The Paladin Done Right


Races & Classes


I have to admit, I loved the new Paladin, BUT, I wrote something just before Alpha 2 came out. It takes into account several suggestions here on the boards as well as incorporating the Alpha 2 version. It may seem overpowered, but I like it this way. I also removed the Spellcasting and made the Lay on Hands ability do more work. All in all, I hope you all like it....

PALADIN

Alignment : Lawful Good.
Hit Die : D10.

Class Skills
The Paladin’s Class Skills ( and the key ability for each skill ) are : Craft (Int), Diplomacy (Cha), Handle Animal (Cha), Heal (Wis), Intimidate (Cha), Knowledge (Nobility) (Int), Knowledge (Religion) (Int), Knowledge (The Planes), Perception (Wis), Profession (Wis), Ride (Dex), Sense Motive (Wis).

Skill at 1st Level : 3 + Int. Modifier

Level Base Attack Bonus Fort Save Ref Save Will Save Special
1st +1 +2 +0 +0 Aura of Good, Detect Evil, Smite Evil +1D6
2nd +2 +3 +0 +0 Divine Grace, Lay on Hands ( Healing, Lesser Restoration )
3rd +3 +3 +1 +1 Aura of Courage, Divine Health
4th +4 +4 +1 +1 Channel Positive Energy, Aura of Faith
5th +5 +4 +1 +2 Smite Evil +2D6, Lay on Hands ( Neutralize Poison )
6th +6/+1 +5 +2 +2 Divine Bond
7th +7/+2 +5 +2 +3 Aura of Resolve
8th +8/+3 +6 +2 +3 Lay on Hands ( Remove Disease )
9th +9/+4 +6 +3 +4 Aura of Justice
10th +10/+5 +7 +3 +4 Smite Evil +3D6
11th +11/+6/+1 +7 +3 +5 Lay on Hands ( Cure Blindness / Deafness )
12th +12/+7/+2 +8 +4 +5 Heroes Feast
13th +13/+8/+3 +8 +4 +6 Aura of Warding
14th +14/+9/+4 +9 +4 +6 Lay on Hands ( Restoration )
15th +15/+10/+5 +9 +5 +7 Smite Evil +4D6
16th +16/+11/+6/+1 +10 +5 +7 Aura of Righteousness
17th +17/+12/+7/+2 +10 +5 +8 Lay on Hands ( Remove Curse )
18th +18/+13/+8/+3 +11 +6 +8 Holy Word
19th +19/+14/+9/+4 +11 +6 +9 Aura of Consecration
20th +20/+15/+10/+5 +12 +6 +9 Smite Evil +5D6, Holy Champion

Class Features

All of the following are class features of the Paladin :

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 ).

Aura of Good (Ex) : The power of a Paladin’s Aura of Good ( see the Detect Good Spell ) is equal to his Paladin Level. At 8th Level, this Aura extends to any weapon he wields, treating it as Good aligned for the purpose of overcoming Damage Reduction.

Detect Evil (Sp) : At will, a Paladin can use Detect Evil, as the Spell.

Smite Evil (Su) : A Paladin may attempt to Smite Evil with one normal melee attack. He adds his Charisma Bonus ( if any ) to his attack roll and deals +1D6 extra damage. If the Paladin accidentally Smites a creature that is not Evil, the Smite has no effect, but the ability is not used up for that day. A Paladin may Smite Evil a number of times per day equal to 3+ their Charisma Modifier ( if any ). A Paladin’s Smite is considered Good Aligned for overcoming Damage Reduction. At 5th Level, and at every five Levels thereafter, the Paladin may Smite Evil one additional time per day, and the Smite damage increases by +1D6 ( +2D6 at 5th Level, +3D6 at 10th Level, etc… ).

Divine Grace (Su) : At 2nd level, a Paladin gains a Bonus equal to his Charisma Bonus ( if any ) on all Saving Throws.

Lay on Hands (Su) : Beginning at 2nd level, a Paladin can heal wounds ( his own or those of others, including his Bonded Mount, if he has one ) by touch. Each day he can use Lay on Hands 3+ his Charisma Modifier ( if any ). At 1st level, this healing is equal to a Cure Light Wounds Spell. At 5th Level, it is equal to a Cure Moderate Wounds Spell. At 10th, it is equal to Cure Serious Wounds, and at 15th it is equal to Cure Critical Wounds. The Paladin may also Lay on Hands to use Lesser Restoration ( as the Spell ) at this Level. As his Level increases, he may use his Lay on Hands to produce greater effects. The Paladin may always choose a lesser effect, if desired. At 5th Level, he can use Neutralize Poison, at 8th Level Remove Disease, at 11th Level Remove Blindness / Deafness, at 14th Level Restoration, at 17th Level Remove Curse, and finally at 20th Level, Raise Dead. The Paladin’s Caster Level is equal to his Paladin Level for these Spells and the Difficulty Class for a Saving Throw against a Paladin’s abilities is 10 + the ability ( or Spell ) Level + the Paladin’s Wisdom Modifier. Also, at these levels, when he gains new Powers, he also gains one extra daily use of Lay on Hands. Alternatively, a Paladin can use any or all of this healing abilities to deal damage to Undead creatures. Using Lay on Hands in this way requires a successful melee touch attack and doesn’t provoke an Attack of Opportunity.

Aura of Courage (Su) : Beginning at 3rd level, a Paladin is Immune to Fear ( magical or otherwise ). Each ally within 10 feet of him gains a +4 Morale Bonus on Saving Throws against Fear effects. This ability functions while the Paladin is conscious, but not if he is unconscious or dead.

Divine Health (Ex) : At 3rd level, a Paladin gains Immunity to all diseases, including supernatural and magical diseases.

Channel Positive Energy (Su) : When a Paladin reaches 4th level, he gains the supernatural ability to Channel Positive Energy. He may use this ability a number of times per day equal to 3 + his Charisma Modifier. He Channels Positive Energy as a Cleric of three Levels lower would.

Aura of Faith (Su) : At 4th Level, the Paladin may generate an Aura equal to a Light Spell cast at his Level. Upon reaching 12th Level, this becomes equal to a Daylight Spell. This aura counters Darkness related magic as the Spells they are modeled on. This Aura may be Dispelled, but the Paladin can re-create it as a Free Action on his Turn. The Paladin may turn this Aura off at will, as well.

Divine Bond (Sp) : Upon reaching 6th level, a Paladin gains a Divine Bond with his God. He acquires the service of an unusually intelligent, strong, and loyal steed to serve him in his crusade against evil (see below) or, he is Divinely Inspired to create a weapon, which will grow in Divine Power for him to use.

Bonded Mount
This mount is usually a heavy warhorse ( for a Medium Paladin ) or a warpony ( for a Small Paladin ). When he is ready, a Paladin may magically call his mount from the celestial realms in which it resides. The mount immediately appears adjacent to the Paladin. The mount remains with the Paladin, serving faithfully, as long as the Paladin doesn’t violate his Code. If the Paladin ever knowingly violates his Code, the Mount immediately returns to the Celestial Realms. Should a Paladin atone successfully, His Mount may be recalled. Should the Paladin’s mount die, it immediately disappears, leaving behind any equipment it was carrying. The Paladin may not summon another mount for thirty days or until he 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.

Bonded Weapon
The Paladin may receive a Divine Vision of an extraordinary weapon. In this case, he must acquire the Special Materials, and forge the weapon himself. The Paladin may make this check as if he were trained in the Craft ( Weaponsmith ) Skill. If he is already Trained in this skill, he may add a +2 Divine Bonus to the check. If the Skill check is successful, he has crafted a Masterwork weapon that becomes Magical, gaining a simple +1 Enhancement Bonus and that is treated as Good aligned for the purposes of overcoming Damage Reduction. At 9th Level it becomes +2 and gains the Holy Special Ability. At 12th Level it becomes +3, allowing the Paladin to Dispel Magic 1 / Round as caster of his Level. The area Dispel is the only option available, however. At 15th Level it becomes a +4 Weapon that can Cast Break Enchantment on a creature touched ( or attacked ) 2/Day. The Paladin uses his Paladin Level as the Caster Level. Finally, at 18th Level, it becomes +5 and generates a constant Holy Aura around the Paladin ( as the 8th Level Cleric Spell ).

Aura of Resolve (Su) : At 7th Level, a Paladin is Immune to Charm Spells and Spell-like Abilities. Each ally within 10 feet of him gains a +4 Morale Bonus on Saving Throws against Charm effects. This ability functions while the Paladin is conscious, but not if he is unconscious or dead.

Aura of Justice (Su) : At 9th Level, a Paladin is Immune to Charm Spells and Spell-like Abilities. Each ally within 10 feet of him gains a +4 Morale Bonus on Saving Throws against Charm effects. This ability functions while the Paladin is conscious, but not if he is unconscious or dead.

Heroes Feast (Su) : At 12th Level, the Paladin can produce a Heroes Feast, as the Spell, which will also feed his Bonded Mount, if he has one. This can be done once per day.

Aura of Warding (Su) : At 13th Level, the Paladin is surrounded by a protective Aura equal to a Magic Circle vs. Evil. The Paladin’s Level is considered the Caster Level for all related effects. This Aura may be Dispelled, but the Paladin can re-create it as a Free Action on his Turn. The Paladin may turn this Aura off at will, as well.

Aura of Righteousness (Su) : At 16th Level, the Paladin gains DR 5 / Evil and is immune to Compulsion Spells and Spell-like effects. Each ally within 10 feet of him gains a +4 Morale Bonus on Saving Throws against Compulsion effects. This ability functions while the Paladin is conscious, but not if he is unconscious or dead.

Holy Word (Su) : At 18th Level, the Paladin can utter a Holy Word once per day, as the Spell of the same name, with his Level as the Caster Level and Difficulty Class for a Saving Throw against it is 10 + the Spell Level + the Paladin’s Wisdom Modifier.

Aura of Consecration (Su) : At 19th Level, the Paladin becomes a living vessel for his God’s Power. He is constantly surrounded by a Hallow Spell ( equal to his Level as the Caster Level ). This also counteracts Unhallowed areas, but both effects are temporarily suppressed. When the Paladin moves out of such an area, both effects resume. This Aura may be Dispelled, but the Paladin can re-create it as a Free Action on his Turn. The Paladin may turn this Aura off at will, as well.

Holy Champion (Su) : At 20th Level, the Paladin becomes a conduit for the power of his God. His DR increases to 10 / Evil. Whenever he uses his Smite Evil against an evil Outsider, the Outsider is subject to a Banishment, using his Paladin level as the Caster level ( his Weapon and Holy Symbol automatically count as objects that the subject hates ). In addition, whenever he Channels Positive Energy, he channels the maximum amount possible.

Code of Conduct: A Paladin must be of Lawful Good alignment and loses all Class Abilities if he ever willingly commits an Evil act. Additionally, a Paladin’s Code requires that he respect legitimate authority, act with honor ( not lying, not cheating, not using poison, and so forth ), help those in need ( provided they do not use the help for Evil or Chaotic ends ), and punish those who harm or threaten innocents.

Associates : While he may adventure with characters of any Good or Neutral alignment, a Paladin will never knowingly associate with Evil characters, nor will he continue an association with someone who consistently offends his moral code. A Paladin may accept only henchmen, followers, or cohorts who are Lawful Good.

Ex-Paladins
A Paladin who ceases to be Lawful Good, who willfully commits an Evil act, or who grossly violates the Code of Conduct loses all Paladin Abilities ( including the service of the Paladin’s Mount or Weapon, but not weapon, armor, and shield proficiencies ). He may not progress any farther in Levels as a Paladin. He regains his abilities and advancement potential if he atones for his violations ( see the Atonement Spell description ), as appropriate. Like a member of any other Class, a Paladin may be a multi-class character, but multi-class Paladins face a special restriction. A Paladin who gains a Level in any Class other than Paladin may never again raise his Paladin Level, though he retains all his Paladin abilities.


Sorry about the Table, I just couldn't get it right.....

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