Menu
News
All News
Dungeons & Dragons
Level Up: Advanced 5th Edition
Pathfinder
Starfinder
Warhammer
2d20 System
Year Zero Engine
Industry News
Reviews
Dragon Reflections
White Dwarf Reflections
Columns
Weekly Digests
Weekly News Digest
Freebies, Sales & Bundles
RPG Print News
RPG Crowdfunding News
Game Content
ENterplanetary DimENsions
Mythological Figures
Opinion
Worlds of Design
Peregrine's Nest
RPG Evolution
Other Columns
From the Freelancing Frontline
Monster ENcyclopedia
WotC/TSR Alumni Look Back
4 Hours w/RSD (Ryan Dancey)
The Road to 3E (Jonathan Tweet)
Greenwood's Realms (Ed Greenwood)
Drawmij's TSR (Jim Ward)
Community
Forums & Topics
Forum List
Latest Posts
Forum list
*Dungeons & Dragons
Level Up: Advanced 5th Edition
D&D Older Editions, OSR, & D&D Variants
*TTRPGs General
*Pathfinder & Starfinder
EN Publishing
*Geek Talk & Media
Search forums
Chat/Discord
Resources
Wiki
Pages
Latest activity
Media
New media
New comments
Search media
Downloads
Latest reviews
Search resources
EN Publishing
Store
EN5ider
Adventures in ZEITGEIST
Awfully Cheerful Engine
What's OLD is NEW
Judge Dredd & The Worlds Of 2000AD
War of the Burning Sky
Level Up: Advanced 5E
Events & Releases
Upcoming Events
Private Events
Featured Events
Socials!
EN Publishing
Twitter
BlueSky
Facebook
Instagram
EN World
BlueSky
YouTube
Facebook
Twitter
Twitch
Podcast
Features
Top 5 RPGs Compiled Charts 2004-Present
Adventure Game Industry Market Research Summary (RPGs) V1.0
Ryan Dancey: Acquiring TSR
Q&A With Gary Gygax
D&D Rules FAQs
TSR, WotC, & Paizo: A Comparative History
D&D Pronunciation Guide
Million Dollar TTRPG Kickstarters
Tabletop RPG Podcast Hall of Fame
Eric Noah's Unofficial D&D 3rd Edition News
D&D in the Mainstream
D&D & RPG History
About Morrus
Log in
Register
What's new
Search
Search
Search titles only
By:
Forums & Topics
Forum List
Latest Posts
Forum list
*Dungeons & Dragons
Level Up: Advanced 5th Edition
D&D Older Editions, OSR, & D&D Variants
*TTRPGs General
*Pathfinder & Starfinder
EN Publishing
*Geek Talk & Media
Search forums
Chat/Discord
Menu
Log in
Register
Install the app
Install
Upgrade your account to a Community Supporter account and remove most of the site ads.
Rocket your D&D 5E and Level Up: Advanced 5E games into space! Alpha Star Magazine Is Launching... Right Now!
Community
General Tabletop Discussion
*TTRPGs General
A New Paladin
JavaScript is disabled. For a better experience, please enable JavaScript in your browser before proceeding.
You are using an out of date browser. It may not display this or other websites correctly.
You should upgrade or use an
alternative browser
.
Reply to thread
Message
<blockquote data-quote="StreamOfTheSky" data-source="post: 4629073" data-attributes="member: 35909"><p>I spread out the early bonuses a little to make dipping less profitable, made remove disease into a much more varied and useful ability "remove affliction," and made some of the benefits to allies greater if they were good aligned, to make for a "soft encouragement" of a paladin player to other PCs to be good (to accompany a much softer and less restrictive code of conduct that even allows knowingly associating with evil creatures if you think it has the potential to lead them away from their path). I suppose it's still kind of bland and weak in the end, I'm not sure what else to give. I made up a variant class feature for the mount before such things were in great quantity. Now that there's several kick ass alternatives to the mount in splat books, I suppose I could just roll the variant benefits into the class itself.</p><p></p><p>[sblock]• 1st level: Aura of good, detect evil, smite evil 1/day (and follows the same progression), and Turn Undead (uses equal to Charisma bonus + Paladin level / 4)</p><p>• 2nd level: Divine Grace, lay on hands</p><p>• 3rd level: Fearless (Ex), divine health (Su)</p><p>• 4th level: Paladin becomes a spellcaster, with a caster level equal to his Paladin level*.</p><p>• 5th level: Celestial Influence (see below)</p><p>• 6th level: Remove Affliction (Su) 1/week (and follows same progression as Remove Disease). Remove Affliction can be used to cure diseases, poisons, curses, paralysis, blindness, deafness, mind-affecting abilities (fear, compulsions, etc…), or to create the effect of a Lesser Restoration spell. If used to reverse a spell or spell-like ability, this ability only cures effects of spells 4th level or lower. If used on a non-good creature, the Paladin must make a level check ( d20 + Paladin level) against a DC equal to 10 + HD of the target. This automatically fails when used on an evil creature. Remove Affliction is a standard action.</p><p>• 7th level: Heroic Aura – The Paladin and all good allies within 10 feet gain a +4 morale bonus to all saves against mind-affecting abilities. The bonus is +2 for non-evil allies.</p><p>• 11th level: Improved Remove Affliction – Remove Affliction can cure effects of spells up to 7th level and can create the effect of a Restoration spell.</p><p>• 16th level: Greater Remove Affliction – Remove Affliction can cure effects of any non-epic spell, and can create the effect of a Greater Restoration spell. Use of this ability remains a standard action, and requires no XP component in any of its uses.</p><p>• Humans and half-elves may multiclass freely with Paladin levels</p><p></p><p>Code of Conduct: The exact details of what an individual Paladin’s code entails needs to be discussed between the player and DM and should be influenced by deity and background. The only general rule is that the Paladin is stripped of his class abilities only by ceasing to be either lawful or good in alignment, similarly to how many other classes with alignment restrictions cease to advance in their class for losing their alignment. Also in general, the Paladin is usually expected to act as an example of goodness for others to follow rather than to actively convert people or shun association with evil people. In fact, many great paladins seek out “weak-willed” (evil) people to demonstrate the immaterial rewards of living a virtuous life. To bring a willing subject into the light, casting away his dark past, is considered a greater achievement than slaying a hundred evil beings.</p><p></p><p>Celestial Influence: At 5th level, the paladin realizes a connection to the Celestial planes. The default is to grant a special mount, but the Paladin may forgo this and instead be imbued with Celestial power. He then gains the following:</p><p></p><p> 5th level - Shield Caster (Ex): The Paladin may channel divine energy through his shield and treat his spells as if they have no somatic components, but only while wielding a shield.</p><p> 11th level – Repulse Damnation (Sp): Once per day, as a free action that does not provoke attacks of opportunity, the Paladin may invoke a protective aura that grants him SR of 12 + Paladin level. This only protects him against any spell or spell-like ability cast by an evil creature or that has the evil or negative energy descriptors, such as Harm. The aura persists for a number of minutes equal to the Paladin’s Charisma bonus, and may be extended for an extra minute for each use of Turn Undead the Paladin wishes to expend. The choice to expend a use of Turn Undead need not be made until the round the aura is to end and each expenditure is chosen individually each time the (new) duration is set to expire.</p><p> 17th level – Heaven’s Wrath (Ex): Each time the Paladin successfully uses a Smite Evil attempt, there is a 1% chance per Paladin level, maximum 20%^, that the use of Smite Evil is retained. Smite Evil still can only be used once per round.</p><p>*I also allow this for Rangers, Hexblades, etc...</p><p>^I capped it at level 20, but is kinda lame to cap so fast. I suppose it'd be balanced to never stop improving. Not like 50% recovery rate on Smite Evil will be a major concern at level 50...[/sblock]</p><p></p><p></p><p></p><p><strong><em><u>REALLY?</u></em></strong></p></blockquote><p></p>
[QUOTE="StreamOfTheSky, post: 4629073, member: 35909"] I spread out the early bonuses a little to make dipping less profitable, made remove disease into a much more varied and useful ability "remove affliction," and made some of the benefits to allies greater if they were good aligned, to make for a "soft encouragement" of a paladin player to other PCs to be good (to accompany a much softer and less restrictive code of conduct that even allows knowingly associating with evil creatures if you think it has the potential to lead them away from their path). I suppose it's still kind of bland and weak in the end, I'm not sure what else to give. I made up a variant class feature for the mount before such things were in great quantity. Now that there's several kick ass alternatives to the mount in splat books, I suppose I could just roll the variant benefits into the class itself. [sblock]• 1st level: Aura of good, detect evil, smite evil 1/day (and follows the same progression), and Turn Undead (uses equal to Charisma bonus + Paladin level / 4) • 2nd level: Divine Grace, lay on hands • 3rd level: Fearless (Ex), divine health (Su) • 4th level: Paladin becomes a spellcaster, with a caster level equal to his Paladin level*. • 5th level: Celestial Influence (see below) • 6th level: Remove Affliction (Su) 1/week (and follows same progression as Remove Disease). Remove Affliction can be used to cure diseases, poisons, curses, paralysis, blindness, deafness, mind-affecting abilities (fear, compulsions, etc…), or to create the effect of a Lesser Restoration spell. If used to reverse a spell or spell-like ability, this ability only cures effects of spells 4th level or lower. If used on a non-good creature, the Paladin must make a level check ( d20 + Paladin level) against a DC equal to 10 + HD of the target. This automatically fails when used on an evil creature. Remove Affliction is a standard action. • 7th level: Heroic Aura – The Paladin and all good allies within 10 feet gain a +4 morale bonus to all saves against mind-affecting abilities. The bonus is +2 for non-evil allies. • 11th level: Improved Remove Affliction – Remove Affliction can cure effects of spells up to 7th level and can create the effect of a Restoration spell. • 16th level: Greater Remove Affliction – Remove Affliction can cure effects of any non-epic spell, and can create the effect of a Greater Restoration spell. Use of this ability remains a standard action, and requires no XP component in any of its uses. • Humans and half-elves may multiclass freely with Paladin levels Code of Conduct: The exact details of what an individual Paladin’s code entails needs to be discussed between the player and DM and should be influenced by deity and background. The only general rule is that the Paladin is stripped of his class abilities only by ceasing to be either lawful or good in alignment, similarly to how many other classes with alignment restrictions cease to advance in their class for losing their alignment. Also in general, the Paladin is usually expected to act as an example of goodness for others to follow rather than to actively convert people or shun association with evil people. In fact, many great paladins seek out “weak-willed” (evil) people to demonstrate the immaterial rewards of living a virtuous life. To bring a willing subject into the light, casting away his dark past, is considered a greater achievement than slaying a hundred evil beings. Celestial Influence: At 5th level, the paladin realizes a connection to the Celestial planes. The default is to grant a special mount, but the Paladin may forgo this and instead be imbued with Celestial power. He then gains the following: 5th level - Shield Caster (Ex): The Paladin may channel divine energy through his shield and treat his spells as if they have no somatic components, but only while wielding a shield. 11th level – Repulse Damnation (Sp): Once per day, as a free action that does not provoke attacks of opportunity, the Paladin may invoke a protective aura that grants him SR of 12 + Paladin level. This only protects him against any spell or spell-like ability cast by an evil creature or that has the evil or negative energy descriptors, such as Harm. The aura persists for a number of minutes equal to the Paladin’s Charisma bonus, and may be extended for an extra minute for each use of Turn Undead the Paladin wishes to expend. The choice to expend a use of Turn Undead need not be made until the round the aura is to end and each expenditure is chosen individually each time the (new) duration is set to expire. 17th level – Heaven’s Wrath (Ex): Each time the Paladin successfully uses a Smite Evil attempt, there is a 1% chance per Paladin level, maximum 20%^, that the use of Smite Evil is retained. Smite Evil still can only be used once per round. *I also allow this for Rangers, Hexblades, etc... ^I capped it at level 20, but is kinda lame to cap so fast. I suppose it'd be balanced to never stop improving. Not like 50% recovery rate on Smite Evil will be a major concern at level 50...[/sblock] [b][i][u]REALLY?[/u][/i][/b][i][u][/u][/i][u][/u] [/QUOTE]
Insert quotes…
Verification
Post reply
Community
General Tabletop Discussion
*TTRPGs General
A New Paladin
Top