Paladin

Created by Kaern (Homebrew by Jeriah)

The paladin was designed to be a tough melee fighter who will always be in the thick of battle. His magic is the most versatile overall and has the largest spell list, having the most support in the various books, especially once you consider all the possible domain choices. The limitation is that he has to prepare spells beforehand. This means he's mostly a warrior occasionally backed up with his magic and usually focuses on outright beating down evil.

Adventures: Paladins adventure to root out evil and to further the cause of their faith. They are most often employed in the defense of their temple but are also expected to strike against enemies before the enemies strike against them. They welcome challenge and conflict, as this is the only way they believe they can prove their mettle and worth as a paladin.

Characteristics: Paladins are divine conduits, channeling the strength and fortitude of Kaern and other powerful deities. They wield their divine might as they do their weapons, slaying evil and destroying undead, though they are also able to turn their power towards healing harm and protecting the innocent.

Alignment: Paladins are always Lawful Good, losing their powers if they deviate from the path. They also make solemn vows to follow a strict code of conduct.

Races: Most paladin are dwarves, as dwarves are the primary followers of Kaern, who embodies endurance and protection.

The Paladin

Hit Die: d10    Alignment: Lawful Good
Level Base Attack
Bonus
Fort
Save
Ref
Save
Will
Save
Special Spells per Day
1st 2nd 3rd 4th 5th
1st +1 +2 +0 +2 Aura of good, detect evil, smite 1/encounter,
domain, mercy
d
2nd +2 +3 +0 +3 Divine grace, lay on hands 1
3rd +3 +3 +1 +3 Aura of courage, mettle 1d
4th +4 +4 +1 +4 Turn undead 21
5th +5 +4 +1 +4 Smite 2/encounter, blessed mount 21
6th +6/+1 +5 +2 +5 Bonus Feat 22d
7th +7/+2 +5 +2 +5 Greater smite 321
8th +8/+3 +6 +2 +6 Aura of blessing 1/day 321
9th +9/+4 +6 +3 +6 Smite evil 3/encounter 332d
10th +10/+5 +7 +3 +7 Bonus Feat 3321
11th +11/+6/+1 +7 +3 +7 Improved Mettle 4321
12th +12/+7/+2 +8 +4 +8 Aura of blessing 2/day 4332d
13th +13/+8/+3 +8 +4 +8 Dire smite, smite 4/encounter 44321
14th +14/+9/+4 +9 +4 +9 Bonus Feat 44321
15th +15/+10/+5 +9 +5 +9 Celestial companion 44332
16th +16/+11/+6/+1 +10 +5 +10 Aura of blessing 3/day 44432
17th +17/+12/+7/+2 +10 +5 +10 Smite 5/encounter 44432
18th +18/+13/+8/+3 +11 +6 +11 Bonus Feat 44433
19th +19/+14/+9/+4 +11 +6 +11 Divine smite 44443
20th +20/+15/+10/+5 +12 +6 +12 Aura of blessing 4/day 44443
Class Skills (2 + Int modifier per level, ×4 at 1st level)
Concentration, Craft, Diplomacy, Handle Animal, Heal, Intimidate, Knowledge (nobility and royalty),
Knowledge (religion), Profession, Ride, and Sense Motive.

Game Rule Information

Paladins have the following game statistics.

Abilities: Charisma enhances a paladin’s healing, self-protective capabilities, and undead turning ability, and a Charisma schore of 14 or higher is required to get access to the most powerful paladin spells, and a score of 11 or higher is required to cast any paladin spells at all.

Class Features

The following are class features of the sohei.
Weapon and Armor Proficiency: Paladins are proficient with all simple and martial weapons, with all types of armor (heavy, medium, and light), and with shields (including tower shields).

Spells: A paladin has the ability to cast a small number of divine spells, which are drawn from the paladin spell list. A paladin must choose and prepare his spells in advance.
    To prepare or cast a spell, a paladin must have a Charisma score equal to at least 10 + the spell level. The Difficulty Class for a saving throw against a paladin’s spell is 10 + the spell level + the paladin’s Charisma modifier.
    Like other spellcasters, a paladin can cast only a certain number of spells of each spell level per day. His base daily spell allotment is given on Table: The Paladin. In addition, he receives bonus spells per day if he has a high Charisma score. When Table: The Paladin indicates that the paladin gets "d" spells per day of a given spell level, he gains only the bonus spells he would be entitled to based on his Charisma score for that spell level and may only cast spells from his selected domain (see below).
    A paladin prepares and casts spells the way a cleric does, though he cannot lose a prepared spell to spontaneously cast a cure spell in its place. A paladin may prepare and cast any spell on the paladin spell list, provided that he can cast spells of that level, but he must choose which spells to prepare during his daily meditation.
    A paladin's caster level is equal to his class level.

Domain: At 1st level, a paladin selects one domain from among those belonging to his deity. A paladin can also select the Good or Law alignment domains. The spells on this list are added to the paladin's spell list for all purposes. A paladin does not gain the granted powers of the domain.

Aura of Good (Ex): The power of a paladin’s aura of good (see the detect good spell) is equal to her paladin level.

Detect Evil (Sp): At will, a paladin can use detect evil, as the spell.

Smite (Su): Once per combat encounter, a paladin may attempt to smite an evil or chaotic opponent with one normal melee attack. He adds his Charisma bonus (if any) to his attack roll and deals his Charisma bonus (if any) + 1 extra point of damage per paladin level. If the paladin accidentally smites a creature that is Good, the attack deals no damage due to the divine energy protecting the Good individual from harm; however, the smite use is still used up for that encounter.
    At 5th level, and at every four levels thereafter, the paladin may make a smite attack one additional time per encounter, as indicated on Table: The Paladin, to a maximum of five times per encounter at 17th level.

Mercy (Ex): A paladin can use a melee weapon that deals lethal damage to deal nonlethal damage instead, without taking the –4 penalty on his attack roll.

Divine Grace (Su): At 2nd level, a paladin gains a bonus equal to his Charisma bonus (if positive) on all saving throws.

Lay On Hands (Su): Beginning at 2nd level, a paladin with a Charisma score of 12 or higher can heal wounds (his own or those of others) by touch. Each day he can heal a total number of hit points of damage equal to 2 × his paladin level × his Charisma bonus. A paladin may choose to divide his healing among multiple recipients, and he doesn’t have to use it all at once. Using lay on hands is a standard action.
    A paladin may use this healing ability to cure poison and disease. By expending a number of points to cure a poison or disease, the recipient immediately makes a new saving throw to resist the disease adding the number of points expended as a divine bonus to the save.
    Alternatively, a paladin can use any or all of this healing power to deal damage to undead creatures. Using lay on hands in this way requires a successful melee touch attack and doesn’t provoke an attack of opportunity. The paladin decides how many of his daily allotment of points to use as damage after successfully touching an undead creature.

Aura of Courage (Su): Beginning at 3rd level, a paladin is immune to fear (magical or otherwise). Each ally within 10 feet of him gains a +4 morale bonus on saving throws against fear effects. This ability functions while the paladin is conscious, but not if he is unconscious or dead.

Mettle (Ex): At 3rd level and higher, a paladin can resist even magical and unusual attacks with his force of will. If he makes a successful Fortitude of Will saving throw against an attack that normally has a lesser effect on a successful save, he instead takes no damage. An unconscious or sleeping paladin does not gain the benefit of mettle.

Turn Undead (Su): When a paladin reaches 4th level, he gains the supernatural ability to turn undead. He may use this ability a number of times per day equal to 3 + his Charisma modifier. He turns undead as a cleric of three levels lower would.

Blessed Mount (Su): Upon reaching 5th level, a paladin is able to bless his mount to become unusually intelligent, strong, and loyal. A paladin may bless any animal or non-Evil magical beast he can ride after spending 24 hours in prayer and meditation with the animal. The mount receives all the benefits The Paladin's Mount sidebar in the Player's Handbook according to the paladin's level.
    Should the paladin’s mount die, the paladin may bless another mount he can ride after repeating the 24 hour ritual.

Bonus Feat: At 6th level and every four levels thereafter, the paladin gains a bonus feat. The feat can be any one of the following for which the paladin meets the prerequisites: any Divine feat, any Fighter feat, Extra Smiting, Extra Turning, Improved Smiting, Skill Focus (Ride), and Toughness.

Greater Smite (Su): As a paladin's convictions grow in strength, his smite attack becomes stronger. At 7th level, a paladin adds 2 × his Charisma bonus + his paladin level in damage with a successful smite.

Aura of Blessing (Su): Once per day, a paladin of 8th level or higher can create an aura of blessing around himself. Any melee or ranged attack made by the paladin or his allies within 30ft while this aura of blessing is active ignores one 20% miss chance, such as that from concealment. If the miss chance is greater than 20%, it is reduced by 20%, such at 50% reduced to 30%. If there is no miss chance in effect, the paladin and his allies gain a +4 bonus on rolls to confirm critical hits. Activating the aura is a free action, and the aura lasts for a number of rounds equal to 3 + the paladin’s Charisma bonus (if any).
    At 12th level and every four levels thereafter, a paladin gains one additional use his aura of this power.

Improved Mettle (Ex): This ability works like mettle, except that while the paladin still takes no damage on a successful Fortitude or Will saving throw, he henceforth takes only half damage on a failed save. An unconscious paladin does not gain the benefit of improved mettle.

Dire Smite (Su): At 13th level, a paladin adds 3 × his Charisma bonus + his paladin level in damage with a successful smite.

Celestial Companion (Su): Upon reaching 15th level, any mount the paladin blesses gains the celestial template in addition to the normal blessed mount bonuses.

Divine Smite (Su): At 19th level, a paladin adds 4 × his Charisma bonus + his paladin level in damage with a successful smite.

The Paladin Code

Ex-Paladins

A paladin who ceases to be lawful good, who willfully commits an evil act, or who grossly violates the code of conduct loses all paladin spells and abilities, but not weapon, armor, and shield proficiencies. Her blessed mount loses all abilities, becoming a standard creature of its type, though it remains loyal to the paladin. She may not progress any farther in levels as a paladin. She regains her abilities and advancement potential if she atones for her violations (see the atonement spell description), as appropriate.
    Like a member of any other class, a paladin may be a multiclass character, but multiclass paladins face a special restriction. A paladin who gains a level in any class other than paladin may never again raise her paladin level, though she retains all her paladin abilities.



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