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 Core Class: Paladin

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Posts : 70
Join date : 2010-08-23
Location : Texas

Core Class: Paladin Empty
PostSubject: Core Class: Paladin   Core Class: Paladin EmptyTue May 17, 2011 1:04 am

Paladin
Alignment Restrictions: Lawful Good.
Attack Bonus: Strong (1).
Saves: Strong Fortitude and Will, Weak Reflex.
Hit Points: 10/level.
Skills: Craft (Any), Diplomacy, Heal, Lore, Sense Motive, Spellcraft.
Skill Points: 2 + Intelligence Modifier.
Casting: Divine (Memorized), Charisma.
Armor Proficiencies: Light, Medium and Heavy Armor.
Shield Proficiencies: Light and Heavy Shields.
Weapon Proficiencies: Simple and Martial Weapons.

Paladin
  1. Smite Evil 1/day
  2. Divine Grace, Lay on Hands (1d6) 3/day
  3. Aura of Courage, Divine Health, Mercy (Remove Paralysis)
  4. Channel Energy, Lay on Hands (2d6) 4/day, Smite Evil 2/day, Spells
  5. Divine Weapon 1/day
  6. Lay on Hands (3d6) 5/day, Mercy (Remove Disease)
  7. Smite Evil 3/day
  8. Aura of Resolve, Lay on Hands (4d6) 6/day
  9. Divine Weapon 2/day, Mercy (Remove Curse)
  10. Lay on Hands (5d6) 7/day, Smite Evil 4/day
  11. Aura of Justice
  12. Lay on Hands (6d6) 8/day, Mercy (Neutralize Poison)
  13. Divine Weapon 3/day, Smite Evil 5/day


  • Smite Evil (Su): Once per day at 1st level, a paladin may attempt to smite evil with one normal melee attack. They add their charisma bonus to their attack roll and deal 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. The paladin gains an addition use of this ability at 4th level, and another every three levels there after. 
  • Divine Grace (Su): At 2nd level, the paladin gains a bonus equal to her charisma bonus (if any) on all saving throws.
  • Lay on Hands (Su): At 2nd level, a paladin can heal would, be they her own or those of others, by touch. With one use of this ability, a paladin can heal 1d6 points of damage for every two paladin levels she posses. Using this ability is a standard action. Alternatively, a paladin may use this ability to damage undead for the same amount. Undead do no receive a saving throw against this damage. The paladin may use her lay on hands ability 3/day at 2nd level. She gains an addition use of this ability at 4th level, and every two levels there after.
  • Aura of Courage (Su): At 3rd level, the paladin becomes immune to fear (magical or otherwise). Each ally within 10 feet of her gains a +4 morale bonus on saving throws against fear effects. 
  • Divine Health (Ex): At 3rd level, the paladin gains immunity to all diseases, including supernatural and magical diseases (such as mummy rot and lycanthropy).
  • Mercy (Su): Upon reaching 3rd level, the paladin’s lay on hands ability has an extra effect. A paladin of 3rd level or higher whom uses their lay on hands ability also removes paralysis effects from the creature touched. As the paladin advances in levels she learns to remove other effects. These extra effects are cumulative.
    • 6th level: Remove Disease, 9th level: Remove Curse, and at 12th level: Neutralize Poison.

    Spells: At 4th level, the paladin gains the ability to cast a small number of divine spells which are drawn from the paladin spell list. A paladin must choose and prepare her spells in advance. 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 paladin’s charisma modifier.
  • Channel Positive Energy (Su): At 4th level, the paladin gain the supernatural ability to channel positive energy like a cleric. The paladin can expend two uses of her lay on hands ability to heal herself and allies within 30 feet. A paladin’s channel positive energy heals her allies as though they had been touched by her lay on hands ability, although the paladin’s mercies are not applied.
  • Divine Weapon (Su): At 5th level, the paladin may form a divine bond with her weapon. As a standard action, she calls upon the aid of a celestial spirit. When called, the spirit causes the weapon to shed light as a torch for 1 minute per paladin level. At 5th level, this spirit grants the weapon a +1 enhancement bonus. For every three levels beyond 5th, the weapon gains another +1 enhancement bonus. These bonuses can be added to the weapon, stacking with existing weapon bonuses to a maximum of +5. A paladin can use this ability once per day at 5th level, and one additional time per day for every four levels beyond 5th, to a total of four times per day at 17th level.
  • Aura of Resolve (Su): At 8th level, the paladin becomes immune to charm (magical or otherwise). Each ally within 10 feet of her gains a +4 morale bonus on saving throws against charm effects. 
  • Aura of Justice (Su): At 11th level, as an instant action, the paladin can expend two uses of their smite evil ability to grant their allies within 10 feet the paladin’s charisma modifier as a to hit bonus, and the paladin’s class level as a damage bonus. Those effect by this ability also receive the paladin’s charisma modifier as a defection bonus. This effect lasts 5 rounds. Evil creatures do not gain these bonuses.
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