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Half-Caster (Ranger/Paladin) In Low Magic Setting
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<blockquote data-quote="HarryFlashman" data-source="post: 1413953" data-attributes="member: 16377"><p>The Low-Magic Paladin</p><p></p><p>BAB:Good</p><p>Saves: Fort Good</p><p>BDB: Average</p><p></p><p></p><p>Abilities: Charisma, Wisdom, Strength</p><p>Alignment: Lawful Good</p><p>HD: d10</p><p></p><p>Class Skills:</p><p>Concentration, Craft, Diplomacy, Handle Animal, Heal, Knowledge (Nobility and Royalty, Religion), Profession, Ride, Sense Motive.</p><p>Skill points at first level: (2+Int Mod) x4</p><p>Skill points at each additional level: 2+Int Modifier</p><p></p><p>Class Features:</p><p>1: Aura of Good, Detect Evil, Smite Evil</p><p>2: Divine Grace, Lay on Hands</p><p>3: Aura of Courage, Divine Health</p><p>4: <strong>Wrath of Deity</strong> <strong> Spell Use</strong></p><p>5: Smite Evil 2/day, Special Mount</p><p>6: <strong> Aura of Valour</strong></p><p>7: Remove Disease 1/week</p><p>8: </p><p>9: <strong> Aura of Valour 2</strong></p><p>10: Smite Evil 3/day</p><p>11: </p><p>12: <strong>Aura of Valour 3</strong></p><p>13:</p><p>14:</p><p>15: <strong>Aura of Valour 4</strong>, Smite Evil 4 /day</p><p>16:</p><p>17:</p><p>18: <strong>Aura of Valour 5 </strong></p><p>19:</p><p>20: Smite Evil 5/day</p><p></p><p><strong>Wrath of Deity(Su):</strong> (replaces <em>Turn Undead</em>) {insert flavour text here}. This ability only functions in combat or during a standoff where combat is imminent. It effects only intelligent creatures who are not immune to fear effects and is not limited to the Undead (who are immune to mind effecting fear attacks anyhow). </p><p><em>times per day:</em> A Paladin may use this ability a number of times equal to 1 + his Charisma modifier</p><p><em> Range:</em> Wrathof Deity effects the nearest enemy first and has no effect beyond 60 feet and has not effect on those who have total cover .</p><p><em>Wrath Check</em></p><p>The Paladin rolls a D20 + his Character level(-3) + his Charisma modifier to determine the Will Save of the Wrath of Deity ability. </p><p>This roll is modified depending on the level of fear the Paladin is trying to instill in his opponents:</p><p>Shaken: 0</p><p>Frightened -10</p><p>Panicked -15</p><p><em> Wrath Damage</em></p><p>The Paladin may effect a number of HD equal to His level of Paladin + his Charisma modifier +1d4.</p><p><em> Duration:</em></p><p> Opponents who fail their Will Save suffer from the Fear effect for a number of rounds equal to Half the Paladin's Level + his Charisma Modifier.</p><p></p><p><strong> Spell Use:</strong>at Fourth Level the Paladin begins to be able to access spells from the PHB Spell list. He gains and casts spells as normal except the Paladin must choose 4 and only 4 spells from each level that he will know. These spells never change. As the Paladin gains access to new spells he must choose a spell to fill one of these four slots.</p><p></p><p></p><p><strong> Aura of Valour(Sp):</strong> (replaces most <em> remove disease</em> class abilities)</p><p> Upon invoking this power the area around a Paladin is suffused with a soft white light granting boons to his allies.</p><p>At 6th Level the Paladin is able to call upon the power of his deity to aid himself and his allies. Every ally within 10 feet of the Paladin is effected as if with the 1st level Cleric Spell "<em>Divine Favour</em>". At 6th level this grants a +1 Luck bonus to Attack and Damage rolls. Every 3 levels there after the bonus increases by one.</p><p>At 15th level the Aura of Valour extends to 15 feet and at 18th level the Aura of Valour extends to 20 feet.</p><p>The Paladin may use this ability 1 time per day per every 3 levels (at 6th level he may use this ability twice per day)</p><p>The Aura remains in effect for a number of rounds equal to twice the Paladin's Charisma Modifier</p><p></p><p>Edited to include Supernatural or Spell-Like qualifiers.</p></blockquote><p></p>
[QUOTE="HarryFlashman, post: 1413953, member: 16377"] The Low-Magic Paladin BAB:Good Saves: Fort Good BDB: Average Abilities: Charisma, Wisdom, Strength Alignment: Lawful Good HD: d10 Class Skills: Concentration, Craft, Diplomacy, Handle Animal, Heal, Knowledge (Nobility and Royalty, Religion), Profession, Ride, Sense Motive. Skill points at first level: (2+Int Mod) x4 Skill points at each additional level: 2+Int Modifier Class Features: 1: Aura of Good, Detect Evil, Smite Evil 2: Divine Grace, Lay on Hands 3: Aura of Courage, Divine Health 4: [b]Wrath of Deity[/b] [b] Spell Use[/b] 5: Smite Evil 2/day, Special Mount 6: [b] Aura of Valour[/b] 7: Remove Disease 1/week 8: 9: [b] Aura of Valour 2[/b] 10: Smite Evil 3/day 11: 12: [b]Aura of Valour 3[/b] 13: 14: 15: [b]Aura of Valour 4[/b], Smite Evil 4 /day 16: 17: 18: [b]Aura of Valour 5 [/b] 19: 20: Smite Evil 5/day [b]Wrath of Deity(Su):[/b] (replaces [i]Turn Undead[/i]) {insert flavour text here}. This ability only functions in combat or during a standoff where combat is imminent. It effects only intelligent creatures who are not immune to fear effects and is not limited to the Undead (who are immune to mind effecting fear attacks anyhow). [i]times per day:[/i] A Paladin may use this ability a number of times equal to 1 + his Charisma modifier [i] Range:[/i] Wrathof Deity effects the nearest enemy first and has no effect beyond 60 feet and has not effect on those who have total cover . [i]Wrath Check[/i] The Paladin rolls a D20 + his Character level(-3) + his Charisma modifier to determine the Will Save of the Wrath of Deity ability. This roll is modified depending on the level of fear the Paladin is trying to instill in his opponents: Shaken: 0 Frightened -10 Panicked -15 [i] Wrath Damage[/i] The Paladin may effect a number of HD equal to His level of Paladin + his Charisma modifier +1d4. [i] Duration:[/i] Opponents who fail their Will Save suffer from the Fear effect for a number of rounds equal to Half the Paladin's Level + his Charisma Modifier. [b] Spell Use:[/b]at Fourth Level the Paladin begins to be able to access spells from the PHB Spell list. He gains and casts spells as normal except the Paladin must choose 4 and only 4 spells from each level that he will know. These spells never change. As the Paladin gains access to new spells he must choose a spell to fill one of these four slots. [b] Aura of Valour(Sp):[/b] (replaces most [i] remove disease[/i] class abilities) Upon invoking this power the area around a Paladin is suffused with a soft white light granting boons to his allies. At 6th Level the Paladin is able to call upon the power of his deity to aid himself and his allies. Every ally within 10 feet of the Paladin is effected as if with the 1st level Cleric Spell "[i]Divine Favour[/i]". At 6th level this grants a +1 Luck bonus to Attack and Damage rolls. Every 3 levels there after the bonus increases by one. At 15th level the Aura of Valour extends to 15 feet and at 18th level the Aura of Valour extends to 20 feet. The Paladin may use this ability 1 time per day per every 3 levels (at 6th level he may use this ability twice per day) The Aura remains in effect for a number of rounds equal to twice the Paladin's Charisma Modifier Edited to include Supernatural or Spell-Like qualifiers. [/QUOTE]
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Half-Caster (Ranger/Paladin) In Low Magic Setting
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