Paladin

Prahnzeric/Prahnjuric*

Prahnzersan/Prahnjursan**

"it's the nature of the Beast so to speak...just like priests represent a huge part of a god's power...so do Paladins.  It's one thing to devote your life in prayer to a god or goddess...but you have to be a special kind of fanatic to devote yourself to your god or goddess so far as to fight and die for said god or goddess..." Elethya Tahthian, Queen of Hell.

 

 Paladins in the World of Saivryth are the Warriors of the Celestial Courts. Since all the races of Saivryth believe in the Gods, any of them can become a Paladin  and can usually found in service to the following Gods: Justice, Truth, Honor, Judgement, Vengeance, Law, War, Battle, Alpha Balance, Omega Balance, and the Gate Keepers. Everything a Paladin does is based on their faith in their chosen God or Goddess. If a paladin ever doubts their faith, they can loose their paladin abilities as well as any prayer spells they have.

 

When making a Paladin keep in mind that Strength, Charisma and Wisdom are going to be your main atribute scores. These three scores will lay your ground work for your paladin.  Your strength atribute determines your bonuses for combat, both armed and unarmed grapple. The Charisma atribute determines any bonus to your aura, as you represent the ideals of your chosen god or goddess. And finally your wisdon atribute determines any bonuses in regards to spell like prayers

Alignment: The Alignment of a paladin must at least match the sphere of their chosen diety.

Starting Gold: 6d4 x 10 gp (150 gp).

Starting Age:Moderate.

Table: The Paladin

Hit Die: d10

Level

Base
Attack Bonus

Saving Throws

Special

Spells per Day

 

Fort

Ref

Cur

Will

0

1st

2nd

3rd

4th

5th

6th

7th

8th

9th

 

1st

+1

+2

+0

+0

+0

Patron Diety, Domain

—

0

—

—

—

—

—

—

—

—

 

2nd

+2

+3

+0

+0

+0

Determination +1

—

1

—

—

—

—

—

—

—

—

 

3rd

+3

+3

+1

+0

+1

Weapon Focus

—

1

0

—

—

—

—

—

—

—

 

4th

+4

+4

+1

+1

+1

Domain Power

—

2

1

—

—

—

—

—

—

—

 

5th

+5

+4

+1

+1

+1

Align Weapon

—

2

1

0

—

—

—

—

—

—

 

6th

+6/+1

+5

+2

+1

+2

Weapon Specialization

—

2

2

1

—

—

—

—

—

—

 

7th

+7/+2

+5

+2

+2

+2

Damage Reduction 1/--

—

2

2

1

0

—

—

—

—

—

 

8th

+8/+3

+6

+2

+2

+2

Domain Power

—

3

2

2

1

—

—

—

—

—

 

9th

+9/+4

+6

+3

+2

+3

—

3

2

2

1

0

—

—

—

—

 

10th

+10/+5

+7

+3

+3

+3

Greater Weapon Focus, Damage Reduction 2/--

—

3

3

2

2

1

—

—

—

—

 

11th

+11/+6/+1

+7

+3

+3

+3

Determination +2, Domain

—

3

3

2

2

1

0

—

—

—

 

12th

+12/+7/+2

+8

+4

+3

+4

Domain Power

—

3

3

3

2

2

1

—

—

—

 

13th

+13/+8/+3

+8

+4

+4

+4

Damage Reduction 3/--

—

3

3

3

2

2

1

0

—

—

 

14th

+14/+9/+4

+9

+4

+4

+4

Greater Weapon Specialization

—

3

3

3

3

2

2

1

—

—

 

15th

+15/+10/+5

+9

+5

+4

+5

—

3

3

3

3

2

2

1

0

—

 

16th

+16/+11/+6/+1

+10

+5

+5

+5

Domain Power, Damage Reduction 4/--

—

3

3

3

3

3

2

2

1

—

 

17th

+17/+12/+7/+2

+10

+5

+5

+5

Blade of the Diety

—

3

3

3

3

3

2

2

1

0

 

18th

+18/+13/+8/+3

+11

+6

+5

+6

—

3

3

3

3

3

2

2

2

1

 

19th

+19/+14/+9/+4

+11

+6

+6

+6

Damage Reduction 5/--

—

3

3

3

3

3

3

3

2

1

 

20th

+20/+15/+10/+5

+12

+6

+6

+6

Determination +3, Domain Power

—

3

3

3

3

3

3

3

2

2

 

Class Skills (4 + Int modifier per level, Χ4 at 1st level)
Bluff (Cha), Climb (Str), Concentration (Con), Craft (Int), Diplomacy (Cha), Gather Information (Cha), Heal (Wis), Intimidate (Cha), Jump (Str), Knowledge (history) (Int), Knowledge (nobility and royalty) (Int), Knowledge (religion) (Int), Profession (Wis), Ride (Dex), Sense Motive (Wis), and Swim (Str).

 

Class Features

All of the following are class features of the Paladin.

Weapon and Armor Proficiency: A Paladin is proficient with all Simple and Martial Weapons; Light, Medium, and Heavy Armor; as well as with all Sheilds (except Tower Sheilds).

Spells: A Paladin casts divine spells. She may only prepare and cast spells from her chosen domains. Effectively, a Paladin has a class spell list of only nine spells (one per spell level). To prepare or cast a spell, a Paladin must have a Charisma score equal to at least 10 + the spell level. The difficulty class for a saving throw against a Paladin’s spell is 10 + the spell level + the Paldin’s Cha modifier. The Paladin also gets bonus spells based on her Charisma. A Paladin prepares and casts spells as a cleric, except that she cannot spontaneously cast cure or inflict spells.

A Paladin is automatically treated as having the specific Weapon Proficiency feat with his diety's preferred weapon if they would otherwise not be.


Domain: At first level, a Paladin chooses one of the Domains available to their chosen Diety. From this point forward, a Paladin treats any spell on that Domains' spell list as his own spell list. I most circumstances, this means a Paladin only has one spell of each spell level available to him/her at any given time. However, if a Paladin should gain access to additional Domains, they may add those Domains spells to their spell list as well.

In addition, A Paladin gains extra benefits in the form of Domain abilities unique to their chosen Domains. See the full description on each Domain under their specific entry.

At 11th level, the Paladin may choose a second Domain from amongst his Patron God's available domains, for this point onward, the Paladin's spell lists included all spells on each Domains' list of spells. He also gains the Domains relevant Domain Power.


Determination: At 2nd level, a Paladin gains a +1 Competence bonus on Will saves. This bonus increases to +2 at 11th level, and +3 at 20th level. A Paladin loses this benefit if they are suffering from the fatigued or exhausted condition, as well as if they have not rested in the past 24 hours.


Weapon Focus: At 3rd level, A Paladin gains the benefits of the Weapon Focus feat with his diety's favored weapon. If the Paladin already has the Weapon Focus feat with that weapon, they may instead select any other feat for which they meet the prerequisites.


Domain Power: At 4th level, and again at 7th, 10th, 13th, 16th, and 19th level, a Paladin gains one additional use of their Domain(s) special power(s). In cases where the Domain power is either an unlimited use, a passive effect, or a bonus feat, the Paladin may instead choose any Bonus Feat for which they meet the prerequisites.


Aligned Weapon: Beginning at 5th level, any weapon wielded by a Paladin is treated as one aspect of their Patron Diety's alignment for the purposes of overcoming damage reduction. A paladin may only choose an alignment on the law/chaos or good/evil scale, neutral in not available. If their diety is true neutral, they may choose a single extreme.

If a Paladin wished to re-align their weapon to a different extreme of the axis, they may spend a full-round action focusing and, at the beginning of their next turn, the weapon will change alignment aspects.


Weapon Specialization: At 6th level, a Paladin gains the Weapon Specialization feat for their Diety's favored weapon. In addition, from this level forward, a Paladin qualifies for Fighter bonus feats as a Fighter of their Paladin level minus 2. (i.e. a Paladin of 8th level is treated as a 6th level Fighter for the purposes of Feat prerequisites.)


Damage Reduction: At 7th level, a Paladin gains the ability to shrug off some amount of injury from each blow or attack. Subtract 1 from the damage the Paladin takes each time they are dealt damage from a weapon or a natural attack. At 10th level, and every three Paladin levels thereafter (13th, 16th, and 19th level), this damage reduction rises by 1 point. Damage reduction can reduce damage to 0 but not below 0.


Greater Weapon Focus: At 10th level, a Paladin gains Greater Weapon Focus for their diety's favored weapon.


Greater Weapon Specialization: At 14th level, a Paladin gains Greater Weapon Specialization in their Diety's favored weapon.


Blade of the Diety: At 17th level, a Paladin gains the ability to channel great power directly from their Patron Diety into their weapon. This ability resembles a Holy Sword spell, however the alignment of the weapon enhancement matches one of the diety alignments chosen at the time this ability is used. Once chosen it cannot be changed, except through another use of the ability.

If the diety's favored weapon is a double weapon, the enhancement affect both sides of the weapon, but the duration of the spell is halved (rounded down). A Paladin may use this ability a number of times per day equal to their Charisma modifier.

Special Mount: Upon reaching 5th level, a paladin gains the service of an unusually intelligent, strong, and loyal steed to serve in their crusade against evil. This mount is usually a heavy warhorse (for a Medium paladin) or a warpony (for a Small paladin).

Illystrin’s paladins and priests

As a young goddess, Illystrin became fascinated by the mercenary companies. She loved the stories her father, Saidryn and her uncle, Ninrath would tell of their days playing on the mortal realm as mercenary fighters. Especially the stories about the forming of the Mercenary Guild. Those were her favorites. So when she started wandering, as all baby goddesses do, she went looking for mercenary companies. And she found them and she had a blast watching them. Now while mom and dad did not know about this, her sister Kiasa did. And she took steps. She talked to her step father-in-law, Elyn Thalsan about her sister’s little excursions to see mercenary companies. Elyn found Illystrin and made a deal with her. She could still the companies, as long as he was with her, and as a reward for doing this, he would teach her how to fight with swords. Illystrin was thrilled. When her father found out, he was not as thrilled. But he talked it over with Elyn and Illystrin, and he agreed as long as Illystrin did what Elyn said and behaved herself. Where upon, she promptly made Elyn Thalsan her Champion.

Over the years, Illystrin, through Elyn, her father and Ninrath, managed to become the patron goddess of the Mercenary Guild. Now it was time to create priests for herself. Her first priestess is Karly Venator, one of the daughters of Griff Venator, Lord Marshall of Safe Haven. And Illystrin’s main temple is over at the Training Hall in Safe Haven, run by her Battle Lord Keric Dorsis, Earl of Rhiverith. As a priestess of Illystrin, Karly not only gained the normal priestly spells, but Illystryn included any martial or war like spell, the mage smithing spells, and access to gate and teleport spells by the simple act of prayer. As she later explained to her First Paladin Serris Altana, she would be a poor goddess to her priests and paladins if as a Gate Keeper she did not give them access to gate and teleport spells.

Like everyone else in the Mercenary Guild, Illystrin’s Priests and Paladins must have a contract through the Guild for where ever they are posted to, whether it is a training hall, temple, or company.

Paladins in service to Illystrin have discovered that as a Mercenary Paladin, a strict code of honor hinders their options. Their divergence from the paladin’s normal code still drains them, but somehow, they have found a way to avoid losing all of their powers.

Alignment: Illystryn's paladin can be lawful good, lawful neutral, or neutral good.

Code of Conduct: A mercenary paladin must be of lawful good, lawful neutral, or neutral good alignment and loses all class features except proficiencies if they ever willingly commits an evil act (for example, casting a spell with the evil descriptor). They should strive to act with honor and uphold the tenets of their faith, but failing to do so is not a violation of their code, with the exception of evil actions, they can do whatever else they feels is necessary to uphold the causes of law and good.

This ability replaces the code of conduct a paladin normally follows.

Class Skills

A mercenary paladin adds Bluff, Disguise, and Intimidate to their list of class skills.

Enhanced Health

At 3rd level a mercenary paladin gains a +4 sacred bonus on all saving throws against poisons and diseases.

This ability replaces divine health.

 Smite Foe

At 4th level, a mercenary paladin can spend two uses of smite evil in order to smite a nongood creature that is not evil and gain her full benefits. The mercenary paladin must truly believe that the creature they smites is an opponent to the cause of good.

This ability replaces channel positive energy and alters smite evil.

Aura of Subtlety

At 11th level, a mercenary paladin learns how to protect themself from detection. The paladin and their allies within 10 feet gain a +4 morale bonus on saving throws against divination effects. Furthermore, casters of divinations that target the mercenary paladin or their nearby allies must succeed at a caster level check as though the mercenary paladin and their nearby allies were under the effect of a nondetection spell cast by the mercenary paladin, with a caster level equal to the mercenary paladin’s paladin level.

This ability functions while the paladin is conscious and while they is sleeping, but not if they are unconscious for any other reason, or dead.

This ability replaces aura of justice.

Teleporting and Gates

At 2nd level a mercenary paladin gains the ability to teleport as a prayer

At 5th level a mercenary paladin gains the ability to create gates to transport themselves and d12 + their level companions.

At 11th level the gate can transport d20+ their level.

 

 Ex-Paladins

If the Paladin loses favour from their deity or if their alignment changes from that of their patron deity, then they become an Ex-Paladin. They loses the following abilities; Detect Heretic, Divine Health, Divine Gift, Heretic's Bane, Judgement andSmite Heretic. They cannot gain any more levels in Paladin after they become an Ex-Paladin, they may regain their Paladin powers via atonement.

 

*Ancient Elven for Paladins in service to the Gods and Demi Gods of Law.

** Ancient Elven for Paladins in service to the Gods and Demi Gods of Neutrality

 

 

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