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[Class] Paladin v3.0

PostPosted: Wed Dec 29, 2010 10:46 am
by Fax
LevelBABFortRefWillSpecialResolve1st2nd3rd4th5th6th
1st+0+1+1+2Devotions, Inspire Courage +1, Lay on Hands, Orisons22
2nd+1+1+1+3Anima Beacon, Divine Resilience, Glare33
3rd+2+2+2+3Brief Blessing (Aid), Divine Health442
4th+3+2+2+4Cleansing Touch, Fearless, Zeal (Draw)553
5th+3+3+3+4Inspire Courage +2554
6th+4+3+3+5Brief Blessing (Reflex Saves)6542
7th+5+3+3+5Zeal (Strand)7553
8th+6/+1+4+4+6Inspire Greatness8554
9th+6/+1+4+4+6Aura of Courage, Brief Blessing (Strength Boost)85542
10th+7/+2+5+5+7Inspire Courage +3, Touch of Vitality, Zeal (Shield Other)95553
11th+8/+3+5+5+7Concurrent Inspiration (Two Inspirations), Staredown105554
12th+9/+4+6+6+8Brief Blessing (Blur)1155542
13th+9/+4+6+6+8Zeal (Divine Interdiction)1155553
14th+10/+5+6+6+9Inspire Heroics1255554
15th+11/+6/+1+7+7+9Brief Blessing (All Saves), Inspire Courage +413555542
16th+12/+7/+2+7+7+10Zeal (Crisis of Faith)14555553
17th+12/+7/+2+8+8+10Aura of Greatness, Concurrent Inspiration (Three Inspirations)14555554
18th+13/+8/+3+8+8+11Aura of Heroics, Brief Blessing (Spell Resistance)15555555
19th+14/+9/+4+9+9+11Breath of Life, Zeal (Inviolability)16555555
20th+15/+10/+5+9+9+12Inspire Courage +5, True Devotion17555555


HD: d10

Skills: A paladin is trained in the Priest and Warrior skill sets and is trained in one other set.

Prowess: 4 per level.

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.

Resolve [Divine, Progressing]: 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. A paladin recovers resolve at the same time he recovers his daily allotment of spells (see "Spellcasting", below).

Inspire Courage (Su) [Divine, Progressing]: 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).

Lay on Hands (Su) [Divine, Progressing]: 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.

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.

A paladin recovers points of lay on hands at the same time he recovers his daily allotment of spells (see "Spellcasting", below).

Orisons (Sp) [Divine]: 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. Should a paladin receive a temporary Charisma adjustment (such as from natural insight), he does not learn new orisons; however, a permanent adjustment (such as from leveling up) allows him to learn additional orisons.

Spellcasting [Divine, Progressing]: 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.

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.

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 may recover spell slots by spending an hour in meditation or prayer, and may only do so once a day.

Prepared Spells [Divine, Progressing]: 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.

A Paladin may change his prepared spells when he recovers his spell slots.

Level1st2nd3rd4th5th6th
12+1-----
22+1-----
33+11+1----
43+12+1----
54+12+1----
64+12+11+1---
75+13+11+1---
85+13+12+1---
96+13+12+11+1--
106+14+12+11+1--
116+14+13+12+1--
126+14+13+12+11+1-
136+15+13+12+11+1-
146+15+14+13+12+1-
156+15+14+13+12+11+1
166+16+14+13+12+11+1
176+16+15+14+13+12+1
186+16+15+14+13+12+1
196+16+15+14+13+12+1
206+16+16+15+14+13+1


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.

Anima Beacon: At second level, a paladin receives the Anima Beacon style feat as a bonus feat.

Divine Resilience (Su) [Divine]: Starting at second level, a paladin adds his Constitution modifier to all his saving throws as a divine bonus.

Glare (Ex) [Martial]: Starting at second level, enemies within 10' of the paladin take a -3 morale penalty to attack and damage rolls against the paladin's allies. Unlike most similar effects, this ability does not apply against attacks made against the paladin, just against his associates.

Brief Blessing (Su) [Lore, Progressing]: 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.

Every three paladin 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.

Divine Health (Su) [Divine]: 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.

Cleansing Touch (Su) [Divine]: 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:

Status EffectHealing Cost
Ability Damaged10 points per point of ability damage to heal
Blind15 points
Charmed10 points
Compulsion20 points
Confused30 points
Cowering5 points
Dazed10 points
Dazzled1 point
Deafened5 points
Entangled10 points
Exhausted20 points
Fatigued10 points
Frightened10 points
Immobilized15 points
Nauseated20 points
Panicked25 points
Paralyzed40 points
Petrified50 points
Shaken5 points
Sickened10 points
Stunned30 points
Unconscious110 points

1This ability is not usable on a creature that is unconscious due to negative Hit Points--merely on one that has been rendered unconscious due to a spell or effect (like sleep).

Fearless (Ex) [Martial]: 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 (Su) [Divine, Martial]: 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. He gains new uses for his Zeal ability every three paladin levels thereafter.

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.


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.


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.


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.


Inviolability: At nineteenth 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. Any of these effects that are already affecting the targets are suppressed while this ability is active. A creature affected by this ability is surrounded by a coruscating aura of divine energies while it is active.


Inspire Greatness (Su) [Divine]: 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 bonus 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. Multiple instances of bonus Hit Dice do not stack: only the greatest quantity applies.

Aura of Courage (Su) [Aura, Divine]: Starting at ninth level, a paladin may spend a standard action and two resolve to create an aura of courage. This is a 30' radius aura effect, and all allies inside its bounds are affected as if by the paladin's Inspire Courage ability. This ability lasts until the end of the encounter.

Touch of Vitality (Su) [Divine]: Starting at tenth level, the paladin's Lay on Hands feature improves: he may add his Hero Value to his class level when determining the number of hit points he can heal with Lay on Hands. He still adds his Hero Value to the total afterwards.

Concurrent Inspiration (Ex) [Divine]: Starting at eleventh level, a paladin may spend one extra resolve when activating Inspire Courage, Inspire Greatness, or Inspire Heroics: if he does so, he may also use Inspire Courage, Inspire Greatness, or Inspire Heroics with the same action. It need not be the same inspiration, nor does it need to be the same target (so a paladin using this ability could spend three total resolve to use Inspire Greatness on one ally and Inspire Courage on another, all with one swift action).

At seventeenth level, this ability improves to allow a paladin to spend an additional resolve when activating this ability: if he does so, he may purchase and use a third inspiration (so a paladin using this ability could spend six total resolve to use Inspire Greatness on one ally, Inspire Courage on another, and Inspire Heroics on a third, all with one swift action).

Staredown (Ex) [Martial]: At eleventh level, the paladin's Glare ability improves: enemies within 30' of the paladin take a -5 morale penalty to attack and damage rolls against the paladin's allies. Unlike most similar effects, this ability does not apply against attacks made against the paladin, just against his associates.

Inspire Heroics (Su) [Divine]: Starting at fourteenth level, as a swift action, a paladin may spend two resolve and target an ally within 30'. The targeted ally gains a +2 bonus to his Hero Value until the end of the encounter. Multiple instances of bonus Hero Value do not stack: only the greatest quantity applies.

Aura of Greatness (Su) [Aura, Divine]: Starting at seventeenth level, a paladin may spend a standard action and two resolve to create an aura of greatness. This is a 30' radius aura effect, and all allies inside its bounds are affected as if by the paladin's Inspire Greatness ability. This ability lasts until the end of the encounter.

Aura of Heroics (Su) [Aura, Divine]: 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.

Breath of Life (Su) [Divine]: Starting at nineteenth level, the paladin's Lay on Hands feature improves: he may add twice his Hero Value to his class level when determining the number of hit points he can heal with Lay on Hands. He still adds his Hero Value to the total afterwards.

True Devotion (Su) [Divine]: 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 as an immediate action. He can activate this immediate action even if flat-footed and in response to an attack that would render him below 0 HP. 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.

Re: [Class] Paladin v3.0

PostPosted: Wed Dec 29, 2010 12:58 pm
by Morty
Hm. The Mantles are gone, I see. A bit of a shame; they provided the Paladin with some customizability. Why did they get the boot?
I do like the rest, though. I wasn't expecting the Paladin to get prepared casting, seeing as the Cleric gets spontaneous spells, but that's not really important. I'm not fond of "tanking" abilities, but the ones the Paladin gets don't feel forced.

Re: [Class] Paladin v3.0

PostPosted: Wed Dec 29, 2010 2:45 pm
by Fax
I dropped the mantles because I was having trouble making the code work in a fashion I was satisfied with.

I got an inspiration from somewhere: in the d20r cleric thread on GitP, someone was complaining that the cleric could no longer fulfill the "linebacker" role—someone who gets into melee and provides active support to keep his allies on top of their game. It just so happens that I was simultaneously pondering what to do with the bard when I was considering what to do with the paladin.

I was listening to Devin Townsend's Unity when it hit me: the bard fills a buff-debuff-backup role (which never really made sense to me considering bard's actual history), and the linebacker slot needed to be refilled. The paladin could fill that slot, provided he had the means to be a buffer/debuffer. Further pondering of this idea led me to thinking that I should flat-out merge the two, so I tried it and came up with the above.

Re: [Class] Paladin v3.0

PostPosted: Wed Dec 29, 2010 8:38 pm
by Draz
Whoa. So Paladin is no longer a real front-line melee type class? Didn't see that coming.

Re: [Class] Paladin v3.0

PostPosted: Wed Dec 29, 2010 8:56 pm
by Fax

Re: [Class] Paladin v3.0

PostPosted: Thu Dec 30, 2010 9:31 am
by Morty
Fax wrote:I dropped the mantles because I was having trouble making the code work in a fashion I was satisfied with.


Yeah, I expected it to be the reason.
And I agree that turning the paladin from a frontline combatant into a supporting class is a big overhaul. But I guess it's a good one, since Cleric no longer fills that role. And you can always multiclass to Dreadnaught if you want a more classic, knight-like Paladin.

Re: [Class] Paladin v3.0

PostPosted: Thu Dec 30, 2010 10:39 am
by Fax
Or fencer or warlord.

Re: [Class] Paladin v3.0

PostPosted: Thu Dec 30, 2010 12:07 pm
by IcarusWings
Aw shucks, I quite liked the old bard... :(

Other than that, skimmed the paladin so far, I'll take a longer look later on.

Re: [Class] Paladin v3.0

PostPosted: Thu Jan 13, 2011 8:22 pm
by Fax
Added some keywords.