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Aeonic Paladin {or Cosmic Knight}
Through a select few pulses the power of the Monad, “the condition of all”. Called Aeonic Paladins, these neutral souls dedicate their swords and lives to the battle against cosmic unbalance. Knights, crusaders, and balance-bringers, Aeonic Paladins seek not just to spread cosmic neutrality but to embody the teachings of the enigmatic aeons they serve. In pursuit of their mysterious goals, they adhere to no law and give in to no chaotic whim. As reward for their deeds, these monadic champions are gifted with powers to aid them in their quests: powers to banish meddlesome outsiders, heal themselves, and keep evil, good, chaos, and law in check. Although their convictions might lead them into conflict with the very souls they would preserve, Aeonic Paladins weather endless challenges of fate and various temptations, risking their lives to carry out “the condition of all” and fighting to bring about a more balanced future.
Role: Aeonic Paladins serve as beacons for their allies within the heat of battle. While deadly opponents of non-neutral entities, they can also empower neutral souls to aid in their crusades. Their magic and martial skills also make them well suited to defending against and destroying creatures they consider of “extreme alignment”. Extreme alignments are alignments not linked with neutrality. They are Lawful Good, Lawful Evil, Chaotic Good, and Chaotic Evil. Aware that smiting such creatures outright may provoke a violent backlash from the target’s allies, the Aeonic Paladin chooses their battles wisely, ensuring that creatures of such alignments do not hold too much power over a realm or people.
Alignment: True Neutral
Hit Die: d10
Starting Wealth: 5d6 × 10 gp (average 175 gp.) In addition, each character begins play with an outfit worth 10 gp or less.
Class Skills
The Aeonic Paladin's class skills are Craft (Int), Diplomacy (Cha), Handle Animal (Cha), Heal (Wis), Knowledge (planes) (Int), Knowledge (religion) (Int), Profession (Wis), Ride (Dex), Sense Motive (Wis), and Spellcraft (Int).
Skill Ranks per Level: 2 + Int modifier.
Table: Aeonic Paladin
Level Base Attack Bonus Fort Save Ref Save Will Save Special Spells per Day
1st 2nd 3rd 4th
1st +1 +2 +0 +2 Aura of Magic, Detect Extreme Alignment, Smite Extreme Alignment 1/day
— — — —
2nd +2 +3 +0 +3 Cosmic Grace, Hands of Pleroma
— — — —
3rd +3 +3 +1 +3 Aura of Detachment, Cosmic Immune System, Amendment
— — — —
4th +4 +4 +1 +4 Fate Channeler, Smite Extreme Alignment 2/day
0 — — —
5th +5 +4 +1 +4 Aeonic Bond
1 — — —
6th +6/+1 +5 +2 +5 Amendment
1 — — —
7th +7/+2 +5 +2 +5 Smite Extreme Alignment 3/day 1 0 — —
8th +8/+3 +6 +2 +6 Aura of Absolvence
1 1 — —
9th +9/+4 +6 +3 +6 Amendment
2 1 — —
10th +10/+5 +7 +3 +7 Smite Extreme Alignment 4/day 2 1 0 —
11th +11/+6/+1 +7 +3 +7 Aura of Correction
2 1 1 —
12th +12/+7/+2 +8 +4 +8 Amendment
2 2 1 —
13th +13/+8/+3 +8 +4 +8 Smite Extreme Alignment 5/day 3 2 1 0
14th +14/+9/+4 +9 +4 +9 Aura of Fate
3 2 1 1
15th +15/+10/+5 +9 +5 +9 Amendment
3 2 2 1
16th +16/+11/+6/+1 +10 +5 +10 Smite Extreme Alignment 6/day 3 3 2 1
17th +17/+12/+7/+2 +10 +5 +10 Aura of Indifference
4 3 2 1
18th +18/+13/+8/+3 +11 +6 +11 Amendment
4 3 2 2
19th +19/+14/+9/+4 +11 +6 +11 Smite Extreme Alignment 7/day 4 3 3 2
20th +20/+15/+10/+5 +12 +6 +12 Monadic Champion
4 4 3 3
Class Features
All of the following are class features of the Aeonic Paladin.
Weapon and Armor Proficiency: Aeonic Paladins are proficient with all simple and martial weapons, with all types of armor (heavy, medium, and light), and with shields (except tower shields).
Aura of Magic (Ex)
The power of an Aeonic Paladin's Aura of Magic (see the detect magic spell) is equal to her Aeonic Paladin level.
Detect Extreme Alignment (Sp)
At will, an Aeonic Paladin can use Detect Extreme Alignment, as the detect evil spell. An Aeonic Paladin can, as a move action, concentrate on a single item or individual within 60 feet and determine if it is lawful good, lawful evil, chaotic good, or chaotic evil, and how powerful their auras are. While focusing on one individual or object, the Aeonic Paladin does not Detect Extreme Alignment in any other object or individual within range.
Smite Extreme Alignment (Su)
Once per day, an Aeonic Paladin can call out to the powers of monad to aid her in her struggle against entities of extreme alignment. As a swift action, the Aeonic Paladin chooses one target within sight to smite. If this target is LG, LE, CG, or CE, the Aeonic Paladin adds her Cha bonus (if any) to her attack rolls and adds her Aeonic Paladin level to all damage rolls made against the target of her smite. If the target of Smite Extreme Alignment is an outsider with a LG, LE, CG, or CE subtype, a dragon of extreme alignment, or an undead creature of extreme alignment, the bonus to damage on the first successful attack increases to 2 points of damage per level the Aeonic Paladin possesses. Regardless of the target, Smite Extreme Alignment attacks automatically bypass any DR the creature might possess.
In addition, while Smite Extreme Alignment is in effect, the Aeonic 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 Aeonic Paladin targets a creature that is not of extreme alignment, the smite is wasted with no effect.
The Smite Extreme Alignment effect remains until the target of the smite is dead or the next time the Aeonic Paladin rests and regains her uses of this ability. At 4th level, and at every three levels thereafter, the Aeonic Paladin may Smite Extreme Alignment one additional time per day, as indicated on Table: Aeonic Paladin, to a maximum of seven times per day at 19th level.
Cosmic Grace (Su)
At 2nd level, an Aeonic Paladin gains a bonus equal to her Charisma bonus (if any) on all Saving Throws.
Hands of Pleroma (Su)
Beginning at 2nd level, an Aeonic Paladin can heal her wounds or deal wounds to others by touch. Each day she can use this ability a number of times equal to 1/2 her Aeonic Paladin level plus her Charisma modifier. With one use of this ability, an Aeonic Paladin can heal/deal 1d6 hit points of damage for every two Aeonic Paladin levels she possesses. Using this ability is a standard action, unless the Aeonic Paladin targets herself, in which case it is a swift action. Despite the name of this ability, an Aeonic Paladin only needs one free hand to use this ability.
Alternatively, an Aeonic Paladin can use Hands of Pleroma to deal damage to living and undead creatures, dealing 1d6 points of damage for every two levels the Aeonic Paladin possesses. Using Hands of Pleroma in this way requires a successful melee touch attack and doesn't provoke an attack of opportunity. Undead do not receive a saving throw against this damage. Hands of Pleroma heal or deal hit point damage using positive or negative energy as appropriate.
Aura of Detachment (Su)
At 3rd level, an Aeonic Paladin is immune to fear (magical or otherwise). Each ally within 10 feet of her gains a +2 morale bonus on saving throws against fear effects, while enemies receive a -2 penalty. This ability functions only while the Aeonic Paladin is conscious, not if she is unconscious or dead.
Cosmic Immune System (Ex)
At 3rd level, an Aeonic Paladin is immune to all diseases, including supernatural and magical diseases, including mummy rot.
Amendment (Su)
At 3rd level, and every three levels thereafter, an Aeonic Paladin can select one Amendment. An amendment is a cosmic adjustment that temporarily brings balance to an encounter. Each Amendment adds an effect to the Aeonic Paladin's Hands of Pleroma ability. Whenever the Aeonic Paladin uses Hands of Pleroma to deal damage to one target, the target also receives the additional effect from one of the amendments possessed by the Aeonic Paladin. This choice is made when the touch is used. The target receives a Fortitude save to avoid this amendment. If the save is successful, the target takes the damage as normal, but not the effects of the amendment. The DC of this save is equal to 10 + ½ the Aeonic Paladin’s level + the Aeoic Paladin’s Cha Modifier.
At 3rd level, the Aeonic Paladin can select from the following initial amendments.
• Mental: The target receives a -2 penalty on their highest mental ability score (Int, Wis, or Cha). This lasts for one round per level of the Aeonic Paladin.
• Physical: The target receives a -2 penalty on their highest physical ability score (Str, Dex, or Con). This lasts for one round per level of the Aeonic Paladin.
• Weapon: The target’s primary weapon shrinks and its damage die goes down by one. This lasts for one round per level of the Aeonic Paladin.
At 6th level, an Aeonic Paladin adds the following amendments to the list of those that can be selected.
• Armor: The target’s AC bonus decreases by 2 (choose natural or worn). This lasts for one round per level of the Aeonic Paladin.
• Combat Prowess: The target receives a -2 to attack. This lasts for one round per level of the Aeonic Paladin.
• Magic Resistance: The target’s Spell Resistance decreases by 2. This lasts for one round per level of the Aeonic Paladin.
At 9th level, an Aeonic Paladin adds the following amendments to the list of those that can be selected.
• Stunted Skill: Skill with most ranks receives -8 penalty. This lasts for one round per two levels of the Aeonic Paladin.
• Lost Proficiency: Lose proficiency with armor worn OR weapon OR shield wielded. This lasts for one round per two levels of the Aeonic Paladin.
• False Knowledge: When target makes a successful knowledge check they believe the opposite of what they know. This lasts for one hour per two levels of the Aeonic Paladin.
• Misplaced Item: The target’s most prized (or expensive) item is missing. This lasts for one round per every five levels of the Aeonic Paladin.
• Crippled: The target falls prone and cannot stand. This lasts for one round per five levels of the Aeonic Paladin.
At 12th level, an Aeonic Paladin adds the following amendments to the list of those that can be selected.
• Blinded by Eternity: The target beholds the vastness of the cosmos, and is effectively blinded, for they cannot see what is in front of their own eyes. This lasts for one round per level of the Aeonic Paladin.
• Deafened by Creation: The target hears only the echo of the Big Bang, and not the sounds around them. This lasts for one round per level of the Aeonic Paladin.
• Paralyzed by Humility: The target is paralyzed by the awesome power of Fate. This is a charm-based effect. This lasts for one round.
• Stunned by Truth: The target is stunned by a universal epiphany. This is a charm-based effect. This lasts for one round per four levels of the Aeonic Paladin.
These abilities are not cumulative. For example, a 12th-level Aeonic Paladin's Hands of Pleroma ability heals/harms 6d6 points of damage and might also cause Mental and Armor amendments or False Knowledge or Stunned by Truth. Once an amendment or spell effect is chosen, it can't be changed. Amendments can be removed via the dispel magic and remove curse spells.
Fate Channeler (Su)
When an Aeonic Paladin reaches 4th level, she gains the supernatural ability to Channel Fate like a cleric. Using this ability consumes two uses of her Hands of Pleroma ability. An Aeonic Paladin uses her level as her effective cleric level when channeling Fate. This is a Charisma-based ability. See Ultimate Magic page 29 for details.
Spells
Beginning at 4th level, an Aeonic Paladin gains the ability to cast a small number of divine spells which are drawn from the Paladin and Antipaladin spell lists. However, an Aeonic Paladin is prohibited from using spells with the good and evil descriptors. An Aeonic Paladin must choose and prepare her spells in advance.
To prepare or cast a spell, an Aeonic Paladin must have a Charisma score equal to at least 10 + the spell level. The Difficulty Class for a saving throw against an Aeonic Paladin's spell is 10 + the spell level + the Aeonic Paladin's Charisma modifier.
Like other spellcasters, an Aeonic Paladin can cast only a certain number of spells of each spell level per day. Her base daily spell allotment is given on Table: Aeonic Paladin. In addition, she receives bonus spells per day if she has a high Charisma score (see Table: Ability Modifiers and Bonus Spells). When Table: Aeonic Paladin indicates that the Aeonic Paladin gets 0 spells per day of a given spell level, she gains only the bonus spells she would be entitled to based on her Charisma score for that spell level.
An Aeonic Paladin must spend 1 hour each day in quiet meditation to regain her daily allotment of spells. An Aeonic Paladin may prepare and cast any non-evil and non-good spell on the Paladin or Antipaladin spell list, provided that she can cast spells of that level, but she must choose which spells to prepare during her daily meditation.
Through 3rd level, an Aeonic Paladin has no caster level. At 4th level and higher, her caster level is equal to her Aeonic Paladin level – 3.
Aeonic Bond (Sp)
Upon reaching 5th level, an Aeonic Paladin forms a Aeonic Bond with monad. This bond can take one of two forms. Once the form is chosen, it cannot be changed.
The first type of bond allows the Aeonic Paladin to enhance her weapon as a standard action by calling upon the aid of a monadic spirit for 1 minute per Aeonic Paladin level. When called, the spirit causes the weapon to shed light as a torch. At 5th level, this spirit grants the weapon a +1 enhancement bonus. For every three levels beyond 5th, the weapon gains another +1 enhancement bonus, to a maximum of +6 at 20th level. These bonuses can be added to the weapon, stacking with existing weapon bonuses to a maximum of +5, or they can be used to add any of the following weapon properties: brilliant energy, defending, disruption, flaming, flaming burst, electricity, keen, merciful, and speed. Adding these properties consumes an amount of bonus equal to the property's cost (see Table: Melee Weapon Special Abilities). These bonuses are added to any properties the weapon already has, but duplicate abilities do not stack. If the weapon is not magical, at least a +1 enhancement bonus must be added before any other properties can be added. The bonus and properties granted by the spirit are determined when the spirit is called and cannot be changed until the spirit is called again. The monadic spirit imparts no bonuses if the weapon is held by anyone other than the Aeonic Paladin but resumes giving bonuses if returned to the Aeonic Paladin. These bonuses apply to only one end of a double weapon. An Aeonic Paladin can use this ability once per day at 5th level, and one additional time per day for every four levels beyond 5th, to a total of four times per day at 17th level.
If a weapon bonded with a monadic spirit is destroyed, the Aeonic Paladin loses the use of this ability for 30 days, or until she gains a level, whichever comes first. During this 30-day period, the Aeonic Paladin takes a –1 penalty on attack and weapon damage rolls.
The second type of bond allows an Aeonic Paladin to gain the service of an unusually intelligent, strong, and loyal steed to serve her in her crusade against evil. This mount is usually a heavy horse (for a Medium Aeonic Paladin) or a pony (for a Small Aeonic Paladin), although more exotic mounts, such as a boar, camel, or dog are also suitable. This mount functions as a druid's animal companion, using the Aeonic Paladin's level as her effective druid level. Bonded mounts have an Intelligence of at least 6.
Once per day, as a full-round action, an Aeonic Paladin may magically call her mount to her side. This ability is the equivalent of a spell of a level equal to one-third the Aeonic Paladin's level. The mount immediately appears adjacent to the Aeonic Paladin. An Aeonic Paladin can use this ability once per day at 5th level, and one additional time per day for every 4 levels thereafter, for a total of four times per day at 17th level.
At 11th level, the mount gains the monadic creature advanced simple template (*See text below) and becomes a magical beast for the purposes of determining which spells affect it.
At 15th level, an Aeonic Paladin's mount gains spell resistance equal to the Aeonic Paladin's level + 11.
Should the Aeonic Paladin's mount die, the Aeonic Paladin may not summon another mount for 30 days or until she gains an Aeonic Paladin level, whichever comes first. During this 30-day period, the Aeonic Paladin takes a –1 penalty on attack and weapon damage rolls.
Aura of Absolvence (Su)
At 8th level, an Aeonic Paladin is immune to charm spells and spell-like abilities. Each ally within 10 feet of her gains a +2 morale bonus on saving throws against charm effects, while enemies receive a -2 penalty on such saves.
This ability functions only while the Aeonic Paladin is conscious, not if she is unconscious or dead.
Aura of Correction (Su)
At 11th level, an Aeonic Paladin can expend two uses of her Smite Extreme Alignment ability to grant the ability to Smite Extreme Alignment to all allies within 10 feet, using her bonuses. Allies must use this Smite Extreme Alignment ability by the start of the Aeonic Paladin's next turn and the bonuses last for 1 minute. Using this ability is a free action. Extreme aligned creatures gain no benefit from this ability.
Aura of Fate (Su)
At 14th level, an Aeonic Paladin's weapons are treated as cold iron for the purposes of overcoming Damage Reduction. Any attack made against an enemy within 10 feet of her is treated as cold iron for the purposes of overcoming Damage Reduction.
This ability functions only while the Aeonic Paladin is conscious, not if she is unconscious or dead.
Aura of Indifference (Su)
At 17th level, an Aeonic Paladin gains DR 5/cold iron and immunity to compulsion spells and spell-like abilities. Each ally within 10 feet of her gains a +2 morale bonus on saving throws against compulsion effects, while enemies receive a -2 penalty.
This ability functions only while the Aeonic Paladin is conscious, not if she is unconscious or dead.
Monadic Champion (Su)
At 20th level, an Aeonic Paladin becomes a conduit for the power of Monad, the condition of all. Her DR increases to 10/cold iron. Whenever she uses Smite Extreme Alignment and successfully strikes an extremely aligned outsider, the outsider is also subject to a banishment, using her Aeonic Paladin level as the caster level (her weapon and holy 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 uses Hands of Pleroma to harm a creature, she deals the maximum possible amount. Whenever she channels fate, the bonuses and penalties are doubled.
Cosmic Code
An Aeonic Paladin must be of True Neutral alignment and loses all class features except proficiencies if she ever willingly commits an evil, good, lawful, or chaotic act that does not benefit the overall balance of existence.
Additionally, an Aeonic Paladin's code requires that she ignore legitimate authority, act without passion or compassion, help aeons in their missions, and punish those who harm or threaten “the condition of all”.
Associates: While she may adventure with allies of neutral-based alignments, an Aeonic Paladin avoids working with extremely aligned characters or with anyone who consistently offends her cosmic code. Under exceptional circumstances, an Aeonic Paladin can ally with extremely aligned associates, but only to defeat what she believes to be a greater threat to balance. An Aeonic Paladin should seek an atonement spell periodically during such an unusual alliance, and should end the alliance immediately should she feel it is doing more harm than good. An Aeonic Paladin may accept only henchmen, followers, or cohorts who are True Neutral.
Ex-Aeonic Paladins
An Aeonic Paladin who ceases to be neutral, who willfully commits an extremely aligned act, or who violates the comic code loses all Aeonic Paladin spells and class features (including the service of the Aeonic Paladin's mount, but not weapon, armor, and shield proficiencies). She may not progress any further in levels as an Aeonic Paladin. She regains her abilities and advancement potential if she atones for her violations (see atonement), as appropriate.
*Monadic Creature Advanced Simple Template:
Advanced Creature (CR +1)
Creatures with the advanced template are fiercer and more powerful than their ordinary cousins.
Quick Rules: +2 on all rolls (including damage rolls) and special ability DCs; +4 to AC and CMD; +2 hp/HD.
Rebuild Rules: AC increase natural armor by +2; Ability Scores +4 to all ability scores (except Int scores of 2 or less).
Monadic Creature (CR +0 or +1)
Monadic creatures dwell in the wherever there is unbalance, but can be summoned using spells such as summon monster and planar ally. A monadic creature's CR increases by +1 only if the base creature has 5 or more HD. A monadic creature's quick and rebuild rules are the same.
Rebuild Rules: Senses gains darkvision 60 ft.; Defensive Abilities gains DR and energy resistance as noted on the table; SR gains SR equal to new CR +5; Special Attacks smite extreme alignment 1/day as a swift action (adds Cha bonus to attack rolls and damage bonus equal to HD against extremely aligned foes; smite persists until target is dead or the monadic creature rests).
Monadic Creature Defenses
Hit Dice Resist Cold, Acid, and Electricity DR
1–4 5 —
5–10 10 5/cold iron
11+ 15 10/cold iron
Authors Note: This idea was inspired by Curtis Costello's suggestion for a TN Paladin, created and developed by Aaron Hollingsworth, and then balanced by Curtis Costello. We welcome all comments and feedback:)

Oceanshieldwolf |

Wow! As a fan of alternate alignment Paladins this rocks!
I'm really liking the Amendments suite (especially the way the ability names get more complex and evocative as the Aeonic Paladin levels), Fate channeler, and the slight tweak to bond using monads... I'm totally unsure of the balance issues, but as for flavor it's 10 out of 10.