Talk:D20r:Paladin

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==v1.0==
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[[category:Player Character Classes]][[category:Variants]]
[[category:Player Character Classes]][[category:Variants]]
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== v2.0 ==
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'''HD:''' d10
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'''Skills''': A paladin is trained in the Knight skill set and chooses one other skill set.
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'''Prowess:''' A paladin gains six points of prowess per level.
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'''Weapon and Armor Proficiency:''' Paladins are proficient with simple weapons, with three weapon groups of their choosing, with all types of armor (heavy, medium, and light), and with shields (except tower shields).
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'''Spells:''' A paladin casts divine spells, which are drawn from the Courage and Glory domain spell lists. He can cast any spell he knows without preparing it ahead of time. 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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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.
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The paladin's selection of spells is extremely limited: he only knows spells associated with the Courage and Glory domains. Some mantles add spells to his spell list: in all instances, these mantles only add spells of levels he can cast.
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As noted above, a paladin need not prepare his spells in advance. He can cast any spell he knows 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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'''Aura (Ex):''' The power of a paladin’s aura is equal to his paladin level. His aura matches his alignment. See the ''detect good'' spell for details.
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'''Lay on Hands (Su):''' A paladin with a Charisma score of 12 or higher can heal wounds (his own or those of others) 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. 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. The caster level for lay on hands (if required) is equal to the paladin's level.
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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. 
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'''Mantle of Faith (Su):''' A paladin receives gifts from his patron deity according to his faith. Starting at second level, again at fourth level, and then again every three levels thereafter, the paladin receives blessings from his patron deity in exchange for a stricter code of conduct. In this way, the higher level a paladin becomes, the stricter his vows are and the more trust his deity has in him. A paladin can select any mantle of faith from the lists following the class table upon leveling up, as long as they match the paladin's current alignment. Mantles that have Aura effects have a radius of 30' and affect the paladin and his allies unless otherwise specified. In the case of multiple paladins with aura-generating mantles, the effects of mantles generally stack as long as they are different mantles: if two paladins share the Grace mantle, the bonuses only apply once, though both effects have their own areas.
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'''Divine Grace (Su):''' At 2nd level, a paladin gains a divine bonus equal to his Charisma bonus (if any) on all saving throws.
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'''Smite (Su):''' Starting at 3rd level, once per day, a paladin may attempt to smite with one normal melee attack. He adds his Charisma bonus (if any) to his attack roll and deals 1 extra point of damage per paladin level.
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At 5th level, and at every three levels thereafter, the paladin may smite one additional time per day, to a maximum of seven times per day at 20th level.
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'''Unrelenting Conviction (Su):''' Through dedicated and exceptional service to your deity, you have gained their personal favor. When you attack an enemy whose alignment opposes your own, your attack is treated as a smite even if you have no smite attempts remaining or did not use a smite attack.
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==Paladin Progression==
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{|border=1px
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!Level !!BAB !!Fort Save !!Ref Save !!Will Save !!Special !!0 !!1 !! 2 !!3 !!4
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|-
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|'''1st''' || +1 || +2 || +0 || +2 || Lay on Hands, Aura of Good || 1 || 1 || - || - || -
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|-
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|'''2nd''' || +2 || +3 || +0 || +3 || Divine Grace,  Mantle of Faith || 1 || 1 || - || - || -
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|-
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|'''3rd''' || +3 || +3 || +1 || +3 || Smite 1/day || 1 || 1 || - || - || -
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|-
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|'''4th''' || +4 || +4 || +1 || +4 || Mantle of Faith || 2 || 1 || - || - || -
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|-
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|'''5th''' || +5 || +4 || +1 || +4 || Smite 2/day || 2 || 2 || 1 || - || -
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|-
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|'''6th''' || +6/+1 || +5 || +2 || +5 || - || 2 || 2 || 1 || - || -
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|-
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|'''7th''' || +7/+2 || +5 || +2 || +5 || Mantle of Faith || 3 || 2 || 1 || - || -
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|-
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|'''8th''' || +8/+3 || +6 || +2 || +6 || Smite 3/day || 3 || 2 || 1 || 1 || -
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|-
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|'''9th''' || +9/+4 || +6 || +3 || +6 || - || 3 || 3 || 2 || 1 || -
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|-
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|'''10th''' || +10/+5 || +7 || +3 || +7 || Mantle of Faith || 4 || 3 || 2 || 1 || -
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|-
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|'''11th''' || +11/+6/+1 || +7 || +3 || +7 || Smite 4/day || 4 || 3 || 2 || 1 || -
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|-
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|'''12th''' || +12/+7/+2 || +8 || +4 || +8 || - || 4 || 3 || 2 || 2 || 1
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|-
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|'''13th''' || +13/+8/+3 || +8 || +4 || +8 || Mantle of Faith || 5 || 4 || 2 || 2 || 1
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|-
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|'''14th''' || +14/+9/+4 || +9 || +4 || +9 || Smite 5/day || 5 || 4 || 3 || 2 || 1
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|-
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|'''15th''' || +15/+10/+5 || +9 || +5 || +9 || - || 5 || 4 || 3 || 2 || 1
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|-
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|'''16th''' || +16/+11/+6/+1 || +10 || +5 || +10 || Mantle of Faith || 6 || 4 || 3 || 3 || 2
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|-
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|'''17th''' || +17/+12/+7/+2 || +10 || +5 || +10 || Smite 6/day || 6 || 5 || 3 || 3 || 2
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|-
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|'''18th''' || +18/+13/+8/+3 || +11 || +6 || +11 || - || 6 || 5 || 3 || 3 || 2
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|-
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|'''19th''' || +19/+14/+9/+4 || +11 || +6 || +11 || Mantle of Faith || 6 || 5 || 4 || 3 || 2
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|-
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|'''20th''' || +20/+15/+10/+5 || +12 || +6 || +12 || Smite 7/day, Unrelenting Conviction || 6 || 5 || 4 || 4 || 3
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|}
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==Mantles of Faith==
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====Abstinence====
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The paladin has foresworn the use of drugs, alcohol, potions, and other similar substances. He loses all aspects of this mantle if he ever willingly imbibes any drug, alcohol, potion, or similar.
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The paladin gains access to the Healing domain's spells as paladin spells. In addition, he emanates an aura that grants a divine bonus on saving throws against poison, disease, and effects that deal ability damage equal to ¼ his paladin level to allies.
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''Atonement Method:'' A paladin who violates the Abstinence mantle can atone by fasting for one week's time.
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====Alliance====
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The paladin has contracted a subordinate creature to further his cause. He loses all aspects of this mantle if his mount dies.
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The paladin gains the service of an unusually intelligent, strong, and loyal steed to serve his in his crusade against evil. This mount is usually a heavy warhorse (for a Medium paladin) or a war-pony (for a Small paladin). See the Companion chapter for how to handle a paladin's mount.
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Once per day, as a full-round action, a paladin may magically call his mount from the extrapalanar realms in which it resides. This ability is the equivalent of a spell of a level equal to one-third the paladin’s level. The mount immediately appears adjacent to the paladin and remains for 2 hours per paladin level; it may be dismissed at any time as a free action. The mount is the same creature each time it is summoned, though the paladin may release a particular mount from service.
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Each time the mount is called, it appears in full health, regardless of any damage it may have taken previously. The mount also appears wearing or carrying any gear it had when it was last dismissed. Calling a mount is a calling effect.
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Should the paladin’s mount die, it immediately disappears, leaving behind any equipment it was carrying. The paladin takes a -1 penalty on attack and weapon damage rolls for a period of 30 days or until he atones (as per this mantle's Atonement entry), whichever is shorter.
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''Atonement:'' The paladin must seek a course of resurrection for the deceased creature.
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====Anarchy====
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The paladin has taken a vow to resist authority and promote the freedom of the individual. He loses all aspects of this mantle if he submits to someone on the grounds of their authority.
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The paladin radiates an aura that allows all affected to roll two dice per die when determining damage and select the higher die.
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''Atonement Method:'' A paladin who has violated the Anarchy mantle can atone by overthrowing an authoritative group.
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====Audacity====
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A paladin must never show any fear. They lose all benefits of this mantle if they ever allow someone to Intimidate them or prevent them from doing/force them to do something through threats or display of arms.
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The paladin becomes immune to fear effects. In addition, the paladin radiates an aura that grants a divine bonus to saving throws against fear effects equal to half the paladin's class level (round down, minimum 1).
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''Atonement Method:'' A paladin who violates the Audacity mantle can atone by defeating a creature of CR higher than his ECL in single combat.
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====Authority====
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A paladin is always right, and those who do not agree with him usually end up dead. He loses the benefits of this mantle if he takes orders from anyone other than a servant of his deity.
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The paladin gains access to the Fate domain's spells as paladin spells.
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''Atonement Method:'' In order to atone for violating the Authority mantle, a paladin must slaughter the one whom he took orders from.
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====Bravado====
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The paladin is certain of himself and his actions, and will not back down to others' authority. More often, his powerful self-assurance sways others to his cause. He loses all aspects of this mantle if he fails an Intimidate check, becomes frightened, shaken, or panicked, or smites a creature that is unaffected by his smite attack.
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The paladin becomes trained in Intimidate (or becomes a journeyman if he is an apprentice). He receives an anarchic bonus to Intimidate checks equal to ½ his class level (round down, minimum 1).
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''Atonement Method:'' A paladin who has violated the Bravado mantle can atone by defeating a creature of higher CR than his ECL in single combat.
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====Charity====
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The paladin has sworn to tithe at least 20% of all his earnings (including treasure) to charity and the church. He loses all aspects of this mantle if he fails to tithe that amount.
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The paladin becomes a Master of Diplomacy. In addition, he generates an aura that grants a divine bonus equal to his Charisma modifier to saving throws against charm effects.
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''Atonement Method:'' A paladin who violates the Charity mantle can atone by giving away at least 50% of his assets.
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====Conflict====
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The paladin thrives on conflict, and loses all benefit of this mantle if they are defeated in combat (including escaping from combat).
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The paladin gains access to the War domain's spells as paladin spells.
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''Atonement Method:'' In order to atone for violating the conflict mantle the paladin must single-handedly cause a great conflict involving at least a dozen people--other than himself.
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====Conviction====
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The paladin is certain of himself and his actions, so much so that his unswerving faith augments his martial prowess. The paladin loses all aspects of this mantle if he ever questions his faith or attacks another member of his faith.
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The paladin's attacks are considered bludgeoning, slashing, and piercing for the purposes of overcoming damage reduction. At tenth level, all his attacks are also considered magical, lawful, and silver for the purposes of overcoming damage reduction. At fifteenth level, all his attacks are also considered adamantine, mithral, and are aligned to match the paladin's alignment for the purposes of overcoming damage reduction. At twentieth level, the paladin ignores the first ten points of his foe's damage reduction.
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''Atonement Method:'' In order to atone for violating the conviction mantle, a paladin must take on a dangerous quest from a powerful figure of their faith and complete the quest without promise of compensation.
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====Deceit====
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The lengths that a paladin will go to protect himself knows no bounds. You lose all benefits of this mantle if you ever put yourself in direct danger without first trying to a safer alternative (of course, putting allies in danger is fine, especially if it gets you out of danger).
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The paladin gains access to the Trickery domain's spells as paladin spells.
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''Atonement Method:'' A paladin who violates the Deceit mantle must spend at least a day making at least 5 elaborate contingency plans to protect himself in dangerous situations and must enact at least 3 of those plans to atone.
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====Diligence====
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The paladin has sworn to examine his opponents and his surroundings thoroughly. He loses all aspects of this mantle if he does not attempt every legitimate action before giving up.
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The paladin radiates an aura that provides a sacred bonus to Awareness checks equal to ¼ his class level. At fifth level, the paladin gains darkvision 60' and low-light vision. At tenth level, the paladin gains scent. At fifteenth level, the paladin gains tremorsense 30'. At twentieth level, the paladin gains blindsight 15'.
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''Atonement Method:'' A paladin who violates the Diligence mantle can atone by willingly subjecting himself to blindness (temporary or permanent) for at least a day.
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====Discord====
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The paladin is dedicated to sowing chaos and discord in his wake. He loses all aspects of this mantle if he ever tells the whole truth or rolls a natural 1 on a Bluff check.
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The paladin becomes trained in Bluff (or becomes a journeyman if he is an apprentice) and receives a sacred bonus to Bluff checks equal to ½ his class level (round down, minimum 1). In addition, the paladin can spend 20 points of his Lay on Hands ability to inflict a ''confusion'' effect (as the spell)  to a creature he touches.
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''Atonement Method:'' The paladin must succeed on a Bluff check with a natural 20.
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====Entropy====
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The paladin becomes a living force of the eventual destruction of all things. He loses all aspects of this mantle if he ever leaves a combative foe alive.
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The paladin emanates an aura of entropy. All opponents within 30' suffer a -1 penalty to AC, attack rolls, damage rolls, saving throws, and skill checks. This increases to -2 at seventh level, -3 at fourteenth level, and -4 at twentieth level.
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''Atonement Method:'' A paladin who violates the Entropy mantle can atone by pursuing and slaying the foe that caused him to violate the mantle.
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====Freedom====
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The paladin commits himself to freeing all creatures from magical constraints across the planes. He loses all aspects of this mantle if he ever uses magic to arrest or command another creature.
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The paladin gains access to the Travel domain's spells as paladin spells.
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''Atonement Method:'' To atone for violating the Freedom mantle, the paladin must free a group of imprisoned people from captors with a combined CR of the paladin's level or greater.
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====Grace====
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The paladin has sworn to protect his allies, with his life should the need arise. He loses all aspects of this mantle if an ally of his within 60' falls in combat before the paladin falls.
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The paladin gains access to the Protection domain's spells as paladin spells. In addition, he generates an aura that grants a divine bonus to Reflex saves equal to ¼ his class level.
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''Atonement Method:'' A paladin who violates the Grace mantle can atone by either finding the means to return his fallen comrades to life or providing them with proper and honorable burials.
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====Greed====
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The paladin is overcome by the desire for material wealth and must spend at least 20% of all earnings (including treasure) on valuables or art objects which have no value as adventuring equipment (or alternatively, the paladin could just hoard all the gold). The Paladin loses all benefit of this mantle if they fail to buy this amount, or if they use this treasure to buy any adventuring equipment.
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The paladin gains the Wealth domain intrinsic power. In addition, he gains access to the Wealth domain's spells as paladin spells.
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''Atonement Method:'' A Paladin who violates the Greed mantle can atone by acquiring treasure equal to 30% of his current assets.
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====Honesty====
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The paladin has foresworn lying, for any reason. He loses all aspects of this mantle if he ever willingly makes a Bluff check for any reason other than to feint in combat, if he ever uses the Forgery skill, or if he ever lies.
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The paladin gains access to the Moon domain's spells as paladin spells.
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''Atonement Method:'' A paladin who breaks the Honesty mantle can atone by declaring what he is and who he worships in the middle of a medium sized or larger city of an average alignment that he does not share.
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====Honor====
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The paladin holds himself to honorable standards of combat set down by his god. He loses all aspects of this mantle if he ever feints, trips, or gains the benefits of flanking in combat.
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The paladin receives a divine bonus to melee attack rolls equal to his Charisma modifier or half his paladin level (round down, minimum 1), whichever is lower.
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''Atonement Method:'' A paladin who violates the Honor mantle can atone by offering his services to a judge or similar ruling authority for a month.
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====Humility====
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The paladin understands that, to be truly great, one must remain humble. He loses all aspects of this mantle if he ever boasts or exaggerates about his accomplishments or uses social status to influence another.
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The paladin generates an aura that grants a divine bonus to saves against illusions and compulsion effects equal to ¼ the paladin's class level.
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''Atonement Method:'' A paladin who violates the Humility mantle can atone by offering his services to a person of no significant social status for one month.
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====Justice====
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The paladin is an agent of justice and must uphold the law to its fullest extent. He loses all aspects of this mantle if he ever willingly breaks a law or associates with lawbreakers.
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The paladin gains access to the Might domain's spells as paladin spells. He also gains the Might domain's intrinsic power.
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''Atonement Method:'' A paladin who violates the Justice mantle must seek out and bring to justice a lawbreaker in a public form in order to atone.
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====Luck====
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The paladin receives the blessing of his deity in the form of lucky breaks. He loses all aspects of this mantle if he ever rolls a 1 on a d20 roll without using a reroll.
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The paladin gains access to the Luck domain's spells as paladin spells. In addition, the paladin can reroll a number of d20 rolls per day equal to his Charisma modifier, after seeing the die result but before determining its affects. He must accept the second result.
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''Atonement Method:'' A paladin who violates the Luck mantle can atone by rolling a natural 20 and voluntarily reducing it to a 1.
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====Merciless====
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Mercy is a tool of the weak to protect the weak. The paladin loses all benefits of this mantle if they ever purposefully deal non-lethal damage with an attack, or lets one of their enemies live through combat without hunting them down and killing them.
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The paladin gains a +1 to all attack and damage rolls vs. an opponent they hit in the previous round of combat. This bonus increases to +2 at 5th level, +3 at 10th level, +4 at 15th level, and +5 at 20th level.
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''Atonement Method:'' In order to atone for violating the Merciless mantle a paladin must show their lack of mercy by publicly execute someone for some minor slight (bumping into them, speaking to them with disrespect, etc.).
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====Mercy====
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The paladin has sworn an oath to never willingly harm non-evil creatures. He loses all aspects of this mantle if he ever knowingly kills a non-evil creature or performs a coup de grace.
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The paladin can deal non-lethal damage with any weapon without receiving a -4 penalty. In addition, whenever he deals non-lethal damage to a target, he deals +1d6 extra non-lethal damage for each three paladin levels and can deal non-lethal damage with a smite.
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''Atonement Method:'' A paladin who violates the Mercy mantle can atone by offering his services to a hospital or other medical organization for one month.
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====Patience====
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The paladin has sworn an oath to never rush in without thinking and to always consider all courses of action. He loses all aspects of this mantle if he ever acts without considering the consequences or attacks in the first round of combat.
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The paladin only needs four hours of sleep a night. At seventh level, the paladin does not need to eat more than one meal a week. At fourteenth level, the paladin no longer needs to breathe. At twentieth level, the paladin no longer needs to eat or sleep.
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''Atonement Method:'' In order to atone for violating the Patience mantle, the paladin must spend the first 5 rounds of combat analyzing the situation and taking no actions.
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====Peace====
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The paladin holds himself to a peaceful standard in accordance with his god's wishes. He loses all aspects of this mantle if he ever willingly enters into combat without trying to prevent it, or if he witnesses conflict without trying to prevent it.
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The paladin emanates an aura that mimics a ''calm emotions'' spell. Unlike most mantles, the Peace mantle's aura affects all creatures within its radius. It has a caster level equal to the paladin's class level, and it uses a saving throw equal to 12 + the paladin's Charisma modifier. If the paladin attacks a creature affected by this aura (specifically, one that failed its saving throw), the aura deactivates for five minutes.
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''Atonement Method:'' A paladin who violates the Peace mantle can atone by preventing a major conflict (such as a battle or gang war).
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====Perseverance====
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A paladin must never falter and never sway on his chosen path. He holds himself to a resolute and stoic standard in accordance with his god's wishes. He loses all aspects of this mantle if he ever willingly stands down from a fight he knows he can win, or if he gives up in the face of adversity.
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The paladin radiates an aura that grants DR/- equal to half his paladin level (round down, minimum 1) or his Charisma modifier, whichever is lower. In addition, once per day for a number of rounds equal to his Charisma modifier, a paladin can surround himself and his allies with an aura of magical resilience. This aura grants SR equal to his class level plus his Charisma modifier.
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''Atonement Method:'' A paladin who violates the Perseverance mantle must complete a nearly impossible task (cutting down a great tree with a dagger, translating a huge ancient text, etc.) over the course of several days. During that time the paladin can perform no other actions except those needed to survive.
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====Piety====
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A paladin must pray to his deity, and those with the Piety Mantle of Faith must pray exceptionally. He holds himself to a standard where he must pray at least five times per day, for at least an hour per prayer session. He loses all aspects of his mantle if he goes one day without praying five times, with at least one hour of time between periods of prayer.
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The paladin generates an aura that grants a divine bonus on saving throws equal to one-half his paladin level (round down, minimum 1), or his Charisma modifier, whichever is lower.
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''Atonement Method:'' In order to atone for violating a Piety mantle, a paladin must spend a week in intense prayer, during which time they make take no other actions except what is needed to survive (eating, sleeping, breathing, etc.).
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====Prudence====
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A paladin is aware of the strength of both his allies and his foes, and never places his allies into a situation where they could be greatly harmed or even slain. He loses all aspects of this mantle if he ever willingly allows allies to put themselves in great danger without first attempting to find a less dangerous solution.
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The paladin emanates an aura that grants a divine bonus to armor class equal to the paladin's Charisma modifier or half the paladin's class level (round down, minimum 1), whichever is lower.
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''Atonement Method:'' A paladin who violates the Prudence mantle can atone by spending a week in solitary meditation and reflection.
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====Purity====
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A paladin must stand against the forces of evil without becoming evil himself. He holds himself to a strict standard: do no evil, lest ye become like one of them. He loses all aspects of this mantle if he ever willingly commits an evil act or associates with evil creatures.
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The paladin gains the intrinsic power of the Life domain, substituting his paladin level for his cleric level. The paladin gains access to the Life domain's spells as paladin spells.
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''Atonement Method:'' A paladin who violates the Purity mantle can atone by seeking out and destroying a group of undead of CR equal to his ECL or higher, plus 2 for each ally that helps him do so.
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====Redemption====
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A paladin must redeem others who do not adhere to faith as vehemently as he. He loses all aspects of this mantle if he does not forgive those who err in the name of good.
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The paladin's lay on hands ability gains new functions. It can ''remove disease'' (as the spell) by spending 10 points of healing, ''remove curse'' (as the spell) by spending 20 points, and create an ''atonement'' effect (as the spell) by spending 40 points. The ''atonement'' effect cannot affect the paladin, only other creatures.
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''Atonement Method:'' A paladin who violates the Redemption mantle can atone by seeking out and obtaining a full pardon for a wrongly accused criminal.
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====Survival====
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A paladin's survival takes precedence over the survival of all others. He loses all aspects of this mantle if he ever aids an ally (whether through healing, beneficial spells, or the aid another action) when he himself is not at full HP.
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The paladin radiates an aura that grants a divine bonus on Fortitude saves equal to ¼ the paladin's class level (round down, minimum 1).
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''Atonement Method:'' A paladin atones for violating the Survival mantle only when the ally they aided to break the mantle dies (the mantle is not broken again if the ally is resurrected in one way or another: the ally only need die, not stay dead).
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====Temperance====
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A paladin must display self-restraint in all their actions. He loses all aspects of this mantle if he attacks in the first round of combat.
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The paladin emanates an aura that grants a divine bonus on ranged attack rolls equal to half his class level (round down, minimum 1) or his Charisma modifier, whichever is lower.
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''Atonement Method:'' A paladin who violates the Temperance mantle can atone by not acting for ten rounds of combat.
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====Valor====
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A paladin must be regal and valorous to combat the forces of evil. He loses all aspects of this mantle if he attempts to coerce or influence anyone through Intimidation.
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The paladin becomes immune to fear effects. In addition, he emanates an aura that grants a divine bonus to saving throws against fear effects equal to half his paladin's class level  (round down, minimum 1).
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''Atonement Method:'' A paladin who violates the Valor mantle can atone by offering his services to a local temple for a period of at least 1 week.
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====Vengeance====
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A paladin does not take lightly to those who oppose him. He loses all benefit of this mantle if he refuses to kill a member of an opposing faith given the opportunity.
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The paladin's lay on hands ability gains new functions. He can use ''contagion'' (as the spell) by spending 15 points of healing, ''bestow curse'' (as the spell) by spending 20 points, and create a ''slay living'' effect (as the spell) by spending 40 points. The save DC for these abilities is equal to 10 + 1/2 paladin level + Cha mod.
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''Atonement Method:'' A paladin who violates the Vengeance mantle can atone by killing another creature with his Lay on Hands ability.
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====Zeal====
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A paladin must always accept an honorable challenge. He loses all aspects of this mantle if he ever does not accept an honorable challenge.
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The paladin deals +1d6 damage when performing smite attacks. This improves to +2d6 at 5th level, +3d6 at 10th level, +4d6 at 15th level, and +5d6 at 20th level.
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''Atonement Method:'' A paladin who violates the Zeal mantle can atone by challenging another warrior of at least equal power to them to a fair duel.
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===Regaining Mantles of Faith===
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A paladin who ceases to be of proper alignment for his Mantles of Faith or who violates the codes of conduct set down in his Mantles of Faith loses all paladin spells and the abilities granted by the affected Mantles. He may not progress any farther in levels as a paladin. He regains his abilities and advancement potential if he atones for his violations as appropriate.
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==Metamantle Feats==
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===Surge of Faith===
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'''Requirements:''' Two Mantles of Faith
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'''Benefit:''' Once per day, you may sacrifice a paladin spell slot to augment one of your Mantles of Faith. Your effective paladin level for one Mantle of Faith increases by an amount equal to the level of the sacrificed spell. This effect lasts for a number of rounds equal to your Wisdom modifier plus your Charisma modifier (minimum 1).
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'''Special:''' You may take this feat up to three times. Each time, it adds one daily use.
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===Surge of Glory===
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'''Requirements:''' Two Mantles of Faith
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'''Benefit:''' Once per day, you may sacrifice a paladin spell slot to augment one of your Mantles of Faith. All numeric effects for one Mantle of Faith increase by an amount equal to the level of the sacrificed spell. This effect lasts for a number of rounds equal to your Wisdom modifier plus your Charisma modifier (minimum 1).
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'''Special:''' You may take this feat up to three times. Each time, it adds one daily use.
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===Surge of Grandeur===
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'''Requirements:''' Two Mantles of Faith
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'''Benefit:''' Once per day, you may sacrifice a paladin spell slot to augment one of your Mantles of Faith. The effective radius for one Mantle of Faith increases by an amount equal to the level of the sacrificed spell times 5'. This effect lasts for a number of rounds equal to your Wisdom modifier plus your Charisma modifier (minimum 1).
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'''Special:''' You may take this feat up to three times. Each time, it adds one daily use.

Current revision as of 05:46, 17 December 2010

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