Mystic Paladin (3.5e Class)
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Mystic paladins stand tall as beacons of good and hope. They combine their battle prowess with their gifted divine abilities for a just cause, like standard paladins. However, a mystic paladin spends more time in prayer and meditation towards themselves and their deity. This form of paladin gains spell abilities much sooner, and is able to wield them more effectively than the standard paladin. As a consequence, the more combat-oriented abilities are weaker and are learned later.
Making a Mystic Paladin
Just like the normal paladins, mystic paladins take their adventures seriously and have a penchant for referring to them as quests. Even a mundane mission is, in the heart of the paladin, a personal test - an opportunity to demonstrate bravery, to develop martial skills, to learn tactics, and to find ways to do good. Still, even the mystic paladin really comes into her own when leading a mighty campaign against evil, not when merely looting ruins.
Abilities: Charisma increases the mystic paladin's healing, self-protective capabilities, and undead turning. Strength is important for a paladin because of its role in combat. A Wisdom score of 15 or higher is requited to get access to the most powerful mystic paladin spells, and a score of 10 or higher is required to cast any paladin spells at all.
Races: Humans, with their ambitious souls, make great paladins. Half-elves, who often have human ambition, may also find themselves called into service as paladins. Dwarves are sometimes paladins, but becoming a mystic paladin may be hard on a dwarf because it means putting the duties of the paladin's life before duties to family, clan, and king. Elven mystic paladins are few, and those few tend to follow quests that take them far and wide because their lawful bent puts them out of synch with life among the elves. Members of the other common races rarely hear the call to become mystic paladins.
Among the savage humanoids, mystic paladins are all but unheard of, but not impossible.
Alignment: Lawful Good (for other alignments see Paladin Variants: Freedom, Slaughter, and Tyranny, including the changes they entail). Mystic Paladins must be lawful good, and they lose their divine powers if they deviate from that alignment. Additionally, mystic paladins swear to follow a code of conduct that is in line with lawfulness and goodness.
Starting Gold: 5d6 × 10 gp (average 175 gp).
|Saving Throws||Special||Spells per Day|
|1st||+1||+2||+0||+2||Aura of Good, Detect Evil, Turn Undead||2||—||—||—||—||—|
|2nd||+2||+3||+0||+3||Divine Grace, Lay on Hands, Smite Evil 1/day||2||1+1||—||—||—||—|
|3rd||+3||+3||+1||+3||Aura of Courage, Battle Blessing, Divine Health||2||2+1||—||—||—||—|
|8th||+8/+3||+6||+2||+6||Bonus Feat, Smite Evil 2/day||4||3+1||3+1||2+1||1+1||—|
|14th||+14/+9/+4||+9||+4||+9||Smite Evil 3/day||5||4+1||4+1||4+1||3+1||3+1|
|20th||+20/+15/+10/+5||+12||+6||+12||Bonus Feat, Smite Evil 4/day||5||5+1||5+1||5+1||4+1||4+1|
Class Skills (4 + Int modifier per level, ×4 at 1st level)
Domains and Class Skills
Animal Domain—Knowledge (nature) (Int)
Plant Domain—Knowledge (nature) (Int)
Knowledge Domain—Knowledge (all skills, taken individually) (Int)
Travel Domain—Survival (Wis)
Trickery Domain—Bluff (Cha), Disguise (Cha), Hide (Dex) |}
The mystic paladin is a variant paladin. Unless otherwise noted, a mystic paladin advances in the same manner as a paladin (same Hit Die, base attack bonus, saving throw bonuses, skill points, and so on). When a character elects to take a level of paladin or mystic paladin, they may not later take levels in the other class.
Due their dedication to the spiritual in prayer and meditation, the mystic paladin becomes more like a cleric and gains superior divine spellcasting over the standart paladin, but she loses her special mount feature at level 5. In addition she adds Knowledge (the planes) and Spellcraft to her class skills and increases her skillpoints up to 4 per level. Last but not least, she gains in place of the Remove Disease feature (she can still cast Remove Disease from her Mystic Paladin spell list), Battle blessing and four bonus feats, which cannot be used to select fighter bonus feats.
The mystic paladin can still acquire a special mount or alternatively a divine spirit (Dungeonscape) under the GM's discretion. If done so, it must be earned, as dictated and envisioned by the GM, but not before reaching Mystic Paladin Level 10. See Paladin#Special Mount, if the mystic paladin acquires her special mount.
The mystic paladin is at all times identical to the standart paladin for substitution levels and variant classes. Also, mystic paladin spells and slots are always identical with both those of paladin and cleric. This variant can also be used as a prestigious paladin, which fully advances and progresses the divine spellcasting of the former class, instead on each odd level. When used as a prestige class, remove the prequisite feat Mounted Combat and skill ranks in ride.
All of the following are class features of the mystic paladin.
Turn Undead (Su): Unlike the standart paladin a mystic paladin starts with 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 effective as a cleric of the same levels would.
Lay on Hands (Su): Beginning at 2nd level, a mystic 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 mystic paladin level × her Charisma bonus. A mystic 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 mystic 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 mystic paladin decides how many of her daily allotment of points to use as damage after successfully touching an undead creature.
Smite Evil (Su): Once per day, a mystic paladin may attempt to smite evil with one normal melee attack. She adds her Charisma bonus (if any) to her attack roll and deals 1 extra point of damage per mystic paladin level. If the mystic 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 2nd level, and at every six levels thereafter, the mystic paladin may smite evil one additional time per day, as indicated on Table: The Mystic Paladin, to a maximum of four times per day at 20th level.
This ability functions while the mystic paladin is conscious, but not if she is unconscious or dead.
Battle Blessing At 3rd level you can cast most of your mystic paladin spells faster than normal. If the spell normally requires a standard action, you can cast it as a swift action. If it normally requires a full round to cast, you can cast it as a standard action. Spells with longer or shorter casting times are not affected by this. If you already have this feat, you gain a bonus feat instead.
Bonus Feats: Starting at 4th level and each four levels afterwards, the mystic paladin gains a bonus feat. These bonus feats cannot be used to select fighter bonus feats.
Spells: A mystic paladin casts divine spells, which are drawn from the Mystic Paladin List. A mystic paladin must choose and prepare her spells in advance (see below).
To prepare or cast a spell, a mystic paladin must have a Wisdom score equal to at least 10 + the spell level. The Difficulty Class for a saving throw against a mystic paladin’s spell is 10 + the spell level + the mystic paladin’s Wisdom modifier.
Like other spellcasters, a mystic paladin can cast only a certain number of spells of each spell level per day. Her base daily spell allotment is given on Table: The Mystic Paladin. In addition, she receives bonus spells per day if she has a high Wisdom score. A mystic paladin also gets one domain spell of each spell level she can cast, starting at 2nd. When a mystic paladin prepares a spell in a domain spell slot, it must come from one of her two domains (see Deity, Domains, and Domain Spells, below).
Mystic paladins meditate or pray for their spells, like a cleric does. Each mystic paladin must choose a time at which she must spend 1 hour each day in quiet contemplation or supplication to regain her daily allotment of spells. Time spent resting has no effect on whether a mystic paladin can prepare spells. A mystic paladin may prepare and cast any spell on the mystic paladin spell list, provided that she can cast spells of that level, but she must choose which spells to prepare during her daily meditation.
As with the standart paladin, the mystic paladin still cannot spontaneously cast cure spells.
Deity, Domains, and Domain Spells: A mystic paladin’s deity influences her alignment, what magic she can perform, her values, and how others see her (often lawful good). A mystic paladin chooses two domains from among those belonging to her deity. A mystic paladin can select an alignment domain (Usually Good or Law) only if her alignment matches that domain.
If a mystic paladin is not devoted to a particular deity, she still selects two domains to represent her spiritual inclinations and abilities. The restriction on alignment domains still applies.
Each domain gives the mystic paladin access to a domain spell at each spell level she can cast, starting at 2nd level on up, as well as a granted power. The Mystic paladin gets the granted powers of both the domains selected.
With access to two domain spells at a given spell level, a mystic paladin prepares one or the other each day in her domain spell slot. If a domain spell is not on the mystic paladin spell list, a mystic paladin can prepare it only in her domain spell slot.
Mystic Paladin Spell List:
Because mystic paladins spend more time in prayer and meditation (more than a normal paladin, but slightly less than a cleric), their spell list consist of both paladin and cleric spells.
0TH-LEVEL MYSTIC PALADIN SPELLS (ORISONS):
- Create Water: Creates 2 gallons/level of pure water.
- Cure Minor Wounds: Cures 1 point of damage.
- Detect Magic: Detects spells and magic items within 60 ft.
- Detect Poison: Detects poison in one creature or object.
- Guidance: +1 on one attack roll, saving throw, or skill check.
- Inflict Minor Wounds: Touch attack, 1 point of damage.
- Light: Object shines like a torch.
- Mending: Makes minor repairs on an object.
- Purify Food and Drink: Purifies 1 cu. ft./level of food or water.
- Read Magic: Read scrolls and spellbooks.
- Resistance: Subject gains +1 on saving throws.
- Virtue: Subject gains 1 temporary hp.
1ST-LEVEL MYSTIC PALADIN SPELLS:
- Bane: Enemies take –1 on attack rolls and saves against fear.
- Bless: Allies gain +1 on attack rolls and +1 on saves against fear.
- Bless Water: Makes holy water.
- Bless Weapon: Weapon strikes true against evil foes.
- Cause Fear: One creature of 5 HD or less flees for 1d4 rounds.
- Command: One subject obeys selected command for 1 round.
- Comprehend Languages: You understand all spoken and written languages.
- Cure Light Wounds: Cures 1d8 damage +1/level (max +5).
- Deathwatch: Reveals how near death subjects within 30 ft. are.
- Detect Chaos: Reveals creatures, spells, or objects of selected alignment.
- Detect Undead: Reveals undead within 60 ft.
- Divine Favor: You gain +1 per three levels on attack and damage rolls.
- Doom: One subject takes –2 on attack rolls, damage rolls, saves, and checks.
- Endure Elements: Exist comfortably in hot or cold environments.
- Entropic Shield: Ranged attacks against you have 20% miss chance.
- Hide from Undead: Undead can’t perceive one subject/level.
- Inflict Light Wounds: Touch deals 1d8 damage +1/level (max +5).
- Magic Stone: Three stones gain +1 on attack, deal 1d6 +1 damage.
- Magic Weapon: Weapon gains +1 bonus.
- Obscuring Mist: Fog surrounds you.
- Protection from Chaos: +2 to AC and saves, counter mind control, hedge out elementals and outsiders.
- Protection from Evil: +2 to AC and saves, counter mind control, hedge out elementals and outsiders.
- Read Magic: Read scrolls and spellbooks.
- Restoration, Lesser: Dispels magical ability penalty or repairs 1d4 ability damage.
- Remove Fear: Suppresses fear or gives +4 on saves against fear for one subject + one per four levels.
- Sanctuary: Opponents can’t attack you, and you can’t attack.
- Shield of Faith: Aura grants +2 or higher deflection bonus.
- Summon Monster I: Calls extraplanar creature to fight for you.
2ND-LEVEL MYSTIC PALADIN SPELLS:
- Aid: +1 on attack rolls and saves against fear, 1d8 temporary hp +1/level (max +10).
- Align Weapon: Weapon becomes good, evil, lawful, or chaotic.
- AuguryMF: Learns whether an action will be good or bad.
- Bear's Endurance: Subject gains +4 to Con for 1 min./level.
- Bull's Strength: Subject gains +4 to Str for 1 min./level.
- Calm Emotions: Calms creatures, negating emotion effects.
- Consecrate M: Fills area with positive energy, making undead weaker.
- Cure Moderate Wounds: Cures 2d8 damage +1/level (max +10)
- Darkness: 20-ft. radius of supernatural shadow.
- Delay Poison: Stops poison from harming subject for 1 hour/level.
- Desecrate M: Fills area with negative energy, making undead stronger.
- Eagle's Splendor: Subject gains +4 to Cha for 1 min./level.
- Enthrall: Captivates all within 100 ft. + 10 ft./level.
- Find Traps: Notice traps as a rogue does.
- Gentle Repose: Preserves one corpse.
- Hold Person: Paralyzes one humanoid for 1 round/level.
- Inflict Moderate Wounds: Touch attack, 2d8 damage +1/level (max +10).
- Make Whole: Repairs an object.
- Owl's Wisdom: Subject gains +4 to Wis for 1 min./level.
- Remove Paralysis: Frees one or more creatures from paralysis or slow effect.
- Resist Energy: Ignores 10 (or more) points of damage/attack from specified energy type.
- Shatter: Sonic vibration damages objects or crystalline creatures.
- Shield OtherF: You take half of subject’s damage.
- Silence: Negates sound in 20-ft. radius.
- Sound Burst: Deals 1d8 sonic damage to subjects; may stun them.
- Spiritual Weapon: Magic weapon attacks on its own.
- Status: Monitors condition, position of allies.
- Summon Monster II: Calls extraplanar creature to fight for you.
- Undetectable Alignment: Conceals alignment for 24 hours.
- Zone of Truth: Subjects within range cannot lie.
3RD-LEVEL MYSTIC PALADIN SPELLS:
- Bestow Curse: –6 to an ability score; –4 on attack rolls, saves, and checks; or 50% chance of losing each action.
- Blindness/Deafness: Makes subject blinded or deafened.
- Contagion: Infects subject with chosen disease.
- Continual Flame M: Makes a permanent, heatless torch.
- Create Food and Water: Feeds three humans (or one horse)/level.
- Cure Serious Wounds: Cures 3d8 damage +1/level (max +15).
- Daylight: 60-ft. radius of bright light.
- Deeper Darkness: Object sheds supernatural shadow in 60-ft. radius.
- Discern Lies: Reveals deliberate falsehoods.
- Dispel Magic: Cancels spells and magical effects.
- Glyph of Warding M: Inscription harms those who pass it.
- Helping Hand: Ghostly hand leads subject to you.
- Inflict Serious Wounds: Touch attack, 3d8 damage +1/level (max +15).
- Invisibility Purge: Dispels invisibility within 5 ft./level.
- Locate Object: Senses direction toward object (specific or type).
- Heal Mount: As heal on warhorse or other special mount.
- Magic Circle against Chaos: As protection from chaos, but 10-ft. radius and 10 min./level.
- Magic Circle against Evil: As protection from evil, but 10-ft. radius and 10 min./level.
- Magic Vestment: Armor or shield gains +1 enhancement per four levels.
- Magic Weapon, Greater: +1 bonus/four levels (max +5).
- Meld into Stone: You and your gear merge with stone.
- Obscure Object: Masks object against scrying.
- Prayer: Allies +1 bonus on most rolls, enemies –1 penalty.
- Protection from Energy: Absorb 12 points/level of damage from one kind of energy.
- Raise Deathless M: Creates deathless shells and husks.
- Remove Blindness/Deafness: Cures normal or magical conditions.
- Remove Curse: Frees object or person from curse.
- Remove Disease: Cures all diseases affecting subject.
- Searing Light: Ray deals 1d8/two levels damage, more against undead.
- Speak with Dead: Corpse answers one question/two levels.
- Stone Shape: Sculpts stone into any shape.
- Summon Monster III: Calls extraplanar creature to fight for you.
- Telepathic Bond, Lesser: As telepathic bond, but you and one other creature.
- Water Breathing: Subjects can breathe underwater.
- Water Walk: Subject treads on water as if solid.
- Wind Wall: Deflects arrows, smaller creatures, and gases.
4TH-LEVEL MYSTIC PALADIN SPELLS:
- Air Walk: Subject treads on air as if solid (climb at 45-degree angle).
- Break Enchantment: Frees subjects from enchantments, alterations, curses, and petrification.
- Control Water: Raises or lowers bodies of water.
- Cure Critical Wounds: Cures 4d8 damage +1/level (max +20).
- Death Ward: Grants immunity to death spells and negative energy effects.
- Dimensional Anchor: Bars extradimensional movement.
- Dismissal: Forces a creature to return to native plane.
- Dispel Chaos: +4 bonus against attacks by chaotic creatures.
- Dispel Evil: +4 bonus against attacks by evil creatures.
- Divination M: Provides useful advice for specific proposed actions.
- Divine Power: You gain attack bonus, +6 to Str, and 1 hp/level.
- Dweomer of Transference: Convert spellcasting into psionic power points.
- Freedom of Movement: Subject moves normally despite impediments.
- Giant Vermin: Turns centipedes, scorpions, or spiders into giant vermin.
- Holy Sword: Weapon becomes +5, deals +2d6 damage against evil.
- Mark of Justice: Designates action that will trigger curse on subject.
- Neutralize Poison: Immunizes subject against poison, detoxifies venom in or on subject.
- Planar Ally, Lesser X: Exchange services with a 6 HD extraplanar creature.
- Poison: Touch deals 1d10 Con damage, repeats in 1 min.
- Repel Vermin: Insects, spiders, and other vermin stay 10 ft. away.
- RestorationM: Restores level and ability score drains.
- Sending: Delivers short message anywhere, instantly.
- Spell Immunity: Subject is immune to one spell per four levels.
- Summon Monster IV: Calls extraplanar creature to fight for you.
- Tongues: Speak any language.
5TH-LEVEL MYSTIC PALADIN SPELLS:
- AtonementFX: Removes burden of misdeeds from subject.
- Break Enchantment: Frees subjects from enchantments, alterations, curses, and petrification.
- Command, Greater: As command, but affects one subject/level.
- Commune X: Deity answers one yes-or-no question/level.
- Cure Light Wounds, Mass: Cures 1d8 damage +1/level for many creatures.
- Dispel Chaos: +4 bonus against attacks.
- Dispel Evil: +4 bonus against attacks.
- Disrupting Weapon: Melee weapon destroys undead.
- Flame Strike: Smite foes with divine fire (1d6/level damage).
- Hallow M: Designates location as holy.
- Inflict Light Wounds, Mass: Deals 1d8 damage +1/level to many creatures.
- Insect Plague: Locust swarms attack creatures.
- Plane Shift F: As many as eight subjects travel to another plane.
- Psychic Turmoil: Invisible field leeches psionic power points away.
- Raise Dead M: Restores life to subject who died as long as one day/level ago.
- Righteous Might: Your size increases, and you gain combat bonuses.
- Scrying F: Spies on subject from a distance.
- Slay Living: Touch attack kills subject.
- Spell Resistance: Subject gains SR 12 + level.
- Summon Monster V: Calls extraplanar creature to fight for you.
- Symbol of Pain M: Triggered rune wracks nearby creatures with pain.
- Symbol of Sleep M: Triggered rune puts nearby creatures into catatonic slumber.
- True Seeing M: Lets you see all things as they really are.
- Wall of Stone: Creates a stone wall that can be shaped.
Code of Conduct: A mystic paladin must be of lawful good alignment and loses all class abilities if she ever willingly commits an evil act.
Additionally, a mystic paladin’s code requires that she respects legitimate authority, acts with honor (not lying, not cheating, not using poison, and so forth), helps those in need (provided they do not use the help for evil or chaotic ends), and punishes those who harm or threaten innocents.
Associates: While she may adventure with characters of any good or neutral alignment, a mystic paladin will never knowingly associate with evil characters, nor will she continue an association with someone who consistently offends her moral code, except there is a chance to redeem them. A mystic paladin may accept only henchmen, followers, or cohorts who are lawful good.
A mystic paladin who ceases to be lawful good, who willfully commits an evil act, or who grossly violates the code of conduct loses all mystic paladin spells and abilities ( but not weapon, armor, and shield proficiencies). She may not progress any farther in levels as a mystic 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 or crusader may never again raise her paladin level, though she retains all her paladin abilities. There are exceptions with particular orders and deities. For example: Mystic Paladins who follow Azuth, Mystra, Wee Jas or any deity with the magic and spell domain, can multiclass freely into wizards and vice versa.
Epic Mystic Paladin
|26th||Bonus Feat, Smite Evil 5/day|
|32nd||Bonus Feat, Smite Evil 6/day|
|38th||Bonus Feat, Smite Evil 7/day|
Smite Evil (Su): The epic Mystic 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 six levels higher than 20th.
Turn Undead: Use the mystic paladin’s class level to determine the most powerful undead affected by a turn or rebuke check and the turning damage, just as normal.
Epic Mystic Paladin Bonus Feat List: Armor Skin, Automatic Quicken Spell, Automatic Silent Spell, Automatic Still Spell, Bonus Domain, Devastating Critical, Epic Leadership, Epic Prowess, Epic Reputation, Enhance Spell, Epic Spell Focus, Epic Spell Penetration, Epic Spellcasting, Epic Toughness, Epic Weapon Focus, Great Smiting, Holy Strike, Improved Aura of Courage, Improved Combat Casting, Improved Heighten Spell, Improved Metamagic, Improved Spell Capacity, Intensify Spell, Legendary Commander, Legendary Rider, Multispell, Negative Energy Burst, Overwhelming Critical, Perfect Health, Permanent Emanation, Planar Turning, Positive Energy Aura, Spectral Strike, Spell Stowaway, Spell Opportunity, Spontaneous Domain Access, Spontaneous Spell, Undead Mastery, Widen Aura of Courage, Zone of Animation.
Playing a Mystic Paladin
Religion: Mystic paladins do not exactly need devote themselves to a single deity, just like clerics do not have the need to do so. Devotion to righteousness is enough for most. Those who align themselves with particular religions prefer Heironeous, god of valor, over all others, but some paladins follow Pelor, the sun god. Mystic paladins devoted to a god are scrupulous in observing religious duties and are welcome in every associated temple.
Other Classes: Even though mystic paladins are in some ways set apart from others, they eagerly team up with those whose skills and capabilities complement their own. They work well with good and lawful clerics, and they appreciate working with those who are brave, honest, and committed to good. While they cannot abide evil acts by their companions, they are otherwise willing to work with a variety of people quite different from themselves. Charismatic, trustworthy, and well respected, the mystic paladin makes a fine leader for a team.
Combat:Mystic paladins are excellent combatants and spellcasters on the battle field, which use their divine abilities to empower themselves and their allies in order to strike down swiftly all evil opposition.
Advancement: Due their nature, mystic paladins do not gain many class features beyound 3rd, but make it up with their superior spellcasting. If they chose so, they can become capable wizards as a Sword of the Arcane Order and so also Hallowed Mages, which wield high arcane and divine magic as one. They can also opt to gain more combat abilities as Crusaders and Ruby Knight Vindicators.
Mystic Paladins in the World
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Mystic Paladin Lore
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Mystic Paladins in the Game
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