Results 1 to 3 of 3
- Join Date
- Dec 2009
[DnD 3.5]Paladin Fix[DnD 3.99 Project]
Beta version of the Paladin, please help to improve/nerf.
Spoiler: Things to do-Add Fluf
-Add Aligment ACFs (Lawful Evil, Chaotic Good, Chaotic Evil versions)
-Add Martial ACF
-Add some notes and explanation of changes
Alignment: Lawful good
Hit Die: d12
The paladinís 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). See Chapter 4: Skills for skill descriptions.
Skill Points at 1st Level: (4 + Int modifier) ◊ 4.
Skill Points at Each Additional Level: 4 + Int modifier.
Weapon and Armor Proficiency: Paladins are proficient with
all simple and martial weapons, with all types of armor (heavy,
medium, and light), and with all shields (including tower shields).
1|1|2|0|2|Aura of Good, Code of Conduct, Detect Evil,[BR]Smite Evil (1/encounter)|1|-|-|-|-|-
2|2|3|0|3|Divine Grace, Lay on Hands|1|-|-|-|-|-
3|3|3|1|3|Divine Health, Divine Thoughness (Die Hard)|2|-|-|-|-|-
4|4|4|1|4|Turn Undead, Aura of Courage|2|-|-|-|-|-
5|5|4|1|4|Smite Evil (2/encounter), Special mount|2|1|-|-|-|-
7|7|5|2|5|Imporved lay on hands (channel cure Spell)|3|2|-|-|-|-
8|8|6|2|6|Aura of Protection|3|2|1|-|-|-
9|9|6|3|6|Smite Evil (3/encounter)|4|3|1|-|-|-
12|12|8|4|8|Aura of Grace|4|4|3|1|-|-
13|13|9|4|8|Smite Evil (4/encounter)|4|4|3|2|-|-
16|16|10|5|10|Aura of Order|4|4|4|3|2|-
20|20|12|6|12|Aura of Divinity|4|4|4|4|3|3
Spells: Beginning at 1th level, a paladin gains the ability to cast a small number of divine spells (the same type of spells available to the cleric, druid, and ranger), which are drawn from the paladin spell list (see below). A paladin must choose and prepare her spells in advance.
To prepare or cast a spell, a paladin must have a Charisma score equal to at least 10 + the spell level (Cha 11 for 1st-level spells, Cha 12 for 2nd-level spells, and so forth). The Difficulty Class for a saving throw against a paladinís spell is 10 + the spell level + the paladinís Charisma modifier.
Like other spellcasters, a paladin can cast only a certain number of spells of each spell level per day. In addition, she receives bonus spells per day if she has a high Charisma score. A paladin prepares and casts spells the way a cleric does, though she cannot lose a prepared spell to spontaneously cast a cure spell in its place. A paladin may prepare and cast any spell on the paladin spell list (see below), provided that she can cast spells of that level, but she must choose which spells to prepare during her daily meditation, her caster level is equal to her paladin level.
Paladin's Spell List:
Create Water,Deafening Clang,Detect Poison,Detect Undead,Divine Favor,Divine Sacrifice,Endure Elements,Faith Healing,Golden Barding,Magic Weapon,Read Magic,Resistance,Strategic Charge,Second Wind,Shield of faith,Silverbeard,Silvered Weapon,Travelerís Mount,Virtue,Warning Shout,Charm Person,Detect Chaos,Bless,Bless Water,Bless Weapon,Cure Light Wounds,Detect Evil,Grave Strike,Hide from Undead,Lantern Light,Remove Fear,Vision of Glory,Sanctuary,Vision of Heaven
Align Weapon,Bladebane,Call Mount,Clarity of Mind,Detect Magic,Divine Insight,Hand of Divinity,Insignia of Alarm,Moment of Clarity,Resurgence,Resist Energy,Restoration, Lesser,Undetectable Alignment,Stone Fist,Strength of Stone,Zeal,Lesser Vigor,Enthrall,Blessed Aim,Cloak of bravery,Consecrate,Cure Moderate Wounds,Delay Poison,Protection From Evil,Ray of Hope,Remove Paralysis,Remove Disease,Restoration, Lesser,Zone of Thruth,Shield Other,Aura of Glory
Dispel Magic,Heal Mount,Insignia of Healing,Earth Hammer,Know Greatest Enemy,Greater Magic Weapon, Mind Bond,Prayer,Mass Resurgence,Clarity of Mind,Blessing of Bahamut,Blessed Sight,Cure Serious Wounds,Consecrate,Daylight,Forceward,Insignia of Blessing,Magic Circle against Evil,Remove Blindness/Deafness,Remove Curse,Smite Heretic,Undead Bane Weapon,Heartís Ease,Refreshment
Bullís Strength,Break Enchantment,Eagleís Splendor,Divine Power,Favor of Ilmater,Glibness,Hand of Torm,Owlís Wisdom,Spiritual Chariot,Spirit Steed,Thunderlance,Weapon of the Deity,Winged Mount,Lawful Sword,Orderís Wrath,Blood of the Martyr,Cure Critical Wounds,Death Ward,Good Hope,Holy Smite,Legionís Shield of Faith,Neutralize poison,Restoration,Revenance,Sacred Haven,Seek Eternal Rest,Wall of Good,Celestial Brilliance,Glory of the Marty,
Commune,Divine Agility,Greater Vigor,Stoneskin,Righteous Might,Dispel Evil,Disrupting Weapon,Hallow,Heavenly Lightning,Remove Fatigue,Sacred Circle,Mass Sanctuary, Find the path,Zealot Pact,Quest,Celestial Blood,Heal,Greater Heroism,Undeath to Death,Vigorous Circle,Fires of Purity
Fortunate Fate,Righteous Wrath of the Faithful,Protection from Spells,Dictum,Bastion of Good,Heavenly Lightning Storm,Holy Sword,Holy Word,Righteous Smite,Starmantle,Brilliant Blade,Shield of Law,Holy Aura,Crown of Glory,Spell Turning,Greater Visage of the Deity,End to Strife,Greater Cloak of Bravery,Heroís Blade
Aura of Good (Su): The power of a paladinís aura of good (see the detect good spell) is equal to her paladin level, just like the aura of a cleric of a good deity.
Detect Evil (Sp): At will, a paladin can use detect evil, as the spell.
Smite Evil (Su): Once per encounter, a paladin may attempt to smite evil with one normal melee attack. She adds her Charisma bonus (if any) to her attack roll and deals 1 extra point of damage per paladin level. For example, a 13th-level paladin armed with a longsword would deal 1d8+13 points of damage, plus any additional bonuses for high Strength or magical affects that would normally apply. 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 encounter.
At 5th level, and at every five levels thereafter, the paladin may smite evil one additional time per encounter, as indicated on the Paladin Class Table, to a maximum of five times per day at 20th level.
Code of Conduct:
A paladin must be of lawful good alignment and loses all class abilities if she ever willingly commits an evil act. Additionally, a paladinís code 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.
Divine Grace (Su): At 2nd level, a paladin gains a bonus equal to her 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 (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 times her Charisma bonus.
For example, a 7th-level paladin with a 16 Charisma (+3 bonus) can heal 21 points of damage per day.
A paladin may choose to divide her healing among multiple recipients, and she doesnít 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 doesnít 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 Health (Ex): At 3rd level, a paladin gains immunity to all diseases, including supernatural and magical diseases (such as mummy rot and lycanthropy).
Divine Thoughness (Ex): At 3rd level, a Paladin gains Die Hard as a bonus feat, even if he lacks the prerequisites.
Turn Undead (Su): When a paladin reaches 4th level, she gains the supernatural ability to turn undead. She may use this ability a number of times per day equal to 3 + her Charisma modifier. She turns undead as a cleric of three levels lower would.
Special Mount (Sp): Upon reaching 5th level, a paladin gains the service of an unusually intelligent, strong, and loyal steed to serveher in her crusade against evil. This mount is usuallya heavy warhorse (for a Medium paladin) or a warpony (for aSmall paladin).
As a full-round action, a paladin may magically call her mount from the celestial realms in which it resides. The mount immediately appears adjacent to the paladin and remains for a total of 4 hours plus 1 hour 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 (if it has grown too old to join her crusade, for instance). Each time the mount is called, you may have it appear in full health, regardless of any damage it may have taken previously, doing so, will reduce 1 hour of the total time it remains with the paladin. The mount also appears wearing or carrying any gear it had when it was last dismissed )including barding, saddle, saddlebags, and the like). Calling a mount is a conjuration (calling) effect.
Should the paladinís 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 Ė1 penalty on attack and weapon damage rolls.
Mettle (Su): A Paladins's special blessing allows her to shrug off magical effects that would otherwise harm her. If a Paladin makes a successful Will or Fortitude saving throw that would normally reduce the spell's effect, she suffers no effect from the spell at all. Only those spells with a Saving Throw entry of "Will partial," "Fortitude half," or similar entries can be negated through this ability.
Improved lay on hands (Su): Starting at level 7th, The Paladin can channel the Lay on Hands on a Cure Spell. Whenever The Paladin casts a cure spell, she may add the effect of the Lay on Hand ability, adding additional points to the spells' cure effect and subtracting the same additional amount from your total points of Lay on Hands per day.
Aura of Grace (Ex): At level 8th, The Paladin can share her Divine Grace ability to all allies within 10 ft of range.
Dispell Evil (Sp): Starting at level 10th, a Paladin can use Dispell evil as the spell.
Improved Smite (Su): Starting level 11th, the Paladin's smite evil radiates dealing damage any nearby evil opponent. by consuming an extra time per encounter of Paladin's Smite evil ability, All of your evil opponents within a 20-ft-radius burst of the target creature must succeed a Fortitude Save, DC = 10 + half paladin levels rounded down + CHA modifier or take full damage equal to the smite evil's bonus damage. A successful save results in half damage done.
Aura of Protection (Ex): A Paladin of level 12th grants to all allies within 30 ft range a sacred bonus to AC equal to her CHA modifier.
Improved Mount (Su): At level 14th you can add any suitable template to the Paladin's mount (subject to DM's discretion)
Greater Smite Starting at level 15th the Paladin may consume an extra time per encounter of Paladin's Smite evil ability to stun an evil opponent with a successful smite evil attempt.
Aura of Order (Sp): Starting at level 16th the Paladin radiates an aura of order that covers all allies within 40 ft of range. Allies within the aura of order are immune to all compulsion effects.
Improved Auras At level 18th all the Paladin auras doubles it's range.
Holy Sword (Sp): Starting at level 19th and at will, a paladin can use Holy Sword, as the spell.
Aura of Divinity (Sp): At level 20th and as a swift action the Paladin radiates an aura of Divinity that covers all allies within 5 ft of range. Allies within the aura of divinity gains fast healing 5 and are immune to damage, attribute damage, and level drain effects for any rounds equal to half the Paladin's CHA modifier rounded down. The Paladin may no act while radiating the aura of divinity or otherwise breaks it. This ability can be used once at day.
- Join Date
- Aug 2010
Re: [DnD 3.5]Paladin Fix[DnD 3.99 Project]
Class Skills: Remove this:
See Chapter 4: Skills for skill descriptions.
Spells: Remove this, as it says they have the same spells per day as standard Paladins:
Her base daily spell allotment is given on Table 3Ė12: The Paladin, of the Player's Handbook
If you want you could replace it with this:
Her base daily spell allotment is given on the table above.
(see Table 1Ė1: Ability Modifiers and Bonus Spells, page 8).
Divine Thoughness: Toughness, not Thoughness. And it should probably say:
At 3rd level, a Paladin gains Die Hard as a bonus feat, even if he lacks the prerequistes.
Improved Smite (Su): What's the Fort Save's DC?
Aura of Protection (Ex): I suggest you make this a sacred bonus to AC rather than shield bonus to AC, as it will create this confusion.
Improved Mount (Su): If I where you I would at least put an LA limit on this.
Aura of Divinity (Sp): That is amazingly powerful... Does it affect the paladin as well as the allies?Spoiler: Old Avatar by Aruiushttp://i133.photobucket.com/albums/q56/Zeritho/Koboldbard.png
- Join Date
- Nov 2010
Re: [DnD 3.5]Paladin Fix[DnD 3.99 Project]
1.The Smite per encounter is a bit much, and it's so 4E. And when you do 'encounter stuff', you have to do lame 4E like encounters where the game moves from Encounter 5 to Encounter 6. And it works only for that play style, where the DM will bang a hammer and say ''encounter 5 is officially over and encounter 6 is officially starting. And what if the paladin encounters a foe between encounters? Or does ''encounter'' just mean ''anytime the paladin first encounters any foe''.
2.Dispel Evil at will is a bit much....
3.Once the Paladin gets to higher levels he gets lots of group powers(again very 4E) suddenly shifts the paladin from a single holy warrior to some sort of holy general. It's a bit of an odd shift.
4.Worse, a lot of the Paladin's high level abilities are weak, or worse only effect the group. After 12th level, the paladin gets very little. When the paladin gets ''make a happy aura'' it's nice, but it does not help the paladin fight a demon dragon.
5.Spells. Way too many spells. Worse, you give the Paladin way too many cleric attack spells. As a holy warrior, the paladin should not be standing back and casting spells....he should be knee deep in combat.