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<blockquote data-quote="Gandhi39" data-source="post: 5187587" data-attributes="member: 89316"><p><strong>03. Classes - 07 - Paladin</strong></p><p></p><p>PALADIN</p><p></p><p>Alignment: Lawful good.</p><p></p><p>HP/Level: 6.</p><p></p><p>Class Save Bonuses: +2 Fort, +0 Refl, +1 Will.</p><p></p><p>Paladin Class Skills: Animal Handling, Athletics, Crafts, Knowledge (civilizations), Knowledge (mystical), Perception, Persuasion and Ride.</p><p></p><p>Skill Training Feats: Skill Training (Perception), Skill Training (Persuasion), Skill Training (Ride).</p><p></p><p>Proficiency Feats: Weapon Proficiency (simple), Weapon Proficiency (martial), Armor Proficiency (light), Armor Proficiency (medium), Armor Proficiency (heavy), Shield Proficiency, Weapon Finesse.</p><p></p><p>[code]</p><p>Table: The Paladin</p><p>Level BAB Special</p><p>1st +1 Aura of good, detect evil, channel energy </p><p>2nd +2 Weapon damage rolls sacred bonus (+2) Lay on hands</p><p>3rd +3 Attack rolls sacred bonus (+1) Mercy</p><p>4th +4 Divine health </p><p>5th +5 Attack rolls sacred bonus (+2) Aura of Courage</p><p>6th +6/+1 Mercy</p><p>7th +7/+2 Weapon damage rolls sacred bonus (+4) </p><p>8th +8/+3 Attack rolls sacred bonus (+3) Aura of resolve</p><p>9th +9/+4 Mercy</p><p>10th +10/+5 Attack rolls sacred bonus (+4) </p><p>11th +11/+6/+1 DR 1/- Aura of faith</p><p>12th +12/+7/+2 Weapon damage rolls sacred bonus (+6) Mercy</p><p>13th +13/+8/+3 Attack rolls sacred bonus (+5) </p><p>14th +14/+9/+4 DR 2/- Aura of righteousness</p><p>15th +15/+10/+5 Attack rolls sacred bonus (+6) Mercy</p><p>16th +16/+11/+6/+1 DR 3/-, divine grace </p><p>17th +17/+12/+7/+2 Weapon damage rolls sacred bonus (+8) Holy champion</p><p>18th +18/+13/+8/+3 Attack rolls sacred bonus (+7) Mercy</p><p>19th +19/+14/+9/+4 DR 4/- </p><p>20th +20/+15/+10/+5 Attack rolls sacred bonus (+8) </p><p>[/code]</p><p> </p><p>Class Features</p><p></p><p>Other Proficiencies: None.</p><p></p><p>Aura of Good (Su): The power of a paladin’s aura of good (see the detect good spell) is equal to his channeling level (see below).</p><p></p><p>Detect Evil (Sp): At will, a paladin can use detect evil, as the spell. A paladin can, as a move action, concentrate on a single item or individual within 60 feet and determine if it is evil, learning the strength of its aura as if having studied it for 3 rounds. While focusing on one individual or object, the paladin does not detect evil in any other object or individual within range.</p><p></p><p>Channel Energy (Su): A paladin can release a wave of positive energy by channeling the power of her faith through his holy symbol. By presenting her holy symbol as a standard action that does not provoke attacks of opportunity, using this ability results in a burst of energy with a 30ft radius centered on the paladin. By channeling positive energy, the paladin heals all chosen living creatures (including himself, if living) and damages all chosen undead creatures. Additionally, undead may suffer a command undead effect (see below).</p><p></p><p>The paladin may channel energy a total number of times per day equal to half his effective channeling level. The effective channeling level of a character is equal to his paladin levels + his cleric levels. The amount of damage dealt or healed is equal to 1d6 points of damage for every two effective channeling levels. Creatures affected by Channel Energy receive a Will save, if so desired, to halve all effects. The DC of this save is equal to 10 + 1/2 the effective channeling level + the paladin’s Charisma modifier. Undead creatures that fail their save are under a command undead effect (as the spell) for one minute. Creatures healed by channeled energy cannot exceed their maximum hit point total—all excess healing is lost. If a character has both paladin and cleric levels he does not gain double daily uses of this ability.</p><p></p><p>Attack Rolls Sacred Bonus (Su): Starting at 3rd level, paladin gain a +1 sacred bonus to all attack rolls. This bonus increases by +1 at levels 5th, 8th, 10th, 13th, 15th, 18th and 20th.</p><p></p><p>Lay On Hands (Su): Beginning at 2nd level, a paladin can choose to use this ability in place of one use of Channel Energy (see above). As a standard action that does not provoke attacks of opportunity, a paladin can heal 3 hit points of damage per effective channeling level to one living creature (including himself, if living) or deal 3 hit points of damage per effective channeling level to one undead creature. The paladin must be able to touch the target with one hand to use this ability. Using this ability to deal damage requires a successful melee touch attack that doesn’t provoke an attack of opportunity. Undead do not receive a saving throw against this damage.</p><p></p><p>Mercy (Su): At 3rd level, and every three levels thereafter, a paladin can select one mercy. Each mercy adds an effect to the paladin’s lay on hands ability. Whenever the paladin uses lay on hands to heal damage to one target, the target also receives the additional effects from all of the mercies possessed by the paladin. A mercy can remove a condition caused by a curse, disease, or poison without curing the affliction. Such conditions return after 1 hour unless the mercy actually removes the affliction that causes the condition.</p><p></p><p>With 3 effective channeling levels, the paladin can select from the following initial mercies.</p><p>• Fatigued: The target is no longer fatigued.</p><p>• Shaken: The target is no longer shaken.</p><p>• Sickened: The target is no longer sickened.</p><p></p><p>With 6 effective channeling levels add the following mercies to the list of those that can be selected.</p><p>• Dazed: The target is no longer dazed.</p><p>• Diseased: The paladin’s lay on hands ability also acts as remove disease, using the effective channeling level as the caster level.</p><p>• Staggered: The target is no longer staggered, unless the target is at exactly 0 hit points.</p><p></p><p>With 9 effective channeling levels add the following mercies to the list of those that can be selected.</p><p>• Cursed: The paladin’s lay on hands ability also acts as remove curse, using the effective channeling level as the caster level.</p><p>• Exhausted: The target is no longer exhausted. The paladin must have the fatigue mercy before selecting this mercy.</p><p>• Frightened: The target is no longer frightened. The paladin must have the shaken mercy before selecting this mercy.</p><p>• Nauseated: The target is no longer nauseated. The paladin must have the sickened mercy before selecting this mercy.</p><p>• Poisoned: The paladin’s lay on hands ability also acts as neutralize poison, using the effective channeling level as the caster level.</p><p></p><p>With 12 effective channeling levels add the following mercies to the list of those that can be selected.</p><p>• Blinded: The target is no longer blinded.</p><p>• Deafened: The target is no longer deafened.</p><p>• Paralyzed: The target is no longer paralyzed.</p><p>• Stunned: The target is no longer stunned.</p><p></p><p>These abilities are cumulative. For example, the lay on hands ability of a paladin with 12 effective channeling levels heals 6d6 points of damage and might also cure fatigued and exhausted conditions as well as removing diseases and neutralizing poisons. Once a condition or spell effect is chosen, it can’t be changed.</p><p></p><p>Weapon Damage Rolls Sacred Bonus (Su): Starting at 3rd level, paladins gain a +2 morale bonus to damage rolls with all weapons (manufactured or natural, including unarmed strikes). This bonus increases by +2 at levels 7th, 12th and 17th.</p><p></p><p>Divine Health (Su): At 4th level, a paladin is immune to all diseases, including supernatural and magical diseases.</p><p></p><p>Aura of Courage (Su): At 5th level, a paladin is immune to fear (magical or otherwise). Each ally within 20 feet per point of Charisma bonus (with a minimum of 20 feet) of him gains a +4 morale bonus on saving throws against fear effects. The area effect functions only while the paladin is conscious, not if he is unconscious or dead. Multiple Aura of Courage effects don’t stack.</p><p></p><p>Aura of Resolve (Su): At 8th level, a paladin is immune to charm spells and spell-like abilities. Each ally within 20 feet per point of Charisma bonus (with a minimum of 20 feet) of him gains a +4 morale bonus on saving throws against charm effects. The area effect functions only while the paladin is conscious, not if he is unconscious or dead. Multiple Aura of Resolve effects don’t stack.</p><p></p><p>Damage Reduction (Su): At 11th level, the paladin gains Damage Reduction 1/-. The damage reduction raises by 1 point at levels 14th, 16th and19th.</p><p>Aura of Faith (Su): At 11th level, any attack (be it from him or from another creature) made against an enemy within 20 feet from the paladin per point of her Charisma bonus (with a minimum of 20 feet) is also treated as good-aligned for the purposes of overcoming damage reduction. The area effect functions only while the paladin is conscious, not if he is unconscious or dead. Multiple Aura of Faith effects don’t stack.</p><p></p><p>Divine Grace (Su): At 16th level, a paladin gains a bonus equal to her Charisma bonus (with a minimum of 1) on all saving throws.</p><p>Aura of Righteousness (Su): At 14th level, a paladin gains immunity to compulsion spells and spell-like abilities. Each ally within 20 feet per point of Charisma bonus (with a minimum of 20 feet) of him gains a +4 morale bonus on saving throws against compulsion effects. The area effect functions only while the paladin is conscious, not if he is unconscious or dead. Multiple Aura of Righteousness effects don’t stack.</p><p></p><p>Holy Champion (Su): At 17th level, a paladin becomes a conduit for the power of her god. He becomes subject to a constant death ward effect, as the spell. Whenever he successfully attacks and hits an evil outsider, the outsider is also subject to a banishment effect, as the spell, using his paladin level as the caster level (his weapon and holy symbol automatically count as objects that the subject hates). In addition, whenever he channels positive energy to heal a creature, he heals the maximum possible amount.</p><p></p><p>Code of Conduct: A paladin must be of lawful good alignment and loses all supernatural abilities derived from paladin levels if he ever willingly commits an evil act. Additionally, a paladin’s code requires that he respect legitimate authority, act with honor (not cheating, 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.</p><p></p><p>Associates: While he may adventure with good or neutral allies, a paladin avoids working with evil characters or with anyone who consistently offends his moral code. Under exceptional circumstances, a paladin can ally with evil associates, but only to defeat what he believes to be a greater evil. A paladin should seek an atonement spell periodically during such an unusual alliance, and should end the alliance immediately should he feel it is doing more harm than good. A paladin may accept only henchmen, followers, or cohorts who are lawful good.</p><p></p><p>Ex-Paladins</p><p>A paladin who ceases to be lawful good, who willfully commits an evil act, or who grossly violates the code of conduct loses all supernatural and spell-like abilities from the paladin class. He may not progress any further in levels as a paladin. He regains her abilities and advancement potential if he atones for his violations (see the atonement spell description in Chapter 10), as appropriate.</p></blockquote><p></p>
[QUOTE="Gandhi39, post: 5187587, member: 89316"] [b]03. Classes - 07 - Paladin[/b] PALADIN Alignment: Lawful good. HP/Level: 6. Class Save Bonuses: +2 Fort, +0 Refl, +1 Will. Paladin Class Skills: Animal Handling, Athletics, Crafts, Knowledge (civilizations), Knowledge (mystical), Perception, Persuasion and Ride. Skill Training Feats: Skill Training (Perception), Skill Training (Persuasion), Skill Training (Ride). Proficiency Feats: Weapon Proficiency (simple), Weapon Proficiency (martial), Armor Proficiency (light), Armor Proficiency (medium), Armor Proficiency (heavy), Shield Proficiency, Weapon Finesse. [code] Table: The Paladin Level BAB Special 1st +1 Aura of good, detect evil, channel energy 2nd +2 Weapon damage rolls sacred bonus (+2) Lay on hands 3rd +3 Attack rolls sacred bonus (+1) Mercy 4th +4 Divine health 5th +5 Attack rolls sacred bonus (+2) Aura of Courage 6th +6/+1 Mercy 7th +7/+2 Weapon damage rolls sacred bonus (+4) 8th +8/+3 Attack rolls sacred bonus (+3) Aura of resolve 9th +9/+4 Mercy 10th +10/+5 Attack rolls sacred bonus (+4) 11th +11/+6/+1 DR 1/- Aura of faith 12th +12/+7/+2 Weapon damage rolls sacred bonus (+6) Mercy 13th +13/+8/+3 Attack rolls sacred bonus (+5) 14th +14/+9/+4 DR 2/- Aura of righteousness 15th +15/+10/+5 Attack rolls sacred bonus (+6) Mercy 16th +16/+11/+6/+1 DR 3/-, divine grace 17th +17/+12/+7/+2 Weapon damage rolls sacred bonus (+8) Holy champion 18th +18/+13/+8/+3 Attack rolls sacred bonus (+7) Mercy 19th +19/+14/+9/+4 DR 4/- 20th +20/+15/+10/+5 Attack rolls sacred bonus (+8) [/code] Class Features Other Proficiencies: None. Aura of Good (Su): The power of a paladin’s aura of good (see the detect good spell) is equal to his channeling level (see below). Detect Evil (Sp): At will, a paladin can use detect evil, as the spell. A paladin can, as a move action, concentrate on a single item or individual within 60 feet and determine if it is evil, learning the strength of its aura as if having studied it for 3 rounds. While focusing on one individual or object, the paladin does not detect evil in any other object or individual within range. Channel Energy (Su): A paladin can release a wave of positive energy by channeling the power of her faith through his holy symbol. By presenting her holy symbol as a standard action that does not provoke attacks of opportunity, using this ability results in a burst of energy with a 30ft radius centered on the paladin. By channeling positive energy, the paladin heals all chosen living creatures (including himself, if living) and damages all chosen undead creatures. Additionally, undead may suffer a command undead effect (see below). The paladin may channel energy a total number of times per day equal to half his effective channeling level. The effective channeling level of a character is equal to his paladin levels + his cleric levels. The amount of damage dealt or healed is equal to 1d6 points of damage for every two effective channeling levels. Creatures affected by Channel Energy receive a Will save, if so desired, to halve all effects. The DC of this save is equal to 10 + 1/2 the effective channeling level + the paladin’s Charisma modifier. Undead creatures that fail their save are under a command undead effect (as the spell) for one minute. Creatures healed by channeled energy cannot exceed their maximum hit point total—all excess healing is lost. If a character has both paladin and cleric levels he does not gain double daily uses of this ability. Attack Rolls Sacred Bonus (Su): Starting at 3rd level, paladin gain a +1 sacred bonus to all attack rolls. This bonus increases by +1 at levels 5th, 8th, 10th, 13th, 15th, 18th and 20th. Lay On Hands (Su): Beginning at 2nd level, a paladin can choose to use this ability in place of one use of Channel Energy (see above). As a standard action that does not provoke attacks of opportunity, a paladin can heal 3 hit points of damage per effective channeling level to one living creature (including himself, if living) or deal 3 hit points of damage per effective channeling level to one undead creature. The paladin must be able to touch the target with one hand to use this ability. Using this ability to deal damage requires a successful melee touch attack that doesn’t provoke an attack of opportunity. Undead do not receive a saving throw against this damage. Mercy (Su): At 3rd level, and every three levels thereafter, a paladin can select one mercy. Each mercy adds an effect to the paladin’s lay on hands ability. Whenever the paladin uses lay on hands to heal damage to one target, the target also receives the additional effects from all of the mercies possessed by the paladin. A mercy can remove a condition caused by a curse, disease, or poison without curing the affliction. Such conditions return after 1 hour unless the mercy actually removes the affliction that causes the condition. With 3 effective channeling levels, the paladin can select from the following initial mercies. • Fatigued: The target is no longer fatigued. • Shaken: The target is no longer shaken. • Sickened: The target is no longer sickened. With 6 effective channeling levels add the following mercies to the list of those that can be selected. • Dazed: The target is no longer dazed. • Diseased: The paladin’s lay on hands ability also acts as remove disease, using the effective channeling level as the caster level. • Staggered: The target is no longer staggered, unless the target is at exactly 0 hit points. With 9 effective channeling levels add the following mercies to the list of those that can be selected. • Cursed: The paladin’s lay on hands ability also acts as remove curse, using the effective channeling level as the caster level. • Exhausted: The target is no longer exhausted. The paladin must have the fatigue mercy before selecting this mercy. • Frightened: The target is no longer frightened. The paladin must have the shaken mercy before selecting this mercy. • Nauseated: The target is no longer nauseated. The paladin must have the sickened mercy before selecting this mercy. • Poisoned: The paladin’s lay on hands ability also acts as neutralize poison, using the effective channeling level as the caster level. With 12 effective channeling levels add the following mercies to the list of those that can be selected. • Blinded: The target is no longer blinded. • Deafened: The target is no longer deafened. • Paralyzed: The target is no longer paralyzed. • Stunned: The target is no longer stunned. These abilities are cumulative. For example, the lay on hands ability of a paladin with 12 effective channeling levels heals 6d6 points of damage and might also cure fatigued and exhausted conditions as well as removing diseases and neutralizing poisons. Once a condition or spell effect is chosen, it can’t be changed. Weapon Damage Rolls Sacred Bonus (Su): Starting at 3rd level, paladins gain a +2 morale bonus to damage rolls with all weapons (manufactured or natural, including unarmed strikes). This bonus increases by +2 at levels 7th, 12th and 17th. Divine Health (Su): At 4th level, a paladin is immune to all diseases, including supernatural and magical diseases. Aura of Courage (Su): At 5th level, a paladin is immune to fear (magical or otherwise). Each ally within 20 feet per point of Charisma bonus (with a minimum of 20 feet) of him gains a +4 morale bonus on saving throws against fear effects. The area effect functions only while the paladin is conscious, not if he is unconscious or dead. Multiple Aura of Courage effects don’t stack. Aura of Resolve (Su): At 8th level, a paladin is immune to charm spells and spell-like abilities. Each ally within 20 feet per point of Charisma bonus (with a minimum of 20 feet) of him gains a +4 morale bonus on saving throws against charm effects. The area effect functions only while the paladin is conscious, not if he is unconscious or dead. Multiple Aura of Resolve effects don’t stack. Damage Reduction (Su): At 11th level, the paladin gains Damage Reduction 1/-. The damage reduction raises by 1 point at levels 14th, 16th and19th. Aura of Faith (Su): At 11th level, any attack (be it from him or from another creature) made against an enemy within 20 feet from the paladin per point of her Charisma bonus (with a minimum of 20 feet) is also treated as good-aligned for the purposes of overcoming damage reduction. The area effect functions only while the paladin is conscious, not if he is unconscious or dead. Multiple Aura of Faith effects don’t stack. Divine Grace (Su): At 16th level, a paladin gains a bonus equal to her Charisma bonus (with a minimum of 1) on all saving throws. Aura of Righteousness (Su): At 14th level, a paladin gains immunity to compulsion spells and spell-like abilities. Each ally within 20 feet per point of Charisma bonus (with a minimum of 20 feet) of him gains a +4 morale bonus on saving throws against compulsion effects. The area effect functions only while the paladin is conscious, not if he is unconscious or dead. Multiple Aura of Righteousness effects don’t stack. Holy Champion (Su): At 17th level, a paladin becomes a conduit for the power of her god. He becomes subject to a constant death ward effect, as the spell. Whenever he successfully attacks and hits an evil outsider, the outsider is also subject to a banishment effect, as the spell, using his paladin level as the caster level (his weapon and holy symbol automatically count as objects that the subject hates). In addition, whenever he channels positive energy to heal a creature, he heals the maximum possible amount. Code of Conduct: A paladin must be of lawful good alignment and loses all supernatural abilities derived from paladin levels if he ever willingly commits an evil act. Additionally, a paladin’s code requires that he respect legitimate authority, act with honor (not cheating, 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 he may adventure with good or neutral allies, a paladin avoids working with evil characters or with anyone who consistently offends his moral code. Under exceptional circumstances, a paladin can ally with evil associates, but only to defeat what he believes to be a greater evil. A paladin should seek an atonement spell periodically during such an unusual alliance, and should end the alliance immediately should he feel it is doing more harm than good. 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 who grossly violates the code of conduct loses all supernatural and spell-like abilities from the paladin class. He may not progress any further in levels as a paladin. He regains her abilities and advancement potential if he atones for his violations (see the atonement spell description in Chapter 10), as appropriate. [/QUOTE]
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