Fallen Paladin (3.5e Class)
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|Status:||Incomplete; Under Construction|
|Editing:||Constructive edits welcome|
- 1 Fallen Paladin
- 1.1 Making a Fallen Paladin
- 1.2 Campaign Information
The fallen paladin is one who has fallen into disgrace in the eyes of other men, but refuses to believe that their actions are unjust or do not serve the greater good. They suspect that other paladins (who obviously disapprove of their actions to the point of hostility) are in league with demons/evil clerics and/or are blackguards in disguise. They are utterly convinced that their actions are the pure embodiment of good and that they are in line with the paladin's code of conduct, regardless of how evil and cruel their actions are. As such, fallen paladins often believe they are the only true paladin in the world, while the rest are false pretenders. Obviously, the opposite is true.
Making a Fallen Paladin
The fallen paladin's role is very similar to that of the paladin. High base attack bonus and hit die will likely have them placed on the front lines with the fighters and barbarians. They do not get any divine spells however, though they do get a few spell-like abilities based off some paladin spells at later levels. A fallen paladin must follow the paladin code of conduct as well, however, they are free to interpret it in any twisted way they wish, create double-standards, and allow exceptions provided it's for what they believe is a good cause. As such, a fallen paladin can do whatever they like, however, they must be able to justify their actions to themselves and be convinced that they are doing the right thing. Anybody who questions their alignment (they always think they are lawful good) is viewed with suspicion by the fallen paladin and so it is recommended that the other party members do not do so. Fallen paladins and paladins will not be able to exist in the same party, and it is unlikely that a good cleric will accept the presence of a fallen paladin. A fallen paladin is likely to cause the party to be attacked by paladins later in the game if the fallen paladin becomes too well-known, But the Paladin won't randomly attack the paladin, unless given reason.
Unlike a paladin, a fallen paladin isn't as restrictive in dictating the actions of the party due to their malleable moral code. They have no issue looting the dead and "requisitioning" items for "the greater good". Most NPCs will think a fallen paladin is an actual paladin at first, and this can be used to your advantage when playing one. Even Paladin's Who come Across the fallen paladin will still think he is good till they are detected.
Abilities: High strength and constitution are necessary for a fallen paladin to dish out and receive large amounts of damage. High Charisma is also necessary to make effective use of the fallen paladin's special abilities. Some level of dexterity is required, however the fallen paladin is likely to be using heavy armour so this does not need to be high. Likewise, intelligence is not entirely necessary, though it is helpful to some degree. Wisdom is almost completely unnecessary for a paladin, and it is recommended to use your lowest score here.
Races: Most likely human, just like the original paladin, although any race is technically possible.
Alignment: Lawful Neutral/Evil.
Starting Gold: <-starting gold; YdZ->×10 gp (<-average starting gold. This calculated by multiplying the number of die rolls by the die size plus one and multiplying the result by 5 [Y × (Z + 1) × 5].-> gp).
Starting Age: Moderate.
Special Class Traits: Immune to Fear, +1 Str, +1 Cha
|1st||+1||+2||+0||+0||Aura of Evil, Detect 'Evil', Smite 'Evil' 1/day|
|2nd||+2||+3||+0||+0||Divine Grace, Lay on Hands|
|3rd||+3||+3||+1||+1||Aura of Despair, Divine Health|
|5th||+5||+4||+1||+1||Smite 'Evil' 2/day, Special Mount|
|6th||+6/+1||+5||+2||+2||Remove Disease 1/week|
|9th||+9/+4||+6||+3||+3||Remove Disease 2/week|
|10th||+10/+5||+7||+3||+3||Smite 'Evil' 3/day|
|12th||+12/+7/+2||+8||+4||+4||Remove Disease 3/week|
|15th||+15/+10/+5||+9||+5||+5||Remove Disease 4/week, Smite 'Evil' 4/day|
|18th||+18/+13/+8/+3||+11||+6||+6||Remove Disease 5/week|
|20th||+20/+15/+10/+5||+12||+6||+6||Smite 'Evil' 5/day|
Class Skills (2 + Int modifier per level, ×4 at 1st level)
Detect 'Evil' (Sp): At will, a fallen paladin can use detect evil, as the spell, with the following modifications: The fallen paladin cannot detect her own aura with this ability, anyone whom she believes is not evil prior to using the ability, nor anyone whom she is friends with or appreciates the company of. Likewise, anybody who she is suspicious of or dislikes prior to using this ability is considered evil for the purposes of this spell.
Smite 'Evil' (Su): Same as the paladin's smite evil, except with the same changes in who is an applicable target as the fallen paladin's detect 'evil' ability. So those the fallen paladin believes are not evil cannot be smited, and those she dislikes can. This does make it more powerful than the regular smite, as it is most likely that the fallen paladin will believe all her foes are evil.
Aura of Despair (Su): Beginning at 3rd level,
This ability functions while the paladin is conscious, but not if she is unconscious or dead.
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’s 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.
Associates: While she may adventure with characters of any good or neutral alignment, a paladin will never knowingly associate with evil characters, nor will she continue an association with someone who consistently offends her moral code. A paladin may accept only henchmen, followers, or cohorts who are lawful good.
Ex-<-pluralized class name->
<-Describe what happens when a character violates the alignment restrictions of any other class restrictions. If there are no behavior or alignment restrictions delete this section->.
Epic <-class name->
|21st||<-any improvements to class features gained at this level, including any bonus feats->|
|22nd||<-any improvements to class features gained at this level, including any bonus feats->|
|23rd||<-any improvements to class features gained at this level, including any bonus feats->|
|24th||<-any improvements to class features gained at this level, including any bonus feats->|
|25th||<-any improvements to class features gained at this level, including any bonus feats->|
|26th||<-any improvements to class features gained at this level, including any bonus feats->|
|27th||<-any improvements to class features gained at this level, including any bonus feats->|
|28th||<-any improvements to class features gained at this level, including any bonus feats->|
|29th||<-any improvements to class features gained at this level, including any bonus feats->|
|30th||<-any improvements to class features gained at this level, including any bonus feats->|
<-number of skill points-> + Int modifier skill points per level.
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Bonus Feats: The epic <-class name-> gains a bonus feat (selected from the list of epic <-class name-> bonus feats) every <-number of feats per level-> levels after 20th.
Epic <-class name-> Bonus Feat List: <-list of bonus epic feats->.
<-Sample race of your choice-> <-class name-> Starting Package
Weapons: <-Weapon selection for starting at 1st level with this class.->.
Skill Selection: Pick a number of skills equal to 4 + Int modifier.
|<-Skill name->||<-4 for class skills and 2 for cross-class skills->||<-Abbreviated key ability->||<-armor check penalty based on starting armor. If inapplicable put "—"->|
|<-Skill name->||<-4 for class skills and 2 for cross-class skills->||<-Abbreviated key ability->|| <-armor check penalty based on starting armor. If inapplicable put "—"->
<-copy and paste the rows as necessary.->
Feat: <-1st-level feat selection->.
Bonus Feats: <-1st-level feat bonus feats due to class or sample race. remove this section if this sample doesn't get any bonus feats at 1st level. ->.
Gear: <-Starting armor and other equipment outside of weapons.->.
Gold: <-Starting gold using this package.->.
Playing a <-class name->
Religion: <-description of how this class typically (but no exclusively) approaches religion including likely portfolios it would worship->.
Other Classes: <-How this class typically interacts with other classes and how characters of this class interact with characters of other classes->.
Combat: <-Typical role in combat->.
Advancement: <-Typical advancement options for characters with this class. Include desirable multiclass options->.
<-pluralized class name-> in the World
|“||<-Some quote from a character of this class->||”|
|—<-NPC name->, <-race-> <-class->|
<-Where characters of this class fit in a d20 world.->
Daily Life: <-day in the life of a character of this class->.
Notables: <-notable NPCs of this class->.
Organizations: <-info on what, where, when, and how characters of this class congregate and assemble->.
NPC Reactions: <-How NPCs react to PCs of this class->.
<-class name-> Lore
Characters with ranks in <-the appropriate skills-> can research <-pluralized class name-> to learn more about them. When a character makes a skill check, read or paraphrase the following, including information from lower DCs.
|10||<-not so common knowledge->.|
|20||<-very rare information->.|
<-pluralized class name-> in the Game
<-How characters of this class fit in the game (PC and NPC) and what roles they play.->
Adaptation: <-Possible variant conceptions of this class.->.
Sample Encounter: <-DM placement for NPCs of this class.->.
EL : <-Encounter scenario and character info on sample NPC including stat block. The CR of the NPC is typically the same as the EL for the encounter.->.