Menu
News
All News
Dungeons & Dragons
Level Up: Advanced 5th Edition
Pathfinder
Starfinder
Warhammer
2d20 System
Year Zero Engine
Industry News
Reviews
Dragon Reflections
White Dwarf Reflections
Columns
Weekly Digests
Weekly News Digest
Freebies, Sales & Bundles
RPG Print News
RPG Crowdfunding News
Game Content
ENterplanetary DimENsions
Mythological Figures
Opinion
Worlds of Design
Peregrine's Nest
RPG Evolution
Other Columns
From the Freelancing Frontline
Monster ENcyclopedia
WotC/TSR Alumni Look Back
4 Hours w/RSD (Ryan Dancey)
The Road to 3E (Jonathan Tweet)
Greenwood's Realms (Ed Greenwood)
Drawmij's TSR (Jim Ward)
Community
Forums & Topics
Forum List
Latest Posts
Forum list
*Dungeons & Dragons
Level Up: Advanced 5th Edition
D&D Older Editions, OSR, & D&D Variants
*TTRPGs General
*Pathfinder & Starfinder
EN Publishing
*Geek Talk & Media
Search forums
Chat/Discord
Resources
Wiki
Pages
Latest activity
Media
New media
New comments
Search media
Downloads
Latest reviews
Search resources
EN Publishing
Store
EN5ider
Adventures in ZEITGEIST
Awfully Cheerful Engine
What's OLD is NEW
Judge Dredd & The Worlds Of 2000AD
War of the Burning Sky
Level Up: Advanced 5E
Events & Releases
Upcoming Events
Private Events
Featured Events
Socials!
EN Publishing
Twitter
BlueSky
Facebook
Instagram
EN World
BlueSky
YouTube
Facebook
Twitter
Twitch
Podcast
Features
Top 5 RPGs Compiled Charts 2004-Present
Adventure Game Industry Market Research Summary (RPGs) V1.0
Ryan Dancey: Acquiring TSR
Q&A With Gary Gygax
D&D Rules FAQs
TSR, WotC, & Paizo: A Comparative History
D&D Pronunciation Guide
Million Dollar TTRPG Kickstarters
Tabletop RPG Podcast Hall of Fame
Eric Noah's Unofficial D&D 3rd Edition News
D&D in the Mainstream
D&D & RPG History
About Morrus
Log in
Register
What's new
Search
Search
Search titles only
By:
Forums & Topics
Forum List
Latest Posts
Forum list
*Dungeons & Dragons
Level Up: Advanced 5th Edition
D&D Older Editions, OSR, & D&D Variants
*TTRPGs General
*Pathfinder & Starfinder
EN Publishing
*Geek Talk & Media
Search forums
Chat/Discord
Menu
Log in
Register
Install the app
Install
Upgrade your account to a Community Supporter account and remove most of the site ads.
Community
General Tabletop Discussion
*Pathfinder & Starfinder
Reworking the Paladin - Modified
JavaScript is disabled. For a better experience, please enable JavaScript in your browser before proceeding.
You are using an out of date browser. It may not display this or other websites correctly.
You should upgrade or use an
alternative browser
.
Reply to thread
Message
<blockquote data-quote="Cactot" data-source="post: 1071553" data-attributes="member: 13700"><p>PALADIN</p><p>Alignment: Lawful good, Neutral Good, Chaotic Good.</p><p>Hit Die: d10.</p><p></p><p>Class Skills</p><p></p><p>The paladin’s class skills (and the key ability for each skill) are Craft (Int), Diplomacy (Cha), Handle Animal (Cha), Heal (Wis), Knowledge (nobility and royalty) (Int), Knowledge (religion) (Int), Profession (Wis), Ride (Dex), and Sense Motive (Wis).</p><p></p><p>Skill Points at 1st Level: (4 + Int modifier) x4.</p><p></p><p>Skill Points at Each Additional Level: 4 + Int modifier.</p><p></p><p>Table: The Paladin</p><p> </p><p>Lvl BaB Fort Ref Will Special</p><p>1st +1 +2 +0 +2 Special Ability </p><p>2nd +2 +3 +0 +3 Divine grace </p><p>3rd +3 +3 +1 +3 Aura of courage, divine health </p><p>4th +4 +4 +1 +4 Special Ability </p><p>5th +5 +4 +1 +4 Special mount, Bonded Weapon </p><p>6th +6/+1 +5 +2 +5 Leadership Feat </p><p>7th +7/+2 +5 +2 +5 </p><p>8th +8/+3 +6 +2 +6 Special Ability </p><p>9th +9/+4 +6 +3 +6 </p><p>10th +10/+5 +7 +3 +7 </p><p>11th +11/+6/+1 +7 +3 +7 </p><p>12th +12/+7/+2 +8 +4 +8 Special Ability </p><p>13th +13/+8/+3 +8 +4 +8 </p><p>14th +14/+9/+4 +9 +4 +9 </p><p>15th +15/+10/+5 +9 +5 +9 </p><p>16th +16/+11/+6/+1 +10 +5 +10 Special Ability </p><p>17th +17/+12/+7/+2 +10 +5 +10 </p><p>18th +18/+13/+8/+3 +11 +6 +11 </p><p>19th +19/+14/+9/+4 +11 +6 +11 </p><p>20th +20/+15/+10/+5 +12 +6 +12 Special Ability </p><p></p><p>Class Features</p><p>All of the following are class features of the paladin.</p><p></p><p>Bonded Weapon: See “The Quintessential Paladin”</p><p></p><p>Weapon and Armor Proficiency: Paladins are proficient with all simple and martial weapons, with all types of armor (heavy, medium, and light), and with shields (except tower shields).</p><p></p><p>Divine Grace (Su): At 2nd level, a paladin gains a bonus equal to her Charisma bonus (if any) on all saving throws.</p><p></p><p><strong>Special Abilities:</strong></p><p><strong>----------------------------------------</strong></p><p>Armor Agility : </p><p>A Paladin reduces the negative effects of wearing armor, and regains her full unarmored movement rate while in armor, and reduces all penalties for wearing armor by 1 (raises dex modifier cap, reduces skill check modifiers)</p><p></p><p>Master of Mounted Combat:</p><p>When a paladin chooses this Special ability, they effectively gain the Mounted Combat, Mounted Archery, and Ride By Attack</p><p></p><p>Lay on Hands (Su): </p><p>Each day she can heal a total number of hit points of damage equal to her paladin level x (two + her Charisma bonus). A paladin may choose to divide her healing among multiple recipients, and she doesn’t have to use it all at once. Using lay on hands is a standard action.</p><p></p><p>Alternatively, a paladin can use any or all of this healing power to deal damage to undead creatures. Using lay on hands in this way requires a successful melee touch attack and doesn’t provoke an attack of opportunity. The paladin decides how many of her daily allotment of points to use as damage after successfully touching an undead creature.</p><p></p><p>Improved Lay on Hands (Req. Lay on Hands):</p><p>"Heal" once per day on one person, or the paladin can divide (lvl x (cha bonus + 4)) in HP among multiple recipients</p><p>Paladin can also cure poison or disease lvl/2 per week.</p><p></p><p>Resistant Aura:</p><p>All allies within 10' of paladin share her cha bonuses to resist.</p><p></p><p>Imp Resistant Aura:</p><p>Same as Resistant Aura, but to 30'</p><p></p><p>Knightly Skills:</p><p>+2 to Diplomacy, Ride, Heal, and Sense Motive Checks</p><p></p><p>Turn Undead:</p><p>Turn Undead as a cleric - 2 lvls</p><p></p><p>Imp Turn Undead:</p><p>Turn undead as a cleric + 2 lvls</p><p></p><p>Bonus Feat:</p><p>The paladin recieves a bonus feat when taking this ability</p><p></p><p>Favorite Enemy:</p><p>Paladin gets +2atk and +4dmg to two classes of enemies with this special ability and ignores 10 pts of dmg resistance from them.</p><p></p><p>Imp Favorite Enemy:</p><p>Paladin gets +4atk and +8 dmg to the classes of enemies chosen with the Favorite Enemy special ability. Ignores 20 points of their damage resistance.</p><p><strong>------------------------------------------</strong></p><p></p><p></p><p>Aura of Courage (Su): Beginning at 3rd level, a paladin is immune to fear (magical or otherwise). Each ally within 10 feet of her gains a +4 morale bonus on saving throws against fear effects.</p><p>This ability functions while the paladin is conscious, but not if she is unconscious or dead.</p><p></p><p>Divine Health (Ex): At 3rd level, a paladin gains immunity to all diseases, including supernatural and magical diseases.</p><p></p><p>Special Mount (Sp): Upon reaching 5th level, a paladin gains the service of an unusually intelligent, strong, and loyal steed to serve her in her crusade against evil (see below). This mount is usually a heavy warhorse (for a Medium paladin) or a warpony (for a Small paladin).</p><p></p><p>Once per day, as a full-round action, a paladin may magically call her mount from the celestial realms in which it resides. The mount immediately appears adjacent to the paladin and remains for 2 hours per paladin level; it may be dismissed at any time as a free action. The mount is the same creature each time it is summoned, though the paladin may release a particular mount from service.</p><p></p><p>Each time the mount is called, it appears in full health, regardless of any damage it may have taken previously. The mount also appears wearing or carrying any gear it had when it was last dismissed. Calling a mount is a conjuration (calling) effect.</p><p></p><p>Should the paladin’s mount die, it immediately disappears, leaving behind any equipment it was carrying. The paladin may not summon another mount for thirty days or until she gains a paladin level, whichever comes first, even if the mount is somehow returned from the dead. During this thirty-day period, the paladin takes a –1 penalty on attack and weapon damage rolls.</p><p></p><p>Code of Conduct: A paladin must be of good alignment and loses all class abilities if she ever willingly commits an evil act.</p><p>Additionally, a paladin’s code requires that she act with honor (not lying, not cheating, not using poison, 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>Associates: While she may adventure with characters of any good or neutral alignment, a paladin will never knowingly associate with evil characters, nor will she continue an association with someone who consistently offends her moral code. A paladin may accept only henchmen, followers, or cohorts who are good.</p><p></p><p>(RECOMMENDED)Alternative: The paladin/knight may create a code using the tenets from “The Quintessential Paladin”</p><p></p><p>Table: Paladin Favored Enemies</p><p></p><p>Type (Subtype)</p><p></p><p>Aberration </p><p>Humanoid (reptilian) </p><p>Magical beast </p><p>Construct </p><p>Monstrous humanoid </p><p>Dragon Ooze </p><p>Elemental </p><p>Outsider (air) </p><p>Fey </p><p>Outsider (chaotic) </p><p>Giant </p><p>Outsider (earth) </p><p>Humanoid (aquatic) </p><p>Outsider (evil) </p><p>Humanoid (dwarf) </p><p>Outsider (fire) </p><p>Humanoid (elf) </p><p>Humanoid (goblinoid) </p><p>Outsider (lawful)</p><p>Humanoid (gnoll) </p><p>Outsider (native)</p><p>Humanoid (gnome) </p><p>Outsider (water) </p><p>Humanoid (halfling) </p><p>Humanoid (human) </p><p>Undead </p><p>Humanoid (orc)</p></blockquote><p></p>
[QUOTE="Cactot, post: 1071553, member: 13700"] PALADIN Alignment: Lawful good, Neutral Good, Chaotic Good. Hit Die: d10. Class Skills The paladin’s class skills (and the key ability for each skill) are Craft (Int), Diplomacy (Cha), Handle Animal (Cha), Heal (Wis), Knowledge (nobility and royalty) (Int), Knowledge (religion) (Int), Profession (Wis), Ride (Dex), and Sense Motive (Wis). Skill Points at 1st Level: (4 + Int modifier) x4. Skill Points at Each Additional Level: 4 + Int modifier. Table: The Paladin Lvl BaB Fort Ref Will Special 1st +1 +2 +0 +2 Special Ability 2nd +2 +3 +0 +3 Divine grace 3rd +3 +3 +1 +3 Aura of courage, divine health 4th +4 +4 +1 +4 Special Ability 5th +5 +4 +1 +4 Special mount, Bonded Weapon 6th +6/+1 +5 +2 +5 Leadership Feat 7th +7/+2 +5 +2 +5 8th +8/+3 +6 +2 +6 Special Ability 9th +9/+4 +6 +3 +6 10th +10/+5 +7 +3 +7 11th +11/+6/+1 +7 +3 +7 12th +12/+7/+2 +8 +4 +8 Special Ability 13th +13/+8/+3 +8 +4 +8 14th +14/+9/+4 +9 +4 +9 15th +15/+10/+5 +9 +5 +9 16th +16/+11/+6/+1 +10 +5 +10 Special Ability 17th +17/+12/+7/+2 +10 +5 +10 18th +18/+13/+8/+3 +11 +6 +11 19th +19/+14/+9/+4 +11 +6 +11 20th +20/+15/+10/+5 +12 +6 +12 Special Ability Class Features All of the following are class features of the paladin. Bonded Weapon: See “The Quintessential Paladin” Weapon and Armor Proficiency: Paladins are proficient with all simple and martial weapons, with all types of armor (heavy, medium, and light), and with shields (except tower shields). Divine Grace (Su): At 2nd level, a paladin gains a bonus equal to her Charisma bonus (if any) on all saving throws. [b]Special Abilities:[/b] [b]----------------------------------------[/b] Armor Agility : A Paladin reduces the negative effects of wearing armor, and regains her full unarmored movement rate while in armor, and reduces all penalties for wearing armor by 1 (raises dex modifier cap, reduces skill check modifiers) Master of Mounted Combat: When a paladin chooses this Special ability, they effectively gain the Mounted Combat, Mounted Archery, and Ride By Attack Lay on Hands (Su): Each day she can heal a total number of hit points of damage equal to her paladin level x (two + her Charisma bonus). A paladin may choose to divide her healing among multiple recipients, and she doesn’t have to use it all at once. Using lay on hands is a standard action. Alternatively, a paladin can use any or all of this healing power to deal damage to undead creatures. Using lay on hands in this way requires a successful melee touch attack and doesn’t provoke an attack of opportunity. The paladin decides how many of her daily allotment of points to use as damage after successfully touching an undead creature. Improved Lay on Hands (Req. Lay on Hands): "Heal" once per day on one person, or the paladin can divide (lvl x (cha bonus + 4)) in HP among multiple recipients Paladin can also cure poison or disease lvl/2 per week. Resistant Aura: All allies within 10' of paladin share her cha bonuses to resist. Imp Resistant Aura: Same as Resistant Aura, but to 30' Knightly Skills: +2 to Diplomacy, Ride, Heal, and Sense Motive Checks Turn Undead: Turn Undead as a cleric - 2 lvls Imp Turn Undead: Turn undead as a cleric + 2 lvls Bonus Feat: The paladin recieves a bonus feat when taking this ability Favorite Enemy: Paladin gets +2atk and +4dmg to two classes of enemies with this special ability and ignores 10 pts of dmg resistance from them. Imp Favorite Enemy: Paladin gets +4atk and +8 dmg to the classes of enemies chosen with the Favorite Enemy special ability. Ignores 20 points of their damage resistance. [b]------------------------------------------[/b] Aura of Courage (Su): Beginning at 3rd level, a paladin is immune to fear (magical or otherwise). Each ally within 10 feet of her gains a +4 morale bonus on saving throws against fear effects. This ability functions while the paladin is conscious, but not if she is unconscious or dead. Divine Health (Ex): At 3rd level, a paladin gains immunity to all diseases, including supernatural and magical diseases. Special Mount (Sp): Upon reaching 5th level, a paladin gains the service of an unusually intelligent, strong, and loyal steed to serve her in her crusade against evil (see below). This mount is usually a heavy warhorse (for a Medium paladin) or a warpony (for a Small paladin). Once per day, as a full-round action, a paladin may magically call her mount from the celestial realms in which it resides. The mount immediately appears adjacent to the paladin and remains for 2 hours per paladin level; it may be dismissed at any time as a free action. The mount is the same creature each time it is summoned, though the paladin may release a particular mount from service. Each time the mount is called, it appears in full health, regardless of any damage it may have taken previously. The mount also appears wearing or carrying any gear it had when it was last dismissed. Calling a mount is a conjuration (calling) effect. Should the paladin’s mount die, it immediately disappears, leaving behind any equipment it was carrying. The paladin may not summon another mount for thirty days or until she gains a paladin level, whichever comes first, even if the mount is somehow returned from the dead. During this thirty-day period, the paladin takes a –1 penalty on attack and weapon damage rolls. Code of Conduct: A paladin must be of good alignment and loses all class abilities if she ever willingly commits an evil act. Additionally, a paladin’s code requires that she act with honor (not lying, not cheating, not using poison, 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 she may adventure with characters of any good or neutral alignment, a paladin will never knowingly associate with evil characters, nor will she continue an association with someone who consistently offends her moral code. A paladin may accept only henchmen, followers, or cohorts who are good. (RECOMMENDED)Alternative: The paladin/knight may create a code using the tenets from “The Quintessential Paladin” Table: Paladin Favored Enemies Type (Subtype) Aberration Humanoid (reptilian) Magical beast Construct Monstrous humanoid Dragon Ooze Elemental Outsider (air) Fey Outsider (chaotic) Giant Outsider (earth) Humanoid (aquatic) Outsider (evil) Humanoid (dwarf) Outsider (fire) Humanoid (elf) Humanoid (goblinoid) Outsider (lawful) Humanoid (gnoll) Outsider (native) Humanoid (gnome) Outsider (water) Humanoid (halfling) Humanoid (human) Undead Humanoid (orc) [/QUOTE]
Insert quotes…
Verification
Post reply
Community
General Tabletop Discussion
*Pathfinder & Starfinder
Reworking the Paladin - Modified
Top