Combat Focused Paladin

Paladin

Alignment: Lawful good.
Hit Die: d10.

Class Skills
The paladin's class skills (and the key ability for each skill)
are Concentration (Con), Craft (Int), Diplomacy (Cha),
Handle Animal (Cha), Heal (Wis), Knowledge (nobility and
royalty) (Int), Knowledge (religion) (Int), Profession (Wis),
Ride (Dex), and Sense Motive (Wis).
Skill Points at 1st Level: (2 + Int modifier) x4.
Skill Points at Each Additional Level: 2 + Int modifier.

Class Features

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 five times
per day at 20th 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 paladin spell list. A paladin must choose and
prepare her spells in advance.
To prepare or cast a spell, a paladin must have a Wisdom
score equal to at least 10 + the spell level. The Difficulty
Class for a saving throw against a paladin's spell is 10 +
the spell level + the paladin's Wisdom modifier.
Like other spellcasters, a paladin can cast only a certain
number of spells of each spell level per day. Her base
daily spell allotment is given on Table: The Paladin. In
addition, she receives bonus spells per day if she has a
high Wisdom score. When Table: The Paladin indicates
that the paladin gets 0 spells per day of a given spell
level, she gains only the bonus spells she would be entitled
to based on her Wisdom score for that spell level The
paladin does not have access to any domain spells or
granted powers, as a cleric does. A paladin prepares and
casts spells the way a cleric does, though she cannot lose
a prepared spell to spontaneously cast a cure spell in its
place. A paladin may prepare and cast any spell on the
paladin spell list, provided that she can cast spells of that
level, but she must choose which spells to prepare during
her daily meditation. Through 8th level, a paladin has no
caster level. At 9th level and higher, her caster level is
his or her paladin level -8.

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.

Paladin favored enemies:

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): Upon reaching 5th level, a paladin gains
the service of an unusually intelligent, strong, and loyal
steed to serve her in her crusade against evil (see below).
This mount is usually a heavy warhorse (for a Medium
paladin) or a warpony (for a Small paladin.)

Once per day, as a full-round action, a paladin may magically
call her mount from the celestial realms in which it
resides. The mount immediately appears adjacent to the
paladin and remains for 2 hours per paladin level; it may
be dismissed at any time as a free action. The mount is
the same creature each time it is summoned, though the
paladin may release a particular mount from service.
Each time the mount is called, it appears in full health,
regardless of any damage it may have taken previously.
The mount also appears wearing or carrying any gear it
had when it was last dismissed. Calling a mount is a conjuration
(calling) effect.
Should the paladin's mount die, it immediately disappears,
leaving behind any equipment it was carrying. The
paladin may not summon another mount for thirty days
or until she gains a paladin level, whichever comes first,
even if the mount is somehow returned from the dead.
During this thirty-day period, the paladin takes a -1
penalty on attack and weapon damage rolls.

Chill of the Heavens (Su): Beginning at 12th
level the paladin may call a heavenly blast of
cold once per day. This is equal to a cold of
cone
cast by a theurgist (or sorcerer depending
upon your terminology) of equal level. The paladin
gains a new daily use of this power every sixth level.

Holy Status (Su): Starting at 15th 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 once a week at 15th 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.

Holy Status table:
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

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.

Ex-Paladins

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.

The Paladin’s Mount
The paladin's mount is superior to a normal mount of its kind
and has special powers, as described below. The standard
mount for a Medium paladin is a heavy warhorse, and the
standard mount for a Small paladin is a warpony. Another
kind of mount, such as a riding dog (for a halfling paladin) or
a Large shark (for a paladin in an aquatic campaign) may be
allowed as well.
A paladin's mount is treated as a magical beast, not an
animal, for the purpose of all effects that depend on its type
(though it retains an animal's HD, base attack bonus, saves,
skill points, and feats).

Paladin Level HD Bonus Natural Armor Adj. Str Adj. Int Special
5th-7th +2 +4 +1 6 Empathic link, improved evasion, share spells, share saving throws
8th-10th +4 +6 +2 7 Improved speed
11th-14th +6 +8 +3 8 Command creatures of its kind
15th-20th +8 +10 +4 9 Magic resistance

Paladin's Mount Basics: Use the base statistics for a creature
of the mount's kind, but make changes to take into
account the attributes and characteristics summarized on
the table and described below.

Bonus HD: Extra eight-sided (d8) Hit Dice, each of which
gains a Constitution modifier, as normal. Extra Hit Dice
improve the mount's base attack and base save bonuses.
A special mount's base attack bonus is equal to that of a
cleric of a level equal to the mount's HD. A mount has
good Fortitude and Reflex saves (treat it as a character
whose level equals the animal's HD). The mount gains
additional skill points or feats for bonus HD as normal
for advancing a monster's Hit Dice.

Natural Armor Adj.: The number on the table is an improvement
to the mount's existing natural armor bonus.

Str Adj.: Add this figure to the mount's Strength score.

Int: The mount's Intelligence score.

Empathic Link (Su): The paladin has an empathic link with
her mount out to a distance of up to 1 mile. The paladin
cannot see through the mount's eyes, but they can communicate
empathically.
Note that even intelligent mounts see the world differently
from humans, so misunderstandings are always
possible.
Because of this empathic link, the paladin has the same
connection to an item or place that her mount does, just
as with a master and his familiar (see Familiars).

Improved Evasion (Ex): When subjected to an attack that
normally allows a Reflex saving throw for half damage,
a mount takes no damage if it makes a successful saving
throw and half damage if the saving throw fails.

Share Spells: At the paladin's option, she may have any spell
(but not any spell-like ability) she casts on herself also
affect her mount.
The mount must be within 5 feet at the time of casting to
receive the benefit. If the spell or effect has a duration
other than instantaneous, it stops affecting the mount if it
moves farther than 5 feet away and will not affect the
mount again even if it returns to the paladin before the
duration expires. Additionally, the paladin may cast a
spell with a target of "You" on her mount (as a touch
range spell) instead of on herself. A paladin and her
mount can share spells even if the spells normally do not
affect creatures of the mount's type (magical beast).

Share Saving Throws: For each of its saving throws, the
mount uses its own base save bonus or the paladin's, whichever
is higher. The mount applies its own ability modifiers
to saves, and it doesn't share any other bonuses on
saves that the master might have.

Improved Speed (Ex): The mount's speed increases by 10 ft.

Command (Sp): Once per day per two paladin levels of its
master, a mount can use this ability to command other
any normal animal of approximately the same kind as
itself (for warhorses and warponies, this category includes
donkeys, mules, and ponies), as long as the target
creature has fewer Hit Dice than the mount. This ability
functions like the command spell, but the mount must
make a DC 21 Concentration check to succeed if it's
being ridden at the time. If the check fails, the ability
does not work that time, but it still counts against the
mount's daily uses. Each target may attempt a Will save
(DC 10 + 1/2 paladin's level + paladin's Cha modifier) to
negate the effect.

Spell Resistance (Ex): A mount's spell resistance equals its
master's paladin level + 5. To affect the mount with a
spell, a spellcaster must get a result on a caster level
check (1d20 + caster level) that equals or exceeds the
mount's spell resistance.
 

log in or register to remove this ad

Instead of making the Paladin more like a Ranger, why not just give him bonus fighter feats sprinkled in with various levels (not as often as a regular fighter, as this takes the sparkle out of a regular fighter). This allows the Paladin to specialize a bit more with fighting ability, but does not encroach on the Rangers specialized abilities. You might even give the Paladin a few Exalted Feats if you use those rules.
 

Remove ads

Top