Professional Documents
Culture Documents
Jason A. Engle
The paladin is the epitome of the holy knight in shining armor. A beacon of heroic
Good. Yet in the core books... it seems like there's no reason to bother with her
past level 6, especially since the Cleric can do what she does just as well (Actually,
better). However, this shall be the case no longer!
It should be said that if you're the sort of person who thinks core material is all
perfect and good and balanced, that Fighters can stand side by side with Wizards at
level 20 and such nonsense, this is not the fix for you. However, if you do see the
need for rectifying balance and making the paladin a worthwhile class right up to
high levels with greater power, versatility, *and* flavor, then you may well have
found the solution you've been looking for!
This variant is mostly the same as the base paladin at lower levels, since the
paladin is pretty much fine there. It continues to increase the power of Lay on
Hands and allow it to use up some of its healing points to cure various other
ailments (and just throwing out the Remove Disease ability). It changes smite/day
into smite/encounter, since the high level paladin *should* be so badass that she
smites all day. It gives the paladin switchable auras to support the party. It also
rebuilds the paladin's spell list and gives her more spells per day. At level 5, it
allows the paladin to choose from a variety different specializations instead of just
getting a special mount (which is now part of the mounted specialization), allowing
for a variety of different and unique styles. Further, the paladin has access to a new
type of feat, the "Smite Feat," which allows the paladin to expend smite attempts in
order to create a variety of other effects, enabling her to use her smite evil ability
to cover a variety of versatile circumstances and perform various maneuvers.
The paladin is now a more powerful force in melee (and not just a couple rounds
per day!), who uplifts her comrades with her heroic and divine prescence, and an
effective backup healer.
This class is still not on the power level of well-played full spellcasters (Particularly
at higher levels), and it is not intended to be. However, it *is* relevant at higher
levels, and is meant to be balanced against the classes generally regarded as well
built and balanced, such as the Rogue, Warblade, Psychic Warrior, decent prestige
classes, or... monsters of the appropriate CR. It's meant to be in the upper-middle
range of class balance.
Finally, this is a work in progress, and more material will be added in the future.
And without further ado... I offer you...
The Paladin
Hit Die: d10
BAB: Full
Saves: Good Fort, Bad Reflex, Bad Will
Skill Points at 1st level: (2+int modifier) x4
Skill Points at each additional Level: 2 + Int Modifier
Class Skills: The paladins class skills (and the key ability for each skill) are
Concentration (Con), Craft (Int), Diplomacy (Cha), Handle Animal (Cha), Heal
(Wis), Intimidate (Cha), Knowledge (History) (Int), Knowledge (nobility and
royalty) (Int), Knowledge (religion) (Int), Knowledge (the planes) (Int), Profession
(Wis), Ride (Dex), and Sense Motive (Wis).
Weapon and Armor Proficiency: Paladins are proficient with all simple and
martial weapons, with all types of armor (heavy, medium, and light), and with
shields (except tower shields).
Code:
The Paladin
Hit Die: d10
Base
Attack
Fort
Ref
Level
Bonus
Save
Save
1st
+1
+2
+0
Evil, Smite Evil 1/encounter
2nd
+2
+3
+0
Hands
Will
Save
+0
Special
Aura of Good, Detect
+0
3rd
+3
Health, Hero's Courage
4th
+4
5th
+5
specialization
6th
+6/+1
7th
+7/+2
8th
+8/+3
9th
+9/+4
10th
+10/+5
11th
+11/+6/+1
12th
+12/+7/+2
13th
+13/+8/+3
14th
+14/+9/+4
15th
+15/+10/+5
16th
+16/+11/+6/+1
17th
+17/+12/+7/+2
18th
+18/+13/+8/+3
19th
+19/+14/+9/+4
20th
+20/+15/+10/+5
A Hero Never Falls
+3
+1
+1
+4
+4
+1
+1
+1
+1
Turn Undead
Smite Evil 2/encounter,
+5
+5
+6
+6
+7
+7
+8
+8
+9
+9
+10
+10
+11
+11
+12
+2
+2
+2
+3
+3
+3
+4
+4
+4
+5
+5
+5
+6
+6
+6
+2
+2
+2
+3
+3
+3
+4
+4
+4
+5
+5
+5
+6
+6
+6
Panacean Touch
Bonus Feat
Aura of Devotion
Revitalizing Touch
Smite Evil 3/encounter
Vigilance
Refreshing Touch
Aura of Resolve
Bonus Feat
Smite Evil 4/Encounter
Break Enchantment
Constant Vigilance
Aura of Faith
Energizing Touch
Smite Evil 5/Encounter,
undead creatures. Using lay on hands in this way requires a successful melee touch
attack and doesnt provoke an attack of opportunity. The paladin decides how many
of her daily allotment of points to use as damage after successfully touching an
undead creature. The target may make a Will save (DC 10+1/2 Paladin Level+Cha)
to negate the damage.
The paladin's Lay on Hands gains additional capabilities as she progresses in level
as a paladin. The paladin may use all additional effects in conjunction with healing,
as long as she spends enough points.
Switchable Auras
All auras except Aura of Good are switchable as a move action. You may have only
one aura other than Aura of Good active at a given time. These auras function while
the paladin is conscious, but not while the paladin is unconscious or dead. The
paladin's auras only affect her allies, and not the paladin herself.
Aura of Courage (Ex)
At 3rd level, the paladin may exude an aura of courage that inspires her allies. Each
ally within 30 feet of her gains a +4 morale bonus on saving throws against fear
effects. Aura of Courage's bonuses scale by level. At level 8, allies gain +6 to saves
against fear, and a +1 morale bonus to attack rolls. At level 13, allies gain +8 to
saves against fear, and a +2 morale bonus to attack rolls. At level 18, allies gain
immunity to fear, and +3 morale bonus to attack rolls. This is a switchable Aura.
Hero's Courage (Ex)
Beginning at 3rd level, a paladin is immune to fear (magical or otherwise).
Hero's Courage
Argent Bastion
The paladin gains a number of abilities as she rises in level.
Argent Bastion
Sir Merrick Doul, a high level paladin with the Argent Bastion specialization.
Code:
Level
5th
8th
11th
15th
Ability
Shield Ward
Cover
Retribution
Divine Wall
Shield Ward
The Paladin gains Shield Ward as a bonus feat, even if the paladin does not meet
the prerequisites.
Cover (Ex)
Once per round, as long as the paladin is wielding a shield (and is not flatfooted or
otherwise prevented from taking action), the paladin may interpose herself between
an adjacent ally and an incoming attack as an immediate action. The paladin
absorbs all damage the damage from this single attack, and any additional effects it
might have (such as something requiring a save, etc). You must decide to use this
ability after the attacker determines the attack has succeeded but before she rolls
damage.
Retribution
The paladin gains Retribution* as a bonus feat, even if she does not meet the
prerequisites.
Divine Wall (Su)
As long as the paladin wields a shield, her square blocks line of effect for all effects.
For example, if allies hid behind the paladin when a dragon used its breath weapon
from the opposite side, it would only hit the paladin.
Divine Wall
Charging Smite
As PHB II variant.
Charging Smite
Jumal d'Arrah, a paladin with the Charging Smite specialization, proves more than a match for this Slaad
The paladin gains the service of an unusually intelligent, strong, and loyal steed to
serve her in her crusade against evil. This mount is usually a heavy warhorse (for a
Medium paladin) or a warpony (for a Small paladin).
Aa full-round action, a paladin may magically call her mount from the celestial
realms in which it resides. This ability is the equivalent of a spell of a level equal to
one-third the paladins level. The mount immediately appears adjacent to the
paladin and remains until dismissed. The mount is the same creature each time it is
summoned, though the paladin may release a particular mount from service.
Each time the mount is called, it appears with the same hp it had previously, as well
as any other effects it may have had (though some may have worn off because of
their duration). Whether the mount is with you or not, things like poison run their
course. The mount also appears wearing or carrying any gear it had when it was
last dismissed. Calling a mount is a conjuration (calling) effect.
When the paladin rests for 8 hours (or long enough to restore his spells), the mount
is restored to full hp.
Should the paladins mount die, it immediately disappears, leaving behind any
equipment it was carrying. The paladin may not summon another mount for thirty
days or until she gains a paladin level, whichever comes first, even if the mount is
somehow returned from the dead. During this thirty-day period, the paladin takes a
-1 penalty on attack and weapon damage rolls.
The Paladin's Mount
The paladins mount is superior to a normal mount of its kind and has special
powers, as described below. The standard mount for a Medium paladin is a heavy
warhorse, and the standard mount for a Small paladin is a warpony. Another kind of
mount, such as a riding dog (for a halfling paladin) or a Large shark (for a paladin
in an aquatic campaign) may be allowed as well.
A paladins mount is treated as a magical beast, not an animal, for the purpose of
all effects that depend on its type (though it retains an animals HD, base attack
bonus, saves, skill points, and feats).
Code:
Paladin
Bonus
Natural
Strength
Level
HD
Armor Adj.
Adj.
Int
5th
+2
+4
+1
6
evasion, share spells, share saving throws
8th
+4
+6
+2
7
11th
+6
+8
+3
8
kind
15th
+8
+10
+4
9
Special
Empathic link, improved
Improved speed
Command creatures of its
Spell resistance
on herself. A paladin and her mount can share spells even if the spells normally do
not affect creatures of the mounts type (magical beast).
Share Saving Throws
For each of its saving throws, the mount uses its own base save bonus or the
paladins, whichever is higher. The mount applies its own ability modifiers to saves,
and it doesnt share any other bonuses on saves that the master might have.
Improved Speed (Ex)
The mounts speed increases by 10 feet.
Command (Sp)
Once per day per two paladin levels of its master, a mount can use this ability to
command other any normal animal of approximately the same kind as itself (for
warhorses and warponies, this category includes donkeys, mules, and ponies), as
long as the target creature has fewer Hit Dice than the mount. This ability functions
like the command spell, but the mount must make a DC 21 Concentration check to
succeed if its being ridden at the time. If the check fails, the ability does not work
that time, but it still counts against the mounts daily uses. Each target may
attempt a Will save (DC 10 + paladins level + paladins Cha modifier) to negate
the effect.
Spell Resistance (Ex)
A mounts spell resistance equals its masters paladin level + 5. To affect the mount
with a spell, a spellcaster must get a result on a caster level check (1d20 + caster
level) that equals or exceeds the mounts spell resistance.
A paladin with the Special Mount specialization faces off with a Blackguard
Divine
Divine
Divine
Divine
Cleansing (CW)
Might (CW)
Resistance (CW)
Shield (CW)
Her caster level for the purpouse of this effect is equal to her paladin caster level,
just as if she had actually cast the Break Enchantment spell. This is in addition to
hit points restored.
Constant Vigilance (Su)
Upon reaching 17th level, the Paladin is always vigilant for any signs of Evil, and
her eyes begin to glow with an inner light. Her Detect Evil no longer requires any
concentration to maintain, and has an unlimited duration.
Aura of Faith (Ex)
At 18th level, the paladin gains Aura of Faith. While this ability is active, the Paladin
grants the ability to reroll one Will save every round to any one ally within a 30ft
radius of her. The decision to reroll must be made after the roll is made but before
the result is declared. This is a switchable Aura.
Energizing Touch (Su)
Beginning at 19th level, Paladin may remove negative levels from a subject
whenever she spends at least 15 points from her lay on hands pool per negative
level the target is afflicted with (It is possible for only a portion of negative levels to
be restored if the paladin does not spend enough to cure them all). This is in
addition to hit points restored.
A Hero Never Falls (Ex)
At 20th level, the paladin's sheer strength of will drives her on when death would
claim lesser men. Once per day when a paladin would be reduced to 0 or less hp or
otherwise killed (such as by a death effect), she instead is reduced to 1 hp. If the
paladin would be killed by having an ability score reduced to zero, that score is
instead reduced to 1.
Spells: Beginning at 4th level, a Paladin gains the ability to cast a small number of
divine spells, which are drawn from the Paladin spell list. A paladin must choose and
prepare her spells in advance (see below).
To prepare or cast a spell, a paladin must have a Wisdom score equal to at least 10
+ the spell level. The Difficulty Class for a saving throw against an Paladins spell is
10 + the spell level + the Paladins Wisdom modifier.
Like other spellcasters, a paladin can cast only a certain number of spells of each
spell level per day. Her base daily spell allotment is given on Table: Paladin Spells
Per Day. In addition, she receives bonus spells per day if she has a high Wisdom
score. When Table: Paladin Spells Per Day indicates that the Paladin gets 0 spells
per day of a given spell level, she gains only the bonus spells she would be entitled
to based on her Wisdom score for that spell level. The Paladin does not have access
to any domain spells or granted powers, as a cleric does.
A Paladin prepares and casts spells the way a cleric does, though she cannot lose a
prepared spell to cast a cure spell in its place. A paladin may prepare and cast any
spell on the Paladin spell list, provided that she can cast spells of that level, but she
must choose which spells to prepare during her daily prayer.
Through 3rd level, a Paladin has no caster level. At 4th level and higher, her caster
level is her Paladin level minus 3.
Code:
4th
-
4th
5th
6th
7th
8th
9th
10th
11th
12th
13th
14th
15th
16th
17th
18th
19th
20th
0
1
2
2
3
3
3
4
4
4
4
5
5
5
5
5
6
Paladin Spells
Spells
0
1
2
2
3
3
3
4
4
4
4
5
5
5
0
1
2
2
3
3
3
4
4
4
4
0
1
2
2
3
3
3
4
1st
1stBless
Bless Water
Bless Weapon
Create Water
Cure Light Wounds
Detect Poison
Detect Undead
Divine Favor
Endure Elements
Entropic Shield
Magic Weapon
Protection From Evil
Protection From Chaos
Remove Fear
Resistance
Restoration, Lesser
Shield of Faith
2nd
2ndAid
Align Weapon
Bull's Strength
Cure Serious Wounds
Delay Poison
Eagle's Splendor
Hold Person
Invisibility Purge
Magic Circle Against Evil
Magic Circle Against Chaos
Magic Vestment
Owl's Wisdom
Prayer
Protection from Energy
Remove Blindness/Deafness
Remove Curse
Remove Disease
Remove Paralysis
Resist Energy
Shield Other
Undetectable Alignment
Zone of Truth
3rd
3rdBreak Enchantment
Cure Critical Wounds
Cure Light Wounds, Mass
Death Ward
Dimensional Anchor
Discern Lies
Dispel Magic
Divine Power
Freedom of Movement
Heal Mount
Magic Weapon, Greater
Mark of Justice
Neutralize Poison
Restoration
Spell Immunity
Tongues
4th
4thBanishment
Cure Moderate Wounds(Mass)
Dispel Chaos
Dispel Evil
Flame Strike
Hallow
Heroes' Feast
Heal
Holy Sword
Raise Dead
Righteous Might
Spell Resistance
True Seeing
___
Code of Conduct
A paladin must be of Lawful Good alignment, and abide by a higher standard of
morals and honor than the average Good-aligned person. Indeed, she is the
paragon of heroic Good, drawn to a higher cause. Truly she is a person of high
calibre, moral and otherwise.
There is a code of conduct presented in the PHB, but it really is better classified as
an example of a generic paladin's vows and code. However, in your game being a
paladin may mean quite a different thing altogether! After all, not all settings are
the same, nor are all paladins. They serve various causes and deities, and the
nature of Good and Evil is not always so stereotypically straightforward in all
settings. Your code should represent the beliefs of your church or cause or
whatever it is you, as a paladin, fight for!
Talk with your DM about what it means to be a paladin in your campaign, and the
implications of it. If you are the DM, consider this, and what it really to be the
paragon of good in your campaign. It should be noted that a single mistake or lack
of perfection should not make a paladin fall. Indeed, is it not the lack of perfection
and ultimately human(oid) nature of such a heroic figure that makes him all the
more endearing and, truly, notable in calibre? After all, any old celestial can be
perfect, but a man has to work for it.
Instead, the paladin falls from grace if she grossly violates her code (as stated, yet
all too often overlooked, in the PHB. This means that some minor infraction would
*not* make the Paladin fall), or if she changes alignment from Lawful Good. Your
alignment should be your overall personality and outlook, not the result of the last
action you took (although that last action *could* be considered to grossly violate
the paladin's code, of course. The paladin's code is not synonymous with
alignment). It should be extremely rare for a single act to alter your alignment, and
it certainly shouldn't be so if the act was not done with wrongful intentions.
Alignment changes should usually be the result of fairly consistent behavior of a
character.
Ex-Paladins
A paladin who ceases to be lawful good or grossly violates her code loses all paladin
spells and abilities. She may not progress any farther in levels as a paladin. She
regains her abilities and advancement potential if she atones for her violations (see
the atonement spell description), as appropriate.
Like a member of any other class, a paladin may be a multiclass character.
Sidebar: PrC Adaptation
Of course, it would seem that existing Paladin PrCs wouldn't fit well with the
Rebalanced Paladin. One might ask "Hey, how does it make sense to get
2/encounter smites then get 1/day?" Fortunately for you, the Rebalanced Paladin
was designed with easy adaptation in mind! For many prestige classes, adaptation
is actually quite simple. Spellcasting doesn't need to be altered, as it continues to
stay at "+1 per caster level." Fixing smite progressions is as simple as saying "You
gain it per encounter, instead of per day." Those are the mainstays of the
Rebalanced Paladin's power, and PrCs tend to give good benefits to make up for the
loss of auras and Lay on Hands/specialization advancement. This is most of the
work already for many paladin PrCs. In the case of abilities that are very similar to
Smite Evil, smite feats should generally be allowed to apply (e.g. other Smite
(alignment) feats). Indeed, even if the flavor is something like "Smite Good," it is a
simple matter to reflavor them all saying "unholy" instead of "holy." If a class offers
Lay on Hands advancement, just let it count as paladin levels for the sake of adding
curative abilities, and replace the Lay on Hands text for the Prestige Class with the
Lay on Hands description here.
For a few, however, you may want to make some adjustments. For example, you
may want to say that a paladin PrC focused on leadership continues to advance
auras, or you might decide that an aggressive PrC should allow the paladin to
continue to advance his Charging Smite ability. These really are fairly minor
adjustments that aren't strictly nescessary, and really are things you should be able
to handle as a DM.
___
*All abilities listed with a * refer to a new (or revised) feat here.
New Feats
Feats
Smites feats are designed to give added options and versatility for the paladin
during combat. Quite simply, more options makes combat more dynamic,
interesting, and fun for the player. For the most part, Smite feats are weaker than a
simple normal Smite Evil attack when fighting a single evil foe, and this is
completely intentional. Smite feats are instead useful in other situations. All smite
feats work on foes of any alignment unless otherwise noted, and as such help the
paladin to contribute more in combats against things like constructs, oozes, or an
angry tyrannosaurus. In the case of Conviction, for example, you get basically half
the benefit of Smite Evil against any foe. Additionally, certain smite feats are more
useful than a smite in unique situations, allowing a paladin to be more effective in
more situations. For example, against multiple foes, Judgment can carve a swath
through weaker enemies.
Smite feats are designed much like maneuvers in Tome of Battle. Most of them are
related to a single, offensive attack with an instantaneous effect, or at least one
that doesn't last for more than one round. The idea is basically that things like
timed buffs are the domain of Divine feats. If you intend to design your own smite
feats, keep a few things in mind:
1) Smite feats probably shouldn't have a duration that lasts very long, and should
be related to some sort of action directly related to combat.
2) Smite feats should generally be weaker than a normal Smite Evil attack against a
single evil foe.
A smite feat allows you to channel the holy energy used to smite evil enemies iin
new ways, expanding your options in combat.
All smite feats require the user to expend uses of their Smite Evil ability. Only one
use of Smite Evil may be applied to any single attack. All Smite feats are considered
Supernatural abilities, and cannot be used in any situation that such abilities would
not function (such as in an antimagic field)
Celestial Lightning [Smite]
A fearsome bolt of lightning streaks from the sky and strikes your upraised weapon,
arcing out in all directions and striking down surrounding foes.
Prerequisite: Holy Wrath (Electricity), Smite 3/encounter
Benefit: By expending a smite attempt as a full-round action, you raise your
weapon above your head, and a lightning bolt strikes your weapon before arcing off
in all directions to hit other targets. This is treated as a Chain Lightning Spell, with
a caster level equal to your level in smiting classes. The weapon is considered the
initial target (but takes no damage).
Note: Alternatively, the player may decide that the initial target is any other piece
of equipment, or the character's body, as this is purely a flavor element.
Consecration [Smite]
You channel fearsome holy energy into your weapon and slams it into the earth,
unleashing the stored energy into the ground and uplifting the earth around you in
a powerful shockwave.
Prerequisite: Smite 4/encounter, Str 15
Benefit: As a standard action, by expending a use of your smites per encounter,
you can unleash a powerful surge of holy energy into the ground. You immediately
make a bull rush attempt against all enemies within a 30ft radius of you, for the
purposes of this attack, you are considered one size category larger than normal,
and add your Charisma to the check rather than strength. Enemies may move
further than 5 feet as if you had bullrushed and moved with them. Additionally, all
enemies affected take damage equal to twice your Charisma modifier.
Conviction [Smite]
Holy energy fills you with righteous conviction, driving you forward in battle.
Prerequisite: Smite 1/encounter, Hero's Courage class feature, Cha 15
Benefit: By expending a use of your Smite Evil ability, you gain a morale bonus on
your attack roll equal to your Charisma bonus for a single attack.
Divine Cross [Smite]
Prerequisite: Two Weapon Fighting, Smite 1/encounter
Benefit: When you are wielding two weapons (or a double weapon) and use a
smite attempt, you may instead make a smite attempt with both one primary
weapon attack and one offhand attack, but only expend one use of your smites per
encounter.
Holy Wrath [Smite]
You summon holy energy in order to smite your foes.
Prerequisite: Smite 2/encounter, Cha 13
Benefit: As a standard action, you may expend a smite Evil attempt in order to
create a burst of holy energy that damages a single target within Close range (25 ft
+ 5 ft/2 levels). The energy deals damage equal to 1d6 per level of smiting class,
and the target get a reflex save (DC 10+1/2 paladin level+Cha) for half damage.
Half of the damage dealt is of either Fire, Electricity, or Cold damage (Chosen at the
time the feat is taken), and the other half is pure divine energy, which is not
subject to energy resistance.
Special: This feat may be taken multiple times. Each time, the paladin's holy wrath
may correspond to a different element. For example, a paladin could take the Holy
Wrath (Electricity) and then take Holy Wrath (Fire).
Inspiration [Smite]
You inspire your allies by channeling a divine presence.
Prerequisite: Smite 2/encounter, Cha 15, switchable aura class feature
Benefit: You may expend a smite attempt as a swift action to activate this ability.
For the next round, the Paladin's switchable aura's radius is tripled, and any
bonuses are doubled. In the case of a benefit that may normally be used once per
round, it may be used twice this round.
Judgment [Smite]
You channel pure holy energy into your weapon, and unleash a holy explosion with
a swing, hurtling forward in a line through your enemies.
Prerequisite: Cha 15, Smite 3/encounter, Holy Wrath
Benefit: You may expend a use of your Smite Evil ability to use this ability as a
standard action. You call forth a violent burst of holy energy, dealing 1d6 sacred
damage per level of smiting class in a 5 foot wide line. The length of the line is
equal to 25+5 feet/2 levels of smiting class. Targets get a reflex save (DC 10+1/2
paladin level+Cha) for half damage.
Reckoning [Smite]
You channel powerful holy energy into an overwhelmingly forceful blow that stuns
your enemy.
Prerequisite: Str 13, Smite 2/encounter
Benefit: You may expend one use of your Smite Evil as a standard action in order
to make a single melee attack. An enemy struck by this attack must make a Fort
save (DC 10+1/2 level+Cha modifier) or be dazed for one round (In addition to
taking normal damage from the attack).
Retribution [Smite]
You channel holy energy into your shield which is unleashed when you are attacked.
Prerequisite: Smite Evil 3/encounter, Shield Specialization
Benefit: As an immediate action when an opponent attempts to strike you, you
may expend a use of your Smite Evil to add your Charisma bonus to your Shield
Bonus to AC against this attack. If the opponent's attack misses, they are
automatically knocked back 5 feet by the unleashed holy energy and take damage
equal to twice your Charisma modifier. The movement provokes an attack of
oppurtunity from anyone but you.
Vindication [Smite]
By channelling holy energy into your weapon, it can cross the nexus between
planes and harm ethereal foes.
Prerequisite: Cha 13, Smite Evil 1/encounter
Benefit: You may expend a Smite Evil use to give all attacks for 1 round the
benefit of the Ghost Touch weapon enhancement.
___
Note: This replaces the Extra Smiting feat written in Complete Warrior, which does
not apply to the Rebalanced Paladin