D20r:Paladin

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==Paladin Progression==
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!Level !!BAB !!Fort !!Ref !!Will !!Special !!Resolve !!1st !!2nd !!3rd !!4th !!5th !!6th
!Level !!BAB !!Fort !!Ref !!Will !!Special !!Resolve !!1st !!2nd !!3rd !!4th !!5th !!6th
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|'''1st''' || +0 || +1 || +1 || +2 || Devotions, Inspire Courage +1, Lay on Hands, Orisons || 2 || 2 || — || — || — || — || —
|'''1st''' || +0 || +1 || +1 || +2 || Devotions, Inspire Courage +1, Lay on Hands, Orisons || 2 || 2 || — || — || — || — || —
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|'''2nd''' || +1 || +1 || +1 || +3 || Courageous Projection, Divine Resilience, Glare || 3 || 3 || — || — || — || — || —
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|'''2nd''' || +1 || +1 || +1 || +3 || Anima Beacon, Divine Resilience, Glare || 3 || 3 || — || — || — || — || —
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|'''3rd''' || +2 || +2 || +2 || +3 || Brief Blessing (Aid), Divine Health || 4 || 4 || 2 || — || — || — || —
|'''3rd''' || +2 || +2 || +2 || +3 || Brief Blessing (Aid), Divine Health || 4 || 4 || 2 || — || — || — || —
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|'''11th''' || +8/+3 || +5 || +5 || +7 || Concurrent Inspiration (Two Inspirations), Staredown || 10 || 5 || 5 || 5 || 4 || — || —
|'''11th''' || +8/+3 || +5 || +5 || +7 || Concurrent Inspiration (Two Inspirations), Staredown || 10 || 5 || 5 || 5 || 4 || — || —
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|'''12th''' || +9/+4 || +6 || +6 || +8 || Brief Blessing (Miss Chance) || 11 || 5 || 5 || 5 || 4 || 2 || —
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|'''12th''' || +9/+4 || +6 || +6 || +8 || Brief Blessing (Blur) || 11 || 5 || 5 || 5 || 4 || 2 || —
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|'''13th''' || +9/+4 || +6 || +6 || +8 || Zeal (Divine Interdiction)  || 11 || 5 || 5 || 5 || 5 || 3 || —
|'''13th''' || +9/+4 || +6 || +6 || +8 || Zeal (Divine Interdiction)  || 11 || 5 || 5 || 5 || 5 || 3 || —
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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 (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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'''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).  
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).  
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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:''' 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.
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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 an ally falls in combat at the hands of an enemy, the paladin immediately regains one resolve, up to his full normal daily allotment.
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'''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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'''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.
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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 table. In addition, he receives bonus spells per day if he has a high Charisma score. A paladin's knowledge of spells is limited: he may only prepare spells from the paladin spell list, spells from the Healing domain, and spells from within his selected devotions.
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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.
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A paladin can cast any spell he has prepared spontaneously: He can cast any spell he has prepared at any time, assuming he has not yet used up his allotment of spells per day for the spell's level.  
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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 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.
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'''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.
'''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.
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A paladin alters his prepared spells when he recovers spells.
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A paladin alters his prepared spells when he recovers spell slots.
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'''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.
'''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.
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'''Courageous Projection:''' At second level, a paladin receives the Courageous Projection style feat as a bonus feat.
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'''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.
'''Divine Resilience (Su):''' Starting at second level, a paladin adds his Constitution modifier to all his saving throws as a sacred bonus.
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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.
'''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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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 plus his Hero Value.
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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 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.
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.
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| Blind || 15 points
| Blind || 15 points
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| Charmed || 10 points
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| Compulsion || 20 points
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| Confused || 30 points
| Confused || 30 points
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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.
:''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 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.  
:''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 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.
'''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.
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'''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.
'''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.
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'''Breath of Life (Su):''' Starting at ninteenth 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.
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'''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.
'''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.

Current revision as of 21:02, 5 November 2013

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