The (quintessential) paladin prestige class

Version 1.1.

Added Concentration to the prestige class requirements.

Corrected the wording for Smite Evil.

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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, Leadership.
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
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
6th---+6---+5---+2---+2
7th---+7---+5---+2---+2---Remove disease 2/week
8th---+8---+6---+2---+2
9th---+9---+6---+3---+3
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 an Wisdom score of at least 10 + the spell's level, so a paladin with an 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: At 2nd level, a paladin applies their Charisma modifier (if positive) as a bonus to all saving throws.
Smite Evil: 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. Smite evil is a supernatural ability.
Aura of Courage: 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. Granting the morale bonus to allies is a supernatural ability.
Remove Disease: Beginning at 4th level, a paladin can remove disease, as the spell remove disease, once per week. Paladin 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). Remove disease is a spell-like ability for the paladin.

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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reapersaurus said:
I think the Blackguard is a underpowered PrC, best suited for NPC's.

And so it begins.

The min/max power gaming of not just core classes, but prestige classes too!

You can hear the lament now...

"I won't play the paladin prestige class because it isn't powerful enough. Not when I could be a DRAGON DISCIPLE or a GEOMANCER!"

This is a sad state of role-playing. Yes, I too can think of many other prestige classes that are infinitely more powerful than the blackguard and paladin. And your point is...?

Oh yes, POWER!

I'll let you know something right now (just to get it out of the way); I didn't design the paladin prestige class to scale with other more powerful prestige classes.

Glad I could clear that up.

:cool:
 

You run your game, SonofaPreacherMan, and if that works for you that's fine, but I don't think that this discussion calls for ad-hominem argumentation.

It is not merely powergaming to point out that a prestige class is underpowered. In fact, the relative powers of various prestige classes are something that will shape any gameworld that includes them. If paladins are weaker than other characters of their level or if their ability to combat evil isn't readily distinguishable from run of the mill fighters and warriors, then the divine champions of righteousness will not be feared by evildoers.

In my campaign, I have several groups that grant prestige classes. The Knights of St. Cuthbert are known to be the scourge of undead and demons (I use the Knight of the Chalice and Hunter of the Dead prestige classes to model them) however, experienced soldiers say that the Templars of St. Guthorm (Templar prestige class) are more fearsome in battle against mortal foes.

If paladins are supposed to be inspiring and commanding in a campaign world, they should be given abilities that enable them to deserve those appelations. A set of game mechanics that makes it difficult to construct an effective paladin will work against that goal.

On mechanics: I agree with Reapersaurus and Al. Having Improved Disarm as a prerequisite will make it difficult to construct a paladin that can do his job effectively (defeating evil in melee combat--if that's not his job he needs another set of abilities) on any point buy system (although a lucky set of rolls on 4d6 can make almost any class and concept viable). It will also mean that the class has a lot of mechanical synergy with fighter/wizard, ranger/rogue, etc multiclasses. On the other hand, the paladin that you described doesn't really seem to fit those molds.
 

Elder-Basilisk said:
In my campaign, I have several groups that grant prestige classes. The Knights of St. Cuthbert are known to be the scourge of undead and demons (I use the Knight of the Chalice and Hunter of the Dead prestige classes to model them) however, experienced soldiers say that the Templars of St. Guthorm (Templar prestige class) are more fearsome in battle against mortal foes.
The hunter of the dead, the knight of the chalice, and the templar are all good prestige classes. They are combat *specialists* with chosen enemies, and no mistake. They smite and slay like it's nobody's business. All in the name of whichever god has blessed them with divine might.

Not a one of them is particularly diplomatic.

While the knight of the chalice does have "Diplomacy" as a class skill, I am certain that 9 times out of 10 players will choose Intimidate as their class skill instead.

The paladin doesn't have Intimidate as a class skill, but they do have Diplomacy. That tells you a lot about them. Paladins are warriors who will attack you and try to save you at the same time. None of the prestige classes you mentioned know the meaning of the word "mercy". Paladins do. Paladins also know true evil when they see it and waste no time dispatching it.

But of all the prestige classes that you mentioned, paladins are clearly the inspirational leaders among them. My prestige class requirements are designed to reflect that. Paladins just as easily take life as they preserve it. That balance is what causes their righteousness to emerge above and beyond all the others, not only as leaders, but as saviors.

As for my take on power-gaming prestige classes, my opinion remains unchanged. If anybody thinks the paladin prestige class is underpowered, it's usually because they actually pass through levels without picking up any funky abilities listed under the "Special" category. I'd say that calls for ad-hominem argumentation. Well, sarcasm anyway.

:D
 
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Sonofapreacherman...

I really like the idea of a Paladin PrC...and yours is interesting, but it would need some tweaks to work in my campaign world.

I have a question though...have you ever played a Paladin? If not you really should try it. If you have, how did your paly fail to meet the standards you attribute to correct play?

I'm not trying to start an argument. Its just that I've seen a number of well played paladins and a number of poorly played paladins. One of the most important factors that leads to a poorly played paladin (IME) is the campaign world itself. Most adventures in most campaigns don't fit the ideal paladin. Without certain comprimises to the expected ideal behavior of a paladin the options for play are limited. A paladin PrC doesn't really solve this problem.

Oh well, good luck finding a well played paladin.
 


Ok, Sonofapreacherman, let's kick off with an anecdote. I know it's bad practice, but it will aptly illustrate my point. How many of the iconics have a) good Int, b) good Wis and c) good Cha. Answer=NONE. The bard has good Int and Cha but poor Wis, cleric/druid has mediocre Int, sorceror has mediocre Wis, wizard has poor Cha, paladin has poor Int, rogue has poor Cha...

What's the point? The point is that characters assign abilities based on their usefulness (usually anyway). This means that it is very difficult indeed for the paladin to have high Int (to qualify), high Wis (to cast spells) and high Cha (to use abilities and make Leadership viable). Indeed, as a general rule, a higher Intelligence will mean lower Wisdom and Charisma (as fewer points as available to spend on Wis/Cha; or fewer high rolls are available to deploy). Ergo, by enforcing high Int, you are actually making the paladin MORE foolish and LESS charismatic- quite the opposite of the achieved effect.

As for high Int=respect, this is tosh. Many great leaders of history were not particularly intellectual. Genghis Khan was hardly scholarly, but conquered a good portion of Asia- and neither was Alexander the Great nor the first Chinese emperor (can't remember his name right now). High respect comes from Charisma, and perhaps Wisdom, over Intelligence (especially from military types). Remember that most medieval kings could not even READ: what kind of emphasis on intellectualism is this?

As for 'underpowered=ok', this is also farcical. For one, powergamers will avoid underpowered prestige classes, but more acutely, so will roleplayers. The 'smite evil' market is saturated, especially after Defenders of the Faith. Templar, Knight of the Chalice or Hunter of the Dead as far more powerful; for diplomacy, you're better off with the Hospitaller (which always struck me as a no-brainer for core paladins anyway). Even the best roleplayers, given the choice between two almost identical prestige classes, will go for the better one. The niche and concept of the paladin PrC is easily covered by existing PrCs, the mechanics are superseded. Thus, this prestige class is defunct.
 

SOAPM!

I do not think that your prestige class is bad, but you describe an awful tall order to fill and then a) make it neigh impossible to qualify and b) do not give the player the abilities to live up to the roll.

Here's how I would improve(if you would call it that) your work.

Drop Leadership and improved disarm as requirements.

Instead, offer Leadership as a bonus feat and choose between special mount and leadership. Either way the pally gets a loyal companion.

Make Improved Disarm a free virtual feat at level 2.

Make diplomacy a requirement.

They should be able to smite more, say smate as many times per day as they have paladin levels, or smite for 3 (+ wis modifier) rounds 3 times per day.

Lay on Hands should heal more, only because it took several levels to earn the prestige class.

They should get to cast 3 first level spells. by the end of their spell progression.

Also, I would add a special ability "Single Out" or somesuch at level 7 that allows the paladin once per day to enter single combat against an opponent. Third parties may directly aid/hinder/attack either combatant only by making an intimidate check of 10+Paladin level + cha modifer. A failed check results in a failing to attack/hinder/aid (i.e. the attack missed regardless of the dice roll, or the cure spell was not delivered because you missed).

Constructs, summoned and/or charmed creatures under the control of either combatant ignore the effects of Single Out but may be attacked directly by third parties.

Single Out may be dispelled at will by the paladin, otherwise it lasts until one of the primary combanants dies, is rendered unconscience, is charmed, yields the combat, flees (placing at least one mile distance between the combatants), or a third party successfully intervenes. Both combatants and all sceintient creatures are aware of the effect of Single Out. Activating Single Out is a standard action. Single Out is a supernatural ability.


g!
 

Originally posted by AL
This means that it is very difficult indeed for the paladin to have high Int (to qualify), high Wis (to cast spells) and high Cha (to use abilities and make Leadership viable).

You got it. I couldn't have said it better myself. Qualifying to become a paladin is not *meant* to be easy. In fact, I have deliberately made it difficult. Only well rounded men and woman should embrace this calling. I would say Strength, Charisma, and Wisdom are the foremost priorities here.

That said, I really don't understand all the fuss you're making about Intelligence. If a fighter starts out with 12 Intelligence at 1st level (a slightly above "average" score) they will do just fine. All that fighter has to do is raise their Intelligence to 13 at 4th level and choose Expertise as their 4th level bonus feat. They can still easily qualify to become a 1st level paladin a 7th level (the earliest) by choosing Improved Disarm as their 6th level bonus feat, and Leadership as their level-dependant feat (also at 6th level). Done.

As for iconic character classes, there is something about the paladin that lacks the same "everyday status" as the 10 other adventuring character classes. I mean, what other character class is restricted to (count them) 1 alignment choice. The paladin represents the highest standard of morality. A veritable paragon of virtue. That is something that should be "earned". Not idly stepped into. With the invention of prestige classes in 3rd edition Dungeons and Dragons, paladins can finally become what they were always meant to be. The platinum ring for which you have to stretch the furthest to reach.

All the power to you.

Originally posted by AL
As for high Int=respect, this is tosh.
You've already misunderstood. High Intelligence will not get you respect, but low Intelligence you get you laughed at pretty damn quick. Getting laughed at either translates into "a lack of respect" or being made into the town mascot. You choose.

:)

Originally posted by AL
For one, powergamers will avoid underpowered prestige classes...
Let them. Nothing I do to the paladin will change that my friend.

Originally posted by AL
...but more acutely, so will roleplayers.
You understand scarce little about role-playing if that is your take on it.

Originally posted by AL
...for diplomacy, you're better off with the Hospitaler (which always struck me as a no-brainer for core paladins anyway). Even the best role-players, given the choice between two almost identical prestige classes, will go for the better one.
The hospitaler and paladin prestige classes are identical you say? I didn't set out to be deliberately offensive Al, but if I thought you were misinformed before, now I am convinced of it. A few abilities do make these prestige classes "identical". There are so many strong dissimilarities between the two that I wonder if you are either blind (I hope not for your sake) or selectively "choosing" not to see them.

What's worse is that you are "counting abilities" (of prestige classes) and remaining oblivious to their conceptual themes. The first quality of a good role-player is that they start with a character "concept", at which point they look to see if any character or prestige classes happen to "fit" that concept. You can deny it Al, but I strongly suspect you bolt straight for the abilities.

What I *can* say with complete certainly is that you definitely do not speak for role-players.
 

Originally posted by apsuman
Also, I would add a special ability "Single Out" or somesuch at level 7 that allows the paladin once per day to enter single combat against an opponent. Third parties may directly aid/hinder/attack either combatant only by making an intimidate check of 10+Paladin level + cha modifer. A failed check results in a failing to attack/hinder/aid (i.e. the attack missed regardless of the dice roll, or the cure spell was not delivered because you missed).

Constructs, summoned and/or charmed creatures under the control of either combatant ignore the effects of Single Out but may be attacked directly by third parties.

Single Out may be dispelled at will by the paladin, otherwise it lasts until one of the primary combanants dies, is rendered unconscience, is charmed, yields the combat, flees (placing at least one mile distance between the combatants), or a third party successfully intervenes. Both combatants and all sceintient creatures are aware of the effect of Single Out. Activating Single Out is a standard action. Single Out is a supernatural ability.
Wow! Please don't be insulted by this question apsuman, but did you just make that ability up? I'm genuinely impressed by your level of detail. I would only change the name to "Honorable Combat" and give it more of a conceptual paladin *feel*.
 
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