Holy Paladin (3.5e Class)

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Holy Paladin

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Holy Paladin
Rating: Not rated
(Rate this class)
Status: <-how close to completion->
Editing: Constructive edits welcome

Contents

[edit] Holy Paladin

Holy Paladins are a blessed rank of Paladin. The god Pelor is their patron deity, and it is through him they derive all their power. Convinced of their own spiritual superiority to most other races, they are often reckless in both battles and conversations with others. As a sacrifice to obtain the spiritual purity necessary for Pelor's blessings, Holy Paladins are required to remove a part of their body. The larger the sacrifice, the more power Pelor grants.

[edit] Making a Holy Paladin

Holy Paladins are often front line fighters. They are fearless in their attacks and often receive the brunt of the assault. Holy Paladins usually take lots of combat damage which can be offset by their aura of protection. They are weak against other holy/good characters (Pelor does not like for his disciples to attack other good characters. It can cause the removal of his blessing. Holy Paladins get along well with other fighters of good alignments and distrusting of spell casters.

Abilities: Constitution and Charisma are key points, but it is good to cover all of the basics needed for a usual paladin.

Races: Humans and elves are generally excepted along with other worthy fighting races. Immortals are preferred because Pelor likes to have long lived servants.

Alignment: Any good alignment is accepted. Chaotic Good is most common (you have to be pretty crazy to sacrifice part of yourself).

Starting Gold: Holy Paladins start with no gold.

Starting Age: Moderate.

Table: The Holy Paladin

Hit Die: d<-d8->

Level Base
Attack Bonus
Saving Throws Special Spells per Day Power
Points/Day
Powers
Known
Maximum Power
Level Known
Fort Ref Will 0 1st 2nd 3rd 4th 5th 6th 7th 8th 9th
1st +1 +1 +1 +1 Aura of Protection, Holy Javelin of Fire
2nd +2 +1 +1 +1 Javelin Throw
3rd +3 +2 +2 +2 Pelor's Gaze
4th +4 +3 +3 +3 Bonus Feat
5th +5 +3 +3 +3 Revoke Existance
6th +6/+1 +3 +3 +3 Weapon:Pelor's Shield
7th +7/+2 +4 +4 +4 Smite Evil
8th +8/+3 +4 +4 +4 Trip to Hell
9th +9/+4 +5 +5 +5 Weapon Pelor's Axe
10th +10/+5 +5 +5 +5 Axe Cleave
11th +11/+6/+1 +6 +6 +6 After this level, every other level grants a bonus feat
12th +12/+7/+2 +7 +7 +7 <-any class features gained at this level->
13th +13/+8/+3 +7 +7 +7 <-any class features gained at this level->
14th +14/+9/+4 +8 +8 +8 <-any class features gained at this level->
15th +15/+10/+5 +8 +8 +8 <-any class features gained at this level->
16th +16/+11/+6/+1 +9 +9 +9 <-any class features gained at this level->
17th +17/+12/+7/+2 +9 +9 +9 <-any class features gained at this level->
18th +18/+13/+8/+3 +10 +10 +10 <-any class features gained at this level->
19th +19/+14/+9/+4 +10 +10 +10 <-any class features gained at this level->
20th +20/+15/+10/+5 +11 +11 +11 Say Hello to My Deity

Class Skills (<-4-> + Int modifier per level, ×4 at 1st level)
<-class skills (and key abilities)->.

[edit] Class Features

All of the following are class features of the Holy Paladin

Weapon and Armor Proficiency: Holly Paladins can use Pelor's holy weapons in addition to standard weapons. Holy Paladins are also proficient in all types of armor.


Aura Of Protection: A basic aura that grants a unique defense ability. When an opponent successfully attacks you with any attack, they take damage equal to (lvl/4+int mod). Use once a day (it lasts all day).

Holy Javelin of Fire: Grants Paladin the ability to summon a Holy Javelin from Pelor's armory. Damage roll uses a d8 plus 1d6 per (cha mod/2). Number of uses per day is equal to character level

Javelin Throw: Allows Paladin to throw Javelin. Deals double damage to the target, but attack roll is halved. Can be used when a Javelin is summoned.

Pelor's Gaze: Allows a Paladin to shoot a beam of energy from their eyes (can only target non good enemies). The Damage dealt is determined by (lvl/2+cha mod)*d4. Can be used 5 times a day.

Revoke Existance: Allows a Paladin to banish target undead to another realm. This effect is countered if target makes a will save of 20 or greater ( level of will save increases by 5 every fifth level after power is granted). Amount of usage per day is determined by (lvl/4+int mod)

Weapon:Pelor's Shield: Pelor grants the paladin a shield from his armory (permanent unlike javelin). It grants a shield bonus equal to cha mod and can deal 1d6 worth of bludgeoning damage.

Smite Evil: Basic Smite Evil Power

Trip to Hell: Opens up a portal to hell that draws in evil enemies to be trapped. Enemies are not destroyed just locked in hell. Enemies must roll a reflex save of 20 to escape its pull (reflex save increases by 10 at every tenth level). It can only be used twice a day.

Weapon: Pelor's Axe: Grants a Paladin an axe from Pelor's armory. Its damage is determined by the rolling of 2d8's plus cha mod/2. This axe is a permanent addition to the paladin's armory.

Axe Cleave: Doubles the damage output of an axe attack but leaves you defenseless during the enemies attack phase. Can be used 4 times.

Say Hello to My Deity: Summons Pelor to the playing field. Pelor indiscriminately attacks evil characters. Upon Pelor entering the battle, all evil characters must roll one d20. The character with the lowest roll is the target of Pelor's attack. Pelor gets a plus 30 to his attack roll and his damage is calculated by rolling 15 d6's (DM rolls for Pelor). Upon his attack, Pelor returns to his realm (ends Paladin's phase as well). Can only be used once a week

[edit] Ex-Holy Paladin

When a Holy Paladin violates his alignment, all of his powers are revoked by Pelor and they become a normal paladin.


[edit] Immortal Holy Paladin Starting Package

Weapons: Starts with the ability to summon a holy javelin in addition to a basic starting weapon.

Skill Selection: Skills are the same as a regular paladin.

Skill Ranks Ability Armor
Check
Penalty
<-Skill name-> <-4 for class skills and 2 for cross-class skills-> <-Abbrieviated key ability-> <-armor check penalty based on starting armor. If innapplicable put "—"->
<-Skill name-> <-4 for class skills and 2 for cross-class skills-> <-Abbrieviated key ability-> <-armor check penalty based on starting armor. If innapplicable put "—"->

<-copy and paste the rows as necessary.->

Feat: Choose 10 feats.

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: Starts with dinted heavy plate armor +8 armor bonus.

Gold: 1 starting gold

[edit] Campaign Information

[edit] Playing a Holy Paladin

Religion: Devout followers of Pelor. Regularly make sacrifices to gain his blessing.

Other Classes: A holy paladin cannot stand evil characters and will often try to goad them into a fight. Other fighter classes the paladin can respect, but only the truly devout will gain his loyalty.

Combat: Front line soldier

Advancement: Typical Paladin advancement

[edit] Holy Paladins in the World

Say hello to my Deity
—Jace, Human Holy Paladin

Holy paladins are respected by good aligned characters, but they are often attacked by neutral or evil characters because of their goals to destroy all evil forces.

Daily Life: Eat, Sacrifice, Worship.

Notables: Ghave leader of their holy order.

Organizations: The only known organization for Holy Paladins is the Fortress of Pelor. Unfortunately, its location is unknown to all but those in the order.

NPC Reactions: Respect but do not trust them.

[edit] Holy Paladin Lore

Characters with ranks in Knowledge Religion can research Holy Paladins to learn more about them. When a character makes a skill check, read or paraphrase the following, including information from lower DCs.

<-the appropriate skills->
DC Result
5 Holy Paladins follow Pelor
10 Holy Paladins must make a sacrifice to achieve Pelor's blessing.
15 They have to sacrifice a part of themselves to obtain a blessing.
20 For some reason testicles are the highest sacrifice to be made.
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