Kenneth
2011-09-21, 03:40 PM
I have retooled the paladin for my campaign world and Just want your opinions on this. I am not including the stats block becuase that is unchanged from the original, instead i will be just showing teh abilities I have given the paladin.
Class Skills
The paladin’s class skills (and the key ability for each skill) are Concentration (Con), Craft (Int), Diplomacy (Cha), Handle Animal (Cha), Heal (Wis),Intimidate (cha), Knowledge (nobility and royalty) (Int), Knowledge (religion) (Int), Profession (Wis), Ride (Dex), and Sense Motive (Wis).
Skill Points at 1st Level
(4 + Int modifier) ×4.
Skill Points at Each Additional Level
4 + Int modifier.
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 (except tower shields).
Aura of Good (Ex)
The power of a paladin’s aura of good (see the detect good spell) is equal to his paladin level.
Holy Champion(Su)
A paladin becomes a conduit for the power of his god. He deals an extra 1 point of damage per Paladin to any and all Undead, Evil Outsiders, or any thoroughly corrupted being(as determined by the DM)
Detect Evil (Sp)
At will, a paladin can use detect evil, as the spell.
Smite Evil (Su)
Twice per day, 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 1 extra point of damage per paladin level. 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.
At 4th level, and at every three levels thereafter, the paladin may smite evil one additional time per day, as indicated on Table: The Paladin, to a maximum of eight times per day at 19th level.
Divine Grace (Su)
At 5th level, a paladin gains a bonus equal to his Charisma bonus (if any) on all saving throws.
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 number of hit points of damage equal to his paladin level × his Charisma bonus + his Wisdom bonus. A paladin must to use it all at once. Using lay on hands is a standard action. Every six levels thereafter the Paladin may Lay On Hands one additional times per day
Alternatively, a paladin can use any or all of this healing power to deal damage to undead creatures. Using lay on hands in this way requires a successful melee touch attack and doesn’t provoke an attack of opportunity. The paladin decides how many of her daily allotment of points to use as damage after successfully touching an undead creature.
Aura of Courage (Su)
Beginning at 3rd level, a paladin is immune to fear (magical or otherwise). Each ally within 10 feet of his 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.
Divine Health (Ex)
At 3rd level, a paladin gains immunity to all non-magical diseases
Divine Feat
At 3rd level, a paladin gains a bonus divine feat and an additional bonus Divine feat every five levels afterwards.
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.
Spells
Beginning at 4th level, a paladin gains the ability to cast a small number of divine spells, which are drawn from the paladin spell list. A paladin must choose and prepare his spells in advance.
To prepare or cast a spell, a paladin must have a Wisdom score equal to at least 10 + the spell level. The Difficulty Class for a saving throw against a paladin’s spell is 10 + the spell level + the paladin’s Wisdom modifier.
Like other spellcasters, a paladin can cast only a certain number of spells of each spell level per day. His base daily spell allotment is given on Table: The Paladin. In addition, she receives bonus spells per day if she has a high Wisdom score. When Table: The Paladin indicates that the paladin gets 0 spells per day of a given spell level, he gains only the bonus spells he would be entitled to based on his Wisdom score for that spell level The paladin does not have access to any domain spells or granted powers, as a cleric does.
A paladin prepares and casts spells the way a cleric does, though he cannot lose a prepared spell to spontaneously cast a cure spell in its place. A paladin may prepare and cast any spell on the paladin spell list, provided that he can cast spells of that level, but he must choose which spells to prepare during his daily meditation.
Through 3rd level, a paladin has no caster level. At 4th level and higher, his caster level is one-half her paladin level.
Special Mount (Sp)
Upon reaching 5th level, a paladin gains the service of an unusually intelligent, strong, and loyal steed to serve her in her crusade against evil. This mount is usually a heavy warhorse (for a Medium paladin) or a warpony (for a Small paladin).
Once per day, as a full-round action, a paladin may magically call his mount from the celestial realms in which it resides. This ability is the equivalent of a spell of a level equal to one-third the paladin’s level. The mount immediately appears adjacent to the paladin and remains for 2 hours per paladin level; it may be dismissed at any time as a free action. The mount is the same creature each time it is summoned, though the paladin may release a particular mount from service.
Each time the mount is called, it appears 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. 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.
Remove Disease (Sp)
At 6th level, a paladin can produce a remove disease effect, as the spell, once per day. He can use this ability one additional time per day for every four levels after 6th.
Code of Conduct
A paladin must be of lawful good alignment and loses all class abilities if he ever willingly commits an evil act.
Additionally, a paladin’s code requires that she respect legitimate authority, act with honor (not lying, not cheating, not using poison, and so forth), help those in need (provided they do not use the help for evil or chaotic ends), and punish those who harm or threaten innocents.
Holy Might (Su)
At 12th level a Paladin gains the ability to for a number of rounds per day equal to twice his Paladin level to surround his weapon in pure holy force, causing it to deal an additional 1d8 points of holy damage.
Faith (Su)
At 14th level, a paladin's weapons are treated as good-aligned for the purposes of overcoming Damage Reduction. Any attack made against an enemy within 10 feet of him is treated as good-aligned for the purposes of overcoming Damage Reduction.
This ability functions only while the paladin is conscious, not if he is unconscious or dead.
Sanctification (Su)
At 20th level a Paladin can wrap himself in holy energy, making him resistant to most spell effects. The Paladin gains Spell Resistance equal to 5+ his Paladin level+ Charisma bonus (if any). Allies within 10 feet of the paladin gain Spell Resistance equal to Half this amount (rounded down).
This ability functions only while the paladin is conscious, not if he is unconscious or dead.
Auras (Su)
The Paladin exerts an effect on allies in his vicinity. He can learn to produce different effects, or auras, over the course of his career. The Paladin may only project one aura at a time.
Projecting an aura is a swift action. The aura remains in effect until the Paladin uses a free action to dismiss it or activates another aura. A Paladin can have an aura active continually; thus, an aura can be in effect at the start of a combat encounter even before the Paladin takes his first turn.
An ally must have an Intelligence score of 3 or higher to gain the bonus. A Paladin's aura is dismissed if he is dazed, unconscious, stunned, paralyzed, or otherwise unable to be ,seen, heard or understood by his allies.
2nd level-Daring: give allies within 10 feet a +1 sacred bonus to AC as well as a +3 sacred bonus to HP
3rd level- Might: gives allies within 10 feet a +2 sacred bonus to Strength or Constitution
5th level- Perseverence: gives allies within 10 feet resist 5 to a Particular element ( Acid, cold, electricity, or fire)
7th level - Retribution: enemies who damage allies within 10 feet suffer 5 points of holy damage.
Greater Might: gives allies within 10 feet a +4 sacred bonus to Strength or Constitution
9th level-Bravery: give allies within 10 feet a +3 sacred bonus to AC as well as +28 sacred bonus to HP
11th level- Greater Perseverence: gives allies within 10 feet resist 12 to a particular element (acid, cold, electricity, or fire)
15th level- Chastise: enemies who damage allies within 10 feet suffer 10 points of holy damage.
17th level- Valor: gives allies within 10 feet a +5 Sacred bonus to AC as well as a +50 sacred bonus to HP
Class Skills
The paladin’s class skills (and the key ability for each skill) are Concentration (Con), Craft (Int), Diplomacy (Cha), Handle Animal (Cha), Heal (Wis),Intimidate (cha), Knowledge (nobility and royalty) (Int), Knowledge (religion) (Int), Profession (Wis), Ride (Dex), and Sense Motive (Wis).
Skill Points at 1st Level
(4 + Int modifier) ×4.
Skill Points at Each Additional Level
4 + Int modifier.
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 (except tower shields).
Aura of Good (Ex)
The power of a paladin’s aura of good (see the detect good spell) is equal to his paladin level.
Holy Champion(Su)
A paladin becomes a conduit for the power of his god. He deals an extra 1 point of damage per Paladin to any and all Undead, Evil Outsiders, or any thoroughly corrupted being(as determined by the DM)
Detect Evil (Sp)
At will, a paladin can use detect evil, as the spell.
Smite Evil (Su)
Twice per day, 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 1 extra point of damage per paladin level. 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.
At 4th level, and at every three levels thereafter, the paladin may smite evil one additional time per day, as indicated on Table: The Paladin, to a maximum of eight times per day at 19th level.
Divine Grace (Su)
At 5th level, a paladin gains a bonus equal to his Charisma bonus (if any) on all saving throws.
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 number of hit points of damage equal to his paladin level × his Charisma bonus + his Wisdom bonus. A paladin must to use it all at once. Using lay on hands is a standard action. Every six levels thereafter the Paladin may Lay On Hands one additional times per day
Alternatively, a paladin can use any or all of this healing power to deal damage to undead creatures. Using lay on hands in this way requires a successful melee touch attack and doesn’t provoke an attack of opportunity. The paladin decides how many of her daily allotment of points to use as damage after successfully touching an undead creature.
Aura of Courage (Su)
Beginning at 3rd level, a paladin is immune to fear (magical or otherwise). Each ally within 10 feet of his 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.
Divine Health (Ex)
At 3rd level, a paladin gains immunity to all non-magical diseases
Divine Feat
At 3rd level, a paladin gains a bonus divine feat and an additional bonus Divine feat every five levels afterwards.
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.
Spells
Beginning at 4th level, a paladin gains the ability to cast a small number of divine spells, which are drawn from the paladin spell list. A paladin must choose and prepare his spells in advance.
To prepare or cast a spell, a paladin must have a Wisdom score equal to at least 10 + the spell level. The Difficulty Class for a saving throw against a paladin’s spell is 10 + the spell level + the paladin’s Wisdom modifier.
Like other spellcasters, a paladin can cast only a certain number of spells of each spell level per day. His base daily spell allotment is given on Table: The Paladin. In addition, she receives bonus spells per day if she has a high Wisdom score. When Table: The Paladin indicates that the paladin gets 0 spells per day of a given spell level, he gains only the bonus spells he would be entitled to based on his Wisdom score for that spell level The paladin does not have access to any domain spells or granted powers, as a cleric does.
A paladin prepares and casts spells the way a cleric does, though he cannot lose a prepared spell to spontaneously cast a cure spell in its place. A paladin may prepare and cast any spell on the paladin spell list, provided that he can cast spells of that level, but he must choose which spells to prepare during his daily meditation.
Through 3rd level, a paladin has no caster level. At 4th level and higher, his caster level is one-half her paladin level.
Special Mount (Sp)
Upon reaching 5th level, a paladin gains the service of an unusually intelligent, strong, and loyal steed to serve her in her crusade against evil. This mount is usually a heavy warhorse (for a Medium paladin) or a warpony (for a Small paladin).
Once per day, as a full-round action, a paladin may magically call his mount from the celestial realms in which it resides. This ability is the equivalent of a spell of a level equal to one-third the paladin’s level. The mount immediately appears adjacent to the paladin and remains for 2 hours per paladin level; it may be dismissed at any time as a free action. The mount is the same creature each time it is summoned, though the paladin may release a particular mount from service.
Each time the mount is called, it appears 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. 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.
Remove Disease (Sp)
At 6th level, a paladin can produce a remove disease effect, as the spell, once per day. He can use this ability one additional time per day for every four levels after 6th.
Code of Conduct
A paladin must be of lawful good alignment and loses all class abilities if he ever willingly commits an evil act.
Additionally, a paladin’s code requires that she respect legitimate authority, act with honor (not lying, not cheating, not using poison, and so forth), help those in need (provided they do not use the help for evil or chaotic ends), and punish those who harm or threaten innocents.
Holy Might (Su)
At 12th level a Paladin gains the ability to for a number of rounds per day equal to twice his Paladin level to surround his weapon in pure holy force, causing it to deal an additional 1d8 points of holy damage.
Faith (Su)
At 14th level, a paladin's weapons are treated as good-aligned for the purposes of overcoming Damage Reduction. Any attack made against an enemy within 10 feet of him is treated as good-aligned for the purposes of overcoming Damage Reduction.
This ability functions only while the paladin is conscious, not if he is unconscious or dead.
Sanctification (Su)
At 20th level a Paladin can wrap himself in holy energy, making him resistant to most spell effects. The Paladin gains Spell Resistance equal to 5+ his Paladin level+ Charisma bonus (if any). Allies within 10 feet of the paladin gain Spell Resistance equal to Half this amount (rounded down).
This ability functions only while the paladin is conscious, not if he is unconscious or dead.
Auras (Su)
The Paladin exerts an effect on allies in his vicinity. He can learn to produce different effects, or auras, over the course of his career. The Paladin may only project one aura at a time.
Projecting an aura is a swift action. The aura remains in effect until the Paladin uses a free action to dismiss it or activates another aura. A Paladin can have an aura active continually; thus, an aura can be in effect at the start of a combat encounter even before the Paladin takes his first turn.
An ally must have an Intelligence score of 3 or higher to gain the bonus. A Paladin's aura is dismissed if he is dazed, unconscious, stunned, paralyzed, or otherwise unable to be ,seen, heard or understood by his allies.
2nd level-Daring: give allies within 10 feet a +1 sacred bonus to AC as well as a +3 sacred bonus to HP
3rd level- Might: gives allies within 10 feet a +2 sacred bonus to Strength or Constitution
5th level- Perseverence: gives allies within 10 feet resist 5 to a Particular element ( Acid, cold, electricity, or fire)
7th level - Retribution: enemies who damage allies within 10 feet suffer 5 points of holy damage.
Greater Might: gives allies within 10 feet a +4 sacred bonus to Strength or Constitution
9th level-Bravery: give allies within 10 feet a +3 sacred bonus to AC as well as +28 sacred bonus to HP
11th level- Greater Perseverence: gives allies within 10 feet resist 12 to a particular element (acid, cold, electricity, or fire)
15th level- Chastise: enemies who damage allies within 10 feet suffer 10 points of holy damage.
17th level- Valor: gives allies within 10 feet a +5 Sacred bonus to AC as well as a +50 sacred bonus to HP