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Variant Paladins

Dog Moon

Adventurer
Okay, these will be the Paladins in my world, though I might at some point make more options for all Paladins in general. They are a little different for two reasons:

Note that for the spells on the list, I only looked through the PH and the SC, so it might not necessarily be 'all-encompassing.'

1. No alignment in my campaign [something I've wanted to try out]. Thus they have no Alignment Restrictions, though they must follow the tenets of their faith closely. Because of this, Paladins also do not have an Aura of Good and their spell list does not contain any spells which target evil or w/e.

2. In my campaign, Paladins are not Champions of Good. Instead, they are Champions of a Deity.

First up is the Paladin of Civitatem. Civitatem is the God of Cities and Civilization. Because of his close work using stone to build great cities, Earth/Stone is also part of his Portfolio. Paladins working for his cause tend to be protectors of cities from both internal threats and external.

Civitatem Paladin Class Skill (4 + Int modifier per level)
Concentration (Con), Craft (Int), Diplomacy (Cha), Gather Info (Cha), Handle Animal (Cha), Heal (Wis), Kn (Loca) (Int), Knowledge (nobility and royalty) (Int), Knowledge (religion) (Int), Profession (Wis), Ride (Dex), and Sense Motive (Wis).

Civitatem Paladin Substitution Levels
Paladins of Civitatem are frequently considered the 'secret police' in cities. It is their goal to protect cities/civilization from both inside and out. They are the champions protecting their cities in the midst of battles, but they also ferret out those they believe may be traitors, especially shapechangers who can become anyone. Though they understand that not all shapechangers are bad, they leave a taste of distrust in the Paladin's mouth. They believe that most with the ability to become other people will turn into trouble makers and should be dealt with appropriately.

Code:
Level		Special
1		Detect Shapechanger, Smite Shapechanger
3		Knowledge of the City, Divine Truth
4		Turn Shapechanger
6		Transmutation Ban

Detect Shapechanger
Paladins of Civitatem can detect those of the shapechanger subtype and those who are currently using either transmutation or illusion magic to hide their true appearance/identity. Spellcasters who have the spells memorized but not cast are not affected by this or the Smiting ability. Thus a Wizard Polymorphed into a Dwarf would be detected, but not a Wizard who has the spell memorized as one of his spells for the day.

Smite Shapechanger
Paladins of Civitatem can Smite those as above.

Knowledge of the City
Paladins of Civitatem, as soon as they enter a city, gain a feel for the city, both in layout and those who dwell within it, almost as if the city were speaking directly to him. The Paladin gain a +2 bonus on all checks relating to cities [Gather Information, Kn (arch & engin), Kn (Geography), Kn (history), Kn (local) and Kn (nob & roy)] because of their close dealings with cities. Also, they must select a single city at this time. This city is generally a city that the Paladin knows well. Perhaps the Paladin has stayed there for a while to protect it or it is the city he grew up in. For obvious reasons, this city cannot be one he has not stayed some time in. With that city, their bonus increases to +4.

Divine Truth
Paladins of Civitatem gain a +1 bonus on Sense Motive checks at 3rd level and every 3 levels afterward.

Turn Shapechanger
As the Turn Undead ability, but works only against Shapechangers.

Transmutation Ban
A Paladin of Civitatem may target a single which can be detected through his Detect Shapechanger ability. When targeted, the creature must make a Will save DC 10 + Paladin's Cha + 1/2 Paladin's level or be unable to use their shapechanging abilities or spells for 1 round for every 2 levels of the Paladin, rounded down.

Civitatem Paladin Spell List
1st - Blesss, Climb Walls, Cure Light Wounds, Detect Secret Doors, Divine Favor, Foundation of Stone, Hail of Stone, Hold Portal, Magic Stone, Magic Weapon, Rapid Burrowing, Sanctuary
2nd - Earthbind, Earthen Grace, Earthfast, Find Traps, Make Whole, Mountain Stance, Portal Alarm, Zone of Truth
3rd - Cure Moderate Wounds, Discern Lies, Giant's Wrath, Glyph of Warding, Heal Mount, Leomund's Tiny Hut, Magic Weapon [Greater], Meld into Stone, Prayer, Sign of Sealing, Stone Shape, Stony Grasp
4th - Cure Serious Wounds, Land Womb, Portal Alarm [Improved], Stone Sphere, Sudden Stalagmite

Paladin Companion
Paladins of Civitatem can choose to not gain a Special Mount. Instead, they can gain an Earth Elemental companion. Paladins of Civitatem may take feats which require an Animal Companion treating the Earth Elemental as the companion.

These Companions come in two different varieties depending on the Paladin. Those who tend to be more of the 'Secret Police' sort tend to prefer the Observer type in order to keep watch on those who would betray the city from within. Those who tend to watch out for the outside threat tend to choose the more combative type, the Protector.

Earth Elemental Observer
Code:
Paladin Level 	Bonus HD 	Natural Armor Adj.	Dex Adj. 	Int 	Special
5th–7th 	+2 		+2 			+1 		6 	City link, improved evasion, share 												spells, share saving throws
8th–10th 	+4 		+3 			+2 		7 	Camouflage, Stone Tell
11th–14th 	+6 		+4 			+3 		8 	Shared Senses
15th–20th 	+8 		+5 			+4 		9 	Spell resistance



Earth Elemental Protector
Code:
Paladin Level 	Bonus HD 	Natural Armor Adj. 	Str Adj. 	Int 	Special
5th–7th 	+2 		+4 			+1 		6 	City link, improved evasion, share 												spells, share saving throws
8th–10th 	+4 		+6 			+2 		7 	Damage Reduction 5/adamantine
11th–14th 	+6 		+8 			+3 		8 	-
15th–20th 	+8 		+10 			+4 		9 	Spell resistance


Code:
Earth Elemental Size	Paladin Level
Small			=
Medium			-4
Large			-8
Huge			-12

City Link (Ex)
Although Paladins of Civitatem gain Earth Elemental Companions, their abilities are more limited when they are not within a city. The Earth Elemental retains the additional HD, NA, ability modifier and Intelligence bonus when outside of a city, but loses the Improved Evasion, Share Spells, Share Saving Throws, Stone Tell, Shared Senses, Damage Reduction, and Spell Resistance.

Camouflage (Ex)
At 8th level, the Earth Elemental gains a bonus on its Hide check equal to 1/2 the Paladin's HD when either standing on or against stone.

Stone Tell (Sp)
1/day, at 8th level, the Earth Elemental may use Stone Tell. The caster level is equal to that of the Paladin's.

Shared Sense (Su)
At 11th level, the Paladin of Civitatem can see through the eyes of the Earth Elemental. Also, whenever they are within 5 feet of each other or the Paladin is looking through the elemental's eyes, they both gain a +4 bonus on Spot and Listen checks.
 
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It is a lot to look through at this point in time (and USA Sunday night line starts in less than 10 minutes), but thought I'd drop thie following. I copied and pasted from an earlier post of mine.

[sblock=Paladin Info]If you want more options regarding Paladins, I reccommend one of the following: Purchase Dragon Magazine #310 or use the Champion class from Arcana Unearthed/Evolved. In Dragon 310 there are five other divine champions that you can choose to play as a core class; there is the Neutral Good Sentinel, the Chaotic Good Avenger, the Lawful Neutral Enforcer, the Neutral Incarnate and the Chaotic Neutral Anarch.

Each class is a variant build off of the paladin. Divine Champion get some class abilities akin to the paladin, though different class abilities, sving throws and spell lists set them apart. Within the sblock below you can see what class abilities each divine champion gets at its repective level.I am not going to list what the class feature does, as that would be infringing on copyright content and would most likely get me a suspension from these boards I love so much. If you like what you see, you can purchase the mag.

[sblock=Divine Champion Class Abilities]
Code:
[b]Level[/b]     [b]Class[/b]       [b]Special[/b]
  1       Anarch      Aura of Chaos, Detect Law, Smite Law 1/day
          Avenger     Aura of Chaos, Detect Law, Smite Law 1/day
          Enforcer    Aura of Law, Detect Chaos, Smite Chaos 1/day
          Incarnate   Detect Imbalance, Elemental Affinity, Smite Extremist 1/day
          Sentinel    Aura of Good, Detect Evil, Smite Evil 1/day

  2       Anarch      Divine Grace, Destructive Strike
          Avenger     Divine Grace, Lay On Hands
          Enforcer    Divine Grace, Subdue
          Incarnate   Divine Grace, Elemental Burst
          Sentinel    Divine Grace, Resist Fiendish Lure

  3       Anarch      Aura of Courage, Slippery Mind
          Avenger     Aura of Courage, Slippery Mind
          Enforcer    Aura of Courage, Suggestion 1/Day
          Incarnate   Aura of Courage, Energy Resistance
          Sentinel    Aura of Courage, Celestial Fortitude

  4       Anarch      Turn Construct
          Avenger     Turn Undead
          Enforcer    Rebuke/Command Undead
          Incarnate   Rebuke Outsider
          Sentinel    Turn Outsider

  5       Anarch      Smite Law 2/Day, Special Mount
          Avenger     Animal Minion, Smite Law 2/Day
          Enforcer    Leadership, Smite Chaos 2/Day
          Incarnate   Smite Extremist 2/Day, Elemental Minion
          Sentinel    Smite Evil 2/Day, Celestial Minion

  6       Anarch      n/a
          Avenger     Break Enchantment 1/Week
          Enforcer    n/a
          Incarnate   n/a
          Sentinel    n/a

  7       Anarch      n/a
          Avenger     n/a
          Enforcer    Dominate Person 1/Week
          Incarnate   n/a
          Sentinel    n/a

  8       Anarch      Dispel Law 1/Week
          Avenger     n/a
          Enforcer    Suggestion 2/Day
          Incarnate   Commune With Nature 1/Week
          Sentinel    Dispel Evil 1/Week

  9       Anarch      n/a
          Avenger     Break Enchantment 2/Week
          Enforcer    n/a
          Incarnate   n/a
          Sentinel    n/a


  10      Anarch      Smite Law 3/Day
          Avenger     Smite Law 3/Day
          Enforcer    Smite Chaos 3/Day
          Incarnate   Smite Extremist 3/Day
          Sentinel    Smite Evil 3/Day


  11      Anarch      n/a
          Avenger     n/a
          Enforcer    Dominate Person 2/Week
          Incarnate   n/a
          Sentinel    n/a

  12      Anarch      Dispel Law 2/Week
          Avenger     Break Enchantment 3/Week
          Enforcer    n/a
          Incarnate   Commune With Nature 2/Week
          Sentinel    Dispel Evil 2/Week


  15      Anarch      Smite Law 4/Day
          Avenger     Break Enchantment 4/Week, Smite Law 4/Day
          Enforcer    Domiante Person 3/Week, Smite Chaos 4/Day
          Incarnate   Smite Extremist 4/Day
          Sentinel    Smite Evil 4/Day


  16      Anarch      Dispel Law 3/Week
          Avenger     n/a
          Enforcer    n/a
          Incarnate   Commune With Nature 3/Week
          Sentinel    Dispel Evil 3/Week

  18      Anarch      n/a
          Avenger     Break Enchantment 5/Week
          Enforcer    Suggestion 4/Day
          Incarnate   n/a
          Sentinel    n/a

  18      Anarch      n/a
          Avenger     n/a
          Enforcer    Dominate Person 4/Week
          Incarnate   n/a
          Sentinel    n/a

  20      Anarch      Dispel Law 4/Week, Smite Law 5/Day
          Avenger     Smite Law 5/Day
          Enforcer    Smite Chaos 5/Day
          Incarnate   Commune With Nature 4/Week, Smite Extremist 5/Day
          Sentinel    Dispel Evil 4/Week, Smite Evil 3/Day
[/sblock][/sblock]
I'll check back tomorrow and read through your stuff and post some feedback.
 

I find it ironic that I'm posting on this at 2am considering that its the time you mentioned when we talked earlier :)

In any case, I personaly really like the earth elemental touch. The elemental is considered a companion for the feats but is it also considered a mount for the heal mount spell?

The substitution levels have a nice touch with focusing on shapechangers. Although there not used very often, but my guess is this is more meant for NPC's anyway. The only real issue I see on the substitution levels is that At all levels but 3rd the pally gains virtually nothing (1st level has good stuff normaly but the no alingment removes all them). As such there not giving up anything crucial for any level but 3rd. At that level they would be losing more than they gain. Not really sure how to balance whats lost for whats gained (or if you even care to) but those are the main issues I see with the class so far.
 

I really like what you have done with this. Using substitution levels for paladins following a specific doctrine is genius. Everything looks balanced and I really like the Earth Elemental Observer feaure. Well done. :cool:
 

Frukathka said:
I really like what you have done with this. Using substitution levels for paladins following a specific doctrine is genius. Everything looks balanced and I really like the Earth Elemental Observer feaure. Well done. :cool:

Thanks, glad you like it. I did look at your previous post and though I do like the idea of those variants, I don't think they fit in well with my world, but mainly because those are based off different combinations of alignments, and I have totally nixed alignment in my games. [And stay tuned; I have a couple more I should be posting shortly].

The nature of the class might be a little limiting for the Shapechanger thing, true. Could perhaps use a slight boost or something. This is definitely not quite as useful as Detect Evil/Smite Evil, that's true.

As for the 3rd level, is losing immunity to fear and disease really hurting that badly? I have seen the Immunity to Fear thing be quite useful, but rarely the immunity to disease ability.

Note to self: recheck skills and make Knowledge of the City more specific.
 

Dog Moon said:
As for the 3rd level, is losing immunity to fear and disease really hurting that badly? I have seen the Immunity to Fear thing be quite useful, but rarely the immunity to disease ability.
I believe there is a feat or feat chain somewhere (Heroes of Horror?) that grants fear immunity. As for disease, that is for you to consider. Ask yourself this: are your villains likely to use spells/items that could inflict disease? If yes, then it is something to consider.
 

I would have posted this last night, but the computer installed some automatic updates, then the iternet signal crashed. Heroes of Horror has Disease Immunity. I can't find a feat that provides resistance or immunity to fear effects at the moment, but I'll keep looking.

[smallcaps]Disease Immunity[/smallcaps]
Whether due to prolonged exposure or unnatural hardiness, you have grown immune to some diseases and resistant to all others.
Prerequisite: Constitution 13
Benefit: You are immune to one specific type of disease such as the red ache or mummy rot. in addition you gain a +2 circumstance bonus on saving throws against other diseases (including magical diseases). You recover points lost to ability damage from disease at double the normal rate (2 points per day, rather than 1). If someone with the Heal skill (including yourself) uses your blood to help someone with the disease to which you are immune, the diseased character automatically makes his saving throw to recover. If your blood is used to aid in the healing of someone with any other disease, it provides a +4 bonus on the Heal check.
Special: You can gain this feat multiple times. Each time you take it, you become immune to a new disease. The +2 circumstance bonus does not stack with itself, since the circumstances of each disease immunity are essentially the same.
 

Yeah, I've seen that before. As for the Immune to Fear, it sounds familiar, but I can't place it. I know there's some feats that make you immune to being Shaken and Frightened or w/e, but I'm not sure there's something for straight-up Fear.
 

Okay, Mrutvu is the God of the Dead. Think of him kinda like Kelemvor with the whole being the Deity fo the Dead while hating Undead. Honestly, I couldn't really think of much for the Mount [was giving me lots of trouble; everything I thought of was Undead, which he hates], and that's what took so long. Sadly, nothing special for that except a minor addition. Thinking about a couple of possible feats the Paladin could take for it to help fight Undead, but nothing yet.

Mrutvu Paladin Substitution Levels
Paladins of Mrutvu live for only one thing: the utter annihilation of Undead within the world of Lecrutia. They tend to care little about anything else, unless it disrupts their search for Undead. Because of the vast numbers of Undead in Kalautyr, most Paladins of Mrutvu are Kaluryn and can be found protecting their nation as well as the tenets of their faith. Others travel, knowing that though most are in Kalautyr, the Undead can be found everywhere.

Level Special
1 Detect Undead, Smite Undead
3 Aura of Courage, Divine Protection
6 Remove Negative Level and Ability Damage/Drain

Aura of Courage
As the normal Paladin ability of the same name.

Divine Protection
Paladins of Mrutvu can no longer be affected by negative levels.

Remove Negative Level and Ability Damage/Drain
A Paladin of Mrutvu can, at 6th level remove 1 negative level or 2 points of ability damage for every four levels, rounded down. At 6th level he can only remove one, but at eighth level, he can remove two. At ninth, he can remove two twice per day, etc. At 12th level, a Paladin of Mrutvu can remove ability drain at the same rate as negative levels. One removal can only remove either negative levels, ability damage OR ability drain.

Mrutvu Palading Spell List
1st - Bless, Cure Light Wounds, Deathwatch, Delay Disease, Detect Undead, Divine Favor, Hide from Undead, Magic Weapon, Remove Fear
2nd - Consecrate, Death Knell, Gentle Repose, Ghost Touch Armor, Protection From Negative Energy, Remove Paralysis, Restoration [Lesser], Spawn Screen
3rd - Cloak of Bravery, Cure Moderate Wounds, Daylight, Ghost Touch Weapon, Halt Undead, Heal Mount, Magic Weapon [Greater], Prayer, Remove Curse, Remove Disease, Searing Light, Spark of Life, Speak With Dead
4th - Cure Serious Wounds, Death Ward, Disrupt Undead [Greater], Restoration, Sheltered Vitality, Undead Bane Weapon


Code:
Paladin Level 	Bonus HD 	Natural Armor Adj. 	Str Adj. 	Int 	Special
5th–7th 	+2 		+4 			+1 		6 	Empathic link, improved evasion, share 																	spells, share saving throws
8th–10th 	+4 		+6 			+2 		7 	Improved speed, Shared Divine Protection
11th–14th 	+6 		+8 			+3 		8 	-
15th–20th 	+8 		+10 			+4 		9 	Spell resistance

Share Divine Protection (Ex): The Paladin's mount is also no longer affected by negative levels.
 
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