Zancloufer
2013-03-10, 11:23 AM
A lot of the base classes in Core are a bit, weak. Anyway I always liked the Paladin (First class I played in D&D, well it was 1dt ED Paladin but w/e) but it doesn't quite scale up. People even say that a Crusader or "Prestige Paladin" is better.
I'm Not questioning that, I just think the Paladin was on the edge of being decent. So here's my buff, doesn't change the Paladin's Flavour or abilities, just makes them more relevant.
Table 1 : The Paladin
{table=head] Level | BAB | Fort | Ref | Will | Special
1 | 1 | 2 | 0 | 2 | Aura of good, Detect evil, Smite evil
2 | 2 | 3 | 0 | 3 | Divine Grace, Lay on Hands
3 | 3 | 3 | 1 | 3 | Aura of Courage, Divine Health
4 | 4 | 4 | 1 | 4 | Turn Undead
5 | 5 | 4 | 1 | 4 | Special Mount, Smite Evil 2x
6 | 6\1 | 5 | 2 | 5 | Touch of Vitality
7 | 7\2 | 5 | 2 | 5 | Protection From Evil
8 | 8\3 | 6 | 2 | 6 |Smite Evil 3x
9 | 9\4 | 6 | 3 | 6 | Mettle
10 | 10\5 | 7 | 3 | 7 | Swift Spell Like Ability
11 | 11\6\1 | 7 | 3 | 7 | Smite Evil 4x
12 | 12\7\2 | 8 | 4 | 8 | Supreme Smite
13 | 13\8\3 | 8 | 4 | 8 | Spell Resistance
14 | 14\9\4 | 9 | 4 | 9 | Smite Evil 5x
15 | 15\10\5 | 9 |5 | 9 | Divine Transparency
16 | 16\11\6\1 | 10 | 5 | 10 | Planar Turning
17 | 17\12\7\2 | 11 | 5 | 10 | Smite Evil 6x
18 | 18\13\8\3 | 11 | 6 | 11 |
19 | 19\14\9\4 | 11 | 6 | 11 |
20 | 20\15\10\5 | 12 | 6 | 12 | Smite Evil 7x
[/table]
Hit Dice: d10
Skill Points at 1st Level
(4 + Int modifier) ×4.
Skill Points at Each Additional Level
4 + Int modifier.
The paladin’s class skills (and the key ability for each skill) are: Concentration (Con), Craft (Int), Climb (Str), Diplomacy (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), Search (Int), Spot (Wis), and Swim (Str).
Class Features
All of the following are class features of the paladin.
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.
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 encounter, 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 encounter.
At 4th level, and at every four levels thereafter, the paladin may smite evil one additional time per encounter, as indicated on Table: The Paladin, to a maximum of seven times per encounter at 20th level.
Divine Grace (Su)
At 2nd level, a paladin gains a bonus equal to her 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 (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 × 3. 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.
Aura of Courage (Su)
Beginning at 3rd level, a paladin is immune to fear (magical or otherwise). Each ally within 10 feet of her gains a +4 untyped 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 3rd level, a paladin gains immunity to all diseases, including supernatural and magical diseases. The Paladin also gains a +4 untyped bonus to resisting poisons
.
Turn Undead (Su)
When a paladin reaches 4th 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 if she was a cleric of equal level to her Paladin level.
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.
To cast a spell, a paladin must have a Charisma 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 Charisma modifier.
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 Table: Paladin Spells. In addition, she receives bonus spells per day if she has a high Charisma score. The paladin gains access to one domain's spells and granted powers, of which she must choose by third level.
Unlike a wizard or a cleric, a paladin need not prepare her spells in advance. She can cast any spell she knows at any time, assuming she has not yet used up her spells per day for that spell level. She does not have to decide ahead of time which spells she’ll cast.
For the first two levels, a paladin has no caster level. At 3rd level and higher, her caster level is her paladin level.
Table 2 : Paladin Spells Per Day
{table=head] Level | 0 | 1 |2 | 3 | 4 | 5
3 | 1 | 0 | - | - | - | - |
4 | 1 | 1 | 0 | - | - | - |
5 | 2 | 1 | 1 | - | - | - |
6 | 2 | 2 | 1 | 0 | - | - |
7 | 3 | 2 | 2 | 1 | - | - |
8 | 3 | 3 | 2 | 1 | 0 | - |
9 | 4 | 3 | 3 | 2 | 1 | - |
10 | 4 | 4 | 3 | 2 | 1 | 0 |
11 | 5 | 4 | 4 | 3 | 2 | 1 |
12 | 5 | 5 | 4 | 3 | 2 | 1 |
13 | 6 | 5 | 5 | 4 | 3 | 2 |
14 | 6 | 6 | 5 | 4 | 3 | 2 |
15 | 7 | 6 | 6 | 5 | 4 | 3 |
16 | 7 | 7 | 6 | 5 | 4 | 3 |
17 | 8 | 7 | 7 | 6 | 5 | 4 |
18 | 8 | 8 | 7 | 6 | 5 | 4 |
19 | 9 | 8 | 8 | 7 | 6 | 5 |
20 | 9 | 9 | 8 | 7 | 6 | 5 |
[/table]
Paladin Spells Known
0-Level Paladin Spells
Create Water: Creates 2 gallons/level of pure water.
Cure Minor Wounds: Cures 1 point of damage.
Detect Magic: Detects spells and magic items within 60 ft.
Detect Poison: Detects poison in one creature or object.
Guidance: +1 on one attack roll, saving throw, or skill check.
Inflict Minor Wounds: Touch attack, 1 point of damage.
Light: Object shines like a torch.
Mending: Makes minor repairs on an object.
Purify Food and Drink: Purifies 1 cu. ft./level of food or water.
Read Magic: Read scrolls and spellbooks.
Resistance: Subject gains +1 on saving throws.
Virtue: Subject gains 1 temporary hp.
1st-Level Paladin Spells
Bless: Allies gain +1 on attack rolls and +1 on saves against fear.
Bless Water: Makes holy water.
Bless Weapon: Weapon strikes true against evil foes.
Cure Light Wounds: Cures 1d8 damage +1/level (max +5).
Detect Undead: Reveals undead within 60 ft.
Divine Favor: You gain +1 per three levels on attack and damage rolls.
Endure Elements: Exist comfortably in hot or cold environments.
Entropic Shield: Ranged attacks against you have 20% miss chance.
Magic Weapon: Weapon gains +1 bonus.
Protection from Chaos/Evil: +2 to AC and saves, counter mind control, hedge out elementals and outsiders.
Restoration, Lesser: Dispels magical ability penalty or repairs 1d4 ability damage.
Remove Fear: Suppresses fear or gives +4 on saves against fear for one subject + one per four levels.
2nd-Level Paladin Spells
Aid: +1 on attack rolls and saves against fear, 1d8 temporary hp +1/level (max +10).
Align Weapon: Weapon becomes good, or lawful.
Bull’s Strength: Subject gains +4 to Str for 1 min./level.
Consecrate: Fills area with positive energy, making undead weaker.
Continual Flame: Makes a permanent, heatless torch.
Delay Poison: Stops poison from harming subject for 1 hour/level.
Eagle’s Splendor: Subject gains +4 to Cha for 1 min./level.
Hold Person: Paralyzes one humanoid for 1 round/level.
Make Whole: Repairs an object.
Owl’s Wisdom: Subject gains +4 to Wis for 1 min./level.
Remove Paralysis: Frees one or more creatures from paralysis or slow effect.
Resist Energy: Ignores 10 (or more) points of damage/attack from specified energy type.
Searing Light: Ray deals 1d8/two levels damage, more against undead.
Shield Other : You take half of subject’s damage.
Undetectable Alignment: Conceals alignment for 24 hours.
Zone of Truth: Subjects within range cannot lie.
3rd-Level Paladin Spells
Create Food and Water: Feeds three humans (or one horse)/level.
Cure Serious Wounds: Cures 3d8 damage +1/level (max +15).
Daylight: 60-ft. radius of bright light.
Discern Lies: Reveals deliberate falsehoods.
Dispel Magic: Cancels spells and magical effects.
Glyph of Warding: Inscription harms those who pass it.
Heal Mount: As heal on warhorse or other special mount.
Invisibility Purge: Dispels invisibility within 5 ft./level.
Magic Circle against Chaos: As protection from chaos, but 10-ft. radius and 10 min./level.
Magic Circle against Evil: As protection from evil, but 10-ft. radius and 10 min./level.
Magic Weapon, Greater: +1 bonus/four levels (max +5).
Magic Vestment: Armor or shield gains +1 enhancement per four levels.
Meld into Stone: You and your gear merge with stone.
Prayer: Allies +1 bonus on most rolls, enemies -1 penalty.
Remove Blindness/Deafness: Cures normal or magical conditions.
Remove Curse: Frees object or person from curse.
Wind Wall: Deflects arrows, smaller creatures, and gases.
4th-Level Paladin Spells
Break Enchantment: Frees subjects from enchantments, alterations, curses, and petrification.
Cure Serious Wounds: Cures 3d8 damage +1/level (max +15).
Death Ward: Grants immunity to death spells and negative energy effects.
Dispel Chaos: +4 bonus against attacks by chaotic creatures.
Dispel Evil: +4 bonus against attacks by evil creatures.
Disrupting Weapon: Melee weapon destroys undead.
Flame Strike: Smite foes with divine fire (1d6/level damage).
Holy Sword: Weapon becomes +5, deals +2d6 damage against evil.
Mark of Justice: Designates action that will trigger curse on subject.
Neutralize Poison: Immunizes subject against poison, detoxifies venom in or on subject.
Planar Ally, Lesser: Exchange services with a 6 HD extraplanar creature.
Restoration: Restores level and ability score drains.
Righteous Might: Your size increases, and you gain combat bonuses.
Sending: Delivers short message anywhere, instantly.
Spell Immunity: Subject is immune to one spell per four levels
Tongues: Speak any language.
5th-Level Paladin Spells
Atonement: Removes burden of misdeeds from subject.
Bear’s Endurance, Mass: As bear’s endurance, affects one subject/ level.
Bull’s Strength, Mass: As bull’s strength, affects one subject/level.
Dispel Magic, Greater: As dispel magic, but up to +20 on check.
Eagle’s Splendor, Mass: As eagle’s splendor, affects one subject/level.
Forbiddance: Blocks planar travel, damages creatures of different alignment.
Glyph of Warding, Greater: As glyph of warding, but up to 10d8 damage or 5th-level spell.
Hallow: Designates location as holy.
Plane Shift: As many as eight subjects travel to another plane.
Heal: Cures 10 points/level of damage, all diseases and mental conditions.
Owl’s Wisdom, Mass: As owl’s wisdom, affects one subject/level.
Planar Ally: As lesser planar ally, but up to 12 HD.
Raise Dead: Restores life to subject who died as long as one day/level ago.
Spell Resistance: Subject gains SR 12 + level.
Undeath to Death: Destroys 1d4 HD/level undead (max 20d4).
Word of Recall: Teleports you back to designated place.
Design Note:
The Paladin spell list here is probably incomplete. I just went through Core for the time being. With Complete Divine and other splat books with decent divine spell counts more spells COULD be added. I think knowing the entire list every day is a bit too much but IDK exactly how to limit it. Perhaps something related to level and Charisma Mod that they can choose to have ready each day?
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 her 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 one week or until she gains a paladin level, whichever comes first, unless the mount is somehow returned from the dead.
Touch of Vitality (Sp)
At 6th level, a paladin can remedy a variety of aliments by using up some of her Lay on Hands power. For every 5 points used up she can heal 1 point of ability damage or remove the dazed, sicken or fatigued effect. For every 10 points of healing expanded the Paladin can remove the poisoned, exhausted, stunned, or nauseated effect. For every 15 points she can remove the diseased, blinded, deafened, stunned, or an negative level. She can combine all these effect along with normal healing as long as it's on a single target.
Protection From Evil (Su)
Starting at 7th level the Paladin is constantly under the effect of a protection from evil spell. At level 13 this becomes a magic circle against evil radiating from the Paladin.
Mettle (Ex)
The Paladin can resist magical attacks more than most others. If she succeeds a saving throw against a Fortitude or Will that would normally produce an effect on a successful save (Will half or Fortitude partial) you instead ignore that effect.
Swift Spell Like Ability (Su)
Starting at 10th level the Paladin can using any of her SLAs (Smite Evil, Lay on Hands, Summon Mount) as a Swift action once per day per Charisma modifier. IE: A Paladin with 20 Charisma can make up to five of her SLAs a swift action per day.
Supreme Smite (Su)
When ever a Paladin successfully Smites Evil, all her damage is considered Divine for that attack is considered any damage type/alignment for the sake of overcoming DR and ignores concealment and miss chance, if the target of the smite is indeed evil.
Spell Resistance
Starting at level 13 the Paladin gains a SR equal to 13+her Paladin level. Unlike spell resistance gained from other sources, the paladin can automatically choose to waive her resistance without taking an action whenever she would be affected by a spell, so long as she is conscious. When she is unconscious, her spell resistance does not block harmless spells (such as healing spells), but will interfere with any other spells that would affect her.
Divine Transparency
At 15th level the Paladin combines her Smite Evil and Turn Undead pools. She may use her Smite Evil attempts to cover for turning attempts (or special abilities that use turn attempts to power them) and use Turn Undead attempts to fuel a Smite Evil.
Planar Turning (Su)
Starting at 16th level the Paladin can use her Turn Undead attempts to turn outsiders. This ability works with any outsider than is not good aligned, or has the Good subtype. The paladin rolls to see the highest level outsider she can turn and how many HD she can effect. Any outsider who has less that 2/3rds the HD the Paladin is banished, other wise they flee and/or cower for the next 10 rounds. There is no save allowed to resist this ability.
Code of Conduct[/B] Do we really need this here again?
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.
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). She may not progress any farther in levels as a paladin. She regains her abilities and advancement potential if she atones for her violations (see the atonement spell description), as appropriate.
Like a member 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 her paladin level, though she retains all her paladin abilities.
The Paladin’s Mount
The paladin’s mount is superior to a normal mount of its kind and has special powers, as described below. The standard mount for a Medium paladin is a heavy warhorse, and the standard mount for a Small paladin is a warpony. Another kind of mount, such as a riding dog (for a halfling paladin) or a Large shark (for a paladin in an aquatic campaign) may be allowed as well. Starting at 11th level the Paladin can choose a good aligned magical beast as her mount instead.
A paladin’s mount is treated as a magical beast, not an animal, for the purpose of all effects that depend on its type (though it retains an animal’s HD, base attack bonus, saves, skill points, and feats).
{table=head] Paladin Level | Nat Armour Bonus |Str Adj | Int Adj | Special Abilities
5th-7th | 4 | 1 | 2 | Empathic link, Improved Evasion, Share spells, Share saving throws
8th-10th | 6 | 2 | 3 | Improved Speed
11th-14th | 8 | 3 | 4 | Command Creatures of it's Kind
15th-18th | 10 | 4 | 5 | Spell Resistance
19th-20th | 12 | 6 | 7 |
[/table]
Paladin’s Mount Basics
Use the base statistics for a creature of the mount’s kind, but make changes to take into account the attributes and characteristics summarized on the table and described below.
Mount HD
The Paladin's Mount gas a number of eight-sided (d8) Hit Dice equal to the Paladin's level. Extra Hit Dice improve the mount’s base attack and base save bonuses. A special mount’s base attack bonus is equal to that of a cleric of a level equal to the mount’s HD. A mount has good Fortitude and Reflex saves (treat it as a character whose level equals the animal’s HD). The mount gains additional skill points or feats for bonus HD as normal for advancing a monster’s Hit Dice.
Natural Armor Adj.
The number on the table is an improvement to the mount’s existing natural armor bonus.
Str Adj.
Add this figure to the mount’s Strength score.
Int Adj.
Add this figure to the mount’s Intelligence score.
Empathic Link (Su)
The paladin has an empathic link with her mount out to a distance of up to 1 mile. The paladin cannot see through the mount’s eyes, but they can communicate empathically.
Note that even intelligent mounts see the world differently from humans, so misunderstandings are always possible.
Because of this empathic link, the paladin has the same connection to an item or place that her mount does, just as with a master and his familiar.
Improved Evasion (Ex)
When subjected to an attack that normally allows a Reflex saving throw for half damage, a mount takes no damage if it makes a successful saving throw and half damage if the saving throw fails.
Share Spells
At the paladin’s option, she may have any spell (but not any spell-like ability) she casts on herself also affect her mount.
The mount must be within 5 feet at the time of casting to receive the benefit. If the spell or effect has a duration other than instantaneous, it stops affecting the mount if it moves farther than 5 feet away and will not affect the mount again even if it returns to the paladin before the duration expires. Additionally, the paladin may cast a spell with a target of "You" on her mount (as a touch range spell) instead of on herself. A paladin and her mount can share spells even if the spells normally do not affect creatures of the mount’s type (magical beast).
Share Saving Throws
For each of its saving throws, the mount uses its own base save bonus or the paladin’s, whichever is higher. The mount applies its own ability modifiers to saves, and it doesn’t share any other bonuses on saves that the master might have.
Improved Speed (Ex)
The mount’s speed increases by 10 feet.
Command (Sp)
Once per day per two paladin levels of its master, a mount can use this ability to command other any normal animal of approximately the same kind as itself (for warhorses and warponies, this category includes donkeys, mules, and ponies), as long as the target creature has fewer Hit Dice than the mount. This ability functions like the command spell, but the mount must make a DC 21 Concentration check to succeed if it’s being ridden at the time. If the check fails, the ability does not work that time, but it still counts against the mount’s daily uses. Each target may attempt a Will save (DC 10 + ½ paladin’s level + paladin’s Cha modifier) to negate the effect.
Spell Resistance (Ex)
A mount’s spell resistance equals its master’s paladin level + 12. To affect the mount with a spell, a spellcaster must get a result on a caster level check (1d20 + caster level) that equals or exceeds the mount’s spell resistance.
Some Notes now:
Mount scales better with the Paladin. Tempted to Just say it's HD = Paladin's -1 or something though tbh. The current adjustment works well for most mounts except the shark (Epic Level mount by level 19 then). Make Smite Per encounter and Remove Disease per Day. Honestly Per Week powers have to be OP or they suck and making Smite per encounter help's the Paladin's Damage. Making Casting based off Cha and 4+int Skill points makes her less MAD. Buffed the casting a little with some nice higher level spells. Might be a bit powerful and numerous with a good domain choice. However I stuck to mostly support spells so even if they can throw almost as many spells as a cleric can they have a lot less variety.
Overall I think it's a decent Power bump without really changing how the class plays.
Comments? Concerns? Seals of Approval?
I'm Not questioning that, I just think the Paladin was on the edge of being decent. So here's my buff, doesn't change the Paladin's Flavour or abilities, just makes them more relevant.
Table 1 : The Paladin
{table=head] Level | BAB | Fort | Ref | Will | Special
1 | 1 | 2 | 0 | 2 | Aura of good, Detect evil, Smite evil
2 | 2 | 3 | 0 | 3 | Divine Grace, Lay on Hands
3 | 3 | 3 | 1 | 3 | Aura of Courage, Divine Health
4 | 4 | 4 | 1 | 4 | Turn Undead
5 | 5 | 4 | 1 | 4 | Special Mount, Smite Evil 2x
6 | 6\1 | 5 | 2 | 5 | Touch of Vitality
7 | 7\2 | 5 | 2 | 5 | Protection From Evil
8 | 8\3 | 6 | 2 | 6 |Smite Evil 3x
9 | 9\4 | 6 | 3 | 6 | Mettle
10 | 10\5 | 7 | 3 | 7 | Swift Spell Like Ability
11 | 11\6\1 | 7 | 3 | 7 | Smite Evil 4x
12 | 12\7\2 | 8 | 4 | 8 | Supreme Smite
13 | 13\8\3 | 8 | 4 | 8 | Spell Resistance
14 | 14\9\4 | 9 | 4 | 9 | Smite Evil 5x
15 | 15\10\5 | 9 |5 | 9 | Divine Transparency
16 | 16\11\6\1 | 10 | 5 | 10 | Planar Turning
17 | 17\12\7\2 | 11 | 5 | 10 | Smite Evil 6x
18 | 18\13\8\3 | 11 | 6 | 11 |
19 | 19\14\9\4 | 11 | 6 | 11 |
20 | 20\15\10\5 | 12 | 6 | 12 | Smite Evil 7x
[/table]
Hit Dice: d10
Skill Points at 1st Level
(4 + Int modifier) ×4.
Skill Points at Each Additional Level
4 + Int modifier.
The paladin’s class skills (and the key ability for each skill) are: Concentration (Con), Craft (Int), Climb (Str), Diplomacy (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), Search (Int), Spot (Wis), and Swim (Str).
Class Features
All of the following are class features of the paladin.
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.
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 encounter, 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 encounter.
At 4th level, and at every four levels thereafter, the paladin may smite evil one additional time per encounter, as indicated on Table: The Paladin, to a maximum of seven times per encounter at 20th level.
Divine Grace (Su)
At 2nd level, a paladin gains a bonus equal to her 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 (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 × 3. 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.
Aura of Courage (Su)
Beginning at 3rd level, a paladin is immune to fear (magical or otherwise). Each ally within 10 feet of her gains a +4 untyped 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 3rd level, a paladin gains immunity to all diseases, including supernatural and magical diseases. The Paladin also gains a +4 untyped bonus to resisting poisons
.
Turn Undead (Su)
When a paladin reaches 4th 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 if she was a cleric of equal level to her Paladin level.
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.
To cast a spell, a paladin must have a Charisma 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 Charisma modifier.
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 Table: Paladin Spells. In addition, she receives bonus spells per day if she has a high Charisma score. The paladin gains access to one domain's spells and granted powers, of which she must choose by third level.
Unlike a wizard or a cleric, a paladin need not prepare her spells in advance. She can cast any spell she knows at any time, assuming she has not yet used up her spells per day for that spell level. She does not have to decide ahead of time which spells she’ll cast.
For the first two levels, a paladin has no caster level. At 3rd level and higher, her caster level is her paladin level.
Table 2 : Paladin Spells Per Day
{table=head] Level | 0 | 1 |2 | 3 | 4 | 5
3 | 1 | 0 | - | - | - | - |
4 | 1 | 1 | 0 | - | - | - |
5 | 2 | 1 | 1 | - | - | - |
6 | 2 | 2 | 1 | 0 | - | - |
7 | 3 | 2 | 2 | 1 | - | - |
8 | 3 | 3 | 2 | 1 | 0 | - |
9 | 4 | 3 | 3 | 2 | 1 | - |
10 | 4 | 4 | 3 | 2 | 1 | 0 |
11 | 5 | 4 | 4 | 3 | 2 | 1 |
12 | 5 | 5 | 4 | 3 | 2 | 1 |
13 | 6 | 5 | 5 | 4 | 3 | 2 |
14 | 6 | 6 | 5 | 4 | 3 | 2 |
15 | 7 | 6 | 6 | 5 | 4 | 3 |
16 | 7 | 7 | 6 | 5 | 4 | 3 |
17 | 8 | 7 | 7 | 6 | 5 | 4 |
18 | 8 | 8 | 7 | 6 | 5 | 4 |
19 | 9 | 8 | 8 | 7 | 6 | 5 |
20 | 9 | 9 | 8 | 7 | 6 | 5 |
[/table]
Paladin Spells Known
0-Level Paladin Spells
Create Water: Creates 2 gallons/level of pure water.
Cure Minor Wounds: Cures 1 point of damage.
Detect Magic: Detects spells and magic items within 60 ft.
Detect Poison: Detects poison in one creature or object.
Guidance: +1 on one attack roll, saving throw, or skill check.
Inflict Minor Wounds: Touch attack, 1 point of damage.
Light: Object shines like a torch.
Mending: Makes minor repairs on an object.
Purify Food and Drink: Purifies 1 cu. ft./level of food or water.
Read Magic: Read scrolls and spellbooks.
Resistance: Subject gains +1 on saving throws.
Virtue: Subject gains 1 temporary hp.
1st-Level Paladin Spells
Bless: Allies gain +1 on attack rolls and +1 on saves against fear.
Bless Water: Makes holy water.
Bless Weapon: Weapon strikes true against evil foes.
Cure Light Wounds: Cures 1d8 damage +1/level (max +5).
Detect Undead: Reveals undead within 60 ft.
Divine Favor: You gain +1 per three levels on attack and damage rolls.
Endure Elements: Exist comfortably in hot or cold environments.
Entropic Shield: Ranged attacks against you have 20% miss chance.
Magic Weapon: Weapon gains +1 bonus.
Protection from Chaos/Evil: +2 to AC and saves, counter mind control, hedge out elementals and outsiders.
Restoration, Lesser: Dispels magical ability penalty or repairs 1d4 ability damage.
Remove Fear: Suppresses fear or gives +4 on saves against fear for one subject + one per four levels.
2nd-Level Paladin Spells
Aid: +1 on attack rolls and saves against fear, 1d8 temporary hp +1/level (max +10).
Align Weapon: Weapon becomes good, or lawful.
Bull’s Strength: Subject gains +4 to Str for 1 min./level.
Consecrate: Fills area with positive energy, making undead weaker.
Continual Flame: Makes a permanent, heatless torch.
Delay Poison: Stops poison from harming subject for 1 hour/level.
Eagle’s Splendor: Subject gains +4 to Cha for 1 min./level.
Hold Person: Paralyzes one humanoid for 1 round/level.
Make Whole: Repairs an object.
Owl’s Wisdom: Subject gains +4 to Wis for 1 min./level.
Remove Paralysis: Frees one or more creatures from paralysis or slow effect.
Resist Energy: Ignores 10 (or more) points of damage/attack from specified energy type.
Searing Light: Ray deals 1d8/two levels damage, more against undead.
Shield Other : You take half of subject’s damage.
Undetectable Alignment: Conceals alignment for 24 hours.
Zone of Truth: Subjects within range cannot lie.
3rd-Level Paladin Spells
Create Food and Water: Feeds three humans (or one horse)/level.
Cure Serious Wounds: Cures 3d8 damage +1/level (max +15).
Daylight: 60-ft. radius of bright light.
Discern Lies: Reveals deliberate falsehoods.
Dispel Magic: Cancels spells and magical effects.
Glyph of Warding: Inscription harms those who pass it.
Heal Mount: As heal on warhorse or other special mount.
Invisibility Purge: Dispels invisibility within 5 ft./level.
Magic Circle against Chaos: As protection from chaos, but 10-ft. radius and 10 min./level.
Magic Circle against Evil: As protection from evil, but 10-ft. radius and 10 min./level.
Magic Weapon, Greater: +1 bonus/four levels (max +5).
Magic Vestment: Armor or shield gains +1 enhancement per four levels.
Meld into Stone: You and your gear merge with stone.
Prayer: Allies +1 bonus on most rolls, enemies -1 penalty.
Remove Blindness/Deafness: Cures normal or magical conditions.
Remove Curse: Frees object or person from curse.
Wind Wall: Deflects arrows, smaller creatures, and gases.
4th-Level Paladin Spells
Break Enchantment: Frees subjects from enchantments, alterations, curses, and petrification.
Cure Serious Wounds: Cures 3d8 damage +1/level (max +15).
Death Ward: Grants immunity to death spells and negative energy effects.
Dispel Chaos: +4 bonus against attacks by chaotic creatures.
Dispel Evil: +4 bonus against attacks by evil creatures.
Disrupting Weapon: Melee weapon destroys undead.
Flame Strike: Smite foes with divine fire (1d6/level damage).
Holy Sword: Weapon becomes +5, deals +2d6 damage against evil.
Mark of Justice: Designates action that will trigger curse on subject.
Neutralize Poison: Immunizes subject against poison, detoxifies venom in or on subject.
Planar Ally, Lesser: Exchange services with a 6 HD extraplanar creature.
Restoration: Restores level and ability score drains.
Righteous Might: Your size increases, and you gain combat bonuses.
Sending: Delivers short message anywhere, instantly.
Spell Immunity: Subject is immune to one spell per four levels
Tongues: Speak any language.
5th-Level Paladin Spells
Atonement: Removes burden of misdeeds from subject.
Bear’s Endurance, Mass: As bear’s endurance, affects one subject/ level.
Bull’s Strength, Mass: As bull’s strength, affects one subject/level.
Dispel Magic, Greater: As dispel magic, but up to +20 on check.
Eagle’s Splendor, Mass: As eagle’s splendor, affects one subject/level.
Forbiddance: Blocks planar travel, damages creatures of different alignment.
Glyph of Warding, Greater: As glyph of warding, but up to 10d8 damage or 5th-level spell.
Hallow: Designates location as holy.
Plane Shift: As many as eight subjects travel to another plane.
Heal: Cures 10 points/level of damage, all diseases and mental conditions.
Owl’s Wisdom, Mass: As owl’s wisdom, affects one subject/level.
Planar Ally: As lesser planar ally, but up to 12 HD.
Raise Dead: Restores life to subject who died as long as one day/level ago.
Spell Resistance: Subject gains SR 12 + level.
Undeath to Death: Destroys 1d4 HD/level undead (max 20d4).
Word of Recall: Teleports you back to designated place.
Design Note:
The Paladin spell list here is probably incomplete. I just went through Core for the time being. With Complete Divine and other splat books with decent divine spell counts more spells COULD be added. I think knowing the entire list every day is a bit too much but IDK exactly how to limit it. Perhaps something related to level and Charisma Mod that they can choose to have ready each day?
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 her 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 one week or until she gains a paladin level, whichever comes first, unless the mount is somehow returned from the dead.
Touch of Vitality (Sp)
At 6th level, a paladin can remedy a variety of aliments by using up some of her Lay on Hands power. For every 5 points used up she can heal 1 point of ability damage or remove the dazed, sicken or fatigued effect. For every 10 points of healing expanded the Paladin can remove the poisoned, exhausted, stunned, or nauseated effect. For every 15 points she can remove the diseased, blinded, deafened, stunned, or an negative level. She can combine all these effect along with normal healing as long as it's on a single target.
Protection From Evil (Su)
Starting at 7th level the Paladin is constantly under the effect of a protection from evil spell. At level 13 this becomes a magic circle against evil radiating from the Paladin.
Mettle (Ex)
The Paladin can resist magical attacks more than most others. If she succeeds a saving throw against a Fortitude or Will that would normally produce an effect on a successful save (Will half or Fortitude partial) you instead ignore that effect.
Swift Spell Like Ability (Su)
Starting at 10th level the Paladin can using any of her SLAs (Smite Evil, Lay on Hands, Summon Mount) as a Swift action once per day per Charisma modifier. IE: A Paladin with 20 Charisma can make up to five of her SLAs a swift action per day.
Supreme Smite (Su)
When ever a Paladin successfully Smites Evil, all her damage is considered Divine for that attack is considered any damage type/alignment for the sake of overcoming DR and ignores concealment and miss chance, if the target of the smite is indeed evil.
Spell Resistance
Starting at level 13 the Paladin gains a SR equal to 13+her Paladin level. Unlike spell resistance gained from other sources, the paladin can automatically choose to waive her resistance without taking an action whenever she would be affected by a spell, so long as she is conscious. When she is unconscious, her spell resistance does not block harmless spells (such as healing spells), but will interfere with any other spells that would affect her.
Divine Transparency
At 15th level the Paladin combines her Smite Evil and Turn Undead pools. She may use her Smite Evil attempts to cover for turning attempts (or special abilities that use turn attempts to power them) and use Turn Undead attempts to fuel a Smite Evil.
Planar Turning (Su)
Starting at 16th level the Paladin can use her Turn Undead attempts to turn outsiders. This ability works with any outsider than is not good aligned, or has the Good subtype. The paladin rolls to see the highest level outsider she can turn and how many HD she can effect. Any outsider who has less that 2/3rds the HD the Paladin is banished, other wise they flee and/or cower for the next 10 rounds. There is no save allowed to resist this ability.
Code of Conduct[/B] Do we really need this here again?
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.
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). She may not progress any farther in levels as a paladin. She regains her abilities and advancement potential if she atones for her violations (see the atonement spell description), as appropriate.
Like a member 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 her paladin level, though she retains all her paladin abilities.
The Paladin’s Mount
The paladin’s mount is superior to a normal mount of its kind and has special powers, as described below. The standard mount for a Medium paladin is a heavy warhorse, and the standard mount for a Small paladin is a warpony. Another kind of mount, such as a riding dog (for a halfling paladin) or a Large shark (for a paladin in an aquatic campaign) may be allowed as well. Starting at 11th level the Paladin can choose a good aligned magical beast as her mount instead.
A paladin’s mount is treated as a magical beast, not an animal, for the purpose of all effects that depend on its type (though it retains an animal’s HD, base attack bonus, saves, skill points, and feats).
{table=head] Paladin Level | Nat Armour Bonus |Str Adj | Int Adj | Special Abilities
5th-7th | 4 | 1 | 2 | Empathic link, Improved Evasion, Share spells, Share saving throws
8th-10th | 6 | 2 | 3 | Improved Speed
11th-14th | 8 | 3 | 4 | Command Creatures of it's Kind
15th-18th | 10 | 4 | 5 | Spell Resistance
19th-20th | 12 | 6 | 7 |
[/table]
Paladin’s Mount Basics
Use the base statistics for a creature of the mount’s kind, but make changes to take into account the attributes and characteristics summarized on the table and described below.
Mount HD
The Paladin's Mount gas a number of eight-sided (d8) Hit Dice equal to the Paladin's level. Extra Hit Dice improve the mount’s base attack and base save bonuses. A special mount’s base attack bonus is equal to that of a cleric of a level equal to the mount’s HD. A mount has good Fortitude and Reflex saves (treat it as a character whose level equals the animal’s HD). The mount gains additional skill points or feats for bonus HD as normal for advancing a monster’s Hit Dice.
Natural Armor Adj.
The number on the table is an improvement to the mount’s existing natural armor bonus.
Str Adj.
Add this figure to the mount’s Strength score.
Int Adj.
Add this figure to the mount’s Intelligence score.
Empathic Link (Su)
The paladin has an empathic link with her mount out to a distance of up to 1 mile. The paladin cannot see through the mount’s eyes, but they can communicate empathically.
Note that even intelligent mounts see the world differently from humans, so misunderstandings are always possible.
Because of this empathic link, the paladin has the same connection to an item or place that her mount does, just as with a master and his familiar.
Improved Evasion (Ex)
When subjected to an attack that normally allows a Reflex saving throw for half damage, a mount takes no damage if it makes a successful saving throw and half damage if the saving throw fails.
Share Spells
At the paladin’s option, she may have any spell (but not any spell-like ability) she casts on herself also affect her mount.
The mount must be within 5 feet at the time of casting to receive the benefit. If the spell or effect has a duration other than instantaneous, it stops affecting the mount if it moves farther than 5 feet away and will not affect the mount again even if it returns to the paladin before the duration expires. Additionally, the paladin may cast a spell with a target of "You" on her mount (as a touch range spell) instead of on herself. A paladin and her mount can share spells even if the spells normally do not affect creatures of the mount’s type (magical beast).
Share Saving Throws
For each of its saving throws, the mount uses its own base save bonus or the paladin’s, whichever is higher. The mount applies its own ability modifiers to saves, and it doesn’t share any other bonuses on saves that the master might have.
Improved Speed (Ex)
The mount’s speed increases by 10 feet.
Command (Sp)
Once per day per two paladin levels of its master, a mount can use this ability to command other any normal animal of approximately the same kind as itself (for warhorses and warponies, this category includes donkeys, mules, and ponies), as long as the target creature has fewer Hit Dice than the mount. This ability functions like the command spell, but the mount must make a DC 21 Concentration check to succeed if it’s being ridden at the time. If the check fails, the ability does not work that time, but it still counts against the mount’s daily uses. Each target may attempt a Will save (DC 10 + ½ paladin’s level + paladin’s Cha modifier) to negate the effect.
Spell Resistance (Ex)
A mount’s spell resistance equals its master’s paladin level + 12. To affect the mount with a spell, a spellcaster must get a result on a caster level check (1d20 + caster level) that equals or exceeds the mount’s spell resistance.
Some Notes now:
Mount scales better with the Paladin. Tempted to Just say it's HD = Paladin's -1 or something though tbh. The current adjustment works well for most mounts except the shark (Epic Level mount by level 19 then). Make Smite Per encounter and Remove Disease per Day. Honestly Per Week powers have to be OP or they suck and making Smite per encounter help's the Paladin's Damage. Making Casting based off Cha and 4+int Skill points makes her less MAD. Buffed the casting a little with some nice higher level spells. Might be a bit powerful and numerous with a good domain choice. However I stuck to mostly support spells so even if they can throw almost as many spells as a cleric can they have a lot less variety.
Overall I think it's a decent Power bump without really changing how the class plays.
Comments? Concerns? Seals of Approval?