Paladin - Spiritual Powers - Tier 1
Paladins are holy warriors who serve all that is good. They are servants of the light, righters of wrong, and defenders of the weak. Whereas Warriors and Barbarians are primarily offensive fighters and Protectors are mostly defensive, the Paladin strikes a balance between the two. Like Priests, Paladins have the power to heal others and to turn away Undead (albeit at less potency than a Priest). Paladins are welcome nearly everywhere. Their word is their bond. Their self-discipline and honor rivals that of the Gunslinger. the Paladin's supernatural powers draw from the Plane of Light (the realm of good souls) and the Plane of Radiance (the plane of life-energy and many good-aligned deities).
Granted Powers
Paladins are self-disciplined and have profound confidence in their purpose. While a Paladin does not have the ability to project an aura of fear dissipation (like a Cavalier can), the Paladin's confidence rigid will does allow him/her to resist fear at the personal level. Moreover, the Paladin's formidable will allows him/her to resist empathic manipulation. This granted power does not turn the Paladin into an empath, but it will at least allow the Paladin to resist other empaths. And, like Priests, a Paladin does have enhanced resistance to death magic.
Table: Paladin Granted Powers | |||
Level | Resist Empathic Attack* | Resist Fear** | Resist Death Magic† |
1 | 4% | 2% | 1% |
2 | 8% | 4% | 2% |
3 | 12% | 6% | 3% |
4 | 16% | 8% | 4% |
5 | 20% | 10% | 5% |
6 | 24% | 12% | 6% |
7 | 28% | 14% | 7% |
8 | 32% | 16% | 8% |
9 | 36% | 18% | 9% |
10 | 40% | 20% | 10% |
11 | 44% | 22% | 11% |
12 | 48% | 24% | 12% |
13 | 52% | 26% | 13% |
14 | 56% | 28% | 14% |
15 | 60% | 30% | 15% |
16 | 64% | 32% | 16% |
17 | 68% | 34% | 17% |
18 | 72% | 36% | 18% |
19 | 76% | 38% | 19% |
20 | 80% | 40% | 20% |
* Add Body-Mind-Spirit | ** Add Willpower | † Add Faith |
Faith-Based Granted Powers
A Paladin's spiritual powers are keyed to Faith (as opposed to Body-Mind-Spirit) and invoking a spiritual power consumes spiritual points (as opposed to BMS). A Paladin and Gunslinger are both interested in law and order. However, a Paladin is more likely to believe in a "priestly" order than a "secular" order. Therefore, a Paladin's faith-based perks differ from that of their gun-toting allies. All of the bonuses are cumulative. Thus, if a Paladin has a Faith of 16, he/she gets all of the bonuses for 16, 15, and 14.
This table is modified from the printed (book) version: Bonuses are now cumulative, the table goes to 25. Additionally, the list of Faith-indexed Granted Powers has been rewritten from scratch in order to focus on certain Paladin signature powers.
Faith Score | Granted Power |
14 | +1 Save versus Spiritual Powers (continuous) +5% to resist Fear |
15 | +1 to initiative when using his/her Chosen Weapon. +1 Save versus Sleep/Charm (continuous) Can call upon his/her weapon to glow once per day, 3// radius, equivalent to a super LED, 1 turn/level. |
16 | +5% to resist death magic Cast Holy Presence for free, once per day. Heal 1d4 once per day for free |
17 | +5% to resist fear +5% to resist death magic +1 to damage when using his/her Chosen Weapon Can call upon his/her weapon to glow once per day, 6// radius, equivalent to a sodium vapor light, 1 turn/level. |
18 | Can project the protection of Resist Empathic Attack in a 10' radius once per day for one round per level. Extra attack with Chosen Weapon once per day in same combat routine. +1 to Save vs Spiritual Powers (continuous) +1 to Save vs Sleep/Charm (continuous) |
19 | Weapon Flash: Weapon can generate sunlight-equivalent glow in a 6// radius for 1 round/level (not 1 turn/level). Heal 2d4 for free once per day Weapon can function as "silver" or "cobalt" equivalent for 1 round per level, once per day. |
20 | Retake failed Fear, Sleep/Charm, or Death Magic save once per day. Can cast Holy Presence once per day in which the effect on foes is doubled. |
21 | Heal 3d4 once per day +1 to Save vs Death Magic +1 to Save vs Poison Summon Chosen Weapon (if lost/stolen or otherwise unavailable). |
22 | Can project Death Magic Resistance in a 10' radius once per day for 1 round per level. Extra parry in combat routine, once per day (can be used to compensate for a failed parry). Heal all allies in 3// radius for 3d4 once per day. |
23 | The Paladin becomes a figure of legend and is remembered for 4d10 generations. The Paladin's life is not extended. However, the Paladin will never again be susceptible to ordinary diseases (even ordinary fatal diseases) The Paladin will have good health until he/she has reached the normal maximum lifespan for the character's race. |
24 | Purifying Weapon: The Paladin can make his/her weapon shine with the brightest silver light that inflicts 4d10 damage to all Undead within a 6// radius. This power lasts one round and then decreases to "sodium vapor light" illumination for 1 turn per level. |
25 | If slain in battle, the Paladin's spirit rises from his/her body and takes on temporary corporeal form in which the temporary body has hit points equivalent to the character's spirit points. The Paladin appears as a shining, translucent, idealized version of how he/she appeared in life. The Paladin can retain this form for one round per point of Faith before ascending into the Realm of Light. During this phase, the incarnate spirit receives a +4 bonus to all saving throws. |
Create Chosen Weapon
Certain character classes (Paladin included) gain the ability to craft a personalized weapon of talismanic power. Such a weapon becomes automatically immune to rust and will not accumulate ordinary (cosmetic) damage. A Detect Magic (or similar spell) will indicate that a Chosen Weapon is a powerfully-charged item.
The ritual for creating a Chosen Weapon takes three hours. The weapon itself must be of excellent craftsmanship and have been constructed from the best available materials. These factors generally increase the base cost of the weapon by three-fold. The ritual also costs 45 Spirit Points. If the Paladin does not have 45 Spirit Points (ie. his/her maximum daily reserve is 44 or less), a Priest can assist in the ritual and add any shortage from his/her own reserve. In the latter event, the Paladin will complete the ritual with zero Spirit Points remaining (and also be exhausted for one day). If the Paladin fails in the Faith check, he/she must wait one week before another attempt can be made. However, the weapon is not destroyed by the spell's failure and can still be used as a mundane weapon until the ritual can be attempted again.
If a Chosen Weapon is somehow destroyed, the Paladin must wait one year before making a new Chosen Weapon. Additionally, losing/breaking a Chosen Weapon is shaming to the Paladin, as this is a character class known for piety and personal discipline.
Note: At the Game Master's discretion, the Chosen Weapon's power may fail to invoke for a suitable period of time if the Paladin has previously used its power in a way contrary to the Paladin's ethos. For example, if a Paladin uses Chosen Weapon to injure an opponent that has already surrendered, or use if in some prideful or vanglorious way (such as to boastfully cut a steak with his sword while bragging in a tavern), the GM could make the Chosen Weapon inaccessible for a period of time commensurate with the transgression of the Paladin's ethos. Likewise, the Game Master could make the weapon's power unavailable if the Paladin starts over-using it as a crutch.
Call Upon Chosen Weapon
Prayer: 1 round
Cost: 30 SP
Range: Touch (ie. the Paladin's Chosen Weapon)
Duration: See table below
It should be noted that the powers listed below are "common" uses of Call Upon Chosen Weapon. Players are encouraged to develop a "signature effect" unique to their character's style. the Game Master can then approve or modify the effect as needed for game balance.
Changes from the printed (book) version: Priests can fill in the Spirit Point deficit; the wait time for making a replacement weapon is now only one year; invoking "Call Upon Chosen Weapon" no longer has the possibility of destroying the weapon (Item Saves are no longer required); players can develop a "signature effect" in addition to the powers listed below.
Call Upon Chosen Weapon - Desired Effect | Duration of Effect |
Boost Other Power (the Paladin can double effectiveness of some other spell that the Paladin might invoke the next round) | The boosted power lasts twice as long as normal, has twice the range (or twice the area of effect), and inflicts twice as much damage (or heals twice as many hit points, as the case may be). |
+10 damage | 1 round |
+7 damage | 3 rounds |
+4 damage | 5 rounds |
+2 damage | 10 rounds |
Battle Heal: The Paladin recovers 1d4 hit points per level of experience. | Instantaneous |
Trickle Heal: More useful post-battle, the power heals 1 hit point per round to all allies within 3//. | 10 rounds |
Psychic Bulwark: All allies of the Paladin (including the Paladin) get a 20% bonus to Empathic Resistance. This spell stacks with any other spell that increases empathic Resistance. This spell has a 60' radius area of effect. | 10 rounds |
Sword Breaker. When fighting hand-to-hand (melee range) against an armed opponent, the Paladin can match his/her Skill against that of the opponent (via Universal Matrix). If the opponent fails on the Universal Matrix, the opponent's weapon snaps in two when the blades meet. If the opponent's weapon is also enchanted, then treat as a disarm that causes the enemy's weapon to fly out of hand at least ten feet away. | 5 rounds |
Ward Against Dark Creatures: The Paladin's weapon glows with silver light. Creatures summoned from Either the Plane of Shadow or the Plane of Conflagration (and are of fewer HD than the Paladin) cannot approach closer than 10'. Those of same HD or higher must made a Save versus Area of Effect to approach. | 10 rounds |
Draw Aggression: Enemies within 20' of the Paladin that happen to be targeting weaker allies must make a Save vs Sleep/Charm or attack the Paladin for the duration of the spell. The Paladin gains 1d4 armor points temporarily and one point of incoming damage is automatically redirected to the closest foe. | 10 rounds |
Paladin - Affect Undead
Paladin | Hit Dice of Opposing Undead Creature | |||||||||||||||||||
Level | 1 | 2 | 3 | 4 | 5 | 6 | 7 | 8 | 9 | 10 | 11 | 12 | 13 | 14 | 15 | 16 | 17 | 18 | 19 | 20 |
1 | 14 | 18 | 22 | 26 | 30 | 34 | 38 | 42 | 46 | 50 | 54 | 58 | 62 | 66 | 70 | 74 | 78 | 82 | 86 | 90 |
2 | 12 | 16 | 20 | 24 | 28 | 32 | 36 | 40 | 44 | 48 | 52 | 56 | 60 | 64 | 68 | 72 | 76 | 80 | 84 | 88 |
3 | 10 | 14 | 18 | 22 | 26 | 30 | 34 | 38 | 42 | 46 | 50 | 54 | 58 | 62 | 66 | 70 | 74 | 78 | 82 | 86 |
4 | 8 | 12 | 16 | 20 | 24 | 28 | 32 | 36 | 40 | 44 | 48 | 52 | 56 | 60 | 64 | 68 | 72 | 76 | 80 | 84 |
5 | 6 | 10 | 14 | 18 | 22 | 26 | 30 | 34 | 38 | 42 | 46 | 50 | 54 | 58 | 62 | 66 | 70 | 74 | 78 | 82 |
6 | 4 | 8 | 12 | 16 | 20 | 24 | 28 | 32 | 36 | 40 | 44 | 48 | 52 | 56 | 60 | 64 | 68 | 72 | 76 | 80 |
7 | 2 | 6 | 10 | 14 | 18 | 22 | 26 | 30 | 34 | 38 | 42 | 46 | 50 | 54 | 58 | 62 | 66 | 70 | 74 | 78 |
8 | 0 | 4 | 8 | 12 | 16 | 20 | 24 | 28 | 32 | 36 | 40 | 44 | 48 | 52 | 56 | 60 | 64 | 68 | 72 | 76 |
9 | -2 | 2 | 6 | 10 | 14 | 18 | 22 | 26 | 30 | 34 | 38 | 42 | 46 | 50 | 54 | 58 | 62 | 66 | 70 | 74 |
10 | -4 | 0 | 4 | 8 | 12 | 16 | 20 | 24 | 28 | 32 | 36 | 40 | 44 | 48 | 52 | 56 | 60 | 64 | 68 | 72 |
11 | -6 | -2 | 2 | 6 | 10 | 14 | 18 | 22 | 26 | 30 | 34 | 38 | 42 | 46 | 50 | 54 | 58 | 62 | 66 | 70 |
12 | -8 | -4 | 0 | 4 | 8 | 12 | 16 | 20 | 24 | 28 | 32 | 36 | 40 | 44 | 48 | 52 | 56 | 60 | 64 | 68 |
13 | -10 | -6 | -2 | 2 | 6 | 10 | 14 | 18 | 22 | 26 | 30 | 34 | 38 | 42 | 46 | 50 | 54 | 58 | 62 | 66 |
14 | -12 | -8 | -4 | 0 | 4 | 8 | 12 | 16 | 20 | 24 | 28 | 32 | 36 | 40 | 44 | 48 | 52 | 56 | 60 | 64 |
15 | -14 | -10 | -6 | -2 | 2 | 6 | 10 | 14 | 18 | 22 | 26 | 30 | 34 | 38 | 42 | 46 | 50 | 54 | 58 | 62 |
16 | -16 | -12 | -8 | -4 | 0 | 4 | 8 | 12 | 16 | 20 | 24 | 28 | 32 | 36 | 40 | 44 | 48 | 52 | 56 | 60 |
17 | -18 | -14 | -10 | -6 | -2 | 2 | 6 | 10 | 14 | 18 | 22 | 26 | 30 | 34 | 38 | 42 | 46 | 50 | 54 | 58 |
18 | -20 | -16 | -12 | -8 | -4 | 0 | 4 | 8 | 12 | 16 | 20 | 24 | 28 | 32 | 36 | 40 | 44 | 48 | 52 | 56 |
19 | -22 | -18 | -14 | -10 | -6 | -2 | 2 | 6 | 10 | 14 | 18 | 22 | 26 | 30 | 34 | 38 | 42 | 46 | 50 | 54 |
20 | -24 | -20 | -16 | -12 | -8 | -4 | 0 | 4 | 8 | 12 | 16 | 20 | 24 | 28 | 32 | 36 | 40 | 44 | 48 | 52 |
Turning Attempts: 1 per 2 levels
Creatures Affected: 1 per 2 levels
Duration of Turning Effect: 1 round per level
Combined Faith Bonus: +2
Special Rules if the Paladin is Undead
As Undead characters cannot channel energy from the Plane of Radiance, they instead draw from the Plane of Shadow. This has a profound effect on their ability to affect other Undead. Rather than turning such creatures away, an Undead Paladin can bolster Undead.
For the duration of the "turning" effect, bolstered Undead will view the Paladin favorably (although they will not automatically obey the Cavalier). Additionally, bolstered Undead gain a +2 to hit, +2 to damage, +2// to movement speed, and +2 to AC.
Bolster the Weak
Prayer: 1 segment
Spirit Cost: 8 SP
Range: Touch
Duration: 1 turn per level
Area of Effect: One willing, non-evil target
Classification: Utility (or Protection)
- Empathic Resistance bonus of 4% per level of the Paladin
- Resist Fear bonus of 2% per level of the Paladin
- A +2 bonus to Save vs. Sleep Charm
- A +2 bonus to any skill checks made to avoid deceptions and lies
- A -2 penalty to any skill checks made to tell lies or deceive others
- Levels 1 to 4: One ally can be bolstered.
- Levels 5 to 9: Two allies can be bolstered.
- Levels 10 to 14: Three allies can be bolstered.
- Levels 15 to 19 Four allies can be bolstered.
- Levels 20 and higher: Five allies can be bolstered.
Changes from the printed (book) version: This is a new spell.
Charity of Faith
Prayer: 4 segments
Spirit Cost: 7 SP
Range: Touch
Duration: See text
Area of Effect: One target
Classification: Utility
Changes from the printed (book) version: This is a new spell.
Command the Truth
- Levels 1 to 4: The Paladin can ask one question.
- Levels 5 to 9: The Paladin can ask two questions.
- Levels 10 to 14: The Paladin can ask three questions.
- Levels 15 to 19: The Paladin can ask four questions.
- Levels 20 and higher: The Paladin can ask five questions.
Changes from the printed (book) version: There is no chance of the Paladin being stripped of his/her power by using this spell. The number of questions that can be asked now scales with the Paladin's level.
Detect Good and Evil
- Levels 1 to 4: The spell has a 3// area of effect.
- Levels 5 to 9: The spell has a 6// area of effect.
- Levels 10 to 14: The spell has a 9// area of effect.
- Levels 15 to 19: The spell has a 12// area of effect.
- Levels 20 and higher: The spell has a 15// area of effect.
Changes from the printed (book) version: The power scales with level. The spell description is much clearer as to what the spell detects.
Divine Healing
Note: if the Paladin is Undead, then the Divine Healing works on Undead allies at full capacity. However, this spell is less effective on living recipients due to energy conversion losses. Therefore, an Undead Paladin must spend twice as many Spirit Points to have the same effect.
- Levels 1 to 4: 1d4 healing
- Levels 5 to 9: 2d4 healing
- Levels 10 to 14: 3d4 healing
- Levels 15 to 19: 4d4 healing
- Levels 20 and up: 5d4 healing
Changes from the printed (book) version: The level of healing scales in proportion with the Paladin's level.
Holy Presence
- Levels 1 to 4: Enemies take a -2 penalty to all actions, including damage and saves.
- Levels 5 to 9: Enemies take a -3 penalty to all actions, including damage and saves.
- Levels 10 to 14: Enemies take a -3 penalty to all actions, including damage and saves. The Holy Presence extends to a 2// spherical region.
- Levels 15 to 19: Enemies take a -3 penalty to all actions, including damage and saves. The Holy Presence extends to a 3// spherical region. Enemies take one point of damage per round that they remain in the area of effect.
- Levels 20 and Higher: Enemies take a -4 penalty to all actions, including damage and saves. The Holy Presence extends to a 4// spherical region. Enemies take one point of damage to both hit points and spirit points for each round that they remain in the area of effect.
Changes from the printed (book) version. The spell is renamed "Holy Presence" from "Circle of Good". The power lasts turns per level instead of rounds per level. The Power now scales with the Paladin's level.
Pierce the Darkness
- Levels 1 to 4: The spell illuminates a 3// spherical volume.
- Levels 5 to 9: The spell illuminates a 6// spherical volume.
- Levels 10 to 14: The spell illuminates a 9// spherical volume.
- Levels 15 to 19: The spell illuminates a 12// spherical volume.
- Levels 20 and higher: The spell illuminates a 15// spherical volume.
Changes from the printed (book) version: The power scales to the level of the Paladin. The rules specify when the spell effect is diminished when in opposition to a more powerful caster.
Blazing Weapon
If the Paladin is Undead, the effects of the spell are slightly modified. The "silver fire" effect is replaced with fire of a deep violet color that is drawn from the Plane of Shadow. Such fire does additional damage to living creatures instead of against Undead targets. Like with an Undead Necromancer, an Undead Paladin would swap the damage values for living and Undead targets.
- Levels 1 to 4: Ordinary fire for 1d4 extra damage.
- Levels 5 to 9: Ordinary fire for 2d4 extra damage or silver fire (specifically damages Undead) for 1d4 extra damage.
- Levels 10 to 14: Ordinary fire for 3d4 extra damage, or silver fire (specifically damages Undead) for 2d4 damage, or cobalt fire (specifically damages incorporeal spirits, fallen angels, demons, etc) for 1d4 damage (or spirit points if hit points are not applicable).
- Levels 15 to 19: Ordinary fire for 4d4 extra damage, or silver fire (specifically damages Undead) for 3d4 damage, or cobalt fire (specifically damages incorporeal spirits, fallen angels, demons, etc) for 2d4 damage (or spirit points if hit points are not applicable).
- Levels 20 or higher: Ordinary fire for 5d4 extra damage, or silver fire (specifically damages Undead) for 4d4 damage, or cobalt fire (specifically damages incorporeal spirits, fallen angels, demons, etc.) for 3d4 damage (or spirit points if hit points are not applicable).
Changes from the printed (book) version: This spell replaces "Holy Fire". The new spell scales in power with the Paladin's level and can target different types of foes.
Sever Spirit Combat
- Levels 1 to 4: Willpower +0 to end spirit combat; residual protection is +2.
- Levels 5 to 9: Willpower +1 to end spirit combat; residual protection is +4.
- Levels 10 to 14: Willpower +2 to end spirit combat; residual protection is +6.
- Levels 15 to 19: Willpower +3 to end spirit combat; residual protection is +8
- Levels 20 and higher: Willpower+4 to end spirit combat; residual protection is +10.
Changes from the printed (book) version: This spell replaces "Protection From Spiritual Attacks" and has been wholly rewritten.
Things to Consider
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