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<blockquote data-quote="Kaptain_Kantrip" data-source="post: 77715" data-attributes="member: 546"><p>REVISED VERSION (31 March, 2002).</p><p>Frightful Presence radius cut from 30 ft. to 10 ft.</p><p></p><p>Other Recent Changes:</p><p>Heroic Surge feat (see blessings) altered so it does</p><p>not stack with a haste effect.</p><p>***NEW SPELL PROGRESSION CHART ADDED!!! <img src="data:image/gif;base64,R0lGODlhAQABAIAAAAAAAP///yH5BAEAAAAALAAAAAABAAEAAAIBRAA7" class="smilie smilie--sprite smilie--sprite8" alt=":D" title="Big grin :D" loading="lazy" data-shortname=":D" /></p><p>Newly added: 0-level spells and spell list. </p><p>Divine Warrior blessing.</p><p>Anti-Paladin's Contagion power scales.</p><p>______________________________________</p><p></p><p>ANTI-PALADIN (core class)</p><p>Ambition, Greed, Lust. These are the three main</p><p>qualities of the anti-paladin. Few are corrupt or</p><p>mad enough to walk the anti-paladin’s path, but</p><p>those few are rewarded with the power to fulfil</p><p>their twisted desires with unholy power from</p><p>dark gods. The anti-paladin is nothing short of a</p><p>mortal fiend.</p><p></p><p>Adventures: Anti-paladins take their</p><p>adventures as excellent opportunities to advance</p><p>the agenda of their evil god and/or personal</p><p>goals to gain power and wealth. They will fight</p><p>to the death if backed into a corner with no hope</p><p>of escape, but prefer to sacrifice their</p><p>companions or take hostages to use as human</p><p>shields if that will allow them to flee. An</p><p>anti-paladin has a long memory and will plot</p><p>terrible vengeance upon those who force him to</p><p>abandon an adventure or mission. </p><p></p><p>Characteristics: Divine power protects the</p><p>anti-paladin and gives him special powers. It</p><p>wards off harm and engenders an unnatural aura</p><p>of despair and menace around the anti-paladin.</p><p>Finally, the anti-paladin can also use this power</p><p>to destroy others. Eventually, this power draws a</p><p>mighty steed to the anti-paladin and imbues that</p><p>mount with strength, intelligence and magical</p><p>protection.</p><p></p><p>Alignment: Anti-paladins must be of an evil</p><p>alignment, and they lose their divine powers if</p><p>they deviate from it. Additionally, an</p><p>anti-paladin swears to follow a code of conduct</p><p>that is in accordance with their alignment.</p><p></p><p>Religion: Anti-Paladins need not devote</p><p>themselves to a single deity. Devotion to evil is</p><p>enough for most. Those who align themselves</p><p>with particular religions form a strong defensive</p><p>arm of the church. Anti-paladins devoted to a</p><p>god are scrupulous in observing religious duties</p><p>and are welcome in every associated temple.</p><p></p><p>Background: Anti-paladins come in two molds:</p><p>the first are evil warriors who make a pact with</p><p>an evil deity, demon or devil in exchange for</p><p>their power; the second are those who are</p><p>chosen by an evil deity, demon or devil at birth</p><p>to become their champion. </p><p></p><p>Races: Humans, with their ambitious, power</p><p>hungry souls make the best and most frequently</p><p>encountered anti-paladins.</p><p></p><p>Other Classes: Anti-paladins see themselves as</p><p>superior to all other classes and act accordingly.</p><p>They generally see other anti-paladins as rivals,</p><p>but may develop some degree of comraderie if</p><p>they share the same religion and/or goals;</p><p>otherwise, they avoid each other. They get along</p><p>best with clerics and fighters of their own</p><p>religion. They hate paladins and clerics of good</p><p>alignment; an anti-paladin will try to kill them</p><p>at the earliest and most convenient opportunity</p><p>if possible. This does not mean they will attack</p><p>them on sight or even directly, but they will plot</p><p>their ruin and/or murder, possibly sending</p><p>anonymous underlings out to accomplish the</p><p>task, kidnapping their family, or by poisoning</p><p>them at an otherwise innocuous dinner party.</p><p></p><p>Multiclassing Restrictions: An anti-paladin can only </p><p>multiclass as a cleric, fighter or appropriate prestige </p><p>class.</p><p></p><p>Abilities: Charisma increases the anti-paladin’s</p><p>self-protective abilities and undead</p><p>commanding. Strength is important for an</p><p>anti-paladin because of its role in combat. A</p><p>Wisdom score of 14 or higher is required to get</p><p>access to the most powerful anti-paladin spells,</p><p>and a score of 11 or higher is required to cast</p><p>any anti-paladin spells at all.</p><p></p><p>Alignment: Any evil.</p><p></p><p>Hit Die: d10.</p><p></p><p>Class Skills: Bluff (Cha), Concentration (Con),</p><p>Craft (Int), Diplomacy (Cha), Handle Animal</p><p>(Cha), Heal (Wis), Intimidate (Cha), Knowledge</p><p>(Nobility), Knowledge (Religion) (Int),</p><p>Knowledge (Undead) (Int), Profession (Wis),</p><p>Ride (Dex), Sense Motive (Wis).</p><p></p><p>Skill Points at 1st Level: (2 + Int modifier) x4.</p><p>Skill Points at Each Additional Level: 2 + Int</p><p>modifier.</p><p></p><p>Weapons and Armor: Anti-Paladins are</p><p>proficient with all Simple and Martial Weapons,</p><p>and with Light, Medium and Heavy armor and</p><p>Shields.</p><p></p><p>Base Attack Bonus: As Fighter.</p><p>Saving Throws: As Fighter.</p><p></p><p>Anti-paladins receive a number of special</p><p>abilities.</p><p></p><p>Level 1 Special Abilities: </p><p>detect evil/good/undead (at will), Divine Grace</p><p>(as paladin), Divine Health (as paladin), Lay on</p><p>Hands (as paladin).</p><p></p><p>Level 2 Special Ability: </p><p>Frightful Presence: Once per round you can, as</p><p>a free action, use your Frightful Presence. All</p><p>opponents within 10 ft. who have fewer levels</p><p>than you must make a Will save (DC 10 + class</p><p>level + Cha modifier. An opponent who fails the</p><p>save is shaken, suffering a -2 penalty to attack</p><p>rolls, saves and skill checks) for a number of</p><p>rounds equal to 1d6 + your Cha modifier. An</p><p>opponent who makes her save is immune to the</p><p>anti-paladin’s frightful presence for one day.</p><p></p><p>Smite Good: Once per day, an anti-paladin of</p><p>2nd level or higher may attempt to smite good</p><p>with one normal melee attack. He adds his</p><p>Charisma modifier (if positive) to his attack roll</p><p>and deals 1 extra point of damage per level. For</p><p>example, a 13th level anti-paladin armed with a</p><p>longsword would deal 1d8+13 points of damage,</p><p>plus any additional bonuses for high Strength or</p><p>magical effects that normally apply. If the</p><p>anti-paladin accidentally smites a creature that</p><p>is not good, the smite has no effect but is still</p><p>used up for the day. Smite good is a supernatural</p><p>ability. At levels 6, 12 and 18, the anti-paladin</p><p>gets an additional use of smite good per day.</p><p></p><p>Level 3 Special Abilities:</p><p>Command Undead (3/day). Contagion (1/day, </p><p>increasing to 2/day at level 7 and 3/day at </p><p>level 11).</p><p></p><p>Level 4 Special Ability:</p><p>Spell Use (as paladin but uses the blackguard</p><p>list) + access to one clerical domain of the</p><p>anti-paladin’s choice (must be offered by his</p><p>deity).</p><p></p><p>Level 5 Special Ability:</p><p>Special Mount.</p><p></p><p>Level 7 Special Ability:</p><p>Blessing.</p><p></p><p>Level 10 Special Ability:</p><p>Blessing.</p><p></p><p></p><p>Level 13 Special Ability:</p><p>Blessing.</p><p></p><p>Level 16 Special Ability:</p><p>Blessing.</p><p></p><p>Level 19 Special Ability:</p><p>Blessing.</p><p></p><p>Level 20 Special Ability:</p><p>Transcendence: Through long association with</p><p>his deity’s fiendish servants, and direct</p><p>intervention by his deity, the anti-paladin</p><p>transcends his mortal form and becomes a</p><p>divine creature. His type changes to outsider,</p><p>which means that he acquires certain</p><p>immunities and vulnerabilities based on his type</p><p>(see Native Outsider, under the planetouched</p><p>race description). </p><p> Upon achieving transcendence, the</p><p>anti-paladin’s appearance always undergoes a</p><p>minor physical change appropriate to his</p><p>alignment and deity. For example, small horns</p><p>may sprout from his forehead or his eyes may</p><p>glow red or become like those of a serpent.</p><p>Anyone who shares the anti-paladin’s patron</p><p>deity, including outsider servants of his patron,</p><p>immediately recognize his transcendent nature,</p><p>and he gains a +2 bonus on all Charisma-based</p><p>skill and ability checks in regard to these</p><p>creatures. </p><p>______________________________________</p><p></p><p>PALADIN (variant core class)</p><p>Abilities: Charisma increases the paladin’s</p><p>self-protective abilities and undead turning.</p><p>Strength is important for an paladin because of</p><p>its role in combat. A Wisdom score of 14 or</p><p>higher is required to get access to the most</p><p>powerful paladin spells, and a score of 11 or</p><p>higher is required to cast paladin spells at all.</p><p></p><p>Alignment: Lawful Good.</p><p></p><p>Hit Die: d10.</p><p></p><p>Class Skills: Concentration (Con), Craft (Int),</p><p>Diplomacy (Cha), Handle Animal (Cha), Heal</p><p>(Wis), Intimidate (Cha), Knowledge (Nobility),</p><p>Knowledge (Religion) (Int), Knowledge</p><p>(Undead) (Int), Profession (Wis), Ride (Dex),</p><p>Sense Motive (Wis), Spot (Wis).</p><p></p><p>Skill Points at 1st Level: (2 + Int modifier) x4.</p><p>Skill Points at Each Additional Level: 2 + Int</p><p>modifier.</p><p></p><p>Base Attack Bonus: As Fighter.</p><p>Saving Throws: As Fighter.</p><p></p><p>Paladins receive a number of special abilities.</p><p></p><p>Level 1 Special Abilities: </p><p>detect evil/good/undead (at will), Divine Grace,</p><p>Divine Health, Lay on Hands.</p><p></p><p>Level 2 Special Ability: </p><p>Aura of Courage: The paladin is immune to fear</p><p>and all allies within 10 ft. of the paladin gain a</p><p>+4 morale bonus to saving throws vs. fear.</p><p></p><p>Smite Evil: Once per day, an paladin of 2nd</p><p>level or higher may attempt to smite good with</p><p>one normal melee attack. He adds his Charisma</p><p>modifier (if positive) to his attack roll and deals</p><p>1 extra point of damage per level. For example,</p><p>a 13th level paladin armed with a longsword</p><p>would deal 1d8+13 points of damage, plus any</p><p>additional bonuses for high Strength or magical</p><p>effects that normally apply. If the paladin</p><p>accidentally smites a creature that is not evil, the</p><p>smite has no effect but is still used up for the</p><p>day. Smite evil is a supernatural ability. At</p><p>levels 6, 12 and 18, the anti-paladin gets an</p><p>additional use of smite evil per day.</p><p></p><p>Level 3 Special Abilities:</p><p>Turn Undead (3/day). Remove Disease (use this</p><p>ability a number of times per day equal to</p><p>Charisma modifier).</p><p></p><p>Level 4 Special Ability:</p><p>Spell Use (as paladin) + access to one clerical</p><p>domain (including granted power) of the</p><p>paladin’s choice (domain must be one offered by</p><p>his deity).</p><p></p><p>Level 5 Special Ability:</p><p>Special Mount.</p><p></p><p>Level 7 Special Ability:</p><p>Blessing.</p><p></p><p>Level 10 Special Ability:</p><p>Blessing.</p><p></p><p>Level 13 Special Ability:</p><p>Blessing.</p><p></p><p>Level 16 Special Ability:</p><p>Blessing.</p><p></p><p>Level 19 Special Ability:</p><p>Blessing.</p><p></p><p>Level 20 Special Ability:</p><p>Transcendence: Through long association with</p><p>his deity’s outsider servants, and direct</p><p>intervention by his deity, the paladin transcends</p><p>his mortal form and becomes a divine creature.</p><p>His type changes to outsider, which means that</p><p>he acquires certain immunities and</p><p>vulnerabilities based on his type (see Native</p><p>Outsider, under the planetouched race</p><p>description). </p><p> Upon achieving transcendence, the paladin’s</p><p>appearance always undergoes a minor physical</p><p>change appropriate to his alignment and deity.</p><p>For example, his eyes may glow with golden</p><p>light. Anyone who shares the paladin’s patron</p><p>deity, including outsider servants of his patron,</p><p>immediately recognize his transcendent nature,</p><p>and he gains a +2 bonus on all Charisma-based</p><p>skill and ability checks in regard to these</p><p>creatures. </p><p>________________________________________</p><p></p><p>Anti-Paladin/Paladin Spells Per Day:</p><p>NOTE: Where 0+1 spells are given, that means</p><p>the character only gets bonus spells (from high</p><p>WIS) plus his domain spell. A character without</p><p>a bonus spell receives only his domain spell.</p><p>Key ability for spells: Wisdom. Spells must be taken from the Blackguard (LE) or Paladin (LG) spell list. </p><p></p><p>Spells per Day:</p><p>Level 0 1 2 3 4 </p><p>4 2 0+1 - - - </p><p>5 2 1+1 - - - </p><p>6 3 1+1 - - - </p><p>7 3 1+1 0+1 - - </p><p>8 4 2+1 0+1 - - </p><p>9 4 2+1 1+1 0+1 - </p><p>10 5 3+1 1+1 0+1 - </p><p>11 5 3+1 2+1 1+1 - </p><p>12 5 4+1 2+1 1+1 0+1 </p><p>13 5 4+1 3+1 2+1 0+1 </p><p>14 5 4+1 3+1 2+1 1+1 </p><p>15 5 4+1 4+1 3+1 1+1 </p><p>16 5 4+1 4+1 3+1 2+1 </p><p>17 5 4+1 4+1 4+1 2+1 </p><p>18 5 4+1 4+1 4+1 3+1 </p><p>19 5 4+1 4+1 4+1 3+1 </p><p>20 5 4+1 4+1 4+1 4+1</p><p></p><p>0-level Anti-Paladin/Paladin Spells: </p><p>Create Water, Cure Minor Wounds, Detect</p><p>Magic, Detect Poison, Guidance, Inflict Minor</p><p>Wounds, Light, Mending, Purify Food and</p><p>Drink, Read Magic, Resistance, Virtue.</p><p>_______________________________________</p><p></p><p>Blessing: Beginning at level 6 and every three</p><p>levels thereafter, the character may choose any</p><p>one bonus feat or spell-like ability from the</p><p>following list of twenty blessings. Blessings</p><p>marked with an asterisk (*) may be taken more</p><p>than once to gain additional feats or multiple</p><p>uses per day of spell-like abilities.</p><p></p><p>Divine Champion. May function as normal at</p><p>until -9 hit points. The character drops dead at</p><p>-10 hp and does not take any actions that round.</p><p>Prerequisite: any other blessing.</p><p></p><p>Divine Diligence. Alertness feat.</p><p></p><p>Divine Discipline. +2 sacred or profane bonus</p><p>on saves against all compulsion and</p><p>mind-affecting effects.</p><p></p><p>* Divine Endurance. Gain a +4 sacred or</p><p>profane bonus to Constitution for 3 rounds +</p><p>Charisma modifier. Activating this ability is a</p><p>free action.</p><p></p><p>Divine Fury. Heroic Surge feat. May take an</p><p>extra partial action in a round, either before or</p><p>after regular actions. Use this ability a number</p><p>of times per day, depending on class level, but</p><p>never more than once per round. 1st-4th level:</p><p>1/day, 5th-8th level: 2/day, 9th-12th level:</p><p>3/day, 13th-16th level: 4/day, 17th-20th level:</p><p>5/day. The extra partial action granted by this feat</p><p>does not stack with a haste effect.</p><p></p><p>* Divine Immunity. Ignores first 5 points of</p><p>damage from all acid, cold, electricity, fire and</p><p>sonic attacks. Prerequisite: any other blessing.</p><p></p><p>* Divine Insight. Skill Focus (any) feat.</p><p></p><p>* Divine Knight. Any mounted combat feat.</p><p>Divine Mount. Special mount gains the celestial</p><p>or fiendish template. Prerequisite: any other</p><p>blessing.</p><p></p><p>Divine Power. +2 insight bonus on saving</p><p>throws against all magical effects.</p><p></p><p>Divine Protection. +2 sacred or profane bonus</p><p>on all saving throws against ability score loss or</p><p>energy drain. </p><p></p><p>Divine Providence. Once per day, may add a +2</p><p>luck bonus to any single skill check or saving</p><p>throw (can be added after the check or save </p><p>result is known).</p><p></p><p>* Divine Sanctuary. Once per day, may cast</p><p>word of recall as a spell-like ability.</p><p>Prerequisite: any three blessings.</p><p></p><p>* Divine Servant. Once per day, may use lesser</p><p>planar ally as a spell-like ability. Prerequisite:</p><p>any two blessings.</p><p></p><p>Divine Speed. Add +10 ft. to speed regardless</p><p>of armor worn or equipment carried.</p><p></p><p>* Divine Strength. Gain a +4 sacred or profane</p><p>bonus to Strength for 3 rounds + Charisma</p><p>modifier. Activating this ability is a free action.</p><p></p><p>* Divine Warrior. Choose from Divine Might,</p><p>Divine Shield, Extra Smite, Improved Shield</p><p>Bash, Reach Spell, Sacred Spell, or Shield</p><p>Charge feats from Defenders of the Faith.</p><p></p><p>* Divine Weapon. Weapon Focus (weapon</p><p>favored by deity only) feat.</p><p></p><p>* Divine Wisdom. Gain a +4 sacred or profane</p><p>bonus to Wisdom for 3 rounds + Charisma</p><p>modifier. Activating this ability is a free action.</p><p></p><p>Divine Vision. Low-light vision (or double</p><p>range of existing low-light vision).</p><p>Divine Voice. +1 sacred or profane bonus on all</p><p>Charisma-based skill checks.</p></blockquote><p></p>
[QUOTE="Kaptain_Kantrip, post: 77715, member: 546"] REVISED VERSION (31 March, 2002). Frightful Presence radius cut from 30 ft. to 10 ft. Other Recent Changes: Heroic Surge feat (see blessings) altered so it does not stack with a haste effect. ***NEW SPELL PROGRESSION CHART ADDED!!! :D Newly added: 0-level spells and spell list. Divine Warrior blessing. Anti-Paladin's Contagion power scales. ______________________________________ ANTI-PALADIN (core class) Ambition, Greed, Lust. These are the three main qualities of the anti-paladin. Few are corrupt or mad enough to walk the anti-paladin’s path, but those few are rewarded with the power to fulfil their twisted desires with unholy power from dark gods. The anti-paladin is nothing short of a mortal fiend. Adventures: Anti-paladins take their adventures as excellent opportunities to advance the agenda of their evil god and/or personal goals to gain power and wealth. They will fight to the death if backed into a corner with no hope of escape, but prefer to sacrifice their companions or take hostages to use as human shields if that will allow them to flee. An anti-paladin has a long memory and will plot terrible vengeance upon those who force him to abandon an adventure or mission. Characteristics: Divine power protects the anti-paladin and gives him special powers. It wards off harm and engenders an unnatural aura of despair and menace around the anti-paladin. Finally, the anti-paladin can also use this power to destroy others. Eventually, this power draws a mighty steed to the anti-paladin and imbues that mount with strength, intelligence and magical protection. Alignment: Anti-paladins must be of an evil alignment, and they lose their divine powers if they deviate from it. Additionally, an anti-paladin swears to follow a code of conduct that is in accordance with their alignment. Religion: Anti-Paladins need not devote themselves to a single deity. Devotion to evil is enough for most. Those who align themselves with particular religions form a strong defensive arm of the church. Anti-paladins devoted to a god are scrupulous in observing religious duties and are welcome in every associated temple. Background: Anti-paladins come in two molds: the first are evil warriors who make a pact with an evil deity, demon or devil in exchange for their power; the second are those who are chosen by an evil deity, demon or devil at birth to become their champion. Races: Humans, with their ambitious, power hungry souls make the best and most frequently encountered anti-paladins. Other Classes: Anti-paladins see themselves as superior to all other classes and act accordingly. They generally see other anti-paladins as rivals, but may develop some degree of comraderie if they share the same religion and/or goals; otherwise, they avoid each other. They get along best with clerics and fighters of their own religion. They hate paladins and clerics of good alignment; an anti-paladin will try to kill them at the earliest and most convenient opportunity if possible. This does not mean they will attack them on sight or even directly, but they will plot their ruin and/or murder, possibly sending anonymous underlings out to accomplish the task, kidnapping their family, or by poisoning them at an otherwise innocuous dinner party. Multiclassing Restrictions: An anti-paladin can only multiclass as a cleric, fighter or appropriate prestige class. Abilities: Charisma increases the anti-paladin’s self-protective abilities and undead commanding. Strength is important for an anti-paladin because of its role in combat. A Wisdom score of 14 or higher is required to get access to the most powerful anti-paladin spells, and a score of 11 or higher is required to cast any anti-paladin spells at all. Alignment: Any evil. Hit Die: d10. Class Skills: Bluff (Cha), Concentration (Con), Craft (Int), Diplomacy (Cha), Handle Animal (Cha), Heal (Wis), Intimidate (Cha), Knowledge (Nobility), Knowledge (Religion) (Int), Knowledge (Undead) (Int), Profession (Wis), Ride (Dex), Sense Motive (Wis). Skill Points at 1st Level: (2 + Int modifier) x4. Skill Points at Each Additional Level: 2 + Int modifier. Weapons and Armor: Anti-Paladins are proficient with all Simple and Martial Weapons, and with Light, Medium and Heavy armor and Shields. Base Attack Bonus: As Fighter. Saving Throws: As Fighter. Anti-paladins receive a number of special abilities. Level 1 Special Abilities: detect evil/good/undead (at will), Divine Grace (as paladin), Divine Health (as paladin), Lay on Hands (as paladin). Level 2 Special Ability: Frightful Presence: Once per round you can, as a free action, use your Frightful Presence. All opponents within 10 ft. who have fewer levels than you must make a Will save (DC 10 + class level + Cha modifier. An opponent who fails the save is shaken, suffering a -2 penalty to attack rolls, saves and skill checks) for a number of rounds equal to 1d6 + your Cha modifier. An opponent who makes her save is immune to the anti-paladin’s frightful presence for one day. Smite Good: Once per day, an anti-paladin of 2nd level or higher may attempt to smite good with one normal melee attack. He adds his Charisma modifier (if positive) to his attack roll and deals 1 extra point of damage per level. For example, a 13th level anti-paladin armed with a longsword would deal 1d8+13 points of damage, plus any additional bonuses for high Strength or magical effects that normally apply. If the anti-paladin accidentally smites a creature that is not good, the smite has no effect but is still used up for the day. Smite good is a supernatural ability. At levels 6, 12 and 18, the anti-paladin gets an additional use of smite good per day. Level 3 Special Abilities: Command Undead (3/day). Contagion (1/day, increasing to 2/day at level 7 and 3/day at level 11). Level 4 Special Ability: Spell Use (as paladin but uses the blackguard list) + access to one clerical domain of the anti-paladin’s choice (must be offered by his deity). Level 5 Special Ability: Special Mount. Level 7 Special Ability: Blessing. Level 10 Special Ability: Blessing. Level 13 Special Ability: Blessing. Level 16 Special Ability: Blessing. Level 19 Special Ability: Blessing. Level 20 Special Ability: Transcendence: Through long association with his deity’s fiendish servants, and direct intervention by his deity, the anti-paladin transcends his mortal form and becomes a divine creature. His type changes to outsider, which means that he acquires certain immunities and vulnerabilities based on his type (see Native Outsider, under the planetouched race description). Upon achieving transcendence, the anti-paladin’s appearance always undergoes a minor physical change appropriate to his alignment and deity. For example, small horns may sprout from his forehead or his eyes may glow red or become like those of a serpent. Anyone who shares the anti-paladin’s patron deity, including outsider servants of his patron, immediately recognize his transcendent nature, and he gains a +2 bonus on all Charisma-based skill and ability checks in regard to these creatures. ______________________________________ PALADIN (variant core class) Abilities: Charisma increases the paladin’s self-protective abilities and undead turning. Strength is important for an paladin because of its role in combat. A Wisdom score of 14 or higher is required to get access to the most powerful paladin spells, and a score of 11 or higher is required to cast paladin spells at all. Alignment: Lawful Good. Hit Die: d10. Class Skills: Concentration (Con), Craft (Int), Diplomacy (Cha), Handle Animal (Cha), Heal (Wis), Intimidate (Cha), Knowledge (Nobility), Knowledge (Religion) (Int), Knowledge (Undead) (Int), Profession (Wis), Ride (Dex), Sense Motive (Wis), Spot (Wis). Skill Points at 1st Level: (2 + Int modifier) x4. Skill Points at Each Additional Level: 2 + Int modifier. Base Attack Bonus: As Fighter. Saving Throws: As Fighter. Paladins receive a number of special abilities. Level 1 Special Abilities: detect evil/good/undead (at will), Divine Grace, Divine Health, Lay on Hands. Level 2 Special Ability: Aura of Courage: The paladin is immune to fear and all allies within 10 ft. of the paladin gain a +4 morale bonus to saving throws vs. fear. Smite Evil: Once per day, an paladin of 2nd level or higher may attempt to smite good with one normal melee attack. He adds his Charisma modifier (if positive) to his attack roll and deals 1 extra point of damage per level. For example, a 13th level paladin armed with a longsword would deal 1d8+13 points of damage, plus any additional bonuses for high Strength or magical effects that normally apply. If the paladin accidentally smites a creature that is not evil, the smite has no effect but is still used up for the day. Smite evil is a supernatural ability. At levels 6, 12 and 18, the anti-paladin gets an additional use of smite evil per day. Level 3 Special Abilities: Turn Undead (3/day). Remove Disease (use this ability a number of times per day equal to Charisma modifier). Level 4 Special Ability: Spell Use (as paladin) + access to one clerical domain (including granted power) of the paladin’s choice (domain must be one offered by his deity). Level 5 Special Ability: Special Mount. Level 7 Special Ability: Blessing. Level 10 Special Ability: Blessing. Level 13 Special Ability: Blessing. Level 16 Special Ability: Blessing. Level 19 Special Ability: Blessing. Level 20 Special Ability: Transcendence: Through long association with his deity’s outsider servants, and direct intervention by his deity, the paladin transcends his mortal form and becomes a divine creature. His type changes to outsider, which means that he acquires certain immunities and vulnerabilities based on his type (see Native Outsider, under the planetouched race description). Upon achieving transcendence, the paladin’s appearance always undergoes a minor physical change appropriate to his alignment and deity. For example, his eyes may glow with golden light. Anyone who shares the paladin’s patron deity, including outsider servants of his patron, immediately recognize his transcendent nature, and he gains a +2 bonus on all Charisma-based skill and ability checks in regard to these creatures. ________________________________________ Anti-Paladin/Paladin Spells Per Day: NOTE: Where 0+1 spells are given, that means the character only gets bonus spells (from high WIS) plus his domain spell. A character without a bonus spell receives only his domain spell. Key ability for spells: Wisdom. Spells must be taken from the Blackguard (LE) or Paladin (LG) spell list. Spells per Day: Level 0 1 2 3 4 4 2 0+1 - - - 5 2 1+1 - - - 6 3 1+1 - - - 7 3 1+1 0+1 - - 8 4 2+1 0+1 - - 9 4 2+1 1+1 0+1 - 10 5 3+1 1+1 0+1 - 11 5 3+1 2+1 1+1 - 12 5 4+1 2+1 1+1 0+1 13 5 4+1 3+1 2+1 0+1 14 5 4+1 3+1 2+1 1+1 15 5 4+1 4+1 3+1 1+1 16 5 4+1 4+1 3+1 2+1 17 5 4+1 4+1 4+1 2+1 18 5 4+1 4+1 4+1 3+1 19 5 4+1 4+1 4+1 3+1 20 5 4+1 4+1 4+1 4+1 0-level Anti-Paladin/Paladin Spells: Create Water, Cure Minor Wounds, Detect Magic, Detect Poison, Guidance, Inflict Minor Wounds, Light, Mending, Purify Food and Drink, Read Magic, Resistance, Virtue. _______________________________________ Blessing: Beginning at level 6 and every three levels thereafter, the character may choose any one bonus feat or spell-like ability from the following list of twenty blessings. Blessings marked with an asterisk (*) may be taken more than once to gain additional feats or multiple uses per day of spell-like abilities. Divine Champion. May function as normal at until -9 hit points. The character drops dead at -10 hp and does not take any actions that round. Prerequisite: any other blessing. Divine Diligence. Alertness feat. Divine Discipline. +2 sacred or profane bonus on saves against all compulsion and mind-affecting effects. * Divine Endurance. Gain a +4 sacred or profane bonus to Constitution for 3 rounds + Charisma modifier. Activating this ability is a free action. Divine Fury. Heroic Surge feat. May take an extra partial action in a round, either before or after regular actions. Use this ability a number of times per day, depending on class level, but never more than once per round. 1st-4th level: 1/day, 5th-8th level: 2/day, 9th-12th level: 3/day, 13th-16th level: 4/day, 17th-20th level: 5/day. The extra partial action granted by this feat does not stack with a haste effect. * Divine Immunity. Ignores first 5 points of damage from all acid, cold, electricity, fire and sonic attacks. Prerequisite: any other blessing. * Divine Insight. Skill Focus (any) feat. * Divine Knight. Any mounted combat feat. Divine Mount. Special mount gains the celestial or fiendish template. Prerequisite: any other blessing. Divine Power. +2 insight bonus on saving throws against all magical effects. Divine Protection. +2 sacred or profane bonus on all saving throws against ability score loss or energy drain. Divine Providence. Once per day, may add a +2 luck bonus to any single skill check or saving throw (can be added after the check or save result is known). * Divine Sanctuary. Once per day, may cast word of recall as a spell-like ability. Prerequisite: any three blessings. * Divine Servant. Once per day, may use lesser planar ally as a spell-like ability. Prerequisite: any two blessings. Divine Speed. Add +10 ft. to speed regardless of armor worn or equipment carried. * Divine Strength. Gain a +4 sacred or profane bonus to Strength for 3 rounds + Charisma modifier. Activating this ability is a free action. * Divine Warrior. Choose from Divine Might, Divine Shield, Extra Smite, Improved Shield Bash, Reach Spell, Sacred Spell, or Shield Charge feats from Defenders of the Faith. * Divine Weapon. Weapon Focus (weapon favored by deity only) feat. * Divine Wisdom. Gain a +4 sacred or profane bonus to Wisdom for 3 rounds + Charisma modifier. Activating this ability is a free action. Divine Vision. Low-light vision (or double range of existing low-light vision). Divine Voice. +1 sacred or profane bonus on all Charisma-based skill checks. [/QUOTE]
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