Anti-Paladin core class and variant Paladin for review!

Kaptain_Kantrip

First Post
Updated original post:

Both anti-paladin and paladin have d8 HD and reduced spells/level. I think there is a bug in my spells/day chart, so let me know if you see anything funky in it.

COULD I PLEASE GET SOME FEEDBACK??? I want to use these soon and would like some second opinions ASAP!
 

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MythandLore

First Post
Lame, lame, lame HD.

I think d8 HD BITES. :(
The d8 HD makes him like into a weird Cleric.
He almost seems like a PrC from the way you have his powers.

Hmm...
Your doin' the 4th Ed. thingy and the Grim and Gravelly thing too, right?
Kap' You are out of control man! ;)
To bad they turned off the avatars, you can't creep me out with the creepy dancing guy anymore. :)
 

Kaptain_Kantrip

First Post
Re: Lame, lame, lame HD.

MythandLore said:
I think d8 HD BITES. :(
The d8 HD makes him like into a weird Cleric.
He almost seems like a PrC from the way you have his powers.

Hmm...
Your doin' the 4th Ed. thingy and the Grim and Gravelly thing too, right?
Kap' You are out of control man! ;)
To bad they turned off the avatars, you can't creep me out with the creepy dancing guy anymore. :)

LOL. Okay, I have totally reduced the spell progression again to make it exactly like Monte's alt.ranger but with a domain slot each level), and raised the HD back up to d10. I also doubled skill points each level from 2 to 4. Now what do you think?
 
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MythandLore

First Post
Why does the Anti-P have more Skill points then the P?
4 per level seems high - Since he has something like 13 powers.
 
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Kaptain_Kantrip

First Post
MythandLore said:
Why does the Anti-P have more Skill points then the P?
4 per level seems high - Since he has something like 13 powers.

Typo. Both should have 4/level. (Fixed)

I also forgot to mention I bumped their saves to match those of clerics (good Fort, good Will, poor Reflex). I'm trying to match them up a bit more closely with Monte's alt.ranger (who gets 7 bonus feats that my classes don't, but mine get a bunch of special abilities identical in number to that of the PHB paladin).
 
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niko718

First Post
In my world we do not have paladins or antipaladins but instead use sacred knights

As you originally said, paladins are not better off then a muticlassing fighter/cleric and for the same reason I have removed them from my world (and if they do appear, they will be as NPCs from a far away land worshiping foreign deities. However, some of the features and themes of the paladin and blackguard seem well done and have therefore decided to use them as well as add some other abilities and create a paladinish prestige class which I call the Sacred Knight. These Sacred Knights represent what I consider what a paladin/anti-paladin of any deity should represent.

Sacred Knights are champions and leaders for the military forces of the various churches. They may command large armies of soldiers (think Jihad) or may work individually or in small groups in carrying out the deity’s will (usually told through a high-ranking cleric or via visions). A Sacred Knight gets the special mount as well as a divine servant…both of which are magical in nature (representing as a gift of their god) and somewhat immortal (but not overly powerful).

As seen below, this to me seems like the best way to create a paladin-like character that represents all alignments and gods (not just good or evil).


___________________________________


Sacred Knights (a Paladin PrC)

Class Requirements: To qualify to become a Sacred Knight, a character must fulfill all the following criteria:

BAB: +5
Alignment: Any as long as it is identical to that of the Deity they serve
Feats: Weapon Focus (favored weapon of their deity), Iron Will and Leadership
Skills: Knowledge -- Religion (3 ranks), Ride (2 ranks)
Special: Must worship the Deity that they plan to become Sacred Knights for and must pass a test of devotion (this varies depending on the deity that is worshipped) usually in the form of a Quest

Hit Dice d10


Class Skills:
Strength: NA
Dexterity: Ride
Constitution: Concentration
Intelligence: Craft, Knowledge (Religion)
Wisdom: Heal, Profession, Sense Motive
Charisma: Diplomacy, Bluff, Handle Animal, Intimidate
Skill Point Progression: 2 + Intelligence modifier

Weapon and Armor Proficiency: Sacred Knights are proficient with all simple and martial weapons, with all types of armor (heavy, medium, and light), and with shields.

TABLE: The Sacred Knights

Level / Base Attack Bonus
1. +1
2. +2
3. +3
4. +4
5. +5
6. +6
7. +7
8. +8
9. +9
10. +10

Level / Fortitude Save
1. +2
2. +3
3. +3
4. +4
5. +4
6. +5
7. +5
8. +6
9. +6
10. +7


Level / Reflex Save
1. +0
2. +0
3. +1
4. +1
5. +1
6. +2
7. +2
8. +2
9. +3
10. +3


Level / Will Save
1. +2
2. +3
3. +3
4. +4
5. +4
6. +5
7. +5
8. +6
9. +6
10. +7


Level / Spells per day
The Sacred Knight can cast spells from any two Domains offered to the clerics from the Deity that they worship. As they teach 6th level, they will gain access to a third and final domain that again is only available to the clerics of that particular deity.

Lv / 1 / 2 / 3 / 4

..1. / 0 / - / - / -
..2. / 1 / - / - / -
..3. / 1 / 0 / - / -
..4. / 1 / 1 / - / -
..5. / 1 / 1 / 0 / -
..6. / 1 / 1 / 1 / -
..7. / 2 / 1 / 1 / 0
..8. / 2 / 1 / 1 / 1
..9. / 2 / 2 / 1 / 1
10. / 2 / 2 / 2 / 1

Spells: A Sacred Knight has the ability to cast a small number of divine spells starting at first level. To cast a spell, the Sacred Knight must have a Wisdom score of at least 10 + the spell's level. Sacred Knight bonus spells are based on Wisdom, and saving throws against these spells have a Difficulty Class of 10 + spell level + Wisdom modifier. When the Sacred Knight gets 0 spells of a given level, such as 0 1st-level spells at 4th level, the Sacred Knight gets only bonus spells. A Sacred Knight without a bonus spell for that level cannot yet cast a spell of that level. A Sacred Knights prepares and casts spells just as a cleric does (though the Sacred Knights cannot use spontaneous casting to lose a spell and cast a cure or inflict spell in its place). Unlike the core class of the Paladin, the Sacred Knight's caster level is equal to his prestige class level.

Level / Special Abilities
1. Detect Good/Evil, Summon Sacred Steed
2. Divine Smite, Granted Power
3. Command or Turn Undead, Sacred Blessing
4. Lay on Hands, Sacred Feat
5. Additional Domain
6. Summon Celestial/Fiendish Steed
7. Divine Aura, Granted Power
8. Summon Sacred Servant
9. Spontaneous Casting
10. Shared Senses, Divine Feat


Description of specials

Neutral-aligned Sacred Knights and the wielding of positive or negative energy
Neutral-aligned Sacred Knights are similar to neutral-aligned Clerics in the sense that they must make a decision as to what type of energy they use. A Sacred Knight that is proficient with the use of negative energy can't use spontaneous casting to heal , turn undead, smite evil, etc. Similarly, a Sacred Knight that is proficient with negative energy can't command undead, use spontaneous casting to inflict damage to a target, nor smite good. As soon as neutral-aligned character becomes a Sacred Knight, he/she must decide which of the two energies (negative or positive) they are more proficient with and stick to that decision throughout their careers. If a character was a neutral-aligned cleric that was proficient with the use of positive energy prior to becoming a Sacred Knight, he/she can't choose to now be more proficient with negative energy (the reverse also applies for a neutral-aligned cleric who was proficient with negative energy).

Detect Good/Evil (Sp): At will, a good aligned Sacred Knight can detect evil as a spell-like ability. Alternatively, an evil aligned sacred can at will detect good. In either case, this ability duplicates the effects of the spell detect evil or detect good. Note: Neutral sacred knights of neutral deities can do one or the other (player's choice), depending on whether the Sacred Knight is more proficient at wielding positive or negative energy. Once the player makes this choice, it cannot be reversed.


Summon Sacred Steed (Su): Once per day, the sacred knight's can conjure a quasi-real, horselike creature. The steed can be ridden only by the character or by the one person for whom the character specifically created the mount. A Sacred steed has a black head and body, gray mane and tail, and smoke-colored, insubstantial hooves that make no sound. It has what seems to be a saddle, bit, and bridle. If the sacred steed is killed, it can once again be summoned the following day. The steed will stay in existence for 1 hour per Sacred Knight level. Summoning a Sacred Steed (and later on a celestial/fiendish steed) requires a full action that provides an attack of opportunity.
Sacred Steed
Hit Dice: 4 (32 hp)
Initiative: +1 (Dex)
Speed: 60 ft.
AC: 14 (-1 size, +1 Dex, +4 natural)
Attacks: 2 hooves +2 melee
Damage: Hoof 1d4+1
Face/Reach: 5 ft. by 10 ft./5 ft.
Special Qualities: Scent, Blood Bond, and Special Movement
Saves: Fort +6, Ref +4, Will +2
Abilities: Str 16, Dex 13, Con 17, Int 2, Wis 13, Cha 6
Skills: Listen +7, Spot +7
Alignment: Same alignment as the sacred knight

Note on attacks: The Sacred Steed can fight while carrying a rider, but the rider cannot also attack unless he or she succeeds at a Ride check (DC 10)
Carrying Capacity: A Sacred Steed for a light load is up to 150 pounds; a medium load, 151-300 pounds; a heavy load, 301-450 pounds.
Special Movement: When the Sacred Knight reaches 8th level, the summoned sacred steed can ride over sandy, muddy, or even swampy ground without difficulty or decrease in speed. When the Sacred Knight reaches 10th level, the summoned sacred steed can ride over water as if it were firm, dry ground.
Blood Bond: The Sacred Steed gains a +2 bonus to all attacks, checks, and saves if it witnesses the Sacred Knight threatened or harmed. This bonus lasts as long as the threat is immediate and apparent.


Divine Smite (Su): Once per day, a good aligned Sacred Knight may attempt to smite evil with one normal melee attack. Alternatively, an evil aligned Sacred Knight may attempt to smite good with one normal melee attack. In either case, if the Sacred Knight adds his Charisma modifier (if positive) to his attack roll and deals 1 extra point of damage per class level. Thus a 9th-level Sacred Knight armed with a longsword would deal 1d8+9 points of damage, plus any additional bonuses from high Strength or magical effects that normally apply. If the Sacred Knight smites a target that is not of the same alignment as that of the type of smite, then the ability is still used up. Note: Neutral sacred knights of neutral deities must choose to either be able to smite good or evil (player's choice), depending on whether the Sacred Knight is more proficient at wielding positive or negative energy. Once the player makes this choice, it cannot be reversed.


Granted Power (Su): A Sacred Knight gains the granted power from one of domains that he/she has chosen (that is available from the deity that they worship) in a similar fashion as a cleric. At a later level, the character gains a second granted power from the remaining domains that he/she has chosen.


Command/Turn Undead (Su): A good aligned Sacred Knight gains the supernatural ability to turn or destroy undead in a similar fashion that a cleric does. Alternatively, an evil aligned Sacred Knight can rebuke or command undead. In either case, the Sacred Knight can command or turn undead as if he were the same clerical level as he is a Sacred Knight level. If the character was a cleric before becoming a sacred knight, then the two levels stack. Note: Neutral sacred knights of neutral deities can do one or the other (player's choice), depending on whether the Sacred Knight is more proficient at wielding positive or negative energy. Once the player makes this choice, it cannot be reversed.


Sacred Blessing (Sp): A sacred Knight applies his Charisma modifier (if positive) as a bonus to all saving throws.


Lay on Hands (Sp): Once per day, a good aligned Sacred Knight can cure a total number of hit points equal to the sacred knight's Charisma bonus (if any) times the Sacred Knight's level. The Sacred Knight can cure himself or can choose to divide her curing among multiple recipients and he or she doesn't have to use it all at once. Alternatively, an evil aligned Sacred Knight can inflict an equal amount of damage rather then heal. In either case, lay on hands requires a touch attack whose use is a standard action. Note: Neutral sacred knights of neutral deities must choose to either be able to cure or cause damage (player's choice), depending on whether the Sacred Knight is more proficient at wielding positive or negative energy. Once the player makes this choice, it cannot be reversed.


Sacred Feat (Ex): A Sacred Knight gains a Sacred Feat from the following list: Extra Smiting, Extra Turning, Empower Turning, Quicken Turning, and Turn Outsider.


Additional Domain (Ex): The Sacred Knight can choose an additional domain that is available to the Clerics who serve the same deity that the Sacred Knight serves allowing the Sacred Knight to cast spells form that domain as well.


Summon Celestial/Fiendish Steed (Su): The sacred knight's sacred steed undergoes a transformation and is changed into a more powerful mount (celestial or fiendish in nature). The transformation requires that the Sacred Knight be in good standing and satisfy a quest given to him after which a high ranking cleric of the deity with six lower level clerics request (via a sacred ritual) for their deity to transform the summoned sacred steed. Note: Do not be surprised if the Sacred Knight must also sacrifice a certain amount of experience points as well.
The sacred steed that the Sacred Knight has had can be transmuted to a celestial or fiendish version of the same type (depending on the Sacred Knight's use of negative or positive energy -- similarly as to determining to turn or command undead). The celestial/fiendish steed retains the same abilities as the sacred steed and gains the celestial/fiendish abilities from the Celestial/Fiendish Templates in the Monster Manual (under celestial creatures and fiendish creatures or see at the end of the post for abilities).


Divine Aura (Su): A good aligned Sacred Knight is immune to fear (magical or otherwise). Allies within 10 feet of the Sacred Knight gain a +4 morale bonus on saving throws against fear effects Alternatively, an evil aligned Sacred Knight is immune to fear and radiates a malign aura that causes enemies within 10 feet of him to suffer a –2 morale penalty on all saving throws. Note: Neutral sacred knights of neutral deities have one or the other (player's choice), depending on whether the Sacred Knight is more proficient at wielding positive or negative energy. Once the player makes this choice, it cannot be reversed


Divine Feat (Ex): A Sacred Knight gains a divine feat from the following list: Divine Cleansing, Divine Might, Divine Resistance, Divine Shield, Divine Vengeance, Divine Vigor. If the chosen divine feat has a prerequisite of another feat, the Sacred Knight can forgo that prerequisite.


Summon Sacred Servant (Su): Once per day, the sacred knight's can conjure a celestial or fiendish (depending on the type of energy the Sacred Knight wields) servant that will obey the Sacred Knight. The servant is considered as an outsider and will return back to its original plane within 1 hour per Sacred Knight level after it is summoned. If the sacred servant is killed, it can once again be summoned the following day. Summoning a Sacred Servant requires a standard action that provides an attack of opportunity. To determine the servant's abilities, use the base score of a given animal and add the following abilities Blood Bond and Fast Heal (these are in addition to those offered by the celestial or fiendish template) Below is an example of a sacred servant (the sacred hound).
Sacred Hound (add Celestial or Fiendish template to the following stats)
Hit Dice: 2d8+4 (13 hp)
Initiative: +2 (Dex)
Speed: 40 ft.
AC: 16 (+2 Dex, +4 natural)
Attacks: Bite +3 melee
Damage: Bite 1d6+3
Face/Reach: 5 ft. by 5 ft./5 ft.
Special Qualities: Blood Bond, Fast Heal, Scent, Trip, Celestial or Fiendish template from post.
Saves: Fort +5, Ref +5, Will +1
Abilities: Str 15, Dex 15, Con 15, Int 2, Wis 12, Cha 6,
Skills: Listen +5, Spot +5, Swim +5, Wilderness Lore +8 (scent)
Feats: Track
Alignment: That of the Sacred Knight

Blood Bond: The Sacred Hound gains a +2 bonus to all attacks, checks, and saves if it witnesses the Sacred Knight threatened or harmed. This bonus lasts as long as the threat is immediate and apparent.
Fast Healing: 1 hit point per round.
Trip (Ex): A Sacred Hound that hits with a bite attack can attempt to trip the opponent as a free action without making a touch attack or provoking an attack of opportunity. If the attempt fails, the opponent cannot react to trip the Sacred Hound.
------------------------
Other Sacred Servants that are suggested for the Sacred Knight are but not limited to: Owls, Hawks, Dogs, Ravens, Bats, Cats, Baboon, Monkeys, Eagles, Wolfs, Boar, Snakes, Cheetah, Black Bear, etc. It is suggested that the animal have no more then 3 HD and try not to choose a Horse or other riding animal (as the Sacred Steed and the Celestial/Fiendish steed already do that) nor a mounted flying animal unless there is a real good reason for this. Just remember that the Sacred Servant should be a good representative of the deity and/or religion that the Sacred Knight serves. Please don't have a Black Bear as a Sacred Servant for a God like Set (snake god).


Spontaneous Casting (Su): A good aligned Sacred Knight can channel stored spell energy into healing spells that they haven't prepared ahead of time. The cleric can "lose" a prepared spell in order to cast any cure spell of the same level or lower (a cure spell is any spell with "cure" in its name). Alternatively, an evil aligned Sacred Knight who can't convert prepared spells to cure spells but can convert them to inflict spells (an inflict spell is one with "inflict" in the title). Note: Neutral sacred knights of neutral deities can convert spells either to cure spells or to inflict spells (player's choice), depending on whether the cleric is more proficient at wielding positive or negative energy. Once the player makes this choice, it cannot be reversed.


Shared Senses (Su): The Sacred Knight can choose to see or hear through his steed or through his hound. He can share senses as long as the Sacred Knight can maintain his concentration (concentration check for every three rounds). He can do this once per day plus the sacred knight's charisma modifier. This ability can be used as long as the Sacred Knight and the Sacred Mount are within one mile of each other.

Celestial Template
Special Qualities (Improved Intelligence): The creature gains +6 bonus to its inelegance but must still be lower then 4 points then its master (person who summoned the steed or servant)
Special Attacks (Smite Evil): One per day, the creature can make a normal attack to deal additional damage equal to its HD (max. +20) total against an evil foe.
Special Qualities (Dark Vision): Range of 60 feet
Special Qualities (Resistance): Acid, Cold, Electricity Resistance see table below
Special Qualities (Damage Reduction): See table below
Special Qualities (Spell Resistance): Equal to double the creature's HD (maximum of 25)

HD / Resistance / Damage Reduction
1-3.........5...............None
4-7.........10..............5/+1

Fiendish Template
Special Qualities (Improved Intelligence): The creature gains +6 bonus to its inelegance but must still be lower then 4 points then its master (person who summoned the steed or servant)
Special Attacks (Smite Good): One per day, the creature can make a normal attack to deal additional damage equal to its HD (max. +20) total against an evil foe.
Special Qualities (Dark Vision): Range of 60 feet
Special Qualities (Resistance): Cold, Fire Resistance see table below
Special Qualities (Damage Reduction): See table below
Special Qualities (Spell Resistance): Equal to double the creature's HD (maximum of 25)

HD / Resistance / Damage Reduction
1-3.........5...............None
4-7.........10..............5/+1
 
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nameless

First Post
One thing I've give both paladins and anti-paladins is some form of SR against spells cast by oppositely aligned casters. Paladins aren't filling the niche of take-no-prisoner warriors, they are the uncorruptable. With big HP, and high saves, plus a lot of buffing spells, Paladins are similar to Monks by being able to reach the softier targets and do damage when a fighter or rogue would die to magic.

Just my 2 coppers.

-nameless
 

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