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    Bugbear in the Playground
    dspeyer's Avatar

    Join Date
    Mar 2008

    Default At least it's not a fighter or monk fix (paladin fix, PEACH)

    I started picturing a party with a straight PHB paladin, a consular paladin an arcane paladin and a mystic paladin (or just a cleric of heironeous who thinks like a paladin), and I realized that the PHB paladin would get kind of left behind. Hence: rewrite.

    Level BAB Fort Ref Will Special Smite Damage Spells per Day
    1st 2nd 3rd 4th
    1st 1 2 0 2 Aura of good, detect evil, smite evil 1/day 2
    2nd 2 3 0 3 Divine grace, lay on hands 4
    3rd 3 3 1 3 Aura of courage, divine health 6
    4th 4 4 1 4 Turn undead, Favored Villain +2 8 0
    5th 5 4 1 4 Smite evil 2/day, special mount 11 0
    6th 6 5 2 5 Remove disease or Neutralize Poison 5/day 14 1
    7th 7 5 2 5 Lesser Smite Power 17 1
    8th 8 6 2 6 Wings 21 1 0
    9th 9 6 3 6 Favored Villain +4/+2 25 1 0
    10th 10 7 3 7 Smite evil 2/encounter 30 1 1
    11th 11 7 3 7 Restoration 3/day 37 1 1 0
    12th 12 8 4 8 Greater Smite Power 46 1 1 1
    13th 13 8 4 8 Recover Lay on Hands 57 1 1 1
    14th 14 9 4 9 Favored Villain +6/+4/+4 70 2 1 1 0
    15th 15 9 5 9 smite evil 3/encounter 85 2 1 1 1
    16th 16 10 5 10 Regeneration 1/day 100 2 2 1 1
    17th 17 10 5 10 Supreme Smite Power 120 2 2 2 1
    18th 18 11 6 11 Recover Turn Undead 140 3 2 2 1
    19th 19 11 6 11 Favored Villain +10/+6/+6/+6 165 3 3 3 2
    20th 20 12 6 12 Smite evil 3/round 200 3 3 3 3

    Hit Die: d10
    Class Skills: 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)
    Skills: 2+int

    Weapon and Armor Proficiency: Paladins are proficient with all simple and martial weapons, with all types of armor (heavy, medium, and light), and with shields (except tower shields).

    Aura of Good(su): The power of a paladin痴 aura of good (see the detect good spell) is equal to her paladin level.

    Detect Evil(su): At will, a paladin can use detect evil, as the spell.

    Smite Evil(su): Once per day, a paladin may attempt to smite evil with one attack (it can be either melee or ranged, either a simple attack, part of something larger, such as a full attack or martial maneuver). She adds her Charisma bonus (if any) to her attack roll and deals extra damage according to her paladin level as shown on the table. 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 fifth level, she gains a second use per day. At tenth, the ability to restore her smite pool with five minutes of prayer. At fifteenth, a third use. At twentieth, the smite pool replentishes itself at the beginning of the paladin's turn.

    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 ラ her Charisma bonus. A paladin may choose to divide her healing among multiple recipients, and she doesn稚 have to use it all at once. Using lay on hands is a standard action.

    Aura of Courage(su): Beginning at 3rd level, a paladin is immune to fear (magical or otherwise). Each ally within 10 feet of her gains a +4 morale bonus on saving throws against fear effects. This ability functions while the paladin is conscious, but not if she is unconscious or dead.

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

    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.

    Favored Villain(ex): At fourth level, a paladin selects a type of villain to specialize in stopping. This can be an always-evil creature type (e.g. undead, devils, chromatic dragons), an organization (e.g. assassin's guild, imperial secret police) or perpetrators of a particular crime (e.g. slave traders, serial killers). She gains the shown bonus on all skill checks related to or opposed by the villain and to damage rolls against them. She also adds the relevant knowledge skill to her class skill list. Every five levels thereafter, she gains an additional favored enemy and her bonuses increase. She may assign the bonuses however she chooses.

    Spells: Paladins are divine, prepared wisdom-based casters from the paladin list.

    Special Mount(su): See PHB

    Remove Disease or Neutralize Poison 5/day(sla): At sixth level, a paladin becomes able to use Remove Disease or Neutralize Poison as the spells a total of five times a day.

    Lesser Smite Power(su): At seventh level, a paladin chooses a smite power. Whenever she successfully smites an evil creature, she may choose to employ the power as well at no additional cost. If the power allows a save, the DC is 10 + 1/2 paladin level + cha mod. The powers:
    • Stunnng Smite: Fort save or stunned for 1 round
    • Blinding Smite: Fort save or blinded for 1d4+1 rounds
    • Crippling Smite: Fort save or speed=5 for 1d4+1 rounds
    • Demoralizing Smite: Will save or suffer -2 morale on all attacks and checks for 2d6 rounds

    Wings(su): At eighth level, a paladin grows feathery wings that allow her to fly with good manoeuvrability at twice her base speed. She can express or retract the wings as a move action.

    Restoration 3/day(sla): At eleventh level, a paladin can use Restoration as the spell three times per day.

    Greater Smite Power(su): At twelfth level, a paladin gains a greater smite power. She can only use one power on any individual smite attack. The powers:
    • Magebinding Smite: Will save or lose all su and sla abilities and all spellcasting for 1 round.
    • Paralyzing Smite: Fort save or paralyzed for 1 round.
    • Mindtouching Smite: Will save or the paladin learns the answer to a single yes-or-no question from the target's mind.
    • Any two lesser smite powers

    Recover Lay on Hands(su): Starting at thirteenth level, whenever a paladin recovers her Smite Evil uses, she also refills her Lay on Hands pool.

    Regeneration 1/day(sla): At sixteenth level, a paladin gains the ability to use Regeneration as the spell once per day.

    Supreme Smite Power(su): At seventeenth level, a paladin gains a supreme smite power. The powers are:
    • Dismissing Smite: Will save or return to native plane (no effect if creature is on its native plane)
    • Commanding Smite: Will save or follow a simple command for 2d4 rounds
    • Ennervating Smite: Fort save or 1d4 negative levels
    • Any two greater smite powers

    Recover Turn Undead(su): Starting at eighteenth level, whenever a paladin recovers her Smite Evil uses, she also refills her Turn Undead pool.

    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 paladin痴 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.
    Last edited by dspeyer; 2015-06-03 at 09:50 PM.

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