Because I haven't done it before: the Paladin

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Hicks
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Because I haven't done it before: the Paladin

Post by Hicks »

Paladin
”For Great Justice!”

Alignment: To be held in the highest regard, Paladins are held to the highest and strictest standard, and always Lawful Good.
Hit die: d8
BAB: Good
Saves: Fort Good, Ref good, Will good
Class skills: Craft (Int), Diplomacy (Cha), Handle Animal (Cha), Heal (Wis), Knowledge (nobility and royalty) (Int), Knowledge (religion) (Int), Listen (Wis), Profession (Wis), Ride (Dex), Sense Motive (Wis), and Spot (Wis)
Skill points per level: 4+Int, x4 at 1st level
Starting age: (as Paladin)
Starting gold: (as Paladin)
  • 1 Aura of Good, Code, Detect Evil, Heal, Smite Evil
    2 Supernatural Spell (1st),
    3 Aura of Grace
    4 Supernatural Spell (2nd)
    5 Bonus [combat] Feat
    6 Supernatural Spell (3ed)
    7 Aura of Power
    8 Supernatural Spell (4th)
    9 Bonus [combat] Feat
    10 Supernatural Spell (5th)
    11 Aura of Invincibility
    12 Supernatural Spell (6th)
    13 Bonus [combat] Feat
    14 Supernatural Spell (7th)
    15 Aura of Liberty
    16 Supernatural Spell (8th)
    17 Bonus [combat] Feat
    18 Supernatural Spell (9th)
    19 Aura of Radiance
    20 Bonus [combat] Feat. Transcendence


Class Features
All of the following are class features of the Paladin.

Weapon and Armor Proficiency: A Paladin is proficient with all simple and martial weapons, and any armor or shield.

Aura of Good (Su): At first level, a Paladin radiates good as a good cleric of equal level

Code (Ex): All Paladins follow The Code:
  • 1. Do no wrong. (A paladin may not commit an evil act)

    2. Speak only the truth. (A paladin may not lie)

    3. Be honest in all your actions. (A paladin may not cheat)

    4. Purity of the Heart is the purity of the blade. (A paladin may not use poison or disease as a weapon)

    5. Defend the innocent. (A paladin must render aid to all who are not evil)

    6. Bring justice to the wicked. (A paladin must punish evildoers)
If a Paladin ever willing breaks The Code, he loses access to all (Su) Paladin abilities and may not advance in the Paladin class until he atones.

Detect Evil (Su): At first level, a Paladin may use the spell detect evil at will.

Lay on Hands (Su): At first level, a Paladin may mimic the heal spell as a supernatural ability at will. Unlike the Heal spell, this ability removes all negative levels and restores all permanently drained ability points.

Smite Evil (Su): At first level, a Paladin may choose to deal an extra 1d6/class level damage whenever they strike an opponent in melee. However, if the opponent does not have an evil alignment or the [Evil] subtype, the extra damage is inflicted on himself.

Supernatural Spell (Su): At second level and every level thereafter, a Paladin selects one 1st level Cleric spell that lacks the [evil] or [chaos] descriptor to us at will as a supernatural ability. At 4th level and ever two levels thereafter, the highest Cleric spell level a paladin can select from in increased by one, to a maximum of 9th level spells at 18th level, and may switch out one of his supernatural spells for another Cleric spell of equal level.

Aura of… (Su): at 3ed level and every 4 levels thereafter, the Paladin may radiate an Aura that affects himself and any allies within short range (25’ + 5’/character level). A Paladin may only have one Aura in effect at any time. If a Paladin is of sufficient level to have two or more Auras, he may change the Aura he has active as an immediate action.
  • Grace: The Paladin and all affected allies add the Paladin’s Charisma bonus as a resistance bonus to their saving throws and as a deflection bonus to their armor class.

    Power: The Paladin and all affected allies add the Paladin’s Charisma bonus as a sacred bonus to their Attack and Damage rolls

    Invincibility: The Paladin and all affected allies gain Spell Resistance equal to the Paladin’s Level + his Charisma bonus and DR/- equal to the Paladin’s Charisma bonus + ½ the paladin’s class level.

    Liberty: The Paladin and all affected allies gain the benefits from the freedom of movement and mindblank spells.

    Radiance: The Paladin forms a Prismatic Sphere centered on him with a radius up to the limits of his Aura.
Bonus [Combat Feat] (Ex): At 5th level and every 4 levels thereafter, a paladin may select a [Combat] feat he meets the prerequisites for as a bonus feat.

Transcendence (Ex): At 20th level, the Paladin’s type changes to Outsider if it was not already and gains the Archon, Good, and Law subtypes. Additionally, he may have all his Aura active at the same time (activating or deactivating any number of them as an immediate action), and may choose to use any of his supernatural spells as a swift action.
Last edited by Hicks on Thu May 14, 2009 4:33 pm, edited 2 times in total.
ubernoob
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Post by ubernoob »

The bonus damage outdoes the barbarian bonus damage, so I'd want to cut that back to 1d6/two levels. I'd suggest that the supernatural abilities be capped to instantaneous effects to keep the Bullshit Bonuses(TM) down.

Also, since the class features are a mite bit more powerful than the fighter's class features, the [Combat] feats might be a little overkill. Consider dropping the combat feats down and adding some unique class features in instead.

Oh, and make detect evil a swift action.

Also, a level 20 capstone is retarded. Remove that shit.
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Prak
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Post by Prak »

er... in regards to the code, is that they may only speak the truth, or they cannot lie? because technically those are two different things... I've seen a definition of lying that specifies the receiver must deserve the truth, which is a definition I kinda like, because it means a paladin can say whatever they want to demons and the like...
Cuz apparently I gotta break this down for you dense motherfuckers- I'm trans feminine nonbinary. My pronouns are they/them.
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