Dark Storms Gather OOC (D&D, e3.5)
Moderator: B4UTRUST
- Haizu
- Initiate
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- 17
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#51
Oh and the price for Masterwork Thieves tools would be good as well please.
Those who do evil to others...the killers, rapists, psychos, sadists...you'll come to know me well. Frank Castle is dead. Call me....The Punisher.
The world will look up and shout Save Us and I'll whisper..No.
The world will look up and shout Save Us and I'll whisper..No.
- Comrade Tortoise
- Exemplar
- Posts: 4832
- Joined: Thu Jun 09, 2005 1:33 am
- 19
- Location: Land of steers and queers indeed
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#52
Normal thieves tools+300Haizu wrote:Oh and the price for Masterwork Thieves tools would be good as well please.
correction
Thieves’ tools 30 gp 1 lb.
Thieves’ tools, masterwork 100 gp
Last edited by Comrade Tortoise on Wed Oct 22, 2008 12:00 am, edited 1 time in total.
"Nothing in biology makes sense except in the light of evolution."
- Theodosius Dobzhansky
There is no word harsh enough for this. No verbal edge sharp and cold enough to set forth the flaying needed. English is to young and the elder languages of the earth beyond me. ~Frigid
The Holocaust was an Amazing Logistical Achievement~Havoc
- Theodosius Dobzhansky
There is no word harsh enough for this. No verbal edge sharp and cold enough to set forth the flaying needed. English is to young and the elder languages of the earth beyond me. ~Frigid
The Holocaust was an Amazing Logistical Achievement~Havoc
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- Disciple
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#53
thats if they were a weapon, MW theives tools are either 100 or 150, I cannot remeber
'Individual science fiction stories may seem as trivial as ever to the blinder critics and philosophers of today — but the core of science fiction, its essence has become crucial to our salvation, if we are to be saved at all'
-- Sir Issac Asimov
The True Resurrection would undo the chartrusing of the Gnome
-- My friend figuring out how to permanently turn a gnome chartreuse
The most merciful thing in the world, I think, is the inability of the human mind to correlate all its contents
--HP Lovecraft in Call Of Cthulhu
-- Sir Issac Asimov
The True Resurrection would undo the chartrusing of the Gnome
-- My friend figuring out how to permanently turn a gnome chartreuse
The most merciful thing in the world, I think, is the inability of the human mind to correlate all its contents
--HP Lovecraft in Call Of Cthulhu
- Comrade Tortoise
- Exemplar
- Posts: 4832
- Joined: Thu Jun 09, 2005 1:33 am
- 19
- Location: Land of steers and queers indeed
- Contact:
#54
yeah, just checked and edited postJason_Firewalker wrote:thats if they were a weapon, MW theives tools are either 100 or 150, I cannot remeber
"Nothing in biology makes sense except in the light of evolution."
- Theodosius Dobzhansky
There is no word harsh enough for this. No verbal edge sharp and cold enough to set forth the flaying needed. English is to young and the elder languages of the earth beyond me. ~Frigid
The Holocaust was an Amazing Logistical Achievement~Havoc
- Theodosius Dobzhansky
There is no word harsh enough for this. No verbal edge sharp and cold enough to set forth the flaying needed. English is to young and the elder languages of the earth beyond me. ~Frigid
The Holocaust was an Amazing Logistical Achievement~Havoc
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- Disciple
- Posts: 801
- Joined: Sun May 04, 2008 8:06 pm
- 16
- Location: Northern California
#55
added 4 healing potions just incase I am last man standing and need to heal the party
'Individual science fiction stories may seem as trivial as ever to the blinder critics and philosophers of today — but the core of science fiction, its essence has become crucial to our salvation, if we are to be saved at all'
-- Sir Issac Asimov
The True Resurrection would undo the chartrusing of the Gnome
-- My friend figuring out how to permanently turn a gnome chartreuse
The most merciful thing in the world, I think, is the inability of the human mind to correlate all its contents
--HP Lovecraft in Call Of Cthulhu
-- Sir Issac Asimov
The True Resurrection would undo the chartrusing of the Gnome
-- My friend figuring out how to permanently turn a gnome chartreuse
The most merciful thing in the world, I think, is the inability of the human mind to correlate all its contents
--HP Lovecraft in Call Of Cthulhu
- Haizu
- Initiate
- Posts: 371
- Joined: Sat May 26, 2007 9:47 pm
- 17
- Location: The blasted lands of Kilik'tor.
- Contact:
#56
Alright, here's the finished product. Let me know if I've missed/forgotten anything or if there's something that could be improved.
http://www.libriumarcana.com/RPG/public ... .php?id=26
Just don't edit it on me please.
http://www.libriumarcana.com/RPG/public ... .php?id=26
Just don't edit it on me please.
Last edited by Haizu on Wed Oct 22, 2008 1:54 am, edited 1 time in total.
Those who do evil to others...the killers, rapists, psychos, sadists...you'll come to know me well. Frank Castle is dead. Call me....The Punisher.
The world will look up and shout Save Us and I'll whisper..No.
The world will look up and shout Save Us and I'll whisper..No.
#57
Gror Hammerbammer is finished. Let's get this party started.
The Paladin's Domain, My Blog (Updated 5/18/2009)
"Live free or die: Death is not the worst of evils." -- General John Stark
"A fortress circumvented ceases to be an obstacle.
A fortress destroyed ceases to be a threat.
Do not forget the difference."
"Fairy tales do not tell children the dragons exist. Children already know that dragons exist. Fairy tales tell children the dragons can be killed." -- G. K. Chesterton
"Live free or die: Death is not the worst of evils." -- General John Stark
"A fortress circumvented ceases to be an obstacle.
A fortress destroyed ceases to be a threat.
Do not forget the difference."
"Fairy tales do not tell children the dragons exist. Children already know that dragons exist. Fairy tales tell children the dragons can be killed." -- G. K. Chesterton
- rhoenix
- The Artist formerly known as Rhoenix
- Posts: 7998
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#58
Gror's been added to the roster - we're just waiting on one more mage before we kick things off.Rogue 9 wrote:Gror Hammerbammer is finished. Let's get this party started.
- Cynical Cat
- Arch-Magician
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#59
Check your inbox.rhoenix wrote:Gror's been added to the roster - we're just waiting on one more mage before we kick things off.Rogue 9 wrote:Gror Hammerbammer is finished. Let's get this party started.
It's not that I'm unforgiving, it's that most of the people who wrong me are unrepentant assholes.
- Cynical Cat
- Arch-Magician
- Posts: 11930
- Joined: Thu Jun 09, 2005 8:53 pm
- 19
- Location: Ice Sarcophagus outside a ruined Jedi Temple
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#61
HP roll
It's not that I'm unforgiving, it's that most of the people who wrong me are unrepentant assholes.
#62
Changelog: Rebalanced Paladin from WotC default paladin
Skill points: (4 + INT)x4 at first level, 4 + INT every level thereafter.
Class Skills: Add Intimidate (Cha), Knowledge (history) (Int), and Knowledge (the planes) (Int) to class skills.
Smite Evil: Becomes per encounter rather than per day. Smite damage is not multiplied by a critical hit or any other multiplier that would not count bonus dice. An encounter is considered over when the paladin has taken no strenuous action for at least one minute.
Divine Grace: The bonus to saves from the ability is capped at the paladin's class level.
Lay on Hands: The paladin gets multiple Lay on Hands pools per day, based on the paladin's Charisma modifier. (A given pool of healing works the same way as the base paladin's ability.) The paladin gets a number of Lay on Hands pools in a day equal to one plus half his Charisma modifier. Refreshing the ability requires one minute of uninterrupted prayer. When Lay on Hands is used to damage undead, the undead now get a Will save (DC 10 + half paladin level + CHA) to negate the damage. Lay on Hands may be used to heal other conditions at higher levels, as outlined in the relevant later abilities.
Switchable auras: A paladin gains several auras to choose from as he gains power. Only one may be active at a time. Switching between auras is a move action. The auras are only active while the paladin is conscious, and only affect the paladin's allies, not the paladin himself.
Aura of Courage: Aura of Courage no longer makes the paladin immune to fear (however, see Hero's Courage, below). The aura covers a thirty foot radius area around the paladin rather than a ten foot radius. The aura's bonuses scale with level; +4 to saves vs. fear initially, +6 to saves vs. fear and +1 morale bonus to attack rolls at 8th, +8 to saves vs. fear and +2 morale bonus to attack rolls at 13th, and immunity to fear and a +3 morale bonus to attack rolls at 18th. Aura of Courage is a switchable aura.
Hero's Courage: New ability. Beginning at 3rd level, the paladin is immune to fear, magical or otherwise.
Turn Undead: The paladin turns undead as a cleric of his level, but may only turn undead a number of times per day equal to 2 + Cha modifier. Turn Undead is still gained at 4th level.
Specialization: At 5th level, the paladin may choose between multiple ability specializations, one of which is a mount as a base paladin, with the mount progression unchanged. Gror is taking the mount specialization, so I will not describe the others here.
Remove Disease: Deleted.
Panacean Touch: New ability. Beginning at 6th level, the paladin may remove poison from any person he touches by expending 10 points of lay on hands healing, and may remove disease by expending 20 points of lay on hands healing. The points of lay on hands also cure hit point damage concurrently with removing the poison or disease.
Bonus Feats: At 7th level and again at 14th level, the paladin may select a bonus feat. The paladin may choose any [Smite] feat for which he is qualified (see the end of this changelog) or a feat drawn from the following list. Some bonus feats are only selectable by paladins who choose a non-mounted specialization, and are not listed here.
Bonus Feats
Divine Cleansing (CW)
Divine Might (CW)
Divine Resistance (CW)
Divine Shield (CW)
Divine Vigor (CW)
Sacred Vengeance (CW)
Extra Smiting*
Divine Armor (PHB II)
Divine Justice (PHB II)
Mounted Combat (Mounted)
Mounted Archery (Mounted)
Ride-By Attack (Mounted)
Spirited Charge (Mounted)
Trample (Mounted)
Aura of Devotion: New ability. Upon reaching 8th level, the Paladin may exude an Aura of Devotion. While this ability is active, the Paladin grants a +1 morale bonus to AC to all allies within 30 feet. At level 13, this bonus increases to +2. At level 18, this bonus increases to +3. This is a switchable aura.
Revitalizing Touch: New ability. At 9th level, the paladin may cure ability damage by expending at least 5 points of healing per point of ability damage to be removed. It is possible to remove only some of the ability damage if insufficient healing is expended. This is in addition to hit points restored.
Vigilance: New ability. At 11th level, the paladin's detect evil ability covers a 60 foot radius around the paladin, rather than a cone as the spell.
Refreshing Touch: New ability. At 12th level, the paladin may remove exhaustion, fatigue, sickness, and nausea with a touch by expending at least ten points from his lay on hands pool. This is in addition to hit points restored.
Aura of Resolve: New ability. At 13th level, the paladin gains an aura that permits the ability to reroll one Fortitude save every round to any ally within a 30ft radius of him. The decision to reroll must be made after the roll is made but before the result is declared. This is a switchable Aura.
Break Enchantment: New ability. At 16th level, the paladin may break an enchantment with a touch whenever he expends at least 40 points of healing from his lay on hands ability. His caster level for the purpose of this effect is equal to his paladin caster level, just as if he had actually cast the break enchantment spell. This is in addition to hit points restored.
Constant Vigilance: New ability. At 17th level, the paladin is always vigilant for any sign of evil, and his eyes begin to glow with an inner light. His detect evil ability no longer requires concentration to maintain, and has an unlimited duration.
Aura of Faith: New ability. At 18th level, the paladin gains an aura that permits the ability to reroll one Will save every round to any one ally within a 30ft radius of him. The decision to reroll must be made after the roll is made but before the result is declared. This is a switchable Aura.
Energizing Touch: New ability. At 19th level, the paladin may remove negative levels from a subject whenever he spends at least 15 points from his lay on hands pool per negative level the target is afflicted with. (It is possible for only a portion of negative levels to be restored if the paladin does not spend enough to cure them all.) This is in addition to hit points restored.
A Hero Never Falls: New ability. At 20th level, the paladin's sheer strength of will drives him on when death would claim lesser men. Once per day when a paladin would be reduced to 0 or less hp or otherwise killed (such as by a death effect), he instead is reduced to 1 hp. If the paladin would be killed by having an ability score reduced to zero, that score is instead reduced to 1.
Spells: The paladin's caster level is his paladin level minus three, rather than half his paladin level. Delete the spells per day columns on Table: The Paladin. Replace with the following spell progression chart.
1st Level Spells: Add the following spells: Entropic shield, remove fear, shield of faith. Delete the following spells: Read magic, virtue.
2nd Level Spells: Add the following spells: Aid, align weapon, cure serious wounds, hold person, invisibility purge, magic circle against chaos, magic circle against evil, magic vestment, prayer, protection from energy, remove blindness/deafness, remove curse, remove disease. Delete the following spell: Undetectable alignment. (A change I virulently disagree with, but one that's not entirely relevant to this character.)
3rd Level Spells: Add the following spells: Break enchantment, cure critical wounds, mass cure light wounds, death ward, dimensional anchor, divine power, freedom of movement, mark of justice, neutralize poison, restoration, spell immunity, tongues. Delete the following spells: Cure moderate wounds, daylight, magic circle against chaos, magic circle against evil, prayer, remove blindness/deafness, remove curse.
4th Level Spells: Add the following spells: Banishment, mass cure moderate wounds, flame strike, hallow, heroes' feast, heal, raise dead, righteous might, spell resistance, true seeing. Delete the following spells: Break enchantment, cure serious wounds, death ward, mark of justice, neutralize poison, restoration.
Code of Conduct: Not laid out specifically, but rather left to be hammered out with the DM. (On that note, Rhoenix, we need to talk.)
Ex-paladins: A paladin faces no multiclassing restriction.
New Feat Type: [Smite]
A smite feat allows you to channel the holy energy used to smite evil enemies in new ways, expanding your options in combat.
All smite feats require the user to expend uses of their Smite Evil ability. Only one use of Smite Evil may be applied to any single attack. All Smite feats are considered Supernatural abilities, and cannot be used in any situation that such abilities would not function (such as in an antimagic field)
Celestial Lightning [Smite]
A fearsome bolt of lightning streaks from the sky and strikes your upraised weapon, arcing out in all directions and striking down surrounding foes.
Prerequisite: Holy Wrath (Electricity), Smite 3/encounter
Benefit: By expending a smite attempt as a full-round action, you raise your weapon above your head, and a lightning bolt strikes your weapon before arcing off in all directions to hit other targets. This is treated as a Chain Lightning Spell, with a caster level equal to your level in smiting classes. The weapon is considered the initial target (but takes no damage).
Note: Alternatively, the player may decide that the initial target is any other piece of equipment, or the character's body, as this is purely a flavor element.
Consecration [Smite]
You channel fearsome holy energy into your weapon and slam it into the earth, unleashing the stored energy into the ground and uplifting the earth around you in a powerful shockwave.
Prerequisite: Smite 4/encounter, Str 15
Benefit: As a standard action, by expending a use of your smites per encounter, you can unleash a powerful surge of holy energy into the ground. You immediately make a bull rush attempt against all enemies within a 30ft radius of you, for the purposes of this attack, you are considered one size category larger than normal, and add your Charisma to the check rather than strength. Enemies may move further than 5 feet as if you had bull rushed and moved with them. Additionally, all enemies affected take damage equal to twice your Charisma modifier.
Conviction [Smite]
Holy energy fills you with righteous conviction, driving you forward in battle.
Prerequisite: Smite 1/encounter, Hero's Courage class feature, Cha 15
Benefit: By expending a use of your Smite Evil ability, you gain a morale bonus on your attack roll equal to your Charisma bonus for a single attack.
Divine Cross [Smite]
Prerequisite: Two Weapon Fighting, Smite 1/encounter
Benefit: When you are wielding two weapons (or a double weapon) and use a smite attempt, you may instead make a smite attempt with both one primary weapon attack and one offhand attack, but only expend one use of your smites per encounter.
Holy Wrath [Smite]
You summon holy energy in order to smite your foes.
Prerequisite: Smite 2/encounter, Cha 13
Benefit: As a standard action, you may expend a Smite Evil attempt in order to create a burst of holy energy that damages a single target. The energy deals damage equal to 1d6 per level of smiting class, and the target get a reflex save (DC 10+1/2 paladin level+Cha) for half damage. Half of the damage dealt is either Fire, Electricity, or Cold damage (Chosen at the time the feat is taken), and the other half is pure divine energy, which is not subject to energy resistance.
Special: This feat may be taken multiple times. Each time, the paladin's holy wrath may correspond to a different element. For example, a paladin could take the Holy Wrath (Electricity) and then take Holy Wrath (Fire).
Inspiration [Smite]
You inspire your allies by channeling a divine presence.
Prerequisite: Smite 2/encounter, Cha 15, switchable aura class feature
Benefit: You may expend a smite attempt as a swift action to activate this ability. For the next round, the Paladin's switchable aura's radius is tripled, and any bonuses are doubled. In the case of a benefit that may normally be used once per round, it may be used twice this round.
Judgment [Smite]
You channel pure holy energy into your weapon, and unleash a holy explosion with a swing, hurtling forward in a line through your enemies.
Prerequisite: Cha 15, Smite 3/encounter, Holy Wrath
Benefit: You may expend a use of your Smite Evil ability to use this ability as a standard action. You call forth a violent burst of holy energy, dealing 1d6 sacred damage per level of smiting class in a 5 foot wide line. The length of the line is equal to 25+5 feet/2 levels of smiting class. Targets get a reflex save (DC 10+1/2 paladin level+Cha) for half damage.
Reckoning [Smite]
You channel powerful holy energy into an overwhelmingly forceful blow that stuns your enemy.
Prerequisite: Str 13, Smite 2/encounter
Benefit: You may expend one use of your Smite Evil as a standard action in order to make a single melee attack. An enemy struck by this attack must make a Fort save (DC 10+1/2 level+Cha modifier) or be dazed for one round (In addition to taking normal damage from the attack).
Retribution [Smite]
You channel holy energy into your shield which is unleashed when you are attacked.
Prerequisite: Smite Evil 3/encounter, Shield Specialization
Benefit: As an immediate action when an opponent attempts to strike you, you may expend a use of your Smite Evil to add your Charisma bonus to your Shield Bonus to AC against this attack. If the opponent's attack misses, they are automatically knocked back 5 feet by the unleashed holy energy and take damage equal to twice your Charisma modifier. The movement provokes an attack of opportunity from anyone but you.
Vindication [Smite]
By channeling holy energy into your weapon, it can cross the nexus between planes and harm ethereal foes.
Prerequisite: Cha 13, Smite Evil 1/encounter
Benefit: You may expend a Smite Evil use to give all attacks for 1 round the benefit of the Ghost Touch weapon enhancement.
___
Holy Arrow [General]
Your presence and faith guide your arrows true. Your faith is not limited to the single-minded close combat of your peers.
Prerequisite: Smite Evil 1/encounter, Point Blank Shot
Benefit: You may use the Smite (alignment) ability with ranged weapons.
Extra Lay on Hands [General]
You are a focused healer, and are able to draw upon more holy power in order to heal yourself and your allies.
Prerequisite: Wis 13, Lay on Hands class feature
Benefit: You may refresh your Lay on Hands pool one extra time per day.
Extra Smiting [General]
You can make more smite attacks.
Prerequisites: Smite ability, base attack bonus +4
Benefit: When you take this feat, you gain one extra smite per encounter.
Note: This replaces the Extra Smiting feat written in Complete Warrior, which does not apply to the Rebalanced Paladin
Skill points: (4 + INT)x4 at first level, 4 + INT every level thereafter.
Class Skills: Add Intimidate (Cha), Knowledge (history) (Int), and Knowledge (the planes) (Int) to class skills.
Smite Evil: Becomes per encounter rather than per day. Smite damage is not multiplied by a critical hit or any other multiplier that would not count bonus dice. An encounter is considered over when the paladin has taken no strenuous action for at least one minute.
Divine Grace: The bonus to saves from the ability is capped at the paladin's class level.
Lay on Hands: The paladin gets multiple Lay on Hands pools per day, based on the paladin's Charisma modifier. (A given pool of healing works the same way as the base paladin's ability.) The paladin gets a number of Lay on Hands pools in a day equal to one plus half his Charisma modifier. Refreshing the ability requires one minute of uninterrupted prayer. When Lay on Hands is used to damage undead, the undead now get a Will save (DC 10 + half paladin level + CHA) to negate the damage. Lay on Hands may be used to heal other conditions at higher levels, as outlined in the relevant later abilities.
Switchable auras: A paladin gains several auras to choose from as he gains power. Only one may be active at a time. Switching between auras is a move action. The auras are only active while the paladin is conscious, and only affect the paladin's allies, not the paladin himself.
Aura of Courage: Aura of Courage no longer makes the paladin immune to fear (however, see Hero's Courage, below). The aura covers a thirty foot radius area around the paladin rather than a ten foot radius. The aura's bonuses scale with level; +4 to saves vs. fear initially, +6 to saves vs. fear and +1 morale bonus to attack rolls at 8th, +8 to saves vs. fear and +2 morale bonus to attack rolls at 13th, and immunity to fear and a +3 morale bonus to attack rolls at 18th. Aura of Courage is a switchable aura.
Hero's Courage: New ability. Beginning at 3rd level, the paladin is immune to fear, magical or otherwise.
Turn Undead: The paladin turns undead as a cleric of his level, but may only turn undead a number of times per day equal to 2 + Cha modifier. Turn Undead is still gained at 4th level.
Specialization: At 5th level, the paladin may choose between multiple ability specializations, one of which is a mount as a base paladin, with the mount progression unchanged. Gror is taking the mount specialization, so I will not describe the others here.
Remove Disease: Deleted.
Panacean Touch: New ability. Beginning at 6th level, the paladin may remove poison from any person he touches by expending 10 points of lay on hands healing, and may remove disease by expending 20 points of lay on hands healing. The points of lay on hands also cure hit point damage concurrently with removing the poison or disease.
Bonus Feats: At 7th level and again at 14th level, the paladin may select a bonus feat. The paladin may choose any [Smite] feat for which he is qualified (see the end of this changelog) or a feat drawn from the following list. Some bonus feats are only selectable by paladins who choose a non-mounted specialization, and are not listed here.
Bonus Feats
Divine Cleansing (CW)
Divine Might (CW)
Divine Resistance (CW)
Divine Shield (CW)
Divine Vigor (CW)
Sacred Vengeance (CW)
Extra Smiting*
Divine Armor (PHB II)
Divine Justice (PHB II)
Mounted Combat (Mounted)
Mounted Archery (Mounted)
Ride-By Attack (Mounted)
Spirited Charge (Mounted)
Trample (Mounted)
Aura of Devotion: New ability. Upon reaching 8th level, the Paladin may exude an Aura of Devotion. While this ability is active, the Paladin grants a +1 morale bonus to AC to all allies within 30 feet. At level 13, this bonus increases to +2. At level 18, this bonus increases to +3. This is a switchable aura.
Revitalizing Touch: New ability. At 9th level, the paladin may cure ability damage by expending at least 5 points of healing per point of ability damage to be removed. It is possible to remove only some of the ability damage if insufficient healing is expended. This is in addition to hit points restored.
Vigilance: New ability. At 11th level, the paladin's detect evil ability covers a 60 foot radius around the paladin, rather than a cone as the spell.
Refreshing Touch: New ability. At 12th level, the paladin may remove exhaustion, fatigue, sickness, and nausea with a touch by expending at least ten points from his lay on hands pool. This is in addition to hit points restored.
Aura of Resolve: New ability. At 13th level, the paladin gains an aura that permits the ability to reroll one Fortitude save every round to any ally within a 30ft radius of him. The decision to reroll must be made after the roll is made but before the result is declared. This is a switchable Aura.
Break Enchantment: New ability. At 16th level, the paladin may break an enchantment with a touch whenever he expends at least 40 points of healing from his lay on hands ability. His caster level for the purpose of this effect is equal to his paladin caster level, just as if he had actually cast the break enchantment spell. This is in addition to hit points restored.
Constant Vigilance: New ability. At 17th level, the paladin is always vigilant for any sign of evil, and his eyes begin to glow with an inner light. His detect evil ability no longer requires concentration to maintain, and has an unlimited duration.
Aura of Faith: New ability. At 18th level, the paladin gains an aura that permits the ability to reroll one Will save every round to any one ally within a 30ft radius of him. The decision to reroll must be made after the roll is made but before the result is declared. This is a switchable Aura.
Energizing Touch: New ability. At 19th level, the paladin may remove negative levels from a subject whenever he spends at least 15 points from his lay on hands pool per negative level the target is afflicted with. (It is possible for only a portion of negative levels to be restored if the paladin does not spend enough to cure them all.) This is in addition to hit points restored.
A Hero Never Falls: New ability. At 20th level, the paladin's sheer strength of will drives him on when death would claim lesser men. Once per day when a paladin would be reduced to 0 or less hp or otherwise killed (such as by a death effect), he instead is reduced to 1 hp. If the paladin would be killed by having an ability score reduced to zero, that score is instead reduced to 1.
Spells: The paladin's caster level is his paladin level minus three, rather than half his paladin level. Delete the spells per day columns on Table: The Paladin. Replace with the following spell progression chart.
1st Level Spells: Add the following spells: Entropic shield, remove fear, shield of faith. Delete the following spells: Read magic, virtue.
2nd Level Spells: Add the following spells: Aid, align weapon, cure serious wounds, hold person, invisibility purge, magic circle against chaos, magic circle against evil, magic vestment, prayer, protection from energy, remove blindness/deafness, remove curse, remove disease. Delete the following spell: Undetectable alignment. (A change I virulently disagree with, but one that's not entirely relevant to this character.)
3rd Level Spells: Add the following spells: Break enchantment, cure critical wounds, mass cure light wounds, death ward, dimensional anchor, divine power, freedom of movement, mark of justice, neutralize poison, restoration, spell immunity, tongues. Delete the following spells: Cure moderate wounds, daylight, magic circle against chaos, magic circle against evil, prayer, remove blindness/deafness, remove curse.
4th Level Spells: Add the following spells: Banishment, mass cure moderate wounds, flame strike, hallow, heroes' feast, heal, raise dead, righteous might, spell resistance, true seeing. Delete the following spells: Break enchantment, cure serious wounds, death ward, mark of justice, neutralize poison, restoration.
Code of Conduct: Not laid out specifically, but rather left to be hammered out with the DM. (On that note, Rhoenix, we need to talk.)
Ex-paladins: A paladin faces no multiclassing restriction.
New Feat Type: [Smite]
A smite feat allows you to channel the holy energy used to smite evil enemies in new ways, expanding your options in combat.
All smite feats require the user to expend uses of their Smite Evil ability. Only one use of Smite Evil may be applied to any single attack. All Smite feats are considered Supernatural abilities, and cannot be used in any situation that such abilities would not function (such as in an antimagic field)
Celestial Lightning [Smite]
A fearsome bolt of lightning streaks from the sky and strikes your upraised weapon, arcing out in all directions and striking down surrounding foes.
Prerequisite: Holy Wrath (Electricity), Smite 3/encounter
Benefit: By expending a smite attempt as a full-round action, you raise your weapon above your head, and a lightning bolt strikes your weapon before arcing off in all directions to hit other targets. This is treated as a Chain Lightning Spell, with a caster level equal to your level in smiting classes. The weapon is considered the initial target (but takes no damage).
Note: Alternatively, the player may decide that the initial target is any other piece of equipment, or the character's body, as this is purely a flavor element.
Consecration [Smite]
You channel fearsome holy energy into your weapon and slam it into the earth, unleashing the stored energy into the ground and uplifting the earth around you in a powerful shockwave.
Prerequisite: Smite 4/encounter, Str 15
Benefit: As a standard action, by expending a use of your smites per encounter, you can unleash a powerful surge of holy energy into the ground. You immediately make a bull rush attempt against all enemies within a 30ft radius of you, for the purposes of this attack, you are considered one size category larger than normal, and add your Charisma to the check rather than strength. Enemies may move further than 5 feet as if you had bull rushed and moved with them. Additionally, all enemies affected take damage equal to twice your Charisma modifier.
Conviction [Smite]
Holy energy fills you with righteous conviction, driving you forward in battle.
Prerequisite: Smite 1/encounter, Hero's Courage class feature, Cha 15
Benefit: By expending a use of your Smite Evil ability, you gain a morale bonus on your attack roll equal to your Charisma bonus for a single attack.
Divine Cross [Smite]
Prerequisite: Two Weapon Fighting, Smite 1/encounter
Benefit: When you are wielding two weapons (or a double weapon) and use a smite attempt, you may instead make a smite attempt with both one primary weapon attack and one offhand attack, but only expend one use of your smites per encounter.
Holy Wrath [Smite]
You summon holy energy in order to smite your foes.
Prerequisite: Smite 2/encounter, Cha 13
Benefit: As a standard action, you may expend a Smite Evil attempt in order to create a burst of holy energy that damages a single target. The energy deals damage equal to 1d6 per level of smiting class, and the target get a reflex save (DC 10+1/2 paladin level+Cha) for half damage. Half of the damage dealt is either Fire, Electricity, or Cold damage (Chosen at the time the feat is taken), and the other half is pure divine energy, which is not subject to energy resistance.
Special: This feat may be taken multiple times. Each time, the paladin's holy wrath may correspond to a different element. For example, a paladin could take the Holy Wrath (Electricity) and then take Holy Wrath (Fire).
Inspiration [Smite]
You inspire your allies by channeling a divine presence.
Prerequisite: Smite 2/encounter, Cha 15, switchable aura class feature
Benefit: You may expend a smite attempt as a swift action to activate this ability. For the next round, the Paladin's switchable aura's radius is tripled, and any bonuses are doubled. In the case of a benefit that may normally be used once per round, it may be used twice this round.
Judgment [Smite]
You channel pure holy energy into your weapon, and unleash a holy explosion with a swing, hurtling forward in a line through your enemies.
Prerequisite: Cha 15, Smite 3/encounter, Holy Wrath
Benefit: You may expend a use of your Smite Evil ability to use this ability as a standard action. You call forth a violent burst of holy energy, dealing 1d6 sacred damage per level of smiting class in a 5 foot wide line. The length of the line is equal to 25+5 feet/2 levels of smiting class. Targets get a reflex save (DC 10+1/2 paladin level+Cha) for half damage.
Reckoning [Smite]
You channel powerful holy energy into an overwhelmingly forceful blow that stuns your enemy.
Prerequisite: Str 13, Smite 2/encounter
Benefit: You may expend one use of your Smite Evil as a standard action in order to make a single melee attack. An enemy struck by this attack must make a Fort save (DC 10+1/2 level+Cha modifier) or be dazed for one round (In addition to taking normal damage from the attack).
Retribution [Smite]
You channel holy energy into your shield which is unleashed when you are attacked.
Prerequisite: Smite Evil 3/encounter, Shield Specialization
Benefit: As an immediate action when an opponent attempts to strike you, you may expend a use of your Smite Evil to add your Charisma bonus to your Shield Bonus to AC against this attack. If the opponent's attack misses, they are automatically knocked back 5 feet by the unleashed holy energy and take damage equal to twice your Charisma modifier. The movement provokes an attack of opportunity from anyone but you.
Vindication [Smite]
By channeling holy energy into your weapon, it can cross the nexus between planes and harm ethereal foes.
Prerequisite: Cha 13, Smite Evil 1/encounter
Benefit: You may expend a Smite Evil use to give all attacks for 1 round the benefit of the Ghost Touch weapon enhancement.
___
Holy Arrow [General]
Your presence and faith guide your arrows true. Your faith is not limited to the single-minded close combat of your peers.
Prerequisite: Smite Evil 1/encounter, Point Blank Shot
Benefit: You may use the Smite (alignment) ability with ranged weapons.
Extra Lay on Hands [General]
You are a focused healer, and are able to draw upon more holy power in order to heal yourself and your allies.
Prerequisite: Wis 13, Lay on Hands class feature
Benefit: You may refresh your Lay on Hands pool one extra time per day.
Extra Smiting [General]
You can make more smite attacks.
Prerequisites: Smite ability, base attack bonus +4
Benefit: When you take this feat, you gain one extra smite per encounter.
Note: This replaces the Extra Smiting feat written in Complete Warrior, which does not apply to the Rebalanced Paladin
The Paladin's Domain, My Blog (Updated 5/18/2009)
"Live free or die: Death is not the worst of evils." -- General John Stark
"A fortress circumvented ceases to be an obstacle.
A fortress destroyed ceases to be a threat.
Do not forget the difference."
"Fairy tales do not tell children the dragons exist. Children already know that dragons exist. Fairy tales tell children the dragons can be killed." -- G. K. Chesterton
"Live free or die: Death is not the worst of evils." -- General John Stark
"A fortress circumvented ceases to be an obstacle.
A fortress destroyed ceases to be a threat.
Do not forget the difference."
"Fairy tales do not tell children the dragons exist. Children already know that dragons exist. Fairy tales tell children the dragons can be killed." -- G. K. Chesterton
- rhoenix
- The Artist formerly known as Rhoenix
- Posts: 7998
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#63
Ok, I now have everyone's character sheets. Excellent work, everyone.
I'll write up the background post in here, and begin the IC thread when I get to work today.
I'll write up the background post in here, and begin the IC thread when I get to work today.
- Cynical Cat
- Arch-Magician
- Posts: 11930
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- Location: Ice Sarcophagus outside a ruined Jedi Temple
- Contact:
#64
Saiden
Human Sorcerer 5
Chaotic Neutral
Hp 24
AC: 16, touch 13
Damage Reduction: 4/Lawful
Str 10
Dex 14
Con 14
Int 14
Wis 11
Cha 18 (20)
Weapons
Dagger +2 d4 19-20
Short spear +2 d8 20/x3
Heavy mace +2 d8 20
Saves
For +3
Ref +3
Wil +4
Feats
Keeper of Forbidden Lore
Eyes of the Abyss
Cloak of the Obyrith
Demonic Skin
Skills: 40points
Bluff 4 (+8)
Concentration 8 (+10)
Diplomacy 0 (+2)
Escape Artists 0 (0)
Gather Information 0 (+2)
Knowledge Arcana 8 (+10)
Knowledge (Planes) 2 (+8)
Listen 1 +1
Ride 1
Search 2 (+8)
Spellcraft 8 (+14)
Spot 2 (+6)
Survival 0 (0)
Languages
Common
Elvish
Abyssal
Spells Known
Cantrips: 6 Detect Magic, Read Magic, Mage Hand, Ghost Sound, Light, Ray of Frost
Level 1: 4 Charm Person, Kelgore's Firebolt, Magic Missile, Mage Armor
Level 2: 2 Blindness/Deafness, Scorching Ray
Spells Per Day: 6/8/5
Equipment
Hellcat Gauntlets
Cloak of Charisma +2
Ring of Protection +1
2 Potions of Cure Moderate Wounds
2 Potions of Cure Light Wounds
10 sticks chalk
whetstone
wineskin
flint and steel
Courtier's Outfit
Explorer's Outfit
Cold Weather Outfit
50gp light gold chain
ink
pen
Spell Component Pouch
Backpack
Sack
Soap (2lb)
Sewing Needle
Empty flask
Fishhook
5 days of trail rations
1 good bottle of wine
50 feet silk rope
Bedroll
Light Horse
4 saddle bags
Bit and Bridle
Riding Saddle
10 pp
10 gp
10 sp
10 cp
A lean, tall olive skinned man, Saiden's eyes occasionally gleam with a sinister orange light. He's handsome, almost unsettlingly so.
Human Sorcerer 5
Chaotic Neutral
Hp 24
AC: 16, touch 13
Damage Reduction: 4/Lawful
Str 10
Dex 14
Con 14
Int 14
Wis 11
Cha 18 (20)
Weapons
Dagger +2 d4 19-20
Short spear +2 d8 20/x3
Heavy mace +2 d8 20
Saves
For +3
Ref +3
Wil +4
Feats
Keeper of Forbidden Lore
Eyes of the Abyss
Cloak of the Obyrith
Demonic Skin
Skills: 40points
Bluff 4 (+8)
Concentration 8 (+10)
Diplomacy 0 (+2)
Escape Artists 0 (0)
Gather Information 0 (+2)
Knowledge Arcana 8 (+10)
Knowledge (Planes) 2 (+8)
Listen 1 +1
Ride 1
Search 2 (+8)
Spellcraft 8 (+14)
Spot 2 (+6)
Survival 0 (0)
Languages
Common
Elvish
Abyssal
Spells Known
Cantrips: 6 Detect Magic, Read Magic, Mage Hand, Ghost Sound, Light, Ray of Frost
Level 1: 4 Charm Person, Kelgore's Firebolt, Magic Missile, Mage Armor
Level 2: 2 Blindness/Deafness, Scorching Ray
Spells Per Day: 6/8/5
Equipment
Hellcat Gauntlets
Cloak of Charisma +2
Ring of Protection +1
2 Potions of Cure Moderate Wounds
2 Potions of Cure Light Wounds
10 sticks chalk
whetstone
wineskin
flint and steel
Courtier's Outfit
Explorer's Outfit
Cold Weather Outfit
50gp light gold chain
ink
pen
Spell Component Pouch
Backpack
Sack
Soap (2lb)
Sewing Needle
Empty flask
Fishhook
5 days of trail rations
1 good bottle of wine
50 feet silk rope
Bedroll
Light Horse
4 saddle bags
Bit and Bridle
Riding Saddle
10 pp
10 gp
10 sp
10 cp
A lean, tall olive skinned man, Saiden's eyes occasionally gleam with a sinister orange light. He's handsome, almost unsettlingly so.
Last edited by Cynical Cat on Wed Oct 29, 2008 6:43 pm, edited 1 time in total.
It's not that I'm unforgiving, it's that most of the people who wrong me are unrepentant assholes.
- rhoenix
- The Artist formerly known as Rhoenix
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#65
And with that, the OP's been edited with CynCat's new character sheet. I'm closing the entrance to this game now, as we have our party.
Each of your characters have traveled a long way to get here, but here you are now, toward the end of the path to this remote kingdom.
Each of your characters have traveled a long way to get here, but here you are now, toward the end of the path to this remote kingdom.
- Cynical Cat
- Arch-Magician
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#67
It's not that I'm unforgiving, it's that most of the people who wrong me are unrepentant assholes.
- Cynical Cat
- Arch-Magician
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- Joined: Thu Jun 09, 2005 8:53 pm
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#68
Okay, got this son of a bitch working. Yay me.
It's not that I'm unforgiving, it's that most of the people who wrong me are unrepentant assholes.
- Comrade Tortoise
- Exemplar
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#69
know arcrhoenix wrote:Lastly - before play begins, those of you with Knowledge (Arcana) may make a skill check at DC 20 to find out anything additional about the spheres you hold.
"Nothing in biology makes sense except in the light of evolution."
- Theodosius Dobzhansky
There is no word harsh enough for this. No verbal edge sharp and cold enough to set forth the flaying needed. English is to young and the elder languages of the earth beyond me. ~Frigid
The Holocaust was an Amazing Logistical Achievement~Havoc
- Theodosius Dobzhansky
There is no word harsh enough for this. No verbal edge sharp and cold enough to set forth the flaying needed. English is to young and the elder languages of the earth beyond me. ~Frigid
The Holocaust was an Amazing Logistical Achievement~Havoc
- Cynical Cat
- Arch-Magician
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- Joined: Thu Jun 09, 2005 8:53 pm
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- Contact:
#71
Used wrong skill bonus. Should be 13
It's not that I'm unforgiving, it's that most of the people who wrong me are unrepentant assholes.
- Comrade Tortoise
- Exemplar
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- Joined: Thu Jun 09, 2005 1:33 am
- 19
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- Contact:
#73
No he means the total roll should be 13rhoenix wrote:That still gives you a 16, which is still good enough to know what you found out.
"Nothing in biology makes sense except in the light of evolution."
- Theodosius Dobzhansky
There is no word harsh enough for this. No verbal edge sharp and cold enough to set forth the flaying needed. English is to young and the elder languages of the earth beyond me. ~Frigid
The Holocaust was an Amazing Logistical Achievement~Havoc
- Theodosius Dobzhansky
There is no word harsh enough for this. No verbal edge sharp and cold enough to set forth the flaying needed. English is to young and the elder languages of the earth beyond me. ~Frigid
The Holocaust was an Amazing Logistical Achievement~Havoc
- rhoenix
- The Artist formerly known as Rhoenix
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#74
Oh! My misunderstanding, then.Comrade Tortoise wrote:No he means the total roll should be 13rhoenix wrote:That still gives you a 16, which is still good enough to know what you found out.
- rhoenix
- The Artist formerly known as Rhoenix
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#75
IC thread is up. All of you managed to arrive at the inn yesterday at various times, and you've all now been notified of your noon appointment with the King Tenusid.
The time now is around nine in the morning, or the equivalent, and there is only one meeting/breakfast area of the inn. Said inn, despite being an inn, feels rather comfortable, and the food is rather good for the silver. The beds don't even have weevils.
The time now is around nine in the morning, or the equivalent, and there is only one meeting/breakfast area of the inn. Said inn, despite being an inn, feels rather comfortable, and the food is rather good for the silver. The beds don't even have weevils.