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View Full Version : Paladin Redux [3.5, Base Class, PEACH]



FlamingKobold
2010-08-02, 02:09 AM
So, like almost everyone who has ever played a paladin, I know they suck. And one of the most annoying things about them is that not only do you suck, but you have no options. You are an overzealous do-gooder with a stick where it shouldn't be. So the primary purpose of this redux is the give the paladin customizability, competence, and that degree of badassery that the most elite of the holy (or unholy) warriors should always be accompanied by.

Class Skills
The Paladin's class skills (and the key ability for each skill) are Appraise (Int), Bluff (Cha), Climb (Str), Concentration (Con), Craft (Int), Diplomacy (Cha), Intimidate (Cha), Jump (Str), Knowledge (Geography, History, Local, Nobility & Royalty)(Int), Listen (Wis), Perform (Cha), Profession (Wis), Ride (Dex), Sense Motive (Wis), Spot (Wis), and Swim (Str).
Skills Per Day at 1st Level : (4 + int)x4
Skills Per Day at Each Additional Level : 4 + int

Hit Dice: d10

Paladin
{table=head]Level|BAB|Fort Save|Reflex Save|Will Save|Special
1st|+1|+2|+0|+2|Domains, Domain Ability
2nd|+2|+3|+0|+3|Smites
3rd|+3|+3|+1|+3|Combat Style I, Aura of Valor
4th|+4|+4|+1|+4|Wards
5th|+5|+4|+1|+4|Aura of Purity
6th|+6/+1|+5|+2|+5|Combat Style II, One Cause
7th|+7/+2|+5|+2|+5|Domain Power
8th|+8/+3|+6|+2|+6|Aura of Devotion
9th|+9/+4|+6|+3|+6| Dual Aura
10th|+10/+5|+7|+3|+7| Aura of Vigor
11th|+11/+6/+1|+7|+3|+7|Greater Ward
12th|+12/+7/+2|+8|+4|+8|Combat Style III
13th|+13/+8/+3|+8|+4|+8|Aura of Freedom
14th|+14/+9/+4|+9|+4|+9| Greater Smites
15th|+15/+10/+5|+9|+5|+9|Triple Aura
16th|+16/+11/+6/+1|+10|+5|+10|Aura of Truth
17th|+17/+12/+7/+2|+10|+5|+10|Greater One Cause
18th|+18/+13/+8/+3|+11|+6|+11|Combat Style IV
19th|+19/+14/+9/+4|+11|+6|+11|Aura of Liberation
20th|+20/+15/+10/+5|+12|+6|+12|Soul of Champions[/table]

Class Features

Weapon Proficiencies: Paladins are proficient in all Simple and Martial Weapons. They are proficient with all armor and shields, but not tower shields.

Domains: At first level, the paladin chooses three domains that represent her ideals. At least one domain must be an alignment domain. If she worships a deity, the domains must come from her deities domain list.


{table=head] Domain|Level 1: Domain Ability|Level 2: Smites|Level 4: Wards|Level 7: Domain Power|Level 11: Greater Wards|Level 14: Greater Smites
Air|Windwalker|Wind Smite|Barricade of Whistling Wind|Airrunner|Wind Wall|Cyclonic Blast
Chaos|Anarchic Presence|Anarchic Smite|Cloak of Chaos|Widespread Mayhem|Anarchic Barrier|Chaos Hammer
Evil|Commander of Evil|Unholy Smite|Unholy Presence|Essence of Evil|Unholy Bulwark|Hell’s Reckoning
Fire|Commander of Fire|Flaming Smite|Cloak of Fire, Shield of Flame|Roaring Flames|Wall of Flames|Divine Inferno
Good|Commander of Good|Holy Smite|Holy Presence|Essence of Good|Holy Bulwark|Heaven’s Jugment
Healing|Touch of Life/Unlife|Healer’s Smite|Ward of Health|Overheal|Healer’s Sanctum|Healer’s Inspiration
Law|Axiomatic Presence|Axiomatic Smite|Vestment of Law|Careful Tranquility|Axiomatic Barrier|Order’s Wrath
Magic|Divine Mystic|Arcane Smite|Magic Shield|Gushing Mana|Magic’s Refuge|Mana Overflow
Nature|Animal Friend|Rending Smite, Savage Smite|Thick Hide|Nature’s Ally|Natural Sanctum|Primal Fury
Ocean|Commander of the Seas|Frozen smite|Frost Armor, Ward of Swirling Water|Crushing Wave|Wall of Ice|Divine Tsunami
Retribution|Vengeful Counterattack|Retributive Smite|Punishing Shield|Burst of Vengeance|Wall of Retribution|Divine Wrath
Shadow|Shadow Step|Shadow Smite|Cloak of Shadow|shadowwalker|Dome of Shades|Haunting Shadows
Storm| Stormwalker| Lightning Smite, Thunder Smite|Storm Ward|Stormbringer|Wall of Storms|Storm of Faith
Time|Heightened Rhythm| Slowing Smite|Future’s Protection|Hastened Flow| Timeflow Disjunction|Continuum Severance
Tyrant|Oppressive Force|Tyrant’s Smite|Ward of Command|Dominate|Filter of Fear|Tyrant’s Supremacy[/table]


Domain Ability (Su): At first level, the paladin gains a benefit based on her choice of domain. The paladin knows and only knows the abilities of the domains that she has chosed.


Windwalker [Air]

The paladin is unaffected by any wind-related effects. This is a continuous, extraordinary ability. Additionally, the paladin may turn and rebuke as an air domain cleric of her class level.

Commander of Chaos [Chaos]

The paladin can turn or destroy creatures with the Law subtype as a good cleric turns undead. She can also rebuke, command, or bolster creatures with the Chaos subtype as an evil cleric rebukes undead. Additionally, the paladin may cast detect law at will, as a supernatural ability.

Commander of Evil [Evil]

The paladin may turn and rebuke as an evil cleric of her class level. Additionally, the paladin may cast detect good at will, as a supernatural ability.

Commander of Fire [Fire]

The paladin may turn and rebuke as a fire domain cleric of her class level.

Commander of Good [Good]

The paladin may turn and rebuke as a good cleric of her class level. Additionally, the paladin may cast detect evil at will, as a supernatural ability.

Touch of Life/Unlife [Healing]

The paladin may touch an adjacent creature and channel either positive or negative energy (chosen when the paladin chooses this ability). A paladin may use this ability a number of times equal to her paladin level plus her charisma modifier. Consult the following table to determine the effects.


{table=head]Level|Damage Healed|Maximum % of HP|Additional Effects
1-3|1d6+cha mod|50%| -
4-7|3d6+cha mod|50%|Cure non-magical disease/poison (3/day)
8-11|5d6+cha mod|75%|Heals up to cha mod ability damage (3/day)
12-15|7d6+cha mod|75%|Cure all diseases (1/day)
16-19|9d6+cha mod|100%| Heals up to cha mod ability drain (3/day)
20|11d6+cha mod|100%| As true resurrection, target must have died cha mod or fewer rounds before (1/day)[/table]

Commander of Law [Law]

The paladin can turn or destroy creatures with the Chaos subtype as a good cleric turns undead. She can also rebuke, command, or bolster creatures with the Law subtype as an evil cleric rebukes undead. Additionally, the paladin may cast detect chaos at will, as a supernatural ability.

Divine Mystic [Magic]

The paladin may shoot an orb of light in lieu of a normal attack that deals 1d6 divine damage and can be used to deliver smite attacks. The paladin treats these attacks as normal attacks for all purposes, such as making a full attack.

Animal Friend [Nature]

Any animals that the paladin encounters that are not magically compelled against her automatically have a starting attitude of friendly or better towards them. Additionally, the paladin may converse with animals as they could with anyone who shares a language with them.

Commander of the Seas [Ocean]

The paladin may turn and rebuke as a cold or water domain cleric of her class level.

Vengeful Counterattack [Retribution]

Whenever the paladin makes a melee attack against an enemy that has dealt her damage since the paladin’s last turn, she deals additional damage equal to the damage that was dealt to her by the attack (or attacks) divided by 5, up to a maximum of her class level divided by four.

Shadow Step [Shadow]

As a swift action, the paladin may turn invisible for one round. The paladin may use this ability at will and using it does not provoke an attack of opportunity. Additionally, the paladin gains a +5 bonus to hide and move silently checks.

Stormwalker [Storm]

The paladin gains sonic and electricity resistance 5. This bonus doubles at 4th level and every four levels thereafter. At 20th level, the paladin gains sonic and electricity immunity.

Commander of the Light [Sun]

The paladin may turn and rebuke as a sun domain cleric of her class level.

Heightened Rhythm [Time]

The paladin gains her charisma modifier as a bonus to initiative checks and the evasion ability.

Fast movement [Travel]

The paladin’s base land speed increases by 10 feet. This effect stacks with any other class ability or effect that raises base land speed. Additionally, for every four class levels (round down), the paladin’s speed increases by 5 feet.

Oppressive Force [Tyrant]

All enemies within 30 feet take a -2 penalty to all saves against fear effects. At 11th level, the paladin may affect even those immune to fear with fear effects, albeit they gain a +4 bonus to their saves and are not susceptible to the above penalty.


Smite (Su): The paladin executes the power of her cause in a single melee blow, which can take various forms, depending on the paladin. All saves are DC 10 + ½ class level + charisma modifier. This does not provoke an attack of opportunity. Smites always take a standard action, but most have an additional effect if a full round is used to execute them. After using a smite, the paladin cannot use that smite again for 5 rounds. A paladin knows all of the smites of all domains that she has access to.


Wind Smite [Air]

In addition to normal damage, a successful hit instantly engages a bull rush that does not provoke an attack of opportunity. The paladin gains a circumstance bonus on this check equal to her charisma modifier. If successful, the bull rush is resolved as normal, except the paladin does not move with the target. If the smite is made as a full round action, the paladin deals an additional 1d6 damage and gains a +2 bonus on the bull rush attempt per three class levels (round down).

Anarchic Smite [Chaos]

If an attack hits, its deals an extra 1d6 damage per two levels that is treated as chaotic for the purpose of bypassing damage reduction. If the smite is made as a full round action, the damage is increased by 1d6 per three class levels (round down).

Unholy Smite [Evil]

If an attack hits, its deals an extra 1d6 unholy damage per two levels. If the smite is made as a full round action, the damage is increased by 1d6 per three class levels (round down).

Flaming Smite [Fire]

If an attack hits, it deals normal weapon damage plus 1d6 fire damage per two class levels. For the next 1d4 rounds, the target takes additional fire damage equal to the paladin’s class level. If the smite is made as a full round action on the smite, the target takes an additional 1d6 damage and the ongoing damage lasts for one more round per three class levels (round down).

Holy Smite [Good]

If an attack hits, its deals an extra 1d6 holy damage per two levels. If the smite is made as a full round action, the damage is increased by 1d6 per three class levels (round down).

Healer’s Smite [Healing]

If the attack hits, it deals 1d6 additional damage per four levels. One ally within 30 feet (or the paladin herself) regains HP equal to half of the bonus damage dealt by the smite. If the smite is made as a full round action the attack deals 1d6 additional damage per three class levels (round down).

Axiomatic Smite [Law]

If an attack hits, its deals an extra 1d6 damage per two levels that is treated as lawful for the purpose of bypassing damage reduction. If the smite is made as a full round action, the damage is increased by 1d6 per three class levels (round down).

Sun Smite [Light]

If the attack hits, it deals normal damage, in addition to forcing the target to make a Reflex Save. If the target fails, it is blinded for a number of rounds equal to the paladin’s charisma modifier. If the smite is made as a full round action, the save DC is increased by 1 and the attack deals 1d6 additional positive energy damage per three class levels (round down).

Arcane Smite [Magic]

If an attack hits, its deals an extra 1d6 damage per two class levels that bypasses all damage reduction (besides epic). If the smite is made as a full round action, the damage is increased by 1d6 per three class levels (round down).

Entangling Smite [Nature]

If the attack hits, the target is entangled for a number of rounds equal to the paladin’s level unless they succeed on a reflex save. If this attack is made as a full round action, it the DC is increased by one and the attack deals 1d6 additional damage per three class levels.

Savage Smite [Nature]

If the attack hits, the target must make a fortitude save or be knocked prone and back five feet. If this attack is made as a full round action, it the DC is increased by one and the attack deals 1d6 additional damage per three class levels.

Frozen Smite [Ocean]

If an attack hits, it deals normal weapon damage plus 1d6 cold damage per two class levels. If the smite is made as a full round action on the smite, the target takes an additional1d6 damage per three class levels.

Retributive Smite [Retribution]

If an attack deal additional damage from the vengeful strike class feature, the target must succeed on a fortitude save or be stunned for 1d6 rounds. If the smite is made as a full round action, the save DC is increased by 1 and the attack deals 1d6 additional damage per three class levels (round down).

Shadow Smite [Shadow]

If an attack hits, the target is automatically blinded for one round. This ability cannot be used in areas of bright illumination. If the Smite is made as a full round action, it may be made in areas of bright illumination, and the attack deals 1d6 additional damage per three class levels (round down).

Thunder Smite [Storm]

If the attack hits, in addition to normal damage, the target must make a Reflex Save or be deafened for a number of rounds equal to the paladin’s charisma modifier. If the smite is made as a full round action, the save DC is increased by 1 and the attack deals 1d6 additional sonic damage per three class levels (round down).

Lightning Smite [Storm]

If the attack hits, in addition to normal damage, the target must make a Reflex Save or be paralyzed for a number of rounds equal to the paladin’s charisma modifier. If the smite is made as a full round action, the save DC is increased by 1 and the attack deals 1d6 additional electricity damage per three class levels (round down).

Slowing Smite [Time]

If the attack hits, it deals normal damage, in addition to forcing the target to make a Fortitude Save. If the target fails, it is slowed for a number of rounds equal to the paladin’s charisma modifier. If the smite is made as a full round action, the save DC is increased by 1 and the attack deals 1d6 additional damage per three class levels (round down).

Traveler’s Smite [Travel]

The paladin may move up to their base land speed and make an attack as a standard action. This movement ignores all terrain and does not provoke attacks of opportunity. If the Smite is made as a full round action, the paladin deals and additional 1d6 damage and may move up to their base land speed one additional time per three class levels (round down).

Tyrant’s Smite [Tyrant]

If the attack hits, it deals normal damage, in addition to forcing the target to make a Will Save. If the target fails, it is frightened for a number of rounds equal to the paladin’s charisma modifier. If the smite is made as a full round action, the save DC is increased by 1 and the attack deals 1d6 additional damage per three class levels (round down).


Combat Style (Ex): The Paladin is a divine warrior, and always has her own niche style in combat. At third level, a paladin chooses which combat style to pursue.


Crusading Cavalryman
Primary Focus: Mounted Combat
Secondary Focus: Charging

{table=head]Minimum Level|Ability
Combat Style I|Rider’s Bond: A paladin’s mount cannot take be magically affected negatively while the paladin is riding. Any magical negative effect that would befall only the paladin’s mount automatically fail, but affect the paladin instead, if possible. Moreover, a paladin’s mount gains an additional number of HD and a bonus to AC equal to half of the paladin’s rank in the ride skill.
Combat Style II|Cavalry Training: When fighting mounted, the paladin adds her charisma modifier to the attack rolls of her smite attacks. Additionally, the paladin may make smite attacks as part of a mounted charge.
Combat Style III|Hit and Run: The paladin gains the effects of the Ride-By Attack feat, and the mount’s speed doubles while charging.
Combat Style IV|BattleRider: When using her hit and run ability, a paladin may make up to a full attack’s worth of attacks, all functioning as separate charge attacks, but must move at least 10 feet between each attack.
[/table]

Gloried Shooter
Primary Focus: Range
Secondary Focus: Archery

{table=head]Minimum Level|Ability
Combat Style I|Divine Arrow: The paladin may deliver her smite (or greater smite) attacks with a ranged weapon.
Combat Style II|Faithful Archer: When making a smite attack with a ranged weapon, the paladin may add her charisma bonus to her attack and damage rolls.
Combat Style III|Smite from the Sky: When using her divine arrow ability, the paladin may triple the range increment. For every 40 feet the arrow flies, it deals an additional 1d6 damage of whatever damage type the smite attack would deal.
Combat Style IV|Master archer: When making a smite attack, the paladin may benefit from either the effects of the greater manyshot or rapid shot feats. However, the additional effects of the smite are only conveyed by one arrow, determined before any rolls are made.
[/table]

Ordained Bastion
Primary Focus: Protection
Secondary Focus: Offensive use of shields

{table=head]Minimum Level|Abilities
Combat Style I|Divine Shield: Whenever a paladin deals damage with a smite attack, she gains a bonus to armor class equal to her charisma modifier.
Combat Style II|Shield Bash: Whenever the paladin makes a melee attack of any time, she may make a shield bash attack at no penalty as a swift action that deals no damage, but forces the opponent to make a fortitude save (DC 10 + str mod) or be dazed for one round.
Combat Style III|Protector’s Sacrifice: As an immediate action, the paladin may elect to take any damage that would be dealt to an adjacent ally. If the paladin uses this ability, the damage automatically bypasses DR.
Combat Style IV|Devout Wall: If the paladin wields a shield, her square blocks line of effect for all effects. The paladin, however, is still subject to the effect.
[/table]

Righteous Avenger
Primary Focus: Two-handed smites
Secondary Focus: Charging

{table=head]Minimum Level|Ability
Combat Style I|Divine Might: The paladin adds her charisma modifier to damage rolls of smite attacks made with two handed weapons.
Combat Style II|Charging Smite: The paladin may make her smites as part of a charge action, if she is wielding a two handed weapon.
Combat Style III|Righteous Fury: Once per encounter, when the paladin uses charging smite, she may treat the smite as if it were made as a full round action.
Combat Style IV|When wielding a two handed weapon, the paladin is treated as being six levels higher for the purpose of calculating the additional effects of a smite.[/table]


Aura of Valour (Ex): The paladin is a peerless paragon of unyielding devotion and is immune to all fear effects. All allies within 30 feet gain a +4 bonus on saves to resist fear effects. While a paladin gains the personal benefit of all auras at all times, the paladin may only grant the benefits of one aura at a time to her allies unless a class feature would improve this. Switching between auras is a move action.

Wards (Su): While a paladin is a fearsome foe of evil, they are also a righteous protector and defender of their faith. This is conveyed via their ward abilities. A ward takes a standard action to place on another, or a move action to put up on the paladin. However, a creature may only benefit from one ward at any given times, so any new ward placed on a creature rids them of their previous one. A ward may only be placed upon a willing creature and lasts for a number of rounds equal to the paladin’s charisma modifier. Putting up a ward on another provokes an attack of opportunity. A creature can only take damage from wards once per round per paladin, regardless of who the subject of the ward is. A paladin may only have one ward of each domain she has access to up at a time.


Barricade of Whistling Wind [Air]

Any arrow or bolt attack against the subject have a 40% miss chance. Other ranged weapons (such as javelins) suffer a 20% miss chance. Large ranged weapons, such as a siege engine, are unaffected have a 0% miss chance. For every four class levels beyond fourth (rounded down), these chances increase by 20%, 15% and 10%, respectively (to a maximum of 100%).

Cloak of Chaos [Chaos]

The subject gains DR 5/Law. The damage reduction increases by 5 for every four class levels (round down).

Unholy Presence [Evil]

Good creatures take a -4 profane penalty to attack and damage rolls against the subject. For every two levels beyond fourth (rounded down), the penalty increases by one.

Cloak of Fire [Fire]

All enemies within 5 feet of the subject take 1d6 + charisma modifier damage. The ward’s range increases by five feet per four class levels beyond fourth (round down). If a creature attacks the subject of the ward, it takes 2d6 fire damage. The ward deals 1d6 additional fire damage per four class levels beyond fourth (round down). A creature is only subject to this damage once per round, even if they make multiple attacks. Additionally, the resistance conveyed by your domain ability is given to the subject.

Shield of Flame [Fire]

The subject gains fire resistance 10. This bonus doubles at 8th level and every four levels thereafter. At 20th level, the paladin gains fire immunity.

Holy Presence [Good]

Evil creatures take a -4 sacred penalty to attack and damage rolls against the subject. For every two levels beyond fourth (rounded down), the penalty increases by one.

Ward of Health [Healing]

The subject of the ward gains fast healing 4, but only in combat. The fast healing increases by 3 for every four class levels after fourth (round down).

Vestment of Law [Law]

The subject gains DR 5/chaos. The damage reduction increases by 5 for every four class levels (round down).

Magic Shield [Magic]

The subject gains spell resistance equal to 12 + paladin’s class level.

Thick Hide [Nature]

The subject gains a +4 natural armor bonus to armor class. This bonus improves by one per two class levels beyond fourth (round down).

Frost Armor [Ocean]

The subject gains damage reduction 4/–. This damage reduction increases by one per four class levels beyond fourth level (round down). Additionally, the subject gains cold resistance 10. This bonus doubles at 8th level and every four levels thereafter. At 20th level, the paladin gains cold immunity.

Ward of Swirling Water [Ocean]

The subject gains a +4 dodge bonus to armor class. This bonus improves by one per four levels.

Punishing Shield [Retribution]

Any creature that successfully deals damage to the subject takes damage equal to one half the damage dealt. This damage automatically bypasses damage reduction.

Cloak of Shadows [Shadow]

The subject of the ward gains a 20% miss chance , which applies to any attack roll or area of effect ability. In all cases, the subject may chose whether or not the miss chance applies. The miss chance increases by 10% every four class levels after fourth (round down).

Storm Ward [Storm]

The subject is immune to being paralyzed, dazed, stunned or deafened. Additionally, if the subject is not the paladin, they gain the resistances granted by the Storm domain ability.

Halo of Sun [Sun]

The target glows with the power of the sun, damaging enemies within 30 feet. Undead take 2d6 (Reflex for half), and take double damage if they are vulnerable to sunlight. In addition, all creatures within the radius take a -4 penalty to attack rolls against the subject. The damage increases by 1d6 and the penalty by one every four class levels after fourth (round down).

Future’s Protection [Time]

The subject gains an insight bonus to AC equal to ¼ the paladin’s class level and the evasion ability. If the subject already has evasion, they instead gain improved evasion.

Traveler’s Escape [Travel]

Once per five rounds, when the subject would be attacked, be the target of a spell or effect, or be harmed by any area of effect ability, they may, as an immediate action, move up to their bas land speed over any terrain. For every four levels after fourth, the subject needs to wait one fewer round between uses.

Ward of Command [Tyrant]

If a creature comes with 5 feet of the subject, the subject may, as an immediate action, issue a command to the attacking creature that they must follow if they fail a will save (DC 10 + ½ class level + subject’s cha or str mod). This command affects the creature until the end of their next turn. A creature may only be affected by this ability once per encounter, regardless of whether they make their save. What commands are available are based on the paladin’s class level.
{table=head]Level|Effect available
4-7|”Halt” – The creature takes no actions, but is not helpless.
8-11|”Drop” The creature drops everything it is holding, and cannot pick them up for the duration of the effect.
12-15|”Flee” – The creature moves as far away from the subject as possible.
16-19|”Fall” – The subject drops prone
20|”Attack” – The creature attacks any target of the subject’s choosing.[/table]


Aura of Purity (Ex): The paladin gains immunity to poison and disease. All allies within 30 feet gain a +4 bonus on saves to resist the effects of poisons and disease. While a paladin gains the personal benefit of all auras at all times, the paladin may only grant the benefits of one aura at a time to her allies unless a class feature would improve this. Switching between auras is a move action.

One Cause: Whenever the paladin makes a full round smite attack, she may, in addition to all effects of the smite, add the effects of a second smite that she knows. However, the effects of the second smite are treated as if the smite were made as a standard action.

Domain Power (Su): At 7th level, the paladin unlocks a new level of power from her domain. All save DCs are 10 + ½ character level + cha mod.

Airrunner [Air]

The paladin gains the ability to create bursts of wind that allow her to move through the air. She gains a fly speed of 60 feet (Average). If the Domain power is dispelled or suppressed for any reason, the paladin gently floats the ground at 30 feet per round and takes no damage.

Widespread Mayhem [Chaos]

Any number of targets in a 20’ burst, centered on the paladin, must make a Will Save or fly into a chaotic frenzy for one round, then be dazed the round after. On a failed save, a target immediately attacks the closest possible creature (except the paladin) until the effect ends. This ability may be used once per day at seventh level, twice per day at 13th level, and three times per day at 20th level.

Essence of Evil [Evil]

If the paladin succeeds on a ranged touch attack, the target takes 1d6 unholy damage per class level. This ability may be used three times per day at seventh level, six times per day at 13th level, and nine times per day at 20th level.

Roaring Flames [Fire]

The paladin creates a fire effect that damages creatures in the area. The caster may choose whether or not to allow the fire to harm plant life. The flames deal 1d6 fire damage per class level (Reflex Half), and may take the form of a 40 foot line, 20 foot cone, or a 20’x10’ rectangle. This ability may be used twice per day at seventh level, four times per day at 13th level, and six times per day at 20th level.

Essence of Good [Good]

If the paladin succeeds on a ranged touch attack, the target takes 1d6 holy damage per class level. This ability may be used three times per day at seventh level, six times per day at 13th level, and nine times per day at 20th level.

Overheal [Healing]

All allies with a 20’ burst centered on the paladin gain a number of temporary hit points equal to the ½ class level + the paladin’s charisma modifier. These temporary hit points last up to one round per point of charisma modifier. This ability may be used twice per day at seventh level, four times per day at 13th level, and six times per day at 20th level.

Careful Tranquility [Law]

All enemies in a 20’ burst must make a Will Save or be immobilized by the power of law for a number of rounds equal to the paladin’s charisma modifier. Immobilized creatures may not take any actions, physical or mental, besides observing and talking in a mundane fashion. If an immobilized creature is attacked, targeted, or caught in a harmful area of effect ability, they are instantly freed. This ability may be used once per day at seventh level, twice per day at 13th level, and three times per day at 20th level.

Gushing Mana [Magic]

Whenever an arcane spell or spell-like ability is used within 60’ of the paladin, she gains a benefit based on the school of the spell as an immediate action. Ongoing effects have a duration of cha mod rounds. If an ability is triggered twice, the duration resets, but the bonus does not increase.

Abjuration: +1 to saving throws per spell level

Conjuration (Healing, Creation): Gain 5 temporary hp per spell level that last for one minute.

Conjuration (Calling, Summoning, Teleportation): The paladin may teleport up to 5 feet per spell level.

Divination: +1 insight bonus to AC per spell level.

Enchantment: One creature per spell level within 60 feet has their attitude towards the paladin increased by one.

Evocation: The paladin gains energy resistance to any one element of 5 times the spell’s level.

Illusion: The Paladin gains concealment.

Necromancy: The paladin gains all immunities of the undead type.

Transmutation: The paladin gains +1 per spell level to any physical ability score.



Nature’s Ally [Nature]

The paladin may, as a full round action, summon an animal of a challenge rating no greater than her paladin level – 3. This animal serves until dismissed or killed, at which point it fades back to the celestial realm from which it came. The paladin may have no more than one animal ally at a time. This ability may be used once per day at seventh level, twice per day at 13th level, and three times per day at 20th level.

Oceanic Soul [Ocean]

The paladin gains a swim speed of twice her base land speed, the ability to breathe underwater, and the ability to walk on water or ice as though it were solid ground.

Burst of Vengeance [Retribution]

As a full round action, the paladin may deal 1d8 damage per two levels to all enemies within 30 feet that have dealt damage to the paladin or her allies in the last cha mod rounds. Additionally, all those who take damage must make a fortitude save or be thrown to outside the ability’s perimeter, or until they hit a solid, unmoving object (such as a wall). If the save succeeds, the target is knocked prone. This ability may be used once per day at seventh level, twice per day at 13th level, and three times per day at 20th level.

Shadowwalker [Shadow]

The paladin may make hide checks even while being observed. In addition, her Shadow Step ability improves to lasting for cha mod rounds (or until she attacks) and she gains a +10 bonus to hide and move silently checks.

Stormbringer [Storm]

All enemies within 30’ must make a reflex save or take 1d6 damage per class level of the paladin. The damage is one half electricity and one half sonic. If creature fails its first save, it must make a fortitude save or be knocked prone.

Sunbeam [Sun]

The paladin creates a 60’ line of sunlight. All those in the area of the line take 1d8 damage per two levels, and must make a reflex save or be blinded for cha mod rounds. Creatures adjacent to the line (but not the paladin) take half damage and gain a +2 circumstance bonus on the save to be blinded.

Hastened Flow [Time]

As a standard action, the paladin may grant herself the benefits of the haste spell for a number of rounds equal to her charisma modifier at will.

Persistent Travels [Travel]

The paladin gains the ability to go wherever they need to be. The paladin may walk on any surface as though it were solid ground. This includes both water and air. This ability does not allow the paladin to bypass hazard, however. For example, while the paladin could walk on lava, it would still deal damage to her.

Dominate [Tyrant]

As a standard action, the paladin may attempt to dominate any humanoid within 30’. The target must make a will save or be under the control of the paladin for cha mod rounds. Actions against the target’s nature result in a new save with a bonus of +4, and self- destructive orders are ignored. After the effect ends, the target is dazed for one round.



Aura of Devotion (Ex): The paladin is immune to all compulsion effects and allies within 30 feet gain a +4 bonus on saves to resist compulsion. Additionally, on a successful fortitude or will save that allows a save for partial effect, the paladin is unaffected by the ability. While a paladin gains the personal benefit of all auras at all times, the paladin may only grant the benefits of one aura at a time to her allies unless a class feature would improve this. Switching between auras is a move action.

Dual Aura (Ex): Starting at 9th level, the paladin may have two auras active at a given time. Any time the paladin changes her auras, she may change one or both of them.

Aura of Vigor (Ex): The paladin is immune to death effects and level loss. All allies within 30 feet gain a +4 bonus on saves against death effects and level loss. While a paladin gains the personal benefit of all auras at all times, the paladin may only grant the benefits of one aura at a time to her allies unless a class feature would improve this. Switching between auras is a move action.

Greater Wards (Su): The paladin creates a large battlefield changing long-term effect by taping into her domain. A paladin may initiate a greater ward as a standard action at will. Greater wards last for as long as the paladin concentrates (a full round action) plus one additional round per point of charisma modifier of the paladin. Any save that is required by a greater ward is DC 10 +1/2 class level + cha mod.

Wind Wall [Air]

The paladin creates a 100’ tall wall of violent wind within 10 feet per class level that is either 20’ long per level and straight or a 100’ tall dome with a radius of 5’ per 2 levels. This wall blocks all physical attacks and corporeal enemies must make a fortitude save to pass through.

Anarchic Barrier [Chaos]

The paladin creates a 100’ tall wall of random patterns within 10 feet per class level that is either 20’ long per level and straight or a 100’ tall dome with a radius of 5’ per 2 levels. Lawful creatures must succeed on a fortitude save to pass through the wall. If they succeed, they take 1d6 damage per two class levels. This damage counts as chaotic for the purpose of bypassing damage reduction. Outsiders with the lawful subtype take a -4 penalty on this saving throw.

Unholy Bulwark [Evil]

The paladin creates a 100’ tall wall of swirling darkness within 10 feet per class level that is either 20’ long per level and straight or a 100’ tall dome with a radius of 5’ per 2 levels. Non-evil creatures must succeed on a fortitude save to pass through the wall. If they succeed, they take 1d6 unholy damage per two class levels. Outsiders with the good subtype take a -4 penalty on this saving throw.

Wall of Flame [Fire]

The paladin creates a 100’ tall wall of flames within 10 feet per class level that is either 20’ long per level and straight or a 100’ tall dome with a radius of 5’ per 2 levels. Creatures passing through the wall take 1d8 fire damage per class level. This fire cannot be put out non-magically, and if any part is put out, it is re-created at the beginning of the paladin’s next turn.

Holy Bulwark [Good]

The paladin creates a 100’ tall wall of bright white light within 10 feet per class level that is either 20’ long per level and straight or a 100’ tall dome with a radius of 5’ per 2 levels. Non-good creatures must succeed on a fortitude save to pass through the wall. If they succeed, they take 1d6 holy damage per two class levels. Outsiders with the evil subtype take a -4 penalty on this saving throw.

Healer’s Sanctum [Healing]

The paladin creates a 100’ tall dome with a radius of 5’ per 2 levels centered on the paladin. All supernatural and spell like abilities that have any effect that is not restoring hit points or removing harmful conditions do not function within the dome.

Axiomatic Barrier [Law]

The paladin creates a 100’ tall wall of blue light within 10 feet per class level that is either 20’ long per level and straight or a 100’ tall dome with a radius of 5’ per 2 levels. Non-lawful creatures must succeed on a fortitude save to pass through the wall. If they succeed, they take 1d6 damage per two class levels. This damage counts as lawful for the purpose of bypassing damage reduction. Outsiders with the lawful subtype take a -4 penalty on this saving throw.

Magic’s Refuge [Magic]

The paladin creates a 100’ tall wall of rainbow light within 10 feet per class level that is either 20’ long per level and straight or a 100’ tall dome with a radius of 5’ per 2 levels. Any spells or spell-like abilities used by enemies that would have their line of effect blocked by the wall have their effects turned back against the caster. For any purposes besides calculations of damage, range, DC, attack rolls, and damage rolls, the paladin is treated as the caster.

Natural Sanctum [Nature]

The paladin creates a 100’ tall wall of green light within 10 feet per class level that is either 20’ long per level and straight or a 100’ tall dome with a radius of 5’ per 2 levels. Enemies that lack the animal or plant type must succeed on a fortitude save to pass through the wall. If they succeed, they take 1d6 damage per two class levels. Outsiders take a -4 penalty on this saving throw.

Wall of Ice [Ocean]

The paladin creates a wall of ice 10 feet thick within 10 feet per class level that is either 20’ long per level, 100’ tall and straight or a 100’ tall dome with a radius of 5’ per 2 levels. Each 5’ x 5’ section of the wall has 8 hp per class level and DR/- equal to the paladin’s class level that con only by bypassed by fire damage.

Wall of Retribution [Retribution]

The paladin creates a 100’ tall wall of silvery light within 10 feet per class level that is either 20’ long per level and straight or a 100’ tall dome with a radius of 5’ per 2 levels. Creatures with an attitude of unfriendly or hostile towards the paladin must succeed on a fortitude save to pass through the wall. If they succeed, they take 1d6 damage per two class levels and if they are outsiders, they are immediately banished to their home plane. Creatures that have harmed the paladin directly take a -4 penalty on this saving throw.

Dome of Shades [Shadow]

The paladin creates a 100’ tall dome of swirling shadow with a radius of 5’ per 2 levels. Only the paladin may see anything in the interior of the dome; even those under the effects of a true seeing spell cannot see. Nothing short of epic level magic can purge the darkness. Creatures must make a fortitude save to leave the dome.

Wall of Storms [Storm]

The paladin creates a 100’ tall wall of dark clouds and lightning within 10 feet per class level that is either 20’ long per level and straight or a 100’ tall dome with a radius of 5’ per 2 levels. Enemies must succeed on a fortitude save to pass through the wall. If they succeed, they take 1d6 damage per two class levels half sonic and half electricity and they are either deafened or blinded, at the paladin’s discretion.

Timeflow Disjunction [Time]

The paladin creates a 100’ tall transparent dome with a radius of 5’ per 2 levels. Enemies must succeed on a fortitude save to pass through the wall. If they succeed, they are stunned for one round (regardless of any immunities to stunning). Furthermore, in the inside of the dome, every ¼ class level rounds are equivalent to one round outside the dome.

Filter of Fear [Tyrant]

The paladin creates a 100’ tall wall of orange light within 10 feet per class level that is either 20’ long per level and straight or a 100’ tall dome with a radius of 5’ per 2 levels. Any creature that passes through the barrier must make a will save or be forced to cower for cha mod rounds and cannot cross the wall or dome during this time.

Aura of Freedom (Ex): The paladin is immune to any effect that freedom of movement would prevent. All allies within 30 feet gain a +4 bonus on saves against any effect that freedom of movement would prevent. While a paladin gains the personal benefit of all auras at all times, the paladin may only grant the benefits of one aura at a time to her allies unless a class feature would improve this. Switching between auras is a move action.

Greater Smites (Su): The paladin makes a single melee touch attack as a full round action. All saves are DC 10 + ½ class level + charisma modifier. This does not provoke an attack of opportunity. A greater smite may only be used once per encounter. A paladin knows all of the greater smites of all domains that she has access to.

Cyclone Blast [Air]

Enemies within 10 feet per class level of the paladin are moved directly away from the paladin to the far edge of the cone or until they comes into contact with a sturdy barrier (such as a stone wall), which ends the line of effect. All creatures take 1d6 damage for every 10 feet they travel (Reflex half).

Chaos Hammer [Chaos]

All enemies in a 10 foot per class level Burst take different effects based on their alignment. All creatures affected must make a will save for half damage.

{table=head]Creature|Effect
Lawful Outsiders|1d6 per level & Dazed for cha mod rounds (WillNeg)
Lawful|1d8 per 2 levels & Dazed for ½ cha mod rounds (WillNeg)
Neutral|1d6 per 2 levels
Chaotic|None[/table]

Hell’s Reckoning [Evil]

All enemies in a 10 foot per class level Burst take different effects based on their alignment.

{table=head]Alignment|Effect
Good Outsiders|1d8 unholy per level and knocked prone
Good|1d6 unholy per level and knocked prone
Neutral|1d8 per 2 levels
Evil|None[/table]

Divine Inferno [Fire]

All enemies within a 10 foot per class level Burst take 1d10 damage per class level. Half of this damage is fire and the other half is divine. Each subsequent round, all enemies affected by this ability take half as much damage of both fire and divine as they did the round before.

Heaven’s Judgment [Good]

All enemies in a 10 foot per class level Burst take different effects based on their alignment.

{table=head]Alignment|Effect
Evil Outsiders|1d8 holy per level and knocked prone
Evil|1d6 holy per level and knocked prone
Neutral|1d6 per 2 levels
Good|None[/table]

Healer’s Inspiration [Healing]

All former allies in a 10 feet per class level burst that have been dead or dying for no longer than cha mod rounds are alive and healed to 0 hp. Then, all allies within the burst are healed 1d6 damage per class level.

Order’s Wrath [Law]

All enemies in a 10 foot per class level Burst take different effects based on their alignment. All creatures affected must make a will save for half damage.

{table=head]Creature|Effect
Chaotic Outsiders|1d6 per level & paralyzed for cha mod rounds (WillNeg)
Chaotic|1d8 per 2 levels & paralyzed for ½ cha mod rounds (WillNeg)
Neutral|1d6 per 2 levels
Lawful|None[/table]

Mana Overflow [Magic]

All enemies within 10 feet per class level take 1d8 divine damage per class level. Spell resistance does not apply.

Primal Fury [Nature]

All enemies in a 10 foot per class level Burst take different effects based on their creature type.

{table=head]Creature|Effect
Outsiders|1d6 per level and banished (Will negates banishment)
Abberation, Undead|1d6 per level
Other| 1d8 per two levels
Fey|1d4 per 2 levels
Animals, Plants|None
[/table]

Divine Tsunami [Ocean]

All creatures within 10 feet per class level take 1d8 damage per class level. Half of this damage is untyped bludgeoning damage, the other half is divine damage. Affected creatures may make a fortitude save to halve the bludgeoning damage. All creatures in the area are bull rushed by the wave, which has a bull rush modifier equal to class level + cha mod. If a creature fails the check, they are pushed back 5’, plus an additional 5’ for every 5 points it failed the opposed roll by. If a creature is moved 10 or more feet, it is knocked prone.

Divine Wrath [Retribution]

All enemies within 10 feet per class level of the paladin take divine damage equal to the paladin’s maximum HP minus the paladin’s current HP unless they make a fortitude save for half damage.

Haunting Shadows [Shadow]

All creatures within 10 feet per class level of the paladin take a -6 penalty to strength, constitution and dexterity until they have on hour of total rest.

Storm of Faith [Storm]

All enemies within 10 feet per paladin level are blinded (Reflex negates) and deafened (Fortitude negates). Additionally, they take 1d6 damage per level, which is half electricity and half sonic (Reflex for half).

Continuum Severance [Time]

All enemies within 10 feet per paladin level can take no actions and are treated as helpless until the beginning of the paladin’s next turn. A successful fortitude means the enemy instead is stunned until the beginning of the paladin’s next turn.

Tyrant’s Supremacy [Tyrant]

All enemies within 10 feet per class level must make a will save or be Frightened for a number of rounds equal to the paladin’s class level.

Triple Aura (Ex): Starting at 15th level, the paladin may have three auras active at a given time. Any time the paladin changes her auras, she may change one, two or all three of them.

Aura of Truth (Ex): The Paladin sees the world at all times as though under the effects of a true seeing spell. All allies within 30 feet gain a +4 bonus on saves against illusions. While a paladin gains the personal benefit of all auras at all times, the paladin may only grant the benefits of one aura at a time to her allies unless a class feature would improve this. Switching between auras is a move action.

Greater One Cause: As One Cause, except that the paladin gains the effects of both smites as though they were each made as full round attacks.

Aura of Liberation (Ex): The paladin is immune to all effects that would be prevented by mind blank. In addition, all allies within 30 feet gain a +4 bonus to saves against abilities that would be prevented by mind blank. While a paladin gains the personal benefit of all auras at all times, the paladin may only grant the benefits of one aura at a time to her allies unless a class feature would improve this. Switching between auras is a move action.

Soul of Champions: The paladin becomes an Outsider with the native subtype and any other subtype that is representative of his domain. In addition, the paladin gains DR 20/silver and epic that stacks with any other damage reduction given by paladin class features. The paladin may be resurrected as though she were a member of her former type. Once per day, when the paladin would die for any reason, she instead is reduced to 1 hp.

FlamingKobold
2010-08-02, 02:10 AM
Reserved. Add the word "chainsaw" into your post and you get a bonus point!

Gorgondantess
2010-08-02, 02:13 AM
So, what's the point of this? It seems less a paladin and more a... pseudo-holy guy who beats up people with a big stick. I have a vaunted interest in paladin reduxes, you see, having made one (see the sig/shameless self plug!:smallwink:)
And how is a paladin a foe of evil when she can be doing unholy damage? Or taking an 'evil' domain? Really now.

FlamingKobold
2010-08-02, 02:27 AM
According to Merriam Webster's Dicitionary, a paladin is "a leading champion of a cause." This is what made me want to do this; the thought that a paladin isn't a do-gooder, but a champion of whatever or whomever they like. For example, I think a paladin of Heironeous should be very different than that of Pelor, and the paladin class didn't seem to do that. I realized that a cleric is even better flavor-wise in this aspect, because of their domains. They either champion their own causes (no deity) or they serve some higher power and have additional powers based on that.

The best example I can think of is that a paladin of the LG god of fire and war should be drastically different in both demeanor and power than a paladin of the LG god of healing and travel, despite being the same alignment and class.

Also, the existence of paladins as a base class should mean that blackguards are a base class too, as what are blackguards besides a champion of a different cause? This redux allows the creation of the champion of any cause or deity, and further customizability by allowing players and DMs to work together on the creation of new domains.

And, just so you know, seeing your paladin redo is what made me want to do mine because I liked it so much :smallsmile: I just wanted to go a different direction than you did.

Temotei
2010-08-02, 04:01 AM
I think a paladin of Heironeous should be very different than that of Pelor

Obviously. One is chaotic evil. :smallamused:

FlamingKobold
2010-08-02, 04:13 AM
Obviously. One is chaotic evil. :smallamused:

Exactly. So that paladin would choose Evil and some other domain (Probably trickery, once it's made). You just can't account for differences like that with the standard paladin, and who really wants to wait until level 6 to be a blackguard?

Edit: Added domain powers. Next up is combat styles.
Edit2: Combat Styles Added. Up next is Dual Aura and Tri Aura.
Edit3: Dual Aura and Triple Aura. Next is the Greater Smites.

FlamingKobold
2010-08-02, 11:21 PM
No love for the paladin? :smallfrown:

Oh well, still working...

Edit: Moderate reformatting of the class.
Edit2: Added Aura of Valor. Completely scrapping old version of auras, for a new, more flavorful and awesome set.
Edit3: Added Aura of Purity
Edit4: Aura of Devotion
Edit5: Vigor
Edit6: Freedom
Edit7: Truth
Edit8: Liberation. Phew, done with auras.
Edit9: Greater Wards completed.
Edit10: Greater Smites completed. Very near to completion.
Edit11: Lots of changes, plus another domain: magic.
Edit12: Alphabetized everything, and added the time domain.

FlamingKobold
2010-08-06, 02:43 PM
No one is commenting on balance or anything at all? I know this is unbalanced, and there are several abilities in particular that I'm worried about. I'm thinking about adding a 20th level "Domain Mastery" Ability. Anyone like or dislike this idea? Also considering making it so that the paladin must choose at least one alignment domain, and add in a code of conduct for each.

jiriku
2010-08-06, 02:57 PM
My beef is not with balance per se. It's that the class calls itself "paladin" but bears very little resemblance to the PHB paladin. It's really an entirely different class that happens to share the same name. You might as well title your thread "Paladin Replacement".

FlamingKobold
2010-08-06, 03:18 PM
My beef is not with balance per se. It's that the class calls itself "paladin" but bears very little resemblance to the PHB paladin. It's really an entirely different class that happens to share the same name. You might as well title your thread "Paladin Replacement".

Basically, it's a lot like the PHB paladin if you choose crusading cavalryman, and then the healing and good domains. I just made it more customizable and, well, actually useful. Even if you do choose those two domains, you have the same flavor as the original paladin, but more powers.

One primary goal was to make it so that the paladin had options. Hence the once per 5 rounds and once per encounter powers. This adds variance to the paladins combat abilities and makes them useful all day.

Edit: Would you like it better if I renamed it the Champion or something? Or if, instead of domains, made it based on planes and made it some sort of plane-powered class, maybe with plane shifting powers?