Sgt. Cookie
2012-06-02, 04:57 PM
The Paladin
I was bored, OK?
http://fc02.deviantart.net/fs36/f/2008/277/a/b/Paladin_Concept_by_liquidology.jpg
http://suptg.thisisnotatrueending.com/archive/17506545/images/1326331064598.jpg
All credit to the original creators
A good and evil paladin, respectively
Bringers of divine might and unholy power, all are labeled "Paladin". The very word brings forth an image of a shining knight, giving hope to the weak and bringing fear to evil. But warriors of demons most foul are Paladins too, except that they slaughter, pillage and oppress.
Game rule information:
Paladins have the following game statistics.
Abilities: As front line warriors, they require Strength, Dexterity and Constitution. They also require a high wisdom score, as it powers all Paladin and domain abilities and spells.
Alignment: Any Good or Any Evil
Hit Die: d10
Starting age: As PHB Paladin
Starting gold: As PHB Paladin
Class skills:
The paladin’s class skills (and the key ability for each skill) are: Bluff (Cha), Concentration (Con), Craft (Int), Diplomacy (Cha), Disguise (Cha), Escape Artist (Dex), Gather information (Cha) Handle Animal (Cha), Heal (Wis), Intimidate (Cha), Knowledge (nobility and royalty) (Int), Knowledge (religion) (Int), Listen (Wis), Profession (Wis), Ride (Dex), Sense Motive (Wis), Sleight of Hand (Dex), Speak Language, Spot (Wis) and Tumble (Dex)
Skill Points at 1st Level: (6 + Int modifier) × 4
Skill Points at Each Additional Level: 6 + Int modifier.
{table=head]Level|Base Attack Bonus|Fort Save|Ref Save|Will Save|Special|0|1|2|3|4|5
1st|+1|+2|+0|+2|Smite 1/encounter, Domain, Turn/Rebuke undead, Aura|3|2|-|-|-|-
2nd|+2|+3|+0|+3|Divine Grace, Lay on hands/deadly touch|4|3|-|-|-|-
3rd|+3|+3|+1|+3|Smite 2/encounter, Aura of courage|5|4|-|-|-|-
4th|+4|+4|+1|+4|Divine channeling, Divine bonus, +1 bonus|6|5|-|-|-|-
5th|+5|+4|+1|+4|Smite 3/encounter, Divine companion|6|5|2|-|-|-
6th|+6/+1|+5|+2|+5|Lesser transformation, Lesser planar ally|6|6|3|-|-|-
7th|+7/+2|+5|+2|+5|Smite 4/encounter, |6|6|5|-|-|-
8th|+8/+3|+6|+2|+6|+2 bonus|6|7|6|-|-|-
9th|+9/+4|+6|+3|+6|Smite 5/encounter,l|6|7|6|2|-|-
10th|+10/+5|+7|+3|+7|Divine skills|6|8|7|3|-|-
11th|+11/+6/+1|+7|+3|+7|Smite 6/encounter,|6|8|7|5|-|-
12th|+12/+7/+2|+8|+4|+8|Planar ally, +3 bonus|6|8|8|6|-|-
13th|+13/+8/+3|+8|+4|+8|Moderate Transformation, Smite 7/encounter, Divine Channeling|6|9|8|6|2|-
14th|+14/+9/+4|+9|+4|+9|Special|6|9|8|7|3|-
15th|+15/+10/+5|+9|+5|+9|Smite 8/encounter,|6|9|8|7|5|-
16th|+16/+11/+6/+1|+10|+5|+10|+4 bonus|6|9|9|8|6|-
17th|+17/+12/+7/+2|+10|+5|+10|Smite 9/encounter,|6|10|9|8|6|2
18th|+18/+13/+8/+3|+11|+6|+11|Greater planar ally|6|10|9|8|7|3
19th|+19/+14/+9/+4|+11|+6|+11|Smite 10/encounter,|6|10|10|9|7|5
20th|+20/+15/+10/+5|+12|+6|+12|Greater Transformation, +5 bonus|6|10|10|9|7|5
[/table]
Class features:
The following are considered class features of the Paladin:
Important note: Paladins of evil gods, but not Paladins of demons/devils or an evil cause, choose from the celestial list, when appropriate, but the outsider's colouration, abilities and subtype are considered evil, instead of good.
Weapon and armour proficiencies:
The Paladin is proficient with all simple and martial weapons, all armours and all shields (except tower shields).
Spells:
The Paladin casts Divine spells, drawn from the Paladin spell list below. The Paladin may cast any spell on his list spontaneously. The difficulty class against any of his spells is 10+the spell's level+the Paladin's wisdom modifier. The only spell that a Paladin may cast regardless of alignment, is Deathwatch, which does not register as an evil spell.
Additionaly, at every even level (2, 4, 6, etc.), the Paladin may add a single spell from the Cleric list to his spells known list.
Spell list:
0: The Paladin's orisons are the same as the Cleric's.
1: Bless, Bless/Curse water, Command, Cure/Inflict light wounds, Deathwatch, Detect Chaos/Evil/Good/Law, Detect undead, Divine favour, Magic weapon, Obscuring mist, Protection from Chaos/Evil/Good/Law, Shield of Faith, Summon Monster I
2: Align weapon, Consecrate, Cure/Inflict moderate wounds, Death knell, Delay poison, Desecrate, Gentle repose, Hold person, Lesser Restoration, Spiritual weapon, Status, Summon monster II
3: Animate dead, Bestow curse, Contagion, Create food and water, Cure/Inflict serious wounds, Dispel magic, Magic Circle against Chaos/Evil/Good/Law, Remove curse, remove disease, Searing light, Speak with dead, Summon monster III
4: Cure/Inflict critical wounds, Death ward, Discern lies, Divine power, Greater magic weapon, Neutralize Poison, Lesser planar ally, Poison, Restoration, Sending, Summon Monster IV
5: Atonement, Break enchantment, Cure/inflict mass light wounds, Dispel Chaos/Evil/Good/Law, Disrupting Weapon, Flame strike, Mark of justice, Raise dead, Slay living, Summon monster V, True Seeing
Smite (Su):
Once per encounter, a Paladin may make a smite attack as part of an attack. The Paladin adds his wisdom bonus to the attack roll and deals 1 point of extra damage per Paladin level. When smiting a creature on the opposite side of the good-evil axis, your attack automatically threatens a critical. At level 7, the attack automatically confirms criticals. Smite damage is doubled on a critical.
Additionaly, any Smited creature must succed on a will save (DC= 10 + half the Paladin's level + Wisdom modifer) or be unable to cast any spells or spell like abilities for a number of rounds equal to the Paladin's Wisdom Modifer.
Domain:
The Paladin gains the use of a single domain, uses Wisdom in place of charisma for domain abilities, and the spells are added to the Paladin's spells known list. This is otherwise identical to the Cleric ability.
Turn/Rebuke undead (Su):
The Paladin turns/rebukes undead as a cleric of his class level. He may use this ability a number of times per day equal to 3 + his wisdom modifier.
Aura (Ex):
As the PHB Paladin class feature, except that evil Paladins have an evil aura.
Divine grace:
As the PHB Paladin class feature, except that it uses Wisdom, rather than Charisma. It also applies to AC starting at level 6.
Lay on hands/Deadly touch (Su):
See the class abilities in the PHB and UA, except that it is keyed of wisdom. This ability may be used in conjunction with Divine Channeling.
Aura of courage (Su)
At third level, the Paladin becomes immune to fear effects. Any ally within 10ft + 5ft/Paladin level gains the Paladin's wisdom modifier as a sacred/profane bonus against fear effects. At level 10, this becomes immunity to fear.
Divine channeling (Su)
See the Arcane Channeling class feature.
Divine bonus (Su):
Starting at 4th level, a Paladin's weapons are empowered with Holy (or Unholy) power. This manifests itself as a Sacred or Profane bonus to weapons, as depicted on the Paladin class table.
This functions as an enhancement bonus, and at the start of the day, can be traded in for any weapon enchancement that the Paladin has a large enough bonus for. The weapon does not need to be a +1 weapon to gain these enchantments.
Divine bonus can only be used on any weapon the Paladin wields, including improvised weapons and gauntlets, but excluding unarmed strikes, but the bonus only applies to any one weapon at any moment.
Divine companion:
Starting at level 5, the Paladin gains the use of a divine companion. A divine companion is a normal animal companion that has the Celestial or Fiendish template applied.
Treat the Paladin as a Druid, to determine the companion and any abilities.
Divine Companion functions as the Special Mount and animal companion features for any prerequisites.
Lesser transformation:
The Paladin's holy (Or unholy) service starts to affect him physically. The Paladin gains the Celestial or Fiendish template without incurring any LA or the Extraplanar subtype.
Planar ally (Sp)
Once per day as a swift action, the Paladin may use lesser planar ally as a spell like ability, with the following restrictions:
The Paladin may only summon an ally that has the same alignment, on both axis, as the Paladin and it lasts for a number of rounds equal to twice the Paladin's wisdom modifer OR until the end of the encounter. Whichever comes first.
At level 10 this improves to Planar Ally, with the same restrictions.
At level 14 this improves to Greater Planar Ally, with the same restrictions.
Divine skills (Ex)
Once per encounter as an immediate action, the Paladin may grant himself or any ally within 30ft the Paladin's wisdom modifer as a sacred/profane bonus to the next skill check the character makes.
Moderate transformation:
Agents of the Paladin's lord (Or alignment appropriate agents, if the Paladin gains his spells from a cause) have taken notice of him, and welcome them into their hierarchy. The Paladin gains the Half-celestial or Half-fiend template without incurring any LA. This ability replaces Lesser Transformation.
Greater transformation:
The Paladin's lord himself (Or an alignment appropriate deity, if the Paladin gains his spells from a cause) has taken notice of the Paladin, and welcomes him as a member of his divine army.
Select any outsider from the MM(s) that matches the Paladin on the good-evil axis and the law-chaos axis. If the outsider has HD equal to or less than the Paladin's HD, then the Paladin transforms into the outsider, gaining all abilities possessed by the new form, except that he retains his own mental scores and does not incur any RHD or LA.
The Paladin may abstain from choosing when he gains this class feature, so that he may gain more HD to choose a stronger form.
This ability replaces Moderate Transformation
I was bored, OK?
http://fc02.deviantart.net/fs36/f/2008/277/a/b/Paladin_Concept_by_liquidology.jpg
http://suptg.thisisnotatrueending.com/archive/17506545/images/1326331064598.jpg
All credit to the original creators
A good and evil paladin, respectively
Bringers of divine might and unholy power, all are labeled "Paladin". The very word brings forth an image of a shining knight, giving hope to the weak and bringing fear to evil. But warriors of demons most foul are Paladins too, except that they slaughter, pillage and oppress.
Game rule information:
Paladins have the following game statistics.
Abilities: As front line warriors, they require Strength, Dexterity and Constitution. They also require a high wisdom score, as it powers all Paladin and domain abilities and spells.
Alignment: Any Good or Any Evil
Hit Die: d10
Starting age: As PHB Paladin
Starting gold: As PHB Paladin
Class skills:
The paladin’s class skills (and the key ability for each skill) are: Bluff (Cha), Concentration (Con), Craft (Int), Diplomacy (Cha), Disguise (Cha), Escape Artist (Dex), Gather information (Cha) Handle Animal (Cha), Heal (Wis), Intimidate (Cha), Knowledge (nobility and royalty) (Int), Knowledge (religion) (Int), Listen (Wis), Profession (Wis), Ride (Dex), Sense Motive (Wis), Sleight of Hand (Dex), Speak Language, Spot (Wis) and Tumble (Dex)
Skill Points at 1st Level: (6 + Int modifier) × 4
Skill Points at Each Additional Level: 6 + Int modifier.
{table=head]Level|Base Attack Bonus|Fort Save|Ref Save|Will Save|Special|0|1|2|3|4|5
1st|+1|+2|+0|+2|Smite 1/encounter, Domain, Turn/Rebuke undead, Aura|3|2|-|-|-|-
2nd|+2|+3|+0|+3|Divine Grace, Lay on hands/deadly touch|4|3|-|-|-|-
3rd|+3|+3|+1|+3|Smite 2/encounter, Aura of courage|5|4|-|-|-|-
4th|+4|+4|+1|+4|Divine channeling, Divine bonus, +1 bonus|6|5|-|-|-|-
5th|+5|+4|+1|+4|Smite 3/encounter, Divine companion|6|5|2|-|-|-
6th|+6/+1|+5|+2|+5|Lesser transformation, Lesser planar ally|6|6|3|-|-|-
7th|+7/+2|+5|+2|+5|Smite 4/encounter, |6|6|5|-|-|-
8th|+8/+3|+6|+2|+6|+2 bonus|6|7|6|-|-|-
9th|+9/+4|+6|+3|+6|Smite 5/encounter,l|6|7|6|2|-|-
10th|+10/+5|+7|+3|+7|Divine skills|6|8|7|3|-|-
11th|+11/+6/+1|+7|+3|+7|Smite 6/encounter,|6|8|7|5|-|-
12th|+12/+7/+2|+8|+4|+8|Planar ally, +3 bonus|6|8|8|6|-|-
13th|+13/+8/+3|+8|+4|+8|Moderate Transformation, Smite 7/encounter, Divine Channeling|6|9|8|6|2|-
14th|+14/+9/+4|+9|+4|+9|Special|6|9|8|7|3|-
15th|+15/+10/+5|+9|+5|+9|Smite 8/encounter,|6|9|8|7|5|-
16th|+16/+11/+6/+1|+10|+5|+10|+4 bonus|6|9|9|8|6|-
17th|+17/+12/+7/+2|+10|+5|+10|Smite 9/encounter,|6|10|9|8|6|2
18th|+18/+13/+8/+3|+11|+6|+11|Greater planar ally|6|10|9|8|7|3
19th|+19/+14/+9/+4|+11|+6|+11|Smite 10/encounter,|6|10|10|9|7|5
20th|+20/+15/+10/+5|+12|+6|+12|Greater Transformation, +5 bonus|6|10|10|9|7|5
[/table]
Class features:
The following are considered class features of the Paladin:
Important note: Paladins of evil gods, but not Paladins of demons/devils or an evil cause, choose from the celestial list, when appropriate, but the outsider's colouration, abilities and subtype are considered evil, instead of good.
Weapon and armour proficiencies:
The Paladin is proficient with all simple and martial weapons, all armours and all shields (except tower shields).
Spells:
The Paladin casts Divine spells, drawn from the Paladin spell list below. The Paladin may cast any spell on his list spontaneously. The difficulty class against any of his spells is 10+the spell's level+the Paladin's wisdom modifier. The only spell that a Paladin may cast regardless of alignment, is Deathwatch, which does not register as an evil spell.
Additionaly, at every even level (2, 4, 6, etc.), the Paladin may add a single spell from the Cleric list to his spells known list.
Spell list:
0: The Paladin's orisons are the same as the Cleric's.
1: Bless, Bless/Curse water, Command, Cure/Inflict light wounds, Deathwatch, Detect Chaos/Evil/Good/Law, Detect undead, Divine favour, Magic weapon, Obscuring mist, Protection from Chaos/Evil/Good/Law, Shield of Faith, Summon Monster I
2: Align weapon, Consecrate, Cure/Inflict moderate wounds, Death knell, Delay poison, Desecrate, Gentle repose, Hold person, Lesser Restoration, Spiritual weapon, Status, Summon monster II
3: Animate dead, Bestow curse, Contagion, Create food and water, Cure/Inflict serious wounds, Dispel magic, Magic Circle against Chaos/Evil/Good/Law, Remove curse, remove disease, Searing light, Speak with dead, Summon monster III
4: Cure/Inflict critical wounds, Death ward, Discern lies, Divine power, Greater magic weapon, Neutralize Poison, Lesser planar ally, Poison, Restoration, Sending, Summon Monster IV
5: Atonement, Break enchantment, Cure/inflict mass light wounds, Dispel Chaos/Evil/Good/Law, Disrupting Weapon, Flame strike, Mark of justice, Raise dead, Slay living, Summon monster V, True Seeing
Smite (Su):
Once per encounter, a Paladin may make a smite attack as part of an attack. The Paladin adds his wisdom bonus to the attack roll and deals 1 point of extra damage per Paladin level. When smiting a creature on the opposite side of the good-evil axis, your attack automatically threatens a critical. At level 7, the attack automatically confirms criticals. Smite damage is doubled on a critical.
Additionaly, any Smited creature must succed on a will save (DC= 10 + half the Paladin's level + Wisdom modifer) or be unable to cast any spells or spell like abilities for a number of rounds equal to the Paladin's Wisdom Modifer.
Domain:
The Paladin gains the use of a single domain, uses Wisdom in place of charisma for domain abilities, and the spells are added to the Paladin's spells known list. This is otherwise identical to the Cleric ability.
Turn/Rebuke undead (Su):
The Paladin turns/rebukes undead as a cleric of his class level. He may use this ability a number of times per day equal to 3 + his wisdom modifier.
Aura (Ex):
As the PHB Paladin class feature, except that evil Paladins have an evil aura.
Divine grace:
As the PHB Paladin class feature, except that it uses Wisdom, rather than Charisma. It also applies to AC starting at level 6.
Lay on hands/Deadly touch (Su):
See the class abilities in the PHB and UA, except that it is keyed of wisdom. This ability may be used in conjunction with Divine Channeling.
Aura of courage (Su)
At third level, the Paladin becomes immune to fear effects. Any ally within 10ft + 5ft/Paladin level gains the Paladin's wisdom modifier as a sacred/profane bonus against fear effects. At level 10, this becomes immunity to fear.
Divine channeling (Su)
See the Arcane Channeling class feature.
Divine bonus (Su):
Starting at 4th level, a Paladin's weapons are empowered with Holy (or Unholy) power. This manifests itself as a Sacred or Profane bonus to weapons, as depicted on the Paladin class table.
This functions as an enhancement bonus, and at the start of the day, can be traded in for any weapon enchancement that the Paladin has a large enough bonus for. The weapon does not need to be a +1 weapon to gain these enchantments.
Divine bonus can only be used on any weapon the Paladin wields, including improvised weapons and gauntlets, but excluding unarmed strikes, but the bonus only applies to any one weapon at any moment.
Divine companion:
Starting at level 5, the Paladin gains the use of a divine companion. A divine companion is a normal animal companion that has the Celestial or Fiendish template applied.
Treat the Paladin as a Druid, to determine the companion and any abilities.
Divine Companion functions as the Special Mount and animal companion features for any prerequisites.
Lesser transformation:
The Paladin's holy (Or unholy) service starts to affect him physically. The Paladin gains the Celestial or Fiendish template without incurring any LA or the Extraplanar subtype.
Planar ally (Sp)
Once per day as a swift action, the Paladin may use lesser planar ally as a spell like ability, with the following restrictions:
The Paladin may only summon an ally that has the same alignment, on both axis, as the Paladin and it lasts for a number of rounds equal to twice the Paladin's wisdom modifer OR until the end of the encounter. Whichever comes first.
At level 10 this improves to Planar Ally, with the same restrictions.
At level 14 this improves to Greater Planar Ally, with the same restrictions.
Divine skills (Ex)
Once per encounter as an immediate action, the Paladin may grant himself or any ally within 30ft the Paladin's wisdom modifer as a sacred/profane bonus to the next skill check the character makes.
Moderate transformation:
Agents of the Paladin's lord (Or alignment appropriate agents, if the Paladin gains his spells from a cause) have taken notice of him, and welcome them into their hierarchy. The Paladin gains the Half-celestial or Half-fiend template without incurring any LA. This ability replaces Lesser Transformation.
Greater transformation:
The Paladin's lord himself (Or an alignment appropriate deity, if the Paladin gains his spells from a cause) has taken notice of the Paladin, and welcomes him as a member of his divine army.
Select any outsider from the MM(s) that matches the Paladin on the good-evil axis and the law-chaos axis. If the outsider has HD equal to or less than the Paladin's HD, then the Paladin transforms into the outsider, gaining all abilities possessed by the new form, except that he retains his own mental scores and does not incur any RHD or LA.
The Paladin may abstain from choosing when he gains this class feature, so that he may gain more HD to choose a stronger form.
This ability replaces Moderate Transformation