| 
  • If you are citizen of an European Union member nation, you may not use this service unless you are at least 16 years old.

  • You already know Dokkio is an AI-powered assistant to organize & manage your digital files & messages. Very soon, Dokkio will support Outlook as well as One Drive. Check it out today!

View
 

DnDClass-Paladin

Page history last edited by ShadowLord 15 years, 4 months ago

D&D 3.5 Paladin, Class - New

Players Handbook; SRD Link

 

Shadow d20 Notes: So I have been playing around a little with the paladin class. As I have never seen anyone take this class and compared to the new classes in PHB2 or any of the complete books it lacks heavily in abilities that are useful. After a few levels the whole class falls into a extra smite and more remove diseases. Remove Disease is an ability that I have just never found useful in many games. By the time you need it the cleric should have easy access if not scrolls of it on hand. This new version should give a better feel for a holy warrior class made to wipe out evil. I have done my best to make sure the abilities are more versatile with an increase in power. I think this version is about on par with the PHB2 classes now.

 

Shadow d20 Paladin Class

 

 


Alternative Class Feature: Divine Bond

You form a divine bond with your deities favored weapon.

Level: 5th

Replaces: This benefit replaces the special mount class feature.

Benefit: Upon reaching 5th level, a paladin forms a divine bond with her god or the good powers. This bond is either with your gods favored weapon or your choosen weapon if you do not follow a specific deity. A choosen weapon must be picked upon gaining this class ability and once choosen it can not be changed. For all purposes a choosen weapon acts the same as deities favored weapon.

 

This bond allows a paladin to enhance her weapon as a standard action, provided the weapon is her deity’s favored weapon. When called, a celestial spirit enhances the weapon, causing it to shed light as a torch for 1 minute per paladin level. In addition this spirit grants the weapon act like a +1 magical weapon. For every three levels beyond 5th, the weapon gains another +1 bonus, to a maximum of +6 at 20th level. These bonuses can be added to the weapon 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. These bonuses do not stack with any properties the weapon already has. If the weapon is not magical, at least a +1 enhancement bonus must be added before any other abilities can be added. The celestial spirit imparts no bonuses if the weapon is held by anyone other than the paladin, but resumes giving bonuses if returned to the paladin. These bonuses apply to only one end of a double weapon. A 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 bearing a celestial spirit is destroyed, the 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 paladin takes a -1 penalty on attack and weapon damage rolls.

 

 

 


FAQ

Q: For the Bonus Language, do I get that automatically, or only if I take the Bonus Language Skill?

A: By core rules you can only take languages that are either part of your race or class for your Bonus Int Languages. For example a Elf Fighter could not start knowing Infernal as one of his Int bonus languages as its not a language his class or race would know. Bonus Language adds infernal or abyssal to your list of class allowed languages that you could take as part of your Int bonus languages. This works exactly the same way the Cleric's Bonus Language adds Celestial. The Celestial Knowledge class feature at level 2 automatically gives you Celestial and as stated you may not even be aware of it until you start reading it.

 

Comments (0)

You don't have permission to comment on this page.