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Ghost in the Shell

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* Descent

Descent
Into
Darkness

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[SRoZ]

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Site Title


© 2003 John Terrell Fell III

Level
1
2
3
4
5
6
7
8
9
10
11
12
13
14
15
16
17
18
19
20
B. Attack
+1
+2
+3
+4
+5
+6
+7
+8
+9
+10
+11
+12
+13
+14
+15
+16
+17
+18
+19
+20
Fort Save
+2
+3
+3
+4
+4
+5
+5
+6
+6
+7
+7
+8
+8
+9
+9
+10
+10
+11
+11
+12
Ref Save
+0
+0
+1
+1
+1
+2
+2
+2
+3
+3
+3
+4
+4
+4
+5
+5
+5
+6
+6
+6
Will Save
+0
+0
+1
+1
+1
+2
+2
+2
+3
+3
+3
+4
+4
+4
+5
+5
+5
+6
+6
+6
Special
Aura of Good, Detect Evil, Smite Evil 1/day
Divine Grace, Lay on Hands
Aura of Courage, Divine Health
Turn Undead
Smite Evil 2/day, Special Mount
Remove Disease 1/week


Remove Disease 2/week
Smite Evil 3/day

Remove Disease 3/week


Remove Disease 4/week, Smite Evil 4/day


Remove Disease 5/week

Smite Evil 5/day

Spells Per Day

Level
1
2
3
4
5
6
7
8
9
10
11
12
13
14
15
16
17
18
19
20
1st
-
-
-
0
0
1
1
1
1
1
1
1
1
2
2
2
2
3
3
3
2nd
-
-
-
-
-
-
-
0
0
1
1
1
1
1
1
2
2
2
3
3
3rd
-
-
-
-
-
-
-
-
-
-
0
1
1
1
1
1
2
2
3
3
4th
-
-
-
-
-
-
-
-
-
-
-
-
-
0
1
1
1
1
2
3

Key STATS: Wisdom, Charisma,

Alignment: Lawful Good

Hit Die: d10

Class Skills: Concentration, Craft, Diplomacy, Handle Animal, Heal, Knowledge(Nobility and Royalty), Knowledge(Religion), Profession, Ride, Sense Motive

Starting Skill Points: (2 + INT modifier) x 4

Points/Additional Level: 2 + INT modifier

Class Features:

  • Weapon and Armor Proficiencies:
    Paladins are proficient with all simple and martial weapons, all armor types, and shields (except Tower shields).
    WEAPON GROUP ALTERNATIVE: Basic Weapons plus any other three.

  • Aura of Good (Ex)
    The power of a paladin's aura of good (see the Detect Good spell) is equal to her paladin level.
  • Detect Evil (Sp)
    At will, you can Detect Evil as a spell-like ability.

  • Smite Evil (Su)
    Once per day, a Paladin may attempt to smite evil with one melee attack. Add your Charisma modifier to your attack roll, and add one extra point of damage per paladin level if successful. If a paladin accidentally smites a creature that is not evil, the smite has no effect, but the ability is still used up for the day. At 5th level, and every five levels thereafter, the paladin may smite evil once more per day.

  • Divine Grace (Su)
    You apply your Charisma modifier to all saving throws.

  • Lay On Hands (Su)
    A paladin with a CHA score of 12 or higher can heal wounds by touch. Each day you can cure a total number of hit points equal to your Charisma modifier X your level. You don't have to use it all at once; it can be divided up into multiple healings. Using lay on hands is a standard action.
    Alternatively, any or all of this healing energy can be used to damage undead. This requires a melee touch attack and does not provoke an attack of opportunity.

  • Aura of Courage (Su)
    Beginning at second level, you become immune to fear (magical or otherwise). Allies within 10 feet of you gain a +4 morale bonus on saving throws against fear effects also. This ability functions while you are conscious, but not if you are unconscious or dead.

  • Divine Health (Ex)
    You are immune to all diseases, including magical diseases such as Mummy Rot and Lycanthropy.

  • Turn Undead (Su)
    Upon reaching 4th level, you gain the Supernatural ability to turn undead. You can use this ability a number of times per day equal to 3 + your Charisma modifier per day. You Turn undead as a Cleric of three levels less than your own.

  • Special Mount (Sp)
    Upon reaching 5th level, you can call an unusually intelligent, strong, and loyal steed to serve your crusade against icky badness. This mount is usually a heavy warhorse, or a war pony for small sized paladins.
    Once per day, as a full-round action, a paladin may magically call her mount from the celestial realms in which it resides. The mount immediately appears adjacent to the paladin and remains for two 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 summoned, though the paladin 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 appears wearing or carrying any gear it had when it was last dismissed. Calling the mount is a conjuration (Calling) effect.
    If the mount should die, it immediately disappears, leaving behind any equipment it was carrying. The paladin may not summon another mount for thirty days or until she gains a paladin level, whichever comes first, even if the mount is somehow returned from the dead. During this thirty day period, the paladin takes a -1 penalty on attack and weapon damage rolls.

  • Remove Disease (Sp)
    Beginning at 6th level, you can Remove Disease as the spell once per week. This ability increases as you gain in level.

  • Code of Conduct
    A paladin must be of lawful good alignment and loses all special class abilities is she ever willingly commits an act of evil. Additionally, a paladin's code requires that she respect legitimate authority, act with honor (not lying, not cheating, not using poison, etc), help those who need help (provided they don't use the help for evil or chaotic ends), and punish those that harm or threaten innocents.

  • Associates
    While she may adventure with characters of any good or neutral alignment, a paladin will never knowingly associate with evil characters. A paladin will not continue an association with someone who consistently offends her moral code. A paladin may only hire henchmen or accept followers who are lawful good.

  • Spells
    Beginning at 4th level, you gain the ability to cast a small number of Divine spells. To cast a spell, you must have a Wisdom score equal to 10 + the spells level to be able to cast it. Bonus spells are based off of Wisdom, and the DC to saves vs. your spells is equal to 10 + the spells level + your Wisdom modifier. Your Caster Level is equal to one half your class level.
    Click on the spell name to read the spell's description.
Level 1

  • Analyze Fertility
  • Aura of Glory
  • Bandit's Lament
  • Bless
  • Bless Water
  • Bless Weapon
  • Blessed Torch
  • Blinding Strike
    Cure Light Wounds - (Verbal, Somatic)
    Also a level 1 Healing Domain spell.
    Instantaneous. Saving Throw: Will half (harmless); see text. Spell Resistance: Yes (harmless); see text
    When laying your hand upon a living creature, you channel positive energy that cures 1d8 points of damage +1 point per caster level (maximum +5).
    Since undead are powered by negative energy, this spell deals damage to them instead of curing their wounds. An undead creature can apply spell resistance, and can attempt a Will save to take half damage.
  • Detect Disease - (Verbal and Somatic)
    Will Negates, You have to concentrate for 10 minutes per level to maintain the spell.
    You can sense the presence of disease. The amount of information revealed depends on how long you study a particular area or subject.
    1st Round: Presence or absence of disease.
    2nd Round: Number of diseased individuals in the area.
    3rd Round: The condition (see below) and location of each individual present. The caster also knows the type of infection, the incubation period, and the damage the disease does. If a diseased individual is outside your line of sight, then you discern its direction, but not its exact location within 60 feet of you.
    Conditions: For purposes of this spell, the categories of conditions are as follows:
    • Incubating: The individual is suffering from a disease still in its incubation period.
    • Infected: The individual has a disease that has manifested.
    • Immune but Transmitting: The individual carries a disease and is able to transmit it but is not itself infected.
  • Detect Pregnancy - (Verbal and Somatic)
    Will Negates, Instantaneous upon touching a target, you will need your holy symbol as a divine focus.
    You can tell if the creature touched is pregnant or hosting another creature.
  • Read Magic - (Verbal, Somatic)
    This is a personal spell, so it cannot be cast on another person. Lasts 10 min./level. Focus: A mineral prism, or a clear crystal.
    By means of read magic, you can decipher magical inscriptions on objects—books, scrolls, weapons, and the like—that would otherwise be unintelligible. This deciphering does not normally invoke the magic contained in the writing, although it may do so in the case of a cursed scroll. Furthermore, once the spell is cast and you have read the magical inscription, you are thereafter able to read that particular writing without recourse to the use of read magic. You can read at the rate of one page (250 words) per minute. The spell allows you to identify a glyph of warding with a DC 13 Spellcraft check, a greater Glyph of Warding with a DC 16 Spellcraft check, or any Symbol spell with a Spellcraft check (DC 10 + spell level).
    Read magic can be made permanent with a permanency spell.
  • Resistance - (Verbal, Somatic)
    Material Component: A miniature cloak, or can use your holy symbol as a divine focus. Lasts 1 minute, Will negates, has Spell Resistance
    You imbue the subject with magical energy that protects it from harm, granting it a +1 resistance bonus on saves.
    Resistance can be made permanent with a permanency spell.

    Level 2

  • Analyze Ancestry
  • Aura of Light
  • Bull's Strength
  • Undectable Alignment - (Verbal, Somatic)
    Lasts 24 hours. Will negates (object). Has Spell Resistance (object)
    An Undetectable Alignment spell conceals the alignment of an object or a creature from all forms of divination.

    Level 3

  • Armour of Deflection
  • Awaken Sin

    Level 4

  • Armour of Faith
  • Battle Prayer
  • Blessed Seed
  • Break Enchantment

    Page Last Updated September 24th, 2005

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