The New and Improved Paladin (After Think Tank Input)


Races & Classes


This is a revised version of the Pathfinder paladin that I've designed based on the input I've read in [Think Tank] Paladins. Levels marked with an asterisk (*) are where the biggest changes have occurred. I wanted to make the paladin more fun from level 1 on without overpowering it. I've written some design notes down below the fix.

Comments or playtest results would be much appreciated.

Paladin
Requirement: Character must be good-aligned and must have a patron deity.
Good BAB, Good Fort, Poor Reflex, Poor Will
4 + Intelligence mod. skill ranks per level
Class Skills: same as base
Armor and Weapons: same as base
Spells per Day as shown on Table 4-6

Level
1st* Aura of good, channel positive energy, sacred challenge +1
2nd Divine grace, lay on hands
3rd Aura of courage, divine health
4th* Sacred challenge +2
5th* Divine bond
6th Remove disease 1/day
7th Sacred challenge +3
8th Aura of resolve
9th Remove disease 2/day
10th Sacred challenge +4
11th* Divine Censure
12th Remove disease 3/day
13th Sacred challenge +5
14th Aura of faith
15th Remove disease 4/day
16th Sacred challenge +6
17th Aura of righteousness
18th Remove disease 5/day
19th Sacred challenge +7
20th* Holy Champion

Sacred Challenge (Su): A paladin can expend a use of her channel positive energy ability to mark an opponent as an enemy of the faith. The paladin gains a bonus equal to her Charisma bonus (if any) to attack rolls and a +1 bonus to damage rolls for all of her attacks against the marked opponent. This benefit lasts until the marked opponent is defeated or until the encounter ends.
Marking an opponent with this ability is a swift action.
If the marked opponent is an undead creature or an evil outsider, the bonus to damage rolls is doubled.
If the marked opponent is a good-aligned creature, this ability has no effect and the use is wasted.
Once marked, the paladin is aware if the marked creature is good, evil, or neutral.
At every third level after 1st, the bonus to damage granted by this ability increases by 1 (+2 at 4th, +3 at 7th, +4 at 10th, etc.).

Divine Bond: Upon reaching 5th level, a paladin forms a stronger connection to her god. The paladin can now imbue her weapon or shield with divine power and can call upon a creature from the celestial planes to serve as her steed.
-Imbue Weapon: The paladin can expend a use of her channel energy ability to augment a weapon or shield she is wielding. While augmented, the weapon or shield sheds light like a torch. The weapon or shield also gains an effective bonus equal to the paladin's divine challenge bonus as a magic weapon. The effective bonus may be used to add properties or as an enhancement bonus. At least 1 point of the bonus must be used as an enhancement bonus.
Weapon properties that can be added include: bane (undead or evil outsider only), brilliant energy, defending, disruption, flaming, flaming burst, frost, icy burst, ghost touch, holy, keen, merciful, shock, shocking burst, speed, throwing, and thundering.
Shield properties that can be added include: arrow catching, arrow deflection, bashing, blinding, fortification, ghost touch, and reflecting.
Augmenting a weapon or shield is a supernatural ability and requires a standard action that does not provoke attacks of opportunity. The augmentation effect lasts for 1 minute per paladin level or until the paladin dismisses the effect or if the weapon or shield leaves the paladin's possession. Any other magical properties or bonus possessed by the augmented weapon or shield is suppressed by this effect until the duration ends.
Evil-aligned, artifact, and cursed weapons or shields can not be affected by this ability. Intelligent weapons and shields are allowed a Will saving throw opposed by the paladin's level check (paladin level + Charisma modifier) to negate the effect.
-Summon Mount: The paladin can expend a use of her channel energy ability to call forth 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).
Once per day as a full-round action, a paladin may magically call a 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 paladin's level. The mount immediately appears adjacent to the paladin and remains for 2 hours per paladin level; it may be dismissed at any time as a free action. 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 in full health, regardless of any damage it may have taken previously. The mount also appears wearing or carrying any gear it had when it was last dismissed. Calling a mount is a conjuration (calling) effect.
Should the paladin's mount die, it immediately disappears, leaving behind any equipment it was carrying. The paladin may not summon another mount for 30 days or until she gains a paladin level, whichever comes first, unless the mount is somehow returned from the dead. During this 30-day period, the paladin receives 1 less use of channel positive energy per day.

Divine Censure (Su): At 11th level, a paladin can expend two uses of her channel energy ability to grant all allies within 30 feet the benefit of her sacred challenge ability against one opponent she has already marked during the current encounter. This benefit lasts until the marked opponent is defeated or until the encounter ends.

Holy Champion (Su): At 20th level, a paladin becomes a conduit for the power of her god. Her DR increases to 10/evil. Whenever she uses sacred challenge against an evil outsider, the outsider is also subject to a dimensional anchor effect, using her paladin level as the caster level. In addition, whenever she channels positive energy, she channels the maximum possible amount, and any evil outsider within the area affected by channeling energy is subject to a banishment, using her paladin level as the caster level (her weapon and holy symbol automatically count as objects that the subject hates).

Code of Conduct: A paladin must follow a set of guidelines for her actions. There are differences to the guidelines based on her alignment. No matter what her alignment, the paladin loses all class abilities if she ever willingly commits an evil act. All paladins must help those in need (provided they do not use the help for evil ends), and punish those who harm or threaten innocents.
Lawful Good (Paladin of Honor): The paladin must respect legitimate authority and promote justice while opposing tyranny and corruption. The paladin is forbidden from lying, cheating, and excessive indulgence. The paladin must defeat her opponents in open, fair combat if possible.
Neutral Good (Paladin of Benevolence): The paladin must oppose evil without causing unnecessary disruption or suppressing the basic rights of others. The paladin may use whatever methods are deemed necessary to further the cause of good only if they do not result in societal upheaval or the endangering of innocents.
Chaotic Good (Paladin of Freedom): The paladin must challenge all obstacles that hinder the giving of aid to those in need or the punishment of those who harm or threaten innocents. The paladin must take every opportunity to defeat the greater evil no matter what the cost.

Notes on alignment: Extending paladinhood to all three good alignments increases the playability and flavor of the class. Three different approaches to code of conduct have been given to elaborate the differences of the three paladin types.

Notes on Detect Evil: The paladin can still detect evil with her sacred challenge. Increasing frequency and versatility of smite needed a tweak to the detect evil ability to balance it at 1st level. I suggest allowing a divine feat that allows expending a channel energy use to use detect evil as a spell-like ability for those who still want their "radar".

Notes on Divine Bond:
-Limited uses per day due to channel energy budget including sacred challenge and possibly divine feats if the paladin has them hopefully balances this ability.
-Augmenting is a standard action because the paladin must decide which abilities to add and then focus energy to augment, requiring more than a moment's thought.
-Depending on the adventure, a weapon can easily be lost in all sorts of situations, from sundering to theft to environmental hazards, and the 30-day penalty period is a great way to make a player feel bad for several adventures.
-Axiomatic was removed because the paladin is no longer lawful good only.
-Adding shield augmentation is inspired by diablo 2 paladin.
-Allowing both imbue weapon and summon mount is because the mount is often unable to accompany the paladin on an adventure. Reasons can range from tight moving space to antimagic fields to planar hazards to city leash laws.
-Switched penalty to attack and damage to penalty on number of channel energy uses to symbolize divine energy being rerouted to compensate for or "heal" the spiritual trauma of losing a mount to death. A deity would do no less to keep his champion motivated.

Notes on Holy Champion: Divine anchor when smiting/punishing. Banishment when turning. It is more or less self-explanatory.

Sovereign Court

While I think that the think tanks are right in this section this post should have been submited in the new rules forum.


Since this is a re-designed paladin class and not a reworking of a rule like massive damage or XP allotment, I figured this would be the place to put it. If the person or people in charge of the boards takes this down within the next few days, I'll re-post this in the new rules section instead.


quest-master wrote:
Sacred Challenge (Su): A paladin can expend a use of her channel positive energy ability to mark an opponent as an enemy of the faith.

I gotta say I don't like the flavor of sacred challenge at all. "Smite" has some real power to it, this just sounds too 'diffuse'. Also replacing Detect Evil with a 'Scan/Smite' power is a bad idea. Me, and my group, wrote a lot about why this power is very important in our Playtest Report.

Also this:

quest-master wrote:
Character must be good-aligned and must have a patron deity.

is a big no-no for our group (who all love Paladins, a lot). They need to be Lawful Good.

Other than that, the changes are okay. :) Basing more abilities off of channeling energy means that the importance of Charisma just doubled, which will no doubt please the Paladin fans who don't like the MAD side of the class. But it also means that they Paladin is a lot weaker and needs the boosts you've given, like the extra skill points.

Personally would be happier with the Pathfinder Paladin 'as is'.

Peace,

tfad

Liberty's Edge

I know there is almost endless debate on this, but I must agree ...

Paladins have to be Lawful Good.

Liberty's Edge

I am not in complete agreement that a Paladin must be LG. However I do like the current Pathfinder Paladin. I did however just get my hands on a nice Dragon Article from 1986 that I will be attempting to edit for Pathfinder/3.5. I will make an anouncment when it is completed and offer it up for criticsm/corrections. I've always missed the Plethora of Paladins!


First off, a paladin is going to have a strong emphasis on Charisma anyway with smiting, channeling, and lay on hands and divine grace already all Cha-based.
Basing number of smites on channel energy rather than level won't force a paladin to put more into Charisma than there already is since it's focused on Charisma so much already.
Channel Energy gives 3 + Charisma modifier uses a day. The average paladin has at least 14 Charisma for a bonus of +2. That means usually 5 potential smites per day at level 1 or slightly less than that if you use channel energy for healing or to turn undead. That should be enough for most adventures.
Take Extra Turning if you're worried about how many uses are left because there's no cleric in the party and you're in an undead-heavy campaign.

Sacred Challenge is actually more powerful and more versatile than smite evil. Remember that the sacred challenge benefit lasts until the marked opponent goes down or the encounter ends. As the paladin gains multiple attacks on a full attack, he actually does better average damage in a single round than the old smite evil rules.
Smite Evil can miss and be wasted. Sacred Challenge can miss and still keep going. Plus, Sacred Challenge works against neutral opponents as well. Now your paladin can use his divine gift to defend the helpless villagers against the angry mindless chaos beast that some evil mage gated in just for laughs. Sacred Challenge will usually work since almost every opponent you face will be evil or neutral.

If you want your paladins to be only Lawful Good only then don't allow Neutral Good and Chaotic Good paladins in your game. All I've done there is to create a guide for the differences in conduct by providing 3 different codes because some people do want to play a NG or CG paladin and may not be sure how to role-play the character.
Pathfinder is about improving gameplay and playability of characters, is it not? Can you deny that this increases the playability and flexibility of the class? That's the point of my re-design. More usefulness and more fun even from 1st level.

As for Detect Evil...

Inquisitor's Sense [Divine]
Choose Good, Evil, Lawful, or Chaotic for this feat.
Prerequisites: Cha 13, the ability to channel energy
Benefit: By expending a use of channel energy, you detect the chosen alignment as if casting Detect Evil, Detect Good, Detect Law, or Detect Chaos. The caster level for this ability is equal to your character level.
Special: You may take this feat multiple times. Each time you take this feat, you gain an additional daily use of channel energy. You can not take this feat more than once for the same alignment.

And if you still want to kill your opponent in one shot with massive damage...

Divine Smite [Divine]
Choose Good, Evil, Lawful, or Chaotic for this feat.
Prerequisites: Cha 13, the ability to channel energy
Benefit: By expending a use of channel energy, you can attempt to smite an opponent of the chosen alignment. On a single attack against the opponent, you add your Charisma bonus (if any) to your attack roll and your character level to your damage roll. You must announce the use of this feat before making the attack roll.
If you have multiple uses of channel energy left and more than one attack per turn, you may apply this feat to more than one of your attacks.
Special: You may take this feat multiple times. Each time you take this feat, you gain an additional daily use of channel energy. You can not take this feat more than once for the same alignment.


Personally, while I like the idea of extra flexibility based on feats to allow a Paladin a wider variety of options on who to smite and when and how to detect alignments (one of my favourite new feats in Pathfinder is the ability to turn types of outsiders), my preference would be for a Sacred Challenge type feat with the Smite and Detect Evil remaining as core parts of the class.

The Sacred Challenge is certainly an interesting and fun notion, and I'm all for increasing the importance of Charisma to a Paladin (not so that players would feel the need to put more into Charisma, but just so that they'd get more out of the points they'd already assigned. As a long-time Paladin player I'm convinced it's the most important Paladin stat, but I'm aware I'm probably in a minority there!).

It's also interesting to pull in the notion of branding someone an enemy of the faith and granting minor bonuses based on that.

But for me - and perhaps partly it's just because I'm used to it, but I feel how I feel - the notion of a blazing, glorious single stroke is more in keeping with the mythic idea of a Paladin than a small ongoing bonus. While it might be balanced, or even superior, in terms of crunch, it just doesn't have the same Heroic Moment of Epicness factor for me, and I'd much rather keep the Smite as the iconic Paladin Ability.

I'd also say that a Paladin ought to remain Lawful Good. This isn't because I think that CG, NG or, heck, any neutral or evil characters, couldn't be champions of their faith or holy heroes. It's that they aren't Paladins. A Paladin is defined by a code of conduct, and essentially attempts to be a paragon of an ideal.

The fact that a Paladin is so defined by obediance to their god and cause and their code of conduct means that they are fundamentally lawful. You cannot play a chaotic character who's primary responsibility is to live in accordance with a code. You can play an honourable character or a heroic character, or even a character who follows a rough guide to good behaviour most of the time, but you can't play a choatic character who is defined by a code of behaviour.

I think that any worries about these ideas restricting roleplay are usually easily resolved by moving away from the stereotypes usually associated with alignments.

For instance, Robin Hood is often heralded as a chaotic good character, but I think that we could just as easily - perhaps more easily - argue that he is a lawful good character. He may not live by the laws of the land, but he lives by a very strict set of his own morals.

Basically I guess what I'm saying is, a Paladin needs a code. If a Paladin has an inviolable code - that Paladin will be lawful. The code is all that's required to fit under that alignment umbrella. But that code itself can be absolutely anything as long as it doesn't move away from the "good" part of the alignment. The Paladin's personality can be absolutely any type of personality. Like Robin Hood, the Paladin can appear utterly chaotic and jovial, or like Batman he can appear dark, brooding, ordered and frightening.

For instance, my current Paladin character is LG, but follows a Chaotic god. Part of her code involves an acceptance and reverance for the forces of Chaos even though she doesn't instinctively understand them. So basically, this means, she will quite often, and very methodically, stand back and refuse to impose order (unless her "good" alignment requires this). Or she will sit and methodically determine the best way to randomly make a choice - for instance working out the pros and cons of a variety of choices, then praying before allowing a dice roll to make the decision for her. It's great roleplaying fun to play as such an ordered character trying to apply ordered logic in order to forward the cause of chaos.

I guess what I'm trying to say is, it's the adherence to the code that makes the Paladin lawful: but the code itself doesn't...necessarily have to be promoting a lawful outcome?

Sovereign Court

toaster,

I first off wanted to say I really liked you post on Paladins! It solidified thoughts I've had on Paladins for a while, but was unable to express clearly. Thank you for describing it so eloquently!

I agree with a lot of what's been posted on this thread - the mechanics of sacred challenge will probably work out better for the paladin in a numbers sense, but I don't like the feel so much. I agree that the use of single mighty blow against evil "feels" more correct to me.

Here are some random thoughts that might help:

I want the paladin to be like the ToB Crusader in that he's hard to take down, he's defensive in nature, he defends and boosts and helps his allies, and his ability to land mightly blows maybe less impressive than a fighter or barbarian's, but his ability to stand and stop the advance of the enemy is frightening. This is how I'd like to feel about the paladin class.

So...how about instead of having sacred challenge replace smite, it's something else - the challenge is more like crowd control. Maybe it hampers the enemy's movement, or lessens his ability to attack anyone but the paladin. Some ability to be somewhat "sticky" (as the WotC CO boards put it vividly) is what I want in a paladin. Taking inspiration from the fun I've had being a crusader, how about a challenged opponent taking -4 to attack rolls against anyone except the paladin? Or maybe the enemy is considered "flanked" if the paladin that challenged him is within his sight and concious, because he's so distracted by the paladin that's challenged him? Or the paladin applies his shield bonus not only to himself, but to any adjacent allies the challenged opponent targets because he's watching his foe so carefully.

I would like a paladin to have class abilities that allow them to fulfill the MMORPG role of Tank using only class abilities, not feats - this includes not only the ability to take punishment, but to keep punishment off his squishier allies.


I feel like your post was made in response to mine, so here's me, sticking my opinions out in public again! :)

quest-master wrote:
First off, a paladin is going to have a strong emphasis on Charisma anyway (SNIP)

Although you didn't quote me, I'm assuming that your comments on the importance of Charisma were aimed (roughly) towards me as I'm the only one who mentioned it. :) I think you may have misread my post, or at least my intention. I think Charisma is the most important stat for a Paladin and your fix does not change this. That is good because it does not need changing. However, there are those out there who feel the Paladin suffers badly from multiple ability score dependency and your fix addresses these players' concerns. Well done. :)

quest-master wrote:
Sacred Challenge is actually more powerful and more versatile than smite evil.

I personally was arguing for the Flavor of smite, over that of challenge. The flavor of class features is very important and goes a long way to illustrate what the class is. Heroic Paladins smite evil, whether or not they challenge it formally first, is a matter of personal taste (within the boundaries of their code, of course).

quest-master wrote:
Sacred Challenge will usually work since almost every opponent you face will be evil or neutral.

This depends entirely on what type of game you are playing. Regularly gaming in the Planescape setting, we have a fair number of good vs. good battles as well. We've never felt the Paladin has been underpowered or unable to contribute in these battles (although I will admit that our group is not typical in this regard).

quest-master wrote:
If you want your paladins to be only Lawful Good only then don't allow Neutral Good and Chaotic Good paladins in your game. All I've done there is to create a guide for the differences in conduct by providing 3 different codes because some people do want to play a NG or CG paladin and may not be sure how to role-play the character.

This is very much a 'hot topic' with regard to Paladins! Everyone has their own opinions and views on what a Paladin is. A Paladin follows a code, so has to be Lawful. How can you truly be of chaotic alignment and also adhere to a strict code? :) I think that there is a stronger argument for LN or LE Paladins (Blackguards?) than there is for non-Lawful Paladins. Although as stated in my original post, I'm strongly in favor of LG Paladins only. NG or CG characters are not Paladins, but champions of (X).

The idea of players not being sure how to roleplay the character of a Paladin, is no different from them struggling to roleplay any other type of character. I think what you're referring to is the inability to separate alignment and the Paladin's code from the character's personality. Roleplaying any personality different from your own can be difficult and, in my experience with players who are not sure how to portray a Paladin, the code and strong alignment bias actually helps.

Also it is very difficult to come up with a code and stick to it if you are truly chaotic at heart. The first time one of the tenants of the code comes into conflict with the world, the world will win and the code will be abandoned. Part of the fun of being a champion of virtue is that it is not always easy. ;)

quest-master wrote:
Pathfinder is about improving gameplay and playability of characters, is it not? Can you deny that this increases the playability and flexibility of the class?

Again, you don't quote me specifically, but I'll try to answer the point you've raised. Pathfinder is also about backwards compatibility. Changing central class features for new ones and relegating the old ones to feats goes directly against compatibility. Also changing the nature of the class in a drastic way (i.e. the alignment restrictions) has a big effect on the established game worlds.

For example, why are there now suddenly non-Lawful Paladins? It would not be long until the Lawful and Chaotic Paladins came directly into conflict, where as this sort of conflict would have previously been unheard of (within the Paladin's order).
Specifically Re: your changes to Detect Evil, check out the link above to my group's playtest report. Paladins are our group's favorite class, so we've got a lot to say and have some very strong opinions. I won't paste it all here though, my post is long enough already (probably timed out long ago.... Must remember to copy text!).

I don't think that allowing NG or CG Paladins does increase the playability or flexibility of the class, no. This is because your changes alter what the Paladin class is. I apologize if that sounds blunt but you've issued a very direct challenge/question there. :) Your new version of the Paladin is not a Paladin, but a champion of good.
Also, tying all of the class' main features to the uses of channel energy does not increase flexibility. Now Paladins have to make tough choices whether to smite/challenge, heal, summon their mount etc. That's a lot less flexible.

I don't want to labor this point too much though, as words like 'playability', 'usefulness' and 'fun' are all very subjective.

In summary, well done with your redesign and as a 'champion of good', I can see it working as a class. However, I can't think about it as a Paladin as you've changed some of the central points of class (IMHO). The Pathfinder version of the Paladin a la Alpha 2, is more backwards compatible and doesn't change the core ideas, hence I prefer it.

I apologize if the above points were not directed at me and I just bulldozed into your discussion. :)

Peace,

tfad


My biggest problem with this or any build of the Pally would be his reliance on Charisma.

What are we playing here, Prince Charming?

Seriously, A Paladin can be a pretty big jerk at times, so having his class abilites rely on his 'likability' is just plain weird (and even stranger for Sorc). I can never wrap my mind around Cha = "Presence".

IMGs, I have tinkered with that, and created a new stat based on 'Blessedness' called 'Elan' (rippped from the old Stormbringer game). This stat is rolled the same as the others, but then goes up and down depending on how 'Faithful' a character has served his god - paying 'lip service' doesn't count.

Otherwise, everything else works the same. I haven't found any problem with the Paladin class outside of that, except for the fact that it seems uneccessary (A multi- Fighter/Priest is about the same thing).

Oh, and I have pretty much always said - Algn: Good and/or Lawful

Chaotic Evil is going a bit too far afield...


MarkusTay wrote:
I can never wrap my mind around Cha = "Presence".

Wow - really? That was the first thing I thought of and it's emphasis was one of the best moves made by 3.0. It's like when a good performer walks onto the stage and you immediately notice them. It's like the woman who flows that you can't take your eyes off. It's like the ability to carry your alpha with your voice.

Being the pillars that they are, it makes perfect sense for the Paladin.

MarkusTay wrote:
This stat is rolled the same as the others, but then goes up and down depending on how 'Faithful' a character has served his god - paying 'lip service' doesn't count.

It's a very interesting idea you've got there. Can you post a little about how it works? I'm imagining something like the Humanity and Paths from Vampire the Masquerade, with a number of tenets etc. Could be a very good idea for a faith-focused game, although I'm not sure how it fits with chaotic characters (or is the Paladin the only one with an Elan score?). Also, what benefits does a high Elan score offer other characters? E.g. the non-religious rogue etc. In VTM it has a distinct use for all characters.

MarkusTay wrote:
except for the fact that it seems uneccessary (A multi- Fighter/Priest is about the same thing).

Gotta disagree with you there. The Paladin is an archetype. That's what the classes are. Sure you could also do a Ranger by mixing fighter/Rogue/Barbarian/Druid in one combination or another, but the archetype is strong enough to merit its own class, just like the Paladin.

Peace,

tfad

Liberty's Edge

Jess Door wrote:


I want the paladin to be like the ToB Crusader in that he's hard to take down, he's defensive in nature, he defends and boosts and helps his allies, and his ability to land mightly blows maybe less impressive than a fighter or barbarian's, but his ability to stand and stop the advance of the enemy is frightening. This is how I'd like to feel about the paladin class.

So...how about instead of having sacred challenge replace smite, it's something else - the challenge is more like crowd control. Maybe it hampers the enemy's movement, or lessens his ability to attack anyone but the paladin. Some ability to be somewhat "sticky" (as the WotC CO boards put it vividly) is what I want in a paladin. Taking inspiration from the fun I've had being a crusader, how about a challenged opponent taking -4 to attack rolls against anyone except the paladin? Or maybe the enemy is considered "flanked" if the paladin that challenged him is within his sight and concious, because he's so distracted by the paladin that's challenged him? Or the paladin applies his shield bonus not only to himself, but to any adjacent allies the challenged opponent targets because he's watching his foe so carefully.

I would like a paladin to have class abilities that allow them to fulfill the MMORPG role of Tank using only class abilities, not feats - this includes not only the ability to take punishment, but to keep punishment off his squishier allies.

Jess; here is the paladin Variant I presented a while back on a similar thread - I think it fits your M.O.....?

(note - the description write-up is how the paladin relates to my homebrew world.)

PALADIN
Hit Die: d10
Alignment: Lawful Good

Class Skills
The paladin’s class skills are Craft (Int), Diplomacy (Cha),
Handle Animal (Cha), Heal (Wis), Knowledge (nobility)
(Int), Knowledge (religion) (Int), Profession (Wis), Ride
(Dex), Sense Motive (Wis), and Spellcraft (Int).
Skill Ranks Per Level: 4

Paladins of Mydian are elite warriors of pure righteousness. They are idealistic and serve a cause greater than themselves. They are holy warriors who belong to a particular faith, and serves to protect that faith, but also serves to protect a community, a nation, and/or its government. Paladins are the paragon example of staunch heroism; they are patriots, leaders, field marshals in battle, and are the very essence of the knight in shining armor. They live their lives under a strict code of conduct of law, order, honor, duty and chivalry. One can always expect to see a paladin leading a holy crusade, leading a band of heroes against insurmountable odds, or taking the initiative to stamp out evil from a community. They are the first to step foot on a battlefield, and are the last to leave. They protect the weak, defend the innocent, and right the wrongs committed by evil.

Paladins receive holy blessings from their gods to allow them to channel positive energy to use for many various divine uses, but it is their strict adherence to their code, and their unwavering loyalty to goodness, purity, and righteousness that allows them channel powers from within themselves. It is this purity within their spirit and their hearts that make them iconic adversaries in the battle against evil. It is their very essence of righteous might that makes them fearless in combat, and staunch heroes who seem to be able fight on, even long after most would have perished.

Their faith, along with their duty and loyalty to their god and religion, gives them certain tenants and edicts to follow along their path of enlightenment; however, it is their own moral code, which even exceeds that of most clergy within their faith that grants the paladin his inner strength and power to combat evil.

Paladins also fight for truth and justice, correcting injustices that they see, upholding the laws of good communities, and punishing evil transgressors. They enact justice and punish the wicked when those who have been wronged cannot. Paladins see good and evil as black and white with few shades of grey – often times this grey area is more defined based on what faith he belongs to.

Paladins may fill the role of a field general directing troops, a mounted cavalry knight, a stalwart hero standing at the middle of a battle rallying his comrades, or a spiritual leader of wisdom and grace. In the World of Mydian, where the presence and influence of demonic and devilish fiends and lords are felt throughout the lands, the paladin and his abilities serves as the mighty holy warrior that many turn to lead the fight against them and rid the world of their vile nature.

Code of Conduct: A paladin must be of lawful good alignment and loses all class abilities if she ever willingly commits an evil act. Additionally, a paladin’s code requires that she 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 she may adventure with characters of any good or neutral alignment, a paladin will never knowingly associate with evil characters, nor will she continue an association with someone who consistently offends her moral code. A paladin may accept only henchmen, followers, or cohorts who are lawful good.

Role: Paladins can be found among all races – most rarely among elves and half-orcs that are typically more chaotic in nature; but there are of course exceptions. Dwarven paladins are quite common, most worship Moradin. Gnomish paladins are less common, but do exist; most of whom worship Divinicus. Hobbit paladins are not very common, but those who are paladins are bold indeed, and usually worship Bheahbheaux the Bold. Humans and Half-elves are the most common paladins. Of the human races, Astorians make up most common paladins; Tordish and Vistani are much less common due to their general chaotic nature. Fylurians tend to be more secluded and nature-oriented to bother with such ideals of a paladin, and Shalosian, despite their lawful nature, are often times too wrapped up in their own society to truly find the noble path of a paladin congruent to their lifestyle – though those who do take that path make excellent mounted paladins.

Ex-Paladins
A paladin who ceases to be lawful good, who willfully commits an evil act, or who grossly violates the code ofconduct loses all paladin spells and abilities (including the service of the paladin’s mount, but not weapon, armor, and shield prof iciencies). 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, but multiclass paladins face a special restriction. Due to their single-minded devotion to duty, a paladin who gains a level in any class other than paladin may never again raise her paladin level, though she retains all her paladin abilities. The only exception to this rule are, paladins who worship Sir Kicley, who can freely multi-class with cleric levels.

LEVEL / BAB / FORT / REF / WILL / Class Ability
1 1 2 0 0 Detect Evil; Aura of Good; Smite Evil 1 + Cha mod
2 2 3 0 0 Divine Grace +2; Lay on Hands (Cha Mod + 1/2 Paladin Level)
3 3 3 1 1 Divine Health; Aura of Courage
4 4 4 1 1 Smite Evil 2 + Cha mod; Channel Positive Energy; Aura of Inspiration
5 5 4 1 1 Divine Bond
6 6 5 2 2 Divine Grace +3
7 7 5 2 2 Smith Evil 3 + Cha Mod; Aura of Protection
8 8 6 2 2 Bless Weapon
9 9 6 3 3 Righteous Challenge
10 10 7 3 3 Divine Grace +4 ; Smite Evil 4 + Cha Mod; Aura of Righteousness
11 11 7 3 3 Divine Favor
12 12 8 4 4 Mettle
13 13 8 4 4 Smite Evil 5 + Cha Mod; Aura of Resistance
14 14 9 4 4 Divine Grace +5; Ability Boost
15 15 9 5 5 Paladin’s Ward
16 16 10 5 5 Smite Evil 6 + Cha Mod; Aura of Invulnerability
17 17 10 5 5 Dispel Evil
18 18 11 6 6 Divine Grace +6
19 19 11 6 6 Smite Evil 7 + Cha Mod; Aura of Vitality
20 20 12 6 6 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: Due to their loyalty and oath of righteousness, their goodly purity can be felt by others just by being around them. Good aligned comrades of the paladin can benefit from these auras. Some of these auras must be turned on or off as the paladin wishes, while others are always in effect. In addition to those auras that are described as always in effect, one aura can be active at any given time; but the paladin may switch between them each round as a swift action on his turn as he sees fit. The benefit of these aura only affects himself and good-aligned comrades who are within 10 feet of the paladin. The benefits of the aura stay in effect only while the paladin is conscious. The various auras are listed below.
Aura of Good (Ex): The power of a paladin’s aura of good (see the detect good spell) is equal to her
paladin level. This aura begins at 1st level and is always in effect.
Aura of Courage (Su): Beginning at 3rd level, a paladin is immune to fear (magical or otherwise). Each ally within 10 feet of her gains a +4 morale bonus on saving throws against fear effects. This ability is always in effect, but only functions while the paladin is conscious. It does not function if he is unconscious or dead.
Aura of Inspiration (Su): Beginning at 4th level, the paladin can activate an aura that inspires his comrades to better efficiency in combat against their enemies. The aura provides a +1 Luck Bonus to attack and damage rolls for every 4 levels of the paladin to a maximum of +5 at 20th level.
Aura of Protection (Su): Beginning at 7th level, the paladin can activate an aura that offers increased protection from his enemies. The aura provides a +1 Luck Bonus to AC and Saving Throws. This bonus increases to +2 at 11th level, +3 at 15th level, and +4 at 19th level.
Aura of Righteousness (Su): Beginning at 10th level, the paladin can activate an aura that draws upon his very pure and good nature of his soul. All attacks made by the paladin’s comrades are treated as if they were done by either a ‘good-aligned’ weapon or a 'Lawful-aligned' weapon for the purposes of overcoming damage reduction. The paladin can choose one or the other at the time he activates this aura, and remains in effect until the paladin chooses to activate a different aura; including changing the aura to affect the other of the two alignments.Aura of Resistance (Su): Beginning at 13th level, the paladin can activate an aura that provides energy resistance 10. The paladin must indicate the type of energy resistance at the time he activates the aura, but may change between the types each round on his turn.
Aura of Invulnerability (Su): Beginning at 16th level, the paladin can activate an aura that provides damage reduction 5/Evil.
Aura of Vitality (Su): Beginning at 19th level, the paladin can channel his altruistic nature to evoke an aura that bestows a benefit of fast healing 5. Apply the healing at the end of the paladin’s turn; comrades must be within the aura at the end of his turn to be healed.

Detect Evil (Sp): At will, a paladin can use detect evil, as the spell.

Smite Evil (Su): Starting at 1st level, the paladin receives the ability to smite evil with one of his normal melee attacks. At later levels, he may expend daily uses of his smite evil to perform other abilities. At first level the paladin has a number of Smite Evil attempts equal to 1 plus his charisma modifier. He adds another Smite Evil attempt to his daily allotment at every 3 levels after 1st (4th, 7th, 10, etc). Temporary boosts to charisma, such as Eagles Splendor spell does not allow another use of Smite Evil; though a magical item with an enhancement bonus on it worn for at least 24 hours will provide additional attempts.

Lay on Hands (Sp): Beginning at 2nd level, a paladin can begin performing various types of curing and removing certain maladies. The paladin receives a number of Curing Points each day, and each type of curing he performs costs points from his daily allotment. A paladin has a number of daily curing points equal to one-half his paladin level plus charisma modifier. Temporary boosts to charisma, such as Eagles Splendor spell does not provide more curing points; though a magical item with an enhancement bonus on it worn for at least 24 hours will increase the amount. The various abilities and the cost to activate each are listed below:

Divine Grace (Su): Upon reaching 2nd level, a paladin with a positive Charisma modifier gains up to a +2 bonus to all saving throws. At 6th level this bonus increases to +3. At 10th it increases to +4. At 14th level, it increases to +5, and at 18th level, it increases to +6. The bonus to saving throws may never be more than his Charisma Modifier.

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, she gains the supernatural ability to channel positive energy. She may use this ability a number of times per day equal to 3 + her Charisma modifier. She channels positive energy as a cleric of three levels lower would.

Divine Bond (Sp): Upon reaching 5th level, a paladin forms a divine bond with her god. This bond can take one of two forms. The first is a bond with a celestial spirit that she can call on once per day, as a standard action, to enhance her deity’s chosen weapon. When called, the spirit enhances the power of the weapon, causing it to shed light like a torch for 1 minute per paladin level. At 5th level, this spirit gives the weapon a +1 bonus. For every three levels beyond 5th, the weapon gains another +1 bonus, to a maximum of +6 at 20th level. These bonuses can be added to the weapon or they can be used to add any of the following weapon properties: axiomatic, brilliant energy, defending, disruption, flaming, flaming burst, holy, keen, merciful, and speed. These bonuses do not stack with any properties the weapon already has. If the weapon is not magical, at least a +1 bonus must be added before any other abilities can be added. The celestial spirit immediately departs if the weapon leaves the paladin’s possession and does not return until summoned again. If a weapon bearing a celestial spirit is destroyed, the paladin loses the use of this ability for 30 days, or until she gains a level. During this 30-day period, the paladin takes
a –1 penalty on attack and weapon damage rolls. The second bond allows a paladin to gain 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). Once per day, as a 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 paladin’s level. The mount immediately appears adjacent to the paladin and remains for 2 hours per paladin level; it may be dismissed at any time as a free action. 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 in full health, regardless of any damage it may have taken previously. The mount also appears wearing or carrying any gear it had when it was last dismissed. Calling a mount is a conjuration (calling) effect. Should the paladin’s mount die, it immediately disappears, leaving behind any equipment it was carrying.
The paladin may not summon another mount for 30 days or until she gains a paladin level, whichever comes first, even if the mount is somehow returned from the dead. During this 30-day period, the paladin takes a –1 penalty on attack and weapon damage rolls.

Bless Weapon (Sp): Beginning at 8th level, the paladin can use one of his daily uses of Smite Evil to cast Bless Weapon at a caster level equal to his paladin level.

Righteous Challenge (Su): Beginning at 9th level, the paladin can selflessly call out to his enemies and issue a challenge to draw their ire at the paladin and the paladin alone to save his comrades from being a target. This is a standard action in which the paladin expends one of his daily uses of channeling positive energy. All enemies within 30 feet of the paladin must make a Will Save DC equal to 10 + one-half paladin level + paladin’s charisma modifier. Treat this as a mind affecting / compulsion affect. Those failing the saving throw cannot attack any other creature on its next turn other than the paladin. Such a creature under this affect does not become mindless or charmed into acting stupidly. It does not have to attack; it can choose to flee, cast a spell, or do any other normal activity, including taking its allotted Attacks of Opportunity; it just cannot attack any other creature on its next turn except the paladin. If the creature casts an area effect spell, such as fireball, the paladin must be a target within the spell. A Chain Lighting spell must be cast at the paladin as the primary target. If the creature can make an attack that affects multiple targets, such as Whirlwind Attack or Cleave, the paladin must be the primary target. If the creature is attacked by one of the paladin’s comrades before its turn, the compulsion ends, and the creature can choose to attack anyone. If on the creature’s turn the paladin can no longer be seen, detected, or line of sight is blocked by full cover, then the compulsion is broken.

Divine Favor (Sp): Beginning at 11th level, a paladin can cast Divine Favor by expending one of his daily uses of Smite Evil. His caster level is equal to his paladin level.

Mettle (Ex): Beginning at 12th level, the paladin has the ability to shrug off the effects of certain spells. If the paladin makes a successful Fort or Will save against a spell that would normally reduce the spell’s effects, he instead would suffer no effects at all from the spell. Only spells listed as Save Will - Partial or Fort - Half (or similar entries) are affected by this ability.

Ability Boost (Sp): Beginning at 13th level, the paladin can use one of his daily uses of Smite Evil to cast one of the spells that increase a creatures ability scores. At the time of the casting, he can choose to cast either Bulls Strength, Bears Endurace, Cats Grace, Fox’s Cunning, Owls Wisdom, or Eagles Splendor.

Paladin’s Ward (Su): Beginning at 15th level, a paladin may choose to expend one of his daily uses to channel positive energy, and dub a good-aligned comrade within 30’ of him as his protected ward. To do this the paladin exudes his altruistic nature and makes a supernatural spiritual connection to his ward. Doing so requires a standard action. Until the paladin’s next turn, all damage sustained by his ward is instantly absorbed by the paladin instead. Death can occur from this noblest of action. After the paladin has dubbed someone his ward, the shielded creature can move outside the 30’ feet of the paladin; so long as they both remain on the same plane, the bond is still active for that one round. Calculate the damage taken as if the warded creature actually took the damage using the ward’s saving throws, and any resistances he has in effect. (For example, a warded wizard with Stoneskin would remove 10 points of damage before the paladin absorbs damage. In contrast if the paladin had fire resistance in effect, the warded creature did not, the paladin would receive the full amount of damage that the warded creature would have taken from a Fireball spell.)

Dispel Evil (Sp): Beginning at 17th level, a paladin can expend one of his daily uses of his Smite Evil ability to cast Dispel Evil at a caster level equal to his paladin level.

Holy Champion (Su): At 20th level, a paladin becomes a conduit for the power of her god. She gains Damage Reduction 10/evil. Whenever she uses Smite Evil against an evil outsider, the outsider is also subject to a banishment, using her paladin level as the caster level (her weapon and holy symbol automatically count as objects that the subject hates). In addition, whenever she channels positive energy, she channels the maximum possible amount.

The Paladin’s Mount
The paladin’s 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 paladin’s 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 animal’s HD, base attack bonus, saves, skill points, and feats).

Paladin’s Mount Basics: Use the base statistics for a creature of the mount’s kind, but make changes to take into account the attributes and characteristics summarized on the table and described below.

Level HD Nat. Armor Strength INT Special
5th – 7th +2 +4 +1 6 Empathic link, Imp.Evasion, Share spells, Share saving throws
8th – 10th +4 +6 +2 7 Improved Speed
11th – 14th +6 +8 +3 8 Command creatures of its kind
15th – 20th +8 +10 +4 9 Spell Resistance

Bonus HD: Extra eight-sided (d8) Hit Dice, each of which gains a Constitution modifier, as normal. Extra Hit Dice improve the mount’s base attack and base save bonuses. A special mount’s base attack bonus is equal to that of a cleric of a level equal to the mount’s HD. A mount has good Fortitude and Ref lex saves (treat it as a character whose level equals the animal’s HD). The mount gains additional skill points or feats for bonus HD as normal for advancing a monster’s Hit Dice.
Natural Armor Adj.: The number on the table is an improvement to the mount’s existing natural armor bonus.
Str Adj.: Add this figure to the mount’s Strength score.
Int: This is the mount’s Intelligence score.
Empathic Link (Su): The paladin has an empathic link with her mount to a distance of 1 mile. The paladin cannot see through the mount’s eyes, but the two can communicate empathically. Note that even intelligent mounts see the world differently from humans, so misunderstandings are always possible.
Because of this empathic link, the paladin has the same connection to an item or place that her mount does, just as with a wizard and his familiar (see Familiars).
Improved Evasion (Ex): When subjected to an attack that normally allows a Ref lex saving throw for half damage, a mount takes no damage if it makes a successful saving throw and half damage if the saving throw fails.
Share Spells: The paladin may cast a spell with a target of “You” on her mount (as a touch range spell) instead of on herself. A paladin may cast spells on her mount even if the spells normally do not affect creatures of the mount’s type (magical beast).
Share Saving Throws: For each of its saving throws, the mount uses its own base save bonus or the paladin’s, whichever is higher. The mount applies its own ability modifiers to saves, and it doesn’t share any other bonuses on saves that the master might have.
Improved Speed (Ex): The mount’s 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 it’s being ridden at the time. If the check fails, the ability does not work that time, but it still counts against the mount’s daily uses. Each target may attempt a Will save (DC 10 + 1/2 paladin’s level + paladin’s Cha modifier) to negate the effect.
Spell Resistance (Ex): A mount’s spell resistance equals its master’s 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 mount’s spell resistance.

Lay On Hands Abilities
The paladin's connection with his god creates a divine link that allows him to heal others and remove certain maladies that affect them. Although many of the abilities that a paladin has access to comes from his inner strength of character, charisma, and his own spirit of purity, the ability to heal others and lend divine aid comes from his faith and loyalty to his god. The paladin has a number of abilities he can perform using his lay on hands as a spell like ability at a caster level equal to his paladin level. Each day, the paladin receives a set number of “curing points” that he can distribute among a number of abilities. Each of these abilities costs a certain amount of points to use. The paladin has a number of “curing points” equal to half his paladin level plus his charisma modifier. The paladin must have a paladin-level equal to twice the listed points it costs to activate an ability in order to be able to use it. The following abilities and points they cost to use is listed below: (Note: these abilities work similar to the spells of the same name with the following exception: they affect only one target per activation, and they remove only the malady that is in place and do not provide a long-lasting protection; such as Neutralize Poison provides.)

Cure light Wounds 1
Remove Fear 1
Delay Poison 2
Lesser Restoration 2
Remove Fatigued Condition 2
Remove Paralysis 2
Remove Sickened Condition 2
Remove Stunned Condition 2
Cure Moderate Wounds 3
Remove Blindness / Deafness 3
Remove Curse 3
Remove Disease 3
Neutralize Poison 4
Remove Exhausted Condition 3
Remove Nauseated Condition 4
Restoration 4
Break Enchantment 5
Cure Serious Wounds 5


Alpha 3 just started. I'm going to put up another think tank [paladins] in the Alpha 3 boards if noone has already. I'm glad we've been able to discuss and share so many thoughts and opinions on this iconic class so far.

Scarab Sages

When i run a game I just make Paladins a 10 level prestige class which you can only get starting the req's are you need Leadership as a Feat, Lawful, 9 Ranks in Royalty & Nobility or Religion, 5 ranks in Ride and 5 Ranks in Diplomacy and you need to have a Patron (Church, or King).

Since it seems to me the idea of a Paladin is he's based off the Knights of the Round Table in my games anyways, being a warrior of the highest Calibre, only Law seems to me be the most required thing.

In any event the progression for BAB, Lay on hands, Smite, etc exactly the same as the normal Base, but for spells I just replace that with the Assassin spell progression since no one seems to have issues with that PRC from the 3.5 book, but of course the spells are that off the Paladin list, and it's Charisma based not Wisdom based, since most people who've played Paladins in my game play them as Lawful Stupid anyways. As for the Mount I base it on character level, not Paladin level.

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