Paladin

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Paladin Empty Paladin

Post  TlTl Tue Sep 14, 2010 3:00 pm

Paladin Ir_paladin
Paladin
(BASE CLASS)
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.

WARNING: To cast a spell, a paladin must have a Wisdom score of 10 + the spell's level. For example, to cast a 2nd-level spell, a paladin must have a Wisdom of 12.

- Alignment Restrictions: Lawful good only.
- Hit Die: d90.
- Proficiencies: All simple and martial weapons, all armor, and shields.
- Skill Points (*4 at 1st level): 2 + Int Modifier.
- Spellcasting: Paladin Spells. Divine (Wisdom based, armor-related chance of spell failure is ignored).
- Ex-Paladins: A paladin that is no longer lawful good cannot gain levels until their alignment is lawful good again.


LEVEL:

1. Divine Grace - The paladin adds their Charisma bonus (if positive) to all saving throws.
Divine Health - The paladin is immune to disease.
2. Smite Evil - This feat allows the character to make a special attack against evil creatures. Paladins apply their Charisma modifier to their attack roll, and their class level to the damage delivered.
Aura of Courage - A character with this feat is immune to fear.
3. Turn Undead - With this feat, the character can force undead to flee in terror. This ability may be activated five times per day, plus the character's Charisma modifier. The character's level and Charisma are used to determine how many undead are turned.
Remove Disease - All diseases and disease effects are removed from the target creature. Provides Immunity to Disease for 5 rounds.
5. Summon Mount - Summons to the paladin a warhorse mount. The beast is more powerful as the paladin gets more powerful.
10. Lay on Hands - With this feat, characters can heal damage based on Charisma modifier. When used against undead creatures, it is treated as a touch attack spell that delivers damage instead of healing.

EPIC:

21. Epic Paladin
Great Charisma I
22. Great Charisma II
23. Great Charisma III
24. Great Charisma IV
25. Great Charisma V
26. Great Charisma VI
27. Great Charisma VII
28. Great Charisma VIII
29. Great Charisma IX
30. Great Charisma X


INFO:

- Main attribute: Charisma (CHA);
- Secondary attribute: Strenght (STR);
- Must have 14 base WIS to cast all the 4 spell ranks;
- Best races: Human;
- Recommended Equipment: Longsword, Great Sword, Warhammer, Morning Star, Mace, Light Flail, Heavy Flail, Heavy Armor, Tower Shield.



Paladin Prestige Classes (9):

Knight
Purple Dragon Knight
Knight of the Chalice
Knight of the Middle Circle
Vassal of Bahamut
Champion of Torm
Blade of Raziel
Slayer of Domiel
Shining Blade of Heironeous


Last edited by TlTl on Tue Apr 23, 2024 3:06 pm; edited 7 times in total
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Paladin Empty Knight

Post  TlTl Tue Sep 14, 2010 3:02 pm

Paladin Ir_paladin
Knight
(PRESTIGE CLASS)
A knight is a proud, skilled melee combatant who fights in the name of honour and chivalry. A knight relies on more than a sharp sword and stout suit of armour to defeat his foes. His drive, determination, and fighting spirit allow him to control the battlefield in ways that others cannot match. A knight can challenge an opponent to a duel, calling upon the foe's ego and pride to force his hand. The knight's talent with heavy armour, shields, and defensive tactics grant him the ability to disrupt his foe's plans.

- Hit Die: d190
- Skill Points: 2 + Int Modifier
- Caster Level: 1/5

REQUIREMENTS:

Class: Paladin/Anti-Paladin
Race: Human
Skills: Discipline 5, Parry 5

ABILITIES:

Level
1: Fighting Challenge - You utter a challenge against a single opponent taunting him to fight you. The Knight gain +1 bonus to Will saves, Attack and Damage per Knight level against that creature type. Duration: 5 rounds + CHA modifier.
2: Shield Block - Gain Shield Armor Class, some immunity to Piercing, Slashing and Bludgeoning damage, Increased Regeneration, immunity to Fear, Death, Knockdown, Sneak Attack, Mind-affecting spells and Stun. While under effects of Shield Block, the knight cannot move.
3: Bulwark of Defense - Difficult terrain surrounds you, decreasing all nearest enemies movement speed by 50% and returning 10+1d10 divine damage to attackers.
4: Challenging Shout - Forces all nearest enemies to focus attacks on you. DC: 20 + Knight level + CHA and CON modifier bonus. Cooldown: 30 seconds.
5: Vigilant Defender - Prevent creatures from tumbling past you while the Knight AC bonus to shield is increased to 10.
Bonus Feat.
6: Shield Ally - The Knight can share damage with one of his allies, taking 50% of all damage dealt for 2 rounds.
8: Call To Battle - Free a friend from any movement impairing effects and all effects which cause loss of control, also making both the Knight and his ally immune to any disable for a short time. Cooldown: 30 seconds.
10: Bonus Feat.
12: Daunting Shout - The Knight shout against all nearest opponents. Affected creatures are consumed with a penalty to all attack rolls, damage rolls, saving throws, ability checks and skill checks. Duration: 10 rounds.
14: Magical Mirror - The Knight can reflect arcane and divine spells, taking no damage or any spell effect. Duration/Cooldown: 2 minutes.
15: Bonus Feat.
16: Shield Bash - A shield attack that stuns and silences the enemy. Fortitude save to negate the stun. Cooldown: 30 seconds.
17: Impetuous Endurance - Whenever you are struck by a save requiring a Will or Fortitude save, you are able to reroll it should you fail.
20: Loyal Beyond Death - Not even death makes you fail at a challenge. The Knight cannot die for a short time.

Epic
21: Great Constitution I - The Knight gains +1 to their Constitution.
Energy Resistance, Acid I - The Knight gains resistance 10 to acid damage.
22: Great Constitution II - The Knight gains +1 to their base Constitution.
Energy Resistance, Cold I - The Knight gains resistance 10 to cold damage.
23: Great Constitution III - The Knight gains +1 to their base Constitution.
Energy Resistance, Fire I - The Knight gains resistance 10 to fire damage.
24: Great Constitution IV - The Knight gains +1 to their base Constitution.
Energy Resistance, Electrical I - The Knight gains resistance 10 to electrical damage.
25: Great Constitution V - The Knight gains +1 to their base Constitution.
Energy Resistance, Acid II - The Knight gains resistance 20 to acid damage.
26: Great Constitution VI - The Knight gains +1 to their base Constitution.
Energy Resistance, Cold II - The Knight gains resistance 20 to cold damage.
27: Great Constitution VII - The Knight gains +1 to their base Constitution.
Energy Resistance, Fire II - The Knight gains resistance 20 to fire damage.
28: Great Constitution VIII - The Knight gains +1 to their base Constitution.
Energy Resistance, Electrical II - The Knight gains resistance 20 to electrical damage.
29: Great Constitution IX - The Knight gains +1 to their base Constitution.
Energy Resistance, Sonic I - The Knight gains resistance 10 to sonic damage.
30: Great Constitution X - The Knight gains +1 to their base Constitution.
Energy Resistance, Sonic II - The Knight gains resistance 20 to sonic damage.


INFO:

- Human only.


Last edited by TlTl on Tue Apr 23, 2024 3:09 pm; edited 4 times in total
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Paladin Empty Purple Dragon Knight

Post  TlTl Tue Sep 14, 2010 3:02 pm

Paladin Ir_pdk
Purple Dragon Knight
(PRESTIGE CLASS)
The famous Purple Dragons of Cormyr are regarded across Faerun as exemplars of disciplined, skilled, loyal soldiers. Their reputation is deserved partly because of the heroic actions of their leaders, the Purple Dragon Knights. Purple Dragon Knights develop uncanny skills relating to coordinating and leading soldiers. Most are fighters, rangers or paladins, but a few bards, clerics, and rogues have been known to become Purple Dragon Knights. Sorcerers and Wizards tend to join the War Wizards, Cormyr's elite brigade of fighting spellcasters, while barbarians are too undisciplined, and druids and monks too "uncivilized" in Cormyr to enter this career.

- Hit Die: d180
- Skill Points: 2 + Int Modifier
- Caster Level: 1/5

REQUIREMENTS:

Class: Paladin
Feat: Mounted Combat
Skills: Ride 5, Spot 5, Listen 5, Intimidate 2, Persuade 2

ABILITIES:

Level
1: Rallying Cry - A powerful shout that gives all allies Attack Bonus and Haste.
Heroic Shield - You may aid an ally, giving them some physical immunity and bonus to their armour class for a short period.
2: Inspire Courage - The Purple Dragon Knight can inspire his troops in combat. All affected allies gain Strength, damage and saving throw bonus against fear and mind affecting spells.
3: Fear - as spell.
4: Oath of Wrath - Gains bonunes to attack, damage, saves, skill and some physical immunity vs. racial target.
5: Final Stand - The Purple Dragon Knight can inspire his troops to a heroic effort giving them temporary hit points. Will also provides great immunity to physical and elemental damages plus huge temporary hit points to himself.


INFO:



Last edited by TlTl on Tue Apr 23, 2024 3:10 pm; edited 3 times in total
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Paladin Empty Knight of the Chalice

Post  TlTl Tue Sep 14, 2010 3:03 pm

Paladin Ir_chalice
Knight of the Chalice
(PRESTIGE CLASS)
A Knight of the Chalice is a member of an elite knightly organization devoted to fighting demons. Motivated by a pious hatred of these creatures that embody the principles of chaos and evil, Knights of the Chalice learn tactics and gain special abilities to help them in their crusade.

- Hit Die: d110
- Skill Points: 2 + Int Modifier
- Caster Level: 1/2

REQUIREMENTS:

Class: Paladin
Skill: Lore 10

ABILITIES:

Level
1: Demonslaying I - Enchantment bonus and positive damage against outsiders. Spells gain +10 DC against outsiders.
Bless Weapon - as spell.
2: Courage of Heaven - The Knight of the Chalice may create an aura rendering immunity to fear against demons to him and his allies.
Divine Favor - as spell.
Censure Demons - Use turning attempts to stun or destroy demons.
3: Demonslaying II - Enchantment and damage increases.
5: Heavenly Devotion - The Knight of the Chalice aura now gives immunity to mind-affecting spells casted by demons to him and his allies.
Prayer - as spell.
6: Demonslaying III - Enchantment and damage increases.
7: Consecrate - as spell.
8: Consecrated Aura - Outsiders and undeads receive a penalty to attack, saving throw and AC plus divine damage over time.
Devotion Aura - The Knight of the Chalice may create an aura rendering immunity to fear and mind-affecting spells casted by demons to him and his allies.
9: Demonslaying IV - Enchantment and damage increases.
10: Holy Aura - The Knight of the Chalice may create a Holy Aura, giving him Deflection Armor Class, Saving Throws, Spell Resist and return damage.


INFO:



Last edited by TlTl on Tue Apr 23, 2024 3:11 pm; edited 6 times in total
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Paladin Empty Knight of the Middle Circle

Post  TlTl Tue Sep 14, 2010 3:03 pm

Paladin Ir_kotmc
Knight of the Middle Circle
(PRESTIGE CLASS)
These knights are members of the Stargazers organization. Once ordained, Knights of the Middle Circle accept strict demands for their allegiance and obedience and undertake many important duties. They provide security for Stargazer chapterhouses and may be called upon for similar service for allies of the Stargazers. Since the Stargazers welcome members of any class to their ranks, the Knights of the Middle Circle often deliver membership invitations to honorable, good adventurers or expert astronomers who have served the Outer Circle for several years. The knights often offer missions and quests to Outer Circle adventurers, and occasionally lead such adventures. If a mission is too important for those not sworn to the Stargazers to know of, Knights of the Middle Circle may be assigned to work on it secretly under the cover of some more obvious activity.

- Hit Die: d120
- Skill Points: 4 + Int Modifier
- Caster Level: 1/2

REQUIREMENTS:

Class: Paladin
Skills: Persuade 4, Bluff 4

ABILITIES:

Level
1: Blind-Fight - Grants the Knight of the Middle Circle the ability to fight well, even if blinded or against invisible creatures. The character gets to reroll its miss chance percentile one time to see if it actually hits. Furthermore, invisible creatures get no bonus to hit the character in melee.
Combat Sense I - Adds damage plus Attack and AC vs. the targeted racial type.
Bless Weapon - as spell.
2: Combat Sense II - Bonus increases.
Divine Favor - as spell.
3: True Strike - As the spell.
Protection from Evil - as spell.
5: Combat Sense III - Bonus increases.
6: Combat Sense IV - Bonus increases.
7: Combat Sense V - Bonus increases.
8: Combat Sense VI - Bonus increases.
10: Combat Sense VII - Bonus increases.


INFO:



Last edited by TlTl on Tue Apr 23, 2024 3:12 pm; edited 3 times in total
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Paladin Empty Vassal of Bahamut

Post  TlTl Tue Sep 14, 2010 3:03 pm

Paladin Ir_vassal
Vassal of Bahamut
(PRESTIGE CLASS)
Most of Bahamut's emissaries and champions are dutiful and mighty metallic dragons. Occasionally, however, Bahamut finds a non-draconic champion whose reverence of good dragons is unshakeable, and whose hatred of evil dragons rivals that of the purest gold dragons- a force so good and strong that Bahamut feels moved to offer this champion a place in his court. This champion becomes a Vassal of Bahamut.

- Hit Die: d110
- Skill Points: 2 + Int Modifier
- Caster Level: 1/2

REQUIREMENTS:

Class: Paladin
Feats: Sacred Vow, Vow of Obedience
Skills: Craft Armor 5, Persuade 5

ABILITIES:

Level
1: Imperious Aura - Gains a bonus on all Appraise, Persuade, Intimidate, Taunt and Perform checks vs. a creature of any dragon type.
Platinum Armor I - Gains a Platinum armor made from transmuted scales of a dragon.
Bless Weapon - as spell.
2: Dragon Sense - Gain Darkvision.
Shared Trove - Gains gold pieces.
Divine Favor - as spell.
3: Bonus Feat.
Magic Circle against Evil - as spell.
4: Dragonwrack I - Deals divine damage if he strikes and if is struck by an creature of the dragon type.
Protection from Elements - as spell.
5: Shared Trove - Gains gold pieces.
Platinum Armor II - Armor's abilities increase.
Divine Power - as spell.
6: Bonus Feat.
7: Dragonwrack II - Dragonwrack increases.
8: Shared Trove - Gains gold pieces.
9: Bonus Feat.
10: Dragonwrack III - Dragonwrack increases.
Platinum Armor III - Armor's abilities increase.


INFO:



Last edited by TlTl on Tue Apr 23, 2024 3:12 pm; edited 3 times in total
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Paladin Empty Champion of Torm

Post  TlTl Tue Sep 14, 2010 3:03 pm

Paladin Ir_divcha
Champion of Torm
(PRESTIGE CLASS)
Champions of Torm are mighty warriors who dedicate themselves to Torm's cause, defending holy ground, destroying enemies of the church, and slaying mythical beasts. Torm is the patron of paladins and an unswerving enemy of corruption and evil.

- Hit Die: d110
- Skill Points: 2 + Int Modifier
- Caster Level: 1/2

REQUIREMENTS:

Class: Paladin
Feat: Weapon Focus (Melee Weapon)

ABILITIES:

Level
1: Divine Wrath - +2 Bonus to Attack per Champion of Torm level, 2d12 divine damage.
2: Sacred Defense - +1 to all saving throws and +5/20 damage reduction per 2 Champion of Torm levels and Immunity to Death spells to the caster and his allies.
Bonus Feat
4: Bonus Feat
5: Divine Wrath - Bonus increases to 5d12 divine damage.
6: Bonus Feat
8: Bonus Feat
10: Bonus Feat
Divine Wrath - Bonus increases to 10d12 divine damage.


INFO:

- Divine Wrath stacks with all divine damage.


Last edited by TlTl on Tue Apr 23, 2024 3:13 pm; edited 6 times in total
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Paladin Empty Blade of Raziel

Post  TlTl Tue Sep 14, 2010 3:04 pm

Paladin Ir_paladin
Blade of Raziel
(PRESTIGE CLASS)
The Blade of Raziel represents a knightly order dedicated to the celestial patron of holy warfare against evil. Raziel's crusaders lead the charge against evil wherever it is found. Smiting Evil is their specialty.

- Hit Die: d90
- Skill Points: 2 + Int Modifier
- Caster Level: 1/5

REQUIREMENTS:

Class: Paladin
Feats: Power Attack, Servant of The Heavens
Skills: Persuade 5, Lore 5

ABILITIES:

Level
1: Raziel Smite - Allows the Blade of Raziel to make a special holy attack against evil creatures like a Smite Evil dealing divine damage equal to character level.
Great Smiting I - Whenever the character makes a successful smite attack, it adds two times the characters level to damage.
2: Magic Circle Against Evil - Constant magic circle, as the spell.
Great Smiting II.
3: Great Smiting III.
4: Great Smiting IV.
5: Angel's Wrath - Raziel Smite will cause an extra 1d20 positive damage per character level against outsiders or undeads.
Great Smiting V.
6: Great Smiting VI.
7: Illumination - When a Blade of Raziel uses Raziel Smite, all critical rolls are automatically successful.
Great Smiting VII.
8: Great Smiting VIII.
9: Holy Martial Strike - Any weapon wielded is treated as 10d10 divine damage vs. Evil.
Great Smiting IX.
10: Divine Storm - When a Blade of Raziel uses Raziel Smite, a bolt of holy power erupts from the target creature and strikes up to 5 additional targets within 30 feet. A successful reflex save reduces the damage by half.
Great Smiting X.


INFO:



Last edited by TlTl on Tue Apr 23, 2024 3:13 pm; edited 3 times in total
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Paladin Empty Slayer of Domiel

Post  TlTl Tue Sep 14, 2010 3:04 pm

Paladin Ir_heironeous
Slayer of Domiel
(PRESTIGE CLASS)
Assassins, of course, are evil by their nature and the nature of what they do: committing murder for money is a completely evil act. However, sometimes the skill set of an assassin is required for more noble purposes. Claiming the power of the paragorn archon Domiel, the Slayers of Domiel are a disciplined, secretive order of stealthy spies and - when the need arises - assassins who serve the cause of law and good. Rather than rely entirely on stealth and poison, the Slayers of Domiel use supernatural means to dispatch evil foes.

- Hit Die: d80
- Skill Points: 4 + Int Modifier
- Caster Level: 1/2

REQUIREMENTS:

Class: Paladin
Feats: Sanctify Martial Strike, Servant of the Heavens
Skills: Hide 2, Move Silently 2

ABILITIES:

Level
1: Sneak Attack +1d6.
Bless Weapon - as spell.
2: Sneak Attack +2d6.
Divine Favor - as spell.
3: Sneak Attack +3d6.
4: Sneak Attack +4d6.
5: Sneak Attack +5d6.
Death Ward - as spell.
6: Improved Evasion.
Sneak Attack +6d6.
7: Sneak Attack +7d6.
Freedom of Movement - as spell.
8: Sneak Attack +8d6.
9: Sneak Attack +9d6.
Improved Invisibility - as spell.
10: Death Touch - Roll 2d100 per Slayer of Domiel level. Slay evil target if the number is greater than current hitpoints.
Sneak Attack +10d6.


INFO:



Last edited by TlTl on Tue Apr 23, 2024 3:14 pm; edited 2 times in total
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Paladin Empty Shining Blade of Heironeous

Post  TlTl Tue Sep 14, 2010 3:04 pm

Paladin Ir_heironeous
Shining Blade of Heironeous
(PRESTIGE CLASS)
Heironeous's teachings focus on promoting good through the use of armed force. Those among Heironeous's servants, both clerics and paladins, who aspire to become weapons in their deity's unending war against evil hope one day to enter the Shining Blades. The Shining Blades of Heironeous is an order of knights dedicated to prowess in melee combat, which is achieved through prayer, devotion, and asceticism. Members of the Shining Blades have an austere and simple lifestyle, forsaking all worldly wealth and many earthly pleasures in their quest to become but a blade in the hand of Heironeous.

- Hit Die: d90
- Skill Points: 2+ Int modifier
- Caster Level: 1/5

REQUIREMENTS:

Class: Paladin
Base Attack: 7
Skill: Lore 7

ABILITIES:

All abilities only work with a Longsword or Greatsword.

Level
1: Shock Blade - Adds 10d12 electrical damage to your weapon.
3: Holy Blade - Adds 5d12 positive damage against evil to your weapon.
5: Brilliant Blade - Adds +20 attack bonus and an intense light to your weapon.


INFO:

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Paladin Empty Re: Paladin

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