the paladin fix by ironwizard

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    The Paladin (A fix by ironwizard)

    Abilities: Charisma is the most important ability for the Paladin, powering many of his class features.

    As a front line combatant, a high Constitution is also valuable. Good Strength and Dexterity scores arealso useful in combat.

    Alignment: Lawful Good

    Hit Die: d10

    Skills

    The following skills are considered class skills for the Paladin: Unchanged

    Skill Points at 1st Level: (2+Int modifier) x 4.

    Skill Points at Each Additional Level: 2 + Int modifier

    Class Features

    Weapon and Armor Proficiencies: The Paladin is proficient with all simple and martial weapons, all

    armors, and all shields (including tower shields).

    Spells: Beginning at 6th level (or 4th if the Paladin has a sufficient CHA modifier) a paladin my begin tocast a small number of divine spells as shown on the table below. Paladins cast their spells

    spontaneously with CHA as their casting stat.

    Aura of Good: Unchanged

    Detect Evil: At will, as a swift action, the Paladin may use detect evil, as the spell (except for the

    action change).

    Smite Evil (Su): A number of times per day equal to half the Paladin's level plus his CHA mod, thePaladin may declare he is going to attempt to Smite Evil with an attack. He adds his CHA mod to the

    attack roll, and if it hits, his Paladin level to the damage roll. If the target is not evil, no additional

    damage is dealt, but the attempt is still wasted. If the attack simply misses, the attempt is not wasted. If

    the Paladin has multiple attacks in a round, he may only apply the smite benefits to one of them(player's choice). At level 11, the Paladin may add the smite bonuses to all of his attacks in a round

    (consuming only a single attempt).

    Divine Grace: Unchanged

    Lay on Hands: Unchanged (but see below)

    Aura of Courage: Unchanged

    Divine Health: Unchanged

    Turn Undead: Unchanged

    Special Mount: Unchanged

    Holy Vigor (Su): A Paladin is blessed with his Deity's power. He receives Fast Healing equal to onefifth his Paladin level (rounded down) at all times.

    Remove Disease: Unchanged (But see below)

    Leadership: Paladins are often called upon by their deity to lead in times of strife and war. If, at 6th

    level, a Paladin takes the Leadership feat (as his normal 6HD feat), he doubles all positive modifiers tohis Leadership score, including his CHA mod (but not his HD). If he does not take Leadership, he may

    instead select another feat for which he meets the prerequisites. This feat must either be a fighter bonus

    feat, a divine feat, or an exalted feat (if your DM allows it). A Paladin may freely select Leadership at alater time, but he does not receive the double bonus in such case.

    Mettle (Ex): As the Hexblade class feature of the same name.

    Rapid Healing (Su): At level 8, a Paladin may use Lay on Hands as a move equivalent action.

    Defensive Expertise: On the battlefield, the Paladin is a bastion of stability and defense. As such, at

    the levels indicated, he may select one ability from the following list.

    Armor of God (Su): A Paladin is protected not just by his equipment, but also by his deity's power. He

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    adds his CHA modifier to his Armor Class as an untyped bonus.

    Shield Expertise (Ex): As defensive warriors, Paladins are well trained in the use of a shield, able to do

    more than just stand behind it. The Paladin may add his shield bonus to his touch AC.

    God Speed (Su): For some Paladin's, the best defense is blinding speed, granted them by their deity.The Paladin may add his CHA mod to his initiative checks.

    Defensive Block (Ex): Continuing the theme of shield proficiency, a Paladin is able to use his shield to

    protect from more than just conventional attacks. He may now add his Shield bonus to his ReflexSaving throws.

    Feat: In place of one of these abilities, a Paladin may select any 'defensive' feat. (A 'defensive' feat is

    one that provides a bonus, either explicitly or implicitly to Armor Class, Initiative, Saving Throws, orprovides some other way of reducing incoming damage or other hostile effects.) The Paladin must still

    meet the prerequisites for the feat.

    Holy Aura (Su): At 10th level, a Paladin has become such a champion of righteousness that his deity'spower ebbs from him into the surrounding area. He generates a 5-foot radius aura of holy energy

    granting Fast Healing to all Good creatures (and neutral creatures the Paladin indicates as allies) within

    it equal to his personal Fast Healing from Holy Vigor minus 1. (So a 10th level Paladin with Fast

    Healing 2 from Holy Vigor exudes an Aura of Fast Healing 1). Evil creatures in this aura instead take alike amount of damage each turn they remain in the aura.

    Aligned Strike (Su): At 10th level, the Paladin's melee attacks are considered lawful and good aligned

    for the purposes of overcoming damage reduction.

    Remove Curse (Sp): At 12th level, the Paladin is able to cure curses as well as diseases. He may spend

    his weekly uses of Remove Disease to use Remove Curse, as the spell, instead.

    Rapid Healing (Su): At level 14, a Paladin may use Lay on Hands as a swift action.

    Impenetrable Mind (Ex): At 15th level, the Paladin's devotion to his deity and cause becomes so much

    a part of his being that he is able to resist effects that would cause him to stray from his path. He

    becomes immune to all mind-affecting effects, regardless of their source.

    Divine Guidance (Sp): By 16th level, the Paladin is dealing with foes powerful enough to warrantmore than just passing attention and interest by his deity. As such, the Paladin may commune with his

    deity, as the spell, once per day to seek guidance, but without having to pay the XP cost.

    Break Enchantment (Sp): At 18th level, the Paladin is able to restore the mind as well as removecurses and diseases. He may spend his weekly uses of Remove Disease to use Break Enchantment, as

    the spell, instead.

    Holy Radiance (Su): At 19th level, the holy power within a Paladin can no longer be contained. Heglows with a holy light equal to that of a daylightspell. In addition, evil creatures that look upon him

    must succeed on a Will save (DC = 10 + 1/2 Paladin level plus + CHA mod) or bepanickedfor 1d4

    rounds. Success means that they are onlyshaken. Neutral creatures must succeed at a Will save (sameDC) or befrightened. Success means they are unaffected. Succeed or fail, a creature can only be

    affected by a Paladin'sHoly Radiance ability once per 24 hours. A Paladin may suppress or resume this

    ability at will as a swift action, or may reduce the intensity to only that of a lightspell. If the intensity is

    reduced, neutral creatures must save or beshaken, and evil creatures must save or befrightened,suffering from beingshaken even if they succeed. Neutral creatures indicated as allies by the Paladin

    are immune to this effect. This is a Fear, Light, and Mind-Affecting effect.

    Divine Champion (Varies): At 20th level, the Paladin has become wholly a servant of his deity's will,and is blessed with a number of abilities towards the furthering of his deity's ideals. First, the Paladin

    ceases to age. Bonuses still accrue and the Paladin will still die when his time is up. This is an

    extraordinary ability. Second, the Paladin's very skin flows with his deity's power. Any evil creaturesstriking the Paladin with a melee weapon from within 5 feet suffer 2d6 points of damage that is treated

    as good, lawful, and magical for the purpose of overcoming damage reduction. This is a supernatural

    ability. Finally, the Paladin himself gets damage reduction 5/Evil AND Chaos. This is a supernatural

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    ability.

    Multiclass note: The previous restriction on Paladin multiclassing has been removed. Prestige Classes

    that state that Paladins may freely multiclass with them now stack with Paladin levels for determiningSmite Eviluses per day and extra damage.

    Table P-1: The Paladin

    Level BaB Fort Ref Will Special

    1 +1 2 0 2 Aura of Good, Detect Evil, Smite Evil

    2 +2 3 0 3 Divine Grace, Lay on Hands

    3 +3 3 1 3 Aura of Courage, Divine Health

    4 +4 4 1 4 Turn Undead

    5 +5 4 1 4 Special Mount

    6 +6/+1 5 2 5 Remove Disease, Leadership

    7 +7/+2 5 2 5 Mettle

    8 +8/+3 6 2 6 Rapid Healing

    9 +9/+4 6 3 6 Defensive Expertise

    10 +10/+5 7 3 7 Holy Aura, Aligned Strike

    11 +11/+6/+1 7 3 7 Full Round Smite

    12 +12/+7/+2 8 4 8 Remove Curse

    13 +13/+8/+3 8 4 8 Defensive Expertise

    14 +14/+9/+4 9 4 9 Swift Healing

    15 +15/+10/+5 9 5 9 Impenetrable Mind

    16 +16/+11/+6/+1 10 5 10 Divine Guidance

    17 +17/+12/+7/+2 10 5 10 Defensive Expertise

    18 +18/+13/+8/+3 11 6 11 Break Enchantment

    19 +19/+14/+9/+4 11 6 11 Holy Radiance

    20 +20/+15/+10/+5 12 6 12 Divine Champion

    Table P-2: Paladin Spells Known/Per Day

    Level 1 2 3 4 1 2 3 4

    1 - - - - - - - -

    2 - - - - - - - -

    3 - - - - - - - -

    4 0 - - - 2* - - -

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    5 0 - - - 2* - - -

    6 1 - - - 3 - - -

    7 1 0 - - 3 2* - -

    8 1 0 - - 3 2* - -

    9 2 1 - - 4 3 - -

    10 2 1 0 - 4 3 2* -

    11 2 1 0 - 4 3 2* -

    12 3 2 1 - 5 4 3 -

    13 3 2 1 0 5 4 3 2*

    14 3 2 1 0 5 4 3 2*

    15 4 3 2 1 6 5 4 3

    16 4 3 2 1 6 5 4 3

    17 4 3 2 1 6 5 4 318 4 4 3 2 6 6 5 4

    19 4 4 3 3 6 6 5 5

    20 4 4 4 4 6 6 6 6

    * Provided the Paladin has sufficient CHA for spells of this level.