| koluminar |
Whilst making breakfast this morning. My mind went crazy.
I have been trying to make this character concept for the past five days to no avail. Then it hit me like a truck of bricks.
I pose a challenge to all you min/makers and character builders.
I want to make a character. Very similar to a paladin// anti-paladin, that is so obsessed with neutrality, that he becomes a concordant killer, now not exactly a concordant killer per sé,
This will be home brew
This will not be used for organized play,
I'm looking for a custom class that reflects the strict code of the paladin. With both celestial and infernal ties. Finding a way to recreate the concordant great sword would be a thing too.
Now I've already got some ideas flowing in my head. Let's work together on this masterpiece.
I don't care about leveling balance or party schematics. This character will probably be a solo adventurer for most of his career.
Ready??? Set....... GO!
| the Lorax |
You say, you would like a religious knight obsessed with balance, but then also say you'd like it to have both infernal and celestial ties.
Those two comments seem incompatible.
I'm not 100% sure what you're going for, but the first thing I'd suggest, if you're looking to build a custom paladin type character class is look up Dragon #106.
| Tacticslion |
You say, you would like a religious knight obsessed with balance, but then also say you'd like it to have both infernal and celestial ties.
Those two comments seem incompatible.
I think he's looking for something with either ties to one or the other; or, in the pursuit of balance (to which he is fanatically devoted), deep ties to both with that in mind.
| the Lorax |
The Dragon Magazine I mentioned had Paladin-like classes for all alignments, including Neutral - sure it's 1st ed., but it's probably easy enough to mash into a Pathfinder sized hole.
mmmm...here is a link to the neutral version I found with 5 seconds of googlesearchfu
| My Self |
Homebrew?
Maybe something like:
Alignment: N
d10 HD, Strong Fort and Will, 2+INT skill ranks.
1: Aura of neutrality, detect imbalance, smite imbalance 1/day
2: Touch of endurance, courageous resistance
3: Aura of apathy, Divine health
4: Channel energy, smite imbalance 2/day, spells
5: Divine pact
6: Ward
7: Smite imbalance 3/day
8: Aura of balance
9: Ward
10: Smite imbalance 4/day
11: Aura of equality
12: Ward
13: Smite imbalance 5/day
Skills: Make your own skill list.
Weapon and Armor Proficiency: As Paladin or Antipaladin
Aura of Neutrality: You cannot detect as good, evil, lawful, or chaotic, even under spell effects.
Detect Imbalance: As the Paladin's Detect Evil, but for LG, LE, CG, and CE instead of evil.
Smite Imbalance: As the Paladin's Smite Evil, but for LG, LE, CG, and CE instead of evil.
Touch of Endurance: As the Paladin's Lay on Hands, but only provides temporary HP. Can expend two uses instead of one to heal, but only on yourself. Temporary HP lasts 1 minute/level.
Courageous Resistance: As the Paladin's Divine Grace
Aura of Apathy: Enemies within 10 feet reduce morale bonuses by 2. You are immune to fear.
Divine Health: As the Paladin's Divine Health.
Channel Energy: As the Paladin's Channel Energy, but provides temporary HP when used to heal. Temporary HP lasts 1 round/level. Can expend one additional use of Lay on Hands to heal yourself.
Spells: Make a neutral list.
Divine Pact: As the Paladin's Divine Bond, but with more neutral options. Creature (if chosen) gets DR 3/- instead of DR 5/alignment, and gets Smite Imbalance instead of Smite Evil.
Ward: When a creature is benefitting from temp HP from Touch of Endurance or Channel Energy, they are immune to a condition on the Paladin list. At the appropriate levels, add another condition to be immune to (choose from the Paladin list).
Aura of Balance: +2 to saves against spells with an alignment descriptor
Aura of Equality: As the Paladin's Aura of Justice, but with Smite Imbalance and does not function for LG, LE, CG, and CE characters.
| lemeres |
Iroran paladin. Kill whatever you want. Your class replacement for smite will work on it.
Note- don't do unarmed. You aren't very good at it. Just grab a nice 2 hander- you are still proficient in those.
Overall...still a tank, but a different flavor. Still have lay on hands, mercies, divine health, spells. You just trade out heavy armor for an ability that adds cha to dex for AC when in light/no armor. This means that you can simply put a mild investment in dex/cha (14/14, usually) and still end up butting your head against an armor's max AC. Get an armor with a decent max AC (I like grabbing armor expert trait for mithral breastplate myself), and then you get about the same protection as full plate. But your AC is touch rather than flat footed. So fair trade.
The only major change in the class due to this archetype is that it trades smite for a +1 to +7 to attack/damage/AC against the target. But it has no alignment restirction- it is a 'personal challenge'. Doesn't nautrally pass through DR, but you get a Ki pool that can be used for that, so meh. Spend some ki and laugh at golems and CN barbarians.
If I would homebrew it, I would change it from a X/day ability to something more along the lines of studied target (move action until level 7, swift after that, and can be used all day). Maybe also remove that one ability that forces your divine bond to be with unarmed strikes.
It is a fine archetype if you don't necessarily want a knight in shining armor. It is kind of fluff, but it implies that you even write your own code (since it is about 'your own path to enlightenment' and such). Heck, I mostly used it to write up an atheist that wants to end involvement of all gods and outsiders in golarion.
| koluminar |
Iroran paladin. Points for a move in the right direction, but it's not what I'm going for. I like the cha bonus to Des for AC. That's really nice, but I hate the ki related abilities, and the sense perfection instead of detect imbalance as was suggested earlier.
I like what my self posted up thread about his home brew. I'll sacrifice medium and heavy armor proficiency, for the confident defense ability of Iroran paladin.
The "touch of endurance" I would change to be able to use cruelties or mercies interchangeable whatever is needed for the circumstance. Positive or negative.
Divine/fiendish bond, I would replace with a custom legacy weapon that attaches itself to the class. The concordant greatsword. Same abilities. If he lets it go it is destroyed and vanishes, can create a new one as a move action.
Spells I would keep, but make it able to choose any spell from paladin or antipaladin lists
Channel energy I would keep but be able to channel either side.
I would give him a tainted set of celestial wings at 15th level white wings that crackle with dark energy. Fly spread of 60 ft, good maneuverability. Does not need constant motion and can hover.
Detect evil I would replace with "know alignment" it functioned as detect good, detect chaos, detect law, and detect detect evil all at once. And it is always on, but can be dismissed or resumed at will.
Now what about this capstone...
| koluminar |
I would replace smite evil/good with the concordant death pact.
Functions exactly the same except that it can be declared against any evil, good, chaotic, or lawful creature. At will as a standard action the concordant paladin can change the alignment this ability is attuned to. At level 18 this ability blocks spells of up to third level cast by the alignment this ability is currently attuned to.
The capstone ability would be as follows.
Champion of perfection:
DR 10/--
No longer ages, immune to acid, cold, electricity, fire, petrifaction and poison.
Skin hardens and due to this level of balanced perfection this creature is treated as having 75% fortification vs. critical hits and sneak attack.
At will true seeing. Caster level is equal to class level.
| My Self |
Having options to switch between healing and harming with Lay On Hands is very powerful. The Paladin spell list is a decent dedicated buff list, and the Antipaladin list, while significantly weaker, has some goodies worth cherrypicking. Use of a constant "know alignment" is significantly more powerful than standard action Detect Evil/Detect Good. You actually haven't given up anything for these expanded abilities this far, which may be a problem.
Champion of Perfection is a very powerful capstone. DR 10/-- is on par with what the Insinuator Antipaladin gets, but the Insinuator is not immune to acid, cold, electricity, and fire, let alone petrification and poison. The 75% fortification is similar to the Knight of the Sepulcher's 15th level ability, although the Knight of the Sepulcher had other abilities that built up into this (50% fortification at 10th level, 25% at 5th). Incidentally, the Knight of the Sepulcher trades away it's 8th level aura for immunity to poison. Age immunity is just icing on top. This is an unusually powerful capstone by any standards, and I'd recommend toning it down, a lot.
Overall, this is much more powerful than its parent classes (Paladin and Antipaladin). Maybe you could nerf it a bit? Perhaps I could recommend that this becomes a 3/4 BAB, d8 HD class with 4+INT skill ranks per level? You could add cantrips if you do so.
| koluminar |
Having options to switch between healing and harming with Lay On Hands is very powerful. The Paladin spell list is a decent dedicated buff list, and the Antipaladin list, while significantly weaker, has some goodies worth cherrypicking. Use of a constant "know alignment" is significantly more powerful than standard action Detect Evil/Detect Good. You actually haven't given up anything for these expanded abilities this far, which may be a problem.
Champion of Perfection is a very powerful capstone. DR 10/-- is on par with what the Insinuator Antipaladin gets, but the Insinuator is not immune to acid, cold, electricity, and fire, let alone petrification and poison. The 75% fortification is similar to the Knight of the Sepulcher's 15th level ability, although the Knight of the Sepulcher had other abilities that built up into this (50% fortification at 10th level, 25% at 5th). Incidentally, the Knight of the Sepulcher trades away it's 8th level aura for immunity to poison. Age immunity is just icing on top. This is an unusually powerful capstone by any standards, and I'd recommend toning it down, a lot.
Overall, this is much more powerful than its parent classes (Paladin and Antipaladin). Maybe you could nerf it a bit? Perhaps I could recommend that this becomes a 3/4 BAB, d8 HD class with 4+INT skill ranks per level? You could add cantrips if you do so.
I agree that it's a little over the top. But like I said I'm modeling this class after the concordant killer monster in MM IV page 34, any recommendations? I'm cool without any of the auras, but I'm trying to create the ultimate balancer.
| My Self |
Confident Defense is more or less an even trade. Actually, it's a net negative trade for total AC until you get to really high CHA modifiers and high DEX modifiers, but at high levels, it could be better than heavy armor. However, it boosts your touch AC, which is a big reason to get it in the first place. So yeah, the AC change is pretty much even.
Everything else isn't so even, though.
| Create Mr. Pitt |
If you wanted to nerf it perhaps you could limit changing your alignment focus 1-3 times a day?
I feel like even with the Confident Defense class, this class is strictly better than both paladins and antipaladins. Maybe you can only detect and smite true extremes, LG, CG, CE, LE? No neutrals.
It just needs to be toned down a bit to be closer to its parent classes.
| My Self |
But you could crib some of the mechanics from it. Since your Smite is so widely applicable, it should probably deal less damage. The Insinuator has the ability to smite anybody instead of just evil/good, but does 1/2 the damage than a regular Paladin/Antipaladin. Be careful about how you cherrypick abilities. There's a fine balance between versatility, power, and applicability. The regular Paladin Smite Evil is reasonably versatile (increased damage, hit chance, AC, functions for ranged and melee attacks), very powerful (+level to damage, +CHA to hit/AC), but limited in its applicability (only affects evil, only usable 1/day until later levels). The Insinuator Antipaladin Smite Impudence is also reasonably versatile (increased damage, hit chance, functions for ranged and melee attacks, and gives temp HP), is less powerful (+1/2 level to damage), but much more applicable (can affect anybody who isn't your chosen alignment). Make sure your ability isn't stronger than these.
| koluminar |
Now this class that I have created.
How would the code of conduct work for neutrality?
Would he have to justify to the gym every action or inaction he did or did not make. Had to be in the interest of neutrality?
If so, if the party outnumbered the enemy, would he turn sides and fight alongside the "enemy"?
Would he never be able to kill the last solder on the battlefield?
Would the world become his enemies?
Would he eventually smite nobody?
Or would he try to smite everyone?
I'm gonna need some feedback on that one.
| Shiroi |
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I'd say there's many forms of neutrality and he needs to pick one to be more specifically about.
There's "status quo" in that whatever the region is like currently, that's what he strives to hold in place. He basically fights off change, and kicks out people who don't belong in that society. It borders on lawful at times, except that it's more about the mood of the general population than about the laws in place in the area. A LE city means he upholds LE values and kicks out CG people.
Balance could mean he only likes neutral people, and really hates people with no neutral component especially.
Balance could mean he hates people who draw power from a divine source, and strives to get rid of the interactions of gods in mortal affairs at all, including hating outsiders with alignment subtypes other than neutral.
Balance could mean he's a survival of the fittest type, and wants to eliminate society because it's disrupting the natural order.
Balance could mean that he knows true good or true evil taking over would create a stagnant plane and disrupt the universe on a fundamental level, so he can't allow one side or the other to gain too much power globally (specifically works against level 15+ alignment oriented people and organizations working for such powerful and world altering individuals).
There's many ways that "balance" could be described and without further details on his motivations and goals it would be difficult to produce an ideal class, let alone an ideal choice of moral values and restrictions.
| koluminar |
I forgot to post the statistics of the legacy weapon bound to this class. It's wickedly overpowered, and I already know it needs toned down. But here it goes.
Baseline it is a +1 jovar from the planar handbook Dnd 3.5
Gives +5 to intimidate and a +2 to confirm critical hits
Lvl3 to forgive or to punish
Instead of delivering a killing blow the concordant disciple may render the opponent unconscious instead. Or he can leave a crippling wound, I.e. Sever a limb, leave permanently blind, cut out one eye. Similar effects. A character attempting to regenerate or heal this damage must succeed on a will save( 19+1/2 concordant disciple level+ cha) or fail to heal the wound and may not try again until the healer gains a level
Lvl 6, becomes +2 and +2 damage during a death pact, and +1 pact per day and gains the keen property
Lvl 8 gains the conductive, holy, and unholy properties.
Lvl 10, gains axiomatic, and anarchic, and anchoring properties.
Lvl 12, becomes +3 and gains the weapon storm ability
Lvl 15, becomes +5 gains Sr.= 12+ class level and greater dispel magic 1/day
And a cool capstone ability, that I haven't correctly made yet...
| My Self |
Just make these properties a selectable part of the Divine Bond feature. Have it so you can make your weapon keen, conductive, holy/unholy, axiomatic, anarchic, or anchoring by using Divine Bond, spending bonus enhancement as normal. Don't have all these functions all the time like the 3.5 thing, because by 10th level, it's a +10 equivalent weapon.