I'm certain the idea of the paladin as a PRC is nothing new, but figured i'd post my classes for suggestions and thoughts.
In my campaign, I've chucked the Paladin into a 10 level PRC that isn't easy to get into, and made a Knight class to keep the core classes level.
Advanced apologies for my poor formatting, and thanks if anyone wishes to make nifty charts that I don't know how to do.
The Knight
Class Benefits
HD: d10
BAB: Good (as Fighter)
Saves: Good Fort, Bad Reflex, Bad Will (as Fighter)
Skills: (4 + Int) x 4 at 1st level, 4 + Int per level.
Class Skills: Climb, Diplomacy, Handle Animal, Intimidate, Jump, Knowledge (geography), Knowledge (history), Knowledge (nobility and royalty), Ride, Sense Motive.
Special Abilities per Level
1- Chivalric Code, Squire, Knight’s Effects.
2- Bonus Feat
3- Tactics 1 / day (+1 bonus)
4- Strategy
5- Mount
6- Cohort
7- Lead the Charge (damage)
8- Tactics 2 / day (+2 bonus)
9- Bonus Feat
10
11- Strategy (150% bonus)
12
13- Tactics 3 / day (+3 bonus)
14- Bonus Feat
15
16- Lead the Charge (DR)
17
18- Tactics 4 / day (+4 bonus)
19- Bonus Feat
20- Strategy (200% bonus)
Chivalric Code
Knights follow a chivalric code which demands allegiance with a king and lists protocol for dealing with other Knights and those of high rank. Specific orders have their own codes, but nearly all of the codes demand that a Knight be willing to take the field for his King, a Knight must battle honorably in open combat with other Knights, and that the Knights act, in public, to the highest standards of the law. Knights who break the Chivalric Code are prohibited from gaining additional levels of Knight class until they prove themselves worthy in the eyes of their king, or in the eyes of whatever king is willing to take them on as heralds.
Squire
Each Knight begins with a 1st level aristocrat who acts as the Knight’s assistant. This NPC will perform errands, assist the Knight in donning his armor, and will keep the Knight’s belongings in good repair.
Knight’s Effects
Each Knight gains from his king a heavy warhorse, and a large steel shield bearing the king’s blazon.
Bonus Feat
A Knight’s bonus feats are taken from the Fighter bonus feat list. The exception to this being the Weapon Spec. line.
Tactics (Ex) (yoinked from Spycraft)
At 3rd level, once per gaming session, the Knight may issue an order to a number of allies equal to 1 + his Charisma modifier. This order must be specific, such as “Give Tordek cover as he opens the gate!” rather than “Help Tordek!” While the officer’s allies carry out this order, they receive a +1 morale bonus to all rolls related to carrying out this order (at the DM’s discretion).
At 8th level, this bonus increases to +2, at 13th level, this bonus increases to +3, and at 18th level, this bonus increases to +4.
Finally, the Knight may use this ability an additional time each game session at 8th level and every five levels after. This bonus lasts for 10 minutes per Knight level.
Strategy (Ex)
At 4th level, the natural ability of the Knight shines on the battlefield. Knights add their Wisdom, Charisma, and Intelligence modifiers to Knowledge (geography) and Knowledge (history) rolls when using these skills during mass combat.
At 11th level, the Knight adds one and a half times his Wisdom modifier to this roll. At 20th level the Knight adds twice his Wisdom Modifier to this roll.
Chosen Mount
This mount acts as the 3.0 Paladin’s Mount, with the only alteration to its rules being the drawbacks of losing one’s mount, and the amount of time required between the loss of an old mount and the acquisition of a new mount. Knights wait one month to choose another mount, and suffer a -1 morale penalty as per the 3.5 Paladin in the interim.
Cohort
At 6th level, the Knight gains a cohort identical to one gained by having taken the Leadership Feat.
Lead the Charge (Ex) (also Yoinked from Spycraft)
At 7th level, the Knight gains a morale bonus to damage equal to half his Charisma modifier when he makes a charge action. When the Knight makes a charge action, any ally within 60 ft who makes a charge action before the Knight’s next initiative count also gains this bonus.
Even when benefiting from this ability, any ally may choose a different target for their charge action, so long as that target is within 30 ft of the target chosen by the Knight whom they gain this benefit from.
At 16th level, the Knight and his allies gain damage reduction equal to the Knight’s Charisma Modifier when they satisfy the conditions above listed to receive the morale bonus. This benefit lasts a full round after it is received. This damage reduction can be overcome by weapons considered magical.
The Paladin ( The Ainar )
The Ainar has no King, except the Kings of Heaven.
The Ainar has no Cause, except the Cause of Heaven.
The Ainar has no Love, except the Love of Heaven.
The Ainar has no Wrath, except the Wrath of Heaven.
Requirements
To qualify to become an Ainar, a character must fulfill all the following criteria.
Alignment: Lawful Good
Base Attack Bonus: +6
Skills: Diplomacy 5 ranks, Knowledge (religion) 2 ranks.
Feats: Cleave, Power Attack, Weapon Focus (Long Sword or Bastard Sword)
Special: Must be welcomed into the order by an Ainar. Must have made peaceful contact with a good outsider.
Class Benefits
HD: d10 (as Fighter)
BAB: Good (as Fighter)
Saves: Fort Good, Ref Poor, Will Poor (as Fighter)
Skills: 2 + Int per level
Class Skills: Concentration, Craft, Diplomacy, Handle Animal, Heal, Ride, Intimidate, Knowledge (religion), Profession, and Ride.
Spell Casting Advancement: As Blackguard.
Spell List: Paladin's
Special Abilities per Level
1- Aura of Good, Detect Evil
2- Holy Blessing, Smite Evil 1 / day
3- turn undead, Aura of Courage
4- Divine Might
5- Mount, Smite Evil 2 / day
6-
7- Love of Heaven
8-
9-
10-Wrath of Heaven, Smite Evil 3 / day
Ainar are proficient with all simple and martial weapons, with all types of armor and with shields.
Aura of Good
The power of the Ainar’s aura of good is equal to his class level plus his cleric level, if any.
Detect Evil (Sp)
At will, an Ainar can use detect evil as a spell-like ability, duplicating the effect of the detect evil spell
Holy Blessing
An Ainar applies his Charisma modifier as a bonus on all saving throws
Smite Evil
Once per day, an Ainar of 2nd level or higher may attempt to smite evil with one normal melee attack. He adds his Charisma modifier (if positive) to his attack roll and deals 1 extra point of damage per character level. For example, a 1st level Ainar/ 10th level cleric armed with a longsword would deal 1d8+11 points of damage, plus any additional bonuses from strength or magical effects that normally apply. If an Ainar accidently smites a creature that is not evil, the smite has no effect but is still used up for that day.
At 5th level, and again at 10th level, an Ainar may smite evil one additional time per day.
Aura of Courage
Beginning at 3rd level, an Ainar radiates an benign aura that causes allies within 10 feet of him to gain a +4 bonus vs fear effects. Furthermore, the Ainar is immune to fear.
Turn Undead
When an Ainar reaches 3rd level, he gains the supernatural ability to turn and destroy undead. He does so as a cleric two levels lower than the sum of his character levels.
Cause of Heaven
At 4th level, the Ainar gains the use of the Divine Might feat.
Love of Heaven
At 7th level, the Ainar gains the supernatural ability to heal himself or any target a number of points equal to twice his Ainar levels times his charisma modifier.
Wrath of Heaven
At 10th level, when an Ainar uses his smite evil ability, he may apply the smite damage to all attacks made by him in that round by sacrificing the bonus to hit gained by the smite ability.
Ainar Spell List
The Ainar choose their spells from the paladin spell list.
Ex-Ainar
An Ainar who ceases to be lawful good, who willfully commits an evil act, or who grossly violates the Code of the Ainar loses all Ainar spells and abilities (including the service of the Ainar mount, but not weapon, armor, and shield proficiencies) and may not progress any farther in levels as an Ainar. He regains his abilities and advancement potential through proper atonement.
Multiclass Restrictions
A character with Ainar Prc classes may multiclass out of the Prc, but may not gain further levels in the Ainar Prc. Additionally, the benefits of higher character levels for Smite Evil and Turn undead do not progress with the new character levels. For example, a 10th level Fighter / 2nd level Ainar turns as a 10th level cleric (2 levels lower). If that 12th level character advances with another level of Fighter, he is forbidden from taking more levels in Ainar and still turns and smites as though 12th level.
Edit History
1- Changed Knight's Tactics to per day, rather than per session use.
2- Added duration to Knight's Tactics.
3- Changed Ainar's Smite damage to 1 point per character level, rather than 1 point per Ainar level.
4- Clarifications added to Ainar's Turn Undead. It is now 2 levels lower than the Ainar's character level.
5- Added Multiclass Restrictions to Ainar class.
In my campaign, I've chucked the Paladin into a 10 level PRC that isn't easy to get into, and made a Knight class to keep the core classes level.
Advanced apologies for my poor formatting, and thanks if anyone wishes to make nifty charts that I don't know how to do.
The Knight
Class Benefits
HD: d10
BAB: Good (as Fighter)
Saves: Good Fort, Bad Reflex, Bad Will (as Fighter)
Skills: (4 + Int) x 4 at 1st level, 4 + Int per level.
Class Skills: Climb, Diplomacy, Handle Animal, Intimidate, Jump, Knowledge (geography), Knowledge (history), Knowledge (nobility and royalty), Ride, Sense Motive.
Special Abilities per Level
1- Chivalric Code, Squire, Knight’s Effects.
2- Bonus Feat
3- Tactics 1 / day (+1 bonus)
4- Strategy
5- Mount
6- Cohort
7- Lead the Charge (damage)
8- Tactics 2 / day (+2 bonus)
9- Bonus Feat
10
11- Strategy (150% bonus)
12
13- Tactics 3 / day (+3 bonus)
14- Bonus Feat
15
16- Lead the Charge (DR)
17
18- Tactics 4 / day (+4 bonus)
19- Bonus Feat
20- Strategy (200% bonus)
Chivalric Code
Knights follow a chivalric code which demands allegiance with a king and lists protocol for dealing with other Knights and those of high rank. Specific orders have their own codes, but nearly all of the codes demand that a Knight be willing to take the field for his King, a Knight must battle honorably in open combat with other Knights, and that the Knights act, in public, to the highest standards of the law. Knights who break the Chivalric Code are prohibited from gaining additional levels of Knight class until they prove themselves worthy in the eyes of their king, or in the eyes of whatever king is willing to take them on as heralds.
Squire
Each Knight begins with a 1st level aristocrat who acts as the Knight’s assistant. This NPC will perform errands, assist the Knight in donning his armor, and will keep the Knight’s belongings in good repair.
Knight’s Effects
Each Knight gains from his king a heavy warhorse, and a large steel shield bearing the king’s blazon.
Bonus Feat
A Knight’s bonus feats are taken from the Fighter bonus feat list. The exception to this being the Weapon Spec. line.
Tactics (Ex) (yoinked from Spycraft)
At 3rd level, once per gaming session, the Knight may issue an order to a number of allies equal to 1 + his Charisma modifier. This order must be specific, such as “Give Tordek cover as he opens the gate!” rather than “Help Tordek!” While the officer’s allies carry out this order, they receive a +1 morale bonus to all rolls related to carrying out this order (at the DM’s discretion).
At 8th level, this bonus increases to +2, at 13th level, this bonus increases to +3, and at 18th level, this bonus increases to +4.
Finally, the Knight may use this ability an additional time each game session at 8th level and every five levels after. This bonus lasts for 10 minutes per Knight level.
Strategy (Ex)
At 4th level, the natural ability of the Knight shines on the battlefield. Knights add their Wisdom, Charisma, and Intelligence modifiers to Knowledge (geography) and Knowledge (history) rolls when using these skills during mass combat.
At 11th level, the Knight adds one and a half times his Wisdom modifier to this roll. At 20th level the Knight adds twice his Wisdom Modifier to this roll.
Chosen Mount
This mount acts as the 3.0 Paladin’s Mount, with the only alteration to its rules being the drawbacks of losing one’s mount, and the amount of time required between the loss of an old mount and the acquisition of a new mount. Knights wait one month to choose another mount, and suffer a -1 morale penalty as per the 3.5 Paladin in the interim.
Cohort
At 6th level, the Knight gains a cohort identical to one gained by having taken the Leadership Feat.
Lead the Charge (Ex) (also Yoinked from Spycraft)
At 7th level, the Knight gains a morale bonus to damage equal to half his Charisma modifier when he makes a charge action. When the Knight makes a charge action, any ally within 60 ft who makes a charge action before the Knight’s next initiative count also gains this bonus.
Even when benefiting from this ability, any ally may choose a different target for their charge action, so long as that target is within 30 ft of the target chosen by the Knight whom they gain this benefit from.
At 16th level, the Knight and his allies gain damage reduction equal to the Knight’s Charisma Modifier when they satisfy the conditions above listed to receive the morale bonus. This benefit lasts a full round after it is received. This damage reduction can be overcome by weapons considered magical.
The Paladin ( The Ainar )
The Ainar has no King, except the Kings of Heaven.
The Ainar has no Cause, except the Cause of Heaven.
The Ainar has no Love, except the Love of Heaven.
The Ainar has no Wrath, except the Wrath of Heaven.
Requirements
To qualify to become an Ainar, a character must fulfill all the following criteria.
Alignment: Lawful Good
Base Attack Bonus: +6
Skills: Diplomacy 5 ranks, Knowledge (religion) 2 ranks.
Feats: Cleave, Power Attack, Weapon Focus (Long Sword or Bastard Sword)
Special: Must be welcomed into the order by an Ainar. Must have made peaceful contact with a good outsider.
Class Benefits
HD: d10 (as Fighter)
BAB: Good (as Fighter)
Saves: Fort Good, Ref Poor, Will Poor (as Fighter)
Skills: 2 + Int per level
Class Skills: Concentration, Craft, Diplomacy, Handle Animal, Heal, Ride, Intimidate, Knowledge (religion), Profession, and Ride.
Spell Casting Advancement: As Blackguard.
Spell List: Paladin's
Special Abilities per Level
1- Aura of Good, Detect Evil
2- Holy Blessing, Smite Evil 1 / day
3- turn undead, Aura of Courage
4- Divine Might
5- Mount, Smite Evil 2 / day
6-
7- Love of Heaven
8-
9-
10-Wrath of Heaven, Smite Evil 3 / day
Ainar are proficient with all simple and martial weapons, with all types of armor and with shields.
Aura of Good
The power of the Ainar’s aura of good is equal to his class level plus his cleric level, if any.
Detect Evil (Sp)
At will, an Ainar can use detect evil as a spell-like ability, duplicating the effect of the detect evil spell
Holy Blessing
An Ainar applies his Charisma modifier as a bonus on all saving throws
Smite Evil
Once per day, an Ainar of 2nd level or higher may attempt to smite evil with one normal melee attack. He adds his Charisma modifier (if positive) to his attack roll and deals 1 extra point of damage per character level. For example, a 1st level Ainar/ 10th level cleric armed with a longsword would deal 1d8+11 points of damage, plus any additional bonuses from strength or magical effects that normally apply. If an Ainar accidently smites a creature that is not evil, the smite has no effect but is still used up for that day.
At 5th level, and again at 10th level, an Ainar may smite evil one additional time per day.
Aura of Courage
Beginning at 3rd level, an Ainar radiates an benign aura that causes allies within 10 feet of him to gain a +4 bonus vs fear effects. Furthermore, the Ainar is immune to fear.
Turn Undead
When an Ainar reaches 3rd level, he gains the supernatural ability to turn and destroy undead. He does so as a cleric two levels lower than the sum of his character levels.
Cause of Heaven
At 4th level, the Ainar gains the use of the Divine Might feat.
Love of Heaven
At 7th level, the Ainar gains the supernatural ability to heal himself or any target a number of points equal to twice his Ainar levels times his charisma modifier.
Wrath of Heaven
At 10th level, when an Ainar uses his smite evil ability, he may apply the smite damage to all attacks made by him in that round by sacrificing the bonus to hit gained by the smite ability.
Ainar Spell List
The Ainar choose their spells from the paladin spell list.
Ex-Ainar
An Ainar who ceases to be lawful good, who willfully commits an evil act, or who grossly violates the Code of the Ainar loses all Ainar spells and abilities (including the service of the Ainar mount, but not weapon, armor, and shield proficiencies) and may not progress any farther in levels as an Ainar. He regains his abilities and advancement potential through proper atonement.
Multiclass Restrictions
A character with Ainar Prc classes may multiclass out of the Prc, but may not gain further levels in the Ainar Prc. Additionally, the benefits of higher character levels for Smite Evil and Turn undead do not progress with the new character levels. For example, a 10th level Fighter / 2nd level Ainar turns as a 10th level cleric (2 levels lower). If that 12th level character advances with another level of Fighter, he is forbidden from taking more levels in Ainar and still turns and smites as though 12th level.
Edit History
1- Changed Knight's Tactics to per day, rather than per session use.
2- Added duration to Knight's Tactics.
3- Changed Ainar's Smite damage to 1 point per character level, rather than 1 point per Ainar level.
4- Clarifications added to Ainar's Turn Undead. It is now 2 levels lower than the Ainar's character level.
5- Added Multiclass Restrictions to Ainar class.
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