My variant Paladin/Sorcerer

Post/Author/DateTimePost
#1

xlorepdarkhelm_dup

Jun 08, 2004 2:24:18
no, not Paizo's approach, but my more flavor-based approach to bring two of the classes that didn't exist before into Dark Sun, for those who are interested. These classes have some of my rules in them (like references to allegiences), so bear with me on that:

The Athasian Paladin
The more military and martial branch of a City-State's government, Paladins are frequently seen side-by-side with Templars, as bodyguards, extra muscle, or to occasionally keep an eye on the Templars themselves, to ensure their loyalty. As are their powerful masters, the Paladins are all inherently evil. They also follow, as well as frequently force others to follow, the laws of their City-State. They are all also loyal to their respective Sorcerer-Kings.

Adventures: Paladins take their adventures seriously, and have a penchant for referring to them as quests. Even a mundane mission from their Sorcerer-King is treated as a personal test - an opportunity to demonstrate and develop their martial skills, and to find ways to better achieve their master's goals. Still, the paladin really comes into his own when leading a mighty campaign against the enemies of his master, not when merely looting ruins.

Characteristics: Divine power from their Sorcerer-Kings protects the paladin and hives him special powers. It wards off harm, causes terror or inflicts damage in their enemies, and allows them to smite good foes or to take control over undead. In addition, this power draws a mighty steed to the paladin and imbues that mount with strength, intelligence and magical properties.

Allegiences: All paladins have both the moral and ethical philosophical allegiences of their Sorcerer-King, as well as their Sorcerer-King as an allegience. The only difference between them is the order of priority which they place them. So, a Paladin of Urik would have Lawful, Evil and Hamanu as Allegiences. However one might have Hamanu, Lawful and Evil (Be evil only when it is within the law, and only follow the law when it is Hamanu's will), another might have Evil, Lawful and Hamanu (Follow Hamanu's will only when it is the law, and only follow the Law when it is evil to do so).

Background: No one ever truely chooses to be a paladin - their Sorcerer-King chooses them. No one, nomatter how diligent, can become a paladin through practice. The Sorcerer-King will either decide that the individual is worth or not, and they are each selected from within the ranks individuals all training in the hopes of one day being honored by becoming selected for this position. The bond formed between Paladin and Sorcerer-King is powerful, and yet fragile. It requires eternal diligence on the part of the Paladin to ensure this link remains strong. Deviation from their path can result in the link becoming broken, and the paladin losing his power.

All paladins, regardless of background, of a specific Sorcerer-King, recognize in each other this connection through their master, and thus have an unspoken amount of repect for each other. Paladins from different Sorcerer-Kings are almost always at odds with each other, and frequently will find ways of eliminating their opposition one way or another.

Races: Humans are most often selected for Paladins, but any race within a city-state has the possibility of becoming a Paladin. Outside the city-states where the Sorcerer-Kings rule, Paladins are virtually unheard of.

Other Classes: Paladins have respect for other martial-based classes like fighters and psychic warriors. They frequently work with Templars of their city-states, as both are under the employ of the Sorcerer-Kings. They tend to work fairly well with lawful characters, but are opposed to characters who are good or chaotic. Anyone who their Sorcerer-King is not directly opposed to, they generally are not. Charismatic, intimidating, and inspiring fear in people, Paladins frequently demand leadership of a team.

Role: The paladin's cheif role in mosr groups is as a melee combatant, but he contributes other useful support well. His frequently high Charisma opens him up into being a choice for leadership, if the party can deal with a tyrant leading them.

GAME RULE INFORMATION

Paladins have all of the standard Paladin class features (as found in the SRD, or Player's Handbook page 43), 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, just as with the aura of a templar.

Detect Good (Sp): At will, a paladin can use 'detect good', as the spell.

Smite Good (Su): Once per day, a paladin may attempt to smite good with one normal melee attack. This ability is otherwise identical to the standard paladin's ability to smite evil, including increased daily uses as the paladin gains class levels.

Deadly Touch (Su): Beginning at 2nd level, a paladin can inflict damage with a successful touch attack. Each day he can deal a total number of vitality points of damage equal to his paladin level x his Charisma bonus. 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 any or all of this power to cure damage to undead creatures, just as an inflict wounds spell does. This power otherwise functions identically to the paladin's lay on hands ability.

Aura of Despair (Su): Beginning at 3rd level, a paladin radiates a malign aura that causes enemies within 10 feet of him to take a -2 penalty on all saving throws. This aibity otherwise functions identically to the standard paladin's aura of courage class feature.

Rebuke Undead (Su): A paladin rebukes undead rather than turning undead.

Cause Disease (Sp): A paladin can inflict disease with his touch (as the contagion spell) a number of times per week that a standard paladin of his level would normally be able to remove disease.

Code of Conduct: A paladin must have both the moral and ethical philosophical allegiences of their Sorcerer-King, as well as their Sorcerer-King as an allegience, and loses all class abilities if he ever willingly commits a good act. Additionally, a paladin's code requires that he respect authority figures as long as they have the strength to rule over the weak, act with discipline (not engaging in rancom slaughter, keeping firm control over those beneath his station, and so forth), help only those who help him maintain or improve his status, and punish those who challenge authority (specifically those who challenge the authority of their Sorcerer-King and master).

Spells: The paladin does not gain the ability to cast divine spells.

Dark Weapon (Su): Any melee weapon wielded by a paladin of 6th level or higher is treated as evil-alignmed for the purpose of overcoming damage reduction.

Divine Might (Su): At 11th level and higher, the paladin can use a standard action to add a +4 bonus to his Strength, Wisdom or Charisma score. This ability may be used once per day, and its effect lasts for 1 minute per class level.

Deadly Mount (Su): A paladin of 13th level or higher can use his Deadly Touch ability through his mount, boosting it by inflicting 5 points of damage on the mount's touched target for each point of damage that was spent from the Deadly Touch effect. In addition, the Paladin may choose to have the mount inflict any one of the following adverse conditions with the attack, at the cost of 5 points of damage per condition unless otherwise noted: ability damage (costs 1 point per ability point damaged, can only affect a single ability score, cannot reduce that ability score below 1), blinded, confused, dazed, dazzled, deafened, diseased, exhausted, fatigued, feebleminded, insanity, nausiated, sickened or stunned.

The paladin can cause adverse conditions at the same time that he heals damage, but any points of damage spent to cause adverse conditions don't also inflict vitality point damage.

Unholy Weapon (Sp): At 16th level, a paladin gains the ability to channel unholy power into his weapon. The rules are as per the spell 'Holy Sword' from the SRD (or Player's Handbook page 242), only substitution "unholy" for "holy", and reversing the evil and good elements within it.

Associates: While he may adventure with characters of any evil or neutral alignment, a paladin of will never knowingly associate with good characters unless it serves his needs, nor will he continue an associate with someone who consistently offends his moral code. A paladin may accept henchmen and followers of any allegience, but may only accept cohorts who are lawful and evil.
#2

jaanos

Jun 08, 2004 2:47:32
Yeah, sorcerer's shouldn't be in it, but i like the evil paladin. Nice job.
#3

zombiegleemax

Jun 08, 2004 7:58:47
Well I was gona say that templars had no power over undead, But I was mistakin... But THis is a quote from The 1st edition darksun.

"Templars are initially trained as warriors and, at lower levels are forced to garrison temples and palaces in there city states."
Pg. 33 last paragraph. (Rule book)

OK so to me (and I am a bit of a rules lawyer) Templars already fullfill the role of Anti paladin.
But if you do want to have them, yours appears good...
#4

xlorepdarkhelm_dup

Jun 08, 2004 11:41:36
Well, Templars I've always seen as something closer to a Cleric - and a Cleric is relatively capable/trained in warfare (well, the PHB one is) with the increased armor types they have, and better attack bonuses and such. Note that my paladins are not spellcasters, they are strictly melee with some supernatural and a couple spell-like abilities, provided by their Sorcerer-King

I added Sorcerers, because I don't see psionics intruding on them. So, I permit them - it adds a little more of a variation for characters - and the thing is - people refer to wizards and sorcerers as "preservers" and "defilers", not their actual class. As such, Sorcerers are simply grouped in with Wizards. But - many more Sorcerers end up being defilers than preservers.
#5

greyorm

Jun 08, 2004 15:54:16
Heya Xlorep,

They look good. Very similar to the standard PHB classes, but that's not really a bad thing. I would have differentiated them a little more...

Here's an idea: rather than the "descendant of a Sorcerer-King" idea...how about "elemental blood"? A sorcerer is limited in selection to particuar elemental spells, or limited from certain others. Their sorcery tends to produce or contain elemental sensory effects (frex, a magic missle might be made of flames, or leave a trail of smoke, or etc. for a fire-descendant).

Another idea I had about sorcerers (that really doesn't work) is that they are defilers.

Thematically, it works: sorcerers are wild, untrained, chaotic, and implusive, whereas wizards are more given to study, effort, and discipline.

Unfortunately, mechanically, it doesn't: in terms of spell-level, defilers gain and can cast increasingly powerful spells more quickly than preservers, but sorcerers gain more powerful spells more slowly than wizards.

(I know, one could make an argument that the defiler's benefit is that he can cast many more spells per day than the wizard can -- making him magically "more powerful" and it plays into the "less cautious about the environment" aspect of the defiler, since he draws more energy than the wizard does.)
#6

xlorepdarkhelm_dup

Jun 08, 2004 16:55:30
Originally posted by greyorm
Heya Xlorep,

They look good. Very similar to the standard PHB classes, but that's not really a bad thing. I would have differentiated them a little more...

Thanks. I basically merged ideas for the Paladin from the Complete Warrior and Unearthed Arcana books. The Paladin is based on the "Paladin of Tyranny" class variant from Unearthed Arcana, with alterations from the "Variant Paladin - non-spellcasting rules" from Complete Warrior.

The Sorcerer I wanted to mechanically remain like the Sorcerer from PHB. But, the flavor I felt needed revision. As an arcane spellcasting class, it would still use the same basic arcane rules for preserving and defiling as a wizard, and thus would have the same subcategories to the class. I actually used the Sorcerer-King reference, as was suggested by Nytcrawlr, because it helps keep the arcane magic from being cheapened, and also gives an impression of how rare they are. It also builds from the "dragon-blooded" element from the PHB - basically I'm thinking that there is something in the blood of a dragon or avangion that, due to their massive metamorphosis, when passed down to decendants, allows for those decendants to have an intuitive grasp of arcane magic.

You'll also note that I have explained that there are more Sorcerer(defiler)'s then there are Sorcerer(preserver)'s. Also, there's the fact that the average person (who doesn't regularly deal with wizards and sorcerers) doesn't even realize the difference. Wizards aren't as distinguishable with spellbooks, as they regularly conceal them in things like knotworks or tatoos, or other means. They are equally despised, and while not specifically stating that "all sorcerers are defilers" or "all wizards are preservers", there is definitely a preference layed out for defilers who are sorcerers and preservers who are wizards.

Here's an idea: rather than the "descendant of a Sorcerer-King" idea...how about "elemental blood"? A sorcerer is limited in selection to particuar elemental spells, or limited from certain others. Their sorcery tends to produce or contain elemental sensory effects (frex, a magic missle might be made of flames, or leave a trail of smoke, or etc. for a fire-descendant).

I'm not fond of this. I feel elemental blood would be more along the lines of some sort of divine spellcaster, as the elemental planes are the core basis for all divine magic. I've considered making it that the decendants of elemental-clerics can be some sort of spontaneous divine spellcaster, as a result.

Another idea I had about sorcerers (that really doesn't work) is that they are defilers.

Thematically, it works: sorcerers are wild, untrained, chaotic, and implusive, whereas wizards are more given to study, effort, and discipline.

Unfortunately, mechanically, it doesn't: in terms of spell-level, defilers gain and can cast increasingly powerful spells more quickly than preservers, but sorcerers gain more powerful spells more slowly than wizards.

(I know, one could make an argument that the defiler's benefit is that he can cast many more spells per day than the wizard can -- making him magically "more powerful" and it plays into the "less cautious about the environment" aspect of the defiler, since he draws more energy than the wizard does.)

Well, my setup makes it that Defiling is more popular for Sorcerers, while Preserving is more popular with Wizards. But there's no hard line drawn in the sand between the two.
#7

zombiegleemax

Jun 10, 2004 9:50:23
I like the idea of the Sorcerer King's enforcers and overall a great job on the write-up, but I'd like to quibble a bit on a detail of the paladin.

Dark Weapon- In another world, Dark Weapon might be a formidable power, but it is almost a throw-away power on athas. The only opponents where the evil aligned weapon would overcome damage reduction are usually good outsiders. Not many of those on athas.

Obviously Dark Weapon is supposed to be helpful in overcoming special foes of the SK, but I'm not sure what to add that would be both useful and balanced.

Perhaps a limited Spell Resistance? Just enough to give casters a second's worth of doubt. Maybe SR 5 + 1/2 pal levels + charisma bonus.
#8

xlorepdarkhelm_dup

Jun 10, 2004 13:04:25
Originally posted by mekillot
I like the idea of the Sorcerer King's enforcers and overall a great job on the write-up, but I'd like to quibble a bit on a detail of the paladin.

Dark Weapon- In another world, Dark Weapon might be a formidable power, but it is almost a throw-away power on athas. The only opponents where the evil aligned weapon would overcome damage reduction are usually good outsiders. Not many of those on athas.

Obviously Dark Weapon is supposed to be helpful in overcoming special foes of the SK, but I'm not sure what to add that would be both useful and balanced.

Perhaps a limited Spell Resistance? Just enough to give casters a second's worth of doubt. Maybe SR 5 + 1/2 pal levels + charisma bonus.

I might, It's an ability from the Complete Warrior rules for non-spellcasting paladins, modified to fit better for an evil version. I might put a SR in there, lemme think about it for a bit.