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    Default Paladin (Non-Caster Prestige Class) [PEACH]

    Paladin

    Requirements:

    • Ability Scores: Cha 12 or Higher
    • Alignment: Must satisfy and continually meet the alignment requirements of the Paladin Oath you choose at 1st level.
    • BAB: +6 or Higher
    • Skills: Knowledge (Mythology/Religion) 5 ranks, Ride 5 ranks, Intimidate 5 Ranks.
    • Languages: Celestial or Fiendish (Infernal or Abyssal).
    • Feats: Mounted Combat Training, Combat Expertise


    Level
    BAB
    Fortitude
    Reflex
    Will
    Defense
    Special
    1
    1
    2
    0
    1
    2
    Fighter Synergy, Paladin Oath, Aura (Alignment, 10 ft Radius), Smite +1d6, Special Mount
    2
    2
    3
    0
    2
    2
    Vital Strike, Combat Trick, Aura (Imbue), Armor Compatibility
    3
    3
    3
    1
    2
    3
    Smite +2d6, Aura Power, Improved Mounted Combat
    4
    4
    4
    1
    2
    3
    Combat Trick, Divine Power, Aura (30 ft radius)
    5
    5
    4
    1
    3
    3
    Smite +3d6, Aura Power, Paladin’s Presence
    6
    6
    5
    2
    3
    4
    Combat Trick, Aura (Resonance)
    7
    7
    5
    2
    4
    4
    Smite +4d6, Aura Power
    8
    8
    6
    2
    4
    4
    Combat Trick, Aura (60 ft. Radus)
    9
    9
    6
    3
    4
    5
    Smite +5d6, Aura Power
    10
    10
    7
    3
    5
    5
    Combat Trick, Fighter Bonus Feat

    HD: d12

    Weapon & Armor Proficiencies: Paladins are proficient with all Simple and Martial Weapons, All Armor Types, and with Shields (Excluding Tower Shields).

    Class Skills:
    Acrobatics (Dex), Athletics (Str), Craft (Int), Diplomacy (Cha), Handle Animal (Cha), Intimidate (Cha), Knowledge (Religion, Int), Knowledge (Varies, Int), Perception (Wis), Profession (Wis), Ride (Dex), Search (Int), and Sense Motive (Wis)

    Skill Points
    : 4 + Int Modifier

    Class Features:

    • Fighter Synergy: Levels in Paladin counts as fighter levels for the purposes of meeting prerequisites.
    • Paladin Oath: At 1st level, a Paladin is required to swear one of the following Oaths and abide by its precepts. The Oath the paladin swears affects her class abilities.
      • Oath of Honor: A paladin who swears the Oath of Honor must be of lawful good alignment and loses all class abilities if she ever willingly commits an evil act. Additionally, the Oath of Honor requires that she respect legitimate authority, act with honor (not lying, not cheating, not using poison, and so forth), help those in need (provided they do not use the help for evil or chaotic ends), and punish those who harm or threaten innocents.
      • Oath of Freedom: A paladin who swears the Oath of Freedom must be of chaotic good alignment and loses all class abilities if he ever willingly commits an evil act. Additionally, the Oath of Freedom requires that he respect individual liberty, help those in need (provided they do not use the help for lawful or evil ends), and punish those who threaten or curtail personal liberty.
      • Oath of Slaughter: A paladin who swears the Oath of Slaughter must be of chaotic evil alignment and loses all class abilities if she ever willingly commits a good act. Additionally, the Oath of Slaughter requires that she disrespect all authority figures who have not proven their physical superiority to her, refuse help to those in need, and sow destruction and death at all opportunities.
      • Oath of Tyranny: A paladin who swears the Oath of Tyranny must be of lawful evil alignment and loses all class abilities if he ever willingly commits a good act. Additionally, the Oath of Tyranny requires that he respect authority figures as long as they have the strength to rule over the weak, act with discipline (not engaging in random slaughter, keeping firm control over those beneath his station, and so forth), help only those who help him maintain or improve his status, and punish those who challenge authority (unless, of course, such challengers prove more worthy to hold that authority).

    • Aura (Ex): Upon swearing an Oath, a Paladin begins to develop a particularly powerful aura from which she derives most of her special abilities from. An Aura radiates out from the Paladin, granting the effects of Aura Powers to others (see the Aura Powers ability) within the aura’s area of effect. A paladin’s Aura radiates out to a distance of 10 ft starting at 1st level. At 4th level, the aura’s area of effect increases to a distance of 30 feet, and at 8th level, it increases to a distance of 60 feet.
      • Aura of Alignment: At 1st level, the paladin’s aura takes on the attributes of the Paladin’s alignment for the purpose of spells and abilities that can detect alignment. The strength of the aura is equal to the paladin’s class level.
      • Imbue Aura: At 2nd level, the Paladin may use a move action to extend his aura to include the weapons which she is wielding. Any weapon that the paladin has imbued is treated as though it had a magical enhancement bonus equal to the Paladin’s level for the purposes of overcoming damage reduction. In addition, the weapon sheds light as though it were a torch, is treated as an aligned weapon of the same alignment as the paladin for the purposes of damage reduction, and takes on any other applicable effects of a paladin’s aura. For example, if a Lawful Good paladin of 4th level imbues his weapon weapon with his aura, allowing it to be treated as a +4 Lawful Good weapon for the purposes of overcoming damage reduction. These benefits are lost as soon as the weapon is sheathed, disarmed, or otherwise removed from the paladin’s immediate presence.
      • Resonance: Starting at 6th level, the paladin may imbue his aura into the weapon of an ally as a move action. This ability functions like Imbue Aura, except the attuned weapon takes on the same alignment as its wielder. As long as the ally remains within 60 feet of the paladin, the weapon remains attuned. If the ally is disarmed, killed, leaves the area, or sheaths the weapon, then the effect is lost.

    • Smite (Ex): A Paladin’s supernatural aura allows them to potentially deal extra damage to those who oppose them. Whenever a Paladin successfully hits any outsider, undead, construct, or any living creature of an opposing alignment with a melee attack, then target must make a will save (DC 10 + Class Level + Cha Modifier) or take the Paladin’s Smite damage. Smite Damage starts off at +1d6 points of damage at 1st level, and increases by an additional +1d6 at every odd class level thereafter.
    • Vital Strike (Ex): Starting at 2nd level, a paladin may use the Vital Strike ability. Once per day per class level, the Paladin may treat a single attack as though she rolled maximum damage on all of its normal weapon damage dice. She must declare the use of this ability before she roll the attack. This ability can be used in conjunction with combat tricks, unless otherwise noted.
    • Combat Trick: At 2nd level and every even level thereafter, a Paladin may select a combat trick.
    • Armor Compatibility: Starting at 2nd level, a Paladin may stack his Armor & Shield bonuses with his Class Defense Bonus ( CDB functions similarly to the class defense bonus listed in Unearthed Arcana. Normally they wouldn't stack).
    • Aura Power: Starting at 3rd level, a Paladin can begin using her Aura to accomplish amazing feats. At 3rd level and every odd level thereafter, a paladin may select an Aura Power from the list below. An Aura Power often has a radius of effect of 10 ft at 3rd level. These abilities function while the paladin is conscious, but not if she is unconscious or dead. A paladin may only have one power active at a time. Activating an aura power or switching to a different one is a move action.
      • Aura of Resolve(Su): While this aura is active, a paladin gains a morale bonus on all saves equal to his charisma bonus (minimum of +2). A good Paladin grants this bonus to all allies within the effect of his aura, while an evil Paladin gives an equivalent penalty to all enemies within the effect of his aura.
      • Aura of Courage (Su): While this aura is active, a Paladin gains a morale bonus to all attack rolls equal to his charisma bonus (minimum of +2). A good Paladin grants this bonus to all allies within the effect of his aura, while an evil Paladin gives an equivalent morale penalty to all enemies within the effect of his aura.
      • Aura of Deflection (Su): While this aura is active, a paladin gains a deflection bonus to his Defense equal to his charisma bonus (minimum of +2). A good Paladin grants this bonus to all allies within the effect of his aura, while an evil Paladin gives an equivalent morale penalty to all enemies within the effect of his aura.
      • Aura of Rejuvenation(Su): While this aura is active, a paladin becomes immune to poisons and diseases. A good paladin can cast Remove Disease as a spell like ability a number of times per week equal to his class level. An evil paladin can instead cast Contagion as a spell like ability a number of times per week equal to his class level. A paladin’s caster level is equal to his class level.

    • Disruption: At 3rd level a Paladin may spend a standard action to cause his aura to disrupt a spellcaster’s concentration. All casters within the area of his aura must make a concentration check (DC 10 + Class Level + Cha Modifier) or lose any spells they are attempting to cast. If they are already making concentration checks, then add the paladin’s level to their concentration DC.
    • Divine Power: At 4th level, a paladin receives a divine power based on her alignment below.
      • Laying on Hands: A good 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 twice her class 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 Divine Power 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.
      • Death Touch: An evil paladin can cause wounds with a successful touch attack. Each day she can deal a total number of hit points of damage equal to twice her paladin level x her Charisma bonus. An opponent subjected to this attack can make a Will save (DC 10 + class level + paladin's Cha modifier) to halve the damage dealt. Alternatively, a paladin can use any or all of this power to heal damage to undead creatures, just as an inflict wounds spell does. This power otherwise functions identically to the lay on hands ability.

    • Paladin Presence: Starting at 5th level, the Paladin’s Aura can inspire fear in his enemies; as a result he gains the use of the Frightful Presence ability. Whenever the paladin makes an attack or charges, all opponents within the Paladin’s aura who have fewer levels or Hit Dice than her become shaken for a number of rounds equal to 1d6 + your Cha modifier. The effect is negated by a Will save (DC 10 + 1/2 your character level + your Cha modifier). A successful save indicates that the opponent is immune to your frightful presence for 24 hours. All Undead creatures, as well as Outsiders of an opposing alignment who fail their save are treated as though they were under the effect of the Turn Undead ability (If the Paladin is Good), or the effect of Rebuke Undead (If the Paladin is Evil).
    • Fighter Bonus Feat: At 10th level, a Paladin gains a Fighter Bonus Feat.


    The Paladin’s Mount:

    The paladin’s mount is superior to a normal mount of its kind and as such, it receives the following acquired template. This template can be applied to any creature the paladin could potentially ride.

    Size and Type: Animals or vermin with this template become magical beasts, but otherwise the creature type is unchanged. Size is unchanged.
    Hit Dice: See Special Qualities.
    Speed and Attacks:Same as base creature.
    Special Attacks:A paladin’s mount has all the special attacks as the base creature plus what is listed below.

    • Smite (Ex): A paladin’s mount can use their paladin’s smite ability, as if they were a paladin of the same level as their master. The mount may only use this ability a number of times per day equal to the Paladin's class level.

    Special Qualities: A paladin’s mount retains all special qualities of the base creature and gains the qualities listed below.

    • Empathic Link: 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.
    • Bonus HD: A paladin’s mount advances in hit dice as its paladin levels up. For every class level its paladin receives, the mount receives one extra HD of the base creature and adds its constitution bonus as normal. Extra Hit Dice improve the mount’s base attack and base save bonuses as the base creature. The mount gains additional skill points or feats for bonus HD as normal for advancing a monster’s Hit Dice.
    • Natural Armor Adjustment: A Paladin’s Mount receives an additional bonus to their natural armor bonus equal to the paladin’s class level. This bonus stacks with any natural bonus the base creature already has.
    • Improved Evasion: 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.
    • Improved Speed: A paladin of 4th level or higher grants his mount a +10 increase to their base movement speed.
    • 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.
    • Share Spells: If the Paladin can cast spells, then she may choose to 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.
    • Command (Sp): A paladin of 6th level or higher grants their mount the ability to command lesser creatures of a similar type to the mount. Once per day per class level of its master, a mount can use this ability to command any normal animal of approximately the same kind as itself (for warhorses and warponies, this category includes donkeys, mules, and ponies), as long as the target creature has fewer Hit Dice than the mount. This ability functions like the command spell, but the mount must make a DC 20 Concentration check to succeed if it’s being ridden at the time. If the check fails, the ability does not work that time, but it still counts against the mount’s daily uses. Each target may attempt a Will save (DC 10 + ½ paladin’s level + paladin’s Cha modifier) to negate the effect.
    • Spell Resistance (Ex): A mount’s spell resistance equals its paladin’s class level + 10. 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.


    Ability Scores: A paladin’s mount receives a bonus to its strength score equal to 1/2 the paladin’s class level (Minimum of +1). The intelligence of a paladin’s mount is always at least a 6, and receives a +1 increase at 2nd level and every even level thereafter.
    Last edited by Durzan; 2018-03-27 at 11:11 AM.
    Wheel of Time 3.5e Homebrew
    My Original D20 System: Forgotten Prophecies RPG

    When it comes to GMing, World-Building is one of the things that I do best, provided I have friends to bounce ideas off of.