Kaptain_Kantrip
First Post
Here is my new core class, the Anti-Paladin, and a variant core Paladin. Please review.
Reasoning: The paladin is *weak* compared to the fighter or cleric. You're much better off being a fighter/cleric. Even high level paladins are easily killed by a fighter of the same level. The paladin doesn't have a chance, even if he has time to buff himself with his paltry spells beforehand. There is no incentive to take the paladin class past level 5 when you get your Special Mount; the only ability after that is extra uses of remove disease! (gag!)
There is a distinct distaste IMC for the blackguard PrC. It favors fallen paladins overly much and offers too little too late for the feats/skill required to gain entry. My group wants an anti-paladin core class and a beefed-up paladin to match, so here goes...
I'm more interested in determining if these classes are balanced than entering into a discussion on the merits of whether this is a good idea or not, LOL, or whether paladin should have been a prestige class like blackguard, or whatever.
_________________________________________
ANTI-PALADIN (core class)
Ambition, Greed, Lust. These are the three main
qualities of the anti-paladin. Few are corrupt or
mad enough to walk the anti-paladin’s path, but
those few are rewarded with the power to fulfil
their twisted desires with unholy power from
dark gods. The anti-paladin is nothing short of a
mortal fiend.
Adventures: Anti-paladins take their
adventures as excellent opportunities to advance
the agenda of their evil god and/or personal
goals to gain power and wealth. They will fight
to the death if backed into a corner with no hope
of escape, but prefer to sacrifice their
companions or take hostages to use as human
shields if that will allow them to flee. An
anti-paladin has a long memory and will plot
terrible vengeance upon those who force him to
abandon an adventure or mission.
Characteristics: Divine power protects the
anti-paladin and gives him special powers. It
wards off harm and engenders an unnatural aura
of despair and menace around the anti-paladin.
Finally, the anti-paladin can also use this power
to destroy others. Eventually, this power draws a
mighty steed to the anti-paladin and imbues that
mount with strength, intelligence and magical
protection.
Alignment: Anti-paladins must be of an evil
alignment, and they lose their divine powers if
they deviate from it. Additionally, an
anti-paladin swears to follow a code of conduct
that is in accordance with their alignment.
Religion: Anti-Paladins need not devote
themselves to a single deity. Devotion to evil is
enough for most. Those who align themselves
with particular religions form a strong defensive
arm of the church. Anti-paladins devoted to a
god are scrupulous in observing religious duties
and are welcome in every associated temple.
Background: Anti-paladins come in two molds:
the first are evil warriors who make a pact with
an evil deity, demon or devil in exchange for
their power; the second are those who are
chosen by an evil deity, demon or devil at birth
to become their champion.
Races: Humans, with their ambitious, power
hungry souls make the best and most frequently
encountered anti-paladins.
Other Classes: Anti-paladins see themselves as
superior to all other classes and act accordingly.
They generally see other anti-paladins as rivals,
but may develop some degree of comraderie if
they share the same religion and/or goals;
otherwise, they avoid each other. They get along
best with clerics and fighters of their own
religion. They hate paladins and clerics of good
alignment; an anti-paladin will try to kill them
at the earliest and most convenient opportunity
if possible. This does not mean they will attack
them on sight or even directly, but they will plot
their ruin and/or murder, possibly sending
anonymous underlings out to accomplish the
task, kidnapping their family, or by poisoning
them at an otherwise innocuous dinner party.
Abilities: Charisma increases the anti-paladin’s
self-protective abilities and undead
commanding. Strength is important for an
anti-paladin because of its role in combat. A
Wisdom score of 14 or higher is required to get
access to the most powerful anti-paladin spells,
and a score of 11 or higher is required to cast
any anti-paladin spells at all.
Alignment: Any evil.
Hit Die: d10.
Class Skills: Bluff (Cha), Concentration (Con),
Diplomacy (Cha), Gather Information (Cha),
Handle Animal (Cha), Heal (Wis), Intimidate
(Cha), Knowledge (Religion) (Int), Knowledge
(Undead) (Int), Profession (Wis), Ride (Dex),
Sense Motive (Wis).
Skill Points at 1st Level: (4 + Int modifier) x4.
Skill Points at Each Additional Level: 4 + Int
modifer.
Weapons and Armor: Anti-Paladins are
proficient with all Simple and Martial Weapons,
and with Light, Medium and Heavy armor and
Shields.
Base Attack Bonus: As Fighter.
Saving Throws: As Cleric.
Anti-paladins receive a number of special
abilities at levels 1-6 and at every three levels
thereafter.
Level 1 Special Abilities:
detect evil/good/undead (at will), Divine Grace
(as paladin), Divine Health (as paladin), Poison
Use (as blackguard).
Level 2 Special Abilities:
Frightful Presence: Once per round you can, as a
free action, use your Frightful Presence. All
opponents within 30 ft. who have fewer levels
than you must make a Will save (DC 10 + class
level + Cha modifier. An opponent who fails the
save is shaken, suffering a -2 penalty to attack
rolls, saves and skill checks) for a number of
rounds equal to 1d6 + your Cha modifier.
Heroic Surge: You may take an extra partial
action in a round, either before or after your
regular actions. You can use this ability a
number of times per day, depending on your
level, but never more than once per round.
1st-4th level: 1/day; 5th-8th level: 2/day;
9th-12th level: 3/day; 13th-16th level: 4/day;
17th-20th level: 5/day.
Level 3 Special Abilities:
Command Undead (3/day); endurance (1/day,
self only, 1 hour duration).
Level 4 Special Ability:
Spell Use (as paladin but uses the blackguard
list) + access to one clerical domain of the
anti-paladin’s choice (must be offered by his
deity).
Level 5 Special Ability:
Special Mount.
Level 6 Special Ability:
Sacred Defense (+1 to all saving throws vs.
divine spells).
Level 9 Special Ability:
Special Mount gains the Fiendish template.
Level 12 Special Ability:
Dispel Magic (1/day as a cleric of the
anti-paladin’s class level).
Level 15 Special Ability:
Lesser planar ally (1/day, but no return service
is required by the outsider summoned).
Level 18 Special Ability:
Transcendence: Through long association with
his deity’s fiendish servants, and direct
intervention by his deity, the anti-paladin
transcends his mortal form and becomes a
divine creature. His type changes to outsider,
which means that he acquires certain
immunities and vulnerabilities based on his type
(see Native Outsider, under the planetouched
race description).
Upon achieving transcendence, the
anti-paladin’s appearance always undergoes a
minor physical change appropriate to his
alignment and deity. For example, small horns
may sprout from his forehead or his eyes may
glow red or become like those of a serpent.
Anyone who shares the anti-paladin’s patron
deity, including outsider servants of his patron,
immediately recognize his transcendent nature,
and he gains a +2 bonus on all Charisma-based
skill and ability checks in regard to these
creatures.
________________________________________
PALADIN (variant core class)
Abilities: Charisma increases the paladin’s
self-protective abilities and undead turning.
Strength is important for an paladin because of
its role in combat. A Wisdom score of 14 or
higher is required to get access to the most
powerful paladin spells, and a score of 11 or
higher is required to cast paladin spells at all.
Alignment: Any good.
Hit Die: d10.
Class Skills: Concentration (Con), Diplomacy
(Cha), Gather Information (Cha), Handle
Animal (Cha), Heal (Wis), Intimidate (Cha),
Knowledge (Religion) (Int), Knowledge
(Undead) (Int), Profession (Wis), Ride (Dex),
Sense Motive (Wis), Spot (Wis).
Skill Points at 1st Level: (4 + Int modifier) x4.
Skill Points at Each Additional Level: 4 + Int
modifer.
Base Attack Bonus: As Fighter.
Saving Throws: As Cleric.
Paladins receive a number of special abilities at
levels 1-6 and at every three levels thereafter.
Level 1 Special Abilities:
detect evil/good/undead (at will), Divine Grace,
Divine Health, Lay on Hands.
Level 2 Special Abilities:
Aura of Courage: The paladin is immune to fear
and all allies within 10 ft. of the paladin gain a
+2 morale bonus to all saving throws.
Heroic Surge: You may take an extra partial
action in a round, either before or after your
regular actions. You can use this ability a
number of times per day, depending on your
level, but never more than once per round.
1st-4th level: 1/day; 5th-8th level: 2/day;
9th-12th level: 3/day; 13th-16th level: 4/day;
17th-20th level: 5/day.
Level 3 Special Abilities:
Turn Undead (3/day); endurance (1/day, self
only, 1 hour duration).
Level 4 Special Ability:
Spell Use (as paladin) + access to one clerical
domain of the paladin’s choice (must be offered
by his deity).
Level 5 Special Ability:
Special Mount.
Level 6 Special Ability:
Sacred Defense (+2 to all saving throws vs.
divine spells).
Level 9 Special Ability:
Special Mount gains the Celestial template.
Level 12 Special Ability:
Dispel Magic (1/day as a cleric of the paladin’s
class level).
Level 15 Special Ability:
Lesser planar ally (1/day, but no return service
is required by the outsider summoned).
Level 18 Special Abilities:
Transcendence: Through long association with
his deity’s outsider servants, and direct
intervention by his deity, the paladin transcends
his mortal form and becomes a divine creature.
His type changes to outsider, which means that
he acquires certain immunities and
vulnerabilities based on his type (see Native
Outsider, under the planetouched race
description).
Upon achieving transcendence, the paladin’s
appearance always undergoes a minor physical
change appropriate to his alignment and deity.
For example, his eyes may glow with golden
light. Anyone who shares the paladin’s patron
deity, including outsider servants of his patron,
immediately recognize his transcendent nature,
and he gains a +2 bonus on all Charisma-based
skill and ability checks in regard to these
creatures.
_______________________________________
Anti-Paladin/Paladin Spells Per Day:
(follows the same progression as Monte Cook's alt.ranger,
except for the addition of a domain spell at each level)
4th Level: 0+1 1st level spells
5th Level: 0+1 1st level spells
6th Level: 1+1 1st level spells
7th Level: 1+1 1st level spells, 0+1 2nd level
spells
8th level: 1+1 1st level spells, 0+1 2nd level
spells
9th level: 1+1 1st level spells, 1+1 2nd level
spells
10th level: 1+1 1st level spells, 1+1 2nd level
spells, 0+1 3rd level spells
11th level: 2+1 1st level spells, 1+1 2nd level
spells, 0+1 3rd level spells
12th level: 2+1 1st level spells, 1+1 2nd level
spells, 1+1 3rd level spells
13th level: 2+1 1st level spells, 1+1 2nd level
spells, 1+1 3rd level spells, 0+1 4th level spells
14th level: 2+1 1st level spells, 2+1 2nd level
spells, 1+1 3rd level spells, 0+1 4th level spells
15th level: 2+1 1st level spells, 2+1 2nd level
spells, 1+1 3rd level spells, 1+1 4th level spells
16th level: 3+1 1st level spells, 2+1 2nd level
spells, 2+1 3rd level spells, 1+1 4th level spells
17th level: 3+1 1st level spells, 3+1 2nd level
spells, 2+1 3rd level spells, 1+1 4th level spells
18th level: 3+1 1st level spells, 3+1 2nd level
spells, 2+1 3rd level spells, 2+1 4th level spells
19th level: 3+1 1st level spells, 3+1 2nd level
spells, 3+1 3rd level spells, 2+1 4th level spells
20th level: 4+1 1st level spells, 3+1 2nd level
spells, 3+1 3rd level spells, 3+1 4th level spells
_________________________________________
NOTE: These are both REVISED from the originally posted versions!
Reasoning: The paladin is *weak* compared to the fighter or cleric. You're much better off being a fighter/cleric. Even high level paladins are easily killed by a fighter of the same level. The paladin doesn't have a chance, even if he has time to buff himself with his paltry spells beforehand. There is no incentive to take the paladin class past level 5 when you get your Special Mount; the only ability after that is extra uses of remove disease! (gag!)
There is a distinct distaste IMC for the blackguard PrC. It favors fallen paladins overly much and offers too little too late for the feats/skill required to gain entry. My group wants an anti-paladin core class and a beefed-up paladin to match, so here goes...
I'm more interested in determining if these classes are balanced than entering into a discussion on the merits of whether this is a good idea or not, LOL, or whether paladin should have been a prestige class like blackguard, or whatever.

_________________________________________
ANTI-PALADIN (core class)
Ambition, Greed, Lust. These are the three main
qualities of the anti-paladin. Few are corrupt or
mad enough to walk the anti-paladin’s path, but
those few are rewarded with the power to fulfil
their twisted desires with unholy power from
dark gods. The anti-paladin is nothing short of a
mortal fiend.
Adventures: Anti-paladins take their
adventures as excellent opportunities to advance
the agenda of their evil god and/or personal
goals to gain power and wealth. They will fight
to the death if backed into a corner with no hope
of escape, but prefer to sacrifice their
companions or take hostages to use as human
shields if that will allow them to flee. An
anti-paladin has a long memory and will plot
terrible vengeance upon those who force him to
abandon an adventure or mission.
Characteristics: Divine power protects the
anti-paladin and gives him special powers. It
wards off harm and engenders an unnatural aura
of despair and menace around the anti-paladin.
Finally, the anti-paladin can also use this power
to destroy others. Eventually, this power draws a
mighty steed to the anti-paladin and imbues that
mount with strength, intelligence and magical
protection.
Alignment: Anti-paladins must be of an evil
alignment, and they lose their divine powers if
they deviate from it. Additionally, an
anti-paladin swears to follow a code of conduct
that is in accordance with their alignment.
Religion: Anti-Paladins need not devote
themselves to a single deity. Devotion to evil is
enough for most. Those who align themselves
with particular religions form a strong defensive
arm of the church. Anti-paladins devoted to a
god are scrupulous in observing religious duties
and are welcome in every associated temple.
Background: Anti-paladins come in two molds:
the first are evil warriors who make a pact with
an evil deity, demon or devil in exchange for
their power; the second are those who are
chosen by an evil deity, demon or devil at birth
to become their champion.
Races: Humans, with their ambitious, power
hungry souls make the best and most frequently
encountered anti-paladins.
Other Classes: Anti-paladins see themselves as
superior to all other classes and act accordingly.
They generally see other anti-paladins as rivals,
but may develop some degree of comraderie if
they share the same religion and/or goals;
otherwise, they avoid each other. They get along
best with clerics and fighters of their own
religion. They hate paladins and clerics of good
alignment; an anti-paladin will try to kill them
at the earliest and most convenient opportunity
if possible. This does not mean they will attack
them on sight or even directly, but they will plot
their ruin and/or murder, possibly sending
anonymous underlings out to accomplish the
task, kidnapping their family, or by poisoning
them at an otherwise innocuous dinner party.
Abilities: Charisma increases the anti-paladin’s
self-protective abilities and undead
commanding. Strength is important for an
anti-paladin because of its role in combat. A
Wisdom score of 14 or higher is required to get
access to the most powerful anti-paladin spells,
and a score of 11 or higher is required to cast
any anti-paladin spells at all.
Alignment: Any evil.
Hit Die: d10.
Class Skills: Bluff (Cha), Concentration (Con),
Diplomacy (Cha), Gather Information (Cha),
Handle Animal (Cha), Heal (Wis), Intimidate
(Cha), Knowledge (Religion) (Int), Knowledge
(Undead) (Int), Profession (Wis), Ride (Dex),
Sense Motive (Wis).
Skill Points at 1st Level: (4 + Int modifier) x4.
Skill Points at Each Additional Level: 4 + Int
modifer.
Weapons and Armor: Anti-Paladins are
proficient with all Simple and Martial Weapons,
and with Light, Medium and Heavy armor and
Shields.
Base Attack Bonus: As Fighter.
Saving Throws: As Cleric.
Anti-paladins receive a number of special
abilities at levels 1-6 and at every three levels
thereafter.
Level 1 Special Abilities:
detect evil/good/undead (at will), Divine Grace
(as paladin), Divine Health (as paladin), Poison
Use (as blackguard).
Level 2 Special Abilities:
Frightful Presence: Once per round you can, as a
free action, use your Frightful Presence. All
opponents within 30 ft. who have fewer levels
than you must make a Will save (DC 10 + class
level + Cha modifier. An opponent who fails the
save is shaken, suffering a -2 penalty to attack
rolls, saves and skill checks) for a number of
rounds equal to 1d6 + your Cha modifier.
Heroic Surge: You may take an extra partial
action in a round, either before or after your
regular actions. You can use this ability a
number of times per day, depending on your
level, but never more than once per round.
1st-4th level: 1/day; 5th-8th level: 2/day;
9th-12th level: 3/day; 13th-16th level: 4/day;
17th-20th level: 5/day.
Level 3 Special Abilities:
Command Undead (3/day); endurance (1/day,
self only, 1 hour duration).
Level 4 Special Ability:
Spell Use (as paladin but uses the blackguard
list) + access to one clerical domain of the
anti-paladin’s choice (must be offered by his
deity).
Level 5 Special Ability:
Special Mount.
Level 6 Special Ability:
Sacred Defense (+1 to all saving throws vs.
divine spells).
Level 9 Special Ability:
Special Mount gains the Fiendish template.
Level 12 Special Ability:
Dispel Magic (1/day as a cleric of the
anti-paladin’s class level).
Level 15 Special Ability:
Lesser planar ally (1/day, but no return service
is required by the outsider summoned).
Level 18 Special Ability:
Transcendence: Through long association with
his deity’s fiendish servants, and direct
intervention by his deity, the anti-paladin
transcends his mortal form and becomes a
divine creature. His type changes to outsider,
which means that he acquires certain
immunities and vulnerabilities based on his type
(see Native Outsider, under the planetouched
race description).
Upon achieving transcendence, the
anti-paladin’s appearance always undergoes a
minor physical change appropriate to his
alignment and deity. For example, small horns
may sprout from his forehead or his eyes may
glow red or become like those of a serpent.
Anyone who shares the anti-paladin’s patron
deity, including outsider servants of his patron,
immediately recognize his transcendent nature,
and he gains a +2 bonus on all Charisma-based
skill and ability checks in regard to these
creatures.
________________________________________
PALADIN (variant core class)
Abilities: Charisma increases the paladin’s
self-protective abilities and undead turning.
Strength is important for an paladin because of
its role in combat. A Wisdom score of 14 or
higher is required to get access to the most
powerful paladin spells, and a score of 11 or
higher is required to cast paladin spells at all.
Alignment: Any good.
Hit Die: d10.
Class Skills: Concentration (Con), Diplomacy
(Cha), Gather Information (Cha), Handle
Animal (Cha), Heal (Wis), Intimidate (Cha),
Knowledge (Religion) (Int), Knowledge
(Undead) (Int), Profession (Wis), Ride (Dex),
Sense Motive (Wis), Spot (Wis).
Skill Points at 1st Level: (4 + Int modifier) x4.
Skill Points at Each Additional Level: 4 + Int
modifer.
Base Attack Bonus: As Fighter.
Saving Throws: As Cleric.
Paladins receive a number of special abilities at
levels 1-6 and at every three levels thereafter.
Level 1 Special Abilities:
detect evil/good/undead (at will), Divine Grace,
Divine Health, Lay on Hands.
Level 2 Special Abilities:
Aura of Courage: The paladin is immune to fear
and all allies within 10 ft. of the paladin gain a
+2 morale bonus to all saving throws.
Heroic Surge: You may take an extra partial
action in a round, either before or after your
regular actions. You can use this ability a
number of times per day, depending on your
level, but never more than once per round.
1st-4th level: 1/day; 5th-8th level: 2/day;
9th-12th level: 3/day; 13th-16th level: 4/day;
17th-20th level: 5/day.
Level 3 Special Abilities:
Turn Undead (3/day); endurance (1/day, self
only, 1 hour duration).
Level 4 Special Ability:
Spell Use (as paladin) + access to one clerical
domain of the paladin’s choice (must be offered
by his deity).
Level 5 Special Ability:
Special Mount.
Level 6 Special Ability:
Sacred Defense (+2 to all saving throws vs.
divine spells).
Level 9 Special Ability:
Special Mount gains the Celestial template.
Level 12 Special Ability:
Dispel Magic (1/day as a cleric of the paladin’s
class level).
Level 15 Special Ability:
Lesser planar ally (1/day, but no return service
is required by the outsider summoned).
Level 18 Special Abilities:
Transcendence: Through long association with
his deity’s outsider servants, and direct
intervention by his deity, the paladin transcends
his mortal form and becomes a divine creature.
His type changes to outsider, which means that
he acquires certain immunities and
vulnerabilities based on his type (see Native
Outsider, under the planetouched race
description).
Upon achieving transcendence, the paladin’s
appearance always undergoes a minor physical
change appropriate to his alignment and deity.
For example, his eyes may glow with golden
light. Anyone who shares the paladin’s patron
deity, including outsider servants of his patron,
immediately recognize his transcendent nature,
and he gains a +2 bonus on all Charisma-based
skill and ability checks in regard to these
creatures.
_______________________________________
Anti-Paladin/Paladin Spells Per Day:
(follows the same progression as Monte Cook's alt.ranger,
except for the addition of a domain spell at each level)
4th Level: 0+1 1st level spells
5th Level: 0+1 1st level spells
6th Level: 1+1 1st level spells
7th Level: 1+1 1st level spells, 0+1 2nd level
spells
8th level: 1+1 1st level spells, 0+1 2nd level
spells
9th level: 1+1 1st level spells, 1+1 2nd level
spells
10th level: 1+1 1st level spells, 1+1 2nd level
spells, 0+1 3rd level spells
11th level: 2+1 1st level spells, 1+1 2nd level
spells, 0+1 3rd level spells
12th level: 2+1 1st level spells, 1+1 2nd level
spells, 1+1 3rd level spells
13th level: 2+1 1st level spells, 1+1 2nd level
spells, 1+1 3rd level spells, 0+1 4th level spells
14th level: 2+1 1st level spells, 2+1 2nd level
spells, 1+1 3rd level spells, 0+1 4th level spells
15th level: 2+1 1st level spells, 2+1 2nd level
spells, 1+1 3rd level spells, 1+1 4th level spells
16th level: 3+1 1st level spells, 2+1 2nd level
spells, 2+1 3rd level spells, 1+1 4th level spells
17th level: 3+1 1st level spells, 3+1 2nd level
spells, 2+1 3rd level spells, 1+1 4th level spells
18th level: 3+1 1st level spells, 3+1 2nd level
spells, 2+1 3rd level spells, 2+1 4th level spells
19th level: 3+1 1st level spells, 3+1 2nd level
spells, 3+1 3rd level spells, 2+1 4th level spells
20th level: 4+1 1st level spells, 3+1 2nd level
spells, 3+1 3rd level spells, 3+1 4th level spells
_________________________________________
NOTE: These are both REVISED from the originally posted versions!
Last edited: