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Combat Focused Paladin
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<blockquote data-quote="The Great Bear King" data-source="post: 2194183" data-attributes="member: 21850"><p>Paladin</p><p></p><p>Alignment: Lawful good.</p><p>Hit Die: d10.</p><p></p><p>Class Skills</p><p>The paladin's class skills (and the key ability for each skill)</p><p>are Concentration (Con), Craft (Int), Diplomacy (Cha),</p><p>Handle Animal (Cha), Heal (Wis), Knowledge (nobility and</p><p>royalty) (Int), Knowledge (religion) (Int), Profession (Wis),</p><p>Ride (Dex), and Sense Motive (Wis).</p><p>Skill Points at 1st Level: (2 + Int modifier) x4.</p><p>Skill Points at Each Additional Level: 2 + Int modifier.</p><p></p><p>Class Features</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 five times</p><p>per day at 20th 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 paladin spell list. A paladin must choose and</p><p>prepare her spells in advance.</p><p>To prepare or cast a spell, a paladin must have a Wisdom</p><p>score equal to at least 10 + the spell level. The Difficulty</p><p>Class for a saving throw against a paladin's spell is 10 +</p><p>the spell level + the paladin's Wisdom modifier.</p><p>Like other spellcasters, a paladin can cast only a certain</p><p>number of spells of each spell level per day. Her base</p><p>daily spell allotment is given on Table: The Paladin. In</p><p>addition, she receives bonus spells per day if she has a</p><p>high Wisdom score. When Table: The Paladin indicates</p><p>that the paladin gets 0 spells per day of a given spell</p><p>level, she gains only the bonus spells she would be entitled</p><p>to based on her Wisdom score for that spell level The</p><p>paladin does not have access to any domain spells or</p><p>granted powers, as a cleric does. A paladin prepares and</p><p>casts spells the way a cleric does, though she cannot lose</p><p>a prepared spell to spontaneously cast a cure spell in its</p><p>place. A paladin may prepare and cast any spell on the</p><p>paladin spell list, provided that she can cast spells of that</p><p>level, but she must choose which spells to prepare during</p><p>her daily meditation. Through 8th level, a paladin has no</p><p>caster level. At 9th level and higher, her caster level is</p><p>his or her paladin level -8.</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>Paladin favored enemies:</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): Upon reaching 5th level, a paladin gains</p><p>the service of an unusually intelligent, strong, and loyal</p><p>steed to serve her in her crusade against evil (see below).</p><p>This mount is usually a heavy warhorse (for a Medium</p><p>paladin) or a warpony (for a Small paladin.)</p><p></p><p>Once per day, as a full-round action, a paladin may magically</p><p>call her mount from the celestial realms in which it</p><p>resides. The mount immediately appears adjacent to the</p><p>paladin and remains for 2 hours per paladin level; it may</p><p>be dismissed at any time as a free action. The mount is</p><p>the same creature each time it is summoned, though the</p><p>paladin may release a particular mount from service.</p><p>Each time the mount is called, it appears in full health,</p><p>regardless of any damage it may have taken previously.</p><p>The mount also appears wearing or carrying any gear it</p><p>had when it was last dismissed. Calling a mount is a conjuration</p><p>(calling) effect.</p><p>Should the paladin's mount die, it immediately disappears,</p><p>leaving behind any equipment it was carrying. The</p><p>paladin may not summon another mount for thirty days</p><p>or until she gains a paladin level, whichever comes first,</p><p>even if the mount is somehow returned from the dead.</p><p>During this thirty-day period, the paladin takes a -1</p><p>penalty on attack and weapon damage rolls.</p><p></p><p>Chill of the Heavens (Su): Beginning at 12th </p><p>level the paladin may call a heavenly blast of </p><p>cold once per day. This is equal to a <em>cold of </em></p><p><em>cone</em> cast by a theurgist (or sorcerer depending </p><p>upon your terminology) of equal level. The paladin </p><p>gains a new daily use of this power every sixth level.</p><p></p><p>Holy Status (Su): Starting at 15th 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 once a week at 15th 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.</p><p></p><p>Holy Status table:</p><p>Lawful or Neutral Evil-DC 10 + 1/2 the paladin's level + the paladin's Wis</p><p>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</p><p>modifier</p><p>Chaotic Evil with Evil Brand DC 10 + 3 per paladin level + the paladin's Wis</p><p>modifier</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>Ex-Paladins</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>The Paladin’s Mount</p><p>The paladin's mount is superior to a normal mount of its kind</p><p>and has special powers, as described below. The standard</p><p>mount for a Medium paladin is a heavy warhorse, and the</p><p>standard mount for a Small paladin is a warpony. Another</p><p>kind of mount, such as a riding dog (for a halfling paladin) or</p><p>a Large shark (for a paladin in an aquatic campaign) may be</p><p>allowed as well.</p><p>A paladin's mount is treated as a magical beast, not an</p><p>animal, for the purpose of all effects that depend on its type</p><p>(though it retains an animal's HD, base attack bonus, saves,</p><p>skill points, and feats).</p><p></p><p>Paladin Level HD Bonus Natural Armor Adj. Str Adj. Int Special</p><p> 5th-7th +2 +4 +1 6 Empathic link, improved evasion, share spells, share saving throws</p><p>8th-10th +4 +6 +2 7 Improved speed</p><p>11th-14th +6 +8 +3 8 Command creatures of its kind</p><p>15th-20th +8 +10 +4 9 Magic resistance</p><p></p><p>Paladin's Mount Basics: Use the base statistics for a creature</p><p>of the mount's kind, but make changes to take into</p><p>account the attributes and characteristics summarized on</p><p>the table and described below.</p><p></p><p>Bonus HD: Extra eight-sided (d8) Hit Dice, each of which</p><p>gains a Constitution modifier, as normal. Extra Hit Dice</p><p>improve the mount's base attack and base save bonuses.</p><p>A special mount's base attack bonus is equal to that of a</p><p>cleric of a level equal to the mount's HD. A mount has</p><p>good Fortitude and Reflex saves (treat it as a character</p><p>whose level equals the animal's HD). The mount gains</p><p>additional skill points or feats for bonus HD as normal</p><p>for advancing a monster's Hit Dice.</p><p></p><p>Natural Armor Adj.: The number on the table is an improvement</p><p>to the mount's existing natural armor bonus.</p><p></p><p>Str Adj.: Add this figure to the mount's Strength score.</p><p></p><p>Int: The mount's Intelligence score.</p><p></p><p>Empathic Link (Su): The paladin has an empathic link with</p><p>her mount out to a distance of up to 1 mile. The paladin</p><p>cannot see through the mount's eyes, but they can communicate</p><p>empathically.</p><p>Note that even intelligent mounts see the world differently</p><p>from humans, so misunderstandings are always</p><p>possible.</p><p>Because of this empathic link, the paladin has the same</p><p>connection to an item or place that her mount does, just</p><p>as with a master and his familiar (see Familiars).</p><p></p><p>Improved Evasion (Ex): When subjected to an attack that</p><p>normally allows a Reflex saving throw for half damage,</p><p>a mount takes no damage if it makes a successful saving</p><p>throw and half damage if the saving throw fails.</p><p></p><p>Share Spells: At the paladin's option, she may have any spell</p><p>(but not any spell-like ability) she casts on herself also</p><p>affect her mount.</p><p>The mount must be within 5 feet at the time of casting to</p><p>receive the benefit. If the spell or effect has a duration</p><p>other than instantaneous, it stops affecting the mount if it</p><p>moves farther than 5 feet away and will not affect the</p><p>mount again even if it returns to the paladin before the</p><p>duration expires. Additionally, the paladin may cast a</p><p>spell with a target of "You" on her mount (as a touch</p><p>range spell) instead of on herself. A paladin and her</p><p>mount can share spells even if the spells normally do not</p><p>affect creatures of the mount's type (magical beast).</p><p></p><p>Share Saving Throws: For each of its saving throws, the</p><p>mount uses its own base save bonus or the paladin's, whichever</p><p>is higher. The mount applies its own ability modifiers</p><p>to saves, and it doesn't share any other bonuses on</p><p>saves that the master might have.</p><p></p><p>Improved Speed (Ex): The mount's speed increases by 10 ft.</p><p></p><p>Command (Sp): Once per day per two paladin levels of its</p><p>master, a mount can use this ability to command other</p><p>any normal animal of approximately the same kind as</p><p>itself (for warhorses and warponies, this category includes</p><p>donkeys, mules, and ponies), as long as the target</p><p>creature has fewer Hit Dice than the mount. This ability</p><p>functions like the command spell, but the mount must</p><p>make a DC 21 Concentration check to succeed if it's</p><p>being ridden at the time. If the check fails, the ability</p><p>does not work that time, but it still counts against the</p><p>mount's daily uses. Each target may attempt a Will save</p><p>(DC 10 + 1/2 paladin's level + paladin's Cha modifier) to</p><p>negate the effect.</p><p></p><p>Spell Resistance (Ex): A mount's spell resistance equals its</p><p>master's paladin level + 5. To affect the mount with a</p><p>spell, a spellcaster must get a result on a caster level</p><p>check (1d20 + caster level) that equals or exceeds the</p><p>mount's spell resistance.</p></blockquote><p></p>
[QUOTE="The Great Bear King, post: 2194183, member: 21850"] 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 [I]cold of cone[/I] 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. [/QUOTE]
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