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Falrin
2007-06-29, 06:51 AM
So yes, another remake of our litlle smiting friend.

First here's the most important atempt to a fix. http://boards1.wizards.com/showthread.php?t=761045

Thanks to OneWinged4ngel as I used some of his abilities, but I'm not really fond of the #/encounter method.

So lets see, what is, or better, what should the paladin be like. As I look at it we have the typical holy knight focussing on 3 main abilities:

He's a Holy Warrior: Get a big sword & Smite the Evil out of this world.
He's an Inspiring Exapmle: Radiate an Aura boosting your allies.
He's a helping hand in need: Lay on hands to fix your allies.

This in mind, what's wrong with our current paladin.
Smiting goodness is very limited, drop current smiting progression.
Remove disease. 5/week?. Que? Drop it.

Personal note:
Drop Mount: If you want a mount, buy one. If you want a special mount, ask your DM ( and let him count this beastie in the ECL of the party).
Spells: If you want to cast, become a cleric. I just like my games low-magic.


So here we go then:

Paladin
Alignment: Lawful good.
Hit Die: d10.

Class Skills
Climb (Str)
Craft (Int)
Diplomacy (Cha)
Handle Animal (Cha)
Heal (Wis)
Intimidate (Cha)
Jump (Str)
Knowledge (nobility and royalty), (religion) & (planes) (Int)
Profession (Wis)
Ride (Dex)
Sense Motive (Wis).
Swim (Str)
Tumble (Dex)
(Added some typical Fighter SKills & an important 'know your enemy' skill)

Skillpoints: 4 + Int modifier. (I like to hand out lots of skills)

BaB: Good
Saves: Good, Bad, Bad.

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).

LvL
1: Aura of Good, Detect Evil, Smite Evil
2: Divine Grace, Lay on Hands
3:, Divine Health, Heroic Courage
4: Turn Undead, Aura Augmentation
5: Smite Augmentation, Vigilance
6: Panacean Touch
7: Fast Aura
8: Aura Augmentation
9: Revitalizing Touch
10: Smite Augmentation
11: Break Enchantment
12: Aura Augmentation
13:Combine Aura
14:Refreshing Touch, Constant Vigilance
15: Smite Augmentation
16: Aura Augmentation
17: Combine Smite
18: Energizing Touch
19: A Hero’s End
20: Aura Augmentation, Smite Augmentation

Aura of Good (Ex)
The power of a paladin’s aura of good (see the detect good spell) is equal to her paladin level. In addition any weapon the paladin wields counts as good to overcome Damage reduction.

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

Smite Evil (Su)
3 times + Cha mod per Day, a paladin may attempt to smite evil with one normal melee attack. She adds her Charisma bonus (if any) to her attack roll and deals 1 extra point of damage per paladin level. 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 day.
(I'm concidering to make this 3+Pal LvL, Cha+Pal LvL, ... and half the damage, but then you might lose the dramatic "I smite you infidel" Effect)

Divine Grace (Su)
At 2nd level, a paladin gains a bonus equal to her Charisma bonus (if any) on all saving throws. This bonus can not exceed her Paladin LvL.
(This stops the 2LvL Paladin dip a litlle)

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 twice 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.

Divine Health (Ex)
At 3rd level, a paladin gains immunity to all diseases, including supernatural and magical diseases.

Heroic Courage (Ex)
A paladin becomes immune to fear (magical or otherwise)

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.
(This should be changed to: Pure damage to undead (&Evil outsiders), Less atempts but as full cleric, bonus die on a melee attack.)

Aura Augmentation (Su)
Beginning at 4th level and every 4th LvL thereafther the Paladin can chose a new Aura Augmentation from the list below.
An Aura has a 30 Ft Radius. There can be only one Aura active (except aura of good, which is always active) at any given moment. Changin an Aura Requires 1 minute undisturbed meditation. This ability functions while the paladin is conscious, but not if she is unconscious or dead. The bonus granted is a Morale Bonus.

Aura of Courage: +3 Vs Fear. +1/3 paladin LvLs.
Aura of Determenation: +1/4 Pal LvLs on Will Saves Vs Enchantments.
Aura of Shielding: +1/5 Pal LvLs on AC.
Aura of Positive Energy: +1/4 Pal LvLs on att/dam Vs Undead.
Aura of Vitality: Gain 1 temp hp/ pal LvL.
Aura of purity: Gain +1/ 2 Pal LvLs Vs poisons or diseases.
(These need some work, but I’m out of inspiration so I just posted what I got.)


Smite Augmentation (Su)
Beginning at 5th lvL and every 5th LvL thereafther the Paladin can chose a new Smite Augmentation.
Every time a Paladin uses his smite ability he can aply one Smite Augmentation he knows to his attack.

-Holy augmentation. Your weapon counts as holy during the smite.
-Disrupting Augmentation*. Your weapon counts a disrupting during the smite.
-Bannishing Augmentation*. Your weapon counts as bannishing during the smite.
-Power Augmentation. Your PA return increases from 1:1 to 1:2 or from 1:2 to 1:3.
-Stunning Augmentation. Your smite might stun your opponent. DC 10+pal LvL.
-Dispelling Augmentation*. Your smite gains dispel. CL= Pal.
-Keen Augmentation. Your smite gains the keen abililty. If You already posses keen/impr. critical, you don’t need to confirm a crit instead.
-Ranged Smite. Your smite works on a ranged attack within 60 Ft.
-Subdueing Smite: You smite deals Subdual Damage.
* You Paladin LvLs count as CasterLvLs.
(As the Auras These need some work, balance might be an issue)

Panacean Touch (Su)
Upon reaching 6th level, whenever a paladin expends at least 10 points of healing from her lay on hands she may remove poison from any person she touches, and whenever she spends at least 20 points of healing she may remove disease from any person she touches. This is in addition to hit points restored.

Fast Aura (Su)
Change you aura 1/day as a swift action.

Revitalizing Touch (Su)
Beginning at 9th level The Paladin can use her Lay on Hands ability to remove ability damage from a person she touches when she heals at least 5 points per point of ability damage to be removed (It is possible for only a portion of ability damage to be restored if the paladin does not spend enough to cure them all). This is in addition to hit points restored.

Refreshing Touch (Su)
Beginning at 11th level Paladin can remove exhaustion, fatigue,sickness, and nausea with a touch whenever she spends at least 10 points from her lay on hands pool. This is in addition to hit points restored.

Combine Aura (Su)
You can aply 2 Aura Augmentations at the same time. Changing an Aura still takes 1 minute each.

Break Enchantment (Su)
Beginning at 14th level, the Paladin can break an enchantment with a touch whenever she expends at least 40 points of healing from her lay on hands ability. Her caster level for the purpouse of this effect is equal to her paladin caster level, just as if she had actually cast the Break Enchantment spell. This is in addition to hit points restored.

Combine Smite (Su)
You can aply 2 smite augmentations at the same time.

Energizing Touch (Su)
Beginning at 18th level, Paladin may remove negative levels from a subject whenever she spends at least 15 points from her lay on hands pool per negative level the target is afflicted with (It is possible for only a portion of negative levels to be restored if the paladin does not spend enough to cure them all). This is in addition to hit points restored.

A Hero’s End (Su)
When a High LvL Paladin dies, his god grants him a heroic deed. When an effect kills a Paladin (Damage, Poison, Spells, ...) he’s imidiatly granted a standard action which he must use to reach for his goal (ex. Help allies, Excecute Justice, ...). After this action he dies with his Gods name on his lips. Those last words count as the spell Holy Word with a caster LvL equal to his Paladin LvL and any ramaining uses of his lay on hand ability are distributed to his allies.
(This could be mechanicly better, but any dramatic ending abilitiy would fit)

magic8BALL
2007-06-29, 08:18 AM
...just glancing at your smite progression (and lack of multiclassing penalties), why would someone not take 2 levels of this paladin, 4 levels of fighter (love specialisation), all 3 levels of exotic weapon master (if wanted) and the run with cleric for the rest of the way?

My favourite paladin fix is a charater who multiclasses evenly between fighter and cleric, with a player who can roleplay the part something fierce. This isn't bad, and I agree with your three points up the top, but giving out all the smites in one level? an opening for multiclassing abuse.