Class- Paladin in Aertrea | World Anvil
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Class- Paladin

Paladin

Paladins are martial champions of their gods.
HD: d10, Requirements: Match alignment of their Gods, Class Skills: (4+INT): concentration, craft, diplomacy, handle animal, heal, intimidate, nobility and royalty, religion, martial lore, profession, ride, sense motive.    
LV BA FRT REF WIL Class Feature 1 2 3 4
1 1 2 0 0 Chosen Deity, Aura of Alignment, Smite ability 1/day
2 2 3 0 0 Divine Grace, Lay on Hands
3 3 3 1 1 Divine Aura, Spells 0
4 4 4 1 1 Channel Energy 1d6 1
5 5 4 1 1 Smite 2/day, Divine Servant 1
6 6 5 2 2 Channel Energy 2d6 1
7 7 5 2 2 1
8 8 6 2 2 Channel Energy 3d6 2 1
9 9 6 3 3 Improved Smite 2 1
10 10 7 3 3 Smite 3/day, Channel Energy 4d6 2 1
11 11 7 3 3 2 1 1
12 12 8 4 4 Channel Energy 5d6 3 2 1
13 13 8 4 4 Mettle 3 2 1
14 14 9 4 4 Smite 4/day, Channel Energy 6d6 3 2 1 0
15 15 9 5 5 3 2 1 1
16 16 10 5 5 Channel Energy 7d6 4 3 2 1
17 17 10 5 5 Greater Smite 4 3 2 1
18 18 11 6 6 Channel Energy 8d6 4 3 2 1
19 19 11 6 6 4 3 3 2
20 20 12 6 6 Smite 5/day, Channel Energy 9d6 4 4 3 3
 
  • Chosen Deity. 
  • Weapons and Armor: simple, martial weapons, all armor, all shield except tower for your region. If your deity’s favored weapon is considered exotic, you gain proficiency in that weapon for free.
  • Aura of Appropriate Alignment: have a strong aura of your specific alignment = cleric level.
  • Smite Ability (su): You can smite evil or smite good, add CHA as bonus to hit and paladin level as bonus to damage.
  • Divine Grace add CHA to all saves, this does not stack with any other class or racial feature that adds CHA to saves.
  • Lay on Hands: may heal wounds with a touch as a standard action = class level x CHA spread out as desired.
  • Divine Aura ability (su) Good deity’s bestow courage, evil bestow aura despair, neutral may choose one or the other.
  • Aura of Courage: immune to fear, all allies within 10’ gain +4 morale bonus on saves against fear effects.
  • Aura of Despair: all enemies within 10’ have -1 morale to saves and attack rolls and -2 to saves against fears
  • Channel Energy: gain 3 +CHA per day to use. As a standard action that does not provoke an attack of opportunity, present a holy symbol and emit a 30’ radius spread burst of either positive or negative energy. If you worship a good deity, you emit positive energy, evil emit negative and clerics of neutral goods decide on positive or negative when they take their 1st cleric level and the decision can’t be changed. When you emit positive energy you heal all the living (including yourself if you wish) and damage undead creatures within the radius. At 1st level you heal or deal 1d6 damage, this increases 1d6 every 2 levels to a maximum of 10d6 at 19th level. If you are damaging undead (or other creatures dependant on domain) creatures they receive a will save DC 10 + ½ effective channel energy level + CHA for half damage. If you emit negative energy you harm all living creatures (including yourself if you wish) in the radius (allowing the same will save for half) and heal all undead in the area the same amount.
  • Spells: cast and prepare divine spells based on CHA, good gods choose from paladin list, evil from blackguard. You may choose to forgo this ability and instead gain a bonus feat.
  • Divine Servant: At 5th level the paladin can either choose to take a bonus feat or a divine servant. The divine servant is a native outsider who is called to serve the paladin in a ritual requiring 10 minutes. It serves until killed or dismissed. Another can be called with the same ritual. The servant improves with your level. You may choose from a horse (riding, light war, heavy war, pony), riding dog, wolf, bat, raven, eagle, owl, rat. 
  • Alternative Divine Servant 11th level (level -6) Brown Bear, giant crocodile, dire ape, dire boar, dire wolf, lion, imp, Quasit, lantern archon,
  • Divine Servant: progression: 
LV HD Nat AC STR/DEX Int Special 
3-5 +2 +2 +1  6 Link(emotions), Share spell (5')
6-8 +4 +4 +2 7 Evasion
9-11 +6 +6 +3 8 Devotion (+2 mind affect saves)
12-14 +8 +8 +4 9 Multi-attack Feat
15-17 +10 +10 +5 10 Improved Evasion
18-20 +12 +12 +6 11
 
  • Improved Smite: A paladin’s smite ability at 9th level always strikes as magical and as both aspects of the paladin’s alignment.
  • Mettle: at 13th level any save that would give partial damage or half damage with a successful fort or will save instead deals 0 damage on a successful save.
  • Greater Smite (su) at 17th level a paladin’s smite ability provides the given bonuses for a full round.

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