TheThan
2007-04-07, 06:48 PM
Bumping Uglies: a paladin rewrite.
“ Your not good, at least not any definition of Good that I would want to follow.”
- Roy Greenhilt.
Ok every time I look at paladins I sort of sigh. I find them completely boring and a bit contrived to me. It tries to be a fighter/cleric hybrid but I believe it fails in doing this. With two solid abilities and a few unimportant abilities it is easy to see why few people like or play the class. I also have a serious problem with detect evil and smite evil. This combination screams for players to turn their players into smite turrets, people who are too eager to activate detect evil and smite every evil thing they come across.
So in effort to break this stereotype and also to make paladins more exiting to play I’ve taken it upon myself to rewrite the class a bit and make it more interesting and fun to play. I based this class off of the duskblade from the player’s handbook II, so yeah it bears a bit of a resemblance to it. Anyway if you’ve got some questions, comments or critiques feel free to post ‘em.
Abilities: charisma affects the power of a paladin’s spells, while strength, dexterity and constitution increases his capabilities in combat.
Alignment: Paladins can be of any good alignment.
Hit Dice: D8
Class skills: the following skills and the Key ability for each are: Climb (str), Concentration (Con), Craft (Int), Diplomacy (Cha), Heal (Wis), Knowledge (nobility and royalty) (Int), Knowledge (religion) (Int),Knowledge (the planes) (int), Profession (Wis), Ride (Dex),Sense Motive (Wis), and spellcraft (int).
Skill points at 1st level: (4+int bonus x4)
Skill points at each additional level: 4+int bonus
Paladin stats (http://i53.photobucket.com/albums/g42/TheThan/paladinstats2.jpg)
Class features
Weapon and armor proficiencies:
The paladin is proficient in all simple and martial weapons, and all armor and shields (except tower shields).
Code of Conduct
The paladin must adhere to a specific code of conduct. Determined by the player and Dm during character creation. The Code can include any rules that the player and Dm deem fitting. The player and Dm should discuss possible exceptions to the rules, and situations that are not covered by the rules. It is vitally important that these rules be decided upon firstly and that both Dm and player agree to the rules. It is strongly suggested that the code be written out.
Example paladin codes:
Bushido (http://en.wikipedia.org/wiki/Bushido)
Knightly virtues (chivalry) (http://en.wikipedia.org/wiki/Knightly_virtues)
Violating the code
When a paladin knowingly and willingly violates the code of conduct he is subject to severe penalties. A system of “Cards” is in place to keep track of violations and appropriate punishments.
1st offence: the first time the paladin violates his code of conduct. He looses all spells and supernatural abilities for the remainder of the day. He regains his spells and other supernatural abilities at the beginning of the next day. (should this happen at the end of the day, the punishment is carried over to the next day).
A “yellow card” is placed upon him, indicating to the DM that the character is in probationary status.
2nd offence: The paladin once again looses his spell casting and supernatural abilities for the remainder of the day. He regains his spells and supernatural abilities at the beginning of the next day. The character receives a second “yellow card”.
3rd offence: When the paladin violates his code of conduct a 3rd time, he looses his spell casting and supernatural abilities, until he atones for his failures (see atoning below). The character must succeed a wisdom saving throw (DC 20), failure results in his alignment shifting one direction (from good to neutral, neutral to evil, or evil to neutral, neutral to good as the case may be).
The character revives a “red card” indicating he has violated his code of conduct too often.
Atoning:
Should a paladin begin to fall, he may attempt to atone for his failures. Doing so requires 1 week of quite contemplation, prayer and fasting. After this the paladin must complete a challenging quest, without the benefit of allies or his spells and supernatural abilities. This quest should tempt him to violate his code a 4th time. A paladin must complete the quest without succumbing to his temptations (not violating his code again). Succeeding in completing the quest without succumbing to his temptations will restore his spells and supernatural abilities. However this process takes 24 hours from the successful completion of the quest.
Because this quest is a test of character, the paladin should not receive any other benefits from this quest, no experience or wealth should be handed out to the paladin. A paladin can only atone for his failures after he receives a red card from the DM.
Failure in completing this quest and failure in resisting the temptation results in his alignment slipping further form its original point. In addition He may attempt to atone again, but the whole prossess starts over. If a paladin’s alignment slips into the opposite alignment from what it was (for instance from good to evil), then he may no longer gain levels in the paladin class and he no longer has access to his spells and supernatural abilities.
Spells
The paladin casts divine spells, which are drawn from the following list of spells. Like a Cleric, Paladins must choose and prepare his spells in advance (see below).
To prepare or 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 following table. In addition, he receives bonus spells per day if he has a high charisma score.
Paladins meditate or pray for their spells. Each paladin must choose a time at which he must spend 1 hour each day in quiet contemplation or supplication to regain his daily allotment of spells. Time spent resting has no effect on whether a paladin can prepare spells. A paladin may prepare and cast any spell on the paladin spell list, provided that he can cast spells of that level, but he must choose which spells to prepare during his daily meditation. Paladins do not suffer spell failure when casting spells in armor.
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.
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.
Divine channeling:
At 3rd level the paladin can use one standard action to cast any touch spell he knows and deliver the spell though his weapon with a melee attack. Casting a spell in this manner does not provoke an attack of opportunity The paladin can only cast touch spells with a casting time of one standard action. When the melee attack hits an opponent, the attack deals normal weapon damage, the spell’s effect is resolved.
At 13th level the paladin can cast any touch spell he knows, and may make a full attack action, with his channeled spell affecting each target he targets that round. This discharges the spell at the end of the full attack.
Divine Grace (Su)
At 4th level, a paladin gains a bonus equal to her Charisma bonus (if any) on all saving throws
Quick cast:
Beginning at 5th level a paladin can cast any paladin spell he knows as a swift action, this spell is treated as being under the effects of the quicken spell metamagic feat, but without the increase in caster level. At 5th level he can only cast one spell per day as a swift action, this increases to 2/day at 10th level, 3/day at 15th and 4/day at 20th level.
Spell power:
At 6th level the paladin can more easily overcome the spell resistance of any enemy you successfully injure with your melee attack. you gain a +2 bonus on your caster level check to overcome spell resistance for the remainder of the encounter. This bonus increases to +3 at 11th level and +4 at 16th level.
Special Mount (Sp)
Upon reaching 7th level, a paladin gains the service of an unusually intelligent, strong, and loyal steed to serve her in her crusade against evil. This mount is usually a heavy war horse (for a Medium paladin) or a war pony (for a Small paladin).
Once per day, as a full-round action, a paladin may magically call her mount from the celestial realms in which it resides. This ability is the equivalent of a spell of a level equal to one-third the paladin’s level. The mount immediately appears adjacent to the paladin and remains for 2 hours per paladin level; it may be dismissed at any time as a free action. The mount is the same creature each time it is summoned, though the paladin may release a particular mount from service.
Each time the mount is called, it appears in full health, regardless of any damage it may have taken previously. The mount also appears wearing or carrying any gear it had when it was last dismissed. Calling a mount is a conjuration (calling) effect.
Should the paladin’s mount die, it immediately disappears, leaving behind any equipment it was carrying. The paladin may not summon another mount for thirty days or until she gains a paladin level, whichever comes first, even if the mount is somehow returned from the dead. During this thirty-day period, the paladin takes a -1 penalty on attack and weapon damage rolls.
Paladin spells:
0 level paladin spells:
Cure minor wounds, detect magic, guidance, light, purify food and drink, resistance, shield of faith, virtue
1st level paladin spells
Bless, bless water, bless weapon, cure light wounds, detect undead, divine favor, magic weapon, protection from evil, Shocking grasp.
2nd level paladin spells
Aid, align weapon, bears endurance, bull’s strength, calm emotions, eagle’s splendor, shield other, spiritual weapon, Touch of idiocy, zone of truth
3rd level paladin spells
Divine power, cure serious wounds, daylight, magic vestment, prayer, remove curse, remove disease, speak with dead,
4th level paladin spells
Disrupting weapon, mark of justice, righteous might, spell resistance, heal, heroes’ feast, undeath to death, holy word
5th level paladin spells
Firestorm, heal (mass), holy aura, shield of law
Note: The paladin table is off slightly, quick cast should have a progression of 5-10-15-20 not 5-9-15-20
“ Your not good, at least not any definition of Good that I would want to follow.”
- Roy Greenhilt.
Ok every time I look at paladins I sort of sigh. I find them completely boring and a bit contrived to me. It tries to be a fighter/cleric hybrid but I believe it fails in doing this. With two solid abilities and a few unimportant abilities it is easy to see why few people like or play the class. I also have a serious problem with detect evil and smite evil. This combination screams for players to turn their players into smite turrets, people who are too eager to activate detect evil and smite every evil thing they come across.
So in effort to break this stereotype and also to make paladins more exiting to play I’ve taken it upon myself to rewrite the class a bit and make it more interesting and fun to play. I based this class off of the duskblade from the player’s handbook II, so yeah it bears a bit of a resemblance to it. Anyway if you’ve got some questions, comments or critiques feel free to post ‘em.
Abilities: charisma affects the power of a paladin’s spells, while strength, dexterity and constitution increases his capabilities in combat.
Alignment: Paladins can be of any good alignment.
Hit Dice: D8
Class skills: the following skills and the Key ability for each are: Climb (str), Concentration (Con), Craft (Int), Diplomacy (Cha), Heal (Wis), Knowledge (nobility and royalty) (Int), Knowledge (religion) (Int),Knowledge (the planes) (int), Profession (Wis), Ride (Dex),Sense Motive (Wis), and spellcraft (int).
Skill points at 1st level: (4+int bonus x4)
Skill points at each additional level: 4+int bonus
Paladin stats (http://i53.photobucket.com/albums/g42/TheThan/paladinstats2.jpg)
Class features
Weapon and armor proficiencies:
The paladin is proficient in all simple and martial weapons, and all armor and shields (except tower shields).
Code of Conduct
The paladin must adhere to a specific code of conduct. Determined by the player and Dm during character creation. The Code can include any rules that the player and Dm deem fitting. The player and Dm should discuss possible exceptions to the rules, and situations that are not covered by the rules. It is vitally important that these rules be decided upon firstly and that both Dm and player agree to the rules. It is strongly suggested that the code be written out.
Example paladin codes:
Bushido (http://en.wikipedia.org/wiki/Bushido)
Knightly virtues (chivalry) (http://en.wikipedia.org/wiki/Knightly_virtues)
Violating the code
When a paladin knowingly and willingly violates the code of conduct he is subject to severe penalties. A system of “Cards” is in place to keep track of violations and appropriate punishments.
1st offence: the first time the paladin violates his code of conduct. He looses all spells and supernatural abilities for the remainder of the day. He regains his spells and other supernatural abilities at the beginning of the next day. (should this happen at the end of the day, the punishment is carried over to the next day).
A “yellow card” is placed upon him, indicating to the DM that the character is in probationary status.
2nd offence: The paladin once again looses his spell casting and supernatural abilities for the remainder of the day. He regains his spells and supernatural abilities at the beginning of the next day. The character receives a second “yellow card”.
3rd offence: When the paladin violates his code of conduct a 3rd time, he looses his spell casting and supernatural abilities, until he atones for his failures (see atoning below). The character must succeed a wisdom saving throw (DC 20), failure results in his alignment shifting one direction (from good to neutral, neutral to evil, or evil to neutral, neutral to good as the case may be).
The character revives a “red card” indicating he has violated his code of conduct too often.
Atoning:
Should a paladin begin to fall, he may attempt to atone for his failures. Doing so requires 1 week of quite contemplation, prayer and fasting. After this the paladin must complete a challenging quest, without the benefit of allies or his spells and supernatural abilities. This quest should tempt him to violate his code a 4th time. A paladin must complete the quest without succumbing to his temptations (not violating his code again). Succeeding in completing the quest without succumbing to his temptations will restore his spells and supernatural abilities. However this process takes 24 hours from the successful completion of the quest.
Because this quest is a test of character, the paladin should not receive any other benefits from this quest, no experience or wealth should be handed out to the paladin. A paladin can only atone for his failures after he receives a red card from the DM.
Failure in completing this quest and failure in resisting the temptation results in his alignment slipping further form its original point. In addition He may attempt to atone again, but the whole prossess starts over. If a paladin’s alignment slips into the opposite alignment from what it was (for instance from good to evil), then he may no longer gain levels in the paladin class and he no longer has access to his spells and supernatural abilities.
Spells
The paladin casts divine spells, which are drawn from the following list of spells. Like a Cleric, Paladins must choose and prepare his spells in advance (see below).
To prepare or 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 following table. In addition, he receives bonus spells per day if he has a high charisma score.
Paladins meditate or pray for their spells. Each paladin must choose a time at which he must spend 1 hour each day in quiet contemplation or supplication to regain his daily allotment of spells. Time spent resting has no effect on whether a paladin can prepare spells. A paladin may prepare and cast any spell on the paladin spell list, provided that he can cast spells of that level, but he must choose which spells to prepare during his daily meditation. Paladins do not suffer spell failure when casting spells in armor.
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.
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.
Divine channeling:
At 3rd level the paladin can use one standard action to cast any touch spell he knows and deliver the spell though his weapon with a melee attack. Casting a spell in this manner does not provoke an attack of opportunity The paladin can only cast touch spells with a casting time of one standard action. When the melee attack hits an opponent, the attack deals normal weapon damage, the spell’s effect is resolved.
At 13th level the paladin can cast any touch spell he knows, and may make a full attack action, with his channeled spell affecting each target he targets that round. This discharges the spell at the end of the full attack.
Divine Grace (Su)
At 4th level, a paladin gains a bonus equal to her Charisma bonus (if any) on all saving throws
Quick cast:
Beginning at 5th level a paladin can cast any paladin spell he knows as a swift action, this spell is treated as being under the effects of the quicken spell metamagic feat, but without the increase in caster level. At 5th level he can only cast one spell per day as a swift action, this increases to 2/day at 10th level, 3/day at 15th and 4/day at 20th level.
Spell power:
At 6th level the paladin can more easily overcome the spell resistance of any enemy you successfully injure with your melee attack. you gain a +2 bonus on your caster level check to overcome spell resistance for the remainder of the encounter. This bonus increases to +3 at 11th level and +4 at 16th level.
Special Mount (Sp)
Upon reaching 7th level, a paladin gains the service of an unusually intelligent, strong, and loyal steed to serve her in her crusade against evil. This mount is usually a heavy war horse (for a Medium paladin) or a war pony (for a Small paladin).
Once per day, as a full-round action, a paladin may magically call her mount from the celestial realms in which it resides. This ability is the equivalent of a spell of a level equal to one-third the paladin’s level. The mount immediately appears adjacent to the paladin and remains for 2 hours per paladin level; it may be dismissed at any time as a free action. The mount is the same creature each time it is summoned, though the paladin may release a particular mount from service.
Each time the mount is called, it appears in full health, regardless of any damage it may have taken previously. The mount also appears wearing or carrying any gear it had when it was last dismissed. Calling a mount is a conjuration (calling) effect.
Should the paladin’s mount die, it immediately disappears, leaving behind any equipment it was carrying. The paladin may not summon another mount for thirty days or until she gains a paladin level, whichever comes first, even if the mount is somehow returned from the dead. During this thirty-day period, the paladin takes a -1 penalty on attack and weapon damage rolls.
Paladin spells:
0 level paladin spells:
Cure minor wounds, detect magic, guidance, light, purify food and drink, resistance, shield of faith, virtue
1st level paladin spells
Bless, bless water, bless weapon, cure light wounds, detect undead, divine favor, magic weapon, protection from evil, Shocking grasp.
2nd level paladin spells
Aid, align weapon, bears endurance, bull’s strength, calm emotions, eagle’s splendor, shield other, spiritual weapon, Touch of idiocy, zone of truth
3rd level paladin spells
Divine power, cure serious wounds, daylight, magic vestment, prayer, remove curse, remove disease, speak with dead,
4th level paladin spells
Disrupting weapon, mark of justice, righteous might, spell resistance, heal, heroes’ feast, undeath to death, holy word
5th level paladin spells
Firestorm, heal (mass), holy aura, shield of law
Note: The paladin table is off slightly, quick cast should have a progression of 5-10-15-20 not 5-9-15-20