View Single Post
Old 10-24-2012, 12:05 PM   Top  -  End  -  #1
toapat
Ogre in the Playground
 
 
Join Date: Jan 2012
Default Truth, Honor, Hope (PEACH)[3.5] (also a sorc/FVS boosting)

Foreword:
Spoiler


Those who seek to fight tyranny, to heal the sick, Those who fight darkness and help the fearful. They are the Paladins, and they fight for the good of others. They hope for peace, but fight an endless war against evil.



"Where Tyranny rules, Justice shall revolt
Who Fear holds, Hope shall free
Which Cruelty torments, Mercy shall reach
When Suffering spreads, I bring Release
Where Darkness Reigns, Light shall Conquer
Paladin" ~ Oath of the True Lightbringer Paladin order.


Gameplay Information:
Attributes: A paladin Favors strength, as it allows them better accuracy, and damage. Constitution for health and fortitude saves, and Charisma for saves, smite bonuses, and spells. Dexterity improves the paladin's reflex saves, AC, and Innitive.
Alignment: Any Good
Hit Die: 1d10
Starting Age: Moderate
Starting Gold: 150gp

Paladin
LevelBABFortRefWillSpecial 1st2nd3rd4th
1st+1+2+0+2Aura of Good, Detect Evil, Smite Evil 1/encounter
2nd+2+3+0+3Divine Grace, Lay on hands
3rd+3+3+1+3Aura of Resolve, Enduring Personality
4th+4+4+1+4Mercy, Battle Blessing, Mettle, Prayerbook3
5th+5+4+1+4Warden's Charge, Smite Evil 2/encounter3
6th+6/+1+5+2+5Spellshatter 1/day4
7th+7/+2+5+2+5Bonus feat4
8th+8/+3+6+2+6Measure of Conviction, Mercy43
9th+9/+4+6+3+6Spellshatter 2/day43
10th+10/+5+7+3+7Bonus feat, Smite Evil 3/encounter44
11th+11/+6/+1+7+3+7Hymnbook443
12th+12/+7/+2+8+4+8Spellshatter 3/day, Mercy444
13th+13/+8/+3+8+4+8Bonus feat444
14th+14/+9/+4+9+4+9Improved mettle5443
15th+15/+10/+5+9+5+9Spellshatter 4/day, Smite Evil 4/encounter5444
16th+16/+11/+6/+1+10+5+10Bonus feat, Mercy5544
17th+17/+12/+7/+2+10+5+10Wrathful Smiting5554
18th+18/+13/+8/+3+11+6+11Spellshatter 5/day6554
19th+19/+14/+9/+4+11+6+11Bonus feat6665
20th+20/+15/+10/+5+12+6+12Mercy, Smite Evil 5/encounter6666

Class Skills: Balance (Dex), Bluff (Cha), Climb (Str), Concentration (Con), Craft (Int), Diplomacy (Cha), Heal (Wis), Hide (Dex), Intimidate (Cha), Jump (Str), Knowledge (nobility and royalty) (Int), Knowledge (Religion) (Int), Knowledge (the planes) (Int), Spellcraft (Int), Move Silently (Dex), Profession (Wis), Sense Motive (Wis), Swim (Str), Tumble (Dex)
Skill Points at 1st Level: (4 + Int modifier) × 4
Skill Points at Each Additional Level: 4 + Int modifier

Class Abilities:
Weapon and Armor Proficiency: Paladins are proficient with all simple and martial weapons, as well as a single exotic weapon. Paladins are also proficient 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, a paladin may attempt to smite evil with one normal 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, and is not used up for the encounter.
At 5th level, and at every five levels thereafter, the paladin may smite evil one additional time per encounter, as indicated on Table: The Paladin, to a maximum of five times per encounter* at 20th level.
In addition to the normal effect, beginning at 5th level, whenever a creature is struck by the paladin's smite evil, that creature finds it difficult to cast spells or use magical items. For one round, any attempt to complete one of these actions requires a sucessful concentration check against a DC of (10+paladin level+charisma modifier); Failure means that the action fails. If a spell was being cast, the spell or spell slot is lost. If a magic item was being activated, the attempt mearly fails. Multiple Smite Evil attempts on the same creature do not have cumulative effect.

*An Encounter is a single unbroken period of combat. A period of 5 minutes must elapse for an encounter to be considered a separate instance.

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): Starting at level 2, a paladin can channel 1d6+her charisma modifier positive energy damage* one time per day. For every 2 paladin levels afterwards, Lay on hands deals an additional 1d6 damage and can be used an additional time per day.
Lay on Hands is a swift action when the paladin uses it on herself, and a standard action when used on a friendly ally. When used offensively, The paladin must succeed a melee touch attack in order for the lay on hands to take effect. If she fails, the Lay on Hands has no effect and usage is lost for the day. A Paladin must have one hand free in order to use Lay on Hands.

* Positive energy heals Living and undying, but damages evil Outsiders and Undead

Aura of Resolve (Su): Beginning at 3rd level, a paladin is immune to compulsion and fear effects. Each ally within 30 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.

Enduring Personality (Ex): At 3rd level, a paladin becomes immune charisma damage and drain.

Battle Blessing (Ex): A Paladin can cast most of her paladin spell slots faster than normal. If the prepared spell normally requires a standard action, she can cast it as a swift action. If it normally requires a full round to cast, she can cast it as a standard action. Spells with longer or shorter casting times are not affected.

Mercies (Su): Slowly, over time, Paladins learn how to counteract more then just bleeding when the Lay on Hands. At 4th level, and every 4th level afterwards, a paladin may select a mercy from the following list, and each mercy applies whenever she uses her Lay on Hands ability to heal. Each mercy may be selected more then one time, so long as the paladin meets the minimum level prerequisite.

Spoiler


Mettle (Su): The Paladin's conviction is so strong, that she is able to shrug off magical effects that would harm her. If a Paladin makes a successful Will or Fortitude saving throw that would normally reduce the spell's effect, she suffers no effect from the spell at all. Only those spells with a Saving Throw entry of "Will partial," "Fortitude half," or similar entries can be negated through this ability.

Improved Mettle (Su):As with Mettle, but the paladin also receives half damage on a failed Fortitude save, or partial effect on a failed Will save.

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. In addition, she receives bonus spells per day if she has a high Charisma score.

A paladin can cast any spell in her prayerbook without preparing it ahead of time. Paladins also have a Hymn book,

Through 3rd level, a paladin has no caster level. At 4th level and higher, her caster level is three less then her paladin level.

Prayerbook: A paladin's prayerbook contains all spells on the paladin spell list*. Casting spells from her prayerbook takes no more time or effort then the spell would normally take.

*Add the following spells to the paladin's spell list: 1st—protection from law: 2nd—haste; 3rd—magic circle against law; 4th—dispel law, freedom of movement, Anarchic Sword.

Hymnbook: A paladin's Hymnbook contains mystic lore that each paladin believes would be of great benefit to her cause. A paladin may inscribe any spell from the Sorcerer and Favored Soul spell lists.

At 11th level, a paladin gains her Hymnbook, which begins with four spells each of each spell level that the paladin can wield. Two spells each from the Favored Soul and Sorcerer spell lists. Each time she levels, a spell each from the Sorcerer and Favored Spell list is automatically inscribed into the paladin's hymnbook.

In order to cast a spell from her hymnbook, a Paladin must spend 20 minutes studying the spell, or 1 hour total for many spells. any spells prepared from her hymnbook take two spell slots of their spell level to prepare though, and so she must decide whether preparation, or adaptability, is more important to her. These spells are treated as paladin spells for battle blessing.

Warden's Charge: A paladin at 5th level has to make her most important decision of her carreer. She decides whether to call to her service divine spirits or a majestic steed.

Mount:
Spoiler


Divine Spirit
Spoiler


Spellshatter (Su): Once per day, beginning at 4th level, a Paladin can choose to deliver a targeted Greater Dispel Magic with a physical attack she makes with a weapon attack. The decision to use this ability must be made before the attack is rolled. If the attack misses, the ability is wasted.
if the attack hits, treat this as if the paladin had cast Greater Dispel Magic on the creature struck, using twice her paladin level as the caster level (no maximum).
A paladin may use this ability an additional time each day every fourth level afterwards.

Bonus Feats: At 7th level, and every third level afterwards, a paladin recieves a bonus feat. This feat may be any feat of the Paladin's choosing, and she is considered a Fighter for any feat with which they are prerequisite.

Measure of Conviction (Ex): The Paladin's conviction strengthens, and she is now able to perform multiple attacks with a single use of her divine blow. Once activated, all bonuses of Smite Evil apply until the beginning of the Paladin's next turn.

Wrathful Smiting (Su): Beginning at 17th level, a paladin may sacrifice one of her uses of Smite Evil for each encounter in a day in order to deliver a massive shockwave of divine energy. As a Standard action, the paladin may perform a melee attack, and if she succeeds, she deals 1d6 holy damage per paladin level to each creature in a 20' burst from the struck creature.

Code of Conduct: A paladin must be of a good alignment. A paladin should act with honor and respect, help those in need, and to punish those who threaten or harm the innocent. A paladin who is not of good alignment looses all Supernatural abilities until she atones.

Paladin Afterlife: In death, a Paladin does not travel to the celestial plane of her alignment, but instead arrives at the Demiplane known as the Bastion of Righteous Hope. Here, paladins dine in magnificent mead halls, debate the best ways to fight evil, and prepare for raids on the infernal and Abyssal realms.


Paladin's Mount:

Paladin LevelBonus HDNatural Armor Adj.Str AdjIntSpecial
5th-7th+2+4+18Empathic Link, Improved Evasion, Share Spells, Share Saving Throws
8th-10th+4+6+29Improved Speed
11th-14th+6+8+310Command Creatures of Its Kind
15th-20th+8+10+411Spell Resistance

Spoiler
__________________


My Homebrew: found here.

I use Red when I'm angry, I use blue when I'm excited.
Winged Drow avatar @ myself

Last edited by toapat : 01-12-2013 at 03:14 AM.
toapat is offline   Reply With Quote