Paladin

Description



NARRATIVE NOTE: In the wake of the loss of communication between gods and mortals, governments decided that paladins weren't as infallible and thus couldn't be trusted with the authority of old any longer. Paladinhood doesn't automatically confer knighthood on TDN. Knighthood is a position and title bestowed only in-game - foreign knighthood is not acknowledged in our playable region and claims of knighthood will result in charges of unlawful impersonation.

The compassion to pursue good, the will to uphold law, and the power to defeat evil - these are the three weapons of the paladin. Few have the purity and devotion that it takes to walk the paladin's path, but those few are rewarded with the power to protect, to heal, and to smite. In a land of scheming nobles and bloodthirsty monsters, the paladin is the final hope that cannot be extinguished.

Paladins take their adventures seriously and have a penchant for referring to them as quests. Even a mundane mission is, in the heart of the paladin, a personal test - an opportunity to demonstrate bravery, to develop martial skills, to learn tactics, and to find ways to do good. Still, the paladin really comes into her own when leading a mighty campaign against evil, not when merely looting ruins.

Divine power protects the paladin and gives them their special powers. It wards off harm, protects them from disease, lets them heal themself, and guards their heart against fear. The paladin can also direct this power to help others, healing their wounds or curing diseases. Finally, the paladin can use this power to destroy evil. More experienced paladins can smite evil foes and turn away undead.

Paladins must be lawful good, and they lose their divine powers if they deviate from that alignment. Additionally, paladins swear to follow a code of conduct that is in line with lawfulness and goodness.

No one ever chooses to be a paladin. Becoming a paladin is answering a call, accepting one's destiny. No one, no matter how diligent, can become a paladin through practice. The nature is either within one or not, and it is not possible to gain the paladin's nature by any act of will. It is possible, however, to fail to recognize one's own potential, or to deny one's destiny. Occasionally, one who is called to be a paladin denies that call and pursues some other life instead.

Most paladins answer the call and begin training as adolescents. Typically, they become squires or assistants to experienced paladins, train for years, and finally set off on their own to further the causes of good and law. Other paladins, however, find their calling only later in life, after having pursued some other career. Some paladins, regardless of background, recognize in each other an eternal bond that transcends culture, race, and even religion. Any two such paladins, even from opposite sides of the world, may consider themselves comrades.

Humans, with their ambitious souls, make great paladins. Half-elves, who often have human ambition, may also find themselves called into service as paladins. Dwarves are sometimes paladins, but becoming a paladin may be hard on a dwarf because it means putting the duties of the paladin's life before duties to family, clan, and king. Members of the other common races rarely hear the call to become paladins, but it is not unheard of. Among the savage humanoids, paladins are all but unheard of.

Even though paladins are in some ways set apart from others, they eagerly team up with those whose skills and capabilities complement their own. They work well with good and lawful clerics, and they appreciate working with those who are brave, honest, and committed to good. While they cannot abide evil acts by their companions, they are otherwise willing to work with a variety of people quite different from themselves. Charismatic, trustworthy, and well respected, the paladin makes a fine leader for a team.

The paladin's chief role in most groups is as a melee combatant, but they contribute other useful support as well. They make a good secondary healer in emergencies, and their high Charisma opens up fine leadership opportunities.

NOTE: Paladins must select a deity that features Paladin worshippers at character creation, as well as one Oath and one Vow at second level. Failure to adhere to either their deity's dogma, their oath or their vow will result in the paladin being stripped of their powers.
  • Orders of deities come with specific benefits, see the chart here: Paladin Orders
  • Oaths and Vows are a class feature that also has roleplay expectations. Mechanical details are below, while roleplay expectations are to be found here: Oaths and Vows
Alignment Restriction: Lawful Good only

Hit Die: d10


Proficiencies:
Weapon - Simple, Martial
Armor - Light, Medium, Heavy
Shield - Light, Heavy

Skill Points: 4 + INT Modifier

Class Skills: All Knowledges, Barter, Bluff, Concentration, Craft Trap, Diplomacy, Discipline, Heal, Intimidate, Perform, Sense Motive, Taunt

Primary Saving Throws: Fortitude

Base Attack Bonus: +1 / Level

Spellcasting: Divine (spell failure from armor is ignored), wisdom-based (a base wisdom score of 10 + the spell's level is required to cast a spell, bonus spells are based on modified wisdom, and the wisdom modifier affects spell DCs), and requires preparation.

Special: Cannot be Faithless. Please pick a deity from the available pantheons.

Level Progression / Spells per Day / Spells Known

LevelHit DiceBABFortReflexWillFeatsSpells/Day:1234
1st1d10+1+2+0+0
Divine Grace
----
2nd2d10+2+3+0+0
Remove Disease, Oath (selection), Vow (selection)
----
3rd3d10+3+3+1+1
Turn Undead
----
4th4d10+4+4+1+1
Oath Feats I
1---
5th5d10+5+4+1+1
Vow Feats I
1---
6th6d10+6/+1+5+2+2
11--
7th7d10+7/+2+5+2+2
Divine Health
11--
8th8d10+8/+3+6+2+2
Oath Feats II
11--
9th9d10+9/+4+6+3+3
Vow Feats II
111-
10th10d10+10/+5+7+3+3
Divine Bravery (renamed Aura of Courage)
111-
11th11d10+11/+6/+1+7+3+3
111-
12th11d10+11/+6/+1+8+4+4
Oath Feats III
2111
13th11d10+11/+6/+1+8+4+4
Vow Feats III
2111
14th11d10+11/+6/+1+9+4+4
2211
15th11d10+11/+6/+1+9+5+5
2221
16th11d10+11/+6/+1+10+5+5
Oath Feats IV
3221
17th11d10+11/+6/+1+10+5+5
Vow Feats IV
3332
18th11d10+11/+6/+1+11+6+6
Holy Blade
3333

Oath of Purity:
  • Flames of Purgation: The paladin's weapon gains +1 on attack rolls against undead, an additional 1d4 divine damage against undead, and an additional 1 positive energy damage against undead. This ability may be used once every 7 minutes. These bonuses increase to +2 attack bonus, 1d6 divine damage, 2 positive energy damage, and its cooldown decreases to 6 minutes at level 8; to +3 attack bonus, 1d8 divine damage, 3 positive energy damage, and its cooldown decreases to 5 minutes at level 12; and to +4 attack bonus, 1d10 divine damage, 4 positive energy damage, and its cooldown decreases to 4 minutes at level 16. Duration is 8 rounds.
  • Holy Ward: The paladin projects an aura of holiness around themselves in a 10-meter radius. Nearby allies gain a +1 bonus to saving throws against disease, poison and death, as well as save vs Disease, +1 save vs Poison, +1 save vs Death, and negative energy 5/- at level 4. This ability may be used once every 20 minutes. These saving throw bonuses increase to +2 and the cooldown decreases to 18 minutes at level 8, to +3 and the cooldown decreases to 16 minutes at level 12, and to +4, negative energy 10/- and the cooldown decreases to 14 minutes at level 16. Duration is 5 rounds.
Oath of Valor:
  • Sword of Righteousness: The paladin's weapon gains +1 on attack rolls against evil creatures, and an additional 1d4 divine damage against evil creatures. This ability may be used once every 7 minutes. These bonuses increase to 1d4 + 1 divine damage, and its cooldown decreases to 6 minutes at level 8; to +2 on attack rolls, 1d4 + 2 divine damage, and its cooldown decreases to 5 minutes at level 12; and to 1d4 + 3 damage, and its cooldown decreases to 4 minutes at level 16. Duration is 4 rounds.
  • Call to Glory: The paladin rallies his companions in a 5-meter radius, granting nearby allies, other than himself, 5 temporary hit points. This ability may be used once every 20 minutes. The temporary hit points granted increase to 10, and its cooldown decreases to 18 minutes at level 8; to 15, and its cooldown decreases to 16 minutes at level 12; and to 20, and its cooldown decreases to 14 minutes at level 16.
Oath of Humility:
  • Blessed Plea: The paladin beseeches his deity to bless his companions in a 15-meter radius against the machinations of evil, granting nearby allies, other than himself, a +1 bonus on attack rolls against evil creatures, and an additional 1 divine damage against evil creatures. This ability may be used once every 14 minutes. These bonuses increase to +2 on attack rolls, 2 divine damage, and its cooldown decreases to 12 minutes at level 8; to +3 on attack rolls, 3 divine damage, and its cooldown decreases to 10 minutes at level 12; and to +4 on attack rolls, +4 divine damage, and its cooldown decreases to 8 minutes at level 16. Duration is 4 rounds.
  • Penance: The paladin falls to a knee in penance, offering supplication to his deity in holy prayer, becoming unable to move or take any other action for the duration of this ability. He is healed for 1d8 hit points per round, and is granted DR 5/+1. This ability may be used once every 20 minutes. These bonuses increase to 1d10 healing, and DR 10/+1 at level 8; to 2d8 healing, and DR 10/+2 at level 12; and 2d12 healing, DR 15/+2, and its cooldown is decreased to 16 minutes at level 16. Duration is a maximum of 3 rounds but may be canceled at will.
Vow of Courage:
  • Litany of Fearlessness: The paladin bellows a divine litany to bolster his companions in a 5-meter radius, removing all fear effects from nearby allies, and granting them a +1 bonus on saving throws against fear. This ability may be used once every 16 minutes. The bonus to saving throws increases to +2, and its cooldown decreases to 14 minutes at level 9; to +3, and its cooldown decreases to 12 minutes at level 13; and to +4, and its cooldown decreases to 10 minutes at level 17. Duration is 1 minute / CHA modifier.
  • Bulwark Against Evil: The paladin stands resolute against the forces of pure evil, gaining a +1 bonus to armor class against undead and outsiders. This bonus increases to +2 at level 9, to +3 at level 13, and to +4 at level 17. This ability may be used once every 18 minutes. Duration is CHA modifier rounds.
Vow of Sacrifice:
  • Lay on Hands: The paladin lays his hands upon an ally, healing them for 2d8 hit points, but sacrificing his health in the process, inflicting 1d8 damage to himself, which cannot reduce his remaining hit points below 1. The healing increases to 2d10, and the damage to 1d10 at level 9; to 4d8, and 2d8 at level 13; and to 4d10, and 2d10 at level 17. This ability may be used once every 8 minutes.
  • Gift of Constancy: The paladin receives a -1 penalty to strength, constitution and Will saves to grant nearby allies a +1 bonus to strength, constitution and Will saves. This ability may be used once every 20 minutes. The penalties increase to -2, the bonuses increase to +2, and its cooldown decreases to 18 minutes at level 9; to -3, +3, and its cooldown decreases to 16 minutes at level 13; and to -4, +4, and its cooldown decreases to 14 minutes at level 17. Duration is 3+ CHA modifier rounds.
Vow of Zeal::
  • Righteous Ire: The paladin marks an enemy as the focus of their holy indignation, suffering a -1 penalty to armor class against that target. However, each time they successfully strike that enemy, they have a 3% chance to automatically land a critical strike. This ability may be used once every 20 minutes. The penalty increases to -2, the chance to critically strike increases to 6%, and its cooldown decreases to 18 minutes at level 9; to -3, 9%, and its cooldown decreases to 16 minutes at level 13; and to -4, 12%, and its cooldown is reduced to 14 minutes at level 17. Duration is CHA modifier rounds.
  • Ardency: The paladin gains immunity to paralysis. This ability may be used once every 30 minutes. Its cooldown decreases to 25 minutes at level 9, to 20 minutes at level 13, and to 15 minutes at level 17. Duration is CHA modifier rounds.
Holy Blade: The paladin lofts his weapon to the sky, calling upon his deity to bestow a divine gift for a righteous purpose. The paladin's melee weapon gains a +3 enhancement bonus, a +5 enhancement bonus against undead and outsiders, 1d6 fire damage against undead and outsiders, 1d6 divine damage against undead and outsiders, 1d6 positive energy damage against undead, and casts the Lesser Dispel spell on each successful strike. This ability may be used every 30 minutes. Duration is 5 rounds.

Spells