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The Society of 3.5 Revisionists
Paladin as a template instead of a class
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<blockquote data-quote="Hawken" data-source="post: 4742908" data-attributes="member: 23619"><p>What do you guys think of this idea?</p><p></p><p>It could look something like this:</p><p></p><p>PALADIN</p><p>Size and Type: As per Base creature.</p><p>HD: All future HD change to D10.</p><p>Speed: Same as Base creature.</p><p>Armor Class: The Paladin gains a morale bonus to AC equal to his Charisma modifier.</p><p>BAB: Same as Base creature's class.</p><p>Special Abilities: The Paladin has the following powers. If applicable, the DC of any saves against these abilities is equal to 10 + 1/2 Paladin's HD + Charisma modifier.</p><p>--Detect Evil: Paladin's can Detect Evil at will, as per the spell.</p><p>--Smite Evil: A number of times per day equal to the Paladin's Wisdom modifier, he can make a Smite attack against any Evil creature. This attack gives a bonus to Attack equal to the Paladin's Charisma modifier and a bonus to damage equal to the Paladin's total HD. At 15 and 20 HD, the Paladin gains an extra use of Smite Evil. </p><p>--Healing Touch: The Paladin can heal a number of hit points of damage equal to his Charisma modifier times his HD each day. At 5th level, the Paladin can also use Remove Disease or Neutralize Poison once/week. At 10, 15 and 20 HD, the Paladin gains an additional weekly use of Remove Disease or Neutralize Poison.</p><p>--Turn Undead: The Paladin gains the ability to Turn Undead as a Cleric two levels lower than the Paladin's HD. </p><p>--Summon Mount: Paladins can summon</p><p></p><p>Special Qualities:</p><p>--Divine Grace: The Paladin gains a bonus to all saves equal to his Charisma modifier. </p><p></p><p>Abilities: As per Base creature.</p><p></p><p>Skills: Paladins gain a +4 Insight bonus to Heal, Knowledge (Religion) and Sense Motive checks.</p><p></p><p>Feats: Paladins gain the Diehard, Mounted Combat and Power Attack feats if they do not already have them, even if they do not meet the prerequisites.</p><p></p><p>Requirements</p><p>Alignment: Paladins must be Lawful Good. If they commit an Evil act or their alignment changes, they lose all abilities of this template. If they willingly perform an Evil act, they lose this template permanently. </p><p>Code of Conduct: Paladins must follow the Code of Conduct determined by their faith. </p><p>Associates: Paladins may associate with Good and Neutral characters. They may never, willingly associate with anyone of Evil alignment, nor will they continue to associate with someone that continues to offend their moral code.</p></blockquote><p></p>
[QUOTE="Hawken, post: 4742908, member: 23619"] What do you guys think of this idea? It could look something like this: PALADIN Size and Type: As per Base creature. HD: All future HD change to D10. Speed: Same as Base creature. Armor Class: The Paladin gains a morale bonus to AC equal to his Charisma modifier. BAB: Same as Base creature's class. Special Abilities: The Paladin has the following powers. If applicable, the DC of any saves against these abilities is equal to 10 + 1/2 Paladin's HD + Charisma modifier. --Detect Evil: Paladin's can Detect Evil at will, as per the spell. --Smite Evil: A number of times per day equal to the Paladin's Wisdom modifier, he can make a Smite attack against any Evil creature. This attack gives a bonus to Attack equal to the Paladin's Charisma modifier and a bonus to damage equal to the Paladin's total HD. At 15 and 20 HD, the Paladin gains an extra use of Smite Evil. --Healing Touch: The Paladin can heal a number of hit points of damage equal to his Charisma modifier times his HD each day. At 5th level, the Paladin can also use Remove Disease or Neutralize Poison once/week. At 10, 15 and 20 HD, the Paladin gains an additional weekly use of Remove Disease or Neutralize Poison. --Turn Undead: The Paladin gains the ability to Turn Undead as a Cleric two levels lower than the Paladin's HD. --Summon Mount: Paladins can summon Special Qualities: --Divine Grace: The Paladin gains a bonus to all saves equal to his Charisma modifier. Abilities: As per Base creature. Skills: Paladins gain a +4 Insight bonus to Heal, Knowledge (Religion) and Sense Motive checks. Feats: Paladins gain the Diehard, Mounted Combat and Power Attack feats if they do not already have them, even if they do not meet the prerequisites. Requirements Alignment: Paladins must be Lawful Good. If they commit an Evil act or their alignment changes, they lose all abilities of this template. If they willingly perform an Evil act, they lose this template permanently. Code of Conduct: Paladins must follow the Code of Conduct determined by their faith. Associates: Paladins may associate with Good and Neutral characters. They may never, willingly associate with anyone of Evil alignment, nor will they continue to associate with someone that continues to offend their moral code. [/QUOTE]
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Paladin as a template instead of a class
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