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Replacing the Paladin's special mount class feature...
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<blockquote data-quote="Stormborn" data-source="post: 2325648" data-attributes="member: 14041"><p>Dragon (310?) has an issue with alternate Paladins in it to give you more ideas, but some things I have done:</p><p></p><p>Animal Companion: my current Paladin, in the campaign I am playing in, has a Celestial Hound to aid him track down evil.</p><p></p><p>Holy Weapon: Have a weapon whose powers increase at each level. This could be a summoned weapon or weapon he has bonded with. I am using this progression in a game I am running:</p><p></p><p>Character Weapon </p><p>Level/ Int/ Wis/ Cha/ Enchantment/ Ego/ Special/</p><p>5th/ 12/ 12/ 10/ +0/ 7/ Summon, Alertness</p><p>6th-7th/ 12/ 12/ 11/ +1/ 10/ Empathic Link, Light, Armor </p><p>of Righteousness/</p><p>8th-10th / 13/ 13/ 11/ +1/ 14/ Demon’s Bane/</p><p>11th-14th/ 13/ 13/ 11/ +2/ 19/ Telepathy, Exorcism/</p><p>15th-20th/ 14/ 14/ 12/ +2/ 25/ Holy Aura </p><p></p><p></p><p>Abilities: The item, in either form, has the ability scores listed for the levels given.</p><p>Enchantment: The weapon increases in power with use. At the given level the item has a bonus to attack and damage as given. </p><p></p><p>Ego: The item’s ego score increase with use as given. As with all intelligent items the Ego score determines the DC of the Will Saving throw needed by the Wielder to get the item to do something that it may not want to do. </p><p></p><p>Summon: The item may change from ring form to weapon form a number of times per day equal to ½ the Wielder’s character level rounded up. The Wielder may choose to leave the item in weapon form and sheath it as normal.</p><p></p><p>Alertness: The item grants the user a circumstance bonus of +2 to Spot and Listen checks at all times. This ability stacks with the Alertness feat. The item can choose to withhold this bonus on an unsuccessful Ego check.</p><p></p><p>Empathic Link: At 6th thru 10th level the item and the Wielder share an empathic link. The item is now able to express itself emotionally to the wielder, although verbal communication is still impossible. </p><p></p><p>Light: Beginning at 6th level the wielder may, once per day as a free action, cause the item to shine like a torch for 10 minuets per character level. </p><p></p><p>Armor of Righteousness: The item grants the Wielder a circumstance bonus to AC equal to its enchantment when the item is in weapon form. The item does not grant this bonus while in ring form or when the Wielder uses other melee weapons. If the Wielder is engaged in an activity that the item considers unrighteous it will deny the Wielder the bonus on an unsuccessful Ego check. </p><p></p><p> If anyone makes a successful attempt to possess or mentally control the Wielder, the item’s Ego score must be overcome daily to maintain control. </p><p>Demon’s Bane: At 8th level the weapon gains the Bane quality. Against evil outsiders (demons, devils, etc) its effective enhancement bonus is an additional +2 and it deals and additional +2d6 damage against evil outsiders.</p><p></p><p>Exorcism: At 11th level the wielder can use the item to force an evil outsider to vacate its host and manifest corporeally as a standard action once per day. The demon is allowed a Will save to resist. The DC for the save is 10 + the Wielder’s level – the creatures Hit Dice. The Wielder may improve the chance for success by employing objects, words, places, or people that the target hates, fears, or otherwise opposes, increasing the Save DC by +1 for each. An exorcised demon instantly takes damage equal to 1d6 * the Wielder’s Charisma modifier.</p><p></p><p>Telepathy: At 11th level the item can communicate with its Wielder, and only its Wielder, telepathically.</p><p></p><p>Holy Aura: Beginning at 15th level the Wielder may cloak herself in a Holy Aura once per day. The effect lasts for a number of rounds equal to ½ her character level. Once evoked the Wielder glows with an inner light for the duration of the effect, shining like a torch. While so glowing the Wielder gains the following bonuses</p><p>· A +4 bonus to AC</p><p>· A +4 resistance bonus to saves</p><p>· Spell Resistance equal to the Wielder’s Character Level against evil spells and spells cast by evil outsiders.</p><p>· The weapon’s critical threat range against evil outsiders is doubled.</p><p></p><p> </p><p> </p><p> </p><p>However, it should be noted that the weapon is being used in a setting where it is an ancient artifact and the current campaign world is low to no magic. Also the Paladin in question is otherwise just a Fighter.</p></blockquote><p></p>
[QUOTE="Stormborn, post: 2325648, member: 14041"] Dragon (310?) has an issue with alternate Paladins in it to give you more ideas, but some things I have done: Animal Companion: my current Paladin, in the campaign I am playing in, has a Celestial Hound to aid him track down evil. Holy Weapon: Have a weapon whose powers increase at each level. This could be a summoned weapon or weapon he has bonded with. I am using this progression in a game I am running: Character Weapon Level/ Int/ Wis/ Cha/ Enchantment/ Ego/ Special/ 5th/ 12/ 12/ 10/ +0/ 7/ Summon, Alertness 6th-7th/ 12/ 12/ 11/ +1/ 10/ Empathic Link, Light, Armor of Righteousness/ 8th-10th / 13/ 13/ 11/ +1/ 14/ Demon’s Bane/ 11th-14th/ 13/ 13/ 11/ +2/ 19/ Telepathy, Exorcism/ 15th-20th/ 14/ 14/ 12/ +2/ 25/ Holy Aura Abilities: The item, in either form, has the ability scores listed for the levels given. Enchantment: The weapon increases in power with use. At the given level the item has a bonus to attack and damage as given. Ego: The item’s ego score increase with use as given. As with all intelligent items the Ego score determines the DC of the Will Saving throw needed by the Wielder to get the item to do something that it may not want to do. Summon: The item may change from ring form to weapon form a number of times per day equal to ½ the Wielder’s character level rounded up. The Wielder may choose to leave the item in weapon form and sheath it as normal. Alertness: The item grants the user a circumstance bonus of +2 to Spot and Listen checks at all times. This ability stacks with the Alertness feat. The item can choose to withhold this bonus on an unsuccessful Ego check. Empathic Link: At 6th thru 10th level the item and the Wielder share an empathic link. The item is now able to express itself emotionally to the wielder, although verbal communication is still impossible. Light: Beginning at 6th level the wielder may, once per day as a free action, cause the item to shine like a torch for 10 minuets per character level. Armor of Righteousness: The item grants the Wielder a circumstance bonus to AC equal to its enchantment when the item is in weapon form. The item does not grant this bonus while in ring form or when the Wielder uses other melee weapons. If the Wielder is engaged in an activity that the item considers unrighteous it will deny the Wielder the bonus on an unsuccessful Ego check. If anyone makes a successful attempt to possess or mentally control the Wielder, the item’s Ego score must be overcome daily to maintain control. Demon’s Bane: At 8th level the weapon gains the Bane quality. Against evil outsiders (demons, devils, etc) its effective enhancement bonus is an additional +2 and it deals and additional +2d6 damage against evil outsiders. Exorcism: At 11th level the wielder can use the item to force an evil outsider to vacate its host and manifest corporeally as a standard action once per day. The demon is allowed a Will save to resist. The DC for the save is 10 + the Wielder’s level – the creatures Hit Dice. The Wielder may improve the chance for success by employing objects, words, places, or people that the target hates, fears, or otherwise opposes, increasing the Save DC by +1 for each. An exorcised demon instantly takes damage equal to 1d6 * the Wielder’s Charisma modifier. Telepathy: At 11th level the item can communicate with its Wielder, and only its Wielder, telepathically. Holy Aura: Beginning at 15th level the Wielder may cloak herself in a Holy Aura once per day. The effect lasts for a number of rounds equal to ½ her character level. Once evoked the Wielder glows with an inner light for the duration of the effect, shining like a torch. While so glowing the Wielder gains the following bonuses · A +4 bonus to AC · A +4 resistance bonus to saves · Spell Resistance equal to the Wielder’s Character Level against evil spells and spells cast by evil outsiders. · The weapon’s critical threat range against evil outsiders is doubled. However, it should be noted that the weapon is being used in a setting where it is an ancient artifact and the current campaign world is low to no magic. Also the Paladin in question is otherwise just a Fighter. [/QUOTE]
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