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Solaris
2009-10-30, 08:53 AM
(This uses action points, VP/WP, and armor-as-DR. Only action points are necessary, but you can replace the AP-fueled abilities with X/day.)

Paladin

Adventures: The first paladin orders trace their beginnings back to Artur Pendraegon himself, the Holy Emperor of the Knights' Mandate. Artur and his knights are the center of a series of chivalric romances. Artur, rumored to stand eight feet tall and of enormous strength, was a promoter of education and justice. His greatest knights were the Twelve Peers, and all the kingdoms of the Mandate have continued the tradition. Twelve Good Men and True belong to each nation's court, the heads of an order of paladins called the Peer Knights. They administer justice and oversee courts in the Mandate, dedicating their lives to travelling the lands to administer justice and vanquish enemies. They meet once a year in the castle of their lord to a gathering of the Round Table to tell their fellow knights of their quests.
The orders of the Knights of the Cathedral prize the temples of the Celestials above all things. Each of the Great Twelve, to the exclusion of Quarion the Moonwhisperer, also called Lunitari Volaci, has a sect of these paladins devoted to them. The Knights of the Cathedral seek to protect the holy shrine, holy images, and the holy house, while spreading the faith.
The Covenant of the Hallowed Doctrine is a secret order, hidden from the public eye and charged with the mission of protecting the Mortal Realms from the corruption of the Netherworld. A Knight of the Covenant rarely even gives his name ("I am no-one of consequence"), and they bear no trappings beyond those of a reasonably well-armed warrior.

Characteristics: Peer Knights bear a great hammer of office known as the Lord's Gavel (a light warhammer). They wear crimson, the only ones besides royalty permitted to wear the color, and always carry great tomes to record the justice they administer. As such, they always have a scribe assistant known as the Clerk of the Peer, though many of the Peer Knights of lesser renown report back to the scribe rather than have him follow them around through messy situations.
The Knights of the Cathedral are missionaries out to convert those too ignorant to see the light. They love nothing more than blessing new believers, sitting in silent prayer in their temples, and creating roadside shrines.
(Aand that's about all I got right now.)

Game Rule Information
Paladins have the following game statistics.
Abilities: A paladin must have a Charisma score of 12 or higher for many of her abilities to function. Strength and Constitution are important for her as a melee fighter, while Dexterity is useful for riding her special mount and avoiding attacks. Wisdom provides the paladin with added willpower.
Alignment: Lawful Good.
Hit Die: d10.

Class Skills
The paladin's class skills (and the key ability for each skill) are Concentration (Con), Craft (Int), Diplomacy (Cha), Handle Animal (Cha), Heal (Wis), Intimidate (Cha), Knowledge (nobility and royalty) (Int), Knowledge (religion) (Int), Listen (Wis), Profession (Wis), Ride (Dex), Sense Motive (Wis), and Spot (Wis).
Skill Points at 1st Level: (4 + Int modifier) x 4.
Skill Points at Each Level: 4 + Int modifier

FIGHTER
{table=head]Level|Base Attack Bonus|Fort Save|Ref Save|Will Save|Special

1st|
+1|
+2|
+0|
+2|Aura of good, detect evil, smite evil 1/encounter

2nd|
+2|
+3|
+0|
+3|Bonus feat, divine grace, lay on hands

3rd|
+3|
+3|
+1|
+3|Aura of courage, divine health

4th|
+4|
+4|
+1|
+4|Bonus feat

5th|
+5|
+4|
+1|
+4|Smite evil 2/encounter

6th|
+6|
+5|
+2|
+5|Bonus feat, remove disease 1/week

7th|
+7|
+5|
+2|
+5|Aura of grace

8th|
+8|
+6|
+2|
+6|Bonus feat

9th|
+9|
+6|
+3|
+6|Aura of health, remove disease 2/week

10th|
+10|
+7|
+3|
+7|Bonus feat, smite evil 3/encounter

11th|
+11|
+7|
+3|
+7|Divine touch

12th|
+12|
+8|
+4|
+8|Bonus feat, remove disease 3/week

13th|
+13|
+8|
+4|
+8|Tongues

14th|
+14|
+9|
+4|
+9|Bonus feat

15th|
+15|
+9|
+5|
+9|Smite evil 4/encounter, remove disease 4/week

16th|
+16|
+10|
+5|
+10|Bonus feat

17th|
+17|
+10|
+5|
+10|Aura of menace

18th|
+18|
+11|
+6|
+11|Bonus Feat, remove disease 5/week

19th|
+19|
+11|
+6|
+11|Transfiguration

20th|
+20|
+12|
+6|
+6|Bonus feat, smite evil 5/encounter[/table]

Class Features
All of the following are class features of the paladin base class.
Starting Feats: Paladins are proficient in all Simple and Martial Weapons, all Armor, and Shields.
(Paladins receive Basic Weapon Proficiency and seven feats at first level.... in my game.)


Aura of Good (Ex): The power of a paladin's aura of good (see the detect good spell) is equal to her paladin level, just like the aura of a cleric of a good deity.

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

Smite Evil (Su): Once per encounter, a paladin may attempt to smite evil with one normal melee attack. She adds her Charisma bonus (if any) to her attack roll and her paladin level to her damage roll in addition to the normal bonuses. If the paladin accidentally smites a creature that is not evil, the smite has no effect, but the ability is still used up for that encounter. The paladin must spend an action point in order to smite.
At 5th level, and every five levels thereafter, the paladin may smite evil one additional time per encounter.

Bonus Feat: At every even-numbered level, the paladin gains a bonus feat. This feat must be from the fighter's list or any that has Turn Undead or a smite ability as a prerequisite. The paladin must still meet all the prerequisites of this bonus feat. (A more comprehensive list is on my To-Do List.)

Divine Grace (Su): At 2nd level, a paladin with a Charisma score of 12 or higher gains a bonus equal to her Charisma bonus 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 (her own or those of others) by touch. Each day she can heal a total number of hit points of damage equal to her paladin level x her Charisma bonus. A paladin may choose to divide her healing among multiple recipients, and she doesn't have to use it all at once. Using lay on hands is a standard action.
Alternatively, a paladin can use any or all of this healing power to deal damage to undead creatures and outsiders with the Evil subtype. Using lay on hands in this way requires a successful melee touch attack and doesn't provoke an attack of opportunity. This use of lay on hands can be combined with a normal melee attack, including a smite evil attack. The paladin decides how many of her daily allotment of points to use as damage after successfully attacking a creature.

Aura of Courage (Su): Beginning at 3rd level, a paladin is immune to fear (magical or otherwise). Each ally within 10 feet of her gains a +4 morale bonus on saving throws against fear effects. At 8th level the radius increases to 20 feet.
This ability functions while the paladin is conscious, but not if she is unconscious or dead. The paladin can spend an action point to render allies within the aura immune to fear for 1 minute.

Divine Health (Ex): At 3rd level, a paladin gains immunity to all diseases, including supernatural and magical diseases (such as mummy rot and lycanthropy).

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

Special Mount (Sp): Upon reaching 5th level, a paladin gains the service of an unusually intelligent, strong, and loyal steed to serve her in her crusade against evil (see the PHB). This mount is usually a heavy warhorse (for a Medium paladin) or a warpony (for a Small paladin).
The paladin must undergo a special ritual to ascertain the location of this special mount. This ritual involves fasting and praying for three days and nights. On morning of the third night, the paladin receives a vision telling him where his mount is. He must then undertake a quest to capture and tame this mount. Once tamed, the mount remains with the paladin loyally, though the paladin may release a particular mount from service (if it has grown too old to join her crusade, for instance).
Should the paladin's mount die, it immediately disappears, leaving behind any equipment it was carrying. The paladin may not call another mount for thirty days or until she gains a paladin level, whichever comes first, even if the mount is somehow returned from the dead. During this thirty-day period, the paladin takes a -1 penalty on attack and weapon damage rolls.

Remove Disease (Sp): At 6th level, a paladin can produce a remove disease effect, as the spell, once per week. She can use this ability one additional time per week for every three levels after 6th (twice per week at 9th, three times at 12th, and so on).

Aura of Grace (Su): Beginning at 7th level, all allies within 10 feet of a paladin with a Charisma score of 12 or higher gain a bonus to their saving throws equal to half her Charisma bonus (minimum +1). At 12th level the radius increases to 20 feet.
This ability functions while the paladin is conscious, but not if she is unconscious or dead.

Aura of Health (Su): Beginning at 9th level, all allies within 10 feet of the paladin gain immunity to mundane disease and a +4 bonus to save against supernatural diseases. While simple proximity to the paladin will not cure a disease, it will arrest its progression and grant a +4 bonus to shake off the illness. At 14th level the radius increases to 20 feet.
This ability functions while the paladin is conscious, but not if she is unconscious or dead.

Divine Touch (Ex): Beginning at 11th level, the paladin may treat all weapons she wields as good-aligned for purposes of overcoming damage reduction.

Tongues (Su): A 13th-level or higher paladin can speak with any creature that has a language, as though using a tongues spell (caster level equal to the paladin's class level). This ability is always active.

Aura of Menace (Su): A righteous aura surrounds a paladin of 17th level or higher drawn to wrath. Any hostile creature within a 20-foot radius of the paladin must succeed on a Will save (DC 10 + 1/2 the paladin's class level + paladin's Charisma modifier) to resist its effects. Those who fail take a -2 penalty on attacks, AC, and saves for 24 hours or until they successfully damage the paladin. A creature that has resisted or broken the effect cannot be affected again by the same paladin's aura of menace for 24 hours.

Transfiguration: By 19th level the paladin has become such an exemplar of justice and honor that she is something akin to a mortal celestial. Her Charisma score increases by +4, and all weapons she wields are treated as having the holy property (dealing +2d6 damage to evil creatures). Against attacks made or effects created by evil creatures, this ability provides a +4 deflection bonus to AC and a +4 resistance bonus on saving throws to anyone within 20 feet of the paladin. Otherwise, it functions as a magic circle against evil effect and a lesser globe of invulnerability, both with a radius of 20 feet (caster level equals paladin's class level). This aura can be dispelled, but the paladin can create it again as a free action on her next turn.

Code of Conduct: A paladin must maintain a lawful good alignment and loses all class abilities (but not bonus feats) if she ever willingly commits an evil act. Additionally, a paladin's code requires that she respect legitimate authority, act with honor (not lying, not cheating, not using poison, and so forth), help those in need (provided they do not use the help for evil or chaotic ends), and punish those who harm or threaten innocents. Most orders have a more specific code outlined for their members to follow.
Peer Knight: A peer knight follows the code outlined below:

To fear the Flame and maintain its Church.
To serve a liege lord in valor and faith.
To protect the weak and defenseless.
To aid widows and orphans.
To refrain from the wanton giving of offence.
To live by honor and for glory.
To despise pecuniary reward.
To fight for the welfare of all.
To obey those placed in authority.
To guard the honor of fellow knights.
To eschew unfairness, meanness, and deceit.
To keep faith.
At all times to speak the truth.
To persevere to the end in any enterprise begun.
To respect the honor of women and the dignity of men.
Never refuse a challenge from an equal.
Never turn the back upon a foe.


Knight of the Cathedral: A Knight of the Cathedral shall above all things:

Pay homage at any temple, shrine, or altar to the Flame and the Celestials before all things. At any image, temple, or place of worship, from the humblest roadside shrine to Elladonna in rural Dunador to the Cathedral of the Argent Flame in Draegoncrest, they must spend at least one minute per level in prayer.
Seek, by purity and deed, to spread the word of his patron-on arrival at any new settlement, the paladin must spread the word of the Flame on the next holy day by holding a sermon.
Teach others the will of the Flame by spreading its image-Once per level, the paladin must create a shrine to his patron Celestial. The cost of this shrine shall be 100 marks at first level, 200 and 2nd, 400 at 3rd, 800 at 4th, and so on. The paladin must bless this shrine with his own sweat and toil by succeeding in at least a DC 10 +2/level Craft or Profession skill check (maximum DC 40) in constructing the shrine. The resulting shrine gains the effects of a hallow spell at the paladin's level.
Never knowingly lie.
Never strike the defenseless.
Never abandon his comrades, his servants, or his mount.
Spread the holy word through deed.
Spend the last hour of the day in prayer.
Be as brave as a lion.
Be as strong as an ox.
Be as wise as an owl.
Offer succor and tending to all Knights of the Cathedral or their associates who suffer any ill.
Offer service to any lord who owns a castle or stronghold who worships the same Celestial patron. The service is one day per level, providing it is in keeping with the order's beliefs, from the humblest and most menial task to the most glorious and demanding.

Associates: While she may adventure with characters of any good or neutral alignment, a paladin will never knowingly associate with evil characters, nor will she continue an association with someone who consistently offends her moral code. A paladin may only accept henchmen, followers, or cohorts who are lawful good.

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 supernatural and spell-like abilities of the paladin class (including the service of her special mount). She may not progress any farther in levels as a paladin. She regains her abilities and advancement potential if she atones for her violations as appropriate.
Multiclass paladins suffer no special restrictions, provided they keep to the code of conduct.

Mulletmanalive
2009-10-30, 09:42 AM
I like the fact that the Peer Knight is actually capable of running away and at no point does it say in their code that they cannot force conditions upon a challenge.

You used the word 'Equal' so does that mean equal in strength or can they wilfully ignore the dishonourable as they are not their equal in virtue by definition?

Ziegander
2009-10-30, 09:49 AM
Well, hey, the title's right.

Solaris
2009-10-30, 09:49 AM
I like the fact that the Peer Knight is actually capable of running away and at no point does it say in their code that they cannot force conditions upon a challenge.

You used the word 'Equal' so does that mean equal in strength or can they wilfully ignore the dishonourable as they are not their equal in virtue by definition?

Yep. At times, the Peer Knight's duty is not to fight but to survive to fight another day.

Hmm. The most scrupulous of Peers would tell you that any challenge of arms is a challenge of arms. Others would tell you that one not of noble blood cannot legally offer a challenge to a knight. Some would even say that it would be a dishonorable act to engage someone in a test of arms simply to satisfy pride.

Zeta Kai
2009-10-30, 12:14 PM
Well, hey, the title's right.

Oooh, snarky.

Well, I mostly like it, although I feel that a Paladin shouldn't get so many bonus feats. This makes the pally more like a gestalt Fighter/Paladin. Of course, a Ftr//Pal is still lower in power than a Sorcerer, so I guess it's somewhat fair.

Milskidasith
2009-10-30, 12:23 PM
Well, assuming a relaxed moral code and the ability to play Paladins of Freedom, Tyranny, and... err, whatever the CE one was (Chaos? Destruction?), this is a nice enough fix.

Solaris
2009-10-30, 12:53 PM
Oooh, snarky.

Well, I mostly like it, although I feel that a Paladin shouldn't get so many bonus feats. This makes the pally more like a gestalt Fighter/Paladin. Of course, a Ftr//Pal is still lower in power than a Sorcerer, so I guess it's somewhat fair.

The buttload of bonus feats only works if you're operating with my fighter, ranger, and barbarian fixes as replacements of the original base classes. Otherwise, there'd be no reason at all to play a fighter.
Gestalt X/Fighter is a pretty good way of looking at the ranger and barbarian fixes, but I did throw in some arcane archer (A PrC I don't often allow) for the ranger.


Well, assuming a relaxed moral code and the ability to play Paladins of Freedom, Tyranny, and... err, whatever the CE one was (Chaos? Destruction?), this is a nice enough fix.

The moral code's always been up to DM interpretation. I happen to interpret it fairly loosely. The only reason I didn't do the other three Paladins was laziness. I don't intend to use them in my campaign, as the only good god is LG, but they wouldn't be too hard to extrapolate with the guidelines given in UA.

Croverus
2009-10-30, 01:01 PM
Well, assuming a relaxed moral code and the ability to play Paladins of Freedom, Tyranny, and... err, whatever the CE one was (Chaos? Destruction?), this is a nice enough fix.

Slaughter, thats CE Paly

Solaris
2009-10-30, 01:07 PM
Slaughter, thats CE Paly

Yeah. Those guys I would definitely relax the moral code on. It wouldn't be so much a 'flip the good and evil' as more creatively re-interpreting the paladin of honor's code. Otherwise it's unplayable.

Temotei
2009-10-30, 04:05 PM
Along with your other takes on the base classes, this will work nicely. I like the auras. They're a nice touch.

Solaris
2009-10-30, 04:48 PM
Thanks. I think it was skimming over Fax Celestis's paladin that gave me the idea. That, and the concept of "The difference between a high-level paladin and a celestial is spelling".