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Paladin

The paladin class as converted from Dungeons & Dragons 3rd Edition.

Rules Version: d20 Modern

Requirements

  • Base Attack Bonus: +2
  • Skills: Sense Motive 6 ranks, Knowledge (theology and philosophy) 6 ranks each.
  • Allegiances: Good and Lawful.

Class Information

Hit Die: d10

Action Points: 6 + one-half character level, rounded down, every time the character attains a new level in this class.

Class Skills

Climb (Str), Concentration (Con), Diplomacy (Cha), Gather Info, Handle Animal (Cha),Intimidate (Cha), Jump (Str), Knowledge (arcane lore, current events, history, popular culture, streetwise, tactics, technology, theology and philosophy) (Int), Profession (Wis), Read/Write Language (none), Ride (Dex), Sense Motive (Wis), Speak Language (none), Treat Injury (Wis), Spellcraft (Int).

Skill Points at Each Level: 5 + Int modifier.

Level Base Attack
Fort Ref Will Special AbilitiesDefenseReputation
1st +1 +1 +1 +2 Divine Touch, Fearless, Divine Inspiration +1 +2
2nd +2 +2 +2 +3 Smite Evil 1/day, Aura of Courage +1 +2
3rd +3 +2 +2 +3 Divine Health +2 +2
4th +4 +2 +2 +4 Divine Grace, Smite Evil 2/day +2 +3
5th +5 +3 +3 +4 Special Vehicle +3 +3
6th +6 +3 +3 +5 Smite Evil 3/day +3 +3
7th +7 +4 +4 +5
+4 +4
8th +8 +4 +4 +6 Smite Evil 4/day +4 +4
9th +9 +4 +4 +6
+5 +4
10th +10 +5 +5 +7 Smite Evil 5/day +5 +5

Class Features

Divine Spells

The Paladin is able to cast divine spells. (See Chapter Ten: FX Abilities for a list and descriptions of divine spells.)

The Paladin is limited to a certain number of spells of each spell level per day, according to her Paladin class level. In addition, the Paladin receives bonus spells based on her Wisdom score. Determine the Paladin’s total number of spells per day by consulting the two tables below.


Spells Per Day
Paladin Level01st 2nd
1st 3 2 -
2nd 4 3
-
3rd 4 3
2
4th 5 4
3
5th 5 4
3
6th 5 4 4
7th 6 5
4
8th 6 5
4
9th 6 5
5
10th 6 5
5


Bonus Spells By Spell Level
Wis Score
1st 2nd
12-13 1 -
14-15 1
1
16-17 1
1
18-19 1
1
20-21 2
1
22-23 2 2

The Paladin meditates or prays for her spells, receiving them through her own strength of faith or as divine inspiration. The Paladin must spend 1 hour each day in quiet contemplation or supplication to regain her daily allotment of spells. Time spent resting has no effect on the Paladin’s spell preparation. To learn, prepare, or cast a spell, a Paladin must have a Wisdom score of at least 10 + the spell’s level.

A Paladin can prepare a lower-level spell in place of a higher-level one if she desires.

A Paladin may prepare and cast any spell on the divine spell list, provided she can cast spells of that level.

The Difficulty Class of a saving throw to resist the effects of an Paladin spell is 10 + the spell’s level + the Paladin’s Wisdom modifier.

Divine Skills

A Paladin has access to the following divine skills. These skills are considered class skills for the Paladin, and he can use his skill points to buy ranks in them, just like other skills in the game.

Concentration (Con)

The normal Concentration skill expands to include divine applications, as defined below.

Check: You must make a Concentration check whenever you may potentially be distracted while engaged in an activity, including casting a spell or concentrating on an active spell, that requires your full attention. If the check succeeds, you may continue with the action as normal. If the check fails, the action automatically fails and is wasted. If you were in the process of casting a spell, the spell is lost. If you were concentrating on an active spell, the spell ends.

The table in the Concentration skill description summarizes the various types of distractions. In situations where the distraction occurs while you are casting a spell, you add the level of the spell to the DC.

Try Again?: You can try again, but doing so doesn't cancel the effects of a previous failure. If you lost a spell, the spell is lost.

Special: By making a check (DC 15 + spell level), you can use Concentration to cast a spell defensively, thus avoiding attacks of opportunity. If the check succeeds, you can attempt the casting without incurring any attacks of opportunity.

Spellcraft (Int)
Trained only. Use this skill to identify spells as they are cast or spells already in place.

Check: You can identify spells and magic effects.

Additionally, certain spells allow you to gain information about magic provided that you make a Spellcraft check as detailed in the spell description.

Try Again?: See above.

Time: Unless otherwise indicated, Spellcraft is a move action.

TaskDC
Identify a spell being cast. (You must see or hear the spell's verbal or somatic components.) You can't try again. 15 + spell level
When casting detect magical aura, determine the school of magic involved in the aura of a single item or creature you can see. (If the aura isn't a spell effect, the DC is 15 + one-half caster level.) 15 + spell level
Identify a spell that's already in place and in effect. (You must be able to see or detect the effects of the spell.) You can't try again. 20 + spell level
Identify materials created or shaped by magic, such as noting that an iron wall is the result of a wall of iron spell. You can't try again. 20 + spell level
Decipher a written spell (such as a scroll) without using read magic. One try per day. 20 + spell level
After rolling a saving throw against a spell targeted at you, determine what spell was cast upon you. This is a reaction. 25 + spell level
Identify a potion. This takes 1 minute. 25
Understand a strange or unique magical effect. You can't try again. 30 or higher

Divine Inspiration

Right from the start, a Paladin is a force for good and wisdom.  A Paladin adds his Paladin level to all Bluff, Diplomacy and Gather Info checks.

Divine Touch

Upon touching someone, a Paladin can heal damage.  This healing is equal to his Paladin level X his Charisma modifier.  This healing amount does not have to be consecutive, so he can split it up amongst multiple uses.  This healing functions as a ‘pool’ that replenishes when he rests.

Fearless

A Paladin is immune to all fear effects, both mundane and magical.

Smite evil

From 2nd level, once per day per 2 Paladin levels, a Paladin may designate an opponent that they are committed to smiting.  If the target has an allegiance to evil, all attacks against that opponent, until they are dead or the Paladin rests, gain the benefit the Paladin’s Charisma bonus to attack rolls and Paladin level to damage rolls.  This attack bypasses all Damage Reduction.  If the target isn’t evil, no bonuses are added and the attack doesn’t bypass Damage Reduction – the ability is wasted.  

Aura of Courage

From 2nd level, a Paladin grants his allies within 10 feet a +4 bonus to their will saves against fear effects.

Divine Health

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

Divine Grace

From 4th level, a Paladin adds his Charisma bonus to all saves.

Special Vehicle

A 5th level Paladin designates a certain vehicle as his special vehicle.  From that moment on, all Drive or Pilot checks (as appropriate) he makes in that vehicle include his Paladin level.  Further, he adds his Paladin level to the Hardness (and HP?) of that vehicle while in or on it (doesn’t have to be operating).  Finally, a Paladin never forgets where he parks his special vehicle.

The Paladin has such a bond to that vehicle that if it is destroyed, the paladin may not designate another special vehicle for thirty days or until she gains a paladin level, whichever comes first, even if the vehicle is repaired. During this thirty-day period, the paladin takes a –1 penalty on attack and weapon damage rolls.  An action point removes this penalty, but the Paladin must be ‘cheered up’ by a friend, family member etc (a Diplomacy check with the Paladin beginning as unfriendly) to facilitate this happening.

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