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LoyalPaladin
2018-12-20, 06:05 PM
Foreword
This class is under major construction. I'm finalizing most class features, but I still need to do some intense work on the Sworn to Virtue and Manifest Commandment class features. Suggestions welcome for commandments or abilities for either. Forgive the messy formatting.



Paladin
https://gdurl.com/dCBq (https://www.deviantart.com/jasonengle/art/Solar-732097923)
"The hottest places in Hell are reserved for those who in time of moral crisis preserve their neutrality."
Henry Powell Spring, credit Dante

The paladin is a champion of ideals, devoted to serving the cause of good with every action he takes. A truly devout paladin will take his light into the dark places even angels fear to tread.

Hit Die
d10

Alignment
Lawful Good

Class Skills
The Paladin's class skills (and the key ability for each skill) are Concentration (Con), Craft (Int), Diplomacy (Cha), Handle Animal (Cha), Heal (Wis), Knowledge (nobility and royalty) (Int), Knowledge (religion) (Int), Profession (Wis), Ride (Dex), and Sense Motive (Wis).

Skill Points at Each Additional Level
4 + Int modifier.



Table: The Paladin
Spells per Day


Level
Base Attack Bonus
Fort Save
Ref Save
Will Save
Class Features
0th
1st
2nd
3rd
4th
5th


1st
+1
+2
+0
+2
Aura of Good, Detect Evil, Smite Evil
3
2+1
-
-
-
-


2nd
+2
+3
+0
+3
Divine Grace, Lay on Hands
4
2+1
-
-
-
-


3rd
+3
+3
+1
+3
Aura of Courage, Divine Health
5
3+1
-
-
-
-


4th
+4
+4
+1
+4
Turn Undead
6
3+1
-
-
-
-


5th
+5
+4
+1
+4
Sworn to Virtue
6
4+1
2+1
-
-
-


6th
+6/+1
+5
+2
+5
Bonus Feat
6
4+1
2+1
-
-
-


7th
+7/+2
+5
+2
+5
Magic Circle
6
4+1
3+1
-
-
-


8th
+8/+3
+6
+2
+6
Holy Sight
6
4+1
3+1
-
-
-


9th
+9/+4
+6
+3
+6
---
6
4+1
4+1
2+1
-
-


10th
+10/+5
+7
+3
+7
Virtue Ability
6
4+1
4+1
2+1
-
-


11th
+11/+6/+1
+8
+3
+8
---
6
4+1
4+1
3+1
-
-


12th
+12/+7/+2
+8
+4
+8
Bonus Feat
6
4+1
4+1
3+1
-
-


13th
+13/+8/+3
+8
+4
+8
Manifest Commandment (Minor)
6
4+1
4+1
4+1
2+1
-


14th
+14/+9/+4
+9
+4
+9
---
6
4+1
4+1
4+1
2+1
-


15th
+15/+10/+5
+9
+5
+9
Virtue Ability
6
4+1
4+1
4+1
3+1
-


16th
+16/+11/+6/+1
+10
+5
+10
Expanded Emanation
6
4+1
4+1
4+1
3+1
-


17th
+17/+12/+7/+2
+10
+5
+10
---
6
4+1
4+1
4+1
4+1
2+1


18th
+18/+13/+8/+3
+11
+6
+11
Manifest Commandment (Major), Bonus Feat
6
4+1
4+1
4+1
4+1
3+1


19th
+19/+14/+9/+4
+11
+6
+11
---
6
4+1
4+1
4+1A
4+1
3+1


20th
+20/+15/+10/+5
+12
+6
+12
Virtue Ability, Deliverance
6
4+1
4+1
4+1
4+1
4+1



Class Features
All the following are class features of the Paladin base class.

Weapon and Armor Proficiency:
A Paladin is proficient with all simple and martial weapons and with light armor, and with light shields.

Spells
A Paladin casts divine spells, which are drawn from the Paladin spell list. However, his alignment may restrict him from casting certain spells opposed to his moral or ethical beliefs; see Chaotic, Evil, Good, and Lawful Spells, below. A Paladin 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 Table: The Paladin. In addition, he receives bonus spells per day if he has a high Charisma score. A Paladin also gets one domain spell of each spell level he can cast, starting at 1st level. When a Paladin prepares a spell in a domain spell slot, it must come from his domain (see Deities, Domains, and Domain Spells, below).

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.

Deity, Domains, and Domain Spells
A Paladin’s deity influences his alignment, what magic he can perform, his values, and how others see him. A Paladin chooses a domain from among those belonging to his deity. A Paladin can select an alignment domain (Chaos, Evil, Good, or Law) only if his alignment matches that domain.

The Paladin’s chosen domain gives him access to a domain spell at each spell level he can cast, from 1st on up, as well as a granted power.

If a domain spell is not on the Paladin spell list, a Paladin can prepare it only in his domain spell slot.

Chaotic, Evil, Good, and Lawful Spells
A Paladin can’t cast spells of an alignment opposed to his own or his deity’s (if he has one). Spells associated with particular alignments are indicated by the chaos, evil, good, and law descriptors in their spell descriptions.

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)
A paladin may attempt to smite evil a number of times per day equal to one plus his Charisma bonus (if any). He adds his Charisma bonus (if any) to his attack roll and deals 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 day.

At 5th level, and at every five levels thereafter, the paladin may smite evil one additional time per day, to a maximum of five times plus his Charisma bonus per day at 20th level.

Divine Grace (Su)
At 2nd level, a paladin gains a bonus equal to his 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 (his own or those of others) by touch. The paladin can use this ability a number of times per day equal to his class level, and it can be used in three different ways.

As a swift action, the paladin can spend one use of Lay on Hands to heal a total number of hit points of damage equal to 1d8 + one half his paladin level.

As a standard action, the paladin can spend three uses of Lay on Hands to heal a total number of hit points of damage equal to 3d8 + one half his paladin level.

As a full-round action, the paladin can spend his remaining Lay on Hands to heal a total number of hit points of damage equal to 1d8 per uses expended + his paladin level.

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 his daily allotment of uses to use as damage after successfully touching an undead creature. Because this requires an attack action, the paladin must either choose to use his standard action or full-round action mode for this ability.

Aura of Courage (Su)
Beginning at 3rd level, a paladin is immune to fear (magical or otherwise). Each ally within 10 feet of him gains a +4 morale bonus on saving throws against fear effects.

This ability functions while the paladin is conscious, but not if he is unconscious or dead.

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

Turn Undead (Su)
When a paladin reaches 4th level, he gains the supernatural ability to turn undead. He may use this ability a number of times per day equal to 3 + his Charisma modifier. She turns undead as a cleric equal to his paladin level.

Sworn to Virtue (Su):
At 10th level, the paladin's relationship with his sworn virtue deepens. A new ability is gained based on the virtue the paladin swore an oath to at 5th level.

a paladin swears an oath to uphold one of the seven heavenly virtues (see table: The Seven Virtues). This choice affects the paladin's class features, but does not restrict his selection of feats or special abilities in any way. If the paladin should break his oath, he utterly and irrevocably loses all benefits of this class feature and becomes a Paladin of Sin (See the Paladin of Sin alternate class coming soon!)

Table and abilities to come.

Bonus Feat:
At 6th level and every six paladin levels thereafter (12th and 18th) the paladin games an additional bonus feat. These bonus feats must be drawn from the feats noted as fighter bonus feats or divine feats. A paladin must still meet all prerequisites for a bonus feat, including ability score and base attack bonus minimums.

Magic Circle (Su):
A 7th-level paladin is constantly surrounded by a Magic Circle Against Evil effect, as the spell cast by a cleric of the paladin's character level.

Holy Sight (Su)
At 8th level, the paladin's ability to sense evil greatly improves. The paladin is constantly affected as though he'd cast Holy Sight.
Holy Sight
Divination
Level: Clr 3, Paladin 2
Components: V, S
Casting Time: 1 standard action
Range: Personal
Target: You
Duration: 1 min./level (D)

This spell illuminates your eyes and allows you to sense the presence of evil within 120 feet of you. The effect is similar to that of a detect evil spell, but holy sight does not require concentration and discerns aura location and power more quickly.

You know the location and power of all evil auras within your sight. An aura’s power depends on the type of evil creature or object that you’re detecting and its HD, caster level, or (in the case of a cleric) class level, as noted in the description of the detect evil spell. If the items or creatures bearing the auras are in line of sight, you can make Knowledge (Religion) skill checks to determine their creature type, religious affiliation, or in the case of items and objects, their purpose (at the DM's discretion). (Make one check per aura; DC 15 + spell level, or 15 + one-half caster level for a nonspell effect.)

If you concentrate on a specific creature within 120 feet of you as a standard action, you can determine whether it has any spellcasting or spell-like abilities, whether these are arcane or divine (spell-like abilities register as arcane), and the strength of the most powerful spell or spell-like ability the creature currently has available for use.

Holy sight can be made permanent with a permanency spell.

Sworn to Virtue (Su):
At 10th level, the paladin's relationship with his sworn virtue deepens. A new ability is gained based on the virtue the paladin swore an oath to at 5th level.

Table and abilities to come.

Manifest Commandment (Minor)
At 13th level, the paladin's devotion and exploits have been noticed by higher beings known as Edicts. These beings rigidly uphold ten commandments that the paladin can choose to champion for them. These provide powerful tools for the paladin to use, but they can also be a double edged sword if he fails to uphold them perfectly. Once bestowed upon the paladin a commandment can never under any circumstance be removed.

Table and abilities to come.

Sworn to Virtue (Su):
At 15th level, the paladin's relationship with his sworn virtue deepens. A new ability is gained based on the virtue the paladin swore an oath to at 5th level.

Table and abilities to come.

Manifest Commandment (Major)
At 15th level, the Edict whose commandment the paladin chose to champion sees fit to bestow the full weight of its commandment upon him. This ability replaces the previous Manifest Commandment (Minor) ability the paladin gets at level 13.

Table and abilities to come.

Expanded Emanation (Su):
At 16th level, a paladin's emanation spells cover a wider area. Any spell, spell-like ability, or supernatural ability created by one of the paladin's abilities (class features, spells, racial abilities) has its radius doubled. This ability only affects emanations and they must be centered on the paladin.

For example, the a 16th level paladin can now sense the presence of evil withing 240 feet of himself and provides his aura of courage to all allies within 20 feet of himself. The paladin cannot, however, cast Fireball on himself and double its radius.

Sworn to Virtue (Su):
At 20th level, the paladin's relationship with his sworn virtue deepens. A new ability is gained based on the virtue the paladin swore an oath to at 5th level.

Table and abilities to come.

Deliverance (Su):
At 20th level, once per day, a paladin can assume a heavenly form. The paladin gains damage reduction 15/epic and evil, darkvision 60 ft., low-light vision, immunity to acid, cold, and petrification, protective aura (as noted in the angel creature entry (http://www.d20srd.org/srd/monsters/angel.htm)), regeneration 15, resistance to electricity 10 and fire 10, spell resistance 32, tongues. This ability lasts for a number of rounds equal to the paladin's charisma modifier + one half his paladin level.

Paladin Spell List:

Spells


Spells


Spells


Spells


Spells

LoyalPaladin
2018-12-20, 06:27 PM
The Workshop


Oath of Virtue (Su):
At 5th level, a paladin swears an oath to uphold one of the seven heavenly virtues. This choice affects the paladin's class features, but does not restrict his selection of feats or special abilities in any way.

Work in Progress

Humility (Bonuses based on deity.)
5th:
10th:
15th:
20th:

Kindness (Healing based)
5th: Ability to spontaneously cast healing spells as a cleric.
10th: Empower Healing
15th: Maximize Healing
20th: Supreme Healing (Radiant Servant of Pelor)

Temperance (Sustenance Based)
5th:
10th:
15th:
20th:

Chastity (Immunities)
5th: Immunity to Stunning and Dazing
10th: Treated as though he is wearing Soulfire (BoED, pg. 112) armor at all times, even if he is not wearing any armor.
15th: 50% Fortification
20th: 100% Fortification

Patience (Haste Based)
5th:
10th:
15th: Permanent Haste
20th:

Charity (As disgusting as it sounds, VoP based?)
5th: Vow of Poverty feat (given the exception that you're allowed a mundane weapon that's in-line with your deity and minimal armor/robes of your religious order.)
10th:
15th: True Seeing (Su): You gain a continuous true seeing ability, as the spell.
20th:

Diligence (Bonuses vs Outsiders?)
5th:
10th:
15th:
20th:



Table: Oath of Virtue (5th)


Virtue
Benefit


Charity
Benefit


Chastity
Benefit


Diligence
Benefit


Humility
Benefit


Kindness
Benefit


Patience
Benefit


Temperance
Benefit





Manifest Commandment (Minor)
At 13th level, the paladin's devotion and exploits have been noticed by higher beings known as Edicts. These beings rigidly uphold ten commandments that the paladin can choose to champion for them. These provide powerful tools for the paladin to use, but they can also be a double edged sword if he fails to uphold them perfectly. Once bestowed upon the paladin a commandment can never under any circumstance be removed.



Table: Manifest Commandment (Minor)


Commandment
Ability


Truth
Truth



Manifest Commandment (Major)
At 15th level, the Edict whose commandment the paladin chose to champion sees fit to bestow the full weight of its commandment upon him. This ability replaces the previous Manifest Commandment (Minor) ability the paladin gets at level 13.



Table: Manifest Commandment (Major)


Commandment
Ability


Truth
Truth





Scrapped Features
Righteous Blessing 1
At 5th level, a paladin chooses one of three blessings to be bestowed upon him by his deity. This choice affects the paladin's class features, but does not restrict his selection of feats or special abilities in any way.

If the paladin selects the Blessing of Vigor, he is treated as having the Improved Shield Bash feat, even if he does not have the normal prerequisites for that feat.

If the paladin selects the Blessing of Might, he is treated as having the Power Attack feat, even if he does not have the normal prerequisites for that feat.

If the paladin selects the Blessing of Purity, he is treated as having the Sacred Healing feat, even if he does not have the normal prerequisites for that feat.

Righteous Blessing 2
At 9th level, a paladin's attunement with his blessing (Vigor, Might, or Purity) improves. If he selected Blessing of Vigor at 2nd level, he is treated as having the Intercept Charge (https://www.d20pfsrd.com/feats/combat-feats/intercept-charge-combat-teamwork/) feat, even if he does not have the normal prerequisites for that feat.

If the paladin selected Blessing of Might at 2nd level, he is treated as having the Awesome Smite feat, even if he does not have the normal prerequisites for that feat.

If the paladin selected Blessing of Purity at 2nd level, when using his Lay on Hands ability, he may remove one negative condition (such as stunned, dazed, or blinded) from the creature he is healing.

Righteous Blessing 3
At 13th level, a paladin’s attunement with his blessing (Vigor, Might, or Purity) improves again. If he selected Blessing of Vigor at 2nd level, he gains damage reduction 3.

If the paladin selected Blessing of Might at 2nd level, all damage dealt to Evil Outsiders by the paladin's Smite Evil class feature is doubled.

If the paladin selected Blessing of Purity at 2nd level, he is treated as though he is wearing Soulfire (BoED, pg. 112) armor at all times, even if he is not wearing any armor.

Maat Mons
2018-12-20, 09:07 PM
Given that paladins already have a per-day resource in the form of spells, and this resource can already be used for healing, it seems weird to give paladin a second per-day resource that does nothing but heal. Perhaps lay on hands could be changed into something that opperates on an at-will or per-encounter basis.

Paladins are, of course, capable of taking the touch of healing reserve feat. But their delayed spell progression means they get it at 6th level, instead of 2nd level, like clerics do.

Would you consider, at 3rd level, giving a 1d8 hp at-will healing ability, that only goes up to half max hp? You could add +1d8 ever 3 levels, and it would keep pace nicely with touch of healing. At higher levels, you could increase the cap on healing, eventually allowing the ability to restore people to full health.



I've always thought that detect evil could use a higher-level version, the way detect magic has arcane sight.



I kind of think that paladin would fit better as a spontaneous caster. Then the class features that duplicate the functions of spells would make more sense. They'd save you from having to use a spell known. You already intend to include class features for healing and condition removal. That's a ton of spells known the paladin wouldn't have to use to accomplish the same thing.

nonsi
2018-12-21, 09:38 AM
.

I notice that you nixed Special Mount. Is this because of Vestment of Angels?
You could make an alternative to mount at high levels in the form of companion.

You could fill some of the now-dead levels with Mercy from the PF paladin.

Also, if you click my sig and go to the Priest class, you might find things over there that would be useful to you, or at least inspire something useful.

And a reminder: The behavior of Protection from Evil and Magic Circle Against Evil changes if the character attacks. You should not a reset period.

LoyalPaladin
2018-12-21, 10:59 AM
Oh look! People! I thought I was safe to go to sleep with this unfinished. :smalltongue:


Given that paladins already have a per-day resource in the form of spells, and this resource can already be used for healing, it seems weird to give paladin a second per-day resource that does nothing but heal. Perhaps lay on hands could be changed into something that opperates on an at-will or per-encounter basis.

Paladins are, of course, capable of taking the touch of healing reserve feat. But their delayed spell progression means they get it at 6th level, instead of 2nd level, like clerics do.
I should be really clear from the get go. I don't really want to take anything iconic from the paladin in this, and I felt Lay on Hands is something everyone expects so I kept it. However, a paladin is still very welcome to take Touch of Healing.


Would you consider, at 3rd level, giving a 1d8 hp at-will healing ability, that only goes up to half max hp? You could add +1d8 ever 3 levels, and it would keep pace nicely with touch of healing. At higher levels, you could increase the cap on healing, eventually allowing the ability to restore people to full health.
I will probably keep Lay on Hands as it is. It's a nice little clutch heal, but I'm going to switch it over to a swift action as a nice little "battle heal" ability instead of a "let me blow my whole turn on this."

On second thought. I think doing something similar to your suggestion would be helpful. At-will to half probably won't be my route, but something similar will definitely be included.


I've always thought that detect evil could use a higher-level version, the way detect magic has arcane sight.
I really like this suggestion. I'll look into some of the higher level vision spells and get on this. I'll add it to my work space as something I need.

Let's talk about this one:
Holy Sight (Su)
At Xth level, the paladin's ability to sense evil greatly improves. The paladin is constantly affected as though he'd cast Holy Sight.
Holy Sight
Divination
Level: Clr 3, Paladin 2
Components: V, S
Casting Time: 1 standard action
Range: Personal
Target: You
Duration: 1 min./level (D)

This spell illuminates your eyes and allows you to sense the presence of evil within 120 feet of you. The effect is similar to that of a detect evil spell, but holy sight does not require concentration and discerns aura location and power more quickly.

You know the location and power of all evil auras within your sight. An aura’s power depends on the type of evil creature or object that you’re detecting and its HD, caster level, or (in the case of a cleric) class level, as noted in the description of the detect evil spell. If the items or creatures bearing the auras are in line of sight, you can make Knowledge (Religion) skill checks to determine their creature type, religious affiliation, or in the case of items and objects, their purpose (at the DM's discretion). (Make one check per aura; DC 15 + spell level, or 15 + one-half caster level for a nonspell effect.)

If you concentrate on a specific creature within 120 feet of you as a standard action, you can determine whether it has any spellcasting or spell-like abilities, whether these are arcane or divine (spell-like abilities register as arcane), and the strength of the most powerful spell or spell-like ability the creature currently has available for use.

Holy sight can be made permanent with a permanency spell.



I kind of think that paladin would fit better as a spontaneous caster. Then the class features that duplicate the functions of spells would make more sense. They'd save you from having to use a spell known. You already intend to include class features for healing and condition removal. That's a ton of spells known the paladin wouldn't have to use to accomplish the same thing.
I personally wanted the paladin to be a spontaneous caster as well, but I felt that it maybe detracted from the aesthetic of praying for your needs daily. I polled a bunch of my friends from the playground and they felt similarly as well. One thing I'd hate to do is hurt the aesthetic of a class.


I notice that you nixed Special Mount. Is this because of Vestment of Angels?

You could make an alternative to mount at high levels in the form of companion.
I haven't decided if I want to completely nix the Special Mount or not. As with Lay on Hands, I don't want to remove something iconic. I've been told to nix the Vestment of Angels entirely. Do you think it'd be more suiting to have the mount vs a fly speed?


You could fill some of the now-dead levels with Mercy from the PF paladin.
I like Mercy, and I'm not opposed to the idea. I might, however, add in a better version of the Righteous Blessing ability. I'm just not sure how I'm going to accomplish it immediately. Hopefully I can fully translate my Google Doc over to GitP by the end of the day. :smallbiggrin:


Also, if you click my sig and go to the Priest class, you might find things over there that would be useful to you, or at least inspire something useful.
I'll give it a look. I plan on someday touching the Cleric class. No one will like it, but my table appreciates a little class "balance" so to speak. My Hexblade (http://www.giantitp.com/forums/showthread.php?503447-Hexblade-(Base-Class)-(PEACH)) rework was sort of the product of flavor being cool but mechanic being terrible.


And a reminder: The behavior of Protection from Evil and Magic Circle Against Evil changes if the character attacks. You should not a reset period.
I might get rid of the first class ability and just leave it at Magic Circle. Fist of Raziel gets the ability and it's really nice for a paladin to have.

LoyalPaladin
2018-12-21, 05:38 PM
Fixed formatting, added class features, removed Righteous Blessing.

noob
2018-12-21, 05:50 PM
What does the wow of chastity includes that paranoid player characters do not do spontaneously?
The spell progression is neither the one of a bard nor the one of a ranger nor the one of a sword of the arcane order paladin(even though the latter gets the same spell levels)

LoyalPaladin
2018-12-21, 05:56 PM
What does the wow of chastity includes that paranoid player characters do not do spontaneously?
Nothing, I suppose. But with seven virtues total a paranoid player could either avoid chastity or take it to provide immediate coverage.


The spell progression is neither the one of a bard nor the one of a ranger nor the one of a sword of the arcane order paladin(even though the latter gets the same spell levels)
Yes! Whenever I rework a class that has half-casting I try to bump it up to 5th level spells like the Duskblade. Spell progression changes a little because of this.

noob
2018-12-21, 06:04 PM
Nothing, I suppose. But with seven virtues total a paranoid player could either avoid chastity or take it to provide immediate coverage.


Yes! Whenever I rework a class that has half-casting I try to bump it up to 5th level spells like the Duskblade. Spell progression changes a little because of this.

I forgot about the duskblade progression.
For the four first levels of spells(level 0 spells excluded) I guess we have a lot of spells from the paladin list but for fifth level we need to find spells that fits well for paladins.
For level 0 spells I guess picking standard clerical cantrips could work.

LoyalPaladin
2018-12-21, 06:10 PM
I forgot about the duskblade progression.
For the four first levels of spells(level 0 spells excluded) I guess we have a lot of spells from the paladin list but for fifth level we need to find spells that fits well for paladins.
For level 0 spells I guess picking standard clerical cantrips could work.
I'm open to suggestions for spells. 0th level spells are easy to pick, but I plan on sifting through the hundreds of cleric spells for some good paladin 5ths. I'm going to work on that last, but I'm definitely not opposed to getting input on it now. I've sort of hit a wall with my virtues.

Maat Mons
2018-12-21, 10:09 PM
Chastity

Going with the "purity" thing, immunity to poison and disease could work.
Immunity to charm and compulsion effects could also work.
Since a succubus is the polar opposite of this virtue, maybe things that would help fight them? Like immunity to negative levels, and the ability to see through magical disguises?




Temperance

The ability to go without food and water is the obvious one.
Endure elements?
Ooh, ooh! Avoiding xp components and costly material components of Conjuration (healing) spells!
And eschew materials as a bonus feat too, I guess.
Speaking of going without, letting the paladin ignore the need for a divine focus would be nice.
And I guess you could give improved unarmed strike.
Maybe a bonus to AC that overlaps with armor.



Charity

I'd say the direction to take this is buffing allies.
Give the gift of magical enhancement.
And, of course, create food and water, to feed the hungry.
Maybe Fabricate too?
Or the Plant Growth spell. Farming communities would love you.
If you you decide on the "vow of poverty" route, maybe something that enables a spartan lifestyle, but doesn't require it?



Diligence

If the diehard feat were more useful, I'd say give it as a bonus feat. I guess it could at least be useful as a prerequisite.
Immunity to fatigue and exhaustion fit nicely.
Basically anything that represents the flesh being unable to go on despite the willingness of the spirit.



Patience

Extend spell?
This is supposed to be the opposite of wrath, no calm emotions?
No penalty when dealing nonlethal damage?
The ability to choose to deal less damage if your roll would otherwise kill an enemy?
Apparently, this is supposed to include forgiveness, so the atonement spell might fit.



Kindness

A bonus on diplomacy would make sense.
A group of ravens is called an "unkindness," so some sort of raven-killing spell.
Charm everybody else into acting kind?



Humility

Or maybe this should be the one for buffing allies.



Edit: Remember how the Oriental Adventures version of the samurai could sacrifice loot to make his sword magical? How about something like that, except you give the money to charity? Maybe not even an item, just give vow-of-poverty-style bonuses based on how much you've given away.

nonsi
2018-12-22, 01:27 AM
.

Regarding Magic Circle against Evil - notice that you still need to determine a reset-period (1 hour, 24 hours etc.), or reset-action (such as exiting and re-entering or something):

The protection against contact by summoned creatures ends if the warded creature makes an attack against or tries to force the barrier against the blocked creature (http://www.d20srd.org/srd/spells/protectionFromEvil.htm)


Also, no reason why Major Manifest Commandment should cancel out Minor Manifest Commandment. Don't throw away class abilities out the window.

noob
2018-12-22, 04:58 AM
Maybe dissipating weapon, divine aspect, sacred guardian and blinding glory are potential prospects of fifth level spells for a paladin.