Hazzardevil
2011-01-16, 03:48 PM
After having a look at the ystiv ranger it has inspired me to make a paladin version, here is my attempt.
"I have been training with the mystic rangers for a long time so I may aid my church better. I will not have some inferior evil paladin stopping me."
-Vineetas Xavart, Human Mystic Paladin, to a paladin of slaughter, regarding their meeting on the road.
20 LEVEL SPELLCASTING BASE CLASS
{table=head]Level|Base Attack<br>Bonus|Fort Save|Ref Save|Will Save|Special|0lvl|1st|2nd|3rd|4th|5th|6th|7th|8th| 9th
1st|
1|
2|
0|
2|Smite Evil 1/day, Aura of good, Detect Evil|2|
2nd|
2|
3|
0|
3|-|2|1|-
3rd|
3|
3|
1|
3|Lay on hands, Divine Grace,|2|2|-|-
4th|
4|
4|
1|
4|Aura of Courage, Divine Health ,|3|2|1|-|-
5th|
5|
4|
1|
4|Smite Evil, 2/day, Special Mount, |3|3|2|1|-|-
6th|
6|
5|
2|
5|Remove Disease 1/week|3|3|2|2|-|-|-
7th|
7|
5|
2|
5|Turn Undead|4|3|3|2|1|-|-|-
8th|
8|
6|
2|
6|Mercy|4|3|3|2|2|-|-|-|-|-
9th|
9|
7|
3|
7|Remove Disease 2/week|5|4|3|2|2|1|-|-|-|-
10th|
10|
7|
3|
7|Mercy (Su)
Smite Evil 3/day|5|5|4|3|3|2|-|-|-|-
11th|
11|
8|
3|
8|Mercy-|5|5|5|4|4|3|-|-|-|-
12th|
12|
8|
4|
8|Mercy,Remove Disease 3/week|5|5|5|5|5|4|-|-|-|-
13th|
13|
9|
4|
9|-|5|5|5|5|5|5||-|-|-
14th|
14|
9|
4|
9|Mercy,|6|6|5|5|5|5|-|-|-|-
15th|
15|
10|
5|
10|Remove Disease 4/week, Smite Evil 4/day|6|6|6|6|5|5|-|-|-|-
16th|
16|
10|
5|
10|Class Ability|6|6|6|6|6|6|-|-|-|-
17th|
17|
11|
5|
11|Mercy,|7|7|7|6|6|6|-|-|-|-
18th|
18|
11|
6|
11|Remove Disease 5/week|7|7|7|7|7|6
19th|
19|
12|
6|
12|Class Ability|8|8|7|7|7|7|
20th|
20|
12|
6|
12|Smite Evil 5/day, Mercy,|8|8|8|8|7|7|[/table]
Class Features
All of the following are class features of the paladin.
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 (except tower shields).
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 Evil (Su)
Once per encounter and an extra number of attempts equal to his/her charisma modifier, a paladin can call out to the powers of good to aid her in her struggle against evil. As a swift action, the paladin chooses one target within sight to smite. If this target is evil, the paladin adds her Cha bonus (if any) to her attack rolls and adds her paladin level to all damage rolls made against the target of her smite. If the target of smite evil is an outsider with the evil subtype, an evil-aligned dragon, or an undead creature, the bonus to damage on the first successful attack increases to 2 points of damage per level the paladin possesses. Regardless of the target, smite evil attacks automatically bypass any DR the creature might possess.
In addition, while smite evil is in effect, the paladin gains a deflection bonus equal to her Charisma modifier (if any) to her AC against attacks made by the target of the smite. If the paladin targets a creature that is not evil, the smite is wasted with no effect.
The smite evil effect remains until the target of the smite is dead or the next time the paladin rests and regains her uses of this ability. At 4th level, and at every three levels thereafter, the paladin may smite evil one additional time per day, as indicated on Table: Paladin, to a maximum of seven times per day at 19th level.
The paladin regains a use of smite evil if he/she manages a critical hit against an evil alligned enemy.
Divine Grace (Su)
At 2nd level, a paladin gains a bonus equal to her Charisma bonus (if any) 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 × 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. 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 her 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 her gains a +4 morale bonus on saving throws against fear effects.
This ability functions while the paladin is conscious, but not if she is unconscious or dead.
Divine Health (Ex)
At 3rd level, a paladin gains immunity to all diseases, including supernatural and magical diseases.
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.
Spells
Beginning at 4th level, a paladin gains the ability to cast a small number of divine spells, which are drawn from the paladin spell list. A paladin must choose and prepare her 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. Her base daily spell allotment is given on Table: The Paladin. In addition, she receives bonus spells per day if she has a high Charisma score. When Table: The Paladin indicates that the paladin gets 0 spells per day of a given spell level, she gains only the bonus spells she would be entitled to based on her Charisma score for that spell level The paladin does not have access to any domain spells or granted powers, as a cleric does.
A paladin prepares and casts spells the way a cleric does, though she 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 she can cast spells of that level, but she must choose which spells to prepare during her daily meditation.
A paladins caster level is equal to his paladin level.
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. This mount is usually a heavy warhorse (for a Medium paladin) or a warpony (for a Small paladin).
Once per day, as a full-round action, a paladin may magically call her mount from the celestial realms in which it resides. This ability is the equivalent of a spell of a level equal to one-third the paladin’s level. The mount immediately appears adjacent to the paladin and remains for 2 hours per paladin level; it may be dismissed at any time as a free action. The mount is the same creature each time it is summoned, though the paladin may release a particular mount from service.
Each time the mount is called, it appears in full health, regardless of any damage it may have taken previously. The mount also appears wearing or carrying any gear it had when it was last dismissed. Calling a mount is a conjuration (calling) effect.
Should the paladin’s mount die, it immediately disappears, leaving behind any equipment it was carrying. The paladin may not summon 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 forth).
Mercy (Su)
At 8th level, and every three levels thereafter, a paladin can select one mercy. Each mercy adds an effect to the paladin's lay on hands ability. Whenever the paladin uses lay on hands to heal damage to one target, the target also receives the additional effects from all of the mercies possessed by the paladin. A mercy can remove a condition caused by a curse, disease, or poison without curing the affliction. Such conditions return after 1 hour unless the mercy actually removes the affliction that causes the condition.
At 8th level, the paladin can select from the following initial mercies.
Fatigued: The target is no longer Fatigued.
Shaken: The target is no longer Shaken.
Sickened: The target is no longer Sickened.
At 10th level, a paladin adds the following mercies to the list of those that can be selected.
Dazed: The target is no longer Dazed.
Diseased: The paladin's lay on hands ability also acts as remove disease, using the paladin's level as the caster level.
Staggered: The target is no longer Staggered, unless the target is at exactly 0 hit points.
At 12th level, a paladin adds the following mercies to the list of those that can be selected.
Cursed: The paladin's lay on hands ability also acts as remove curse, using the paladin's level as the caster level.
Exhausted: The target is no longer Exhausted. The paladin must have the fatigue mercy before selecting this mercy.
Frightened: The target is no longer Frightened. The paladin must have the Shaken mercy before selecting this mercy.
Nauseated: The target is no longer Nauseated. The paladin must have the Sickened mercy before selecting this mercy.
Poisoned: The paladin's lay on hands ability also acts as neutralize poison, using the paladin's level as the caster level.
At 14th level, a paladin adds the following mercies to the list of those that can be selected.
Blinded: The target is no longer Blinded.
Deafened: The target is no longer Deafened.
Paralyzed: The target is no longer Paralyzed.
Stunned: The target is no longer Stunned.
These abilities are cumulative. For example, a 12th-level paladin's lay on hands ability heals 6d6 points of damage and might also cure Fatigued and Exhausted conditions as well as removing diseases and neutralizing poisons. Once a condition or spell effect is chosen, it can't be changed.
Code of Conduct
A paladin must be of lawful good alignment and loses all class abilities 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.
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 accept only henchmen, followers, or cohorts who are lawful good.
Yes I know this is barely started I haven't been working on it long.
"I have been training with the mystic rangers for a long time so I may aid my church better. I will not have some inferior evil paladin stopping me."
-Vineetas Xavart, Human Mystic Paladin, to a paladin of slaughter, regarding their meeting on the road.
20 LEVEL SPELLCASTING BASE CLASS
{table=head]Level|Base Attack<br>Bonus|Fort Save|Ref Save|Will Save|Special|0lvl|1st|2nd|3rd|4th|5th|6th|7th|8th| 9th
1st|
1|
2|
0|
2|Smite Evil 1/day, Aura of good, Detect Evil|2|
2nd|
2|
3|
0|
3|-|2|1|-
3rd|
3|
3|
1|
3|Lay on hands, Divine Grace,|2|2|-|-
4th|
4|
4|
1|
4|Aura of Courage, Divine Health ,|3|2|1|-|-
5th|
5|
4|
1|
4|Smite Evil, 2/day, Special Mount, |3|3|2|1|-|-
6th|
6|
5|
2|
5|Remove Disease 1/week|3|3|2|2|-|-|-
7th|
7|
5|
2|
5|Turn Undead|4|3|3|2|1|-|-|-
8th|
8|
6|
2|
6|Mercy|4|3|3|2|2|-|-|-|-|-
9th|
9|
7|
3|
7|Remove Disease 2/week|5|4|3|2|2|1|-|-|-|-
10th|
10|
7|
3|
7|Mercy (Su)
Smite Evil 3/day|5|5|4|3|3|2|-|-|-|-
11th|
11|
8|
3|
8|Mercy-|5|5|5|4|4|3|-|-|-|-
12th|
12|
8|
4|
8|Mercy,Remove Disease 3/week|5|5|5|5|5|4|-|-|-|-
13th|
13|
9|
4|
9|-|5|5|5|5|5|5||-|-|-
14th|
14|
9|
4|
9|Mercy,|6|6|5|5|5|5|-|-|-|-
15th|
15|
10|
5|
10|Remove Disease 4/week, Smite Evil 4/day|6|6|6|6|5|5|-|-|-|-
16th|
16|
10|
5|
10|Class Ability|6|6|6|6|6|6|-|-|-|-
17th|
17|
11|
5|
11|Mercy,|7|7|7|6|6|6|-|-|-|-
18th|
18|
11|
6|
11|Remove Disease 5/week|7|7|7|7|7|6
19th|
19|
12|
6|
12|Class Ability|8|8|7|7|7|7|
20th|
20|
12|
6|
12|Smite Evil 5/day, Mercy,|8|8|8|8|7|7|[/table]
Class Features
All of the following are class features of the paladin.
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 (except tower shields).
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 Evil (Su)
Once per encounter and an extra number of attempts equal to his/her charisma modifier, a paladin can call out to the powers of good to aid her in her struggle against evil. As a swift action, the paladin chooses one target within sight to smite. If this target is evil, the paladin adds her Cha bonus (if any) to her attack rolls and adds her paladin level to all damage rolls made against the target of her smite. If the target of smite evil is an outsider with the evil subtype, an evil-aligned dragon, or an undead creature, the bonus to damage on the first successful attack increases to 2 points of damage per level the paladin possesses. Regardless of the target, smite evil attacks automatically bypass any DR the creature might possess.
In addition, while smite evil is in effect, the paladin gains a deflection bonus equal to her Charisma modifier (if any) to her AC against attacks made by the target of the smite. If the paladin targets a creature that is not evil, the smite is wasted with no effect.
The smite evil effect remains until the target of the smite is dead or the next time the paladin rests and regains her uses of this ability. At 4th level, and at every three levels thereafter, the paladin may smite evil one additional time per day, as indicated on Table: Paladin, to a maximum of seven times per day at 19th level.
The paladin regains a use of smite evil if he/she manages a critical hit against an evil alligned enemy.
Divine Grace (Su)
At 2nd level, a paladin gains a bonus equal to her Charisma bonus (if any) 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 × 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. 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 her 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 her gains a +4 morale bonus on saving throws against fear effects.
This ability functions while the paladin is conscious, but not if she is unconscious or dead.
Divine Health (Ex)
At 3rd level, a paladin gains immunity to all diseases, including supernatural and magical diseases.
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.
Spells
Beginning at 4th level, a paladin gains the ability to cast a small number of divine spells, which are drawn from the paladin spell list. A paladin must choose and prepare her 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. Her base daily spell allotment is given on Table: The Paladin. In addition, she receives bonus spells per day if she has a high Charisma score. When Table: The Paladin indicates that the paladin gets 0 spells per day of a given spell level, she gains only the bonus spells she would be entitled to based on her Charisma score for that spell level The paladin does not have access to any domain spells or granted powers, as a cleric does.
A paladin prepares and casts spells the way a cleric does, though she 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 she can cast spells of that level, but she must choose which spells to prepare during her daily meditation.
A paladins caster level is equal to his paladin level.
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. This mount is usually a heavy warhorse (for a Medium paladin) or a warpony (for a Small paladin).
Once per day, as a full-round action, a paladin may magically call her mount from the celestial realms in which it resides. This ability is the equivalent of a spell of a level equal to one-third the paladin’s level. The mount immediately appears adjacent to the paladin and remains for 2 hours per paladin level; it may be dismissed at any time as a free action. The mount is the same creature each time it is summoned, though the paladin may release a particular mount from service.
Each time the mount is called, it appears in full health, regardless of any damage it may have taken previously. The mount also appears wearing or carrying any gear it had when it was last dismissed. Calling a mount is a conjuration (calling) effect.
Should the paladin’s mount die, it immediately disappears, leaving behind any equipment it was carrying. The paladin may not summon 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 forth).
Mercy (Su)
At 8th level, and every three levels thereafter, a paladin can select one mercy. Each mercy adds an effect to the paladin's lay on hands ability. Whenever the paladin uses lay on hands to heal damage to one target, the target also receives the additional effects from all of the mercies possessed by the paladin. A mercy can remove a condition caused by a curse, disease, or poison without curing the affliction. Such conditions return after 1 hour unless the mercy actually removes the affliction that causes the condition.
At 8th level, the paladin can select from the following initial mercies.
Fatigued: The target is no longer Fatigued.
Shaken: The target is no longer Shaken.
Sickened: The target is no longer Sickened.
At 10th level, a paladin adds the following mercies to the list of those that can be selected.
Dazed: The target is no longer Dazed.
Diseased: The paladin's lay on hands ability also acts as remove disease, using the paladin's level as the caster level.
Staggered: The target is no longer Staggered, unless the target is at exactly 0 hit points.
At 12th level, a paladin adds the following mercies to the list of those that can be selected.
Cursed: The paladin's lay on hands ability also acts as remove curse, using the paladin's level as the caster level.
Exhausted: The target is no longer Exhausted. The paladin must have the fatigue mercy before selecting this mercy.
Frightened: The target is no longer Frightened. The paladin must have the Shaken mercy before selecting this mercy.
Nauseated: The target is no longer Nauseated. The paladin must have the Sickened mercy before selecting this mercy.
Poisoned: The paladin's lay on hands ability also acts as neutralize poison, using the paladin's level as the caster level.
At 14th level, a paladin adds the following mercies to the list of those that can be selected.
Blinded: The target is no longer Blinded.
Deafened: The target is no longer Deafened.
Paralyzed: The target is no longer Paralyzed.
Stunned: The target is no longer Stunned.
These abilities are cumulative. For example, a 12th-level paladin's lay on hands ability heals 6d6 points of damage and might also cure Fatigued and Exhausted conditions as well as removing diseases and neutralizing poisons. Once a condition or spell effect is chosen, it can't be changed.
Code of Conduct
A paladin must be of lawful good alignment and loses all class abilities 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.
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 accept only henchmen, followers, or cohorts who are lawful good.
Yes I know this is barely started I haven't been working on it long.