Alternate Take On: The Paladin

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KaiserKris
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Alternate Take On: The Paladin

Post by KaiserKris »

Paladin (Charisma)
HD: d10
BtH: As PHB
Weapons: As PHB
Armour: As PHB
Alignment: Lawful Good
Class Abilities: Special Requirements, Code of Conduct, Detect Evil, Divine Aura, Divine Grace, Lay on Hands, Smite Evil, Turn Undead, Aura of Courage, Divine Spellcasting, Multiple Attacks, Capstone Ability

Class Abilities:
Special Requirements (optional): Only a few chosen people are capable of walking the path of a Paladin. A Paladin must have a Charisma of at least 16, and both Wisdom and Strength must also be above 13. A Paladin can never multiclass or dual-class in any fashion whatsoever.

Code of Conduct: Paladins are required to adhere to a strict moral code. Any deliberately committed chaotic act or unintentionally evil act will result in a severe rebuke from their deity, and the temporary removing of any paladin powers. Any deliberately committed evil act will result in the immediate loss of all paladin abilities, which can only be restored through an atonement spell granted by a cleric of higher level than the Paladin or possibly, undergoing a redemptive quest for the god. A fallen Paladin loses all Paladin abilities save for BtH and weapon/armour proficiencies and will often be the target of scorn and wrath from their former compatriots. It is suggested that the CK and player draw up a basic list of moral and ethical edicts that the paladin is to follow, and then punish any transgressions appropriately.

Detect Evil: A Paladin has the supernatural ability to detect the taint of evil in an individual, and only need to focus for one round to detect the presence of evil in a person or area within 60 feet of the Paladin. This ability may be used at will, provided the Paladin is able to focus fully for one round.

Divine Aura: The Paladin possesses a constantly-active divine aura, which increases in strength as the Paladin increases in level. It is impossible for a Paladin to hide their lawful good alignment through any means, and virtually any intelligent being will notice an air of holiness about the Paladin.

Divine Grace: The Paladin receives a bonus to all saving throws equal to their Charisma modifier. They are also immune to all forms of disease.

Lay on Hands: Once per day, the Paladin can transmit a powerful surge of positive energy through themselves or another person, which can either heal 2 hit points per level, or instantly purge any disease or poison. This ability can be used once per day at 1st level, twice per day at 8th level, and three times a day at 15th level.

Smite Evil: Once per day, a Paladin can designate a target of their divine wrath, adding their Charisma bonus to all attacks and inflicting one point of bonus damage per Paladin level. Once engaged, the Paladin inflicts this bonus damage on the enemy with every attack until they are dead. Any use of this ability against a non-evil target will waste the ability, and no extra damage will be inflicted.

Turn Undead: At 3rd level, the Paladin gains the ability to turn undead as a 1st level cleric.

Aura of Courage: At 5th level, the Paladin becomes immune to fear and grants a +4 bonus to saves against fear to all allies within 30 feet.

Spellcasting: At 9th level, the Paladin gains the ability to cast a limited number of cleric spells. At 9th level, their caster level is equivalent to 1 + their Charisma modifier, and increases at the regular rate thereafter. Paladins can gain bonus spells if their Charisma score is high enough, in the same manner as other classes. Their spell progression is below.

9th level: 1 1st-level spell
10th level: 2 1st-level spells
11th level: 2 1st-level, 1 2nd level spell
12th level: 3 1st-level, 2 2nd level spells
13th level: 3 1st level, 2 2nd level, 1 3rd level spell
14th level: 3 1st level, 3 2nd level, 2 3rd level spells
15th level: 4 1st level, 3 2nd level, 2 3rd level, 1 4th level spell
16th level: 4 1st level, 3 2nd level, 3 3rd level, 2 4th level spells
17th level: 4 1st level, 4 2nd level, 3 3rd level, 2 4th level spells
18th level: 4 1st level, 4 2nd level, 3 3rd level, 3 4th level spells
19th level: 4 1st level, 4 2nd level, 4 3rd level, 3 4th level spells
20th level: 4 1st level, 4 2nd level, 4 3rd level, 3 4th level spells

Multiple Attacks: As a warrior subclass, the Paladin gains 3/2 attacks at 10th level, and 2 attacks/round at 20th level.

Capstone Ability: At 20th level, the Paladin gains a permanent +1 bonus to Charisma and the ability to, one per day, summon a lawful good outsider (archon or angel) of half of their hit dice to aid them.

Paladin Spells:

1st level:
Align Weapon: Gives weapon good or lawful alignment.
Bless: Allies gain +1 to hit and +1 on saves against fear
Cure Light Wounds: Cures 1d8+Wis modifier damage
Dancing Lantern: Animates lantern that follows you
Detect Undead: Detects undead within 60 feet
Divine Wrath: Grants +1/4 level bonus to attack, damage, and overcoming spell resistance (max +3)
Endure Elements: Exist comfortably in hot or cold regions
Light: Object shines like a torch
Protection from Evil/Chaos: Provides +2 bonus to saves and AC, other protections
Purify Food and Water: Purifies 1 cu foot/level of food or water
Remove Fear: Protects from fear, grants new save vs. fear
Resist Elements: Grants +2 bonus to saves vs. particular element
Summon Mount: Summons intelligent, unique mount that is bonded to Paladin.
Stabilize: Stabilizes dying individual
Sanctuary: Opponents cannot attack the caster

2nd level:
Admonish: Rays of non-lethal force inflict 2d6+Wis subdual damage, +1 ray/four levels (max 5 rays)
Aid: Bonus of 1 to hit, +1 on saves against fear, 1d8 temporary hit points
Brand: Marks a character indelibly for 1 day/level
Consecrate: Makes location holy, turning and harming undead
Daylight: Creates 20 ft. radius supernatural light
Delay Poison: Stops poison from harming subject for 1 hour/level
Discern Lies: Discern whether an individual is lying or not.
Enhance Attribute: Enhances one attribute of Paladin or mount.
Invisibility to Undead: Undead can't perceive subject
Lesser Restoration: Dispels attribute damage effects for one attribute
Predict Attack: Grants Wizard +2 bonus to AC and saves against one opponent
Remove Paralysis: Frees one creature from paralyzing effects or slow spell
Resist Energy: Ignores 10 points/level damage from specified energy type
Spiritual Weapon: Divine weapon attacks on telepathic command
Status: Gives location and condition of bonded creature
True Strike: +10 bonus on next 2 attack rolls

3rd level:
Cure Serious Wounds: Cures 3d8+Wis damage
Dispel Magic: Cancels magical spells and effects
Gentle Repose: Preserves body for number of days equal to Wisdom score, forbids raising as undead
Heal Mount: As heal, but on bonded mount
Holy Might: Increases Str, Con, Dex by 1d4+1 if prime, 2 if not for 1 round/level
Iron Will: Immunity to charm and hold spells for 1 hour/2 levels
Magic Circle Against Alignment: As 10 ft. radius protection spell
Magic Vestment: Grants +1/5 level bonus to any armour or shield
Prayer: Allies gain +1 on most rolls, and enemies suffer -1
Remove Blindness or Deafness: Cures subject
Remove Curse: Frees person or object from curses
Remove Disease: Cures all diseases
See Invisibility: Detects invisible creatures within 60 feet of caster
Tongues: Speak any language

4th level:
Break Enchantment: Frees subject from enchantments, transmutations and curses
Defensive Harmony: Grants AC bonus to several allies fighting in the same battle
Dismissal: Forces creature to return to its native plane
Dispel Alignment: Grants +4 AC and dispels one spell
Freedom of Movement: Moves normally despite impediments
Hallow: Designates location as holy with array of effects
Halo of Vigilance: Provides 360-degree vision
Holy Smite: Evil creatures suffer 1d8/2 levels damage, may be blinded
Holy Speech: Allows a Cleric to charm 2 HD/level worth of individuals for divine purpose
Holy Weapon: Weapon temporarily becomes +5, good-aligned, -2 penalty to evil creatures within 10 feet
Mark of Justice: Prevents person from performing specific action, lest they trigger a curse
Restoration: Restores drained level and attribute reducing effects

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