Remaking the Paladin

I know every person says that the Paladin needs to be a Prestige Class, but I think it could be done differently. I figure there should be a base class that is a champion of the gods.

I think the paladin needs to be much more open ended with its abilites, like Detect Evil becomes detect opposing alignment, lay on hands can become a sort of inflict depending on alignment (like clerics and turning), aura of courage could be an aura of corruption maybe, smite evil could be smite opposing alignment, remove disease could be disease or remove disease, and turn undead could also be rebuke undead.

You could also take an approach not based on alignment, but deity, like the powers are based on the deity a paladin has like how domains are based on the deity a cleric has.

A class like this could use his abilites to qualify for prestige classes of their deities and such. I don't know if I really like the idea, or would use it, I just came up with it right now.
 

log in or register to remove this ad

Here are my variant core Anti-Paladin and Paladin classes, which my group has been playtesting (up to level 7 now) for the past few months. So far, the classes are working great. :)

Hope this helps spur your own imagination toward revising the paladin. The blessings feature is really a cool way to customize each individual paladin, BTW (see bottom of post).
______________________________________

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 fulfill
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 camaraderie 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.

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: Lawful 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 30 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+Cha mod). Contagion (1/week,
increasing to 2/week at level 7 and 3/week 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 week 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.
4th Level: 2 0-level spells, 0+1 1st level spells
5th Level: 2 0-level spells, 0+1 1st level spells
6th Level: 3 0-level spells, 1+1 1st level spells
7th Level: 3 0-level spells, 2+1 1st level spells,
0+1 2nd level spells
8th level: 4 0-level spells, 1+1 1st level spells,
0+1 2nd level spells
9th level: 4 0-level spells, 1+1 1st level spells,
1+1 2nd level spells
10th level: 4 0-level spells, 1+1 1st level spells,
1+1 2nd level spells, 0+1 3rd level spells
11th level: 4 0-level spells, 2+1 1st level spells,
1+1 2nd level spells, 0+1 3rd level spells
12th level: 4 0-level spells, 2+1 1st level spells,
1+1 2nd level spells, 1+1 3rd level spells
13th level: 4 0-level spells, 2+1 1st level spells,
1+1 2nd level spells, 1+1 3rd level spells, 0+1
4th level spells
14th level: 4 0-level spells, 2+1 1st level spells,
2+1 2nd level spells, 1+1 3rd level spells, 0+1
4th level spells
15th level: 4 0-level spells, 2+1 1st level spells,
2+1 2nd level spells, 1+1 3rd level spells, 1+1
4th level spells
16th level: 4 0-level spells, 3+1 1st level spells,
2+1 2nd level spells, 2+1 3rd level spells, 1+1
4th level spells
17th level: 4 0-level spells, 3+1 1st level spells,
3+1 2nd level spells, 2+1 3rd level spells, 1+1
4th level spells
18th level: 4 0-level spells, 3+1 1st level spells,
3+1 2nd level spells, 2+1 3rd level spells, 2+1
4th level spells
19th level: 4 0-level spells, 3+1 1st level spells,
3+1 2nd level spells, 3+1 3rd level spells, 2+1
4th level spells
20th level: 4 0-level spells, 4+1 1st level spells,
3+1 2nd level spells, 3+1 3rd level spells, 3+1
4th level spells

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 possible 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
from 0 to -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.
* Divine Immunity. Ignores first 5 points of
damage from all acid, cold, electricity, fire and
sonic attacks. Prerequisite: any two blessings.
* Divine Insight. Skill Focus (any class skill).
* Divine Knight. Any mounted combat feat.
Divine Knowledge. +3 sacred or profane bonus
to Knowledge (Religion) checks.
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 Presence. +2 bonus to Charisma score.
Prerequisite: any four blessings.
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.
 

Remove ads

Top