View Full Version : Paladin Paramount

2012-05-11, 09:32 PM
Paladin Paramount (Primordials Campaign setting Paladin rework)

Hit Dice: D12

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 (History) (Int), Knowledge (nobility and royalty) (Int), Knowledge (religion) (Int), Profession (Wis), Ride (Dex), Sense Motive (Wis), Spellcraft (Int).
Skill Points at 1st Level: (4 + Int modifier) × 4.
Skill Points at Each Additional Level: 4 + Int modifier.

1|+1|+2|+0|+2|Radiance, Detect Evil, Blessed Weapon|0|-|-|-
2|+2|+3|+0|+3|Lay on Hands, Divine Grace|1|-|-|-
3|+3|+3|+1|+3|Divine Courage, Smiting Weapon|1||-|-
4|+4|+4|+1|+4|Special Mount, Divine Health|1|0|-|-
5|+5|+4|+1|+4|Undead Bane|1|1|-|-
6|+6|+5|+2|+5|Immunity to Mind Effects|2|1|-|-
7|+7|+5|+2|+5|Remove Disease/Cure Poison|2|1|0|-
8|+8|+6|+2|+6|Celestial Mount|2|1|1|-
9|+9|+6|+3|+6|Discern Lies|3|1|1|-
10|+10|+7|+3|+7|Blessed Armor|3|1|1|0
11|+11|+7|+3|+7|Special Cohort|3|1|1|1|-
12|+12|+8|+4|+8|Remove Blindness/Deafness|3|2|1|1
13|+13|+8|+4|+8|Holy Weapon|3|2|1|1
14|+14|+9|+4|+9|Outsider Bane|3|2|1|1
15|+15|+9|+5|+9|Celestial Cohort|3|2|2|1
16|+16|+10|+5|+10|Immunity to Shaping|3|2|2|2
18|+18|+11|+6|+11|Bringing the Light|3|3|3|2
19|+19|+11|+6|+11|Zone of Truth|3|3|3|2
20|+20|+12|+6|+12|Celestial Template|3|3|3|3[/table]
Armor and Weapon Proficiencies: A Paladin is proficient with all simple and martial weapons and all armors and shields as well as the weapon of choice of the paladin's deity.
Radiance: The paladin is pure, so pure that when they wish to they give off true and actual sunlight in a 5' radius per level. (For the purposes of dispelling darkness and magical darkness treat this as a spell of the paladins highest available spell level.) Evil creatures must make a Willsave of 10+Paladin Level+Charisma Mod when in the paladin's presence. Otherwise they take a -1 to all saves, skill checks and attack rolls until they leave the effected area. This penalty increases by 1 for every 4 levels of the Paladin. (-2 at level 4, -3 at level 8, -4 at level 12, -5 at level 16, and -6 at level 20.) The penalty applies to the willsave made to resist this effect.
Detect Evil: The paladin is always aware of evil. When anything with an evil alignment comes within 60' the paladin is immediately aware of what direction it is in, and its relative power compared to itself.
Blessed Weapon: This weapon will always strike true against evil foes. The weapon is treated as having a +1 enhancement bonus for the purpose of bypassing the damage reduction of evil creatures or striking evil incorporeal creatures (though the spell doesn’t grant an actual enhancement bonus).
The weapon also becomes good, which means it can bypass the damage reduction of certain creatures, particularly evil outsiders. (This effect ostacks with any other alignment the weapon might have.) Individual arrows or bolts can be transmuted, but affected projectile weapons (such as bows) don’t confer the benefit to the projectiles they shoot.
In addition, all critical hit rolls against evil foes are automatically successful, so every threat is a critical hit.
Lay on Hands: The Paladin may use this ability once per round to heal itself or an ally of an amount of damage equal to its charisma modifier. (Minimum 1) Alternatively, the paladin may choose to channel this energy through their weapon. If the second option is used it will deal bonus divine damage equal to the amount normally healed by this ability.
Divine Grace: The Paladin gains a bonus to all attacks and saves equal to its Charisma Modifier.
Divine Courage: The Paladin gains immunity to fear effects, and grants all allies the ability to reduce all fear effects by one step. Shaken is negated. Afraid becomes Shaken.
Smiting Weapon: The Paladin gains the ability to critical against all Evil Outsiders and Undead as though attacking a normal humanoid. At level 13 the weapon gains the additional effect of having the paladins charisma modifier added to its threat range.
Special Mount: The paladin's deity grants him or her a special mount. This mount gains abilities as according to the Sidebar in the PHB, and as an Animal Companion.
Divine Health: The Paladin gains immunity to all mundane supernatural and magical poisons and diseases. The Paladin also gains immunity to ability loss, be it drain or damage, even from age, from any source.
Undead Bane: The Paladin's weapon additionally gains the Undead Bane Property.
Immunity to Mind Effects: The Paladin becomes immune to all unwanted mental influence. Including Illusions.
Remove Disease/Cure Poison: The Paladin gains the ability to remove diseases or poisons from others a number of times per day equal to their Charisma Modifier. This does not restore any ability loss or damage cause before this ability was used as a result of these poisons and diseases.
Celestial Mount: The Paladin's Mount gains the Celestial Template.
Discern Lies: The Paladin is always aware of lies spoken in their presence. Though they may not know what the lie is, or who spoke it.
Blessed Armor: The Paladin's Armor grants DR 5/- versus creatures of evil alignment, and undead. The Paladin's Armor also counts as having a +1 Sacred bonus to AC, and moderate fortification against Evil Outsiders and Undead.
Special Cohort: The Paladin gains a Divine Cohort. A creature of Alignment within one step of the Paladin's is given to him/her as a loyal companion. This creature must be of the Paladin's Hit Dice or lower.
Remove Blindness/Deafness: The Paladin gains the ability to restore sight and hearing. The source or cause of the blindness or deafness do not matter. This ability may be used a number of times per day equal to the paladin's level.
Holy Weapon: Any weapon the paladin holds now gains the Holy Weapon feature. The weapon acts as a +5 holy weapon (+5 enhancement bonus on attack and damage rolls, extra 2d6 damage against evil, and undead opponents). It also emits a Holy Aura (as the spell).
If the Holy Aura ends, the sword creates a new one immediately as a free action.
The effect is automatically canceled 1 round after the weapon leaves your hand.
This spell does not work on artifacts.
Note: A masterwork weapon’s bonus to attack does stack with this enhancement bonus to attack.
Outsider Bane: The Paladin's weapon now gains the Outsider Bane feature whenever held. This ability, and all other abilities of this class stack.
Celestial Cohort: The Paladin's Cohort gains the Celestial Template.
Immunity to Shaping: Any effect that is undesired by the paladin that would alter the paladin or the paladin's equipment is negated automatically. This includes mundane sources of alteration, such as rust, acid burns, blackening, dirt, scuff marks, and any other visible, physical, or cosmetic changes.
Benediction: The Paladin is now walking on Holy ground. The Paladin's immediate area (60' radius, or room) is now considered blessed, consecrated, and holy ground. Any Evil Outsiders or Undead that enter this area immediately begin taking damage equal to the paladin's level + Charisma Modifier every turn (not just theirs). Thus a level 20 Paladin, with a 30 Charisma would generate 30 damage per turn. if 50 Evil Outsiders enter this area at the same time, each of them begin taking 30 damage on each individual turn. If the paladin goes first, then by the time the paladin has its second turn each enemy will have taken this damage 51 times. "I can walk safely in hell, entirely unmolested from the first layer, to the twenty third."
Bringing The Light: The Paladin's Radiance effect now causes damage to any evil or undead that attempt to scry on anything within the area of the paladin's Radiance, as though they had entered the area of his benediction.
Zone of Truth: Whenever the paladin wishes it may activate a Zone of Truth effect. This is a Supernatural ability centered on the Paladin. The effect is as though cast by a Cleric of the Paladin's level.
Celestial Template: The Paladin gains the following Benefits:
—Deeper Darkvision out to 60 feet.
—Darkvision out to 120 feet.
—Damage reduction 10/evil.
—Low-Light Vision.
—Resistance to acid, cold, and electricity 10.
—Spell resistance equal to Class Level + 10.

2012-05-11, 10:58 PM
i think the scary part is, it is possible that this could be used without being in your uberpower campaign.

2012-05-12, 02:28 PM
With a few minor modifications... yes, most definitely.

zegram 33
2012-05-12, 07:31 PM
immunity to shaping: for, say, acid burns, does that negate the DAMAGE of the acid burn, or just the cosmetic effect of it.
because as wrtten it sounds like the former but thats...basically immunity to 2/3rds of spells

2012-05-12, 07:45 PM
his arm won't be dissolved, but the paladin will still take the damage. So, you cannot... cripple one.

A titan cannot for instance, pick one up and pluck its arms and legs off. The titan can crush them or mangle them horribly, but they'll still look healthy and functional.

2012-05-12, 07:48 PM
immunity to shaping: for, say, acid burns, does that negate the DAMAGE of the acid burn, or just the cosmetic effect of it.
because as wrtten it sounds like the former but thats...basically immunity to 2/3rds of spells

its supposed to be the transmutation school in general. although forcibly making yourself incapable of receiving a permananced Iron Body spell doesnt make too much sense.

in other news, This paladin could use Mettle and Improved Mettle

2012-05-12, 07:53 PM
Any effect that is undesired by the paladin. This means that, for instance, if the paladin wishes to receive your buff, it will.

2012-05-12, 07:53 PM
Any effect that is undesired by the paladin. This means that, for instance, if the paladin wishes to receive your buff, it will.

ya, i posted before i went back to check that

and i wouldnt say acid burns dont scar

2012-05-12, 07:57 PM
Well, it's too bad you wouldn't say that, because they don't.

2012-05-12, 07:59 PM
Well, it's too bad you wouldn't say that, because they don't.

i mean with the immunity

2012-05-12, 08:02 PM
The immunity is there to protect their pretty faces. This has the following actual mechanical effects:
Immunity to blindness
Immunity to Deafness
Immunity to crippling effects
Immunity to rust monster eating your equipment.