PALADIN
Alignment: Lawful good.
Hit Die: d10.
Class Skills
The paladin’s class skills (and the key ability for each skill) are
Concentration (Con), Craft (Int), Diplomacy (Cha), Handle Animal (Cha), Heal (Wis),
Knowledge (nobility and royalty) (Int), Knowledge (religion) (Int), Profession (Wis),
Ride (Dex), and Sense Motive (Wis).
Skill Points at 1st
Level: (2 + Int
modifier) x4.
Skill Points at Each Additional Level: 2 + Int modifier.
Weapon 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).
Special: A Paladin often will follow a patron deity and join a Sacred Order.
| Level | Attack Bonus |
Special | |||||||
| 1 | +1 | +2 | +0 | +0 |
Aura
of good, detect evil, |
-- | -- | -- | -- |
| 2 | +2 | +3 | +0 | +0 | Divine grace, lay on hands | -- | -- | -- | -- |
| 3 | +3 | +3 | +1 | +1 | Aura of courage, divine health | -- | -- | -- | -- |
| 4 | +4 | +4 | +1 | +1 | Turn undead | 0 | -- | -- | -- |
| 5 | +5 | +4 | +1 | +1 | Smite evil 2/day, special mount | 0 | -- | -- | -- |
| 6 | +6/+1 | +5 | +2 | +2 | Remove disease 1/week | 1 | -- | -- | -- |
| 7 | +7/+2 | +5 | +2 | +2 | 1 | -- | -- | -- | |
| 8 | +8/+3 | +6 | +2 | +2 | 1 | 0 | -- | -- | |
| 9 | +9/+4 | +6 | +3 | +3 | Remove disease 2/week | 1 | 0 | -- | -- |
| 10 | +10/+5 | +7 | +3 | +3 | Smite evil 3/day | 1 | 1 | -- | -- |
| 11 | +11/+6/+1 | +7 | +3 | +3 | 1 | 1 | 0 | -- | |
| 12 | +12/+7/+2 | +8 | +4 | +4 | Remove disease 3/week | 1 | 1 | 1 | -- |
| 13 | +13/+8/+3 | +8 | +4 | +4 | 1 | 1 | 1 | -- | |
| 14 | +14/+9/+4 | +9 | +4 | +4 | 2 | 1 | 1 | -- | |
| 15 | +15/+10/+5 | +9 | +5 | +5 |
Remove
disease 4/week,
|
2 | 1 | 1 | 0 |
| 16 | +16/+11/+6/+1 | +10 | +5 | +5 | 2 | 2 | 1 | 1 | |
| 17 | +17/+12/+7/+2 | +10 | +5 | +5 | 2 | 2 | 2 | 1 | |
| 18 | +18/+13/+8/+3 | +11 | +6 | +6 | Remove disease 5/week | 3 | 2 | 2 | 1 |
| 19 | +19/+14/+9/+4 | +11 | +6 | +6 | 3 | 3 | 3 | 1 | |
| 20 | +20/+15/+10/+5 | +12 | +6 | +6 | Smite evil 5/day | 3 | 3 | 3 | 2 |
| 21 | +21/+16/+11/+6 | +12 | +7 | +7 | Remove disease 6/week | 3 | 3 | 3 | 3 |
| 22 | +22/+17/+12/+7 | +13 | +7 | +7 | 4 | 3 | 3 | 3 | |
| 23 | +23/+18/+13/+8 | +13 | +7 | +7 | Bonus feat | 4 | 4 | 3 | 3 |
| 24 | +24/+19/+14/+9 | +14 | +8 | +8 | Remove disease 7/week | 4 | 4 | 4 | 3 |
| 25 | +25/+20/+15/+10 | +14 | +8 | +8 | Smite evil 6/day | 4 | 4 | 4 | 4 |
| 26 | +26/+21/+16/+11 | +15 | +8 | +8 | Bonus feat | 5 | 4 | 4 | 4 |
| 27 | +27/+22/+17/+12 | +15 | +9 | +9 | Remove disease 8/week | 5 | 5 | 4 | 4 |
| 28 | +28/+23/+18/+13 | +16 | +9 | +9 | 5 | 5 | 5 | 4 | |
| 29 | +29/+24/+19/+14 | +16 | +9 | +9 | Bonus feat | 5 | 5 | 5 | 5 |
| 30 | +30/+25/+20/+15 | +17 | +10 | +10 | Remove disease 9/week | 6 | 5 | 5 | 5 |
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, a paladin can use detect evil, as the spell.
Smite
Evil (Su): Once per
day, a paladin may attempt to smite evil with one normal melee attack. She adds
her Charisma bonus (if any) to her attack roll and deals 1 extra point of damage
per paladin level. If the paladin accidentally smites 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, the paladin may smite evil one
additional time per day, as indicated on Table: The Paladin, to a maximum of
five times per day at 20th level.
Divine Grace (Su):
At 2nd level, a paladin gains a bonus equal to her Charisma bonus (if any) on
all saving throws.
Lay on
Hands (Su): Beginning
at 2nd level, a paladin with a Charisma score of 12 or higher can heal wounds
(her own or those of others) by touch. Each day she can heal a total number of
hit points of damage equal to her paladin level x her Charisma bonus. A paladin
may choose to divide her healing among multiple recipients, and she doesn’t
have to use it all at once. Using lay on hands is a standard action.
Alternatively, a
paladin can use any or all of this healing power to deal damage to undead
creatures. Using lay on hands in this way requires a successful melee touch
attack and doesn’t provoke an attack of opportunity. The paladin decides how
many of her daily allotment of points to use as damage after successfully
touching an undead creature.
Aura of
Courage (Su):
Beginning at 3rd level, a paladin is immune to fear (magical or otherwise). Each
ally within 10 feet of her gains a +4 morale bonus on saving throws against fear
effects.
This
ability functions while the paladin is conscious, but not if she is unconscious
or dead.
Divine
Health (Ex): At 3rd
level, a paladin gains immunity to all diseases, including supernatural and
magical diseases.
Turn
Undead (Su):When a
paladin reaches 4th level, she gains the supernatural ability to turn undead.
She may use this ability a number of times per day equal to 3 + her Charisma
modifier. She turns undead as a cleric of three levels lower would.
Spells:
Beginning at 4th level, a paladin gains the ability to cast a small number of
divine spells, which are drawn from the paladin spell list. A paladin must
choose and prepare her spells in advance.
To prepare
or cast a spell, a paladin must have a Wisdom score equal to at least 10 + the
spell level. The Difficulty Class for a saving throw against a paladin’s spell
is 10 + the spell level + the paladin’s Wisdom modifier.
Like other
spellcasters, a paladin can cast only a certain number of spells of each spell
level per day. Her base daily spell allotment is given on Table: The Paladin. In
addition, she receives bonus spells per day if she has a high Wisdom score. When
Table: The Paladin indicates that the paladin gets 0 spells per day of a given
spell level, she gains only the bonus spells she would be entitled to based on
her Wisdom score for that spell level The paladin does not have access to any
domain spells or granted powers, as a cleric does.
A paladin
prepares and casts spells the way a cleric does, though she cannot lose a
prepared spell to spontaneously cast a cure spell in its place. A paladin
may prepare and cast any spell on the paladin spell list, provided that she can
cast spells of that level, but she must choose which spells to prepare during
her daily meditation.
Through 3rd
level, a paladin has no caster level. At 4th level and higher, her caster level
is one-half her paladin level.
Special
Mount (Sp):
Upon reaching 5th level, a paladin gains the service of an unusually
intelligent, strong, and loyal steed to serve her in her 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, a paladin may magically call her mount from the
celestial realms in which it resides. This ability is the equivalent of a spell
of a level equal to one-third the paladin’s level. The mount immediately
appears adjacent to the paladin 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 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 also appears wearing or carrying any gear it
had when it was last dismissed. Calling a mount is a conjuration (calling)
effect.
Should the
paladin’s mount 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):
At 6th level, a paladin can produce a remove disease effect, as the
spell, once per week. She can use this ability one additional time per week for
every three levels after 6th (twice per week at 9th, three times at 12th, and so
forth).
Code of
Conduct: A paladin
must be of lawful good alignment and loses
all class abilities if she ever willingly commits an evil act.
Additionally,
a paladin’s code requires that she respect legitimate authority, act with
honor (not lying, not cheating, not using poison, and so forth), help those in
need (provided they do not use the help for evil or chaotic ends), and punish
those who 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, nor will she
continue an association with someone who consistently offends her moral code. A
paladin may accept only henchmen, followers, or cohorts who are lawful good.
A paladin
who ceases to be lawful good, who willfully commits an evil act, or who grossly
violates the code of conduct loses all paladin spells and abilities (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. If the Paladin willingly turns to evil, they become one of the Fallen.
Like a
member of any other class, a paladin may be a multiclass character, but
multiclass paladins face a special restriction. A paladin who gains a level in
any class other than paladin may never again raise her paladin level, though she
retains all her paladin abilities.