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View Full Version : Rewriting Core Project 2:The Paladin [PEACH]



asdflove
2013-11-27, 10:17 AM
My second favorite (fluff-wise) in core! Sadly it was badly done, so I'm happy to do it now. :smallsmile:

http://i.imgur.com/c2Zh9oc.png


The Paladin


Level
BAB
Fort
Ref
Will
Special
Divine Exploit Known
Max Divine Exploit level


1st
+1
+2
+0
+2
Aura of good, detect evil, smite evil 1/encounter
2
1


2nd
+2
+3
+0
+3
Divine grace, lay on hands
3
1


3rd
+3
+3
+1
+3
Aura of courage, divine health
4
2


4th
+4
+4
+1
+4
Turn undead, bonus feat, divine spellcasting
5
2


5th
+5
+4
+1
+4
Special Mount, smite evil 2/encounter
6
3


6th
+6/+1
+5
+2
+5
Protective shield
7
3


7th
+7/+2
+5
+2
+5
Mettle
8
4


8th
+8/+3
+6
+2
+6
Healer's touch, bonus feat
9
4


9th
+9/+4
+6
+3
+6
Aura of Resolve
10
5


10th
+10/+5
+7
+7
+3
Smite evil 3/encounter
11
5


11th
+11/+6/+1
+7
+3
+7
Holy Wings
12
6


12th
+12/+7/+2
+8
+4
+8
Bonus feat
13
6


13th
+13/+8/+3
+8
+4
+8
Divine Healing
14
7


14th
+14/+9/+4
+9
+4
+9
Banishing smite
15
7


15th
+15/+10/+5
+9
+5
+9
Smite evil 4/encounter
16
8


16th
+16/+11/+6/+1
+10
+5
+10
Bonus feat
17
8


17th
+17/+12/+7/+2
+10
+5
+10
Aura of Righteousness
18
9


18th
+18/+13/+8/+3
+11
+6
+11
Divine Connection
19
9


19th
19/+14/+9/+4
+11
+6
+11
Divine Healing (full modifier)
20
9


20th
20/+15/+10/+5
+12
+6
+12
Smite evil 5/encounter, Bonus feat, divine blood
21
9





Alignment: Any Good
Hit Die: d12.

Class Skills:Concentration (Con), Craft (Int), Diplomacy (Cha), Handle Animal (Cha), Heal (Wis), Knowledge(nobility and royalty) (Int), Knowledge(religion) (Int), Listen(Wis), Profession (Wis), Ride (Dex), Sense Motive (Wis), and Spot(Wis).
Skill Points at 1st Level: (4 + Int modifier) ×4.
Skill Points at Each Additional Level: 4 + Int modifier.


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 (including tower 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. They add their Charisma bonus (if any) to their attack roll and deal 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 5th level, and at every five levels thereafter, the paladin may smite evil one additional time per encounter, as indicated on Table: The Paladin, to a maximum of five times per encounter at 20th level.

Divine Exploits (Su)
Paladins have a lot of divine tricks they can use. These tricks are called divine exploits. At first level, a paladin can have 2 exploits known. This amount increases every level after that, up to 21 at level 20. When the paladin levels up, they instantly choose their new exploit known.

At first level, the paladin can only have level 1 exploits known. At level 3, they gain access to level 2 exploits. This increases every odd numbered level, up to level 9 exploits at level 17.

Passive exploits are always working while known. Active exploits known can be activated twice per day. Activating an active exploit takes a standard action unless the exploit notes otherwise. All exploits are (Su) abilities. If an exploit allows a saving throw, the DC is 10+the level of the exploit+the paladin's charisma modifier.

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 × double their Charisma bonus. If used on themselves each point instead heals two points of damage to the paladin. A paladin may choose to divide their healing among multiple recipients, and they don't have to use it all at once. Using lay on hands is a standard action.
Starting at 12th level using lay on hands is a move action.
Starting at 19th level lay on hands can be used as part of another move 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 their 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 them gain a +4 morale bonus on saving throws against fear effects. This increases by an additional 10-ft every odd numbered level to a maximum of 90-ft at 19th level. It finishes by increasing to 100-ft at 20th level.

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.

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.

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 automatically knows all spells on the Paladin spell list, and can cast any spell he knows without preparing it ahead of time.

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. His base daily spell allotment is given on the table. In addition, he receives bonus spells per day if she has a high Charisma score. The paladin does not have access to any domain spells or granted powers, as a cleric does.

Through 3rd level, a paladin has no caster level. At 4th level and higher, her caster level is equal to his paladin level.
Spells per day


Level
1st
2nd
3rd
4th


1st






2nd






3rd






4th
1





5th
1





6th
1





7th
2





8th
2
1




9th
2
1




10th
3
1




11th
3
2
1



12th
3
2
1



13th
4
2
1



14th
4
3
2
1


15th
4
3
2
1


16th
4
3
2
1


17th
4
4
3
2


18th
4
4
3
2


19th
4
4
3
2


20th
4
4
4
3



Bonus Feats
Starting at 4th level and every 4 levels thereafter paladins get bonus feats. They can have any feat from the following list for which they meet the prerequisites: any [Divine] feat or any Fighter Bonus Feat.

Special Mount (Sp)
Upon reaching 5th level, a paladin gains the service of an unusually intelligent, strong, and loyal steed to serve them in their crusade against evil. This mount is usually a heavy warhorse (for a Medium paladin) or a warpony (for a Small paladin).

As a full-round action, a paladin may magically call their 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 until dismissed (a free action). The mount is the same creature each time it is summoned, though the paladin may release a particular mount from service.

While on the celestial planes, the mount heals damage at a rate of (paladin level) hit points/hour. Ability damage heals at a rate of (the paladin’s Charisma modifier) points/hour, and negative levels heal at a rate of one/hour. All other status conditions are healed in an hour. 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. It can be summoned again after one week, minus a number of days equal to the paladin’s Charisma modifier, however. During this period, the paladin takes a -1 penalty on attack and weapon damage rolls.

In addition, the paladin gains Mounted Combat as a bonus feat, even if they doesn't meet the prerequisites.

Protective Shield (Su)
At 6th level, a paladin can take blows for their allies. Whenever an ally within 5 feet per point of their Charisma modifier takes hit point damage, the paladin may chose to take half the damage themselves. Damage reduction does not apply. In addition, allies who are within range of this ability gain a +1 sacred bonus to armor class and saves. This bonus increased to +2 at 10th level, +3 at 15th level, and +4 at 20th level. Otherwise, this ability works like the shield other spell.
Starting at 16 damage reduction can apply to this damage.

Mettle (Su)
A Paladins's special blessing allows them to shrug off magical effects that would otherwise harm them. If a Paladin makes a successful Will or Fortitude saving throw that would normally reduce the spell's effect, they suffer no effect from the spell at all. Only those spells with a Saving Throw entry of "Will partial," "Fortitude half," or similar entries can be negated through this ability.

Healers Touch (Sp)
At 7th level, a paladin’s touch can cure many afflictions. They may spend 10 points from their Lay on Hands pool to cure disease, poison, or paralysis. They may spend 5 points to use lesser restoration as a spell-like ability with a caster level equal to his paladin level, 20 points to use restoration, 25 points to cure any condition that would be affected by Heal, and 50 points to use greater restoration.

Aura of Resolve (Su)
At 9th level, a paladin is immune to charm spells and spell-like abilities. Each ally within 40 feet of them gain a +4 morale bonus on saving throws against charm effects. This increases by an additional 10-ft every odd numbered level to a maximum of 90-ft at 19th level. It finishes by increasing to 100-ft at 20th level.

This ability functions only while the paladin is conscious, not if they are unconscious or dead.

Holy Wings (Ex)
At 11th level, a paladin and his mount grow white feathered wings. The paladin gains a fly speed equal to their base land speed with good maneuverability. Their mount gains a 100 foot fly speed, also with good maneuverability. (See the mount section for more details).

Divine healing (Su)
At 13th level, a paladin gains fast healing equal to one-half of their Charisma modifier (minimum 1).
At 19th level their fast healing is equal to their charisma modifier.

Banishing Smite (Su)
At 14th level, any evil outsider struck by a paladin’s smite must make a will save (DC is 10+half the paladin's level (round down)+their charisma modifier) or be forced to return to its home plane. If it is already on its home plane, it instead takes 1d6 damage per paladin level on a failed save. This damage is purely divine energy so it is not subject to spell resistance or damage reduction. The extra damage replaces the normal extra damage dealt by a smite attempt. Even if it succeeds on its save, it is still affected by the smite evil as per usual.

Aura of Righteousness (Su)
At 17th level, a paladin gains DR 5/evil and immunity to compulsion spells and spell-like abilities. Each ally within 80 feet of them gains a +4 morale bonus on saving throws against compulsion effects. This increases to 90-ft at 19th level and 100-ft at 20th level.

This ability functions only while the paladin is conscious, not if they are unconscious or dead.

Divine Connection (Sp)
Twice per day, as spell-like ability, an 18th level paladin can communicate with their god though a Commune spell.


Divine Blood (Ex)
At 20th level a Paladin's connection to their god is so strong that celestial power has flown into them and made them stronger. They gain the Half-Celestial template, but do not gain the Level Adjustment. Their fly speed also doubles. In addition they may treat their creature type as outsider or their original creature type, whichever is more beneficial at any given time.

Level 1:
Divine Defense (Active): +4 AC for 1 hour/level.
Swordbeam (Active): Make a melee attack from up to 10 feet/level away.
Needless (Passive): Do not need food/water. Only need 2 hours sleep.
Seeing Eyes (Passive): Endless detect magic, as the spell.
Healing Strike (Active): Make a attack and if it hits an an ally within 20-ft is healed 1d8 damage+1 per paladin level (max +5).
Divine Protection (Active): Sanctuary, as the spell
Blessed Weapon (Passive): Any weapon held is affected by the spell bless weapon.
God's blessing (Active): Divine Favor, as the spell.

Level 2:Divine Gift (Active): Target within 30 feet gets +1 on attack rolls and saves for 1 minute/level.
Holy Presence (Passive): All allies within 30 feet gain a morale bonus to saves against fear and spells with the [Evil] description equal to the paladin’s Charisma modifier.
Protective Force (Active): A single target within 30 feet takes only half damage from any hit point damage.
Smite of Sacred Flames (Active): Activating this is a swift action. The next Smite Evil attempt made does an additional 2d6 fire damage on top of the extra damage from Smite Evil.
Pure Weapon (Passive): Weapon is considered good-aligned for the purposes of overcoming damage reduction.
Consecrating Blow (Active):Make a attack and if it hits Consecrate, as the spell, starts.
Divine Blessing (Active): +4 untyped bonus to Charisma and Strength for 1 minute/level.

Level 3:
Bless (Active): Target within 30 feet gets +2 bonus on attack rolls, saves, skill checks for 1 minute/level.
Mercy's cure (Active): Remove Disease and Neutralize Poison as the spells.
Holy Aid (Active): Allies with 30-ft gain a +1 luck bonus on attack rolls, weapon damage rolls, saves, and skill checks, while foes take a -1 penalty on such rolls.
Greater Healing Strike (Active): Make a attack and if it hits an an ally within 20-ft is healed 3d8 damage+1 per paladin level (max +15).
Eye of Truth (Passive): Endless discern lies, as the spell.
Divine Strike (Active): +15 +Cha Modifier on next attack roll.

Level 4:
Divine Jump (Active): Teleport up to 10 feet/level as a move action.
Planar Guard (Active): Make an attack. If the target is and extraplanar creature, it is forced to its native plane if the attack hits.
Restore (Active): Target you touch heals 4d8.
Divine Force (Passive): You get a +2 untyped bonus to Strength and Charisma.
Holy Power (Active): Gain a +6 untyped bonus to Strength, and you gain 1 temporary hit point per level for 1 round/level.
Holy life (Passive): Endless Death Ward, as the spell.

Level 5:
Divine Spin Attack (Active): Make a single melee attack on all adjacent targets, using the weakest AC of the bunch. If it hits, all take the damage.
Holy Warp (Active): Teleport up to 100 miles/level, with up to 3 others. Full-round action.
Divine Call (Active): Summon monster V, as the spell. Full-round action. *Can only summon good creatures
Empowered Strike (Passive): All weapons/armor you hold/equip increase in enhancement bonus by +1, are treated as magic if they aren't, and gain your alignments.
Divine Answers (Active): Commune, as the spell.

Level 6:
Pure Healing (Active): Heal, as the spell.
Pure Gaze (Active): True seeing, as the spell.
Rally (Active): You and all allies within 30 feet get +2 bonus on attack rolls, saves, skill checks for 1 minute/level.
Protection (Passive): You get a +6 bonus to all saving throws.
Return from Death (Active): By giving 400 XP, you can bring back a fallen as if with the revivify spell (Spell Compendium).

Level 7:
Planar Jump (Active): Plane shift, as the spell. Full-round action.
Live On (Active): Heal yourself 30 hit points. You may use this while dead, if you died within the last hour (this use does bring you back from the dead).
Untouchable (Active): You have a 90% miss chance for 1 minute/level.
Divine Decree (Active): Holy Word, as the spell.

Level 8:
Divine Energy (Active): Heal up to your max hp. Gain temporary hp equal to your max hp for 1 minute.
Divine Protection Aura (Active): Holy Aura, as the spell
Holy Strength (Active): You get +10 untyped bonus to Strength, Dexterity and Constitution for 1 minute/level.
Protected Mind (Passive): Endless mind blank, as the spell.

Level 9:
Holy Gate (Active): Gate, as the spell.
Master of All (Active): You can use your active exploits of level 5 or lower without using up daily uses for 1 minute.
Constant Vigilance (Passive): Endless foresight, as the spell.

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.

A paladin’s mount is treated as a magical beast, not an animal, for the purpose of all effects that depend on its type (including bonus hit die, base attack bonus, and so on).



Paladin Level
Bonus HD
Natural Armor Adj.
Str Adj.
Int
Special


5th-7th
+2
+4
+1
6
Empathic link, improved evasion, share spells, share saving throws, Mounted Combat


8th-10th
+4
+6
+2
7
Improved speed, Ride-By Attack


11th-14th
+6
+8
+3
8
Flight


15th-20th
+8
+10
+4
9
Spell resistance



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.

Bonus HD: Extra ten-sided (d10) Hit Dice, each of which gains a Constitution modifier, as normal. Extra Hit Dice improve the mount’s base attack and base save bonuses. A special mount’s base attack bonus is equal to his number of hit die. A mount has good Fortitude save (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: 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.

Ride-By Attack (Ex): A paladin is treated as having the Ride-By Attack feat while riding his mount.

Flight (Ex): The mount grows a pair of wings, granting it a 100ft fly speed with good maneuverability. If it already possessed a fly speed, it gains a 30ft bonus to fly speed and its maneuverability increases by one step.


Spell Resistance (Ex): A mount’s spell resistance equals its master’s paladin level + 5. 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. Unlike other types of spell resistance, he may chose to allow any spell he wishes to penetrate his resistance, and is smart enough to recognize beneficial spells.


The Paladin’s Code
All paladins follow a code of conduct, although the exact code varies from order to order and from paladin to paladin. Most codes cover the following points:
Honesty- a paladin does not attempt to lie, cheat, or mislead others.
Courage- a paladin does not flee from battle, or hide from the consequences of their actions.
Mercy- a paladin does not kill the helpless or torture the fallen. Whenever possible, they give aid to those they meet, regardless of race or creed.
Loyalty- a paladin does not betray those they considers their allies, regardless of temptations that may be laid against them.
Humility- a paladin does not intentionally set themselves up to be a higher moral authority, nor do they attempt to impose their views on others.

And so on. He does NOT immediately fall for breaking his code— and indeed, most paladins are wise enough to know that there are grey areas in morality. It’s better to fool a man than to have to kill him. Sometimes, it’s not feasible to take a prisoner, or more merciful to provide a swift death to an injured foe. There are times when killing is the most appropriate form of justice. Occasionally, one must work with unsavory types for the greater good— and yes, they can become friends.

Ex-Paladins:

A paladin falls when he commits an truly evil act— unnecessary murder, the enslavement of another being, and so on. He cannot fall for actions he is forced to perform, or for situations where he was misguided— only a consciously evil choice can cause him to fall.

A fallen paladin loses all supernatural and spell-like class abilities until he atones. This is not as simple as casting the spell— his own deeds caused him to fall, and his own deeds are the only things that can make things right. If he follows his code and general acts in a lawful good manner for one month (or until he levels up, whichever comes first), then they may have a atonement cast as normal. Or, if they perform a truly heroic deed (as seen in the eyes of the gods), he is instantly forgiven, and has his class features restored.

*Exploit system by qwertyu63 (http://www.giantitp.com/forums/showthread.php?t=316411)

Magically Adept (ACF): (Because qwertyu63 wants to remove his own system! :P)
Some paladins study magic more carefully. This results in them having greater knowledge of magic, but it takes time away from their martial training.

Removed: Divine Exploits

Benefit:
Spellcraft and Knowledge (Arcana) is added to the paladin's class skill list.

The paladin gains the following class feature at first level:
Detect Magic (Sp):
At will, a paladin can use detect magic, as the spell.

The paladin gains one additional spell slot per spell level each day.

asdflove
2013-11-27, 10:20 AM
Paladin Spell List

1st level Spells:
Bless
Bless Water
Create Water
Cure Light Wounds
Deathwatch
Detect Poison
Detect Undead
Divine Favor
Endure Elements
Entropic Shield
Magic Weapon
Protection From Evil
Remove Fear
Resistance
Shield of Faith

2nd level Spells:
Aid
Bear's Endurance
Bull's Strength
Consecrate
Cure Serious Wounds
Daylight
Delay Poison
Eagle's Splendor
Hold Person
Invisibility Purge
Magic Circle Against Evil
Magic Vestment
Make Whole
Prayer
Protection from Energy
Remove Blindness/Deafness
Remove Curse
Remove Disease
Resist Energy
Shield Other
Status
Zone of Truth

3rd level Spells:
Break Enchantment
Cure Critical Wounds
Cure Light Wounds, Mass
Death Ward
Dimensional Anchor
Discern Lies
Dispel Magic
Divine Power
Freedom of Movement
Heal Mount
Magic Weapon, Greater
Mark of Justice
Spell Immunity
Tongues

4th level Spells:
Cure Moderate Wounds, Mass
Dispel Chaos
Dispel Evil
Hallow
Heroes' Feast
Heal
Holy Sword
Righteous Might
Spell Resistance
Atonement