Deepbluediver
2013-07-16, 04:19 PM
This is part of my ongoing project to rework the core classes, mechanics, and spells so that any given group is easier to balance. My ideal goal is for things to end up around tier 3-ish.
Because D&D has so many interconnected issues, it's hard to homebrew in a vaccuum. My class fixes are intended to work best within the context of my other homebrew (see links in my extended sig) but should be usable in any normal game with relatively minor tweaks. If you are really confused about something, please feel free to ask. As always, the spoilers mostly contain notes and explanations as to the WHY of what I did, to hopefully grant insight into my though process, if you want it.
For the paladin, I went back and forth on what exactly to do with the class, and I decided that with all the fluff and special restrictions, Paladins felt more like a PrC than a base class. Hopefully with my other updates to clerics and druids, a given group will not lack for tanky-type classes even when starting at level 1.
This Paladin is designed for entry around level 5.
On roleplay
My favorite description/depiction of a paladin is from Elizabeth Moon's novel The Deed of Paksenarrion. In it, paladins are inherently charismatic; anyone who isn't completely evil tends to trust them implicitly and feels drawn to them. They have a role that is a much about inspiration as it is about battling the forces of evil directly; it is laid out that a paladin shows what is possible, but then moves on, often leaving years of work still to be done to repair, build, and protect against the tireless forces of darkness.
Paladins repay this trust by being courteous and respectful, and pausing to consider a situation and pray for guidance as often as possible. They are NOT self-righteous holier-than-though kill-happy rampaging ********s.
Your setting, however, might have different expectations. This is why discussing it with the GM first is never a bad idea.
PALADIN
Requirements
To qualify to become a paladin, a character must fulfill all the following criteria:
Alignment
Lawful-Good
Deity
Any approved by your DM
Unlike clerics who worship a single deity, most paladins champion a cause; the venerate and receive support from most deities who share at least some aspect of their alignment.
Weapon & Armor Proficiency
Proficient with martial weapons and with simple armor
BAB
Equal to 2/3 level or better
Abilities
Cha 13+
Special
Must have proven themselves worthy of upholding the paladin's ideals, usually by defeating an evil encounter with a CR of at least 5 (and gained permission from the DM)
Some classes have a lot of built-in RP requirements, while others are more free-form. The paladin falls heavily into the first group, and I would STRONGLY encourage anyone who wants to play one to sit down with their DM beforehand (out of game) and discuss how the player intends to RP and how strict the DM will be with various questionable actions. At the same time, feel free to arrange a suitably impressive moment for the Paladin-to-be to receive his "calling" if your group is into that sort of storytelling.
Some of the other requirements (such as BAB) may seem a bit odd. I'm testing things out, but if any of them seem unworkable, please let me know.
HP per level
d6+6
All my classes have this altered HD scheme; half their old HD plus base half. (Wizard is d2+2, Rogue is d3+3, Fighter is d5+5, etc). It was a compromise to adjust for the fact that melee-heavy classes tended to have a wider distribution with HP but also suffer more from bad rolls.
So the paladin now has the equivalent of a d12 HD.
Skill Points at Each Level
4 + Int modifier
Class Skills
The paladin's class skills (and the key ability for each skill) Concentration (Con), Diplomacy (Cha), Handle Animal (Cha), Heal (Wis), Knowledge (nobility and royalty) (Int), Knowledge (religion) (Int), Profession (Wis), Ride (Dex), and Sense Motive (Wis)
One of the many projects on my plate is an overhaul of the skills system. For now, this list is pretty much just a straight copy-pasta of the list in the SRD. It will be updated when I have something else to post.
Level
BAB
Fort
Ref
Will
Special
Spells Per Day
1st
+1
+2
+0
+2
Detect Evil, Aura of Good, Smite Evil (3/day), Weapon Style feat, Force of Presence
—
2nd
+2
+3
+0
+3
Lay on Hands, Spear or Shield
+1 level of existing divine
3rd
+3
+3
+1
+3
Leadership, Extra Aura, Panacea (1/day)
+1 level of existing divine
4th
+4
+4
+1
+4
Smite Evil (6/day)
—
5th
+5
+4
+1
+4
Celestial Companion, Extra Aura, Weapon Style feat
+1 level of existing divine
6th
+6/+1
+5
+2
+5
Panacea (3/day)
+1 level of existing divine
7th
+7/+2
+5
+2
+5
Smite Evil (10/day), Extra Aura
—
8th
+8/+3
+6
+2
+6
Weapon Style feat
+1 level of existing divine
9th
+9/+4
+6
+3
+6
Extra Aura, Panacea (5/day)
+1 level of existing divine
10th
+10/+5
+7
+3
+7
Smite Evil (at will), Holy Champion
—
Alternate Spells Per Day
Spells
Paladin
1st
2nd
3rd
4th
5th
1
2
—
—
—
—
2
3
—
—
—
—
3
3
1
—
—
—
4
4
2
—
—
—
5
4
3
—
—
—
6
5
3
1
—
—
7
5
4
2
—
—
8
5
4
3
—
—
9
6
5
3
1
—
10
6
5
4
2
—
10+ (ECL 16)
6
5
4
3
—
10+ (ECL 17)
7
6
5
3
1
10+ (ECL 18)
7
6
5
4
2
10+ (ECL 19)
7
6
5
4
3
10+ (ECL 20)
7
7
6
5
3
Class Features
Weapon and Armor Proficiency
Paladins are proficient with simple weapons and 3 varieties of martial weapons. They are proficient with light and medium armor, and with shields.
Among other projects, I'm working on armor and weapons fixes (the armor is up, see sig). Basically, I want to rearrange how proficiency works and who gets what. You either are proficient with all simple weapons or you aren't. Martial weapon proficiencys come in bludgeoning, piercing, slashing, or ranged, and most melee-heavy classes get 2 or 3. Then exotic weapon proficiency needs to be taken one weapon at a time.
With the alterations to armor, most classes get none (casters, monks), light (rogues, druids), or medium (fighters, paladins). Anyone who wants more protection can take the related feats. Shields have also been slimmed down somewhat, to 3 types instead of 4, and just 1 feat.
Spells
Some paladins are drawn from religious orders, while others where never particularly spiritual until they received the call. Paladins with existing levels in a divine-casting class advance their casting and keep their spell list from the prior class.
Paladins that cannot already cast divine spells are spontaneous casters who use the progression shown in the "Alternate Casting" table. Casters of this type begin play knowing three 1st level spells from either the 3.5 (http://www.d20srd.org/srd/spellLists/paladinSpells.htm) or Pathfinder (http://www.d20pfsrd.com/magic/spell-lists-and-domains/spell-lists---paladin) list, as appropriate. At each level they learn one new spell of any level they can cast. A paladin can cast any spell he knows without preparing it ahead of time, the way a wizard or a cleric must.
A player who reaches their 10th level of paladin, and then continues to advance other classes also continues to advance their paladin spellcasting.
There would be some changes here, stemming from my overall magic fix. Basically, in my system all casting requires a spellcraft roll, which is modified by Wisdom; bonus spells always come from Intellect. SR all around largely replaces saves.
The paladin should have sufficient spells at most levels that he doesn't really need to stack Int, and another ability Force of Presence) replaces the need for the pally to stack Wisdom by allowing Charisma to be used in it's place. Hopefully this keeps the MAD down while not cutting off any class features.
The -4 levels of existing casting was intentionally done so that casters wouldn't be able to reach their normal max-level spells. That's the trade-off for everything else the paladin is supposed to offer.
The alternate progression is a modified version of my previous efforts to standardize spellcasting somewhat. Barring early entry, it works about about the same in the end to what partial casting classes (like the Ranger) get.
If you are playing this paladin in a standard game, just assume all his spellcasting is based on Charisma instead of Wisdom like Pathfinder does.
Detect Evil (Su)
This ability allows the paladin to use Detect Alignment at will, but the only alignment it will find is evil. Also, in the presence of any strongly evil creature (defined as any Evil-aligned creature with equal or more HD to the paladin) the paladin must make a Will Save (DC 10+1/2 creature's HD) or be sickened for 1 round. If they make the save, they are still alerted to the creatures presence, but are not sickened. If they fail the save by 5 or more, the paladin is nauseated instead.
This is part of my magic fix; rather than have half a dozen different, their is just going one spell with multiple uses. The non-pally SLA may or may not include Chaos and Law; I haven't decided yet.
For consistency, this has also been changed to a Supernatural instead of Spell-like ability.
Aura of Good (Su)
A paladin projects a strong aura that compels anyone affected by it to do the right thing and speak truthfully. Activating or switching an aura is a swift action that does not provoke attacks of opportunity; the range on the aura is 10 ft./paladin level. The aura will be dispelled if the paladin is killed or is unconscious.
Anyone affected by the Aura of Good must make a Will save or be affected as if by a Zone of Truth spell. Anyone who makes the save still takes a penalty to Bluff equal to 1/2 the paladin's level.
Evil creatures affected the aura must make a Fortitude save every round or be Sickened for 1 round. If they fail by 5 or more, they are Nauseated instead. If they fail by 10 or more, they are Stunned for 1 round; if the creature is immune to Stunning they are instead Dazed.
Smite Evil (Sp)
A paladin may Smite Evil as part of an attack or when casting a damaging spell, or as a special Full-round action. All attempts to Smite Evil must be declared before attack and spellcraft rolls are made, and if the paladin smites a non-evil creature, the attempt is still used up for the day (no effects from smite evil apply to non-evil creatures).
Regular attack or spell
The paladin gains a perfection bonus to standard action attacks or spellcraft rolls equal to her charisma bonus, and deals 1d8 extra damage. In addition, if the paladin rolls a natural 20 on her attack or spellcraft roll, the target must make a Fortitude save (DC 10+ the paladin's ECL) or gain 1 negative level.
A paladin may apply smite to any spell with a duration of instantaneous that deals direct damage to a creature, such as Magic Missile or Cure Light Wounds if used against an undead.
Special Action
A paladin may take a special full-round attack action in an attempt to utterly destroy an evil target.
The paladin makes a single attack roll with a perfection bonus equal to her charisma bonus; on a successful hit the target takes 1d8 additional damage and gains 1 negative level. Additionally, on a natural roll of 18 or greater, the target must make both a Fortitude and a Will save. If the target fails either save they gain an additional negative level; if they fail both saves they are instantly destroyed, being reduced to maximum negative HP and their body is rendered into ash (similar to the Disintegrate spell).
Weapon Style Feat
At first, 5th, and 8th level the paladin chooses one feat from the following lists for which she meets the prerequisites. She may also choose Weapon Focus, Weapon Specialization, or Weapon Mastery (WIP) instead.
Sword 'n Board (http://www.giantitp.com/forums/showpost.php?p=14527298&postcount=2)
Two-Handed Fighting (http://www.giantitp.com/forums/showpost.php?p=14527304&postcount=3)
Reach Combat Style (http://www.giantitp.com/forums/showpost.php?p=14527317&postcount=4)
These are homebrewed feats designed to provide better combat support; every melee classes gets a varying number of them, sort of like Fighter Bonus feats. Combat is a big part of D&D, no denying that, but I don't like requiring certain classes to spend all their normal leveling-up feats just to become competent with basic weapons. These are not the only feat styles, there are also Ranged, TWF, and One-handed feats, but these are the style I felt fit the pally best.
Force of Presence
Paladins may use their Charisma bonus in place of their Wisdom modifier for spellcraft rolls.
Lay on Hands (Su)
Beginning at 2nd level, a paladin can heal wounds (her own or those of others) by touch. Each day she can use this ability a number of times equal to 1/2 her paladin level plus her Charisma modifier. With one use of this ability, a paladin can heal 1d8 hit points of damage. Using this ability is a standard action, unless the paladin targets herself, in which case it is a swift action. Despite the name of this ability, a paladin only needs one free hand to use this ability.
Alternatively, a paladin can use this healing power to deal damage to undead creatures, dealing 1d8 points of damage. Using Lay on Hands in this way requires a successful melee touch attack and provokes an attack of opportunity as normal. Undead do not receive a saving throw against this damage.
This was originally copied pretty much copied word-for-word from Pathfinder, which I preferred to the 3.5 one because while it's less flexible, the amount of healing done is more consistent between different characters.
I tweaked it after some suggestions from Attila.
Spear or Shield
Beginning at second level, you may add one additional d8 to the damage dealt by your Smite Evil ability, or to the damage healed/dealt by your Lay on Hands ability. Once this decision is made it cannot be changed.
At every paladin level after 2nd, the paladins gains 1 additional d8 that she assigns to either LoH or Smite.
Leadership
At level 3, paladins get Leadership as a bonus feat; she need not meet the prerequisites.
Leadership is kinda broken; it's on my long list of things to tweak and mess around with. But I think it fits well with the flavor of the class.
Extra Aura
At 3rd level and every odd level (5th, 7th, 9th) thereafter, a paladin learns how to project different qualities. These can be used in place of her Aura of Good. All bonuses are perfection bonuses, and equal to 1/2 her paladin level unless otherwise noted.
Courage- bonus to saving throws
Resolve- bonus to AC and initiative checks
Justice- add extra 1d6 damage to melee attacks per 2 paladin levels
Faith- fast healing equal to 1/2 paladin level, but only when below half max HP
Righteousness- energy resistance (all forms) equal to paladin level
Temperance- DR/magic equal to paladin level; this aura also automatically ends any fear based effects, as well as any morale based or Rage-like effects, unless the target makes a Will save every round (DC= 10+1/2 ECL+Cha).
Panacea (Su)
At 3rd level, a paladin's divine power allows her to free herself or others from otherwise debilitating conditions as a full-round action. Panacea can target the paladin or an ally within close range (25 feet + 5 feet/2 levels).
Each use of Panacea can remove or reduce one of the following conditions- Remove: Blinded, Deafened, Dazed, Fatigued, Shaken, Sickened, Staggered
Reduce: Panicked to Frightened, Frightened to Shaken, Nauseated to Sickened, Exhausted to Fatigued, Paralyzed to Stunned, Stunned to Dazed
When you use Panacea, you may also make one or more of the following checks as a free action in conjunction with the ability.
Heal: for every 5 points of the check you may remove or reduce one additional condition.
Knowledge (Nature): remove all poisons or diseases (even magical ones) for which the Save DC is less than your result on the check
Knowledge (Arcana): dispel any spell if your check exceeds 10+the spell's level
Celestial Companion
At level 5, the paladin receives the assistance of a special creature from the outer planes. Use the rules for selecting a companion found here (http://www.d20pfsrd.com/classes/core-classes/druid/animal-companions), with the following exceptions: the animal has the celestial creature template, and is typed as a native outsider. Your effective druid level is equal to 2/3 of your full ECL.
I've got plans to revamp the animal companion as well (not that the Pathfinder version is bad, but I just can't leave anything alone). Also, I know that the standard version of the paladin is with a warhorse or other mount, but if you instead want to run around with a celestial wolf at your side, then I don't object to that. By the same token, if a ranger wanted to make a mounted combat build and ride a moose into battle, I wouldn't object.
Holy Champion (Su)
At 10th level, once per day the paladin may become an avatar of her race's primary deity. This transformation takes a Full round, but once activated the paladin is invulnerable to all harm until it is complete. This ability lasts for 10 minutes, and cannot be ended early.
When in this form, the paladin glows with a supernatural light (as if a Light spell was cast directly on her). The paladin also grows a pair of wings, allowing her to fly with good maneuverability at 50 ft. per round, or her base land speed, whichever is faster.
The paladin gains a +3 perfection bonus to her AC, on all attack and spellcraft rolls, and on all skill checks. The range and power of her aura, if active, is equal to of a paladin 3 levels higher than her.
The paladin also gains a unique ability depending on her race or type. The GM may approve other the use of other abilities as well depending on the location or story. For example, the GM may rule that all paladins within the elfish or dwarven homelands gain the special ability for that race's respective deity, or that the paladin gains the ability of whichever deity will benefit most from their actions.
Race(Alignment)
Deity
Special
Human (G)
Pelor
All Undead and evil-Outsiders within range of the paladin's aura must make a Will save (DC 15+Cha) every round or flee in terror (become Panicked), as if from a dragon's frightful presence ability. An undead's normal immunity to fear effects does not prevent this.
Elf (G)
Corellon Larethian
Choose one spell of level 6 or lower from the Wiz/Sor spell list; you may use this spell as an SLA every 1d6 rounds. Alternatively, you may choose 2 spells of level 4 or lower, and use both with separate 1d4 round cooldowns. Alternatively, you may choose to use any 3 level 1 spells and they can be used every round. You can choose to apply metamagic feats to these spells, however you must know the relevant metamagic feat.
Dwarf & Races of Stone
Moradin
You and all allies within range of your aura become immune to any effect that allows a Fortitude or Will save. You and your allies gain a Perfection bonus equal to your Charisma modifier on all Reflex saves.
Gnome
Garl Glittergold
Your body becomes metallic, making you 10 times heavier and immune to falling damage, as well as immune to the effects of positive and negative energy. In addition you take half damage from all other sources, and can lift or carry a load 10 times greater than you normally could. However you cannot fly under your own power or with the use of a mount.
Orc & M. Humanoid
Gruumsh
You may use Rage as a barbarian of your ECL.
Halfling
Yondalla
You gain the Powerful Build feat and your weapons, armor, and other equipment become invulnerable to harm. In addition you can also enlarge any weapon you touch by one size category as a free action. The weapons revert to their normal size as soon as they leave your grasp (projectiles retain their enhanced size long enough to deal damage).
Goblinoid
Maglubiyet
You grow one size category larger; your weapons and equipment re-size themselves to match, provided they remain under your control. You can use Aid Other as a free action once per round.
Elf (E)
Lolth
Once per minute you can summon 3d4 Spider Swarms or Medium Monstrous Spiders, 1d6 Huge Monstrous Spiders, or 1 Colossal Monstrous Spider (as if by a Summon Monster SLA).
Incarnum & RoDestiny
Boccob
You project an Anti-Magic Field to a distance of 25 ft.+5 ft./level. Your own abilities are not affected by this AMF.
Kobold & RotDragon
Tiamat
You gain a breath weapon with the energy type of your choice (fire, cold, acid, or electric) that deals 1d6 damage per 2HD and is usable every 1d6 rounds. The range of the weapon is either a 30 ft. cone or a 60 ft. line. You may choose different parameters each time you use your Holy Champion ability.
Animal & Plant
Ehlonna
You are affected as if by the Speak with Animals and Speak with Plants spells; you may also use Command Plants and Dominate Animal as Spell-like Abilities at will. Once per minute you may cast Summon Nature's Ally V (or a lower level version).
Magical Beast & RotWild
Obad-Hai
You transform into a magical beast or animal of your choice that is within one size category of your normal form (and does not exceed your HD). All your equipment alters to accommodate your new form, and your stats remain the same. However, you gain the creatures movement types (if they exceed your own), Special Attacks, Special Qualities, Extraordinary, Spell-Like, and Supernatureal abilities.
Fey
Titania
Once per round as a swift action you may shift between the material, the ethereal, and the astral planes. Once per minute you may use Plane Shift as a SLA.
Undead
Nerull
Any lethal damage you receive is instead converted into non-lethal damage. In addition you gain Fast Healing 5.
any LG
Heironeous
One ally within range of your aura becomes immune to flanking and critical hits, gains fast healing equal to your paladin level, and has their speed increased by 10 ft. You may alter which ally benefits from these effects as a free action once per round.
any LE
Hextor
You may use Dominate Monster as an SLA that does not allow any saves. You can only affect one creature at a time, but even creatures that would normally be immune to Mind-Affecting spells can be targeted by this ability.
any Good
St. Cuthbert
You replenish one consumed spell slot of every level available to you, and you may use any spell on the paladin spell-list, instead of just those you have learned (you may cast Paladin spells even if you have chosen to advance spellcasting from another class instead).
any CG
Olidammara
You can activate on yourself as a free action both a Greater Invisibility and a Zone of Silence effect as a Supernatural ability at will (and deactivate with a free action). Additionally, you can use Knock and Secret Chest as SLAs at will.
any Chaotic
Kord
Your run speed increases by 30 ft., your fly speed by 10 ft., you gain a swim speed of 40 ft., a burrow speed of 20 ft., and a climb speed of 30 ft. You gain a perfection bonus equal to 1/2 your ECL on Str, Dex, and Con based skill checks, as well as grapple checks.
any Evil
Erythnul
Any positive energy effects (including healing and damage) within range of your aura are halved (in damage dealt or healed, duration, etc). In addition, anyone who dies within range of your aura has their soul sucked into an object within reach of your choosing, as if via the Soul Bind spell.
I tried to cover as many creature types as I could; feel free to provide suggestions for other dieties and/or abilities or homebrew more of your own.
Paladin's Code
Most paladins swear certain oaths when the pledge their loyalty and devotion to a cause or a patron. They vary, though most contain common elements, such as respecting the rule of law, not being deceptive, assist the weak, bring evil to justice, etc. Paladins who violate their oath may receive a vision from their deity as a warning; paladins who continually flaunt it may find themselves unable to use certain abilities such as Smite, spellcasting, or their celestial companion.
Paladins who grossly violate their oath or who commit evil acts lose all their class features except for weapon and armor proficiencies and Weapon Style feats.
Discuss the specifics, including penalties, with your GM.
Multiclassing
Paladin's face a special restriction on multiclassing- once they have taken a level of paladin, they cannot advance in any classes that they did not have at least one level of before becoming a paladin.
Once a paladin reaches 10th level (of paladin, not total), they can again multiclass freely.
Paladin Spell-list Additions
1st- Augury, Consecrate, Light
2nd- Aid, Bear's Endurance, Calm Emotions, Enthrall, Gentle Repose
3rd- Disrupting Weapon, Remove Disease, Searing Light, Spiritual Weapon
4th- Divine Power, Forbiddance, Hallow, Holy Smite (Good only), Unholy Blight (Evil only)
5th- Atonement, Blasphemy (Evil only), Contingency, Cure Critical Wounds, Dictum, Flame Strike, Holy Word (Good only), Mind Blank, Raise Dead, Telepathic Bond, True Seeing
Conclusion
Overall, the paladin includes fewer brand-new features than other classes I've worked, but that's because it had a fair amount to start with, particularly from PF. Those abilities where just sub-par, and tended to be overly limited in their use. I've tried to expand on that, as well as making the class less MAD.
In addition, by making it a prestige class and trying to make it a little easier to multiclass, it will hopefully be easier for players to add their own flavor and choice of abilities.
Because D&D has so many interconnected issues, it's hard to homebrew in a vaccuum. My class fixes are intended to work best within the context of my other homebrew (see links in my extended sig) but should be usable in any normal game with relatively minor tweaks. If you are really confused about something, please feel free to ask. As always, the spoilers mostly contain notes and explanations as to the WHY of what I did, to hopefully grant insight into my though process, if you want it.
For the paladin, I went back and forth on what exactly to do with the class, and I decided that with all the fluff and special restrictions, Paladins felt more like a PrC than a base class. Hopefully with my other updates to clerics and druids, a given group will not lack for tanky-type classes even when starting at level 1.
This Paladin is designed for entry around level 5.
On roleplay
My favorite description/depiction of a paladin is from Elizabeth Moon's novel The Deed of Paksenarrion. In it, paladins are inherently charismatic; anyone who isn't completely evil tends to trust them implicitly and feels drawn to them. They have a role that is a much about inspiration as it is about battling the forces of evil directly; it is laid out that a paladin shows what is possible, but then moves on, often leaving years of work still to be done to repair, build, and protect against the tireless forces of darkness.
Paladins repay this trust by being courteous and respectful, and pausing to consider a situation and pray for guidance as often as possible. They are NOT self-righteous holier-than-though kill-happy rampaging ********s.
Your setting, however, might have different expectations. This is why discussing it with the GM first is never a bad idea.
PALADIN
Requirements
To qualify to become a paladin, a character must fulfill all the following criteria:
Alignment
Lawful-Good
Deity
Any approved by your DM
Unlike clerics who worship a single deity, most paladins champion a cause; the venerate and receive support from most deities who share at least some aspect of their alignment.
Weapon & Armor Proficiency
Proficient with martial weapons and with simple armor
BAB
Equal to 2/3 level or better
Abilities
Cha 13+
Special
Must have proven themselves worthy of upholding the paladin's ideals, usually by defeating an evil encounter with a CR of at least 5 (and gained permission from the DM)
Some classes have a lot of built-in RP requirements, while others are more free-form. The paladin falls heavily into the first group, and I would STRONGLY encourage anyone who wants to play one to sit down with their DM beforehand (out of game) and discuss how the player intends to RP and how strict the DM will be with various questionable actions. At the same time, feel free to arrange a suitably impressive moment for the Paladin-to-be to receive his "calling" if your group is into that sort of storytelling.
Some of the other requirements (such as BAB) may seem a bit odd. I'm testing things out, but if any of them seem unworkable, please let me know.
HP per level
d6+6
All my classes have this altered HD scheme; half their old HD plus base half. (Wizard is d2+2, Rogue is d3+3, Fighter is d5+5, etc). It was a compromise to adjust for the fact that melee-heavy classes tended to have a wider distribution with HP but also suffer more from bad rolls.
So the paladin now has the equivalent of a d12 HD.
Skill Points at Each Level
4 + Int modifier
Class Skills
The paladin's class skills (and the key ability for each skill) Concentration (Con), Diplomacy (Cha), Handle Animal (Cha), Heal (Wis), Knowledge (nobility and royalty) (Int), Knowledge (religion) (Int), Profession (Wis), Ride (Dex), and Sense Motive (Wis)
One of the many projects on my plate is an overhaul of the skills system. For now, this list is pretty much just a straight copy-pasta of the list in the SRD. It will be updated when I have something else to post.
Level
BAB
Fort
Ref
Will
Special
Spells Per Day
1st
+1
+2
+0
+2
Detect Evil, Aura of Good, Smite Evil (3/day), Weapon Style feat, Force of Presence
—
2nd
+2
+3
+0
+3
Lay on Hands, Spear or Shield
+1 level of existing divine
3rd
+3
+3
+1
+3
Leadership, Extra Aura, Panacea (1/day)
+1 level of existing divine
4th
+4
+4
+1
+4
Smite Evil (6/day)
—
5th
+5
+4
+1
+4
Celestial Companion, Extra Aura, Weapon Style feat
+1 level of existing divine
6th
+6/+1
+5
+2
+5
Panacea (3/day)
+1 level of existing divine
7th
+7/+2
+5
+2
+5
Smite Evil (10/day), Extra Aura
—
8th
+8/+3
+6
+2
+6
Weapon Style feat
+1 level of existing divine
9th
+9/+4
+6
+3
+6
Extra Aura, Panacea (5/day)
+1 level of existing divine
10th
+10/+5
+7
+3
+7
Smite Evil (at will), Holy Champion
—
Alternate Spells Per Day
Spells
Paladin
1st
2nd
3rd
4th
5th
1
2
—
—
—
—
2
3
—
—
—
—
3
3
1
—
—
—
4
4
2
—
—
—
5
4
3
—
—
—
6
5
3
1
—
—
7
5
4
2
—
—
8
5
4
3
—
—
9
6
5
3
1
—
10
6
5
4
2
—
10+ (ECL 16)
6
5
4
3
—
10+ (ECL 17)
7
6
5
3
1
10+ (ECL 18)
7
6
5
4
2
10+ (ECL 19)
7
6
5
4
3
10+ (ECL 20)
7
7
6
5
3
Class Features
Weapon and Armor Proficiency
Paladins are proficient with simple weapons and 3 varieties of martial weapons. They are proficient with light and medium armor, and with shields.
Among other projects, I'm working on armor and weapons fixes (the armor is up, see sig). Basically, I want to rearrange how proficiency works and who gets what. You either are proficient with all simple weapons or you aren't. Martial weapon proficiencys come in bludgeoning, piercing, slashing, or ranged, and most melee-heavy classes get 2 or 3. Then exotic weapon proficiency needs to be taken one weapon at a time.
With the alterations to armor, most classes get none (casters, monks), light (rogues, druids), or medium (fighters, paladins). Anyone who wants more protection can take the related feats. Shields have also been slimmed down somewhat, to 3 types instead of 4, and just 1 feat.
Spells
Some paladins are drawn from religious orders, while others where never particularly spiritual until they received the call. Paladins with existing levels in a divine-casting class advance their casting and keep their spell list from the prior class.
Paladins that cannot already cast divine spells are spontaneous casters who use the progression shown in the "Alternate Casting" table. Casters of this type begin play knowing three 1st level spells from either the 3.5 (http://www.d20srd.org/srd/spellLists/paladinSpells.htm) or Pathfinder (http://www.d20pfsrd.com/magic/spell-lists-and-domains/spell-lists---paladin) list, as appropriate. At each level they learn one new spell of any level they can cast. A paladin can cast any spell he knows without preparing it ahead of time, the way a wizard or a cleric must.
A player who reaches their 10th level of paladin, and then continues to advance other classes also continues to advance their paladin spellcasting.
There would be some changes here, stemming from my overall magic fix. Basically, in my system all casting requires a spellcraft roll, which is modified by Wisdom; bonus spells always come from Intellect. SR all around largely replaces saves.
The paladin should have sufficient spells at most levels that he doesn't really need to stack Int, and another ability Force of Presence) replaces the need for the pally to stack Wisdom by allowing Charisma to be used in it's place. Hopefully this keeps the MAD down while not cutting off any class features.
The -4 levels of existing casting was intentionally done so that casters wouldn't be able to reach their normal max-level spells. That's the trade-off for everything else the paladin is supposed to offer.
The alternate progression is a modified version of my previous efforts to standardize spellcasting somewhat. Barring early entry, it works about about the same in the end to what partial casting classes (like the Ranger) get.
If you are playing this paladin in a standard game, just assume all his spellcasting is based on Charisma instead of Wisdom like Pathfinder does.
Detect Evil (Su)
This ability allows the paladin to use Detect Alignment at will, but the only alignment it will find is evil. Also, in the presence of any strongly evil creature (defined as any Evil-aligned creature with equal or more HD to the paladin) the paladin must make a Will Save (DC 10+1/2 creature's HD) or be sickened for 1 round. If they make the save, they are still alerted to the creatures presence, but are not sickened. If they fail the save by 5 or more, the paladin is nauseated instead.
This is part of my magic fix; rather than have half a dozen different, their is just going one spell with multiple uses. The non-pally SLA may or may not include Chaos and Law; I haven't decided yet.
For consistency, this has also been changed to a Supernatural instead of Spell-like ability.
Aura of Good (Su)
A paladin projects a strong aura that compels anyone affected by it to do the right thing and speak truthfully. Activating or switching an aura is a swift action that does not provoke attacks of opportunity; the range on the aura is 10 ft./paladin level. The aura will be dispelled if the paladin is killed or is unconscious.
Anyone affected by the Aura of Good must make a Will save or be affected as if by a Zone of Truth spell. Anyone who makes the save still takes a penalty to Bluff equal to 1/2 the paladin's level.
Evil creatures affected the aura must make a Fortitude save every round or be Sickened for 1 round. If they fail by 5 or more, they are Nauseated instead. If they fail by 10 or more, they are Stunned for 1 round; if the creature is immune to Stunning they are instead Dazed.
Smite Evil (Sp)
A paladin may Smite Evil as part of an attack or when casting a damaging spell, or as a special Full-round action. All attempts to Smite Evil must be declared before attack and spellcraft rolls are made, and if the paladin smites a non-evil creature, the attempt is still used up for the day (no effects from smite evil apply to non-evil creatures).
Regular attack or spell
The paladin gains a perfection bonus to standard action attacks or spellcraft rolls equal to her charisma bonus, and deals 1d8 extra damage. In addition, if the paladin rolls a natural 20 on her attack or spellcraft roll, the target must make a Fortitude save (DC 10+ the paladin's ECL) or gain 1 negative level.
A paladin may apply smite to any spell with a duration of instantaneous that deals direct damage to a creature, such as Magic Missile or Cure Light Wounds if used against an undead.
Special Action
A paladin may take a special full-round attack action in an attempt to utterly destroy an evil target.
The paladin makes a single attack roll with a perfection bonus equal to her charisma bonus; on a successful hit the target takes 1d8 additional damage and gains 1 negative level. Additionally, on a natural roll of 18 or greater, the target must make both a Fortitude and a Will save. If the target fails either save they gain an additional negative level; if they fail both saves they are instantly destroyed, being reduced to maximum negative HP and their body is rendered into ash (similar to the Disintegrate spell).
Weapon Style Feat
At first, 5th, and 8th level the paladin chooses one feat from the following lists for which she meets the prerequisites. She may also choose Weapon Focus, Weapon Specialization, or Weapon Mastery (WIP) instead.
Sword 'n Board (http://www.giantitp.com/forums/showpost.php?p=14527298&postcount=2)
Two-Handed Fighting (http://www.giantitp.com/forums/showpost.php?p=14527304&postcount=3)
Reach Combat Style (http://www.giantitp.com/forums/showpost.php?p=14527317&postcount=4)
These are homebrewed feats designed to provide better combat support; every melee classes gets a varying number of them, sort of like Fighter Bonus feats. Combat is a big part of D&D, no denying that, but I don't like requiring certain classes to spend all their normal leveling-up feats just to become competent with basic weapons. These are not the only feat styles, there are also Ranged, TWF, and One-handed feats, but these are the style I felt fit the pally best.
Force of Presence
Paladins may use their Charisma bonus in place of their Wisdom modifier for spellcraft rolls.
Lay on Hands (Su)
Beginning at 2nd level, a paladin can heal wounds (her own or those of others) by touch. Each day she can use this ability a number of times equal to 1/2 her paladin level plus her Charisma modifier. With one use of this ability, a paladin can heal 1d8 hit points of damage. Using this ability is a standard action, unless the paladin targets herself, in which case it is a swift action. Despite the name of this ability, a paladin only needs one free hand to use this ability.
Alternatively, a paladin can use this healing power to deal damage to undead creatures, dealing 1d8 points of damage. Using Lay on Hands in this way requires a successful melee touch attack and provokes an attack of opportunity as normal. Undead do not receive a saving throw against this damage.
This was originally copied pretty much copied word-for-word from Pathfinder, which I preferred to the 3.5 one because while it's less flexible, the amount of healing done is more consistent between different characters.
I tweaked it after some suggestions from Attila.
Spear or Shield
Beginning at second level, you may add one additional d8 to the damage dealt by your Smite Evil ability, or to the damage healed/dealt by your Lay on Hands ability. Once this decision is made it cannot be changed.
At every paladin level after 2nd, the paladins gains 1 additional d8 that she assigns to either LoH or Smite.
Leadership
At level 3, paladins get Leadership as a bonus feat; she need not meet the prerequisites.
Leadership is kinda broken; it's on my long list of things to tweak and mess around with. But I think it fits well with the flavor of the class.
Extra Aura
At 3rd level and every odd level (5th, 7th, 9th) thereafter, a paladin learns how to project different qualities. These can be used in place of her Aura of Good. All bonuses are perfection bonuses, and equal to 1/2 her paladin level unless otherwise noted.
Courage- bonus to saving throws
Resolve- bonus to AC and initiative checks
Justice- add extra 1d6 damage to melee attacks per 2 paladin levels
Faith- fast healing equal to 1/2 paladin level, but only when below half max HP
Righteousness- energy resistance (all forms) equal to paladin level
Temperance- DR/magic equal to paladin level; this aura also automatically ends any fear based effects, as well as any morale based or Rage-like effects, unless the target makes a Will save every round (DC= 10+1/2 ECL+Cha).
Panacea (Su)
At 3rd level, a paladin's divine power allows her to free herself or others from otherwise debilitating conditions as a full-round action. Panacea can target the paladin or an ally within close range (25 feet + 5 feet/2 levels).
Each use of Panacea can remove or reduce one of the following conditions- Remove: Blinded, Deafened, Dazed, Fatigued, Shaken, Sickened, Staggered
Reduce: Panicked to Frightened, Frightened to Shaken, Nauseated to Sickened, Exhausted to Fatigued, Paralyzed to Stunned, Stunned to Dazed
When you use Panacea, you may also make one or more of the following checks as a free action in conjunction with the ability.
Heal: for every 5 points of the check you may remove or reduce one additional condition.
Knowledge (Nature): remove all poisons or diseases (even magical ones) for which the Save DC is less than your result on the check
Knowledge (Arcana): dispel any spell if your check exceeds 10+the spell's level
Celestial Companion
At level 5, the paladin receives the assistance of a special creature from the outer planes. Use the rules for selecting a companion found here (http://www.d20pfsrd.com/classes/core-classes/druid/animal-companions), with the following exceptions: the animal has the celestial creature template, and is typed as a native outsider. Your effective druid level is equal to 2/3 of your full ECL.
I've got plans to revamp the animal companion as well (not that the Pathfinder version is bad, but I just can't leave anything alone). Also, I know that the standard version of the paladin is with a warhorse or other mount, but if you instead want to run around with a celestial wolf at your side, then I don't object to that. By the same token, if a ranger wanted to make a mounted combat build and ride a moose into battle, I wouldn't object.
Holy Champion (Su)
At 10th level, once per day the paladin may become an avatar of her race's primary deity. This transformation takes a Full round, but once activated the paladin is invulnerable to all harm until it is complete. This ability lasts for 10 minutes, and cannot be ended early.
When in this form, the paladin glows with a supernatural light (as if a Light spell was cast directly on her). The paladin also grows a pair of wings, allowing her to fly with good maneuverability at 50 ft. per round, or her base land speed, whichever is faster.
The paladin gains a +3 perfection bonus to her AC, on all attack and spellcraft rolls, and on all skill checks. The range and power of her aura, if active, is equal to of a paladin 3 levels higher than her.
The paladin also gains a unique ability depending on her race or type. The GM may approve other the use of other abilities as well depending on the location or story. For example, the GM may rule that all paladins within the elfish or dwarven homelands gain the special ability for that race's respective deity, or that the paladin gains the ability of whichever deity will benefit most from their actions.
Race(Alignment)
Deity
Special
Human (G)
Pelor
All Undead and evil-Outsiders within range of the paladin's aura must make a Will save (DC 15+Cha) every round or flee in terror (become Panicked), as if from a dragon's frightful presence ability. An undead's normal immunity to fear effects does not prevent this.
Elf (G)
Corellon Larethian
Choose one spell of level 6 or lower from the Wiz/Sor spell list; you may use this spell as an SLA every 1d6 rounds. Alternatively, you may choose 2 spells of level 4 or lower, and use both with separate 1d4 round cooldowns. Alternatively, you may choose to use any 3 level 1 spells and they can be used every round. You can choose to apply metamagic feats to these spells, however you must know the relevant metamagic feat.
Dwarf & Races of Stone
Moradin
You and all allies within range of your aura become immune to any effect that allows a Fortitude or Will save. You and your allies gain a Perfection bonus equal to your Charisma modifier on all Reflex saves.
Gnome
Garl Glittergold
Your body becomes metallic, making you 10 times heavier and immune to falling damage, as well as immune to the effects of positive and negative energy. In addition you take half damage from all other sources, and can lift or carry a load 10 times greater than you normally could. However you cannot fly under your own power or with the use of a mount.
Orc & M. Humanoid
Gruumsh
You may use Rage as a barbarian of your ECL.
Halfling
Yondalla
You gain the Powerful Build feat and your weapons, armor, and other equipment become invulnerable to harm. In addition you can also enlarge any weapon you touch by one size category as a free action. The weapons revert to their normal size as soon as they leave your grasp (projectiles retain their enhanced size long enough to deal damage).
Goblinoid
Maglubiyet
You grow one size category larger; your weapons and equipment re-size themselves to match, provided they remain under your control. You can use Aid Other as a free action once per round.
Elf (E)
Lolth
Once per minute you can summon 3d4 Spider Swarms or Medium Monstrous Spiders, 1d6 Huge Monstrous Spiders, or 1 Colossal Monstrous Spider (as if by a Summon Monster SLA).
Incarnum & RoDestiny
Boccob
You project an Anti-Magic Field to a distance of 25 ft.+5 ft./level. Your own abilities are not affected by this AMF.
Kobold & RotDragon
Tiamat
You gain a breath weapon with the energy type of your choice (fire, cold, acid, or electric) that deals 1d6 damage per 2HD and is usable every 1d6 rounds. The range of the weapon is either a 30 ft. cone or a 60 ft. line. You may choose different parameters each time you use your Holy Champion ability.
Animal & Plant
Ehlonna
You are affected as if by the Speak with Animals and Speak with Plants spells; you may also use Command Plants and Dominate Animal as Spell-like Abilities at will. Once per minute you may cast Summon Nature's Ally V (or a lower level version).
Magical Beast & RotWild
Obad-Hai
You transform into a magical beast or animal of your choice that is within one size category of your normal form (and does not exceed your HD). All your equipment alters to accommodate your new form, and your stats remain the same. However, you gain the creatures movement types (if they exceed your own), Special Attacks, Special Qualities, Extraordinary, Spell-Like, and Supernatureal abilities.
Fey
Titania
Once per round as a swift action you may shift between the material, the ethereal, and the astral planes. Once per minute you may use Plane Shift as a SLA.
Undead
Nerull
Any lethal damage you receive is instead converted into non-lethal damage. In addition you gain Fast Healing 5.
any LG
Heironeous
One ally within range of your aura becomes immune to flanking and critical hits, gains fast healing equal to your paladin level, and has their speed increased by 10 ft. You may alter which ally benefits from these effects as a free action once per round.
any LE
Hextor
You may use Dominate Monster as an SLA that does not allow any saves. You can only affect one creature at a time, but even creatures that would normally be immune to Mind-Affecting spells can be targeted by this ability.
any Good
St. Cuthbert
You replenish one consumed spell slot of every level available to you, and you may use any spell on the paladin spell-list, instead of just those you have learned (you may cast Paladin spells even if you have chosen to advance spellcasting from another class instead).
any CG
Olidammara
You can activate on yourself as a free action both a Greater Invisibility and a Zone of Silence effect as a Supernatural ability at will (and deactivate with a free action). Additionally, you can use Knock and Secret Chest as SLAs at will.
any Chaotic
Kord
Your run speed increases by 30 ft., your fly speed by 10 ft., you gain a swim speed of 40 ft., a burrow speed of 20 ft., and a climb speed of 30 ft. You gain a perfection bonus equal to 1/2 your ECL on Str, Dex, and Con based skill checks, as well as grapple checks.
any Evil
Erythnul
Any positive energy effects (including healing and damage) within range of your aura are halved (in damage dealt or healed, duration, etc). In addition, anyone who dies within range of your aura has their soul sucked into an object within reach of your choosing, as if via the Soul Bind spell.
I tried to cover as many creature types as I could; feel free to provide suggestions for other dieties and/or abilities or homebrew more of your own.
Paladin's Code
Most paladins swear certain oaths when the pledge their loyalty and devotion to a cause or a patron. They vary, though most contain common elements, such as respecting the rule of law, not being deceptive, assist the weak, bring evil to justice, etc. Paladins who violate their oath may receive a vision from their deity as a warning; paladins who continually flaunt it may find themselves unable to use certain abilities such as Smite, spellcasting, or their celestial companion.
Paladins who grossly violate their oath or who commit evil acts lose all their class features except for weapon and armor proficiencies and Weapon Style feats.
Discuss the specifics, including penalties, with your GM.
Multiclassing
Paladin's face a special restriction on multiclassing- once they have taken a level of paladin, they cannot advance in any classes that they did not have at least one level of before becoming a paladin.
Once a paladin reaches 10th level (of paladin, not total), they can again multiclass freely.
Paladin Spell-list Additions
1st- Augury, Consecrate, Light
2nd- Aid, Bear's Endurance, Calm Emotions, Enthrall, Gentle Repose
3rd- Disrupting Weapon, Remove Disease, Searing Light, Spiritual Weapon
4th- Divine Power, Forbiddance, Hallow, Holy Smite (Good only), Unholy Blight (Evil only)
5th- Atonement, Blasphemy (Evil only), Contingency, Cure Critical Wounds, Dictum, Flame Strike, Holy Word (Good only), Mind Blank, Raise Dead, Telepathic Bond, True Seeing
Conclusion
Overall, the paladin includes fewer brand-new features than other classes I've worked, but that's because it had a fair amount to start with, particularly from PF. Those abilities where just sub-par, and tended to be overly limited in their use. I've tried to expand on that, as well as making the class less MAD.
In addition, by making it a prestige class and trying to make it a little easier to multiclass, it will hopefully be easier for players to add their own flavor and choice of abilities.