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rferries
2017-08-11, 06:30 PM
Paladin
https://orig07.deviantart.net/6a61/f/2013/331/d/d/tamisen_the_paladin_by_sirtiefling-d6vvgix.jpg
"There are fine lines between justice and tyranny, between freedom and bloodlust... and there are ever paladins at each of those frontiers."

Alignment
Any.

Hit Die
d10.

Class Skills
The paladin’s class skills (and the key ability for each skill) are Concentration (Con), Climb (Str), Craft (Int), Handle Animal (Cha), Heal (Wis), Knowledge (nobility and royalty) (Int), Knowledge (history) (Int), Knowledge (religion) (Int), Knowledge (the planes) (Int), Perform (oratory) (Cha), Profession (Wis), Ride (Dex), Sense Motive (Wis), Spellcraft (Int), and Swim (Str).

Alignment and Class Skills
A paladin of lawful alignment adds Diplomacy (Cha) to the paladin class skills listed above. A paladin of chaotic alignment adds Bluff (Cha) to the paladin class skills listed above. A paladin of evil alignment adds Intimidate (Cha) to the paladin class skills listed above. A paladin of neutral alignment adds Gather Information (Cha) to the paladin class skills listed above.

Skill Points at 1st Level
(4 + Int modifier) Χ4.

Skill Points at Each Additional Level
4 + Int modifier.

Table: The Paladin




Level



Base
Attack Bonus


Fort
Save




Ref
Save




Will
Save


Special


Spells per Day




Spells Known










0th
1st
2nd
3rd
4th
5th
6th
0th
1st
2nd
3rd
4th
5th
6th


1st
+1
+2
+0
+2
Aura, detect, smite


2




—




—




—




—




—




—




4




—




—




—




—




—




—




2nd
+2
+3
+0
+3
Divine grace, lay on hands


3





—




—




—




—




—




5




21




—




—




—




—




—




3rd
+3
+3
+1
+3
Aura of command, divine protection


3




1




—




—




—




—




—




6




3




—




—




—




—




—




4th
+4
+4
+1
+4
Turn or rebuke


3




2





—




—




—




—




6




3




21




—




—




—




—




5th
+5
+4
+1
+4
Special mount


3




3




1




—




—




—




—




6




4




3




—




—




—




—




6th
+6/+1
+5
+2
+5
Divine Charisma +2, Leadership


3




3




2




—




—




—




—




6




4




3




—




—




—




—




7th
+7/+2
+5
+2
+5
Greater lay on hands


3




3




2





—




—




—




6




4




4




21




—




—




—




8th
+8/+3
+6
+2
+6
Greater smite


3




3




3




1




—




—




—




6




4




4




3




—




—




—




9th
+9/+4
+6
+3
+6
Divine resistance


3




3




3




2




—




—




—




6




4




4




3




—




—




—




10th
+10/+5
+7
+3
+7
Divine armour


3




3




3




2





—




—




6




4




4




4




21




—




—




11th
+11/+6/+1
+7
+3
+7
True smite


3




3




3




3




1




—




—




6




4




4




4




3




—




—




12th
+12/+7/+2
+8
+4
+8
Divine Charisma +4


3




3




3




3




2




—




—




6




4




4




4




3




—




—




13th
+13/+8/+3
+8
+4
+8
Greater divine protection


3




3




3




3




2





—




6




4




4




4




4




21




—




14th
+14/+9/+4
+9
+4
+9



4




3




3




3




3




1




—




6




4




4




4




4




3




—




15th
+15/+10/+5
+9
+5
+9
Greater Divine Armour


4




4




3




3




3




2




—




6




4




4




4




4




3




—




16th
+16/+11/+6/+1
+10
+5
+10



4




4




4




3




3




2





6




5




4




4




4




4




21




17th
+17/+12/+7/+2
+10
+5
+10



4




4




4




4




3




3




1




6




5




5




4




4




4




3




18th
+18/+13/+8/+3
+11
+6
+11
Divine Charisma +6


4




4




4




4




4




3




2




6




5




5




5




4




4




3




19th
+19/+14/+9/+4
+11
+6
+11



4




4




4




4




4




4




3




6




5




5




5




5




4




4




20th
+20/+15/+10/+5
+12
+6
+12
Divine Champion


4




4




4




4




4




4




4




6




5




5




5




5




5




4




1. Provided the paladin has a high enough Charisma score to have a bonus spell of this level.

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 (including tower shields).

Aura (Ex)
A chaotic, evil, good, or lawful paladin has a particularly powerful aura corresponding to their alignment (see the detect evil spell for details).

Spells
A paladin casts divine spells, which are drawn from the cleric spell list and the Nobility, Strength, and War domains. She can cast any spell she knows without preparing it ahead of time. To learn 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. A paladin must provide a divine focus for spells as necessary.

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 his Charisma score for that spell level.

The paladin’s selection of spells is extremely limited. A paladin begins play knowing four 0-level spells of your choice. At most new paladin levels, she gains one or more new spells, as indicated on Table: The Paladin. (Unlike spells per day, the number of spells a paladin knows is not affected by her Charisma score; the numbers on Table: The Paladin are fixed.)

Upon reaching 5th level, and at every third paladin level after that (8th, 11th, and so on), a paladin can choose to learn a new spell in place of one she already knows. In effect, the paladin "loses" the old spell in exchange for the new one. The new spell’s level must be the same as that of the spell being exchanged, and it must be at least two levels lower than the highest-level paladin spell the paladin can cast. A paladin may swap only a single spell at any given level, and must choose whether or not to swap the spell at the same time that she gains new spells known for the level.

As noted above, a paladin need not prepare her spells in advance. She can cast any spell she knows at any time, assuming she has not yet used up her allotment of spells per day for the spell’s level. However, paladins meditate or pray for their spell slots. Each paladin must choose a time at which she must spend 1 hour each day in quiet contemplation or supplication to regain her daily allotment of spells. Time spent resting has no effect on whether a paladin can prepare spells.

Domains and Signature Spells
A paladin gains the granted powers of the Nobility, Strength, and War domains. Her alignment also grants her access to certain additional domains, as given by Table: Paladin Alignment and Domains. She gains the granted powers of each of her corresponding domains and adds all spells from those domains to her class spell list. For the purposes of granted powers her paladin levels are considered cleric levels.

A paladin always knows the heal mount and holy sword spells (provided she is of high enough level to be able to cast them). The holy sword spell is modified as appropriate to the paladin's alignment on both axes.

Table: Paladin Alignment and Domains


Paladin Alignment
Domains


Chaotic
Chaos, Liberation, Madness1, Trickery


Good
Glory, Good, Healing, Repose


Evil
Darkness, Death, Destruction, Evil


Lawful
Charm, Community, Law, Protection


1. The paladin's Insanity score is added to her Charisma score rather than her Wisdom score for the purpose of spellcasting.

Detect Chaos/Evil/Good/Law (Sp)
At will, a paladin can use detect chaos/evil/good/law, as the spells.

Smite (Su)
A paladin adds her Charisma bonus (minimum +1) to her attack roll and deals 1 extra point of damage per paladin level whenever she attacks a creature of an alignment diametrically opposed to her own on the moral (good vs. evil) or ethical (law vs. chaos) axis. If a creature's alignment is diametrically opposed to her own on both axes, she doubles these effects.

A true neutral paladin does not gain any benefits on attacks against neutral creatures (even if they are not true neutral). However, creatures of any extreme alignment (lawful good, lawful evil, chaotic good, and chaotic evil) are considered diametrically opposed to a true neutral paladin's alignment on both axes.

Divine Grace (Su)
At 2nd level, a paladin gains a bonus equal to her Charisma bonus (minimum +1) on all saving throws and her Armour Class.

Lay on Hands (Su)
Beginning at 2nd level, a paladin 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 Χ her Charisma bonus (minimum +1). A paladin may choose to divide her healing among multiple recipients, and she doesn’t have to use it all at once. She may not use this ability on a creature with an alignment diametrically opposed to her own on both axes.

Alternatively, a paladin can use any or all of this healing power to deal damage to a creature whose alignment is diametrically opposed to her own on both axes, or to an outsider whose alignment is opposed to her own on either axis. 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 a creature.

Aura of Command (Su)
Beginning at 3rd level, each ally within 30 feet of the paladin gains a morale bonus on their saving throws equal to the paladin's Charisma bonus (minimum +1). Furthermore, the paladin herself becomes immune to both magical and nonmagical fear.

This ability functions while the paladin is conscious, but not if she is unconscious or dead.

Divine Protection (Su)
At 3rd level, a paladin gains special immunities according to her alignment. A paladin of good alignment gains immunity to all diseases, including supernatural and magical diseases. A paladin of evil alignment gains immunity to poisons of all kinds. A paladin of chaotic alignment gains immunity to compulsion effects. A paladin of lawful alignment gains immunity to confusion effects and cannot be sickened or nauseated.

Turn or Rebuke (Su)
When a paladin reaches 4th level, she gains the supernatural ability to turn or rebuke undead just as a cleric of her alignment and paladin level (as with clerics, a paladin that is neither good nor evil chooses whether to turn or rebuke undead and cannot thereafter change that decision). She may use this ability a number of times per day equal to 3 + her Charisma modifier. She may also turn outsiders of an opposed alignment on either axis, and rebuke outsiders with a shared alignment on either axis.

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. 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 Outer Plane realm 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.

Divine Charisma (Su)
Beginning at 6th level a paladin gains a +2 gains a +2 sacred (if good-aligned) or profane (if evil-aligned) bonus to her Charisma score. A paladin that is neither good nor evil gains the bonus type corresponding to whether they turn (sacred) or rebuke (profane) undead. This bonus increases to +4 at 12th level, and +6 at 18th level.

Leadership
At 6th level, a paladin gains Leadership as a bonus feat. She is automatically considered to have the "special power" modifier to her reputation. Her squire (cohort) should be a divine spellcaster or martial character of some sort, with few exceptions.

Greater Lay on Hands (Su)
At 7th level, whenever a paladin uses her lay on hands ability to heal or harm a creature she may also cast any number of spells she knows on that creature as part of the same action without using any spell slots. To cast a spell in this way she must heal (or harm) the creature for a number of hit points at least equal to the minimum paladin level needed to cast that spell. Using her lay on hands ability in this way is a full-round action.

Greater Smite (Su)
At 8th level, a lawful paladin's natural weapons (including unarmed strikes), as well as any weapons she wields, are considered to be cold iron for the purpose of overcoming damage reduction and regeneration. A chaotic paladin's weapons are instead considered to be silver. This property is in addition to any special materials her weapons are actually made from.

Divine Resistance (Su)
At 9th level, a paladin gains acid, cold, electricity, fire, and sonic resistance each equal to her paladin level. These resistances stack with all other resistances.

Divine Armour (Su)
At 10th level, a paladin gains damage reduction equal to one-half her paladin level. This damage reduction is overcome by aligned weapons opposed to the paladin's alignment on either axis. A true neutral paladin's damage reduction is overcome by weapons of any alignment.

True Smite (Su)
At 11th level, a paladin's natural weapons (including unarmed strikes), as well as any weapons she wields, are considered to be of the same alignment as the paladin herself. For example, a lawful good paladin's weapons are considered to be both lawful-aligned and good-aligned for the purpose of overcoming damage reduction and regeneration.

Greater Divine Protection (Su)
At 13th level a paladin benefits from a constant death ward effect, as the spell. She also gains spell resistance equal to her paladin level +5. This spell resistance automatically ignores beneficial or harmless spells, at her option.

Greater Divine Armour (Su)
At 15th level, a paladin's damage reduction increases to equal to three quarters of her paladin level. It is now overcome by aligned weapons diametrically opposed to her alignment on both axes. The damage reduction of a true neutral paladin is overcome by weapons of any extreme alignment (lawful good, lawful evil, chaotic good, and chaotic evil).

Divine Champion (Su)
At 20th level, a paladin's becomes a living incarnation of her deity's will. Her type changes to outsider, and she gains the native subtype plus any alignment subtypes ([Chaos], [Evil], [Good], and [Law]) as appropriate. The range of her Aura of Command ability increases to 300 feet. She sprouts a pair of feathered, insectoid, or bat-like wings that grant her a fly speed equal to twice her base land speed with perfect maneuverability. Finally, she becomes immortal, ignoring any aging penalties and magical aging effects and never dying of old age (though she may still be slain in combat).

Code of Conduct
A paladin must be of the same alignment or her deity or cause and loses all class abilities if she ever willingly commits an act contrary to that alignment. She must act in all ways as a perfect example of her alignment. For example, a lawful good paladin must 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 neutral alignment, a paladin will never knowingly associate with characters whose alignments are diametrically opposed to her own on the moral (good vs evil) axis, nor will she continue an association with someone who consistently offends her moral code. A paladin may accept only henchmen, followers, or cohorts whose alignments match her own.

Ex-Paladins
A paladin who changes her alignment, who willfully commits an act contrary to her alignment, or who grossly violates the code of conduct loses all paladin spells and abilities (including the service of the paladin’s mount, but not weapon, armor, and shield proficiencies). 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. She may choose to serve a different deity or cause appropriate to her new alignment, but this still requires atonement to the new deity.

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.

The Paladin’s Mount
As the standard paladin's mount (http://www.d20srd.org/srd/classes/paladin.htm#thePaladinsMount). I feel it should benefit from anarchic/axiomatic/celestial/fiendish templates as appropriate, plus my special mount feats (http://www.giantitp.com/forums/showthread.php?523637-Special-Mount-feats-(for-both-you-and-your-mount)) (plus nightmare/hellhound etc options).

rferries
2017-08-11, 06:32 PM
Started off with simple changes to class skills, shield proficiencies, spellcasting etc and ended up with way too many class features ahaha.

nonsi
2017-08-12, 12:15 AM
.
All in all, very nicely done and well thought out.

1. Lose the "width" constraint on the table. Multiline table rows are annoying.
2. The core Paladin is immune to fear by 3rd level. Why did you take that away?
3. Notice that Smite does nothing to creatures w/o DR until level 11. I think you should rotate the effects so that Smite starts with the description noted for 11th level.
4. Since literally every Paladin player (with some sense in his/her head) that knows about Battle Blessing (Complete Champion, p.55) takes it ASAP, you should consider integrating it into the class (or ban it if you deem it inappropriate).
5. A nitpick: the thread category should be "D&D 3.x Class", not "D&D 3.x Other".

rferries
2017-08-13, 06:36 PM
.
All in all, very nicely done and well thought out.

1. Lose the "width" constraint on the table. Multiline table rows are annoying.
2. The core Paladin is immune to fear by 3rd level. Why did you take that away?
3. Notice that Smite does nothing to creatures w/o DR until level 11. I think you should rotate the effects so that Smite starts with the description noted for 11th level.
4. Since literally every Paladin player (with some sense in his/her head) that knows about Battle Blessing (Complete Champion, p.55) takes it ASAP, you should consider integrating it into the class (or ban it if you deem it inappropriate).
5. A nitpick: the thread category should be "D&D 3.x Class", not "D&D 3.x Other".

1. Aaaargh if you only knew the trouble I have posting tables here. Importing the bard table was a NIGHTMARE! :D Edited to expand the width now though.

2. I was inspired by the variant Paladins (tyranny, slaughter, etc) - so aura of courage and divine health were reformed into aura of command (more useful for the rest of the party) and divine protection (an immunity tailored to the paladin's alignment). Note that this paladin has a good Will save progression so they're most likely immune to fear anyways. However I think the fear immunity could work for all paladin alignments (as they should be fearless champions as you say), so I've re-added it to aura of command - or could it be a morale bonus against all mind-affecting effects, do you think?

3. Yes I considered that too, but was worried that order was too powerful. Rearranged it now though.

4. Battle Blessing would be banned in this system; they have halfway-decent spellcasting now so free quickened spells would be going overboard.

5. Haha yes! I rarely post classes so I did 3.x Other by reflex. Fixed!

Thanks for the feedback!

nonsi
2017-08-14, 01:09 AM
1. Aaaargh if you only knew the trouble I have posting tables here. Importing the bard table was a NIGHTMARE! :D Edited to expand the width now though.


Just remove the "width" attribute... like so


Table: The Paladin




Level



Base
Attack Bonus


Fort
Save




Ref
Save




Will
Save


Special


Spells per Day




Spells Known










0th
1st
2nd
3rd
4th
5th
6th
0th
1st
2nd
3rd
4th
5th
6th


1st
+1
+2
+0
+2
Aura, detect, smite


2




—




—




—




—




—




—




4




—




—




—




—




—




—




2nd
+2
+3
+0
+3
Divine grace, lay on hands


3





—




—




—




—




—




5




21




—




—




—




—




—




3rd
+3

+3
+1
+3
Aura of command, divine protection


3




1




—




—




—




—




—




6




3




—




—




—




—




—




4th
+4
+4
+1
+4
Turn or rebuke


3




2





—




—




—




—




6




3




21




—




—




—




—




5th
+5
+4
+1
+4
Special mount


3




3




1




—




—




—




—




6




4




3




—




—




—




—




6th
+6/+1
+5
+2
+5
Divine Charisma +2, Leadership


3




3




2




—




—




—




—




6




4




3




—




—




—




—




7th
+7/+2
+5
+2
+5
Greater lay on hands


3




3




2





—




—




—




6




4




4




21




—




—




—




8th
+8/+3
+6
+2
+6
Greater smite


3




3




3




1




—




—




—




6




4




4




3




—




—




—




9th
+9/+4
+6
+3
+6
Divine resistance


3




3




3




2




—




—




—




6




4




4




3




—




—




—




10th
+10/+5
+7
+3
+7
Divine armour


3




3




3




2





—




—




6




4




4




4




21




—




—




11th
+11/+6/+1
+7
+3
+7
True smite


3




3




3




3




1




—




—




6




4




4




4




3




—




—




12th
+12/+7/+2
+8
+4
+8
Divine Charisma +4


3




3




3




3




2




—




—




6




4




4




4




3




—




—




13th
+13/+8/+3
+8
+4
+8
Greater divine protection


3




3




3




3




2





—




6




4




4




4




4




21




—




14th
+14/+9/+4
+9
+4
+9



4




3




3




3




3




1




—




6




4




4




4




4




3




—




15th
+15/+10/+5
+9
+5
+9
Greater Divine Armour


4




4




3




3




3




2




—




6




4




4




4




4




3




—




16th
+16/+11/+6/+1

+10
+5
+10



4




4




4




3




3




2





6




5




4




4




4




4




21




17th
+17/+12/+7/+2
+10
+5
+10



4




4




4




4




3




3




1




6




5




5




4




4




4




3




18th
+18/+13/+8/+3
+11
+6
+11
Divine Charisma +6


4




4




4




4




4




3




2




6




5




5




5




4




4




3




19th
+19/+14/+9/+4
+11
+6
+11



4




4




4




4




4




4




3




6




5




5




5




5




4




4




20th
+20/+15/+10/+5
+12
+6
+12
Divine Champion


4




4




4




4




4




4




4




6




5




5




5




5




5




4





A lot more friendly on the eyes methinks.





2. I was inspired by the variant Paladins (tyranny, slaughter, etc) - so aura of courage and divine health were reformed into aura of command (more useful for the rest of the party) and divine protection (an immunity tailored to the paladin's alignment). Note that this paladin has a good Will save progression so they're most likely immune to fear anyways. However I think the fear immunity could work for all paladin alignments (as they should be fearless champions as you say), so I've re-added it to aura of command - or could it be a morale bonus against all mind-affecting effects, do you think?


I tend to say let Divine Protection cover that one. As you said, the Paladin's saving throws are high enough.
A decent paladin is first and foremost fearless. Anything else comes second.





4. Battle Blessing would be banned in this system; they have halfway-decent spellcasting now so free quickened spells would be going overboard.


Good call.





Thanks for the feedback!


Any time :smallsmile:

rferries
2017-08-14, 02:25 AM
Just remove the "width" attribute... like so


Table: The Paladin




Level



Base
Attack Bonus


Fort
Save




Ref
Save




Will
Save


Special


Spells per Day




Spells Known










0th
1st
2nd
3rd
4th
5th
6th
0th
1st
2nd
3rd
4th
5th
6th


1st
+1
+2
+0
+2
Aura, detect, smite


2




—




—




—




—




—




—




4




—




—




—




—




—




—




2nd
+2
+3
+0
+3
Divine grace, lay on hands


3





—




—




—




—




—




5




21




—




—




—




—




—




3rd
+3
+3
+1
+3
Aura of command, divine protection


3




1




—




—




—




—




—




6




3




—




—




—




—




—




4th
+4
+4
+1
+4
Turn or rebuke


3




2





—




—




—




—




6




3




21




—




—




—




—




5th
+5
+4
+1
+4
Special mount


3




3




1




—




—




—




—




6




4




3




—




—




—




—




6th
+6/+1
+5
+2
+5
Divine Charisma +2, Leadership


3




3




2




—




—




—




—




6




4




3




—




—




—




—




7th
+7/+2
+5
+2
+5
Greater lay on hands


3




3




2





—




—




—




6




4




4




21




—




—




—




8th
+8/+3
+6
+2
+6
Greater smite


3




3




3




1




—




—




—




6




4




4




3




—




—




—




9th
+9/+4
+6
+3
+6
Divine resistance


3




3




3




2




—




—




—




6




4




4




3




—




—




—




10th
+10/+5
+7
+3
+7
Divine armour


3




3




3




2





—




—




6




4




4




4




21




—




—




11th
+11/+6/+1
+7
+3
+7
True smite


3




3




3




3




1




—




—




6




4




4




4




3




—




—




12th
+12/+7/+2
+8
+4
+8
Divine Charisma +4


3




3




3




3




2




—




—




6




4




4




4




3




—




—




13th
+13/+8/+3
+8
+4
+8
Greater divine protection


3




3




3




3




2





—




6




4




4




4




4




21




—




14th
+14/+9/+4
+9
+4
+9



4




3




3




3




3




1




—




6




4




4




4




4




3




—




15th
+15/+10/+5
+9
+5
+9
Greater Divine Armour


4




4




3




3




3




2




—




6




4




4




4




4




3




—




16th
+16/+11/+6/+1
+10
+5
+10



4




4




4




3




3




2





6




5




4




4




4




4




21




17th
+17/+12/+7/+2
+10
+5
+10



4




4




4




4




3




3




1




6




5




5




4




4




4




3




18th
+18/+13/+8/+3
+11
+6
+11
Divine Charisma +6


4




4




4




4




4




3




2




6




5




5




5




4




4




3




19th
+19/+14/+9/+4
+11
+6
+11



4




4




4




4




4




4




3




6




5




5




5




5




4




4




20th
+20/+15/+10/+5
+12
+6
+12
Divine Champion


4




4




4




4




4




4




4




6




5




5




5




5




5




4





A lot more friendly on the eyes methinks.





I tend to say let Divine Protection cover that one. As you said, the Paladin's saving throws are high enough.
A decent paladin is first and foremost fearless. Anything else comes second.





Good call.





Any time :smallsmile:


Afraid removing the width didn't work, but setting it to 1100 did (at least when I view it in my browser).

I may look over the list of status conditions and work a few more into (Greater) Divine Protection (justice is blind, so maybe lawful paladins should be immune to being blinded/dazzled/deafened?), but I'll leave Aura of Command at just fear immunity as you say.

Thanks again!