The compassion to pursue good, the will to uphold law and the power to defeat
evil -- these are the three weapons of the paladin. Few have the purity and devotion
that it takes to walk the paladin's path, but those few are rewarded with the
power to protect, to heal and to smite. In a land of scheming wizards, unholy
priests, bloodthirsty dragons and infernal fiends, the paladin is the final hope that
cannot be extinguished.
Characteristics: Divine power protects the paladin and gives her special powers.
It wards off harm, protects her from disease, lets her heal herself and heal others,
as well. A paladin can use this power to destroy evil.
Alignment: Paladins must be lawful good. They lose their divine powers if they
deviate from that alignment.
Other Classes: Paladins work well with other classes, particularly when members
of the group are committed to good. Their only conflicts arise in regards to evil
characters or evil acts.
Role: The paladin's chief role is as a melee combatant, but they also work well as
a secondary healer within a group, or as a charismatic party leader.
Abilities: Charisma enhances a paladin's healing power, self-protective capabilities
and undead turning ability. Strength is important for her because of its role
in combat. A Wisdom score of 14 or higher is required to get access to the most
powerful paladin spells and a score of 11 or higher is required to cast any paladin
spells at all.
Hit Die: d10
Class Skills
• Concentration, Diplomacy, Heal and Sense Motive.
• Skill Points at 1st Level: (2 + Int modifier) x 4.
• Skill Points at Each Additional Level: 2 + Int modifier.
The Paladin
|
Level
|
Base Attack Bonus
|
Fort Save
|
Refx Save
|
Will Save
|
Special
|
1st
|
+1
|
+2
|
0
|
0
|
Aura of Good, Detect Evil, Smite evil 1 time/day
|
2nd
|
+2
|
+3
|
0
|
0
|
Divine Grace, Lay on Hands
|
3rd
|
+3
|
+3
|
+1
|
+1
|
Aura of Courage, Divine Health
|
4th
|
+4
|
+4
|
+1
|
+1
|
Turn Undead
|
5th
|
+5
|
+4
|
+1
|
+1
|
Smite evil 2 times/day
|
6th
|
+6/+1
|
+5
|
+2
|
+2
|
Remove Disease 1 time/wk
|
7th
|
+7/+2
|
+5
|
+2
|
+2
|
---
|
8th
|
+8/+3
|
+6
|
+2
|
+2
|
---
|
9th
|
+9/+4
|
+6
|
+3
|
+3
|
Remove Disease 2 times/wk
|
10th
|
+10/+5
|
+7
|
+3
|
+3
|
Smite evil 3 times/day
|
Class Features
•
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.
Aura of Good: The power of a paladin's aura of good (see the Detect Good
spell) is equal to her paladin level, just like the aura of a cleric of a good deity.
•
Detect Evil: At will, a paladin can use Detect Evil, as the spell.
•
Smite Evil: 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 10th level, the paladin may smite evil one additional time per day.
•
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 . her
Charisma bonus. For example, a 7th-level paladin with a 16 Charisma (+3
bonus) can heal 21 points of damage per day. 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 provide 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: 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 only while the paladin is conscious.
•
Divine Health: At 3rd level, a paladin gains immunity to all diseases, including
supernatural and magical diseases.
Turn Undead: 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 (the same type of spells available to the cleric, druid and ranger). 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 (Wis 11 for
1st-level spells, Wis 12 for 2nd-level spells and so forth). The DC 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 each
spell level per day. In addition, she receives bonus spells per day if she has a high
Wisdom score.
Paladin Spells Per Day
|
Spell Level
|
1
|
2
|
Caster Level
|
---
|
---
|
1st
|
---
|
---
|
2nd
|
---
|
---
|
3rd
|
---
|
---
|
4th
|
0
|
---
|
5th
|
0
|
---
|
6th
|
1
|
---
|
7th
|
1
|
---
|
8th
|
1
|
0
|
9th
|
1
|
0
|
10th
|
1
|
1
|
•
Remove Disease: At 6th level, a paladin can produce a Remove Disease effect, as
the spell, once per week, and twice per week at 9th level.
Fallen Paladins
Some party actions and reputations will cause any paladins in the party to fall from
grace and lose all of their special abilities and spells. Furthermore, a fallen paladin
may not gain a level in his class until he atones for his violation. To do so, he must
find a cleric willing to cast the spell atonement on him. Such a cleric would certainly
demand a high price, perhaps even a quest, to perform such a service.
Multiclassing Paladins
Like a member of any other class, a paladin may be a multiclass character.
However, a paladin who gains a new class or, if already multiclass, raises the level
of another class, can never again raise his paladin level, although he retains his
paladin abilities. Also, a multiclass paladin can still fall from grace as described
above and lose his paladin abilities until he atones.