Difference between revisions of "Templar (3.5e Class)"

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You are much less scrupulous than other paladins, willing to hustle and steal to get your way.
 
You are much less scrupulous than other paladins, willing to hustle and steal to get your way.
  
As a full-round action, you may drain the life of those around you, dealing 1 point of damage per class level to everyone within 5 feet per class level. All of these drained hit points are then used to heal you, and any extra hit points are bestowed as temporary hit points.
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As a full-round action, you may drain the life of those around you, dealing 1 point of damage per class level to everyone within 5 feet per class level. All of these drained hit points are then used to heal you, and any extra hit points are bestowed as temporary hit points. You may only gain up to 1/3 your normal hit point total in temporary hit points with this ability, but these temporary hit points stack with other abilities that grant temporary hit points.
  
 
'''Vow of Gluttony:''' If you do it, you do it BIG.
 
'''Vow of Gluttony:''' If you do it, you do it BIG.

Revision as of 00:06, 1 October 2010

This article is about TG Cid's Paladin. You may be looking for SRD:Paladin.
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Author: ThunderGod Cid (talk)
Date Created: September 27, 2010
Status: Open to suggestions
Editing: Post suggestions on talk page.
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"Divine Spellcasting, Prepared Spellcasting, Other" is not in the list (Prepared Arcane Spellcasting, Spontaneous Arcane Spellcasting, Prepared Divine Spellcasting, Spontaneous Divine Spellcasting, Arcane Spellcasting, Divine Spellcasting, Prepared Spellcasting, Spontaneous Spellcasting, Alternate Magic, Psionics, ...) of allowed values for the "Class Ability" property.

Paladin

The fates themselves guide my sword.

Paladins are usually exemplars of a particular ideology of life, zealots willing to throw away their own lives for the preservation of their cause. Most traditional paladins are of good alignment, while those who embrace evil are often known as blackguards and those who serve neutrality are called gray wardens. Paladins who have disgraced themselves and forsaken their service, whatever their alignment, are called anti-paladins, although this term is often applied to neutral paladins as well.

Making a Paladin

In order to deserve his reputation as a virtuous slayer of evil (or as a powerful conqueror), the paladin needs to kill things. Preferably things that follow the exact opposite ethical guidelines that he does. This means that while he is inextricably tied to a certain alignment, this alignment is not completely inflexible.

A paladin is a charger, first and foremost; it’s the only class that gets its own mount as a class feature. After he has found his way into the thick of battle, he is a powerful defender able to defend others (or, depending on his disposition, himself) from harm. At the same time, pure defenders are very much disadvantaged in Tome games, so he is hardly without offensive firepower

Abilities: A paladin's job is to protect his comrades; while he may not always wade into battle as the barbarian does, his status as the de facto tank of the party requires that Constitution be relatively high if he expects to survive. After that, his Charisma can basically handle everything, although as a primary melee combatant Strength and Dexterity still have their uses.

Races: Any.

Alignment: Any. The whole point of this paladin is to not restrict the alignment.

Starting Gold: 1d6×10 gp (25 gp).

Starting Age: Simple.

Table: The Paladin

Hit Die: d10

Level Base
Attack Bonus
Saving Throws Special Spells per Day
Fort Ref Will 0 1st 2nd 3rd 4th 5th 6th
1st +1 +2 +2 +0 Earthly Vow, First Aid, Inquisitor 2
2nd +2 +3 +3 +0 Divine Grace, Leader of the March 3 0
3rd +3 +3 +3 +1 Divine Health, Smite 3 1
4th +4 +4 +4 +1 Earthly Vow, First Aid (move action) 3 2 0
5th +5 +4 +4 +1 Cavalier 3 3 1
6th +6/+1 +5 +5 +2 3 3 2
7th +7/+2 +5 +5 +2 Earthly Vow, First Aid (swift action) 3 3 2 0
8th +8/+3 +5 +6 +2 3 3 3 1
9th +9/+4 +6 +6 +3 3 3 3 2
10th +10/+5 +7 +7 +3 Earthly Vow 3 3 3 2 0
11th +11/+6/+6 +7 +7 +3 First Aid (immediate action) 3 3 3 3 1
12th +12/+7/+7 +8 +8 +4 3 3 3 3 2
13th +13/+8/+8 +8 +8 +4 Earthly Vow 3 3 3 3 2 0
14th +14/+9/+9 +9 +9 +4 4 3 3 3 3 1
15th +15/+10/+10 +9 +9 +5 4 4 3 3 3 2
16th +16/+11/+11/+11 +10 +10 +5 Earthly Vow 4 4 4 3 3 2 0
17th +17/+12/+12/+12 +10 +10 +5 4 4 4 4 3 3 1
18th +18/+13/+13/+13 +11 +11 +6 4 4 4 4 4 3 2
19th +19/+14/+14/+14 +11 +11 +6 Earthly Vow 4 4 4 4 4 4 3
20th +20/+15/+15/+15 +12 +12 +6 4 4 4 4 4 4 4

Class Skills (6 + Int modifier per level, ×4 at 1st level)
Climb (Str), Concentration (Con), Craft (Int), Jump (Str), Knowledge (nobility and royalty) (Int), Knowledge (religion) (Int), Listen (Wis), Ride Silently (Dex), Sense Motive (Wis), Speak Language (n/a), Swim (Str).

Class Features

All of the following are class features of the paladin.

Weapon and Armor Proficiency: A paladin is automatically proficient with simple and martial weapons, all forms of armor, and all shields.

Spells:

0—

1st—

2nd—

3rd—

4th—

5th—

6th—

Code of Conduct: Like any other character, a paladin does what he must to uphold the duties given to him by an organization of which he is a part, even if that organization is as loose as his alignment group. So long as he truly acts for the betterment of his alignment (subject to the discretion of player and DM), he gains immunity to fear effects and cannot be forced by any mind-affecting effect to unwillingly commit a violent act against someone who shares his alignment.

But let’s face it; sometimes even the good and honorable knight has to lie about his identity or consort with unscrupulous characters in order to root out the evil, demonic cult. A paladin is not specifically prohibited from even acts of questionable morality such as lying, stealing, or use of poison. That said, even paladins of chaotic or evil persuasion are obsessed with battle, honor, and battling with honor,

A paladin’s code is subjective to its maker; he takes vows as a representation of his code, which grant him extraordinary powers (the nature of which vary based on the vows he takes). The more power he acquires, the more responsibilities he takes on, granting him the effects of one vow at 1st level and then another every three class levels thereafter. At the same time, more powers for each oath are unlocked as he gains levels.

First Aid (Su): A paladin may heal 1d6 points of damage per character level as with a touch. This does not change based on his alignment; even evil people need healing sometimes. This is not a positive energy effect, but rather a manifestation of the paladin’s raw divine might; it thusly affects undead and the living equally.

At 4th level, the paladin may now use his first aid as a move-equivalent action, allowing him to use it multiple times per turn if he wishes. At 7th level, he can administer first aid as a swift action, and he can use it as an immediate action at 11th level. If he has already used his swift action for the current turn, he may use it as a move action. If a creature is fully healed by this ability, no temporary hit points are gained.

Inquisitor (Ex): A paladin continuously detects the alignments of all creatures that he can see. He does not need to expend any effort to determine any particular creature’s alignment, and instantly gains all information about their alignment as if he had spent three rounds concentrating on them. This ability may even penetrate any protection against divination that has a caster level less than the paladin‘s character level.

In addition, all the paladin’s attacks are automatically considered aligned (good or evil, lawful or chaotic, etc. based on his alignment) for the purposes of overcoming damage reduction.

Divine Grace (Ex): A second level paladin adds his Charisma bonus to all saving throws. This bonus does not stack with any other effect that adds his Charisma modifier to saving throws.

Knight Errant (Ex): By 2nd level, the paladin is accustomed to the bulky armor that is so often part of his attire. He no longer suffers penalties to his base speed from wearing medium or heavy armor.

Divine Health (Ex): A 3rd level paladin gains immunity to all poisons and diseases (even those of magical nature).

Smite (Su): By the time he reaches 3rd level, the paladin gains the ability to channel his holy power through his weapon, adding his Charisma modifier to all attack and damage rolls if he wishes to do so. A number of times per day equal to his Charisma modifier, the paladin may also declare an attack that he just hit with to be a smite attack as a free action, causing it to deal double damage. While this damage stacks with a critical hit and other damage multipliers (increase the damage multiplier by the weapon’s additional multiplier and subtract 1), it is not a critical hit and affects even creatures who are immune to critical hits. The paladin cannot declare a smite attack on an attack of opportunity.

At 9th and 15th level, the damage multiplier for the paladin’s smite attack is increased to x3 and x4, respectively.

Cavalier (Ex): Starting at 5th level, the paladin gains a mount that can be any creature with a maximum Challenge Rating of his character level minus two. This mount cannot have an alignment more than two steps away from the paladin’s.

Earthly Vows

When we joined the Covenant, we took an oath. Loyal to our station, all without exception. On the blood of our fathers, on the blood of our sons, we swore to uphold the Covenant even to our dying breath. Those who would break this oath are heretics, worthy of neither pity nor mercy. We shall grind them into dust, and continue our march to glorious salvation!

A paladin formulates his personal code of conduct around a set of oaths that he makes and bind himself to in the everlasting covenant between himself and whatever power to which he swears allegiance. Of course, since no one is perfect, breaking these vows does not result in the loss of class features. These vows give him tremendous power, and also serve to differentiate one paladin from another, while not necessarily limiting him to one form of play.

Good Vows

Vow of Peace: You strive to accomplish your goals through non-violent means. Anyone who makes a hostile act against you must make a Will save (DC 10 + ½ paladin level + Wisdom modifier) or have their attack cancelled in the same manner as a sanctuary spell. Unlike the spell, however, this effect operates on a turn-by-turn basis, forcing a save for each potential attacker every round regardless of previous successes or failures. If the paladin takes any aggressive action during a round, this barrier is dispelled until the beginning of his next turn. He may still take non-aggressive actions (i.e. healing, movement, etc.) normally without jeopardizing the barrier.

Vow of Diligence: You work tirelessly towards your every goal, no matter what personal sacrifice it takes to accomplish.

You gain an extra swift or immediate action per round.

Vow of Chastity: You are the epitome of purity. Clean freaks only wish they could look as good as you.

Vow of Clemency: You are one merciful SOB, and your opponents never forget it.

Vow of Humility: You are way too humble, but everyone loves you for it.

Vow of Charity: You are a very selfless and benevolent person.

Neutral Vows

Vow of Balance

Evil Vows

Vow of Destruction: You raze every village you see to the ground, and leave none alive. It makes you feel warm and fuzzy inside.

Vow of Sloth: You exert the minimum effort possible to uphold your ideals and achieve your goals. If there's an easy way to do something, you must do it in that way.

Reduced actions required for all options

Full round -> standard

Vow of Taint: You are a sick bastard.

contagion

cause things to rust

Vow of Wrath: You are a very id-dominated person, prone to kicking ass before taking names. It makes you even better at your job.

immunity to calm emotions

Vow of Pride: You are better than everyone else, and you know it. You know it so well that you reject their reality and replace it with your own.

Once per round, you may force your an opponent within close range to reroll a die roll. This roll must be somehow related to you (such as an attack on you, a caster level check against you, etc.), but the opponent is forced to take the worst result of the two rolls. Alternatively, you may allow yourself to reroll one of your die rolls and automatically take the superior result.

Vow of Greed: Everything in the world that you desire is rightfully yours. Period.

You are much less scrupulous than other paladins, willing to hustle and steal to get your way.

As a full-round action, you may drain the life of those around you, dealing 1 point of damage per class level to everyone within 5 feet per class level. All of these drained hit points are then used to heal you, and any extra hit points are bestowed as temporary hit points. You may only gain up to 1/3 your normal hit point total in temporary hit points with this ability, but these temporary hit points stack with other abilities that grant temporary hit points.

Vow of Gluttony: If you do it, you do it BIG.

You gain Powerful Build.

You are permanently under the effect of an enlarge person spell; this is an extraordinary ability that cannot be suppressed or expelled by outside sources, but if you wish you may suppress it at will. Normally, this effect supercedes your powerful build and does not stack with it, but if you revert to your normal size you still retain the benefits of powerful build. Changing sizes is a swift action.

Non-Aligned Vows

Vow of Poverty: You have forsaken material possessions; you don't need them to kill things.

Vow of Truth: You are an enforcer of honesty in the world. You try your best to keep shady people from having their way.

Permanent zone of truth around you

You never fall victim to the tricks of those who rely on deception for victory. You can no longer be flanked surprised, or caught flat-footed.

True seeing

Vow of Expertise: You have been enlightened by the miracles of technology, and have devoted yourself to bringing that same sight to all others.

Proficiency with grenade-like weapons and (if appicable) firearms.

Facts about "Templar (3.5e Class)"
Allowed AlignmentsLawful Good +, Lawful Neutral +, Lawful Evil +, Neutral Good +, Neutral +, Neutral Evil +, Chaotic Good +, Chaotic Neutral + and Chaotic Evil +
Article BalanceVery High +
AuthorThunderGod Cid +
Base Attack Bonus ProgressionGood +
Class Ability ProgressionOther +
Fortitude Save ProgressionGood +
Identifier3.5e Class +
Length20 +
Minimum Level1 +
RatingUnrated +
Reflex Save ProgressionGood +
SummaryA paladin that is not restricted to one alignment. +
TitleTemplar +
Will Save ProgressionPoor +