Quellian-dyrae
2007-05-20, 12:10 AM
Paladin
HD: d10.
SP: 4.
Skills: Climb, Concentration, Craft, Diplomacy, Handle Animal, Heal, Intimidate, Jump, Knowledge (Nobility and Royalty, Religion), Listen, Perform, Profession, Ride, Sense Motive, Spot, Swim.
Profs: Martial weapons, all armor, shields.
Alignment: LG.
Paladin
{table=head]Level|BAB|Fort|Ref|Will|Special
1st|
+1|
+2|
+0|
+2|Blessing, Paladin's Aura (Good), Zeal +1, Zeal Boosts (2)
2nd|
+2|
+3|
+0|
+3|Divine Grace, Lesser Healer's Hands
3rd|
+3|
+3|
+1|
+3|Paladin's Aura (Courage)
4th|
+4|
+4|
+1|
+4|Mettle
5th|
+5|
+4|
+1|
+4|Zeal +2
6th|
+6|
+5|
+2|
+5|Paladin's Aura (Health), Zeal Boost
7th|
+7|
+5|
+2|
+5|Healer's Hands
8th|
+8|
+6|
+2|
+6|Improved Blessing
9th|
+9|
+6|
+3|
+6|Paladin's Aura (Duty)
10th|
+10|
+7|
+3|
+7|Zeal +3
11th|
+11|
+7|
+3|
+7|Zeal Boost
12th|
+12|
+8|
+4|
+8|Paladin's Aura (Harmony)
13th|
+13|
+8|
+4|
+8|Improved Healer's Hands
14th|
+14|
+9|
+4|
+9|Greater Blessing
15th|
+15|
+9|
+5|
+9|Paladin's Aura (Divinity), Zeal +4
16th|
+16|
+10|
+5|
+10|Zeal Boost
17th|
+17|
+10|
+5|
+10|Greater Healer's Hands
18th|
+18|
+11|
+6|
+11|Paladin's Aura (Purity)
19th|
+19|
+11|
+6|
+11|Superior Blessing
20th|
+20|
+12|
+6|
+12|Zeal +5[/table]
Blessing (Su): All paladins receive special blessings to allow them to better combat evil. Upon entering the class, the paladin can choose to receive the blessings of a Knight, an Inquisitor, a Guardian, or a Healer. A Knight is given blessings of protection that apply to its mount, allowing a high-level paladin to ride into battle even against mighty monsters. An Inquisitor is blessed with the power to root out evil and thwart its secrets. A Guardian possesses the ability protect against powerful forces of magic or evil. A Healer can remove debilitating status effects from its allies. All spell effects resulting from blessings are cast at the paladin’s class level and have save DC’s of 10 + ½ the paladin’s level + the paladin’s Charisma modifier, regardless of the level of spell emulated.
Paladins receive their blessings in a special ceremony, in which they make a solemn vow to uphold the code of their order. Each blessing, thus, entails a specific requirement on the part of the paladin. If the paladin breaks its code, it loses access to its blessing for the rest of the day. Particularly severe infractions result in the loss of the blessing for a year and a day.
Knight Blessings: A paladin with the Knight blessings receives a bonus pool of hit points equal to its full normal hit point total. These hit points do not improve the paladin’s ability to endure damage, but the paladin may spend them to absorb damage that would be suffered by its mount, as long as the paladin is riding it. These bonus hit points may be healed normally (the paladin must be targeted by the healing). The mount, while ridden by the paladin, also gains the evasion ability and a +4 enhancement bonus to its Strength score.
Starting at 8th level, the mount receives a deflection bonus to AC, enhancement bonus to its natural armor, and resistance bonus on saving throws while the paladin rides it. While being ridden by the paladin, the mount may use the paladin's base attack bonus in place of its own, if desired.
At 14th level, as long as it is ridden by the paladin, the mount receives benefits from the paladin’s aura as if it were the paladin. It also gains the benefits of the improved evasion class feature and the air walk spell (it is considered trained to accept the air walk). For purposes of damage, grapples, and size-based checks, the mount functions as one size category larger. Finally, its base land speed increases by 20' while ridden by the paladin.
At 19th level the mount gains DR 15/evil and Resistance 30 against all energy types while ridden, and all of its natural weapons are treated as lawful and good aligned +3 magic weapons.
None of the Knight blessings function on a mount with a CR equal to or higher than half that of the paladin. It also fails on any creature that is receiving benefits from a bonded creature ability (such as a druid's animal companion).
The Knight's mount becomes a powerful ally, but its power comes at the cost of the paladin's tactical options, for the paladin must vow to follow a strict code of honor to receive its Knight blessing. The paladin may not attack a surprised or flat-footed foe (though it may ready an action to do so) and does not receive a bonus for flanking (although it can help an ally get one). The paladin also may not attack a foe who is helpless or one who has surrendered. The paladin may not resort to poison or utilize other dishonorable tactics against its opponents.
Inquisitor Blessings: A paladin with the Inquisitor blessing may utilize detect good, detect evil, and detect magic at will.
Starting at 8th level, the paladin can use detect thoughts, see invisibility and zone of truth at will.
A 14th level paladin can use divination, scrying, and discern lies at will.
A 19th level paladin can use quest, true seeing, and analyze dweomer at will.
An Inquisitor is charged with rooting out evil, and also with reporting lawlessness to the authorities. An Inquisitor is required to report any major legal infractions to the proper authorities, even those committed by itself or its allies (although it is allowed to explain any mitigating circumstances).
Guardian Blessings: A paladin with the Guardian blessing can create a protective ward a number of times per day equal to 3 + its Charisma modifier. This grants a touched target a resistance bonus on its next saving throw (if made within one hour per class level) equal to the paladin’s level or Charisma modifier, whichever is higher.
At 8th level, a paladin can spend one daily use of its protective ward to cast dispel magic (except without a limit on its dispel check) or minor globe of invulnerability.
At 14th level, the paladin can spend one daily use of its protective ward to cast dispel evil or banishment.
At 19th level, the paladin can spend one daily use of its protective ward to cast holy word or holy aura.
The Guardian is sworn to defend the helpless, and will give its life in the protection of others. The paladin is prohibited from leaving a battle until all other allies (except Guardian paladins of equal or higher level) have disengaged. The paladin is also sworn to protect goodly or innocent beings from immediate harm, regardless of personal danger.
Healer Blessings: A Healer gains access to to the lesser healer's hands ability at 1st level rather than second. It adds its Charisma modifier to its class level for purposes of determining its healing potential (so a level 1 Healer with a Charisma of 15 could heal 6 damage, and recharge its healing twice). Additionally, at the cost of 10 hit points of healing, it can cure any of the following conditions: dazed, dazzled, deafened, fatigue, fear, sickened. At the cost of 50 points of healing, it can cure the following conditions: blinded, confused, disease, exhausted, nauseated, paralyzed, poison, or stunned.
At 8th level, the paladin can heal ability damage (25 hit points per point), ability drain (50 hit points per point), and negative levels (100 hit points each).
At 14th level the paladin can duplicate a Raise Dead or Revivify spell. Doing so does not drain any hit points from the paladin's healing potential, but saps two of its daily recharges. No material component is required, but the paladin must pay 500 XP to channel the powerful divine energies involved. The normal casting time for the spells apply.
At 19th level the paladin, at the cost of one of its daily recharges (spent along with any hit points for the healing), can heal all allies within 5' per point of its Charisma modifier with a single expenditure of its healing potential. All allies are healed the same amount of damage and the same status effects. The paladin cannot use Raise Dead or Revivify in conjunction with this ability.
The Healer paladin vows to preserve life. The paladin must stabilize any dying creature it encounters, provided there is time to do so (it would not have to stop fighting to stabilize a character, for example, but would be required to stabilize as many of the fallen as it could once a battle ended, including enemies). The healer will not attack a helpless opponent or one who has surrendered, and will fight (using nonlethal methods where appropriate) to defend them. The paladin's vow, however, does not apply towards nonliving creatures, creatures with the evil subtype, or creatures with an overwhelming aura of evil.
Paladin’s Aura (Su): The paladin’s devotion to its ideals manifests in an aura of divine energy. The aura extends out to a radius equal to 5’ per point of the paladin’s Charisma modifier. The effects of the aura increase as the paladin gains levels:
Good: A first level paladin’s aura of good is equal to the paladin’s class level. The paladin can call upon the sacred power of its aura at will to emanate light. The aura sheds bright light out to its normal radius and shadowy illumination an equal distance past that.
Courage: A third level paladin becomes immune to fear. Allies within the paladin’s aura get a sacred bonus on saves against fear equal to the paladin’s Charisma modifier.
Health: A 6th level paladin becomes immune to disease, poison, and supernatural afflictions (such as lycanthropy). Allies within the aura get a sacred bonus on saves against these effects equal to the paladin’s Charisma modifier.
Duty: A 9th level paladin becomes immune to charms, compulsions, possessions, and any magical attempts to change its alignment. Allies within the aura get a sacred bonus on saves against these effects equal to the paladin’s Charisma modifier.
Harmony: Starting at 12th level, the paladin’s aura creates a bond of harmony among allies, allowing them to fight together and support each other more effectively. Within the aura, no one is considered flanked or flat-footed unless all are. Allies in the aura can use touch range effects on their allies who are also in the aura regardless of distance. When one ally within the aura is damaged, other allies may take on the injury (dividing the damage as desired among all who wish to do so). Finally, all allies in the aura are considered under the effects of a status spell and mindlink power keyed to other allies within the aura.
Divinity: Starting at 15th level, the paladin becomes immune to all negative energy and death effects. Allies within the aura get a sacred bonus on saves against such effects equal to the paladin’s Charisma modifier.
Purity: An 18th level paladin becomes immune to spells with the evil descriptor. Allies within the aura get a sacred bonus on saves against such effects equal to the paladin’s Charisma modifier.
Zeal (Ex): Paladins oppose the forces of evil with righteous zeal. At first level, the paladin can choose any two of the following stats for which it receives a zeal boost: attack rolls, weapon damage rolls (double the bonus for damage rolls), AC, saving throws, or opposed checks. The paladin may choose one more stat every five levels after first.
Against evil opponents, the paladin receives a morale bonus to all its zeal-boosted stats equal to +1, with an additional +1 per five class levels.
Divine Grace (Su): A second level paladin receives a sacred bonus on all saving throws equal to its Charisma modifier.
Lesser Healer’s Hands (Su): A paladin of second level or higher can heal its allies by touch. This is a positive energy effect, and thus can be used to harm undead. Using healer’s hands is a standard action. The paladin provokes an attack of opportunity when actively healing, but when attacking undead with the ability it does not. The paladin can heal an amount of damage each day equal to twice its class level. The paladin can divide this healing among multiple uses as desired.
At 7th level the paladin's healing power per day becomes four times its class level. This becomes seven times it level at 12th level and ten times its level at 17th level.
Once per day per point of its Charisma modifier as a full-round action that provokes attacks of opportunity, the paladin can fully recharge its daily healing potential.
Mettle (Ex): A 4th level paladin gains the mettle ability.
Paladin Restrictions: None of the benefits of a paladin’s supernatural or spell-like abilities apply to any character who is currently performing an evil action. Directly and intentionally reaping the benefits of an evil action previously performed or performed by proxy also counts. For example, if a character tortures an enemy for information about its leader’s lair, and then goes to attack the leader, the paladin’s abilities would not function for that character for the duration of the invasion. Indirect benefits do not count; for example, the character would not be precluded from the paladin’s abilities if it used a magic item gained in the enemy leader’s lair, unless it actually acquired the item through another, direct evil action. The only exception to this rule is that the paladin can use its healing powers to stabilize such characters if they are dying. If the paladin is the one performing the evil action, the effect is worse; the paladin cannot even use its supernatural or spell-like abilities. An atonement spell from a good-aligned cleric can allow the target to again benefit from the paladin’s abilities.
A paladin who ceases to be lawful good can no longer advance as a paladin, but retains abilities earned. However, the normal restrictions on its ability use remain in place, so an evil paladin probably won’t be able to use its abilities much. A paladin who ceases to be lawful good may elect to advance in the NPC warrior class and, upon regaining its LG alignment and receiving an atonement spell from a good-aligned cleric, convert its warrior levels to paladin levels.
HD: d10.
SP: 4.
Skills: Climb, Concentration, Craft, Diplomacy, Handle Animal, Heal, Intimidate, Jump, Knowledge (Nobility and Royalty, Religion), Listen, Perform, Profession, Ride, Sense Motive, Spot, Swim.
Profs: Martial weapons, all armor, shields.
Alignment: LG.
Paladin
{table=head]Level|BAB|Fort|Ref|Will|Special
1st|
+1|
+2|
+0|
+2|Blessing, Paladin's Aura (Good), Zeal +1, Zeal Boosts (2)
2nd|
+2|
+3|
+0|
+3|Divine Grace, Lesser Healer's Hands
3rd|
+3|
+3|
+1|
+3|Paladin's Aura (Courage)
4th|
+4|
+4|
+1|
+4|Mettle
5th|
+5|
+4|
+1|
+4|Zeal +2
6th|
+6|
+5|
+2|
+5|Paladin's Aura (Health), Zeal Boost
7th|
+7|
+5|
+2|
+5|Healer's Hands
8th|
+8|
+6|
+2|
+6|Improved Blessing
9th|
+9|
+6|
+3|
+6|Paladin's Aura (Duty)
10th|
+10|
+7|
+3|
+7|Zeal +3
11th|
+11|
+7|
+3|
+7|Zeal Boost
12th|
+12|
+8|
+4|
+8|Paladin's Aura (Harmony)
13th|
+13|
+8|
+4|
+8|Improved Healer's Hands
14th|
+14|
+9|
+4|
+9|Greater Blessing
15th|
+15|
+9|
+5|
+9|Paladin's Aura (Divinity), Zeal +4
16th|
+16|
+10|
+5|
+10|Zeal Boost
17th|
+17|
+10|
+5|
+10|Greater Healer's Hands
18th|
+18|
+11|
+6|
+11|Paladin's Aura (Purity)
19th|
+19|
+11|
+6|
+11|Superior Blessing
20th|
+20|
+12|
+6|
+12|Zeal +5[/table]
Blessing (Su): All paladins receive special blessings to allow them to better combat evil. Upon entering the class, the paladin can choose to receive the blessings of a Knight, an Inquisitor, a Guardian, or a Healer. A Knight is given blessings of protection that apply to its mount, allowing a high-level paladin to ride into battle even against mighty monsters. An Inquisitor is blessed with the power to root out evil and thwart its secrets. A Guardian possesses the ability protect against powerful forces of magic or evil. A Healer can remove debilitating status effects from its allies. All spell effects resulting from blessings are cast at the paladin’s class level and have save DC’s of 10 + ½ the paladin’s level + the paladin’s Charisma modifier, regardless of the level of spell emulated.
Paladins receive their blessings in a special ceremony, in which they make a solemn vow to uphold the code of their order. Each blessing, thus, entails a specific requirement on the part of the paladin. If the paladin breaks its code, it loses access to its blessing for the rest of the day. Particularly severe infractions result in the loss of the blessing for a year and a day.
Knight Blessings: A paladin with the Knight blessings receives a bonus pool of hit points equal to its full normal hit point total. These hit points do not improve the paladin’s ability to endure damage, but the paladin may spend them to absorb damage that would be suffered by its mount, as long as the paladin is riding it. These bonus hit points may be healed normally (the paladin must be targeted by the healing). The mount, while ridden by the paladin, also gains the evasion ability and a +4 enhancement bonus to its Strength score.
Starting at 8th level, the mount receives a deflection bonus to AC, enhancement bonus to its natural armor, and resistance bonus on saving throws while the paladin rides it. While being ridden by the paladin, the mount may use the paladin's base attack bonus in place of its own, if desired.
At 14th level, as long as it is ridden by the paladin, the mount receives benefits from the paladin’s aura as if it were the paladin. It also gains the benefits of the improved evasion class feature and the air walk spell (it is considered trained to accept the air walk). For purposes of damage, grapples, and size-based checks, the mount functions as one size category larger. Finally, its base land speed increases by 20' while ridden by the paladin.
At 19th level the mount gains DR 15/evil and Resistance 30 against all energy types while ridden, and all of its natural weapons are treated as lawful and good aligned +3 magic weapons.
None of the Knight blessings function on a mount with a CR equal to or higher than half that of the paladin. It also fails on any creature that is receiving benefits from a bonded creature ability (such as a druid's animal companion).
The Knight's mount becomes a powerful ally, but its power comes at the cost of the paladin's tactical options, for the paladin must vow to follow a strict code of honor to receive its Knight blessing. The paladin may not attack a surprised or flat-footed foe (though it may ready an action to do so) and does not receive a bonus for flanking (although it can help an ally get one). The paladin also may not attack a foe who is helpless or one who has surrendered. The paladin may not resort to poison or utilize other dishonorable tactics against its opponents.
Inquisitor Blessings: A paladin with the Inquisitor blessing may utilize detect good, detect evil, and detect magic at will.
Starting at 8th level, the paladin can use detect thoughts, see invisibility and zone of truth at will.
A 14th level paladin can use divination, scrying, and discern lies at will.
A 19th level paladin can use quest, true seeing, and analyze dweomer at will.
An Inquisitor is charged with rooting out evil, and also with reporting lawlessness to the authorities. An Inquisitor is required to report any major legal infractions to the proper authorities, even those committed by itself or its allies (although it is allowed to explain any mitigating circumstances).
Guardian Blessings: A paladin with the Guardian blessing can create a protective ward a number of times per day equal to 3 + its Charisma modifier. This grants a touched target a resistance bonus on its next saving throw (if made within one hour per class level) equal to the paladin’s level or Charisma modifier, whichever is higher.
At 8th level, a paladin can spend one daily use of its protective ward to cast dispel magic (except without a limit on its dispel check) or minor globe of invulnerability.
At 14th level, the paladin can spend one daily use of its protective ward to cast dispel evil or banishment.
At 19th level, the paladin can spend one daily use of its protective ward to cast holy word or holy aura.
The Guardian is sworn to defend the helpless, and will give its life in the protection of others. The paladin is prohibited from leaving a battle until all other allies (except Guardian paladins of equal or higher level) have disengaged. The paladin is also sworn to protect goodly or innocent beings from immediate harm, regardless of personal danger.
Healer Blessings: A Healer gains access to to the lesser healer's hands ability at 1st level rather than second. It adds its Charisma modifier to its class level for purposes of determining its healing potential (so a level 1 Healer with a Charisma of 15 could heal 6 damage, and recharge its healing twice). Additionally, at the cost of 10 hit points of healing, it can cure any of the following conditions: dazed, dazzled, deafened, fatigue, fear, sickened. At the cost of 50 points of healing, it can cure the following conditions: blinded, confused, disease, exhausted, nauseated, paralyzed, poison, or stunned.
At 8th level, the paladin can heal ability damage (25 hit points per point), ability drain (50 hit points per point), and negative levels (100 hit points each).
At 14th level the paladin can duplicate a Raise Dead or Revivify spell. Doing so does not drain any hit points from the paladin's healing potential, but saps two of its daily recharges. No material component is required, but the paladin must pay 500 XP to channel the powerful divine energies involved. The normal casting time for the spells apply.
At 19th level the paladin, at the cost of one of its daily recharges (spent along with any hit points for the healing), can heal all allies within 5' per point of its Charisma modifier with a single expenditure of its healing potential. All allies are healed the same amount of damage and the same status effects. The paladin cannot use Raise Dead or Revivify in conjunction with this ability.
The Healer paladin vows to preserve life. The paladin must stabilize any dying creature it encounters, provided there is time to do so (it would not have to stop fighting to stabilize a character, for example, but would be required to stabilize as many of the fallen as it could once a battle ended, including enemies). The healer will not attack a helpless opponent or one who has surrendered, and will fight (using nonlethal methods where appropriate) to defend them. The paladin's vow, however, does not apply towards nonliving creatures, creatures with the evil subtype, or creatures with an overwhelming aura of evil.
Paladin’s Aura (Su): The paladin’s devotion to its ideals manifests in an aura of divine energy. The aura extends out to a radius equal to 5’ per point of the paladin’s Charisma modifier. The effects of the aura increase as the paladin gains levels:
Good: A first level paladin’s aura of good is equal to the paladin’s class level. The paladin can call upon the sacred power of its aura at will to emanate light. The aura sheds bright light out to its normal radius and shadowy illumination an equal distance past that.
Courage: A third level paladin becomes immune to fear. Allies within the paladin’s aura get a sacred bonus on saves against fear equal to the paladin’s Charisma modifier.
Health: A 6th level paladin becomes immune to disease, poison, and supernatural afflictions (such as lycanthropy). Allies within the aura get a sacred bonus on saves against these effects equal to the paladin’s Charisma modifier.
Duty: A 9th level paladin becomes immune to charms, compulsions, possessions, and any magical attempts to change its alignment. Allies within the aura get a sacred bonus on saves against these effects equal to the paladin’s Charisma modifier.
Harmony: Starting at 12th level, the paladin’s aura creates a bond of harmony among allies, allowing them to fight together and support each other more effectively. Within the aura, no one is considered flanked or flat-footed unless all are. Allies in the aura can use touch range effects on their allies who are also in the aura regardless of distance. When one ally within the aura is damaged, other allies may take on the injury (dividing the damage as desired among all who wish to do so). Finally, all allies in the aura are considered under the effects of a status spell and mindlink power keyed to other allies within the aura.
Divinity: Starting at 15th level, the paladin becomes immune to all negative energy and death effects. Allies within the aura get a sacred bonus on saves against such effects equal to the paladin’s Charisma modifier.
Purity: An 18th level paladin becomes immune to spells with the evil descriptor. Allies within the aura get a sacred bonus on saves against such effects equal to the paladin’s Charisma modifier.
Zeal (Ex): Paladins oppose the forces of evil with righteous zeal. At first level, the paladin can choose any two of the following stats for which it receives a zeal boost: attack rolls, weapon damage rolls (double the bonus for damage rolls), AC, saving throws, or opposed checks. The paladin may choose one more stat every five levels after first.
Against evil opponents, the paladin receives a morale bonus to all its zeal-boosted stats equal to +1, with an additional +1 per five class levels.
Divine Grace (Su): A second level paladin receives a sacred bonus on all saving throws equal to its Charisma modifier.
Lesser Healer’s Hands (Su): A paladin of second level or higher can heal its allies by touch. This is a positive energy effect, and thus can be used to harm undead. Using healer’s hands is a standard action. The paladin provokes an attack of opportunity when actively healing, but when attacking undead with the ability it does not. The paladin can heal an amount of damage each day equal to twice its class level. The paladin can divide this healing among multiple uses as desired.
At 7th level the paladin's healing power per day becomes four times its class level. This becomes seven times it level at 12th level and ten times its level at 17th level.
Once per day per point of its Charisma modifier as a full-round action that provokes attacks of opportunity, the paladin can fully recharge its daily healing potential.
Mettle (Ex): A 4th level paladin gains the mettle ability.
Paladin Restrictions: None of the benefits of a paladin’s supernatural or spell-like abilities apply to any character who is currently performing an evil action. Directly and intentionally reaping the benefits of an evil action previously performed or performed by proxy also counts. For example, if a character tortures an enemy for information about its leader’s lair, and then goes to attack the leader, the paladin’s abilities would not function for that character for the duration of the invasion. Indirect benefits do not count; for example, the character would not be precluded from the paladin’s abilities if it used a magic item gained in the enemy leader’s lair, unless it actually acquired the item through another, direct evil action. The only exception to this rule is that the paladin can use its healing powers to stabilize such characters if they are dying. If the paladin is the one performing the evil action, the effect is worse; the paladin cannot even use its supernatural or spell-like abilities. An atonement spell from a good-aligned cleric can allow the target to again benefit from the paladin’s abilities.
A paladin who ceases to be lawful good can no longer advance as a paladin, but retains abilities earned. However, the normal restrictions on its ability use remain in place, so an evil paladin probably won’t be able to use its abilities much. A paladin who ceases to be lawful good may elect to advance in the NPC warrior class and, upon regaining its LG alignment and receiving an atonement spell from a good-aligned cleric, convert its warrior levels to paladin levels.