Aura Paladin

kyberus

First Post
I'm a tad new here, but I have read the posts here before, and I had just reworked the paladin class along the lines of World of Warcraft's Paladin. I simply felt the paladin should be a more defensive, rather than offensive class and should have more options as to what it actually does. That being said I have NO CLUE if this would actually be balanced.
I have considered decreasing the hit-dice to d8, but that brings it far too close to being
a cleric and raises the unfortunate problem of reworking the cleric to make it unique.
Really, I felt no change in the flavor text was necessary as the change is mechanical.

___________________________________________________________________________
Changed, again
________________________________________ _________________________
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

_____________________________________________________________________
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)
_____________________________________________________________________
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 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. 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. 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. 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.

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 of this level has had her face chiseled into the surface of time. She no longer ages, and cannot be magically aged, no penalties acrue (though bonuses still occus). When the paladin’s time has come, she feals the ineluctable call of the sunset, and rides 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.

__________________________________________________________________
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 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 afterwards 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 14 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.
________________________________________________________________________
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)


___________________________________________________________________________

I hope I haven't violated any particular piece of etiquete in posting this, I had considered
allowing someone to play one of these in the far future (when I am finally running a campaign). Yes, I am clueless, and any constructive criticism would be appreciated :)
 
Last edited:

log in or register to remove this ad

BiggusGeekus

That's Latin for "cool"
kyberus said:
I'm a tad new here, but I have read the posts here before, and I had just reworked the paladin class along the lines of World of Warcraft's Paladin. I simply felt the paladin should be a more defensive, rather than offensive class and should have more options as to what it actually does. That being said I have NO CLUE if this would actually be balanced.

So the paladin is constantly surrounded by an aura and he can swap that aura out as standard action? That's the only dealbreaker for me. You may want to consider Aura of Good to be in constant effect, which the paladin can intensify to one of the other auras. The duration could be, perhaps, his Widsom modifier in rounds and he might be able to use these abilities a number of times per day equal to his Knowledge (Religion) or Concentration depending on how into God you want these guys to be.

Otherwise some of your auras are pretty powerful if they can be used over and over. Don't just think combat. Think downtime. The dependancy on a skill ties up one of his two base skill points giving him a nice weakness and tying it to the Wisdom modifer now means he has to keep up STR, CHA, WIS, CON, and INT with DEX being the only stat he can afford to have low.

Just a thought.
 

DragonTurtle

First Post
A couple of thoughts, Weapon Proficiencies, since the character is already getting the good weapons from each cateory, may as well give him martial proficiency.

Guardian Aura, with one level of paladin the character has a powerful bonus to AC that stacks with almost everything, anyway to tie this into paladin levels? Otherwise I see monks and sorcerers taking a level of paladin for the AC bonus.
 

Coredump

Explorer
Steps to reading this thread:

1. Oh no, some Diablo dweeb wants to role play his character...kill me now.

2. Worse, it is some WoW dweeb that just can't get enough

3. Read the class

4. Feel stupid for jumping to conclusions because I actually like it.


What I like best about it, is that Paladins are supposed to be (in my imagination) these charismatic people that others want to be around, and that others are better because of them. Sort of like the guy you would follow into hell because he was leading, or that when you want to run away, you look over, see him, and decide to stay.

These auras provide a mechanic for this. You are less likely to run, you fight better, etc. This Paladin makes everyone around him a better person. Very Cool.

DragonTurtle: The AC bonus can only be as high as his class level, so taking one level will only give you a +1 AC

As for Biggus's comments.... hmmm... gets me thinking.

I think I agree, the Aura of good is constantly on. And can be intesified. I would have it last longer... pick some mechanic that will give it 5-15 rounds or so.
Plus, I would make it a free action that can only be done on the Paladins turn. This would indicate that he does something small to rally the others.
"Do not fear these beasts, God is here protecting you" (Activates Gaurdian Aura) or...
"Stand fast, fear is the work of the devil" (Activates Aura of Courage)

Again, this fits into my vision of Paladin as someone that inspires those around him, and that others look up to. The free action doesn't have to be spoken, maybe he just stands up straighter, or whatever.


There are a few tweaks I may worry about.
I think the Haste effect is too powerful
I think the SR effect may be too powerful
I would max the number of divine charges to 1 + class level. (This will also effect when people are willing to take 'extra divine power')

Um, how do they recharge, and how fast? I was assuming overnight, but that is not clear.


Lay on Hands, is that (level+d4)*cha bonus ?

Seal of divine might, it is a standard action? yuck. I would also simplify it.
SoDM: By expending a charge, for one round, the paladin gets to add his cha modifier to his Str modifier when determining damage. (shorter duration, but free action, and no save)

Divine vigor: I think I would tie to to something else, like maybe 2-3 hp per level. Or maybe 2 hp per cha bonus.

blessing power: Is that a +2 at 8th level or +4?

Seal of gaurdian: I am sure there is a way to exploit that.... there just has to be...


Okay, I am done for now. (limited attention span :) AFAIK, the main design flaw is that it is very dependent on CHA. In my campaigns this would not be too much of a problem, but in a FR type campaign, where it is easy to make/get magic items.... what happens when this Pally has a CHA of 34? Or higher?

Same with the feats. The prereqs of Cha are wasted, the pally will do *everything* to up his CHA already, not much of a prereq. Try sprinkling in Wis, or Int or levels, or such.

But I do like the concept.
 


kyberus

First Post
Thanks for actually reading it. I was actually somewhat worried about being seen as a World of Warcraft madman, though diablo didn't really come to mind. I probably could've chosen better names. Stil its good to hear something, in hindsight... the auras do become pretty bad if someone has 34 charisma, especially if they are active all the time. I did try and force the paladin to acquire one more stat in the feats, which I feal are good enough to merit puting ~15 in intelligence or wisdom (or buying items to get that much). I'm not sure if thats enough, though.

I am still considering the skill requirement for all abilities, but I'm not certain which skill and to what degree. That being said, I did change all of the aura's durations, and simplify seal of divine might. Also, the SR has been decreased to 5 + class level (20% resistance assuming the enemy is of the smae level and has no feats, might still be too much but I did want to place some sort of magical defence in) and the haste has been reduced to 1 round (which is still pretty nice).

Also, to clarify: Lay on hands deals d4 per point of charisma modifier, then adding on class level: ie: Mark the 4th level paladin with 16 charisma heals 3d4 + 4 hp.
And yes, though it didn't sound right, i did meen the blessing of power grants +4 at level 8, +6 at level 16 (not much to speak of, but worth it)

Coredump, when you spoke of a paladin rallying his allies and empowering them through heroic influence, I agree with you, thanks for taking the time to read it.


Also, when revising, are you expected to modify the original post or leave it be and repost only modified information... or repost it all? in the spirit of idiocy, I'll repost it all and delete it later... any criticism (or comments, like on the raising dead thing) appreciated.

Updates up top, if anyone's looking
 
Last edited:

DragonTurtle

First Post
Not sure if you have seen the marshall from the miniatures handbook, however it has some "official" mechanics for auras, off hand I can't remember how they differ from yours, however if you are interested you may want to give it a look.
 

Coredump

Explorer
Don't have time to re-read it, but I will try later. This is one of the *only* fan classes I am thinking about adding to my game.

Though it is not fair. (good is good, period) It might benefit acceptence if you can rename the benefits so they don't mirror WoW. If I use it, I would change them. Just want to keep the games separate.

Also, the best method I have seen, is when the initial post is changed, but you can do it in a different color, or make some comment, or somesuch.

You don't want new people to have to read the class 4 times through all the changes.
 

kyberus

First Post
I just changed the names of several of the abilities, fixed the awe feat (it
became completely useless)
I also renamed part of the nomenclature to remove as much of the external
references as posible.
(purify-> nostrum, seal->endowment (i thought about removing it), blessing->
benison, etc)
thanks, though I suppose this is as much a shameless attempt to attract comments
as anything.
Ideas?
 

Viashimo

First Post
The class has some good values. I like how it has at least two streams - especially with the feats - it can either be a strong offensive "kick evil's ass" paladin or a strong support figter, who remains capable of dealing with enemies. Wisdom and Charisma are the two needed strong abilities - which balances out the class weakening's it's otherwise average combat abilities. The abilities on the other hand provide a shorter term strength in and out of combat(which is nice because most character's are useful in either combat or non-combat and not usually both). I can't say I much constructive criticism to offer, as I'm not too sure what would improve it in any; or how it should be improved in any case.
 

Remove ads

Top