Paladin of Wee Jas
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Expatriorc
- Mist Elf
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Paladin of Wee Jas
Sorry if this has already been talked about, but one of my player wants to play a LN paladin of Wee Jas. I'm thinking that I need to do some major modifications to make this work, as Wee Jas is the goddess of death and magic in the Greyhawk setting.
* Detect/Smite Evil - not sure if this makes sense from a LN perspective. Why not Detect/Smite Good?
* Protection from Evil (or whatever it is called, Aura something) - same as above
* Lay on hands - might work but cause wounds might work just as well??
* Turn undead - Wee Jas isn't necessarily opposed to undead so this might need to be reworked
Basically he wants to be a holy warrior with divine powers, but not necessarily a spell caster. What are others' thoughts?
* Detect/Smite Evil - not sure if this makes sense from a LN perspective. Why not Detect/Smite Good?
* Protection from Evil (or whatever it is called, Aura something) - same as above
* Lay on hands - might work but cause wounds might work just as well??
* Turn undead - Wee Jas isn't necessarily opposed to undead so this might need to be reworked
Basically he wants to be a holy warrior with divine powers, but not necessarily a spell caster. What are others' thoughts?
- Omote
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Hmm, well instead of calling the class a Paladin of Wee Jas, you could simply rename the class Crusader or Hospitalier of Wee Jas. Keeping the abilities roughly the same as paladin. It's a cheap way out, but for your campaign it might work.
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- DangerDwarf
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Re: Paladin of Wee Jas
Expatriorc wrote:
* Detect/Smite Evil - not sure if this makes sense from a LN perspective. Why not Detect/Smite Good?
Detect magic. Smite works vs. undead only (ability to unwork them).
Expatriorc wrote:
* Protection from Evil (or whatever it is called, Aura something) - same as above
Some sort of negative energy protection?
Expatriorc wrote:
* Lay on hands - might work but cause wounds might work just as well??
An identify ability, working like bardic lore. Works for magical items.
Expatriorc wrote:
* Turn undead - Wee Jas isn't necessarily opposed to undead so this might need to be reworked
Rebuke undead.
- Breakdaddy
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DD's ideas are good ones, I would probably go that direction, especially with the detect magic. The turn undead could be used as a turn magical construct ability instead, based on the Construct's hit dice.
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Robocoastie
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odd that a "Paladin" would choose "neutral" instead of good. me thinks he just wants to be a hybrid fighter is all. Although I don't see wee jas as "evil" per se, death is merely a fact of life nothing inherintly evil about it. But a Paladin is a fighter with a deep religious conviction. The Paladin fights exclusivily for his religion and no other purpose. That is why the paladin is granted divine powers. (And I really like CnC's limits to the paladin's magical abilities as opposed to making it a cleric that can use a sword as other games do).
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Expatriorc
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Exemplar of Wee Jas
Prime: CHA
Hit Dice: d10
Alignment: LN
Weapons: Any
Armor: Any
XP: As Paladin
Abilities:
Anti-Poison: At 1st level, the exemplar can delay the effects of poison in any individual, as per the cleric spell (Delay Poison). To do this he must lay his hands on the target. He can do this twice per week. At 4th level, the exemplar can completely neutralize the poision, as per the cleric spell (Neutralize Poison). At 7th level he can use this ability 3 times per week. At 10th level, 4 times a week, etc.
Detect Magic: Beginning at 1st level, exemplars have the ability to detect magic in the same manner as the spell. However, this ability is innate and no spell casting is involved. An exemplar simply concentrates for one round on an area within 50 feet to use the ability. The exemplar must face toward the area or individual being examined. The exemplar can do this as often as desired, but must be able to concentrate for at least one round to do so.
Ward of Wee Jas: Exemplars emanate a permanent divine aura that wards attacks from those creatures who draw energy from the negative plane. It creates a magical barrier around the exemplar that conveys a +2 bonus to armor class and a +2 bonus on all saving throws against such creatures. The aura also prevents bodily contact by magical constructs. This causes natural weapon attacks of such creatures to fail, and the creatures to recoil, if such attacks require touching the exemplar.
Anti-Toxicity: The exemplar is immune to all poisons, whatever their origin.
Magical Lore: By channeling the goddess of magic, the exemplar can identify one property of a magic item once per day. Similar to the spell, the character must spend 10 minutes in concentration, after which he loses 1d4 of constitution. After resting for 1 hour, constitution is returned to normal.
Turn Construct (WIS): Acquired at 3rd level. As paladins Turn Undead ability, except the ability applies to magical constructs instead of undead creatures.
Divine Mount: Acquired at 4th level. As paladin.
Aura of Energy Protection: At 6th level, an exemplar is immune to energy attacks. Allies within 10 feet of the paladin get a save versus energy drain attacks with a +4 bonus.
Smite Magical Creatures: Once per day, an exemplar of 9th level or higher may attempt to smite magical beasts or constructs with one normal melee attack. The smite adds the exemplars charaisma modifier (if positive) to the attack roll, and deals 1 extra hit point of damage per level of the exemplar. This ability can be used once per day, and only on such creatures.
Bring Death: Acquired at 12th level. The exemplar may attempt to kill one living creature as the per the Finger of Death spell. He may attempt this ability once per day. The creature avoids death if it makes a charisma saving throw. However, it sustais 3d6 damage +1 point per level.
Prime: CHA
Hit Dice: d10
Alignment: LN
Weapons: Any
Armor: Any
XP: As Paladin
Abilities:
Anti-Poison: At 1st level, the exemplar can delay the effects of poison in any individual, as per the cleric spell (Delay Poison). To do this he must lay his hands on the target. He can do this twice per week. At 4th level, the exemplar can completely neutralize the poision, as per the cleric spell (Neutralize Poison). At 7th level he can use this ability 3 times per week. At 10th level, 4 times a week, etc.
Detect Magic: Beginning at 1st level, exemplars have the ability to detect magic in the same manner as the spell. However, this ability is innate and no spell casting is involved. An exemplar simply concentrates for one round on an area within 50 feet to use the ability. The exemplar must face toward the area or individual being examined. The exemplar can do this as often as desired, but must be able to concentrate for at least one round to do so.
Ward of Wee Jas: Exemplars emanate a permanent divine aura that wards attacks from those creatures who draw energy from the negative plane. It creates a magical barrier around the exemplar that conveys a +2 bonus to armor class and a +2 bonus on all saving throws against such creatures. The aura also prevents bodily contact by magical constructs. This causes natural weapon attacks of such creatures to fail, and the creatures to recoil, if such attacks require touching the exemplar.
Anti-Toxicity: The exemplar is immune to all poisons, whatever their origin.
Magical Lore: By channeling the goddess of magic, the exemplar can identify one property of a magic item once per day. Similar to the spell, the character must spend 10 minutes in concentration, after which he loses 1d4 of constitution. After resting for 1 hour, constitution is returned to normal.
Turn Construct (WIS): Acquired at 3rd level. As paladins Turn Undead ability, except the ability applies to magical constructs instead of undead creatures.
Divine Mount: Acquired at 4th level. As paladin.
Aura of Energy Protection: At 6th level, an exemplar is immune to energy attacks. Allies within 10 feet of the paladin get a save versus energy drain attacks with a +4 bonus.
Smite Magical Creatures: Once per day, an exemplar of 9th level or higher may attempt to smite magical beasts or constructs with one normal melee attack. The smite adds the exemplars charaisma modifier (if positive) to the attack roll, and deals 1 extra hit point of damage per level of the exemplar. This ability can be used once per day, and only on such creatures.
Bring Death: Acquired at 12th level. The exemplar may attempt to kill one living creature as the per the Finger of Death spell. He may attempt this ability once per day. The creature avoids death if it makes a charisma saving throw. However, it sustais 3d6 damage +1 point per level.
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