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View Full Version : The Paladin: a PrC Retool (3.5 PrC, PEACH)



Noctis Vigil
2012-05-09, 05:34 AM
The Paladin

Prerequisites:
Skills: Knowledge(Religion) 8 Ranks
Special: Cannot have any levels in the Paladin base class from the Player's Handbook, nor can you take levels in it later

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), Knowledge (nobility and royalty) (Int), Knowledge (religion) (Int), Profession (Wis), Ride (Dex), and Sense Motive (Wis).
Skillpoints at 1st level: (2+Int Mod) x4
Skillpoints at level up: 2+Int Mod
Hit Die: D10

{table=head]Level|BAB|Fort|Ref|Will|Special|1|2|3|4

1st|+1|+2|+0|+0|Smite Evil 1/day, Detect Evil, Aura of Good|-|-|-|-|

2nd|+2|+3|+0|+0|Lay on Hands|-|-|-|-|

3rd|+3|+3|+1|+1|Smite Evil 2/day, Divine Grace|0|-|-|-|

4th|+4|+4|+1|+1|Remove Disease 1/week, Aura of Courage|1|0|-|-|

5th|+5|+4|+1|+1|Smite Evil 3/day, Divine Health|1|1|0|-|

6th|+6|+5|+2|+2|Remove Disease 2/week, Turn Undead|1|1|1|0|

7th|+7|+5|+2|+2|Smite Evil 4/day, Special Mount|1|1|1|1|

8th|+8|+6|+2|+2|Remove Disease 3/week|2|2|1|1|

9th|+9|+6|+3|+3|Smite Evil 5/day|2|2|2|2|

10th|+10|+7|+3|+3|Remove Disease 4/week|3|3|3|3|[/table]

Proficiencies: 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 her paladin level.

Detect Evil (Sp): At will, a Paladin can use detect evil, as the spell.

Smite Evil (Su): Once per day, a Paladin may attempt to smite evil with one normal melee attack. She adds her Charisma bonus (if any) to her attack roll and deals 1 extra point of damage per Paladin level. 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. She gains an additional use of this ability every other level.

Lay on Hands (Su): Beginning at 2nd level, a Paladin with a Charisma score of 12 or higher can heal wounds (her own or those of others) by touch. Each day she can heal a total number of hit points of damage equal to her Paladin level × her Charisma bonus. A Paladin may choose to divide her healing among multiple recipients, and she doesn’t have to use it all at once. 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 her daily allotment of points to use as damage after successfully touching an undead creature.

Spells: Beginning at 3rd level, a Paladin gains the ability to cast a small number of divine spells, which are drawn from the Paladin spell list. A Paladin must choose and prepare her spells in advance.

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. A Paladin's caster level increases at a rate of two per level, but may never be higher than their character level.

Like other spellcasters, a Paladin can cast only a certain number of spells of each spell level per day. Her base daily spell allotment is given on the table above. In addition, she receives bonus spells per day if she has a high Wisdom score. When the table indicates that the Paladin gets 0 spells per day of a given spell level, she gains only the bonus spells she would be entitled to based on her Wisdom score for that spell level. The Paladin does not have access to any domain spells or granted powers, as a cleric does.

A Paladin prepares and casts spells the way a Cleric does, though she cannot lose a prepared spell to spontaneously cast a cure spell in its place. A Paladin may prepare and cast any spell on the paladin spell list, provided that she can cast spells of that level, but she must choose which spells to prepare during her daily meditation.

Through 2nd level, a Paladin has no caster level. At 3rd level and higher, her caster level equals her Paladin level.

Divine Grace (Su): At 3rd level, a Paladin gains a bonus equal to her Charisma bonus (if any) on all saving throws.

Remove Disease (Sp): At 4th level, a Paladin can produce a remove disease effect, as the spell, once per week. She gains an additional use of this ability per week every other level.

Aura of Courage (Su): Beginning at 4th level, a Paladin is immune to fear (magical or otherwise). Each ally within 10 feet of her gains a +4 morale bonus on saving throws against fear effects.

This ability functions while the Paladin is conscious, but not if she is unconscious or dead.

Divine Health (Ex): At 5th level, a Paladin gains immunity to all diseases, including supernatural and magical diseases.

Turn Undead (Su): When a Paladin reaches 6th level, she gains the supernatural ability to turn undead. She may use this ability a number of times per day equal to 3 + her Charisma modifier. She turns undead as a Cleric of her level would.

Special Mount (Sp): Upon reaching 7th 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 her mount from the celestial realms in which it resides. This ability is the equivalent of a spell of a level equal to one-half the Paladin’s level. The mount immediately appears adjacent to the Paladin and remains for 4 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 she gains a Paladin level, whichever comes first, even if the mount is somehow returned from the dead. During this thirty-day period, the Paladin takes a -1 penalty on attack and weapon damage rolls.

Code of Conduct: A Paladin must be of lawful good alignment and loses all class abilities if she 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.

Associates: While she may adventure with characters of any good or neutral alignment, a Paladin will never knowingly associate with evil characters, nor will she continue an association with someone who consistently offends her moral code. A Paladin may accept only henchmen, followers, or cohorts who are lawful good.

The Paladin’s Mount: The Paladin's mount is identical to that found in the Paladin base class from the Player's Handbook, with the following exceptions:


The levels listed in the book at which the mount gains new abilities are replaced as: 5th-7th becomes 7th, 8th-10th becomes 8th, 11th-14th becomes 9th, and 15th-20th becomes 10th.

Command is usable once per day per Paladin level, and the save DC becomes (10+Paladin level+Paladin's Charisma modifier).

A mount's spell resistance is equal to his master's Paladin level plus 15.