Paladin, Vow of Service Variant (3.5e Class)
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Paladin, Vow of Service Variant
In general, a paladin is a holy warrior who has sworn to devote herself to good and oppose evil. But paladins carry out this general calling in different ways depending upon their vow of service. A paladin supports and defends her fellow party members while fulfilling her service to her god.
Making a Paladin, Vow of Service Variant
Abilities: Charisma is the most important ability for a paladin. She also needs high strength and constitution scores to fulfill her role as a martial character. Finally, paladins will want a moderately high wisdom score for spell casting.
Races: Traditionally, paladins have been humans, but there is no restriction on race. Obviously, races with penalties to Charisma would not be ideal.
Alignment: Lawful Good
Level | Base Attack Bonus |
Saving Throws | Special | Spells per Day | |||||||||||||||||||||||||||||||||||||
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Fort | Ref | Will | 1st | 2nd | 3rd | 4th | |||||||||||||||||||||||||||||||||||
1st | +1 | +2 | +0 | +2 | Detect Evil, Aura of Good, Smite Evil 1/day | — | — | — | — | ||||||||||||||||||||||||||||||||
2nd | +2 | +3 | +0 | +3 | Divine Grace, Lay on Hands | — | — | — | — | ||||||||||||||||||||||||||||||||
3rd | +3 | +3 | +1 | +3 | Aura of Courage, Divine Health | — | — | — | — | ||||||||||||||||||||||||||||||||
4th | +4 | +4 | +1 | +4 | Vow of Service, Smite Evil 2/day | 0 | — | — | — | ||||||||||||||||||||||||||||||||
5th | +5 | +4 | +1 | +4 | Training For Service | 0 | — | — | — | ||||||||||||||||||||||||||||||||
6th | +6/+1 | +5 | +2 | +5 | Sin-Eater 1/day | 1 | — | — | — | ||||||||||||||||||||||||||||||||
7th | +7/+2 | +5 | +2 | +5 | Divine Intervention (2:1), Smite Evil 3/day | 1 | - | — | — | ||||||||||||||||||||||||||||||||
8th | +8/+3 | +6 | +2 | +6 | Training For Service | 1 | 0 | — | — | ||||||||||||||||||||||||||||||||
9th | +9/+4 | +6 | +3 | +6 | Divine Retribution, Sin-Eater 2/day | 1 | 0 | — | — | ||||||||||||||||||||||||||||||||
10th | +10/+5 | +7 | +3 | +7 | Aura of Discipline, Smite Evil 4/day | 1 | 1 | — | — | ||||||||||||||||||||||||||||||||
11th | +11/+6/+1 | +7 | +3 | +7 | Training For Service | 1 | 1 | 0 | — | ||||||||||||||||||||||||||||||||
12th | +12/+7/+2 | +8 | +4 | +8 | Sin-Eater 3/day | 1 | 1 | 1 | — | ||||||||||||||||||||||||||||||||
13th | +13/+8/+3 | +8 | +4 | +8 | Mettle, Smite Evil 5/day | 1 | 1 | 1 | — | ||||||||||||||||||||||||||||||||
14th | +14/+9/+4 | +9 | +4 | +9 | Divine Intervention (1:1) | 2 | 1 | 1 | 0 | ||||||||||||||||||||||||||||||||
15th | +15/+10/+5 | +9 | +5 | +9 | Training For Service, Sin-Eater 4/day | 2 | 1 | 1 | 1 | ||||||||||||||||||||||||||||||||
16th | +16/+11/+6/+1 | +10 | +5 | +10 | Divine Aid, Smite Evil 6/day | 2 | 2 | 1 | 1 | ||||||||||||||||||||||||||||||||
17th | +17/+12/+7/+2 | +10 | +5 | +10 | Aura of Conviction | 2 | 2 | 2 | 1 | ||||||||||||||||||||||||||||||||
18th | +18/+13/+8/+3 | +11 | +6 | +11 | Sin-Eater 5/day | 3 | 2 | 2 | 1 | ||||||||||||||||||||||||||||||||
19th | +19/+14/+9/+4 | +11 | +6 | +11 | Rebuke Death, Smite Evil 7/day | 3 | 3 | 3 | 2 | ||||||||||||||||||||||||||||||||
20th | +20/+15/+10/+5 | +12 | +6 | +12 | Divine Champion | 3 | 3 | 3 | 3 | ||||||||||||||||||||||||||||||||
Class Skills (2 + Int modifier per level, ×4 at 1st level) Class FeaturesAll of the following are class features of the Paladin, Vow of Service Variant. 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).
At 4th level, and at every three levels thereafter, the paladin may smite evil one additional time per day, as indicated on the above table, to a maximum of seven times per day at 20th level.
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.
This ability functions while the paladin is conscious, but not if she is unconscious or dead.
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: The Paladin. In addition, she receives bonus spells per day if she has a high Wisdom score. When Table: The Paladin 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. A paladin prepares and casts spells the way a cleric does, though she cannot lose a prepared spell to spontaneously 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 meditation. Through 3rd level, a paladin has no caster level. At 4th level and higher, her caster level is one-half her paladin level.
--4TH: Divine Infusion: When a mystic reaches 4th level, she gains the ability to cast her spells with a caster level equal to her paladin level. She may use this ability a number of rounds per day equal to 3 + her charisma modifier. These rounds do not need to be consecutive. Much like a traditional paladin's turn undead feature, a mystic may sacrifice daily uses of this ability to power divine feats. In addition, a mystic may choose the feat Extra Turning to gain further daily uses. --5TH: A mystic gains one additional 1st level spell slot --8TH: A mystic gains one additional 2nd level spell slot --11TH: A mystic gains one additional 3rd level spell slot --15TH: A mystic gains one additional 4th level spell slot In addition, by 15th level, a mystic has learned to value the power of the divine in all its forms. Each day, a mystic may fill one spell slot at each level with a spell from any other divine spell caster's list (e.g. ranger, cleric, druid).
CHAMPION: Champions focus on defeating evil through the use of martial strength. --4TH: Stigmata: When a champion reaches 4th level, she gains the ability to make her enemies suffer along with her. Any enemy who does damage to the champion must make a Fortitude save with a DC of 10+ 1/2 paladin level + paladin CHA modifer, or suffer half of the damage they dealt to the champion. She may use this ability a number of rounds per day equal to 3 + her charisma modifier. These rounds do not need to be consecutive. Furthermore, a champion has an effective fighter level of her paladin level - 2 for the purpose of choosing fighter bonus feats. Much like a traditional paladin's turn undead feature, a champion may sacrifice daily uses of this ability to power divine feats. In addition, a champion may choose the feat Extra Turning to gain further daily uses. --5TH: A champion gains one bonus feat from the fighter bonus feat list. She must still meet the prerequisites for the feat. --8TH: A champion gains one additional bonus feat from the fighter bonus feat list. She must still meet the prerequisites for the feat. --11TH: A champion gains one additional bonus feat from the fighter bonus feat list. She must still meet the prerequisites for the feat. --15TH: A champion may subtract her charisma modifier from the DR of any evil opponent before making her attack roll.
--4TH: Rebuke: When an inquisitor reaches 4th level, her words become imbued with a moderate amount of divine power. As a standard action, an inquisitor can rebuke evil within a 40 foot radius of herself. Any evil creature within this area must make a Will save with a DC of 10 + 1/2 paladin level + paladin CHA modifier, or become bound by the rebuke of the inquisitor, suffering from the entangled condition for 1 round. She may use this ability a number of rounds per day equal to 3 + her charisma modifier. These rounds do not need to be consecutive. Furthermore, an inquisitor receives a bonus on intimidation and sense motive checks equal to 1/2 of her paladin level (rounded down). Much like a traditional paladin's turn undead feature, an inquisitor may sacrifice daily uses of this ability to power divine feats. In addition, an inquisitor may choose the feat Extra Turning to gain further daily uses. --5TH: Sometimes fighting evil requires bending the rules a little. An inquisitor may use up to half of her daily allotment of smite evil attacks (rounded down) to deal lethal damage to neutral creatures or nonlethal damage to good creatures, so long as she can justify this action as leading to the greater good. She should remember, however, that it is not merely herself that she has to convince, but the divine being who grants her power ... or she may find her divine favor removed. --8TH: An inquisitor's strong convictions regarding evil affect those around her who commit evil deeds. Any creature who has willingly committed an evil act in the previous 24 hours must make a Will save with a DC of 10 + 1/2 paladin level + paladin CHA modifier, or be shaken for 1d3 rounds. Any creature who passes does not need to make a save again regarding those particular evil deeds. --11TH: An inquisitor comes under the effects of a permanent discern lies spell as a spell-like ability with a caster level equal to her paladin level. --15TH: An inquisitor comes under the effects of a permanent mind blank spell as a spell-like ability with a caster level equal to her paladin level.
--4TH:Turn Undead When An undead hunter reaches 4th level, she gains the supernatural ability to turn undead. She may use this ability a number of times per day equal to 3 + her Charisma modifier. Unlike a traditional paladin, she turns undead as a cleric of her paladin level would. --5TH: An undead hunter gains Favored Enemy: Undead with a +4 bonus. This functions the same as the Ranger class ability of the same name. --8TH: The special attacks of the Undead can be particularly deadly! An undead hunter may use her CHA modifer, instead of her DEX modifier, when determining her AC against attacks by undead enemies. --11TH: An undead hunter gains the True Death class ability. Undead slain by an undead hunter, either by melee attacks or spells, can never rise again as undead. They are forever destroyed. --15TH: An undead hunter gains the ability to cast the Sunburst Spell once per day as a cleric of her paladin level.
--4TH: Blessed Charge: When an mounted warrior reaches 4th level, the favor of her divine patron becomes even more obvious. When a mounted warrior charges an evil target, she suffers no penalty to AC. She may use this ability a number of rounds per day equal to 3 + her charisma modifier. These rounds do not need to be consecutive. Furthermore, an inquisitor receives a bonus on handle animal and ride checks equal to 1/2 her paladin level (rounded down). Much like a traditional paladin's turn undead feature, a mounted warrior may sacrifice daily uses of this ability to power divine feats. In addition, an inquisitor may choose the feat Extra Turning to gain further daily uses. --5TH: A mounted warrior receives a special mount as the SRD paladin class ability. --8TH: A mounted warrior may now summon her special mount two times a day. In addition, she suffers no penalties if her mount dies. --11TH: A mounted warrior may now summon her special mount three times a day. In addition, if her mount dies, she must only way until the next day to summon it again. --14th: The mounted warrior's special mounts gains the Smite Evil class ability. The mount uses the paladin's bonuses when making these attacks, and can make a number of smite evil attacks equal to 1/2 of the mounted warrior's daily allotment (rounded down)
If the paladin does succeed at sin-eating, she must immediately make the appropriate save to avoid suffering the condition herself. However, she receives a sacred bonus to her save roll equal to the number of times per day that she can use the sin-eating class ability. Thus, she receives a +1 bonus at level 6, all the way to a +5 bonus at level 18. A paladin may use the sin-eating ability once per day at level six, then one additional time per day every three levels, for a total of 5 times per day at level 18. Sin-eating does not absorb any physical damage done as part of the attack; it only affects any associated change in condition that results from the attack.
At level 14, a paladin may absorb damage at a ratio of 1:1.
Ex-Paladin, Vow of Service VariantA paladin who ceases to be lawful good, who willfully commits an evil act, or who grossly violates the code of conduct loses all paladin spells and abilities (including the service of the paladin’s mount, but not weapon, armor, and shield proficiencies). She may not progress any farther in levels as a paladin. She regains her abilities and advancement potential if she atones for her violations (see the atonement spell description), as appropriate.
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Allowed Alignments | Lawful Good + |
Article Balance | High + |
Author | somehownotsingle + |
Base Attack Bonus Progression | Good + |
Fortitude Save Progression | Good + |
Identifier | 3.5e Class + |
Length | 20 + |
Rating | Unrated + |
Reflex Save Progression | Poor + |
Skill | Concentration +, Craft +, Diplomacy +, Handle Animal +, Heal +, Intimidate +, Jump +, Knowledge +, Profession +, Ride + and Sense Motive + |
Skill Points | 2 + |
Summary | A paladin variant that can be customized in order to better serve the party. + |
Title | Paladin, Vow of Service Variant + |
Will Save Progression | Good + |