Alternate alignment paladins from Dragon #310: the Sentinel and the Avenger


Conversions


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I longed for a long time to convert these as alternate classes like the Antipaladin, but I was stopped by the usual consideration: they would be too similar to the real paladin. Still, I continued to think about it.
Then, with the coming of archetypes like the Martial Artist which alter the allowed alignment of their class, I saw a ray of hope.
So this is my attempt. For the Sentinel, I used the Empyreal Knight's Celestial Heart ability, modifying it a little, and some other adjustments. The Avenger will follow if you like this first one.

The Sentinel (paladin archetype)

Alignment: Neutral good.

Class Skills: Intimidate (Cha), Knowledge/planes (Int), Perception (Wis) and Survival (Wis) are class abilities for the sentinel. These replace Handle Animal, Knowledge (nobility) and Ride.

Resist Fiendish Lure (Ex): Starting at 2th level, a sentinel gains a +4 bonus on saving throws against mind-affecting attacks of evil outsiders. This replaces lay on hands.

Celestial Fortitude (Ex): Starting at 3rd level, a sentinel's endurance and fortitude are enhanced against fiendish attacks. He gains a +2 sacred bonus to all Fort saving throws against effects from evil outsiders and evil spells. Additionally, if he makes a successful Fort saving throw against an effect from an evil spell or evil outsider that normally deals half damage or partial effects on a successfu save, he instead takes no damage and suffers no partial effects. This replaces divine health.

Celestial Heart (Su): As a sentinel advances, his ties with the celestial realms grant him a portion of the abilities and defenses of true angels. At 3rd level, he gains resistance 5 against acid, cold, and electricity. At 6th level, he gains a +4 racial bonus on saves against poison. At 9th level, his defenses improve to resistance 10 against acid, cold, and electricity. At 12th level, he gains immunity to petrification.
At 15th level, as a swift action, the sentinel can manifest a protective aura against evil. Against abilities or effects created by evil creatures, this ability provides a +4 deflection bonus to AC and a +4 resistance bonus on saving throws to anyone within 20 feet of him. It otherwise functions as a magic circle against evil. He can use this ability for a maximum of 1 round per day per paladin level. These rounds do not need to be consecutive. At 18th level, the aura functions as dispel evil instead.
These abilities replace mercy.

Channel Alignment (Su): At 4th level, a sentinel can can channel positive energy (as a paladin of his level) a number of times per day equal to 1 + his Charisma modifier. He can channel energy once more per day at 9th, 14th and 19th level. He can't effect undead with this ability, harming instead evil outsiders as if he had chosen the Alignment Channel feat. If the sentinel wants to affect undead with this ability, he must take a tailored feat (Channel Undead), described below. He can normally take other feats to add to this ability, such as Extra Channel and Improved Channel, and also feats that alter this ability, such as Elemental Channel and Alignment Channel. This ability replaces channel positive energy.

Divine Bond (Sp): A sentinel whose divine bond is with a weapon can't give his weapon the axiomatic property, but can give it the vorpal property. Additionally, he can choose to swap the flaming and flaming burst properties with frost/icy burst or shock/shocking burst. This choice must be made at 5th level and cannot be changed later.
Alternatively, a sentinel can gain the service of a celestial ally. This functions as summon monster III, except the duration is permanent and the sentinel can only gain the service of a single creature and that creature must either have the good subtype or it must be a celestial animal. Once selected, the choice is set, but it may be changed whenever the sentinel gains a level. Upon reaching 7th level, and every two levels thereafter, the level of the summon monster spell increases by one, to a maximum of summon monster IX at 17th level. Once per day, as a full-round action, a sentinel may magically call his ally to his side. This ability is the equivalent of a spell of a level equal to one-third the sentinel’s level. The ally immediately appears adjacent to the sentinel. A sentinel can use this ability once per day at 5th level, and one additional time per day for every four levels thereafter, for a total of four times per day at 17th level.
At 11th level, the ally gains the advanced template. At 15th level, a sentinel’s ally gains spell resistance equal to the sentinel's level + 11.
Should the sentinel’s celestial ally die or be banished, the sentinel may not summon another ally for 30 days or until he gains a sentinel level, whichever comes first. During this 30-day period, the sentinel takes a –1 penalty on attack and weapon damage rolls.

Celestial Ascension:At 20th level,At 20th level, a sentinel becomes a real celestial champion. His DR increases to 10/evil. Whenever he uses smite evil and successfully strikes an evil outsider, the outsider is also subject to a banishment, using his 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, the sentinel gains complete immunity to fire, ice or electricity (his choice). This ability replaces true champion.


dr 10/evil always seems funny to me as a tool against evil. The only things that can hurt you are the things you happen to be championing against. If you champion against good things you loose your dr anyway cause you flubbed on your pally code.


This is a feature of a regular paladin too, though.^^

I forgot:

Spells: The sentinel loses access to Protection from chaos, Arrow of law, Archon's aura, Magic circle against chaos, Bestow grace of the champion and Dispel chaos, and gains access to Produce flame (1st level), Flame blade (2nd), Protection from energy (3rd), Sheet lightning 3rd), Ice storm (4th), and Wind walk (4th).


Undead Channel
A sentinel paladin targets undead other than fiends with his positive energy.

Prerequisites:4th-level sentinel paladin, channel alignment class ability

Benefit: A sentinel can effect undead with his positive energy. You must make this choice each time you channel energy. If you choose to harm undead, your channel energy has no effect on other creatures. The amount of damage healed or dealt and the DC to halve the damage is otherwise unchanged.

Special: Only a sentinel paladin can gain this feat.

I was very TEMPTED to open this feat to class abilities which give alternate channeling (as the Arctic or Aquatic domains), but it wouldn't seem right.


Pathfinder Adventure, Rulebook Subscriber

Why would a neutral good Pal loose his lay on hands, if anything I would expect them to have more healing not less. I would be more likely to cut down on smite. NG to me is more altruistic, thus more healing.


I made it this way because the Sentinel class in Dragon #310 loses Lay on Hands and Remove Disease in exchange of anti-demon abilities. But since Lay on Hands is linked to Channel Energy in Pathfinder, I was in doubt on this change. Maybe I could leave Lay on Hands and give a Resist Evil's Lure identical to the druid's power (but against fiends) replacing Divine Health. I also introduced some druidic spells replacing the lawful ones, and it's true that Agathion all have Lay on Hands... uhm...

Let's give a try...

The Sentinel (paladin archetype)

Alignment: Neutral good.

Class Skills: Intimidate (Cha), Knowledge/planes (Int), Perception (Wis) and Survival (Wis) are class abilities for the sentinel. These replace Handle Animal, Knowledge (nobility) and Ride.

Resist Evil's Lure (Ex): Starting at 3rd level, a sentinel gains a +4 bonus on saving throws against the spell-like and supernatural abilities of evil outsiders. This replaces divine health.

Celestial Heart (Su): As a sentinel advances, his ties with the celestial realms grant him a portion of the abilities and defenses of true angels. At 3rd level, he gains resistance 5 against acid, cold, and electricity. At 6th level, he gains a +4 racial bonus on saves against poison. At 9th level, his defenses improve to resistance 10 against acid, cold, and electricity. At 12th level, he gains immunity to petrification.
At 15th level, as a swift action, the sentinel can manifest a protective aura against evil. Against abilities or effects created by evil creatures, this ability provides a +4 deflection bonus to AC and a +4 resistance bonus on saving throws to anyone within 20 feet of him. It otherwise functions as a magic circle against evil. He can use this ability for a maximum of 1 round per day per paladin level. These rounds do not need to be consecutive. At 18th level, the aura functions as dispel evil instead.
These abilities replace mercy.

Evil Channel (Su): A sentinel's channel positive energy ability doesn't harm undead, but harms evil outsiders as if he had chosen the Alignment Channel feat. If the sentinel wants to affect undead with this ability, he must take a tailored feat (Undead Channel), described below. He can normally take other feats to add to this ability, such as Extra Channel and Improved Channel, and also feats that alter this ability, such as Elemental Channel and Alignment Channel. This ability replaces channel positive energy.

Divine Bond (Sp): A sentinel whose divine bond is with a weapon can't give his weapon the axiomatic property, but can give it the vorpal property. Additionally, he can choose to swap the flaming and flaming burst properties with frost/icy burst or shock/shocking burst. This choice must be made at 5th level and cannot be changed later.
Alternatively, a sentinel can gain the service of a celestial ally. This functions as summon monster III, except the duration is permanent and the sentinel can only gain the service of a single creature and that creature must either have the good subtype or it must be a celestial animal. Once selected, the choice is set, but it may be changed whenever the sentinel gains a level. Upon reaching 7th level, and every two levels thereafter, the level of the summon monster spell increases by one, to a maximum of summon monster IX at 17th level. Once per day, as a full-round action, a sentinel may magically call his ally to his side. This ability is the equivalent of a spell of a level equal to one-third the sentinel’s level. The ally immediately appears adjacent to the sentinel. A sentinel can use this ability once per day at 5th level, and one additional time per day for every four levels thereafter, for a total of four times per day at 17th level.
At 11th level, the ally gains the advanced template. At 15th level, a sentinel’s ally gains spell resistance equal to the sentinel's level + 11.
Should the sentinel’s celestial ally die or be banished, the sentinel may not summon another ally for 30 days or until he gains a sentinel level, whichever comes first. During this 30-day period, the sentinel takes a –1 penalty on attack and weapon damage rolls.

Celestial Ascension: At 20th level, a sentinel becomes a real celestial champion. His DR increases to 10/evil. Whenever he uses smite evil and successfully strikes an evil outsider, the outsider is also subject to a banishment, using his 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, the sentinel gains complete immunity to fire, ice or electricity (his choice). This ability replaces true champion.


I was for a long time thinking about converting the variant paladins too (specially the avenger and despot).
I liked what you've done with the sentinel.

Just an idea, instead of the Undead Channel feat, how about this:
Evil Channel (Su): A sentinel's channel positive energy ability harms evil outsiders as if he had chosen the Alignment Channel feat. If the sentinel wants to affect undead with this ability, he must spend three uses of her lay on hands ability.

Just waiting to see your take on the avenger.


The avenger is simpler than the sentinel... I'd leave aura of good and smite evil rather than aura of chaos and smite law, which are more anarch-like. Here's how I'd make it:

The Avenger (paladin archetype)

Alignment: Chaotic good.

Class Skills: Bluff (Cha), Knowledge/local (Int), Intimidate (Cha), and Stealth (Dex) are class abilities for the sentinel. These replace Handle Animal, Knowledge (nobility) and Ride.

Slippery Mind (Ex): Starting at 3rd level, when an avenger fails a saving throw against an enchantment effect or spell, he can attempt a new saving throw in the next round. Only if the second saving throw fails the avenger is subject to the enchantment. This ability replaces divine health.

Free Heart Mercy (Su): The avenger replaces some mercies available to a LG paladin with these new mercies (detailed in Kobold Quarterly #14, "Healing Hands"):
6th level: Charmed (replacing Diseased)
9th level: Confused (replacing Nauseated)
12th level: Dominated, Panicked, and Petrified (replacing Blinded, Deafened and Stunned)

Divine Bond (Sp): An avenger whose divine bond is with a weapon can't give his weapon the axiomatic property, but can give it the anarchic property. Additionally, he can choose to swap the flaming and flaming burst properties with frost/icy burst. This choice must be made at 5th level and cannot be changed later.
Alternatively, a sentinel can gain the service of an animal companion, following all the normal rules and with the avenger's paladin level equal to his effective druid level. He can freely choose any animal companion allowed to a druid. At 11th level, the animal companion gains the celestial creature simple template and becomes a magical beast for the purposes of determining which spells affect it.
At 15th level, an avenger's animal companion gains spell resistance equal to the avenger's level + 11.

Spells: The avenger loses access to Protection from chaos, Arrow of law, Archon's aura, Magic circle against chaos, Bestow grace of the champion and Dispel chaos, and gains access to Protection from law (1st level), Entropic shield (2nd), Chaos hammer (3rd), Magic circle against law (3rd), Dispel chaos (4th), and Word of chaos (4th).

By the way, thank you for your kind words ^___^


An addition:

Holy Liberator (Su): At 20th level, an avenger becomes a beacon of divine hope and freedom. His DR increases to 10/evil. Whenever he uses smite evil and successfully strikes an evil outsider, the outsider is also subject to a banishment, using his paladin level as the caster level (his 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, the avenger may cast Freedom as a spell-like ability once per day. This ability replaces true champion.


I agree with you, aura of good and smite evil fits the avenger better than aura of chaos and smite law. In truth, of all the holy warriors, I think the avenger got the worst name and concept, I don't see vengeance as a chaotic good thing, and the abilities it gets reflect more a defender of free thinking and freedom than a seeker of vengeance.
On the class skills, I would remove stealth, and keep handle animal.
You kept slippery mind from the original. At first it looked too strong for a 3rd-level ability (and replacing divine health that is a good ability but doesn't see lots of use), but since he will later get aura of resolve and aura of righteousness, it seems ok.
The variant mercies were a great touch, never heard of them before. It seems that I must think about getting a KQ subscription at some point in the near future.
The animal companion part of divine bond, I suggest restricting the choices to the ranger choices.
Good trade of spells and cool capstone, if a bit more powerful than the paladin's capstone.


A correction on the Avenger: he can choose only animal companions that start as Small (it would be too much to give him the full druid's options) XP


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Under request from a player, I reworked the Sentinel a little in order to make it: 1) less "fiend-fighting"-oriented, 2) less similar to the Empyreal Knight, 3) a little more similar to the 2E Myrikhan, which was rather "druidical", 4) correct some inconsistencies (bonus vs. acid/cold/electricity and then immunity to fire/cold/electricity at 20th level?)
Here's the result. Make me know if this seems too powerful.

The Sentinel (paladin archetype)
Alignment: Neutral good.
Class Skills: Intimidate (Cha), Knowledge/planes (Int), Perception (Wis) and Survival (Wis) are class abilities for the sentinel. These replace Handle Animal, Knowledge (nobility) and Ride.
Celestial Fortitude (Su): At 3rd level, a sentinel’s endurance and fortitude are enhanced against evil and fiendish attacks. He gains a +2 sacred bonus to all Fortitude saving throws against spells and effects from evil creatures.
Immanence (Su): As a sentinel advances, his ties with the celestial and natural realms grant him new abilities and defenses. At 3rd level, he gains resistance 5 against fire, cold, and electricity. At 6th level, he gains a +4 divine bonus on saves against poison. At 9th level, his defenses improve to resistance 10 against fire, cold, and electricity. At 12th level, with a successful saving throw against a spell or effect from an evil creature that normally deals half damage or partial effects on a successful save, the sentinel instead takes no effect.
At 15th level, as a swift action, the sentinel can manifest a protective aura against evil. Against abilities or effects created by evil creatures, this ability provides a +4 deflection bonus to AC and a +4 resistance bonus on saving throws to anyone within 20 feet of him. It otherwise functions as a magic circle against evil. He can use this ability for a maximum of 1 round per day per paladin level. These rounds do not need to be consecutive. At 18th level, the aura functions as dispel evil instead.
These abilities replace mercy.
Channel Good (Su): A sentinel's channel positive energy ability doesn't harm undead, but harms evil outsiders as if he had chosen the Alignment Channel feat. If the sentinel wants to affect undead with this ability, he must take a tailored feat (Undead Channel), described below. He can normally take other feats to add to this ability, such as Extra Channel and Improved Channel, and also feats that alter this ability, such as Elemental Channel. This ability replaces channel positive energy.
Divine Bond (Sp): A sentinel whose divine bond is with a weapon can't give his weapon the axiomatic property, but can give it the negating property. Additionally, he can choose to swap the flaming and flaming burst properties with frost/icy burst or shock/shocking burst. This choice must be made at 5th level and cannot be changed later.
Alternatively, a sentinel can gain the service of a celestial ally. This functions as summon monster III, except the duration is permanent and the sentinel can only gain the service of a single creature and that creature must either have the good subtype or it must be a celestial animal. Once selected, the choice is set, but it may be changed whenever the sentinel gains a level. Upon reaching 7th level, and every two levels thereafter, the level of the summon monster spell increases by one, to a maximum of summon monster IX at 17th level. Once per day, as a full-round action, a sentinel may magically call his ally to his side. This ability is the equivalent of a spell of a level equal to one-third the sentinel’s level. The ally immediately appears adjacent to the sentinel. A sentinel can use this ability once per day at 5th level, and one additional time per day for every four levels thereafter, for a total of four times per day at 17th level.
At 11th level, the ally gains the advanced template. At 15th level, a sentinel’s ally gains spell resistance equal to the sentinel's level + 11.
Should the sentinel’s celestial ally die or be banished, the sentinel may not summon another ally for 30 days or until he gains a sentinel level, whichever comes first. During this 30-day period, the sentinel takes a –1 penalty on attack and weapon damage rolls.
Celestial Ascension: At 20th level, a sentinel becomes a real celestial champion. His DR increases to 10/evil. Whenever he uses smite evil and successfully strikes an evil outsider, the outsider is also subject to a banishment, using his 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, the sentinel gains complete immunity to fire, cold or electricity (his choice). This ability replaces true champion.
Spells: The sentinel loses access to Protection from chaos, Arrow of law, Archon's aura, Magic circle against chaos, Bestow grace of the champion and Dispel chaos, and gains access to Produce flame (1st level), Flame blade (2nd), Protection from energy (3rd), Sheet lightning (3rd), Ice storm (4th), and Wind walk (4th).

Undead Channel
A sentinel paladin can target undead other than fiends with his positive energy.
Prerequisites: channel good class ability
Benefit: A sentinel can affect undead with his positive energy. You must make this choice each time you channel energy. If you choose to harm undead, your channel energy has no effect on other creatures. The amount of damage healed or dealt and the DC to halve the damage is otherwise unchanged.

Grand Lodge

j b 200 wrote:
Why would a neutral good Pal loose his lay on hands, if anything I would expect them to have more healing not less. I would be more likely to cut down on smite. NG to me is more altruistic, thus more healing.

It's a reasonable cost for a class with far less restrictions than the standard LG Paladin. That and the Summon ability is pretty dam powerful, it's almost as bad as having an Eidolon at your call. It' definitely skirts on being overpowered given that the summon is permanent.


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I'm just waiting for the people who will call this sacrilege to arrive.

Jokes aside, these look like pretty awesome conversions if you ask me, dude.

Grand Lodge

On second thought, the Ally feature of the Sentinel IS way too good. I'd never settle for a Divine Bond Weapon with this option.

A permanenet Astral Deva ally at 17th level without the need for leadership? Yes, Please!


It's merely a conversion of the antipaladin's fiendish boon. So I think that it must be equal to the bonded mount power. After all, the antipaladin's not a NPC-only class.^_^

@Icyshadow
Thank you, but "dude" should be "woman".^__^


This is really interesting, as paladins were always a problem for me. If I wanted to quibble, I'd say that the other alignment paladins should have variant codes of conduct, but otherwise great! Now all I need are version for the other 5 alignments and I'll be all set!

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