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LordErebus12
2013-04-03, 10:12 PM
Paladin Variant
http://i.imgur.com/mC5mcB2.jpg

Abilities: Strength and Constitution are important to the melee capabilities, while charisma and wisdom power its special abilities and spells respectively.
Races: Any
Alignment: Any Good

Hit Die: d10

Class Skills
The Paladin’s class skills (and the key ability for each skill) are Craft (Int), Diplomacy (Cha), Gather Information (Cha), Handle Animal (Cha), Heal (Wis), Knowledge (nobility) (Int), Knowledge (religion) (Int), Profession (Wis), Ride (Dex), Sense Motive (Wis), and Spellcraft (Int).

Skill Points at 1st Level: 4x (2 + Int modifier)
Skill Points per Level: 2 + Int modifier


Variant Class Table: Paladin
{table=head]Level|Base Attack Bonus|Fort Save|Ref Save|Will Save|Special|1st|2nd|3rd|4th

1st| +1 | +2 | +2 | +2 | Aura of Good, Virtue of Silver, Smite Evil | - | - | - | -
2nd| +2 | +3 | +3 | +3 | Aura of Courage, Divine Health | - | - | - | -
3rd| +3 | +3 | +3 | +3 | Mercy, Prayer (Lay On Hands) | - | - | - | -
4th| +4 | +4 | +4 | +4 | Somatic Weaponry | 0 | - | - | -
5th| +5 | +4 | +4 | +4 | 1st Specialization (Mount, Shield or Weapon) | 1 | - | - | -

6th| +6/+1 | +5 | +5 | +5 | Mercy | 1 | - | - | -
7th| +7/+2 | +5 | +5 | +5 | Parry | 1 | 0 | - | -
8th| +8/+3 | +6 | +6 | +6 | Divine Channeling | 1 | 1 | - | -
9th| +9/+4 | +6 | +6 | +6 | Mercy, Prayer (Ask Blessing) | 2 | 1 | - | -
10th| +10/+5 | +7 | +7 | +7 | 2nd Specialization (Mount, Shield or Weapon) | 2 | 1 | 0 | -

11th| +11/+6/+1 | +7 | +7 | +7 | Live In Armor | 2 | 1 | 1 | -
12th| +12/+7/+2 | +8 | +8 | +8 | Mercy | 2 | 2 | 1 | -
13th| +13/+8/+3 | +8 | +8 | +8 | Hum of the Archangels | 3 | 2 | 1 | 0
14th| +14/+9/+4 | +9 | +9 | +9 | Holy Burst | 3 | 2 | 1 | 1
15th| +15/+10/+5 | +9 | +9 | +9 | Mercy, Prayer (Commune With Deity) | 3 | 2 | 2 | 1

16th| +16/+11/+6/+1 | +10 | +10 | +10 | Divine Channeling (Full Action) | 3 | 3 | 2 | 1
17th| +17/+12/+7/+2 | +10 | +10 | +10 | Holy Sword | 4 | 3 | 2 | 1
18th| +18/+13/+8/+3 | +11 | +11 | +11 | Mercy | 4 | 3 | 2 | 2
19th| +19/+14/+9/+4 | +11 | +11 | +11 | Faith’s Wings | 4 | 3 | 3 | 2
20th| +20/+15/+10/+5 | +12 | +12 | +12 | Weapon of Light | 4 | 4 | 3 | 3
[/table]

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, plus one exotic of their choice. Paladins are proficient with all armor and shields.

1st - Aura of Good (Ex):
The power of a paladin’s aura of good (see the detect good spell) is equal to her paladin level.

1st - 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.

At 5th level, and at every five levels thereafter, the paladin may smite evil one additional time per day, to a maximum of five times per day at 20th level.

1st - Virtue Of Silver (Su):
The paladin gains the ability to detect undead, shapeshifters and evil outsiders on a radius of 60 feet as a standard action at will. The paladin must choose which kind of creature she is looking for when she uses this ability, and otherwise is identical to the sense evil ability of the paladin class.

2nd – Aura of Courage (Su):
Beginning at 2nd 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.

2nd - Divine Health (Ex):
At 2nd level, a paladin gains immunity to all diseases, including supernatural and magical diseases.

3rd - Mercy (Su):
At 3rd level, and every three levels thereafter, a paladin can select one mercy. Each mercy adds an effect to the paladin's lay on hands ability. Whenever the paladin uses lay on hands to heal damage to one target, the target also receives the additional effects from all of the mercies possessed by the paladin. A mercy can remove a condition caused by a curse, disease, or poison without curing the affliction. Such conditions return after 1 hour unless the mercy actually removes the affliction that causes the condition.

At 3rd level, the paladin can select from the following initial mercies.

Fatigued: The target is no longer fatigued.
Shaken: The target is no longer shaken.
Sickened: The target is no longer sickened.

At 6th level, a paladin adds the following mercies to the list of those that can be selected.

Dazed: The target is no longer dazed.
Diseased: The paladin's lay on hands ability also acts as remove disease, using the paladin's level as the caster level.
Staggered: The target is no longer staggered, unless the target is at exactly 0 hit points.

At 9th level, a paladin adds the following mercies to the list of those that can be selected.

Cursed: The paladin's lay on hands ability also acts as remove curse, using the paladin's level as the caster level.
Exhausted: The target is no longer exhausted. The paladin must have the fatigue mercy before selecting this mercy.
Frightened: The target is no longer frightened. The paladin must have the shaken mercy before selecting this mercy.
Nauseated: The target is no longer nauseated. The paladin must have the sickened mercy before selecting this mercy.
Poisoned: The paladin's lay on hands ability also acts as neutralize poison, using the paladin's level as the caster level.

At 12th level, a paladin adds the following mercies to the list of those that can be selected.

Blinded: The target is no longer blinded.
Deafened: The target is no longer deafened.
Paralyzed: The target is no longer paralyzed.
Stunned: The target is no longer stunned.

These abilities are cumulative. Once a condition or spell effect is chosen, it can't be changed.

3rd - Prayer (Su):
Paladins enjoy powerful links with their gods, which allow them to invoke their power a number of times per day equal to the paladin's Wisdom modifier. Using a prayer is a standard action that provokes no attack of opportunity.


Lay on Hands:
At 3rd 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 x 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.

Ask Blessing:
A 9th level paladin may replicate the effects of bless spell, with a caster level equal to half her paladin level (minimum one).

Commune With Deity:
A 15th level paladin may communicate directly with her god. She may replicate the effects of commune spell with a caster equal to her paladin level. There is no experience point cost, nor material component, needed for this prayer.

4th - Somatic Weaponry (Ex):
When holding a weapon (or object of comparable size) in one or both hands, you can use that item to trace the somatic component of a spell, rather than using your fingers. This allows you to cast spells with somatic components even while your hands are full or occupied, as long as at least one hand is holding an item of the proper size.

This ability doesn't allow you to use somatic components while grappling, regardless of the size of your foe.

4th - 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 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.

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: 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, 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 3rd level, a paladin has no caster level. At 4th level and higher, her caster level is one-half her paladin level.

5th - Specialization (Sp):
Upon reaching 5th level, a paladin chooses a specialization, gaining one ability. Once chosen, it cannot be changed.

8th - Divine Channeling (Su):
Beginning at 8th level, you can use a standard action to cast any touch spell you know and deliver the spell through your weapon with a melee attack. Casting a spell in this manner does not provoke attacks of opportunity. The spell must have a casting time of 1 standard action or less. If the melee attack is successful, the attack deals damage normally; then the effect of the spell is resolved.

At 16th level, you can cast any touch spell you know as part of a full attack action, and the spell affects each target you hit in melee combat that round. Doing so discharges the spell at the end of the round, in the case of a touch spell that would otherwise last longer than 1 round.

7th - Parry (Ex)
At the cost of the paladin's next move action, the paladin can make a standard weapon attack at each melee attack targeting him this round. If the paladin rolls higher than the attacks targeting him, the damage is negated. If the paladin fails, then he suffers damage as normal and can only make a swift action and standard action the following round.

11th - Live In Armor (Ex)
Sleeping in armor does not make you fatigued. You can move at your full movement speed while wearing medium or heavy armor, as if it didn't encumber the paladin. The paladin also can don or remove armor twice as fast.

13th - Hum of the Archangels (Su):
A Paladin's weapon hums with soft tones, as if it were singing, when swung through the air. A paladin's weapon performs all verbal components for casting spells and cannot be silenced. Treat all spells the paladin casts as being under the Silent spell meta-magic feat. This does not alter spell level or casting time.

17th - Holy Sword (Sp):
At 17th level, a paladin gains the ability to use holy sword once per day, as a caster whose level is equal to one-half the paladin’s class level.

19th - Faith’s Wings (Ex):
At 19th level, a Paladin gains feathered wings and can fly at a speed of 60 ft. (good).

20th - Weapon of Light (Su):
At 20th level, a paladin can infuse all his magical power into his weapon as a standard action. His weapon becomes transparent crystal, radiating light as if under a permanent daylight spell. Any attacks dealt with this weapon deals an extra 5d6 positive damage to undead targets and an extra 5d6 points of damage against all of an evil alignment.

Armor bonuses to AC (including any enhancement bonuses to that armor) do not count against it because the weapon passes through armor. Dexterity, deflection, dodge, natural armor, and other such bonuses still apply. The paladin can maintain this ability a number of rounds per day equal to half the Paladin’s level plus his Charisma modifier.

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Code of Conduct:
A paladin must be of 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 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 good.

Ex-Paladins:
A paladin who ceases to be 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.

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Specializations

Mounted Paladin
5th - Mount (Su):
A paladin can chose to gain the service of a large or medium astral horse-like creature. The mount has a white head and body, soft light grey mane and tail, and ivory-colored, slightly insubstantial hooves that make no sound. It has what seems to be a saddle, bit, and bridle. It does not fight, but animals shun it and refuse to attack it.

Once per day, as a full-round action, a paladin may magically call her mount from the celestial realms in which it resides. 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 wearing or carrying any gear it had when it was last dismissed. Calling a mount is a conjuration (calling) effect. The mount cannot be banished or dispelled, but will vanish if it enters into an anti-magic field.

The mount has an AC of 18 (–1 size, +4 natural armor, +5 Dex) but it cannot die, any wounds dealt to it fade after a round or two, healing as if there were none. A mount has a speed of 20 feet per paladin level, to a maximum of 240 feet. It can bear its rider’s weight plus up to 10 pounds per paladin level. The mount can be ridden only by you or by the one person for whom you specifically introduce to the mount.

These mounts gain certain powers according to the paladin's level. A mount’s abilities include those of mounts of lower paladin levels.

8th Level: The mount can ride over sandy, muddy, or even swampy ground without difficulty or decrease in speed.
10th Level: The mount can use water walk at will (as the spell, no action required to activate this ability).
12th Level: The mount can use air walk at will (as the spell, no action required to activate this ability) for up to 1 round at a time, after which it falls to the ground.
14th Level: The mount can fly at its speed (average maneuverability).


Vanguard Paladin
5th - Shielded Combatant (Ex):
You are skilled at covering yourself with your shield when casting spells in combat. As long as you have a light shield, heavy shield, or tower shield ready, you do not provoke attacks of opportunity for casting spells in combat.

Battleborn Paladin
5th - Blessed Weaponry (Su):
Any melee weapon wielded by a paladin of 5th level or higher is treated as good-aligned for the purpose of overcoming damage reduction.

Evard
2013-04-03, 10:33 PM
Before I hit the hay I wanted to point something out..

To be a Paladin you must be any good, but if you aren't LG then you become an ex-paladin...

Sooo if I'm NG and join the church and become a Paladin I emediately become an ex-paladin?

LordErebus12
2013-04-03, 10:40 PM
Before I hit the hay I wanted to point something out..

To be a Paladin you must be any good, but if you aren't LG then you become an ex-paladin...

Sooo if I'm NG and join the church and become a Paladin I emediately become an ex-paladin?

Fixed that, thanks.

LordErebus12
2013-04-03, 11:46 PM
Okay, fixed all the lawful good references, and made the hammer ability empower the held weapon, rather than summoning a warhammer. I also fixed the proficiencies.

Edit: added Live In Armor at 9th level.

Evard
2013-04-04, 07:07 AM
Okay, fixed all the lawful good references, and made the hammer ability empower the held weapon, rather than summoning a warhammer. I also fixed the proficiencies.

Edit: added Live In Armor at 9th level.

I just thought it was funny that the church would go "hey join our club!" And then when you get there they say "hey no girls non-lawful allowed!" After paying your membership dues and such.

Omnicrat
2013-04-04, 10:26 AM
The picture is too large and greatly messes up the formatting. I can't look at everything on one line without scrolling to the side.

LordErebus12
2013-04-04, 10:50 AM
The picture is too large and greatly messes up the formatting. I can't look at everything on one line without scrolling to the side.

yeah, fixed that.

Evard
2013-04-04, 11:30 AM
I like the idea of Somatic Weapon, you should really expand on it. (If I make a paladin I'll be using this concept).

1st level: Weapon Replaces Holy Symbol (useless at first level more of a fluffy till later)

4th level: Somatic Weapon

8th level: Verbal Weapon: The weapon humms as you trace it through the air. This humm replaces any verbal compenents to your Paladin spells.

12th level: Quicken Weapon. (minor 12th, lesser 15th, greater 18) the Paladin's weapon can be used just as a rod of quicken can be but only for Paladin Spells.

16th Level: Chain Weqpon: A number of times a day equal to the Paladin's Cha mod the Paladin may chain a spell cast through his weapon. This chaining can only apply to willing creatures (buff spells).

20th Level: Holy Conduit: By spending an hour attuning herself to her weapon a Paladin melee damage is considered "divine" which can not be blocked by any sort of damage reduction (or hardness). Any spell cast through the weapon is extended and 1/day may persist any one spell (chain doesn't work with this ability). Paladin spells only. Only one weapon my be attuned to at a given time but multiple weapons may be attuned to over the course of a day.

LordErebus12
2013-04-04, 12:21 PM
I like the idea of Somatic Weapon, you should really expand on it. (If I make a paladin I'll be using this concept).

1st level: Weapon Replaces Holy Symbol (useless at first level more of a fluffy till later)

Do paladins even use holy symbols the same way clerics do? ive always said that the shield or armor would have a holy symbol on it permanently, so you dont have to brandish it, its on the armor or shield.

4th level: Somatic Weapon

very good

8th level: Verbal Weapon: The weapon humms as you trace it through the air. This humm replaces any verbal compenents to your Paladin spells.

is it nessicary? i mean the paladin can still speak. if its to be quieter, it should add to move silently when casting spells or something.

12th level: Quicken Weapon. (minor 12th, lesser 15th, greater 18) the Paladin's weapon can be used just as a rod of quicken can be but only for Paladin Spells.

awesome ability, i like the concept, ill see about working it in somewhere.

16th Level: Chain Weapon: A number of times a day equal to the Paladin's Cha mod the Paladin may chain a spell cast through his weapon. This chaining can only apply to willing creatures (buff spells).

hmm, not so sure about this one.

20th Level: Holy Conduit: By spending an hour attuning herself to her weapon a Paladin melee damage is considered "divine" which can not be blocked by any sort of damage reduction (or hardness). Any spell cast through the weapon is extended and 1/day may persist any one spell (chain doesn't work with this ability). Paladin spells only. Only one weapon my be attuned to at a given time but multiple weapons may be attuned to over the course of a day.

that last one is kind of OP, even for a capstone.

Evard
2013-04-04, 01:05 PM
that last one is kind of OP, even for a capstone.

If you think that is overpowered (even as a capstone) then I take it you haven't played a lot of 3.5/Pathfinder D&D. Even when not optimized the other claases (specially the ones with spells) blow this out of the water. Sure it has three big boys in there (Divine Damage, Persist, Extend) but none of these are I win buttons. Over powered is "I win buttons" that without fiat the DM can't do much about (and end encounters by themselves).

Also about Verbal weapon, this essentially gives him silent spell. I meant to put in there that the humming is from his god/angels and can't be silenced. It needs better fluff but I've never been one for fluff.

About Holy Symbol... I don't think any weapon or shield counts as a holy symbol except maybe Holy Avenger. This again is mostly a fluff piece that if you multiclass out to cleric will help (Knight Training feat allows multiclass as a paladin).

LordErebus12
2013-04-04, 01:13 PM
If you think that is overpowered (even as a capstone) then I take it you haven't played a lot of 3.5/Pathfinder D&D.

Ive been a DM for 3.5 (and later for pathfinder) for at least 6 or 7 years and playing for far longer, since I was 10. Not to brag but, yes, Ive played a lot of 3.5 and pathfinder.

But we can work with this...

i like the re-fluff on the verbal component. makes sense.

perhaps something else for the capstone?

LordErebus12
2013-04-04, 01:50 PM
how about now? ive changed some stuff.

undead hero
2013-04-04, 02:43 PM
I had this long post about why you shouldn't force the mount upon the paladin and then my browser crashed.

How about like in Pathfinder, give the Paladin an option between mount and something else?

I really don't feel like going into it (I'm mad at firefox right now) but a Paladin + Mount isn't that great of a reason to keep gaining levels in paladin.

Plus the cost of healing/curing the mount is way to much to deal with.

LordErebus12
2013-04-04, 03:22 PM
I had this long post about why you shouldn't force the mount upon the paladin and then my browser crashed.

How about like in Pathfinder, give the Paladin an option between mount and something else?

I really don't feel like going into it (I'm mad at firefox right now) but a Paladin + Mount isn't that great of a reason to keep gaining levels in paladin.

Plus the cost of healing/curing the mount is way to much to deal with.

well considering that, you don't have to summon or use one. Also, this class offers a 5 hp per point with lay on hands used on the mount.

what would you rather see in its place (via the option of a choice between the two)?

Evard
2013-04-05, 10:52 AM
well considering that, you don't have to summon or use one. Also, this class offers a 5 hp per point with lay on hands used on the mount.

what would you rather see in its place (via the option of a choice between the two)?

The biggest problem with givine some types of class features is that if you don't like using that style then it is essentially a dead level.

How about a choice between three options.

Offense (weapon): Diamon Mind/White Raven maneuver or stance that is offensive (emerald razor or crusader's strike or lead the charge) have it stack based on paladin level.

Deffense (shield): Stance or Maneuver that is defensive in nature. Perhaps even the original parry ability the 5e fighter had (the one that was actually AWESOME).

Movement (mount): Mount but more badassery.

Edit: Scale not Stack :smallannoyed: I substitute words sometimes.

LordErebus12
2013-04-05, 11:13 AM
The biggest problem with givine some types of class features is that if you don't like using that style then it is essentially a dead level.

How about a choice between three options.

Offense (weapon): Diamon Mind/White Raven maneuver or stance that is offensive (emerald razor or crusader's strike or lead the charge) have it stack based on paladin level.

Deffense (shield): Stance or Maneuver that is defensive in nature. Perhaps even the original parry ability the 5e fighter had (the one that was actually AWESOME).

Movement (mount): Mount but more badassery.

Edit: Scale not Stack :smallannoyed: I substitute words sometimes.

good plan, im making the 5th and 10th abilities give you choice between attacks, mounts, or defensive abilities/stances, etc.
think you could whip one or two abilities together?

Evard
2013-04-05, 12:14 PM
good plan, im making the 5th and 10th abilities give you choice between attacks, mounts, or defensive abilities/stances, etc.
think you could whip one or two abilities together?

Well there are tons of Maneuvers and Stances in Tome of Battle. Fantastic book that actually has a Paladin fix in it (crusader) even if some people on the forum think that they were fixes.


Defense: Iron Heart Surge (no planar effects until you hit level 17 where casters can stop planar effects lol). Usable once every 1d4 rounds.

Offense: Mountain Hammer usable once every 1d4 rounds.

Mount: Look up phantom steed, let your mount have simular qualities. Hell at the right levellet your summoned mount be made of pure divine energy (and thus can't be killed/harmed but can be banished... though quickly summoned again). Make it so good that a person like me who is iffy on mounts regret not taking it. Giving the Paladin a very sturdy horse/pegasus won't really break the game or compare to the power of T2 - T1 classes.

LordErebus12
2013-04-05, 03:35 PM
Well there are tons of Maneuvers and Stances in Tome of Battle. Fantastic book that actually has a Paladin fix in it (crusader) even if some people on the forum think that they were fixes.


Defense: Iron Heart Surge (no planar effects until you hit level 17 where casters can stop planar effects lol). Usable once every 1d4 rounds.

Offense: Mountain Hammer usable once every 1d4 rounds.

Mount: Look up phantom steed, let your mount have simular qualities. Hell at the right levellet your summoned mount be made of pure divine energy (and thus can't be killed/harmed but can be banished... though quickly summoned again). Make it so good that a person like me who is iffy on mounts regret not taking it. Giving the Paladin a very sturdy horse/pegasus won't really break the game or compare to the power of T2 - T1 classes.

ill think about it for awhile, then figure it out.

could you tell me the pages and books they are from, so i can find it?

LordErebus12
2013-04-05, 06:13 PM
Mounted Paladin
5th - Mount (Su):
A paladin can chose to gain the service of a large or medium astral horse-like creature. The mount has a white head and body, soft light grey mane and tail, and ivory-colored, slightly insubstantial hooves that make no sound. It has what seems to be a saddle, bit, and bridle. It does not fight, but animals shun it and refuse to attack it.

Once per day, as a full-round action, a paladin may magically call her mount from the celestial realms in which it resides. 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 wearing or carrying any gear it had when it was last dismissed. Calling a mount is a conjuration (calling) effect. The mount cannot be banished or dispelled, but will vanish if it enters into an anti-magic field.

The mount has an AC of 18 (–1 size, +4 natural armor, +5 Dex) but it cannot die, any wounds dealt to it fade after a round or two, healing as if there were none. A mount has a speed of 20 feet per paladin level, to a maximum of 240 feet. It can bear its rider’s weight plus up to 10 pounds per paladin level. The mount can be ridden only by you or by the one person for whom you specifically introduce to the mount.

These mounts gain certain powers according to the paladin's level. A mount’s abilities include those of mounts of lower paladin levels.

8th Level: The mount can ride over sandy, muddy, or even swampy ground without difficulty or decrease in speed.
10th Level: The mount can use water walk at will (as the spell, no action required to activate this ability).
12th Level: The mount can use air walk at will (as the spell, no action required to activate this ability) for up to 1 round at a time, after which it falls to the ground.
14th Level: The mount can fly at its speed (average maneuverability).



How about this?

Edit:

7th - Parry (Ex)
At the cost of the paladin's next move action, the paladin can make a standard weapon attack at each melee attack targeting him this round. If the paladin rolls higher than the attacks targeting him, the damage is negated. If the paladin fails, then he suffers damage as normal and can only make a swift action and standard action the following round.

undead hero
2013-04-05, 08:08 PM
ill think about it for awhile, then figure it out.

could you tell me the pages and books they are from, so i can find it?

Really you should read the entire book, seriously it is a fantastic book that gives melee nice things.

Also read the entire chapter on maneuvers and see what you like, ToB is fantastic. Also look into the Crusader, the Crusader is what the Paladin should be.

LordErebus12
2013-04-05, 08:12 PM
Really you should read the entire book, seriously it is a fantastic book that gives melee nice things.

Also read the entire chapter on maneuvers and see what you like, ToB is fantastic. Also look into the Crusader, the Crusader is what the Paladin should be.

i have read it before, ive ran both a crusader and a warblade. As for where the paladin should be, that remains to be seen.