Paladin of Tyranny


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Well, more or less. This is a LE paladin conversion of the pathfinder Paladin and, for the most part, just has most abilties inverted. Although, this paladin is actually about being Evil /and/ Lawful, not just Evil.

As Paladin with the following changes:


Alignment
: Lawful Evil
Class Skills: Remove Diplomacy, add Intimidate.

Class Features:

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

Detect Chaos/Good(Sp): At will, a paladin can use detect chaos or detect chaos, as the spell. A paladin can, as a move action, concentrate on a single item or individual within 60 feet and determine if it is chaotic or good, 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 chaos or good in any other object or individual within range. While the Paladin can detect good and chaos; he can not do both at the same time.

Smite Chaos/Good: As smite evil, except that it applies for chaos/good. Each time the paladin gains a use of smite, he picks if it's a smite good or smite chaos.
Smites do double damage to outsiders, dragons and fey of the appropriate alignment.

Deadly Touch(Su): Beginning at 2nd level, a paladin can heal undead 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 heal 1d6 hit points of damage for every two paladin levels she possesses. Using this ability is a standard action, unless the paladin targets herself, in which case it is a swift action. Despite the name of this ability, a paladin only needs one free hand to use this ability.

Alternatively, a paladin can use this power to deal damage to the living, dealing 1d6 points of damage for every two levels the paladin possesses. Using deadly touch in this way requires a successful melee touch attack and doesn't provoke an attack of opportunity. The living do not receive a saving throw against this damage.

Aura of Dread (Su): At 3rd level, a paladin is immune to fear (magical or otherwise). Each enemy within 10 feet 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.

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 all of the cruelties possessed by the paladin. A cruelty lasts for 1/round a 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 becomes fatigued.

• Shaken: The target becomes shaken.

• Sickened: The target becomes sickened.

At 6th level, a paladin adds the following cruelties to the list of those that can be selected.

• Dazed: The target becomes dazed.

• Diseased: The paladin's deadly touch ability also acts as contagion, using the paladin's level as the caster level for the duration.

• Staggered: The target becomes 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, using the paladin's level as the caster level for the duration.

• Exhausted: The target is becomes exhausted. The paladin must have the fatigue mercy before selecting this mercy.

• Frightened: The target becomes frightened. The paladin must have the shaken mercy before selecting this mercy.

• Nauseated: The target becomes nauseated. The paladin must have the sickened mercy before selecting this mercy.

• Poisoned: The paladin's deadly touch ability also acts as poison, using the paladin's level as the caster level for the duration.

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

• Blinded: The target becomes blinded.

• Deafened: The target becomes deafened.

• Paralyzed: The target becomes paralyzed.

• Stunned: The target becomes stunned.

These abilities are cumulative. For example, a 12th-level paladin's deadly touch ability deals 6d6 points of damage and might also cause shaken and exhausted conditions as well as bestowing a disease and inflicting a poison. Once a condition or spell effect is chosen, it can't be changed.

Channel Negative Energy (Su): When a paladin reaches 4th level, she gains the supernatural ability to channel negative energy like a cleric. Using this ability consumes two uses of her deadly touch ability. A paladin uses her level as her effective cleric level when channelling negative energy. This is a Charisma-based ability.

Divine Bond(Su):
As paladin, with the following weapon properties: axiomatic, brilliant energy, defending, flaming, flaming burst, keen, speed, unholy and wounding.

Aura of Manipulation(Su)
: At 8th level, a paladin is immune to charm spells and spell-like abilities. Each enemy within 10 feet of her gains a -4 morale penalty on saving throws against charm effects.

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

Aura of Faith (Su):
At 14th level, a paladin's weapons are treated as evil or lawful aligned(paladin's choice; can not be changed at any point) for the purposes of overcoming damage reduction. Any attack made against an enemy within 10 feet of her is treated as evil or lawful-aligned for the purposes of overcoming damage reduction.

Aura of Tyranny(Su):
At 17th level, a paladin gains DR 5/good or law(same choice as aura of faith) and immunity to compulsion spells and spell-like abilities. Each enemy within 10 feet of her gains a -4 morale penalty on saving throws against compulsion effects.

Unholy Champion(Su): At 20th level, a paladin becomes a conduit for the power of her god. Her DR increases to 10/(same alignment as picked for Aura of Faith). Whenever she uses smite chaos/good and successfully strikes an chaotic/good outsider, the outsider is also subject to a banishment, using her paladin level as the caster level (her weapon and unholy symbol automatically count as objects that the subject hates). After the banishment effect and the damage from the attack is resolved, the smite immediately ends. In addition, whenever she channels negative energy or uses deadly touch to hurt a creature, she inflict the maximum possible amount of damage.

Paladin Spells

1st-Level Paladin Spells
Alarm, align weapon(lawful or evil), cause fear, charm person, command, align water, detect poison, divine favor, endure elements, magic weapon, protection from chaos/good, read magic, resistance, virtue

2nd-Level Paladin Spells
Bull's strength, eagle's splendour, enthrall, owl's wisdom, hold person, resist energy, status, suggestion, undetectable alignment, zone of truth

3rd-Level Paladin Spells

charm monster, crushing despair, darkvision, darkness, discern lies, dispel magic, greater magic weapon, inflict moderate wounds, lesser geas, magic circle against chaos/good, prayer

4th-Level Paladin Spells

break enchantment, death ward, dispel chaos/law, dominate person, hold monster, inflict serious wounds, mark of justice, fear, unholy sword(or axiomatic)

________________________________________________________________________

Notes:
Obviously used the Pathfinder Paladin and SRD Paladin of Tyranny as a base. Used the Despot(Dragon 312)spell list as the base for this spell-list.

I decided to go with a fortitude save for the cruelties, as, ultimately, all effects are caused by negative energy.

As Deathless isn't really an opinion, I replaced undead with fey. I think fey is thematically a fairly good fit; as I don't really see tyrants and fey getting along most of the time.

Again, I know it's not very original and mostly consisted of me inverting abilties, but that's pretty much my intent.

Any comments or suggestions?

Liberty's Edge

I like it; I tried a CE guy and tried to give him backstab and ditched the cruelties (I had the same idea for a name) and ditched the lay on hands to keep the backstab. I was going to try to slap together a guy with cruelties, but this looks better than I would've done.
I kinda thought the cruelties wouldn't be much use in combat--they seem like something a paladin/antipaladin would do in between gigs, so that's another reason I wanted my guy to backstab (oops) I mean sneak attack...but for lawful evil, I'm thinking sneak attack might be inherently against his nature.
I also wanted to add poison use; not sure where I'd put it....
This looks great though, on a cursory look.

Liberty's Edge

I'd use this outta the box.
I'm thinking ditch heal; keep diplomacy; add intimidate. Or ditch knowledge: nobility....


Feel free to add it to the Pathfinder Database if you like the look of it!


veector wrote:

Feel free to add it to the Pathfinder Database if you like the look of it!

I think this is a very good idea, but dislike the smite/detect of boot chaos and good. Turants have always been about defeating chaos/unlwafulness, so it makes sense they would detect/smite chaos. Eventough tyrants they are evil they think of themselves as "the good guys" so it makes no sense that they detect/smite good. Of course a Chaotic Good paladin would detect/smite Law.

I like the idea of turning Fey, since the paladin is meant to destroy it's opposite, not control monsters of similar alignment. I suppose a Chaotic Evil paladin would turn constructs (the epitm of lawfulness since they are machines yet they are similar but opposite to undead) but I am at a loss what creature/monster would a Paladin of Chaotic Good would turn, spirits? any other idea?

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