Icon |
Ability |
Description |
min Level |
Nb max |
|
Whirlwind Attack |
This ability allows the Diamond Knight to unleash a flurry of super-fast blows. It sets one's number of attacks per round to 10, but one's THAC0 and damage suffer a 4 point penalty. The Whirlwind Attack lasts for one round. |
14 |
|
|
Greater Whirlwind Attack |
Requires: Whirlwind Attack
A more powerful version of the Whirlwind Attack, Greater Whirlwind gives the warrior the same bonuses without penalties. Their number of attacks per round are set to 10 for one round. |
15 |
5 |
|
Martial Blow |
Requires: Greater Whirlwind Attack
A high-level paladin manages to perceive weak points in his/her opponent's armor and to concentrate all of the attacks in one round to strike a vital area every time. With this ability, every attack roll made in the next round is a natural 20, a critical hit. However, this ability requires such an effort of concentration the paladin can only use it once a day. |
16 |
1 |
|
Draconic Roaring |
The Diamond Knight emits a powerful yell before leaping into battle. If it turns out to be harmless for his/her allies, it will panic all opponents in a 15-ft. radius if they don't make their Save vs. Spell (with a -1 penalty). The power of this roar increases with the level of the paladin, increasing the save penalty by 1 for every ten levels of the paladin. |
14 |
|
|
Draconic Resistance |
This ability allows the Diamond Knight to temporarily tap a great inner strength and fight off the effects of malevolent magic, once per day. For 4 rounds, his/her Magic Resistance is set to 2% per level up to 25th level, then increases by 1% per level. This is not cumulative with other forms of Magic Resistance, so if he/she already benefits from this amount of Magic Resistance (or greater), the ability is useless. |
14 |
|
|
Draconic Hide |
This ability allows the Diamond Knight to call upon hidden reserves of strength during times of danger to gain 40% resistance to all forms of physical damage. The ability lasts for 1 round for every 2 levels of the paladin. This bonus increases by 2% every two levels after 30th level. |
14 |
|
|
Undead Bane Weapon |
This ability allows a paladin to channel divine power into one of his/her weapons and to make it particularly effective against undead creatures. For the next three rounds, it gains a +2 bonus to hit rolls and deals an extra 2d6 points of damage against undead. At 30th level and every 10 levels thereafter, the weapon gains an additional +1 bonus to hit rolls (up to +5 at 50th level).
Alternatively, this ability can affect up to fifty arrows, bolts, or bullets. The projectiles must be of the same kind, and they have to be together, such as in the same quiver. Projectiles lose the spell effects when fired. |
15 |
|
|
Disrupting Weapon |
Requires: Undead Bane Weapon
This ability allows a paladin to channel divine power into one of his/her weapons to make it deadly to undead. For the next 2 rounds, any undead with less HD than the paladin is utterly destroyed if it fails a Saving Throw vs. Death (with a -1 penalty for every 10 levels of the paladin) when struck. The target's Magic Resistance, if any, does not apply against the destruction effect. |
16 |
2 |
|
Dragon Bane |
The Diamond Knight has made a special study of dragons and is adept at pulling off deliberate attacks that take advantage of a dragon's weak spots. He/She can make a single melee attack against a dragon which deals an extra 2d8 points of damage if it hits. The ability lasts for 2 rounds. |
17 |
5 |
|
Dragon Slayer |
Requires: Dragon Bane
A high-level Diamond Knight's intimate knowledge of vital spots on dragons allows him/her to strike blows against a dragon that deal tremendous damage. With this ability, every melee attack roll against evil dragons made in the next 2 rounds may strike a vital area and deal extra damage:
- 15th level: 10% chance to score critical hits and deals 1d8 extra damage.
- 20th level: 15% chance to score critical hits and deals 1d8 extra damage.
- 25th level: 20% chance to score critical hits and deals 2d8 extra damage.
- 30th level: 25% chance to score critical hits and deals 2d8 extra damage.
- 35th level: 30% chance to score critical hits and deals 3d8 extra damage.
- 40th level: 35% chance to score critical hits and deals 3d8 extra damage.
- 45th level: 40% chance to score critical hits and deals 4d8 extra damage.
- 50th level: 45% chance to score critical hits and deals 4d8 extra damage.
The benefit of this ability does not stack with any other ability or effect that alters a weapon's effects. |
18 |
2 |
|
Draconic Vulnerability |
This ability lowers a dragon's Magic Resistance by 5% +1% per level of the paladin and bypass the target's Magic Resistance, if any. Unlike the 5th-level wizard spell Lower Resistance, it affects only dragons and allows a Saving Throw vs. Spell (with a -1 penalty for every 5 levels of the paladin). A successful save halves the Magic Resistance reduction (2,5% + 0,5% per level of the paladin). This effect is not cumulative when cast upon the same creature and will last until its duration expires (1 round per level) because it and cannot be dispelled. |
17 |
|
|
Diamond Spray |
A blast of diamond-like shards springs from the Diamond Knight's hand and extends outward in a horizontal glittering arc of about 120 degrees in front of him/her. The cone dazzles evil creatures in the area for 2d6 rounds. It also deals 1d6 points of damage per caster level (up to a maximum of 10d6). The damage affects only evil creatures. A successful Saving Throw vs. Spell (with a -4 penalty) reduces the damage by half but does not negate the dazzling effect.
Casting this ability requires to sacrifice diamond dust worth at least 100 gp. |
15 |
|
|
Barding of Light |
This ability belongs to the Diamond Knights favorite ones because it allows them to protect their mounts when fighting dragons. It creates a magical field of force that envelops the steed in a protective, shimmering aura of light. The luminous armor resembles a suit of dazzling Plate barding (AC 1), but it is weightless, cumulative with Dexterity bonuses to Armor Class, and does not restrict movement or mobility in any way. Nor does it prevent exceptional mounts from spellcasting. In addition, the armor's brightness causes opponents to take a -4 penalty on melee attacks made against the mount. It lasts until successfully dispelled or until the duration expires (1 turn + 1 round per level).
The exact nature of the barding depends on the knight's level: a Field plate (AC 0) at 30th level and a Full plate barding (AC -1) at 40th level.
Furthermore, if his/her mount already equips a barding, the paladin may use a variant of this ability that grants his/her mount a bonus to Armor Class: +6 for a Plate mail, +7 for a Field plate and +8 for a Full plate.
But in return, the Knight must sacrifice temporarily 1d2 points of Strength for the duration of the ability (1d3 for a Full plate barding of light). |
14 |
|
|
Winged Mount |
The Diamond Knight calls upon a special favor from Bahamut to improve his/her steed's combat skills. The creature functions at double its normal movement rate-as it would wear Horseshoes of a Zephyr- and attack rate, gains a -2 initiative bonus and a +2 bonus to its to hit and damage rolls. If any, spellcasting and spell effects are not affected. In addition, the steed seems to move floating 4 inches above the ground. This means it can cross or stand above non-solid or unstable surfaces that would not support its weight. Thus it leaves no tracks (neither footprints nor scent) on any sort of ground, may not set off pressure traps, is immune to anything that might affect its movement, such as spider webs, Grease and Entangle spells. Finally, from long range, this visual effect misleads its opponents who will have trouble targeting it with ranged weapons (+5 bonus to AC vs. missile attacks).
This ability also negates the effects of a Slow spell and is not cumulative with itself or with other similar magic. The effects last for their duration (1 round per level) or until dispelled. |
15 |
|
|
Spiritual Charger |
The Diamond Knight summons forth a deceased dragon slayer paladin's soul to come to his/her assistance. A lance-wielding knight of pure force, bearing the symbol of Bahamut, springs into being and immediately obeys and serves him/her until he is slain or until the spell duration expires (4 rounds + 1 round per level). The Spiritual Charger has the same level as the Diamond Knight who summoned him, attacks with a +2 bonus to hit rolls and deals 2d8 points of damage, +1 for every 5 levels of the knight (up to a maximum of 10 at 50th level).
Starting at 30th level, there is a 33% chance (+ 2% per each extra level of the paladin) that the Charger appears with his trusty steed. |
20 |
1 |
|
Spiritual Cavalry |
Requires: Spiritual Charger
This ability is similar to Spiritual Charger, except that a Spiritual Charger is summoned for every 10 levels of the Diamond Knight, starting à 25th level (up to a maximum of 3 at 45th level). The Spiritual Charger has the same level as the Diamond Knight who summoned him, attacks with a +3 bonus to hit rolls and deals 2d12 points of damage, +2 for evry 5 levels of the knight (up to a maximum of 10 at 50th level).
Tous les cinq niveaux intermédiaires, le chevalier apparaît accompagné de son fidèle destrier.
De plus, une créature attaquée de taille grande ou plus petite doit réussir un jet de Vigueur ou tombé au sol et être piétiné, subissant 1d8 points de dégâts supplémentaires. |
25 |
1 |
|
Protection from Undead, 10' radius |
This ability is similar to Protection from Evil, 10' radius, and protects the paladin from undead creatures. In addition, all allied creatures within a 15-ft. radius are affected individually by Protection from Undead. It creates a magical barrier around the recipients at a distance of one foot that moves with them: All attacks made by undead creatures against the protected creature receive a penalty of -2 to each attack roll, and any saving throws caused by such attacks are made by the protected creature with a +2 bonus. This effect lasts for the duration (5 rounds per level) or until dispelled. |
14 |
|
|
Mass Death Ward |
This ability is similar to the cleric 4th-level spell Death Ward, except that it affects multiple allies close to the paladin. It protects them from all forms of death magic for the duration of the spell. This includes, but is not limited to, Disintegrate; Power Word, Kill; Death Spell; and Finger of Death. This effect lasts for the duration (1 turn + 1 round per level) or until dispelled. |
22 |
|
|
Holy Storm |
The Knight unleashes a driving and chilling rain pounds down on a fixed area (a 33-ft. radius centered on the point selected by the caster). The storm reduces hearing and visibility, resulting in a -4 penalty on to hit rolls. The rain damages evil creatures, dealing 2d6 points of damage per round (evil outsiders take double damage). In addition, each round, a bolt of frost strikes a randomly selected evil outsider within the spell's area, dealing 5d6 points of cold damage. After the spell's duration expires (one round per level of the caster), the rain disappears.
This ability must be cast outside; otherwise, it will not work, and it is wasted. |
14 |
1 |
|
Axiomatic Storm |
Requires: Holy Storm
The Knight unleashes a driving and acidic rain that pounds down on a fixed area (a 33-ft. radius centered on the point selected by the caster). The storm reduces hearing and visibility, resulting in a -4 penalty on to hit rolls. The rain damages chaotic creatures, dealing 2d6 points of damage per round (chaotic outsiders take double damage). In addition, every five rounds, a bolt of acid strikes a randomly selected chaotic outsider within the spell's area, dealing 5d6 points of acid damage. After the spell's duration expires (one round per level of the caster), the rain disappears.
This ability must be cast outside; otherwise, it will not work, and it is wasted. |
15 |
1 |
|
Mass Cure Light Wounds |
The paladin must picture the faces of his/her fellow party members clearly and focus on the unity of the group. Upon completion, all party members within a 15-ft. radius centered on the point selected by the caster are healed 1d8 Hit Points + 1 per caster level (up to a maximum of +25). Curing is permanent only insofar as the creatures do not sustain further damage; caused wounds will heal—or can be cured—just as any normal injury.
The spell does not affect creatures without corporeal bodies or of extraplanar origin. Since undead are powered by negative energy and the caster channels positive energy to cure, this spell deals damage to undead creatures in its area rather than curing them. Each affected undead may apply magic resistance, and roll a successful Saving Throw vs. Spell to halve damage. |
17 |
5 |
|
Mass Cure Medium Wounds |
Requires: Mass Cure Light Wounds
The paladin must picture the faces of his/her fellow party members clearly and focus on the unity of the group. Upon completion, all party members within a 15-ft. radius centered on the point selected by the caster are healed 2d8 Hit Points + 1 per caster level (up to a maximum of +30). Curing is permanent only insofar as the creatures do not sustain further damage; caused wounds will heal—or can be cured—just as any normal injury.
The spell does not affect creatures without corporeal bodies or of extraplanar origin. Since undead are powered by negative energy and the caster channels positive energy to cure, this spell deals damage to undead creatures in its area rather than curing them. Each affected undead may apply magic resistance, and roll a successful Saving Throw vs. Spell to halve damage. |
19 |
3 |
|
Mass Cure |
Requires: Mass Cure Medium Wounds
The paladin must picture the faces of his/her fellow party members clearly and focus on the unity of the group. Upon completion, all party members within a 15-ft. radius centered on the point selected by the caster are healed 3d8 Hit Points + 1 per caster level (up to a maximum of +35). Curing is permanent only insofar as the creatures do not sustain further damage; caused wounds will heal—or can be cured—just as any normal injury.
The spell does not affect creatures without corporeal bodies or of extraplanar origin. Since undead are powered by negative energy and the caster channels positive energy to cure, this spell deals damage to undead creatures in its area rather than curing them. Each affected undead may apply magic resistance, and roll a successful Saving Throw vs. Spell to halve damage. |
22 |
1 |
|
Heroes' Feast |
The paladin brings forth a great feast, including table, chairs, service, and all the necessary food and drink. The feast takes 1 hour to consume, and the beneficial effects do not set in until this hour is over. Those partaking of the feast are cured of all diseases, sickness, and nausea; are immune to poison for 12 hours; and gains 1d8 temporary hit points +1 point per two caster levels (up to a maximum of 1d8 +10) after imbibing the nectar-like beverage that is part of the feast. In addition, the ambrosial food that is consumed grants them a +1 bonus on attack and saves rolls for 12 hours. During this period, they are also immune to fear. If the feast is interrupted for any reason, the spell is ruined and all its effects are negated.
Note: if the Food Management component is installed, these effects match a 8 hours water and food consumption. |
19 |
1 |
|
Feast of Champions |
Requires: Heroes' Feast
The paladin brings forth a magnificent feast, including a grand table, chairs, service, and food and drink. The feast takes 1 hour to consume, and the beneficial effects do not set in until this hour is over. Those partaking of the feast are cured of all diseases, sickness, nausea, fatigue, and exhaustion. Any poison affecting them is neutralized, and they become immune to poison for 12 hours. The nectar-like beverage that is part of the feast cures 2d8 points of damage + 1 point per caster level (up to a maximum of 2d8 +20) and grants 1d8 temporary hit points + 1 point per two caster levels (up to a maximum of 1d8 +10). In addition, the ambrosial food of the feast grants them a +1 bonus on attack and save rolls, and immunity to fear effects for 12 hours. If the feast is interrupted for any reason, the spell is ruined and all its effects are negated
Note: if the Food Management component is installed, these effects match a 8 hours water and food consumption. |
22 |
1 |