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Grand Paladin
Created by HaruchaiThis class can be used in play, though it is recommended that this be carefully considered by your DM. The powers and abilities of this class are above and beyond most given to mortals by their deities, thus the stringent prerequisites. Keep in mind that this class could easily unbalance a campaign if used improperly, and is meant more for storytelling purposes. Other than that, have fun! - Haruchai The Grand Paladin is the highest station bestowed upon a mortal worshipper by Tyr, save one. At a time, there are but a handful of mortals worthy to hold this esteemed station on the Prime. The abilities of the Grand Paladin reflect his status, and the minions of evil quake in fear at the light of his coming, for their days are numbered. To become a Grand Paladin, one must have been a Hand, for it has always been so. Prerequisites: Base Attack Bonus: +10 Alignment: Lawful Good Ability to turn undead Ability to cast divine spells Ability to detect evil (whether by spell or ability) Knowledge, Religion: 5 ranks Must have a bonded mount Base save bonus: Fortitude +6 Weapon Specialization Must have completed all 5 levels of a Tyr's Hand Class features: Heavy Retribution: At 1st level, the Grand Paladin is able to land crushing blows with his weapon of choice (one that he has Specialization in). The critical hit multiplier increases by 1. Heart of the Land: A Grand Paladin draws his strength and will from the Land itself. He grows stronger as death approaches. At 1st level, when the Grand Paladin is brought to 30 hit points, he gains a +1 bonus to attack and damage. At 3rd level this increases to +3 to attack and damage at 20 hit points, and then at 5th level to +5 to attack and damage at 10 hit points. For example, Sir Nathren is brought to 28 hit points, he then gains a +1 to his attack rolls and adds +1 to his damage. The next round, he is hit again, and brought to 16 hit points. His bonuses increase to +3 to his attacks and damage. Still, his foe will not fall, and strikes Nathren again, bringing the mighty knight to the brink of death with only 2 hit points left. He calls to his god, and strikes, now adding a +5 bonus to his attack and +5 to his damage, felling his enemy. Divine Charge: The Grand Paladin has mastered the power of the charge. At 2nd level, when the Grand Paladin charges, on foot or mounted, he gains a +4 bonus to his attack roll. The negative 2 to his Armor Class remains, and he still draws attacks of opportunity. Gabriel Sword: At 3rd level, calling upon the power of the Celestials, the Grand Paladin is able to imbue his sword with several abilities. He may only activate one ability at a time, though activated effects may overlap, and doing so is a move-equivalent action. The abilities are: Disruption: Any undead struck in combat with this weapon must make a Fortitude save, DC 15, or be destroyed. This effect takes place even if used with a slashing or piercing weapon. Speed: This allows the Grand Paladin one extra single attack each round with this weapon. This attack is made at his highest bonus, but is not cumulative with the haste spell. Also, this only allows a single extra attack, not an extra partial action. The Gabriel Sword ability can be used 3/day, and each use lasts for the same number of rounds as the Grand Paladin's WIS modifier. Aura of Virtue: At 4th level, the Grand Paladin radiates his purity and grace in such a way that it cannot be ignored. He adds his CHA modifier to his Armor Class. Punish the Guilty: At 5th level, the inner rage and indomitable sense of justice grant the Grand Paladin and inner strength and ferocity. When innocents are threatened or harmed in his presence the Grand Paladin can enter a retributive fury. During this time he adds +2 to his melee attack rolls, +2 to his damage, and +10' to his movement each round for a number of rounds each day=to ½ his level and up to 2/day. Grand Paladin
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