Hardened Paladin (3.5e Class)

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Author: KnightofLight (talk)
Date Created: 1/15/2015
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A hardened Paladin granted absolution by his/her order and deity, you have earned the freedom to seek out and destroy corruption through any means necessary.

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"holy" 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.

Full

Grey Guard

You have seen the horrible reality of the world: Children dying in the gutter as the rich feast a hedge-wall away; law used to imprison and terrify those it was created to protect the supposedly devout ignoring and abusing those they deem beneath their interest or contrary to their faith Although you work toward the same goals as other members of your faith, many within it do not trust you. They believe that you and your fellows at best flirt with corruption and at worst embrace it. Paladins see freedom from their code of conduct as weakness, an inability to mete out justice through honorable means, and do not consider you to be their equal. You are not proud of your role, but you accept that one must sometimes embrace a lesser evil to combat greater injustice. Your freedom is not a boon but a loss of innocence, a permanent tarnish on a once-pristine soul. Solidifying your resolve, you face the world of cruel reality, ready to do battle just as valiantly as any paladin but also just as brutally as the monstrosities you oppose.

Making a Grey Guard

Abilities: Charisma is the most important ability for a paladin. She also needs high strength and constitution scores to fulfill his/her role as a martial character. Finally, paladins will want a moderately high wisdom score for spell casting

Races: Any

Alignment: Neutral Good

Combat: In battle you are not just a warrior, but also a judge. If you can, you engage your opponent in honorable combat to prove the valor of your cause. However, you are no fool. If the only sure way to finish the high priest of a cult of Vecna is to stab him as he sleeps or lie in wait and attack from the shadows, you make such sacrifices of character to put a permanent end to the threat. Thus, your tactics must change to suit the enemy and the conditions of battle, Torture is sometimes the most viable of options against the most evil. Your mercy also must conform to the necessities of the moment. Ideally you would bring defeated enemies before the proper authorities for righteous judgment, but the reality of your situation might prevent you from taking prisoners, especially if they are likely to escape or impede your greater aims. Some powerful threats simply cannot be permitted to live and potentially rise again. A momentary prayer and a coup de grace end the lives of many of your foes.

Starting Gold: 4d6 x 10gp

Starting Age: fighter

Table: The Grey Guard

Hit Die: d10

Level Base
Attack Bonus
Saving Throws Special
Fort Ref Will
1st +1 +2 +0 +2 Detect Evil, Aura of Good, Smite Evil 1/day
2nd +2 +3 +0 +3 Divine Grace, Lay on Hands
3rd +3 +3 +1 +3 Aura of Courage, Divine Health
4th +4 +4 +1 +4 Stigmata, Smite Evil 2/day, Turn Undead
5th +5 +4 +1 +4 Blinding Sunlight, Divine might
6th +6/+1 +5 +2 +5 Torch Undead, Divine Armor
7th +7/+2 +5 +2 +5 Smite Evil 3/day, Divine Flame
8th +8/+3 +6 +2 +6 Last Rites, bonus feat
9th +9/+4 +6 +3 +6 Divine Aid
10th +10/+5 +7 +3 +7 Aura of Discipline, bonus feat
11th +11/+6/+1 +7 +3 +7 Divine Ghost Weapon
12th +12/+7/+2 +8 +4 +8 Confuse Undead
13th +13/+8/+3 +8 +4 +8 Mettle, Smite Evil 5/day
14th +14/+9/+4 +9 +4 +9 Divine Touch
15th +15/+10/+5 +9 +5 +9 Divine Dispel
16th +16/+11/+6/+1 +10 +5 +10 Divine Retribution, Smite Evil 6/day
17th +17/+12/+7/+2 +10 +5 +10 Aura of Conviction
18th +18/+13/+8/+3 +11 +6 +11 Extra Turning, Positive Energy
19th +19/+14/+9/+4 +11 +6 +11 Rebuke Death, Smite Evil 7/day
20th +20/+15/+10/+5 +12 +6 +12 Divine Champion

Class Skills (2 + Int modifier per level, ×4 at 1st level)
Concentration (Con), Craft (Int), Diplomacy (Cha), Handle Animal (Cha), Heal (Wis), Intimidate (Cha), Jump (Str), Knowledge (nobility and royalty) (planes) (religion) (Int), Profession (Wis), Ride (Dex), Sense Motive (Wis).

Class Features

All of the following are class features of the Grey Guard.

Weapon and Armor Proficiency: Weapon and Armor Proficiency: Grey Guard are proficient with all simple and martial weapons, with all types of armor (heavy, medium, and light), and with shields (except tower shields).

Spells: Because a Grey Guard is more or less still a paladin She has access to Paladin spells, but because She see's the world for what it is, And thus operates outside of normal paladins means She only has access to up Level 2 Spells as well as only 3 spells from each Level. Furthermore, She may only use them equal to his/her Wis Modifier per day .

A Grey Guards caster level is the -2 of his/her Grey Guard level.

Aura of Good (Ex): The power of a Grey Guard’s aura of good (see the detect good spell) is equal to his/her paladin level.

Detect Evil (Sp): At will, a Grey Guard can use detect evil, as the spell.

Smite Evil (Su): Once per day, a Grey Guard may attempt to smite evil with one normal melee attack. She adds his/her Charisma bonus (if any) to his/her attack roll and deals 1 extra point of damage per paladin level. If the Grey Guard accidentally smites a creature that is not evil, the smite has no effect, but the ability is still used up for that day.

At 4th level, and at every three levels thereafter, the Grey Guard may smite evil one additional time per day, as indicated on the above table, to a maximum of seven times per day at 20th level.

Divine Grace (Su): At 2nd level, a Grey Guard gains a bonus equal to his/her Charisma bonus (if any) on all saving throws.

Lay on Hands (Su): Beginning at 2nd level, a Grey Guard with a Charisma score of 12 or higher can heal wounds (her own or those of others) by touch. Each day she can heal a total number of hit points of damage equal to his/her paladin level × his/her Charisma bonus. A Grey Guard may choose to divide his/her healing among multiple recipients, and she doesn’t have to use it all at once. Using lay on hands is a standard action.

A Grey Guard can use any or all of this healing power to deal damage to undead creatures. Using lay on hands in this way requires a successful melee touch attack and doesn’t provoke an attack of opportunity. The paladin decides how many of his/her daily allotment of points to use as damage after successfully touching an undead creature.

Aura of Courage (Su): Beginning at 3rd level, a Grey Guard is immune to fear (magical or otherwise). Each ally within 10 feet of his/her gains a +4 morale bonus on saving throws against fear effects.

This ability functions while the paladin is conscious, but not if she is unconscious or dead.

Divine Health (Su): At 3rd level, a Grey Guard gains immunity to all diseases, including supernatural and magical diseases.

Stigmata: When a Grey Guard reaches 4th level, she gains the ability to make his/her enemies suffer along with her. Any enemy who does damage to the Grey Guard must make a Fortitude save with a DC of 10+ 1/2 Grey Guard level + paladin CHA modifier, or suffer half of the damage they dealt to the Grey Guard. She may use this ability a number of rounds per day equal to 3 + his/her charisma modifier. These rounds do not need to be consecutive

Turn Undead: You may attempt to turn undead a number of times per day equal to 3 + your Charisma modifier.

Blinding Sunlight: Once per encounter You release a burst of bright sunlight in a 15 ft. radius around you. Anyone within the area (other than you) must become blinded for 1 round.

Divine Might: As a free action, spend one of your turn undead attempts to add your Charisma bonus to your weapon damage for 1 full round.

Torch Undead You can spend one of your daily turn undead attempts to shoot out holy flames in a 60-foot cone. All Undead in the area are set on fire. They suffer 1d4 Per 5 levels + Charisma-bonus fire damage each round for a number of rounds equal to half your Grey Guard level along with 1d6 per 2 lvls initial damage.

Divine Flame: By spending one of your turn undead attempts, you can sheath your weapon with sacred or profane flame for a number of rounds equal to your Charisma bonus. Your weapon is sheathed in white flames that inflict +1d6 points of sacred damage against evil opponents. These flames do not give off heat or ignite flammable objects, though sacred flames give off light equal to a torch. The sacred damage inflicted by Divine Flame is unaffected by protection from elements and similar spells and abilities.

Divine Armor: By spending one of your turn or undead attempts, your armor or body gains a sacred bonus to Armor Class equal to your Charisma bonus for a number of rounds equal to your Charisma bonus. When active, your armor or body glows with divine light in a radius of 5 feet. The bonus provided by Divine Armor is fully effective against incorporeal creatures.

Last Rites: You can spend one of your daily turn undead attempts as a full-round action to reduce a dead body to ashes and guide the soul to the afterlife. This effectively prevents both body and soul to return as any type of undead. It also prevents resurrection spells that need the body, such as raise dead. The only way to bring back a deceased after the Last Rite was performed is the true resurrection spell.

If your Charisma modifier is positive, you can affect one additional body per Charisma bonus.

Divine Retribution (Ex): It is only fitting that those who oppress the faithful with the power of evil gods should feel that power themselves. Divine retribution works exactly like the spell reflection class ability described in Complete Mage, except that it is limited to the spells cast by evil casters.

Aura of Discipline (Su): A Grey Guard is immune to charm spells or spell-like effects. Each ally within 10 feet of his/her gains a +4 morale bonus on saving throws against charm effects.

Divine Touch: As one of your daily turn attempts, you may take a standard action to channel energy into a living or undead creature as an armed touch attack. You channel positive energy; healing living creatures and harming undead. When using this feat you heal/harm for an amount equal to your Charisma bonus + one half your effective turning level. The target may make Will save (DC 10 + ½ your turning level + your Charisma bonus) to halve any damage inflicted.

Mettle (Ex): If a Grey Guard succeeds on a Fortitude or Will save against an attack that would normally produce a lesser effect on a successful save (such as a spell with a saving throw entry of Will half or Fortitude partial), she instead negates the effect. She does not gain the benefit of mettle when she is unconscious or sleeping.

Divine Aid (Su): With the help of The Holy Order and a Paladin's Deity The discernment between Undead and Evil becomes One in the Same.

Aura of Conviction (Su): A Grey Guard is immune to compulsion spells or spell-like effects. Each ally within 10 feet of his/her gains a +4 morale bonus on saving throws against compulsion effects.

Positive Energy Aura: Every undead creature that comes within 15 feet of you is automatically affected as if you had turned it. This doesn’t cost a turning attempt, and you don’t have to roll turning damage (it automatically affects all undead in a 15-foot burst), but it only turns undead with a HD equal to or less than your effective Grey Guard level minus 3 (and automatically destroys undead with a HD equal to or less than your effective Grey Guard level minus 7).

Rebuke Death: A Grey Guard is so closely associated with the power of his/her patron deity that a small portion of the divine spark comes to dwell within her. Once a week, if a paladin is killed, she will automatically resurrect one hour later without penalties. his/her body travels to the plane of his/her deity during this hour, then reappears at an appropriate location (e.g. a local temple or church dedicated to his/her deity), depending on campaign environment.

Divine Champion: Upon reaching level 20, a Grey Guard becomes the ultimate champion of good against the forces of evil. She gains DR 10/evil, as well as a +2 bonus to his/her Charisma ability score. Furthermore, she no longer needs to eat or sleep (though she may choose to do so), as she is sustained directly by his/her deity so that she might focus on the struggle against evil.

Confuse Undead: You can employ one of your daily uses of Turn Undead to confuse undead (as per Confusion spell). Make a normal turning check, but undead that would be turned are confused for 10 rounds, and those who would be destroyed are permanently confused. This power surpasses the immunity to all mind-affecting effects gained by the undead type. Intelligent undead (Int 5 or higher) are especially weak against this effect and suffer a -2 penalty to their effective HD against this power, while mindless undead (no Int score) are hard to affect and receive a +2 bonus.

Divine Ghost Weapon: By spending one of your turn undead attempts, your weapon can be used to attack incorporeal opponents as if it had the ghost touch power, negating an incorporeal creatures ability to ignore 50% of successful attacks from a corporeal source. Though you do not gain a bonus on attack or damage rolls with this feat, you can also negate the damage reduction of incorporeal or undead opponents as if wielding a +1 magic weapon. The bonuses provided by this feat last for a number of rounds equal to your Charisma bonus.

Extra Turning: You can use your ability to turn creatures four more times per day than normal.

Ex-Grey Guard

As a Grey Guard, you are less at risk of permanently losing your abilities than a paladin is. You might lose them temporarily for committing dishonorable acts, but you are granted clemency for performing such deeds in the name of your faith and can atone more easily. Nevertheless, if you commit unforgivably evil acts (such as slaughtering innocents or despoiling a temple of your faith), take action that opposes your faith’s tenets, or habitually violate your code of conduct, you risk permanent expulsion from the holy order



Back to Main Page3.5e HomebrewClassesBase Classes

Article BalanceModerate +
AuthorKnightofLight +
Base Attack Bonus ProgressionGood +
Class Ability ProgressionFull +
Fortitude Save ProgressionGood +
Identifier3.5e Class +
Length20 +
Minimum Level1 +
RatingUnrated +
Reflex Save ProgressionPoor +
SkillConcentration +, Craft +, Diplomacy +, Handle Animal +, Heal +, Intimidate +, Jump +, Knowledge +, Profession +, Ride + and Sense Motive +
Skill Points2 +
SummaryA hardened Paladin granted absolution by his/her order and deity, you have earned the freedom to seek out and destroy corruption through any means necessary. +
TitleHardened Paladin +
Will Save ProgressionGood +