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Paladins are pure, holy warriors charged with upholding the law and fighting for good.
Powerful fighters, paladins may gain healing powers and other magics as they gain experience.
Class Overview
- Ability Scores: Charisma, Strength, and Wisdom are important for paladins. A Wisdom of 10 + the spell level is required to cast a paladin spell.
- Alignment: Lawful Good
- Hit Die: d10
- Good Saving Throws: Fortitude
- Class Skills: Concentration, Heal, Knowledge (Religion), and Sense Motive.
- Weapon Proficiencies: Paladins are proficient with all simple and martial weapons, and with all types of armor and shields (except tower shields).
Special Abilities
- Paladin Spells: A paladin casts divine spells, drawn from the paladin spell list. Paladins must choose and prepare spells in advance. To prepare or cast a spell, a paladin must have a Wisdom score of at least 10 plus the spell level.
- Turn Undead: A paladin may turn undead and force them to panic. THey can do this a number of times per day equal to 3 plus their Charisma modifier.
- Smite Evil: Once per day, a paladin may try to smite an evil enemy with a normal melee attack. The paladin adds their Charisma bonus (if any) to the attack roll and deals 1 extra point of damage per paladin level. If used against a non-evil target, the smite has no effect but is still used up.
- Divine Grace: At 2nd level, a paladin gains a bonus equal to her Charisma bonus (if any) on all saving throws.
- Lay on Hands: 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 times her Charisma bonus.
- Aura of Courage: Beginning at 3rd level, a paladin is immune to fear (magical or otherwise) and each ally within 10' (2 squares) gains a +4 bonus on saving throws against fear effects.
- Divine Health: At 3rd level, a paladin gains immunity to all diseases.
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