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Goal a Paladin class that works for every faith. What am I missing?
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<blockquote data-quote="DragonTurtle" data-source="post: 1873709" data-attributes="member: 26206"><p>Not all gods or churches are the same. The following is a replacement to the paladin who only fills a very specific niche. Different paths customize the paladin, referred to below as a crusader to distinguish from the core class. </p><p></p><p>What archetypes are missing?</p><p></p><p><strong><span style="color: Red">Crusader</span></strong></p><p><em>Game Rule Information</em></p><p>Crusaders have the following abilities </p><p></p><p><strong>Alignment:</strong> While crusaders come in all alignments, crusaders must match at least part of their gods alignment and be no more then one step away in total alignment. For example a lawful good god can have crusaders that are either lawful or good, but never chaotic or evil. So Lawful Good, Neutral Good, and Lawful Neutral are acceptable alignments for this god.</p><p><strong>Base Attack Bonus:</strong> Good (as a fighter)</p><p><strong>Hit Die:</strong> d10</p><p><strong>Saves: </strong> Good Fort / Poor Ref and Will</p><p><strong>Class Skills:</strong> The crusader’s class skills (and the key ability scores) are Concentration Con), Craft (Int), Diplomacy (Cha), Handle Animal (Cha), Heal (Wis), Intimidate (Cha), Knowledge (Religion) (Int), Profession (Wis), Ride (Dex), Swim (Str).</p><p><strong>Skill Points at 1st Level:</strong> (2 + Intelligence modifier) x4</p><p><strong>Skill Points at each additional level:</strong> 2 + Intelligence modifier.</p><p><strong>Starting Age:</strong> As the paladin.</p><p><strong>Starting Wealth:</strong> As the paladin.</p><p></p><p><strong>Class Features</strong></p><p>All of the following are class features of the Crusader core class. </p><p><strong>Weapons and Armor Proficiency:</strong> A Crusader is proficient with all simple weapons plus their deities favored weapon, with all types of armor (Light, Medium and Heavy) and with shields (but not tower shield). </p><p>1. Aura, Divine Path 1, and Favored Enemy</p><p>2. </p><p>3. Martial Gift</p><p>4. </p><p>5. Divine Path 2, 2nd Favored Enemy</p><p>6. </p><p>7. Martial Gift</p><p>8. </p><p>9. Divine Path 3</p><p>10. 3rd Favored Enemy</p><p>11. Martial Gift</p><p>12. </p><p>13. Divine Path 4</p><p>14. </p><p>15. Martial Gift, 4th Favored Enemy</p><p>16. </p><p>17. Divine Path 5</p><p>18. </p><p>19. Martial Gift</p><p>20. 5th Favored Enemy</p><p></p><p><strong>Aura (Su): </strong> Crusaders of deities with a chaotic, evil, good, or lawful alignment have a powerful aura like a cleric of the same level.</p><p><strong>Divine Path: </strong> </p><p></p><p><strong>Conqueror: </strong> Conquerors are soldiers intent on bringing their god’s way to a new place. They often are part of a larger army and act as leaders. Conquerors prefer flashy symbols of their god’s power so that other know who exactly is at their doorstep. Conquerors gain a +2 bonus to the Intimidate skill.</p><p>1. Smite Favored Enemy 1/day. The champion gains a bonus to hit equal to his Charisma modifier and his level is added to the damage rolls of one attack per day. The option to smite a foe must be announced before the attack roll.</p><p>2. Aura of Despair: Against the overwhelming presence of the conqueror, his opponents have little hope of victory. Enemies within 10’ take a -2 penalty on all saving throws.</p><p>3. Smite Favored Enemy 2/day</p><p>4. Doom 1 day</p><p>5. Smite Favored Enemy 3/day</p><p></p><p><strong>Devastators:</strong> Devastators goals are to leave things worse then they found them. Their ability to cause damage is outstanding. No good or lawful god has devastators among their crusaders. Devastators love to carry the biggest weapon they can and often choose those that do the most damage. To signify their knowledge in siege warfare devastators gain Knowledge (Architecture and Engineering) as class skills. </p><p>1: Rage as Barbarian once a day.</p><p>2. Destructive Rage as the feat</p><p>3. Rage 2/day</p><p>4. Enlarged Rage: When enraged devastators are enlarged as if under the spell enlarge person, this lasts for as long as they are under the rage.</p><p>5. Rage 3/day. Tireless rage.</p><p><strong>Rage (Ex):</strong> A devastator can fly into a rage a certain number of times per day. In a rage, a devastator temporarily gains a +4 bonus to Strength, a +4 bonus to Constitution, and a +2 morale bonus on Will saves, but he takes a –2 penalty to Armor Class. The increase in Constitution increases the devastator’s hit points by 2 points per level, but these hit points go away at the end of the rage when his Constitution score drops back to normal. (These extra hit points are not lost first the way temporary hit points are.) While raging, a devastator cannot use any Charisma-, Dexterity-, or Intelligence-based skills (except for Balance, Escape Artist, Intimidate, and Ride), the Concentration skill, or any abilities that require patience or concentration, nor can he cast spells or activate magic items that require a command word, a spell trigger (such as a wand), or spell completion (such as a scroll) to function. He can use any feat he has except Combat Expertise, item creation feats, and metamagic feats. A fit of rage lasts for a number of rounds equal to 3 + the character’s (newly improved) Constitution modifier. A devastator may prematurely end his rage. At the end of the rage, the devastator loses the rage modifiers and restrictions and becomes fatigued (–2 penalty to Strength, –2 penalty to Dexterity, can’t charge or run) for the duration of the current encounter (unless he is a 17th-level devastator, at which point this limitation no longer applies; see below).</p><p>A devastator can fly into a rage only once per encounter. At 1st level he can use his rage ability once per day. At 4th level and every four levels thereafter, he can use it one additional time per day (to a maximum of six times per day at 20th level). Entering a rage takes no time itself, but a devastator can do it only during his action, not in response to someone else’s action.</p><p></p><p><strong>Protector:</strong> Protectors are used to guard sacred areas. While saviors tend to help people escape, protectors defend the structures themselves against attacks. Protectors have a fierce hatred against devastators. Protectors wield the heaviest armor they can and often use tower shields. Protectors gain listen and spot as class skills.</p><p>1. Defensive Stance 1/day</p><p>2. Uncanny Dodge</p><p>3. Defensive Stance 2/day</p><p>4. Improved Uncanny Dodge</p><p>5. Defensive Stance 3/day</p><p><strong>Defensive Stance (Ex): </strong> When he adopts a defensive stance, a protector gains phenomenal strength and durability, but he cannot move from the spot he is defending. He gains +2 to Strength, +4 to Constitution, a +2 resistance bonus on all saves, and a +4 dodge bonus to AC. The increase in Constitution increases the protector’s hit points by 2 points per level, but these hit points go away at the end of the defensive stance when the Constitution score drops back 4 points. These extra hit points are not lost first the way temporary hit points are. While in a defensive stance, a protector cannot use skills or abilities that would require him to shift his position. A defensive stance lasts for a number of rounds equal to 3 + the character’s (newly improved) Constitution modifier. A protector may end his defensive stance voluntarily prior to this limit. At the end of the defensive stance, the protector is winded and takes a –2 penalty to Strength for the duration of that encounter. A protector can only use his defensive stance a certain number of times per day as determined by his level. Using the defensive stance takes no time itself, but a protector can only do so during his action.</p><p><strong>Uncanny Dodge (Ex):</strong> A protector retains his Dexterity bonus to AC (if any) regardless of being caught flat-footed or struck by an invisible attacker. (He still loses any Dexterity bonus to AC if immobilized.)</p><p>If a character gains uncanny dodge from a second class, the character automatically gains improved uncanny dodge (see below).</p><p>Improved Uncanny Dodge (Ex): A protector can no longer be flanked. This defense denies rogues the ability to use flank attacks to sneak attack the protector.</p><p>The exception to this defense is that a rogue at least four levels higher than the protector can flank him (and thus sneak attack him).</p><p>If a character gains uncanny dodge (see above) from a second class the character automatically gains improved uncanny dodge, and the levels from those classes stack to determine the minimum rogue level required to flank the character.</p><p></p><p><strong>Savior:</strong> Saviors attempt to rescue those in need, with little regards to their life they often wade into battle even when outnumbered to give others a chance to escape. They have a tenacious will when saving others and survive attacks that would kill others. Saviors are usually heavily armored and prefer to carry shields. Saviors gain a +2 bonus to the heal skill.</p><p>1. Diehard- Saviors gain this feat automatically even if they don’t meet the requirements.</p><p>2. Great Fortitude- Saviors tend to shrug of attacks that would affect others, +2 to Fort saves.</p><p>3. Cast Aid on self 1/ day + charisma modifier.</p><p>4. Cast sanctuary 1/day + charisma modifier as cleric of same level. </p><p>5. Cast shield other once a day as cleric of same level. </p><p></p><p><strong>Tracker:</strong> Occasionally a church needs someone found and either brought back for justice or dealt with permanently. Trackers wear lighter armor then other crusaders as to not impede their movement, they do not like giving their target too much of a head start. Trackers gain Survival as a class skill.</p><p>1. Track. </p><p>2. Fast track as ranger.</p><p>3. Cast Longstrider 1 day + Charisma modifier as cleric of same level.</p><p>4. Hold Person 1 day + Charisma modifier as cleric of same level.</p><p>5. Locate Creature 1 week/ + Charisma modifier but no more than once a day as wizard of same level.</p><p></p><p><strong>Slaughterers:</strong> When evil gods delight in mayhem and murder above all else they often enlist the service of Slaughterers to help spread the pain. Slaughterers bring death to as many people as quick as they possibly can. They prefer weapons that do as much bloodshed as possible and often wear spike armor stained black or blood red. Slaughterers gain a +2 bonus to the Intimidate skill.</p><p>1. Combat Reflexes: Slaughterers never miss an opportunity to make an attack.</p><p>2. Power Attack: Subtle doesn’t chop off heads.</p><p>3. Cleave: The more heads the better.</p><p>4. Mighty Cleave</p><p>5. Supreme Cleave </p><p></p><p><strong>Nobles: </strong> Some churches have members that are of noble blood or at least advise the nobles. These churches often start chapters of knights that extol the virtues of those well bred and chivalrous. Noble crusaders almost always go mounted and wear well-crafted and heavy armor. Often they prefer the lance when mounted and the deity’s favored weapon while on foot. Noble Crusaders count Knowledge (Royalty and Nobility) as a class skill.</p><p>Noble Crusaders gain all the abilities of a non spell casting paladin as in the complete warrior, instead of the normal class abilities of a crusader. This replaces favored enemy and bonus feats.</p><p></p><p><strong>Infiltrators</strong></p><p>Even omniscience can get a little help from a first hand source. Infiltrators are the branch of the church that goes undercover in enemy organizations. Infiltrators tend to dress in ways that do not call any attention to themselves and prefer weapons that are easily concealed.</p><p></p><p>Infiltrators get d8 HD, skill points increase to 4 a level</p><p>Disguise, Forgery, Bluff, Hide in Shadows and Move Silently are class skills.</p><p>1 Suppress Aura, Fool Detection</p><p>2 Sneak Attack +1d6, When in medium or lighter armor</p><p>3 Fool Detection +2, Change aura 1 </p><p>4 Sneak Attack +2d6 When in medium or lighter armor</p><p>5 Fool Detection +4, Change aura 2</p><p><strong>Suppress Aura (Su):</strong>Crusaders normally give off a tell tale aura that matches their alignment. Infiltrators can suppress the aura at will as a standard action, it remains suppressed until the infiltrator spends another standard action to activate it.</p><p><strong>Fool Detection (Su):</strong>Infiltrators can make a Will save anytime they are the target of a divination spell to detect alignment. If they make their will save the caster gets no reading off the crusader. The bonus to the will save goes to +2 when they receive their 3rd divine path ability and to +4 when they receive their 5th divine path ability.</p><p><strong>Change aura 1 (Su):</strong> As a standard action infiltrators can change their aura one step along the lawful to Chaos Axis. For example a neutral infiltrator can change to appear chaotic or lawful. While a lawful infiltrator can appear neutral.</p><p><strong>Change aura 2 (Su):</strong> As a standard action infiltrators can change their aura one step along the good to evil Axis. For example a neutral infiltrator can change to appear good or evil. While an evil infiltrator can appear neutral.</p><p></p><p><strong>Slayers- </strong> When Demons, Devils, Undead or any other scourge threatens your campaign world, the churches often train slayers to take up the holy mission of erradicating these fiends.</p><p>Slayers get Knowledge (planes) as a class skill.</p><p>1 Protection Form Evil 1/ day + charisma modifier.</p><p>2 Turn Undead as a paladin</p><p>3 Bless Weapon 1/ day + charisma modifier.</p><p>4 Strong Spirit (Ex)- Resist level drain attacks with a DC 10+ opponents CR Fort check.</p><p>5 Holy strike (Su)- Slayer can do critical hits on targets normally immune as long as their type is outsider, undead or evil. This applies even to targets that do not have a discernable anatomy.</p><p></p><p></p><p><strong>Favored Enemy (Ex):</strong> At first level the crusader gains a favored enemy, this ability functions the same as the ranger ability however the enemy must also be an enemy of the church. At 5th level and every 5 levels thereafter ( 10th, 15th, and 20th level) the crusader gains an additional enemy and chooses one enemy and increases the bonus against the creature by 2.</p><p></p><p><strong>Martial Gift: </strong> The crusader gains a bonus feat from the fighter’s list of applicable bonus feats. They can add combat casting to the list of allowable feats and can choose weapon specialization and focus feats with their deities preferred weapons as if they were a fighter of the same level.</p></blockquote><p></p>
[QUOTE="DragonTurtle, post: 1873709, member: 26206"] Not all gods or churches are the same. The following is a replacement to the paladin who only fills a very specific niche. Different paths customize the paladin, referred to below as a crusader to distinguish from the core class. What archetypes are missing? [B][COLOR=Red]Crusader[/COLOR][/B] [I]Game Rule Information[/I] Crusaders have the following abilities [B]Alignment:[/B] While crusaders come in all alignments, crusaders must match at least part of their gods alignment and be no more then one step away in total alignment. For example a lawful good god can have crusaders that are either lawful or good, but never chaotic or evil. So Lawful Good, Neutral Good, and Lawful Neutral are acceptable alignments for this god. [B]Base Attack Bonus:[/B] Good (as a fighter) [B]Hit Die:[/B] d10 [B]Saves: [/B] Good Fort / Poor Ref and Will [B]Class Skills:[/B] The crusader’s class skills (and the key ability scores) are Concentration Con), Craft (Int), Diplomacy (Cha), Handle Animal (Cha), Heal (Wis), Intimidate (Cha), Knowledge (Religion) (Int), Profession (Wis), Ride (Dex), Swim (Str). [B]Skill Points at 1st Level:[/B] (2 + Intelligence modifier) x4 [B]Skill Points at each additional level:[/B] 2 + Intelligence modifier. [B]Starting Age:[/B] As the paladin. [B]Starting Wealth:[/B] As the paladin. [B]Class Features[/B] All of the following are class features of the Crusader core class. [B]Weapons and Armor Proficiency:[/B] A Crusader is proficient with all simple weapons plus their deities favored weapon, with all types of armor (Light, Medium and Heavy) and with shields (but not tower shield). 1. Aura, Divine Path 1, and Favored Enemy 2. 3. Martial Gift 4. 5. Divine Path 2, 2nd Favored Enemy 6. 7. Martial Gift 8. 9. Divine Path 3 10. 3rd Favored Enemy 11. Martial Gift 12. 13. Divine Path 4 14. 15. Martial Gift, 4th Favored Enemy 16. 17. Divine Path 5 18. 19. Martial Gift 20. 5th Favored Enemy [B]Aura (Su): [/B] Crusaders of deities with a chaotic, evil, good, or lawful alignment have a powerful aura like a cleric of the same level. [B]Divine Path: [/B] [B]Conqueror: [/B] Conquerors are soldiers intent on bringing their god’s way to a new place. They often are part of a larger army and act as leaders. Conquerors prefer flashy symbols of their god’s power so that other know who exactly is at their doorstep. Conquerors gain a +2 bonus to the Intimidate skill. 1. Smite Favored Enemy 1/day. The champion gains a bonus to hit equal to his Charisma modifier and his level is added to the damage rolls of one attack per day. The option to smite a foe must be announced before the attack roll. 2. Aura of Despair: Against the overwhelming presence of the conqueror, his opponents have little hope of victory. Enemies within 10’ take a -2 penalty on all saving throws. 3. Smite Favored Enemy 2/day 4. Doom 1 day 5. Smite Favored Enemy 3/day [B]Devastators:[/B] Devastators goals are to leave things worse then they found them. Their ability to cause damage is outstanding. No good or lawful god has devastators among their crusaders. Devastators love to carry the biggest weapon they can and often choose those that do the most damage. To signify their knowledge in siege warfare devastators gain Knowledge (Architecture and Engineering) as class skills. 1: Rage as Barbarian once a day. 2. Destructive Rage as the feat 3. Rage 2/day 4. Enlarged Rage: When enraged devastators are enlarged as if under the spell enlarge person, this lasts for as long as they are under the rage. 5. Rage 3/day. Tireless rage. [B]Rage (Ex):[/B] A devastator can fly into a rage a certain number of times per day. In a rage, a devastator temporarily gains a +4 bonus to Strength, a +4 bonus to Constitution, and a +2 morale bonus on Will saves, but he takes a –2 penalty to Armor Class. The increase in Constitution increases the devastator’s hit points by 2 points per level, but these hit points go away at the end of the rage when his Constitution score drops back to normal. (These extra hit points are not lost first the way temporary hit points are.) While raging, a devastator cannot use any Charisma-, Dexterity-, or Intelligence-based skills (except for Balance, Escape Artist, Intimidate, and Ride), the Concentration skill, or any abilities that require patience or concentration, nor can he cast spells or activate magic items that require a command word, a spell trigger (such as a wand), or spell completion (such as a scroll) to function. He can use any feat he has except Combat Expertise, item creation feats, and metamagic feats. A fit of rage lasts for a number of rounds equal to 3 + the character’s (newly improved) Constitution modifier. A devastator may prematurely end his rage. At the end of the rage, the devastator loses the rage modifiers and restrictions and becomes fatigued (–2 penalty to Strength, –2 penalty to Dexterity, can’t charge or run) for the duration of the current encounter (unless he is a 17th-level devastator, at which point this limitation no longer applies; see below). A devastator can fly into a rage only once per encounter. At 1st level he can use his rage ability once per day. At 4th level and every four levels thereafter, he can use it one additional time per day (to a maximum of six times per day at 20th level). Entering a rage takes no time itself, but a devastator can do it only during his action, not in response to someone else’s action. [B]Protector:[/B] Protectors are used to guard sacred areas. While saviors tend to help people escape, protectors defend the structures themselves against attacks. Protectors have a fierce hatred against devastators. Protectors wield the heaviest armor they can and often use tower shields. Protectors gain listen and spot as class skills. 1. Defensive Stance 1/day 2. Uncanny Dodge 3. Defensive Stance 2/day 4. Improved Uncanny Dodge 5. Defensive Stance 3/day [B]Defensive Stance (Ex): [/B] When he adopts a defensive stance, a protector gains phenomenal strength and durability, but he cannot move from the spot he is defending. He gains +2 to Strength, +4 to Constitution, a +2 resistance bonus on all saves, and a +4 dodge bonus to AC. The increase in Constitution increases the protector’s hit points by 2 points per level, but these hit points go away at the end of the defensive stance when the Constitution score drops back 4 points. These extra hit points are not lost first the way temporary hit points are. While in a defensive stance, a protector cannot use skills or abilities that would require him to shift his position. A defensive stance lasts for a number of rounds equal to 3 + the character’s (newly improved) Constitution modifier. A protector may end his defensive stance voluntarily prior to this limit. At the end of the defensive stance, the protector is winded and takes a –2 penalty to Strength for the duration of that encounter. A protector can only use his defensive stance a certain number of times per day as determined by his level. Using the defensive stance takes no time itself, but a protector can only do so during his action. [B]Uncanny Dodge (Ex):[/B] A protector retains his Dexterity bonus to AC (if any) regardless of being caught flat-footed or struck by an invisible attacker. (He still loses any Dexterity bonus to AC if immobilized.) If a character gains uncanny dodge from a second class, the character automatically gains improved uncanny dodge (see below). Improved Uncanny Dodge (Ex): A protector can no longer be flanked. This defense denies rogues the ability to use flank attacks to sneak attack the protector. The exception to this defense is that a rogue at least four levels higher than the protector can flank him (and thus sneak attack him). If a character gains uncanny dodge (see above) from a second class the character automatically gains improved uncanny dodge, and the levels from those classes stack to determine the minimum rogue level required to flank the character. [B]Savior:[/B] Saviors attempt to rescue those in need, with little regards to their life they often wade into battle even when outnumbered to give others a chance to escape. They have a tenacious will when saving others and survive attacks that would kill others. Saviors are usually heavily armored and prefer to carry shields. Saviors gain a +2 bonus to the heal skill. 1. Diehard- Saviors gain this feat automatically even if they don’t meet the requirements. 2. Great Fortitude- Saviors tend to shrug of attacks that would affect others, +2 to Fort saves. 3. Cast Aid on self 1/ day + charisma modifier. 4. Cast sanctuary 1/day + charisma modifier as cleric of same level. 5. Cast shield other once a day as cleric of same level. [B]Tracker:[/B] Occasionally a church needs someone found and either brought back for justice or dealt with permanently. Trackers wear lighter armor then other crusaders as to not impede their movement, they do not like giving their target too much of a head start. Trackers gain Survival as a class skill. 1. Track. 2. Fast track as ranger. 3. Cast Longstrider 1 day + Charisma modifier as cleric of same level. 4. Hold Person 1 day + Charisma modifier as cleric of same level. 5. Locate Creature 1 week/ + Charisma modifier but no more than once a day as wizard of same level. [B]Slaughterers:[/B] When evil gods delight in mayhem and murder above all else they often enlist the service of Slaughterers to help spread the pain. Slaughterers bring death to as many people as quick as they possibly can. They prefer weapons that do as much bloodshed as possible and often wear spike armor stained black or blood red. Slaughterers gain a +2 bonus to the Intimidate skill. 1. Combat Reflexes: Slaughterers never miss an opportunity to make an attack. 2. Power Attack: Subtle doesn’t chop off heads. 3. Cleave: The more heads the better. 4. Mighty Cleave 5. Supreme Cleave [B]Nobles: [/B] Some churches have members that are of noble blood or at least advise the nobles. These churches often start chapters of knights that extol the virtues of those well bred and chivalrous. Noble crusaders almost always go mounted and wear well-crafted and heavy armor. Often they prefer the lance when mounted and the deity’s favored weapon while on foot. Noble Crusaders count Knowledge (Royalty and Nobility) as a class skill. Noble Crusaders gain all the abilities of a non spell casting paladin as in the complete warrior, instead of the normal class abilities of a crusader. This replaces favored enemy and bonus feats. [B]Infiltrators[/B] Even omniscience can get a little help from a first hand source. Infiltrators are the branch of the church that goes undercover in enemy organizations. Infiltrators tend to dress in ways that do not call any attention to themselves and prefer weapons that are easily concealed. Infiltrators get d8 HD, skill points increase to 4 a level Disguise, Forgery, Bluff, Hide in Shadows and Move Silently are class skills. 1 Suppress Aura, Fool Detection 2 Sneak Attack +1d6, When in medium or lighter armor 3 Fool Detection +2, Change aura 1 4 Sneak Attack +2d6 When in medium or lighter armor 5 Fool Detection +4, Change aura 2 [B]Suppress Aura (Su):[/B]Crusaders normally give off a tell tale aura that matches their alignment. Infiltrators can suppress the aura at will as a standard action, it remains suppressed until the infiltrator spends another standard action to activate it. [B]Fool Detection (Su):[/B]Infiltrators can make a Will save anytime they are the target of a divination spell to detect alignment. If they make their will save the caster gets no reading off the crusader. The bonus to the will save goes to +2 when they receive their 3rd divine path ability and to +4 when they receive their 5th divine path ability. [B]Change aura 1 (Su):[/B] As a standard action infiltrators can change their aura one step along the lawful to Chaos Axis. For example a neutral infiltrator can change to appear chaotic or lawful. While a lawful infiltrator can appear neutral. [B]Change aura 2 (Su):[/B] As a standard action infiltrators can change their aura one step along the good to evil Axis. For example a neutral infiltrator can change to appear good or evil. While an evil infiltrator can appear neutral. [B]Slayers- [/B] When Demons, Devils, Undead or any other scourge threatens your campaign world, the churches often train slayers to take up the holy mission of erradicating these fiends. Slayers get Knowledge (planes) as a class skill. 1 Protection Form Evil 1/ day + charisma modifier. 2 Turn Undead as a paladin 3 Bless Weapon 1/ day + charisma modifier. 4 Strong Spirit (Ex)- Resist level drain attacks with a DC 10+ opponents CR Fort check. 5 Holy strike (Su)- Slayer can do critical hits on targets normally immune as long as their type is outsider, undead or evil. This applies even to targets that do not have a discernable anatomy. [B]Favored Enemy (Ex):[/B] At first level the crusader gains a favored enemy, this ability functions the same as the ranger ability however the enemy must also be an enemy of the church. At 5th level and every 5 levels thereafter ( 10th, 15th, and 20th level) the crusader gains an additional enemy and chooses one enemy and increases the bonus against the creature by 2. [B]Martial Gift: [/B] The crusader gains a bonus feat from the fighter’s list of applicable bonus feats. They can add combat casting to the list of allowable feats and can choose weapon specialization and focus feats with their deities preferred weapons as if they were a fighter of the same level. [/QUOTE]
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