Visualizzazione post con etichetta Paladino. Mostra tutti i post
Visualizzazione post con etichetta Paladino. Mostra tutti i post

sabato 17 giugno 2023

Paladin Archetype: Elemental Knight (Revised)

 I created this archetype a while ago, but re-reading it, I felt it lacked something. So I fleshed it out and here it is.

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Elemental Knight (Paladin Archetype)

Servants of deities of the elements or, more often, of the elemental planes and spirits themselves, elemental knights pledge their fealty to the purity and goodness of creation, swearing to eradicate those who use their chosen element for evil purposes.

Elemental Diplomat (Ex): An elemental knight must select air, earth, fire, or water at 1st level (with the GM’s permission, she can select less orthodox elements, like metal or wood). She gains the language related to creatures of that element (Aquan, Auran, Ignan, or Terran) as a bonus known language.

Smite Evil Elementals (Su): An elemental knight deals double damage with her smite evil abilities to evil creatures with a subtype corresponding to her chosen element. She does not inflict double damage to evil dragons. This alters smite evil.

Elemental Resistance (Ex): At 3rd level, an elemental knight begins to attune her vital essence with her chosen element. She gains energy resistance 10 against the energy type corresponding to her element. At 9th level, this resistance increases to 20, and at 15th level, to 30. This ability replaces divine health and the mercies gained at 3rd, 9th, and 15th level.

Elemental Channel (Su): At 4th level, an elemental knight gains Elemental Channel as a bonus feat, which she may activate by spending two uses of her lay on hands ability, using her paladin level as her effective cleric level. This ability replaces channel positive energy.

Elemental Bond (Su): At 5th level, an elemental knight bonds with the spirits of her chosen element. This bond can take one of four forms. Once the form is chosen, it cannot be changed. This ability alters divine bond.

  • Elemental Ally: The elemental knight may call a Small elemental of her chosen type to her side, as a paladin calls her mount. This earth elemental is lawful good in alignment and possesses the celestial template, and it increases in size as the paladin gains levels, becoming Medium at 8th level, Large at 11th level, Huge at 14th level, Greater at 17th level, and Elder at 20th level.
  • Elemental Essence: The elemental knight gains the wild shape ability as a druid of her same level, except she can only transform into a Small Elemental of her chosen type, as elemental body I. At 8th level, she can assume the shape of a Medium elemental, as elemental body II; at 10th level, she can assume the shape of a Large elemental, as elemental body III; and at 12th level, she can assume the shape of a Huge elemental, as elemental body IV.
  • Elemental Weapon: This works as a normal paladin’s bond with her weapon, except that an elemental knight of air, earth or water replaces the flaming and flaming burst weapon abilities with the following: shock, shocking burst, and grounding (Air), catalytic, corrosive, corrosive burst, and quaking (Earth), frost, icy burst, quenching, and seaborne (Water). An elemental knight of fire adds thawing and igniting to the abilities she can add to her weapon. In addition, an elemental knight cannot add the disrupting and keen abilities to her weapon.
  • Primal Mount: The elemental knight gains a mount as per the standard paladin ability, except the mount must have the elemental companion archetype.

Primal Magic (Su): At 5th level, an elemental knight selects a domain tied to her chosen element. The paladin adds the 1st-4th level spells from that domain to her spell list. The elemental knight can select the Air, Fire, Earth, Water, or Weather cleric domain (subdomains included), or any one suitable terrain domain from the druid’s list. The paladin does not gain domain powers from her chosen domain. This alters spells.

Elemental Aura (Su): At 11th level, the paladin can expend two uses of her smite evil elementals ability to surround herself with an aura of her chosen element for 1 minute. This functions as the elemental aura spell, except that it has a range of 10 feet and only damages evil creatures in its area of effect. Each ally within 10 feet of the paladin gains energy resistance 5 against her chosen element. This replaces aura of justice.

Elemental Champion (Su): At 20th level, a paladin becomes immune to the energy type corresponding to her chosen element. Whenever she uses smite evil and successfully strikes an evil outsider, the outsider is also subject to a banishment, using her 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 she channels positive energy or uses lay on hands to heal a creature, she heals the maximum possible amount. This alters holy champion.

sabato 17 aprile 2021

Paladin Archetype: Elemental Knight

 The main gods of Worldcenter have the elements in their portfolio, and every one of them has paladins in their service: not every element has a dedicated Paladin archetype in Pathfinder, so this one must be put there to fill the gap.

This post already appeared for patrons only on my Patreon page. If you wish to see stuff in advance and have access to other rewards, please consider donating!

Elemental Knight (Paladin Archetype)

Servants of deities of the elements or, more often, of the elemental planes and spirits themselves, elemental knights pledge their fealty to the purity and goodness of creation, swearing to eradicate those who use their chosen element for evil purposes.


Elemental Diplomat (Ex): An elemental knight must select air, earth, fire, or water at 1st level (with the GM’s permission, she can select less orthodox elements, like metal or wood). She gains the language related to creatures of that element (Aquan, Auran, Ignan, or Terran) as a bonus known language.


Smite Evil Elementals (Su): An elemental knight deals double damage with her smite evil abilities to evil creatures with a subtype corresponding to her chosen element. This alters smite evil.


Primal Domain (Su): At 3rd level, an elemental knight gains the 1st-level domain power of a domain tied to her chosen element, using her paladin level as her effective druid level. The paladin also adds the 1st-4th level spells from that domain to her spell list. She counts her cleric level as her paladin level -2 for the purpose of gaining her domain’s higher-level powers, but uses them at her full paladin level. The elemental knight can select the Air, Fire, Earth, or Water cleric domain (subdomains included), or any one suitable terrain domain from the druid’s list.

This ability replaces aura of courage and aura of resolve.


Elemental Channel (Su): At 4th level, an elemental knight can use her channel energy ability only to heal or command creatures of her chosen element. This replaces channel positive energy.


Elemental Bond (Su): At 5th level, an elemental knight bonds with the spirits of her chosen element. This bond can take one of four forms. Once the form is chosen, it cannot be changed. This ability alters divine bond.

  • Elemental Ally: The elemental knight gains the service of an elemental creature. This functions as summon monster III, except the duration is permanent and the paladin can only gain the service of a single creature and that creature must either have the air, earth, fire, or water subtype or it must be an aqueous, aerial, chthonic or fiery animal. Once selected, the choice is set, but it may be changed whenever the elemental knight 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, the elemental knight may magically call her elemental ally to her side. This ability is the equivalent of a spell of a level equal to one-third the paladin’s level. The ally immediately appears adjacent to the elemental knight. An elemental knight 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 celestial template. At 15th level, an elemental knight’s ally gains spell resistance equal to the paladin’s level + 11. Should the paladin’s elemental ally die or be banished, the elemental knight may not summon another servant for 30 days or until she gains a paladin level, whichever comes first. During this 30-day period, the elemental knight takes a –1 penalty on attack and weapon damage rolls.

  • Elemental Essence: The elemental knight gains the wild shape ability as a druid of her same level, except she can only transform into a Small Elemental of her chosen type, as elemental body I. At 8th level, she can assume the shape of a Medium elemental, as elemental body II; at 10th level, she can assume the shape of a Large elemental, as elemental body III; and at 12th level, she can assume the shape of a Huge elemental, as elemental body IV.

  • Elemental Weapon: This works as a normal paladin’s bond with her weapon, except that an elemental knight of air, earth or water replaces the flaming and flaming burst weapon abilities with the following: shock, shocking burst, and grounding (Air), catalytic, corrosive, corrosive burst, and quaking (Earth), frost, icy burst, quenching, and seaborne (Water). An elemental knight of fire adds thawing and igniting to the abilities she can add to her weapon. In addition, an elemental knight cannot add the disrupting and keen abilities to her weapon.

  • Primal Mount: The elemental knight gains a mount as per the standard paladin ability, except the mount must have the elemental companion archetype.

sabato 16 gennaio 2021

Romita Durapetra, Paladin Level 20

The build is done. I took care not to give her any planeshifting magic before the novel’s conclusion.

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Romita Durapetra CR 25

Dwarf paladin 13 (Knight of Coins, Oath of the Crusade, Oath of Vengeance)/furious guardian 7/champion 10

LG Medium humanoid (dwarf)

Init +14; Senses darkvision 60 ft., Perception +27/+29

Aura anchoring (20 ft., DC 24), courage (10 ft.), good


Defense

AC 35, touch 16, flat-footed 34 (+14 armor, +5 deflection, +1 Dex, +5 natural); +4 dodge vs. monsters of the giant subtype

hp 367 (20d10+200+50+3)

Fort +32, Ref +22, Will +28; +2 racial vs. poison, spells, and spell-like abilities; +2 vs. emotion-based effects, insanity, confusion, charm, possession, and death (magic medals)

Defensive Abilities divine grace +8, force of will, guarded thoughts, hard to kill, immortal, mythic saves, recuperation, to the death, unstoppable; Immune disease, fear; DR 3/-- (magic armor)


Offense

Speed 20 ft.

Melee +4 furious holy earth breaker +33/+28/+23/+18 (2d6+18 +2d6 vs. evil, x3) or hearthquaker +34/+29/+24/+19 (1d8+19, x3)

Ranged hearthquaker +26 (1d8+3 +1d6 sonic, x4)

Special Attacks backlash, channel wrath, flash of rage, greater rage, juggernaut, legendary champion, mythic power 24/day, mythic rage, mythic smite, powerful justice, rage 24 rounds/day, rage powers (intimidating glare*, lesser celestial totem), shatter spells, smite evil 5/day (+8 attack and AC, +13/+26 damage), sudden attack, surge +1d12, unstoppable shot

Spell-Like Abilities (CL 13th, concentration +21)

At will- eye for forgeries

Paladin Spells Prepared (CL 10th; concentration +28)

4th Level- dimension door, mighty strength

3rd Level- archon’s aura (DC 21), deadly juggernaut, summon monster III

2nd Level- bladed dash, blessing of courage and life, ironskin, righteous vigor

1st Level- bless, detect metal, divine favor, resist energy, wrath


Statistics

Str 24, Dex 16, Con 26, Int 18, Wis 18, Cha 26

Base Atk +20; CMB +27; CMD 42 (52 vs. disarm or sunder attempts with hammers; 46 vs. bull rush or trip while standing on solid ground)

Traits Faith in The One, Zest for Battle

Feats CleaveM, Cleave Through*, Cleaving Finish, Exotic Weapons Proficiency (firearms), Furious Spell, Great Cleave, Power AttackM, Summon Guardian Spirit, ToughnessM, Unsanctioned Knowledge, Weapon FocusM (earth breaker), Weapon SpecializationM* (earth breaker)

Skills Craft (jewelry) +41, Diplomacy +31, Intimidate +28, Heal +27, Knowledge (nobility) +27, Knowledge (religion) +27, Perception +27/+29, Sense Motive +27

Languages Abyssal, Celestial, Common, Dwarven, Elven, Infernal

SQ adaptable guardian, amazing initiative, blessings of prosperity (target gains a +4 sacred bonus on Perception checks and to CMD against disarm and steal combat maneuvers; target can treat one settlement as having its base value and purchase limit increased by 30%), chosen ally, code of conduct, craftsman, divine bond (weapon +3, 13 min., 3/day), guard dedications (formal training x2, greater rage, rage power), industrious urbanite, lay on hands 14/day (6d6), legendary hero, mercies (fatigued, possessed), mule’s strength, mythic weapon training (hammers), stonecunning, tight follower

Gear amulet of natural armor +5 (50,000 gp), belt of physical perfection +6 (144,000 gp), boots of teleportation (49,000 gp), cape of quick reflexes +4/+5 (24,000 gp), cassock of the clergy (4,600 gp), dwarven fire ale, 3 doses (150 gp), dwarven trail rations (2 gp), +5 denying adamantine full plate (97,500 gp), +4 furious holy earth breaker (98,340 gp), endless bandolier (1,500 gp), golden holy symbol (10,000 gp), headband of mental superiority +6 (144,000 gp), hearthquaker (hammer musket +5 hearthhammer/+3 reliable sonic boom musket) (161,588 gp) with 10 bullets (30 gp) 3 molten shots (120 gp) and one dispelling bullet (250 gp), helm of fearsome mien (5,000 gp), set of 6 righteous medals (36,000 gp), paladin’s kit (9 gp), potion of cure serious wounds (750 gp), powder horn (3 gp) with 10 doses of black powder (100 gp), ring of ferocious action (3,000 gp), ring of protection +5 (50,000 gp), 58 gp


Shab, Guardian Spirit Silvanshee CR 2

NG Tiny outsider (agathion, extraplanar, good)

Init +7; Senses darkvision 60 ft., low-light vision; Perception +11


Defense

AC 16, touch 15, flat-footed 13 (+3 Dex, +1 natural, +2 size)

hp 15 (2d10+4)

Fort +9, Ref +10, Will +6; +4 vs. poison

DR 5/evil or silver; Immune electricity, petrification; Resist cold 10, sonic 10; SR 13


Offense

Speed 30 ft., fly 90 ft. (good)

Melee bite +7 (1d3–3), 2 claws +7 (1d2–3)

Special Attacks heroic strength, pounce, smite threat 1/day (+4/+2)

Spell-Like Abilities (CL 3rd; concentration +7)

Constant—know direction, speak with animals

At will—dancing lights, guidance, prestidigitation, stabilize

1/day—chill touch (DC 15), dimension door (self plus 5 lbs. of objects only), ill omen, protection from evil

1/week—commune (6 questions, CL 12th)


Statistics

Str 5, Dex 17, Con 14, Int 12, Wis 14, Cha 18

Base Atk +2; CMB +3; CMD 10 (14 vs. trip)

Feats Improved Initiative, Weapon FinesseB

Skills Acrobatics +12, Climb +8, Fly +7, Knowledge (arcana) +6, Knowledge (planes) +6, Knowledge (religion) +6, Perception +11, Stealth +20; Racial Modifiers +4 Acrobatics, +4 Perception, +4 Stealth

Languages Celestial, Draconic, Infernal; speak with animals, truespeech

SQ cat’s luck, flight, lay on hands (1d6, 5/day, always as a 2nd-level paladin), spectral mist


Special Abilities


Cat’s Luck (Su) A silvanshee adds its Charisma modifier as a luck bonus on all its saving throws. Once per day as a standard action, it can also grant this bonus to one ally within 30 feet for 10 minutes.


Heroic Strength (Su) Once per day, a silvanshee can grant itself a +8 enhancement bonus to Strength for 1 minute.


Smite Threat (Su) Once per day as a swift action, the guardian spirit can add its Charisma bonus on attack rolls and its HD on damage rolls against a foe that currently threatens its ward or has attacked the ward within the past 24 hours; this smite persists until the target is dead or the summoning of the guardian spirit ends. If the spirit is summoned by a 6th-level spell, it can use smite threat an additional time per day, and if the spirit is summoned by a 9th-level spell, it can use smite threat a third time per day.


Spectral Mist (Su) A silvanshee can assume an eerie, mist-like form roughly the size and shape of a cat. This ability has the same effect as a gaseous form spell, except the silvanshee retains its own DR and supernatural abilities and can move at its normal speed. It can remain in mist form up to 5 minutes per day. This duration does not have to be consecutive, but it must be used in 1-minute increments.