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Jane_Smith
2009-04-08, 09:16 PM
Hello again, round -9-... Almost done with the core classes! Anyway-

READ THIS -- I DID NOT CREATE THIS CLASS! I MADE SO SMALL EDITS AND HAVE ADOPTED IT INTO MY PROJECT MAINLY BECAUSE I COULD NEVER HAVE EVEN "NEARLY" CAME UP WITH SUCH EPICNESS!

This little peice of cake was made from the one-and-only paladin god One-Winged-Angel from the wizards of the coast forums. He put badass in paladin, I swear. I take no credit for making this class, i simply consider myself a student of the master. BEHOLD! OWA's masterpiece in all its awe-inspiring greatness!


http://img24.imageshack.us/img24/7283/servantofthelight.jpg


~~~~~~~~~~~~~~~~The Paladin~~~~~~~~~~~~~~~~

Alignment: Lawful Good.
Hit Dice: d10.
Base Attack: Good.
Saves: Good Fortitude, Poor Reflex, Poor Willpower.

Class Skills
The paladin’s class skills (and the key ability for each skill) are Appraise (Int), Climb (Str), Concentration (Con), Craft (Int), Diplomacy (Cha), Handle Animal (Cha), Heal (Wis), Intimidate (Cha), Jump (Str), Knowledge (nobility and royalty) (Int), Knowledge (religion) (Int), Listen (Wis), Profession (Wis), Ride (Dex), Sense Motive (Wis), Spellcraft (Int), Spot (Wis), Swim (Str).
Skill Points at 1st Level: (2 + Int modifier) x 4.
Skill Points at Each Additional Level: 2 + Int modifier.


Class Features

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 of Good (Ex): The power of a paladin’s aura of good (see the detect good spell) is equal to her paladin level. It is not a switchable aura.

Smite Evil (Su): Once per encounter, 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. This damage is not multiplied on a critical, or by any other multiplier that would not count "bonus dice." 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 encounter. At 5th level, and at every five levels thereafter, the paladin may smite evil one additional time per encounter, to a maximum of five times per encounter at 20th level. An encounter is considered over when you do no strenuous action for 5 minutes or more.

Divine Grace (Su): At 2nd level, a paladin gains a bonus equal to her Charisma bonus (if any) on all saving throws, up to a maximum of half her paladin class level (rounded down).

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. She gains a pool of healing, which allows her to 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. A Paladin may fill this pool with a full minutes (10 rounds) of concentration. Refreshing the pool brings the Paladin's pool of healing back up to the maximum. She may fill her healing pool a number of times per day equal to 1 + her Charisma modifier. 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. The target may make a Will save (DC 10 + 1/2 Paladin Level + Cha) to negate the damage. The paladin's Lay on Hands gains additional capabilities as she progresses in level as a paladin. The paladin may use all additional effects in conjunction with healing, as long as she spends enough points.

Auras: All auras except Aura of Good are switchable as a move action. You may have only one aura other than Aura of Good active at a given time. These auras function while the paladin is conscious, but not while the paladin is unconscious or dead. The paladin's auras only affect her allies, and not the paladin herself.

Aura of Courage (Ex): At 3rd level, the paladin may exude an aura of courage that inspires her allies. Each ally within 30 feet of her gains a +4 morale bonus on saving throws against fear effects. Aura of Courage's bonuses scale by level. At level 8, allies gain +6 to saves against fear, and a +1 morale bonus to attack rolls. At level 13, allies gain +8 to saves against fear, and a +2 morale bonus to attack rolls. At level 18, allies gain immunity to fear, and +3 morale bonus to attack rolls. This is a switchable Aura.

Hero's Courage (Ex) : Beginning at 3rd level, a paladin is immune to fear (magical or otherwise).

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 her level.

Specialization: Upon reaching 5th level, a paladin may choose a specialization. This specialize gives him access to new bonus feats. The specializations are Offensive, Mounted, or Defensive.


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Defensive Specialization

Shield Ward: At 5th level, the paladin gains Shield Ward as a bonus feat, even if the paladin does not meet the prerequisites.

Cover (Ex): At 8th level, once per round, as long as the paladin is wielding a shield (and is not flatfooted or otherwise prevented from taking action), the paladin may interpose herself between an adjacent ally and an incoming attack as an immediate action. The paladin absorbs all damage the damage from this single attack, and any additional effects it might have (such as something requiring a save, etc). You must decide to use this ability after the attacker determines the attack has succeeded but before she rolls damage.

Retribution: At 11th level, the paladin gains Retribution as a bonus feat, even if she does not meet the prerequisites.

Divine Wall (Su): At 15h level, As long as the paladin wields a shield, her square blocks line of effect for all effects. For example, if allies hid behind the paladin when a dragon used its breath weapon from the opposite side, it would only hit the paladin. The paladin provides cover to allies.


Mounted Specialization

Special Mount (Sp): At 5th level, the 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).

As 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 until dismissed. 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 with the same hp it had previously, as well as any other effects it may have had (though some may have worn off because of their duration). Whether the mount is with you or not, things like poison run their course. The mount also appears wearing or carrying any gear it had when it was last dismissed. Calling a mount is a conjuration (calling) effect. When the paladin rests for 8 hours (or long enough to restore his spells), the mount is restored to full hp. 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. A paladin’s mount is treated as a magical beast, not an animal, for the purpose of all effects that depend on its type (though it retains an animal’s HD, base attack bonus, saves, skill points, and feats).

Paladin Level and Mount Benefits;
5th: +2 HD, +4 Natural Armor, +1 Strength, 6 Int, Empathic link, improved evasion, share spells, share saving throws.
8th: +4 HD, +6 Natural Armor, +2 Strength, 7 Int, Improved speed.
11th: +6 HD, +8 Natural Armor, +3 Strength, 8 Int, Command creatures of its kind.
15th: +8 HD, +10 Natural Armor, +4 Strength, 9 Int, Spell resistance.

Use the base statistics for a creature of the mount’s kind, but make changes to take into account the attributes and characteristics summarized on the table and described below.

Bonus HD: Extra eight-sided (d8) Hit Dice, each of which gains a Constitution modifier, as normal. Extra Hit Dice improve the mount’s base attack and base save bonuses. A special mount’s base attack bonus is equal to that of a cleric of a level equal to the mount’s HD. A mount has good Fortitude and Reflex saves (treat it as a character whose level equals the animal’s HD). The mount gains additional skill points or feats for bonus HD as normal for advancing a monster’s Hit Dice.

Natural Armor Adj.: The number on the table is an improvement to the mount’s existing natural armor bonus.

Str Adj.: Add this figure to the mount’s Strength score.

Int: The mount’s Intelligence score.

Empathic Link (Su): The paladin has an empathic link with her mount out to a distance of up to 1 mile. The paladin cannot see through the mount’s eyes, but they can communicate emphatically.

Note that even intelligent mounts see the world differently from humans, so misunderstandings are always possible. But because of this empathic link, the paladin has the same connection to an item or place that her mount does, just as with a master and his familiar.

Improved Evasion (Ex): When subjected to an attack that normally allows a Reflex saving throw for half damage, a mount takes no damage if it makes a successful saving throw and half damage if the saving throw fails.

Share Spells: At the paladin’s option, she may have any spell (but not any spell-like ability) she casts on herself also affect her mount.

The mount must be within 5 feet at the time of casting to receive the benefit. If the spell or effect has a duration other than instantaneous, it stops affecting the mount if it moves farther than 5 feet away and will not affect the mount again even if it returns to the paladin before the duration expires. Additionally, the paladin may cast a spell with a target of "You" on her mount (as a touch range spell) instead of on herself. A paladin and her mount can share spells even if the spells normally do not affect creatures of the mount’s type (magical beast).

Share Saving Throws: For each of its saving throws, the mount uses its own base save bonus or the paladin’s, whichever is higher. The mount applies its own ability modifiers to saves, and it doesn’t share any other bonuses on saves that the master might have.

Improved Speed (Ex): The mount’s speed increases by 10 feet.

Command (Sp): Once per day per two paladin levels of its master, a mount can use this ability to command other any normal animal of approximately the same kind as itself (for warhorses and warponies, this category includes donkeys, mules, and ponies), as long as the target creature has fewer Hit Dice than the mount. This ability functions like the command spell, but the mount must make a DC 21 Concentration check to succeed if it’s being ridden at the time. If the check fails, the ability does not work that time, but it still counts against the mount’s daily uses. Each target may attempt a Will save (DC 10 + ½ paladin’s level + paladin’s Cha modifier) to negate the effect.

Spell Resistance (Ex): A mount’s spell resistance equals its master’s paladin level + 5. To affect the mount with a spell, a spellcaster must get a result on a caster level check (1d20 + caster level) that equals or exceeds the mount’s spell resistance.


Offensive Specialization

Furious Charge: At 5th level, a paladin gains Furious Charge as a bonus feat, even if he does not meet the prerequisites.

Righteous Fury (Ex): At 8th level, the paladin can fly into a fury of righteous fervor once per encounter, dealing powerful blows to his enemy's. Entering a righteous fury is a free action. While in a righteous fury, the paladin gains a +2 morale bonus on melee weapon damage rolls. This damage is doubled if the paladin is using a two-handed weapon or a one-handed weapon in both hands. This bonus increases by +2 for every five class levels the paladin obtains after the 5th, to +4 at 10th level, +6 to 15th level, and +8 at 20th level. The paladin remains in this fury for 3 rounds plus 1 round per point of Charisma bonus (minimum 1 round).

Powerful Charge: At 11th level, the paadin gains Powerful Charge as a bonus feat, even if he does not meet the prerequisites.

Crusader's Wrath (Ex): At 15th level, the paladin applys his Charisma modifier (if positive) as a bonus to all melee-weapon damage rolls. This stacks with the effects of smite, and is the same type of damage as the weapon typically causes.


~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~

Sense Evil (Sp): At will, a paladin of 5th level can use detect evil as the spell with a caster level equal to his paladin level.

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.

Bonus Feats: At 6th level, and every 4 levels thereafter, the Paladin gains a bonus feat. At each such opportunity, a paladin may choose any Smite feat, or a feat drawn from the following list. If a feat is labeled with specialization, then that feat may only be chosen by a paladin of the corresponding specialization.

~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~

General: Divine Cleansing, Divine Might, Divine Resistance, Divine Shield, Divine Vigor, Sacred Vengeance, Extra Smiting, Divine Armor, Divine Justice.

Defensive Specialization: Shield Specialization, Armor Specialization, Agile Shield Fighter, Active Shield Defense, Improved Shield Bash.

Mounted Specialization: Mounted Combat, Mounted Archery, Ride-By Attack, Spirited Charge, Trample.

Offensive Specialization: Improved Weapon Focus, Intimidating Strike, Power Attack, Cleave, Great Cleave, Greater Weapon Focus, Weapon Focus.

~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~

Aura of Devotion (Ex): Upon reaching 8th level, the Paladin may exude an Aura of Devotion. While this ability is active, the Paladin grants a +1 morale bonus to AC to all allies within 30 feet. At level 13, this bonus increases to +2. At level 18, this bonus increases to +3. This is a switchable aura.

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.

Vigilance (Su): Upon reaching 11th level, the Paladin's ability to detect evil increases. When she uses her Detect Evil ability, the area of effect is a 60-foot radius centered on the Paladin, rather than a 60-foot cone.

Refreshing Touch (Su): Beginning at 12th 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.

Aura of Resolve (Ex): Beginning at 13th level, the paladin gains Aura of Resolve. While this ability is active, the Paladin grants the ability to reroll one Fortitude save every round to any ally within a 30ft radius of her. The decision to reroll must be made after the roll is made but before the result is declared. This is a switchable Aura.

Break Enchantment (Su): Beginning at 16th 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.

Constant Vigilance (Su): Upon reaching 17th level, the Paladin is always vigilant for any signs of Evil, and her eyes begin to glow with an inner light. Her Detect Evil no longer requires any concentration to maintain, and has an unlimited duration.

Aura of Faith (Ex): At 18th level, the paladin gains Aura of Faith. While this ability is active, the Paladin grants the ability to reroll one Will save every round to any one ally within a 30ft radius of her. The decision to reroll must be made after the roll is made but before the result is declared. This is a switchable Aura.

Energizing Touch (Su): Beginning at 19th 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 Never Falls (Ex): At 20th level, the paladin's sheer strength of will drives her on when death would claim lesser men. Once per day when a paladin would be reduced to 0 or less hp or otherwise killed (such as by a death effect), she instead is reduced to 1 hp. If the paladin would be killed by having an ability score reduced to zero, that score is instead reduced to 1. For the rest of the round, the paladins hp and ability scores cannot be reduced below 1.

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 (see below). To prepare or cast a spell, a paladin must have a Wisdom score equal to at least 10 + the spell level. The Difficulty Class for a saving throw against an Paladin’s spell is 10 + the spell level + the Paladin’s Wisdom 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: Paladin Spells Per Day. In addition, she receives bonus spells per day if she has a high Wisdom score. When Table: Paladin Spells Per Day 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 Wisdom 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 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 prayer. Through 3rd level, a Paladin has no caster level. At 4th level and higher, her caster level is her Paladin level minus 3.


Paladin Spells Perday
Level/Spells Perday
1st - None.
2nd - None.
3rd - None.
4th - 1
5th - 2
6th - 3/1
7th - 3/2
8th - 3/2/1
9th - 4/3/2
10th- 4/3/2/1
11th- 4/3/3/2
12th- 4/4/3/2
13th- 5/4/3/3
14th- 5/4/4/3
15th- 5/4/4/3
16th- 5/5/4/4
17th- 5/5/4/4
18th- 6/5/5/4
19th- 6/5/5/4
20th- 6/5/5/5


Paladin Spells

1st-- Bless, Bless Water, Bless Weapon, Create Water, Cure Light Wounds, Detect Poison, Detect Undead, Divine Favor, Endure Elements, Entropic Shield, Magic Weapon, Protection From Evil, Protection From Chaos, Remove Fear, Resistance, Restoration (Lesser), Shield of Faith.

2nd-- Aid, Align Weapon, Bull's Strength, Cure Serious Wounds, Delay Poison, Eagle's Splendor, Hold Person, Invisibility Purge, Magic Circle Against Evil, Magic Circle Against Chaos, Magic Vestment, Owl's Wisdom, Prayer, Protection from Energy, Remove Blindness/Deafness, Remove Curse, Remove Disease, Remove Paralysis, Resist Energy, Shield Other, Undetectable Alignment, Zone of Truth.

3rd-- Break Enchantment, Cure Critical Wounds, Cure Light Wounds (Mass), Death Ward, Dimensional Anchor, Discern Lies, Dispel Magic, Divine Power, Freedom of Movement, Heal Mount, Magic Weapon (Greater), Mark of Justice, Neutralize Poison, Restoration, Spell Immunity, Tongues.

4th-- Banishment, Cure Moderate Wounds (Mass), Dispel Chaos, Dispel Evil, Flame Strike, Hallow, Heroes' Feast, Heal, Holy Sword, Raise Dead, Righteous Might, Spell Resistance, True Seeing.


Code of Conduct: A paladin must be of Lawful Good alignment, and abide by a higher standard of morals and honor than the average Good-aligned person. Indeed, she is the paragon of heroic Good, drawn to a higher cause. Truly she is a person of high calibre, moral and otherwise.
The paladin falls from grace if she grossly violates her code, or if she changes alignment from Lawful Good. Your alignment should be your overall personality and outlook, not the result of the last action you took (although that last action *could* be considered to grossly violate the paladin's code, of course. The paladin's code is not synonymous with alignment). It should be extremely rare for a single act to alter your alignment, and it certainly shouldn't be so if the act was not done with wrongful intentions. Alignment changes should usually be the result of fairly consistent behavior of a character.

Ex-Paladins: A paladin who ceases to be lawful good or grossly violates her code loses all paladin spells and abilities. 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.


!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!Smite Feats!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!


New Feat Type: (Smite)
A smite feat allows you to channel the holy energy used to smite evil enemies iin new ways, expanding your options in combat.
All smite feats require the user to expend uses of their Smite Evil ability. Only one use of Smite Evil may be applied to any single attack. All Smite feats are considered Supernatural abilities, and cannot be used in any situation that such abilities would not function (such as in an antimagic field)

Celestial Lightning (Smite)
A fearsome bolt of lightning streaks from the sky and strikes your upraised weapon, arcing out in all directions and striking down surrounding foes.
Prerequisite: Holy Wrath (Electricity), Smite 3/encounter
Benefit: By expending a smite attempt as a full-round action, you raise your weapon above your head, and a lightning bolt strikes your weapon before arcing off in all directions to hit other targets. This is treated as a Chain Lightning Spell, with a caster level equal to your level in smiting classes. The weapon is considered the initial target (but takes no damage). Half of the damage done this ability is Electricity, and the other half is raw, holy damage and cannot be prevented by energy resistance or immunities.
Note: Alternatively, the player may decide that the initial target is any other piece of equipment, or the character's body, as this is purely a flavor element.

Consecration (Smite)
You channel fearsome holy energy into your weapon and slams it into the earth, unleashing the stored energy into the ground and uplifting the earth around you in a powerful shockwave.
Prerequisite: Smite 4/encounter, Str 15
Benefit: As a standard action, by expending a use of your smites per encounter, you can unleash a powerful surge of holy energy into the ground. You immediately make a bull rush attempt against all enemies within a 30ft radius of you, for the purposes of this attack, you are considered one size category larger than normal, and add your Charisma to the check rather than strength. Enemies may move further than 5 feet as if you had bullrushed and moved with them. Additionally, all enemies affected take damage equal to twice your Charisma modifier.

Conviction (Smite)
Holy energy fills you with righteous conviction, driving you forward in battle.
Prerequisite: Smite 1/encounter, Hero's Courage class feature, Cha 15
Benefit: By expending a use of your Smite Evil ability, you gain a morale bonus on your attack roll equal to your Charisma bonus for a number of rounds equal to 3 + your Charisma bonus.

Divine Cross (Smite)
Prerequisite: Two Weapon Fighting, Smite 1/encounter
Benefit: When you are wielding two weapons (or a double weapon) and use a smite attempt, you may instead make a smite attempt with both one primary weapon attack and one offhand attack, but only expend one use of your smites per encounter.

Holy Wrath (Smite)
You summon holy energy in order to smite your foes.
Prerequisite: Smite 2/encounter, Cha 13
Benefit: As a standard action, you may expend a smite Evil attempt in order to create a burst of holy energy that damages a single target within Close range (25 ft + 5 ft/2 levels). The energy deals damage equal to 1d6 per level of smiting class, and the target get a reflex save (DC 10+1/2 paladin level+Cha) for half damage. Half of the damage dealt is of either Fire, Electricity, or Cold damage (Chosen at the time the feat is taken), and the other half is pure divine energy, which is not subject to energy resistance.
Special: This feat may be taken multiple times. Each time, the paladin's holy wrath may correspond to a different element.

Inspiration (Smite)
You inspire your allies by channeling a divine presence.
Prerequisite: Smite 2/encounter, Cha 15, switchable aura class feature
Benefit: You may expend a smite attempt as a swift action to activate this ability. For the next round, the Paladin's switchable aura's radius is tripled, and any bonuses are doubled. In the case of a benefit that may normally be used once per round, it may be used twice this round.

Judgment (Smite)
You channel pure holy energy into your weapon, and unleash a holy explosion with a swing, hurtling forward in a line through your enemies.
Prerequisite: Cha 15, Smite 3/encounter, Holy Wrath
Benefit: You may expend a use of your Smite Evil ability to use this ability as a standard action. You call forth a violent burst of holy energy, dealing 1d6 sacred damage per level of smiting class in a 5 foot wide line. The length of the line is equal to 25+5 feet/2 levels of smiting class. Targets get a reflex save (DC 10+1/2 paladin level+Cha) for half damage.

Reckoning (Smite)
You channel powerful holy energy into an overwhelmingly forceful blow that stuns your enemy.
Prerequisite: Str 13, Smite 2/encounter
Benefit: You may expend one use of your Smite Evil as a standard action in order to make a single melee attack. An enemy struck by this attack must make a Fort save (DC 10+1/2 level+Cha modifier) or be dazed for one round (In addition to taking normal damage from the attack).

Retribution (Smite)
You channel holy energy into your shield which is unleashed when you are attacked.
Prerequisite: Smite Evil 3/encounter, Shield Specialization
Benefit: As an immediate action when an opponent attempts to strike you, you may expend a use of your Smite Evil to add your Charisma bonus to your Shield Bonus to AC against this attack. If the opponent's attack misses, they are automatically knocked back 5 feet by the unleashed holy energy and take damage equal to twice your Charisma modifier. The movement provokes an attack of opportunity from anyone but you.

Vindication (Smite)
By channeling holy energy into your weapon, it can cross the nexus between planes and harm ethereal foes.
Prerequisite: Cha 13, Smite Evil 1/encounter
Benefit: You may expend a Smite Evil use to give all attacks for a number of rounds equal to 3 + your Charisma bonus the benefit of the Ghost Touch weapon enhancement.

Holy Arrow (General)
Your presence and faith guide your arrows true. Your faith is not limited to the single-minded close combat of your peers.
Prerequisite: Smite Evil 1/encounter, Point Blank Shot
Benefit: You may use the Smite ability with ranged weapons.

Extra Lay on Hands (General)
You are a focused healer, and are able to draw upon more holy power in order to heal yourself and your allies.
Prerequisite: Wis 13, Lay on Hands class feature
Benefit: You may refresh your Lay on Hands pool one extra time per day.

Extra Smiting (General)
You can make more smite attacks.
Prerequisites: Smite ability, base attack bonus +4
Benefit: When you take this feat, you gain one extra smite per encounter.
Note: This replaces the Extra Smiting feat written in Complete Warrior, which does not apply to the Rebalanced Paladin.

Ouranos
2009-04-10, 10:38 AM
He made it a little... overly complex, for a paladin. So many paths and choices, new pally-only (basicly) feats, etc. The smite feats can be really cool, but some of them seem just odd. I loved your fighter, I know you said this wasn't your baby, but I'd love to see some additional polish and streamlining, trimming it down so that you didn't have almost 3 distinct paladins in one class. Unless you can go to Stormwind and respec him, that is :P

Cieyrin
2009-04-10, 11:40 AM
An interesting reversion, to say the least. I know, as you said already, you didn't make this but I do have a couple of quips.

For one, how do you remove a partial Negative Level with Energizing Touch? That...doesn't make any sense...The text suggesting that should probably be removed, since as far as I'm aware, as I don't wanna think about have -.5 penalty to all attack and skill checks, along with everything else.

Another minor thing is why do Paladins get Entropic Shield? It's a chaotic spell, which is at odds with their alignment. Though they never explicitly say it about paladins, they have the same spell alignment restrictions that clerics do w/ their spells, in being unable to cast spells that're in opposition to their alignments. Hencewise, Palys should be able to only cast Lawful and Good spells, which Entropic Shield violates.

I'm also not sure of what Furious Charge is, from the Offensive spec. clarification would be nice.

Finally, no table? ;_;

Them's my 2 coppers. Take as you will.

ChristosVictor
2009-04-10, 11:03 PM
I love "A Hero Never Falls." Excellent Crown for a Paladin. Kudos.

I have to agree with Ouranos, I feel this is too much like a WoW paladin.

Lappy9000
2009-04-10, 11:50 PM
He made it a little... overly complex, for a paladin. So many paths and choices, new pally-only (basicly) feats, etc. The smite feats can be really cool, but some of them seem just odd. I loved your fighter, I know you said this wasn't your baby, but I'd love to see some additional polish and streamlining, trimming it down so that you didn't have almost 3 distinct paladins in one class. Unless you can go to Stormwind and respec him, that is :PIt looks better on the Wizard's forums. Doesn't translate too well here.

I'd advise using some [Spoiler] tags to help break things up and make it a bit eaiser on the eyes :smallwink:

Jane_Smith
2009-04-11, 12:27 AM
Your right, entropic shield is .. odd.. for a paladin to have. I believe he added it in their by mistake?

Partial negitive levels seems silly to.. >_>

As for Furious Charge : It gives you a +2 bonus to attack rolls when charging, in addition to the normal +2 attack, 2 Armor Class for charging. It also increases the distance you can charge by 10 feet.

Powerful Charge adds +1d6 damage to all melee attacks made right after you make a charge.

Their is a 3rd feat of this chain; Deadly Charge, which acts like a catfolk's pounce, it allows you to make a full attack after a charge.

And you guys say it seems 'world of warcraftish'? Ever pause to consider wow probly took chunks of dungeons and dragons and wow is actually "dndish"?! No?! Well ha! XD Kidding, i know. Personally I was thinking of just biting out the specializations entirely and making the bonus feats 3rd, 6th, 9th, 12th, 15th and 18th from the bonus feat list, with choices from all of them. Think that might work and make it less complicated?

Cieyrin
2009-04-11, 11:04 AM
I don't think it's all that overly complicated and busy, really, though spoiler tagging the various specialties would help clean up the reading, as well as the later feats.

One other thought I have is maybe having a feat to allow multiple auras, kinda like the Marshall from the Miniatures Handbook (which came out long before WoW reared its ugly head, I might add =p).

As for it being WoW-esque, WoW isn't exactly the first to emulate D&D, y'know, it's just one of a long line of games to do so. It also makes sense that things start to look like each other, as game systems have borrowed from one another for years. What's wrong with using a good idea, am I right?

Them's my 2 coppers. Take as you will.

Zerg Cookie
2009-04-13, 01:56 PM
This paladin is a masterpiece.
There's no other word to describe it