Post by bestialwarlust on Aug 13, 2013 16:44:26 GMT -6
So this is just something I came up with. An anti paladin of sorts I wanted something that would be playable. Much like when people play "lawful stupid" it bothers me just as much when people who play evil means you are just an not a very nice person. I'm sure there's better versions then what I've come up with I just thought I'd throw this out there.
The Warlord
Fighters with an evil disposition may also opt to become a Warlord. The philosophy of a Warlord peace through power. Some basic guidelines of thought – respect authority figures as long as they have the strength to rule over the weak, act with discipline (not engaging in random slaughter, keeping firm control over those beneath his station, and so forth), help only those who help him maintain or improve his status, and punish those who challenge authority (unless, of course, such challengers prove more worthy to hold that authority), treachery and assassination are perfectly acceptable as long as it serves a goal. Torture and interrogation are preferred to killing though killing to make a point or send a message is something that a Warlord would do. It's easier to spread fear with a live person than a dead one. Though they can't turn undead they are immune to their level draining ability. Similar to the paladin the Warlord gains a supernatural companion but in this case a hell hound – AC 4 HD 5 stealth, detect hidden and invisible 75% of the time.
Class Requirement: Fighter
alignment requirement: non good
Prime requisite: Charisma (no experience bonus for a high score)
Ability score requirement: Charisma 17+
Basic advantages: lay on hands (2 points per level, self only) , cause fear (as spell but with a +2 on the attack roll for this power), immune to disease, +2 saving throws, immune to undead level drain
Advanced advantages (level 8+): dispel good at will, detect good 6” range
Expulsion: any good act
The Warlord
Fighters with an evil disposition may also opt to become a Warlord. The philosophy of a Warlord peace through power. Some basic guidelines of thought – respect authority figures as long as they have the strength to rule over the weak, act with discipline (not engaging in random slaughter, keeping firm control over those beneath his station, and so forth), help only those who help him maintain or improve his status, and punish those who challenge authority (unless, of course, such challengers prove more worthy to hold that authority), treachery and assassination are perfectly acceptable as long as it serves a goal. Torture and interrogation are preferred to killing though killing to make a point or send a message is something that a Warlord would do. It's easier to spread fear with a live person than a dead one. Though they can't turn undead they are immune to their level draining ability. Similar to the paladin the Warlord gains a supernatural companion but in this case a hell hound – AC 4 HD 5 stealth, detect hidden and invisible 75% of the time.
Class Requirement: Fighter
alignment requirement: non good
Prime requisite: Charisma (no experience bonus for a high score)
Ability score requirement: Charisma 17+
Basic advantages: lay on hands (2 points per level, self only) , cause fear (as spell but with a +2 on the attack roll for this power), immune to disease, +2 saving throws, immune to undead level drain
Advanced advantages (level 8+): dispel good at will, detect good 6” range
Expulsion: any good act