Paladin

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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 plane in 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.


Roleplay Expectations

The DMs encourage realistic roleplay and expect paladins to belong to a paladin order and swear at last three oaths for which they base their lives around. Due to this, paladins are not required to worship a god, as they often anonymously receive their divine abilities from unknown gods as long as the paladin maintains their oaths and do good works. Paldins are also expected to abstain from breaking bread with obviously evil characters. Necromancers, blackguards, blood apostles, warlocks, fiends, etc are all prime examples of the great evils that paladins cannot abide by. A paladin may attempt to redeem an evil character, but they should accept nothing less than the evil character willing to subjugate themselves entirely to the commitment of abandoning their evil ways. Unless that requirement is met, a paladin should view such a character as reprehensible for practicing vile arts and committing themselves to corruption. If an evil character fails to be redeemed, they become the paladin's responsibility, and the paladin must act to purge the corruption.

When it comes to casual roleplay in popular hangout spots, we aren't expecting a paladin to attack such characters on sight for merely existing. Albeit, a safe and lawful opportunity to do so is typically warranted in some of the more extreme cases, such as a fiend for being evil incarnate. What it does mean is that they're expected not to tolerate the presence of evil when they have the option not to, such as in adventures and other more private gatherings. A paladin that is seen affiliating with known evil characters that are not actively being redeemed by continuous penance will typically have their alignment hit by small increments over time that may eventually drop them out of good. Lastly, a paladin's primary purpose is to investigate and monitor evil and discordant individuals, challenging them if they have been found to be causing harm. Merely being reactionary by protecting others in the moment is something any good person can do, and we encourage paladins to be more proactive in their plight against the wicked.


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

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 Shield 45-90 1 0 - -
10th +10/+5 +7 +3 +3 Sacred Vows 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 Might 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 Righteous Boons 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, Divine Shield and Divine Grace

All of these abilities are now capped by your combined Paladin + Cleric levels. Having a combined total of 10 or more levels removes the cap.

Eg. A level 4 Paladin with 50 Charisma (+20 Modifier) will have at maximum +4 saves, +4 Divine Damage from Divine Might, and +4 AC from Divine Shield. If that Paladin took 3 Cleric levels those caps would raise to +7. If they took a further 3 more Cleric or Paladin levels they would raise to +20. (This is only relevant for multiclassing Paladins.)

Divine Might/Shield are free actions. The durations of Divine Might and Shield now have a base duration of 6 seconds, plus 6 seconds per Charisma modifier.


Sacred Vows

The Paladin may choose one of the following Vows to commit to.


Abstinence

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.


Righteous Boons

The Paladin may choose 2 of the following abilities at level 20, which may be used an unlimited number of times per day. Using an ability puts both on cooldown for the indicated duration.


Paragon's Aid

The Paladin's service is rewarded with the ability to call forth a powerful planar ally. They request the aid of a Throne Archon for 4 hours. This ability puts Righteous Boons on a 7-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 and puts Righteous Boons on a 2-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 and puts Righteous Boons on a 90s 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 10 minutes. This ability is a free action and puts Righteous Boons 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 and puts Righteous Boons on a 90s cooldown.


Beacon of Hope

The Paladin manifests their unassailable resolve to produce an aura of restoring light around themselves. The holy energy enshrouds the paladin and nearby allies, providing 20 temporary hit points and 6 regeneration every round for 5 rounds. This ability is a free action and puts Righteous Boons on a 90s 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 and puts Righteous Boons on a 90s 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.


  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