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|Blades Of Keran|
A paladin is a divine warrior for a god. All gods have paladins. The Idea was started by Dylian (God of Good & Strength). As such most paladins are of the good alignment. But soon all the gods had Paladins. There are also rumors going around recently that a Paladin Of Nature exists.
Making a Paladin
Charisma enhance a paladin's channeling power, turning (or rebuking), abilities. Strength is important for the paladin because of its role in combat. A wisdom score of 14 or higher is required to get access to the most powerful paladin spells, and a score of 11 or higher is required to cast any spells at all.
Alignment: The paladin's alignment must be the same as her Deity.
Starting Age: Moderate.
|Saving Throws||Special||Spells per Day|
|1st||+1||+2||+0||+0||Aura, Detect Heretic, Smite Heretic 1/Day||—||—||—||—|
|2nd||+2||+3||+0||+0||Judgement 1/Day, Lay on Hands||—||—||—||—|
|3rd||+3||+3||+1||+1||Divine Grace, Divine Health||—||—||—||—|
|4th||+4||+4||+1||+1||Aura of Courage, Turn/Rebuke Undead||0||—||—||—|
|5th||+5||+4||+1||+1||Smite Heretic 2/Day, Divine Bond||0||—||—||—|
|6th||+6/+1||+5||+2||+2||Grant/Remove Disease 1/week, Judgement 2/Day||1||—||—||—|
|9th||+9/+4||+6||+3||+3||Grant/Remove Disease 2/week||1||0||—||—|
|10th||+10/+5||+7||+3||+3||Smite Heretic 3/Day||1||1||—||—|
|12th||+12/+7/+2||+8||+4||+4||Grant/Remove Disease 3/week||1||1||1||—|
|14th||+14/+9/+4||+9||+4||+4||Wings of the Divine||2||1||1||0|
|15th||+15/+10/+5||+9||+5||+5||Grant/Remove Disease 4/week, Smite Heretic 4/Day||2||1||1||1|
|16th||+16/+11/+6/+1||+10||+5||+5||Domain, Judgement 4/Day||2||2||1||1|
|18th||+18/+13/+8/+3||+11||+6||+6||Grant/Remove Disease 5/week||3||2||2||1|
|20th||+20/+15/+10/+5||+12||+6||+6||Divine Champion, Smite Heretic 5/Day||3||3||3||3|
Class Skills (2 + Int modifier per level, ×4 at 1st level)
All of the following are class features of the paladin.
Smite Heretic (Su): Once per day, a paladin may attempt to smite heretic with one normal melee attack. 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 of the opposing alignment, 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 heretic one additional time per day, as indicated on Table: The Paladin, to a maximum of five times per day at 20th level.
Judgement (Su): At 2nd level, a Paladin can pronounce judgment upon his foes as a swift action Starting when the judgment is made, the Paladin receives a bonus or special ability based on the type of judgment made. Once activated, this ability lasts until the combat ends, at which point all of the bonuses immediately end. The Paladin must participate in the combat to gain these bonuses. If she is frightened, panicked, paralyzed, stunned, unconscious or otherwise prevented from participating in the combat, the ability ends. When the Paladin uses this ability, she must select one type of judgment to make. Once made, this choice cannot be changed until used again.
- Destruction: The Paladin is filled with divine wrath, gaining a +1 sacred bonus on all weapon damage rolls for every three Paladin levels she possesses.
- Justice: This judgment spurs the Paladin to seek justice, granting a +1 sacred bonus on all attack rolls for every four levels she possesses. At 10th level, this bonus is doubled on all attack rolls made to confirm critical hits.
- Protection: The Paladin is surrounded by a protective aura, granting a +1 sacred bonus to AC for every four Paladin levels he possesses.
- Vigor: The Paladin finds himself filled with energy, gaining fasting healing 1 for every five Paladin levels he possesses. Vigor last an additional 2 rounds after combat has ended.
At 2nd level, a Paladin can use this ability once per day. For every five more levels (twice at 6th, 3 times at 11th, 4 times at 16th), the Paladin can use this ability one additional time per day.
Lay on Hands (Su): Beginning at 2nd level, a paladin with a Charisma score of 12 or higher can channel energy granted to the Paladin by his/her god/goddess. This requires a touch attack unless it is used to affect the Paladin. The God can give one of the following energies to the Paladin:
- Positive Energy: Each day a paladin can heal a total number of hit points of damage equal to his/her paladin level × his/her Charisma bonus. A paladin may choose to divide his/her healing among multiple recipients, and he/she doesn’t have to use it all at once. As this is positive energy this will damage undead instead of healing them.
- Negative Energy: Each day a paladin can inflict a total number of 'Negative Energy' damage of hit points equal to his/her paladin level × his/her Charisma bonus. A paladin may choose to divide his/her damage among multiple recipients, and he/she doesn’t have to use it all at once. As this is negative energy this will heals undead instead of damaging them.
- Wood Energy: Each day a paladin can heal a total number of "Wood Energy" damage of hit points equal to his paladin level × his charisma bonus. A paladin may choose to divide his/her damage among multiple recipients, and he/she doesn’t have to use it all at once. As this is wood energy this will have no effect on creatures other than Elementals, Fey, and plants. Plants are healed by Wood Energy. Elementals and fey are affected differently depending on the type of creature.
Once chosen the ability of Lay on Hands cannot be changed (unless you change Deity). Using lay on hands is a standard action and does provoke an attack of opportunity. A DM may make more possible Lay on Hands Powers
This ability functions while the paladin is conscious, but not if she is unconscious or dead.
Turn/Rebuke Undead (Su): When a paladin reaches 4th level, she gains the supernatural ability to turn or rebuke undead. She may use this ability a number of times per day equal to 3 + her Charisma modifier. She turns or rebukes undead as a cleric of three levels lower would.
Spells: Beginning at 4th level, a paladin gains the ability to cast a small number of divine spells, which are drawn from the paladin spell list. A paladin must choose and prepare her spells in advance.
To prepare or cast a spell, a paladin must have a Wisdom score equal to at least 10 + the spell level. The Difficulty Class for a saving throw against a paladin’s spell is 10 + the spell level + the paladin’s Wisdom modifier.
Like other spellcasters, a 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 Paladin. In addition, she receives bonus spells per day if she has a high Wisdom score. When Table: The Paladin indicates that the paladin gets 0 spells per day of a given spell level, she gains only the bonus spells she would be entitled to based on her Wisdom score for that spell level The paladin does not have access to any domain spells or granted powers, as a cleric does.
A paladin prepares and casts spells the way a cleric does, though she cannot lose a prepared spell to spontaneously cast a cure spell in its place. A paladin may prepare and cast any spell on the paladin spell list, provided that she can cast spells of that level, but she must choose which spells to prepare during her daily meditation.
The spells on the "Paladin Spell List" are seperated into five groups. A Paladin can cast only spells from his alignments spell group & neutral (Neutral is avalible to all). But if a Paladin is neutral on one axis they can chose a alignment on the same axis to use as well. If a Paladin is of True neutral Alignment they can choose two other alignments to use as well.
Divine Bond (Sp): Upon reaching 5th level, a paladin forms a divine bond with her god. This bond can take one of two forms. Once the form is chosen, it cannot be changed.
The first type of bond allows the paladin to enhance her weapon as a standard action by calling upon the aid of a divine spirit for 1 minute per paladin level. When called, the spirit causes the weapon to shed light as a torch. At 5th level, this spirit grants the weapon a +1 enhancement bonus. For every three levels beyond 5th, the weapon gains another +1 enhancement bonus, to a maximum of +6 at 20th level. These bonuses can be added to the weapon, stacking with existing weapon bonuses to a maximum of +5, or they can be used to add any of the following weapon properties: anarchic, axiomatic, brilliant energy, defending, disruption, flaming, flaming burst, frost, holy, icy burst, keen, merciful, phantom, poisonous, shock, shocking burst, speed, unholy. Adding these properties consumes an amount of bonus equal to the property's cost (see Table: Melee Weapon Special Abilities). These bonuses are added to any properties the weapon already has, but duplicate abilities do not stack. If the weapon is not magical, at least a +1 enhancement bonus must be added before any other properties can be added. The bonus and properties granted by the spirit are determined when the spirit is called and cannot be changed until the spirit is called again. The spirit imparts no bonuses if the weapon is held by anyone other than the paladin but resumes giving bonuses if returned to the paladin. These bonuses apply to only one end of a double weapon. A paladin can use this ability once per day at 5th level, and one additional time per day for every four levels beyond 5th, to a total of four times per day at 17th level.
If a weapon bonded with a divine spirit is destroyed, the paladin loses the use of this ability for 30 days, or until she gains a level, whichever comes first. During this 30-day period, the paladin takes a –1 penalty on attack and weapon damage rolls.
The second type of bond allows a paladin to gain the service of an unusually intelligent, strong, and loyal steed to serve her in her crusade against heretics. This mount is usually a heavy horse (for a Medium paladin) or a pony (for a Small paladin), although more exotic mounts, such as a boar, camel, or dog are also suitable. This mount functions as a druid's animal companion, using the paladin's level as her effective druid level. Bonded mounts have an Intelligence of at least 6.
Once per day, as a full-round action, a paladin may magically call her mount to her side. 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. A paladin can use this ability once per day at 5th level, and one additional time per day for every 4 levels thereafter, for a total of four times per day at 17th level.
At 11th level, the mount gains the either celestial (if the paladin is good) or fiendish (if the paladin is evil) template and becomes a magical beast for the purposes of determining which spells affect it. At 15th level, a paladin's mount gains spell resistance equal to the paladin's level + 11.
Should the paladin's mount die, the paladin may not summon another mount for 30 days or until she gains a paladin level, whichever comes first. During this 30-day period, the paladin takes a –1 penalty on attack and weapon damage rolls.
Grant/Remove Disease (Sp): At 6th level, a good 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). An evil paladin can produce a contagion 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).
Conviction (Ex): At 7th Level a Paladin gains a Cumulative +1 to attack and damage for every successful attack he lands. These bonuses are lost when combat ends, if the Paladin misses an attack, or goes 1 round without attacking.
Domain: At 8th level a Paladin chooses a domain from among those belonging to her deity. A Paladin can select an alignment domain (Chaos, Evil, Good, or Law) only if her deities alignment matches that domain. Each domain gives the Paladin access to a domain spell at each spell level he can cast, from 1st on up, as well as a granted power.
At level 16 a Paladin gains a access to a second domain that belongs to her deity. The Paladin gets the granted powers of both the domains selected. With access to two domain spells at a given spell level, a Paladin prepares one or the other each day in his domain spell slot. If a domain spell is not on the Paladin spell list, a Paladin can prepare it only in his domain spell slot.
Wings of the Divine (Su): At 14th Level a Paladin can grow wings as a standard action. These wings are avian and white if you are good, and leathery and dark if you are evil. When this wings are grown the Paladin can fly up to double her base land speed, with average maneuverability. But if she is carring a medium or heavy load she can only fly half of her base land speed (Rounded Down).
These wings can be discorpated as a free action.
Divine Champion (Su): At 20th level, a paladin becomes a conduit for the power of her god. Her DR increases to 10/evil or good. Whenever she uses smite heretic and successfully strikes an outsider of the opposing alignment, the outsider is also subject to a banishment, using her paladin level as the caster level (her weapon and holy symbol automatically count as objects that the subject hates). After the banishment effect and the damage from the attack is resolved, the smite immediately ends. In addition, whenever she uses lay on hands to heal a creature, she heals the maximum possible amount, and she turns or rebukes undead as a cleric of one level lower would.
Code of Conduct: A paladin must be of the alignment of his/her deity and loses all class abilities if she ever defies his/her gods code. Additionally, a paladin’s code requires that she respect his/her deity, and follows the code of honour of said deity.
Paladin Spell List
Paladins choose their spells from the following list.
- Chaotic: Protection from Law.
- Lawful: Protection from Chaos.
- Neutral: Create Water,Cure Light Wounds, Detect Poison, Detect Undead, Divine Favor, Endure Elements, Inflict Light Wounds, Lesser Restoration, Magic Weapon, Read Magic, Resistance.
- Good: Shield Other.
- Evil: Death Knell.
- Neutral: Bull's Strength, Delay Poison, Eagle's Splendor, Owl's Wisdom, Resist Energy, Undetectable Alignment, Zone of Truth.
- Chaotic: Magic Circle against Law.
- Lawful: Magic Circle against Chaos.
- Neutral: Cure Moderate Wounds, Dispel Magic, Greater Magic Weapon, Heal Mount, Inflict Moderate Wounds, Prayer.
A paladin who ceases to be in the deities service, who wilfully deifies their gods will, or who grossly violates the code of conduct loses all paladin spells and abilities (including the service of the paladin’s mount, but not weapon, armor, and shield proficiencies). She may not progress any farther in levels as a paladin. He/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 his/her paladin level, though he/she retains all her paladin abilities. Unless the Paladin resumes training again under the church of her deity.
|21st||Remove Disease 6/week|
|24th||Remove Disease 7/week|
|25th||Smite Evil 6/day|
|27th||Remove Disease 8/week|
|30th||Remove Disease 9/week|
Smite Heretic (Su): The epic Paladin adds his or her class level to damage with any smite Heretic attack, as normal. He or she can smite one additional time per day for every five levels higher than 20th.
Divine Bond: If a Paladin selected Mount for Divine Bond an 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 +2, its Strength adjustment increases by +1, and its Intelligence increases by +1. The mount’s spell resistance equals the Paladin’s class level + 5.
Epic Paladin Bonus Feat List: Armor Skin, Devastating Critical, Epic Leadership, Epic Prowess, Epic Reputation, Epic Toughness, Epic Weapon Focus, Great Smiting, Holy Strike, Improved Aura of Courage, Improved Combat Casting, Improved Spell Capacity, Legendary Commander, Legendary Rider, Overwhelming Critical, Perfect Health, Permanent Emanation, Planar Turning, Positive Energy Aura, Spectral Strike, Spontaneous Spell, Widen Aura of Courage.
Playing a Paladin
Religion: Thier are paladins of all gods (even the goddess of peace). They follow the tenents of their deity no-matter what. They would never willingly break the tenets of thier god.
Other Classes: How the paladin reacts to other classes varies on what god they woreship.
Combat: The paladin functions as a close combat fighter. Some are also healers, or tanks.
Advancement: Paladin's rarely multiclass as it limits thier ability to continue being a paladin. Evil paladins might multi-class into Blackguards. If a neutral or good paladin multi-classes it is generally into a Knightly order Class.
Paladins in the World
|“||Begone villian! Leave this town or I will have to use force.||”|
|—Junpei, Dragonborn Paladin Of Dylian|
Paladins fill ranks of temples and knight Orders. Evil ones might amass armies of evil tribes or demons. Good ones are commonly taught that Undead are evil and animating undead is desicration of the Dead. This is not true but they believe that this is true. Note: While Animating undead is not evil, forcing intelligent ones to do your bidding is.
Daily Life: Paladins must pray every day to be able to use thier powers and arouse suspicuion if they stop. They train in combat techniques regually to help combat heretics.
Notables: Junpei was first Paladin in existence dylian taught him personally. he was the Hero of Karma. The laws of karma came from his teachings, but after many centuries they became corrupted.
Organizations: Most Paladins join the temples of the god they worship.
NPC Reactions: NPC's see paladins as gifts from the gods (Good Paladins) or curses from the deities blackest hearts (Evil Paladins).
Characters with ranks in Knowledge (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.
|5||Paladins are the warriors of the gods. Good paladins have the power to heal the sick and injured.|
|10||The first Paladin was taught by Dylian. Soon afterwards all the other gods started to have Paladins.|
|15||The laws of North Karma based off of the first paladin's teachings. But they are now peverted and twisted shells of what they once were.|
|20||Despite what many Paladins say, Junpei didn't think undead were evil. He said that enslaving intellegent undead was evil act, as it is simply another form of slavery.|
Paladin's in the Game
The Paladin's chief role in most groups is melee combatant, but they contribute other useful support as well. Paladins makes a good secondary healer, and thier high charisma opens up fine leadership opportunites.
Adaptation: This class affects the blackguard PrC greatly and needs slight modifications to work to its and make sense to a campaign.
Sample Encounter: Evil paladins can make very good villians as most believe what they are doing is the "Good" thing to do.
EL ?: Phobos a chaotic evil Karmanian Paladin of Nihlus is seeking a way to join the void with Keran. He might be meet by the PC's searching ruins for ancient artefacts. He is hugely insane and paranoid. If the PC's near him when he has an artefact he will attack the PC's.