Post by Stix on Mar 25, 2009 0:36:56 GMT -5
Ability Requirements: Strength 12, Constitution 9, Wisdom 13, Charisma 17
Alignment: As deity
Prime Requisites: Strength, Charisma
Hit Die: d10
Weapons: Any
Armor: Any
Circle of power: If the paladin has a holy weapon, he can project a circle of power 10' in diameter. This circle dispels hostile magic at a level equal to the experience level of the paladin.
Health: Immunity to all natural forms of disease. (Not lycanthropy or mummy rot.)
Priest Spells: At 9th level, the paladin may cast priest spells from spheres granted by the object of his worship.
Saving Throw Bonus: Paladins with this ability gain a +2 bonus to all saving throws.
Other Class Features: The sphere access and other class abilities of the paladin vary based on the power or other object of worship. Many of the powers shown are available in a "reversed" form -- powers that heal could instead be used by evil paladins to harm or inflict, the ability to detect evil could be used to detect good, et cetera. Paladins of neutral alignment can have access to either or both versions if they so choose.
A paladin may use Character Points to buy the following abilities at character creation:
1d12 hit die (10): The PC rolls d12 for hit points.
Followers (5/10/15): The PC at 9th level gains followers as a fighter, as described in the PHB, if he establishes a stronghold. The 10-point option allows him to attract followers whenever he establishes a stronghold, regardless of level, or to attract followers at 9th level even without a stronghold. For 15 points, the PC gains followers regardless of level or stronghold.
High wisdom bonus (5): If the paladin has the Priest Spells option, he receives bonus spells based on his high wisdom identical to the way clerics do.
Increased movement (5): The PC is quicker than most and adds a +3 to movement rate.
Increased spell power (7): A paladin with this power casts spells with an effective casting level only four levels less than his true level and has no maximum casting level. Normally, a 9th-level paladin casts spells as a 1st-level priest, but with this ability the 9th-level paladin casts spells with the power of a 5th-level priest. Spell progression is unaffected; only level-based characteristics of an individual spell are affected by this ability.
Increased spell progression (10/15): A paladin with this power gains his spell ability earlier than 9th level. For 10 points, he begins to gain spells at 7th level; for 15 points, he begins to gain spells at 4th level. In all other respects, his spell powers are unchanged, and he simply enters into his spell ability at the level indicated and advances as normal from that level.
Magic resistance (15): Gain a 2% Magic Resistance for each level. For example, a 9th level paladin would have an 18% Magic Resistance score.
Resist fiendish magic (10): Paladin gains a 2/%/level magic resistance against any spells employed by fiends. This resistance can be added to any other magic resistance the paladin possesses.
A paladin may buy the following abilities at any level:
Access to new spheres (3+): The paladin develops magical abilities beyond others of his class. Spheres may be bought for the following costs:
Animal empathy (10): This ability is similar to that of the ranger character class. If the paladin carefully approaches a natural animal, he can modify the animal’s reactions. Domestic or nonhostile animals are befriended automatically, while wild animals or those trained to attack must make a saving throw vs. rod, staff, or wand to resist the paladin’s overtures. The paladin imposes a saving throw penalty of –1 per three experience levels (–1 at 1st to 3rd, –2 at 4th to 6th, and so on.) If the animal fails to save, its reaction is shifted one category as the paladin chooses—for example, from hostile to threatening, or neutral to friendly.
Building (5): The knowledge to construct heavy war machines, siege engines, and siege towers.
Cold resistance (5): The paladin enjoys an unusual resistance to natural and magical cold, gaining a +2 bonus to saving throws versus these effects. Ice-based attacks or effects are included in this resistance.
Curative (10): Cure diseases of all types once a week for every five experience levels. For example, a 10th level paladin can use his cure disease ability two times a week. (This ability is ineffective against lycanthropy.)
Defense bonus (10): +2 bonus to Armor Class if unarmored and unencumbered.
Detection (5): Detect evil monsters or creatures up to 60' away by concentrating. A paladin can do this as often as he wishes, but each use takes one round.
Dispel evil (10): At 7th level, the PC can cast dispel evil once per day.
Faithful mount (5): The paladin can summon a special steed at 4th level. This faithful steed might not be a horse—it may be any creature the DM deems appropriate. This steed is bonded to the paladin. However, this steed does not simply appear when called. The paladin likely must find his mount in a memorable way, such as on a quest.
Fiend slayer (10): The PC is the sworn enemy of all vile fiends and gains a +3 to hit and +3 to damage against fiends.
Fire/electrical resistance (7): The paladin gains a +2 bonus to saving throws vs. fire or electrical effects, including both natural phenomena and magical attacks.
Holy assistance (10): Once a week, the PC (whose deity must be lawful good and based on Mount Celestia) can gate in 1 lantern archon per experience level as long as the archons are employed solely in the fight against evil. The gated lanterns remain for 1 turn plus 1 round per paladin’s level. This ability does not work in Sigil.
Holy defender (10): When on the plane of his power, the PC becomes a near invincible defender. All magic resistance and saving throw bonuses are doubled and the paladin’s AC is improved by 4.
Inspire/enrage allies (5/10): Through his prayers and exhortations, the paladin can inspire his allies in battle, giving them a +1 bonus to their attack rolls and saving throws. The paladin must do nothing but chant for at least three full rounds before his allies gain bonuses, and the effects last for 1d3 rounds after he stops. All allies within 10 feet of the PC are affected. As a 10-point power, his allies become enraged, increasing the bonuses to +2. The paladin can do nothing else while using this power.
Inspiring leader (10): As long as the PC is on the front line of a combat, he and all allies within line of sight gain +1 to all attack rolls and suffer no morale penalties.
Know alignment (10): Once per day per two levels, the paladin can cast know alignment.
Lawful order (5): The PC can use dictate once a day for every four levels.
Lay on Hands (5): The ability to heal himself or another by the laying on of hands once a day. The paladin can restore two hit points per his experience level.
Leadership (5): The ability to lead large numbers of troops into battle. The fighter is able to take charge of up to 100 soldiers per level. He knows how to use messengers and signals, is familiar with military terminology, and understands the mechanics of moving a large number of men.
Lower planar vanquisher (10): The PC has steeled himself for taking the good fight where fiends live and breed. The paladin receives a +4 to all saves vs. any naturally occurring phenomena on any of the lower planes.
Poison resistance (10): The character gains a +2 bonus to all saving throws versus poison.
Proficiency group crossovers (5+): Normally, paladins may learn nonweapon proficiencies from the priest, warrior and general lists at no extra cost. Each additional crossover group costs 5 CPs and allows the paladin to learn nonweapon proficiencies from another character group’s list with no penalty.
Protection from evil (5): The paladin has a natural aura with a 10' radius. Within this aura, summoned or evil creatures suffer a –1 penalty to all attack rolls. Creatures affected by this aura know the paladin to be the source of their discomfort.
Resist charm (10/15): +2 bonus to saves vs. charm-like spells and effects. For 15 points, the paladin’s saving throw bonus vs. charm magic is +4 if the charm is cast by any evil being from the lower planes.
Resist energy drain (5/15): Paladins with this ability gain a +1 to saving throws versus the energy drain spell and the level-draining attacks of the undead. If the attack does not normally allow a saving throw, the power has no effect, but the saving throw modifier does apply to characters under a negative plane protection. For 15 points, this ability allows a paladin to attempt a saving throw vs. spell with a –4 penalty to avoid a level-draining attack that normally allows no saving throw.
Spell-like granted power (special): Many paladins have unusual granted powers that simulate the effects of various spells. Unlike spells, these granted powers require no material components. A spell-like granted power may be invoked once per week and has a base cost of 10 CPs, plus the following modifiers:
1 CP/spell level for priest spells
2 CPs/spell level for wizard spells
5 CPs for a once per day use
1 CP/level for each additional daily use
10 CPs for a continuous or persistent power
For example, a paladin who wishes to invoke a fireball once per week would pay 10 CPs, plus 6 CPs (3rd-level wizard spell), for a total of 16 CPs. The ability to use the power once per day would cost an additional 5 CPs, for a total of 21 CPs. Using cure light wounds three times per day would cost 10+1+5+2, for a total of 18 CPs.
Regardless of the points paid, a paladin may not have a spell-like granted power of 6th or higher level and is limited to no more than one granted power per two levels—one at 1st level, one at 3rd, one at 5th, and so on. The DM should carefully review any proposed granted powers. Note that when the paladin invokes a power, factors such as range, damage, duration, and other effects are determined as if he had actually cast the spell.
Supervisor (5): The authority to supervise the construction of defensive works such as ditches, pits, fields of stakes, and hastily built wooden and stone barricades. With time permitting, the fighter also can supervise the building of semi-permanent fortifications.
Thief ability (10+): For 10 CPs, the paladin may select one thief ability. Each additional 5 CPs allows the paladin to select an additional ability, up to a maximum of four abilities. (Backstab and thieves’ cant may be selected as abilities.) The paladin’s percentile score increases as noted on Table 19: Thief Average Ability Table of the DMG. Modifiers for race, armor worn, and Dexterity still apply to this score.
Turn undead (10): When the paladin attains 3rd level he can turn undead. This ability functions as if the paladin were a cleric two levels lower. For example, a 6th level paladin would turn undead as a 4th level cleric. See the Player’s Handbook for information on turning undead.
War machines (5): The knowledge to operate heavy war machines and siege engines such as ballistae, catapults, rams, bores, and siege towers.
Weapon specialization (10): This paladin can specialize in a particular weapon.
Wizard school (15): These paladins gain access to one school of wizard spells and can cast them as if they were clerical spells. The paladins must continue to observe the number of various level spells they can cast each day.
Paladins may also select any of the following limitations:
Behavior/taboo (2): The paladin’s religion has an unusual code of behavior or conduct that may hinder him in certain situations. For example, a paladin may be required to speak a ten-minute prayer every time he crosses a river, which could be very inconvenient if he was being pursued. Another paladin might be required to use cure spells on anyone in need, expending spells on strangers or NPCs instead of his companions. A paladin who violates his behavior guideline loses access to his spells and must perform some appropriate penance for his failing.
Ceremony/observance (5): The priest’s faith demands the observance of a special event or ceremony every day, such as a prayer at sunrise, a small sacrifice or libation performed in a certain way, or a lengthy atonement for the day’s thoughts and actions. The priest must drop whatever he is doing to perform the ceremony; there are no excuses for missing it. A priest who skips the ceremony may lose his memorized spells or suffer some other sign of his deity’s disfavor until he finds a way to atone.
Fanaticism (5): A paladin with this limitation comes from an intolerant faith. Followers of other powers must convert or forfeit their lives. The paladin absolutely refuses to accept any companion who does not worship the power he represents and suffers a –4 reaction adjustment with any NPCs not of his faith—he can’t hide his contempt for nonbelievers.
Limited armor (5/10/15): The PC with this restriction is limited in his selection of armor. If the PC is restricted to chain mail or lighter armor, this restriction gives 5 CPs; if limited to studded leather or lighter armor, PC gains 10 CPs; and if the PC refuses to wear any armor at all, he gains 15 CPs. All warriors may still use a shield.
Limited weapon selection (5): The PC is limited in his choice of weapons. He can gain proficiency with weapons in only one of the following groups: melee weapons (no missile weapons allowed); rogue weapons; weapons of only one type (P/S/B).
Limited magical item use (5+): The PC refuses to use certain categories of magical items. For each category that is barred to him, he gains 5 CPs. The categories are:
To the Death (10): A character with this restriction can never run from combat, regardless of the odds. The character must always fight if someone challenges him. Retreat is tantamount to death.
Alignment: As deity
Prime Requisites: Strength, Charisma
Hit Die: d10
Weapons: Any
Armor: Any
Level | XP Required | Hit Dice |
1 | 0 | 1 |
2 | 2,250 | 2 |
3 | 4,500 | 3 |
4 | 9,000 | 4 |
5 | 18,000 | 5 |
6 | 36,000 | 6 |
7 | 75,000 | 7 |
8 | 150,000 | 8 |
9 | 300,000 | 9 |
10 | 600,000 | 9+3 |
11 | 900,000 | 9+6 |
12 | 1,200,000 | 9+9 |
13 | 1,500,000 | 9+12 |
14 | 1,800,000 | 9+15 |
15 | 2,100,000 | 9+18 |
16 | 2,400,000 | 9+21 |
17 | 2,700,000 | 9+24 |
18 | 3,000,000 | 9+27 |
19 | 3,300,000 | 9+30 |
20 | 3,600,000 | 9+33 |
Circle of power: If the paladin has a holy weapon, he can project a circle of power 10' in diameter. This circle dispels hostile magic at a level equal to the experience level of the paladin.
Health: Immunity to all natural forms of disease. (Not lycanthropy or mummy rot.)
Priest Spells: At 9th level, the paladin may cast priest spells from spheres granted by the object of his worship.
Saving Throw Bonus: Paladins with this ability gain a +2 bonus to all saving throws.
Other Class Features: The sphere access and other class abilities of the paladin vary based on the power or other object of worship. Many of the powers shown are available in a "reversed" form -- powers that heal could instead be used by evil paladins to harm or inflict, the ability to detect evil could be used to detect good, et cetera. Paladins of neutral alignment can have access to either or both versions if they so choose.
A paladin may use Character Points to buy the following abilities at character creation:
1d12 hit die (10): The PC rolls d12 for hit points.
Followers (5/10/15): The PC at 9th level gains followers as a fighter, as described in the PHB, if he establishes a stronghold. The 10-point option allows him to attract followers whenever he establishes a stronghold, regardless of level, or to attract followers at 9th level even without a stronghold. For 15 points, the PC gains followers regardless of level or stronghold.
High wisdom bonus (5): If the paladin has the Priest Spells option, he receives bonus spells based on his high wisdom identical to the way clerics do.
Increased movement (5): The PC is quicker than most and adds a +3 to movement rate.
Increased spell power (7): A paladin with this power casts spells with an effective casting level only four levels less than his true level and has no maximum casting level. Normally, a 9th-level paladin casts spells as a 1st-level priest, but with this ability the 9th-level paladin casts spells with the power of a 5th-level priest. Spell progression is unaffected; only level-based characteristics of an individual spell are affected by this ability.
Increased spell progression (10/15): A paladin with this power gains his spell ability earlier than 9th level. For 10 points, he begins to gain spells at 7th level; for 15 points, he begins to gain spells at 4th level. In all other respects, his spell powers are unchanged, and he simply enters into his spell ability at the level indicated and advances as normal from that level.
Magic resistance (15): Gain a 2% Magic Resistance for each level. For example, a 9th level paladin would have an 18% Magic Resistance score.
Resist fiendish magic (10): Paladin gains a 2/%/level magic resistance against any spells employed by fiends. This resistance can be added to any other magic resistance the paladin possesses.
A paladin may buy the following abilities at any level:
Access to new spheres (3+): The paladin develops magical abilities beyond others of his class. Spheres may be bought for the following costs:
- All: 3
- Animal: 5
- Astral: 3
- Chaos: 5
- Charm: 5
- Combat: 5
- Creation: 5
- Divination: 5
- Elemental (all): 8
- Elemental (air): 2
- Elemental (earth): 3
- Elemental (fire): 3
- Elemental (water): 2
- Guardian: 3
- Healing: 5
- Law: 5
- Necromantic: 5
- Numbers: 5
- Plant: 5
- Protection: 5
- Summoning: 5
- Sun: 3
- Thought: 5
- Time: 5
- Travelers: 3
- War: 3
- Wards: 5
- Weather: 5
Animal empathy (10): This ability is similar to that of the ranger character class. If the paladin carefully approaches a natural animal, he can modify the animal’s reactions. Domestic or nonhostile animals are befriended automatically, while wild animals or those trained to attack must make a saving throw vs. rod, staff, or wand to resist the paladin’s overtures. The paladin imposes a saving throw penalty of –1 per three experience levels (–1 at 1st to 3rd, –2 at 4th to 6th, and so on.) If the animal fails to save, its reaction is shifted one category as the paladin chooses—for example, from hostile to threatening, or neutral to friendly.
Building (5): The knowledge to construct heavy war machines, siege engines, and siege towers.
Cold resistance (5): The paladin enjoys an unusual resistance to natural and magical cold, gaining a +2 bonus to saving throws versus these effects. Ice-based attacks or effects are included in this resistance.
Curative (10): Cure diseases of all types once a week for every five experience levels. For example, a 10th level paladin can use his cure disease ability two times a week. (This ability is ineffective against lycanthropy.)
Defense bonus (10): +2 bonus to Armor Class if unarmored and unencumbered.
Detection (5): Detect evil monsters or creatures up to 60' away by concentrating. A paladin can do this as often as he wishes, but each use takes one round.
Dispel evil (10): At 7th level, the PC can cast dispel evil once per day.
Faithful mount (5): The paladin can summon a special steed at 4th level. This faithful steed might not be a horse—it may be any creature the DM deems appropriate. This steed is bonded to the paladin. However, this steed does not simply appear when called. The paladin likely must find his mount in a memorable way, such as on a quest.
Fiend slayer (10): The PC is the sworn enemy of all vile fiends and gains a +3 to hit and +3 to damage against fiends.
Fire/electrical resistance (7): The paladin gains a +2 bonus to saving throws vs. fire or electrical effects, including both natural phenomena and magical attacks.
Holy assistance (10): Once a week, the PC (whose deity must be lawful good and based on Mount Celestia) can gate in 1 lantern archon per experience level as long as the archons are employed solely in the fight against evil. The gated lanterns remain for 1 turn plus 1 round per paladin’s level. This ability does not work in Sigil.
Holy defender (10): When on the plane of his power, the PC becomes a near invincible defender. All magic resistance and saving throw bonuses are doubled and the paladin’s AC is improved by 4.
Inspire/enrage allies (5/10): Through his prayers and exhortations, the paladin can inspire his allies in battle, giving them a +1 bonus to their attack rolls and saving throws. The paladin must do nothing but chant for at least three full rounds before his allies gain bonuses, and the effects last for 1d3 rounds after he stops. All allies within 10 feet of the PC are affected. As a 10-point power, his allies become enraged, increasing the bonuses to +2. The paladin can do nothing else while using this power.
Inspiring leader (10): As long as the PC is on the front line of a combat, he and all allies within line of sight gain +1 to all attack rolls and suffer no morale penalties.
Know alignment (10): Once per day per two levels, the paladin can cast know alignment.
Lawful order (5): The PC can use dictate once a day for every four levels.
Lay on Hands (5): The ability to heal himself or another by the laying on of hands once a day. The paladin can restore two hit points per his experience level.
Leadership (5): The ability to lead large numbers of troops into battle. The fighter is able to take charge of up to 100 soldiers per level. He knows how to use messengers and signals, is familiar with military terminology, and understands the mechanics of moving a large number of men.
Lower planar vanquisher (10): The PC has steeled himself for taking the good fight where fiends live and breed. The paladin receives a +4 to all saves vs. any naturally occurring phenomena on any of the lower planes.
Poison resistance (10): The character gains a +2 bonus to all saving throws versus poison.
Proficiency group crossovers (5+): Normally, paladins may learn nonweapon proficiencies from the priest, warrior and general lists at no extra cost. Each additional crossover group costs 5 CPs and allows the paladin to learn nonweapon proficiencies from another character group’s list with no penalty.
Protection from evil (5): The paladin has a natural aura with a 10' radius. Within this aura, summoned or evil creatures suffer a –1 penalty to all attack rolls. Creatures affected by this aura know the paladin to be the source of their discomfort.
Resist charm (10/15): +2 bonus to saves vs. charm-like spells and effects. For 15 points, the paladin’s saving throw bonus vs. charm magic is +4 if the charm is cast by any evil being from the lower planes.
Resist energy drain (5/15): Paladins with this ability gain a +1 to saving throws versus the energy drain spell and the level-draining attacks of the undead. If the attack does not normally allow a saving throw, the power has no effect, but the saving throw modifier does apply to characters under a negative plane protection. For 15 points, this ability allows a paladin to attempt a saving throw vs. spell with a –4 penalty to avoid a level-draining attack that normally allows no saving throw.
Spell-like granted power (special): Many paladins have unusual granted powers that simulate the effects of various spells. Unlike spells, these granted powers require no material components. A spell-like granted power may be invoked once per week and has a base cost of 10 CPs, plus the following modifiers:
1 CP/spell level for priest spells
2 CPs/spell level for wizard spells
5 CPs for a once per day use
1 CP/level for each additional daily use
10 CPs for a continuous or persistent power
For example, a paladin who wishes to invoke a fireball once per week would pay 10 CPs, plus 6 CPs (3rd-level wizard spell), for a total of 16 CPs. The ability to use the power once per day would cost an additional 5 CPs, for a total of 21 CPs. Using cure light wounds three times per day would cost 10+1+5+2, for a total of 18 CPs.
Regardless of the points paid, a paladin may not have a spell-like granted power of 6th or higher level and is limited to no more than one granted power per two levels—one at 1st level, one at 3rd, one at 5th, and so on. The DM should carefully review any proposed granted powers. Note that when the paladin invokes a power, factors such as range, damage, duration, and other effects are determined as if he had actually cast the spell.
Supervisor (5): The authority to supervise the construction of defensive works such as ditches, pits, fields of stakes, and hastily built wooden and stone barricades. With time permitting, the fighter also can supervise the building of semi-permanent fortifications.
Thief ability (10+): For 10 CPs, the paladin may select one thief ability. Each additional 5 CPs allows the paladin to select an additional ability, up to a maximum of four abilities. (Backstab and thieves’ cant may be selected as abilities.) The paladin’s percentile score increases as noted on Table 19: Thief Average Ability Table of the DMG. Modifiers for race, armor worn, and Dexterity still apply to this score.
Turn undead (10): When the paladin attains 3rd level he can turn undead. This ability functions as if the paladin were a cleric two levels lower. For example, a 6th level paladin would turn undead as a 4th level cleric. See the Player’s Handbook for information on turning undead.
War machines (5): The knowledge to operate heavy war machines and siege engines such as ballistae, catapults, rams, bores, and siege towers.
Weapon specialization (10): This paladin can specialize in a particular weapon.
Wizard school (15): These paladins gain access to one school of wizard spells and can cast them as if they were clerical spells. The paladins must continue to observe the number of various level spells they can cast each day.
Paladins may also select any of the following limitations:
Behavior/taboo (2): The paladin’s religion has an unusual code of behavior or conduct that may hinder him in certain situations. For example, a paladin may be required to speak a ten-minute prayer every time he crosses a river, which could be very inconvenient if he was being pursued. Another paladin might be required to use cure spells on anyone in need, expending spells on strangers or NPCs instead of his companions. A paladin who violates his behavior guideline loses access to his spells and must perform some appropriate penance for his failing.
Ceremony/observance (5): The priest’s faith demands the observance of a special event or ceremony every day, such as a prayer at sunrise, a small sacrifice or libation performed in a certain way, or a lengthy atonement for the day’s thoughts and actions. The priest must drop whatever he is doing to perform the ceremony; there are no excuses for missing it. A priest who skips the ceremony may lose his memorized spells or suffer some other sign of his deity’s disfavor until he finds a way to atone.
Fanaticism (5): A paladin with this limitation comes from an intolerant faith. Followers of other powers must convert or forfeit their lives. The paladin absolutely refuses to accept any companion who does not worship the power he represents and suffers a –4 reaction adjustment with any NPCs not of his faith—he can’t hide his contempt for nonbelievers.
Limited armor (5/10/15): The PC with this restriction is limited in his selection of armor. If the PC is restricted to chain mail or lighter armor, this restriction gives 5 CPs; if limited to studded leather or lighter armor, PC gains 10 CPs; and if the PC refuses to wear any armor at all, he gains 15 CPs. All warriors may still use a shield.
Limited weapon selection (5): The PC is limited in his choice of weapons. He can gain proficiency with weapons in only one of the following groups: melee weapons (no missile weapons allowed); rogue weapons; weapons of only one type (P/S/B).
Limited magical item use (5+): The PC refuses to use certain categories of magical items. For each category that is barred to him, he gains 5 CPs. The categories are:
- potions, oils, and scrolls
- rods, staves, wands, and miscellaneous magical items
- weapons
- armor
To the Death (10): A character with this restriction can never run from combat, regardless of the odds. The character must always fight if someone challenges him. Retreat is tantamount to death.