Golemgame

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== New Mysteries ==
== New Mysteries ==
[http://forum.faxcelestis.net/viewtopic.php?f=1&t=474 Arcana Noctis]
[http://forum.faxcelestis.net/viewtopic.php?f=1&t=474 Arcana Noctis]
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==Variant Character Class: Agan Traditionalist==
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The Agan Empire's paladins would often find themselves travelling in strange and unfamiliar lands, where staying flexible made the difference between coming home in one piece, or not coming home at all. Their mother empire long gone, small orders of these paladins still exist, scattered throughout former Agan territory. Many of them serve as guards and advisors for governments and wealthy merchants; law and commerce were hailed as the two legs of the Agan Empire, and the paladins try to guard these remnants of their glorious past against uncivilized influences.<br>
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An Agan traditionalist does not gain the Smite Evil, Lay On Hands, Turn Undead, Special Mount or Remove Disease abilities of the standard paladin, and instead gains the following abilities:
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<ul>
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<li>At 1st level, the paladin gains access to a pool of points known as the Conduit. The size of the pool is equal to his level of paladin × his charisma modifier (minimum 1). The Conduit is used to power the paladin's abilities.</li>
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<li><i>Smite</i>: A 1st level paladin can expend 2 points of his Conduit as a free action to make attacks infused with positive energy. He adds his Charisma bonus to his attack roll and his paladin level to his damage roll with a single attack. This ability does not stack with itself, but may be used on different attacks.<br>
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</li>
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<li><i>Lay On Hands:</i>A 2nd level paladin can expend points from his Conduit to heal himself (a swift action) or others (a standard action). He may activate any of the following spells-like abilities by expending the amount of points indicated: <i>cure light wounds (1), cure moderate wounds (3), cure serious wounds (5)</i>. The paladin uses his paladin level as the caster level.</li>
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<li><i>Divine Splendor:</i> A 4th level paladin can expend 3 points from his Conduit to undermine the resolve of his foes. Treat this as a turning attempt by a cleric of the paladin's level that affects any creature type, except instead of being turned the targets are shaken for ten rounds, and instead of being destroyed they are frightened.<br>
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Special: The paladin can use Divine Splendor to qualify for feats or classes that require Turn Undead. Abilities that require him to expend a turn attempt instead cost 3 Conduit points. Classes that advance turning stack with the paladin's level as normal.</li>
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<li><i>Divine Ally:</i> A paladin of 5th or higher level gains access to the following spell-like abilities at the indicated cost: <i>summon monster I (1), summon monster II (3), summon monster III (5).</i> He may summon any non-evil creature with these spell-like abilities. He may also summon any fiendish creature from the lists, by replacing its fiendish template with the celestial template. The duration of these spells increases to 1 hour. He may only have one divine ally effect active at a time.</li>
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<li><i>Divine Restoration</i>: At 6th level, the paladin adds the following spell-like abilities to his lay on hands list, at the indicated cost: <i> lesser restoration (3), remove disease (5), neutralize poison(7).</i></li>
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<li><i>Divine Cohort</i>: At 9th level, the paladin adds the following spell-like abilities to his divine ally list at the indicated cost: <i>summon monster IV (7), summon monster V (9), summon monster VI (11)</i>.</li>
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<li><i>Divine Judgment:</i> At 11th level, the paladin's smite attacks are treated as lawful and good for the purposes of damage reduction, and gain the holy weapon property.</li>
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<li><i>Divine Magnificence</i>: At 13th level, the paladin's divine splendor affects all creatures, even those that would normally be immune to fear for any reason.</li>
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<li><i>Divine Sanctity:</i> At 15th level, the paladin adds the following spell-like abilities to his lay on hands list at the indicated cost: <i>heal (11), regenerate (13)</i>.</li>
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<li><i>Divine Host:</i> At 17th level, the paladin adds the following spell-like abilities to his divine ally list at the indicated cost: <i>summon monster VII (13), summon monster VIII (15), summon monster IX (17)</i>.</li>
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<li><i>Divine Avatar:</i> At 20th level, the paladin becomes untouchable to the magic of mere mortals. As an immediate action, he may counter any spell that targets him by expending Conduit points equal to the spell's caster level.
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</li>
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</ul>
=Session Log=
=Session Log=

Revision as of 22:08, 3 September 2011

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