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 Post subject: [3.5 PrC] Paladin as Prestige Class Variant
PostPosted: Thu Oct 01, 2009 2:45 pm 
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I've never been entirely satisfied with the Paladin as a core class - the fluff seems to point to them being prestige: they're selected by the celestial powers, granted divine awesomeness and all that. Blackguards need to contact evil outsiders to get as evil as they are, so why don't paladins need to contact good outsiders..?

The PrC version of the Paladin in Unearthed Arcana depends on one being a divine caster before one joins the class. I've never been keen on that idea.

Here's a version that doesn't need divine caster levels.
(EDITED to include changes as suggested, plus some advice from the helpful folk over at Giant in the Playground.)

PRESTIGE PALADIN (PrC)

Hit Die: d10.
Requirements
To qualify to become a Prestige Paladin, a character must fulfill all the following criteria.
Alignment: Lawful good.
Base Attack Bonus: +4
Skills: Knowledge (Religion) 3 ranks, Knowledge (nobility and royalty) 3 ranks, Ride 4 ranks
Feats: Mounted Combat, Ride-by-Attack
Special: Must have made friendly contact with a Lawful Good outsider

Class Skills
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 (nobility and royalty / religion) (Int), Profession (Wis), Ride (Dex), and Sense Motive (Wis).
Skill Points at Each Level: 2 + Int modifier.

Table: Paladin (PrC)








LevelBase Attack BonusFort SaveRef SaveWill SaveSpecialSpells
1st2nd3rd4th
1st+1+2+0+0Aura of good, detect evil, Divine grace, smite evil 1/day20--
2nd+2+3+0+0Aura of courage, divine health, lay on hands, turn undead31--
3rd+3+3+1+1Remove disease 1/week320-
4th+4+4+1+1Smite evil 2/day, special mount331-
5th+5+4+1+1Remove disease 2/week3320
6th+6+5+2+2Add WIS bonus to Smite Evil attack roll3331
7th+7+5+2+2Remove disease 3/week, Smite evil 3/day4332
8th+8+6+2+2Add WIS bonus to Smite Evil damage roll4433
9th+9+6+3+3Remove disease 4/week4443
10th+10+7+3+3Smite evil 4/day4444


Class Features
All of the following are class features of the paladin.
Spoiler! :
Weapon and Armour Proficiency: Paladins are proficient with all simple and martial weapons, with all types of armour (heavy, medium, and light), and with shields (except tower shields).

Aura of Good (Ex): The power of a paladin’s aura of good (see the detect good spell) is equal to her paladin level.

Detect Evil (Sp): At will, a paladin can use detect evil, as the spell.

Divine Grace (Su): A paladin gains a bonus equal to her Charisma bonus (if any) on all saving throws.

Smite Evil (Su): Once, plus Charisma bonus (if any), per day, a paladin may attempt to smite evil with one normal melee attack. She adds her Charisma bonus (if any) to her attack roll and deals 1 extra point of damage per paladin level. If the paladin accidentally smites a creature that is not evil, the smite has no effect, but the ability is still used up for that day.
At 4th level, and at every three levels thereafter, the paladin may smite evil one additional time per day, as indicated on Table: The Paladin, to a maximum of four times plus Charisma bonus (if any) per day at 10th level.
At 6th level, the paladin adds her Wisdom bonus (if any) to her attack roll when smiting evil.
At 8th level, the paladin adds her Wisdom bonus (if any) to both her attack roll and damage roll when smiting evil.

Spells: A paladin gains the ability to cast a small number of divine spells, which are drawn from the paladin spell list. A paladin must choose and prepare her spells in advance.
To prepare or cast a spell, a paladin must have a Wisdom score equal to at least 10 + the spell level. The Difficulty Class for a saving throw against a paladin’s spell is 10 + the spell level + the paladin’s Wisdom modifier.
Like other spellcasters, a paladin can cast only a certain number of spells of each spell level per day. Her base daily spell allotment is given on Table: The Paladin. In addition, if she has no previous divine spellcasting class, she receives bonus spells per day if she has a high Wisdom score. When Table: The Paladin indicates that the paladin gets 0 spells per day of a given spell level, she gains only the bonus spells she would be entitled to based on her Wisdom score for that spell level. Prestige Paladins with previous divine spellcasting class levels do not gain additional paladin spells due to a high Wisdom score.
A paladin prepares and casts spells the way a cleric does, though she cannot lose a prepared spell to spontaneously cast a cure spell in its place. A paladin may prepare and cast any spell on the paladin spell list, provided that she can cast spells of that level, but she must choose which spells to prepare during her daily meditation.
A paladin’s caster level is equal to her paladin level, or her previous divine caster level, whichever is higher.
If the character had no divine spellcasting class before she became a paladin, she may select a Cleric Domain power and cast the Domain bonus spells as though she were a cleric equal to half her paladin level.

Aura of Courage (Su): Beginning at 2nd 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 2nd level, a paladin gains immunity to all diseases, including supernatural and magical diseases.

Lay on Hands (Su): Beginning at 2nd level, a paladin with a Charisma score of 12 or higher can heal wounds (her own or those of others) by touch. Each day she can heal a total number of hit points of damage equal to her paladin level x 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.

Turn Undead (Su): When a paladin reaches 2nd level, she gains the supernatural ability to turn undead. She may use this ability a number of times per day equal to 3 + her Charisma modifier. She turns undead as a cleric of half her paladin level would.
If the paladin already has the ability to turn undead from her previous classes, she gains an additional 3 uses of the power per day, and adds half her paladin level to her effective level for the check.

Remove Disease (Sp): At 3rd level, a paladin can produce a remove disease effect, as the spell, once per week. She can use this ability one additional time per week for every three levels after 6th (twice per week at 9th, three times at 12th, and so forth).

Special Mount (Sp): Upon reaching 4th 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. This ability is the equivalent of a spell of a level equal to one-third the paladin’s class level. 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 lawful good alignment and loses all class abilities if she ever willingly commits an evil act. Additionally, a paladin’s code requires that she respect legitimate authority, act with honour (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 lawful good.

Ex-Paladins
A paladin who ceases to be lawful good, who willfully commits an evil act, or who grossly violates the code of conduct loses all paladin spells and abilities (including the service of the paladin’s mount, but not weapon, armour, and shield proficiencies). She may not progress any farther in levels as a paladin. She regains her abilities and advancement potential if she atones for her violations (see the atonement spell description), as appropriate.
Like a member of any other class, a paladin may be a multiclass character, but multiclass paladins face a special restriction. A paladin who gains a level in any class other than paladin may never again raise her paladin level, though she retains all her paladin abilities.

THE PALADIN’S MOUNT
The paladin’s mount is superior to a normal mount of its kind and has special powers, as described below. The standard mount for a Medium paladin is a heavy warhorse, and the standard mount for a Small paladin is a warpony. Another kind of mount, such as a riding dog (for a halfling paladin) or a Large shark (for a paladin in an aquatic campaign) may be allowed as well. A paladin’s mount is treated as a magical beast, not an animal, for the purpose of all effects that depend on its type (though it retains an animal’s HD, base attack bonus, saves, skill points, and feats).




Paladin LevelBonus HDNatural Armor Adj.Str Adj.IntSpecial
4th–5th+2+4+16Empathic link, improved evasion, share spells, share saving throws
6th–7th+3+6+27Improved speed
8th–9th+4+8+38Command creatures of its kind
10th+5+10+49Spell resistance


Paladin’s Mount Basics: Use the base statistics for a creature of the mount’s kind, but make changes to take into account the attributes and characteristics summarized on the table and described below.
Bonus HD: Extra eight-sided (d8) Hit Dice, each of which gains a Constitution modifier, as normal. Extra Hit Dice improve the mount’s base attack and base save bonuses. A special mount’s base attack bonus is equal to that of a cleric of a level equal to the mount’s HD. A mount has good Fortitude and Reflex saves (treat it as a character whose level equals the animal’s HD). The mount gains additional skill points or feats for bonus HD as normal for advancing a monster’s Hit Dice.
Natural Armor Adj.: The number on the table is an improvement to the mount’s existing natural armor bonus.
Str Adj.: Add this figure to the mount’s Strength score.
Int: The mount’s Intelligence score.

Empathic Link (Su): The paladin has an empathic link with her mount out to a distance of up to 1 mile. The paladin cannot see through the mount’s eyes, but they can communicate empathically. Note that even intelligent mounts see the world differently from humans, so misunderstandings are always possible.
Because of this empathic link, the paladin has the same connection to an item or place that her mount does, just as with a master and his familiar (see Familiars).

Improved Evasion (Ex): When subjected to an attack that normally allows a Reflex saving throw for half damage, a mount takes no damage if it makes a successful saving throw and half damage if the saving throw fails.

Share Spells: At the paladin’s option, she may have any spell (but not any spell-like ability) she casts on herself also affect her mount. The mount must be within 5 feet at the time of casting to receive the benefit. If the spell or effect has a duration other than instantaneous, it stops affecting the mount if it moves farther than 5 feet away and will not affect the mount again even if it returns to the paladin before the duration expires. Additionally, the paladin may cast a spell with a target of “You” on her mount (as a touch range spell) instead of on herself. A paladin and her mount can share spells even if the spells normally do not affect creatures of the mount’s type (magical beast).

Share Saving Throws: For each of its saving throws, the mount uses its own base save bonus or the paladin’s, whichever is higher. The mount applies its own ability modifiers to saves, and it doesn’t share any other bonuses on saves that the master might have.

Improved Speed (Ex): The mount’s speed increases by 10 feet.

Command (Sp): Once per day per two paladin levels of its master, a mount can use this ability to command other any normal animal of approximately the same kind as itself (for warhorses and warponies, this category includes donkeys, mules, and ponies), as long as the target creature has fewer Hit Dice than the mount. This ability functions like the command spell, but the mount must make a DC 21 Concentration check to succeed if it’s being ridden at the time. If the check fails, the ability does not work that time, but it still counts against the mount’s daily uses. Each target may attempt a Will save (DC 10 + 1/2 paladin’s level + paladin’s Cha modifier) to negate the effect.

Spell Resistance (Ex): A mount’s spell resistance equals its master’s paladin level + 5. To affect the mount with a spell, a spellcaster must get a result on a caster level check (1d20 + caster level) that equals or exceeds the mount’s spell resistance.

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Last edited by Altair-the-Vexed on Sun Oct 04, 2009 12:17 am, edited 6 times in total.

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 Post subject: Re: [3.5 PrC] Paladin as Prestige Class Variant
PostPosted: Thu Oct 01, 2009 5:12 pm 
Hang on, does that mean that if I'm a cleric and go Paladin, I get:
better attack bonus,
bigger Hit Dice,
full martial weapon selection,
improved spellcasting (+cleric levels AND paladin casting at the same time)
smite evil
disease/fear immunity,
a shiny horse that I can summon anywhere
and the ability to heal and remove disease without using spell slots.

All I have to give up is:
The strong Will Save progression (I'll have Wis anyway, so no problem),
And let my Turn Undead ability suffer slightly (not that it really matters; Undead Hit Dice that increase faster than Challenge Rating and Turn Resistance make it pretty weak anyway)

If I compare that to its Arcane PRC cousin, the Eldritch Knight (gains D6 hit dice instead of D4, strong BAB, a single bonus feat and gives 9/10 caster progression, but gains no weapon or armour abilities - or even the ability to cast in armour) it seems a little overpowered.

Given that the Knowledge(Religion) requirement needs 6 ranks in a skill that's cross-class for everyone except the Wizard, Bard and the Cleric, the chances are that I'll be a cleric anyway, unless I want to blow 2 skill points a level for 9 levels on it or decide that my pre-existing class was rubbish and don't want to use it any more.

tl;dr
It's a bit overpowered and still only really has one path to entry. If you lowered the Knowledge(Religion) requirement to 4 ranks, full-BAB classes will be able to enter at level 6 (still with cross-class skills);clerics would have to wait until level 7 to fulfill the BAB requirement.


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 Post subject: Re: [3.5 PrC] Paladin as Prestige Class Variant
PostPosted: Thu Oct 01, 2009 5:28 pm 
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Daremonai wrote:
tl;dr
It's a bit overpowered and still only really has one path to entry. If you lowered the Knowledge(Religion) requirement to 4 ranks, full-BAB classes will be able to enter at level 6 (still with cross-class skills);clerics would have to wait until level 7 to fulfill the BAB requirement.

Fair enough.
With the entry level altered, is it still too powerful? What should change?

(By the way, the Paladin spell progression is nerfed a little compared to the base class. Have you included that in your assessment?)

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 Post subject: Re: [3.5 PrC] Paladin as Prestige Class Variant
PostPosted: Fri Oct 02, 2009 6:52 am 
With the entry requirements lowered, it's a good PRC for melee-types, but still really rather powerful for clerics - even though the paladin casting is diluted, you're putting it and all the class features on top of the clerical advancement.

The basic problem with this is that the cleric has absolutely no class features beyond level 1. His domain granted powers presumably aren't advanced but they may or may not even be level-dependent, and everything else is advanced by the paladin anyway.

My suggested fix for that, having thought about it, is to beef up the paladin spell progression and drop the cleric spell advancement. Also, since it's a PRC and you're entering late anyway, let caster level equal paladin levels instead of half - you're never going to get above CL 10 anyway. Otherwise, you're basically going to have two kinds of paladins at level 20:

Fighter/Paladin: have 20(full) BAB and 20 d10 hit dice, the class features and a smattering of spells up to 4th level (at caster level 5), and not many skill points due to the cross-class requirements.

Cleric/Paladin: have 17 BAB, 10 d8 hit dice, 10 d10 hit dice, the class features, a smattering of paladin spells (CL5), 7th level cleric spells (CL 15) and probably about as many skill points as the fighter base (entry requirements are not cross-class, but less base skill points from Cleric)

I'm not saying that f I was a fighter I wouldn't take the PRC - it's better than fighter, even if the entry requirements are steep, but the cleric who joined with me would just leave me in the dust. Actually, even as a fighter, there's no reason not to have a dip in cleric before going paladin - the loss of 1 hp and 1 BAB would get me so many extra features, spells and whatnot that it's not even funny.


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 Post subject: Re: [3.5 PrC] Paladin as Prestige Class Variant
PostPosted: Fri Oct 02, 2009 8:57 am 
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Right - how about this?

Spells: A paladin gains the ability to cast a small number of divine spells, which are drawn from the paladin spell list. A paladin must choose and prepare her spells in advance.
To prepare or cast a spell, a paladin must have a Wisdom score equal to at least 10 + the spell level. The Difficulty Class for a saving throw against a paladin’s spell is 10 + the spell level + the paladin’s Wisdom modifier.

Like other spellcasters, a paladin can cast only a certain number of spells of each spell level per day. Her base daily spell allotment is given on Table: The Paladin.
In addition, if she has no previous divine spellcasting class, she receives bonus spells per day if she has a high Wisdom score. When Table: The Paladin indicates that the paladin gets 0 spells per day of a given spell level, she gains only the bonus spells she would be entitled to based on her Wisdom score for that spell level.
Prestige Paladins with previous divine spellcasting class levels do not gain additional paladin spells due to a high Wisdom score.

A paladin prepares and casts spells the way a cleric does, though she cannot lose a prepared spell to spontaneously cast a cure spell in its place. A paladin may prepare and cast any spell on the paladin spell list, provided that she can cast spells of that level, but she must choose which spells to prepare during her daily meditation.

A paladin’s caster level is equal to her paladin level, or her previous divine caster level, whichever is higher.

If the character had no divine spellcasting class before she became a paladin, she may select a Cleric Domain power and cast the Domain bonus spells as though she were a cleric equal to half her paladin level.


Also, I've increased the spell progress to match the assassin, and ditched the "+1 level of existing divine class", and adapted the entry requirements to be more comparable to the Unearthed Arcana Paladin PrC.

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 Post subject: Re: [3.5 PrC] Paladin as Prestige Class Variant
PostPosted: Sat Oct 03, 2009 7:53 pm 
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Right - updated the OP with the following changes:
  • better spell progression
  • extra smite attack bonus and damage to fill up the dead levels
  • dropped the BAB requirement to allow entry at 5th (for fighters)

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 Post subject: Re: [3.5 PrC] Paladin as Prestige Class Variant
PostPosted: Sat Oct 03, 2009 11:01 pm 
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This seems rather cool And an interesting choice of progression. Just a quick question, How often does one come across a lawful good outsider?

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 Post subject: Re: [3.5 PrC] Paladin as Prestige Class Variant
PostPosted: Sun Oct 04, 2009 12:12 am 
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Jack wrote:
This seems rather cool And an interesting choice of progression. Just a quick question, How often does one come across a lawful good outsider?

In the normal course of a day? Hardly ever...
But if your local cleric summons one from the Celestial planes, like Replantid did last session, you just have to go and say hello.
(Sir Nathaniel didn't get the chance to go say hello, before you ask.)

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 Post subject: Re: [3.5 PrC] Paladin as Prestige Class Variant
PostPosted: Sun Oct 04, 2009 12:30 am 
The new paladin progression seems a little less overpowered, but I'll need to have a look at it when I'm a little more compus mentus to give a proper opinion.

Also, a Celestial badger counts as a lawful good outsider? I always thought it meant like a Solar, Deva or something.

A quick rules-lawyer check says that a Celestial Badger is a Magical Beast, and not an outsider. Sorry Sir Nathaniel, unless the DM specifically says otherwise, you can't just chat with a summoned badger and be a paladin.


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 Post subject: Re: [3.5 PrC] Paladin as Prestige Class Variant
PostPosted: Sun Oct 04, 2009 10:11 am 
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Daremonai wrote:
The new paladin progression seems a little less overpowered, but I'll need to have a look at it when I'm a little more compus mentus to give a proper opinion.

Also, a Celestial badger counts as a lawful good outsider? I always thought it meant like a Solar, Deva or something.

A quick rules-lawyer check says that a Celestial Badger is a Magical Beast, and not an outsider. Sorry Sir Nathaniel, unless the DM specifically says otherwise, you can't just chat with a summoned badger and be a paladin.

Oh well, my mistake.
You can always get a helpful cleric to cast Lesser Planar Ally, which definitely gets you a proper celestial being. That's castable at 7th level.

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 Post subject: Re: [3.5 PrC] Paladin as Prestige Class Variant
PostPosted: Mon Oct 05, 2009 8:50 am 
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Here's the latest update to the Paladin Prestige class.
I'm more or less satisfied with this now - the power level is about right at the top end, and starts up slowly enough, I think. You'll be at least 5th level before you can get into this class, if not 6th or 7th.

I'm posting it here separately so you can compare it with the previous version.
I've added a couple of new features (mercy [allows you to deal nonlethal damage without penalty], and aura of salvation [heal allies in a 10ft radius]), and blended remove disease in with lay on hands.

Please let me know what you think.

PRESTIGE PALADIN (PrC)

Hit Die: d10.
Requirements
To qualify to become a Prestige Paladin, a character must fulfill all the following criteria.
Alignment: Lawful good.
Base Attack Bonus: +4
Skills: Knowledge (Religion) 3 ranks, Knowledge (nobility and royalty) 3 ranks, Ride 4 ranks
Feats: Mounted Combat, Ride-by-Attack
Special: Must have made friendly contact with a Lawful Good outsider

Class Skills
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 (nobility and royalty / religion) (Int), Profession (Wis), Ride (Dex), and Sense Motive (Wis).
Skill Points at Each Level: 2 + Int modifier.

Table: Paladin (PrC)











LevelBase Attack BonusFort SaveRef SaveWill SaveSpecialSpells
1st2nd3rd4th
1st+1+2+0+0Aura of good, detect evil, mercy, smite evil 1/day20--
2nd+2+3+0+0Aura of courage, divine grace, lay on hands, turn undead31--
3rd+3+3+1+1Divine health, lay on hands (remove disease)320-
4th+4+4+1+1Smite evil 2/day, special mount331-
5th+5+4+1+1Improved lay on hands3320
6th+6+5+2+2Improved smite evil3331
7th+7+5+2+2Smite evil 3/day4332
8th+8+6+2+2Greater smite evil4433
9th+9+6+3+3Greater lay on hands4443
10th+10+7+3+3Aura of Salvation, Smite evil 4/day4444


Class Features
All of the following are class features of the paladin.
Spoiler! :
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).

Aura of Good (Ex): The power of a paladin’s aura of good (see the detect good spell) is equal to her paladin level.

Detect Evil (Sp): At will, a paladin can use detect evil, as the spell.

Mercy (Ex): A paladin may choose to convert any melee damage she deals to nonlethal damage without suffering the usual -4 penalty. She may not use this ability on creatures that are immune to critical hits.

Smite Evil (Su): ): Once plus Charisma bonus (if any) per day, a paladin may attempt to smite evil with one normal melee attack. She adds her Charisma bonus (if any) to her attack roll and deals 1 extra point of damage per paladin level. If the paladin accidentally smites a creature that is not evil, the smite has no effect, but the ability is still used up for that day.
At 4th level, and at every three levels thereafter, the paladin may smite evil one additional time per day, as indicated on Table: The Paladin, to a maximum of four times plus Charisma bonus (if any) per day at 10th level.
At 6th level, the paladin adds her Wisdom bonus (if any) to her attack roll when smiting evil.
At 8th level, the paladin adds her Charisma bonus (if any) to both her attack roll and damage roll when smiting evil.

Spells: A paladin gains the ability to cast a small number of divine spells, which are drawn from the paladin spell list. A paladin must choose and prepare her spells in advance.
To prepare or cast a spell, a paladin must have a Wisdom score equal to at least 10 + the spell level. The Difficulty Class for a saving throw against a paladin’s spell is 10 + the spell level + the paladin’s Wisdom modifier.
Like other spellcasters, a paladin can cast only a certain number of spells of each spell level per day. Her base daily spell allotment is given on Table: The Paladin. In addition, if she has no previous divine spellcasting class, she receives bonus spells per day if she has a high Wisdom score. When Table: The Paladin indicates that the paladin gets 0 spells per day of a given spell level, she gains only the bonus spells she would be entitled to based on her Wisdom score for that spell level. Prestige Paladins with previous divine spellcasting class levels do not gain additional paladin spells due to a high Wisdom score.
A paladin prepares and casts spells the way a cleric does, though she cannot lose a prepared spell to spontaneously cast a cure spell in its place. A paladin may prepare and cast any spell on the paladin spell list, provided that she can cast spells of that level, but she must choose which spells to prepare during her daily meditation.
A paladin’s caster level is equal to her paladin level, or her previous divine caster level, whichever is higher.
If the character had no divine spellcasting class before she became a paladin, she may select a Cleric Domain power and cast the Domain bonus spells as though she were a cleric equal to half her paladin level.

Aura of Courage (Su): Beginning at 2nd 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 Grace (Su): At 2nd level, a paladin gains a bonus equal to her Charisma bonus (if any) on all saving throws.

Lay on Hands (Su): Beginning at 2nd level, a paladin with a Charisma score of 12 or higher can heal wounds (her own or those of others) by touch. Each day she can heal a total number of hit points of damage equal to her paladin level x 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.
At 3rd level, the paladin can use her lay on hands ability to remove disease, as the spell of the same name. To do so, she must expend all points of healing from her daily allotment.

Turn Undead (Su): When a paladin reaches 2nd level, she gains the supernatural ability to turn undead. She may use this ability a number of times per day equal to 3 + her Charisma modifier. She turns undead as a cleric of her paladin level would.
If the paladin already has the ability to turn undead from her previous classes, she gains an additional 3 uses of the power per day, and use her previous class level or paladin level, whichever is higher, for the check.

Divine Health (Ex): At 3rd level, a paladin gains immunity to all diseases, including supernatural and magical diseases.

Special Mount (Sp): Upon reaching 4th 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. This ability is the equivalent of a spell of a level equal to one-third the paladin’s class level. 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.

Improved Lay on Hands (Su): At 5th level, a paladin’s lay on hands ability improves, so she may remove disease by expending only 5 points of healing from her daily allotment.

Greater Lay on Hands (Su): Upon reaching 9th level, the paladin’s lay on hands ability increases. She adds her Wisdom bonus (if any) to her paladin level before multiplying by her Charisma bonus to calculate the amount of healing he can do each day. This greater allotment effects all her lay on hands abilities.

Aura of Salvation (Su): At 10th level, a paladin may heal her allies without having to touch them. Once, plus her Charisma bonus (if any), per day she may heal all allies within 10 feet of 10 hit points of damage, or remove one of the following conditions: confusion, fascination, paralysis, stunned, or reduce any fear conditions by one step.

Code of Conduct: A paladin must be of lawful good alignment and loses all class abilities if she ever willingly commits an evil act. Additionally, a paladin’s code requires that she respect legitimate authority, 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 lawful good.

Ex-Paladins
A paladin who ceases to be lawful good, who willfully commits an evil act, or who grossly violates the code of conduct loses all paladin spells and abilities (including the service of the paladin’s mount, but not weapon, armor, and shield proficiencies). She may not progress any farther in levels as a paladin. She regains her abilities and advancement potential if she atones for her violations (see the atonement spell description), as appropriate.
Like a member of any other class, a paladin may be a multiclass character, but multiclass paladins face a special restriction. A paladin who gains a level in any class other than paladin may never again raise her paladin level, though she retains all her paladin abilities.

THE PALADIN’S MOUNT
The paladin’s mount is superior to a normal mount of its kind and has special powers, as described below. The standard mount for a Medium paladin is a heavy warhorse, and the standard mount for a Small paladin is a warpony. Another kind of mount, such as a riding dog (for a halfling paladin) or a Large shark (for a paladin in an aquatic campaign) may be allowed as well. A paladin’s mount is treated as a magical beast, not an animal, for the purpose of all effects that depend on its type (though it retains an animal’s HD, base attack bonus, saves, skill points, and feats).




Paladin LevelBonus HDNatural Armor Adj.Str Adj.IntSpecial
4th–5th+2+4+16Empathic link, improved evasion, share spells, share saving throws
6th–7th+4+6+27Improved speed
8th–9th+6+8+38Command creatures of its kind
10th+8+10+49Spell resistance


Paladin’s Mount Basics: Use the base statistics for a creature of the mount’s kind, but make changes to take into account the attributes and characteristics summarized on the table and described below.
Bonus HD: Extra eight-sided (d8) Hit Dice, each of which gains a Constitution modifier, as normal. Extra Hit Dice improve the mount’s base attack and base save bonuses. A special mount’s base attack bonus is equal to that of a cleric of a level equal to the mount’s HD. A mount has good Fortitude and Reflex saves (treat it as a character whose level equals the animal’s HD). The mount gains additional skill points or feats for bonus HD as normal for advancing a monster’s Hit Dice.
Natural Armor Adj.: The number on the table is an improvement to the mount’s existing natural armor bonus.
Str Adj.: Add this figure to the mount’s Strength score.
Int: The mount’s Intelligence score.

Empathic Link (Su): The paladin has an empathic link with her mount out to a distance of up to 1 mile. The paladin cannot see through the mount’s eyes, but they can communicate empathically. Note that even intelligent mounts see the world differently from humans, so misunderstandings are always possible.
Because of this empathic link, the paladin has the same connection to an item or place that her mount does, just as with a master and his familiar (see Familiars).

Improved Evasion (Ex): When subjected to an attack that normally allows a Reflex saving throw for half damage, a mount takes no damage if it makes a successful saving throw and half damage if the saving throw fails.

Share Spells: At the paladin’s option, she may have any spell (but not any spell-like ability) she casts on herself also affect her mount. The mount must be within 5 feet at the time of casting to receive the benefit. If the spell or effect has a duration other than instantaneous, it stops affecting the mount if it moves farther than 5 feet away and will not affect the mount again even if it returns to the paladin before the duration expires. Additionally, the paladin may cast a spell with a target of “You” on her mount (as a touch range spell) instead of on herself. A paladin and her mount can share spells even if the spells normally do not affect creatures of the mount’s type (magical beast).

Share Saving Throws: For each of its saving throws, the mount uses its own base save bonus or the paladin’s, whichever is higher. The mount applies its own ability modifiers to saves, and it doesn’t share any other bonuses on saves that the master might have.

Improved Speed (Ex): The mount’s speed increases by 10 feet.

Command (Sp): Once per day per paladin level of its master, a mount can use this ability to command other any normal animal of approximately the same kind as itself (for warhorses and warponies, this category includes donkeys, mules, and ponies), as long as the target creature has fewer Hit Dice than the mount. This ability functions like the command spell, but the mount must make a DC 21 Concentration check to succeed if it’s being ridden at the time. If the check fails, the ability does not work that time, but it still counts against the mount’s daily uses. Each target may attempt a Will save (DC 10 + 1/2 paladin’s level + paladin’s Cha modifier) to negate the effect.

Spell Resistance (Ex): A mount’s spell resistance equals its master’s paladin level + 15. To affect the mount with a spell, a spellcaster must get a result on a caster level check (1d20 + caster level) that equals or exceeds the mount’s spell resistance.

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 Post subject: Re: [3.5 PrC] Paladin as Prestige Class Variant
PostPosted: Mon Oct 05, 2009 10:23 pm 
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Joined: Tue Mar 04, 2008 8:51 pm
Posts: 4964
Location: Daventry
Real Name: Jack Penn
I like this a lot. The Mercy ability is a really good idea dude!

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