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 Armor
  • Craft Weapon
  • Diplomacy
  • Heal
  • Lore
  • Parry

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: A Paladin casts divine spells, which are drawn from the Paladin spell list. To prepare or cast a spell, a Paladin 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. A Paladin can cast only a certain number of spells of each spell level per day. In addition to his base daily spell allotment, he receives bonus spells per day if he has a high Wisdom score.

Smite Evil: Once per day, a paladin may attempt to smite evil with one normal melee attack. She adds her Charisma bonus (if any) to her attack roll and deals 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 5th level, and at every five levels thereafter, the paladin may smite evil one additional time per day, to a maximum of seven times per day at 30th level

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 with a Charisma score of 12 or higher can heal wounds (her own or those of others) by touch. Each day she can heal a total number of hit points of damage equal to her paladin level times her Charisma bonus. For example, a 7th-level paladin with a 16 Charisma (+3 bonus) can heal 21 points of damage per day.

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).

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.

Remove Disease: At 6th level, a paladin can remove disease once per day. At 9th level and every three levels after that, the paladin can cure disease one more time per day.