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View Full Version : At least it's not a fighter or monk fix (paladin fix, PEACH)



dspeyer
2013-06-13, 02:55 PM
I started picturing a party with a straight PHB paladin, a consular paladin (http://www.giantitp.com/forums/showthread.php?t=250004) an arcane paladin (http://www.giantitp.com/forums/showpost.php?p=14424616&postcount=8) and a mystic paladin (http://www.giantitp.com/forums/showthread.php?t=284127) (or just a cleric of heironeous who thinks like a paladin), and I realized that the PHB paladin would get kind of left behind. Hence: rewrite.



LevelBABFortRefWillSpecialSmite DamageSpells per Day
1st2nd3rd4th
1st1202Aura of good, detect evil, smite evil 1/day2————
2nd2303Divine grace, lay on hands4————
3rd3313Aura of courage, divine health6————
4th4414Turn undead, Favored Villain +280———
5th5414Smite evil 2/day, special mount110———
6th6525Remove disease or Neutralize Poison 5/day141———
7th7525Lesser Smite Power171———
8th8626Wings2110——
9th9636Favored Villain +4/+22510——
10th10737Smite evil 2/encounter3011——
11th11737Restoration 3/day37110—
12th12848Greater Smite Power46111—
13th13848Recover Lay on Hands57111—
14th14949Favored Villain +6/+4/+4702110
15th15959smite evil 3/encounter852111
16th1610510Regeneration 1/day1002211
17th1710510Supreme Smite Power1202221
18th1811611Recover Turn Undead1403221
19th1911611Favored Villain +10/+6/+6/+61653332
20th2012612Smite evil 3/round2003333


Hit Die: d10
Class Skills: Concentration (Con), Craft (Int), Diplomacy (Cha), Handle Animal (Cha), Heal (Wis), Knowledge (nobility and royalty) (Int), Knowledge (religion) (Int), Profession (Wis), Ride (Dex), and Sense Motive (Wis)
Skills: 2+int

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 (except tower shields).

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

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

Smite Evil(su): Once per day, a paladin may attempt to smite evil with one attack (it can be either melee or ranged, either a simple attack, part of something larger, such as a full attack or martial maneuver). She adds her Charisma bonus (if any) to her attack roll and deals extra damage according to her paladin level as shown on the table. 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 fifth level, she gains a second use per day. At tenth, the ability to restore her smite pool with five minutes of prayer. At fifteenth, a third use. At twentieth, the smite pool replentishes itself at the beginning of the paladin's turn.

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. 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.

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 morale bonus on saving throws against fear effects. This ability functions while the paladin is conscious, but not if she is unconscious or dead.

Divine Health(su): At 3rd level, a paladin gains immunity to all diseases, including supernatural and magical diseases.

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 cleric of three levels lower would.

Favored Villain(ex): At fourth level, a paladin selects a type of villain to specialize in stopping. This can be an always-evil creature type (e.g. undead, devils, chromatic dragons), an organization (e.g. assassin's guild, imperial secret police) or perpetrators of a particular crime (e.g. slave traders, serial killers). She gains the shown bonus on all skill checks related to or opposed by the villain and to damage rolls against them. She also adds the relevant knowledge skill to her class skill list. Every five levels thereafter, she gains an additional favored enemy and her bonuses increase. She may assign the bonuses however she chooses.

Spells: Paladins are divine, prepared wisdom-based casters from the paladin list.

Special Mount(su): See PHB

Remove Disease or Neutralize Poison 5/day(sla): At sixth level, a paladin becomes able to use Remove Disease or Neutralize Poison as the spells a total of five times a day.

Lesser Smite Power(su): At seventh level, a paladin chooses a smite power. Whenever she successfully smites an evil creature, she may choose to employ the power as well at no additional cost. If the power allows a save, the DC is 10 + 1/2 paladin level + cha mod. The powers:
Stunnng Smite: Fort save or stunned for 1 round
Blinding Smite: Fort save or blinded for 1d4+1 rounds
Crippling Smite: Fort save or speed=5 for 1d4+1 rounds
Demoralizing Smite: Will save or suffer -2 morale on all attacks and checks for 2d6 rounds


Wings(su): At eighth level, a paladin grows feathery wings that allow her to fly with good manoeuvrability at twice her base speed. She can express or retract the wings as a move action.

Restoration 3/day(sla): At eleventh level, a paladin can use Restoration as the spell three times per day.

Greater Smite Power(su): At twelfth level, a paladin gains a greater smite power. She can only use one power on any individual smite attack. The powers:
Magebinding Smite: Will save or lose all su and sla abilities and all spellcasting for 1 round.
Paralyzing Smite: Fort save or paralyzed for 1 round.
Mindtouching Smite: Will save or the paladin learns the answer to a single yes-or-no question from the target's mind.
Any two lesser smite powers


Recover Lay on Hands(su): Starting at thirteenth level, whenever a paladin recovers her Smite Evil uses, she also refills her Lay on Hands pool.

Regeneration 1/day(sla): At sixteenth level, a paladin gains the ability to use Regeneration as the spell once per day.

Supreme Smite Power(su): At seventeenth level, a paladin gains a supreme smite power. The powers are:
Dismissing Smite: Will save or return to native plane (no effect if creature is on its native plane)
Commanding Smite: Will save or follow a simple command for 2d4 rounds
Ennervating Smite: Fort save or 1d4 negative levels
Any two greater smite powers


Recover Turn Undead(su): Starting at eighteenth level, whenever a paladin recovers her Smite Evil uses, she also refills her Turn Undead pool.

Code of Conduct: A paladin must be of lawful good alignment and loses all class abilities if she ever willingly commits an evil act. Additionally, a paladin’s code requires that she respect legitimate authority, act with honor (not lying, not cheating, not using poison, and so forth), help those in need (provided they do not use the help for evil or chaotic ends), and punish those who harm or threaten innocents.