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Re-Unearthed Arcana

July 16th, 2010

Justin Holloway

From the Workshop Archive 

            Welcome again to From the Workshop, where we create interesting and new things for your Pathfinder/3.5 games. This week, we’ve updated the three other alignment variant paladins from the Wizards of the Coast book Unearthed Arcana for use with Pathfinder.


Table: Variant Paladins


Level

Freedom

Tyranny

Slaughter

1st

Aura of Good, Detect Oppressor, Smite Oppressor  1/day

Aura of Evil, Detect Interloper, Smite Interloper 1/day

Aura of Evil, Sense Weakness, Smite Foe 1/day

2nd

Divine Grace, Lay On Hands

Divine Grace, Cruel Touch

Divine Grace, Deadly Touch

3rd

Aura of Resolve, Divine Health, Mercy

Aura of Despair, Divine Health, Edict

Debilitating Aura, Divine Health, Cruelty

4th

Channel Positive Energy, Smite Oppressor 2/day

Channel Negative Energy, Smite Interloper 2/day

Channel Negative Energy, Smite Foe 2/day

5th

Divine Bond

Divine Bond

Divine Bond

6th

Mercy

Edict

Cruelty

7th

Smite Oppressor 3/day

Smite Interloper 3/day

Smite Foe 3/day

8th

Aura of Serenity

Aura of Coercion

Aura of Malice

9th

Mercy

Edict

Cruelty

10th

Smite Oppressor 4/day

Smite Interloper 4/day

Smite Foe 4/day

11th

Aura of Justice

Aura of Oppression

Blast of Hatred

12th

Mercy

Edict

Cruelty

13th

Smite Oppressor 5/day

Smite Interloper 5/day

Smite Foe 5/day

14th

Aura of Conviction

Aura of Pride

Devotion to Death

15th

Mercy

Edict

Cruelty

16th

Smite Oppressor 6/day

Smite Interloper 6/day

Smite Foe 6/day

17th

Aura of Liberty

Aura of Supremacy

Aura of Dread

18th

Mercy

Edict

Cruelty

19th

Smite Oppressor 7/day

Smite Evil 7/day

Smite Foe 7/day

20th

Holy Champion

Unholy Champion, Final Edict

Unholy Champion

 

Paladin of Freedom Class Features
            The paladin of freedom has all the standard paladin class features, except as noted below.

Class Skills: Replace Diplomacy with Bluff on the class skill list.

Detect Oppressor (Sp): At will, a paladin of freedom can use detect evil/lawful, as the spell. A paladin of freedom can, as a move action, concentrate on a single item or individual within 60 ft and determine if it is evil and/or lawful (though she cannot distinguish which), learning the strength of its aura as if having studied it for 3 rounds. While focusing on one individual or object, the paladin does not detect evil/lawful in any other object or individual within range.

Smite Oppressor (Su): Once per day, a paladin of freedom can call out to the powers of liberty to aid her in her struggle against oppression. As a swift action, the paladin chooses one target within sight to smite. If this target is evil or lawful, the paladin adds her Charisma bonus (if any) to her attack rolls and adds her paladin level to all damage rolls made against the target of her smite. Regardless of the target, smite evil attacks automatically bypass any DR the creature might possess.
In addition, while smite oppressor is in effect, the paladin gains a deflection bonus equal to her Charisma modifier (if any) to her AC against attacks made by the target of the smite. If the paladin targets a creature that is not evil or lawful, the smite is wasted with no effect.
The smite oppressor effect remains until the target of the smite is dead or the next time the paladin rests and regains her uses of this ability. At 4th level, and at every three levels thereafter, the paladin may smite evil one additional time per day, as indicated on Table: Variant Paladins, to a maximum of seven times per day at 19th level.

Aura of Resolve (Su): Beginning at 3rd level, a paladin of freedom is immune to charm spells and spell-like abilities. Each ally within 10 ft of her gains a +4 morale bonus on saving throws against charm effects.
This ability functions only while the paladin is conscious, not if she is unconscious or dead.

Divine Bond (Sp): This ability functions identically to the paladin's divine bond, except as following;
            Remove the following weapon properties from the paladin’s choose of weapon properties: axiomatic, disruption, flaming, flaming burst.
            Add the following weapon properties from the paladin’s choose of weapon properties: anarchic, ghost touch, shock, shocking burst, thundering.

Aura of Serenity (Su): At 8th level, a paladin of freedom is immune to fear (magical or otherwise). Each ally within 10 ft of her gains a +4 morale bonus on saving throws against fear effects. This ability functions only while the paladin is conscious, not if she is unconscious or dead.

Aura of Freedom (Su): At 11th level, a paladin can expend two uses of her smite oppressor ability to grant the ability to smite oppressor to all allies within 10 ft, using her bonuses. Allies must use this smite oppressor ability by the start of the paladin's next turn; the bonuses last for 1 minute. Using this ability is a free action. Evil or lawful creatures gain no benefit from this ability.

Aura of Conviction (Su): This ability functions identically to the paladin's aura of faith, except her weapons are treated as chaotic as well as good.

Aura of Liberty (Su): This ability functions identically to the paladin's aura of righteousness, except the damage reduction is 5/evil or lawful.

Holy Champion (Su): This ability functions identically to the paladin's holy champion, except the damage reduction is 10/evil or lawful.

Spellcasting: Remove the following spells from the paladin's spell list: death ward, discern lies, dispel chaos, magic circle against chaos, protection from chaos.

            Add the following spells to the paladin's spell list: 1st—protection from law; 3rd—magic circle against law; 4th—dispel law, freedom of movement.

Code of Conduct:
            A paladin of freedom must be of chaotic good alignment and loses all class abilities if she ever willingly commits an evil act. Additionally, a paladin of freedom's code requires that she respect individual liberty, help those in need (provided they do not use the help for lawful or evil ends), and punish those who threaten or curtail personal liberty.

Associates
            While she may adventure with characters of any good or neutral alignment, a paladin of freedom will never knowingly associate with evil characters (unless she honestly believes it is for the greater good), nor will she continue an association with someone who consistently offends her moral code. A paladin of freedom may accept only henchmen, followers, or cohorts who are chaotic good.

 

 

Paladin of Slaughter Class Features
            The paladin of slaughter has all the standard paladin class features, except as noted below.

Class Skills: Replace Diplomacy with Intimidate on the class skill list.

Aura of Evil (Ex): The power of a paladin's aura of evil (see the detect evil spell) is equal to his paladin level.

Sense Weakness (Sp): At will, a paladin can learn the relative strength of his opponents. A paladin of slaughter can, as a move action, concentrate on a single individual within 60 ft and determine its strength relative to his own. Creatures with a CR lower than his character level by 2 or more are very weak. Creatures with a CR lower than his character level by 1 are weak. Creatures with a CR equal to his character level are of moderate strength. Creatures with a CR that exceeds his character level by 1 are considered challenging. Creatures with a CR that exceeds his character level by 2 are of exceptional strength. Creatures with a CR that exceeds his character level by 3 or more are of overwhelming strength.

Smite Foe (Su): Once per day, a paladin of slaughter can call out to the powers of chaos and evil to crush his enemies. As a swift action, the paladin chooses one target within sight to smite. The paladin adds his Charisma bonus (if any) to his attack rolls and adds his paladin level to all damage rolls made against the target of his smite. Smite foe attacks automatically bypass any DR the creature might possess.
            The smite foe effect lasts for 1 round. At 4th level, and at every three levels thereafter, the paladin may smite foe one additional time per day, as indicated on Table: Variant Paladins, to a maximum of seven times per day at 19th level.

Deadly Touch (Su): Beginning at 2nd level, a paladin of slaughter can inflict wounds by touch. Each day he can use this ability a number of times equal to 1/2 his paladin level plus his Charisma modifier. With one use of this ability, a paladin can deal 1d6 hit points of damage for every two paladin levels he possesses. Using deadly touch in this way requires a successful melee touch attack and doesn't provoke an attack of opportunity. An opponent subjected to this attack can make a Will save (DC 10 + 1/2 paladin level + paladin's Cha modifier) to halve the damage dealt.
            Alternatively, a paladin can use this destructive power to cure damage to undead creatures, curing 1d6 points of damage for every two levels the paladin possesses. Using this ability is a standard action; if the paladin is undead he may target himself, in which case it is a swift action.

Debilitating Aura (Su): At 3rd level, a paladin of slaughter radiates a malign aura that causes enemies within 10 ft of him to take a -1 penalty to Armor Class. This ability functions only while the paladin is conscious, not if he is unconscious or dead. At 8th level, and at every five levels thereafter, this penalty increased by 1, to a maximum of a -4 penalty at 18th level.

Cruelty (Su): At 3rd level, and every three levels thereafter, a paladin can select one cruelty. Each cruelty adds an effect to the paladin's deadly touch ability. Whenever the paladin uses deadly touch to inflict damage to one target, the target also receives the additional effects from one of the cruelties possessed by the paladin. A cruelty lasts for 1/round per paladin level and the victim may make a single Fortitude saving throw at a DC of 10 + 1/2 paladin level + paladin's Charisma modifier to avoid becoming affected.

            At 3rd level, the paladin can select from the following initial cruelties:
            Fatigued: The target is fatigued.
            Shaken: The target is shaken.
            Sickened: The target is sickened.

            At 6th level, a paladin adds the following cruelties to the list of those that can be selected:
            Dazed: The target is dazed.
            Diseased: The paladin's deadly touch ability also acts as contagion, this cruelty has a duration of 1/day per two paladin levels.
            Staggered: The target is staggered.

            At 9th level, a paladin adds the following cruelties to the list of those that can be selected:
            Cursed: The paladin's deadly touch ability also acts as bestow curse.
            Exhausted: The target is exhausted. The paladin must have the fatigue cruelty before selecting this cruelty.
            Frightened: The target is frightened. The paladin must have the shaken cruelty before selecting this cruelty.
            Nauseated: The target is nauseated. The paladin must have the sickened cruelty before selecting this cruelty.
            Poisoned: The paladin's deadly touch ability also acts as poison

            At 12th level, a paladin adds the following cruelties to the list of those that can be selected.

            Blinded: The target is blinded.
            Deafened: The target is deafened.
            Paralyzed: The target is paralyzed.
            Stunned: The target is stunned.

Once a condition or spell effect is chosen, it can't be changed.

Spellcasting: Replace the standard paladin's spell list with the following spell list:

1st—bane, cause fear, corrupt weapon, create water, curse water, detect poison, detect undead, divine favor, endure elements, inflict light wounds, magic weapon, protection from good, protection from law, read magic, resistance, virtue

2nd—bull's strength, cure light wounds, darkness, delay poison, eagle's splendor, inflict moderate wounds, owl's wisdom, resist energy, undetectable alignment

3rd—blindness/deafness, cure moderate wounds, deeper darkness, dispel magic, greater magic weapon, heal mount, prayer, inflict serious wounds, magic circle against good/law

4th—break enchantment, cure serious wounds, dispel good, dispel law, inflict critical wounds, poison, unholy sword.

Divine Bond (Sp): This ability functions identically to the paladin's divine bond, except as following:

            Divine Weapon: Remove the following weapon properties from the paladin’s choice of weapon properties: axiomatic, defending, disruption, holy, merciful.

            Add the following weapon properties to the paladin’s choice of weapon properties: anarchic, bane, unholy, vicious, wounding.

            Divine Mount: At 11th level, the mount gains the fiendish template instead of the celestial.

Aura of Malice (Su) : At 8th level, a paladin of slaughter can radiate a 10 ft aura of malign hatred. All attacks made in the area of this aura gain a morale bonus on damage equal to 1/4 your paladin level.

Blast of Hatred (Su): At 11th level, a paladin of slaughter can expend two uses of his smite foe ability to unleash a torrent of pure hatred.  This attack is a 20 ft radius burst centered on the paladin of slaughter, dealing 1d6 points of unholy damage per paladin level to all with the area of the blast (except for the paladin), Will save (DC 10 + 1/2 paladin level + paladin's Cha modifier) for half.

Devotion to Death (Su): At 14th level, a paladin of slaughter’s attacks now bypasses 1 point per 4 paladin levels of damage reduction.

Aura of Dread (Su): At 17th level, a paladin of slaughter begins to exude a palpable feeling of dread, causing enemies within 10 ft of him to cower in fear. Activating this ability is a free action that is usually part of an attack or charge. This ability affects only opponents with fewer Hit Dice or levels than his paladin level. An affected opponent can resist the effects with a successful Will save (DC 10 + 1/2 paladin level + paladin's Cha modifier). An opponent that succeeds on the saving throw is immune to the paladin’s aura of dread for 24 hours. Aura of dread is a mind-affecting fear effect. On a failed save, the opponent is shaken, or panicked if 4 HD or fewer.

Scion of Carnage (Su): At 20th level, a paladin of slaughter becomes the living embodiment of death and destruction. A paladin of slaughter gains DR 5/—. The paladin of slaughter’s smite foe ability now causes persistent wounds that deal 1d6 points of bleed damage. Bleeding caused in this way is difficult to staunch—a Heal check (DC 10 + 1/2 paladin level + paladin's Cha modifier) stops the damage, and any attempt to use magic to heal a creature suffering from an infernal wound must succeed on a caster level check (DC 10 + 1/2 paladin level + paladin's Cha modifier) or the spell does not function. Success indicates the healing works normally and stops all bleed effects. Anyone slain by the paladin of slaughter’s smite foe ability becomes more difficult to bring back from the dead. Spellcasters attempting to bring a creature back from the dead using raise dead or similar magic must make a caster level check with a DC equal to 15 + 1/2 paladin level or the spell fails and the material component is wasted. Casting remove curse the round before attempting to bring the creature back from the dead negates this chance. The DC of the remove curse is 10 + 1/2 paladin level.

Code of Conduct:
            A paladin of slaughter must be of chaotic evil alignment and loses all class abilities if he ever willingly commits a good act. Additionally, a paladin of slaughter's code requires that he disrespect all authority figures who have not proven their physical superiority to him, refuse help to those in need, and sow destruction and death at all opportunities.

Associates
            While he may adventure with characters of any evil or neutral alignment, a paladin of slaughter will never knowingly associate with good characters, nor will he continue an association with someone who consistently offends his moral code. A paladin of slaughter may accept only henchmen, followers, and cohorts who are chaotic evil.

 

Paladin of Tyranny Class Features
            The paladin of tyranny has all the standard paladin class features, except as noted below.

Aura of Evil (Ex): The power of a paladin's aura of evil (see the detect evil spell) is equal to his paladin level.

Detect Interloper (Sp): At will, a paladin of freedom can use detect good/chaotic, as the spell. A paladin of freedom can, as a move action, concentrate on a single item or individual within 60 ft and determine if it is good and/or chaotic (though she cannot distinguish which), learning the strength of its aura as if having studied it for 3 rounds. While focusing on one individual or object, the paladin does not detect good/chaotic in any other object or individual within range.

Smite Interloper (Su): Once per day, a paladin of tyranny can call out to the powers of tyranny to aid her in her struggle to subjugate the weak. As a swift action, the paladin chooses one target within sight to smite. If this target is chaotic or good, the paladin adds her Charisma bonus (if any) to her attack rolls and adds her paladin level to all damage rolls made against the target of her smite. Regardless of the target, smite evil attacks automatically bypass any DR the creature might possess.
            In addition, while smite interloper is in effect, the paladin gains a deflection bonus equal to her Charisma modifier (if any) to her AC against attacks made by the target of the smite. If the paladin targets a creature that is not chaotic or good, the smite is wasted with no effect.
The smite interloper effect remains until the target of the smite is dead or the next time the paladin rests and regains her uses of this ability. At 4th level, and at every three levels thereafter, the paladin may smite evil one additional time per day, as indicated on Table: Variant Paladins, to a maximum of seven times per day at 19th level.

Cruel Touch (Su): Beginning at 2nd level, a paladin of tyranny can inflict wounds by touch. Each day she can use this ability a number of times equal to 1/2 her paladin level plus her Charisma modifier. With one use of this ability, a paladin can deal 1d6 hit points of damage for every two paladin levels she possesses and the target is marked. Using cruel touch in this way requires a successful melee touch attack and doesn't provoke an attack of opportunity. An opponent subjected to this attack can make a Will save (DC 10 + 1/2 paladin level + paladin's Cha modifier) to halve the damage dealt and to resist the mark. These marks are invisible and can only be removed with the remove curse spell (DC 10 + 1/2 paladin level).  The paladin can mark a number of creatures equal to 1/2 her paladin level (minimum 1). If she marks more they she is allowed the oldest mark disappears.
            Alternatively, a paladin can use this destructive power to cure damage to undead creatures, curing 1d6 points of damage for every two levels she possesses. Using this ability is a standard action; if the paladin is undead she may target herself, in which case it is a swift action.

Aura of Despair (Su): Beginning at 3rd level, a paladin of tyranny is immune to fear (magical or otherwise). She radiates a malign aura that causes enemies within 10 ft of er to take a -2 penalty on all saving throws. This ability functions only while the paladin is conscious, not if she is unconscious or dead. At 10th level, and again at 15th level, this penalty increased by 1, to a maximum of a -4 penalty at 15th level.

Edict (Sp): Creatures that have been marked by a paladin of tyranny’s cruel touch ability can be easily manipulated by one of her edicts. Each day she can use this ability a number of times equal to 1/2 her paladin level plus her Charisma modifier.  A creature can make a Will save (DC 10 + 1/2 paladin level + paladin's Cha modifier) to not be affected by the edict.  Edicts have the same duration as the spells they mimic and have the same limits on who they can affect, so if the paladin tries to use a hold person edict on a dragon, the edict fails and still uses up a number of uses. All edicts require she be able speak the command aloud, though the target doesn’t need to actually be able to hear her voice. If the paladin’s target can hear her, he or she takes a -2 penalty on his or her Will save to resist the edict. If the target can’t hear the paladin, he or she gains a +2 bonus on his or her Will save to resist the edict.
            At 3rd level, as a move action she can expend one use of her edict ability to have one of her marked targets be affected by the greater command spell.
            At 6th level, as a standard action she can expend two uses of her edict ability to have one of her marked targets be affected by the hold person spell.
            At 9th level, as a standard action she can expend three uses of her edict ability to have one of her marked targets be affected by the charm person spell.
            At 12th level, her hold person edict is upgraded to hold monster. It still costs the same number of uses.
            At 15th level, her charm person edict is upgraded to dominate person. It now takes a full-round action and costs four uses.
            At 18th level, as a standard action she can expend four uses of her edict ability to have one of her marked targets be affected by the irresistible dance spell.
            At 20th level, as a full-round action she can expend 10 uses of her edict ability to have one of her marked targets be affected by the geas/quest spell.

Spellcasting: Replace the paladin's spell list with the following spell list:

1st—bane, corrupt weapon, create water, curse water, detect poison, detect undead, divine favor, doom, endure elements, inflict light wounds, magic weapon, protection from chaos, protection from good, read magic, resistance, virtue

2nd—bull's strength, cure light wounds, darkness, delay poison, eagle's splendor, hold person, inflict moderate wounds, owl's wisdom, resist energy, undetectable alignment

3rd—bestow curse, cure moderate wounds, deeper darkness, discern lies, dispel magic, greater magic weapon, heal mount, prayer, inflict serious wounds, magic circle against chaos/good

4th—break enchantment, cure serious wounds, dispel chaos, dispel good, dominate person, inflict critical wounds, unholy sword

Divine Bond (Sp): This ability functions identically to the paladin's divine bond, except as following;

            Divine Weapon: Remove the following weapon properties from the paladin’s choice of weapon properties: disruption, holy, merciful.

            Add the following weapon properties to the paladin’s choice of weapon properties: frost, icy burst, unholy.

            Divine Mount: At 11th level, the mount gains the fiendish template instead of the celestial.

Aura of Coercion (Su): At 8th level, a paladin of tyranny is immune to charm spells and spell-like abilities. Each enemy within 10 ft of her gains a -4 morale penalty on saving throws against fear effects.
            This ability functions only while the paladin is conscious, not if she is unconscious or dead.

Aura of Oppression (Su): At 11th level, a paladin can expend two uses of her smite interloper ability to grant the ability to smite interloper to all allies within 10 ft, using her bonuses. Allies must use this smite interloper ability by the start of the paladin's next turn; the bonuses last for 1 minute. Using this ability is a free action. Chaotic or good creatures gain no benefit from this ability.

Aura of Pride (Su): This ability functions identically to the paladin's aura of faith, except her weapons are treated as lawful as well as evil.

Aura of Supremacy (Su): At 17th level, a paladin gains DR 5/evil or lawful and immunity to compulsion spells and spell-like abilities. Each ally within 10 ft of her gains a +2 morale bonus to their armor class.
This ability functions only while the paladin is conscious, not if she is unconscious or dead.

Unholy Champion (Su): This ability functions identically to the paladin's holy champion, except the damage reduction is 10/chaos or good and her smites can banish good outsiders instead of evil outsiders.

Code of Conduct
            A paladin of tyranny must be of lawful evil alignment and loses all class abilities if she ever willingly commits a good act. Additionally, a paladin of tyranny's code requires that she respect authority figures so long as they have the strength to rule over the weak, act with discipline (not engaging in random slaughter, keeping firm control over those beneath her station, and so forth), help only those who help her maintain or improve her status, and punish those who challenge authority (unless, of course, such challengers prove more worthy to hold that authority).

Associates
            While she may adventure with characters of any evil or neutral alignment, a paladin of tyranny will never knowingly associate with good characters unless it serves her needs, nor will she continue an association with someone who consistently offends her moral code. A paladin of tyranny may accept henchmen and followers of any alignment, but may only accept cohorts who are lawful evil.

New Spells
Corrupt Weapon and Unholy Sword
Paladins of slaughter and tyranny have access to two special spells, corrupt weapon and unholy sword, which are the opposing counterpart of the paladin spells bless weapon and holy sword. Instead of improving a weapon’s effectiveness against evil foes, corrupt weapon and unholy sword both make a weapon more effective against good foes.