Difference between revisions of "Spell-less Paladin"

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(Spell-Less Paladin progression)
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{| class="wikitable"
|+Table 1-1: Spell-less Paladin Progression
|+Table 1-1: Spell-less Paladin Progression
! rowspan="2" |Level
!Level
! rowspan="2" |Base
!Base
Attack Bonus
Attack Bonus
! rowspan="2" |Fort
!Fort
Save
Save
! rowspan="2" |Ref
!Ref
Save
Save
! rowspan="2" |Will
!Will
Save
Save
! rowspan="2" |Special
!Special
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|1st
|1st
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| +2
| +2
| +2
| +2
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|8th
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| +2
| +2
| +2
| +2
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|9th
|9th
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| +4
| +4
| +4
| +4
|Tend to Mount
|Tend Mount
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|14th
|14th
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| +4
| +4
| +4
| +4
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|15th
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| +5
| +5
| +5
| +5
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|18th
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| +6
| +6
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| +6
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|20th
|20th

Revision as of 14:58, 24 April 2023

Paladins have the compassion to pursue good, the will to uphold good and the power to defeat evil given to them by their chosen deity. Following this path they are given the ability to protect, heal and smite for the good of society.

Role: Tank Support

Characteristics: As paladin, without spells! They gain other divine features instead!

Source: Complete Warrior

Game Rule Information

The Spell-less Paladin has the following game statistics.

Abilities: Strength for combat use and class skills, Constitution for bulk, Charisma for your abilities

Alignment: Lawful Good or Chaotic Good

Hit Die: d10

Starting Gold: 6d4 x 10

Class Skills

The Spell-less Paladin's class skills are Concentration (Con), Craft (Int), Diplomacy (Cha), Handle Animal (Cha), Heal (Wis), Knowledge (nobility and royalty) (Int), Knowledge (religion) (Int), Listen (Wis), Profession (Wis), Ride (Dex), Search (Int), Sense Motive (Wis), Spot (Wis).

Skill Points at 1st Level: (2 + Int modifier) × 4

Skill Points at Each Additional Level: 2 + Int modifier

Class Features

All of the following are class features of the Spell-less Paladin.

Weapon and Armor Proficiency: A Spell-less Paladin is proficient with all simple and martial weapons, all armor and shields except tower shields

Aura of Good Ex: The power of a paladin’s aura of good (see the detect good spell) is equal to her paladin level.

Detect Evil Sp: At will, a paladin can use detect evil, as the spell.

Smite Evil Su: Once per day, a paladin may attempt to smite evil with one normal melee attack. She adds her Charisma bonus (if any) to her attack roll and deals 1 extra point of damage per paladin level. If the paladin accidentally smites a creature that is not evil, the smite has no effect, but the ability is still used up for that day. At 5th level, and at every five levels thereafter, the paladin may smite evil one additional time per day, as indicated on Table: The Paladin, to a maximum of five times per day at 20th level.

Divine Grace Su: At 2nd level, a paladin gains a bonus equal to her Charisma bonus (if any) on all saving throws.

Lay on Hands Su: Beginning at 2nd level, a paladin with a Charisma score of 12 or higher can heal wounds (her own or those of others) by touch. Each day she can heal a total number of hit points of damage equal to her paladin level × her Charisma bonus. A paladin may choose to divide her healing among multiple recipients, and she doesn’t have to use it all at once. Using lay on hands is a standard action. Alternatively, a paladin can use any or all of this healing power to deal damage to undead creatures. Using lay on hands in this way requires a successful melee touch attack and doesn’t provoke an attack of opportunity. The paladin decides how many of her daily allotment of points to use as damage after successfully touching an undead creature.

Aura of Courage Su: Beginning at 3rd level, a paladin is immune to fear (magical or otherwise). Each ally within 10 feet of her gains a +4 morale bonus on saving throws against fear effects. This ability functions while the paladin is conscious, but not if she is unconscious or dead.

Divine Health Ex: At 3rd level, a paladin gains immunity to all diseases, including supernatural and magical diseases.

Turn Undead Su: When a paladin reaches 4th level, she gains the supernatural ability to turn undead. She may use this ability a number of times per day equal to 3 + her Charisma modifier. She turns undead as a cleric of three levels lower would.

Spells: The paladin does not gain the ability to cast divine spells.

Special Mount Sp: Upon reaching 5th level, a paladin gains the service of an unusually intelligent, strong, and loyal steed to serve her in her crusade against evil. This mount is usually a heavy warhorse (for a Medium paladin) or a warpony (for a Small paladin). Once per day, as a full-round action, a paladin may magically call her mount from the celestial realms in which it resides. This ability is the equivalent of a spell of a level equal to one-third the paladin’s level. The mount immediately appears adjacent to the paladin and remains for 2 hours per paladin level; it may be dismissed at any time as a free action. The mount is the same creature each time it is summoned, though the paladin may release a particular mount from service. Each time the mount is called, it appears in full health, regardless of any damage it may have taken previously. The mount also appears wearing or carrying any gear it had when it was last dismissed. Calling a mount is a conjuration (calling) effect. Should the paladin’s mount die, it immediately disappears, leaving behind any equipment it was carrying. The paladin may not summon another mount for thirty days or until she gains a paladin level, whichever comes first, even if the mount is somehow returned from the dead. During this thirty-day period, the paladin takes a -1 penalty on attack and weapon damage rolls.

Remove Disease Sp: At 6th level, a paladin can produce a remove disease effect, as the spell, once per week. She can use this ability one additional time per week for every three levels after 6th (twice per week at 9th, three times at 12th, and so forth).

Bless Weapon Su: Any melee weapon wielded by a paladin of 6th level or higher is treated as good-aligned for the purpose of overcoming damage reduction.

Divine Might Su: At 11th level and higher, the paladin can use a standard action to add a +4 bonus to her Strength, Wisdom, or Charisma score. This ability may be used once per day, and its effect lasts for 1 minute per class level

Tend to Mount Su: A paladin of 13th level or higher who uses her lay on hands ability to heal her mount cures 5 points of damage per point of healing spent. In addition, the paladin may use her lay on hands ability to end any one of the following adverse conditions affecting her mount, at the cost of 5 points of healing per condition unless otherwise noted: ability damage (costs 1 point per ability point restored), blinded, confused, dazed, dazzled, deafened, diseased, exhausted, fatigued, feebleminded, insanity, nauseated, sickened, stunned, or poisoned. The paladin can remove adverse conditions at the same time that she heals damage, but any points of healing spent to end adverse conditions don’t also cure hit point damage.

Holy Sword Su: At 16th level, a paladin gains the ability to use holy sword once per day, as a caster whose level is equal to one-half the paladin’s class level.

Code of Conduct: A paladin must be of lawful good or chaotic good alignment and loses all class abilities if she ever willingly commits an evil act. Additionally, a paladin’s code requires that she respect legitimate authority, act with honor (not lying, not cheating, not using poison, and so forth), help those in need (provided they do not use the help for evil ends), and punish those who harm or threaten innocents.

Associates: While she may adventure with characters of any good or neutral alignment, a paladin will never knowingly associate with evil characters, nor will she continue an association with someone who consistently offends her moral code. A paladin may accept only henchmen, followers, or cohorts who are good.

Table 1-1: Spell-less Paladin Progression
Level Base

Attack Bonus

Fort

Save

Ref

Save

Will

Save

Special
1st +1 +2 +0 +0 Aura of good, detect evil, smite evil 1/day
2nd +2 +3 +0 +0 Divine grace, lay on hands
3rd +3 +3 +1 +1 Aura of courage, divine health
4th +4 +4 +1 +1 Turn undead
5th +5 +4 +1 +1 Smite evil 2/day, special mount
6th +6/+1 +5 +2 +2 Remove disease 1/week, Bless Weapon
7th +7/+2 +5 +2 +2
8th +8/+3 +6 +2 +2
9th +9/+4 +6 +3 +3 Remove disease 2/week
10th +10/+5 +7 +3 +3 Smite evil 3/day
11th +11/+6/+1 +7 +3 +3 Divine Might
12th +12/+7/+2 +8 +4 +4 Remove disease 3/week
13th +13/+8/+3 +8 +4 +4 Tend Mount
14th +14/+9/+4 +9 +4 +4
15th +15/+10/+5 +9 +5 +5 Remove disease 4/week, smite evil 4/day
16th +16/+11/+6/+1 +10 +5 +5 Holy Sword
17th +17/+12/+7/+2 +10 +5 +5
18th +18/+13/+8/+3 +11 +6 +6 Remove disease 5/week
19th +19/+14/+9/+4 +11 +6 +6
20th +20/+15/+10/+5 +12 +6 +6 Smite evil 5/day