Paladin

Holy (or unholy) knights on a quest for their deity.

Requirement Minimum CHA 9
Hit Dice 1d10
Armor Any (including shields)
Weapons Any
Languages Alignment, Common

Core Features

  • Blessed Health: Immune to all diseases
Paladin Features
Level HD Atk Save Spells
1 2 3
1 1d10 0 12 - - -
2 2d10 0 12 - - -
3 3d10 0 12 - - -
4 4d10 +2 10 - - -
5 5d10 +2 10 - - -
6 6d10 +2 10 - - -
7 7d10 +5 8 - - -
8 9d10 +5 8 - - -
9 9d10 +5 8 1 - -
10 9d10+2 +7 6 2 - -
11 9d10+4 +7 6 2 1 -
12 9d10+6 +7 6 2 2 -
13 9d10+8 +9 4 2 2 1
14 9d10+10 +9 4 3 2 2

Saving Throw Mods

  • +1 to Save vs Blasts (-2 overall)
  • +1 to Save vs Spells (-3 overall)

Aestheticism

  • Own minimal possessions
  • Can only keep one magical weapon, one magical shield, and one magical suit of armor
  • Must give at least 10% of income to religious order

Class Skills

  • Divine Intervention: After reaching level 9, may request deity to intervene directly.
    • Describe intended outcome, make a skilled WIS check with modifier as indicated by GM.
      • Fumbling the check causes Doubt.
    • May only be used successfully once per day.
  • Inspired Attack: Describe intended outcome and make a skilled check as indicated by GM.
    • On a complete success, the attack roll gains advantage.
    • On a complicated success, the attack roll is made as normal.
    • On a failure, the attack roll gains disadvantages.
    • May only be used successfully once per 10 minutes (1 turn).
    • ex: grab child, jump over table, set it down safely, and strike nearest opponent.
  • Religious Lore: Make a skilled INT check to recognize names of major figures, magic items, and other symbols of importance to different religious groups (including cults).
  • Ritual Casting: Some rituals require a skilled check.
  • Advanced Skills: After reaching level 4, may add skills modifier to appropriate non-skilled checks (ex: stabilizing wounds).

Divine Magic

  • Gains spell casting at level 9, can pray to cast spells.
  • Must have a holy symbol
  • Must remain faithful to alignment, clergy, and religion.
  • Paladin Spell List

Lay on Hands

  • Heal 2 HP / level once per day
  • After 5th level, may cure disease once per week

Stronghold

  • After 9th level, can establish or build a stronghold (at half price, if in good favor with deity).
  • Once established, attracts loyal followers (5d6 x 10 fighters of level 1–2), who never check morale.

Turn Undead

  • Can turn undead with HD up to paladin level.
    • After reaching level 6, can turn undead with HD up to paladin level + 2.
    • After reaching level 12, can turn any undead, regardless of HD.
  • To turn undead, make a skilled WIS check, modified based on the highest HD amongst targeted undead creatures.
    • If the undead is of a higher HD than paladin level - 2, add -2 to the roll for each HD above that value, to a max of -6.
    • If the undead is of a lower HD than paladin level - 2, add +2 to the roll for each HD below that value, to a max of +6.
  • Undead with HD of paladin level - 5 or less may be destroyed rather than turned.

Results

  • A fumble causes Doubt.
  • A failure has no effect.
  • A complicated success only affects up to 1d6 total HD of undead (but at least 1 creature).
  • A complete success affects up to 2d6 total HD of undead (but at least 1 creature).
  • A critical success affects up to 3d6 total HD of undead (but at least 1 creature).

On a successful turn:

  • Roll as indicated by Results, above.
  • Turned undead will flee at full retreat for up to 10 minute (1 turn), or until attacked or damaged, whichever comes first.
  • Undead with HD of paladin level - 5 or less are instantly turned to dust.
  • Excess rolled hit dice are wasted.
  • At least 1 undead creature will always be affected by a successful turn.
  • If a mixed group of undead are turned, lowest HD creatures are affected first.

Warhorse

  • After 4th level, may summon a holy warhorse (HD 5+5, AC 14, MV 60’).
  • If lost, can’t get another for at least a year.