Paladin 3.95 (3.5e Class)

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Paladin 3.95
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Paladin[edit]

This Paladin is much like the 3.5 version but this Paladin trades out his divine spells for other abilities that make him truly a divine tool in the hands of his Deity. This Paladin is the quintessence of Altruism, Nobility, and Benevolence.

Making a Paladin[edit]

Check with your DM before creating this class as it a generally stronger than other Paladin variants and the balancing aspect of this variant is dependent on the spells that the Paladin gives up which make the balancing variable, if spells are a huge part of a party then the Paladin that gives up spells is balanced, if spells are not very useful or are prohibited then this variant is unbalanced and very powerful with his supernatural and extraordinary abilities. The strengths of this variant of the Paladin lay in his ability to dominate evil and outsiders on the battlefield and persuade other good and neutral humanoids to take up his causes. His abilities lend well to doing a lot of damage on the battlefield and he makes a great leader and diplomat. The weaknesses of this class are his lack of spellcasting ability, he gives up his divine spell slots for the ability to specialize and be a truly divine tank. The Paladin melds well with almost any good aligned PC and will always get along with Monks because of their discipline and dedication to duty. The Paladin disfavors many of the skills of the Rogue because he thinks that Rogues depend on "less-honorable" tactics in combat, though he can justify a need for some of those handy skills in a pinch. The Paladin does not get along with the Druid very well because of the differences in tactics and outlook on the battlefield and in life but he can appreciate the Ranger's tracking ability and his combat prowess. A Paladin will always accept the Fighter and Barbarian as allies as long as they are benevolent at heart. A Paladin can accept any arcane class if they have good motives and ends. A good or even a neutral Cleric (one that channels positive energy) is accepted as a long lost brother in the cause of good.

Abilities: A high Charisma score is imperative to gain the most use out of his abilities. A high strength score it also extremely important so that he can excel in combat but this is the second priority. A good Constitution score is helpful to keep him alive but because he has a D10 for HD he is still survivable even with a low Con. A good Dexterity is not essential because a Paladin tends to use heavy armors and shields. A Wisdom score is almost worthless for class abilities other than skills due to the lack of spell casting. A good Intelligence can give the Paladin more lateral movement within the party as the leader if he has more skill points to distribute.

Races: Lawful humanoids tend to produce Paladins with Humans generating by far the most candidates. Aasimars (give them +2 Str and +2 Cha for that +1 LA instead of to Wis) tend to gravitate toward the hard life of a Paladin.

Alignment: Always Lawful Good. A Paladin that commits a willful evil act immediately loses his divine powers until he Atones as the spell Atonement.

Starting Gold: As 3.5 Paladin Standard gp.

Starting Age: As Paladin 3.5 Standard.

Table: The Paladin

Hit Die: D10

Level Base
Attack Bonus
Saving Throws Special
Fort Ref Will
1st +1 +2 +0 +2 Aura of Good, Detect Evil, Smite Evil, Prayer(Bless), Zeal
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, Mercy
5th +5 +4 +1 +4 Special Mount
6th +6/+1 +5 +2 +5
7th +7/+2 +5 +2 +5 Aura of Thorns
8th +8/+3 +6 +2 +6 Aura of Resolve, Mercy
9th +9/+4 +6 +3 +6
10th +10/+5 +7 +3 +7 Prayer(Commune), Holy Champion
11th +11/+6/+1 +7 +3 +7 Aura of Justice
12th +12/+7/+2 +8 +4 +8 Mercy
13th +13/+8/+3 +8 +4 +8 Paragorn of Good
14th +14/+9/+4 +9 +4 +9
15th +15/+10/+5 +9 +5 +9 Aura of Righteousness
16th +16/+11/+6/+1 +10 +5 +10 Halo of Light, Mercy
17th +17/+12/+7/+2 +10 +5 +10
18th +18/+13/+8/+3 +11 +6 +11 Halo of Bright Light, Mercy
19th +19/+14/+9/+4 +11 +6 +11
20th +20/+15/+10/+5 +12 +6 +12 Paragorn of Heaven

Class Skills (2 + 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), and 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 all types of armor (heavy, medium, and light), and with shields (except tower shields).

Aura of Good (Ex): The power of a paladin’s 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): As many times per day as his Charisma bonus, a paladin may attempt to smite evil with one normal melee attack. He adds his Charisma bonus (if any) to his 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 day.

Prayer (Su): At 1st level a Paladin may call upon his deity to gain the effects of a Bless spell. At 10th level he may gain the effects of a Commune spell. This is a full round action that can be done 1/day for bless and 1/week for commune. Use the Paladin's level to determine caster level and duration.

Zeal (Ex): Once per day and only against an Evil opponent a Paladin may rage as the Barbarian of 1st level for as many rounds as his Charisma bonus.

Divine Grace (Su): At 2nd level, a paladin gains a bonus equal to his 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 (his own or those of others) by touch. Each day he can heal a total number of hit points of damage equal to his paladin level × his 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 his healing among multiple recipients, and he 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 his daily allotment of points to use as damage after successfully touching an undead creature.

Aura of Courage (Ex): 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 he is unconscious or dead.

Divine Health (Ex): At 3rd level, a paladin gains immunity to all diseases, including supernatural and magical diseases (such as mummy rot and lycanthropy).

Turn Undead (Su): When a paladin reaches 4th level, he gains the supernatural ability to turn undead. He may use this ability a number of times per day equal to 3 + her Charisma modifier. He turns undead as a cleric of three levels lower would.

Mercy (Su): The Paladin can apply an effect to his Lay on Hands ability, he can choose one effect at level 4, 8, 12, and 16 of the abilities from the following list; 4th level, he can cure fatigued, shaken, or sickened, at 8th level he can cure dazed, diseased, staggered, at 12th level he can cure cursed, exhausted, frightened, nauseated, or poisoned, at 16th level he can cure blinded, deafened, paralyzed, or stunned. He can always choose at a level lower than him but must be at least the prerequisite level to gain the benefits. This effect is applied to the character touched (as per Lay on Hands) as part of Lay on Hands. This is a standard action. Multiple effect stack. A level 12 Paladin could cure a character that is shaken, dazed, and cursed with one standard action. He can only ever gain 4 effects regardless of level.

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 the sidebar). 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 his mount from the celestial realms in which it resides. The mount immediately appears adjacent to the paladin and remains for 2 hours 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, 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 )including barding, saddle, saddlebags, and the like). 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 thirty days or until he 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 –1 penalty on attack and weapon damage rolls.

Aura of Thorns (Ex): Melee combatants that deal damage to the Paladin take damage from the Paladin equal to the Paladin's Charisma bonus, this ability is not passive like his other auras and the Paladin must channel a turn undead attempt to gain these benefits for as many rounds as his Charisma bonus.

Aura of Resolve (Ex): A Paladin is immune to charm effects and spell like abilities, allies within 10ft gain a +4 to saves against such effects.

Holy Champion (Su): At 10th level the Paladin gains DR 5/ Evil and whenever he uses Smite Evil on an Evil Outsider it must make a DC 10+ 1/2 level + Charisma modifier (of the Paladin) Will save or be subject to a Banishment Spell.

Aura of Justice (Su): A Paladin may expend two uses of smite evil to grant all allies within 15ft the ability to Smite Evil using the Paladin's bonuses, must be done within 1 minute of expenditure.

Paragorn of Good (Ex): The Paladin can add half her Paladin level to Charisma based checks when dealing with good creatures.

Aura of Righteousness (Ex): At 15th level a Paladin is immune to compulsion effects and spell like abilities, his allies within 10ft gain a +4 to saves against such effects.

Halo of Light (Sp):The Paladin can radiate as torch supressing it at will.

Halo of Bright Light (Sp): All evil creatures within 30 ft are permanently blinded by the radience unless they succede on a Will save, DC 10+1/2lvl+Cha Mod of the Paladin.

Paragorn of Heaven (Su): The Paladin gains the 'Good Outsider' template and gains DR15/Evil.

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-Paladin[edit]

A paladin who ceases to be lawful good, who willfully commits an evil act, or who grossly violates the code of conduct loses all paladin spell like abilities and class benefits (including the service of the paladin’s mount, but not weapon, armor, and shield proficiencies). He may not progress any farther in levels as a paladin. He regains his abilities and advancement potential if he atones for his violations (see the atonement spell description, page 201), 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. The path of the paladin requires a constant heart. If a character adopts this class, he must pursue it to the exclusion of all other careers. Once he has turned off the path, he may never return.

Epic Paladin[edit]

Table: The Epic Paladin

Hit Die: D10

Level Special
21st
22nd
23rd Paladin Bonus Feat
24th
25th
26th Paladin Bonus Feat
27th
28th
29th
30th

2 + Int modifier skill points per level.

Epic Save Progression and Epic Attack Bonus: An Epic Paladin get a cumulative epic bonus to all saves and all attacks (but does not get more than 4 attacks) as described: At 21st 0,1; at 22nd 1,1; at 23rd 1,2; at 24th 2,2; at 25th 2,3; at 26th 3,3; at 27th 3,4; at 28th 4,4; at 29th 4,5; at 30th 5,5.

Special Mount: The Paladin's special mount continues to grow in power as described on page 44 and 45 of the PHB.


Human Paladin Starting Package[edit]

Weapons: Longsword(1d8, crit 19–20/×2, 2 lb., one-handed, slashing) Composite Longbow 1d8, crit x3 100ft 2lbs piercing.

Skill Selection: Pick a number of skills equal to 3 + Int modifier.

Skill Ranks Ability Armor
Check
Penalty
Diplomacy 4 Cha
Sense Motive 4 Wis
Listen 2 Wis
Spot/Heal 2/4 Wis

ArmorScale mail (+4 AC, armor check penalty –4, speed 20 ft., 30 lb.). Heavy wooden shield (+2 AC, armor check penalty –2, 10 lb.).

Feat: Improved Initiative.

Bonus Feats: Power Attack/Weapon Focus (Longsword).

Gear: Backpack with waterskin, one day’s trail rations, bedroll, sack, flint and steel. Hooded lantern, three pints of oil. Quiver with 20 arrows. Wooden holy symbol (fist of Heironeous, god of valor).

Gold: 6d4.

Campaign Information[edit]

Playing a Paladin[edit]

Religion: The stereotypical Paladin worships Heironeous the god of Valor but a Paladin can worship any Lawful Good or Neutral Good deity.


Combat: The Paladin's abilities and skill set tend to make him the natural leader of the party as far as diplomacy and when diplomacy is impossible, the muscle and tactics to take down any and all evil doers. The Paladin can be the main melee combatant with easiness but is better used as a secondary combatant so that he can employ his buffing and curative abilities. The Paladin shines when he is pitted against the forces of evil and undead, he has a knack for destroying them with ease and hates them with a righteous wrath. The Paladin is only a secondary healer lacking both the flexibility and efficiency of a Cleric. What he lacks in flexibility in curative magic he more than makes up for with the ability to deal damage and withstand damage as good or better (better saves due to Divine Grace = less damage) than the toughest fighter.

Advancement: See Ex-Paladin.

Paladins in the World[edit]

Let them come, wave after wave for I shall give every one of those Balors an ignominious death!
—Cora Skylan Commander of the First Faction of Enycia, Female Human 20 Paladin/ 10 Defender of Sealtiel

Paladins begin having to serve another Paladin as a squire there learning the art of Paladinhood (though a character can't learn to be a Paladin rather they develop the skills already inherent in their persons). They then set out on their own, confident and they search out evil and they stomp it out with solid emphasis wherever they find it.

Daily Life: Paladins wake up early in the morning, groom themselves, put on their flawless armour and seek out evil and destory it. They go to bed after supper to rejuvenate their bodies that have been dedicated to divine work.

Notables: Cora Skylan. Cora is the daugher of King Skylan who is the ruler of the kingdom of Enycia, the last free settlement before the crag of hell- the site where the abyss vomits it's armies forth to harm the Material Plane. Cora is the Commander of the Palace Guard and for defense of the city. In the city her word is law and none outrank her, other than her father. She is benevolent but does not take lightly the law or the defense of the city. She is known for her resolve and determination. It is said that she is the only mortal that Evil Dragons fear. Her name is spoke with malevolent ire and lustful hate among the savage races and monsters of the land.

Organizations: The High Order of Paladins. This hierarchy is devoted to the inscription, evaluation, training, and support of all Paladins. The highest post of leadership is the most senior Paladin. Currently it is held by Cora Skylan and it is headquartered in the city Enycia, to channel the effort of good against evil. This order is famous throughout the land and all Paladins recognize the authority of the senior Paladin and act accordingly.

NPC Reactions: Most people are impressed when they see a Paladin of this order and almost all people think that they are vainly prideful and aloof. They don't usually mention that to the Paladin though because he's the one that killed that Beholder in the Beholder dome. People treat the Paladins with respect for the most part, especially those who have shown their valor in combat which directly affected the people. There are always a few that hate light, good, and altruism and wish ill for Paladins, those people hid in the shadows of course.

Paladin Lore[edit]

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

Knowledge (Nobility/History/Religion)
DC Result
5 A divine warrior who literally channels his deity's power through his body to smite foes.
10 The Paladin is honorable and lawful, you can expect a Paladin to help you out in a dire circumstance.
15 A Paladin is a destructive force to evil that calls his mount from Celestia and can cure anything with just a touch of his hand.
20 A Paladin is the epitome of good and it is said that some radiate like the sun with brilliance.

Paladins in the Game[edit]

You can find Paladins in almost every clime and town. They are naturally leaders and make good friends, though they don't make the best friends to non-paladins because of their outlook on life and their strict devotion to rules. They might just tell mommy on you. They can be tattle-tells but if they see evil they will give their life to quell its existence and that is noble enough to gain trusting companions and friends. Most PCs put up with the Paladin's "virtues" but usually try to do things behind his back because they don't want to get lectured.

Sample Encounter: Your party comes across Ashlyn a level 5 Paladin Undead Hunter trying to keep the zombies that are breaching the barricades from entering the Town Square in Barovia...




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