APS - Arcane Paladin

malcolm_n

Adventurer
Design Goal: Create an alternative power source option for each source/class combination. These will maintain the feel of the original class while giving them an exotic appeal with a few changed abilities/features. Each class gives tips and suggestions on how to make the character feel more like the alternate power source without sacrificing (too much) power. Take the psionic barbarian, for example. It suggests that the barbarian character wield a staff to take advantage of it as an implement with the provided powers (which also allow other weapons at a cost). A staff is not usually an optimal weapon for a barbarian, but it functions as one just fine. With the option, you can also use it to greater effect as an implement, which ties in nicely if you multiclass into something like monk, or even wizard.

Why?: Better story tie-ins for some characters. Alternate Power Sources allows better blending into multiclass or hybrid. Alternatively, it gives the character a way to act like a class of a different power source without actually multiclassing/using hybrid.

Rules Clarification: The only way to gain the features/powers explained are half-elf Dilletante or choose the alternate power source class. The class features and traits are balanced against each other. Ultimately, such classes will have their own hybrid and multiclass options which would open up the original class powers while granting the reflavored power/feature.
Example: Because you are still a barbarian, you cannot multiclass into psionic barbarian to get the weakened Indomitable Will class feature. Similarly a hybrid barbarian cannot also hybrid psionic barbarian or choose Indomitable Will (hybrid) as a hybrid talent option.

PALADIN, ARCANE

[FONT=&quot]The divine paladins of the land work tirelessly to forward their gods' plans. Arcane paladins care nothing for that nonsense, preferring to further understanding and education in magic over the disputes of distant would-be powers. These paladins fight for a cause only if it forwards their own plans or those of the wizards to whom they devote themselves.

[/FONT][FONT=&quot]NOTEWORTHY ARCANE PALADINS: [/FONT]...

[sblock=MODIFIED CLASS TRAITS]Replace the appropriate text from the Paladin Class Traits in the PHB with the following.

Power Source: [FONT=&quot]Arcane. The gods have done little more than interfere in your life. Rather than worship them, you seek a road to power that doesn't require their intercession.[/FONT]

Implements: [FONT=&quot]Axes, hammers, heavy blades, orbs. You cannot add the proficiency bonus of a weapon to your implement attacks.[/FONT]

Trained Skills: Arcana. From the paladin class skill list, choose 3 more trained skills at 1st level.

Class Features: [FONT=&quot]Arcane Challenge, Orb Implement Mastery, lay on hands[/FONT][/sblock]
[sblock=ARCANE PALADIN CLASS FEATURES] [FONT=&quot]The arcane paladin prefers formulae and precise casting over prayer and servitude. He sacrifices the ties to his god in exchange for better control over his powers and the battlefield.[/FONT]

[FONT=&quot]Arcane Challenge[/FONT]
[FONT=&quot]This class feature functions like the Divine challenge class feature, except as noted here.[/FONT]
[FONT=&quot] At character creation, choose acid, cold, fire, lightning, or thunder. Your arcane challenge power deals this type of damage.[/FONT]

[FONT=&quot]Orb Implement Mastery[/FONT]
[FONT=&quot]This class feature functions like the wizard class feature, but only for your paladin powers.[/FONT]
[/sblock][sblock=ARCANE PALADIN POWERS] [FONT=&quot]Arcane paladins have access to all paladin powers. In addition, you can choose the following powers to better represent yourself as an arcane class.[/FONT]

Dragon Flare Arcane Paladin Attack 1
[FONT=&quot]Energy coats your weapon and taunts your foe.[/FONT]
[FONT=&quot]At-will * Arcane, Variable, Weapon[/FONT]
[FONT=&quot]Standard Action Melee [/FONT][FONT=&quot]weapon[/FONT]
[FONT=&quot]Target:[/FONT][FONT=&quot] One creature[/FONT]
[FONT=&quot]Attack:[/FONT][FONT=&quot] Strength vs. AC[/FONT]
[FONT=&quot]Hit:[/FONT][FONT=&quot] 1[W] + Strength modifier damage and the target is marked by your arcane challenge until the end of your next turn. This damage is the same type as your arcane challenge damage.[/FONT]
[FONT=&quot] Level 21: 2[W] + Strength modifier damage[/FONT]

Polar Ray Arcane Paladin Attack 1
[FONT=&quot]The air around you chills and then streaks at the foe.[/FONT]
[FONT=&quot]At-will * Arcane, Cold, Implement[/FONT]
[FONT=&quot]Standard Action Ranged [/FONT][FONT=&quot]5[/FONT]
[FONT=&quot]Target:[/FONT][FONT=&quot] One creature[/FONT]
[FONT=&quot]Attack:[/FONT][FONT=&quot] Charisma vs. Fortitude[/FONT]
[FONT=&quot]Hit:[/FONT][FONT=&quot] 1d8 + Charisma modifier cold damage and the target is slowed until the end of your next turn.[/FONT]
[FONT=&quot] Level 21: 2d8 + Charisma modifier cold damage[/FONT]
[FONT=&quot]Special:[/FONT][FONT=&quot] This attack does not count as engaging your arcane challenge target.[/FONT]

Revoked Chance
Arcane Paladin Attack 1

[FONT=&quot]You hamper your foe’s concentration with imagined weaponry.[/FONT]
[FONT=&quot]Daily * Arcane, Charm, Implement, Psychic[/FONT]
[FONT=&quot]Standard Action Close [/FONT][FONT=&quot]burst 1[/FONT]
[FONT=&quot]Target:[/FONT][FONT=&quot] Each enemy in burst[/FONT]
[FONT=&quot]Attack:[/FONT][FONT=&quot] Strength or Charisma vs. Will[/FONT]
[FONT=&quot]Hit:[/FONT][FONT=&quot] 1d8 + Strength or Charisma modifier psychic damage and the target cannot make opportunity attacks or shift (save ends).[/FONT]

Arcane Recovery Arcane Paladin Utility 2
[FONT=&quot]Your touch burns away illness and fatigue.[/FONT]
[FONT=&quot]At-will * Arcane, Healing[/FONT]
[FONT=&quot]Prerequisite:[/FONT][FONT=&quot] Lay on Hands class feature[/FONT]
[FONT=&quot]Special:[/FONT][FONT=&quot] This power counts as your lay on hands class feature. You can use this power or lay on hands a number of times per day equal to your Wisdom modifier (minimum 1), but only once per round.[/FONT]
[FONT=&quot]Minor Action Personal [/FONT][FONT=&quot]or Melee touch[/FONT]
[FONT=&quot]Effect (personal):[/FONT][FONT=&quot] You spend a healing surge but regain no hit points. Instead, make a saving throw against one effect that a save can end.[/FONT]
[FONT=&quot]Effect (melee touch):[/FONT][FONT=&quot] You spend a healing surge but regain no hit points. Instead, the target regains hit points as if it had spent a healing surge and makes a saving throw against one effect that a save can end. You must have at least one healing surge remaining to use this power.[/FONT]

Improved Revoked Chance Arcane Paladin Attack 15
[FONT=&quot]You hamper your foe’s concentration with imagined weaponry.[/FONT]
[FONT=&quot]Daily * Arcane, Charm, Implement, Psychic[/FONT]
[FONT=&quot]Standard Action Close [/FONT][FONT=&quot]burst 1[/FONT]
[FONT=&quot]Target:[/FONT][FONT=&quot] Each enemy in burst[/FONT]
[FONT=&quot]Attack:[/FONT][FONT=&quot] Strength or Charisma vs. Will[/FONT]
[FONT=&quot]Hit:[/FONT][FONT=&quot] 2d8 + Strength or Charisma modifier psychic damage and the target cannot make opportunity attacks or shift (save ends).[/FONT]

Greater Revoked Chance Arcane Paladin Attack 29
[FONT=&quot]You hamper your foe’s concentration with imagined weaponry.[/FONT]
[FONT=&quot]Daily * Arcane, Charm, Implement, Psychic[/FONT]
[FONT=&quot]Standard Action Close [/FONT][FONT=&quot]burst 1[/FONT]
[FONT=&quot]Target:[/FONT][FONT=&quot] Each enemy in burst[/FONT]
[FONT=&quot]Attack:[/FONT][FONT=&quot] Strength or Charisma vs. Will[/FONT]
[FONT=&quot]Hit:[/FONT][FONT=&quot] 4d8 + Strength or Charisma modifier psychic damage and the target cannot make opportunity attacks or shift (save ends).[/FONT][/sblock]As always, I appreciate any thoughts/feelings on these. I'll post another one tomorrow after I finish formatting. Gonna work through each available power source/class, and I'm willing to take requests.

Here is the Divine Sorcerer, another alternate power source option.
 
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I like this a lot here is more fluff and possibly and an idea...

The Arcane Palidan, is certainly a champion of causes, the causes she champions tend to be of humanity rather than the otherworldly forces which empowers her.

Arcane Palidans may indeed be members of orders working for furthering the education and magic enrichment of all people the irony is their approach to mastery of their power is often quite different than that of the arcane wise and illuminated and your relationship to the particular forces which empower you is often quite different.

Your relationship with those forces tends to hearken closer to the relationship between a sorceror and a warlock and their power rather than a clerics connection to their divine... and you may indeed be using those forces in ways diametric to their nature through guile and/or discipline.

Your approach to mastering your power is variable like unto the divine palidan.
You are empowered in ways that feel both inborn (like the sorceror) and wrestled in to place by strength of will/spirit.​

Strength focused Arcane Paladin
Most palidans exploit innate gifts coursing through their very blood which strengthen them both physically and magically. (strength will be their highest physical attribute) and it is kin to strength of sorcerors.

Charisma focused Arcane Palidan
You may twist the powers purposes with guile and spirit your ways may be closest in some fashion to the warlock.

Wisdom generally supports your powers by giving your use of power discipline and understanding of things which are sometimes intrinsically contradictory

Addition: Your arcana skill may be based on wisdom.
 
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Arcane infusion has been done with the artificer. Also, I still wanted to tie in that lay on hands is more for paladin than just divine, so I kept the recovery part.

Excellent added flavor for these. In the final pdf I'm working on to compile them, I'm trying to keep each to one page so they don't take up too much space. But, if enough people care for more flavor, I can write out the full information (including suggestions here), like in a phb, up to the second level utility.
 

Arcane infusion has been done with the artificer. Also, I still wanted to tie in that lay on hands is more for paladin than just divine, so I kept the recovery part.

Excellent added flavor for these. In the final pdf I'm working on to compile them, I'm trying to keep each to one page so they don't take up too much space. But, if enough people care for more flavor, I can write out the full information (including suggestions here), like in a phb, up to the second level utility.

Because many of these go contrary to most peoples assumptions... more flavor than might normally be necessary... might be "necessary".

In a wierd way this is the first one I had real empathy with. Many leave me with a funny looking cartoon question mark and exclamation mark hanging over my head (...ever try to erase those?) But I actually get this one.
 

I often express ideas in verbose fashion... I recently grokked the Conlock and Stalidan in a couple of cool ways, inspiring about half a page of typing that I decided not to post and which can be boiled down to 2 fairly concise sentences. ;p
 

Arcane infusion has been done with the artificer. Also, I still wanted to tie in that lay on hands is more for paladin than just divine, so I kept the recovery part.

Recovery does not feel correct to me..

An infusion apparently has several opposing defintions my use was
"the act of infusing or introducing a certain modifying element or quality"
ie you put the energy in to the target....

The definition they used for the artificer was the alchemical solution or mixture... which is actually pretty cool.

With a palidan you are literally giving the target energy... (Other healers inspiring and awakening the power the target dont realize they already have
and make that process more efficient)

Ah how about Arcane energy transferal.
 

I agree with the conflicting definitions of infusion. I like yours. I'll change it to that. :)

As to more flavor being necessary, I agree that I'll probably try to fit more in; probably give each a two-page spread. that'd make for plenty of room and the occasional extra power.
 


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