A player in my game is interested in playing a paladin with a focus vs demons, to match with the lore of the game world I wiped this class up, now I need help going over it to try and make sure everything is in order.
Thank you in advance for any aid.
Knight of Tirisfal
Arathor had fallen apart into seven separate
nations: Lordaeron, Stormwind, Kul Tiras,
Stromgarde, Alterac, Gilneas, and Dalaran.
It was soon discovered that the use of magic
without constraint didn’t mean that magic could be
used without consequence. Relations between the
newly independent human nations were strained as
the rulers of the magocracies became increasingly
withdrawn and obsessed with amassing magical
power. This led them straight into darkness —
where they found demons waiting.
What happened in the years following is a secret
history that has only been uncovered in recent
times. To most people of Quel’Thalas, the dwarven
citadels and the seven kingdoms, these were centuries
of peace and prosperity. Yet unbeknownst to all
but a few, the powerful spells of elven and human
mages had quietly called to the Burning Legion.
The demons were happy to answer the summons
and began to slip back into Azeroth. An elven
society called the Council of Silvermoon had long
ago sworn to forestall any full return by the Legion;
this society met with the most powerful wizards of
the human nations to form the Order of Tirisfal to
hunt those demons who had already arrived.
Through it all, the Order had its agents remain
the “men and women in black cloaks,” cleaning up all
evidence of their struggles and denying the
existence of the enemy. Identifying themselves
among their fellows by their holy symbols of a
Silvermoon inscribed with elven runes over a sun
these Elven and Human Priests would gather and subtly
do battle with the demons that had managed to force
their way into the world.
HD: 1d8
Requirements:
BAB: +5
Skills: Gather Information 4 ranks, Knowledge(the Planes) 4 ranks,
Sense Motive 4 ranks, Stealth 4 ranks
Feats: Servent of the Light(Heavens), Favored Enemy: Outsider(demon)
Special: Detect Evil as a class feature or Divine Spell
Special: Ability to Turn Undead
Special: Must either have the Exalted Turning feat or take it as the
next feat.
BAB: Good
Saves: Fort Good, Ref Poor, Will Poor
Skills: Climb, Concentration, Craft, Decipher Script, Gather Information,
Heal, Jump, Knowledge(Religion), Knowledge(The Planes), Profession,
Search, Sense Motive, Stealth, Swim.
Skill Points at Each Level: 4 + Int Modifer.
Special:
1st: Sanctified Strikes, Turn Undead
2nd: Censure Demons, Nimbus of Light, +1 Caster Level
3rd: Fiend Slaying +1/+1d6, Courage of the Light I/II
4th: +1 Caster Level
5th: Courage of the Light II/III
6th: Fiend Slaying +2/+2d6, +1 Caster Level
7th: Holy Radience
8th: Courage of the Light III/IV, +1 Caster Level
9th: Fiendslaying +3/3d6
10th: Burning Light, +1 Caster Level
(total +caster levels, 5/10)
Sanctified Strikes: The character does +1 damage against evil opponents,
or +1d4 extra damage to evil outsiders and undead. Your attacks are considered
good aligned.
Turn Undead: Class levels stack with priest or paladin levels for purposes
of turning undead
Censure Demons: A knight may use one of their Turn Undead uses to
Censure Demons within 30'. Any evil outsiders within range must
make a Will Save (DC 10 + the Knight's Class level + Cha modifier) or
be Censured.
A censured demon is Stunned for 1 round and takes 3d6 Holy Damage.
If a censured demon has fewer HD than the character it must make
a 2nd Will save or be sent back to the Nether as if affected
by a dismissal spell. Only one demon can be dismissed in this way
per Censure attempt. From Lowest HD to Highest.
Nimbus of Light: You can shed a soft radiance of calming light that illuminates
a 5' radius around you, and provides shadowy illumination to 10 feet.
When this radiance is revealed you gain a +2 Circumstance bonus on Bluff,
Diplomacy, and Sense Motive
You can activate and extinguish this radiance at will as a free action.
Fiend Slaying: against fiends you gain a +1 Competence bonus to hit
and +1d6 damage. As well as +1 competence bonus to Will saves and Intimidate, Listen,
Sense Motive, and Spot checks. These bonuses increase as indicated and
stack with Favored Enemy.
Courage of the Light:
I: You gain Immunity to Fear spells and effects caused by evil outsiders, if you already
poses Aura of Courage as a class ability you instead gain Courage of the Light II.
II: You gain Immunity to Enchantment spells and effects cast or created by evil outsiders.
At 5th Level, If you posses Aura of Courage you instead gain Courage of the Light III
III: You extend your fear immunity to allys within a 20' radius
At 8th level, if you posses Aura of Courage, you instead gain Courage of the Light IV
IV: You extend your Enchantment Immunity to allys within a 20' radius
Holy Radience: At will, as a free action, you can empower your nimbus of light into
a blazing glow of holy power that sheds bright light in a 10-foot radius(and shadowy
illumination out to 20 feet).
Undead and Demons within 10 feet of you take 1d4 points of damage per round while
they remain within your halo.
If you posses or later take the Holy Radience feat it's benefits is replaced by the above
but your damage increases to 2d4.
Burning Light: Your holy Radience damage increases by 1 die type and evil
creatures that are not undead or outsiders now take half-damage (rather than none).
Thank you in advance for any aid.
Knight of Tirisfal
Arathor had fallen apart into seven separate
nations: Lordaeron, Stormwind, Kul Tiras,
Stromgarde, Alterac, Gilneas, and Dalaran.
It was soon discovered that the use of magic
without constraint didn’t mean that magic could be
used without consequence. Relations between the
newly independent human nations were strained as
the rulers of the magocracies became increasingly
withdrawn and obsessed with amassing magical
power. This led them straight into darkness —
where they found demons waiting.
What happened in the years following is a secret
history that has only been uncovered in recent
times. To most people of Quel’Thalas, the dwarven
citadels and the seven kingdoms, these were centuries
of peace and prosperity. Yet unbeknownst to all
but a few, the powerful spells of elven and human
mages had quietly called to the Burning Legion.
The demons were happy to answer the summons
and began to slip back into Azeroth. An elven
society called the Council of Silvermoon had long
ago sworn to forestall any full return by the Legion;
this society met with the most powerful wizards of
the human nations to form the Order of Tirisfal to
hunt those demons who had already arrived.
Through it all, the Order had its agents remain
the “men and women in black cloaks,” cleaning up all
evidence of their struggles and denying the
existence of the enemy. Identifying themselves
among their fellows by their holy symbols of a
Silvermoon inscribed with elven runes over a sun
these Elven and Human Priests would gather and subtly
do battle with the demons that had managed to force
their way into the world.
HD: 1d8
Requirements:
BAB: +5
Skills: Gather Information 4 ranks, Knowledge(the Planes) 4 ranks,
Sense Motive 4 ranks, Stealth 4 ranks
Feats: Servent of the Light(Heavens), Favored Enemy: Outsider(demon)
Special: Detect Evil as a class feature or Divine Spell
Special: Ability to Turn Undead
Special: Must either have the Exalted Turning feat or take it as the
next feat.
BAB: Good
Saves: Fort Good, Ref Poor, Will Poor
Skills: Climb, Concentration, Craft, Decipher Script, Gather Information,
Heal, Jump, Knowledge(Religion), Knowledge(The Planes), Profession,
Search, Sense Motive, Stealth, Swim.
Skill Points at Each Level: 4 + Int Modifer.
Special:
1st: Sanctified Strikes, Turn Undead
2nd: Censure Demons, Nimbus of Light, +1 Caster Level
3rd: Fiend Slaying +1/+1d6, Courage of the Light I/II
4th: +1 Caster Level
5th: Courage of the Light II/III
6th: Fiend Slaying +2/+2d6, +1 Caster Level
7th: Holy Radience
8th: Courage of the Light III/IV, +1 Caster Level
9th: Fiendslaying +3/3d6
10th: Burning Light, +1 Caster Level
(total +caster levels, 5/10)
Sanctified Strikes: The character does +1 damage against evil opponents,
or +1d4 extra damage to evil outsiders and undead. Your attacks are considered
good aligned.
Turn Undead: Class levels stack with priest or paladin levels for purposes
of turning undead
Censure Demons: A knight may use one of their Turn Undead uses to
Censure Demons within 30'. Any evil outsiders within range must
make a Will Save (DC 10 + the Knight's Class level + Cha modifier) or
be Censured.
A censured demon is Stunned for 1 round and takes 3d6 Holy Damage.
If a censured demon has fewer HD than the character it must make
a 2nd Will save or be sent back to the Nether as if affected
by a dismissal spell. Only one demon can be dismissed in this way
per Censure attempt. From Lowest HD to Highest.
Nimbus of Light: You can shed a soft radiance of calming light that illuminates
a 5' radius around you, and provides shadowy illumination to 10 feet.
When this radiance is revealed you gain a +2 Circumstance bonus on Bluff,
Diplomacy, and Sense Motive
You can activate and extinguish this radiance at will as a free action.
Fiend Slaying: against fiends you gain a +1 Competence bonus to hit
and +1d6 damage. As well as +1 competence bonus to Will saves and Intimidate, Listen,
Sense Motive, and Spot checks. These bonuses increase as indicated and
stack with Favored Enemy.
Courage of the Light:
I: You gain Immunity to Fear spells and effects caused by evil outsiders, if you already
poses Aura of Courage as a class ability you instead gain Courage of the Light II.
II: You gain Immunity to Enchantment spells and effects cast or created by evil outsiders.
At 5th Level, If you posses Aura of Courage you instead gain Courage of the Light III
III: You extend your fear immunity to allys within a 20' radius
At 8th level, if you posses Aura of Courage, you instead gain Courage of the Light IV
IV: You extend your Enchantment Immunity to allys within a 20' radius
Holy Radience: At will, as a free action, you can empower your nimbus of light into
a blazing glow of holy power that sheds bright light in a 10-foot radius(and shadowy
illumination out to 20 feet).
Undead and Demons within 10 feet of you take 1d4 points of damage per round while
they remain within your halo.
If you posses or later take the Holy Radience feat it's benefits is replaced by the above
but your damage increases to 2d4.
Burning Light: Your holy Radience damage increases by 1 die type and evil
creatures that are not undead or outsiders now take half-damage (rather than none).