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What DO you DO for... Paladins?
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<blockquote data-quote="StreamOfTheSky" data-source="post: 3235224" data-attributes="member: 35909"><p>Think I posted this somewhere before the crash, but here it is again. My paladin houserules (part of houserules I made for every race and class):</p><p></p><p>Paladin</p><p></p><p>As in the PHB, but all entries under “Special” and the text of “Spells” are changed as follows:</p><p></p><p>• Spell Knowledge: Wisdom</p><p>• Spell Power: Charisma</p><p>• 1st level: Aura of good, detect evil, smite evil 1/day (and follows the same progression), and Turn Undead (uses equal to Charisma bonus + Paladin level / 4)</p><p>• 2nd level: Divine Grace, lay on hands</p><p>• 3rd level: Fearless (Ex), divine health (Su)</p><p>• 4th level: Paladin becomes a spellcaster, with a caster level equal to his Paladin level.</p><p>• 5th level: Celestial Influence (see below)</p><p>• 6th level: Remove Affliction (Su) 1/week (and follows same progression as Remove Disease). Remove Affliction can be used to cure diseases, poisons, curses, paralysis, blindness, deafness, mind-affecting abilities (fear, compulsions, etc…), or to create the effect of a Lesser Restoration spell. If used to reverse a spell or spell-like ability, this ability only cures effects of spells 4th level or lower. If used on a non-good creature, the Paladin must make a level check ( d20 + Paladin level) against a DC equal to 10 + HD of the target. This automatically fails when used on an evil creature. Remove Affliction is a standard action.</p><p>• 7th level: Heroic Aura – The Paladin and all good allies within 10 feet gain a +4 morale bonus to all saves against mind-affecting abilities. The bonus is +2 for non-evil allies.</p><p>• 11th level: Improved Remove Affliction – Remove Affliction can cure effects of spells up to 7th level and can create the effect of a Restoration spell.</p><p>• 16th level: Greater Remove Affliction – Remove Affliction can cure effects of any non-epic spell, and can create the effect of a Greater Restoration spell. Use of this ability remains a standard action, and requires no XP component in any of its uses.</p><p>• Humans and half-elves may multiclass freely with Paladin levels</p><p></p><p>Code of Conduct: The exact details of what an individual Paladin’s code entails needs to be discussed between the player and DM and should be influenced by deity and background. The only general rule is that the Paladin is stripped of his class abilities only by ceasing to be either lawful or good in alignment, similarly to how many other classes with alignment restrictions cease to advance in their class for losing their alignment. Also in general, the Paladin is usually expected to act as an example of goodness for others to follow rather than to actively convert people or shun association with evil people. In fact, many great paladins seek out “weak-willed” (evil) people to demonstrate the immaterial rewards of living a virtuous life. To bring a willing subject into the light, casting away his dark past, is considered a greater achievement than slaying a hundred evil beings.</p><p></p><p>Celestial Influence: At 5th level, the paladin realizes a connection to the Celestial planes. The default is to grant a special mount, but the Paladin may forgo this and instead be imbued with Celestial power. He then gains the following:</p><p></p><p> 5th level - Shield Caster (Ex): The Paladin may channel divine energy through his shield and treat his spells as if they have no somatic components, but only while wielding a shield.</p><p> 11th level – Repulse Damnation (Sp): Once per day, as a free action that does not provoke attacks of opportunity, the Paladin may invoke a protective aura that grants him SR of 12 + Paladin level. This only protects him against any spell or spell-like ability cast by an evil creature or that has the evil or negative energy descriptors, such as Harm. The aura persists for a number of minutes equal to the Paladin’s Charisma bonus, and may be extended for an extra minute for each use of Turn Undead the Paladin wishes to expend. The choice to expend a use of Turn Undead need not be made until the round the aura is to dismiss and each expenditure is chosen individually each time the (new) duration is set to expire.</p><p> 17th level – Heaven’s Wrath (Ex): Each time the Paladin successfully uses a Smite Evil attempt, there is a 1% chance per Paladin level, maximum 20%, that the use of Smite Evil is retained. Smite Evil still can only be used once per round.</p><p></p><p>Explanation of Spell Power and Knowledge: Basically, I plan to make all casting in my games work off 2 stats. Knowledge affects spells known, max possible level that can be cast, and bonus spells. Power affects save DC and caster power checks (ported from AE. Basically, in certain cases, you add ability mod to a caster level check.)</p></blockquote><p></p>
[QUOTE="StreamOfTheSky, post: 3235224, member: 35909"] Think I posted this somewhere before the crash, but here it is again. My paladin houserules (part of houserules I made for every race and class): Paladin As in the PHB, but all entries under “Special” and the text of “Spells” are changed as follows: • Spell Knowledge: Wisdom • Spell Power: Charisma • 1st level: Aura of good, detect evil, smite evil 1/day (and follows the same progression), and Turn Undead (uses equal to Charisma bonus + Paladin level / 4) • 2nd level: Divine Grace, lay on hands • 3rd level: Fearless (Ex), divine health (Su) • 4th level: Paladin becomes a spellcaster, with a caster level equal to his Paladin level. • 5th level: Celestial Influence (see below) • 6th level: Remove Affliction (Su) 1/week (and follows same progression as Remove Disease). Remove Affliction can be used to cure diseases, poisons, curses, paralysis, blindness, deafness, mind-affecting abilities (fear, compulsions, etc…), or to create the effect of a Lesser Restoration spell. If used to reverse a spell or spell-like ability, this ability only cures effects of spells 4th level or lower. If used on a non-good creature, the Paladin must make a level check ( d20 + Paladin level) against a DC equal to 10 + HD of the target. This automatically fails when used on an evil creature. Remove Affliction is a standard action. • 7th level: Heroic Aura – The Paladin and all good allies within 10 feet gain a +4 morale bonus to all saves against mind-affecting abilities. The bonus is +2 for non-evil allies. • 11th level: Improved Remove Affliction – Remove Affliction can cure effects of spells up to 7th level and can create the effect of a Restoration spell. • 16th level: Greater Remove Affliction – Remove Affliction can cure effects of any non-epic spell, and can create the effect of a Greater Restoration spell. Use of this ability remains a standard action, and requires no XP component in any of its uses. • Humans and half-elves may multiclass freely with Paladin levels Code of Conduct: The exact details of what an individual Paladin’s code entails needs to be discussed between the player and DM and should be influenced by deity and background. The only general rule is that the Paladin is stripped of his class abilities only by ceasing to be either lawful or good in alignment, similarly to how many other classes with alignment restrictions cease to advance in their class for losing their alignment. Also in general, the Paladin is usually expected to act as an example of goodness for others to follow rather than to actively convert people or shun association with evil people. In fact, many great paladins seek out “weak-willed” (evil) people to demonstrate the immaterial rewards of living a virtuous life. To bring a willing subject into the light, casting away his dark past, is considered a greater achievement than slaying a hundred evil beings. Celestial Influence: At 5th level, the paladin realizes a connection to the Celestial planes. The default is to grant a special mount, but the Paladin may forgo this and instead be imbued with Celestial power. He then gains the following: 5th level - Shield Caster (Ex): The Paladin may channel divine energy through his shield and treat his spells as if they have no somatic components, but only while wielding a shield. 11th level – Repulse Damnation (Sp): Once per day, as a free action that does not provoke attacks of opportunity, the Paladin may invoke a protective aura that grants him SR of 12 + Paladin level. This only protects him against any spell or spell-like ability cast by an evil creature or that has the evil or negative energy descriptors, such as Harm. The aura persists for a number of minutes equal to the Paladin’s Charisma bonus, and may be extended for an extra minute for each use of Turn Undead the Paladin wishes to expend. The choice to expend a use of Turn Undead need not be made until the round the aura is to dismiss and each expenditure is chosen individually each time the (new) duration is set to expire. 17th level – Heaven’s Wrath (Ex): Each time the Paladin successfully uses a Smite Evil attempt, there is a 1% chance per Paladin level, maximum 20%, that the use of Smite Evil is retained. Smite Evil still can only be used once per round. Explanation of Spell Power and Knowledge: Basically, I plan to make all casting in my games work off 2 stats. Knowledge affects spells known, max possible level that can be cast, and bonus spells. Power affects save DC and caster power checks (ported from AE. Basically, in certain cases, you add ability mod to a caster level check.) [/QUOTE]
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What DO you DO for... Paladins?
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