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Prestige Paladin

The following is based on the Prestige Paladin from d20srd.org. The conversion is not complete and differs significantly from the core Paladin in several ways. This message will be removed when the conversion is complete.

After training in the arts of combat and the mysteries of the divine, a paladin is anointed as a holy warrior dedicated to the protection of law and goodness. Paladins are exceptionally rare due to their strict code and requirements of the highest moral virtues.

Through a select, worthy few shines the power of the divine. Called paladins, these noble souls dedicate their swords and lives to the battle against evil. Paladins seek not just to spread divine justice but to embody the teachings of the virtuous deities they serve. In pursuit of their lofty goals, they adhere to ironclad laws of morality and discipline. As reward for their righteousness, these holy champions are blessed with boons to aid them in their quests: powers to banish evil, heal the innocent, and inspire the faithful. Although their convictions might lead them into conflict with the very souls they would save, paladins weather endless challenges of faith and dark temptations, risking their lives to do right and fighting to bring about a brighter future.

Role: Paladins serve as beacons of good and justice for their allies within the chaos of battle. While deadly opponents of evil, they can also empower goodly souls to aid in their crusades. Their faith and martial skills make them well suited to defending others and blessing the fallen with the strength to continue fighting.

Requirements

To qualify to become a prestige paladin, a character must fulfill all the following criteria:

  • Base Attack Bonus +3
  • Alignment Lawful good.
  • Skills Knowledge (religion) 2 ranks, Knowledge (nobility and royalty) 2 ranks, Ride 4 ranks.
  • Spellcasting Ability to cast protection from evil as a divine spell.
Level Base Attack Bonus Fort Save Ref Save Will Save Special Spells per Day
1st +1 +2 +0 +0 Detect evil, smite evil 1/day, turn undead +1 level of existing divine spellcasting class
2nd +2 +3 +0 +0 Divine grace, lay on hands, special mount
3rd +3 +3 +1 +1 Aura of courage, divine health +1 level of existing divine spellcasting class
4th +4 +4 +1 +1 Remove disease 1 /week
5th +5 +4 +1 +1 Smite evil 2/day +1 level of existing divine spellcasting class
6th +6 +5 +2 +2
7th +7 +5 +2 +2 +1 level of existing divine spellcasting class
8th +8 +6 +2 +2 Remove disease 2/week
9th +9 +6 +3 +3 +1 level of existing divine spellcasting class
10th +10 +7 +3 +3 Smite evil 3/day
11th +11 +7 +3 +3 +1 level of existing divine spellcasting class
12th +12 +8 +4 +4 Remove disease 3/week
13th +13 +8 +4 +4 +1 level of existing divine spellcasting class
14th +14 +9 +4 +4
15th +15 +9 +5 +5 Smite evil 4 /day +1 level of existing divine spellcasting class

Class Features

All the following are class features of the prestige paladin class.

Hit Die d10.

Class Skills The prestige paladin’s class skills are Craft (Int), Diplomacy (Cha), Handle Animal (Cha), Heal (Wis), Knowledge (nobility) (Int), Knowledge (religion) (Int), Profession (Wis), Ride (Dex), Sense Motive (Wis), and Spellcraft (Int).

Skill Ranks per Level: 2 + Int modifier.

Holy Aura (Ex)

A prestige paladin radiates holy energy to a radius of 5′. This aura deals holy damage each round equal to the prestige paladins Charisma modifier plus her prestige paladin level to evil outsiders and evil undead adjacent to her.

In addition, the prestige paladin gains a deflection bonus equal to her Charisma modifier (if any) to her AC against attacks made by evil outsiders and evil undead, whether the attack originates within the aura or not.

Detect Evil (Sp)

At will, a prestige paladin can use detect evil, as the spell. A prestige paladin can, as a move action, concentrate on a single item or individual within 60 feet and determine if it is evil, learning the strength of its aura as if having studied it for 3 rounds. While focusing on one individual or object, the prestige paladin does not detect evil in any other object or individual within range.

Hand of God (Su)

A prestige paladin deals additional damage to any evil opponent she strikes. She applies her Charisma modifier as a bonus to damage whenever striking an evil opponent. If the enemy is an outsider with the evil subtype, an evil-aligned dragon, or an undead creature, the bonus to damage increases to 2 points of damage per point of Charisma modifier.

The smite evil effect remains until the target of the smite is dead or the next time the prestige paladin rests and regains her uses of this ability.

At 4th level, and at every three levels thereafter, the prestige paladin may smite evil one additional time per day, as indicated on Table: Prestige Paladin, to a maximum of seven times per day at 19th level.

Divine Grace (Su)

At 2nd level, a prestige paladin gains a bonus equal to her Charisma bonus (if any) on all Saving Throws.

Lay On Hands (Su)

Beginning at 2nd level, a prestige paladin can heal wounds (her own or those of others) by touch. She gains a pool of healing equal to her prestige paladin level x her Charisma modifier. For example, a 2nd level prestige paladin with an 18 Charisma would have a pool of 8 (level 2 x +4 Cha modifier) points of healing she can administer each day.

With one use of this ability, a prestige paladin can heal 1d6 hit points of damage for every two paladin levels she possesses. Using this ability is a standard action, unless the prestige paladin targets herself, in which case it is a swift action. Despite the name of this ability, a prestige paladin only needs one free hand to use this ability.

Alternatively, a prestige paladin can use this healing power to deal damage to undead creatures, dealing 1d6 points of damage for every two levels the prestige paladin possesses. 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.

Aura of Courage (Su)

At 3rd level, a prestige paladin 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 only while the prestige paladin is conscious, not if she is unconscious or dead.

Bonus Feats

At 3rd level, and every three levels thereafter (6th, 9th, 12th, 15th), a prestige paladin gains a bonus Combat feat in addition to those gained from normal advancement. These bonus feats must be selected from those listed as Combat Feats.

Divine Health (Ex)

At 3rd level, a prestige paladin is immune to all diseases, including supernatural and magical diseases.

Mercy (Su)

At 1st level, when a prestige paladin uses her lay on hands ability, she may also remove the frightened condition from the target.

At 3rd level, when a prestige paladin uses her lay on hands ability, she may also remove disease and neutralize poison.

At 5th level, when a prestige paladin uses her lay on hands ability, she may also remove curseand remove paralysis.

At 7th level, when a prestige paladin uses her lay on hands ability, she may also remove the blind and deaf conditions from the target.

When using Mercy, the prestige paladin’s lay on hands becomes a standard action and it requires a separate use of mercy for each condition removed, though it only uses one lay on hands usage. Conditions must be removed in order.

  • The first round healing is applied and the frightened condition may be removed.
  • The second round she may remove any diseases or poisons affecting the target.
  • The third round she may remove any curses or paralysis effects on the target.

Channel Positive Energy (Su)

When a prestige paladin reaches 4th level, she gains the supernatural ability to channel positive energy like a cleric. Using this ability consumes two uses of her lay on hands ability. A prestige paladin uses her level as her effective cleric level when channeling positive energy. This is a Charisma-based ability.

Spells per Day

A prestige paladin’s training focuses on divine spellcasting. At every odd numbered level reached, the prestige paladin gains new spells per day as if he had also gained a level in whatever divine spellcasting class he belonged to before he added the prestige class.

Divine Bond (Sp)

At 1st level, a prestige paladin is granted two gifts by her god and church, a holy weapon and a celestial steed.

The prestige paladins weapon sheds light on command as a torch and grants the weapon a +1 enhancement bonus when fighting an evil opponent.

For every three levels beyond 5th, the weapon gains another +1 enhancement bonus, to a maximum of +5.

These bonuses can be added to the weapon, stacking with existing weapon bonuses to a maximum of +5, or they can be used to add any of the following weapon properties: axiomatic, brilliant energy, defending, disruption, flaming, flaming burst, holy, keen, merciful, and speed. Adding these properties consumes an amount of bonus equal to the property’s cost (see Table: Melee Weapon Special Abilities). These bonuses are added to any properties the weapon already has, but duplicate abilities do not stack. If the weapon is not magical, at least a +1 enhancement bonus must be added before any other properties can be added. The bonus and properties granted by the spirit are determined when the spirit is called and cannot be changed until the spirit is called again. The celestial spirit imparts no bonuses if the weapon is held by anyone other than the prestige paladin but resumes giving bonuses if returned to the prestige paladin. These bonuses apply to only one end of a double weapon. A prestige paladin can use this ability once per day at 5th level, and one additional time per day for every four levels beyond 5th, to a total of four times per day at 17th level.

If a weapon bonded with a celestial spirit is destroyed, the prestige paladin loses the use of this ability for 30 days, or until she gains a level, whichever comes first. During this 30-day period, the prestige paladin takes a –1 penalty on attack and weapon damage rolls.

The second bond allows a prestige paladin to gain the service of an unusually intelligent, strong, and loyal steed to serve her in her crusade against evil. This mount is usually a heavy horse (for a Medium paladin) or a pony (for a Small paladin), although more exotic mounts, such as a boar, camel, or dog are also suitable. This mount functions as a druid’s animal companion, using the prestige paladin’s level as her effective druid level. Bonded mounts have an Intelligence of at least 6.

Once per day, as a full-round action, a prestige paladin may magically call her mount to her side. This ability is the equivalent of a spell of a level equal to one-third the prestige paladin’s level. The mount immediately appears adjacent to the prestige paladin. A prestige paladin can use this ability once per day at 5th level, and one additional time per day for every 4 levels thereafter, for a total of four times per day at 17th level.

At 11th level, the mount gains the celestial creature advanced simple template and becomes a magical beast for the purposes of determining which spells affect it.

At 15th level, a prestige paladin’s mount gains spell resistance equal to the prestige paladin’s level + 11.

Should the prestige paladin’s mount die, the prestige paladin may not summon another mount for 30 days or until she gains a prestige paladin level, whichever comes first. During this 30-day period, the prestige paladin takes a –1 penalty on attack and weapon damage rolls.

Aura of Righteousness (Su)

At 12th level, a prestige paladin gains DR 5:evil and immunity to compulsion spells and spell-like abilities. Each ally within 10 feet of her gains a +4 morale bonus on saving throws against compulsion effects.

Holy Champion (Su)

At 15th level, a prestige paladin becomes a conduit for the power of her god. Her DR increases to 10:evil. Whenever she uses smite evil and successfully strikes an evil outsider, the outsider is also subject to a banishment, using her paladin level as the caster level (her weapon and holy symbol automatically count as objects that the subject hates). After the banishment effect and the damage from the attack is resolved, the smite immediately ends. In addition, whenever she uses lay on hands to heal a creature, she heals the maximum possible amount.

Code of Conduct

The primary requirements of prestige paladins are that she be of lawful good alignment and she may never willingly commit an evil act. A prestige paladin becomes an Ex-Paladin if she breaks this requirement.

The secondary requirements of prestige paladins are that she respect legitimate authority, act with honor (not lying, not cheating, not using poison, and so forth), help those in need (provided they do not use the help for evil or chaotic ends), and punish those who harm or threaten innocents. A prestige paladin loses the use of all supernatural class features if she breaks this requirement.

In any event, if a paladin breaks her code of conduct and wishes to recover her lost abilities she should seek out a cleric of her god as soon as possible to determine what, if any, penance can be made in order to regain lost abilities.

Associates

A prestige paladin may adventure only with good allies. She may also undertake quests with neutral allies, so long as such allies do not perform actions offensive to her god or the laws of good.

A prestige paladin never works or cavorts with evil characters or with anyone who consistently offends her moral code.

A prestige paladin may accept only henchmen, followers, or cohorts who are lawful good.

Ex-Paladins

A prestige paladin who has broken a primary requirement (ceases to be lawful good, willfully commits an evil act, willingly violates the code of conduct) loses use of all extraordinary, supernatural and spell-like prestige paladin class features and she may not progress any further in levels as a prestige paladin. She might regain the lost abilities and advancement potential if she atones for her violations as appropriate. A fallen paladin should immediately seek out a cleric of her faith to determine what, if any, penance can be made. If her fall from grace was egregious and willing, such penance is usually not possible.