crusaderjim
2011-05-15, 08:02 PM
Paladin
http://img262.imageshack.us/img262/7572/paladin.gif
"Do you think you know evil? Know of its sting? Know of the pain and destruction it can cause? I know of evil, for I fight it each and every day and will likely fall trying to defend you and those like you from it, like so many of my kinsmen have before me." - Azrael Bellamont, Paladin of the Order of the White Rose
The knight in shining armor, the righteous crusader, the divine warrior, all of these and more come to mind with the world paladin is heard. Paladins possess he compassion to pursue good, the will to uphold law and order, and the power to defeat evil. Few mortals have the purity of heart and the devotion that is required by the paladin’s path, but those who take the steps are rewarded with the power to protect and heal their loved ones and smite their enemies. In a land of unholy cults, diabolical sorcerers, and hellish fiends, the paladin is the final light of hope that cannot be extinguished.
Adventures: Paladins take up arms and go on adventures in order to rid the world of evil. Most of them are serious individuals and refer to their adventures as quests. While they may take on many different types of quest, paladins are at home when leading or fighting in campaigns against evil, not merely looting ruins.
Characteristics: Divine power protects the paladin and gives him special powers. This mysterious power wards off harm, protects him from disease, lets him heal himself, and guards his heart against fear. A paladin can also use these powers to help others, healing wounds and curing diseases. Another power that each paladin possesses is the ability to destroy evil through smites and his ability to bind a portion of his righteousness into his weapon. Many paladins are also capable of calling forth a mighty steed from the celestial realms to serve as a companion and mount.
Alignment: Paladins must dedicate themselves to the defense of all goodly folk and the upholding of just and fair laws. A paladin that strays from the path risks losing his divine powers if he deviates from the lawful good alignment or breaks his oath to follow the paladin’s code of conduct.
Religion: Paladins need not devote themselves to a single deity- devotion to righteousness is enough. Many paladins do choose to follow a god or goddess, and those that do must follow a deity that is either good or lawful, and a paladin can never knowingly serve an evil god. Paladins devoted to a god or faith are scrupulous in observing religious duties and are welcome in every associated temple.
Background: Becoming a paladin is akin to answering a call and accepting one’s destiny, no one ever chooses it. No one, no matter how diligent, can become a paladin through practice. Those that are called generally begin practice at a young age, often as a squire or page to an older, more experienced paladin. All paladins, regardless of background, recognize in each other an eternal bond that transcends culture, race, and even religion. Any two true paladins, even from opposite corners of the world, consider themselves to be comrades.
Races: Humans, with their ambitious souls and ability to dedicate themselves fully to a cause, make mighty and noble paladins. Half-elves, many of whom live amongst humans, may also find themselves called into service as a noble and knightly paladin. Dwarves are occasionally paladins, although the duties to family and clan sometimes come into conflict with the calling of the paladin. Elves rarely become paladins, as their natural inclination towards personal liberty and freedom generally clashes with the hierarchical way of the paladin order. Aasimar almost always become paladins, as many of them feel that it is their personal duty as children of the heavens to banish the infernal and wicked from the mortal world.
Other Classes: Even though paladins are in some ways set apart from others, they eagerly and willingly team up with those whose skills and capabilities complement their own. They work well with good and lawful clerics, and they appreciate working beside those who are brave, honest, and committed to good. While they cannot abide evil acts by their companions, they are otherwise willing to work with a variety of people quite different from themselves. Charismatic, trustworthy, and well respected, paladins make fine leaders for their adventuring groups.
Role: The paladin’s chief role in most groups is that of a melee combatant and secondary healer. Thanks to his high Charisma, a paladin can also become a capable leader.
Game Rule Information
Abilities: Charisma enhances a paladin’s healing, self-protective capabilities, spellcasting, and undead turning ability. Strength is important for a paladin because of its role in combat. A good Constitution score gives paladins extra hit points, which are beneficial due to their roles on the front lines.
Alignment: Lawful Good
Hit Die: d12
Class Skills: The paladin’s class skills (and the key ability for each skill) are Climb (Str) Concentration (Con), Craft (Int), Diplomacy (Cha), Handle Animal (Cha), Heal (Wis), Jump (Str), Knowledge (nobility and royalty) (Int), Knowledge (religion) (Int), Profession (Wis), Ride (Dex), Sense Motive (Wis) and Swim (Str).
Skill Points at 1st Level: (4 + Int Modifier) x 4
Skill Points at Each Additional Level: 4 + Int Modifier
{table=head]Level|Base Attack Bonus|Fort Save|Ref Save|Will Save|Special|0|1st|2nd|3rd|4th|5th
1st|
+1|
+2|
+0|
+2|Aura of Good, Detect Evil, Smite Evil (+2d6) +1/day|3|2|-|-|-|-
2nd|
+2|
+3|
+0|
+3|Lay on Hands, Shield Block +1|4|3|-|-|-|-
3rd|
+3|
+3|
+1|
+3|Aura of Courage, Bulwark of Defense, Divine Health|5|3|-|-|-|-
4th|
+4|
+4|
+1|
+4|Bonus Feat, Divine Grace, Mettle, Turn Undead|6|3|-|-|-|-
5th|
+5|
+4|
+1|
+4|Armor Mastery (Medium), Smite Evil (+4d6, shaken), Special Mount|6|4|2|-|-|-
6th|
+6/+1|
+5|
+2|
+5|Vigilant Defender, Righteous Surge 1/day, Shield Ally|6|4|3|-|-|-
7th|
+7/+2|
+5|
+2|
+5|Damage Reduction 1/-, Diehard|6|5|3|-|-|-
8th|
+8/+3|
+6|
+2|
+6|Aura of Resolve, Bonus Feat|6|5|4|-|-|-
9th|
+9/+4|
+6|
+3|
+6|Armor Mastery (Heavy), Sacred Weapon|6|6|4|2|-|-
10th|
+10/+5|
+7|
+3|
+7|Damage Reduction 2/-, Smite Evil (+6d8, frightened) +3/day |6|6|4|3|-|-
11th|
+11/+6/+1|
+7|
+3|
+7|Charging Smite, Shield Block +2|6|6|5|3|-|-
12th|
+12/+7/+2|
+8|
+4|
+8| Bonus Feat, Righteous Surge 2/day |6|6|5|4|-|-
13th|
+13/+8/+3|
+8|
+4|
+8|Aura of Warding, Damage Reduction 3/-|6|6|6|4|2|-
14th|
+14/+9/+4|
+9|
+4|
+9|Improved Shield Ally|6|6|6|5|3|-
15th|
+15/+10/+5|
+9|
+5|
+9|Smite Evil (+8d8, panicked) +4/day|6|6|6|6|3|-
16th|
+16/+11/+6/+1|
+10|
+5|
+10|Bonus Feat, Damage Reduction 4/-|6|6|6|6|4|-
17th|
+17/+12/+7/+2|
+10|
+5|
+10|Aura of Vitality, Impetuous Endurance|6|6|6|6|5|2
18th|
+18/+13/+8/+3|
+11|
+6|
+11|Righteous Surge 3/day|6|6|6|6|6|3
19th|
+19/+14/+9/+4|
+11|
+6|
+11|Damage Reduction 5/-, Shield Block +3|6|6|6|6|6|5
20th|
+20/+15/+10/+5|
+12|
+6|
+12|Avatar of Justice, Bonus Feat, Smite Evil (+10d10) +5/day|6|6|6|6|6|6 [/table]
Class Features: All of the following are class features of the paladin class.
Weapon and Armor Proficiency: Paladins are proficient with all simple and martial weapons, with all types of armor (heavy, medium, and light) and with shields.
Spells: A paladin casts divine spells, which are drawn from the cleric and paladin spell lists. He can cast any spell he knows without preparing it ahead of time. For spells that are available on both lists but at two different levels, the paladin can learn the spell at the lowest level available. He cannot, however, learn a spell twice.
To learn or cast a spell, a paladin must have a Charisma score equal to at least 10 + the spell level (Cha 10 for 0-level spells, Cha 11 for 1st-level spells, and so forth). The Difficulty Class for a saving throw against a paladin’s spell is 10 + the spell level + his Cha modifier.
A paladin can cast only a certain number of spells of each spell level per day, as seen on the table above. In addition, he receives bonus spells per day if he has a high Charisma score (see page 8 of the Player’s Handbook).
Spells Known: A paladin begins play knowing two 0-level spells and two 1st-level spells, chosen from the cleric or paladin spell lists. He also knows one additional 0-level spell for each point of Charisma bonus.
Each time he gains a new class level, the paladin learns one additional spell of any level he can cast, chosen from the cleric or paladin spell lists.
Upon reaching 5th level, and at every subsequent odd-numbered level, a paladin can choose to learn a new spell in place of one he already knows. In effect, he loses access to the old spell in exchange for gaining the new one. The new spell’s level must be the same as that of the spell being exchanged, and it must be at least two levels lower than the highest-level spell he can cast. For instance, upon reaching 9th level, the paladin could trade in a single 1st-level spell (two levels below the highest-level spell he can cast, which is 3rd) for a different 1st-level spell. He can swap only a single spell at any given level and must choose whether or not to swap the spell at the same time that he gains new spells known for the level.
A paladin needs not prepare spells in advance. He can cast any spell he knows at any time, assuming he has not yet used up his spells per day for that spell level.
Aura of Good (Ex): The power of a paladin’s aura of good (see the detect good spell) is equal to his paladin level, just like the aura of a cleric of a good deity.
Detect Evil (Su): A will, a paladin can use detect evil, as the spell.
Smite Evil (Su): A number of times per day equal to his Charisma modifier +1, a paladin may attempt to smite evil with one normal melee attack. He adds his Charisma bonus (if any) to his attack roll and deals 2d6 extra points of damage. If the paladin accidentally smites a creature that is not evil, the smite has no effect, but the ability is still used up for that day. However, if a paladin misses with a smite evil attempt, the ability is not used up for that day.
As a paladin grows in power, his smites deal more damage and strike fear into the hearts of his foes. At 5th level a paladin's smite deals an extra 4d6 points of damage and the target is shaken. At 10th level the damage increases to 6d8 and the target becomes frightened. At 15th level the damage dealt by a paladin's smite increases to 8d8 and the target becomes panicked. At 20th level a paladin's smite deals 10d10 points of extra damage and the DCs of his smite's fear effects increase by 5.
The fear effects of a paladin's smite last for a number of rounds equal to the paladin's Charisma bonus (minimum 1 round) and have a DC equal to 10 + paladin's class level + his Charisma bonus (if any). The saves against fear are Will-based, and creatures normally immune to fear effects are still subject to the ones generated by a paladin’s smite.
At 5th level and every five levels thereafter, the paladin may smite evil one additional time per day.
Lay on Hands (Su): Beginning at 2nd level, a paladin with a Charisma score of 12 or higher can heal wounds (his own or those of others) by touch. Each day he can heal a total number of hit points equal to his paladin level x his Charisma bonus. A paladin may choose to divide his healing among multiple recipients, and he doesn’t have to use it all at once. At 6th level and higher, whenever a paladin uses his lay on hands, it removes any diseases or poisons the target may be suffering from. The paladin must spend 5 points of his daily healing in order to rid any disease or poison from the target, as if he had cast remove disease or neutralize poison as the spells. Using lay on hands is a standard action.
Alternatively, a paladin can use any or all of this healing power to deal damage to undead creatures. Using lay on hands in this way requires a successful melee touch attack and doesn’t provoke an attack of opportunity. The paladin decides how many of his daily allotment of points to use as damage after successfully touching an undead creature.
Shield Block (Ex): Starting at 2nd level, a paladin excels in using his armor and shield to frustrate his enemy’s attacks. During his action, a paladin carrying a shield can designate a single opponent as the target of this ability. His shield bonus to AC against that foe increases by 1, as he moves his shield to deflect an incoming blow, possibly providing just enough protection to turn a telling swing into a near miss. This shield bonus increases to +2 at 11th level and +3 at 19th level.
Aura of Courage (Su): Beginning at 3rd level, a paladin is immune to fear effects (magical or otherwise). Each ally within 10 feet of him gains a +4 morale bonus on saving throws against fear effects. This ability functions while the paladin is conscious, but not if he is unconscious or dead.
Bulwark of Defense (Ex): When a paladin reaches 3rd level, an opponent that begins its turn in his threatened area treats all the squares that the paladin threatens as difficult terrain. A paladin’s strict vigilance and active defensive maneuvers force his opponents to move with care.
Divine Health (Ex): At 3rd level, a paladin gains immunity to all diseases, including supernatural and magical diseases (such as mummy rot and lycanthropy).
Bonus Feat: At 4th level and every four levels after that (4th, 8th, 12th, 16th, and 20th), a paladin gains a bonus exalted or fighter feat. He must still meet any prerequisites for the feats, and is treated as a fighter with levels equal to his paladin class levels for the purposes of qualifying for these bonus feats. These bonus feats are in addition to the feats that a character of any class gets every three levels (as given on page 22 of the Player’s Handbook).
Divine Grace (Su): At 4th level, a paladin gains a bonus equal to his Charisma bonus (if any) on all saving throws.
Mettle (Ex): At 4th level and higher, a paladin can resist magical and unusual attacks with great willpower or fortitude. If he makes a successful Will or Fortitude save against an attack that normally would have a lesser effect on a successful on a successful save (such as any spell with a saving throw entry of Will half or Fortitude partial), he instead completely negates the effect. An unconscious or sleeping paladin does not gain the benefit of mettle.
Turn Undead (Su): When a paladin reaches 4th level, he gains the supernatural ability to turn undead. He may use this ability a number of times per day equal to 3 + his Charisma modifier. He turns undead as a cleric of three levels lower would.
Armor Mastery (Ex): Starting at 5th level, a paladin is able to wear his armor like a second skin and ignore the standard speed reduction for wearing medium armor. Starting at 9th level, he ignores the speed reduction imposed by heavy armor as well.
Special Mount (Sp): Upon reaching 5th level, a paladin gains the service of an unusually intelligent, strong, and loyal steed to serve him in his crusade against evil. This mount is usually a heavy warhorse (for a Medium paladin) or a war pony (for a Small paladin). See page 45 of the Player’s Handbook for more information regarding a paladin’s mount.
Once per day, as a full-round action, a paladin may magically call his mount from the celestial realms in which it resides. The mount immediately appears adjacent to the paladin and remains for 2 hours per paladin level; it may be dismissed at any time as a free action. The mount is the same creature each it is summoned, though the paladin may release a particular mount from service (if it has grown too old to join his crusade, for instance). Each time the mount is called, it appears in full health, regardless of any damage it may have taken previously. The mount also appears wearing or carrying any gear it had when it was last dismissed (including barding, saddle, saddlebags, and the like). Calling a mount is a conjuration (calling) effect.
Should the paladin’s mount die, it immediately disappears, leaving behind any equipment it was carrying. The paladin may not summon another mount for thirty days or until he gains a paladin level, whichever comes first, even if the mount is somehow returned from the dead. During this thirty-day period, the paladin takes a -1 penalty on attack and weapon damage rolls.
Vigilant Defender (Ex): Starting at 5th level, a paladin stands his ground against all enemies, warding the spot where he makes his stand to prevent foes from slipping past and attacking those he protects. If an opponent attempts to use the Tumble skill to move through his threatened area or his space without provoking attacks of opportunity, the Tumble check DC to avoid the paladin’s attacks of opportunity increases by an amount equal to his class level.
Righteous Surge (Ex): At 6th level and higher, a paladin’s dedication to upholding the law and defending the good allows him to throw off the effect of a special attack that would otherwise hinder or harm him. Once per day, from 6th level on, he can opt to reroll a single saving throw. He must abide by the result of the new, second saving throw, even if it is lower than the first. This ability does not require an action, the paladin simple decides to use it after seeing the result of his saving throw roll but before he is informed as to its success or failure. At 12th level a paladin can use this ability twice a day, and at 18th level he may use it three times per day. He may only use righteous surge once for a single saving throw.
Shield Ally (Ex): Starting at 6th level, as an immediate action a paladin can opt to absorb part of the damage dealt to an adjacent ally. Each time this ally takes damage from a physical attack before her next turn, the paladin can take half this damage upon himself. The paladin can only absorb damage from physical melee attacks and ranged attacks, such as an incoming arrow or blow from a sword, not from spells and other effects.
Damage Reduction (Ex): At 7th level, a paladin gains damage reduction. Subtract 1 from the damage the paladin takes each time he is dealt damage from a weapon or a natural attack. At 10th level, and every three paladin levels thereafter (13th, 16th, and 19th), this damage reduction rises by 1 point. Damage reduction can reduce damage to 0, but not below 0.
Die Hard: A paladin gains Diehard as a bonus feat at 7th level, even if he does not normally qualify.
Aura of Resolve (Ex): Beginning at 8th level, the paladin gains immunity to all charm and compulsion effects. His mind is his own and no other creature can control his thoughts or actions. Each ally within 10 feet of him gains a +4 morale bonus on saving throws against charm or compulsion effects. This ability functions while the paladin is conscious, but not while he is unconscious or dead.
Sacred Weapon (Su): At 9th level, a paladin is able to channel his righteous might into a weapon, making it the bane of all things evil. The paladin must choose a particular weapon of at least masterwork quality as the focus of his power. Against chaotic and evil creatures, the paladin’s sacred weapon gains a +2 bonus to attack and weapon damage rolls, inflicts an additional 2d6 points of damage, and becomes lawful and good-aligned and bypasses the corresponding damage reductions.
If a paladin’s chosen weapon is lost or destroyed, he loses the ability to deal the extra damage until he acquires and bonds with another weapon of the same kind of at least masterwork quality. The paladin must spend one day per character level practicing with the replacement weapon (and doing very little else- no adventuring) to create a new weapon bond.
Charging Smite (Su): At 11th level and above, if a paladin uses smite evil on a charge attack, he deals double his smite evil damage to an evil creature he hits.
Aura of Warding (Su): Starting at 13th level, a paladin and all allies within 10 feet of him gain a +2 morale bonus on all Will saving throws and a +2 sacred bonus to their Armor Class. This ability functions while the paladin is conscious, but not while he is unconscious or dead.
Improved Shield Ally (Ex): At 14th level, a paladin’s ability to absorb damage increases. Once per round he can absorb all the damage from a single attack directed against an adjacent ally. In addition, he continues to absorb half the damage from other physical attacks on an adjacent ally, if the paladin so chooses. He must decide whether to use this ability after the attacker determines that an attack has succeeded, but before the attacker rolls damage.
Aura of Vitality (Su): Starting at 17th level, a paladin is protected by a constant deathward effect that cannot be dispelled. Each ally within 10 feet of him gains a +4 morale bonus on saving throws against negative energy and death effects. This ability functions while the paladin is conscious, but not while he is unconscious or dead.
Impetuous Endurance (Ex): Starting at 17th level, a paladin’s fighting spirit enables him to push his body beyond the normal limits of endurance. He no longer automatically fails a saving throw on a roll of 1. He might still fail the save if his result fails to equal or beat the DC.
Avatar of Justice (Su): At 20th level a paladin transcends the mortal coil and becomes something otherworldly and divine. His type changes to outsider (native). As a native outsider, the paladin can still be raised, reincarnated, or resurrected just as other living creatures can be, and remains native to the mortal world. However, he is not affected by spells that specifically target humanoids, such as hold person. Additionally, the paladin gains fast healing 5 and his damage reduction changes to DR 10/-. The powers of a paladin's aura also increase in potency, granting their bonuses to all allies within 20 feet and doubling their bonuses to saves and AC.
Code of Conduct: A paladin must be of lawful good alignment and looses all class abilities if he ever willingly commits an evil act. Additionally, each paladin must follow the paladin’s code of conduct, which is in many ways similar to a noble knight’s chivalric code.
A paladin must:
Always uphold just laws and strive for the greater good of the world.
Never act falsely unless it is for the greater good.
Always seek out and destroy the wicked and vile and those who threaten innocent folk.
Never harm the weak or helpless.
Always help those in need, provided they are not working towards evil or chaotic ends.
Never use poison to kill or harm a living creature.
Always respect legitimate authority, and actively work to overthrow unjust and cruel rulers.
If a paladin breaks one of these codes, he loses his ability to cast spells and access to all of his supernatural, spell-like, and extraordinary class abilities for the remainder of the day, unless he atones (see the atonement spell description, page 201 of the Player’s Handbook). If a paladin continues to break the code, he risks permanently losing access to his paladin abilities.
Associates: While he may adventure with characters of any good or neutral alignment, a paladin will never knowingly associate with evil characters, nor will he continue an association with someone who consistently offends his moral code. A paladin may accept only henchmen, followers, or cohorts or are lawful good.
Ex-Paladins: A paladin who ceases to be lawful good, who willfully commits an evil act, or who grossly violates the code of conduct loses all paladin spells and abilities (including the service of the paladin’s mount, but not weapon, armor, and shield proficiencies). He may not progress any farther in levels as a paladin. He regains his abilities and advancement potential if he atones for his violations (see the atonement spell description, page 201 of the Player’s Handbook), as appropriate.
Like members of any other class, a paladin may be a multiclass character, but multiclass paladins face a special restriction. A paladin who gains a level in any class other than paladin may never again raise his paladin level, though he retains all his paladin abilities. The path of the paladin requires a constant heart. If a character adopts this class, he must pursue it to the exclusion of all other careers. Once he has turned off the path, he may never return.
Alternative Class Features:
Parry and Riposte (Ex)
Level: 2nd
Replaces: If a paladin selects this alternative class feature, he does not gain the shield block ability.
Benefit: Starting at 2nd level, a paladin begins training to defend himself without a shield. During his action, he may designate an opponent and receive a +1 dodge bonus to Armor Class against melee attacks against that opponent, however, he suffers a -1 penalty to AC against all other targets. He can select a new opponent at any action. In addition, if his designated target misses the paladin with a melee attack, the paladin may make a single attack of opportunity against that foe with a -4 penalty to attack, provided he has an attack of opportunity left to use for that round.
At 12th level the paladin's dodge bonus to AC increases to +2 and he no long suffers the -4 penalty with his attack of opportunity.
Divine Spirit (taken from Dungeonscape)
Most paladins form a special relationship with a celestial mount that aids them in battle. Some, however, spend most of their time fighting below the ground or in enclosed spaces, where a mount is of little use. Instead, these paladins have forged bonds with celestial spirits whose aid they call upon when needed.
Level:5th
Replaces: If a paladin selects this alternative class feature, he does not gain the special mount ability.
Benefit: Upon reaching 5th level, a paladin can call upon goodly celestials for aid in the form of a celestial spirit. Using this ability is a standard action that does not provoke attacks of opportunity. See below for detailed spirit descriptions and rules.
A paladin's paladin level determines which kinds of celestial spirits answer his summons. He can summon the spirit available at his current level as well as any that became available at lower levels.
{table=head]Paladin Level|Spirit Summoned
5th-10th|Spirit of Healing
11th-15th|Spirit of Combat
16th-19th|Spirit of Heroism
20th+|Spirit of the Fallen[/table]
The following entries describe how each of the different spirits function. Unless otherwise specified, all spirits share some characteristics, as set out below.
A spirit occupies a 5-foot square on the battle map.
When summoned, a spirit appears on the battlefield 30 feet in front of you. You can use a free action to have it move once per round. The spirit has a land speed of 30 feet.
All spirits are insubstantial and transparent. Any creature can move through them normally, and they do not block line of sight or line of effect.
A spirit cannot attack or be attacked. It is not undead and cannot be turned. It is subject to dispel magic, dismissal, or banishment as if it were a summoned creature, using your paladin level as the caster level.
If you lose line of sight to a spirit, it disappears immediately.
Each spirit available to you can be summoned once per day.
A spirit remains for a number of round equal to your paladin level, until it is dismissed, or until conditions in the spirit's description are met.
Spirit of Healing: This spirit increases your ability to heal damage dealt to you or your allies. When summoned, it can heal an amount of damage equal to twice the amount you can heal using your lay on hands ability. To use its healing ability, you or an ally must begin or end your turn in the same square as the spirit. That character can then use a standard action to transfer some or all of the hit points from the spirit to herself. Once the spirit uses all of its healing ability, it dissipates.
Spirit of Combat: This spirit enhances combat ability. Whenever an ally (including yourself) is adjacent to the spirit of combat or occupying its space, that character gains holy fervor. Holy fervor grants a +1 sacred bonus on attacks and damage rolls for every 4 paladin levels you possess (up to a maximum of +5 at 20th). In addition, affected characters' weapons are treated as good-aligned for the purpose of overcoming damage reduction.
Spirit of Heroism: This spirit automatically occupies your space and does not leave until dismissed, dispelled, or the duration of the summoning ends. You gain an additional DR 10/- and the effects of the Diehard feat, even if you don not meet the prerequisite. In addition, you can use your lay on hands as a free action once per round instead of as a standard action.
Spirit of the Fallen: While you or any of your allies are adjacent to this spirit, it grants fast healing 10 to those characters. If an affected character's hit points drop to 0 or fewer while within 30 feet of this spirit, it revives that character at the start of his next turn, allowing him to take his action as normal. The character heals an amount equal to twice your paladin level, though if his hit points are still at -10 or below, he still dies. The spirit can use its revive ability once per round.
A spirit of the fallen cannot revive creatures whose bodies have been destroyed, nor can it reverse the effects of bodily changes, or other effects that slay a character without dealing damage.
Author's Notes (open spoiler to view)
I felt obligated to make some changes to the paladin class due to its relative weakness, especially compared to the “true” spellcasting classes (like cleric, wizard, or even bard). Anyone familiar with the Player’s Handbook II will notice that many of this paladin’s abilities are taken from the knight class, which is thematically similar to the paladin in several ways, but it also ultimately lacking. The spell progression was taken from the duskblade and then altered slightly. The paladin’s spell list was greatly expanded by allowing the paladin to learn spells from both the paladin and cleric spell lists, although when one spell is available from both lists at two different levels, the paladin must learn the spell at the later level.
I lessened the class’s MAD (multiple attribute dependency) problems by making Strength and Charisma the primary stats for the class. Spell casting is entirely Charisma based, and by boosting the paladin’s Will save progression, a low Wisdom will not impact a paladin’s saves quite as much. Constitution is still an important stat, but thanks to the paladin’s high Fortitude save and d12 hit die, it doesn’t have to be the paladin’s highest stat.
The survivability of the paladin class was further boosted by Mettle (evasion for Will and Fort-based saves if you will), Damage Reduction, three new auras (Resolve, Warding, and Vitality), and Righteous Surge (allowing the paladin a few “oops rolls a day”). The damage output against evil creatures was also increased by a major smite revision (more times per day and scaling dice damage rather than a straight number) and the paladin’s ability to infuse a single weapon with his righteousness and desire to eradicate evil.
Lastly, I addressed the paladin’s relatively feat-starved disposition by granting them access to bonus fighter or exalted feats. While not a perfect fix, it goes a long way without making the paladin too overpowered by letting them pick any old feat. Hopefully with these revisions, the paladin will climb out of its Tier 5 slot and hopefully up into Tier 3. All in all I'm proud of my revision, and I hope you all like it.
http://img262.imageshack.us/img262/7572/paladin.gif
"Do you think you know evil? Know of its sting? Know of the pain and destruction it can cause? I know of evil, for I fight it each and every day and will likely fall trying to defend you and those like you from it, like so many of my kinsmen have before me." - Azrael Bellamont, Paladin of the Order of the White Rose
The knight in shining armor, the righteous crusader, the divine warrior, all of these and more come to mind with the world paladin is heard. Paladins possess he compassion to pursue good, the will to uphold law and order, and the power to defeat evil. Few mortals have the purity of heart and the devotion that is required by the paladin’s path, but those who take the steps are rewarded with the power to protect and heal their loved ones and smite their enemies. In a land of unholy cults, diabolical sorcerers, and hellish fiends, the paladin is the final light of hope that cannot be extinguished.
Adventures: Paladins take up arms and go on adventures in order to rid the world of evil. Most of them are serious individuals and refer to their adventures as quests. While they may take on many different types of quest, paladins are at home when leading or fighting in campaigns against evil, not merely looting ruins.
Characteristics: Divine power protects the paladin and gives him special powers. This mysterious power wards off harm, protects him from disease, lets him heal himself, and guards his heart against fear. A paladin can also use these powers to help others, healing wounds and curing diseases. Another power that each paladin possesses is the ability to destroy evil through smites and his ability to bind a portion of his righteousness into his weapon. Many paladins are also capable of calling forth a mighty steed from the celestial realms to serve as a companion and mount.
Alignment: Paladins must dedicate themselves to the defense of all goodly folk and the upholding of just and fair laws. A paladin that strays from the path risks losing his divine powers if he deviates from the lawful good alignment or breaks his oath to follow the paladin’s code of conduct.
Religion: Paladins need not devote themselves to a single deity- devotion to righteousness is enough. Many paladins do choose to follow a god or goddess, and those that do must follow a deity that is either good or lawful, and a paladin can never knowingly serve an evil god. Paladins devoted to a god or faith are scrupulous in observing religious duties and are welcome in every associated temple.
Background: Becoming a paladin is akin to answering a call and accepting one’s destiny, no one ever chooses it. No one, no matter how diligent, can become a paladin through practice. Those that are called generally begin practice at a young age, often as a squire or page to an older, more experienced paladin. All paladins, regardless of background, recognize in each other an eternal bond that transcends culture, race, and even religion. Any two true paladins, even from opposite corners of the world, consider themselves to be comrades.
Races: Humans, with their ambitious souls and ability to dedicate themselves fully to a cause, make mighty and noble paladins. Half-elves, many of whom live amongst humans, may also find themselves called into service as a noble and knightly paladin. Dwarves are occasionally paladins, although the duties to family and clan sometimes come into conflict with the calling of the paladin. Elves rarely become paladins, as their natural inclination towards personal liberty and freedom generally clashes with the hierarchical way of the paladin order. Aasimar almost always become paladins, as many of them feel that it is their personal duty as children of the heavens to banish the infernal and wicked from the mortal world.
Other Classes: Even though paladins are in some ways set apart from others, they eagerly and willingly team up with those whose skills and capabilities complement their own. They work well with good and lawful clerics, and they appreciate working beside those who are brave, honest, and committed to good. While they cannot abide evil acts by their companions, they are otherwise willing to work with a variety of people quite different from themselves. Charismatic, trustworthy, and well respected, paladins make fine leaders for their adventuring groups.
Role: The paladin’s chief role in most groups is that of a melee combatant and secondary healer. Thanks to his high Charisma, a paladin can also become a capable leader.
Game Rule Information
Abilities: Charisma enhances a paladin’s healing, self-protective capabilities, spellcasting, and undead turning ability. Strength is important for a paladin because of its role in combat. A good Constitution score gives paladins extra hit points, which are beneficial due to their roles on the front lines.
Alignment: Lawful Good
Hit Die: d12
Class Skills: The paladin’s class skills (and the key ability for each skill) are Climb (Str) Concentration (Con), Craft (Int), Diplomacy (Cha), Handle Animal (Cha), Heal (Wis), Jump (Str), Knowledge (nobility and royalty) (Int), Knowledge (religion) (Int), Profession (Wis), Ride (Dex), Sense Motive (Wis) and Swim (Str).
Skill Points at 1st Level: (4 + Int Modifier) x 4
Skill Points at Each Additional Level: 4 + Int Modifier
{table=head]Level|Base Attack Bonus|Fort Save|Ref Save|Will Save|Special|0|1st|2nd|3rd|4th|5th
1st|
+1|
+2|
+0|
+2|Aura of Good, Detect Evil, Smite Evil (+2d6) +1/day|3|2|-|-|-|-
2nd|
+2|
+3|
+0|
+3|Lay on Hands, Shield Block +1|4|3|-|-|-|-
3rd|
+3|
+3|
+1|
+3|Aura of Courage, Bulwark of Defense, Divine Health|5|3|-|-|-|-
4th|
+4|
+4|
+1|
+4|Bonus Feat, Divine Grace, Mettle, Turn Undead|6|3|-|-|-|-
5th|
+5|
+4|
+1|
+4|Armor Mastery (Medium), Smite Evil (+4d6, shaken), Special Mount|6|4|2|-|-|-
6th|
+6/+1|
+5|
+2|
+5|Vigilant Defender, Righteous Surge 1/day, Shield Ally|6|4|3|-|-|-
7th|
+7/+2|
+5|
+2|
+5|Damage Reduction 1/-, Diehard|6|5|3|-|-|-
8th|
+8/+3|
+6|
+2|
+6|Aura of Resolve, Bonus Feat|6|5|4|-|-|-
9th|
+9/+4|
+6|
+3|
+6|Armor Mastery (Heavy), Sacred Weapon|6|6|4|2|-|-
10th|
+10/+5|
+7|
+3|
+7|Damage Reduction 2/-, Smite Evil (+6d8, frightened) +3/day |6|6|4|3|-|-
11th|
+11/+6/+1|
+7|
+3|
+7|Charging Smite, Shield Block +2|6|6|5|3|-|-
12th|
+12/+7/+2|
+8|
+4|
+8| Bonus Feat, Righteous Surge 2/day |6|6|5|4|-|-
13th|
+13/+8/+3|
+8|
+4|
+8|Aura of Warding, Damage Reduction 3/-|6|6|6|4|2|-
14th|
+14/+9/+4|
+9|
+4|
+9|Improved Shield Ally|6|6|6|5|3|-
15th|
+15/+10/+5|
+9|
+5|
+9|Smite Evil (+8d8, panicked) +4/day|6|6|6|6|3|-
16th|
+16/+11/+6/+1|
+10|
+5|
+10|Bonus Feat, Damage Reduction 4/-|6|6|6|6|4|-
17th|
+17/+12/+7/+2|
+10|
+5|
+10|Aura of Vitality, Impetuous Endurance|6|6|6|6|5|2
18th|
+18/+13/+8/+3|
+11|
+6|
+11|Righteous Surge 3/day|6|6|6|6|6|3
19th|
+19/+14/+9/+4|
+11|
+6|
+11|Damage Reduction 5/-, Shield Block +3|6|6|6|6|6|5
20th|
+20/+15/+10/+5|
+12|
+6|
+12|Avatar of Justice, Bonus Feat, Smite Evil (+10d10) +5/day|6|6|6|6|6|6 [/table]
Class Features: All of the following are class features of the paladin class.
Weapon and Armor Proficiency: Paladins are proficient with all simple and martial weapons, with all types of armor (heavy, medium, and light) and with shields.
Spells: A paladin casts divine spells, which are drawn from the cleric and paladin spell lists. He can cast any spell he knows without preparing it ahead of time. For spells that are available on both lists but at two different levels, the paladin can learn the spell at the lowest level available. He cannot, however, learn a spell twice.
To learn or cast a spell, a paladin must have a Charisma score equal to at least 10 + the spell level (Cha 10 for 0-level spells, Cha 11 for 1st-level spells, and so forth). The Difficulty Class for a saving throw against a paladin’s spell is 10 + the spell level + his Cha modifier.
A paladin can cast only a certain number of spells of each spell level per day, as seen on the table above. In addition, he receives bonus spells per day if he has a high Charisma score (see page 8 of the Player’s Handbook).
Spells Known: A paladin begins play knowing two 0-level spells and two 1st-level spells, chosen from the cleric or paladin spell lists. He also knows one additional 0-level spell for each point of Charisma bonus.
Each time he gains a new class level, the paladin learns one additional spell of any level he can cast, chosen from the cleric or paladin spell lists.
Upon reaching 5th level, and at every subsequent odd-numbered level, a paladin can choose to learn a new spell in place of one he already knows. In effect, he loses access to the old spell in exchange for gaining the new one. The new spell’s level must be the same as that of the spell being exchanged, and it must be at least two levels lower than the highest-level spell he can cast. For instance, upon reaching 9th level, the paladin could trade in a single 1st-level spell (two levels below the highest-level spell he can cast, which is 3rd) for a different 1st-level spell. He can swap only a single spell at any given level and must choose whether or not to swap the spell at the same time that he gains new spells known for the level.
A paladin needs not prepare spells in advance. He can cast any spell he knows at any time, assuming he has not yet used up his spells per day for that spell level.
Aura of Good (Ex): The power of a paladin’s aura of good (see the detect good spell) is equal to his paladin level, just like the aura of a cleric of a good deity.
Detect Evil (Su): A will, a paladin can use detect evil, as the spell.
Smite Evil (Su): A number of times per day equal to his Charisma modifier +1, a paladin may attempt to smite evil with one normal melee attack. He adds his Charisma bonus (if any) to his attack roll and deals 2d6 extra points of damage. If the paladin accidentally smites a creature that is not evil, the smite has no effect, but the ability is still used up for that day. However, if a paladin misses with a smite evil attempt, the ability is not used up for that day.
As a paladin grows in power, his smites deal more damage and strike fear into the hearts of his foes. At 5th level a paladin's smite deals an extra 4d6 points of damage and the target is shaken. At 10th level the damage increases to 6d8 and the target becomes frightened. At 15th level the damage dealt by a paladin's smite increases to 8d8 and the target becomes panicked. At 20th level a paladin's smite deals 10d10 points of extra damage and the DCs of his smite's fear effects increase by 5.
The fear effects of a paladin's smite last for a number of rounds equal to the paladin's Charisma bonus (minimum 1 round) and have a DC equal to 10 + paladin's class level + his Charisma bonus (if any). The saves against fear are Will-based, and creatures normally immune to fear effects are still subject to the ones generated by a paladin’s smite.
At 5th level and every five levels thereafter, the paladin may smite evil one additional time per day.
Lay on Hands (Su): Beginning at 2nd level, a paladin with a Charisma score of 12 or higher can heal wounds (his own or those of others) by touch. Each day he can heal a total number of hit points equal to his paladin level x his Charisma bonus. A paladin may choose to divide his healing among multiple recipients, and he doesn’t have to use it all at once. At 6th level and higher, whenever a paladin uses his lay on hands, it removes any diseases or poisons the target may be suffering from. The paladin must spend 5 points of his daily healing in order to rid any disease or poison from the target, as if he had cast remove disease or neutralize poison as the spells. Using lay on hands is a standard action.
Alternatively, a paladin can use any or all of this healing power to deal damage to undead creatures. Using lay on hands in this way requires a successful melee touch attack and doesn’t provoke an attack of opportunity. The paladin decides how many of his daily allotment of points to use as damage after successfully touching an undead creature.
Shield Block (Ex): Starting at 2nd level, a paladin excels in using his armor and shield to frustrate his enemy’s attacks. During his action, a paladin carrying a shield can designate a single opponent as the target of this ability. His shield bonus to AC against that foe increases by 1, as he moves his shield to deflect an incoming blow, possibly providing just enough protection to turn a telling swing into a near miss. This shield bonus increases to +2 at 11th level and +3 at 19th level.
Aura of Courage (Su): Beginning at 3rd level, a paladin is immune to fear effects (magical or otherwise). Each ally within 10 feet of him gains a +4 morale bonus on saving throws against fear effects. This ability functions while the paladin is conscious, but not if he is unconscious or dead.
Bulwark of Defense (Ex): When a paladin reaches 3rd level, an opponent that begins its turn in his threatened area treats all the squares that the paladin threatens as difficult terrain. A paladin’s strict vigilance and active defensive maneuvers force his opponents to move with care.
Divine Health (Ex): At 3rd level, a paladin gains immunity to all diseases, including supernatural and magical diseases (such as mummy rot and lycanthropy).
Bonus Feat: At 4th level and every four levels after that (4th, 8th, 12th, 16th, and 20th), a paladin gains a bonus exalted or fighter feat. He must still meet any prerequisites for the feats, and is treated as a fighter with levels equal to his paladin class levels for the purposes of qualifying for these bonus feats. These bonus feats are in addition to the feats that a character of any class gets every three levels (as given on page 22 of the Player’s Handbook).
Divine Grace (Su): At 4th level, a paladin gains a bonus equal to his Charisma bonus (if any) on all saving throws.
Mettle (Ex): At 4th level and higher, a paladin can resist magical and unusual attacks with great willpower or fortitude. If he makes a successful Will or Fortitude save against an attack that normally would have a lesser effect on a successful on a successful save (such as any spell with a saving throw entry of Will half or Fortitude partial), he instead completely negates the effect. An unconscious or sleeping paladin does not gain the benefit of mettle.
Turn Undead (Su): When a paladin reaches 4th level, he gains the supernatural ability to turn undead. He may use this ability a number of times per day equal to 3 + his Charisma modifier. He turns undead as a cleric of three levels lower would.
Armor Mastery (Ex): Starting at 5th level, a paladin is able to wear his armor like a second skin and ignore the standard speed reduction for wearing medium armor. Starting at 9th level, he ignores the speed reduction imposed by heavy armor as well.
Special Mount (Sp): Upon reaching 5th level, a paladin gains the service of an unusually intelligent, strong, and loyal steed to serve him in his crusade against evil. This mount is usually a heavy warhorse (for a Medium paladin) or a war pony (for a Small paladin). See page 45 of the Player’s Handbook for more information regarding a paladin’s mount.
Once per day, as a full-round action, a paladin may magically call his mount from the celestial realms in which it resides. The mount immediately appears adjacent to the paladin and remains for 2 hours per paladin level; it may be dismissed at any time as a free action. The mount is the same creature each it is summoned, though the paladin may release a particular mount from service (if it has grown too old to join his crusade, for instance). Each time the mount is called, it appears in full health, regardless of any damage it may have taken previously. The mount also appears wearing or carrying any gear it had when it was last dismissed (including barding, saddle, saddlebags, and the like). Calling a mount is a conjuration (calling) effect.
Should the paladin’s mount die, it immediately disappears, leaving behind any equipment it was carrying. The paladin may not summon another mount for thirty days or until he gains a paladin level, whichever comes first, even if the mount is somehow returned from the dead. During this thirty-day period, the paladin takes a -1 penalty on attack and weapon damage rolls.
Vigilant Defender (Ex): Starting at 5th level, a paladin stands his ground against all enemies, warding the spot where he makes his stand to prevent foes from slipping past and attacking those he protects. If an opponent attempts to use the Tumble skill to move through his threatened area or his space without provoking attacks of opportunity, the Tumble check DC to avoid the paladin’s attacks of opportunity increases by an amount equal to his class level.
Righteous Surge (Ex): At 6th level and higher, a paladin’s dedication to upholding the law and defending the good allows him to throw off the effect of a special attack that would otherwise hinder or harm him. Once per day, from 6th level on, he can opt to reroll a single saving throw. He must abide by the result of the new, second saving throw, even if it is lower than the first. This ability does not require an action, the paladin simple decides to use it after seeing the result of his saving throw roll but before he is informed as to its success or failure. At 12th level a paladin can use this ability twice a day, and at 18th level he may use it three times per day. He may only use righteous surge once for a single saving throw.
Shield Ally (Ex): Starting at 6th level, as an immediate action a paladin can opt to absorb part of the damage dealt to an adjacent ally. Each time this ally takes damage from a physical attack before her next turn, the paladin can take half this damage upon himself. The paladin can only absorb damage from physical melee attacks and ranged attacks, such as an incoming arrow or blow from a sword, not from spells and other effects.
Damage Reduction (Ex): At 7th level, a paladin gains damage reduction. Subtract 1 from the damage the paladin takes each time he is dealt damage from a weapon or a natural attack. At 10th level, and every three paladin levels thereafter (13th, 16th, and 19th), this damage reduction rises by 1 point. Damage reduction can reduce damage to 0, but not below 0.
Die Hard: A paladin gains Diehard as a bonus feat at 7th level, even if he does not normally qualify.
Aura of Resolve (Ex): Beginning at 8th level, the paladin gains immunity to all charm and compulsion effects. His mind is his own and no other creature can control his thoughts or actions. Each ally within 10 feet of him gains a +4 morale bonus on saving throws against charm or compulsion effects. This ability functions while the paladin is conscious, but not while he is unconscious or dead.
Sacred Weapon (Su): At 9th level, a paladin is able to channel his righteous might into a weapon, making it the bane of all things evil. The paladin must choose a particular weapon of at least masterwork quality as the focus of his power. Against chaotic and evil creatures, the paladin’s sacred weapon gains a +2 bonus to attack and weapon damage rolls, inflicts an additional 2d6 points of damage, and becomes lawful and good-aligned and bypasses the corresponding damage reductions.
If a paladin’s chosen weapon is lost or destroyed, he loses the ability to deal the extra damage until he acquires and bonds with another weapon of the same kind of at least masterwork quality. The paladin must spend one day per character level practicing with the replacement weapon (and doing very little else- no adventuring) to create a new weapon bond.
Charging Smite (Su): At 11th level and above, if a paladin uses smite evil on a charge attack, he deals double his smite evil damage to an evil creature he hits.
Aura of Warding (Su): Starting at 13th level, a paladin and all allies within 10 feet of him gain a +2 morale bonus on all Will saving throws and a +2 sacred bonus to their Armor Class. This ability functions while the paladin is conscious, but not while he is unconscious or dead.
Improved Shield Ally (Ex): At 14th level, a paladin’s ability to absorb damage increases. Once per round he can absorb all the damage from a single attack directed against an adjacent ally. In addition, he continues to absorb half the damage from other physical attacks on an adjacent ally, if the paladin so chooses. He must decide whether to use this ability after the attacker determines that an attack has succeeded, but before the attacker rolls damage.
Aura of Vitality (Su): Starting at 17th level, a paladin is protected by a constant deathward effect that cannot be dispelled. Each ally within 10 feet of him gains a +4 morale bonus on saving throws against negative energy and death effects. This ability functions while the paladin is conscious, but not while he is unconscious or dead.
Impetuous Endurance (Ex): Starting at 17th level, a paladin’s fighting spirit enables him to push his body beyond the normal limits of endurance. He no longer automatically fails a saving throw on a roll of 1. He might still fail the save if his result fails to equal or beat the DC.
Avatar of Justice (Su): At 20th level a paladin transcends the mortal coil and becomes something otherworldly and divine. His type changes to outsider (native). As a native outsider, the paladin can still be raised, reincarnated, or resurrected just as other living creatures can be, and remains native to the mortal world. However, he is not affected by spells that specifically target humanoids, such as hold person. Additionally, the paladin gains fast healing 5 and his damage reduction changes to DR 10/-. The powers of a paladin's aura also increase in potency, granting their bonuses to all allies within 20 feet and doubling their bonuses to saves and AC.
Code of Conduct: A paladin must be of lawful good alignment and looses all class abilities if he ever willingly commits an evil act. Additionally, each paladin must follow the paladin’s code of conduct, which is in many ways similar to a noble knight’s chivalric code.
A paladin must:
Always uphold just laws and strive for the greater good of the world.
Never act falsely unless it is for the greater good.
Always seek out and destroy the wicked and vile and those who threaten innocent folk.
Never harm the weak or helpless.
Always help those in need, provided they are not working towards evil or chaotic ends.
Never use poison to kill or harm a living creature.
Always respect legitimate authority, and actively work to overthrow unjust and cruel rulers.
If a paladin breaks one of these codes, he loses his ability to cast spells and access to all of his supernatural, spell-like, and extraordinary class abilities for the remainder of the day, unless he atones (see the atonement spell description, page 201 of the Player’s Handbook). If a paladin continues to break the code, he risks permanently losing access to his paladin abilities.
Associates: While he may adventure with characters of any good or neutral alignment, a paladin will never knowingly associate with evil characters, nor will he continue an association with someone who consistently offends his moral code. A paladin may accept only henchmen, followers, or cohorts or are lawful good.
Ex-Paladins: A paladin who ceases to be lawful good, who willfully commits an evil act, or who grossly violates the code of conduct loses all paladin spells and abilities (including the service of the paladin’s mount, but not weapon, armor, and shield proficiencies). He may not progress any farther in levels as a paladin. He regains his abilities and advancement potential if he atones for his violations (see the atonement spell description, page 201 of the Player’s Handbook), as appropriate.
Like members of any other class, a paladin may be a multiclass character, but multiclass paladins face a special restriction. A paladin who gains a level in any class other than paladin may never again raise his paladin level, though he retains all his paladin abilities. The path of the paladin requires a constant heart. If a character adopts this class, he must pursue it to the exclusion of all other careers. Once he has turned off the path, he may never return.
Alternative Class Features:
Parry and Riposte (Ex)
Level: 2nd
Replaces: If a paladin selects this alternative class feature, he does not gain the shield block ability.
Benefit: Starting at 2nd level, a paladin begins training to defend himself without a shield. During his action, he may designate an opponent and receive a +1 dodge bonus to Armor Class against melee attacks against that opponent, however, he suffers a -1 penalty to AC against all other targets. He can select a new opponent at any action. In addition, if his designated target misses the paladin with a melee attack, the paladin may make a single attack of opportunity against that foe with a -4 penalty to attack, provided he has an attack of opportunity left to use for that round.
At 12th level the paladin's dodge bonus to AC increases to +2 and he no long suffers the -4 penalty with his attack of opportunity.
Divine Spirit (taken from Dungeonscape)
Most paladins form a special relationship with a celestial mount that aids them in battle. Some, however, spend most of their time fighting below the ground or in enclosed spaces, where a mount is of little use. Instead, these paladins have forged bonds with celestial spirits whose aid they call upon when needed.
Level:5th
Replaces: If a paladin selects this alternative class feature, he does not gain the special mount ability.
Benefit: Upon reaching 5th level, a paladin can call upon goodly celestials for aid in the form of a celestial spirit. Using this ability is a standard action that does not provoke attacks of opportunity. See below for detailed spirit descriptions and rules.
A paladin's paladin level determines which kinds of celestial spirits answer his summons. He can summon the spirit available at his current level as well as any that became available at lower levels.
{table=head]Paladin Level|Spirit Summoned
5th-10th|Spirit of Healing
11th-15th|Spirit of Combat
16th-19th|Spirit of Heroism
20th+|Spirit of the Fallen[/table]
The following entries describe how each of the different spirits function. Unless otherwise specified, all spirits share some characteristics, as set out below.
A spirit occupies a 5-foot square on the battle map.
When summoned, a spirit appears on the battlefield 30 feet in front of you. You can use a free action to have it move once per round. The spirit has a land speed of 30 feet.
All spirits are insubstantial and transparent. Any creature can move through them normally, and they do not block line of sight or line of effect.
A spirit cannot attack or be attacked. It is not undead and cannot be turned. It is subject to dispel magic, dismissal, or banishment as if it were a summoned creature, using your paladin level as the caster level.
If you lose line of sight to a spirit, it disappears immediately.
Each spirit available to you can be summoned once per day.
A spirit remains for a number of round equal to your paladin level, until it is dismissed, or until conditions in the spirit's description are met.
Spirit of Healing: This spirit increases your ability to heal damage dealt to you or your allies. When summoned, it can heal an amount of damage equal to twice the amount you can heal using your lay on hands ability. To use its healing ability, you or an ally must begin or end your turn in the same square as the spirit. That character can then use a standard action to transfer some or all of the hit points from the spirit to herself. Once the spirit uses all of its healing ability, it dissipates.
Spirit of Combat: This spirit enhances combat ability. Whenever an ally (including yourself) is adjacent to the spirit of combat or occupying its space, that character gains holy fervor. Holy fervor grants a +1 sacred bonus on attacks and damage rolls for every 4 paladin levels you possess (up to a maximum of +5 at 20th). In addition, affected characters' weapons are treated as good-aligned for the purpose of overcoming damage reduction.
Spirit of Heroism: This spirit automatically occupies your space and does not leave until dismissed, dispelled, or the duration of the summoning ends. You gain an additional DR 10/- and the effects of the Diehard feat, even if you don not meet the prerequisite. In addition, you can use your lay on hands as a free action once per round instead of as a standard action.
Spirit of the Fallen: While you or any of your allies are adjacent to this spirit, it grants fast healing 10 to those characters. If an affected character's hit points drop to 0 or fewer while within 30 feet of this spirit, it revives that character at the start of his next turn, allowing him to take his action as normal. The character heals an amount equal to twice your paladin level, though if his hit points are still at -10 or below, he still dies. The spirit can use its revive ability once per round.
A spirit of the fallen cannot revive creatures whose bodies have been destroyed, nor can it reverse the effects of bodily changes, or other effects that slay a character without dealing damage.
Author's Notes (open spoiler to view)
I felt obligated to make some changes to the paladin class due to its relative weakness, especially compared to the “true” spellcasting classes (like cleric, wizard, or even bard). Anyone familiar with the Player’s Handbook II will notice that many of this paladin’s abilities are taken from the knight class, which is thematically similar to the paladin in several ways, but it also ultimately lacking. The spell progression was taken from the duskblade and then altered slightly. The paladin’s spell list was greatly expanded by allowing the paladin to learn spells from both the paladin and cleric spell lists, although when one spell is available from both lists at two different levels, the paladin must learn the spell at the later level.
I lessened the class’s MAD (multiple attribute dependency) problems by making Strength and Charisma the primary stats for the class. Spell casting is entirely Charisma based, and by boosting the paladin’s Will save progression, a low Wisdom will not impact a paladin’s saves quite as much. Constitution is still an important stat, but thanks to the paladin’s high Fortitude save and d12 hit die, it doesn’t have to be the paladin’s highest stat.
The survivability of the paladin class was further boosted by Mettle (evasion for Will and Fort-based saves if you will), Damage Reduction, three new auras (Resolve, Warding, and Vitality), and Righteous Surge (allowing the paladin a few “oops rolls a day”). The damage output against evil creatures was also increased by a major smite revision (more times per day and scaling dice damage rather than a straight number) and the paladin’s ability to infuse a single weapon with his righteousness and desire to eradicate evil.
Lastly, I addressed the paladin’s relatively feat-starved disposition by granting them access to bonus fighter or exalted feats. While not a perfect fix, it goes a long way without making the paladin too overpowered by letting them pick any old feat. Hopefully with these revisions, the paladin will climb out of its Tier 5 slot and hopefully up into Tier 3. All in all I'm proud of my revision, and I hope you all like it.