NAME EL 5
GENDER Dragonborn (ASPECT) Lesser Aasimar Paladin 5
NG Medium Humanoid (dragonblood, planetouched)Init
Listen +3, Spot +3Aura
aura of good (5th), divine aura (+1, 10 ft.), draconic aura (+1, 60 ft.), minor aura (+3, 60 ft.)Languages
Common, Celestial, Draconic
20, touch 10, flat-footed 20; +2 dodge vs. dragonshp
47 (5d10+15 HD)Immune
disease, frightful presence of dragonsFort
20 ft. (4 squares); base 30 ft.Melee +1 glaive
+9 reach (1d10+5/x3)Melee
mwk armor spikes +9 (1d6+3)Melee
dagger +8 (1d4+3/19-20)Ranged
longbow +5 (1d8/x3)Ranged
sling +5 (1d4+3)Ranged
dagger +5 (1d4+3/19-20)Space
5 ft.; Reach
5 ft.Base Atk
Power Attack, smite evil 2/day (+3 attack, +5 damage)Special Actions
auras, draconic aura boost, Draconic Recovery, lay on hands 15 hp/day, Protection Devotion 1/day +1/3 turn attempts (+3 AC), turn undead 6/day (+3, 2d6+8, 5th)Combat Gear
Non-passive itemsSpell-Like Abilities
At will -- detect evilPaladin Spells Prepared
2nd (2/day, DC 15) -- bull's strength
, shield other
1st (4/day, DC 14) -- lesser restoration
, protection from evil
, seeking smite
, seeking smite
0th (3/day, DC 13) -- detect magic
Str 17, Dex 10, Con 16, Int 8, Wis 16, Cha 16SQ
draconic vitality (10 DV), special mount 1/dayFeats
Draconic Recovery, Power Attack, Project Draconic Aura (...), Protection DevotionFlaws
Diplomacy +13, Sense Motive +11, Spellcraft +0, ...
_________________________________________Divine Auras (Su)
Aura bonus +1, 10-ft. radius, DC 15. Auras known: prayer, righteousness, ....Draconic Auras (Su)
Aura bonus +1, 60-ft. radius, DC 15. Can affect mindless. Auras known: ....Minor Auras (Su)
Aura bonus +3, 60-ft. radius, DC 15. Auras known: motivate dexterity, watchful eye, ..., ....
righteousness (divine), ... (draconic), motivate dexterity (minor)DV
10/10; Lay on Hands
2/2; Turn Undead
1/1Paladin Spells Cast
HP 47 = 32 Paladin + 15 Con
Str 17 [10p] = 16 base, +0 racial, +1 level
Dex 10 [ 4p] = 12 base, -2 racial,
Con 16 [ 6p] = 14 base, +2 racial,
Int 8 [ 0p] = 8 base, +0 racial,
Wis 16 [ 6p] = 14 base, +2 racial,
Cha 16 [ 6p] = 14 base, +2 racial,
AC 20 = +0 size, +0 Dex, +10 armor, +0 shield, +0 deflection
Touch 10 = +0 size, +0 Dex, -- armor, -- shield, +0 deflection
Flat 20 = +0 size, -- Dex, +10 armor, +0 shield, +0 deflection
+2 dodge vs. dragons.
Fort +8 = +4 base, +3 Con, +1 resistance
Ref +2 = +1 base, +0 Dex, +1 resistance
Will +8 = +4 base, +3 Wis, +1 resistance
Melee +8 = +5 BAB, +0 size, +3 Str
Range +5 = +5 BAB, +0 size, +0 Dex
Grapple +8 = +5 BAB, +0 size, +3 Str
Dragonborn of Bahamut
- +2 Wisdom, +2 Charisma.
- Humanoid (planetouched)
- Medium size.
- An aasimar’s base land speed is 30 feet.
Darkvision: Aasimars can see in the dark up to 60 feet. Racial Skills: Aasimars have a +2 racial bonus on Spot and Listen checks. Special Attacks (see above): Daylight. Daylight (Sp): An aasimar can use daylight once per day as a 1st-level caster or a caster of his class levels, whichever is higher. Special Qualities (see above): Resistance to acid 5, cold 5, and electricity 5.
- Automatic Languages: Common, Celestial. Bonus Languages: Draconic, Dwarven, Elven, Gnome, Halfling, Sylvan.
Favored Class: Paladin.
- +2 Constitution, -2 Dexterity. Dragonborn are hearty and healthy, but they are awkward in their newly adopted bodies.
- Humanoid (dragonblood): Dragonborn are humanoids with the dragonblood subtype and any other subtypes they had before undergoing the Rite of Rebirth. For all effects related to race, a dragonborn is considered a dragon and a member of her original race.
- Age: After a dragonborn underoes the Rite of Rebirth, she emerges as an adult creature regardless of her previous age. If she lives for 200 years (see Table 1-1, page 10), she enters middle age.
[*+2 dodge bonus to Armor Class against creatures of the dragon type. The dragonborn have an innate sense of how best to defend themselves against their potential enemies.
- Immunity to Frightful Presence: Dragonborn are immune to the frightful presence ability of dragons, just as if they were dragons.
- Draconic Aspect: Bahamut has blessed the dragonborn with aspects combining some of the best attributes of good dragons. Upon completing the Rite of Rebirth, a dragonborn chooses which of the following three aspects to manifest. Once the choice is made, it cannot be changed.
- Heart (Su): A dragonborn who chooses heart as her draconic aspect gains a breath weapon. The breath weapon is a bright, shining line that coruscates with every metallic color. The line's length is 5 feet per Hit Die the dragonborn has, up to a maximum of 100 feet at 20 HD. The breath weapon deals 1d8 points of damage, plus an extra 1d8 points for each 3 HD the dragonborn possesses (2d8 at 3 HD, 3d8 at 6 HD, and so on). The damage can be acid, cold, electricity, or fire, changing on each use as the dragonborn chooses. A successful Reflex save (DC 10 + 1/2 the dragonborn's HD + her Con modifier) halves the damage. A dragonborn can use her breath weapon once every 1d4 rounds.
- Mind (Ex): A dragonborn who selects the mind aspect sharpens her senses, gaining immunity to paralysis and magic sleep effects. She gains darkvision out to 30 feet and low-light vision, plus a +2 racial bonus on Listen, Search, and Spot checks.
At 6 HD, the dragonborn's darkvision extends to 60 feet. At 9 HD, the dragonborn's darkvision extends to 90 feet, and her low-light vision allows her to see three times as far as a human in shadowy illumination.
At 12 HD, the dragonborn's darkvision extends to 120 feet, and her low-light vision allows her to see four times as far as a human in shadowy illumination.
At 15 HD, the dragonborn gains blindsense out to 30 feet.
- Wings (Ex): A dragonborn who selects the wings aspect hatches sporting fully formed wings. Dragonborn can use these wings to aid their jumps (granting a +10 racial bonus on Jump checks) and to glide. Those with 6 HD or more can use their wings to fly.
Gliding: A dragonborn can use her wings to glide, negating damage from a fall from any height and allowing 20 feet of forward travel for every 5 feet of descent. Dragonborn glide at a speed of 30 feet with average maneuverability. Even if a dragonborn's maneuverability improves, she can't hover while gliding. A dragonborn can't glide while carrying a medium or heavy load.
If a dragonborn becomes unconscious or helpless while in midair, her wings naturally unfurl, and powerful ligaments stiffen them.The dragonborn descends slowly in a tight corkscrew and takes only 1d6 points of falling damage, no matter the actual distance of the fall.
Flight: When a dragonborn who selected the wings aspect reaches 6 HD, she gains a fly speed of 30 feet with average maneuverability. A dragonborn can't fly while carrying a medium or heavy load or while fatigued or exhausted.
A dragonborn can safely fly for a number of consecutive rounds equal to her Constitution modifier (minimum 1 round). She can double this length of flight but is fatigued by such exertion. The dragonborn is likewise fatigued after spending a total of more than 10 minutes per day flying. Because a dragonborn can glide before, after, and between rounds of actual flight, she can remain aloft for extended periods, even if she can only use flight for 1 round at a time without becoming fatigued.
When she reaches 12 HD, a dragonborn has enough stamina and prowess to fly without tiring. She can fly at a speed of 30 feet (average maneuverability) with no more exertion than walking or running.
A dragonborn with flight can make a dive attack. A dive attack works like a charge, but the dragonborn must move a minimum of 30 feet and descend at least 10 feet. A dragonborn can make a dive attack only when wielding a piercing weapon. If the dive attack hits, it deals double damage.
A dragonborn with flight can use the run action while flying, provided she flies in a straight line.
- Automatic Languages: Draconic. Dragonborn gain the ability to speak Draconic upon their transformation but do not lose the ability to speak languages they already know.
- Favored Class: Fighter. A multiclass dragonborn's fighter class does not count when determining whether she takes an experience point penalty for being a multiclassed character. Furthermore, dragonborn paladins can leave that class and return to it without penalty. Also, see the Mechanics of Rebirth sidebar.
- Alignment: Any Good
- Hit Die: d10
- Base Attack Bonus: Full
- Base Saves: Good (Fort), Poor (Reflex), Good (Will)
- Class skills (4 + Int modifier per level): Concentration, Craft, Diplomacy, Gather Information, Handle Animal, Heal, Intimidate, Jump, Knowledge (all skills, taken individually), Perform, Profession, Ride, Sense Motive, Spellcraft, and Swim.
- Weapon and Armor Proficiency: As a Paladin, you are proficient with all simple and martial weapons, with all types of armor (heavy, medium, and light), and with shields (except tower shields).
- Aura of Good (Ex): The power of your aura of good (see the detect good spell) is equal to your Paladin level.
- Auras (Su): As a Paladin, your faith and conviction power your auras. You can learn to produce different effects, or auras, over the course of your career. You may project one minor aura and (starting at 3rd level) one divine aura at a time. If you possess the ability to project auras from multiple sources, the number of auras of any given type that you can project at once does not stack. For instance, a Dragon Shaman 2/Paladin 3 would be able to project both a divine aura and a draconic aura at the same time, but only a single minor aura.
Activating an aura is a swift action. The aura remains in effect until you use a free action to dismiss it or you activate another aura of the same kind (divine or minor). You can have an aura active continually; thus, an aura can be in effect at the start of a combat encounter even before you take your first turn.
As a Paladin, activating an aura is a purely mental action. Unless otherwise noted, your auras affect all allies within 60 feet (including yourself) with line of effect to you. An ally must have an Intelligence score to gain the bonus (mindless creatures cannot benefit from your auras). Your aura is dismissed if you become unconscious or are slain, but otherwise it remains in effect even if you are incapable of acting.
Some auras affect your enemies instead of, or in addition to, your allies. Unless otherwise stated, the save DC of your aura is equal to 10 + 1/2 your class level + your Charisma modifier.
Except where otherwise noted, all modifiers granted by your auras are morale bonuses (or penalties) with a magnitude equal to your aura bonus (bonuses add your aura bonus, penalties subtract it). These morale bonuses and penalties still affect targets immune to mind-affecting effects that are otherwise subject to your aura.
Minor Aura: A minor aura grants allies a bonus to certain rolls equal to your minor aura bonus. Your minor aura bonus is equal to your Charisma modifier (minimum +1). You begin play knowing two minor auras of your choice. As your Paladin level increases, you gain access to new auras, as indicated on the table above.
Divine Auras: Beginning at 3rd level, you can project a divine aura in addition to your minor aura. A divine aura grants allies bonuses or harms enemies. The magnitude of the bonus granted by your divine auras is initially +1, and it improves by 1 at 8th level and every 5 levels thereafter. You learn two divine auras of your choice at 3rd level. As your Paladin level increases, you gain access to new auras, as indicated on the table above.
Faith powers your divine auras, and while a strong faith may inspire others to better themselves, the greatest changes are in the faithful individual himself. Most divine auras have a personal effect. This personal effect applies to you and only you while you project the aura. You, alongside your allies, still benefit from the normal effects of the aura, but the full effects of the aura are reserved for you and you alone. Where an aura grants the same or similar bonuses for both its normal effect and its personal effect, they do not stack; only the strongest applies to you.
As the powers of your auras are focused more heavily into you, they cannot as easily affect your allies. All divine auras with a personal effect have a reduced area of effect. Such auras have only one sixth the normal radius, rounded up to the nearest multiple of 5 feet. Thus, their effective base radius is only 10 feet, and increasing by 5 feet each time your Dilate Aura ability would normally increase your aura radius by 30 feet. Divine auras with no specific additional personal effect and auras of other types still use your full normal aura radius.
- Detect Evil (Sp): At will, you can use detect evil, as the spell.
- Smite Evil (Su): Once per day, you may attempt to smite evil with one normal melee attack. You adds your Charisma bonus (if any) to your attack roll and deal 1 extra point of damage per Paladin level. If you accidentally smite a creature that is not evil, the smite has no effect, but the ability is still used up for that day. At 5th level, and at every five levels thereafter, you may smite evil one additional time per day, as indicated on the table above, to a maximum of five times per day at 20th level.
- Spells: As a Paladin, you gain the ability to cast a small number of divine spells, which are drawn from the Paladin spell list. You must choose and prepare your spells in advance.
To prepare or cast a spell, you must have a Wisdom score equal to at least 10 + the spell level. The Difficulty Class for a saving throw against your spell is 10 + the spell level + your Wisdom modifier.
Like other spellcasters, you can cast only a certain number of spells of each spell level per day. Your base daily spell allotment is given on the table above. In addition, you receive bonus spells per day if you have a high Wisdom score. When the table above indicates that you get 0 spells per day of a given spell level, you gain only the bonus spells you would be entitled to based on your Wisdom score for that spell level.
You prepare and cast spells the way a Cleric does, though you cannot lose a prepared spell to spontaneously cast a cure spell in its place. You may prepare and cast any spell on the Paladin spell list, provided that you can cast spells of that level, but you must choose which spells to prepare during your daily meditation.
- Lay on Hands (Su): Beginning at 2nd level, you can heal wounds (your own or those of others) by touch. Each day you can heal a total number of hit points of damage equal to your Paladin level × your Charisma bonus (minimum +1). You may choose to divide your healing among multiple recipients, and you don’t have to use it all at once. Using this ability is a standard action.
Alternatively, you can use any or all of this healing power to deal damage to undead creatures. Using this ability in this way requires a successful melee touch attack and doesn’t provoke an attack of opportunity. You decide how many of your daily allotment of points to use as damage after successfully touching an undead creature.
- Divine Health (Ex): At 3rd level, you gain immunity to all diseases, including supernatural and magical diseases.
- Turn Undead (Su): When you reach 4th level, you gain the supernatural ability to turn undead. You may use this ability a number of times per day equal to 3 + your Charisma modifier (minimum 1/day). You turn undead as a Cleric of your level would.
- Special Mount (Sp): Upon reaching 5th level, you gain the service of an unusually intelligent, strong, and loyal steed to serve you in your crusade against evil. This mount is usually a heavy warhorse (for a Medium Paladin) or a warpony (for a Small Paladin).
Once per day, as a full-round action, you may magically call your mount from the celestial realms in which it resides. This ability is the equivalent of a spell of a level equal to one-third your level. The mount immediately appears adjacent to you and remains for 2 hours per Paladin level; it may be dismissed at any time as a free action. The mount is the same creature each time it is called, though you may release a particular mount from service.
Each time the mount is called, it appears in full health, regardless of any damage it may have taken previously. The mount also appears wearing or carrying any gear it had when it was last dismissed. Calling a mount is a conjuration (calling) effect.
Should your mount die, it immediately disappears, leaving behind any equipment it was carrying. You may not summon another mount for thirty days or until you gain you level, whichever comes first, even if the mount is somehow returned from the dead. During this thirty-day period, you take a -1 penalty on attack and weapon damage rolls.
- Code of Conduct: A Paladin must be of good alignment and loses all class abilities if she ever willingly and intentionally commits an evil act.
Additionally, a Paladin’s code requires that she act with honor, help those in need (provided they do not use the help for evil ends or other purposes opposed to the Paladin's ideals), and punish those who harm or threaten innocents. What acting with honor means exactly varies from Paladin to Paladin. For lawful Paladins, it frequently involves some variation of not lying, not cheating, not using poison, and so forth. Acting with honor instead might mean holding oneself to higher standards of helping the powerless and downtrodden, holding to one's ideals regardless of social custom, and so forth for chaotic Paladins.
- Ex-Paladins: A Paladin who ceases to be good, who willfully commits an evil act, or who grossly violates her code of conduct loses all Paladin spells and class features (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.
- 1 - Draconic Recovery: Gain a pool of draconic vitality (2/level) with which to heal your wounds (swift action to heal self 1/2 DV spent).
- 1F- Power Attack: Attack penalty, damage bonus.
- 1F- Protection Devotion: Immediate action, 1/day +1/3 turn attempts, +2+1/4 levels sacred to AC for 1 minute to self and allies within 30 feet.
- 3 - Project Draconic Aura (...): Learn to project a draconic aura (aura bonus +1, DC 10 + 1/2 level + Cha mod).
Paladin 5Class skills (4 + Int modifier per level):
Concentration, Craft, Diplomacy, Gather Information, Handle Animal, Heal, Intimidate, Jump, Knowledge (all skills, taken individually), Perform, Profession, Ride, Sense Motive, Spellcraft, and Swim.
- Sense Motive
- 1 more skill, or just scatter the remaining 8 skill points around?
- 8 Int = -1 skill/level
- Concentration +3 = untrained, +3 Con
- Diplomacy +13 = 8 ranks, +3 Cha, +2 synergy (Sense Motive)
- Handle Animal +4 = 1 rank, +3 Cha
- Listen +3 = untrained, +3 Wis
- Perform (wind instruments) +4 = 1 rank, +3 Cha
- Sense Motive +11 = 8 ranks, +3 Wis
- Spellcraft +0 = 1 rank, -1 Int
- Spot +3 = untrained, +3 Wis
Carrying Capacity 260 lb.
= 260 lb. (17 Str) * 1 (Medium biped)
Current Encumbrance: 158.0 lb.
- Light: 86 lb. or less
- Medium: 87-173 lb.
- Heavy: 174-260 lb.
- Overhead: 520 lb.
- Drag: 1300 lb.
(Medium)Encumbrance Without Pack: 131.0 lb.
Note: With bull's strength
(+4 Str), capacity = 460 lb., light = 153 lb., so dropping the backpack (27 lb.) puts me to a light load so wings would be usable if I take that aspect.
|Weapons and Armor||Location||Value||Weight||Description|
|Dagger||--||1 gp||1.0 lb.||1d4/19-20, 10 ft. throw range, piercing and slashing, light melee weapon|
|+1 glaive||--||1308 gp||10.0 lb.||+1 attack, 1d10+1/x3, slashing, reach, two-handed melee weapon|
|Longbow||--||75 gp||3.0 lb.||1d8/x3, 100 ft. range, free action reload, fires arrows, two-handed ranged weapon|
|Arrows (x20)||--||2 gp||3.0 lb.||piercing, fired by bows|
|Sling||--||0 gp||0.0 lb.||1d3, Str to damage, 50 ft. range, move action reload, fires sling bullets (normal) or stones (-1 attack roll, -1 damage size), two-handed ranged weapon|
|+1 heavy plate (w/ mwk armor spikes)||Body||3150 gp||100.0 lb.||+10 AC, +0 max Dex, -7 ACP, heavy armor. Source: Races of Stone, page 158|
|Mwk armor spikes||+1 heavy plate||350 gp||10.0 lb.||1d6, piercing, light melee weapon|
|Restful crystal||+1 heavy plate||500 gp||0.0 lb.||Sleep in armor without becoming fatigued. Source: Magic Item Compendium, page 26|
|Clothing and Wondrous Items||Location||Value||Weight||Description|
|Cloak of resistance +1||Shoulders||1000 gp||1.0 lb.||+1 resistance bonus on all saves.|
|Masterwork tool, SKILL||--||50 gp||1.0 lb.||+2 circumstance on SKILL checks|
|Rope, silk (50 ft.)||Backpack||10 gp||5.0 lb.||4 hp, break DC 24, +2 circumstance on Use Rope checks|
|Shapesand (1 jug)||Backpack||100 gp||12.0 lb.||DC 16 Wisdom check to shape, max amount varies with Wisdom. Source: Sandstorm|
|Consumable Alchemical and Magic Items||Location||Value||Weight||Description|
|Material Components and Spell Focuses||Location||Value||Weight||Description|
|Spell component pouch||--||5 gp||2.0 lb.||Contains all cheap spell components|
|Platinum ring (x2)||Spell component pouch||100 gp||0.0 lb.||Focus: shield other|
|Miscellaneous equipment||Backpack||50 gp||10.0 lb.||Money and weight reserved for all that miscellaneous small equipment and gear that'll never come up and that I can't be bothered to track (ex: 10-ft. pole, backpack, bedroll, chalk, a spare set of clothing, flint and steel, ink, parchment, rations, waterskins, etc.)|
|Cash||--||2199 gp||0.0 lb.||Money in local currency|
|Starting wealth||+9000 gp||--||Level 5 wealth by level|
|Dragonborn ritual||--||-100 gp|
|Starting weapons and armor||--||-5386 gp||Dagger, +1 glaive, longbow, arrows (x20), sling, +1 heavy plate w/ mwk armor spikes, restful crystal|
|Starting clothing and wondrous items||--||-1000 gp||Cloak of resistance +1|
|Starting tools||--||-160 gp||Mwk tool (SKILL), silk rope x50 ft., shapesand x1 jug|
|Starting material components||--||-105 gp||Spell component pouch, platinum ring (shield other) (x2)|
|Starting miscellaneous equipment||--||-50 gp||Reserved to account for the random crap I'm not gonna track|
|Section Total||+9000 gp||-6801 gp||Net: +2199 gp|
|Subtotal||+9000 gp||-6801 gp||Net: +2199 gp|
|Section Total||+0 gp||-0 gp||Net: +0 gp|
|Subtotal||+9000 gp||-6801 gp||Net: +2199 gp|
|Total||+9000 gp||-6801 gp||Cash: 2199 gp; Equipment: 6701 gp|Paladin 5Divine Auras:
- Aura bonus +1
- 3 known
- 10-ft. radius
- Prayer: Allies gain fast healing equal to twice your aura bonus. This fast healing cannot heal any creature above half its maximum hit points.
Personal: The fast healing granted by this aura can heal you up to your full normal hit points.
- Righteousness: Allies gain a bonus on saves and to their Armor Class. This bonus only applies against against attacks made or effects created by evil creatures, and against spells and effects with the evil descriptor. Non-good summoned creatures cannot touch you or your allies, nor enter the area of your aura, as per the magic circle against evil spell. Spell resistance can allow them to bypass this effect. Your effective caster level for the purpose of opposing spell resistance with this aura is equal to your class level plus your aura bonus.
Personal: Your weapon attacks are considered good-aligned, allowing them to bypass the corresponding damage reduction. You deal additional damage on each damaging weapon attack against evil-aligned targets equal to 1d6 per point of aura bonus.
Project Draconic AuraDraconic Auras:
- Aura bonus +3
- 4 known
- 60-ft. radius
- Motivate Dexterity: Allies gain a bonus on Dexterity checks, Dexterity-based skill checks, and initiative checks.
- Watchful Eye: Allies gain a bonus on Reflex saves.
- Aura bonus +1
- 1 known
- 60-ft. radius
Paladin Spell List
- All spell on list are known.
- Prepared divine casting.
- Slots: 3/3/1/-/-/-/- per day.
- Max spell: Wisdom - 10.
- Bonus spells: Wisdom-based.
- Save DCs: 10 + spell level + Wisdom modifier.
- Paladin 0th: 3/day (3+0 Wis), DC 13
- Paladin 1st: 4/day (3+1 Wis), DC 14
- Paladin 2nd: 2/day (1+1 Wis), DC 15
Paladins choose their spells from the following list:0-Level (Orisons): Create water
, cure minor wounds
, detect evil
, detect magic
, detect poison
, purify food and drink
, read magic
, and virtue
As the normal Paladin spell list plus the following spells: command
, comprehend languages
, hide from undead
, and protection from law
In addition, the following spells have been reduced in level compared to the normal Paladin spell list: create water
, detect poison
, read magic
, and virtue
As the normal Paladin spell list, plus the following spells: align weapon
, bear's endurance
, and cure moderate wounds
As the normal Paladin spell list, plus the following spells: cure serious wounds
, magic circle against law
, protection from energy
, remove disease
, and searing light
In addition, the following spells have been reduced in level compared to the normal Paladin spell list: cure moderate wounds
In addition, the following spells have been increased in level compared to the normal Paladin spell list: heal mount
As the normal Paladin spell list, plus the following spells: chaos hammer
, cure critical wounds
, discern lies
, dispel law
, freedom of movement
, heal mount
, holy smite
, lesser planar ally
, mass cure light wounds
, and order's wrath
In addition, the following spells have been reduced in level compared to the normal Paladin spell list: cure serious wounds
(3rd).5th Level: Atonement
, disrupting weapon
, greater command
, greater dispel magic
, mass cure moderate wounds
, raise dead
, righteous might
, and spell resistance
.6th Level: Banishment
, blade barrier
, greater restoration
, heroes' feast
, mass bear's endurance
, mass bull's strength
, mass cure serious wounds
, mass eagle's splendor
, mass owl's wisdom
, planar ally
, and undeath to death
In addition, there are a large number of new spells presented in this supplement designed for use by Paladins. See the section detailing new spells for more information.Note:
The spell list provided here only covers spells found in the core D&D rules (ie: spells printed in the Player's Handbook). For spells printed in other sourcebooks, the following guidelines are suggested. As always, use your own discretion.
- For any spell that normal Paladin gains a lawful version of but not a chaotic version, the chaotic version should also be added to the Paladin list at the same level. For example, among the core D&D spells, this includes the protection from law, magic circle against law, and dispel law spells.
- New spells added only to the normal Paladin spell list can usually be added to the Paladin spell list at the same level. Particularly potent spells that exist as 3rd- or 4th-level spells on the normal Paladin spell list can be increased by one or two levels to account for the wider range of spell levels available in this version of the Paladin.
- New spells added to the normal Paladin spell list at the same level as they are added to the list of a primary spellcasting class (Wizard, Cleric, Druid, etc.) can be added to the Paladin spell list at the same level.
- Any normal Paladin spell found on the Cleric spell list at a lower level, such as most orisons, should be considered a Paladin spell at the Cleric spell level.
- New spells added to the normal Paladin spell list at one levels lower than they are added to the list of a primary spellcasting class (Wizard, Cleric, Druid, etc.) should be added to the Paladin spell list at either the indicated level or one level higher than indicated.
- New spells added to the normal Paladin spell list at two levels lower than they are added to the list of a primary spellcasting class (Wizard, Cleric, Druid, etc.) should be added to the Paladin spell list at one level higher than indicated.
- New spells added to the normal Paladin spell list at three levels lower than they are added to the list of a primary spellcasting class (Wizard, Cleric, Druid, etc.) should be added to the Paladin spell list at one or two levels higher than indicated.
- New spells added to the normal Paladin spell list at four or more levels lower than they are added to the list of a primary spellcasting class (Wizard, Cleric, Druid, etc.) should be added to the Paladin spell list at two levels higher than indicated.
- For new spells added to the normal Paladin spell list and the spell lists of the Cleric and other primary spellcasting classes, use the Cleric level to determine how the new level should be determined.
- Some 5th-, 6th-, and 7th-level Cleric spells may also be suitable as 5th- or 6th-level Paladin spells, particularly those that bolster or enhance the caster or her allies.
4000 gp, +2 Str item
4000 gp, +2 Con item
4000 gp, +2 Cha item
Aura Focus: +1 to aura bonus, +2 save DC for a specific aura. Use it to improve my singular draconic aura that I know I'll always be projecting.
Character created for the game: Anyone want to run through the red hand of doom?http://www.minmaxboards.com/index.php?topic=17329.0
I have some extra time on my hands for at least a few months. I've always loved this adventure and was wanting if anyone wanted to play. I'll dm.
Thinking basic rules
D&d 3.5 with 3.0 open, drag mag allowed, homebrew upon request.
32 pt buy
Must have a race that won't set turn the town's against you.
If there is any interest, I'll work out more in depth character generation.
Flaws x2 not required, but available. Granted I've never seen anyone not take then if offered.
And no, things that just don't makes sense will either be banned or used against the party if the party uses it.
- Stats. I've got the PB planned out, but I forgot about the +1 to a stat of your choice every 4 levels.
- WBL (5th): 9000 gp. I've spent around 7000 gp so far.
- Anklets of Translocation (1400 gp): 2/day, teleport 10 ft. as a swift action. MIC.
- Lesser Aasimar works well as the pre-dragonborn race (+2 Wis/Cha). Plus the whole paladin, celestial mumbo jumbo theme.
- Need to select the Dragonborn of Bahamut aspect I'll be taking.
- Wings sound great until you realize I can't use them because I'm always going to be encumbered.
- Mind is just sensory stuff, so sorta bleh. Not bad, just not overly useful, especially since this campaign is mostly outdoors. Also immune to paralysis and sleep, but that really doesn't come up often.
- Probably gonna wind up with Heart in the end. The damage is about equal to 1d6/2 levels scaling, and what do you expect from a racial ability?
- 4 feats total, assuming 2 flaws.
- Draconic Recovery and Project Draconic Aura go together.
- Power Attack is a requirement for melee (also works really well with smite evil + Seeking Smite).
- Maybe Battle Blessing (Complete Champion 55) for swift action spellcasting? Nah, because this guy has better spellcasting than PHB Paladin for which that feat was designed, so if I were to write that feat for this Paladin, it would be different and I probably wouldn't qualify for it yet (off hand, I'd add a prerequisite of 2nd level spells, apply it to personal range or harmless spells only, and only affect spells at least 1 or 2 levels below your highest spell level).
- Maybe Aura Focus to improve my singular draconic aura that I know I'll always be projecting? Can't do that until 6th, though, since I don't get the draconic aura until 3rd.
- Persistent Refusal
(FC2): Spend turn/rebuke as swift action to make a new save against an ongoing effect.
- Protection Devotion
(CC): Immediate action, 1/day +1/3 turn attempts, +2+1/4 levels sacred to AC for 1 minute to self and allies inside 30 feet.
- Law Deovtion
(CC): Swift action, 1/day +1/3 turn attempts, +3 sacred to attack rolls or AC for 1 minute to self, can change each round.
- Animal Devotion
(CC) Swift action, 1/day +1/3 turn attempts, various benefits.
- Flaws. Probably Inattentive (-4 Spot/Listen) and Shaky (-2 ranged attack rolls).
- Decide on draconic aura. Energy surge, grace, indomitability, power, senses, and toughness look viable.
- Decide on 3 divine auras.
- Prayer is a given.
- What the other two are will depend on the party composition. Righteousness might be good, since this campaign is primarily against evil-aligned enemies.
- Decide on 4 minor auras.
- Motivate Dexterity is the go-to for the initiative bonus.
- Watchful Eye is good to shore up my weak Reflex save (also good vs. frequent-ish breath weapons in this campaign).
- The other two will depend on party composition. Maybe Motivate Charisma to double up on Charisma-based skills? Probably only if I pick a race that'll pump my Cha up to 16.