Paladette (3.5e Class)

Paladette
A paragon of all that's good and manipulative.

Making a Paladette
The Paladette is a master of manipulating people, weeding out deceit, and poisons. However, he is forbidden from fighting in combat.

Abilities: Paladettes use Charisma, Wisdom, and Dexterity.

Alignment: Chaotic Good.

Starting Gold: 6d4&times;10 gp (150 gp).

Starting Age: Moderate.

Class Skills, Tome of Prowess Variant (8 per level, ×4 at 1st level) (Dex), (Cha), (Int), (Wis), (Cha), (Int), (Dex), (Wis), (Int), (Dex), (Cha), (Cha)

Class Features
All of the following are class features of the Paladette.

Weapon and Armor Proficiency: Paladins are not proficient with any type of weapon or armor.

At that time of day, the paladette can prepare his spells from the following list with 15 minutes of prayer. Bonus spells prepared are gained from a high Wisdom modifier, and all of his spell save DCs are Wisdom-based. The paladette's caster level is equal to his paladette level. The paladette cannot prepare a spell unless his Wisdom score is at least equal to 10 plus the spell's level. Unlike a normal prepared caster, when the paladette casts a spell, the spell is still ready to be cast again. Paladettes choose their spells from the following list:

1st&mdash;bless water, create water, cure light wounds, detect poison, detect undead, detect evil, detect secret doors, endure elements, protection from law, protection from evil, read magic, lesser restoration, ghost sound, dancing lights, lullaby, mending, message, alarm, comprehend languages, disguise self, expeditious retreat, identifyM, magic mouthM, magic aura, obscure object, remove fear, ventriloquism, decency, death's door, inscribeF, orb of lightM, detect disease, asepsis, cure friendly fire

2nd&mdash;delay poison, remove paralysis, undetectable alignment, zone of truth, eagle's splendor, owl's wisdom, cat's grace, alter self, calm emotions, cure moderate wounds, detect thoughts, invisibility, locate object, silent image, tongues, whispering wind, make whole, status, detect headF, increase susceptibility, restful, power word the game, feather, contract, fool's gold, unseen medic

3rd&mdash;minor image, misdirection, silence, remove disease, daylight, discern lies, dispel magic, heal mount, magic circle against law, magic circle against evil, remove blindness/deafness, cure serious wounds, glibness, illusory scriptM, secret page, see invisibility, continual flame, contagion, reverse cure, revigorize, detect survivors, last ritesM, quasi-eternal rest, curse of the annoying speech impediment, lie detection

4th&mdash;charm person, suggestion, consecrateMF, major image, sculpt sound, lesser telepathic bond, break enchantment, death ward, neutralize poison, restoration, cure critical wounds, detect scrying, freedom of movement, repel vermin, mass restful, greater contract, morality test, vengeance plague, plant of madness

5th&mdash;AuguryMF, charm monster, lesser geas, mark of justice, sending, mass cure light wounds, dream, false visionM, hallucinatory terrain, seeming, mass suggestion, true seeingM, greater dispel magic, obsession, mass revigorize, right the wrongsF, summon stalkers

6th&mdash;persistent image, hallowM, plane shiftF, raise deadM, symbol of sleep, mass cat's grace, mass owl's wisdom, mass eagle's splendor, veil, mass cure moderate wounds, forbiddance, heal, wall of ironize, greater contagion

 : The power of a paladette’s aura of good (see the detect good spell) is equal to his paladette level.



Bonus Feat: The paladette gains a bonus feat for which he meets the prerequisites. This specialization may be chosen more than once.

Ordinary Preparation: The paladette can prepare any Cleric or Paladin spell into his spell slots (provided they are of an appropriate level) by looking at a scroll that has the spell on it. Unlike spells prepared from his spell list, these spells are expended when cast. The paladette can still only prepare spells at the chosen time of day.

Surreptitious Banditry: The paladette can prepare Surreptitious Bandit maneuvers and stances as though they were paladette spells. He initiates them as though they were maneuvers or stances, with an initiator level equal to his caster level. Just like spells, maneuvers and stances initiated in this way are not expended.

Improved Surreptitious Banditry: The paladette can treat Surreptitious Bandit maneuvers and stances as being one level lower for the purpose of preparing them in his spell slots. Their save DCs are not reduced. This specialization may be chosen more than once.

Eloquent Speechcraft: The paladette can prepare Eloquent Speech maneuvers and stances as though they were paladette spells. He initiates them as though they were maneuvers or stances, with an initiator level equal to his caster level. Just like spells, maneuvers and stances initiated in this way are not expended.

Increased Speech Elegance: The paladette can treat Eloquent Speech maneuvers and stances as being one level lower for the purpose of preparing them in his spell slots. Their save DCs are not reduced. This specialization may be chosen more than once.

Poison Use: The paladette is immune to poisons. He can generate poisons in his saliva at a rate of one dose per minute by consuming food, drink, and potions with a total value equal to or greater than the value of the poison. Food, drink, and potions consumed in this way still have the normal effect.

In addition, any poison save DCs of his poisons are increased to 10 + half paladette level + Charisma modifier, if they would otherwise be lower.

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

 : Beginning at 3rd level, a paladette is immune to confusion, dazing, and stunning (magical or otherwise). Each ally within 10 feet of him gains a +4 morale bonus on saving throws against effects that would cause confusion, dazing, or stunning on a failed save.

This ability functions while the paladette is conscious, but not if he is unconscious or dead.

 : At 3rd level, a paladette gains immunity to all diseases, including supernatural and magical diseases.

 : When a paladette reaches 4th level, he gains the supernatural ability to rebuke humanoids. He may use this ability a number of times per day equal to 3 + his Charisma modifier. He rebukes humanoids and monstrous humanoids as a cleric of three levels lower would turn or rebuke undead.

' :''' Upon reaching 5th level, a paladette gains the service of an exotic creature, which may be any Chaotic Good Magical Beast or Outsider that is at least one size category smaller than himself, with a Challenge Rating equal to his character level minus 3.

Once per day, as a full-round action, a paladette may magically call his pet from the celestial realms in which it resides. This ability is the equivalent of a spell of a level equal to one-third the paladette’s level. The pet immediately appears adjacent to the paladette and remains for 2 hours per paladette level; it may be dismissed at any time as a free action. The pet is the same creature each time it is summoned, though the paladette may release a particular pet from service.

Each time the pet is called, it appears in full health, regardless of any damage it may have taken previously. The pet also appears wearing or carrying any gear it had when it was last dismissed. Calling a pet is a conjuration (calling) effect.

Should the paladette’s pet die, it immediately disappears, leaving behind any equipment it was carrying. The paladette may not summon another pet for thirty days or until he gains a paladette level, whichever comes first, even if the pet is somehow returned from the dead. During this thirty-day period, the paladette takes a –1 penalty on skill checks.



Additionally, a paladette’s code requires that he act without excessive forcefulness (not inflicting harm in combat, not wantonly destroying property, not standing in the way of enemies to protect one's friends or innocents, 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.

Ex-Paladettes
A paladette who ceases to be chaotic good, who willfully commits an evil act, or who grossly violates the code of conduct loses all paladette spells and abilities (including the service of the paladette’s pet). He may not progress any farther in levels as a paladette. He regains his abilities and advancement potential if he atones for his violations (see the atonement spell description), as appropriate.