Paladin: Difference between revisions
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==Spells== | ==Spells== | ||
<u>Level 1</u> | {| border=0 width=100% | ||
! <u>Level 1</u> | |||
! <u>Level 2</u> | |||
|- | |||
| valign=top | <!-- 1st level spells --> | |||
*[[Magic:Bless|Bless]] | *[[Magic:Bless|Bless]] | ||
*[[Magic:Bless Weapon|Bless Weapon]] | *[[Magic:Bless Weapon|Bless Weapon]] | ||
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*[[Magic:Virtue|Virtue]] | *[[Magic:Virtue|Virtue]] | ||
< | | valign=top | <!-- 2nd level spells --> | ||
*[[Magic:Aid|Aid]] | *[[Magic:Aid|Aid]] | ||
*[[Magic:Aura of Glory|Aura of Glory]] | *[[Magic:Aura of Glory|Aura of Glory]] | ||
Line 51: | Line 55: | ||
*[[Magic:Remove Paralysis|Remove Paralysis]] | *[[Magic:Remove Paralysis|Remove Paralysis]] | ||
*[[Magic:Resist Elements|Resist Elements]] | *[[Magic:Resist Elements|Resist Elements]] | ||
|- | |||
<u>Level 3</u> | ! <u>Level 3</u> | ||
! <u>Level 4</u> | |||
|- | |||
| valign=top | <!-- 3rd level spells --> | |||
*[[Magic:Cure Moderate Wounds|Cure Moderate Wounds]] | *[[Magic:Cure Moderate Wounds|Cure Moderate Wounds]] | ||
*[[Magic:Dispel Magic|Dispel Magic]] | *[[Magic:Dispel Magic|Dispel Magic]] | ||
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*[[Magic:Remove Blindness and Deafness|Remove Blindness/Deafness]] | *[[Magic:Remove Blindness and Deafness|Remove Blindness/Deafness]] | ||
< | | valign=top | <!-- 4th level spells --> | ||
*[[Magic:Cure Serious Wounds|Cure Serious Wounds]] | *[[Magic:Cure Serious Wounds|Cure Serious Wounds]] | ||
*[[Magic:Death Ward|Death Ward]] | *[[Magic:Death Ward|Death Ward]] | ||
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*[[Magic:Holy Sword|Holy Sword]] | *[[Magic:Holy Sword|Holy Sword]] | ||
*[[Magic:Neutralize Poison|Neutralize Poison]] | *[[Magic:Neutralize Poison|Neutralize Poison]] | ||
|} | |||
==Spells per Day== | ==Spells per Day== |
Revision as of 12:15, 1 April 2006
Arcane Archer | Assassin | Dwarven Defender | Pale Master | Shadowdancer | Shifter | Weapon Master
Description: 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.
Alignment Restrictions: Lawful good only
Hit Die: d10
Proficiencies: Armor (Light, Medium, Heavy), Shields, Weapons (Martial, Simple)
Skill Points: (Int mod * 4 at 1st level) 2 + Int mod
Skills: Concentration, Craft armor, Craft trap, Craft weapon, Discipline, Heal, Lore, Parry, Persuade, Taunt
Selectable Class Feats: Ambidexterity, Brew Potion, Craft Wand, Deflect Arrows, Divine Might, Divine Shield, Extra turning, Greater Spell Focus, Scribe Scroll, Spell Focus, Two-Weapon Fighting, Weapon Proficiency (Exotic)
Primary Saving Throw(s): Fortitude
Spellcasting: Divine (Wisdom based, armor related chance of spell failure is ignored). Must have a Wisdom score of 10 + the spell’s level to cast a spell.
Special Abilities & Feats
- Level 1 Divine Grace, Divine health, Lay on Hands
- Level 2 Aura of Courage, Smite Evil
- Level 3 Remove disease, Turn undead
Spells
Level 1 | Level 2 |
---|---|
Level 3 | Level 4 |
Spells per Day
Class Level | 1 | 2 | 3 | 4 |
---|---|---|---|---|
1 | * | * | * | * |
2 | * | * | * | * |
3 | * | * | * | * |
4 | 0 | * | * | * |
5 | 0 | * | * | * |
6 | 1 | * | * | * |
7 | 1 | * | * | * |
8 | 1 | 0 | * | * |
9 | 1 | 0 | * | * |
10 | 1 | 1 | * | * |
11 | 1 | 1 | 0 | * |
12 | 1 | 1 | 1 | * |
13 | 1 | 1 | 1 | * |
14 | 1 | 1 | 1 | 0 |
15 | 2 | 1 | 1 | 1 |
16 | 2 | 2 | 1 | 1 |
17 | 2 | 2 | 2 | 1 |
18 | 3 | 2 | 2 | 1 |
19 | 3 | 3 | 3 | 2 |
20 | 3 | 3 | 3 | 3 |
Epic Paladin
Skill Points: 2 + Int mod
Bonus Feats: 23, 26, 29, 32, 35, 38
Epic Paladin Bonus Feats: Armor Skin, Devastating Critical, Epic Spell Focus, Epic Toughness, Epic Weapon Focus, Epic Prowess, Epic Reputation, Great Smiting, Greater Spell Focus, Improved Combat Casting, Overwhelming Critical, Perfect Health, Planar Turning, Spell Focus
Epic Selectable Class Feats: Blinding Speed
The Paladins of Gorethar (LG)
Requirements: same as always
Abilities: same as always, plus...
1st: Detect Evil 30'
Paladins were the very first holy warriors ever to appear on Avlis. They are almost as ancient as the Church of Gorethar itself. Because of their longevity, they have become very organized and learned the best possible training methods over the millenia for recruiting and maintaining their order. For this reason, they are able to recruit people at a very young age (for whatever their race is), and to continuously make them improve in skill and standing among the paladins of Gorethar.
Though the very first paladins were dwarves, many other races have taken up the mantle of holiness and glory in the name of Gorethar. Originally, paladins favored dwarf weapons, i.e. hammers, axes, and other short, heavy weaponry with any sort of plate armor. However, over the years, this has diverged somewhat depending on which races have joined the struggle. Human paladins have been known to heavily favor swords, whereas the rarer elven paladins have sometimes been known to employ bows. In the end, it has all become mixed up. Paladins are taught how to use the weaponry and armor of their mentors, whatever it may be.
Organizationally, paladins work very closely with the Church of Gorethar. They are often the brunt of the fighting force, if the Church ever gets into a conflict. They also can act as guards or companions for clerics on Church business. Still, they have their own hierarchy based on the virtue and power of their superiors.
Notes
- Improved Critical (Whip) can be taken as epic paladin bonus feat (most likely a bug).