D20r:Paladin

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Level BAB Fort Ref Will Special Resolve 1st 2nd 3rd 4th 5th 6th
1st +0 +1 +1 +2 Devotions, Inspire Courage +1, Lay on Hands, Orisons 2 2
2nd +1 +1 +1 +3 Anima Beacon, Divine Resilience, Glare 3 3
3rd +2 +2 +2 +3 Brief Blessing (Aid), Divine Health 4 4 2
4th +3 +2 +2 +4 Cleansing Touch, Fearless, Zeal (Draw) 5 5 3
5th +3 +3 +3 +4 Inspire Courage +2 5 5 4
6th +4 +3 +3 +5 Brief Blessing (Reflex Saves) 6 5 4 2
7th +5 +3 +3 +5 Zeal (Strand) 7 5 5 3
8th +6/+1 +4 +4 +6 Inspire Greatness 8 5 5 4
9th +6/+1 +4 +4 +6 Aura of Courage, Brief Blessing (Strength Boost) 8 5 5 4 2
10th +7/+2 +5 +5 +7 Inspire Courage +3, Touch of Vitality, Zeal (Shield Other) 9 5 5 5 3
11th +8/+3 +5 +5 +7 Concurrent Inspiration (Two Inspirations), Staredown 10 5 5 5 4
12th +9/+4 +6 +6 +8 Brief Blessing (Blur) 11 5 5 5 4 2
13th +9/+4 +6 +6 +8 Zeal (Divine Interdiction) 11 5 5 5 5 3
14th +10/+5 +6 +6 +9 Inspire Heroics 12 5 5 5 5 4
15th +11/+6/+1 +7 +7 +9 Brief Blessing (All Saves), Inspire Courage +4 13 5 5 5 5 4 2
16th +12/+7/+2 +7 +7 +10 Zeal (Crisis of Faith) 14 5 5 5 5 5 3
17th +12/+7/+2 +8 +8 +10 Aura of Greatness, Concurrent Inspiration (Three Inspirations) 14 5 5 5 5 5 4
18th +13/+8/+3 +8 +8 +11 Aura of Heroics, Brief Blessing (Spell Resistance) 15 5 5 5 5 5 5
19th +14/+9/+4 +8 +8 +11 Breath of Life, Zeal (Inviolability) 16 5 5 5 5 5 5
20th +15/+10/+5 +9 +9 +12 Inspire Courage +5, True Devotion 17 5 5 5 5 5 5

HD: d10

Skills: A paladin is trained in the Priest and Warrior skill sets and is trained in one other set.

Prowess: 4 per level.

Proficiencies: Paladins are proficient with simple weapons plus any two weapon groups of their choosing. Paladins are also proficient with light, medium, and heavy armor, and with light, heavy, and tower shields.

Inspire Courage (Su): A paladin can inspire divinely influenced courage in his allies. As a swift action, he may spend 1 resolve and select an ally within 60': the target gains a divine bonus on attack rolls and on saves against Fear effects. The target also receives double that amount as a divine bonus on damage rolls. Both these effects last until the end of the encounter.

The bonus starts at +1 at first level and increases every five paladin levels (to +2 at 5th, +3 at 10th, +4 at 15th, and +5 at 20th).

Lay on Hands (Su): A paladin with a Charisma score of 12 or higher can heal wounds by touch. Each day he can heal a total number of Hit Points of damage equal to his paladin level multiplied by his Charisma bonus. He adds his Hero Value to this total. A paladin may choose to divide his healing among multiple recipients, and he 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 radiant damage. 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 his daily allotment of points to use as damage after successfully touching a creature.

Orisons (Sp): A paladin knows a number of 0th level cleric spells (orisons) equal to their Charisma modifier. These spells are usable as spell-like abilities at will.

Resolve: A paladin is a being of resilience and determination, and their faith allows them to evince this conviction into protections for the paladin and his allies. Each day, the paladin receives a limited pool of resolve according to the table. He adds his Constitution modifier to this value to determine his full daily resolve. Many paladin features are powered by resolve, so a paladin must sometimes be sparing in his use of it. In a similar vein, if an ally falls in combat at the hands of an enemy, the paladin immediately regains one resolve, up to his full normal daily allotment.

Spellcasting: A paladin casts divine spells, which are drawn from the paladin spell list plus spells within the Healing domain and within his selected devotions. He must prepare spells before casting them. To prepare or cast a spell, a paladin must have a Charisma score equal to at least 10 + the spell's level. The Difficulty Class for a saving throw against a paladin's spell is 10 + the spell level + the paladin's Charisma modifier.

Like other spellcasters, a paladin can cast only a certain number of spells of each spell level per day. His base daily spell allotment is given on the class table. In addition, he receives bonus spells per day if he has a high Charisma score.

He can cast any spell he has prepared at any time, assuming he has not yet used up his spells per day for that spell level. For example, a 3rd level paladin can prepare four 1st level and two 2nd level spells. He can cast 1st level spells four times and 2nd level spells two times in the course of the day. He might end up using the same 1st level spell four times, or one 1st level spell two times and another 1st level spell two times, or any combination that adds up to four uses of any of his 1st level spells. If a paladin knows any metamagic feats, he applies them to his spells when he prepares his spells for the day.

A paladin does not provoke an attack of opportunity when casting a spell as long as he has Resolve greater than or equal to his Hero Value remaining.

A paladin may recover spell slots by spending an hour in meditation or prayer, and may only do so once a day.

Prepared Spells: A paladin prepares a limited number of spells of each level: he may cast these spells spontaneously as long as he has spell slots capable of casting them. Use the table below to determine how many spells a paladin may prepare of each level. He also receives an additional preparation slot at each level (indicated by a "+1" on the table below): he must prepare a spell from the Healing domain in this slot. A paladin does not receive additional preparation slots for having a high Charisma score.

A paladin alters his prepared spells when he recovers spell slots.

Level 1st 2nd 3rd 4th 5th 6th
1 2+1 - - - - -
2 2+1 - - - - -
3 3+1 1+1 - - - -
4 3+1 2+1 - - - -
5 4+1 2+1 - - - -
6 4+1 2+1 1+1 - - -
7 5+1 3+1 1+1 - - -
8 5+1 3+1 2+1 - - -
9 6+1 3+1 2+1 1+1 - -
10 6+1 4+1 2+1 1+1 - -
11 6+1 4+1 3+1 2+1 - -
12 6+1 4+1 3+1 2+1 1+1 -
13 6+1 5+1 3+1 2+1 1+1 -
14 6+1 5+1 4+1 3+1 2+1 -
15 6+1 5+1 4+1 3+1 2+1 -
16 6+1 6+1 4+1 3+1 2+1 1+1
17 6+1 6+1 5+1 4+1 3+1 1+1
18 6+1 6+1 5+1 4+1 3+1 2+1
19 6+1 6+1 5+1 4+1 3+1 2+1
20 6+1 6+1 6+1 5+1 4+1 2+1

Devotions: A paladin chooses two domains from the following list: Courage, Fear, Glory, Might, Protection, and War. While they do not gain the domain powers of those domains, they do gain access to the spells associated with them.

Anima Beacon: At second level, a paladin receives the Anima Beacon style feat as a bonus feat.

Divine Resilience (Su): Starting at second level, a paladin adds his Constitution modifier to all his saving throws as a sacred bonus.

Glare (Ex): Starting at second level, enemies within 10' of the paladin take a -3 penalty to attack and damage rolls against the paladin's allies.

Brief Blessing (Su): Starting at third level, when a paladin casts a single-target spell with the Healing descriptor or uses his Lay on Hands ability, he may also cast aid as a spell-like ability on the targeted creature, using his class level as his caster level and requiring no action.

Every three levels thereafter, the paladin gains additional options to substitute in place of the aid spell-like ability, as notated here: At sixth level, he may instead grant a divine bonus to the target's Reflex saves equal to one-third his class level. At ninth level, he may instead grant a divine bonus to the target's Strength score equal to his Constitution modifier. At twelfth level, he may instead cast blur as a spell-like ability on the targeted creature, using his class level as his caster level and requiring no action. At fifteenth level, he may instead grant a divine bonus to all of the target's saving throws equal to one-third his class level. At eighteenth level, he may instead grant the target spell resistance equal to his class level plus his Hero Value.

All of these effects have a maximum duration in rounds equal to either the paladin's Charisma modifier or the amount healed, whichever is lower.

Divine Health (Su): At third level, a paladin gains immunity to all diseases, including supernatural and magical diseases. He also adds his Hero Value to his maximum Hit Points.

Cleansing Touch (Su): At fourth level, a paladin may spend some of his Lay on Hands healing to remove status effects from allies. Using Lay on Hands in this fashion does not trigger Brief Blessing. Consult the following table to determine how many points of healing must be spent to remove a particular status condition:

Status Effect Healing Cost
Ability Damaged 10 points per point of ability damage to heal
Blind 15 points
Charmed 10 points
Compulsion 20 points
Confused 30 points
Cowering 5 points
Dazed 10 points
Dazzled 1 point
Deafened 5 points
Entangled 10 points
Exhausted 20 points
Fatigued 10 points
Frightened 10 points
Immobilized 15 points
Nauseated 20 points
Panicked 25 points
Paralyzed 40 points
Petrified 50 points
Shaken 5 points
Sickened 10 points
Stunned 30 points
Unconscious 10 points

Fearless (Ex): Starting at fourth level, a paladin is able to draw into their well of resolve to shake off that which terrifies lesser men. As long as the paladin has at least one point of resolve remaining, he is immune to Fear effects.

Zeal (Su): Starting at fourth level, a paladin gains the ability to invoke his determination and use it to hamper his foes. Using Zeal is a swift action and uses a saving throw (where appropriate) of 10 + Hero Value + Constitution modifier.

Draw: At fourth level, a paladin may spend one resolve to force an opponent within 60' to make a Will save or attempt to close with him as its next move action. A creature affected by this ability is aware of its actions and will not unnecessarily endanger itself by stepping around terrain hazards or threatened areas as best it can. A creature who cannot close with the paladin (such as one that is paralyzed, has no movement speeds, or is immobilized) automatically succeeds on its saving throw.
Strand: At seventh level, a paladin may spend one resolve to force an opponent within 60' to make a Fortitude save or be immobilized for one round.
Shield Other: At tenth level, a paladin may spend one resolve and select one ally within 60'. As long as that ally remains within 60' of the paladin, the paladin takes half the damage the ally would have taken until the end of the encounter. If the ally steps out of range, the effect is suppressed until they return to within 60' of the paladin.
Divine Interdiction: At thirteenth level, a paladin may spend one resolve and designate a 5' radius zone within 60': enemies must make a successful Will save to enter or attack into that zone. A creature that begins (wholly or partially) within the zone automatically passes the save, and a creature that passes the save is immune to that particular zone's effects. The zone remains for a number of rounds equal to the paladin's Charisma modifier or until the paladin creates another Divine Interdiction zone, whichever is first.
Crisis of Faith: At sixteenth level, a paladin may spend 4 resolve to cast dispel magic (targeted version) as a spell-like ability on one target, substituting his class level for his caster level. The targeted creature also suffers a penalty to Armor Class, attack rolls, and damage rolls equal to the paladin's Charisma modifier for a number of rounds equal to the paladin's Constitution modifier. If the target has the ability to cast divine spells, they lose the ability to cast them for one round.
Inviolability: At twentieth level, a paladin may spend ten resolve and target one ally within 100'. A creature affected by this ability takes no Hit Point damage, and becomes immune to polymorphing, petrification, energy drain, ability drain, ability damage, charms, compulsions, phantasms, patterns, morale effects, disease, poison, stunning, sleep, paralysis, death effects, teleportation, banishment, sickening, nauseating, immobilization, and disintegration for one round. A creature affected by this ability is surrounded by a coruscating aura of divine energies while it is active.

Inspire Greatness (Su): Starting at eighth level, as a swift action, a paladin may spend one resolve and target an ally within 30'. The targeted ally gains two temporary Hit Dice until the end of the encounter. These are Avatar Hit Dice, granting a total of 2d8 Hit Points, +1 Base Attack Bonus, +1 to saving throws, +1 Hero Value, and 8 prowess. They do not, however, grant additional feats, stat increases, or other features associated with Hit Dice.

Aura of Courage (Su): Starting at ninth level, a paladin may spend a standard action and two resolve to create an aura of courage. This is a 30' radius aura effect, and all allies inside its bounds are affected as if by the paladin's Inspire Courage ability. This ability lasts until the end of the encounter.

Touch of Vitality (Su): Starting at tenth level, the paladin's Lay on Hands feature improves: each day he can heal a total number of Hit Points of damage equal to his Charisma modifier, multiplied by his class level plus his Hero Value (Charisma modifier x (class level + Hero Value)). As normal, he adds his Hero Value to this total.

Concurrent Inspiration (Ex): Starting at eleventh level, a paladin may spend one extra resolve when activating Inspire Courage, Inspire Greatness, or Inspire Heroics: if he does so, he may also use Inspire Courage, Inspire Greatness, or Inspire Heroics with the same action. It need not be the same inspiration, nor does it need to be the same target (so a paladin using this ability could spend three total resolve to use Inspire Greatness on one ally and Inspire Courage on another, all with one swift action).

At seventeenth level, this ability improves to allow a paladin to spend an additional resolve when activating this ability: if he does so, he may purchase and use a third inspiration (so a paladin using this ability could spend five total resolve to use Inspire Greatness on one ally, Inspire Courage on another, and Inspire Heroics on a third, all with one swift action).

Staredown (Ex): At eleventh level, the paladin's Glare ability improves: enemies within 30' of the paladin take a -5 penalty to attack and damage rolls against the paladin's allies.

Inspire Heroics (Su): Starting at fourteenth level, as a swift action, a paladin may spend two resolve and target an ally within 30'. The targeted ally gains +2 Hero Value until the end of the encounter.

Aura of Greatness (Su): Starting at seventeenth level, a paladin may spend a standard action and two resolve to create an aura of greatness. This is a 30' radius aura effect, and all allies inside its bounds are affected as if by the paladin's Inspire Greatness ability. This ability lasts until the end of the encounter.

Aura of Heroics (Su): Starting at eighteenth level, a paladin may spend a standard action and four resolve to create an aura of heroics. This is a 30' radius aura effect, and all allies inside its bounds are affected as if by the paladin's Inspire Heroics ability. This ability lasts until the end of the encounter.

Breath of Life (Su): Starting at nineteenth level, the paladin's Lay on Hands feature improves: each day he can heal a total number of Hit Points of damage equal to his Charisma modifier, multiplied by twice his class level. As normal, he adds his Hero Value to this total.

True Devotion (Su): At twentieth level, a paladin becomes a being of resolute action. A paladin may use one resolve to act as if at full health regardless of his actual Hit Point total for one round. He also ignores any active negative status conditions as well. Each successive activation costs one more resolve per use (2 for the second round, 3 for the third, 4 for the fourth, etc.) until he spends a turn without activating this ability or dies. A paladin slain through non-Hit-Point means (such as a Death effect) is not shielded by this ability.

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