Paladin
Through a select, worthy few shines the power of the divine. Called paladins, these noble souls dedicate their swords and lives to the battle against evil. Knights, crusaders, and law-bringers, paladins seek not just to spread divine justice but to embody the teachings of the virtuous deities they serve. In pursuit of their lofty goals, they adhere to ironclad laws of morality and discipline. As reward for their righteousness, these holy champions are blessed with boons to aid them in their quests: powers to banish evil, heal the innocent, and inspire the faithful. Although their convictions might lead them into conflict with the very souls they would save, paladins weather endless challenges of faith and dark temptations, risking their lives to do right and fighting to bring about a brighter future.
Divine power protects the paladin and gives them special powers. It wards off harm, protects them from disease, lets them heal themselves, and guards their hearts against fear. The paladin can also direct this power to help others, healing their wounds or curing diseases. Finally, the paladin can use this power to destroy evil. Even the least experienced paladin can detect evil, and more experienced paladins can smite evil foes and turn away undead. In addition, this power draws a mighty steed to the paladin and imbues that mount with strength, intelligence, and magical protection.
Paladins must be lawful good, and they lose their divine powers if they deviate from that alignment. Additionally, paladins swear to follow a code of conduct that is in line with lawfulness and goodness.
Paladins need not devote themselves to a single deity - devotion to righteousness is enough. Those who align themselves with particular religions are scrupulous in observing religious duties and are welcome in every associated temple.
The paladin's chief role in most groups is as a melee combatant, but they contribute other useful support as well. They make a good secondary healer, and their high charisma opens up fine leadership opportunities.
Alignment
Lawful Good.Hit Dice
1d10Proficiencies
- Armor: All armor (heavy, medium, light) and shields (except tower shields).
- Weapons: All simple and martial weapons.
- Class Skills: 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 Per Level: 2 + Int modifier.
Class Features
All of the following are features of the Paladin class.Aura of Good (Ex)
The power of a paladin’s aura of good (see the Detect Good spell) is equal to their paladin level.Detect Evil (Sp)
At will, a paladin can use Detect Evil, as the spell. A paladin can, as a Move Action, concentrate on a single item or individual within 60 feet and determine if it is evil, learning the strength of its aura as if having studied it for 3 rounds. While focusing on one individual or object, the paladin does not detect evil in any other object or individual within range.Smite Evil (Su)
Once per day, a paladin can call out to the powers of good to aid them in their struggle against evil. As a Swift Action, the paladin chooses one target within sight to smite. If this target is evil, the paladin adds their Charisma bonus (if any) to their attack rolls and adds their paladin level to all damage rolls made against the target of their smite. If the target of smite evil is an outsider with the evil subtype, an evil-aligned dragon, or an undead creature, the bonus to damage on the first successful attack increases to 2 points of damage per level the paladin possesses. Regardless of the target, smite evil attacks automatically bypass any DR the creature might possess. In addition, while smite evil is in effect, the paladin gains a Deflection Bonus equal to their Charisma modifier (if any) to their AC against attacks made by the target of the smite. If the paladin targets a creature that is not evil, the smite is wasted with no effect. The smite evil effect remains until the target of the smite is Dead or the next time the paladin rests and regains their uses of this ability. At 4th level, and at every three levels thereafter, the paladin may smite evil one additional time per day, as indicated on Table: Paladin, to a maximum of seven times per day at 19th level.Divine Grace (Su)
At 2nd level, a paladin gains a bonus equal to their Charisma bonus (if any) on all Saving Throws.Lay on Hands (Ex)
Beginning at 2nd level, a paladin can heal wounds (their own or those of others) by touch. Each day they can use this ability a number of times equal to 1/2 their paladin level plus their Charisma modifier. With one use of this ability, a paladin can heal 1d6 hit points of damage for every two paladin levels they possess. Using this ability is a Standard Action, unless the paladin targets themself, in which case it is a Swift Action. Despite the name of this ability, a paladin only needs one free hand to use this ability. Alternatively, a paladin can use this healing power to deal damage to undead creatures, dealing 1d6 points of damage for every two levels the paladin possesses. Using lay on hands in this way requires a successful melee Touch Attack and doesn’t provoke an Attack of Opportunity. Undead do not receive a saving throw against this damage.Aura of Courage (Su)
Beginning at 3rd level, a paladin is immune to Fear (magical or otherwise). Each ally within 10 feet of them gains a +4 Morale Bonus on Saving Throws against Fear effects. This ability functions while the paladin is conscious, but not if they are Unconscious or Dead.Divine Health (Sp)
At 3rd level, a paladin gains immunity to all diseases, including supernatural and magical diseases.Mercy (Su)
At 3rd level, and every three levels thereafter, a paladin can select one mercy. Each mercy adds an effect to the paladin’s lay on hands ability. Whenever the paladin uses lay on hands to heal damage to one target, the target also receives the additional effects from all of the mercies possessed by the paladin. A mercy can remove a condition caused by a curse, disease, or Poison without curing the affliction. Such conditions return after 1 hour unless the mercy actually removes the affliction that causes the condition. At 3rd level, the paladin can select from the following initial mercies:- Deceived: The target can immediately attempt a new saving throw to disbelieve any ongoing illusions that it failed to disbelieve within the last minute.
- Fatigued: The target is no longer Fatigued.
- Riled: The paladin’s lay on hands also acts as Calm Emotions, but only for the purpose of suppressing morale bonuses (such as from the Rage spell) and emotion effects that aren’t fear effects. Use the paladin’s level as the Caster Level.
- Shaken: The target is no longer Shaken.
- Sickened: The target is no longer Sickened.
- Dazed: The target is no longer Dazed.
- Diseased: The paladin’s lay on hands ability also acts as Remove Disease, using the paladin’s level as the Caster Level.
- Enfeebled: The paladin dispels any magical effects that are reducing one of the target’s Ability Scores (paladin’s choice).
- Haunted: The paladin’s lay on hands also acts as Protection From Evil, but only for the purpose of allowing a new saving throw against enchantment (charm) and enchantment (compulsion) effects, making the target immune to any attempts to possess or exercise mental control over the target, or preventing a life force from controlling the target (all as described in the second effect of protection from evil). Use the paladin’s level as the Caster Level.
- Staggered: The target is no longer Staggered, unless the target is at exactly 0 hit points.
- Targeted: The paladin’s lay on hands also acts as Sanctuary, using the paladin’s level as the Caster Level. The saving throw DC to negate this effect is equal to 10 + 1/2 the paladin’s level + the paladin’s Charisma modifier.
- Confused: The target is no longer Confused.
- Cursed: The paladin’s lay on hands ability also acts as Remove Curse, using the paladin’s level as the Caster Level.
- Exhausted: The target is no longer Exhausted. The paladin must have the fatigue mercy before selecting this mercy.
- Frightened: The target is no longer Frightened. The paladin must have the shaken mercy before selecting this mercy.
- Injured: The target gains fast healing 3 for a number of rounds equal to 1/2 the paladin’s level.
- Nauseated: The target is no longer Nauseated. The paladin must have the sickened mercy before selecting this mercy.
- Poisoned: The paladin’s lay on hands ability also acts as Neutralize Poison, using the paladin’s level as the Caster Level.
- Restorative: The target heals 1d4 points of ability damage from a single ability score of the paladin’s choosing. The paladin must have the enfeebled mercy before selecting this mercy.
- Amputated: The paladin’s lay on hands also acts as Regenerate, but only for the purposes of regrowing severed body members, broken bones, and ruined organs. The paladin must have the injured mercy before they can select this mercy.
- Blinded: The target is no longer Blinded.
- Deafened: The target is no longer Deafened.
- Ensorcelled: The paladin’s lay on hands also acts as Dispel Magic, using the paladin’s level as their Caster Level (maximum 20).
- Paralyzed: The target is no longer Paralyzed.
- Petrified: The paladin’s lay on hands ability also acts as Stone to Flesh, but only for the purpose of removing the Petrified condition from a creature.
- Stunned: The target is no longer Stunned.
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