Paladin

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Paladin

Paladins take their adventures seriously, and even a mundane mission is, in the heart of the paladin, a personal test - an opportunity to demonstrate bravery, to learn tactics, and to do good in the world. Divine power protects these warriors of virtue, warding off harm, protecting them from disease, healing them and their allies, and guarding against fear. Finally, a paladin can use this power to destroy evil. Even a novice paladin can detect evil, and more experienced paladins can smite evil foes and turn away undead. Many of the paladin's special abilities also benefit from a high charisma score.

Requirements

To qualify to become a Paladin, a character must fulfill all the following criteria.

  • Alignment: Lawful Good

Class Skills

The class skills of the Paladin are:

  • Concentration
  • Craft: Armorsmithing
  • Craft: Weaponsmithing
  • Diplomacy
  • Heal
  • Knowledge: History
  • Knowledge: Local
  • Knowledge: Nobility and Royalty
  • Knowledge: Religion
  • Lore
  • Parry
  • Profession: Cook
  • Profession: Miner
  • Profession: Woodworker
  • Sense Motive

Class Features

Base Attack Bonus Progression: High

Skill Points at Each Level: 2 + Int modifier

Hit Dice: D10

Weapon and Armor Proficiency: The Paladin is proficient in the use of all simple and martial weapons, light, medium and heavy armor, and shields (except for tower shields).

Divine Spellcasting: Beginning at 4th level, a 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 Wisdom score equal to at least 10 + the spell level (Wis 11 for 1st-level spells, Wis 12 for 2-level spells, and so forth).

Smite Evil: Once per day, a paladin may attempt to smite evil with one normal melee attack. They add their Charisma bonus (if any) 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. At 4th level, and at every three levels thereafter, the paladin may smite evil one additional time per day, to a maximum of seven times per day at 19th level.

Turn Undead: Turning undead is a full action in NWN2. It does not provoke attacks of opportunity. You may attempt to turn undead a number of times per day equal to 3 + your Charisma modifier (regardless of what mixed classes you possess). You can increase this number by taking the extra turning feat. A Paladin turns undead as would a Cleric three levels lower than himself.

Divine Grace: At 2nd level, a paladin gains a bonus equal to his Charisma bonus (if any) on all saving throws

Lay on Hands: Beginning at 2nd level, a paladin can heal wounds (their own or those of others) by touch. Each day they can use this ability a number of times equal to 1/2 their paladin level plus their Charisma modifier. With one use of this ability, a paladin can heal 1d6 hit points of damage for every two paladin levels they possess. Using this ability is a standard action, unless the paladin targets themself, in which case it is a swift action. A paladin can also use this healing power to deal damage to undead creatures. Using lay on hands in this way requires a successful melee touch attack and doesn't provoke an attack of opportunity. Undead do not receive a saving throw against this damage.

Mercy: At 3rd level, and every three levels thereafter, a paladin can select one mercy. Each mercy adds an effect to the paladin's lay on hands ability. Whenever the paladin uses lay on hands to heal damage to one target, the target also receives the additional effects from all of the mercies possessed by the paladin. A mercy can remove a condition caused by a curse, disease, or poison without curing the affliction. Such conditions return unless the mercy actually removes the affliction that causes the condition.

Aura of Courage: Beginning at 3rd level, a paladin is immune to fear (magical or otherwise). Each ally within 10 feet of him gains a +4 morale bonus on saving throws against fear effects.

Divine Health: At 3rd level, a paladin gains immunity to all diseases, including supernatural and magical diseases (such as mummy rot and lycanthropy).

Aura of Resolve: At 8th level, a paladin is immune to charm spells and spell-like abilities. Each ally within 10 feet of them gains a +4 morale bonus on saving throws against charm effects.

Aura of Justice: At 11th level, a paladin can expend one use of their smite evil ability to grant their weapons and all allies' weapons within 10 feet of them an extra point of damage against evil per point of charisma for 1 minute.

Aura of Faith: At 14th level, a paladin's weapons and all allies' weapons within 10 ft of them are treated as good-aligned for the purposes of overcoming Damage Reduction.

Aura of Righteousness: At 17th level, a paladin gains DR 5/evil and immunity to compulsion spells and spell-like abilities. Each ally within 10 feet of them gains a +4 morale bonus on saving throws against compulsion effects.

Holy Champion: At 20th level, a paladin becomes a conduit for the power of their god. Their DR increases to 10/evil and whenever they lay on hands to heal a creature, they heal the maximum possible amount of damage.