Paladin: Difference between revisions

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'''Consecration'''
'''Consecration'''


The Paladin slams their weapon against the ground, causing a holy nova that shakes the earth and infuses it with holy energy. Evil creatures within take an initial burst of 6d6 Good damage and 3d6 for each round that they remain within. Allies within heal for 25 HP a round. The area remains consecrated for 5 rounds. This ability is on a 3-minute cooldown.
The Paladin slams their weapon against the ground, causing a holy nova that shakes the earth and infuses it with holy energy. Evil creatures within take an initial burst of 6d6 Good damage and 3d6 for each round that they remain within. Allies within heal for 25 HP a round. The area remains consecrated for 5 rounds. This ability is a free action on a 3-minute cooldown.




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'''The Seventh Pillar'''
'''The Seventh Pillar'''


The Paladin summons forth and wields a divine [https://i.imgur.com/iVZN3WW.png greatsword] that glows hot with holy flames. The blade purges evil with but a touch, burning their wickedness and corruption away. The weapon persists for 5 minutes. This ability is on a 10-minute cooldown.
The Paladin summons forth and wields a divine [https://i.imgur.com/iVZN3WW.png greatsword] that glows hot with holy flames. The blade purges evil with but a touch, burning their wickedness and corruption away. The weapon persists for 5 minutes. This ability is a free action on a 10-minute cooldown.




'''Cast Judgment'''
'''Cast Judgment'''


The Paladin incants a prayer as they harness holy energy against a foe. A powerful burst of light in the shape of a hammer descends down from the sky, striking the target with unrelenting force. The hammer deals 5d10 Bludgeoning damage. If the target is evil, it also deals 10d10 Good damage and applies 15% physical vulnerability for 5 rounds. This ability is on a 3-minute cooldown.
The Paladin incants a prayer as they harness holy energy against a foe. A powerful burst of light in the shape of a hammer descends down from the sky, striking the target with unrelenting force. The hammer deals 5d10 Bludgeoning damage. If the target is evil, it also deals 10d10 Good damage and applies 15% physical vulnerability for 5 rounds. This ability is a free action on a 3-minute cooldown.




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The Paladin is able to call upon the divine for aid, becoming surrounded by prestigious symbols of their deity's doctrine. The scripture manifests as golden runes that swirl around the Paladin to cleanse any maledictions and guard them against all harm for 2 rounds. This ability is a free action on a 3-minute cooldown.
The Paladin is able to call upon the divine for aid, becoming surrounded by prestigious symbols of their deity's doctrine. The scripture manifests as golden runes that swirl around the Paladin to cleanse any maledictions and guard them against all harm for 2 rounds. This ability is a free action on a 3-minute cooldown.


==Epic paladin==
==Epic paladin==

Revision as of 00:41, 6 July 2023

Paladins take their adventures seriously, and even a mundane mission is, in the heart of the paladin, a personal test - an opportunity to demonstrate bravery, to learn tactics, and to do good in the world. Divine power protects these warriors of virtue, warding off harm, protecting them from disease, healing them and their allies, and guarding against fear. Divine power also guides their sword arms, making them among the most effective warriors against undead and evil outsiders. Many of the paladin's special abilities also benefit from a high Charisma score.

Dedicated to upholding law, promoting good, and serving as an example for others in the name of their god, paladins seem to live their lives as an effort to carry a tiny bit of their deity's plane wherever they go. If they have done their jobs well, spending time on the planein question will be like coming home, and bringing that same sense of beneficial transformation to other planes will be a worthwhile challenge for a truly worthy champion. Better than member of any other class, paladins can be agents who embody the tenets of an entire plane of existence.


Alignment Restriction: Lawful Good


Hit Die: d10

Proficiencies: Armor (Light, Medium, Heavy), Shields, Weapons (Martial, Simple)

Skill Points: 2 + INT

Class Skills: Concentration, Craft (all), Discipline, Heal, Knowledge (Engineering, Geography, Nobility, Planes, Psionics, Religion), Lore, Parry, Persuade, Profession (all), Ride, Sense Motive, Taunt

Spellcasting: Divine (spell failure from armor is ignored), wisdom-based (a base wisdom score of 10 + the spell's level is required to cast a spell, bonus spells are based on modified wisdom, and the wisdom modifier affects spell difficulty class), and requires preparation.

Spells

1st level spells 2nd level spells 3rd level spells 4th level spells
  • Assess creature
  • Bless
  • Bless Water
  • Bless Weapon
  • Cure Light Wounds
  • Deafening Clang
  • Divine Favor
  • Endure Elements
  • Lesser Restoration
  • Magic Weapon
  • Protection From Alignment 
  • Resistance
  • Virtue
  • Aid
  • Aura of Glory
  • Bull's Strength
  • Eagle's Splendor
  • Owl's Wisdom
  • Remove Paralysis 
  • Resist Elements
  • Cure Moderate Wounds
  • Dispel Magic
  • Greater Magic Weapon
  • Magic Circle Against Alignment 
  • Prayer
  • Remove Blindness/Deafness
  • Remove Curse
  • Break Enchantment
  • Cure Serious Wounds
  • Death Ward
  • Freedom of Movement 
  • Holy Smite
  • Holy Sword
  • Neutralize Poison
  • Recitation
  • Restoration

Level progression

Lvl BAB Saves Feats HP range   Base spells per day
Fort Ref Will 1st 2nd 3rd 4th
1st +1 +2 +0 +0 Divine Grace, Divine Health, Lay On Hands, Detect Evil   5-10 - - - -
2nd +2 +3 +0 +0 Weapon Finesse, Aura of Courage, Smite Evil 10-20 - - - -
3rd +3 +3 +1 +1 Remove Disease, Turn Undead 15-30 - - - -
4th +4 +4 +1 +1 20-40 0 - - -
5th +5 +4 +1 +1 25-50 0 - - -
6th +6/+1 +5 +2 +2 30-60 1 - - -
7th +7/+2 +5 +2 +2 35-70 1 - - -
8th +8/+3 +6 +2 +2 40-80 1 0 - -
9th +9/+4 +6 +3 +3 Divine Might 45-90 1 0 - -
10th +10/+5 +7 +3 +3 Sacred Vow 50-100 1 1 - -
11th +11/+6/+1 +7 +3 +3 55-110 1 1 0 -
12th +12/+7/+2 +8 +4 +4 Extra Turning 60-120 1 1 1 -
13th +13/+8/+3 +8 +4 +4 65-130 1 1 1 -
14th +14/+9/+4 +9 +4 +4 70-140 2 1 1 0
15th +15/+10/+5 +9 +5 +5 Divine Shield 75-150 2 1 1 1
16th +16/+11/+6/+1 +10 +5 +5 80-160 2 2 1 1
17th +17/+12/+7/+2 +10 +5 +5 85-170 2 2 2 1
18th +18/+13/+8/+3 +11 +6 +6 90-180 3 2 2 1
19th +19/+14/+9/+4 +11 +6 +6 95-190 3 3 3 2
20th +20/+15/+10/+5   +12 +6 +6 Capstone Bonus Feat 100-200 3 3 3 3

Being able to cast 0 spells of a certain level per day means the paladin cannot cast spells of that level unless bonus spell slots of the appropriate level are granted by a high wisdom.


Lay on Hands

This ability now has a five minute cooldown.


Detect Evil

As a free action, the paladin may spend one round immobilized as they gaze in one direction in an attempt to divine if any individuals are evil. The spell makes a hidden check against each individual will save and bluff rank regardless of alignment. Any evil-aligned characters that fail their checks have their black auras revealed to the paladin. The DC to pass is equal to 10 base plus their cha/wis modifier (whichever is higher) and half their caster level. The paladin may use Detect Evil three times per day.


Divine Might/Shield

These are free actions.


Sacred Vows

Abstinance

The Paladin has sworn the Vow of Abstinence, abstaining from foreign substances. Avoiding potions grants +4 to saves.


Patience

The Paladin has sworn to maintain a Vow of Patience, avoiding conflict when possible. Taking damage while below half health grants +7 deflection AC and -10% damage taken for 3 rounds.


Charity

The Paladin has sworn the Vow of Charity, eschewing material possessions. Maintaining less than 15k gold per Paladin level restores a Turn Undead use when they use Divine Shield.


Concordance

The Paladin has sworn the Vow of Concordance, committing to maintaining order and cooperation. They gain +4 regeneration while Divine Shield is active.


Capstones

Paragon's Aid

The Paladin's service is rewarded with the ability to call forth a powerful planar ally. He requests the aid of a Throne Archon for one full day or until slain. This ability is on a 15-minute cooldown.


Consecration

The Paladin slams their weapon against the ground, causing a holy nova that shakes the earth and infuses it with holy energy. Evil creatures within take an initial burst of 6d6 Good damage and 3d6 for each round that they remain within. Allies within heal for 25 HP a round. The area remains consecrated for 5 rounds. This ability is a free action on a 3-minute cooldown.


Celestial Zenith

The Paladin temporarily becomes a vessel for true righteousness and justice, perfectly embodying the ideals of the heavens. They gain Haste, +2 AB, +5 Good damage, and immunity to mind effects and knockdown for 5 rounds. This ability is a free action on a 3-minute cooldown.


The Seventh Pillar

The Paladin summons forth and wields a divine greatsword that glows hot with holy flames. The blade purges evil with but a touch, burning their wickedness and corruption away. The weapon persists for 5 minutes. This ability is a free action on a 10-minute cooldown.


Cast Judgment

The Paladin incants a prayer as they harness holy energy against a foe. A powerful burst of light in the shape of a hammer descends down from the sky, striking the target with unrelenting force. The hammer deals 5d10 Bludgeoning damage. If the target is evil, it also deals 10d10 Good damage and applies 15% physical vulnerability for 5 rounds. This ability is a free action on a 3-minute cooldown.


Beacon of Hope

The Paladin manifests their unassailable resolve to produce a shield of restoring light around themselves and nearby allies. The barriers of holy flame renew and enshroud allies, providing 50 temporary hit points and 6 regeneration for 5 rounds. This ability is a free action with a 3-minute cooldown.


Divine Solace

The Paladin is able to call upon the divine for aid, becoming surrounded by prestigious symbols of their deity's doctrine. The scripture manifests as golden runes that swirl around the Paladin to cleanse any maledictions and guard them against all harm for 2 rounds. This ability is a free action on a 3-minute cooldown.

Epic paladin

Standing at the forefront of the battle against chaos and evil in the world, the epic paladin shines as a beacon of hope to all who fight the good fight.

Hit die: d10

Skill points: 2 + int modifier

Bonus feats: The epic paladin gains a bonus feat every three levels after 20th. In other words, at levels 23, 26, 29, 32, 35, and 38.

Epic paladin bonus feats: armor skin, devastating critical, epic prowess, epic reputation, epic spell focus, epic toughness, epic weapon focus, great smiting, greater spell focus, improved combat casting, improved critical (whip only), overwhelming critical, perfect health, planar turning
The inclusion of improved critical (whip) in this list is likely a bug.

Unavailable epic feats: automatic quicken spell, automatic silent spell, automatic still spell, bane of enemies, construct shape, dragon shape, epic spell penetration, epic spell: dragon knight, epic spell: epic mage armor, epic spell: epic warding, epic spell: greater ruin, epic spell: hellball, epic spell: mummy dust, epic weapon specialization, improved ki strike 4, improved ki strike 5, improved sneak attack, improved spell resistance, improved stunning fist, lasting inspiration, mighty rage, outsider shape, terrifying rage, thundering rage, undead shape
These general epic feats cannot be selected when taking a level of paladin.

Epic paladin level progression

  Lvl   Feats HP range
21st 105-210
22nd 110-220
23rd bonus feat 115-230
24th 120-240
25th 125-250
26th bonus feat 130-260
27th 135-270
28th 140-280
29th bonus feat 145-290
30th 150-300