Sonofapreacherman
Explorer
Version 1.3.
- Changed the Leadership feat prerequisite to Mounted Combat.
- Increased the number of times a paladin can smite evil per day.
- Rewrote the Honorable Combat ability to function like turning undead.
- Added Leadership to the prestige class abilities (with stacking potential).
*
INSERT
Page 86 of the DUNGEON MASTER's Guide, between the loremaster and the shadowdancer.
Paladin
Every description in the Player's Handbook between pages 41 and 44 holds sway, except where indicated below.
No one ever chooses to be a paladin. Becoming a paladin is answering a call, accepting one's destiny. The compassion to pursue good, the will to uphold law, and the power to defeat evil-these are the three weapons of the paladin. Few have the purity and devotion that it takes to walk the paladin's path, but those few are rewarded with the power to protect, to heal, and to smite. In a land of scheming wizards, unholy priests, bloodthirsty dragons, and infernal fiends, the paladin is the final hope that cannot be extinguished.
The paladin takes their adventures seriously and have a penchant for referring to them as "quests". Even a mundane mission is, in the heart of the paladin, a personal test-an opportunity to demonstrate bravery, to develop martial skills, to learn tactics, and to find ways of doing good. Clerics, monks, rangers, and warriors primarily answer the call of paladinhood, while ex-bards, rogues, sorcerers, and wizards are more inclined towards artifice and subterfuge than paladins generally embrace. Berserkers and druids rarely become paladins, as doing so contradicts the instinctive nature of who they are.
As NPCs, paladins really come into their own when leading mighty campaigns against evil, or setting off on their own to further the causes of good and law. They work well with good and lawful clerics, and they appreciate working with those who are brave, honest, and committed to good. While they cannot abide evil acts by their companions, they are otherwise willing to work with a variety of people quite different from themselves. All paladins, regardless of background, recognize in each other an eternal bond that transcends culture, race, and even religion.
Hit Die: d10.
Requirements
To qualify to become a paladin, a character must fulfill all the following criteria.
Alignment: Lawful good.
Base Attack Bonus: +6.
Concentration or Knowledge (religion): 2 ranks.
Ride: 5 ranks.
Feats: Improved Disarm, Mounted Combat.
Special: The paladin must have made peaceful contact with a good outsider from whom they successfully preformed a quest and were deemed worthy of divine blessing.
Class Skills
All of the following are class features of the paladin prestige class.
The paladin's class skills (and the key ability for each skill) are Concentration (Con), Craft (Int), Diplomacy (Cha), Handle Animal (Cha), Heal (Wis), Knowledge (religion) (Int), Profession (Wis), and Ride (Dex). See chapter 4: Skills for skill descriptions.
Skill Points at Each Level: 2 + Int modifier.
Table 2-16: The Paladin
Class-Base-Fort-Refl-Will
Level-Attk-Save-Save-Save-Special
1st---+1---+2---+0---+0---Detect evil, divine health,
--------------------------lay on hands
2nd---+2---+3---+0---+0---Divine grace, smite evil 1/day
3rd---+3---+3---+1---+1---Aura of courage, turn undead
4th---+4---+4---+1---+1---Remove disease 1/week
5th---+5---+4---+1---+1---Special mount, smite evil 2/day
6th---+6---+5---+2---+2---Honorable combat
7th---+7---+5---+2---+2---Remove disease 2/week
8th---+8---+6---+2---+2---Smite evil 3/day
9th---+9---+6---+3---+3---Leadership
10th--+10--+7---+3---+3---Remove disease 3/week
Table 2-16: The Paladin (continued)
Spells per Day
Class
Level-1st-2nd-3rd-4th
1st---0
2nd---1
3rd---1---0
4th---1---1
5th---1---1---0
6th---1---1---1
7th---2---1---1---0
8th---2---2---1---1
9th---2---2---2---1
10th--2---2---2---2
Class Features
Spells: Beginning at 1st level, a paladin gains the ability to cast a small number of divine spells. To cast a spell, the paladin must have a Wisdom score of at least 10 + the spell's level, so a paladin with a Wisdom of 10 or lower cannot cast these spells. Paladin bonus spells are based on Wisdom, and saving throws against these spells have a DC of 10 + spell level + the paladin's Wisdom modifier (if any). When the paladin gets 0 spells of a given level, such as 0 1st level spells at 1st level, the paladin gets only bonus spells. (A paladin without a bonus spell for that level cannot yet cast a spell of that level.) The paladin's spell list appears below. A paladin has access to any spell on the list and can freely choose which to prepare, just like a cleric. A paladin prepares and casts spells just like a cleric does (though the paladin cannot spontaneously cast cure spells).
Divine Grace (Su): At 2nd level, a paladin applies their Charisma modifier (if positive) as a bonus to all saving throws.
Smite Evil (Su): Once per day, a paladin of 2nd level or higher can attempt to smite evil with one normal melee attack. The paladin adds their Charisma modifier (if positive) to their attack roll and deals 1 extra point of damage per paladin level (e.g., an 5th level paladin armed with a longsword would deal 1d8+5 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 that day. Paladins can use this ability more often as they advance in levels (twice pre day at 5th level and thrice per day at 8th level).
Aura of Courage (Su): Beginning at 3rd level, a paladin is immune to fear (magical or otherwise). Allies within 10 feet of the paladin gain a +4 morale bonus on saving throws against fear effects.
Remove Disease (Sp): Beginning at 4th level, a paladin can remove disease, as the spell remove disease, once per week. Paladins can use this ability more often as they advance in levels (twice per week at 7th level and three times per week at 10th level).
Honorable Combat (Su): A paladin of 6th level or higher may channel positive energy to ensure that any two creatures, who are either currently or about to engage each other in combat, will do so without interference. The paladin spends one of their turn undead attempts, makes a Charisma check (1d20 + the paladin's Charisma modifier) and then consults Table 8-16: Turning Undead (see the Player's Handbook, page 140). Treat the paladin's character level as the cleric's level and the highest level or Hit Dice of the two combatants as the Most Powerful Undead Affected. If the roll on Table 8-16 is high enough, then divine forces prevent all other creatures from directly or indirectly assisting either combatant. If the roll is only high enough to affect one combatant, then this ability fails. If the paladin is themselves one of the combatants, then this Charisma check only needs to affect their opponent's level or Hit Dice.
Important: This ability does not force two affected creatures to fight each other. It only guarantees that should combat erupt between two such creatures, nobody else will become involved.
An evil creature with the ability to channel negative energy may spend one of their rebuke undead attempts to dispel the paladin's honorable combat effect. If the evil creature makes a turning check as if attempting to rebuke undead, and the check result is equal to or greater than the turning check result of the paladin, then the honorable combat effect is dispelled. Honorable combat may be dispelled at will by the paladin, but the effect otherwise lasts until one of the two combatants is defeated or flees (placing at least one mile distance between both combatants). Activating honorable combat works like turning undead in all other respects.
Leadership (Ex): At 9th level, the paladin gains the Leadership feat. If the paladin has already chosen the Leadership feat, then the two feats stack, allowing the paladin to add their Charisma modifier to their Leadership score twice.
Paladin Spell List
Paladins choose their spells from the following list:
1st level-bless, bless weapon, cure light wounds, detect poison, detect undead, divine favor, endure elements, magic weapon, protection against evil, read magic, resistance, virtue.
2nd level-aid, bull's strength, cure moderate wounds, daylight, delay poison, remove paralysis, resist elements, shield other.
3rd level-cure serious wounds, discern lies, dispel magic, greater magical weapon, heal mount, magic circle against evil, prayer, remove blindness/deafness.
4th level-cure critical wounds, death ward, dispel evil, freedom of movement, holy sword, neutralize poison.
SPECIAL MOUNT
Table 2-17: Special Mounts
Paladin
Character--Bonus-Natural-Str
Level------HD----Armor---Adj.-Int-Special
12 or less-+2 HD-+1------+1---6---Empathic link, improved evasion,
----------------------------------share saving throws, share spells
13-15------+4 HD-+3------+2---7---Command creatures of its kind,
----------------------------------speak with paladin
16-18------+6 HD-+5------+3---8---Blood bond
19-20------+8 HD-+7------+4---9---Spell resistance
Paladin Character Level: The character level of the paladin (paladin levels plus all other class levels).
Blood Bond: The mount gains a +2 bonus to attacks, checks, and saves if it witnesses the paladin threatened or harmed. This bonus lasts as long as the threat us immediate and apparent.)
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Table 2-12: Fallen Paladin Blackguard abilities
Paladin Extra
Levels / Abilities
1 Lay on hands. Once per day, the blackguard can cure themselves of damage equal to their Charisma bonus times their blackguard level. The blackguard can only cure themselves or their fiendish servant with this spell-like ability.
2-3 Smite good once per day. (This in addition to the ability granted to all blackguards at 2nd level, so that a fallen paladin blackguard can smite good a total of twice per day.)
4-5 Sneak attack damage increased by +1d6.
6-7 Fiendish summoning. Once per day, the blackguard can use a summon monster I spell to call forth an evil creature. For this spell, the caster level is double the blackguard's class level.
8-9 Undead companion. In addition to the fiendish servant, the blackguard gains (at 5th level) a skeleton or zombie of equal size to themselves as a companion. This companion cannot be turned or rebuked by another and gains all special bonuses as a fiendish servant when the blackguard gains levels.
10 Favored of the dark deities. Fallen paladins of this stature combine their former paladin levels to their blackguard levels for the purposes of calculating the benefits of lay on hands and smite good.
- Changed the Leadership feat prerequisite to Mounted Combat.
- Increased the number of times a paladin can smite evil per day.
- Rewrote the Honorable Combat ability to function like turning undead.
- Added Leadership to the prestige class abilities (with stacking potential).
*
INSERT
Page 86 of the DUNGEON MASTER's Guide, between the loremaster and the shadowdancer.
Paladin
Every description in the Player's Handbook between pages 41 and 44 holds sway, except where indicated below.
No one ever chooses to be a paladin. Becoming a paladin is answering a call, accepting one's destiny. The compassion to pursue good, the will to uphold law, and the power to defeat evil-these are the three weapons of the paladin. Few have the purity and devotion that it takes to walk the paladin's path, but those few are rewarded with the power to protect, to heal, and to smite. In a land of scheming wizards, unholy priests, bloodthirsty dragons, and infernal fiends, the paladin is the final hope that cannot be extinguished.
The paladin takes their adventures seriously and have a penchant for referring to them as "quests". Even a mundane mission is, in the heart of the paladin, a personal test-an opportunity to demonstrate bravery, to develop martial skills, to learn tactics, and to find ways of doing good. Clerics, monks, rangers, and warriors primarily answer the call of paladinhood, while ex-bards, rogues, sorcerers, and wizards are more inclined towards artifice and subterfuge than paladins generally embrace. Berserkers and druids rarely become paladins, as doing so contradicts the instinctive nature of who they are.
As NPCs, paladins really come into their own when leading mighty campaigns against evil, or setting off on their own to further the causes of good and law. They work well with good and lawful clerics, and they appreciate working with those who are brave, honest, and committed to good. While they cannot abide evil acts by their companions, they are otherwise willing to work with a variety of people quite different from themselves. All paladins, regardless of background, recognize in each other an eternal bond that transcends culture, race, and even religion.
Hit Die: d10.
Requirements
To qualify to become a paladin, a character must fulfill all the following criteria.
Alignment: Lawful good.
Base Attack Bonus: +6.
Concentration or Knowledge (religion): 2 ranks.
Ride: 5 ranks.
Feats: Improved Disarm, Mounted Combat.
Special: The paladin must have made peaceful contact with a good outsider from whom they successfully preformed a quest and were deemed worthy of divine blessing.
Class Skills
All of the following are class features of the paladin prestige class.
The paladin's class skills (and the key ability for each skill) are Concentration (Con), Craft (Int), Diplomacy (Cha), Handle Animal (Cha), Heal (Wis), Knowledge (religion) (Int), Profession (Wis), and Ride (Dex). See chapter 4: Skills for skill descriptions.
Skill Points at Each Level: 2 + Int modifier.
Table 2-16: The Paladin
Class-Base-Fort-Refl-Will
Level-Attk-Save-Save-Save-Special
1st---+1---+2---+0---+0---Detect evil, divine health,
--------------------------lay on hands
2nd---+2---+3---+0---+0---Divine grace, smite evil 1/day
3rd---+3---+3---+1---+1---Aura of courage, turn undead
4th---+4---+4---+1---+1---Remove disease 1/week
5th---+5---+4---+1---+1---Special mount, smite evil 2/day
6th---+6---+5---+2---+2---Honorable combat
7th---+7---+5---+2---+2---Remove disease 2/week
8th---+8---+6---+2---+2---Smite evil 3/day
9th---+9---+6---+3---+3---Leadership
10th--+10--+7---+3---+3---Remove disease 3/week
Table 2-16: The Paladin (continued)
Spells per Day
Class
Level-1st-2nd-3rd-4th
1st---0
2nd---1
3rd---1---0
4th---1---1
5th---1---1---0
6th---1---1---1
7th---2---1---1---0
8th---2---2---1---1
9th---2---2---2---1
10th--2---2---2---2
Class Features
Spells: Beginning at 1st level, a paladin gains the ability to cast a small number of divine spells. To cast a spell, the paladin must have a Wisdom score of at least 10 + the spell's level, so a paladin with a Wisdom of 10 or lower cannot cast these spells. Paladin bonus spells are based on Wisdom, and saving throws against these spells have a DC of 10 + spell level + the paladin's Wisdom modifier (if any). When the paladin gets 0 spells of a given level, such as 0 1st level spells at 1st level, the paladin gets only bonus spells. (A paladin without a bonus spell for that level cannot yet cast a spell of that level.) The paladin's spell list appears below. A paladin has access to any spell on the list and can freely choose which to prepare, just like a cleric. A paladin prepares and casts spells just like a cleric does (though the paladin cannot spontaneously cast cure spells).
Divine Grace (Su): At 2nd level, a paladin applies their Charisma modifier (if positive) as a bonus to all saving throws.
Smite Evil (Su): Once per day, a paladin of 2nd level or higher can attempt to smite evil with one normal melee attack. The paladin adds their Charisma modifier (if positive) to their attack roll and deals 1 extra point of damage per paladin level (e.g., an 5th level paladin armed with a longsword would deal 1d8+5 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 that day. Paladins can use this ability more often as they advance in levels (twice pre day at 5th level and thrice per day at 8th level).
Aura of Courage (Su): Beginning at 3rd level, a paladin is immune to fear (magical or otherwise). Allies within 10 feet of the paladin gain a +4 morale bonus on saving throws against fear effects.
Remove Disease (Sp): Beginning at 4th level, a paladin can remove disease, as the spell remove disease, once per week. Paladins can use this ability more often as they advance in levels (twice per week at 7th level and three times per week at 10th level).
Honorable Combat (Su): A paladin of 6th level or higher may channel positive energy to ensure that any two creatures, who are either currently or about to engage each other in combat, will do so without interference. The paladin spends one of their turn undead attempts, makes a Charisma check (1d20 + the paladin's Charisma modifier) and then consults Table 8-16: Turning Undead (see the Player's Handbook, page 140). Treat the paladin's character level as the cleric's level and the highest level or Hit Dice of the two combatants as the Most Powerful Undead Affected. If the roll on Table 8-16 is high enough, then divine forces prevent all other creatures from directly or indirectly assisting either combatant. If the roll is only high enough to affect one combatant, then this ability fails. If the paladin is themselves one of the combatants, then this Charisma check only needs to affect their opponent's level or Hit Dice.
Important: This ability does not force two affected creatures to fight each other. It only guarantees that should combat erupt between two such creatures, nobody else will become involved.
An evil creature with the ability to channel negative energy may spend one of their rebuke undead attempts to dispel the paladin's honorable combat effect. If the evil creature makes a turning check as if attempting to rebuke undead, and the check result is equal to or greater than the turning check result of the paladin, then the honorable combat effect is dispelled. Honorable combat may be dispelled at will by the paladin, but the effect otherwise lasts until one of the two combatants is defeated or flees (placing at least one mile distance between both combatants). Activating honorable combat works like turning undead in all other respects.
Leadership (Ex): At 9th level, the paladin gains the Leadership feat. If the paladin has already chosen the Leadership feat, then the two feats stack, allowing the paladin to add their Charisma modifier to their Leadership score twice.
Paladin Spell List
Paladins choose their spells from the following list:
1st level-bless, bless weapon, cure light wounds, detect poison, detect undead, divine favor, endure elements, magic weapon, protection against evil, read magic, resistance, virtue.
2nd level-aid, bull's strength, cure moderate wounds, daylight, delay poison, remove paralysis, resist elements, shield other.
3rd level-cure serious wounds, discern lies, dispel magic, greater magical weapon, heal mount, magic circle against evil, prayer, remove blindness/deafness.
4th level-cure critical wounds, death ward, dispel evil, freedom of movement, holy sword, neutralize poison.
SPECIAL MOUNT
Table 2-17: Special Mounts
Paladin
Character--Bonus-Natural-Str
Level------HD----Armor---Adj.-Int-Special
12 or less-+2 HD-+1------+1---6---Empathic link, improved evasion,
----------------------------------share saving throws, share spells
13-15------+4 HD-+3------+2---7---Command creatures of its kind,
----------------------------------speak with paladin
16-18------+6 HD-+5------+3---8---Blood bond
19-20------+8 HD-+7------+4---9---Spell resistance
Paladin Character Level: The character level of the paladin (paladin levels plus all other class levels).
Blood Bond: The mount gains a +2 bonus to attacks, checks, and saves if it witnesses the paladin threatened or harmed. This bonus lasts as long as the threat us immediate and apparent.)
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Table 2-12: Fallen Paladin Blackguard abilities
Paladin Extra
Levels / Abilities
1 Lay on hands. Once per day, the blackguard can cure themselves of damage equal to their Charisma bonus times their blackguard level. The blackguard can only cure themselves or their fiendish servant with this spell-like ability.
2-3 Smite good once per day. (This in addition to the ability granted to all blackguards at 2nd level, so that a fallen paladin blackguard can smite good a total of twice per day.)
4-5 Sneak attack damage increased by +1d6.
6-7 Fiendish summoning. Once per day, the blackguard can use a summon monster I spell to call forth an evil creature. For this spell, the caster level is double the blackguard's class level.
8-9 Undead companion. In addition to the fiendish servant, the blackguard gains (at 5th level) a skeleton or zombie of equal size to themselves as a companion. This companion cannot be turned or rebuked by another and gains all special bonuses as a fiendish servant when the blackguard gains levels.
10 Favored of the dark deities. Fallen paladins of this stature combine their former paladin levels to their blackguard levels for the purposes of calculating the benefits of lay on hands and smite good.
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