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The all-new revised Anti-Paladin & Paladin core classes for review
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<blockquote data-quote="Kaptain_Kantrip" data-source="post: 57859" data-attributes="member: 546"><p>Please critique these two classes for balance/fun issues. </p><p></p><p>NOTE: Differences between this version and prior versions I recently posted to House Rules include fighter bonus feats every three levels beginning at 6th, staggered advancement of the Sacred Defense ability (+1 every 6 levels), more generous use of endurance spell, removal of dispel magic at 12th level and moving Transcendence to 20th level from 18th.</p><p></p><p>My co-DM thought the last version was still *TOO WEAK* and had no reason to advance past 6th level, so here is the new version...</p><p>________________________________________</p><p></p><p>ANTI-PALADIN (core class)</p><p>Ambition, Greed, Lust. These are the three main</p><p>qualities of the anti-paladin. Few are corrupt or</p><p>mad enough to walk the anti-paladin’s path, but</p><p>those few are rewarded with the power to fulfil</p><p>their twisted desires with unholy power from</p><p>dark gods. The anti-paladin is nothing short of a</p><p>mortal fiend.</p><p></p><p>Adventures: Anti-paladins take their</p><p>adventures as excellent opportunities to advance</p><p>the agenda of their evil god and/or personal</p><p>goals to gain power and wealth. They will fight</p><p>to the death if backed into a corner with no hope</p><p>of escape, but prefer to sacrifice their</p><p>companions or take hostages to use as human</p><p>shields if that will allow them to flee. An</p><p>anti-paladin has a long memory and will plot</p><p>terrible vengeance upon those who force him to</p><p>abandon an adventure or mission. </p><p></p><p>Characteristics: Divine power protects the</p><p>anti-paladin and gives him special powers. It</p><p>wards off harm and engenders an unnatural aura</p><p>of despair and menace around the anti-paladin.</p><p>Finally, the anti-paladin can also use this power</p><p>to destroy others. Eventually, this power draws a</p><p>mighty steed to the anti-paladin and imbues that</p><p>mount with strength, intelligence and magical</p><p>protection.</p><p></p><p>Alignment: Anti-paladins must be of an evil</p><p>alignment, and they lose their divine powers if</p><p>they deviate from it. Additionally, an</p><p>anti-paladin swears to follow a code of conduct</p><p>that is in accordance with their alignment.</p><p></p><p>Religion: Anti-Paladins need not devote</p><p>themselves to a single deity. Devotion to evil is</p><p>enough for most. Those who align themselves</p><p>with particular religions form a strong defensive</p><p>arm of the church. Anti-paladins devoted to a</p><p>god are scrupulous in observing religious duties</p><p>and are welcome in every associated temple.</p><p></p><p>Background: Anti-paladins come in two molds:</p><p>the first are evil warriors who make a pact with</p><p>an evil deity, demon or devil in exchange for</p><p>their power; the second are those who are</p><p>chosen by an evil deity, demon or devil at birth</p><p>to become their champion. </p><p></p><p>Races: Humans, with their ambitious, power</p><p>hungry souls make the best and most frequently</p><p>encountered anti-paladins.</p><p></p><p>Other Classes: Anti-paladins see themselves as</p><p>superior to all other classes and act accordingly.</p><p>They generally see other anti-paladins as rivals,</p><p>but may develop some degree of comraderie if</p><p>they share the same religion and/or goals;</p><p>otherwise, they avoid each other. They get along</p><p>best with clerics and fighters of their own</p><p>religion. They hate paladins and clerics of good</p><p>alignment; an anti-paladin will try to kill them</p><p>at the earliest and most convenient opportunity</p><p>if possible. This does not mean they will attack</p><p>them on sight or even directly, but they will plot</p><p>their ruin and/or murder, possibly sending</p><p>anonymous underlings out to accomplish the</p><p>task, kidnapping their family, or by poisoning</p><p>them at an otherwise innocuous dinner party.</p><p></p><p>Abilities: Charisma increases the anti-paladin’s</p><p>self-protective abilities and undead</p><p>commanding. Strength is important for an</p><p>anti-paladin because of its role in combat. A</p><p>Wisdom score of 14 or higher is required to get</p><p>access to the most powerful anti-paladin spells,</p><p>and a score of 11 or higher is required to cast</p><p>any anti-paladin spells at all.</p><p></p><p>Alignment: Any evil.</p><p></p><p>Hit Die: d10.</p><p></p><p>Class Skills: Bluff (Cha), Concentration (Con),</p><p>Craft (Int), Diplomacy (Cha), Gather</p><p>Information (Cha), Handle Animal (Cha), Heal</p><p>(Wis), Intimidate (Cha), Knowledge (Religion)</p><p>(Int), Knowledge (Undead) (Int), Profession</p><p>(Wis), Ride (Dex), Sense Motive (Wis).</p><p></p><p>Skill Points at 1st Level: (2 + Int modifier) x4.</p><p>Skill Points at Each Additional Level: 2 + Int</p><p>modifer.</p><p></p><p>Weapons and Armor: Anti-Paladins are</p><p>proficient with all Simple and Martial Weapons,</p><p>and with Light, Medium and Heavy armor and</p><p>Shields.</p><p></p><p>Base Attack Bonus: As Fighter.</p><p>Saving Throws: As Cleric.</p><p></p><p>Anti-paladins receive a number of special</p><p>abilities at levels 1-6 and at every three levels</p><p>thereafter.</p><p></p><p>Level 1 Special Abilities: </p><p>detect evil/good/undead (at will), Divine Grace</p><p>(as paladin), Divine Health (as paladin), Poison</p><p>Use (as blackguard).</p><p></p><p>Level 2 Special Abilities: </p><p>Frightful Presence: Once per round you can, as</p><p>a free action, use your Frightful Presence. All</p><p>opponents within 30 ft. who have fewer levels</p><p>than you must make a Will save (DC 10 + class</p><p>level + Cha modifier. An opponent who fails the</p><p>save is shaken, suffering a -2 penalty to attack</p><p>rolls, saves and skill checks) for a number of</p><p>rounds equal to 1d6 + your Cha modifier.</p><p></p><p>Heroic Surge: You may take an extra partial</p><p>action in a round, either before or after your</p><p>regular actions. You can use this ability a</p><p>number of times per day, depending on your</p><p>level, but never more than once per round.</p><p>1st-4th level: 1/day; 5th-8th level: 2/day;</p><p>9th-12th level: 3/day; 13th-16th level: 4/day;</p><p>17th-20th level: 5/day.</p><p></p><p>Level 3 Special Abilities:</p><p>Command Undead (3/day)</p><p></p><p>Endurance (1/day as cleric of your class level).</p><p></p><p>Level 4 Special Ability:</p><p>Spell Use (as paladin but uses the blackguard</p><p>list) + access to one clerical domain of the</p><p>anti-paladin’s choice (must be offered by his</p><p>deity).</p><p></p><p>Level 5 Special Ability:</p><p>Special Mount.</p><p></p><p>Level 6 Special Abilities:</p><p>Fighter bonus feat (excluding weapon</p><p>specialization).</p><p></p><p>Sacred Defense +1 (to all saving</p><p>throws vs. divine spells).</p><p></p><p>Level 9 Special Abilities:</p><p>Fighter bonus feat (excluding weapon</p><p>specialization). </p><p></p><p>Special Mount gains the</p><p>Fiendish template.</p><p></p><p>Level 12 Special Abilities:</p><p>Fighter bonus feat (excluding weapon</p><p>specialization).</p><p></p><p>Sacred Defense +2 (to all saving</p><p>throws vs. divine spells).</p><p></p><p>Level 15 Special Abilities:</p><p>Fighter bonus feat (excluding weapon</p><p>specialization). </p><p></p><p>Lesser planar ally (1/day, but no</p><p>return service is required by the outsider</p><p>summoned).</p><p></p><p>Level 18 Special Abilities:</p><p>Fighter bonus feat (excluding weapon</p><p>specialization).</p><p></p><p>Sacred Defense +3 (to all saving</p><p>throws vs. divine spells).</p><p></p><p>Level 20 Special Ability:</p><p>Transcendence: Through long association with</p><p>his deity’s fiendish servants, and direct</p><p>intervention by his deity, the anti-paladin</p><p>transcends his mortal form and becomes a</p><p>divine creature. His type changes to outsider,</p><p>which means that he acquires certain</p><p>immunities and vulnerabilities based on his type</p><p>(see Native Outsider, under the planetouched</p><p>race description). </p><p> Upon achieving transcendence, the</p><p>anti-paladin’s appearance always undergoes a</p><p>minor physical change appropriate to his</p><p>alignment and deity. For example, small horns</p><p>may sprout from his forehead or his eyes may</p><p>glow red or become like those of a serpent.</p><p>Anyone who shares the anti-paladin’s patron</p><p>deity, including outsider servants of his patron,</p><p>immediately recognize his transcendent nature,</p><p>and he gains a +2 bonus on all Charisma-based</p><p>skill and ability checks in regard to these</p><p>creatures. </p><p></p><p>_________________________________________</p><p></p><p>PALADIN (variant core class)</p><p></p><p>Abilities: Charisma increases the paladin’s</p><p>self-protective abilities and undead turning.</p><p>Strength is important for an paladin because of</p><p>its role in combat. A Wisdom score of 14 or</p><p>higher is required to get access to the most</p><p>powerful paladin spells, and a score of 11 or</p><p>higher is required to cast paladin spells at all.</p><p></p><p>Alignment: Any good.</p><p></p><p>Hit Die: d10.</p><p></p><p>Class Skills: Concentration (Con), Craft (Int),</p><p>Diplomacy (Cha), Gather Information (Cha),</p><p>Handle Animal (Cha), Heal (Wis), Intimidate</p><p>(Cha), Knowledge (Religion) (Int), Knowledge</p><p>(Undead) (Int), Profession (Wis), Ride (Dex),</p><p>Sense Motive (Wis), Spot (Wis).</p><p></p><p>Skill Points at 1st Level: (2 + Int modifier) x4.</p><p>Skill Points at Each Additional Level: 2 + Int</p><p>modifer.</p><p></p><p>Base Attack Bonus: As Fighter.</p><p>Saving Throws: As Cleric.</p><p></p><p>Paladins receive a number of special abilities at</p><p>levels 1-6 and at every three levels thereafter.</p><p></p><p>Level 1 Special Abilities: </p><p>detect evil/good/undead (at will) </p><p>Divine Grace,</p><p>Divine Health, </p><p>Lay on Hands.</p><p></p><p>Level 2 Special Abilities: </p><p>Aura of Courage: The paladin is immune to fear</p><p>and all allies within 10 ft. of the paladin gain a</p><p>+4 morale bonus to saving throws vs. fear.</p><p></p><p>Heroic Surge: You may take an extra partial</p><p>action in a round, either before or after your</p><p>regular actions. You can use this ability a</p><p>number of times per day, depending on your</p><p>level, but never more than once per round.</p><p>1st-4th level: 1/day; 5th-8th level: 2/day;</p><p>9th-12th level: 3/day; 13th-16th level: 4/day;</p><p>17th-20th level: 5/day.</p><p></p><p>Level 3 Special Abilities:</p><p>Turn Undead (3/day)</p><p></p><p>Endurance (1/day as a</p><p>cleric of your class level).</p><p></p><p>Level 4 Special Ability:</p><p>Spell Use (as paladin) + access to one clerical</p><p>domain of the paladin’s choice (must be offered</p><p>by his deity).</p><p></p><p>Level 5 Special Ability:</p><p>Special Mount.</p><p></p><p>Level 6 Special Ability:</p><p>Fighter bonus feat (excluding weapon</p><p>specialization).</p><p></p><p>Sacred Defense +1 (to all saving</p><p>throws vs. divine spells).</p><p></p><p>Level 9 Special Ability:</p><p>Fighter bonus feat (excluding weapon</p><p>specialization).</p><p></p><p>Special Mount gains the</p><p>Celestial template.</p><p></p><p>Level 12 Special Ability:</p><p>Fighter bonus feat (excluding weapon</p><p>specialization).</p><p></p><p>Sacred Defense +2 (to all saving</p><p>throws vs. divine spells).</p><p></p><p>Level 15 Special Ability:</p><p>Fighter bonus feat (excluding weapon</p><p>specialization).</p><p></p><p>Lesser planar ally (1/day, but no</p><p>return service is required by the outsider</p><p>summoned).</p><p></p><p>Level 18 Special Abilities:</p><p>Fighter bonus feat (excluding weapon</p><p>specialization).</p><p></p><p>Sacred Defense +3 (to all saving</p><p>throws vs. divine spells).</p><p></p><p>Level 20 Special Ability:</p><p>Transcendence: Through long association with</p><p>his deity’s outsider servants, and direct</p><p>intervention by his deity, the paladin transcends</p><p>his mortal form and becomes a divine creature.</p><p>His type changes to outsider, which means that</p><p>he acquires certain immunities and</p><p>vulnerabilities based on his type (see Native</p><p>Outsider, under the planetouched race</p><p>description). </p><p> Upon achieving transcendence, the paladin’s</p><p>appearance always undergoes a minor physical</p><p>change appropriate to his alignment and deity.</p><p>For example, his eyes may glow with golden</p><p>light. Anyone who shares the paladin’s patron</p><p>deity, including outsider servants of his patron,</p><p>immediately recognize his transcendent nature,</p><p>and he gains a +2 bonus on all Charisma-based</p><p>skill and ability checks in regard to these</p><p>creatures. </p><p></p><p>_______________________________________</p><p></p><p>ANTI-PALADIN/PALADIN SPELLS PER DAY:</p><p>NOTE: Where 0+1 spells are given, that means the character only </p><p>gets bonus spells (from high WIS) plus his domain spell. A character without a bonus spell receives only a domain spell. </p><p></p><p>4th Level: 0+1 1st level spells</p><p>5th Level: 0+1 1st level spells</p><p>6th Level: 1+1 1st level spells</p><p>7th Level: 1+1 1st level spells, 0+1 2nd level</p><p>spells</p><p>8th level: 1+1 1st level spells, 0+1 2nd level</p><p>spells</p><p>9th level: 1+1 1st level spells, 1+1 2nd level</p><p>spells</p><p>10th level: 1+1 1st level spells, 1+1 2nd level</p><p>spells, 0+1 3rd level spells</p><p>11th level: 2+1 1st level spells, 1+1 2nd level</p><p>spells, 0+1 3rd level spells</p><p>12th level: 2+1 1st level spells, 1+1 2nd level</p><p>spells, 1+1 3rd level spells</p><p>13th level: 2+1 1st level spells, 1+1 2nd level</p><p>spells, 1+1 3rd level spells, 0+1 4th level spells</p><p>14th level: 2+1 1st level spells, 2+1 2nd level</p><p>spells, 1+1 3rd level spells, 0+1 4th level spells</p><p>15th level: 2+1 1st level spells, 2+1 2nd level</p><p>spells, 1+1 3rd level spells, 1+1 4th level spells</p><p>16th level: 3+1 1st level spells, 2+1 2nd level</p><p>spells, 2+1 3rd level spells, 1+1 4th level spells</p><p>17th level: 3+1 1st level spells, 3+1 2nd level</p><p>spells, 2+1 3rd level spells, 1+1 4th level spells</p><p>18th level: 3+1 1st level spells, 3+1 2nd level</p><p>spells, 2+1 3rd level spells, 2+1 4th level spells</p><p>19th level: 3+1 1st level spells, 3+1 2nd level</p><p>spells, 3+1 3rd level spells, 2+1 4th level spells</p><p>20th level: 4+1 1st level spells, 3+1 2nd level</p><p>spells, 3+1 3rd level spells, 3+1 4th level spells</p></blockquote><p></p>
[QUOTE="Kaptain_Kantrip, post: 57859, member: 546"] Please critique these two classes for balance/fun issues. NOTE: Differences between this version and prior versions I recently posted to House Rules include fighter bonus feats every three levels beginning at 6th, staggered advancement of the Sacred Defense ability (+1 every 6 levels), more generous use of endurance spell, removal of dispel magic at 12th level and moving Transcendence to 20th level from 18th. My co-DM thought the last version was still *TOO WEAK* and had no reason to advance past 6th level, so here is the new version... ________________________________________ ANTI-PALADIN (core class) Ambition, Greed, Lust. These are the three main qualities of the anti-paladin. Few are corrupt or mad enough to walk the anti-paladin’s path, but those few are rewarded with the power to fulfil their twisted desires with unholy power from dark gods. The anti-paladin is nothing short of a mortal fiend. Adventures: Anti-paladins take their adventures as excellent opportunities to advance the agenda of their evil god and/or personal goals to gain power and wealth. They will fight to the death if backed into a corner with no hope of escape, but prefer to sacrifice their companions or take hostages to use as human shields if that will allow them to flee. An anti-paladin has a long memory and will plot terrible vengeance upon those who force him to abandon an adventure or mission. Characteristics: Divine power protects the anti-paladin and gives him special powers. It wards off harm and engenders an unnatural aura of despair and menace around the anti-paladin. Finally, the anti-paladin can also use this power to destroy others. Eventually, this power draws a mighty steed to the anti-paladin and imbues that mount with strength, intelligence and magical protection. Alignment: Anti-paladins must be of an evil alignment, and they lose their divine powers if they deviate from it. Additionally, an anti-paladin swears to follow a code of conduct that is in accordance with their alignment. Religion: Anti-Paladins need not devote themselves to a single deity. Devotion to evil is enough for most. Those who align themselves with particular religions form a strong defensive arm of the church. Anti-paladins devoted to a god are scrupulous in observing religious duties and are welcome in every associated temple. Background: Anti-paladins come in two molds: the first are evil warriors who make a pact with an evil deity, demon or devil in exchange for their power; the second are those who are chosen by an evil deity, demon or devil at birth to become their champion. Races: Humans, with their ambitious, power hungry souls make the best and most frequently encountered anti-paladins. Other Classes: Anti-paladins see themselves as superior to all other classes and act accordingly. They generally see other anti-paladins as rivals, but may develop some degree of comraderie if they share the same religion and/or goals; otherwise, they avoid each other. They get along best with clerics and fighters of their own religion. They hate paladins and clerics of good alignment; an anti-paladin will try to kill them at the earliest and most convenient opportunity if possible. This does not mean they will attack them on sight or even directly, but they will plot their ruin and/or murder, possibly sending anonymous underlings out to accomplish the task, kidnapping their family, or by poisoning them at an otherwise innocuous dinner party. Abilities: Charisma increases the anti-paladin’s self-protective abilities and undead commanding. Strength is important for an anti-paladin because of its role in combat. A Wisdom score of 14 or higher is required to get access to the most powerful anti-paladin spells, and a score of 11 or higher is required to cast any anti-paladin spells at all. Alignment: Any evil. Hit Die: d10. Class Skills: Bluff (Cha), Concentration (Con), Craft (Int), Diplomacy (Cha), Gather Information (Cha), Handle Animal (Cha), Heal (Wis), Intimidate (Cha), Knowledge (Religion) (Int), Knowledge (Undead) (Int), Profession (Wis), Ride (Dex), Sense Motive (Wis). Skill Points at 1st Level: (2 + Int modifier) x4. Skill Points at Each Additional Level: 2 + Int modifer. Weapons and Armor: Anti-Paladins are proficient with all Simple and Martial Weapons, and with Light, Medium and Heavy armor and Shields. Base Attack Bonus: As Fighter. Saving Throws: As Cleric. Anti-paladins receive a number of special abilities at levels 1-6 and at every three levels thereafter. Level 1 Special Abilities: detect evil/good/undead (at will), Divine Grace (as paladin), Divine Health (as paladin), Poison Use (as blackguard). Level 2 Special Abilities: Frightful Presence: Once per round you can, as a free action, use your Frightful Presence. All opponents within 30 ft. who have fewer levels than you must make a Will save (DC 10 + class level + Cha modifier. An opponent who fails the save is shaken, suffering a -2 penalty to attack rolls, saves and skill checks) for a number of rounds equal to 1d6 + your Cha modifier. Heroic Surge: You may take an extra partial action in a round, either before or after your regular actions. You can use this ability a number of times per day, depending on your level, but never more than once per round. 1st-4th level: 1/day; 5th-8th level: 2/day; 9th-12th level: 3/day; 13th-16th level: 4/day; 17th-20th level: 5/day. Level 3 Special Abilities: Command Undead (3/day) Endurance (1/day as cleric of your class level). Level 4 Special Ability: Spell Use (as paladin but uses the blackguard list) + access to one clerical domain of the anti-paladin’s choice (must be offered by his deity). Level 5 Special Ability: Special Mount. Level 6 Special Abilities: Fighter bonus feat (excluding weapon specialization). Sacred Defense +1 (to all saving throws vs. divine spells). Level 9 Special Abilities: Fighter bonus feat (excluding weapon specialization). Special Mount gains the Fiendish template. Level 12 Special Abilities: Fighter bonus feat (excluding weapon specialization). Sacred Defense +2 (to all saving throws vs. divine spells). Level 15 Special Abilities: Fighter bonus feat (excluding weapon specialization). Lesser planar ally (1/day, but no return service is required by the outsider summoned). Level 18 Special Abilities: Fighter bonus feat (excluding weapon specialization). Sacred Defense +3 (to all saving throws vs. divine spells). Level 20 Special Ability: Transcendence: Through long association with his deity’s fiendish servants, and direct intervention by his deity, the anti-paladin transcends his mortal form and becomes a divine creature. His type changes to outsider, which means that he acquires certain immunities and vulnerabilities based on his type (see Native Outsider, under the planetouched race description). Upon achieving transcendence, the anti-paladin’s appearance always undergoes a minor physical change appropriate to his alignment and deity. For example, small horns may sprout from his forehead or his eyes may glow red or become like those of a serpent. Anyone who shares the anti-paladin’s patron deity, including outsider servants of his patron, immediately recognize his transcendent nature, and he gains a +2 bonus on all Charisma-based skill and ability checks in regard to these creatures. _________________________________________ PALADIN (variant core class) Abilities: Charisma increases the paladin’s self-protective abilities and undead turning. Strength is important for an 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 paladin spells at all. Alignment: Any good. Hit Die: d10. Class Skills: Concentration (Con), Craft (Int), Diplomacy (Cha), Gather Information (Cha), Handle Animal (Cha), Heal (Wis), Intimidate (Cha), Knowledge (Religion) (Int), Knowledge (Undead) (Int), Profession (Wis), Ride (Dex), Sense Motive (Wis), Spot (Wis). Skill Points at 1st Level: (2 + Int modifier) x4. Skill Points at Each Additional Level: 2 + Int modifer. Base Attack Bonus: As Fighter. Saving Throws: As Cleric. Paladins receive a number of special abilities at levels 1-6 and at every three levels thereafter. Level 1 Special Abilities: detect evil/good/undead (at will) Divine Grace, Divine Health, Lay on Hands. Level 2 Special Abilities: Aura of Courage: The paladin is immune to fear and all allies within 10 ft. of the paladin gain a +4 morale bonus to saving throws vs. fear. Heroic Surge: You may take an extra partial action in a round, either before or after your regular actions. You can use this ability a number of times per day, depending on your level, but never more than once per round. 1st-4th level: 1/day; 5th-8th level: 2/day; 9th-12th level: 3/day; 13th-16th level: 4/day; 17th-20th level: 5/day. Level 3 Special Abilities: Turn Undead (3/day) Endurance (1/day as a cleric of your class level). Level 4 Special Ability: Spell Use (as paladin) + access to one clerical domain of the paladin’s choice (must be offered by his deity). Level 5 Special Ability: Special Mount. Level 6 Special Ability: Fighter bonus feat (excluding weapon specialization). Sacred Defense +1 (to all saving throws vs. divine spells). Level 9 Special Ability: Fighter bonus feat (excluding weapon specialization). Special Mount gains the Celestial template. Level 12 Special Ability: Fighter bonus feat (excluding weapon specialization). Sacred Defense +2 (to all saving throws vs. divine spells). Level 15 Special Ability: Fighter bonus feat (excluding weapon specialization). Lesser planar ally (1/day, but no return service is required by the outsider summoned). Level 18 Special Abilities: Fighter bonus feat (excluding weapon specialization). Sacred Defense +3 (to all saving throws vs. divine spells). Level 20 Special Ability: Transcendence: Through long association with his deity’s outsider servants, and direct intervention by his deity, the paladin transcends his mortal form and becomes a divine creature. His type changes to outsider, which means that he acquires certain immunities and vulnerabilities based on his type (see Native Outsider, under the planetouched race description). Upon achieving transcendence, the paladin’s appearance always undergoes a minor physical change appropriate to his alignment and deity. For example, his eyes may glow with golden light. Anyone who shares the paladin’s patron deity, including outsider servants of his patron, immediately recognize his transcendent nature, and he gains a +2 bonus on all Charisma-based skill and ability checks in regard to these creatures. _______________________________________ ANTI-PALADIN/PALADIN SPELLS PER DAY: NOTE: Where 0+1 spells are given, that means the character only gets bonus spells (from high WIS) plus his domain spell. A character without a bonus spell receives only a domain spell. 4th Level: 0+1 1st level spells 5th Level: 0+1 1st level spells 6th Level: 1+1 1st level spells 7th Level: 1+1 1st level spells, 0+1 2nd level spells 8th level: 1+1 1st level spells, 0+1 2nd level spells 9th level: 1+1 1st level spells, 1+1 2nd level spells 10th level: 1+1 1st level spells, 1+1 2nd level spells, 0+1 3rd level spells 11th level: 2+1 1st level spells, 1+1 2nd level spells, 0+1 3rd level spells 12th level: 2+1 1st level spells, 1+1 2nd level spells, 1+1 3rd level spells 13th level: 2+1 1st level spells, 1+1 2nd level spells, 1+1 3rd level spells, 0+1 4th level spells 14th level: 2+1 1st level spells, 2+1 2nd level spells, 1+1 3rd level spells, 0+1 4th level spells 15th level: 2+1 1st level spells, 2+1 2nd level spells, 1+1 3rd level spells, 1+1 4th level spells 16th level: 3+1 1st level spells, 2+1 2nd level spells, 2+1 3rd level spells, 1+1 4th level spells 17th level: 3+1 1st level spells, 3+1 2nd level spells, 2+1 3rd level spells, 1+1 4th level spells 18th level: 3+1 1st level spells, 3+1 2nd level spells, 2+1 3rd level spells, 2+1 4th level spells 19th level: 3+1 1st level spells, 3+1 2nd level spells, 3+1 3rd level spells, 2+1 4th level spells 20th level: 4+1 1st level spells, 3+1 2nd level spells, 3+1 3rd level spells, 3+1 4th level spells [/QUOTE]
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