Paladin, 4th Variant (3.5e Class)

This page is incomplete and/or lacking flavor. Reason: This class is missing a description, a starting package, info on what happens when the paladin breaks the alignment/other restrictions, ect.


You can help D&D Wiki by finishing and/or adding flavor to this page. When the flavor has been changed so that this template is no longer applicable please remove this template. If you do not understand the idea behind this page please leave comments on this page's talk page before making any edits.
Edit this Page | All stubs

Paladins of Justice

Paladin of Justice

Law is the foundation of all that is good.
—Written by a Paladin of Justice, Found Engraved in Stone in the Annals of Her Order.

<-Strong points and weak points, and effectiveness with party members.->.

Abilities: A high charisma is important for almost all of the paladin's class features and the use magic device Skill, A high constitution means more hitpoints, higher strength allows for greater melee attacks, intelligence determines skillpoints, wisdom increases the paladin's will and aptitude for sense motive, and dexterity allows the paladin to more easily utilize her mount.

Alignment: Lawful Good.

Table: The Paladin of Justice

Hit Die: d10

Level Base
Attack Bonus
Saving Throws Special
FortRefWill
1st+1+2+0+0 Aura of Good, Detect Evil, Smite Evil 1/day
2nd+2+3+0+0 Divine Grace, Lay on Hands
3rd+3+3+1+1 Aura of Courage, Divine Health
4th+4+4+1+1 Turn Undead, Ease Ailment (Alleve)
5th+5+4+1+1 Smite Evil 2/day, Special Mount
6th+6/+1+5+2+2 Ease Ailment (Remove Disease)
7th+7/+2+5+2+2
8th+8/+3+6+2+2 Ease Ailment (Remove Blindness/Deafness)
9th+9/+4+6+3+3
10th+10/+5+7+3+3 Smite Evil 3/day
11th+11/+6/+1+7+3+3 Ease Ailment (Remove Poison)
12th+12/+7/+2+8+4+4
13th+13/+8/+3+8+4+4 Ease Ailment (Alleviate)
14th+14/+9/+4+9+4+4 Discern Lies
15th+15/+10/+5+9+5+5 Smite Evil 4/day
16th+16/+11/+6/+1+10+5+5 Ease Ailment (Restore)
17th+17/+12/+7/+2+10+5+5
18th+18/+13/+8/+3+11+6+6 Death Ward
19th+19/+14/+9/+4+11+6+6 Ease Ailment (Reinstate Wellness)
20th+20/+15/+10/+5+12+6+6 Smite Evil 5/day

Class Skills (4 + Int modifier per level, ×4 at 1st level)
Craft (Int), Diplomacy (Cha), Handle Animal (Cha), Heal (Wis), Knowledge (religion) (Int), Profession (Wis), Ride (Dex),
Sense Motive (Wis), Use Magic Device (Cha).

Paladin of Justice Class Features

All of the following are class features of the paladin of justice.

Weapon and Armor Proficiency: Paladins of justice 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 of justice’s aura of good (see the detect good spell) is equal to her paladin level.

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

Smite Evil (Su): Once per day a paladin of justice may smite evil, which lasts for 1 round per point of charisma bonus. During this time, when a paladin of justice makes a melee attack against an evil creature, the damage is multiplied by 2+Paladin Level/10, rounded down to the nearest half. The damage multiplier stacks with critical hits.

At 5th level, and at every five levels thereafter, the paladin may smite evil one additional time per day, as indicated on Table: The Paladin of Justice.

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

Lay on Hands (Su): Beginning at 2nd level, a paladin of justice 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 × 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 of justice decides how many of her daily allotment of points to use as damage after successfully touching an undead creature.

Aura of Courage (Su): Beginning at 3rd level, a paladin of justice 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 of justice is conscious, but not if she is unconscious or dead.

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

Turn Undead (Su): When a paladin reaches 4th 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 own level would.

Ease Ailment: A paladin of justice can use a portion of her lay on hands healing pool to produce a healing effect.

Alleve (Su): At level 4 a paladin of justice may use 5 points from her healing pool to improve a character's exhausted condition to fatigued or eliminate fatigue

Remove Disease (Sp): At level 6, a paladin of justice may use Remove Disease as the spell. Uses 20 points.

Remove Blindness/Deafness (Sp): At level 8 a paladin of justice may use Remove Blindness/Deafness as the spell. Uses 10 points.

Remove Poison (Sp): At level 11 a paladin of justice may use 20 points of her healing pool to use neutralize poison as the spell.

Restore (Su): At level 13 a paladin of justice may use 2 points to restore 1 point of temporary ability damage, 10 to restore 1 point of permanent ability damage, or 50 to remove a negative level.

Alleviate (Su): At level 16 a paladin of justice may use 15 points from her healing pool to improve a nauseated condition to sickened, or 30 to cure any one of the following effects: confused, dazed, dazzled, sickened, or Stunned. Additionally, she may instead use 60 points to cure a Feeblemind condition or improve an Insane condition to confused.

Reinstate Wellness (Su):At level 19 a paladin of justice may use her lay on hands ability to heal more extensive physical problems when she uses her lay on hands ability. when she heals 1 point or more she may heal a minor permanent injury (such as a single missing finger or a fractured bone that didn't heal quite right), with 5 points a hand, foot, or small organ (such as a single eye) or a small broken bone, when healing 25 points or more, she may regrow limbs, heal shattered bones, and reconstitute ruined organs. She may expend the amount of healing necessary to achieve these effects even if the creature is at maximum hit points.

Special Mount (Sp): Upon reaching 5th level, a paladin of justice 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).

Discern Lies (Sp): At level 14, a paladin of justice's detect evil ability works as discern lies when they focus on a creature that they can detect using it.

Death ward (Su): At level 18, a paladin of justice gains a permanent death ward effect.

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.

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
Level
Bonus
HD
Natural
Armor Adj.
Str
Adj.
IntSpecial
5th–7th+2+4+16Empathic Link, Improved Evasion, Share Spells, Share Saving Throws
8th–10th+4+6+27Improved Speed
11th–14th+6+8+38Command Creatures of Its Kind
15th–20th+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 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.

Ex-Paladin of Justice

<-Describe what happens when a character violates the alignment restrictions of any other class restrictions. If there are no behavior or alignment restrictions delete this section->.

Epic Paladin of Justice

Table: The Epic Paladin of Justice

Hit Die: d10

LevelSpecial
21st<-any improvements to class features gained at this level, including any bonus feats->
22nd<-any improvements to class features gained at this level, including any bonus feats->
23rd<-any improvements to class features gained at this level, including any bonus feats->
24th<-any improvements to class features gained at this level, including any bonus feats->
25th<-any improvements to class features gained at this level, including any bonus feats->
26th<-any improvements to class features gained at this level, including any bonus feats->
27th<-any improvements to class features gained at this level, including any bonus feats->
28th<-any improvements to class features gained at this level, including any bonus feats->
29th<-any improvements to class features gained at this level, including any bonus feats->
30th<-any improvements to class features gained at this level, including any bonus feats->

4 + Int modifier skill points per level.

<-existing class feature->: <-how this class feature increases or accumulates at epic levels->

<-another existing class feature->: <-how this class feature increases or accumulates at epic levels->

<-Lather, rinse...->

<-... repeat.->

Bonus Feats: The epic <-class name-> gains a bonus feat (selected from the list of epic <-class name-> bonus feats) every <-number of feats per level-> levels after 20th.

Epic <-class name-> Bonus Feat List: <-list of bonus epic feats->.

Human Paladin of Justice Starting Package

Weapons: <-Weapon selection for starting at 1st level with this class.->.

Skill Selection: Pick a number of skills equal to 4 + Int modifier.

SkillRanksAbilityArmor
Check
Penalty
<-Skill name-><-4 for class skills and 2 for cross-class skills-><-Abbreviated key ability-><-armor check penalty based on starting armor. If inapplicable put ""->
<-Skill name-><-4 for class skills and 2 for cross-class skills-><-Abbreviated key ability-><-armor check penalty based on starting armor. If inapplicable put ""->

<-copy and paste the rows as necessary.->

Feat: <-1st-level feat selection->.

Bonus Feats: <-1st-level feat bonus feats due to class or sample race. remove this section if this sample doesn't get any bonus feats at 1st level. ->.

Gear: <-Starting armor and other equipment outside of weapons.->.

Gold: <-Starting gold using this package.->.


Back to Main Page 3.5e Homebrew Character Options Alternate Class Features

gollark: They're great, who needs associativity and commutativity anyway?
gollark: Sedenion support for the bot when?
gollark: Oct onions. I might actually remember it now.
gollark: ôçτι∅ⁿιοτοnōñ
gollark: Yes, I can, I just choose not to, except with octoniinonons.
This article is issued from Dandwiki. The text is licensed under Creative Commons - Attribution - Sharealike. Additional terms may apply for the media files.