D20r:Paladin

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'''BUZZ OFF FAX YOU HAS A BABY NOW'''
 
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==Paladin Progression==
==Paladin Progression==
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'''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.
'''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.
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Inspire Courage: swift action, 1 resolve, single target, bonus to atk/saves v. fear at listed bonus, double that to damage until end of enc.
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'''Inspire Courage (Su):''' A paladin can inspire divinely influenced courage into 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.
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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.
'''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.
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'''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.
'''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.
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Resolve: pool per day, powers features, add CON mod. If ally falls in combat at the hands of an enemy, immediately gain 1 resolve
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'''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 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 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.
'''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 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.
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'''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.
'''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.
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Brief Blessing: When casting Lay on Hands or [Healing] spell, add one listed effect for CHA rds
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'''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.
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Divine Health: Immune to disease, add HV to HP
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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 grant the target 20% miss chance. 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.
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Cleansing Touch: Spend Lay on Hands to remove statuses
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All of these effects have a maximum duration equal to either the paladin's Charisma modifier or the amount healed, whichever is lower.
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'''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.
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'''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:
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!Status Effect !! Healing Cost
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| Ability Damaged || 10 points per point of ability damage to heal
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| Blind ||
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| Confused ||
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| Cowering ||
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| Dazed ||
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| Dazzled ||
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| Deafened ||
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| Entangled ||
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| Exhausted ||
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| Fatigued ||
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| Frightened ||
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| Immobilized ||
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| Nauseated ||
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| Panicked ||
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| Paralyzed ||
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| Petrified ||
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| Shaken ||
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| Sickened ||
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| Stunned ||
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| Unconscious ||
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Fearless: Immune to fear
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'''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: Spend resolve for targeted effect. Swift actions, DC 10+1/2 class lev+CON.
Zeal: Spend resolve for targeted effect. Swift actions, DC 10+1/2 class lev+CON.

Revision as of 04:08, 29 December 2010

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