The Re Balanced Paladin

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The Rebalanced Paladin, by OneWinged4ngel. Current Version: v0.81 Jason A. Engle The paladin is the epitome of the holy knight in shining armor. A beacon of heroic Good. Yet in the core books... it seems like there's no reason to bother with her past level 6, especially since the Cleric can do what she does just as well (Actually, better). However, this shall be the case no longer!

Transcript of The Re Balanced Paladin

Page 1: The Re Balanced Paladin

The Rebalanced Paladin, by OneWinged4ngel.

Current Version: v0.81

Jason A. Engle

The paladin is the epitome of the holy knight in shining armor. A beacon of heroic Good.

Yet in the core books... it seems like there's no reason to bother with her past level 6,

especially since the Cleric can do what she does just as well (Actually, better). However,

this shall be the case no longer!

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It should be said that if you're the sort of person who thinks core material is all perfect

and good and balanced, that Fighters can stand side by side with Wizards at level 20 and

such nonsense, this is not the fix for you. However, if you do see the need for rectifying

balance and making the paladin a worthwhile class right up to high levels with greater

power, versatility, *and* flavor, then you may well have found the solution you've been

looking for!

This variant is mostly the same as the base paladin at lower levels, since the paladin is

pretty much fine there. It continues to increase the power of Lay on Hands and allow it

to use up some of its healing points to cure various other ailments (and just throwing out

the Remove Disease ability). It changes smite/day into smite/encounter, since the high

level paladin *should* be so badass that she smites all day. It gives the paladin

switchable auras to support the party. It also rebuilds the paladin's spell list and gives her

more spells per day. At level 5, it allows the paladin to choose from a variety different

specializations instead of just getting a special mount (which is now part of the mounted

specialization), allowing for a variety of different and unique styles. Further, the paladin

has access to a new type of feat, the "Smite Feat," which allows the paladin to expend

smite attempts in order to create a variety of other effects, enabling her to use her smite

evil ability to cover a variety of versatile circumstances and perform various maneuvers.

The paladin is now a more powerful force in melee (and not just a couple rounds per

day!), who uplifts her comrades with her heroic and divine presence, and an effective

backup healer.

This class is still not on the power level of well-played full spellcasters (Particularly at

higher levels), and it is not intended to be. However, it *is* relevant at higher levels, and

is meant to be balanced against the classes generally regarded as well built and balanced,

such as the Rogue, Warblade, Psychic Warrior, decent prestige classes, or... monsters of

the appropriate CR. It's meant to be in the upper-middle range of class balance.

Finally, this is a work in progress, and more material will be added in the future.

And without further ado... I offer you...

The Paladin Hit Die: d10

BAB: Full

Saves: Good Fort, Bad Reflex, Bad Will

Skill Points at 1st level: (2+int modifier) x4

Skill Points at each additional Level: 2 + Int Modifier

Class Skills: The paladin’s class skills (and the key ability for each skill) are

Concentration (Con), Craft (Int), Diplomacy (Cha), Handle Animal (Cha), Heal (Wis),

Intimidate (Cha), Knowledge (History) (Int), Knowledge (nobility and royalty) (Int),

Knowledge (religion) (Int), Knowledge (the planes) (Int), Profession (Wis), Ride (Dex),

and Sense Motive (Wis).

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Weapon and Armor Proficiency: Paladins are proficient with all simple and martial

weapons, with all types of armor (heavy, medium, and light), and with shields (except

tower shields).

The Paladin Hit Die: d10

Level Base Attack

Bonus

Fort

Save

Ref

Save

Will

Save

Special

1st +1 +2 +0 +0 Aura of Good, Detect Evil, Smite Evil

1/encounter

2nd

+2 +3 +0 +0 Divine Grace, Lay on Hands

3rd

+3 +3 +1 +1 Aura of Courage, Divine Health, Hero's

Courage

4th

+4 +4 +1 +1 Turn Undead

5th

+5 +4 +1 +1 Smite Evil 2/encounter, specialization

6th

+6/+1 +5 +2 +2 Panacean Touch

7th

+7/+2 +5 +2 +2 Bonus Feat

8th

+8/+3 +6 +2 +2 Aura of Devotion

9th

+9/+4 +6 +3 +3 Revitalizing Touch

10th

+10/+5 +7 +3 +3 Smite Evil 3/encounter

11th

+11/+6/+1 +7 +3 +3 Vigilance

12th

+12/+7/+2 +8 +4 +4 Refreshing Touch

13th

+13/+8/+3 +8 +4 +4 Aura of Resolve

14th

+14/+9/+4 +9 +4 +4 Bonus Feat

15th

+15/+10/+5 +9 +5 +5 Smite Evil 4/Encounter

16th

+16/+11/+6/+1 +10 +5 +5 Break Enchantment

17th

+17/+12+7/+2 +10 +5 +5 Constant Vigilance

18th

+18/+13/+8/+3 +11 +6 +6 Aura of Faith

19th

+19/+14/+9/+4 +11 +6 +6 Energizing Touch

20th +20/+15/+10/+5 +12 +6 +6 Smite Evil 5/Encounter, A Hero Never

Falls

Aura of Good (Ex)

The power of a paladin’s aura of good (see the detect good spell) is equal to her paladin

level. It is not a switchable aura.

Detect Evil (Sp)

At will, a paladin can use detect evil, as the spell.

Smite Evil (Su)

Once per encounter, a paladin may attempt to smite evil with one normal melee attack.

This damage is not multiplied on a critical, or by any other multiplier that would not

count "bonus dice." 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 encounter.

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At 5th level, and at every five levels thereafter, the paladin may smite evil one additional

time per encounter, as indicated on Table: The Paladin, to a maximum of five times per

encounter at 20th level. An encounter is considered over when you do no strenuous

action for 1 minute or more.

Divine Grace (Su)

At 2nd level, a paladin gains a bonus equal to her Charisma bonus (if any) on all saving

throws, up to a maximum of her class level.

Lay on Hands (Su)

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. She gains a pool of healing, which allows her to

heal a total number of hit points of damage equal to her paladin level × her Charisma

bonus. A paladin may choose to divide her healing among multiple recipients, and she

doesn’t have to use it all at once. A Paladin may fill this pool with a full minute (10

rounds) of concentration and prayer. Refreshing the pool brings the Paladin's pool of

healing back up to the maximum (Paladin level * Charisma Bonus). She may fill her

healing pool a number of times per day equal to 1 + half her Charisma modifier (rounded

down).

Alternatively, a paladin can use any or all of 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. The paladin decides how many of her daily

allotment of points to use as damage after successfully touching an undead creature. The

target may make a Will save (DC 10+1/2 Paladin Level+Cha) to negate the damage.

The paladin's Lay on Hands gains additional capabilities as she progresses in level as a

paladin. The paladin may use all additional effects in conjunction with healing, as long

as she spends enough points.

Switchable Auras

All auras except Aura of Good are switchable as a move action. You may have only one

aura other than Aura of Good active at a given time. These auras function while the

paladin is conscious, but not while the paladin is unconscious or dead. The paladin's

auras only affect her allies, and not the paladin herself.

Aura of Courage (Ex)

At 3rd level, the paladin may exude an aura of courage that inspires her allies. Each ally

within 30 feet of her gains a +4 morale bonus on saving throws against fear effects. Aura

of Courage's bonuses scale by level. At level 8, allies gain +6 to saves against fear, and a

+1 morale bonus to attack rolls. At level 13, allies gain +8 to saves against fear, and a +2

morale bonus to attack rolls. At level 18, allies gain immunity to fear, and +3 morale

bonus to attack rolls. This is a switchable Aura.

Hero's Courage (Ex)

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

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A paladin has no fear

Divine Health (Ex)

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At 3rd level, a paladin gains immunity to all diseases, including supernatural and magical

diseases.

Turn Undead (Su)

When a paladin reaches 4th level, she gains the supernatural ability to turn undead. She

may use this ability a number of times per day equal to 2 + her Charisma modifier. She

turns undead as a cleric of her level.

Specialization Upon reaching 5th level, a paladin may choose any of three abilities representing three

different specializations: Charging Smite (Aggressive), Special Mount (Mounted), and

Argent Bastion (Defensive)

Argent Bastion The paladin gains a number of abilities as she rises in level.

Behind the Scenes: Specializations

Specializations are designed in order to emphasize a paladin's specific fighting style, or

to make certain choices more viable (For example, fighting with a sword and shield is

typically a suboptimal choice of armament compared to a two-handed weapon). DMs:

If a player in your campaign has an idea for a particular esoteric fighting style or

whatever that might otherwise be less than viable, but is nonetheless interesting and

supported by his character's flavor, you may consider designing a Specialization in order

to facilitate this choice. Just decide what abilities it grants (usually 4, granted at level 5,

8, 11, and 15) and what bonus feats it makes available (as a rule of thumb, keep it to 5).

Suddenly, the paladin designed around throwing weapons (perhaps the Paladin from

Hellsing who throws holy bayonets, for example) becomes viable and more fun to play!

In fact, you could even create a unique specialization for each church or faith within

your campaign setting, guaranteeing that paladins of every faith will be even more

unique! Essentially, it can be an efficient medium for creating class variants on the

paladin, allowing new concepts without designing a full PrC or anything.

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Sir Merrick Doul, a high level paladin with the Argent Bastion specialization.

Level Ability

5th Shield Ward

8th Cover

11th Retribution

15th Divine Wall

Shield Ward The Paladin gains Shield Ward as a bonus feat, even if the paladin does not meet the

prerequisites.

Cover (Ex)

Once per round, as long as the paladin is wielding a shield (and is not flatfooted or

otherwise prevented from taking action), the paladin may interpose herself between an

adjacent ally and an incoming attack as an immediate action. The paladin absorbs all

damage from this single attack, and any additional effects it might have (such as

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something requiring a save, etc). You must decide to use this ability after the attacker

determines the attack has succeeded but before she rolls damage.

Retribution The paladin gains Retribution* as a bonus feat, even if she does not meet the

prerequisites.

Divine Wall (Su)

As long as the paladin wields a shield, her square blocks line of effect for all effects. For

example, if allies hid behind the paladin when a dragon used its breath weapon from the

opposite side, it would only hit the paladin.

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Divine Wall

Charging Smite As PHB II variant.

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Jumal d'Arrah, a paladin with the Charging Smite specialization, proves more than a match for this Slaad

Special Mount (Sp)

The paladin gains the service of an unusually intelligent, strong, and loyal steed to serve

her in her crusade against evil. This mount is usually a heavy warhorse (for a Medium

paladin) or a warpony (for a Small paladin).

As full-round action, a paladin may magically call her mount from the celestial realms in

which it resides. This ability is the equivalent of a spell of a level equal to one-third the

paladin’s level. The mount immediately appears adjacent to the paladin and remains until

dismissed. The mount is the same creature each time it is summoned, though the paladin

may release a particular mount from service.

Each time the mount is called, it appears with the same hp it had previously, as well as

any other effects it may have had (though some may have worn off because of their

duration). Whether the mount is with you or not, things like poison run their course. The

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mount also appears wearing or carrying any gear it had when it was last dismissed.

Calling a mount is a conjuration (calling) effect.

When the paladin rests for 8 hours (or long enough to restore his spells), the mount is

restored to full hp.

Should the paladin’s mount die, it immediately disappears, leaving behind any equipment

it was carrying. The paladin may not summon another mount for thirty days or until she

gains a paladin level, whichever comes first, even if the mount is somehow returned from

the dead. During this thirty-day period, the paladin takes a -1 penalty on attack and

weapon damage rolls.

The Paladin’s Mount

The paladin’s mount is superior to a normal mount of its kind and has special powers, as

described below. The standard mount for a Medium paladin is a heavy warhorse, and the

standard mount for a Small paladin is a warpony. Another kind of mount, such as a riding

dog (for a halfling paladin) or a Large shark (for a paladin in an aquatic campaign) may

be allowed as well.

A paladin’s mount is treated as a magical beast, not an animal, for the purpose of all

effects that depend on its type (though it retains an animal’s HD, base attack bonus,

saves, skill points, and feats).

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Alhandra, a high level paladin with the Special Mount specialization

Paladin

Level

Bonus

HD

Natural

Armor

Adj.

Strength

Adj.

Int Special

5th

+2 +4 +1 6 Empathic link, improved evasion,

share spells, share saving throws

8th

+4 +6 +2 7 Improved Speed

11th

+6 +8 +3 8 Command creatures of its kind

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15th +8 +10 +4 9 Spell resistance

Paladin’s Mount Basics Use the base statistics for a creature of the mount’s kind, but make changes to take into

account the attributes and characteristics summarized on the table and described below.

Bonus HD Extra eight-sided (d8) Hit Dice, each of which gains a Constitution modifier, as normal.

Extra Hit Dice improve the mount’s base attack and base save bonuses. A special

mount’s base attack bonus is equal to that of a cleric of a level equal to the mount’s HD.

A mount has good Fortitude and Reflex saves (treat it as a character whose level equals

the animal’s HD). The mount gains additional skill points or feats for bonus HD as

normal for advancing a monster’s Hit Dice.

Natural Armor Adj. The number on the table is an improvement to the mount’s existing natural armor bonus.

Str Adj. Add this figure to the mount’s Strength score.

Int The mount’s Intelligence score.

Empathic Link (Su)

The paladin has an empathic link with her mount out to a distance of up to 1 mile. The

paladin cannot see through the mount’s eyes, but they can communicate empathically.

Note that even intelligent mounts see the world differently from humans, so

misunderstandings are always possible.

Because of this empathic link, the paladin has the same connection to an item or place

that her mount does, just as with a master and his familiar.

Improved Evasion (Ex)

When subjected to an attack that normally allows a Reflex saving throw for half damage,

a mount takes no damage if it makes a successful saving throw and half damage if the

saving throw fails.

Share Spells

At the paladin’s option, she may have any spell (but not any spell-like ability) she casts

on herself also affect her mount.

The mount must be within 5 feet at the time of casting to receive the benefit. If the spell

or effect has a duration other than instantaneous, it stops affecting the mount if it moves

farther than 5 feet away and will not affect the mount again even if it returns to the

paladin before the duration expires. Additionally, the paladin may cast a spell with a

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target of "You" on her mount (as a touch range spell) instead of on herself. A paladin and

her mount can share spells even if the spells normally do not affect creatures of the

mount’s type (magical beast).

Share Saving Throws

For each of its saving throws, the mount uses its own base save bonus or the paladin’s,

whichever is higher. The mount applies its own ability modifiers to saves, and it doesn’t

share any other bonuses on saves that the master might have.

Improved Speed (Ex)

The mount’s speed increases by 10 feet.

Command (Sp)

Once per day per two paladin levels of its master, a mount can use this ability to

command other any normal animal of approximately the same kind as itself (for

warhorses and warponies, this category includes donkeys, mules, and ponies), as long as

the target creature has fewer Hit Dice than the mount. This ability functions like the

command spell, but the mount must make a DC 21 Concentration check to succeed if it’s

being ridden at the time. If the check fails, the ability does not work that time, but it still

counts against the mount’s daily uses. Each target may attempt a Will save (DC 10 + ½

paladin’s level + paladin’s Cha modifier) to negate the effect.

Spell Resistance (Ex)

A mount’s spell resistance equals its master’s paladin level + 5. To affect the mount with

a spell, a spellcaster must get a result on a caster level check (1d20 + caster level) that

equals or exceeds the mount’s spell resistance.

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A paladin with the Special Mount specialization faces off with a Blackguard

Panacean Touch (Su)

Upon reaching 6th level, whenever a paladin expends at least 10 points of healing from

her lay on hands she may remove poison from any person she touches, and whenever she

spends at least 20 points of healing she may remove disease from any person she touches.

This is in addition to hit points restored.

Bonus Feats At 7th level, and again at 14th level, the Paladin gains a bonus feat. At each such

opportunity, a paladin may choose any Smite feat*, or a feat drawn from the following

list. If a feat is labeled with "Aggressive", "Defensive", or "Mounted", then that feat may

only be chosen by a paladin of the corresponding specialization.

Bonus Feats Divine Cleansing (CW)

Divine Might (CW)

Divine Resistance (CW)

Divine Shield (CW)

Divine Vigor (CW)

Sacred Vengeance (CW)

Extra Smiting*

Divine Armor (PHB II)

Divine Justice (PHB II)

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Shield Specialization (Defensive) (PHB II)

Armor Specialization (Defensive) (PHB II)

Agile Shield Fighter (Defensive) (PHB II)

Active Shield Defense (Defensive) (PHB II)

Improved Shield Bash (Defensive)

Mounted Combat (Mounted)

Mounted Archery (Mounted)

Ride-By Attack (Mounted)

Spirited Charge (Mounted)

Trample (Mounted)

Intimidating Strike (Aggressive) (PHB II)

Power Attack (Aggressive)

Cleave (Aggressive)

Great Cleave (Aggressive)

Weapon Focus (Aggressive)

Aura of Devotion (Ex)

Upon reaching 8th level, the Paladin may exude an Aura of Devotion. While this ability

is active, the Paladin grants a +1 morale bonus to AC to all allies within 30 feet. At level

13, this bonus increases to +2. At level 18, this bonus increases to +3. This is a

switchable aura.

Revitalizing Touch (Su)

Beginning at 9th level The Paladin can use her Lay on Hands ability to remove ability

damage from a person she touches when she heals at least 5 points per point of ability

damage to be removed (It is possible for only a portion of ability damage to be restored if

the paladin does not spend enough to cure them all). This is in addition to hit points

restored.

Vigilance (Su)

Upon reaching 11th level, the Paladin's ability to detect evil increases. When she uses

her Detect Evil ability, the area of effect is a 60-foot radius centered on the Paladin,

rather than a 60-foot cone.

Refreshing Touch (Su)

Beginning at 12th level Paladin can remove exhaustion, fatigue, sickness, and nausea

with a touch whenever she spends at least 10 points from her lay on hands pool. This is

in addition to hit points restored.

Aura of Resolve (Ex)

Beginning at 13th level, the paladin gains Aura of Resolve. While this ability is active,

the Paladin grants the ability to reroll one Fortitude save every round to any ally within a

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30ft radius of her. The decision to reroll must be made after the roll is made but before

the result is declared. This is a switchable Aura.

Break Enchantment (Su)

Beginning at 16th level, the Paladin can break an enchantment with a touch whenever she

expends at least 40 points of healing from her lay on hands ability. Her caster level for

the purpose of this effect is equal to her paladin caster level, just as if she had actually

cast the Break Enchantment spell. This is in addition to hit points restored.

Constant Vigilance (Su)

Upon reaching 17th level, the Paladin is always vigilant for any signs of Evil, and her

eyes begin to glow with an inner light. Her Detect Evil no longer requires any

concentration to maintain, and has an unlimited duration.

Aura of Faith (Ex)

At 18th level, the paladin gains Aura of Faith. While this ability is active, the Paladin

grants the ability to reroll one Will save every round to any one ally within a 30ft radius

of her. The decision to reroll must be made after the roll is made but before the result is

declared. This is a switchable Aura.

Energizing Touch (Su)

Beginning at 19th level, Paladin may remove negative levels from a subject whenever she

spends at least 15 points from her lay on hands pool per negative level the target is

afflicted with (It is possible for only a portion of negative levels to be restored if the

paladin does not spend enough to cure them all). This is in addition to hit points restored.

A Hero Never Falls (Ex)

At 20th level, the paladin's sheer strength of will drives her on when death would claim

lesser men. Once per day when a paladin would be reduced to 0 or less hp or otherwise

killed (such as by a death effect), she instead is reduced to 1 hp. If the paladin would be

killed by having an ability score reduced to zero, that score is instead reduced to 1.

Spells: 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 (see below).

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.

Like other spellcasters, a paladin can cast only a certain number of spells of each spell

level per day. Her base daily spell allotment is given on Table: Paladin Spells per Day. In

addition, she receives bonus spells per day if she has a high Wisdom score. When Table:

Paladin Spells Per Day indicates that the Paladin gets 0 spells per day of a given spell

level, she gains only the bonus spells she would be entitled to based on her Wisdom score

for that spell level. The Paladin does not have access to any domain spells or granted

powers, as a cleric does.

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A Paladin prepares and casts spells the way a cleric does, though she cannot lose a

prepared spell to cast a cure spell in its place. A paladin may prepare and cast any spell

on the Paladin spell list, provided that she can cast spells of that level, but she must

choose which spells to prepare during her daily prayer.

Through 3rd level, a Paladin has no caster level. At 4th level and higher, her caster level

is her Paladin level minus 3.

The Paladin: Spells per Day

Level 1st 2nd 3rd 4th

1st - - - -

2nd

- - - -

3rd

- - - -

4th

0 - - -

5th

1 - - -

6th

2 - - -

7th

2 0 - -

8th

3 1 - -

9th

3 2 - -

10th

3 2 0 -

11th

4 3 1 -

12th

4 3 2 -

13th

4 3 2 0

14th

4 4 3 1

15th

5 4 3 2

16th

5 4 3 2

17th

5 4 4 3

18th

5 5 4 3

19th

5 5 4 3

20th 6 5 4 4

Paladin Spells

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A paladin prays for her spells

1st- Bless

Bless Water

Bless Weapon

Create Water

Cure Light Wounds

Detect Poison

Detect Undead

Divine Favor

Endure Elements

Entropic Shield

Magic Weapon

Protection From Evil

Protection From Chaos

Remove Fear

Resistance

Restoration, Lesser

Shield of Faith

2nd-

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Aid

Align Weapon

Bull's Strength

Cure Serious Wounds

Delay Poison

Eagle's Splendor

Hold Person

Invisibility Purge

Magic Circle Against Evil

Magic Circle Against Chaos

Magic Vestment

Owl's Wisdom

Prayer

Protection from Energy

Remove Blindness/Deafness

Remove Curse

Remove Disease

Remove Paralysis

Resist Energy

Shield Other

Zone of Truth

3rd-

Break Enchantment

Cure Critical Wounds

Cure Light Wounds, Mass

Death Ward

Dimensional Anchor

Discern Lies

Dispel Magic

Divine Power

Freedom of Movement

Heal Mount

Magic Weapon, Greater

Mark of Justice

Neutralize Poison

Restoration

Spell Immunity

Tongues

4th-

Banishment

Cure Moderate Wounds(Mass)

Dispel Chaos

Dispel Evil

Flame Strike

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Hallow

Heroes' Feast

Heal

Holy Sword

Raise Dead

Righteous Might

Spell Resistance

True Seeing

___

Code of Conduct

A paladin must be of Lawful Good alignment, and abide by a higher standard of morals

and honor than the average Good-aligned person. Indeed, she is the paragon of heroic

Good, drawn to a higher cause. Truly she is a person of high calibre, moral and

otherwise.

There is a code of conduct presented in the PHB, but it really is better classified as an

example of a generic paladin's vows and code. However, in your game being a paladin

may mean quite a different thing altogether! After all, not all settings are the same, nor

are all paladins. They serve various causes and deities, and the nature of Good and Evil

is not always so stereotypically straightforward in all settings. Your code should

represent the beliefs of your church or cause or whatever it is you, as a paladin, fight for!

Talk with your DM about what it means to be a paladin in your campaign, and the

implications of it. If you are the DM consider this, and what it really to be the paragon of

good in your campaign. It should be noted that a single mistake or lack of perfection

should not make a paladin fall. Indeed, is it not the lack of perfection and ultimately

human(oid) nature of such a heroic figure that makes him all the more endearing and,

truly, notable in calibre? After all, any old celestial can be perfect, but a man has to work

for it.

Instead, the paladin falls from grace if she grossly violates her code (as stated, yet all too

often overlooked, in the PHB. This means that some minor infraction would *not* make

the Paladin fall), or if she changes alignment from Lawful Good. Your alignment should

be your overall personality and outlook, not the result of the last action you took

(although that last action *could* be considered to grossly violate the paladin's code, of

course. The paladin's code is not synonymous with alignment). It should be extremely

rare for a single act to alter your alignment, and it certainly shouldn't be so if the act was

not done with wrongful intentions. Alignment changes should usually be the result of

fairly consistent behavior of a character.

Ex-Paladins

A paladin who ceases to be lawful good or grossly violates her code loses all paladin

spells and abilities. She may not progress any farther in levels as a paladin. She regains

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her abilities and advancement potential if she atones for her violations (see the atonement

spell description), as appropriate.

Like a member of any other class, a paladin may be a multiclass character.

___

*All abilities listed with a * refer to a new (or revised) feat here

New Feats

PrC Adaptation

Of course, it would seem that existing Paladin PrCs wouldn't fit well with the

Rebalanced Paladin. One might ask "Hey, how does it make sense to get 2/encounter

smites then get 1/day?" Fortunately for you, the Rebalanced Paladin was designed

with easy adaptation in mind! For many prestige classes, adaptation is actually quite

simple. Spellcasting doesn't need to be altered, as it continues to stay at "+1 per caster

level." Fixing smite progressions is as simple as saying "You gain it per encounter,

instead of per day." Those are the mainstays of the Rebalanced Paladin's power, and

PrCs tend to give good benefits to make up for the loss of auras and Lay on

Hands/specialization advancement. This is most of the work already for many paladin

PrCs. In the case of abilities that are very similar to Smite Evil, smite feats should

generally be allowed to apply (e.g. other Smite (alignment) feats). Indeed, even if the

flavor is something like "Smite Good," it is a simple matter to reflavor them all saying

"unholy" instead of "holy." If a class offers Lay on Hands advancement, just let it

count as paladin levels for the sake of adding curative abilities, and replace the Lay on

Hands text for the Prestige Class with the Lay on Hands description here.

For a few, however, you may want to make some adjustments. For example, you may

want to say that a paladin PrC focused on leadership continues to advance auras, or

you might decide that an aggressive PrC should allow the paladin to continue to

advance his Charging Smite ability. These really are fairly minor adjustments that

aren't strictly necessary, and really are things you should be able to handle as a DM.

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New Feat Type: [Smite] A smite feat allows you to channel the holy energy used to smite evil enemies in new

ways, expanding your options in combat.

All smite feats require the user to expend uses of their Smite Evil ability. Only one use of

Smite Evil may be applied to any single attack. All Smite feats are considered

Supernatural abilities, and cannot be used in any situation that such abilities would not

function (such as in an antimagic field)

Celestial Lightning [Smite]

A fearsome bolt of lightning streaks from the sky and strikes your upraised weapon,

arcing out in all directions and striking down surrounding foes.

Prerequisite: Holy Wrath (Electricity), Smite 3/encounter

Benefit: By expending a smite attempt as a full-round action, you raise your weapon

above your head, and a lightning bolt strikes your weapon before arcing off in all

directions to hit other targets. This is treated as a Chain Lightning Spell, with a caster

level equal to your level in smiting classes. The weapon is considered the initial target

(but takes no damage).

Note: Alternatively, the player may decide that the initial target is any other piece of

equipment, or the character's body, as this is purely a flavor element.

Consecration [Smite]

Behind the Scenes: Smite Feats

Smites feats are designed to give added options and versatility for the paladin during

combat. Quite simply, more options make combat more dynamic, interesting, and fun

for the player. For the most part, Smite feats are weaker than a simple normal Smite

Evil attack when fighting a single evil foe. This is completely intentional. Smite feats

are instead useful in other situations. All smite feats work on foes of any alignment

unless otherwise noted, and as such help the paladin to contribute more in combats

against things like constructs, oozes, or an angry tyrannosaurus. In the case of

Conviction, for example, you get basically half the benefit of Smite Evil against any

foe. Additionally, certain smite feats are more useful than a smite in unique situations,

allowing a paladin to be more effective in more situations. For example, against

multiple foes, Judgment can carve a swath through weaker enemies.

Smite feats are designed much like maneuvers in Tome of Battle. Most of them are

related to a single, offensive attack with an instantaneous effect, or at least one that

doesn't last for more than one round. The idea is basically that things like timed buffs

are the domain of Divine feats. If you intend to design your own smite feats, keep a

few things in mind:

1) Smite feats probably shouldn't have a duration that lasts very long, and should be

related to some sort of action directly related to combat.

2) Smite feats should generally be weaker than a normal Smite Evil attack against a

single evil foe.

Page 24: The Re Balanced Paladin

You channel fearsome holy energy into your weapon and slam it into the earth,

unleashing the stored energy into the ground and uplifting the earth around you in a

powerful shockwave.

Prerequisite: Smite 4/encounter, Str 15

Benefit: As a standard action, by expending a use of your smites per encounter, you can

unleash a powerful surge of holy energy into the ground. You immediately make a bull

rush attempt against all enemies within a 30ft radius of you, for the purposes of this

attack, you are considered one size category larger than normal, and add your Charisma

to the check rather than strength. Enemies may move further than 5 feet as if you had bull

rushed and moved with them. Additionally, all enemies affected take damage equal to

twice your Charisma modifier.

Conviction [Smite]

Holy energy fills you with righteous conviction, driving you forward in battle.

Prerequisite: Smite 1/encounter, Hero's Courage class feature, Cha 15

Benefit: By expending a use of your Smite Evil ability, you gain a morale bonus on your

attack roll equal to your Charisma bonus for a single attack.

Divine Cross [Smite]

Prerequisite: Two Weapon Fighting, Smite 1/encounter

Benefit: When you are wielding two weapons (or a double weapon) and use a smite

attempt, you may instead make a smite attempt with both one primary weapon attack and

one offhand attack, but only expend one use of your smites per encounter.

Holy Wrath [Smite]

You summon holy energy in order to smite your foes.

Prerequisite: Smite 2/encounter, Cha 13

Benefit: As a standard action, you may expend a Smite Evil attempt in order to create a

burst of holy energy that damages a single target. The energy deals damage equal to 1d6

per level of smiting class, and the target get a reflex save (DC 10+1/2 paladin level+Cha)

for half damage. Half of the damage dealt is of either Fire, Electricity, or Cold damage

(Chosen at the time the feat is taken), and the other half is pure divine energy, which is

not subject to energy resistance.

Special: This feat may be taken multiple times. Each time, the paladin's holy wrath may

correspond to a different element. For example, a paladin could take the Holy Wrath

(Electricity) and then take Holy Wrath (Fire).

Inspiration [Smite]

You inspire your allies by channeling a divine presence.

Prerequisite: Smite 2/encounter, Cha 15, switchable aura class feature

Benefit: You may expend a smite attempt as a swift action to activate this ability. For

the next round, the Paladin's switchable aura's radius is tripled, and any bonuses are

doubled. In the case of a benefit that may normally be used once per round, it may be

used twice this round.

Judgment [Smite]

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You channel pure holy energy into your weapon, and unleash a holy explosion with a

swing, hurtling forward in a line through your enemies.

Prerequisite: Cha 15, Smite 3/encounter, Holy Wrath

Benefit: You may expend a use of your Smite Evil ability to use this ability as a standard

action. You call forth a violent burst of holy energy, dealing 1d6 sacred damage per level

of smiting class in a 5 foot wide line. The length of the line is equal to 25+5 feet/2 levels

of smiting class. Targets get a reflex save (DC 10+1/2 paladin level+Cha) for half

damage.

Reckoning [Smite]

You channel powerful holy energy into an overwhelmingly forceful blow that stuns your

enemy.

Prerequisite: Str 13, Smite 2/encounter

Benefit: You may expend one use of your Smite Evil as a standard action in order to

make a single melee attack. An enemy struck by this attack must make a Fort save (DC

10+1/2 level+Cha modifier) or be dazed for one round (In addition to taking normal

damage from the attack).

Retribution [Smite]

You channel holy energy into your shield which is unleashed when you are attacked.

Prerequisite: Smite Evil 3/encounter, Shield Specialization

Benefit: As an immediate action when an opponent attempts to strike you, you may

expend a use of your Smite Evil to add your Charisma bonus to your Shield Bonus to AC

against this attack. If the opponent's attack misses, they are automatically knocked back 5

feet by the unleashed holy energy and take damage equal to twice your Charisma

modifier. The movement provokes an attack of opportunity from anyone but you.

Vindication [Smite]

By channeling holy energy into your weapon, it can cross the nexus between planes and

harm ethereal foes.

Prerequisite: Cha 13, Smite Evil 1/encounter

Benefit: You may expend a Smite Evil use to give all attacks for 1 round the benefit of

the Ghost Touch weapon enhancement.

Page 26: The Re Balanced Paladin

A paladin with the Vindication feat is an able ghost hunter

___

Holy Arrow [General]

Your presence and faith guide your arrows true. Your faith is not limited to the single-

minded close combat of your peers.

Prerequisite: Smite Evil 1/encounter, Point Blank Shot

Benefit: You may use the Smite (alignment) ability with ranged weapons.

Extra Lay on Hands [General]

You are a focused healer, and are able to draw upon more holy power in order to heal

yourself and your allies.

Prerequisite: Wis 13, Lay on Hands class feature

Benefit: You may refresh your Lay on Hands pool one extra time per day.

Page 27: The Re Balanced Paladin

Extra Smiting [General]

You can make more smite attacks.

Prerequisites: Smite ability, base attack bonus +4

Benefit: When you take this feat, you gain one extra smite per encounter.

Note: This replaces the Extra Smiting feat written in Complete Warrior, which does not

apply to the Rebalanced Paladin