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Paladin of Retribution

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Paladin of Retribution

The Faithful exist to serve as Heaven's Righteous Wrath, and clemency can never be asked or given where Aberrations are
concerned. Retribution is both your duty and your purpose.

Alignment
Any lawful.

Hit Die
d10.

Class Skills
The paladin’s class skills (and the key ability for each skill)
are Concentration (Con), Craft (Int), Diplomacy (Cha), Handle
Animal (Cha), Heal (Wis), Knowledge (nobility and royalty) (Int), Knowledge (religion)
(Int), Profession (Wis), Ride (Dex), and Sense Motive (Wis).

Skill Points at 1st Level


(2 + Int modifier) ×4.

Skill Points at Each Additional Level


2 + Int modifier.

Table: The Paladin


Base Fort Ref Will Spells per Day
Level Special
Attack Bonus Save Save Save 1st 2nd 3rd 4th
Aura of Law, detect Chaos, smite
1st +1 +2 +0 +0 — — — —
Chaos 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 Aberrations 0 — — —
5th +5 +4 +1 +1 Smite Chaos 2/day, special mount 0 — — —
6th +6/+1 +5 +2 +2 Remove disease 1/week 1 — — —
7th +7/+2 +5 +2 +2 1 — — —
8th +8/+3 +6 +2 +2 1 0 — —
9th +9/+4 +6 +3 +3 Remove disease 2/week 1 0 — —
10th +10/+5 +7 +3 +3 Smite Chaos 3/day 1 1 — —
11th +11/+6/+1 +7 +3 +3 1 1 0 —
12th +12/+7/+2 +8 +4 +4 Remove disease 3/week 1 1 1 —
13th +13/+8/+3 +8 +4 +4 1 1 1 —
14th +14/+9/+4 +9 +4 +4 2 1 1 0
Remove disease 4/week, smite
15th +15/+10/+5 +9 +5 +5 2 1 1 1
Chaos 4/day
16th +16/+11/+6/+1 +10 +5 +5 2 2 1 1
17th +17/+12/+7/+2 +10 +5 +5 2 2 2 1
18th +18/+13/+8/+3 +11 +6 +6 Remove disease 5/week 3 2 2 1
19th +19/+14/+9/+4 +11 +6 +6 3 3 3 2
+20/+15/+10/+
20th +12 +6 +6 Smite Chaos 5/day 3 3 3 3
5

Class Features
All of the following are class features of the paladin.

Weapon and Armor Proficiency


Paladins are proficient with all simple and martial weapons, with all types of armor (heavy, medium,
and light), and with shields (except tower shields).

Aura of Law (Ex)


The power of a paladin’s aura of Law (see the detect good spell) is equal to her Paladin of Retribution
level.

Detect Chaos (Sp)


At will, a Paladin of Retribution can use detect Chaos, as the spell.

Smite Chaos (Su)


Once per day, a Paladin of Retribution may attempt to smite Chaos with one normal melee attack. they
adds her Charisma bonus (if any) to her attack roll and deals 1 extra point of damage per Paladin of
Retribution level. If the Paladin of Retribution accidentally smites a creature that is not Chaos, 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 of Retribution may smite Chaos 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 of Retribution gains a bonus equal to her Charisma bonus (if any) on all saving
throws.

Lay on Hands (Su)


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

Aura of Courage (Su)


Beginning at 3rd level, a Paladin of Retribution 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 of Retribution is conscious, but not if they
is unconscious or dead.

Divine Health (Ex)


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

Turn Aberrations (Su)


When a Paladin of Retribution reaches 4th level, they gains the supernatural ability to turn Aberrations
using the same rules as a cleric's Turn Undead ability. they may use this ability a number of times per
day equal to 3 + her Charisma modifier. they turns Aberrations as a cleric of three levels lower would.

Spells
Beginning at 4th level, a Paladin of Retribution gains the ability to cast a small number of divine spells,
which are drawn from the Paladin of Retribution spell list. A Paladin of Retribution must choose and
prepare her spells in advance.
To prepare or cast a spell, a Paladin of Retribution must have a Wisdom 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 Wisdom modifier.
Like other spellcasters, a Paladin of Retribution can cast only a certain number of spells of each spell
level per day. Her base daily spell allotment is given on Table: The Paladin. In addition, they receives
bonus spells per day if they has a high Wisdom score. When Table: The Paladin indicates that the
Paladin of Retribution gets 0 spells per day of a given spell level, they gains only the bonus spells they
would be entitled to based on her Wisdom score for that spell level The Paladin of Retribution does not
have access to any domain spells or granted powers, as a cleric does.
A Paladin of Retribution prepares and casts spells the way a cleric does, though they cannot lose a
prepared spell to spontaneously cast a cure spell in its place. A Paladin of Retribution may prepare and
cast any spell on the Paladin of Retribution spell list, provided that they can cast spells of that level, but
they must choose which spells to prepare during her daily meditation.
Through 3rd level, a Paladin of Retribution has no caster level. At 4th level and higher, her caster level
is one-half her Paladin of Retribution level.
Spells by level
1- Bless Weapon, Bless, Inflict light wounds, Detect Weaponry, Detect Aberrations, Divine Favor,
Second Wind, Magic weapon, Protection from Chaos, Read Magic, Resistance, Golden Barding, Soul
of order, Exorcism, Lionheart
2- Bull's Strength, Crown of smiting, Eagle's splendor, Owl's wisdom, Remove paralysis, Turn
Anathema, Shield other, Zeal, Zone of truth
3-Inflict Moderate Wounds, fell the greatest foe, discern lies, dispel magic, heal mount, magic circle
against chaos, War Mount, magic weapon (greater), find the gap, Smite Heretic, Remove curse
4- break enchantment, inflict serious wounds, death ward, dispel chaos, Valiant spirit, holy sword, mark
of justice, Visage of the diety (lesser), Weapon of the diety (+1 Bane (outsiders, chaotic) Spear)

Special Mount (Sp)


Upon reaching 5th level, a Paladin of Retribution gains the service of an unusually intelligent, strong,
and loyal steed to serve her in her crusade against Chaos. 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 of Retribution 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 of Retribution and remains
for 2 hours per Paladin of Retribution 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 of Retribution 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 of Retribution may not summon another mount for thirty days or until they gains
a Paladin of Retribution level, whichever comes first, even if the mount is somehow returned from the
dead. During this thirty-day period, the Paladin of Retribution takes a -1 penalty on attack and weapon
damage rolls.

Remove Disease (Sp)


At 6th level, a Paladin of Retribution can produce a remove disease effect, as the spell, once per week.
they 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).

Code of Conduct
A Paladin of Retribution must be of Lawful Alignment and loses all class abilities if they ever willingly
commits a Chaotic act.
Additionally, a paladin’s code requires that they never Aid an Aberration or agent of chaos, murder
innocents, allow a major crime or sin to go unpunished, commit blasphemous or heretical acts, cause
harm to a pious or virtuous person, commit theft, robbery, willful vandalism, or act out of pride,
avarice, gluttony, or some other sinful impulse. Paladins of Retribution must never fail to punish
corruption or sin, nor may they neglect an opportunity to exact vengeance against the agents of chaos.

Associates
While they may adventure with characters of any Lawful or neutral alignment, a Paladin of Retribution
will never knowingly associate with Chaotic characters, nor will they continue an association with
someone who consistently offends her moral code. A Paladin of Retribution may accept only
henchmen, followers, or cohorts who are lawful.

Ex-Paladins
A Paladin of Retribution who ceases to be Lawful, who willfully commits a Chaotic act, or who grossly
violates the code of conduct loses all Paladin of Retribution spells and abilities (including the service of
the paladin’s mount, but not weapon, armor, and shield proficiencies). they may not progress any
farther in levels as a paladin. they regains her abilities and advancement potential if they atones for her
violations (see the atonement spell description), as appropriate.
Like a member of any other class, a Paladin of Retribution may be a multiclass character, but multiclass
paladins face a special restriction. A Paladin of Retribution who gains a level in any class other than
Paladin of Retribution may never again raise her Paladin of Retribution level, though they retains all
her Paladin of Retribution abilities.

The Paladin’s Mount


The paladin’s mount is superior to a normal mount of its kind and has special powers, as described
below. The standard mount for a Medium Paladin of Retribution is a heavy warhorse, and the standard
mount for a Small Paladin of Retribution is a warpony. Another kind of mount, such as a riding
dog (for a halfling paladin) or a Large shark (for a Paladin of Retribution in an aquatic campaign) may
be allowed as well.
A paladin’s mount is treated as a magical beast, not an animal, for the purpose of all effects that depend
on its type (though it retains an animal’s HD, base attack bonus, saves, skill points, and feats).
Paladin of
Bonus Natural Armor Str
Retribution Int Special
HD Adj. Adj.
Level
Empathic link, improved evasion, share
5th-7th +2 +4 +1 6
spells, share saving throws
8th-10th +4 +6 +2 7 Improved speed
11th-14th +6 +8 +3 8 Command creatures of its kind
15th-20th +8 +10 +4 9 Spell resistance

Paladin’s Mount Basics


Use the base statistics for a creature of the mount’s kind, but make changes to take into account the
attributes and characteristics summarized on the table and described below.

Bonus HD

Extra eight-sided (d8) Hit Dice, each of which gains a Constitution modifier, as normal. Extra Hit Dice
improve the mount’s base attack and base save bonuses. A special mount’s base attack bonus is equal to
that of a cleric of a level equal to the mount’s HD. A mount has Law Fortitude and Reflex saves (treat it
as a character whose level equals the animal’s HD). The mount gains additional skill points or feats for
bonus HD as normal for advancing a monster’s Hit Dice.
Natural Armor Adj.

The number on the table is an improvement to the mount’s existing natural armor bonus.

Str Adj.

Add this figure to the mount’s Strength score.

Int

The mount’s Intelligence score.

Empathic Link (Su)

The Paladin of Retribution has an empathic link with her mount out to a distance of up to 1 mile. The
Paladin of Retribution cannot see through the mount’s eyes, but they can communicate empathically.
Note that even intelligent mounts see the world differently from humans, so misunderstandings are
always possible.
Because of this empathic link, the Paladin of Retribution has the same connection to an item or place
that her mount does, just as with a master and his familiar.

Improved Evasion (Ex)

When subjected to an attack that normally allows a Reflex saving throw for half damage, a mount takes
no damage if it makes a successful saving throw and half damage if the saving throw fails.

Share Spells

At the paladin’s option, they may have any spell (but not any spell-like ability) they cast on Themself
also affect her mount.
The mount must be within 5 feet at the time of casting to receive the benefit. If the spell or effect has a
duration other than instantaneous, it stops affecting the mount if it moves farther than 5 feet away and
will not affect the mount again even if it returns to the Paladin of Retribution before the duration
expires. Additionally, the Paladin of Retribution may cast a spell with a target of "You" on her mount
(as a touch range spell) instead of on Themself. A Paladin of Retribution and her mount can share spells
even if the spells normally do not affect creatures of the mount’s type (magical beast).

Share Saving Throws

For each of its saving throws, the mount uses its own base save bonus or the paladin’s, whichever is
higher. The mount applies its own ability modifiers to saves, and it doesn’t share any other bonuses on
saves that the master might have.

Improved Speed (Ex)

The mount’s speed increases by 10 feet.

Command (Sp)

Once per day per two Paladin of Retribution levels of its master, a mount can use this ability to
command other any normal animal of approximately the same kind as itself (for warhorses and
warponies, this category includes donkeys, mules, and ponies), as long as the target creature has fewer
Hit Dice than the mount. This ability functions like the command spell, but the mount must make a DC
21 Concentration check to succeed if it’s being ridden at the time. If the check fails, the ability does not
work that time, but it still counts against the mount’s daily uses. Each target may attempt a Will
save (DC 10 + ½ paladin’s level + paladin’s Cha modifier) to negate the effect.

Spell Resistance (Ex)

A mount’s spell resistance equals its master’s Paladin of Retribution level + 5. To affect the mount with
a spell, a spellcaster must get a result on a caster level check (1d20 + caster level) that equals or
exceeds the mount’s spell resistance.

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