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The Paladin
  ------------------------------------------------------- Prayers ------------------------------------------------------- -------------- Maneuvers --------------
Level BAB Fort Ref Will Special Max Prayer Level Base Absolute Limit Utterances Incantations Recitations Maneuvers Known Max Maneuver Level
1 +1 +2 +0 +1 Aura, Domain, Channel Divine ---- ---- ---- ---- ---- --- ---
2 +2 +3 +0 +2 Combat Style, Divine Grace, Lay on Hands ---- ---- ---- ---- ---- 1 1st
3 +3 +3 +1 +2 Aura, Divine Health ---- ---- ---- ---- ---- 2 1st
4 +4 +4 +1 +2 Truespeech, Know Thyself 1st 10 1 0 0 3 2nd
5 +5 +4 +1 +3 Aura, Divine Bond 1st 13 1 1 0 3 2nd
6 +6/+1 +5 +2 +3   1st 16 2 1 0 4 2nd
7 +7/+2 +5 +2 +4 Aura 1st 19 2 1 0 5 2nd
8 +8/+3 +6 +2 +4   1st 22 3 2 0 6 3rd
9 +9/+4 +6 +3 +4 Aura 1st 26 3 2 1 6 3rd
10 +10/+5 +7 +3 +5 Paladin Talent 2nd 30 4 2 1 7 3rd
11 +11/+6/+1 +7 +3 +5   2nd 34 4 3 1 8 3rd
12 +12/+7/+2 +8 +4 +6 Paladin Talent 2nd 38 5 3 1 9 4th
13 +13/+8/+3 +8 +4 +6   2nd 43 5 3 1 9 4th
14 +14/+9/+4 +9 +4 +6 Paladin Talent 2nd 48 6 4 2 10 4th
15 +15/+10/+5 +9 +5 +7   2nd 53 6 4 2 11 4th
16 +16/+11/+6/+1 +10 +5 +7 Paladin Talent 3rd 58 7 4 2 12 5th
17 +17/+12/+7/+2 +10 +5 +8   3rd 64 7 5 2 12 5th
18 +18/+13/+8/+3 +11 +6 +8 Paladin Talent 3rd 70 8 5 2 13 5th
19 +19/+14/+9/+4 +11 +6 +8   3rd 76 8 5 3 14 5th
20 +20/+15/+10/+5 +12 +6 +9 Paladin Talent 3rd 82 9 6 3 15 6th

 

Paladin

Ionatan, iconic paladin
"I may not be a Saint, but I live by their example."

To be deemed a Saint, an individual must find themselves worthy of what is effectively "hero worship," gaining respect and adoration from sufficient mortals to allow them to ascend as a Saint. For some, Saints are more than individuals worthy of such accolades - they deserve imitation. Their belief in a particular Saint leads them to take up arms and train in combat, to better fight for the ideals of their patron.

A paladin devotes himself to the ideologies of a particular Saint, who - in turn - empowers the paladin with Divine strength, granting them aspects of their own abilities as well. As a paladin becomes more familiar with the religious aspects of a Saint, he gains the ability to channel his patron's power in prayer.

Unlike priests, who merely worship a Saint, the paladin seeks to become more and more like the Saint. As such, paladins have much stricter codes of conduct. However, in return, paladins gain greater access to their patron's domain powers, as well as additional domain powers that are reserved explicitly for paladins.

It is important to note that paladins in Trinity are almost a complete departure from standard d20 paladins.

Despite what their name would suggest, antipaladins are not a direct mirror to paladins.

Game Rule Information

Paladins have the following game statistics.

Force Alignment: Divine.

Force Resistances: NI 5 + level, VI 5 + level.

Abilities: Physical ability scores are important to a paladin, as he focuses on combat and the ability to protect the ideals of his patron. Charisma is also important, however, as it fuels his prayers as well as a number of his special abilities.

Hit Die: d10.

Class Skills: The paladin’s class skills are Concentration (Con), Craft (Int), Diplomacy (Cha), Handle Animal (Cha), Heal (Wis), Knowledge (Nobility and Royalty) (Int), Knowledge (Religion) (Int), Martial Lore (Int), Prayercraft (Wis), Profession (Wis), Ride (Dex), and Sense Motive (Wis).

Skill Points at Each Level: 2 + Int.

Alignment: Must match patron's alignment exactly.

Ethos: Must be within two steps of patron's listed ethoi.

Starting Age: Moderate.

Starting Gold: 6d4 x 10gp.

Favored By: None.

Class Features

All of the following are class features of the paladin.

Weapons 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). A paladin is also proficient with his patron's favored weapon.

Domain (Di): When you take your first level in paladin, you must select a Saint as your patron. You gain access to your patron's domain, which grants you an additional paladin class skill, an additional weapon or armor proficiency, and a number of additional powers (dependent upon the domain). In addition, your patron's domain automatically adds new prayers to your prayers known upon gaining access to the appropriate prayer level.

As a paladin, your domain also grants you additional abilities as you gain levels, as indicated in the domain's description.

Know Thyself: Upon taking your first level in paladin, you gain knowledge of your own truename.

Channel Divine (Di): As a paladin, you are able to tap into the power of the Divine, though diluted by the separation between the Divine itself and the world. You gain a number of channel divine uses per day equal to 3 + your Charisma modifier.

For purposes of Divine feats from other sources, channel divine uses count as turn undead attempts (and so you can use them to fuel Divine feats that require their expenditure).

Most patron's domains grant a power that allows you to expend a channel divine use for a purpose relevant to the patron.

In addition, all paladins can use channel divine uses to smite foes of their patron. When you make an attack or full-attack action, you can expend a channel divine use to add your Charisma modifier to your attack rolls and your paladin level to your damage rolls for that action. You can only use this ability on creatures whose alignments are opposed to your patron's on at least one axis; if your patron is neutral, you can only use this ability on creatures with "extremist" alignments (LG, LE, CG, or CE).

You can always use this ability on a Lucavi, Daemon, or Fiend, regardless of its alignment.

Ethos: You can only use this ability on creatures whose ethoi differ from your patron's by at least three steps.

If you use this ability on a creature that does meet the requirements, this ability does nothing (but you still expend the channel divine use).

Auras (Di): The defining trait of paladins are auras, powerful divine effects that she exudes by her mere presence through her powerful connection to her Saint. A paladin can activate an aura as a swift action and dismiss it as a non-action on her turn, and can only have one aura active at a time. An aura has a radius of 20 feet.

Auras are divine effects, and as such any creature or object Nature- or Void-aligned within the aura radius sparks as appropriate. Creatures whose DI cannot be overcome by a paladin's take 10 on a petitioner level check are immune to her aura.

A paladin's auras function only while the paladin is conscious, not while she is unconscious, dead, or otherwise similarly impaired (such as turned to stone). As an exception, a paladin turned to glass by vitrification or similar effect intensifies her auras, doubling their radius, but she cannot control the effect.

As she gains experience, the paladin's auras gain in power, and she learns to wield new powers of the Divine. Each time you gain the Aura ability, choose one of the auras below.

  • Aura of Courage: You are immune to fear. All allies within your aura gain a +4 divine bonus on saving throws against fear.
  • Aura of Resolve: You are immune to charm effects. All allies within your aura gain a +4 divine bonus on saving throws against charm effects.
  • Aura of Faith: Your weapons are considered Good-aligned for purposes of bypassing Damage Reduction. Any attacks made by allies who are within her aura are considered Good-aligned for purposes of bypassing Damage Reduction. (If you are using Ethos, replace "Good" with "White")
  • Aura of Righteousness: You gain DR 5/evil and are immune to compulsion effects. All allies within your aura gain a +4 divine bonus on saving throws against compulsion effects. (If you are using Ethos, replace "Evil" with "Black")
  • Aura of Devotion: You gain a +4 sacred bonus to your AC. All allies within your aura gain a +2 sacred bonus to AC.
  • Aura of Retribution: Any creature that strikes you suffers from ongoing holy damage equal to your paladin level for a number of rounds equal to your Wisdom modifier. Multiple applications reset the duration, and do not stack. Attacks against allies within your aura cause the attacker to suffer holy damage equal to your paladin level.
  • Aura of Concentration: You automatically make all Concentration checks when invoking prayers. All allies within your aura gain a +8 divine bonus on Concentration checks.
  • Aura of Warding: When you activate this aura, choose an energy type. You gain resistance to that energy type equal to your paladin level. All allies within your aura gain resistance to that energy type equal to one-half your paladin level, rounded down.
Paladin Combat Style
Level Maneuvers Readied Max Armor Tokens
2 1 1
3 1 1
4 1 2
5 1 2
6 2 3
7 2 3
8 2 4
9 2 4
10 3 5
11 3 5
12 3 6
13 3 6
14 4 7
15 4 7
16 4 8
17 4 8
18 5 9
19 5 9
20 5 10

Combat Style: At second level, the paladin has begun the martial aspect of her training. Choose one of the following classes: einhander or defender. You gain access to that class's maneuver list, and can choose maneuvers from them. Once you make this choice, it cannot be changed.

Consult the following table for information on how many maneuvers you may have readied or the maximum size of your armor token pool.

In addition, you gain access to another aura, dependent upon your choice. If you chose einhander, you gain access to aura of combat. If you chose defender, you gain access to aura of protection.

  • Aura of Combat: You gain a +2 sacred bonus to attack rolls. All allies within the aura gain a +1 sacred bonus to attack rolls. On your turn, as either part of an attack action or as a standard action, you refresh your maneuvers. As a move action, you can change what maneuvers you have readied.
  • Aura of Protection: You gain DR 2/-. All allies within the aura gain DR 1/-. Whenever your DR from this aura prevents damage, you gain an armor token.

Note that you do not need to be in your aura to use the maneuvers granted to you by your combat style. However, you do need to be in the relevant aura in order to refresh your abilities or gain resources relevant to your combat style.