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| Prince_of_Parkness10-03-07, 12:45 PM | Sorry the names arent too creative. Ill work on them if this idea is approved. I also know that the actual tweaking is a bit rushed. I mashed them together in a bit of a hurry. Its the concept that counts. NOTE: They are identicle to paladins exept were noted. 1. One of Orde: LN. Class features: Smite evil becomes smite chaos, as does detect evil Aura of good becomes aura of law Gain immunity to to low (5 and down) mind affecting spells that are chaotic (eg confusion). Aura of obidience grants allies save against such spells. This replaces aura of courage Remove disease instead allows them to atempt to dispel a magical mind affecting chaotic spell. CL is their own. Code of Conduct: Must obay the laws of country they are in, regardless of how abusive/stupid they are. Considered successful if manages to convert chaotic tribes to lawful societies. Reasons for: Good twist to the standard paladin. Against: Might be a bit hard to play, but i still think its worth having. Class features may need a bit more tweaking. 2. One of Chaos: CN Smite evil becomes smite law, as does detect evil Aura of good becomes aura of chaos Gains immunity to low (5 and down) level mind affecing lawful spells, allies gain bonus against these. Replaces aura of courage Remove disease grants them the ability to attempt to dispel any mind effecting lawful spell. Cl is their own level Code of Conduct: Their holy mission is to persuade people they dont need a goverment. Failing that, they must spread the message that "the goverment that rules least rules best" Reasons for: A very challanging class to role play for expiorienced gamers Reasons against: Only for expirienced gamers, or at least thoughs who now the difference between CN and CE. Class features may need to be tweaked. 3. One of Balance: TN Must choose which aligment component corrpts the most: evil, good, law or chaos. Gain ability to smite and detect this Give of an unamed aura Gain a +1 per OoB level to mind affecting aligmented spells. Allies gain half of this Remove disease can make someone TN for 1 hour/OoB level. Charisma based ability Code of Conduct: Must spread the word that only the undestorted TN will ever achieve inner happiness, and that if everyone follows this, there will be complete peace. They must also especially try to undermine orginizations/societies of their oposing aligment Reasons for: I know this is a bad idea, but I felt that after I made the overs, I needed this one aswell. It also just sounds good if you ask me. Class features may need more tweaking. Reasons against: Cant really think of any, other than it being irrelivant. Dont think their ability to choose an oposing aligment is overpowered. 4. One of Malice: LE Smite evil becomes smite good, as does detect evil Aura of good becomes aura of evil Lay on hands does negative energy damage. Amount is half that of lay on hands Devine grace instead grants one hostile creature per round a penalty to saves. Can change target per round as free action. Range 30ft Gains an aura of fear. DC Charsma based, cap 15, succesful save leaves immune for 24, but aura pierces paladins initial immunity Divine health instead imposes a -6 to all fort saves vs disease or remove imunity. Range 30ft Turn celestrial Cause disease. DC charisma based Reasons for: It always annoyed me that there's the Paldin, but an evil PC has to take a PrC to be a champion of evil. Reasons against: May make Balckguard PrC redundant or not as evil. Class features may need more tweaking |
| Prince_of_Parkness10-03-07, 01:14 PM | Sorry i double posted this, ignore this one |