Paladin

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Paladin


Description: Paladins take their adventures seriously, and even a mundane mission is, in the heart of the paladin, a personal test - an opportunity to demonstrate bravery, to learn tactics, and to do good in the world. Divine power protects these warriors of virtue, warding off harm, protecting them from disease, healing them and their allies, and guarding against fear. Divine power also guides their sword arms, making them among the most effective warriors against undead and evil outsiders. Many of the paladin's special abilities also benefit from a high Charisma score.

Hit Dice: 1d10

Proficiencies: Armor Proficiency (Light), Armor Proficiency (Medium), Armor Proficiency (Heavy), Shield Proficiency, Weapon Proficiency (Martial), Weapon Proficiency (Simple)

Skill Points: 2 + Int mod

Class Skills: Concentration, Craft armor, Craft trap, Craft weapon, Discipline, Heal, Lore, Parry, Persuade, Taunt

Primary Saving Throw(s): Fort

Base Attack Bonus: +1/level

Requirements

Alignment: Lawful Good

Base Attack Bonus: Any

Classes: None

Factions: Ragnar's Kin, Last Alliance, Northern Coalition

Feats: None

Race: Any

Skills: None

Spellcasting: None


Special Abilities and Feats

LevelFeat(s)
1Divine Grace
Divine Health
Lay on Hands
2Aura of Courage
Smite Evil
3Remove Disease
Turn Undead

Epic Paladin

Epic Feat Progression: 3

Epic Feats: Armor Skin, Devastating Critical, Epic Toughness, Epic Weapon Focus, Epic Prowess, Epic Reputation, Great Smiting, Improved Combat Casting, Overwhelming Critical, Perfect Health, and Planar Turning.

Notes


  • If you multi-class into Paladin, you are immediately devoted to 4 more levels (5 total).
  • Paladins are the Favored Class of the Aasamir.
  • Paladins may not multi-class with Blackguard in Neversummer 4 due to no alignment changes.


Pure Class Bonuses

LevelAbility NameDescription
21Holy AvengerThe Holy Sword Spell continues to gain in power and grants an Enhancement bonus of Level / 5 + 2 and the bonus damage granted now works against Non-Good creatures. (The Holy Avenger will only work for the Paladin.)
23PurgeOnce per day, a Paladin may Dispel a Target with an effectiveness of Paladin's Level. For every spell stripped, the Paladin takes 4 Divine damage.
25Epic Divine MightDouble duration on Divine Might and Divine Shield. Paladin gains +1AB per +5 Charisma modifier while Divine Might is active and 5% immunity (excluding divine) per 10 Charisma modifier while Divine Shield is active.
25Divine ProtectionOnce per 6 minutes, a Paladin gains 5% Immunity to all damage sources except Divine damage, to which they gain 5% vulnerability. Duration in rounds equals Level / 2 + 1 / 2 Charisma modifier rounded down.
28Divine SacrificeOnce per day, the Paladin can cast Resurrection on a willing, Non-Evil target. The Paladin takes 5 Divine damage per level of the target being raised. The Paladin cannot ressurect someone in this manner if they do not have enough life.
30RadianceOnce per day, the Paladin and nearby allies gain regeneration equal to 1 / 4th of the Paladin's level. Duration in rounds is Charisma modifier + 10. The Paladin also generates an aura that applies a spell failure rate of Paladin's Level / 2 to any evil foes entering the aura for 1 Hour / 5 Levels. At level 35, Neutral foes are also affected by the aura.
31Divine ProtectionDivine Protection is upgraded to include 10% Immunity to all Damage Sources except Divine. Divine Vulnerability increases to 10%.
35Detect non-goodDetect evil also detects Neutral characters. Neutral character glow blue for a short duration.
37Divine ProtectionDivine Protection is upgraded to include 15% Immunity to all Damage Sources except Divine. Divine Vulnerability increases to 15%.
38MartyrdomOnce per 20 Minutes, the Paladin Raises all Non-Evil party members in a Colossal radius, dying in the process. Paladin must have more than 50% HP to sacrifice himself in such a manner.
40Aspect of the DeityOnce per day, the Paladin channels an immense amount of his God's power, taking on his God's visage while temporarily overwhelming all nearby enemies with his glory. He gains Celestial properties (Immunty to Knockdown, ability decrease, negative levels, poison, paralysis, Mind-Affecting Spells, and gains +20/5 Damage Reduction), Immunity to Spells 6th Level and lower, 5% Added Immunity to all damage forms (except Divine), See Invisibility, and +20 to spot skill for 1 Round per Charisma Modifier.