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arkanis
2008-05-24, 11:35 AM
Fighter 4/Cleric 4 -> Paladin
Comments and suggestions?

Paladin
Requirements
BAB: +7.
Abilities: Turn/Rebuke Undead.
Spells: Ability to cast the following divine spells: Detect evil, cure moderate wounds, remove fear.
HD: d10
Skill Points: 2 + Int mod
Class Skills: Concentration, Diplomacy, Handle Animal, Intimidate, Knowledge (arcana), Knowledge (nobility/royalty), Knowledge (religion), Ride, Sense Motive, Spellcraft.
{table=”head”]Level|BAB|Fort|Ref|Will|Special
1st|+1|+2|+0|+2|Cleric abilities, Detect opposed alignment, smite opposed alignment 1/day
2nd|+2|+3|+0|+3|Divine grace, +1 level of existing divine spellcasting class
3rd|+3|+3|+1|+3|Divine touch
4th|+4|+4|+1|+4|+1 level of existing divine spellcasting class
5th|+5|+4|+1|+4|Divine health, smite opposed alignment 2/day
6th|+6|+5|+2|+5|Divine aura, +1 level of existing divine spellcasting class
7th|+7|+5|+2|+5|Divine mount
8th|+8|+6|+2|+6|+1 level of existing divine spellcasting class
9th|+9|+6|+3|+6|Divine protection
10th|+10|+7|+3|+7|Smite opposed alignment 3/day, +1 level of existing divine spellcasting class
[/table]
Proficiencies: A paladin gains proficiency with all simple weapons, all martial weapons, and all armors and shields (except tower shields).
Cleric Abilities: A paladin stacks their class levels with cleric levels for determining their caster level for cleric spells, cleric levels for turn/rebuke undead, and cleric levels for determining the strength of their alignment aura.
Detect Opposed Alignment: A paladin can detect alignments opposed to their own as if by the detect alignment spell. This is a spell-like ability useable at will.
Smite Opposed Alignment: A number of times per day according to the table, a paladin may attempt to smite an enemy of at least one opposed alignment, adding their charisma bonus to their attack roll (minimum +0) and their paladin level to their damage with the attack. This must be declared before the roll is made and a missed attack or attack used on a creature with no opposed alignments is wasted. Truly neutral paladins treat all alignments lacking at least one neutral aspect as opposed.
Divine Grace: Paladins add their charisma modifier as a divine bonus to their saves.
Divine Touch: Good paladins gain the ability to heal an amount of hit points to any living creature they touch (melee touch attack) equal to their paladin level x (1 + their charisma bonus, minimum 1). They may use this any number of times per day as a standard action and are limited only to the total amount of hit points they may heal per day. They may use this to deal damage to undead creatures. Evil paladins may do the same except they harm living creatures and heal undead. Neutral paladins must select which of these they desire to be able to do and once selected cannot change it.
Divine Health: Good paladins become immune to all diseases while evil paladins become immune to all poisons. Neutral paladins must select which of these they desire to gain and once selected cannot change it.
Divine Aura: Good paladins become immune to fear and grant all allies within 10 feet of them a +4 bonus to saves and checks made against fear effects. Evil paladins become immune to fear and all enemies within 10 feet of them must make a Will save DC10 + paladin level + charisma bonus or be shaken for 1 round per paladin level. A successful save makes the target immune to this particular ability for 24 hours. A paladin may activate or deactivate this ability as a free action. Neutral paladins must select which of these they desire to gain and once selected cannot change it.
Divine Mount: A paladin gains a mount (usually a horse, pony, or other ridable animal of 4 hit dice or less). Good paladins add the celestial template, evil paladins add the fiendish template, lawful neutral paladins add the axiomatic template, chaotic neutral paladins add the anarchic template, and truly neutral characters add the war-creature template to their mount. This mount gains one bonus hit dice per paladin level, a +1 ability boost to all its ability scores for every two paladin levels, and empathic link with their rider as well as the ability to share spells with their rider. The paladin can summon their mount as a standard action at will or dismiss their mount. If the mount is killed it cannot be summoned again for 24 hours.
Divine Protection: Paladins add their charisma modifier as a divine bonus to their AC.