D20r:Paladin

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==Paladin Progression==
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{|class="bordered zebra header"
{|class="bordered zebra header"
!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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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.
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'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. Each day a paladin may change the spells he knows. When a paladin meditates to regain his daily allotment of spells (see below), he selects and prepares spells using the Prepared Spells feature below.
 
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.
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.
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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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:''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.

Current revision as of 21:02, 5 November 2013

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