Paladin
Hit Dice: 1d6+2
(+3 hp per level after 9th level.)
Armor: Any armor,
any shields.
Weapons: Any
weapons.
Skills: A paladin
is skilled at feats of endurance and influence.
They are also skilled at battle lore, diplomacy, noble lore, religious
lore, and riding.
Alignment:
Paladins must be Lawful (and Good, if appropriate).
Class Features
Aura (1st):
Paladins emanate a permanent aura of Law (or Good) that protects them as per
the spell protection from evil. This aura can be detected by powerful undead
or supernatural evil, exactly as the paladin’s own sense evil ability.
Lay on Hands (1st):
A paladin can cure 2 hp per level per
day by laying on of hands. This can be
used and divided as the paladin chooses.
Sense Evil (1st):
The paladin has a heightened ability to detect evil auras, such as those
emitted by demons, devils, undead, and powerful followers of evil deities. The paladin has a 1-in-6 to notice such an
aura automatically, and a 4-in-6 chance when actively looking (which takes at
least one round). The presence, but not
location, of concealed or invisible creatures can be determined.
Smite Evil (1st):
A paladin gains a +1 bonus to hit and a +2 bonus to damage when fighting
undead. This bonus increases to +2/+4 at
fifth level, and applies to supernatural evil creatures, such as demons and
devils, as well as undead. At 9th
level the bonus becomes +3/+6. Exactly
what constitutes supernatural evil is up to the GM.
Anointed Flesh (3rd):
Paladins are immune to all diseases, including mummy rot and lycanthropy. Their
touch can cure disease once per week
at level 3, twice per week at level 7, and three times per week at level 11.
Destrier
(4th): At level 4, the paladin gains
the service of a divine warhorse (or other mount) if he successfully completes
a quest to locate the animal. The divine mount is unusually strong, loyal, and
ready to serve the paladin in her crusade against evil. Should the paladin’s
mount die, a year and a day must pass before another can be called.
Divine
Warhorse: HD 5; AC 6 [13]; Atk 1 bite (1d3), 2 hooves (1d4);Move 18; Save
12; Special: None.
Lionheart (7th):
The paladin becomes immune to normal and
magical fear, and allies within 10 feet of the paladin gain advantage on saving
throws vs. fear.
Healing Touch (11th):
A paladin's touch is capable of removing
all ailments from a creature, including disease, poison, ability score damage,
level drain, hit point damage, confusion, curses and insanity. A paladin can use healing touch once per day.
Anti-Paladin (Paladin Variant)
Anti-paladins are champions of ruin and woe, the dark mirror
of true paladins. An anti-paladin has
the same abilities as a paladin, except as noted below.
Alignment: Anti-paladins must be Chaotic (and Evil, if appropriate).
Alignment: Anti-paladins must be Chaotic (and Evil, if appropriate).
Aura (1st):
Anti-paladins emanate a permanent aura of Chaos (or Evil) that protects them as
per the spell protection from good. This aura can be detected by powerful factors
for good, exactly as the anti-paladin’s own sense good ability.
Herald of Woe (1st):
The forces of evil protect their own, and the anti-paladin is no
exception. She has a +2 bonus to all
saving throws.
Sense Good (1st):
The anti-paladin has a heightened ability to detect good auras, such as those
emitted by innately good and magical creatures (dragons, unicorns) and powerful
followers of good deities (priests, paladins, angels). The anti-paladin has a 1-in-6 to notice such
an aura automatically, and a 4-in-6 chance when actively looking (which takes
at least one round). The presence, but
not location, of concealed or invisible creatures can be determined.
Baleful Combatant (1st):
A anti-paladin gains a +1 bonus to hit and damage when fighting opponents antithetical
to his beliefs. This bonus increases to
+2/+2 at fifth level, and +3/+3 at 9th level.
Venomous Blow (1st):
Once per day the anti-paladin can release a malignant supernatural poison
through his weapon, inflicting 1 hit point of damage each round for a number of
rounds equal to twice the anti-paladin’s level.
This effect cannot be stopped with a cure
wounds spell, only delay poison
or neutralize poison.
Foul Flesh (3rd):
Anti-paladins are immune to all diseases, including mummy rot and lycanthropy. She becomes a bearer of corruption and
sickness, and can cause disease once
per week at level 3, twice per week at level 7, and three times per week at
level 11.
Nightmare (4th):
The anti-paladin gains the services of a nightmare steed. This is treated as the divine warhorse
(above), except it can breathe fire (1d6 damage).
Blackheart (7th):
The anti-paladin radiates fear (as
the spell, but in a 10’ radius around the anti-paladin).
Touch of Ruin (11th):
The anti-paladin can return a dead creature as an undead once per day. The undead will temporarily serve the
anti-paladin, and then go its own way, as evil turns serves only itself.
(The terms advantage, knack, and skilled are defined on the Game Design page above. The license for this entry is located in the Legal page above.)
(The terms advantage, knack, and skilled are defined on the Game Design page above. The license for this entry is located in the Legal page above.)
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