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View Full Version : D&D 3.x Class The Paladin (3.5 Base Class, PEACH)



NeoSeraphi
2015-07-07, 06:21 PM
After basically turning in my pen when the new table systems were released, I got a request for a Tier 1 paladin homebrew, in the same vein as my archmage. For those of you who never saw it, the archmage concept was just to make a blatantly overpowered class for silly reasons, so if that’s what is desired, then I shall put it forth. DMs, never allow this homebrew at your table.

There's not going to be a table for this guide because I'm still aversed to the new system and also I have about ten minutes to copy this from a Word document and paste/edit it.

The Paladin

http://vignette2.wikia.nocookie.net/fairytail/images/4/45/Heaven's_Wheel_Armor.png/revision/latest?cb=20130303202012

Base Attack Bonus - Full Base Attack Bonus

Saving Throws - Good Fort, Good Will

HD: d10

Skill Points: 4+Int mod per level (x4 at first level)

Class Skills: Appraise, Craft, Diplomacy, Handle Animal, Intimidate, Knowledge (Nobility and Royalty), Knowledge (Planes), Knowledge (Religion), Listen, Profession, Ride, Sense Motive, Spellcraft, Spot, Survival and Swim.

Weapon and Armor Proficiency – The paladin is proficient with all weapons, all armors, and all shields (including exotic variants of each).

Spellcasting - The paladin casts divine spells. He needs 10+spell level Charisma to prepare or cast a spell, and his spells have a save DC of 10+spell level+Charisma mod. The paladin receives a number of spells per day equal to an archivist of the same level, and receives bonus spells per day for a high Charisma score.

Prayerbook – The paladin carries with him a prayerbook, from which he can prepare and cast divine spells. A paladin begins the game with all 0 level divine spells and 3 + Cha 1st level divine spells, chosen from the cleric spell list. At each new paladin level, the paladin can write two new cleric spells of any level he can cast into his prayerbook for free. For the purpose of determining what spells are on the cleric spell list (in addition to the normal cleric spells), the paladin adds standard 3.5 paladin spells to the spell list at double their spell level (so 1st level paladin spells are treated as 2nd level cleric spells, 2nd level paladin spells are 4th level cleric spells, etc). If a spell is on both the paladin and cleric spell list, use the cleric version to determine the spell level.
A paladin can copy new spells into the prayerbook from scrolls and other spellbooks. He can copy spells from any spell list into this book (including bard, duskblade, wizard, druid, etc). Any spell he copies is treated as a divine spell of the level that he copied, +1 if the spell is on neither the paladin nor the cleric spell list. (So burning hands would be a 2nd level spell for him). Copying spells into his prayerbook costs time and money, see the spellbook feature of a wizard.

Smite the Faithless (Su): A paladin can call upon the fury of his god to destroy his enemies with a single crushing blow. As a swift action, the paladin can target a single enemy within his sight. If that enemy does not worship his deity, the paladin is charged with divine power against him. He adds his Charisma bonus (minimum +0) plus 1/4th his paladin level to attack rolls against that target, and adds his paladin level to his damage rolls against that target. The first successful attack against a dragon, outsider, or undead with this ability deals bonus damage equal to double his paladin level instead.

Additionally, all attacks made against a target of his Smite ignore all damage reduction. The paladin also gains his Charisma bonus as a deflection bonus to his AC against attacks made by the target of his Smite, and also as a sacred bonus to his saving throws against special attacks made against him by the target of his Smite. This ability lasts until the target is dead, the paladin chooses a new target with another use of his Smite, or the encounter ends.
A paladin can use Smite the Faithless once per encounter. At level 4, and every 3 levels thereafter, he can use it one additional time per encounter (but he can still only have one target at a time), to a maximum of 7 times per encounter at level 19.

Detect Alignments (Su): At will, the paladin can cast detect good, detect evil, detect chaos, or detect law as a spell-like ability, with a caster level equal to his class level.

Aura of Paladinness (Su): A paladin projects an aura that registers him as a holy warrior who kicks ass for his Lord. Anyone who detects good or law on him is stunned in awe of his divine power.

Lay on Hands (Su): At level 2, a paladin can cure the wounds of others, and heal their sickness. Up to 3+Charisma mod times per day, plus one additional time per day per 2 levels, the paladin can touch himself or another individual and restore health through positive energy. If used in combat, it costs a swift action to use it on himself and a standard action to use on others, restoring 1d6/2 levels of health. If used out of combat, it takes a full-round action and a single use restores the creature to full health. If used on undead, they take the same damage that a combat use would heal, with a Will save (DC 10+1/2 paladin level+Cha mod) to take half damage.

Aura of Divinity (Su): A paladin at level 2 projects an aura of divine protection. He and his allies within 10 feet receive a sacred bonus on their saving throws equal to his Charisma modifier (minimum +1)

Mercy (Su): A paladin’s Lay on Hands can restore the sickness of others as well. Starting at 3rd level, the paladin’s touch cures many ailments.
At 3rd level, the paladin’s Lay on Hands also removes the fatigued, sickened, dazzled, and shakened conditions.
At 6th level, the paladin’s Lay on Hands also removes the blinded, deafened, slowed, and dazed conditions.
At 9th level, the paladin’s Lay on Hands also removes the exhausted, nauseated, frightened, and staggered conditions.
At 12th level, the paladin’s Lay on Hands also removes the stunned and paralyzed conditions, and cures the target of any poison they may be affected by (lingering ability damage still stays).
At 15th level, the paladin’s Lay on Hands also removes the petrified and panicked conditions, and removes 1 point of ability damage from each ability score.
At 18th level, the paladin’s Lay on Hands removes all ability damage from all scores, and also removes all temporary and permanent negative levels from the targets. Additionally, when cast in combat, you can consume 2 daily uses to have it act as a heal spell with a caster level equal to your paladin level.

Aura of Courage – At 3rd level, the paladin is much, much more manly than the weak little fighter or cowardly barbarian. He becomes immune to fear, and anyone who attempts to impose fear on him (through the Intimidate skill, a spell, or a special ability like a dragon’s Frightful Presence) provokes an attack of opportunity from him. As an immediate action, a paladin may move up to his speed in order to resolve this attack of opportunity against someone outside of his reach. His allies within 10 feet also receive a +4 morale bonus to their saves against fear effects, because no one scares them more than their paladin ally who will beat their sorry asses if they flee from battle.

Divine Bond – At 4th level, the paladin can form a bond with either his weapon, his armor, or an unusually intelligent mount. If he chooses a piece of equipment, he adds 1/3rd his paladin level to the enhancement bonus of that weapon, and as a swift action for a number of minutes per day equal to his paladin level (need not be consecutive, but must be spent in 1 minute increments) he can add 1/3rd his paladin level enchantments to the weapon, as long as they are appropriate for that weapon (So at 4th level, a paladin who buys a +1 longsword treats it as a +2 longsword that he can spend a swift action to add flaming to for 4 minutes per day).
At 15th level, if the paladin formed a bond with his weapon, his bonded weapon is treated as if he had cast holy sword on it as long as he is holding it, with a caster level equal to his class level.

If the paladin chooses a mount he gains an animal companion, as a druid of the same level. This animal companion can be summoned as a standard action. This is a conjuration (calling) effect, it is a spell-like ability with a caster level equal to the paladin’s class level, and it immediately calls the companion to the paladin’s side as long as they are both on the same plane. The animal companion is unusually intelligent, gaining the Int score of a familiar, using the paladin’s level to determine the appropriate wizard level.
If the paladin’s mount dies, he mourns his loss and feels shame at being a terrible pet owner for 30 days, after which his deity takes pity on him and resurrects the mount for him.

Drag Me to Hell (Su): Starting at 7th level, a paladin can exist comfortably on any plane. He is immune to mundane fire, electricity, bludgeoning and pressure damage from natural disasters on other planes, and while on other planes he does not need to eat, breathe or sleep. Additionally, he can cast plane shift once per day as a spell like ability with a caster level equal to his class level. His mount travels with him automatically.

Aura of Purity (Su): Starting at 8th level, the paladin’s Aura of Courage now provides immunity to charm effects, with the same attack of opportunity and movement allowed if a creature attempts to charm him. His allies within 10 feet receive a +4 morale bonus on their saves against charm effects, because if they ditch the paladin to go make out with a succubus he will shove them into a lake of fire.

Angel of Revenge (Su): At 9th level, the paladin grows wings. These wings are made of holy light, and grant the paladin a fly speed of 90’ with perfect maneuverability. Because the wings are made of light, they do not damage his armor or clothes, and can be put away as a swift action, and drawn again as another swift action.

Aura of JUSTICE! (Su): Starting at 11th level, the paladin can expend two uses of his Smite the Faithless ability to grant the bonuses he gains against the target of his Smite to all his allies within 30 feet. The allies use his paladin level to determine their attack and damage bonuses, and his Charisma modifier to determine their other bonuses.
Additionally, whenever an ally affected by Aura of JUSTICE! Successfully strikes the target of the Smite while paladin is flanking with that ally, the paladin may spend an immediate action to shout “JUSTICE!” at the top of his lungs. If he does so, he may make a melee attack against the target of his Smite, and the target is denied its Dexterity bonus to its AC because justice.

Aura of Command (Su): Starting at 14th level, the paladin’s Aura of Courage now provides immunity to compulsion effects, with the same attack of opportunity and movement allowed if a creature attempts to compel him. His allies within 10 feet receive a +4 morale bonus on their saves against compulsion effects, because only the paladin tells those pansies what to do.

Divine Champion (Su): At 20th level, the paladin is champion of his god. He can now change targets of his Smite as a free action once per round without expending an additional use of his Smite (so the same Smite can apply to the whole encounter now, but only one target at a time), and as an immediate action, he can choose a new target of his Smite if the old target dies without expending an additional encounter use of Smite.
The paladin gains Damage Reduction 10/Epic, and he emits an Aura of Menace, causing all enemies within 30 feet to make a Will save when they first lay eyes on him (DC 20+Cha mod). If they fail, they are panicked for 1d4 rounds, then shaken for 3d6 minutes. If they succeed, they are shaken for 3d6 minutes. After being affected by the paladin’s Aura of Menace (whether the save succeeds or fails), a creature is immune to that paladin’s Aura of Menace for 24 hours.

ngilop
2015-07-07, 08:23 PM
YAAy neoSeraphi is back and I can help!


you can do tables an easy way.


Just go to the Pifro.comng and on the table code drop box select PIFBB for formatting and POW that the code the new GiTP forums use :)


also Nice job with the tier one paladin.

Keeielo
2015-07-08, 01:30 AM
yeah great job lol OP paladins are the best! thanks again

Deepbluediver
2015-07-08, 10:26 AM
Oh man, this brings back memories. I've recently returned to posting after a long absence as well- though admittedly not with the fervor I used to posses.

I'll refrain from commenting to much since Tier 1 is not my usual aim for homebrew, but I'll offer this: http://www.giantitp.com/forums/showthread.php?292856-Paladin-Fix-PrC-3-X-PEACH
I did my own paladin fix and while the class is a little wonky, the capstone, Holy Champion, includes a whole bunch of unique special abilities depending on your race or patron deity. People seem to like them, so if you think the can help out with the whole "Tier 1" thing please feel free to loot any that you want.