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Anyone know a good alternate Paladin?
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<blockquote data-quote="The Great Bear King" data-source="post: 2350911" data-attributes="member: 21850"><p>How about this alternative?</p><p></p><p><span style="font-size: 15px">Paladin</span></p><p></p><p>Alignment: Lawful good.</p><p>Hit Die: d10.</p><p></p><p>Class Skills</p><p>As core paladin.</p><p>Skill Points: As core paladin.</p><p></p><p><strong><span style="font-size: 15px">Class Features</span></strong></p><p></p><p>All of the following are class features of the paladin.</p><p>Weapon and Armor Proficiency: Paladins are proficient with</p><p>all simple and martial weapons, with all types of armor</p><p>(heavy, medium, and light), and with shields (except</p><p>tower shields).</p><p></p><p>Aura of Good (Ex): The power of a paladin's aura of good</p><p>(see the detect good spell) is equal to her paladin level.</p><p></p><p>Smite Evil (Su): Once per day, a paladin may attempt to</p><p>smite evil with one normal melee attack. She adds her</p><p>Charisma bonus (if any) to her attack roll and deals 1</p><p>extra point of damage per paladin level. If the paladin</p><p>accidentally smites a creature that is not evil, the smite</p><p>has no effect, but the ability is still used up for that day.</p><p>At 5th level, and at every five levels thereafter, the paladin</p><p>may smite evil one additional time per day, as indicated</p><p>on Table: The Paladin, to a maximum of fifteen times</p><p>per day at 60th level.</p><p></p><p>Divine Grace (Su): At 2nd level, a paladin gains a bonus</p><p>equal to her Charisma bonus (if any) on all saving</p><p>throws.</p><p></p><p>Aura of Courage (Su): Beginning at 3rd level, a paladin is</p><p>immune to fear (magical or otherwise). Each ally within</p><p>10 feet of her gains a +4 morale bonus on saving throws</p><p>against fear effects.</p><p>This ability functions while the paladin is conscious, but</p><p>not if she is unconscious or dead.</p><p></p><p>Divine Health (Ex): At 3rd level, a paladin gains immunity to</p><p>all diseases, including supernatural and magical diseases.</p><p></p><p>Turn Undead (Su):When a paladin reaches 4th level, she</p><p>gains the supernatural ability to turn undead. She may</p><p>use this ability a number of times per day equal to 3 + her</p><p>Willpower modifier. She turns undead as a cleric of three</p><p>levels lower would.</p><p></p><p>Spells: Beginning at 9th level, a paladin gains the ability to</p><p>cast a small number of divine spells, which are drawn</p><p>from the Law, Good, War, Protection, and Healing Domains up to level four. </p><p>At 9th level and higher, her caster level is his or her paladin level -8.</p><p></p><p>Paladin Spells: </p><p>Level 0-Law: Detect Law and Detect Chaos; Good: Virtue, Purify Food and Drink; War: Guidance, Badger’s Strength; Protection: Resistance; Healing: Cure Minor Wounds</p><p>Level 1-Law: Protection from Chaos, Summon Monster I*; Good: Protection from Evil, Bless Water, Summon Monster I**; War: Magic Weapon, Bane, Bless, Divine Favor, Doom, Shield of Faith; Protection: Sanctuary; Healing: Cure Light Wounds; Protection and War: Shield of Faith</p><p>Level 2-Law: Calm Emotions, Align Weapon, Summon Monster III*; Good: Aid, Align Weapon, Consecrate, Summon Monster II**; War: Spiritual Weapon, Bear's Endurance, Bull’s Strength, Status; Protection: Shield Other; Healing: Cure Moderate Wounds, Delay Poison, Lesser Restoration, Remove Paralysis</p><p>Level 3-Law: Magic Circle against Chaos, Summon Monster III*:; Good: Magic Circle against Evil, Helping Hand, Summon Monster III**; War: Magic Vestment, Prayer; Protection: Protection from Energy; Glyph of Warding; Healing: Cure Serious Wounds</p><p>Level 4-Law: Lesser Planar Ally*, Order's Wrath, Summon Monster IV*; Good: Holy Smite, Lesser Planar AllyT, Summon Monster IV**; War: Divine Power, Greater Magic Weapon; Protection: Spell Immunity; Healing: Cure Critical Wounds, Neutralize Poison, Restoration.</p><p>*Cast as a Law spell only.</p><p>**Cast as a Good spell only.</p><p></p><p>Favored Enemy (Ex): At 5th level, a paladin may select a type</p><p>of creature from among those given on Table: Paladin</p><p>Favored Enemies. The ranger gains a +2 bonus on Bluff,</p><p>Listen, Sense Motive, Spot, and Survival checks when</p><p>using these skills against creatures of this type. Likewise,</p><p>he gets a +2 bonus on weapon damage rolls against such</p><p>creatures.</p><p>At 10th level and every five levels thereafter (15th, 20th,</p><p>and upward), the paladin may select an additional favored</p><p>enemy from those given on the table. In addition, at</p><p>each such interval, the bonus against any one favored</p><p>enemy (including the one just selected, if so desired)</p><p>increases by 2.</p><p>If the paladin chooses humanoids or outsiders as a favored</p><p>enemy, he must also choose an associated subtype, as</p><p>indicated on the table. If a specific creature falls into</p><p>more than one category of favored enemy, the paladin's</p><p>bonuses do not stack; he simply uses whichever bonus is</p><p>higher.</p><p></p><p><strong><span style="font-size: 15px">Paladin favored enemies:</span></strong></p><p></p><p>Aberration </p><p>Animal </p><p>Beast</p><p>Magical beast</p><p>Construct </p><p>Dragon </p><p>Ooze</p><p>Elemental </p><p>Fey </p><p>Giant </p><p>Monstrous humanoid</p><p>Humanoid (reptilian)</p><p>Humanoid (aquatic) </p><p>Humanoid (dwarf) </p><p>Humanoid (half-elf)</p><p>Humanoid (goblinoid) </p><p>Humanoid (gnoll) </p><p>Humanoid (gnome) </p><p>Humanoid (halfling) </p><p>Humanoid (human) </p><p>Humanoid (orc) </p><p>Vermin</p><p>Undead</p><p>Plant</p><p>Outsider (air)</p><p>Outsider (earth)</p><p>Outsider (water)</p><p>Outsider (fire)</p><p>Outsider (evil)</p><p>Outsider (chaotic)</p><p>Outsider (native)</p><p></p><p></p><p>Special Mount (Sp): As core paladin.</p><p></p><p>Chill of the Heavens (Su): Beginning at 22nd </p><p>level the paladin may call a heavenly blast of </p><p>cold . This is equal to a cold of </p><p>cone cast by a theurgist (or sorcerer depending </p><p>upon your terminology) of equal level. This calls for one use of smite evil.</p><p></p><p>Holy Stasis (Su): Starting at 27th level, a paladin can call </p><p>upon the power of both holiness and order to paralyze an evil foe.</p><p>He can use this holy status attack at 27th level, and he must announce </p><p>her intent before making her attack roll. Constructs, oozes, </p><p>plants, undead, incorporeal creatures,</p><p>and creatures immune to critical hits cannot be affected.</p><p>Otherwise, if the paladin strikes successfully and the target</p><p>takes damage from the blow, the holy status attack</p><p>succeeds. Thereafter the paladin can try to paralyze the victim</p><p>at any later time, as long as the attempt is made within a</p><p>number of days equal to his paladin level. To make such</p><p>an attempt, the paladin merely wills the target to become </p><p>stiff and ridged (a free action), and unless the target makes </p><p>a Fortitude saving throw, the victim is paralyzed. If the saving</p><p>throw is successful, the target is no longer in danger from that</p><p>particular holy status attack, but it may still be affected by another</p><p>one at a later time. This calls for two uses of smite evil per day when using this power.</p><p></p><p><strong><span style="font-size: 15px">Holy Stasis table:</span></strong></p><p>Lawful or Neutral Evil DC 10 + 1/2 the paladin's level + the paladin's Wis modifier.</p><p>Chaotic Evil or vile Lawful or Neutral Evil DC 10 + 1 per paladin level + the paladin's Wis</p><p>modifier</p><p>Vile Chaotic Evil or Lawful or Neutral Evil with evil brand DC 10 + 2 per paladin level + the paladin's Wis modifier</p><p>Chaotic Evil with Evil Brand DC 10 + 3 per paladin level + the paladin's Wis modifier</p><p></p><p>Slay Foe (Ex): At Epic levels a freedom fighter my gain the feat Death of Enemies. Instead of the one of the prerequisites being 30 ranks in Knowledge (Nature), the skill prerequisite is 30 ranks in Knowledge (Tactics).</p><p></p><p>Code of Conduct: A paladin must be of Lawful Good alignment</p><p>and loses all class abilities if she ever willingly commits an evil act.</p><p>Additionally, a paladin's code requires that she respect</p><p>legitimate authority, act with honor (not lying, not cheating,</p><p>not using poison, and so forth), help those in need</p><p>(provided they do not use the help for evil or chaotic</p><p>ends), and punish those who harm or threaten innocents.</p><p>Associates: While she may adventure with characters of any</p><p>good or neutral alignment, a paladin will never knowingly</p><p>associate with evil characters, nor will she continue</p><p>an association with someone who consistently offends</p><p>her moral code. A paladin may accept only henchmen,</p><p>followers, or cohorts who are lawful good.</p><p></p><p><span style="font-size: 15px"><strong>Ex-Paladins</strong></span></p><p></p><p>A paladin who ceases to be lawful good, who willfully</p><p>commits an evil act or chaotic act, or who grossly violates the code of conduct</p><p>loses all paladin spells and abilities (including the service</p><p>of the paladin's mount, but not weapon, armor, and shield</p><p>proficiencies). She may not progress any farther in levels as</p><p>a paladin. She regains her abilities and advancement potential</p><p>if she atones for her violations (see the atonement spell</p><p>description), as appropriate.</p><p></p><p><span style="font-size: 15px"><strong>The Paladin’s Mount</strong></span></p><p>As core paladin.</p><p></p><p><strong><span style="font-size: 18px">Alternatives to The Paladin’s Mount and or Armor Proficiencies</span></strong></p><p></p><p><span style="font-size: 15px">Mystic Knight</span></p><p>Instead of the typical mount and armor proficiencies the paladin my may opt for the domain abilities of the Knowledge Domain and gain some monk like abilities.</p><p></p><p>AC Bonus (Ex): as core monk</p><p></p><p> 1st Flurry of blows.</p><p> 2nd Evasion.</p><p> 3rd Still mind.</p><p> 4th Slow fall 20 ft.</p><p> 5th Purity of body.</p><p> 6th Slow fall 30 ft.</p><p> 7th Wholeness of body.</p><p> 8th Slow fall 40 ft.</p><p> 9th Improved evasion.</p><p>10th Ki strike (lawful), slow fall 50 ft.</p><p>11th Diamond body, greater flurry.</p><p>12th Abundant step, slow fall 60 ft.</p><p>13th Diamond soul.</p><p>14th Slow fall 70 ft.</p><p>16th Ki strike (Good), Slow fall 80 ft.</p><p>17thTimeless body.</p><p>18th Slow fall 90 ft.</p><p>19th Empty body.</p><p>20th Perfect self, slow fall any distance.</p><p></p><p><span style="font-size: 15px"><strong>Multi-class Options</strong></span></p><p>May multi-class freely with any psionic class, alchemist (core wizard variant), gifted (celestial warlock), and any good priest (that can be lawful). As well as any paladin Prestige Class, or any non-evil, non-chaotic, Prestige Class of the classes that the mystic knight may multi-class into.</p></blockquote><p></p>
[QUOTE="The Great Bear King, post: 2350911, member: 21850"] How about this alternative? [SIZE=4]Paladin[/SIZE] Alignment: Lawful good. Hit Die: d10. Class Skills As core paladin. Skill Points: As core paladin. [B][SIZE=4]Class Features[/SIZE][/B] All of the following are class features of the paladin. Weapon and Armor Proficiency: Paladins are proficient with all simple and martial weapons, with all types of armor (heavy, medium, and light), and with shields (except tower shields). Aura of Good (Ex): The power of a paladin's aura of good (see the detect good spell) is equal to her paladin level. Smite Evil (Su): Once per day, a paladin may attempt to smite evil with one normal melee attack. She adds her Charisma bonus (if any) to her attack roll and deals 1 extra point of damage per paladin level. If the paladin accidentally smites a creature that is not evil, 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 evil one additional time per day, as indicated on Table: The Paladin, to a maximum of fifteen times per day at 60th level. Divine Grace (Su): At 2nd level, a paladin gains a bonus equal to her Charisma bonus (if any) on all saving throws. Aura of Courage (Su): Beginning at 3rd level, a paladin is immune to fear (magical or otherwise). Each ally within 10 feet of her gains a +4 morale bonus on saving throws against fear effects. This ability functions while the paladin is conscious, but not if she is unconscious or dead. Divine Health (Ex): At 3rd level, a paladin gains immunity to all diseases, including supernatural and magical diseases. Turn Undead (Su):When a paladin reaches 4th level, she gains the supernatural ability to turn undead. She may use this ability a number of times per day equal to 3 + her Willpower modifier. She turns undead as a cleric of three levels lower would. Spells: Beginning at 9th level, a paladin gains the ability to cast a small number of divine spells, which are drawn from the Law, Good, War, Protection, and Healing Domains up to level four. At 9th level and higher, her caster level is his or her paladin level -8. Paladin Spells: Level 0-Law: Detect Law and Detect Chaos; Good: Virtue, Purify Food and Drink; War: Guidance, Badger’s Strength; Protection: Resistance; Healing: Cure Minor Wounds Level 1-Law: Protection from Chaos, Summon Monster I*; Good: Protection from Evil, Bless Water, Summon Monster I**; War: Magic Weapon, Bane, Bless, Divine Favor, Doom, Shield of Faith; Protection: Sanctuary; Healing: Cure Light Wounds; Protection and War: Shield of Faith Level 2-Law: Calm Emotions, Align Weapon, Summon Monster III*; Good: Aid, Align Weapon, Consecrate, Summon Monster II**; War: Spiritual Weapon, Bear's Endurance, Bull’s Strength, Status; Protection: Shield Other; Healing: Cure Moderate Wounds, Delay Poison, Lesser Restoration, Remove Paralysis Level 3-Law: Magic Circle against Chaos, Summon Monster III*:; Good: Magic Circle against Evil, Helping Hand, Summon Monster III**; War: Magic Vestment, Prayer; Protection: Protection from Energy; Glyph of Warding; Healing: Cure Serious Wounds Level 4-Law: Lesser Planar Ally*, Order's Wrath, Summon Monster IV*; Good: Holy Smite, Lesser Planar AllyT, Summon Monster IV**; War: Divine Power, Greater Magic Weapon; Protection: Spell Immunity; Healing: Cure Critical Wounds, Neutralize Poison, Restoration. *Cast as a Law spell only. **Cast as a Good spell only. Favored Enemy (Ex): At 5th level, a paladin may select a type of creature from among those given on Table: Paladin Favored Enemies. The ranger gains a +2 bonus on Bluff, Listen, Sense Motive, Spot, and Survival checks when using these skills against creatures of this type. Likewise, he gets a +2 bonus on weapon damage rolls against such creatures. At 10th level and every five levels thereafter (15th, 20th, and upward), the paladin may select an additional favored enemy from those given on the table. In addition, at each such interval, the bonus against any one favored enemy (including the one just selected, if so desired) increases by 2. If the paladin chooses humanoids or outsiders as a favored enemy, he must also choose an associated subtype, as indicated on the table. If a specific creature falls into more than one category of favored enemy, the paladin's bonuses do not stack; he simply uses whichever bonus is higher. [B][SIZE=4]Paladin favored enemies:[/SIZE][/B] Aberration Animal Beast Magical beast Construct Dragon Ooze Elemental Fey Giant Monstrous humanoid Humanoid (reptilian) Humanoid (aquatic) Humanoid (dwarf) Humanoid (half-elf) Humanoid (goblinoid) Humanoid (gnoll) Humanoid (gnome) Humanoid (halfling) Humanoid (human) Humanoid (orc) Vermin Undead Plant Outsider (air) Outsider (earth) Outsider (water) Outsider (fire) Outsider (evil) Outsider (chaotic) Outsider (native) Special Mount (Sp): As core paladin. Chill of the Heavens (Su): Beginning at 22nd level the paladin may call a heavenly blast of cold . This is equal to a cold of cone cast by a theurgist (or sorcerer depending upon your terminology) of equal level. This calls for one use of smite evil. Holy Stasis (Su): Starting at 27th level, a paladin can call upon the power of both holiness and order to paralyze an evil foe. He can use this holy status attack at 27th level, and he must announce her intent before making her attack roll. Constructs, oozes, plants, undead, incorporeal creatures, and creatures immune to critical hits cannot be affected. Otherwise, if the paladin strikes successfully and the target takes damage from the blow, the holy status attack succeeds. Thereafter the paladin can try to paralyze the victim at any later time, as long as the attempt is made within a number of days equal to his paladin level. To make such an attempt, the paladin merely wills the target to become stiff and ridged (a free action), and unless the target makes a Fortitude saving throw, the victim is paralyzed. If the saving throw is successful, the target is no longer in danger from that particular holy status attack, but it may still be affected by another one at a later time. This calls for two uses of smite evil per day when using this power. [B][SIZE=4]Holy Stasis table:[/SIZE][/B] Lawful or Neutral Evil DC 10 + 1/2 the paladin's level + the paladin's Wis modifier. Chaotic Evil or vile Lawful or Neutral Evil DC 10 + 1 per paladin level + the paladin's Wis modifier Vile Chaotic Evil or Lawful or Neutral Evil with evil brand DC 10 + 2 per paladin level + the paladin's Wis modifier Chaotic Evil with Evil Brand DC 10 + 3 per paladin level + the paladin's Wis modifier Slay Foe (Ex): At Epic levels a freedom fighter my gain the feat Death of Enemies. Instead of the one of the prerequisites being 30 ranks in Knowledge (Nature), the skill prerequisite is 30 ranks in Knowledge (Tactics). Code of Conduct: A paladin must be of Lawful Good alignment and loses all class abilities if she ever willingly commits an evil act. Additionally, a paladin's code requires that she respect legitimate authority, act with honor (not lying, not cheating, not using poison, and so forth), help those in need (provided they do not use the help for evil or chaotic ends), and punish those who harm or threaten innocents. Associates: While she may adventure with characters of any good or neutral alignment, a paladin will never knowingly associate with evil characters, nor will she continue an association with someone who consistently offends her moral code. A paladin may accept only henchmen, followers, or cohorts who are lawful good. [SIZE=4][B]Ex-Paladins[/B][/SIZE] A paladin who ceases to be lawful good, who willfully commits an evil act or chaotic act, 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. She regains her abilities and advancement potential if she atones for her violations (see the atonement spell description), as appropriate. [SIZE=4][B]The Paladin’s Mount[/B][/SIZE] As core paladin. [B][SIZE=5]Alternatives to The Paladin’s Mount and or Armor Proficiencies[/SIZE][/B] [SIZE=4]Mystic Knight[/SIZE] Instead of the typical mount and armor proficiencies the paladin my may opt for the domain abilities of the Knowledge Domain and gain some monk like abilities. AC Bonus (Ex): as core monk 1st Flurry of blows. 2nd Evasion. 3rd Still mind. 4th Slow fall 20 ft. 5th Purity of body. 6th Slow fall 30 ft. 7th Wholeness of body. 8th Slow fall 40 ft. 9th Improved evasion. 10th Ki strike (lawful), slow fall 50 ft. 11th Diamond body, greater flurry. 12th Abundant step, slow fall 60 ft. 13th Diamond soul. 14th Slow fall 70 ft. 16th Ki strike (Good), Slow fall 80 ft. 17thTimeless body. 18th Slow fall 90 ft. 19th Empty body. 20th Perfect self, slow fall any distance. [SIZE=4][B]Multi-class Options[/B][/SIZE] May multi-class freely with any psionic class, alchemist (core wizard variant), gifted (celestial warlock), and any good priest (that can be lawful). As well as any paladin Prestige Class, or any non-evil, non-chaotic, Prestige Class of the classes that the mystic knight may multi-class into. [/QUOTE]
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Anyone know a good alternate Paladin?
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