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Claw of the Sun and the Ankh (Paladin)

(Champions of Valor variant, p. 36)

The first Mulhorandi order of paladins to worship a god other than Osiris, the Claw of the Sun and the Ankh serves Horus-Re. Its fearless and fanatical soldiers are dedicated to energetically pursing the evil minions of Set, relentlessly destroying them and their foul plans whenever they are found.

Requirements

To take a Claw of the Sun and The Ankh substitution level, a character must have Horus-Re as his patron deity and be about to take his 1st, 6th, or 12th level of paladin.


Hit die

d10

Skill points

2 + Int

Class Features

Bird of Prey (Su): Beginning at 1st level, once per day a Claw of the Sun and the Ankh can pay homage to his god by taking on aspects of a hawk. His hands turn into claws that deal 1d4 points of damage; the attacks deal extra damage equal to one-half his paladin level to evil creatures. These attacks are considered magic, good-aligned weapons for the purpose of overcoming damage reduction. The paladin is considered to be proficient with these natural weapons while using this form. This transformation lasts for a number of rounds equal to 3 + his Charisma modifier.

At 5th level, and every five levels thereafter, a Claw of the Sun and the Ankh can use this ability one extra time per day.

This benefit replaces the smite evil class feature gained by a standard paladin. A Claw of the Sun and the Ankh never gains any smite evil attacks at later levels.

Smite Minions of Set (Su): A Claw of the Sun and the Ankh is tasked with eliminating members of the church of Set. Starting at 6th level he can use a melee attack to attempt to smite a creature that has Set as its patron deity. This otherwise functions as the paladin's normal smite evil class feature.

A Claw of the Sun and the Ankh can use this smite attack once per day, plus one extra time per day for every three levels gained beyond 6th.

This benefit replaces the standard paladin's remove disease class feature. A Claw of the Sun and the Ankh who selects this substitution level never gains the remove disease ability.

Horus-Re's Glory (Su): Starting at 12th level, a Claw's armor shines brightly (as the daylight spell). This illumination can be suppressed or resumed at will with a standard action.

This benefit replaces the 3rd-level spell slot gained by a standard paladin at 12th level. From this point forward, a Claw of the Sun and the Ankh who selects this substitution level can prepare one less 3rd-level paladin spell than normal.

Advancement

Level BAB Fort Ref Will Special
1st +1 +2 +0 +0 Aura of good, bird of prey, detect evil
6th +6/+1 +5 +2 +2 Smite minions of Set
12th +12/+7/+2 +8 +4 +4 Horus-Re's glory

Class skills

Skill name Key ability Trained only Armor check penalty

Spells for Claw of the Sun and the Ankh (Paladin)

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