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<blockquote data-quote="Obly99" data-source="post: 8671693" data-attributes="member: 7035194"><p>For when you want a paladin who isn't a pain FOR the party.</p><p></p><p style="text-align: center"><strong>Prejudiced (Paladin Archetype)</strong></p><p></p><p></p><p><strong>Modifies</strong> alignment, code of conduit, lay on hands, channel positive energy, aura of righteousness; <strong>Replaces</strong> aura of good, detect evil, associates, divine bond, aura of faith, holy champion.</p><p></p><p>Prejudiced paladins are convinced that most creatures not of their own cause are evil. As a prejudiced paladin, you have the following class features.</p><p></p><p><strong>Alignment</strong> Any.</p><p></p><p><strong>Godless</strong> You do not gain your powers from a named entity (such as a god or demigod), but from your own conviction. As such you do not gain a deity code of conduit.</p><p></p><p><strong>Prejudice</strong> At 1st level you must select an identifiable cause, group, country or other agency (GM discretion). For the purpose of all your paladin class features and spells creatures of your own group count as good, regardless of their actual alignment; all other creatures count as evil and with the evil-subtype. You can associate with peoples of any alignment until they do not oppose the interests of your group. This replaces aura of good and associates.</p><p></p><p><strong>Code of Conduit</strong> The Game Master must work with the player to decide on a code of conduct suited to the cause he or she has chosen. Usually a player selects his party so a code of three to four articles is usually fine. Shown below is an example of a code of conduct of a prejudiced paladin who selected the party as his group. This replace the base code of conduit.</p><p></p><p><strong>Locate Ally (Sp)</strong> Once per day, you can cast locate creature as a spell-like ability with a caster level equal to your paladin level, but you can do so only to target a member of your group (see prejudice). This replaces detect evil.</p><p></p><p><strong>Group Lay on Hands (Su)</strong> At 2nd level you gain lay on hands as normal but with the difference that you can only use it to cure the members of your group (see prejudice). Members of your group always count as living creatures for the purpose of being heal by it (even construct and undead) while all the other creatures count as undead for the purpose of being damage by it. This alter lay on hands.</p><p></p><p><strong>Channel Group (Su) </strong>At 4th level you gain channel positive energy as normal but with the difference that you can only use it to cure the members of your group (see prejudice). Members of your group always count as living creatures for the purpose of being heal by it (even construct and undead) while all the other creatures count as undead for the purpose of being damage by it. This alter channel positive energy.</p><p></p><p><strong>Intercept (Ex)</strong> At 5th level you gain Combat Reflexes as a bonus feat, and you can use your Charisma bonus instead of your Dexterity bonus for calculate the extra number of attacks of opportunity you can make in a round. As an attack of opportunity, when a melee or ranged attack would successfully strike an adjacent member of your group (see prejudice), you can choose to have the attack hit you instead of the intended target. The attack is resolved against your AC and any effect you have active (like displacement). This replaces divine bond.</p><p></p><p><strong>Aura of Resolve and Aura of Justice (Su)</strong> For the purpose of these 2 class feature, only members of your group (see prejudice) count as allies.</p><p></p><p><strong>Aura of Purity (Su)</strong> At 14th level, you and all members of your group (see prejudice) within 10 feet gain a +4 bonus on saving throws against the abilities of evil creatures. This ability functions while you are conscious, but not if you are unconscious or dead. This ability replaces aura of faith.</p><p></p><p><strong>Aura of Self-Righteousness (Ex)</strong> At 17th level, you gain DR 5/adamantine and immunity to compulsion spells and spell-like abilities. All members of your group (see prejudice) within 10 feet of you gains a +4 morale bonus on saving throws against compulsion effects. Aura of self-righteousness functions only while you are conscious, not if you are unconscious or dead. This alter aura of righteousness.</p><p></p><p><strong>Ultimate Vindication (Su) </strong>At 20th level, if a foe damage one members of your group (see prejudice) or knock you unconscious (and you later regains consciousness), you musters a vindictive fury. The next time you hits that foe within 1 minute, you can channel the effects of a disintegrate spell through your weapon, using your paladin level as her effective caster level. The saving throw is 10 + ½ your paladin level + your Charisma modifier. This is a supernatural ability and does not allow spell resistance. This disintegrate damage is multiplied on a critical hit, using the weapon critical multiplier. Whether or not the target succeeds at its save against the disintegrate effect, it is immune to this ability for the next 24 hours. This replaces holy champion.</p><p></p><p></p><p><strong>Example Code of Conduit</strong></p><ul> <li data-xf-list-type="ul"><p style="text-align: left">My comrades are my home, whoever threatens it will be eradicated.</p> </li> <li data-xf-list-type="ul"><p style="text-align: left">Anyone who tries to force my comrades to do actions against their will will be punished.</p> </li> <li data-xf-list-type="ul"><p style="text-align: left">My allegiance only goes to my group, the only reason I can swear allegiance to another cause is because it serves my group better.</p> </li> <li data-xf-list-type="ul"><p style="text-align: left">My companions are my life, I can withdraw from a battle but only to cover the retreat of my companions.</p> </li> </ul></blockquote><p></p>
[QUOTE="Obly99, post: 8671693, member: 7035194"] For when you want a paladin who isn't a pain FOR the party. [CENTER][B]Prejudiced (Paladin Archetype)[/B][/CENTER] [B]Modifies[/B] alignment, code of conduit, lay on hands, channel positive energy, aura of righteousness; [B]Replaces[/B] aura of good, detect evil, associates, divine bond, aura of faith, holy champion. Prejudiced paladins are convinced that most creatures not of their own cause are evil. As a prejudiced paladin, you have the following class features. [B]Alignment[/B] Any. [B]Godless[/B] You do not gain your powers from a named entity (such as a god or demigod), but from your own conviction. As such you do not gain a deity code of conduit. [B]Prejudice[/B] At 1st level you must select an identifiable cause, group, country or other agency (GM discretion). For the purpose of all your paladin class features and spells creatures of your own group count as good, regardless of their actual alignment; all other creatures count as evil and with the evil-subtype. You can associate with peoples of any alignment until they do not oppose the interests of your group. This replaces aura of good and associates. [B]Code of Conduit[/B] The Game Master must work with the player to decide on a code of conduct suited to the cause he or she has chosen. Usually a player selects his party so a code of three to four articles is usually fine. Shown below is an example of a code of conduct of a prejudiced paladin who selected the party as his group. This replace the base code of conduit. [B]Locate Ally (Sp)[/B] Once per day, you can cast locate creature as a spell-like ability with a caster level equal to your paladin level, but you can do so only to target a member of your group (see prejudice). This replaces detect evil. [B]Group Lay on Hands (Su)[/B] At 2nd level you gain lay on hands as normal but with the difference that you can only use it to cure the members of your group (see prejudice). Members of your group always count as living creatures for the purpose of being heal by it (even construct and undead) while all the other creatures count as undead for the purpose of being damage by it. This alter lay on hands. [B]Channel Group (Su) [/B]At 4th level you gain channel positive energy as normal but with the difference that you can only use it to cure the members of your group (see prejudice). Members of your group always count as living creatures for the purpose of being heal by it (even construct and undead) while all the other creatures count as undead for the purpose of being damage by it. This alter channel positive energy. [B]Intercept (Ex)[/B] At 5th level you gain Combat Reflexes as a bonus feat, and you can use your Charisma bonus instead of your Dexterity bonus for calculate the extra number of attacks of opportunity you can make in a round. As an attack of opportunity, when a melee or ranged attack would successfully strike an adjacent member of your group (see prejudice), you can choose to have the attack hit you instead of the intended target. The attack is resolved against your AC and any effect you have active (like displacement). This replaces divine bond. [B]Aura of Resolve and Aura of Justice (Su)[/B] For the purpose of these 2 class feature, only members of your group (see prejudice) count as allies. [B]Aura of Purity (Su)[/B] At 14th level, you and all members of your group (see prejudice) within 10 feet gain a +4 bonus on saving throws against the abilities of evil creatures. This ability functions while you are conscious, but not if you are unconscious or dead. This ability replaces aura of faith. [B]Aura of Self-Righteousness (Ex)[/B] At 17th level, you gain DR 5/adamantine and immunity to compulsion spells and spell-like abilities. All members of your group (see prejudice) within 10 feet of you gains a +4 morale bonus on saving throws against compulsion effects. Aura of self-righteousness functions only while you are conscious, not if you are unconscious or dead. This alter aura of righteousness. [B]Ultimate Vindication (Su) [/B]At 20th level, if a foe damage one members of your group (see prejudice) or knock you unconscious (and you later regains consciousness), you musters a vindictive fury. The next time you hits that foe within 1 minute, you can channel the effects of a disintegrate spell through your weapon, using your paladin level as her effective caster level. The saving throw is 10 + ½ your paladin level + your Charisma modifier. This is a supernatural ability and does not allow spell resistance. This disintegrate damage is multiplied on a critical hit, using the weapon critical multiplier. Whether or not the target succeeds at its save against the disintegrate effect, it is immune to this ability for the next 24 hours. This replaces holy champion. [B]Example Code of Conduit[/B] [LIST] [*][LEFT]My comrades are my home, whoever threatens it will be eradicated.[/LEFT] [*][LEFT]Anyone who tries to force my comrades to do actions against their will will be punished.[/LEFT] [*][LEFT]My allegiance only goes to my group, the only reason I can swear allegiance to another cause is because it serves my group better.[/LEFT] [*][LEFT]My companions are my life, I can withdraw from a battle but only to cover the retreat of my companions.[/LEFT] [/LIST] [/QUOTE]
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