| Post/Author/DateTime | Post |
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| Gazrivmar04-01-07, 12:36 AM | Alright, this is actually my first attempt at creating a PrC and I did it because I don't like many Paladin PrC's out there. Personally I'm going Lathander so it will make sense with all the abilities, but it isn't necessarily tied to him so I set it outside the FR forums. Here it is, any advice is well accepted. Dawnspeaker :fight!: Prerequisites: Bab +7, Knowledge Religion 10, Turn Undead, and any 2 Turning Feats HD= D10 Skills: Craft, Diplomacy, Handle Animal, Heal, Knowledge Religion, Ride, Sense Motive Lvl.__Bab__For__Ref___Will__Special Abilities 1____1____0____0____2____Gift of the Morninglord, Noticeable Radiance 2____2____0____0____3____Greater Turning 1/day 3____3____1____1____3____Smite Evil 1/day 4____4____1____1____4____Greater Turning 2/day, Glaring Eyes 5____5____1____1____4____Bonus Feat, Truedeath Strike 6____6____2____2____5____Greater Turning 3/day, Smite Evil 2/day 7____7____2____2____5 8____8____2____2____6____Greater Turning 4/day 9____9____3____3____6____Smite Evil 3/day 10___10___3____3____7____Greater Turning 5/day, Conflagration Gift of the Morninglord*: You continue progressing in the Lay on Hands, Turn Undead, and Special Mount feature of the Paladin and may multi-class freely as a paladin. If you are not a Paladin you gain +1 spell level every even level. Noticeable Radiance (su): At 1st level, you constantly glow with the soft radiance of your faith. This acts as a continual flame spell cast at your class level. You take a -5 to hide checks due to this ability. This ability can be supressed as any light spell can, but you cannot personally suppress it. Armor or items that increase hide skill do not function for you. Greater Turning (su): Starting at 2nd Level, you can use Greater Turning. Greater Turning acts as regular Turning except the undead you would turn are instead destroyed. Glaring Eyes (sp): Starting at 4th level, your eyes glow with the brilliant orange color of the sun. You can produce searing light effect from your eyes, caster level equivalent to character level. Additionally, you can never be blinded or dazed by spells or effects with the light descriptor, or by natural light of any kind. You can use searing light by sacrificing a Turn Undead attempt. (maybe 2 per use?) Bonus Feat: You can pick one bonus feat at 5th level, and it can be any Divine feat that uses Turn Undead as a prerequisite. Truedeath Strike (su): At 5th level you gain an understanding of undead unlike any other. You learn how to take them down faster and harder, therefor you gain the ability critically hit undead as if they were living creatures. This ability does not allow you to perform any type of sneak attack, or any similar abilities that are void against undead. (added when I learned that the MIC added the gem that you could attatch to weapons to crit and snk atk undead.) Conflagration (sp): You burn like the sun. Filling those around you with awe. Sacrifice a Greater Turning attempt to veil your body in holy fire. Noticeable Radiance increases to daylight (as 4th lvl effect instead of 3rd) Also, any evil creature you touch or attack in melee suffers 1d6 holy damage, and any who attack you suffer 1d6 holy damage from the same means. When in a grapple you automatically deal 3d6 holy damage every turn you maintain in the grapple. (being hit in a grapple doesn't confer the additional 1d6 previously mentioned)Undead take double damage from these abilities. This ability lasts 10 minutes or until you will it gone. Afterwards no matter how long you let it last you are fatigued. A character cannot be immune to this fatigue effect but it can be removed with the corresponding spell. Any darkness spells of equal or lower level that are in target area immediately dispel. This light effect cannot be dispelled by darkness, only by dispel magic. Caster level equals class level. *(note you don't have to call it that, just the name i gave it) Now this isn't how I originally drew it up. This is how my DM amended it. I really think its overflowing. I think the Smite feature should be held out of it, because you are going a different route than just hitting evil things. Your vendetta is against undead. Greater Turning should max out at 3/day or maybe 4/day in my opinion and the bonus feat is really just fluff. So if you make my changes its a bit better I personally think. Let me know what opinions are out there please! I think it has a lot of potential. If you know your books you will recognize some of the features as slightly tweaked versions of other abilities throughout books. I don't want them to be exact, so I made them my own. Thanks for opinions |
| calronmoonflower04-01-07, 01:20 AM | never mind i apparently blind. |
| Gazrivmar04-02-07, 11:42 PM | Wow no thoughts at all? I see people looking but no comments... |
| calronmoonflower04-03-07, 01:55 AM | I've noticed that most people comment only to complain. |
| Gazrivmar04-03-07, 07:55 PM | Well then I guess I should leave it standing as is. |
| The_Shaman04-03-07, 08:13 PM | Looks rather powerful. Do you continue getting spells as if you were a paladin? |
| Gazrivmar04-03-07, 08:28 PM | No, the spells were just extra crap to me, I felt it would do better to sacrifice those for a bit more in-combat undead fighting ability. Any cleric can stomp a paladin in casting vs. undead, and the paladins know this. He wants to compete he has to focus on his true strengths. So I cut the spell list. |
| The_Shaman04-03-07, 09:04 PM | You have it for non-paladins, though - and a paladin might be quite appreciative of being, say, able to turn his weapon into a disrupting or undead bane one for the fight with that old vampire. If other casters get it, why not paladins? If anything, I see no connection between undead specialist and special mount. |
| Gazrivmar04-03-07, 10:48 PM | I wanted the paladin to go up in what was important to him, in my opinion. The spells to increase damage are ok but that takes time. And that time can be used to hit. Having the item imbued with that ability is just as good. And the special mount is in there because I believe paladins should get increases in those things important to them, and casters can get what they need. Any non-caster-non paladins do lose out in it though... I'm still debating the idea of making it paladin-specific |