Paladin (Graatel)

From D&D Wiki

Jump to: navigation, search

Paladin, Graatel[edit]

Making a Graatel Paladin[edit]

Graatel paladins are holy warriors, dedicating their bodies and minds to a specific god or goddess. Over time their Deity bestows upon them additional boons increasing their prowess and abilities.

Alignment: Same as the Deity they worship.

Starting Age: Moderate.

Table: The Paladin

Hit Die: d10

Level Base
Attack Bonus
Saving Throws Special
Fort Ref Will
1st +1 +2 +0 +2 Auric Manifestation, Smite Evil 1/day
2nd +2 +3 +0 +3 Divine Grace, Lay on Hands
3rd +3 +3 +1 +3 Aura of Courage, Divine Health
4th +4 +4 +1 +4 Turn Undead
5th +5 +4 +1 +4 Smite Evil 2/day, Special Mount
6th +6/+1 +5 +2 +5 Remove Disease 1/week
7th +7/+2 +5 +2 +5
8th +8/+3 +6 +2 +6
9th +9/+4 +6 +3 +6 Remove Disease 2/week
10th +10/+5 +7 +3 +7 Smite Evil 3/day, Divine Retribution
11th +11/+6/+1 +7 +3 +7
12th +12/+7/+2 +8 +4 +8 Remove Disease 3/week
13th +13/+8/+3 +8 +4 +8
14th +14/+9/+4 +9 +4 +9
15th +15/+10/+5 +9 +5 +9 Remove Disease 4/week, Smite Evil 4/day, Expulsion
16th +16/+11/+6/+6 +10 +5 +10
17th +17/+12/+7/+7 +10 +5 +10
18th +18/+13/+8/+8 +11 +6 +11 Remove Disease 5/week
19th +19/+14/+9/+9 +11 +6 +11
20th +20/+15/+10/+10 +12 +6 +12 Smite Evil 5/day, Hand of the Gods

Class Skills (4 + Int modifier per level, ×4 at 1st level)
Concentration (Con), Craft (Int), Diplomacy (Cha), Handle Animal (Cha), Heal (Wis), Knowledge (nobility and royalty) (Int), Knowledge (religion) (Int), Profession (Wis), Ride (Dex), Sense Motive (Wis).

Class Features[edit]

All of the following are class features of the paladin.

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

Auric Manifestation (Ex): The paladins alignment manifests itself in an aura that cannot be hidden. Even with magical abilities her alignment will always be apparent to anyone using a discerning spell.

Smite Evil (Su): Once per day, a paladin may attempt to smite evil. This ability lasts for 1 round. She adds her Charisma bonus (if any) to her attack roll and deals 2 extra points of damage per paladin level. 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 5th level, and at every five levels thereafter, the paladin may smite evil one additional time per day, as indicated on Table: The Paladin, to a maximum of five times per day at 20th level.

Divine Grace (Su): At 2nd level, a paladin gains a bonus equal 1/4 of her Charisma bonus (if any) as a deflection bonus to AC. The paladin also gains a bonus equal to her Charisma 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 × her Charisma bonus; at 12th level the paladin doubles the total amount of healing available from Lay on Hands. 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 lay on hands 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.

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 (Ex): 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.

Special Mount (Sp): Upon reaching 5th level, a paladin gains the service of an unusually intelligent, strong, and loyal steed to serve her in her crusade against evil (see below). This mount is usually a heavy warhorse (for a Medium paladin) or a warpony (for a Small paladin).

Once per day, as a full-round action, a paladin may magically call her mount from the celestial realms in which it resides. This ability is the equivalent of a spell of a level equal to one-third the paladin’s level. The mount immediately appears adjacent to the paladin and remains until dismissed; 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.

Each time the mount is called, it appears in full health, regardless of any damage it may have taken previously. The mount also appears wearing or carrying any gear it had when it was last dismissed. Calling a mount is a conjuration (calling) effect.

Should the paladin’s mount die, it immediately disappears, leaving behind any equipment it was carrying. The paladin may not summon another mount for seven days or until she gains a paladin level, whichever comes first, even if the mount is somehow returned from the dead. During this seven-day period, the paladin takes a –1 penalty on attack and weapon damage rolls.

Remove Disease (Sp): At 6th level, a paladin can produce a remove disease effect, as the spell, once per week. She can use this ability one additional time per week for every three levels after 6th (twice per week at 9th, three times at 12th, and so forth).

Divine Retribution (Su): At 10th level a Graatel paladin is beloved by her god or goddess. From this point forward whenever the paladin takes damage she will deal back to all attackers 1/4th of the damage she takes. This damage is not reduced by damage reduction or spell resistance, and is considered a force affect.

Expulsion (Sp): At 15th level a Graatel paladin may use Expulsion, a ranged attack granted by their respective god. Expulsion appears as a line attack from the paladin to their intended target, and the ray is made up of appropriate substance for their god. Expulsion, upon hitting the target, inflicts d6 damage per paladin level and counts as a divine source of damage; damage reduction does not function against Expulsion though if the character affected shares alignment with the paladin the damage is reduced (example: CG paladin uses expulsion so half the damage is good type and half is chaotic; if the target is CG no damage, if the opponent is NG or LG half damage, if the opponent is CN or CE half damage). Expulsion is a full round action and may only be used once every 10 rounds, reduced by the paladins Charisma to a minimum of every other round.

Hand of the Gods (Su): At level 20 the Graatel paladin is infused by his Deity providing her with wonderous and excpetional affects. The paladin now receives a bonus to damage equal to her Charisma modifier; a bonus to hit and intiative equal to half of her Charisma modifier. This ability is always active but can be suppressed as it is Supernatural in nature.

Code of Conduct: A Graatel paladin must remain the same alignment as their god or goddess at all times. Failure to remain the same alignment triggers a fall from grace and prevents the gain of paladin levels.

Depending on alignment certain conduct is expected of a paladin; for example good paladins are expected to help others whenever possible, including if it creates danger towards themselves.

Associates: Graatel paladins may not associate with inverse alignment characters. In addition they will generally attempt to convince others their own life view is the best, both through actions and words, to win over people that do not closely align with their own views.

The Graatel Paladins Mount[edit]

The Graatel paladin’s mount is superior to a normal mount and has special powers, as described below. The standard mount for a medium paladin is a heavy warhorse, and the standard mount for a small paladin is a warpony. Another kind of mount, such as a riding dog (for a halfling paladin) or a Large shark (for a paladin in an aquatic campaign) may be allowed as well.

A paladin’s mount is treated as a magical beast, not an animal, for the purpose of all effects that depend on its type (though it retains an animal’s HD, base attack bonus, saves, skill points, and feats).

Graatel Paladin
Level
Bonus
HD
Natural
Armor Adj.
Str
Adj.
Con Int Special
5th–7th +2 +4 +2 +2 6 Empathic Link, Improved Evasion, Share Saving Throws
8th–10th +4 +7 +4 +2 7 Improved Speed
11th–14th +6 +10 +4 +4 8 Command Creatures of Its Kind
15th–20th +8 +13 +6 +4 9 Spell Resistance

Paladin’s Mount Basics: Use the base statistics for a creature of the mount’s kind, but make changes to take into account the attributes and characteristics summarized on the table and described below.

Bonus HD: Extra eight-sided (d8) Hit Dice, each of which gains a Consitution modifier, as normal. Extra Hit Dice improve the mount’s base attack and base save bonuses. A special mount’s base attack bonus is equal to that of a cleric of a level equal to the mount’s HD. A mount has good Fortitude and Reflex saves (treat it as a character whose level equals the animal’s HD). The mount gains additional skill points or feats for bonus HD as normal for advancing a monster’s Hit Dice.

Natural Armor Adj.: The number on the table is an improvement to the mount’s existing natural armor bonus.

Str Adj.: Enhancement bonus to Strength that the Graatel paladins' mount receives.

Con Adj.: Enhancement bonus to Constitution that the Graatel paladins' mount receives.

Int: The mount’s Intelligence score.

Empathic Link (Su): 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 (see Familiars).

Improved Evasion (Ex): 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 (Ex): The mount’s speed increases by 10 feet.

Command (Sp): Once per day per two paladin levels of its master, a mount can use this ability to command other 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 21 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 + 1/2 paladin’s level + paladin’s Cha modifier) to negate the effect.

Spell Resistance (Ex): A mount’s spell resistance equals its master’s paladin level + 5. 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.

Ex-Paladins[edit]

A paladin who ceases to be the alignment of their Deity or violates their code of conduct may not progress any farther in levels as a paladin. She regains her abilities and advancement potential if she atones for her violations (see the atonement spell description), as appropriate.

Like a member of any other class, a paladin may be a multiclass character, but multiclass paladins face a special restriction. A paladin who gains a level in any class other than paladin may never again raise her paladin level, though she retains all her paladin abilities.

Epic Paladin[edit]

Table: The Epic Paladin

Hit Die: d10

Level Special
21st Remove Disease 6/week
22nd
23rd Bonus Feat
24th Remove Disease 7/week
25th Smite Evil 6/day
26th Bonus Feat
27th Remove Disease 8/week
28th
29th Bonus Feat
30th Remove Disease 9/week, Smite Evil 6/day

2 + Int modifier skill points per level.

Lay on Hands (Su): Each day a Paladin can cure a total number of hit points equal to his or her Charisma bonus (if any) times his or her class level x2, as normal.

Smite Evil (Su): The epic Paladin adds his or her class level to damage with any smite evil attack, as normal. He or she can smite one additional time per day for every five levels higher than 20th.

Turn Undead: The Paladin turns or rebukes undead as a cleric of three levels lower, as normal.

Special Mount: The epic Paladin’s special mount continues to increase in power. Every five levels after 20th the special mount gains +2 bonus Hit Dice, its natural armor increases by +3, its Strength adjustment increases by +2, its Constitution increase by +2, and its Intelligence increases by +1. The mount’s spell resistance equals the Paladin’s class level + 5.

Remove Disease (Sp): The epic Paladin can use remove disease one additional time per week for every three levels higher than 18th.

Bonus Feats: The epic Paladin gains a bonus feat (selected from the [Combat] feats in Feats Revamped) every three levels higher than 20th.


Back to Main Page3.5e HomebrewClasses
Back to Main Page3.5e HomebrewSourcebooksGraatel

Home of user-generated,
homebrew pages!


Advertisements: