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View Full Version : [3.5 Base Class] The Warcraft Paladin [PEAR!]



Jarian
2011-02-13, 05:35 AM
Paladin

http://img12.imageshack.us/img12/1859/holyswordbyhgjart.jpg
"To protect the weak; to bring justice to the unjust; to vanquish evil from the darkest corners of creation. This is my calling. This I shall do, 'till death does take me."
- Atar Riserden, Human Paladin

Class Skills
The Paladin's class skills (and the key ability for each skill) are Concentration (Con), Craft (Int), Diplomacy (Cha), Heal (Wis), Intimidate (Cha), Knowledge (history) (Int), Knowledge (local) (Int), Knowledge (religion) (Int), Listen (Wis), Profession (Wis), Ride (Dex), Spellcraft (Int), Spot (Wis), Swim (Str)
Skills Points at Each Level: 4 + int

Alignment: Any Good. At his discretion, your DM may choose to allow Evil Paladins too, in which case all references to Good and Evil in the Paladin's abilities should be reversed, and all references to divine damage replaced by profane damage.

Hit Dice: d8

{table=head]Level|BAB|Fort Save|Ref Save|Will Save|Special

1st| +1 | +2 | +0 | +2 |Auras, Crusader Strike, Judgement, Seals, Word of Glory

2nd| +2 | +3 | +0 | +3 |Holy Light, Lay on Hands, Summon Charger

3rd| +3 | +3 | +1 | +3 |Hammer of Justice, Exorcism, Blessing of Kings

4th| +4 | +4 | +1 | +4 |Flash of Light, Hand of Protection

5th| +5 | +4 | +1 | +4 |Consecration, Holy Wrath, Hand of Reckoning

6th| +6/+1 | +5 | +2 | +5 |Divine Protection, Cleanse

7th| +7/+2 | +5 | +2 | +5 | Divine Plea, Divine Shield

8th| +8/+3 | +6 | +2 | +6 |Hammer of Wrath

9th| +9/+4 | +6 | +3 | +6 |Hand of Freedom

10th| +10/+5 | +7 | +3 | +7 | Rebuke

11th| +11/+6/+1 | +7 | +3 | +7 | Blessing of Might

12th| +12/+7/+2 | +8 | +4 | +8 | Divine Light

13th| +13/+8/+3 | +8 | +4 | +8 |Avenging Wrath

14th| +14/+9/+4 | +9 | +4 | +9 |Turn Evil

15th| +15/+10/+5 | +9 | +5 | +9 |Hand of Sacrifice

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

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

18th| +18/+13/+8/+3 | +11 | +6 | +11 |Holy Radiance

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

20th| +20/+15/+10/+5 | +12 | +6 | +12 |Guardian of Ancient Kings[/table]

Weapon and Armor Proficiency: Paladins are proficient with all simple and martial melee weapons, and with all types of armor (heavy, medium, and light), and with all types of shields (including tower shields).

Specialization: At 1st level, a Paladin chooses a path in which to specialize. Each path unlocks different powerful abilities over the course of the Paladin's career, as shown on the individual table for each path. The choice of a path is permanent, representing the Paladin's dedication to a specific goal.

Holy Specialization:Immediately upon choosing to pursue the Holy path, the Paladin unlocks the following abilities:

Holy Shock (Su): As a swift action, the Paladin may blast a target within 30 feet with a jolt of divine energy. If the Paladin targets an enemy, Holy Shock deals 1d4 divine damage per class level. A successful Will save, DC (10+1/2 HD+Wis modifier) halves this damage. If the Paladin targets an ally, Holy Shock heals for 1d6 per two class levels, rounded up. If Holy Shock damages an enemy, it generates a charge of Holy Power.

Holy Shock consumes 8 mana when used.

Holy Shock may be used every two rounds.

Meditation (Ex): The Paladin's Wisdom modifier is considered one point higher when adjudicating all Paladin class abilities. In addition, while in an encounter, the Paladin receives half of his normal hourly mana regeneration rate per round.

Unlike most Paladins, Holy Paladins receive eight times their Wisdom modifier as bonus mana.

Walk in the Light: All of the Paladin's class abilities heal for an additional 10%.

In addition, the Paladin receives further abilities at the following levels, as seen on the table below.

{table=head]Level | Ability
2 | Protector of the Innocent
3 | Arbiter of the Light
4 | Last Word
5| Blazing Light
6 | Clarity of Purpose
7 | Divine Favor
8 | Daybreak
9 | Denounce
10 | Beacon of Light
11 | Enlightened Judgements
12 | Sacred Cleansing
13 | Aura Mastery
14 | Conviction
15 | Paragon of Virtue
16 | Tower of Radiance
17 | Blessed Life
18 | Speed of Light
19 | Light of Dawn[/table]

Protector of the Innocent (Su): Whenever the Paladin heals an ally other than himself with a single-target Paladin ability, he is also healed for 1 damage per class level.

Arbiter of the Light: The Paladin's critical threat range with his Judgement ability increases by 1.

Last Word: Whenever the Paladin heals an ally with fewer than 25% remaining hitpoints with his Word of Glory ability, he has a 50% chance to heal for double the normal amount.

Blazing Light: The Paladin's Holy Shock and Exorcism ability deal an additional 20% damage.

Clarity of Purpose: The Paladin may use his Holy Light and Divine Light abilities as standard actions, rather than full-round actions.

Divine Favor (Su): As a free action, the Paladin may greatly increase the speed at which he mends wounds for a short duration. Until the start of his next turn, the casting time of all of his Paladin abilities that heal is reduced by one step, to a minimum of an immediate action. (For the purpose of this ability, an immediate action is one step lower than a swift action.)

Divine Favor may be used once per encounter.

Daybreak: Whenever the Paladin uses his Divine Light, Flash of Light, or Holy Light abilities, he has a 20% chance to make his next Holy Shock recharge instantly. Once triggered, Daybreak's effect lasts for two rounds, or until Holy Shock is used.

Denounce: Reduces the mana cost of Exorcism by half. In addition, whenever the Paladin uses his Holy Shock ability, he has a 50% chance to make his next Exorcism have no cost and be usable as a swift, move, or standard action. Once triggered, Denounce's effect lasts until the end of the Paladin's next turn.

Beacon of Light (Su): As a free action, the Paladin may declare one ally within sight to be a Beacon of Light. Whenever the Paladin heals an ally within 30 feet of the Beacon, the Beacon is healed for half that amount.

Only one ally can be a Beacon of Light at a time. A target remains a Beacon for one minute, or until the Paladin declares a new ally to be the Beacon.

Using Beacon of Light consumes 6 mana.

Enlightened Judgements: The Paladin receives a bonus to hit equal to his Wisdom modifier. In addition, the range of his Judgement ability increases by 10 feet.

Sacred Cleansing: The Paladin's Cleanse ability also bestows the effects of a remove curse spell.

Aura Mastery (Su): As a swift action, the Paladin may cause his Concentration Aura to also bestow the effects of the Still Spell and Silent Spell feats on all spells cast by allies within 30 feet of himself until the start of his next turn.

If an aura other than Concentration Aura is active when Aura Mastery is used, its effect is doubled until the start of the Paladin's next turn.

Aura Mastery may be used once per encounter.

Conviction: Whenever the Paladin successfully confirms a critical threat, he gains a 5% increase in healing and damage done until the end of the encounter. Conviction stacks up to three times.

Paragon of Virtue: The Paladin's Avenging Wrath and Hand of Sacrifice abilities may be used once per minute, rather than once per encounter, and his Divine Protection ability recharges in half the normal time.

Tower of Radiance: Whenever the Paladin heals the target of his Beacon of Light ability with Divine Light or Flash of light, he gains a charge of Holy Power.

Blessed Life: Whenever the Paladin takes damage from a single-target ability, he gains a charge of Holy Power.

Speed of Light: The Paladin's Holy Radiance ability recharges in half the normal time. In addition, whenever the Paladin uses Holy Radiance, his base movement speed doubles for one round.

Light of Dawn (Su): As a swift action, the Paladin may consume all charges of Holy Power to heal all allies in a 30 foot cone before him. Light of Dawn heals for 5d6 per charge of Holy Power consumed.

Protection Specialization:Immediately upon choosing to pursue the path of Protection, the Paladin unlocks the following abilities:

Avenger's Shield (Su): As an attack action, the Paladin may hurl a disk of light at an enemy within 30 feet. If he succeeds on a ranged attack (the Paladin may use his Strength modifier in place of Dexterity for this attack) his target takes 1d4 divine damage per class level. Regardless of the attack's success, the shield of light bounces to up to two other enemies within 10 feet of the first, using the same attack roll.

Each enemy struck must make a Will save (DC 10+1/2 HD+Strength modifier) or lose all mental focus for one round. A creature that fails its save against this ability cannot cast spells, initiate maneuvers, activate spell-like abilities, or perform any action that requires concentration for the duration of the effect.

Avenger's Shield consumes 6 mana when used.

Avenger's Shield may be used every 5 rounds.

Judgements of the Wise (Su): Whenever he uses his Judgement ability, the Paladin regains mana equal to his Wisdom modifier at the beginning of each of his next two turns.

Touched By the Light (Ex): The Paladin gains an additional hitpoint per class level, and may use his Wisdom modifier in place of Dexterity for all ranged attacks.

Vengeance (Ex): The Paladin inflicts bonus damage with melee attacks equal to 1/10th his missing hitpoints.

In addition, the Paladin receives further abilities at the following levels, as seen on the table below.

{table=head]Level | Ability
2 | Seals of the Pure
3 | Eternal Glory
4 | Divinity
5| Toughness
6 | Judgements of the Just
7 | Hammer of the Righteous
8 | Sanctuary
9 | Hallowed Ground
10 | Shield of the Righteous
12 | Grand Crusader
13 | Divine Guardian
14 | Holy Shield
15 | Vindication
16 | Guarded by the Light
17 | Sacred Duty
18 | Shield of the Templar
19 | Ardent Defender[/table]

Seals of the Pure: The Paladin deals an additional 1 damage with his Seal of Justice, Seal of Righteousness, and Seal of Truth abilities.

Eternal Glory: Whenever the Paladin uses his Word of Glory ability, he has a 30% chance to not consume any Holy Power.

Divinity: Increases the healing done and healing received by the Paladin by 5%, minimum of 1 bonus hitpoint healed.

Toughness: The Paladin receives a +2 Armor bonus to AC, which stacks with all other sources of Armor bonuses.

Judgements of the Just: Whenever he hits with his Judgement ability, the Paladin decreases the physical damage dealt by his target by 20% for five rounds.

Hammer of the Righteous (Su): As an attack action, the Paladin may surround his weapon with holy energy, which bursts forth in a wave as he delivers the blow. Hammer of the Righteous deals normal damage, and inflicts 1 point of divine damage per Paladin level to the initial target and all enemies within 10 feet. The divine energy is inflicted regardless of whether the attack hit or missed.

If the Paladin hits with Hammer of the Righteous, he gains a charge of Holy Power.

Hammer of the Righteous replaces Crusader's Strike for the Paladin's abilities known.

Hammer of the Righteous may be used once per round.

Sanctuary: The Paladin takes 10% less hitpoint damage from all sources, and gains light fortification. If he already possessed a form of fortification, it increases in strength by one step.

Hallowed Ground: Increases the damage dice of the Paladin's Consecration ability by one step and reduces its mana cost by half.

Shield of the Righteous (Su): As an attack action, the Paladin may engulf his shield in holy fire, then slam it into his foe, consuming all charges of Holy Power. The Paladin makes a shield bash attack with his shield, which deals normal damage, plus bonus divine damage according to the amount of Holy Power consumed.

{table=head]Holy Power | Bonus Damage
1 charge | 1 per class level
2 charges | 1d3 per class level
3 charges | 1d6 per class level[/table]

Making a shield bash attack in this way does not remove the Paladin's Shield bonus to AC.

Grand Crusader: Whenever the Paladin hits with his Hammer of the Righteous ability, he has a 20% chance to make his Avenger's Shield ability become available immediately.

Divine Guardian (Su): As an immediate action, the Paladin may bathe a 60 foot radius area around him in a soft glow for one round. The light is not bright enough to alter illumination levels, but it is obvious to anyone nearby. While within this area, damage dealt to the Paladin's allies is reduced by 20%. For the purpose of this ability, the Paladin is not considered an ally of himself.

Divine Guardian may be used once per encounter.

Holy Shield: Whenever the Paladin uses his Shield of the Righteous or Inquisition abilities, he increases the AC bonus of his shield by 1 per four class levels for three rounds.

Vindication: Whenever the Paladin successfully hits with his Hammer of the Righteous ability, he decreases the physical damage dealt by his target by 10% for five rounds.

Sacred Duty: Whenever the Paladin hits with his Judgement ability, he has a 50% chance to make his next Shield of the Righteous used within two rounds deal 150% normal damage.

Shield of the Templar: The Paladin's Avenging Wrath recharges in half the time, and his Guardian of Ancient Kings gains a recharge rate of once per encounter, rather than twice per day. In addition, using Divine Plea will now grant the Paladin 3 charges of Holy Power.

Ardent Defender (Su): As an immediate action, the Paladin may cause all damage dealt to him to be reduced by 20% for two rounds. While this ability is active, the next time the Paladin would take damage that would drop him to 0 hitpoints or lower, that damage is negated and he is healed for 15% of his normal maximum hitpoints.

Retribution Specialization:Immediately upon choosing to pursue the path of Retribution, the Paladin unlocks the following abilities:

Templar's Verdict (Ex): As an attack action, the Paladin may deliver a ferocious blow with his weapon, consuming all charges of Holy Power to augment his attack. Templar's Verdict does varying damage based on the charges of Holy Power consumed, as seen on the table below.

{table=head]Holy Power | Base Damage | Bonus Physical Damage
1 charge | Normal | None
2 charges | Increased by one step | +1 per four class levels
3 charges | Doubled | +1 per class level[/table]

Judgements of the Bold(Su): Whenever he uses his Judgement ability, the Paladin regains mana equal to his Wisdom modifier at the beginning of his next turn.

Sheath of Light (Ex): The Paladin may use his Wisdom modifier in place of Dexterity for all ranged attacks.

Two-Handed Weapon Specialization (Ex): The Paladin deals 20% more damage with melee attacks delivered with two-handed weapons.

In addition, the Paladin receives further abilities at the following levels, as seen on the table below.

{table=head]Level | Ability
2 | Crusade
3 | Improved Judgement
4 | Eye for an Eye
5| Persuit of Justice
6 | Guardian's Favor
7 | Divine Storm
8 | Long Arm of the Law
9 | The Art of War
10 | Sacred Shield
12 | Seals of Command
13 | Sanctified Wrath
14 | Repentance
15 | Selfless Healer
16 | Divine Purpose
17 | Acts of Sacrifice
18 | Inquiry of Faith
19 | Zealotry[/table]

Crusade: The Paladin deals an additional 30% damage with Crusader's Strike and Templar's Verdict. In addition, whenever an enemy that the Paladin has personally injured at some point in the encounter dies, his next Holy Light used within two rounds of the death heals for three times the normal amount.

Improved Judgement: Increases the range of the Paladin's Judgement ability by 20 feet.

Eye for an Eye (Su): Whenever the Paladin takes damage from a magical source, there is a 50% chance that the creature who inflicted that damage takes 30% of the damage dealt.

Pursuit of Justice: Whenever the Paladin is subjected to an effect that would subject him to any of the following conditions, he gains one charge of Holy Power: Stunned, Paralyzed, Shaken, Frightened, Panicked, Immobilized.

In addition, the Paladin gains a 15 foot enhancement bonus to his movement speed.

Guardian's Favor: The Paladin's Hand of Protection gains a recharge rate of one minute rather than once per encounter, and his Hand of Freedom lasts for an additional round.

Divine Storm (Su): As a standard action, the Paladin may make a single melee attack against each enemy within his threatened range. After all attacks are made, the Paladin and the two most injured allies within 30 feet are healed for 25% of the total damage dealt.

Using Divine Storm generates 1 charge of Holy Power.

Divine Storm consumes 5 mana when used.

Long Arm of the Law: Whenever the Paladin hits a target further than 15 feet away from himself with his Judgement ability, he may move up to half his speed as a free action that does not provoke attacks of opportunity.

Art of War: Whenever the Paladin hits with an attack not augmented by any of his class abilities, he has a 20% chance to make his next Exorcism ability cost no mana and able to be cast as a swift or move action.

Sacred Shield (Su): Whenever the Paladin is reduced below 1/4 his normal maximum hitpoints, a bubble of holy radiance surrounds him, shielding him from incoming damage for a short while. The bubble absorbs the next (Wisdom modifier x Paladin level) damage the Paladin would take, and increases healing received by the Paladin by 20%. The Sacred Shield lasts for two rounds or until the full amount of damage is absorbed.

The effect of Sacred Shield cannot occur more than once every five rounds.

Seals of Command: The Paladin's Seal of Justice, Seal of Righteousness, and Seal of Truth now inflict an additional 1 divine damage per four class levels on every hit. In addition, the bonus damage of Seal of Righteousness is automatically dealt to up to two enemies adjacent to the Paladin's target whenever he hits with a melee attack.

Sanctified Wrath: Whenever the Paladin uses Hammer of Wrath, there is a 50% chance that it deals 50% bonus damage. In addition, the Paladin's Avenging Wrath ability gains a recharge time of one minute, rather than once per encounter, and the Paladin may use Hammer of Wrath at any time while Avenging Wrath is active.

Repentance (Su): As a standard action, the Paladin may attempt to put a creature into a state of deep meditation. If the creature fails a Will save, DC (10+1/2 HD+Strength modifier) it takes no action for the next three rounds. Any damage taken other than from the Paladin's Seal of Truth will awaken the target instantly.

Repentance is a Mind-affecting effect.

Using Repentance consumes 9 mana.

Repentance may be used once per minute.

Selfless Healer: Whenever the Paladin heals an ally other than himself with his Word of Glory ability, the effectiveness of the heal is increased by 50% and his damage dealt is increased by 5% per charge of Holy Power consumed for 2 rounds.

Divine Purpose: The following abilities have a 15% chance to cause the Paladin's next ability that consumes Holy Power to consume no Holy Power and be used as if 3 charges of Holy Power were consumed: Divine Storm, Exorcism, Hammer of Wrath, Holy Wrath, Inquisition, Judgement, Templar's Verdict.

Tower of Radiance: Whenever the Paladin heals the target of his Beacon of Light ability with Divine Light or Flash of light, he gains a charge of Holy Power.

Acts of Sacrifice: The Paladin's Hand of Freedom and Hand of Sacrifice abilities now recharge in half the normal time. In addition, the Paladin's Cleanse ability will now remove one movement impairing effect if used on himself.

Inquiry of Faith: Increases the periodic damage dealt by the Paladin's Seal of Truth, and doubles the duration of his Inquisition ability.

Zealotry (Su): As a free action, the Paladin may empower his Crusader Strike ability to generate 3 charges of Holy Power each time it hits for the next three rounds. Using Zealotry requires three charges of Holy Power, but does not consume Holy Power when used.

Zealotry may be used once per encounter.

Auras (Su): All Paladins have access to several different auras, which radiate out to a distance of 60 feet. Projecting an aura is a swift action. An aura lasts until the Paladin chooses to project a new aura, or until he dismisses his current aura as a free action.

Concentration Aura: The Paladin and all allies within his aura gain a bonus on concentration checks equal to 1/2 his class level, rounded up.

Crusader Aura: The Paladin and all allies within his aura gain a +10 feet enhancement bonus to their base land speed.

Devotion Aura: The Paladin and all allies within his aura gain DR 1/-, stacking with any other forms of damage reduction. This damage reduction improves by 1 point when the Paladin reaches 5th level, and every 5 levels thereafter.

Resistance Aura: The Paladin and all allies within his aura gain resistance 1 to all forms of elemental damage. This resistance improves by 1 point when the Paladin reaches 5th level, and every 5 levels thereafter.

Retribution Aura: Whenever the Paladin or an ally within his aura is struck by a physical attack, the attaker takes divine damage equal to 1/4 the Paladin's class level, rounded up.

Seals (Su): All Paladins have access to several different Seals, which augment his their melee attacks in a variety of ways. Activating a Seal is a swift action, and a Seal lasts until the Paladin activates a new Seal, or dismisses his current Seal as a free action. Activating a Seal consumes 14 mana.

Seal of Insight: Whenever the Paladin hits with a melee attack, he has a 5% chance to heal himself for 1 hitpoint per Paladin level.

Unleashing the power of the Seal of Insight deals no bonus damage, but restores 15 mana.

Seal of Justice: Whenever the Paladin hits with a melee attack, he causes his foe's movement speed to be limited to it's normal base movement speed for one round, disregarding any non-permanent bonuses to that speed. At 9th level, the Paladin's melee attacks also cause his foe to be unable to benefit from any form of teleportation for the duration of the effect. At 13th level, the Paladin's melee attacks also cause his foe to be incapable of interplanar travel for the duration of the effect.

Seal of Righteousness: Whenever the Paladin hits with a melee attack, he deals additional 1 divine damage per three Paladin levels, rounded up.

Seal of Truth: Whenever the Paladin hits with a melee attack, he causes his target to take 1 divine damage per five Paladin levels at the start of each of its turns for two turns. Seal of Truth's periodic damage stacks up to five times, and refreshes its remaining duration whenever the Paladin lands a melee attack with the Seal active.

Mana: A Paladin's primary method of fueling his abilities is a pool of magical force known as mana. The Paladin's base mana pool consists of 100 points, which are drained away as he uses his abilities. A Paladin recovers a number of points of mana equal to his Wisdom modifier each hour, and fully restores his mana pool after resting for at least eight hours.

In addition to the base amount of mana available to him, a Paladin also receives bonus mana equal to his Wisdom modifier times five. Calculate this additional mana when the Paladin rests to recover his mana pool entirely.

Holy Power: A Paladin also has a secondary means of powering certain abilities. Whenever he hits with certain attacks, a Paladin generates a charge of Holy Power. A Paladin may have up to three charges of Holy Power at a time. If a Paladin does not generate a new charge of Holy Power within three rounds, he begins to lose one charge per round. Unless otherwise specified in the ability's description, all abilities that consume charges of Holy Power consume all of a Paladin's current charges; he cannot choose to release a lesser amount.

Crusader Strike (Ex): The most basic attack at a Paladin's disposal is the Crusader Strike. As an attack action, a Paladin may increase the base damage of his weapon by one step and deliver a single melee attack. If it hits, Crusader Strike generates one charge of Holy Power.

Crusader Strike may be used once per round.

Using Crusader Strike consumes 10 mana.

Judgement (Su): By calling on the power of his currently active Seal, the Paladin may strike an enemy within 10 feet with a spike of divine power. As an attack action, the Paladin may make a ranged touch attack against one enemy within range. If it hits, Judgement deals 1d3 divine damage per Paladin level, and an additional point of divine damage per level if the Paladin has any Seal other than the Seal of Insight active.

Judgement may be used once every two rounds.

Word of Glory (Su): As a swift action, a Paladin may consume all charges of Holy Power to heal an ally within 30 feet. The amount of healing varies based on the number of Holy Power charges consumed, as seen on the table below.

{table=head]Holy Power | Healing
1 | 1 per two Paladin levels
2 | 1 per Paladin level
3 | 1d4 per Paladin level[/table]

Holy Light (Sp): As a full-round action, a Paladin of 2nd level or higher may heal an ally within 30 feet for 1d4 per class level.

Using Holy Light consumes 10 mana.

Lay on Hands (Su): Once per day, a Paladin of 2nd level or higher may flood the body of a touched ally with an immense surge of divine energy as a swift action. Lay on Hands heals the touched ally for an amount equal to the Paladin's full normal hitpoints, and leaves the target under the effect of Forbearance.

Forbearance: Any attempt to use Divine Shield, Hand of Protection, or Lay on Hands on a creature under the effects of Forebearance fails outright, but does not consume any resources or cause any of the failed abilities to become unavailable for use. Forbearance lasts for one minute from the time of initial application.

Summon Holy Charger (Sp): As a standard action, a Paladin of 2nd level or higher may summon a Holy Charger, a trusty celestial steed resembling a warhorse (or warpony, in the case of a Small Paladin), but unearthly in its perfection.

A Holy Charger has 1 HD for every two Paladin levels. Should the Holy Charger be reduced to 0HP or lower, it immediately disappears in a blast of golden radiance. The Paladin may resummon a slain Holy Charger as normal. A Paladin may only have one Holy Charger summoned at a time.

Holy Charger:The following Holy Charger was summoned by a 2nd level Paladin.

Size/Type: Large Outsider
Hit Dice: 1d8 (6 hp)
Initiative: +1
Speed: 50 ft. (10 squares)
Armor Class: 14 (-1 size, +1 Dex, +4 natural), touch 10, flat-footed 13
Base Attack/Grapple: +1/+9
Attack: Hoof +5 melee (1d6+4)
Full Attack: 2 hooves +5 melee (1d6+4) and bite +0 melee (1d4+2)
Space/Reach: 10 ft./5 ft.
Special Qualities: Darkvision 60ft, outsider traits, scent
Saves: Fort +3, Ref +3, Will +3
Abilities: Str 18, Dex 13, Con 13, Int 2, Wis 13, Cha 6
Skills: Jump +8, Listen +5, Sense Motive +5, Spot +5
Feats: Run

Exorcism (Su): As a standard action, a Paladin of 3rd level or higher may strike an enemy within 60 feet with a blast of divine power. If the Paladin succeeds on a ranged touch attack, his target takes 1d6 divine damage per Paladin level.

Using Exorcism consumes 30 mana.

Hammer of Justice (Su): As an attack action, a Paladin of 3rd level or higher may smite an enemy within 30 feet with a transparent hammer of divine force. If the target fails a Will save, DC (10+1/2 HD+Strength modifier) it is stunned for a number of rounds equal to the Paladin's Wisdom modifier (minimum of 1). Each time it takes damage, the number of rounds the target is stunned for is reduced by 1.

Using Hammer of Justice consumes 3 mana.

Hammer of Justice may be used every five rounds.

Blessing of Kings (Su): As a standard action, a Paladin of 3rd level or higher may place a blessing on all allies within 60 feet. All affected allies gain an enhancement bonus to all ability scores equal to 10% of their current score, rounded up, minimum of a +1 bonus to each score. In addition, all allies gain resistance to all energy types equal to 1/4 the Paladin's level, stacking with all other sources of energy resistance.

Blessing of Kings lasts for until dismissed (a standard action which may dismiss one or multiple copies of the ability, regardless of distance) or until another Blessing is used by the Paladin.

Using Blessing of Kings consumes 19 mana.

Flash of Light (Sp): As a standard action, a Paladin of 4th level or higher may heal an ally within 30 feet for 1d6 per class level.

Using Flash of Light consumes 30 mana.

Hand of Protection (Su): As a swift action, a Paladin of 4th level or higher may place a Hand of Protection over an ally within 30 feet, surrounding them with a shield of divine force and leaving them under the effect of Forbearance. The shield persists for two rounds, during which time the ally is immune to physical damage, but cannot attack via physical means.

Hand of Protection may be used twice per day, but no more than once per encounter.

Using Hand of Protection consumes 6 mana.

Consecration (Su): As a swift action, a Paladin of 5th level or higher may consecrate a 40 foot radius area centered on himself. At the beginning of each of the Paladin's turns, all enemies standing within the consecrated area take 1d4 divine damage per class level.

Consecration persists for 5 rounds. Only one area may be consecrated at a time.

Using Consecration consumes 55 mana.

Holy Wrath (Su): As an attack action, a Paladin of 5th level or higher may send bolts of holy power flying in all directions from his upraised hands. These bolts deal a total of 1d6 damage per class level, divided evenly amongst all enemies within 20 feet. Evil Outsiders and Undead struck by a bolt are stunned for one round, ignoring normal immunity to stunning.

Holy Wrath may be used every three rounds.

Using Holy Wrath consumes 20 mana.

Hand of Reckoning (Su): As a standard action, a Paladin of 5th level or higher may place a Hand of Reckoning upon a target creature, compelling it to attack him above all others. If the target fails a Will save, DC (10+1/2 HD+Str modifier) it is subjected to the effects of the Goad feat, except that this effect restricts all forms of attack, including those normally excluded by the feat. This effect lasts for three rounds, or until the Paladin places a Hand of Reckoning on a new target.

Using Hand of Reckoning consumes 3 mana.

Cleanse (Su): As a swift action, a Paladin of 6th level or higher may purge one disease and one poison effect from the body of an ally within 40 feet.

Cleanse consumes 14 mana when used.

Divine Protection (Su): As an immediate action, a Paladin of 6th level or higher may create a thin barrier of divine energy around his body. The barrier reduces all incoming hitpoint damage by 20% until the end of the second round that this ability is activated.

Divine Protection may be used once per minute.

Using Divine Protection consumes 3 mana.

Divine Plea (Su): As a free action, a Paladin of 7th level or higher may turn a portion of his divine powers inwards, refilling a fraction of his mana.

At the beginning of each of the Paladin's next two turns, he regains 5+Wisdom modifier points of mana. While Divine Plea is active, any healing done by the Paladin is reduced by 50%.

Divine Plea may be used once per encounter.

Divine Shield (Su): As a swift action, a Paladin of 7th level or higher may create a swirling field of yellow-white radiance around himself. The field negates any damage the Paladin would take, and turns aside all hostile spells directed at him, even if the spell would not allow for spell resistance. The Paladin is still subject to area of effect spells that do not deal damage, such as entangle or grease. For the purpose of this effect, area of effect incapacitation/death effects, such as wail of the banshee are considered damaging effects, and are negated by the Divine Shield.

Divine Shield lasts until the beginning of the second turn after the ability is used. While this ability is active, all damage dealt by the Paladin is reduced by half.

Using Divine Shield consumes 3 mana, and places the Forbearance effect on the Paladin.

Divine Shield may be used twice per day, but no more than once per encounter.

Hammer of Wrath (Su): As an attack action, a Paldin of 8th level or higher may hurl a hammer of light at an enemy below 1/4 of its maximum hitpoints within 40 feet. The Paladin is automatically aware if any enemy he can detect is vulnerable to this attack.

Striking with the hammer is a ranged attack, which deals 1d8 damage per class level.

Hammer of Wrath may be used every 2 rounds.

Using Hammer of Wrath consumes 12 mana.

Hand of Freedom (Su): As a swift action, a Paladin of 9th level or higher may place a Hand of Freedom upon an ally within 30 feet. The affected ally gains the effect of a freedom of movement spell for one round.

Hand of Freedom may be used every four rounds.

Using Hand of Freedom consumes 6 mana.

Rebuke (Su): As an immediate action, a Paladin of 10th level or higher may speak a single, stern word in the language of the gods themselves in an attempt to disrupt a spell being cast within 20 feet. The Paladin makes a dispel check, as if casting greater dispel magic, with his class level in place of the caster level. If successful, the spell is counterspelled and the target may not cast any spells from the same school of magic for two rounds.

Rebuke may be used every two rounds.

Using Rebuke consumes 10 mana.

Blessing of Might (Su): As a standard action, a Paladin of 11th level or higher may place a blessing on all allies within 60 feet. All affected allies deal 10% more damage with physical attacks. In addition, any allies that have a pool of mana restore 1 mana every round during an encounter.

Blessing of Might lasts until dismissed (a standard action that may dismiss one or multiple copies of the ability, regardless of distance) or until another Blessing is used by the Paladin.

Using Blessing of Might consumes 19 mana.

Divine Light (Sp): As a full-round action, a Paladin of 12th level or higher may heal an ally within 30 feet for 1d8 per class level.

Using Divine Light consumes 33 mana.

Avenging Wrath (Su): As a free action, a Paladin of 13th level or higher may flood his body with divine energy, filling him so full of holy radiance that his eyes flare with golden light, and wafts of shimmering golden mist escape his mouth and nose every time he breathes. For three rounds, the Paladin increases all damage and healing done by 20%.

Avenging Wrath may be used once per encounter.

Turn Evil (Su): As a standard action, a Paladin of 14th level or higher may attempt to make a single evildoer run from him in a panic. This ability functions as a Cleric's Turn Undead ability, with serveral notable differences.

Turn Evil affects only a single Evil-aligned target within 60 feet. The Evil creature may be of any type. The Paladin replaces all mentions of Charisma with Wisdom in the Turn Undead rules, and uses his Paladin level in place of his Cleric level for determining all effects. The Paladin may never destroy an Evil creature outright with this ability. Only one creature may be turned by the Paladin at a time.

Using Turn Evil consumes 9 mana.

Hand of Sacrifice (Su): As a swift action, a Paladin of 15th level or higher may place a Hand of Sacrifice on an ally within 30 feet. While the ally is affected by Hand of Sacrifice, 50% of any damage dealt to it is dealt to the Paladin instead, regardless of distance. Hand of Sacrifice lasts for two rounds, or until damage equal to the Paladin's full normal hitpoints has been transfered.

Hand of Sacrifice may be used once per encounter.

Hand of Sacrifice consumes 6 mana when used.

Mastery: At 16th level, a Paladin gains a potent increase to his abilities. The exact nature of this increase depends on the Paladin's specialization.

Holy Specialization - Illuminated Healing: Whenever the Paladin heals an ally directly, that ally gains temporary hitpoints equal to 15% of the healing. These temporary hitpoints last for up to ten minutes. Multiple applications of Illuminated Healing do not stack with each other; use the greater amount of temporary hitpoints either present on the ally or granted by this ability.

Protection Specialization - Divine Bulwark: While wielding a shield, the Paladin gains a +4 bonus to his Shield AC and may apply his Shield AC to touch attacks.

Retribution Specialization - Hand of Light: The Paladin deals an additional 25% of the total damage dealt by Crusader's Strike, Divine Storm, and Templar's Verdict as bonus divine damage.

Redemption (Su): A Paladin of 17th level or higher gains the ability to restore the dead to life. By casting this ability for ten consecutive rounds, the Paladin may resurrect a creature that has been dead for as long as one year per class level. This ability can restore creatures whose bodies have been totally destroyed, provided that the Paladin can unambiguously identify the deceased in some fashion.

Upon completion of this ability, the creature is immediately restored to full hit points, with no loss of level (or Constitution, in the case of a 1st level character) or prepared spells.

You can resurrect someone killed by a death effect or someone who has been turned into an undead creature and then destroyed. You can resurrect elementals and outsiders, but not constructs or undead creatures. You cannot resurrect a creature who has died of old age, or whose soul is unwilling to be resurrected.

Using Redemption consumes 64 mana.

Inquisition (Su): As a free action, a Paladin of 18th level or higher may consume all charges of holy power to increase divine damage dealt by 30%. This ability lasts for 1 round per charge of Holy Power consumed.

Holy Radiance (Su): As a swift action, a Paladin of 19th level or higher may begin to radiate shafts of golden light in all directions. At the beginning and end of each of the Paladin's turns, until the end of the second round in which this ability is activated, all allies within 20 feet are healed for an amount equal to his hit dice plus his Wisdom modifier.

Holy Radiance may be used once per minute.

Using Holy Radiance consumes 40 mana.

Guardian of Ancient Kings (Su): As a free action, a Paladon of 20th level may call upon a Guardian of Ancient Kings to bestow some measure of its ability upon him. While this ability is active, the Paladin is encased in a shell of translucent golden light, which shapes itself around his features, sculpting and perfecting them, granting him an aura of unearthly beauty and power.

The effect of Guardian of Ancient Kings varies based on which Specialization the Paladin chose to persue.

Holy Specialization - Ancient Healer: Whenever the Paladin uses a single-target healing ability, the Ancient Healer casts an exact copy of that ability on the same target. Whenever the Ancient Healer heals a target, all allies within 10 feet of that target are healed for 10% of the original heal.

The Ancient Healer persists for five rounds or until the Paladin uses five healing abilities.

Protection Specialization - Ancient Guardian: The shell surrounding the Paladin moves of its own accord, intercepting attacks, occasionally breaking away from the Paladin's form entirely to absorb a blow more effeciently. While the Ancient Guardian is active, the Paladin takes 50% less damage from all sources.

The Ancient Guardian persists for two rounds.

Retribution Specialization - Ancient Crusader: The shell surrounding the Paladin is absorbed slightly whenever he lands an attack, suffusing his body with divine strength. Whenever the Paladin lands an attack, he gains a +1 sacred bonus to strength for the duration of the Ancient Crusader, up to a maximum of +20 strength. When the Ancient Crusader departs, the Paladin releases his stored strength in a localized blast of pure divine energy, dealing half his hit dice as divine damage per point of strength gained by this ability, divided between all enemies within 20 feet. A successful Will save, DC (10+1/2 HD+Strength modifier [calculate prior to subtracting the Paladin's sacred bonus to strength]) halves this damage.

The Ancient Crusader persists for three rounds.

Guardian of Ancient Kings may be used twice per day, but no more than once per encounter.

Jarian
2011-02-13, 05:36 AM
A note on "attack action" abilities:In general, many of a Paladin's abilities take an attack action to use; that is, they may be used as many times during a full attack action as the Paladin has iteratives due to base attack bonus, and they may be used for attacks of opportunity. Such attacks cannot be made as bonus attacks granted by haste or the Two-Weapon Fighting line of feats, for example.

Immobilized:Introduced in Tome of Magic, the immobilized condition prevents a creature from moving from the space in which it starts its turn. An immobilized creature can attack and cast spells, and it keeps its Dexterity bonus to Armor Class. Flying creatures that become immobilized when aloft can control their descent so they don’t take falling damage, but they are incapable of moving from their current space until the condition ends, descending at a rate of 20 feet per round. If an immobilized flying creature can hover, it can maintain its altitude, but it still can’t move from its space until the condition ends.

A note on percentages:Percentages for the Paladin are additive, rather than multiplicative. This provides both an increase in power and in simplicity. If the percentages slow your game down too much, consider removing them for flat bonuses - but try bringing a calculator first. The Paladin is meant to scale well, and flat bonuses often do not.

So, since PEACH is so commonly used, let's go with PEAR for this one. Please Examine and Reply, guys. :smallwink:

Before anyone cries "Omg NERF!", please consider that this is meant to be a class that can adventure with wizards and druids without crying itself to sleep at night. Also consider (http://www.d20srd.org/srd/spells/sanctuary.htm) what (http://www.d20srd.org/srd/spells/shieldOther.htm) Clerics (http://www.d20srd.org/srd/spells/heal.htm) can (http://www.d20srd.org/srd/spells/neutralizePoison.htm) do (http://www.d20srd.org/srd/spells/slayLiving.htm). (http://www.d20srd.org/srd/spells/miracle.htm)

Unrest
2011-02-13, 07:03 AM
Mmmm only d8 HD? *scutters away with his undead rogue cape fluttering behind him*

Jarian
2011-02-13, 07:05 AM
Mmmm only d8 HD? *scutters away with his undead rogue cape fluttering behind him*

Protection Paladins have the equivalent of d10 HD, and a metric ton of damage reducing abilities. Holy and Retribution Paladins are not exactly renowned for being incredibly survivable. :smalltongue:

Dead_Jester
2011-02-13, 08:08 AM
This looks pretty good, although the mana cost for some abilities (Crusader Strike being the worst here) is too high for the amount of mana you get (100 points per day is nothing)

Also, with the current system, Meditation is useless, as the current mana regen is wis mod (which is nothing) per hour. That means that, with the most liberal interpretation (you take the mana regen for the hour and get half of that per round), you'd get half of your wisdom mod per round (which is pretty good), but if it refers to the amount you'd get per round, then you're getting 1/1200th of your wis mod per round, which is nothing.

As it is right now, the mana system is broken, and needs a rewrite. I'd recommend keeping the 100 (or reducing it to 50 + wis or int mod) and making it regenerate OOC at a rate or 5 + wis or 10. This makes everyone happy whilst still keeping Meditation useful for long battles.

Also, the retribution Spec is way too good for a 1 level dip. I mean, +20 % dmg (you need to specify if it's calculated before or after bonuses) is an immense increase, and if you don't want every 2hw user in the universe suddenly dipping paladin, you might want to change it.

Jarian
2011-02-13, 08:31 AM
This looks pretty good, although the mana cost for some abilities (Crusader Strike being the worst here) is too high for the amount of mana you get (100 points per day is nothing)

The mana costs are the base percentage costs for each of the abilities. Assuming no mana gain, that's what each of the abilities would cost at a 100 mana pool. *shrug*

Was considering adding Wisdom to the mana pool, but I couldn't find a decent rate to add it without completely borking the system. Suggestions are welcome.


Also, with the current system, Meditation is useless, as the current mana regen is wis mod (which is nothing) per hour. That means that, with the most liberal interpretation (you take the mana regen for the hour and get half of that per round), you'd get half of your wisdom mod per round (which is pretty good), but if it refers to the amount you'd get per round, then you're getting 1/1200th of your wis mod per round, which is nothing.

That's just an error in translation; it's meant to give you half of your hourly rate per round in combat, no other interpretation possible. Will fix.


Also, the retribution Spec is way too good for a 1 level dip. I mean, +20 % dmg (you need to specify if it's calculated before or after bonuses) is an immense increase, and if you don't want every 2hw user in the universe suddenly dipping paladin, you might want to change it.

The problem with creating a class not designed to be multiclassed out of: you forget that people will multiclass anyway. :smalltongue:

I'll try to find a solution for that.

Dead_Jester
2011-02-13, 08:43 AM
Like I said in my first post, the mana system needs to regenerate much faster (at a rate of about 5+wis or 10 per round or minute ooc), because this class suffers from the 5 round work day (heck, you can't even keep your seals up all day, and each time you use one, you lose 15% of your daily mana pool). Holy paladins regenerate mana in combat at a rate that is 300 times faster than out of combat, which considering the way mana normally regenerates, is completely aberrant.

As written, the only way to play this class is to only use normal melee attacks (which isn't so bad, as they are pretty strong with the retribution spec) or spam Hammer of Justice all day long because it's a great CC spell that's dirt cheap.

Also, the mana cost is pretty wonky for some abilities (Hammer of Justice is a spammable SoL that is usable up to 4 times per round and only costs 3 points per cast, while exorcism is a bad blast spell that cost 30).

As for keeping abilities at the WoW percentage, remember that some abilities are worth more in a PnP turn-based system than in a RT MMO. Stuff like letting some abilities being attack actions isn't so bad in an MMO (even instant cast melee attacks have a global cooldown, which spells with a cast time ignore), but in a PnP rpg, being able to use an ability 4 times per round (especially if it doesn't require an attack roll) is an immense advantage over being able to use an ability once per round.

As such, the effectiveness (and the resulting mana cost) need to be balanced with their actual effect in-game, not their effect in WoW.

Jarian
2011-02-13, 08:49 AM
As written, the only way to play this class is to only use normal melee attacks (which isn't so bad, as they are pretty strong with the retribution spec) or spam Hammer of Justice all day long because it's a great CC spell that's dirt cheap.

Holy Paladins regenerate a reasonable amount of mana per round in combat. Protection Paladins regenerate 2 x Wis mod mana every time they use Judgement. Retribution Paladins regenerate Wis mod worth of mana every time they use Judgement, due to their abundance of Holy Power abilities.

Did you overlook the last two abilities, or did you think they were just not worth mentioning?

Any Paladin regenerates 15 mana whenever they use Judgement with the Seal of Insight active, which is available from level 1.


Also, the mana cost is pretty wonky for some abilities (Hammer of Justice is a spammable SoL that is usable up to 4 times per round and only costs 3 points per cast, while exorcism is a bad blast spell that cost 30).

Hammer of Justice was supposed to have a 30 second cooldown, and I have no idea how that got removed from the final version.

Exorcism is... Exorcism. Just like in WoW, it either sucks as a base spell, or become completely overpowered when you get it as a free cast as Holy or Ret. Basically, it's your "Well gosh, this sucks, I don't have a ranged weapon and that guy's on the cliff above me" attack, barring procs. *shrug*

Lord_Gareth
2011-02-13, 08:56 AM
Honestly Jarian, you'd be best served if you allow WoW to inspire you instead of shackle you. Don't give the poor melee guy a crappy blast spell - you're just teasing him. Make it a decent blast spell or get rid of it.

Jarian
2011-02-13, 08:58 AM
A ranged touch attack for 1d6 damage/level is pretty much par for blasting spells, actually. The only thing I can think of off hand that goes over that is a disintegrate at 2d6/CL. There's also the fact that it's divine damage, which is resisted by... next to nothing. I'd hardly call it crappy, given that you can essentially do it all day with the Seal of Insight active.

Edit: Cases (http://www.d20srd.org/srd/spells/fireball.htm) in (http://www.d20srd.org/srd/spells/shout.htm) point (http://www.d20srd.org/srd/spells/coneOfCold.htm), though (http://www.d20srd.org/srd/spells/chainLightning.htm) admittedly (http://www.d20srd.org/srd/spells/delayedBlastFireball.htm) not (http://www.d20srd.org/srd/spells/polarRay.htm) amazing (http://www.d20srd.org/srd/spells/disintegrate.htm) examples. (http://www.d20srd.org/srd/spells/shoutGreater.htm)

Edit 2: Some (http://www.d20srd.org/srd/spells/searingLight.htm) Cleric (http://www.d20srd.org/srd/spells/flameStrike.htm) "blasts" (http://www.d20srd.org/srd/spells/bladeBarrier.htm), for reference. (http://www.d20srd.org/srd/spells/fireStorm.htm)

Dead_Jester
2011-02-13, 11:34 AM
Holy Paladins regenerate a reasonable amount of mana per round in combat. Protection Paladins regenerate 2 x Wis mod mana every time they use Judgement. Retribution Paladins regenerate Wis mod worth of mana every time they use Judgement, due to their abundance of Holy Power abilities.

Did you overlook the last two abilities, or did you think they were just not worth mentioning?

Any Paladin regenerates 15 mana whenever they use Judgement with the Seal of Insight active, which is available from level 1.


Lets consider that 36 (20+5+5+6) is the max wisdom score possible;
Judgement requires a Seal to use, and a Seal costs 14 mana to use. Retribution pallys would need 40 wisdom to regain any mana (which they can't normally get), Protection pallys need the more decent 26 wisdom to regain any. Seal of Insight is absolutely useless, as it regains 1 mana (although something could be said of spamming Seal of Insight and Judgement every second round...)

If you're going to keep to WoW style, you might as well keep the OOC mana regeneration. I think it would be simpler, and it would let this class be usefull all day long while still keeping the amount it can use in any 1 encounter decent.

Jarian
2011-02-13, 06:13 PM
Seals now last until canceled, like Auras, rather than for one hour. Paladins still need to use Judgement to keep their mana up, and still can't use their most expensive abilities at will and expect to have a full pool every encounter. This is intentional. Mana is not meant to be Inspiration. However, the new duration of the Seals should alleviate many mana issues, while still requiring that the Paladin make a conscious choice of which Seal he has active at a given time.


Judgement requires a Seal to use, and a Seal costs 14 mana to use. Retribution pallys would need 40 wisdom to regain any mana (which they can't normally get), Protection pallys need the more decent 26 wisdom to regain any. Seal of Insight is absolutely useless, as it regains 1 mana (although something could be said of spamming Seal of Insight and Judgement every second round...

Based on what you say here, it's hard to understand whether you think using a Seal with Judgement cancels it, or you only expected a Paladin to use Judgement once per duration of a Seal. Regardless, this should be fixed now.

Cardea
2011-02-13, 09:07 PM
Please do Warlock or Hunter next. I'm really loving these.

One question I do have, however. You have a way for them to recover Mana outside of resting; how come the Paladin can't increase his base mana pool past 100?

Jarian
2011-02-13, 09:17 PM
Please do Warlock or Hunter next. I'm really loving these.

Thanks. I'm currently working on a Shaman, but Hunter may come after. We'll see how it goes.


One question I do have, however. You have a way for them to recover Mana outside of resting; how come the Paladin can't increase his base mana pool past 100?

I had intended to make Wisdom increase mana (actually originally I went with Intelligence, to model WoW, but that was quickly scrapped. Wisdom now equals Spirit and Intellect rolled into one for the class) but I couldn't find a decent means of doing it without trivializing the costs. Wis mod or even 1/2 Wis mod x Paladin level just makes the costs not matter at all after a while.

If anyone has suggestions on a way to make it work, I'm all ears.

Dead_Jester
2011-02-13, 09:31 PM
Based on what you say here, it's hard to understand whether you think using a Seal with Judgement cancels it, or you only expected a Paladin to use Judgement once per duration of a Seal. Regardless, this should be fixed now.

No, what I'm saying here is that Judgement can't give you any mana (well, 1 mana...), or that you need a ridiculous amount of wisdom to even make the other methods of reganing mana worthwhile.

Jarian
2011-02-13, 09:33 PM
No, what I'm saying here is that Judgement can't give you any mana (well, 1 mana...), or that you need a ridiculous amount of wisdom to even make the other methods of reganing mana worthwhile.

What?

Activating a Seal costs a certain amount of mana. That's the only time you pay its mana cost. There's nothing in the Seal or Judgement abilities that would imply otherwise, and I'm honestly confused as to how you came to that conclusion.

Dead_Jester
2011-02-13, 09:57 PM
Activating a Seal costs a certain amount of mana. That's the only time you pay its mana cost. There's nothing in the Seal or Judgement abilities that would imply otherwise, and I'm honestly confused as to how you came to that conclusion.

Activating a Seal cost 14 mana, Judgement with Seal of Insight gives you 15 mana, for a total gain of +1 mana. The paladin spec abilities sort of give you some bonus mana, but they usually don't even make up for the cost of the Judgement (unless you have a minimum of +8 wis modifier or +15), and so are inefficient ways of regaining mana.

This leads to using Seal of Insight being the only way to regain a bit of mana, and even then, it's pretty hard to regain a usable amount of mana.

Jarian
2011-02-13, 10:04 PM
Activating a Seal cost 14 mana, Judgement with Seal of Insight gives you 15 mana, for a total gain of +1 mana. The paladin spec abilities sort of give you some bonus mana, but they usually don't even make up for the cost of the Judgement (unless you have a minimum of +8 wis modifier or +15), and so are inefficient ways of regaining mana.

This leads to using Seal of Insight being the only way to regain a bit of mana, and even then, it's pretty hard to regain a usable amount of mana.

*shakes head*

We're talking in circles. Clearly one of us is misunderstanding the other.

Let's take an example. Paladin, 6th level, 14 Wisdom, Protection specialization.

Starts the day with 100 mana. Activates, oh, say, Seal of Insight. Mana drops to 86. Immediately enters an encounter.

First attack the Paladin makes is a Judgement. This triggers his Judgements of the Wise ability, causing him to regain his Wisdom modifier in mana at the start of each of his next two turns. Judgement has no cost to use. This also triggers his Seal of Insight, returning 15 mana. He now has 100/100 mana.

For his second attack, he, I don't know, uses Crusader Strike. It's not really relevant for the discussion. He now has 90/100 mana. Either way, his turn finished, he waits for his next turn to come around.

At the beginning of his next turn, he regains 2 mana (his Wisdom modifier), increasing his mana to 92. There is still no cost for using Judgement or activating his Seal. His Seal of Insight is still active.

---

Now, what am I misunderstanding as far as your argument goes, saying that Seal of Insight only restores 1 mana?

Drynwyn
2011-02-13, 10:07 PM
Make Mana scale with level.

unosarta
2011-02-13, 10:08 PM
Awesome version, Jarian. I can't wait to see your take on the Priest (my current main).


Activating a Seal cost 14 mana, Judgement with Seal of Insight gives you 15 mana, for a total gain of +1 mana. The paladin spec abilities sort of give you some bonus mana, but they usually don't even make up for the cost of the Judgement (unless you have a minimum of +8 wis modifier or +15), and so are inefficient ways of regaining mana.

This leads to using Seal of Insight being the only way to regain a bit of mana, and even then, it's pretty hard to regain a usable amount of mana.

It doesn't appear you understand how this works.

Paladin: I use a swift action for Seal of Righteousness. My mana is at 86. I make a Judgement attack against an enemy within range. I gain 15 mana, putting me at 100. My turn ends.

*next turn*

Paladin: I use Consecration, costing 55 mana, putting me at 45 mana. I use Judgement as a ranged attack, and gain 15 mana back, putting me at 60 mana.

That is roughly how it goes, and also how it works in WoW currently. And the mana regeneration from Judgement of Ret and Prot in this class is actually pretty high, so the Paladin likely won't use their Judgement ability more than once every two or three turns, considering it doesn't do that much damage, and it takes an attack action, what amounts to a standard action.

Something I was wondering about, Jarian; when you say an attack action, can that action be used during a Full attack? For instance, could I Crusader Strike and Judgement at the same time during a full attack? Or Crusader Strike and do one melee attack? Can I Judgement more than once per full attack?

Jarian
2011-02-13, 10:08 PM
Make Mana scale with level.


I had intended to make Wisdom increase mana (actually originally I went with Intelligence, to model WoW, but that was quickly scrapped. Wisdom now equals Spirit and Intellect rolled into one for the class) but I couldn't find a decent means of doing it without trivializing the costs. Wis mod or even 1/2 Wis mod x Paladin level just makes the costs not matter at all after a while.

If anyone has suggestions on a way to make it work, I'm all ears.

I'm afraid a simple request isn't helpful enough for me to actually implement it. As noted, I've already looked into it, and I couldn't come up with a good way to do it.

Unless you meant increase both costs and pool, in which case that's just needlessly complicated.

Jarian
2011-02-13, 10:09 PM
Something I was wondering about, Jarian; when you say an attack action, can that action be used during a Full attack? For instance, could I Crusader Strike and Judgement at the same time during a full attack? Or Crusader Strike and do one melee attack?

Yes to all of those.


Can I Judgement more than once per full attack?

No, because Judgement can only be used every other round.

Edit: Oops, doublepost. Bad Jarian, bad!

unosarta
2011-02-13, 10:13 PM
Yes to all of those.

Good. That certainly ups the power level a bit, and makes this class very interesting. How are you handling multiclassing? Can you multiclass Ret/Prot?



No, because Judgement can only be used every other round.

Ah, okay, that makes sense.

Hawk7915
2011-02-13, 10:14 PM
Good thing I previewed and saved myself from getting Swordsage'd :smalltongue:. Looks like two other people have explained mana regen.

@ Jarian: Not nearly as much commentary here (after savaging the Death Knight; it was a labor of love I swear!). This is awesome and I can't wait for Shaman (one of the few classes in WoW that doesn't have an easy 3.5 counterpart). Excellent work :smallcool:.

Jarian
2011-02-13, 10:15 PM
Good. That certainly ups the power level a bit, and makes this class very interesting. How are you handling multiclassing? Can you multiclass Ret/Prot?

Nope. That would be the same as multiclassing a Fighter2/Fighter2 to get maximum bonus feats. You're still playing the Paladin class, regardless of your choice at first level.

Better example: Would you allow your player to play a multiclass Wizard (conjurer) and Wizard (evoker)? Regardless of the viability, it's basically doing the same thing as that.


@ Jarian: Not nearly as much commentary here (after savaging the Death Knight; it was a labor of love I swear!). This is awesome and I can't wait for Shaman (one of the few classes in WoW that doesn't have an easy 3.5 counterpart). Excellent work :smallcool:.

Thank you. :smallsmile:

unosarta
2011-02-13, 10:20 PM
Nope. That would be the same as multiclassing a Fighter2/Fighter2 to get maximum bonus feats. You're still playing the Paladin class, regardless of your choice at first level.

Better example: Would you allow your player to play a multiclass Wizard (conjurer) and Wizard (evoker)? Regardless of the viability, it's basically doing the same thing as that.

So if you choose one specialization, you cannot ever be another? No talent respecs? :smalltongue:

That does make sense, though. How do multiple classes interact with multiclassing? I would love to see a Paladin/Deathknight.

Jarian
2011-02-13, 10:23 PM
So if you choose one specialization, you cannot ever be another? No talent respecs? :smalltongue:

I'm afraid not. :smalltongue:

In all seriousness, your DM could decide that switching specializations falls under class feature retraining, but... it's a pretty huge change.


That does make sense, though. How do multiple classes interact with multiclassing? I would love to see a Paladin/Deathknight.

The same way any class works if you multiclass. You stop gaining the benefits of this class, and any ability that keys off of your Paladin level stops progressing.

Also, by default, a Paladin and Death Knight can't multiclass. Paladins are any Good, while Death Knights are any non-Good.

unosarta
2011-02-13, 10:27 PM
The same way any class works if you multiclass. You stop gaining the benefits of this class, and any ability that keys off of your Paladin level stops progressing.

Also, by default, a Paladin and Death Knight can't multiclass. Paladins are any Good, while Death Knights are any non-Good.

Dang. There is hopefully a spell to get around that. Also, a Priest/Warlock definitely would work, since there are Shadow priests devoted to the shadow, and that means that I could have a healing warlock.

Are you planning on doing prestige classes?

Jarian
2011-02-13, 10:29 PM
Are you planning on doing prestige classes?

At some point, maybe. For now I just want to cover the base classes. Going beyond that means making up entirely new abilities, rather than translating existing ones.

Hawk7915
2011-02-14, 01:04 AM
Thought: What if bonus mana was wisdom mod * 5? That'd prevent Paladins from ever realistically getting more than 75 bonus mana/day (which would start getting awfully excessive and trivializing a lot of the limitations of the class) while still allowing some way of beating the 100 mana cap. Ret Paladins could stack Wisdom to spend more time with better seals, and Holy Paladins could stack Wisdom to spend more time at a distance instead of having to get into melee and Judge-up their mana bar. Wisdom mod *3 might also be appropriate, and you could let the "full casters" (Warlock, Priest, Mage, Holy Paladin as part of the spec) get way more than that.

Jarian
2011-02-14, 01:15 AM
Thought: What if bonus mana was wisdom mod * 5? That'd prevent Paladins from ever realistically getting more than 75 bonus mana/day (which would start getting awfully excessive and trivializing a lot of the limitations of the class) while still allowing some way of beating the 100 mana cap. Ret Paladins could stack Wisdom to spend more time with better seals, and Holy Paladins could stack Wisdom to spend more time at a distance instead of having to get into melee and Judge-up their mana bar. Wisdom mod *3 might also be appropriate, and you could let the "full casters" (Warlock, Priest, Mage, Holy Paladin as part of the spec) get way more than that.

I like it. I think I'm going to go with Wis mod x 5, given the cost of changing a Seal, and Wis mod x 8 for Holy. This gives us, assuming somewhere around 18 Wisdom for an average Ret Paladin, about 20 bonus mana - two more Crusader Strikes. It seems about right.

For Holy, we'll assume he has somewhere around 22 Wis at the same level as that hypothetical Ret Paladin above. It's a secondary stat on all Paladins, so unless he's going full on healbot, he probably still has Str and Con up there too. (Yes, this spits in the face of Holy's role in WoW. Who cares.) This gives us another 48 mana - one Divine Light and one Holy Light over his base pool. I think this is a reasonable means of calculating bonus mana, do you agree?

Hawk7915
2011-02-14, 01:36 AM
I like it. I think I'm going to go with Wis mod x 5, given the cost of changing a Seal, and Wis mod x 8 for Holy. This gives us, assuming somewhere around 18 Wisdom for an average Ret Paladin, about 20 bonus mana - two more Crusader Strikes. It seems about right.

For Holy, we'll assume he has somewhere around 22 Wis at the same level as that hypothetical Ret Paladin above. It's a secondary stat on all Paladins, so unless he's going full on healbot, he probably still has Str and Con up there too. (Yes, this spits in the face of Holy's role in WoW. Who cares.) This gives us another 48 mana - one Divine Light and one Holy Light over his base pool. I think this is a reasonable means of calculating bonus mana, do you agree?

That sounds fair to me. In a normal campaign (28 pt buy), most Ret and Prot paladins will be lucky to have a 12 starting wisdom. They'll enjoy getting a +Wis item for the bonus 5/10/15 mana, but it's far from necessary for them. The healer, meanwhile, can start with a 16 and enjoy 24 extra mana, getting much higher by campaign's end but topping out at around 80 (120 if you really optimized Wisdom with a +5 Tome, +6 Item, +5 level, +2 racial, +3 age) which is a lot of bonus mana but not so much that they are an all-day, 4 encounter mana machine.

A related question: Does the holy paladin's "Meditation" consider their wisdom modifier 1 higher, or just their overall wisdom?

Jarian
2011-02-14, 01:40 AM
A related question: Does the holy paladin's "Meditation" consider their wisdom modifier 1 higher, or just their overall wisdom?

I'm reasonably certain it already says modifier, but if not, I'll fix that shortly. It's meant to be modifier, regardless.

Dead_Jester
2011-02-14, 05:00 PM
I like it. I think I'm going to go with Wis mod x 5, given the cost of changing a Seal, and Wis mod x 8 for Holy. This gives us, assuming somewhere around 18 Wisdom for an average Ret Paladin, about 20 bonus mana - two more Crusader Strikes. It seems about right.

For Holy, we'll assume he has somewhere around 22 Wis at the same level as that hypothetical Ret Paladin above. It's a secondary stat on all Paladins, so unless he's going full on healbot, he probably still has Str and Con up there too. (Yes, this spits in the face of Holy's role in WoW. Who cares.) This gives us another 48 mana - one Divine Light and one Holy Light over his base pool. I think this is a reasonable means of calculating bonus mana, do you agree?

Why not standardize it? You could make it something like (Pal level + wis mod)/2 x 5, and maybe give the holy paladins a bonus (like a flat +15 or somwthing)? This would also make it improve more with level, something that could be nice as the higher level abilities tend to cost more mana.

Oh, and BTW, I found the source of our previous disagreement over Judgement. I though you were using the early version that removed Seals when you used it, instead of the new one that doesn't. You should probably mention that Judgement does not in fact remove the Seal, as the paladin's history and the wording of the ability are ambiguous.

Gideon Falcon
2011-02-15, 04:44 PM
Now, I don't play World of Warcraft, so I can't really judge it from that perspective, but I don't care. This is an awesome class.

Jarian
2011-02-15, 07:58 PM
Now, I don't play World of Warcraft, so I can't really judge it from that perspective, but I don't care. This is an awesome class.

Thank you. :smallsmile:

Eurus
2011-02-15, 07:59 PM
It certainly does look awesome. I'm curious as to if the specializations will all turn out to be equally good, but that's the sort of thing that's only easily determined with playtesting (and probably lots of it. >_>).

Jarian
2011-02-15, 08:01 PM
It's hard to say what "equal" is. Holy is a potent healer. Protection can be beat on until your sword breaks across his armor. Retribution is a glass cannon's glass cannon. How do you determine what equally good is between those three?

Eurus
2011-02-15, 08:03 PM
It's hard to say what "equal" is. Holy is a potent healer. Protection can be beat on until your sword breaks across his armor. Retribution is a glass cannon's glass cannon. How do you determine what equally good is between those three?

Well, more like "all equally valid choices when it comes to their own roles and preferably not useless outside them."

DiBastet
2011-02-16, 11:42 AM
Now, I don't play World of Warcraft, so I can't really judge it from that perspective, but I don't care. This is an awesome class.

+1

Bold on the don't care.

Aldgar
2011-02-20, 05:27 AM
Okay...

I'm currently trying to summarize the class and put it into a format which is easier to read for me.

I propose a minor change:
Seal of Justice/Righteousness both offer a minor damage bonus for melee attacks. This seems both bland and too similar to me.

I'd remove the bonus from Seal of Justice and change its ability slightly so that it forbids teleportation/planar travel for 1 round in addition to removing speed bonuses. Perhaps add the teleportation/planar travel lock only once you've reached a certain level. (e.g. teleportation lock at level 8, and planar travel lock at level 14, or some other numbers)

This would distinguish the Four Seals better:
Insight for Mana recovery and random healing
Justice for minor debuffing
Righteousness for damage
Truth for DoT

I suggest this because I think 1/5 Paladin level is a very low amount of bonus damage and it isn't really worth the hassle to keep track of it when it's right beside a straight damage-boosting seal and not a core part of the seal of Justice anyway. It seems a bit tacked-on to me.
------------------------------------------------------
"Illuminated Healing"
How long do the temp HP last, do they stack with each other or do they overlap as normal?
"Holy Charger"
*Add a clause that the Holy Charger is under the paladins control(or simply say it's a *trusty* steed or somesuch)
*Add a clause that you may have only 1 Holy Charger summoned at a time.

Xzoltar
2011-02-20, 06:58 AM
This modification to Seal of Justice is really nice and having a Seal to Capture foe and not just kill them could be really useful to a Paladin. I was already thinking about changing it to Non-lethal damage, but this is better I think and give a little more utility to our Seals

super dark33
2011-02-20, 11:39 AM
But why does it have a hit die 8? if im right, paladins in WoW are a fighting class,like fighters and stuff

Aldgar
2011-02-20, 01:18 PM
I guess with all the healing this class offers, you won't need much extra HP.

Jarian
2011-02-20, 06:28 PM
I'd remove the bonus from Seal of Justice and change its ability slightly so that it forbids teleportation/planar travel for 1 round in addition to removing speed bonuses.

Done. Teleportation lock at 9th, interplanar lock at 13th.


"Illuminated Healing"
How long do the temp HP last, do they stack with each other or do they overlap as normal?

Clarifying, last for ten minutes and do not stack with each other.


"Holy Charger"
*Add a clause that the Holy Charger is under the paladins control(or simply say it's a *trusty* steed or somesuch)
*Add a clause that you may have only 1 Holy Charger summoned at a time.

Fixed.

Aldgar
2011-02-22, 10:13 AM
Some simplifications:

Mana:
I do not think the passive regeneration of (Wis mod) per hour is necessary at all. Every class has enough abilities that recover mana in combat anyway, and the regen is extremely slow that it hardly matters anyway.

Some classes(I'm looking at the shaman, elemental specialization) have abilities that recover mana far more rapidly anyway(just using thunderstorm every 8 rounds means you effectively recover 1 mana/round, which refills your entire pool in 2-3 minutes).

Auras:
Change them so they all key of a similar formula and offer scaling bonuses.
Base mechanic:
Aura +1 at level 1, +2 at level 5, +3 at level 10, +4 at level 15, +5 at level 20...
Concentration Grants a sacred bonus to concentration checks equal to twice the Aura bonus.
Crusader Grants a enhancement bonus to base land speed equal to 5' times Aura bonus
Retribution If you or ally inside aura is struck by a physical attack, attacker takes 1 divine damage per Aura bonus
Devotion DR 1/- per Aura bonus, stacks with all other DR.
Resistance Energy resistance 1 to Acid/Cold/Electricity/Fire/Sonic per Aura bonus

Jarian
2011-02-23, 05:21 AM
Unless the abilities have specific out of combat use (such as healing spells) it is assumed that the DM does not allow ability spamming outside of encounters. This same logic prevents players from digging through mountains with Mountain Hammer or Foehammer. Choosing to allow such actions carries the obvious risks. However, the mana regeneration of classes is not based around using their mana regeneration abilities every few seconds outside of an encounter, and can't be unless there is a set amount of time between encounters, which is a foolish assumption to begin with.

Will look into changing auras when I'm more awake.

Deadlykire
2011-02-23, 04:36 PM
I like this class. You've done a good job with keeping all 3 trees balanced within each other while still holding true to each ones concept.

As far as I can tell the spec's need the following stats:
Holy: Wisdom, Dex (until lvl 11)
Prot: Con, Wisdom, Str
Ret: Wisdom, Str

It seems like Holy paladins might be a bit SAD. They can use Con and such for sure, however looking over their abilities everything seems to be based of of Wis. I need a chance to look it over a tad more, but consider "requiring" another stat.

Holy Shock should grant Holy Power when used to heal. I think it'd be unbalanced to just give this charge away, so a failure chance might be considered (20% chance to GRANT the HP).

I'm interested to see how these would work with feats though.

Amnestic
2011-02-23, 11:37 PM
Feat Suggestions!

Secondary Specialisation
Pre-requisites: Warcraft Class 8, All Ability Scores 10.
Effect: Select another specialisation available to your class. As of this point forward, you may switch between your specialisations at will. This action takes 30 minutes/Class Level (Max 8 hours) and must be uninterrupted. In addition, your second specialisation progresses at Class Level-2.

Example: An Unholy Death Knight 9 takes Secondary Specialisation and selects Frost. From then on he can switch between Death Knight 9 (Unholy 9) and Death Knight 9 (Frost 7), the switching process taking 4.5 hours in total. Upon levelling he could switch between Death Knight 10 (Unholy 10) and Death Knight 10 (Frost 8), the switching process taking 5 hours in total.

This feat may not be selected multiple times. If you retrain out of it, you lose all access to your second specialisation. If you retrain Dual Specialisation to gain a different secondary specialisation, your character must pay 5% of their total character wealth, including (but not limited to) magical items, mundane items, personnel, land, buildings, and other such holdings. This includes magical/mundane items not currently on the character's person.*

Warcraft Class levels do not stack for the purpose of qualifying for this feat
Example: Warcraft Rogue 6/Warcraft Paladin 3 would not qualify, but Warcraft Rogue 8 and Warcraft Paladin 8 would. Warcraft Rogue 8/Warcraft Paladin 4 would qualify, however they could only choose a second specialisation for their Rogue class and not their Paladin class.

*Any character attempting to "lend" their items, personnel, land, buildings or other such holdings, to another character in an attempt to temporarily reduce how much they have to pay will be subject to an immediate interrupt Smite Obnoxious Gameplay cast by the DM.

------------------

Innate Aura
Pre-requisites: Warcraft Paladin 12, Wisdom 16.
Effect: One aura based upon your primary specialisation (see table below) becomes 'innate' to you. It becomes an Extraordinary ability and can be activated or suppressed as a free action.

{table=head]Specialisation|Aura
Retribution|Retribution Aura
Protection|Devotion Aura
Holy|Concentration Aura[/table]

All other auras are unaffected by this, and you may activate them as normal Example: Retribution Paladin may have his (Ex) Retribution Aura and (Su) Devotion Aura active at the same time. You lose the ability to activate your innate aura as a Supernatural ability.

If you have the Secondary Specialisation feat and switch specialisation, your Innate Aura does not change. Thus, a Paladin 12 (Holy 10) who has Retribution as their primary specialisation would retain their (Ex) Retribution Aura.

--------------------

Also there's a typo in Retribution Aura's description :smallwink:

Weimann
2011-02-24, 04:45 AM
Feat Suggestions!Hm, I'm sceptical. The dual spec functionality in WoW was implemented purely in light of game play issues, and I don't think those are significantly present in D&D to warrant the inclusion of this.


Innate AuraThis sounds nice though ^^

Hawk7915
2011-02-24, 09:43 PM
MOAR Feats!

Light's Wrath
Prerequisite: Cha 13, Holy specialization (Priest or Paladin)
Benefit: You may use your healing spells to damage undead. Such a spell inflicts half the amount healed as radiant damage, and allows a will save (DC 10+1/2 character level + charisma modifier) for half damage again.

Example: A 6th level Holy Paladin's "Holy Light" could be used to deal 3d6 damage to an undead creature within range, allowing a will save (DC 13+charisma) for 1/2 damage).

Light's Reckoning
Prerequisite: Power Attack
Benefit: When you score a critical hit or make a charge attack while using Power Attack, you generate a charge of Holy Power.

Empower Magic:
Prerequisite: Character level 3rd, mana
Benefit: You may empower any ability you have. When you use an ability that costs mana, you may spend an additional 15 mana. If you do, all variable effects of that spell are increased by 50%.

Long Word:
Prerequisite: Word of Glory class feature.
Benefit: Your Word of Glory heals for 50% less, but grants fast healing based on the amount of Holy Power spent for a number of rounds equal to half your Paladin level.
1 charge - Fast Healing 1
2 charge - Fast Healing 2
3 charge - Fast Healing 3

Sanctified Blessings:
Prerequisite: Warcraft Paladin 1st level
Benefit: Your Seals and Blessings cost 50% less mana.

unosarta
2011-02-24, 09:56 PM
So, feats could be essentially like Prime Glyphs?

Hawk7915
2011-02-24, 10:08 PM
So, feats could be essentially like Prime Glyphs?

Glyphs were certainly the inspiration for a few of those :smallcool:

unosarta
2011-02-24, 10:11 PM
Glyphs were certainly the inspiration for a few of those :smallcool:

Minor glyphs provide no real benefit, Major Glyphs are just mechanical benefits, and usually minor, which means that they are not really worthy of feats. That seemed to leave Prime, which provide an interesting effect and some numerical bonus.

I was actually just wondering how Jarian intended to implement Glyphs in general. :smallwink:

Hawk7915
2011-02-25, 01:29 AM
Another one! Something to merge the Core with the WoW :smallcool:

Ascetic Crusader
Prerequisite: Crusader's Strike ability, Flurry of Blows ability.
Benefit: Your Monk and Paladin levels stack for the purposes of determining your unarmed strike damage. Your Monk and Paladin levels stack for the purposes of determining the effects and save DCs of your Paladin abilities.
When you use Crusader's Strike while unarmed, you may add your Wisdom modifier to the damage dealt, and regain mana equal to your wisdom modifier (limit 10 mana).