. The Paladin of the Empyreal Jurisprudence can differentiate between Undead and Demon auras.

Turn Abomination (Su): At 1th level, the Paladin of the Empyreal Jurisprudence gains the supernatural ability to turn Undead and Demons. (Outsiders have Turn Resistance equal to half of their spell resistance, rounded down.) He may use this ability a number of times per day equal to 3 + his Charisma modifier. This ability is otherwise the same as that of the Cleric.

Divine Grace (Su): At 2nd level, a Paladin of the Empyreal Jurisprudence gains a bonus equal to his Charisma bonus (if any) on all saving throws.

Fortitude of Empyrean (Su): At 3rd level, the Paladin of the Empyreal Jurisprudence gains immunity to all Fear effects and all diseases, including supernatural and magical diseases (such as mummy rot and lycanthropy).

Fire of Empyrean (Su): At 4th level, a Paladin of the Empyreal Jurisprudence may sacrifice three Turn attempts in order to imbue himself with divine energy and gain bonuses in combat. The PEJ is surrounded by a flaming blue aura, causing enemies (or party members) that grapple, make an unarmed strike, or otherwise come into direct contact with the PEJ to suffer 1d4 points of damage per round they maintain the contact. Half of this damage is fire and the other half is holy (not subject to fire resistance). In addition, the PEJ’s land speed is increased by 10 ft., he gains a bonus to Strength and Dexterity equal to his Charisma modifier, and he gains one extra attack equal to his highest base attack bonus when using the full attack action (not cumulative with the effects of Haste or similar effects such as that granted by a weapon of speed), but he takes 3 points of damage per round. For the duration of this effect, the PEJ cannot cast spells and cannot channel positive energy to Turn creatures (but he may use Turn attempts to fuel divine feats). Fire of Empyrean lasts for a number of rounds equal to 3 + the character’s Charisma modifier, but the PEJ may end the effect at will. This ability may only be used once per encounter, and at the end of the effect the PEJ becomes Fatigued (-2 penalty to Strength, -2 penalty to Dexterity, can’t charge or run) for the duration of the encounter.

Field Exorcist (Ex): Starting at 5th level, the PEJ can substitute fifty silver pieces in order to fulfill the material requirements for Bless Water, bringing the effective cost down to 5gp. In addition, PEJ-made holy water deals an additional 1d4 damage per flask for every five levels of PEJ (3d4 damage at 5th level, 4d4 at 10th level, etc.).

Fast Healing (Ex): At 7th level, the Paladin of the Empyreal Jurisprudence gains the extraordinary ability to regain hit points at an exceptional rate. At 7th level, the PEJ heals damage at a rate of 1 hit point per round; at 13th level this becomes 2 hit points per round, and at 19th level it becomes 3 hit points per round. Fast healing does not restore hit points lost from starvation, thirst, or suffocation, and it does not allow a creature to re-grow lost body parts. It does not allow lost body parts to be reattached.

Searing Flame (Su): When a Paladin of the Empyreal Jurisprudence reaches 8th level, he gains the ability to sacrifice an additional Turn attempt in order to double the duration of Fire of Empyrean. The player must state that he is using this ability when he first activates Fire of Empyrean.

Inferno of Empyrean (Su): When the Paladin of the Empyrean Jurisprudence reaches 11th level, his Fire of Empyrean ability improves such that the PEJ’s aura deals 2d4 points of damage, his land speed is increased by 20 ft., and he gains a bonus to Strength and Dexterity equal to 1½ times his Charisma modifier. All other factors apply (the PEJ still takes 3 points of damage per round, gains an extra attack, etc.).

Impregnable Will (Ex): When he reaches 14th level, the Paladin of the Empyreal Jurisprudence becomes immune to all Enchantment effects for the duration of Fire of Empyrean.

Quench (Su): At 17th level, the Paladin of the Empyreal Jurisprudence may avoid becoming Fatigued after using Fire of Empyrean by sacrificing one additional Turn attempt immediately after Fire of Empyrean ends. Canceling the Fatigue effect in this way allows the ability to be used again during the encounter.

Perfect Flame (Su): At 20th level, the Paladin of the Empyreal Jurisprudence’s type changes to outsider. He gains damage resistance to fire 10 and holy 10. The PEJ no longer takes any damage per round when using Fire of Empyrean.

Code of Conduct: A Paladin of the Empyreal Jurisprudence must be of Lawful Good or Lawful Neutral alignment. The PEJ may be banned from his order for carrying out a particularly atrocious deed, but this isn’t very common; the OEJ is not big enough to monitor all of its members. Abetting or consorting with the enemy in any way (Demons, Undead, or associates thereof) is a deadly crime, usually punished with banishment from the Order and more often with death. A banished PEJ doesn’t necessarily lose his abilities, but a PEJ who becomes unlawful or evil loses all class abilities. PEJ’s who lose the path may regain their powers if they reset their alignment and go on a quest for Atonement.


Paladin of the Empyreal Jurisprudence Spell List
PEJ’s choose their spells from the following list:
0 Level: Bless Water*, Create Water, Light, Produce Flame, Read Magic

1st Level: Align Weapon (Good/Lawful only), Consecrate, Endure Elements, Flame Blade, Hide from Undead, Magic Weapon, Protection from Chaos/Evil

2nd Level: Eagle’s Splendor, Halt Undead, Resist Energy, Searing Light, Silence, Undetectable Alignment, Zone of Truth

3rd Level: Dispel Magic, Daylight, Fire Shield, Greater Magic Weapon, Protection from Energy, Remove Curse

4th Level: Death Ward, Dismissal, Dispel Chaos/Evil, Wall of Fire

5th Level: Banishment, Disrupting Weapon, Flame Strike, Hallow

*See the Field Exorcist class feature.
The_Terminator

04-08-07, 07:07 PM
You're probably got the coolest name for a class I've ever seen. It looks pretty awesome -- I may even end up adopting some of it's main characteristics for a villian in my evil campaign, since my rowdy players decided to all be half-demons and liches. Curse them. But now this is most helpful indeed. Besides your ignorant sexist uses of language "equal to his Charisma," it's totally awesome. But women can be good combat fighters too. I know that when the ERA makes it through congress, because it will totally this time, you will understand. Go women fighters!
Gyorscalfneh

04-08-07, 07:28 PM
Nevermind.
Tanat

04-12-07, 05:12 PM
I'm not sure what to think about this class. I don't have the time to play test it in an actual battle but from what I read it seems that the PEJ would fight in the same sense as a grenade - with the same flaming results. However I see no real downtime in the character's fight mode. Sure it loses it's ability to cast spells while the 'Fire of Empyrean' is active, but he has plenty of spells to spare after it ends.
In any case, I think this would be an interesting class to RP. It is overly battle conscious and has nearly no communication skills and because the only two stats not mentioned will have to be dropped to make it a capable fighter; she will be semi-idiotic and easily manipulated.
Gyorscalfneh

04-12-07, 10:31 PM
I'm not sure what to think about this class. I don't have the time to play test it in an actual battle but from what I read it seems that the PEJ would fight in the same sense as a grenade - with the same flaming results. However I see no real downtime in the character's fight mode. Sure it loses it's ability to cast spells while the 'Fire of Empyrean' is active, but he has plenty of spells to spare after it ends.
In any case, I think this would be an interesting class to RP. It is overly battle conscious and has nearly no communication skills and because the only two stats not mentioned will have to be dropped to make it a capable fighter; she will be semi-idiotic and easily manipulated.

With a point buy of 28 (I think that's average):
STR 14
DEX 14
CON 12
INT 10
WIS 10
CHA 15

I think that's pretty decent. Had I set Wisdom to be used for spells (as I originally did), I think you would be right and the class would be kind of stretched and useless. As for communication skills, I gave it Gather Information, but it didn't make sense to give it more since it is basically a crusading exorcist. For the same reason, I had trouble justifying Tumble (I'm still thinking of removing it), but it seemed necessary considering the class features (Dex bonus) and lack of armor. It does borrow a bit from the monk, anyway, what with the crowning feature turning the PEJ into an Outsider.