Paladins For All Alignments | why should the LGs get all the breaks? 


Paladins are definitely a classic D&D archetype, a holy warrior, a powerful champion of good. The Powers that Be of other alignments, not to be outdone, have created their own holy warriors. This brings them to life. They are the Justiciar (LG), a prestige replacement for the standard Paladin class), the Benefactor (NG), the Liberator (CG), the Illrigger (LE), the Malefactor (NE), the Violator (CE), the Arbiter (LN), the Lexoclast (CN), and the Paramander (N).

All paladin prestige classes share the following.

Requirements: To qualify to join the paladin prestige class, a character must fulfil all the following criteria. Base Attack Bonus: +6 Knowledge (Religion): 3 ranks Feats: Iron Will, Mounted Combat Special: Must complete a special quest, as determined by the DM, which furthers the cause of his alignment and proves his worthiness to be one of its champions. Additionally, he must gain approval from the Powers that Be of that alignment.

Hit Die: d10

Class Skills: The class skills common to all paladins (and the key ability for each skill) are Concentration (Con), Craft (Int), Handle Animal (Cha), Knowledge (Religion) (Int), Profession (Wis), Ride (Dex), Sense Motive (Wis). Skill Points at Each Level: 2 + Int modifier.

Class Features: All of the following are class features common to all paladins.

Weapon and Armor Proficiency: All paladins are proficient with all simple and martial weapons, with all types of armor, and with shields.

Spells: All paladins gain the ability to cast a small number of divine spells. To cast a spell, the character must have a Wisdom score of at least 10 + the spell's level. Bonus spells are based on Wisdom, and saving throws against these spells have a Difficulty Class of 10 + spell level + Wisdom modifier. When the character gets 0 spells of a given level he gets only bonus spells. The character has access to any spell on the appropriate spell list and can freely choose which to prepare, just as a cleric (though he cannot spontaneously cast cure or inflict spells).

Divine Health: Beginning at 1st level paladins are immune to all diseases, including magical diseases such as mummy rot and lycanthropy.

Lay on Hands: All paladins gain this ability at 1st level. Each day he can heal or harm by touch a total number of hit points equal to his Charisma bonus times his level.

Lesser Metaphysical Sense: All paladins gain this ability at 1st level. This is a passive sense that is activated whenever the character comes into the presence of supernatural forces of strong alignment. With this sense, the character can feel the alignmental aura coming from divine spellcasters, paladins and other alignmental champions, dragons, intelligent undead, strongly aligned outsiders (demons, devils, celestials, etc.), aligned spells and their effects, strongly aligned places or objects, and other sources of strong alignmental emissions. Entities trying to hide their aura from this sense must make an opposed roll of their Bluff skill versus the paladin's Sense Motive skill. For the purposes of this roll, the paladin adds his paladin level to his Sense Motive skill. Lesser Metaphysical Sense is a supernatural ability. Saving Throw Bonus: Starting at 2nd level, a paladin applies his Charisma modifier as a bonus to all saving throws. This ability has different names, according to alignment, such as Divine Grace, Dark Blessing, Caprice of Chaos, Law's Bounty, and Strength of Balance.

Smite: All paladins gain this ability at 2nd level. A paladin may attempt to Smite with a normal melee attack a number of times per day equal to three plus his Charisma modifier. He adds his Charisma modifier (if positive) to his attack roll and deals 1 extra point of damage per paladin level. This ability can only be used against supernatural forces strongly opposed to the paladin's alignment (see Lesser Metaphysical Sense, above). Thus, a Violator could smite a devil, celestial, or Good priest, but not a demon. Smite is a supernatural ability.

Fear Immunity: Beginning at 3rd level, a paladin is immune to fear (magical or otherwise). 

Lesser Aura: All paladins gain this ability at 3rd level. Allies within 10 feet of the paladin gain a +2 morale bonus on saving throws against fear, and enemies within 10 feet of him suffer a -1 morale penalty on all saving throws. This is a supernatural ability.

Special Mount: Upon or after reaching 4th level, a paladin can call an unusually intelligent, strong, and loyal steed or companion to serve him in his endeavors. Use the entries for the Paladin's Mount (PHB p. 43) or Fiendish Servant (DMG p. 31) for construction guidelines. Greater Metaphysical Sense: All paladins gain this ability at 6th level. This is a passive sense similar to Lesser Metaphysical Sense, only far more powerful. In addition to a general increase in sensitivity for the powers listed above, the paladin has a greater sense of the alignmental forces affecting his purpose in the world. For example, if a ritual to create a Gate to the Abyss was being started in the mountains, a Justiciar would sense great Evil gathering there. At this level, the sense also draws paladins towards their purpose. For example, a Violator would be drawn to area with ample, unprotected innocents, while a Liberator would be drawn to places where slavery and oppression is practiced. Spells (including Antimagic Shell) cannot cloud this sense unless they pass a spellcasting check against the paladin's Sense Motive skill +10. For the purposes of this roll, the paladin adds his paladin level to his Sense Motive skill. Greater Metaphysical Sense is a supernatural ability.

Greater Aura: All paladins gain this ability at 8th level. As Lesser Aura, above, but allies within 10 feet of the paladin gain an additional +2 morale bonus (+4 total) on saving throws against fear, and enemies within 10 feet of him suffer an additional -1 morale penalty (-2 total) on all saving throws. This is a supernatural ability.

Supreme Aura: All paladins gain this ability at 9th level. As Greater Aura, above, but the effect radius is increased to 20 feet. 


Justiciar (aka Paladin) Requirements: To qualify to join the Justiciar prestige class, a character must fulfil all the following criteria, in addition to those requirements common to all paladin prestige classes. Alignment: Lawful Good Diplomacy: 5 ranks Class Skills: Other than the class skills common to all paladins, the class skills of the Justiciar (and the key ability for each skill) are Diplomacy (Cha), Heal (Wis) Class Features: In addition to the class features common to all paladins, Justiciars have the following.

Turn Undead: When a justiciar reaches 3rd level, he gains the supernatural ability to turn undead. He may use this ability a number of times per day equal to three plus his Charisma modifier (although he may increase this number with the Extra Turning feat). He turns undead as a cleric of two levels lower would.

Remove Disease: When a justiciar reaches 5th level, he gains the ability to remove disease, as the spell. Activating this ability uses one of his turning attempts.

Remove Blindness/Deafness: When a justiciar reaches 7th level, he gains the ability to remove blindness/deafness, as the spell. Activating this ability uses one of his turning attempts. Remove Curse: When a justiciar reaches 10th level, he gains the ability to remove curse, as the spell. Activating this ability uses one of his turning attempts. 


Benefactor (aka Myrikhan) Requirements: To qualify to join the benefactor prestige class, a character must fulfil all the following criteria, in addition to those requirements common to all paladin prestige classes. Alignment: Neutral Good Diplomacy: 5 ranks Class Skills: Other than the class skills common to all paladins, the class skills of the benefactor (and the key ability for each skill) are Diplomacy (Cha), Heal (Wis) Class Features: In addition to the class features common to all paladins, benefactors have the following.

Turn Undead: When a benefactor reaches 3rd level, he gains the supernatural ability to turn undead. He may use this ability a number of times per day equal to three plus his Charisma modifier (although he may increase this number with the Extra Turning feat). He turns undead as a cleric of his level would.

Remove Disease: When a benefactor reaches 5th level, he gains the ability to remove disease, as the spell. Activating this ability uses one of his turning attempts.

Remove Blindness/Deafness: When a benefactor reaches 7th level, he gains the ability to remove blindness/deafness, as the spell. Activating this ability uses one of his turning attempts. Remove Curse: When a justiciar reaches 10th level, he gains the ability to remove curse, as the spell. Activating this ability uses one of his turning attempts. 


Liberator (aka Garath) Requirements: To qualify to join the liberator prestige class, a character must fulfill all the following criteria, in addition to those requirements common to all paladin prestige classes. Alignment: Chaotic Good Intimidate: 5 ranks Class Skills: Other than the class skills common to all paladins, the class skills of the liberator (and the key ability for each skill) are Bluff (Cha), Heal (Wis) Class Features: In addition to the class features common to all paladins, liberators have the following.

Turn Undead: When a liberator reaches 3rd level, he gains the supernatural ability to turn undead. He may use this ability a number of times per day equal to three plus his Charisma modifier (although he may increase this number with the Extra Turning feat). He turns undead as a cleric of two levels lower would.

Remove Disease: When a liberator reaches 5th level, he gains the ability to remove disease, as the spell. Activating this ability uses one of his turning attempts.

Remove Blindness/Deafness: When a liberator reaches 7th level, he gains the ability to remove blindness/deafness, as the spell. Activating this ability uses one of his turning attempts.

Remove Curse: When a liberator reaches 10th level, he gains the ability to remove curse, as the spell. Activating this ability uses one of his turning attempts. 


Illrigger Requirements: To qualify to join the illrigger prestige class, a character must fulfil all the following criteria, in addition to those requirements common to all paladin prestige classes. Alignment: Lawful Evil Intimidate: 5 ranks Class Skills: Other than the class skills common to all paladins, the class skills of the illrigger (and the key ability for each skill) are Diplomacy (Cha), Intimidate (Cha) Class Features: In addition to the class features common to all paladins, illriggers have the following.

Rebuke Undead: When an illrigger reaches 3rd level, he gains the supernatural ability to rebuke undead. He may use this ability a number of times per day equal to three plus his Charisma modifier (although he may increase this number with the Extra Turning feat). He rebukes undead as a cleric of two levels lower would.

Contagion: When an illrigger reaches 5th level, he gains the ability to cause a contagion, as the spell. Activating this ability uses one of his turning attempts.

Blindness/Deafness: When a illrigger reaches 7th level, he gains the ability to cause blindness/deafness, as the spell. Activating this ability uses one of his turning attempts.

Curse: When a illrigger reaches 10th level, he gains the ability to curse, as the spell. Activating this ability uses one of his turning attempts. 


Malefactor (aka Arrikhan) Requirements: To qualify to join the malefactor prestige class, a character must fulfil all the following criteria, in addition to those requirements common to all paladin prestige classes. Alignment: Neutral Evil Intimidate: 5 ranks Class Skills: Other than the class skills common to all paladins, the class skills of the malefactor (and the key ability for each skill) are Bluff (Cha), Intimidate (Cha) Class Features: In addition to the class features common to all paladins, malefactors have the following.

Rebuke Undead: When a malefactor reaches 3rd level, he gains the supernatural ability to rebuke undead. He may use this ability a number of times per day equal to three plus his Charisma modifier (although he may increase this number with the Extra Turning feat). He rebukes undead as a cleric of his level would.

Contagion: When an illrigger reaches 5th level, he gains the ability to cause a contagion, as the spell. Activating this ability uses one of his turning attempts.

Blindness/Deafness: When a illrigger reaches 7th level, he gains the ability to cause blindness/deafness, as the spell. Activating this ability uses one of his turning attempts.

Curse: When a illrigger reaches 10th level, he gains the ability to curse, as the spell. Activating this ability uses one of his turning attempts. 


Violator (aka Anti-Paladin) Requirements: To qualify to join the violator prestige class, a character must fulfil all the following criteria, in addition to those requirements common to all paladin prestige classes. Alignment: Chaotic Evil Intimidate: 5 ranks Class Skills: Other than the class skills common to all paladins, the class skills of the violator (and the key ability for each skill) are Bluff (Cha), Intimidate (Cha) Class Features: In addition to the class features common to all paladins, violators have the following.

Rebuke Undead: When an illrigger reaches 3rd level, he gains the supernatural ability to rebuke undead. He may use this ability a number of times per day equal to three plus his Charisma modifier (although he may increase this number with the Extra Turning feat). He rebukes undead as a cleric of two levels lower would.

Contagion: When an illrigger reaches 5th level, he gains the ability to cause a contagion, as the spell. Activating this ability uses one of his turning attempts.

Blindness/Deafness: When a illrigger reaches 7th level, he gains the ability to cause blindness/deafness, as the spell. Activating this ability uses one of his turning attempts.

Curse: When a illrigger reaches 10th level, he gains the ability to curse, as the spell. Activating this ability uses one of his turning attempts. 


Arbiter (aka Lyan) Requirements: To qualify to join the arbiter prestige class, a character must fulfil all the following criteria, in addition to those requirements common to all paladin prestige classes. Alignment: Lawful Neutral Diplomacy: 5 ranks Class Skills: Other than the class skills common to all paladins, the class skills of the arbiter (and the key ability for each skill) are Diplomacy (Cha), Heal (Wis) Class Features: In addition to the class features common to all paladins, arbiters have the following.

Order's Wrath: When an arbiter reaches 3rd level, he gains the supernatural ability to channel lawful energy to smite his enemies. The effect of this power is identical to the 4th level spell Order's Wrath, but is a standard action that does not provoke an attack of opportunity. He may use this ability a number of times per day equal to three plus his Charisma modifier (although he may increase this number with the Extra Turning feat). 


Lexoclast (aka Fantra) Requirements: To qualify to join the lexoclast prestige class, a character must fulfil all the following criteria, in addition to those requirements common to all paladin prestige classes. Alignment: Chaotic Neutral Intimidate: 5 ranks Class Skills: Other than the class skills common to all paladins, the class skills of the lexoclast (and the key ability for each skill) are Bluff (Cha), Intimidate (Cha) Class Features: In addition to the class features common to all paladins, lexoclasts have the following.

Chaos Hammer: When a lexoclast reaches 3rd level, he gains the supernatural ability to channel chaotic energy to smite his enemies. The effect of this power is identical to the 4th level spell Chaos Hammer, but is a standard action that does not provoke an attack of opportunity. He may use this ability a number of times per day equal to three plus his Charisma modifier (although he may increase this number with the Extra Turning feat). 


Paramander Requirements: To qualify to join the paramander prestige class, a character must fulfil all the following criteria, in addition to those requirements common to all paladin prestige classes. Alignment: True Neutral Diplomacy: 5 ranks Class Skills: Other than the class skills common to all paladins, the class skills of the paramander (and the key ability for each skill) are Diplomacy (Cha), Heal (Wis) Class Features: In addition to the class features common to all paladins, paramanders have the following.

Dismissal: When a paramander reaches 3rd level, he gains the supernatural ability to channel neutral energy to send extraplanar creatures away. The effect of this power is identical to the 4th level spell Dismissal, but is a standard action that does not provoke an attack of opportunity. He may use this ability a number of times per day equal to three plus his Charisma modifier (although he may increase this number with the Extra Turning feat).


built by unclefester | sternzwischen | updated 14-05-29 23:13:23