HP: 1d10 (minimum 6) until level 12, +3 HP/level after 12
Attack Bonus: +1/level
Attack Rate: Level 1 1/1 turn
Level 11 3/2 turns
Weapon Proficiencies: 3 at level 1 + 1 every 3 levels (4, 7, 10, 13, 16, 19)
Non-Proficient Weapon Penalty: -2
Weapon Proficiencies: Paladins may choose from any Weapons.
Talent Proficiencies: 3 at level 1 + 1 every 4 levels (5, 9, 13, 17)
Non-Proficient Talent Penalty: -4
Paladin Talents: Paladins are educated in a particular ethos. They start the game with proficiency in one Knowledge Talent that represents their guiding principals. Common choices include Law, History & Religion.
Fortitude Save: +2 at level 1 + 1 every 2 levels (3, 5, 7, 9, 11, 13, 15, 17, 19)
Reflex Save: +1 at level 1 + 1 every 2.5 levels (4, 6, 9, 11, 14, 16, 19)
Will Save: +2 at level 1 + 1 every 2 levels (3, 5, 7, 9, 11, 13, 15, 17, 19)
Paladin Saves: A Paladin may use their Charisma bonus in place of any standard Ability bonus to a Saving throw. For example, if a Paladin had a +2 Charisma bonus and a +0 Wisdom bonus they could use the +2 from Charisma towards their Will save instead of Wisdom. A Paladin automatically makes any saving throw vs Fear or Disease.
1st Level: Resolve [Use: Varies] – A Paladin has a special reserve of inner power referred to as their Resolve. At level 1, a Paladin has a maximum of 5 points of Resolve. This pool increases by 1 for every level the Paladin gains. While a Paladin has at least one point of Resolve they can use Detect Evil, as the spell, at will. When a Paladin wakes up at the start of the day they replenish their Resolve. A Paladin gains 1 point of Resolve whenever they use the Parry maneuver to defend an adjacent character.
1st Level: Smite [Use: Swift/Additional Effect on Attack & Defense] - A Paladin can direct their righteous might to strike down darkness. As a Swift action, a Paladin designates a target he intends to destroy as the subject of their Smite. A Paladin steps up their weapons damage die by 1 against the target of their Smite. Additionally, the Paladin increases their Shield bonus to AC by 2 against all attacks while under the effects of Smite. A Smite lasts until the target of the Smite is slain or until the Paladin makes an attack roll against a character not targeted with Smite. If the target of a Smite is an Outsider whose alignment is at least 2 steps away from the Paladins, the Paladins critical range is doubled against that target. Using Smite costs 4 points from a Paladin’s Resolve. If a Paladin reduces the target of their Smite to 0 HP, they regain 1 point of Resolve. At level 10, a Paladin steps up their damage die by 2 against the target of their Smite and their Shield bonus increases to 3. At level 18, a Paladin steps up their damage die by 3 against the target of their Smite and their Shield bonus increases to 4.
2nd Level: Lay on Hands [Use: Standard or Swift] – At level 2 and higher, a Paladin can direct their righteous might as healing energy. As a Standard action, a Paladin may heal with a touch. The amount healed is equal to 1 HP per Hit Die of the target. If a Paladin heals themselves in this way, it is a Swift action instead of a Standard action. Using Lay on Hands costs 1 point of Resolve. A Paladin may also Cure Disease as the spell at a cost of 5 points of Resolve.
3rd Level: Aura - A Paladin has a particularly powerful aura corresponding to their alignment & demeanor. While their Aura is active, Detect spells that detect alignment will detect the Paladin as one intensity step higher than would be standard for their hit dice. A Paladin’s Aura extends out to a 10 foot radius. Once per round, any character friendly to the Paladin (as determined by the Paladin) may re-roll a failed saving throw vs. a Fear effect. A character may only use one re-roll per turn even if affected by multiple Auras. A Paladin may attempt to suppress their Aura as a Standard action with a successful Ability Roll vs. Charisma. Maintaining a suppressed Aura requires a Swift Action every turn. As a Swift action a Paladin may extend their Aura out an additional 20 feet (30 foot total radius). Doing so costs the Paladin 1 point of Resolve per round the Aura is extended. When a Paladin uses their Lay on Hands ability, they augment their Aura so that those affected gain Fast Healing 1 for 2 rounds. A Paladin’s Aura doesn’t operate if the Paladin is unconscious or dead.
4th Level: Zeal [Use: Additional Effect on Smite/Aura] – At 4th level and higher, a Paladin’s Smite brings low even the hardiest foes. A Paladin ignores the Damage Reduction of any subject of their Smite ability. Additionally, when the Paladin uses Smite, they may spend an additional point of Resolve. If they do, while the Paladin’s Smite is in effect, their Aura is augmented so that anyone affected ignores 1 point of Damage Reduction on their attacks.
5th Level: Divine Weapon [Use: Full Round] – At 5th level and higher, a Paladin’s weapon surges with holy might. While the Paladin has at least 1 point in their Resolve, their weapon casts light as if a torch and is considered Good for purposes of by-passing damage reduction. Furthermore, when a Paladin uses Smite, their weapon gains the Holy property (+1d6 Holy damage) against the subject of their Smite. Additionally, when the Paladin uses Smite, they may spend an additional point of Resolve. If they do, while the Paladin’s Smite is in effect, the Paladin’s Aura is augmented so that anyone affected by it treats their weapons as if they were Good for purposes of by-passing damage reduction.
8th Level: Mettle [Use: Additional Effect on Saves] – At 8th level and higher, a Paladin casts off charms and aids his allies in doing so. The Paladin becomes immune to Charm spells. Additionally, the re-roll granted by vs. Fear by the Paladin’s Aura can also be used to re-roll Charm effects in the same way. An ally gets a separate re-roll for both Fear & Charm effects in a round if affected by both.
11th Level: Greater Divinity [Use: Additional Effect on Divine Weapon/Aura] – At 11th level and higher, a Paladin gains a greater understanding of his purpose and, with it, greater strength. A Paladin’s weapon is now considered Lawful & Good for purposes of by-passing damage reduction. When a Paladin uses Smite, their weapon gains the Holy & Axiomatic (+1d6 Holy and +1d6 Axiomatic damage) properties. When a Paladin uses Divine Weapon to augment their Aura, their allies weapons are treated as if Lawful & Good for purposes of by-passing damage reduction. Additionally, when the Paladin uses Lay On Hands to augment their Aura, those affected gain Fast Healing 2 and the duration is 4 rounds instead of 2.
14th level: Righteousness [Use: Additional Effect on Smite] - At 14th level and higher, a Paladin gains amazing resilience in the face of his enemies. While the Paladin has a Smite in effect, he gains Damage Resistance 2 against the subject of his Smite and Damage Resistance 1 against all other attacks. Additionally, when the Paladin uses Smite, they may spend an additional point of Resolve. If they do, while the Paladin’s Smite is in effect, the Paladin’s Aura is augmented so that anyone affected by it gains Damage Resistance 1 against attacks from the subject of the Paladin's Smite.
17th Level: Hospitaler [Use: Additional Effect on Lay on Hands] - At 17th level and higher, a Paladin can channel greater healing energy. When a Paladin uses Lay On Hands, the target gains Fast Healing 2 for 4 rounds. Additionally, when the Paladin uses Lay On Hands to augment their Aura, those affected gain Fast Healing 3.
20th Level: Divine Champion [Use: Additional Effect on Aura/Righteousness] - At 20th level, a Paladin becomes a beacon of hope. When the Paladin has the option to spend additional Resolve to augment their Aura, they may do so for 0 Resolve. Additionally, when using Righteousness, the Paladin now gains Damage Resistance 3 against the subject of his Smite and Damage Resistance 2 against other attacks.
Paladin Level | Ability | Attack Bonus | CMB | Base Armor Class | Fort | Ref | Will | ||||||
1 | WPs, TPs, Smite | +1 | +1 | 10 | +2 | +1 | +2 | ||||||
2 | Lay on Hands | +2 | +2 | 11 | +2 | +1 | +2 | ||||||
3 | Aura | +3 | +3 | 12 | +3 | +1 | +3 | ||||||
4 | Zeal, WP | +4 | +4 | 13 | +3 | +2 | +3 | ||||||
5 | TP | +5 | +5 | 13 | +4 | +2 | +4 | ||||||
6 | Divine Weapon | +6 | +6 | 14 | +4 | +3 | +4 | ||||||
7 | WP | +7 | +7 | 15 | +5 | +3 | +5 | ||||||
8 | Mettle | +8 | +8 | 16 | +5 | +3 | +5 | ||||||
9 | TP | +9 | +9 | 16 | +6 | +4 | +6 | ||||||
10 | WP, Smite+ | +10 | +10 | 17 | +6 | +4 | +6 | ||||||
11 | Greater Divinity | +11 | +11 | 18 | +7 | +5 | +7 | ||||||
12 | +12 | +12 | 19 | +7 | +5 | +7 | |||||||
13 | WP, TP | +13 | +13 | 19 | +8 | +5 | +8 | ||||||
14 | Righteousness | +14 | +14 | 20 | +8 | +6 | +8 | ||||||
15 | +15 | +15 | 21 | +9 | +6 | +9 | |||||||
16 | WP | +16 | +16 | 22 | +9 | +7 | +9 | ||||||
17 | TP, Hospitaler | +17 | +17 | 22 | +10 | +7 | +10 | ||||||
18 | Smite+ | +18 | +18 | 23 | +10 | +7 | +10 | ||||||
19 | WP | +19 | +19 | 24 | +11 | +8 | +11 | ||||||
20 | Divine Champion | +20 | +20 | 25 | +11 | +8 | +11 |
***
So here we have the Paladin. I tried to strip this class down to it's core concepts and eliminate a lot of the fluff that they've been saddled with for years of design. Ugh. Not easy. By unifying everything into the Resolve mechanic, the class has been immensely streamlined...hopefully for the better.
So we ask the age old question..."What's a Paladin?"
The Avatar from Ultima is a great example of a paladin...uh...at least until the whole series went really wonky. Truthful, forthright, brave and mighty in force of arms and purity of spirit. Yadda yadda.
The Paladin class is designed to be able to stay in the thick of things and slug it out while buffing himself and allies. He does not do huge damage like the Barbarian and he lacks the control of the Fighter, but he makes up for it in longevity. Standing shoulder-to-shoulder with a Paladin also helps pretty much any class thanks to the Paladins Aura and their penchant for blocking attacks to replenish their Resolve.The mechanic to replenish Resolve makes the Paladin a very party-oriented class who benefits from assisting his allies.
In many ways, the Paladin is the flip-side of the Barbarian. The Barbarians lack of defense requires them to end fights quickly or to rely on the support of allies...the Paladins strong defensive options keep them in the fight and allow them to support their allies.
Love to hear peoples thoughts on this. Gonna have the Ranger coming up soon...as well as an article or two.
So yeah...that's a Paladin
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