Paladin, Tirr (3.5e Class)
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- This page details the Paladin, as modified to fit the Tirr setting. You may be looking for the original Paladin found in the SRD.
"It doesn't matter what you throw at me, fiend. We'll always be here to drive you back into the darkness."
The Paladin is supposed to be the divine agent and justiciar; the sword-arm of their deity, focused on smiting its enemies with imbued power from the heavenly host. Unfortunately, this role often falls to the more universal cleric, whose divine abilities far outshine and easily encompass the role of the paladin, whose own abilities are less than appealing or effective for extended periods of time. The Tirran Paladin, however, has benefited from a much greater font of power, granted by his deity, and truly is a force to be reckoned with.
In Tirr, Paladins often work alongside Clergy of the same faith, and often with similarly aligned groups or individuals of other faiths, provided they have common goals and aren't wholly incompatible, morally speaking. They are often found establishing various orders, serving the people and the state alike, furthering both their deity's cause, and influence, at once.
Making a Paladin
As a Paladin, your first and foremost duty is to your deity. You are not swayed to obey any law, or any moral compunction, outside of that which your deity designates as necessary or unacceptable. Outside of this, you're a mortal weapon wielded in the service of your deity; You defeat its enemies, defend its people, and smite evil that dares to show its face in your presence. While not every act of evil requires your blade, you still admonish those who stray toward the dark path, and guide those who seek the light.
You'll need strength, of course, because you want each strike of your weapon to bite deep into your dark foes. You'll also need a solid constitution to weather whatever trials may come your way, and finally, you'll need charisma, because you are a symbol; your faith is the beacon that provides hope to those you protect, fear to those who creep in the dark, and divine power to your capable hands.
Races: Any race can be a paladin. Your birthright is not what defines you; Your faith does.
Alignment: Any (must be within one step of their deity's alignment)
Starting Gold: As Paladin.
|1st||+1||+2||+0||+2||Aura of Good, Code of Conduct Detect Evil, Smite Evil 1/encounter||1 (Least)|
|2nd||+2||+3||+0||+3||Divine Grace, Lay on Hands||1 (Least)|
|3rd||+3||+3||+1||+3||Hero's Courage, Aura of Courage, Divine Health||1 (Least)|
|4th||+4||+4||+1||+4||Turn Undead||2 (Least)|
|5th||+5||+4||+1||+4||Smite Evil 2/encounter, Special Mount||2 (Least)|
|6th||+6/+1||+5||+2||+5||Panacean Touch||3 (Lesser)|
|8th||+8/+3||+6||+2||+6||Aura of Devotion||4 (Lesser)|
|9th||+9/+4||+6||+3||+6||Revitalizing Touch||4 (Lesser)|
|10th||+10/+5||+7||+3||+7||Smite Evil 3/encounter||5 (Lesser)|
|12th||+12/+7/+2||+8||+4||+8||Refreshing Touch||6 (Greater)|
|13th||+13/+8/+3||+8||+4||+8||Aura of Resolve||6 (Greater)|
|15th||+15/+10/+5||+9||+5||+9||Smite Evil 4/encounter||7 (Greater)|
|16th||+16/+11/+6/+1||+10||+5||+10||Break Enchantment||8 (Sacred)|
|17th||+17/+12/+7/+2||+10||+5||+10||Constant Vigilance||8 (Sacred)|
|18th||+18/+13/+8/+3||+11||+6||+11||Aura of Faith||9 (Sacred)|
|19th||+19/+14/+9/+4||+11||+6||+11||Energizing Touch||9 (Sacred)|
|20th||+20/+15/+10/+5||+12||+6||+12||Smite Evil 5/encounter, A Hero Never Falls||10 (Sacred)|
Class Skills (2 + Int modifier per level, ×4 at 1st level)
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). Furthermore, he is also proficient in his chosen deity's favored weapon, if any (if a deity has more than one, choose one).
Invocations (Sp): A paladin does not prepare or cast spells as other wielders of magic do. Instead, he possesses a repertoire of attacks, defenses, and abilities known as invocations that require him to focus the divine energy he channels through his soul. A paladin can use any invocation he knows at will, with the following qualifications:
A paladin's invocations are spell-like abilities; using an invocation is therefore a standard action that provokes attacks of opportunity. An invocation can be disrupted, just as a spell can be ruined during casting. A paladin is entitled to a Concentration check to successfully use an invocation if he is hit by an attack while invoking, just as a spellcaster would be. A paladin can choose to use an invocation defensively, by making a successful Concentration check, to avoid provoking attacks of opportunity. A paladin's invocations are subject to spell resistance unless an invocation's description specifically states otherwise. A paladin's caster level with his invocations is equal to his paladin level.
The save DC for an invocation (if it allows a save) is 10 + equivalent spell level + the paladin's Charisma modifier. Since spell-like abilities are not actually spells, a paladin cannot benefit from the Spell Focus feat. He can, however, benefit from the Ability Focus feat, as well as from feats that emulate metamagic effects for spell-like abilities, such as Quicken Spell-Like Ability and Empower Spell-Like Ability.
The four grades of invocations, in order of their relative power, are least, lesser, greater, and sacred. A paladin begins with knowledge of one invocation, which must be of the lowest grade (least). As a paladin gains levels, he learns new invocations, as summarized on the advancement table and described below. A list of available invocations can be found following this class description.
At any level when a paladin learns a new invocation, he can also replace an invocation he already knows with another invocation of the same or a lower grade. At 6th level, a paladin can replace a least invocation he knows with a different least invocation (in addition to learning a new invocation, which could be either least or lesser). At 11th level, a paladin can replace a least or lesser invocation he knows with another invocation of the same or a lower grade (in addition to learning a new invocation, which could be least, lesser, or greater). At 16th level, a paladin can replace a least, lesser, or greater invocation he knows with another invocation of the same or a lower grade (in addition to learning a new invocation, which could be least, lesser, greater, or sacred).
Paladins can qualify for some prestige classes usually intended for spellcasters; they have the same functional restrictions as a Warlock, except that the paladin's invocations count as an ability to cast divine spells for the purposes of qualifying for prestige classes, with his invocations being compared to levels of spells (Least and 1st, Lesser and 2nd, Greater and 3rd, and Sacred and 4th). She still does not benefit from any bonuses to spells per day granted by any prestige class.
The paladin's list of possible invocations is as follows:
Sacred-- Banishment, Energy Immunity(DM), Greater Celestial Flight, Greater Flying Mount, Holy Sword, Impenetrable Barrier(DM), Improved Dauntless Defender, Instill Vulnerability(DM), Unveil the Truth.
Code of Conduct: A paladin operates as a direct agent and instrument of their deity's will, and as a symbol unto their cause. Because of this relationship with their deity and the significance of religion in their lives and abilities, they must abide by a certain code of conduct, and are restricted from certain acts or states.
- A Paladin serves the whims and ideals of her deity; this is prioritized above all other facets of her code, and no other portion of the code overrides it.
- A Paladin must respect legitimate authority within the confines of her religious sect, and always work toward the betterment of her god's ideals.
- While she may adventure with allies, a Paladin often avoids working with enemies of her god, sect, or with anyone who consistently offends her moral code. Under uncommon circumstances, a Paladin can ally with such associates, but only in pursuit what she believes to be a greater objective. A Paladin should seek an atonement spell periodically during such an unusual alliance, and should end the alliance immediately should she feel it is no longer beneficial. A Paladin may accept only henchmen, followers, or cohorts who are of non-evil alignments.
- A Paladin who takes a level in any other class may not continue to progress in the Paladin class, unless the class is approved of by her order and chosen deity.
If a paladin denounces her patron deity, is rejected by his deity for acting against it's whims, or grossly violates her code of conduct, she loses all class features of the paladin class, as well as the ability to take anymore levels in the class. This can be undone by the atonement spell, if the deity is willing to receive them back, or may be entirely at the whim of the deity, if not.
Smite Evil (Su): Once per encounter as a swift action, a paladin may charge her next melee attack with holy power. He adds his Charisma modifier as a bonus on attack and damage. If the smite hits and the target is evil, it takes additional damage equal to the paladin's class level.
At 5th level, and at every five levels thereafter, the paladin may smite evil one additional time per encounter, to a maximum of five times per encounter at 20th level.
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. She gains a pool of healing, which allows her to heal a total number of hit points of damage equal to her paladin level × her Charisma bonus. A paladin may choose to divide her healing among multiple recipients, and she doesn’t have to use it all at once. A Paladin may fill this pool with a full minute (10 rounds) of concentration and prayer. Refreshing the pool brings the Paladin's pool of healing back up to the maximum (Paladin level × Charisma Bonus). She may fill her healing pool a number of times per day equal to 1 + half her Charisma modifier (rounded down).
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. The target may make a Will save (DC 10 + 1/2 Paladin Level + Charisma modifier) to negate the damage.
The paladin's Lay on Hands gains additional capabilities as she progresses in level as a paladin. The paladin may use all additional effects in conjunction with healing, as long as she spends enough points.
Hero's Courage (Su): Beginning at 3rd level, a paladin is immune to fear (magical or otherwise).
Auras: All auras except Aura of Good are switchable as a move action. You may have only one aura other than Aura of Good active at a given time. These auras function while the paladin is conscious, but not while the paladin is unconscious or dead. The paladin's auras only affect her allies, and not the paladin herself.
- Aura of Courage (Ex): At 3rd level, the paladin may exude an aura of courage that inspires her allies. Each ally within 30 feet of her gains a +4 morale bonus on saving throws against fear effects. Aura of Courage's bonuses scale by level. At level 8, allies gain +6 to saves against fear, and a +1 morale bonus to attack rolls. At level 13, allies gain +8 to saves against fear, and a +2 morale bonus to attack rolls. At level 18, allies gain immunity to fear, and +3 morale bonus to attack rolls.
- Aura of Devotion (Ex): Upon reaching 8th level, the Paladin may exude an Aura of Devotion. While this ability is active, the Paladin grants a +1 morale bonus to AC to all allies within 30 feet. At level 13, this bonus increases to +2. At level 18, this bonus increases to +3. This is a switchable aura.
- Aura of Resolve (Ex): Beginning at 13th level, the paladin gains Aura of Resolve. While this ability is active, the Paladin grants the ability to reroll one Fortitude save every round to any ally within a 30ft radius of her. The decision to reroll must be made after the roll is made but before the result is declared. This is a switchable Aura.
- Aura of Faith (Ex): At 18th level, the paladin gains Aura of Faith. While this ability is active, the Paladin grants the ability to reroll one Will save every round to any one ally within a 30ft radius of her. The decision to reroll must be made after the roll is made but before the result is declared. This is a switchable Aura.
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 2 + her Charisma modifier. She turns undead as a cleric of her level 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 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.
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 thirty days or until she 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.
Panacean Touch (Su): At 6th level, whenever a paladin expends at least 10 points of healing from her lay on hands she may remove poison from any person she touches, and whenever she spends at least 20 points of healing she may remove disease from any person she touches. This is in addition to hit points restored.
Revitalizing Touch (Su): Beginning at 9th level The Paladin can use her Lay on Hands ability to remove ability damage from a person she touches when she heals at least 5 points per point of ability damage to be removed (It is possible for only a portion of ability damage to be restored if the paladin does not spend enough to cure them all). This is in addition to hit points restored.
Vigilance (Su): Upon reaching 11th level, the Paladin's ability to detect evil increases. When she uses her Detect Evil ability, the area of effect is a 60-foot radius centered on the Paladin, rather than a 60-foot cone.
Refreshing Touch (Su): Beginning at 12th level Paladin can remove exhaustion, fatigue, sickness, and nausea with a touch whenever she spends at least 10 points from her lay on hands pool. This is in addition to hit points restored.
Break Enchantment (Su): Beginning at 16th level, the Paladin can break an enchantment with a touch whenever she expends at least 40 points of healing from her lay on hands ability. Her caster level for the purpose of this effect is equal to her paladin caster level, just as if she had actually cast the Break Enchantment spell. This is in addition to hit points restored.
Constant Vigilance (Su): Upon reaching 17th level, the Paladin is always vigilant for any signs of Evil, and her eyes begin to glow with an inner light. Her Detect Evil no longer requires any concentration to maintain, and has an unlimited duration.
Energizing Touch (Su): Beginning at 19th level, Paladin may remove negative levels from a subject whenever she spends at least 15 points from her lay on hands pool per negative level the target is afflicted with (It is possible for only a portion of negative levels to be restored if the paladin does not spend enough to cure them all). This is in addition to hit points restored.
A Hero Never Falls (Ex): At 20th level, the paladin's sheer strength of will drives her on when death would claim lesser men. Once per day when a paladin would be reduced to 0 or less hit points or otherwise killed (such as by a death effect), she instead is reduced to 1 hit point. If the paladin would be killed by having an ability score reduced to zero, that score is instead reduced to 1.
The Paladin's Mount
The paladin’s mount is superior to a normal mount of its kind 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).
|5th–7th||+2||+4||+1||6||Empathic Link, Improved Evasion, Share Spells, Share Saving Throws|
|11th–14th||+6||+8||+3||8||Command Creatures of Its Kind|
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 Constitution 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.: Add this figure to the mount’s Strength score.
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.
Share Spells: At the paladin’s option, she may have any spell (but not any spell-like ability) she casts on herself also affect her mount.
The mount must be within 5 feet at the time of casting to receive the benefit. If the spell or effect has a duration other than instantaneous, it stops affecting the mount if it moves farther than 5 feet away and will not affect the mount again even if it returns to the paladin before the duration expires. Additionally, the paladin may cast a spell with a target of “You” on her mount (as a touch range spell) instead of on herself. A paladin and her mount can share spells even if the spells normally do not affect creatures of the mount’s type (magical beast).
Share Saving Throws: For each of its saving throws, the mount uses its own base save bonus or the paladin’s, whichever is higher. The mount applies its own ability modifiers to saves, and it doesn’t share any other bonuses on saves that the master might have.
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.
Playing a Paladin
Religion: Paladins are employed by almost all deities in the world of Tirr, but are more often more organized under the gods of the Pantheon of Tirr, and are specially associated with Balthazar. Still, many good natured deities offer mortals of similar persuasion their divine power in order to further their own goals, so many paladins exist, belonging to many different religions.
Other Classes: Paladins, as expected, are generally most accepted and accepting of other divine classes of their own religion; Clerics, Paladins, Favored Souls, and all others tend to share in a sense of camaraderie within the same religion. Outside of the divine classes, Knights and Samurai are respected by Paladins due to their disciplined and noble ways, if different ideologies.
Combat: The Paladin is a front-line fighter who does especially well against the foul and profane. While he isn't as versatile as the Fighter or as brutally efficient as the Barbarian, he serves as a helpful, capable fighter in most encounters. When not smiting fiends, devils, undead, and other foul creatures, he is rallying his allies with his auras, or healing them with his Lay on Hands ability.
Advancement: Paladins in Tirr are not as restricted as in other campaigns; They typically have the freedom to multi-class so long as they continue serving their deity's ambitions or goals. While this means they can easily jump from class to class, they typically only delve into other classes that help bolster their abilities in service of their deity, or further attain their deity's ideals. For example, Paladins who multi-class into wizards are fairly common among those that worship Mana, the goddess of magic.
Those who perform well and long can go on to become Holy Knights in service of good deities, furthering their divine connection with their chosen god.
Paladins in the World
|“||I won't die. There are no chains in this world that can bind me down - not while you stand in the way of all that is good and just!||”|
|—Shaa'vi, Catfolk Paladin|
These are the holy warriors of their respective deities, living among their brothers or moving about the world on a pilgrimage. They often are recognized for what they are, as Paladins tend to wear their holy symbols with pride, often in place of their own heraldry, even if they have noble heritage.
Daily Life: The Paladin spends his days providing for those who need her, whether that be by defending them from evil creatures and monsters, healing the sick, or even preparing and training for the day that something greater might comes. They are typically very devoted to a regimen on self-improvement, striving to be a better tool for their chosen god. They often work together in communal orders dedicated to their goals.
Notables: Paladins are particularly prevalent in the service of Balthazar, the god of righteous justice and crusade; So much so that clerics dedicated to the god are uncommon. This is especially true in the holy city of Goldengate, where the Pantheon's worshippers are typically dominant. There is also a significantly powerful paladin order than aligns itself with the archdruidship of Volare, serving as elite guards and soldiers of the state, dedicated to Alcyone.
NPC Reactions: Paladins receive a variety of reactions from others - the most common difference is a matter of religion, but typically, most commoners of neutral alignment find paladins to be admirable and worthy of adoration, as they are typically a boon for anyone who requires aid, whether that be driving off bandits or demons, or even healing the wounded. Those of higher station, such as lords, may find Paladins to be a nuisance, given their popularity among the masses and strict moral focus that prevents them from turning on them, but outside of their authority being threatened, may be indifferent.
Characters with ranks in Knowledge (Religion) can research Paladins in regards to the region to learn more about them. When a character makes a skill check, read or paraphrase the following, including information from lower DCs.
|5||Paladins are militants in service of their deity - Divine champions, if you will.|
|10||Paladins have several different orders, creeds, and codes, depending entirely on the god they serve.|
|15||Paladins have the ability to directly channel divine power, acting as a conduit between their god and the world.|
|20||The Rosen Order serves as the elite guard of the arch-druid of Volare, and often take on special or secret missions for the state.|