D20r:Paladin

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'''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.
'''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.
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''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.
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:''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.
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''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.
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:''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.
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''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.
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:''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.
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''Divine Interdiction:'' At thirteenth level, a paladin nay 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.
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:''Divine Interdiction:'' At thirteenth level, a paladin nay 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.
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''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.  
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:''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.  
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''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. A creature affected by this ability is surrounded by a coruscating aura of divine energies while it is active.
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:''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. 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.
'''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.

Revision as of 16:44, 29 December 2010

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