mroberon1972
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Paladin (Advanced Class)
In the days of old, paladins were seen to ride forth into battle against both the darkest evils and the worst sufferings of the world. With the shining light of their faith, they healed the wretched with one hand while smiting the wicked with the other. Their roll was one of duality, and so it remains in the modern world.
Paladins still gain power not only from their own faith, but the faith that others have in him. The modern paladin knows this, and many no longer cling to religion as their ancestors did. Those who do are devoted worshippers who take their abilities as one of the many blessings their god has placed upon them.
Paladins who specialize in healing tend to fit themselves into support rolls. They work as emergency workers, nurses, or even just traveling healers. Others fight the shadows of the world more directly, specializing in the ability to smite evil with the wrath of their faith. These individuals tend toward law enforcement, soldiers, or vigilantes. Finally, some walk the middle ground, doing either one or the other as they feel is right at the time.
Requirements
To qualify to become a paladin, a character must fulfill the following criteria.
Base Attack Bonus: +2
Skill: Diplomacy 3 ranks, Knowledge (theology and philosophy) 3 ranks, Sense Motive 6 ranks.
Feat: Archaic Weapon Proficiency.
Allegiance: Good.
Class Information
Hit Die: 1d8
Action Points: 6 + one-half character level, rounded down, every time the character attains a new level in this class.
Class Skills
The paladin's class skills (and the key ability for each skill) are: Concentration (Con), Diplomacy (Cha), Gather Information (Cha), Intimidate (Cha), Investigate (Int), Knowledge (behavioral sciences, civics, current events, streetwise, tactics, theology and philosophy) (Int), Profession (Wis), Read/Write Language (none), Sense Motive (Wis), Speak Language (none), Spot (Int), Treat Injury (Wis).
Skill Points at Each Level: 4 + Int modifier.
Class Features
The following features pertain to the paladin advanced class.
Bonus Feats: At 2nd, 5th, and 8th level, the paladin gains a bonus feat from the following list: Alertness, Armor Proficiency (light, medium, heavy), Combat Reflexes, Exotic Melee Weapon Proficiency, Great Fortitude, Heroic Surge, Iron Will, Medical Expert, Power Attack, Renown, Surgery, Trustworthy, Weapon Focus (melee only).
Divine Luck: Paladins gain a +1 luck bonus to all saving throws. This bonus increases to a total of +2 at 4th level, and finally to a total of +3 at 7th level.
Insight: Upon reaching 2nd level, the paladin gains the ability to read peoples intent on an almost instinctual level. The character gains a +5 bonus to all Sense Motive skill checks.
Divine Insight: By the time the paladin reaches 5th level, his insight is so sensitive that he may detect evil or supernatural creatures that come into his line of sight. By making a Sense Motive skill check against a DC of 25, the paladin may detect if a target has a moral allegiance toward evil. If the character succeeds at the check by a DC of 30 or greater, he may determine if the object or person he is looking at is a supernatural entity. The character does not gain any insight into the true form or abilities of the target, but he can tell if it is evil in nature. This ability may be used on items or areas, such as a sword or graveyard.
Fearless: The paladin is immune to both natural and magical fear effects.
Divine Aura: At 10th level, the paladin emits and aura that spreads to a range of 10 feet. This aura gives all friendly individuals who are within range a +4 moral bonus to saves against fear effects. It also gives the paladin a +4 bonus to all Charisma based skill checks with anyone within 10 feet.
Talents: At 3rd, 6th, and 9th levels, the paladin selects a talent from either the Healing Hands or Smite talent trees. Each of these trees has three levels, and must be purchased in increasing order.
Healing Hands
A paladin may heal wounds with his touch. He does not have to use this ability all at once, but cannot exceed his total healing limit in a single day. The paladin may heal himself. Also, the paladin may use 6 points of healing in order to Remove Disease as the spell. This ability may be used as long as the character has 6 full points of healing left.
Healing Hands: The paladin may heal up to 2 point of damage per paladin level.
Improved Healing Hands: The paladin may heal an additional 2 points of damage per paladin level, for a total of 4/level.
Prerequisite: Healing Hands.
Advanced Healing Hands: The paladin may heal an additional 2 points of damage per paladin level, for a total of 6/level.
Prerequisite: Improved Healing Hands.
Smite
A paladin who uses this ability gains a bonus to his attack and damage rolls with a single melee attack. Ranged attacks cannot use this ability. The additional damage from this attack is holy, and only affects either supernatural and/or evil targets. If the attack is used against a target that is not evil and/or supernatural, the extra damage has no effect on the target and is wasted. Normal damage is still applied normally. The attack bonus for smite works regardless of the nature of the target. This ability may be used once per day. If the character wishes to use it again in the same day, he may pay 1 action point in order to do so.
Smite: The paladin gains a +2 bonus to his melee attack roll and does an additional 1d6 of holy damage.
Improved Smite: The paladin gains a additional +2 bonus to his melee attack roll (+4 total) and does an additional 1d6 of holy damage (2d6 total).
Prerequisite: Smite.
Advanced Smite: The paladin gains a +2 bonus to his melee attack roll (+6 total) and does an additional 1d6 of holy damage (3d6 total).
Prerequisite: Improved Smite.
Fallen Paladins:
In the old days, paladins that were seen to have fallen from grace lost their powers. In the modern world this still holds true, but for different reasons. If a paladin looses his moral allegiance to good, he looses all of the following abilities: Divine Luck, Insight, Divine Insight, Fearless, Divine Aura, and any Paladin Talents he may have chosen. To regain these abilities, the character must restore his moral allegiance to good. The traditional way to do this is to complete a series of quests dedicated to good. As can be seen from the number of abilities, higher-level paladins have to work much harder to restore themselves. For each quest he completes, he gains back a single paladin special ability that somehow relates to his quest. The quests need to be approved by the game master, and should not be longer than a single play session in length. Longer quests should allow additional abilities restored at one time.
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Mr. Oberon
www.ancient-awakenings.com
Paladin (Advanced Class)
In the days of old, paladins were seen to ride forth into battle against both the darkest evils and the worst sufferings of the world. With the shining light of their faith, they healed the wretched with one hand while smiting the wicked with the other. Their roll was one of duality, and so it remains in the modern world.
Paladins still gain power not only from their own faith, but the faith that others have in him. The modern paladin knows this, and many no longer cling to religion as their ancestors did. Those who do are devoted worshippers who take their abilities as one of the many blessings their god has placed upon them.
Paladins who specialize in healing tend to fit themselves into support rolls. They work as emergency workers, nurses, or even just traveling healers. Others fight the shadows of the world more directly, specializing in the ability to smite evil with the wrath of their faith. These individuals tend toward law enforcement, soldiers, or vigilantes. Finally, some walk the middle ground, doing either one or the other as they feel is right at the time.
Requirements
To qualify to become a paladin, a character must fulfill the following criteria.
Base Attack Bonus: +2
Skill: Diplomacy 3 ranks, Knowledge (theology and philosophy) 3 ranks, Sense Motive 6 ranks.
Feat: Archaic Weapon Proficiency.
Allegiance: Good.
Class Information
Hit Die: 1d8
Action Points: 6 + one-half character level, rounded down, every time the character attains a new level in this class.
Class Skills
The paladin's class skills (and the key ability for each skill) are: Concentration (Con), Diplomacy (Cha), Gather Information (Cha), Intimidate (Cha), Investigate (Int), Knowledge (behavioral sciences, civics, current events, streetwise, tactics, theology and philosophy) (Int), Profession (Wis), Read/Write Language (none), Sense Motive (Wis), Speak Language (none), Spot (Int), Treat Injury (Wis).
Skill Points at Each Level: 4 + Int modifier.
Code:
Table: The Paladin
Level BAB Fort Ref Will Spec Def Rep
1st +0 +1 +0 +1 Divine luck +1 +1 +2
2nd +1 +2 +0 +2 Insight, feat +1 +2
3rd +2 +2 +1 +2 Talent +2 +2
4th +3 +2 +1 +2 Divine luck +2 +2 +3
5th +3 +3 +1 +3 Divine insight, feat +3 +3
6th +4 +3 +2 +3 Talent +3 +3
7th +5 +4 +2 +4 Divine luck +3 +4 +4
8th +6 +4 +2 +4 Fearless, feat +4 +4
9th +6 +4 +3 +4 Talent +5 +4
10th +7 +5 +3 +5 Divine aura +5 +5
Class Features
The following features pertain to the paladin advanced class.
Bonus Feats: At 2nd, 5th, and 8th level, the paladin gains a bonus feat from the following list: Alertness, Armor Proficiency (light, medium, heavy), Combat Reflexes, Exotic Melee Weapon Proficiency, Great Fortitude, Heroic Surge, Iron Will, Medical Expert, Power Attack, Renown, Surgery, Trustworthy, Weapon Focus (melee only).
Divine Luck: Paladins gain a +1 luck bonus to all saving throws. This bonus increases to a total of +2 at 4th level, and finally to a total of +3 at 7th level.
Insight: Upon reaching 2nd level, the paladin gains the ability to read peoples intent on an almost instinctual level. The character gains a +5 bonus to all Sense Motive skill checks.
Divine Insight: By the time the paladin reaches 5th level, his insight is so sensitive that he may detect evil or supernatural creatures that come into his line of sight. By making a Sense Motive skill check against a DC of 25, the paladin may detect if a target has a moral allegiance toward evil. If the character succeeds at the check by a DC of 30 or greater, he may determine if the object or person he is looking at is a supernatural entity. The character does not gain any insight into the true form or abilities of the target, but he can tell if it is evil in nature. This ability may be used on items or areas, such as a sword or graveyard.
Fearless: The paladin is immune to both natural and magical fear effects.
Divine Aura: At 10th level, the paladin emits and aura that spreads to a range of 10 feet. This aura gives all friendly individuals who are within range a +4 moral bonus to saves against fear effects. It also gives the paladin a +4 bonus to all Charisma based skill checks with anyone within 10 feet.
Talents: At 3rd, 6th, and 9th levels, the paladin selects a talent from either the Healing Hands or Smite talent trees. Each of these trees has three levels, and must be purchased in increasing order.
Healing Hands
A paladin may heal wounds with his touch. He does not have to use this ability all at once, but cannot exceed his total healing limit in a single day. The paladin may heal himself. Also, the paladin may use 6 points of healing in order to Remove Disease as the spell. This ability may be used as long as the character has 6 full points of healing left.
Healing Hands: The paladin may heal up to 2 point of damage per paladin level.
Improved Healing Hands: The paladin may heal an additional 2 points of damage per paladin level, for a total of 4/level.
Prerequisite: Healing Hands.
Advanced Healing Hands: The paladin may heal an additional 2 points of damage per paladin level, for a total of 6/level.
Prerequisite: Improved Healing Hands.
Smite
A paladin who uses this ability gains a bonus to his attack and damage rolls with a single melee attack. Ranged attacks cannot use this ability. The additional damage from this attack is holy, and only affects either supernatural and/or evil targets. If the attack is used against a target that is not evil and/or supernatural, the extra damage has no effect on the target and is wasted. Normal damage is still applied normally. The attack bonus for smite works regardless of the nature of the target. This ability may be used once per day. If the character wishes to use it again in the same day, he may pay 1 action point in order to do so.
Smite: The paladin gains a +2 bonus to his melee attack roll and does an additional 1d6 of holy damage.
Improved Smite: The paladin gains a additional +2 bonus to his melee attack roll (+4 total) and does an additional 1d6 of holy damage (2d6 total).
Prerequisite: Smite.
Advanced Smite: The paladin gains a +2 bonus to his melee attack roll (+6 total) and does an additional 1d6 of holy damage (3d6 total).
Prerequisite: Improved Smite.
Fallen Paladins:
In the old days, paladins that were seen to have fallen from grace lost their powers. In the modern world this still holds true, but for different reasons. If a paladin looses his moral allegiance to good, he looses all of the following abilities: Divine Luck, Insight, Divine Insight, Fearless, Divine Aura, and any Paladin Talents he may have chosen. To regain these abilities, the character must restore his moral allegiance to good. The traditional way to do this is to complete a series of quests dedicated to good. As can be seen from the number of abilities, higher-level paladins have to work much harder to restore themselves. For each quest he completes, he gains back a single paladin special ability that somehow relates to his quest. The quests need to be approved by the game master, and should not be longer than a single play session in length. Longer quests should allow additional abilities restored at one time.
--------------------------------
Mr. Oberon
www.ancient-awakenings.com
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