Arch Paladin (3.5e Class)

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Arch Paladin[edit]

Many people strive to do good and a few of them become paladins. Yet fewer still advance far enough in their deity's favor to become an arch-paladin. These are the chosen few of a deity who wield tremendous divine powers wherever they go. Arch paladins are knights among knights, paragons among paragons, and the worst nightmare of evil creatures.

Making a Arch Paladin[edit]

Min. Ability Scores: STR 12, DEX 12, CON 14, INT 15, WIS 16, CHA 18

Alignment: Lawful Good

Creature Template: Saint

Deity: Any good

Personality: A potential arch-paladin's personality must exhibit the following qualities in a healthy and sensible balance:

Class Levels: Paladin 20

Number per Deity: No more than 12.

Starting Age: Complex

Starting Gold: 10d4 gp.

Table: The Arch Paladin

Hit Die: d12

Level Base
Attack Bonus
Saving Throws Special Spells per Day
Fort Ref Will 0 1st 2nd 3rd 4th 5th 6th 7th 8th 9th
1st +1 +2 +2 +2 Disrupt Evil, Aura of Divinity, Immunity to Evil, Divine Senses, Sanctified Arms and Armor, Sin Absolution 1
2nd +2 +3 +3 +3 Minor Banishment 2
3rd +3 +3 +3 +3 Minor Locate Evil, Summon Holy Ally 1/day 2 1
4th +4 +4 +4 +4 Minor Remote Smiting 3 2
5th +5 +4 +4 +4 Fiend Bane, Lesser 3 2 1
6th +6/+1 +5 +5 +5 Lesser Banishment, Summon Holy Ally 2/day 3 3 2
7th +7/+2 +5 +5 +5 Lesser Locate Evil 4 3 2 1
8th +8/+3 +6 +6 +6 Lesser Remote Smiting 4 3 3 2
9th +9/+4 +6 +6 +6 Lesser Immortality, Summon Holy Ally 3/day 4 4 3 2 1
10th +10/+5 +7 +7 +7 Fiend Bane, Banishment 4 4 3 3 2
11th +11/+6/+1 +7 +7 +7 Locate Evil 5 4 4 3 2 1
12th +12/+7/+2 +8 +8 +8 Remote Smiting, Summon Holy Ally 4/day 5 4 4 3 3 2
13th +13/+8/+3 +8 +8 +8 Immortality 5 5 4 4 3 2 1
14th +14/+9/+4 +9 +9 +9 Greater Banishment 5 5 4 4 3 3 2
15th +15/+10/+5 +9 +9 +9 Fiend Bane, Greater, Greater Locate Evil, Summon Holy Ally 5/day 5 5 5 4 4 3 2 1
16th +16/+11/+6/+1 +10 +10 +10 Greater Remote Smiting 6 5 5 4 4 3 3 2
17th +17/+12/+7/+2 +10 +10 +10 Greater Immortality 6 5 5 5 4 4 3 2 1
18th +18/+13/+8/+3 +11 +11 +11 Supreme Banishment, Summon Holy Ally 6/day 6 6 5 5 4 4 3 3 2
19th +19/+14/+9/+4 +11 +11 +11 Supreme Locate Evil 6 6 5 5 5 4 4 3 2 1
20th +20/+15/+10/+5 +12 +12 +12 Supreme Remote Smiting, Divine Judgement, Spiritual Perfection 6 6 6 5 5 4 4 3 3 2

Class Skills (4 + Int modifier per level, ×4 at 1st level)
<-class skills (and key abilities)->.

Class Features[edit]

<-fluff about class features->. All of the following are class features of the <-class name->.

Weapon and Armor Proficiency: <-description of class weapon & armor proficiencies->.

Spells: A arch paladin casts divine spells, which are drawn from both the cleric spell list and from the paladin spell list. However, his alignment may restrict him from casting certain spells opposed to his moral or ethical beliefs; see Chaotic, Evil, Good, and Lawful Spells, below. An arch-paladin must choose and prepare his spells in advance (see below).

To prepare or cast a spell, an arch paladin must have a wisdom score equal to at least 10 + the spell level. The Difficulty Class for a saving throw against an arch paladin’s spell is 10 + the spell level + the arch paladin’s wisdom modifier.

Like other spellcasters, an arch paladin can cast only a certain number of spells of each spell level per day. His base daily spell allotment is given on Table: The Arch Paladin. In addition, he receives bonus spells per day if he has a high wisdom score.

Arch paladins meditate or pray for their spells. Each arch paladin must choose a time at which he must spend 1 hour each day in quiet contemplation or supplication to regain his daily allotment of spells. Time spent resting has no effect on whether an arch paladin can prepare spells. An arch paladin may prepare and cast any spell on either the cleric spell list or from the paladin spell list, provided that he can cast spells of that level, but he must choose which spells to prepare during his daily meditation. Spells from the paladin spell list are treated as the same spell level for casting purposes.

Chaotic, Evil, Good, and Lawful Spells: An arch paladin can’t cast spells of an alignment opposed to his own or his deity’s. Spells associated with particular alignments are indicated by the chaos, evil, good, and law descriptors in their spell descriptions.

Immunity to Evil (Ex): An arch paladin is immune to all damage and harmful effects caused by a creature of evil alignment.

Divine Senses (Su): An arch paladin can sense the presence of good or evil within 60 feet of their location. Additionally they can pinpoint a creature with thoughts or feelings within 60 feet of their location as well as sense what the content of the thoughts and feelings are.

Aura of Divinity (Su): The power of an arch paladin's aura of divinity is equal to their total class levels. The benefits of the aura depend on the number of arch paladin levels the character has, see Table:Aura of Divinity for more.

Table: Aura of Divinity
Arch Paladin Levels: Radius: Ally Benefits: Enemy Penalties:
1 - 5 15 ft.
6 - 10 30 ft.
11 - 15 45 ft.
16 - 20 60 ft.

Disrupt Evil (Su): An arch paladin has the power to affect evil creatures by channeling the power of his faith through his holy symbol. An arch paladin can damage or destroy evil creatures. An arch paladin may attempt to disrupt evil a number of times per day equal to 3 + his Charisma modifier. An arch paladin with 5 or more ranks in Knowledge (religion) gets a +2 bonus on destruction checks against evil.

Ex-<-pluralized class name->[edit]

<-Describe what happens when a character violates the alignment restrictions of any other class restrictions. If there are no behavior or alignment restrictions delete this section->.

Epic <-class name->[edit]

Table: The Epic <-class name->

Hit Die: d<-Die size for Hit Die->

Level Special
21st <-any improvements to class features gained at this level, including any bonus feats->
22nd <-any improvements to class features gained at this level, including any bonus feats->
23rd <-any improvements to class features gained at this level, including any bonus feats->
24th <-any improvements to class features gained at this level, including any bonus feats->
25th <-any improvements to class features gained at this level, including any bonus feats->
26th <-any improvements to class features gained at this level, including any bonus feats->
27th <-any improvements to class features gained at this level, including any bonus feats->
28th <-any improvements to class features gained at this level, including any bonus feats->
29th <-any improvements to class features gained at this level, including any bonus feats->
30th <-any improvements to class features gained at this level, including any bonus feats->

<-number of skill points-> + Int modifier skill points per level.

<-existing class feature->: <-how this class feature increases or accumulates at epic levels->

<-another existing class feature->: <-how this class feature increases or accumulates at epic levels->

<-Lather, rinse...->

<-... repeat.->

Bonus Feats: The epic <-class name-> gains a bonus feat (selected from the list of epic <-class name-> bonus feats) every <-number of feats per level-> levels after 20th.

Epic <-class name-> Bonus Feat List: <-list of bonus epic feats->.

<-Sample race of your choice-> <-class name-> Starting Package[edit]

Weapons: <-Weapon selection for starting at 1st level with this class.->.

Skill Selection: Pick a number of skills equal to 4 + Int modifier.

Skill Ranks Ability Armor
Check
Penalty
<-Skill name-> <-4 for class skills and 2 for cross-class skills-> <-Abbreviated key ability-> <-armor check penalty based on starting armor. If inapplicable put "—"->
<-Skill name-> <-4 for class skills and 2 for cross-class skills-> <-Abbreviated key ability-> <-armor check penalty based on starting armor. If inapplicable put "—"->

<-copy and paste the rows as necessary.->

Feat: <-1st-level feat selection->.

Bonus Feats: <-1st-level feat bonus feats due to class or sample race. remove this section if this sample doesn't get any bonus feats at 1st level. ->.

Gear: <-Starting armor and other equipment outside of weapons.->.

Gold: <-Starting gold using this package.->.

Campaign Information[edit]

Playing a <-class name->[edit]

Religion: <-description of how this class typically (but no exclusively) approaches religion including likely portfolios it would worship->.

Other Classes: <-How this class typically interacts with other classes and how characters of this class interact with characters of other classes->.

Combat: <-Typical role in combat->.

Advancement: <-Typical advancement options for characters with this class. Include desirable multiclass options->.

<-pluralized class name-> in the World[edit]

<-Some quote from a character of this class->
—<-NPC name->, <-race-> <-class->

<-Where characters of this class fit in a d20 world.->

Daily Life: <-day in the life of a character of this class->.

Notables: <-notable NPCs of this class->.

Organizations: <-info on what, where, when, and how characters of this class congregate and assemble->.

NPC Reactions: <-How NPCs react to PCs of this class->.

<-class name-> Lore[edit]

Characters with ranks in <-the appropriate skills-> can research <-pluralized class name-> to learn more about them. When a character makes a skill check, read or paraphrase the following, including information from lower DCs.

<-the appropriate skills->
DC Result
5 <-common knowledge->.
10 <-not so common knowledge->.
15 <-rare information->.
20 <-very rare information->.

<-pluralized class name-> in the Game[edit]

<-How characters of this class fit in the game (PC and NPC) and what roles they play.->

Adaptation: <-Possible variant conceptions of this class.->.

Sample Encounter: <-DM placement for NPCs of this class.->.

EL : <-Encounter scenario and character info on sample NPC including stat block. The CR of the NPC is typically the same as the EL for the encounter.->.



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