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- 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), Sense Motive (Wis), and Spellcraft (Int).
- Skill Points at 1st Level
- (2 + Int modifier) ×4.
- Skill Points at Each Additional Level
- 2 + Int modifier
- __________________________________________________________________________________
- 1st +1 +2 +0 +0 Aura of good, detect evil, smite evil 1/encounter
- 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/encounter, special mount
- 6th +6/+1 +5 +2 +2 Aura of Resolve, Touch of Hope
- 7th +7/+2 +5 +2 +2 Bonus Feat
- 8th +8/+3 +6 +2 +2 Divine Blade (Good)
- 9th +9/+4 +6 +3 +3 Touch of Fortitude
- 10th +10/+5 +7 +3 + 3 Smite evil 3/encounter Touch of Hope
- 11th +11/+6/+1 +7 +3 +3 Bonus Feat
- 12th +12/+7/+2 +8 +4 +4 Divine Blade(Lawful), Touch of Hope
- 13th +13/+8/+3 +8 +4 +4 Aura of Health
- 14th +14/+9/+4 +9 +4 +4 Aura of Clarity
- 15th +15/+10/+5 +9 +5 +5 Bonus Feat, smite evil 4/encounter
- 16th +16/+11/+6/+1 +10 +5 +5 Divine Blade(Damage Reduction)
- 17th +17/+12/+7/+2 +10 +5 +5
- 18th +18/+13/+8/+3 +11 +6 +6 Aura of Righteousness
- 19th +19/+14/+9/+4 +11 +6 +6 Bonus Feat
- 20th +20/+15/+10/+5 +12 +6 +6 Smite evil 5/encounter
- 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).
- Class Features___________________________________________________
- All of the following are class features of the paladin.
- 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 encounter, 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 encounter, as indicated on Table: The Paladin, to a maximum of five times per encounter 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 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. Starting at 6th level, a Paladin can replenish her Lay on Hands pool with ten minutes of uninterrupted prayer. She can do this once at 6th level, and once more every two levels thereafter, to a maximum of four times at level 12.
- 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 Charisma 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 Charisma 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 Charisma score.
- 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.
- 1 2 3 4
- 1 - - - -
- 2 - - - -
- 3 - - - -
- 4 0 - - -
- 5 1 - - -
- 6 1 - - -
- 7 1 0 - -
- 8 1 1 - -
- 9 2 1 - -
- 10 2 1 0 -
- 11 2 1 1 -
- 12 2 2 1 -
- 13 3 2 1 0
- 14 3 2 1 1
- 15 3 2 2 1
- 16 3 3 2 1
- 17 4 3 2 1
- 18 4 3 2 2
- 19 4 3 3 2
- 20 4 4 3 3
- Through 3rd level, a paladin has no caster level. Starting at level 4 her caster level is equal her Paladin level.
- Bastion of Defense
- As an alternative to a Paladin mount, a Paladin may choose to specialize in shields and furthering her defensive abilities.
- At 5th level she gains proficency in Tower Shields if she did not already have it. She does not gain a Holy Paladin Mount under any circumstances
- At level 7 she grants a +2 shield bonus to all allies within her reach when wielding a tower shiel. This increases to +3 at level 9, +4 at level 11, and +5 at level 13 ).
- When wielding a Tower Shield the penalty to attack rolls is reduced by -1. It decreases another -1 at level 10.
- At level 7 the Paladin can choose to take an attack for an adjacent opponent once a round. She must declare the use of this ability before the attack is resolved. This can be done twice a round at level 9, three times at 11, four times at level 13, and a maximum of five times at level 15. At level 10 he make take a five foot step as an immediant action in order to take a blow.
- Righteous Fury
- As an alternative to a Paladin mount, a Paladin may choose to specialize in the destruction of evil and furthering her offensive abilities.
- At 5th level she gains one extra use of Smite Evil per encounter and Weapon Focus in a weapon of her choice. If she uses smite evil during a charge, she deals an extra point of damage per Paladin level. She does not gain a Holy Paladin Mount under any circumtances.
- At 7th level she gains Weapon Specialization in whatever weapon she chose for weapon focus.
- At 9th level she deals an extra two damage per Paladin level if using Smite Evil during a charge.
- At 12th level she gains an extra use of Smite Evil per encounter.
- At 14th level she gains Improved Weapon Focus in whatever weapon she chose for Weapon Focus
- At 15th level she gains Improved Weapon Specialization in whatever weapon she chose for Weapon Focus.
- Aura of Resolve (Su)
- Beginning at 6th level, a paladin gains a +4 morale bonus to charm effects. Each ally within 10 feet of him gains a +4 morale bonus on saving throws against charm effects. This ability otherwise functions identically to the paladin's aura of courage class feature.
- Bonus Feats
- At level 7, and every four levels thereafter, a Paladin gains a bonus feat. This feat must be chosen from a standard list, listed below:
- Extra Smiting
- Improved Smiting
- Divine Might
- Divine Shield
- Divine Vigor
- Divine Resistance
- Devoted Tracker
- Devoted Performer
- Asetic Knight
- Devoted Inquisitor
- From Smite to Song
- Knight Training
- Celestial Mount
- Extra Smiting
- Improved Smiting
- Ranged Smite Evil
- Divine Cleansing
- Diving Resistance
- Sacred Healing
- Sacred Vitality
- True Believer
- Heightened Turning
- Any Initiate feat for which she qualifies
- Divine Blade (Su)
- At 8th level, the Paladin's faith in her deity manifests itself through his weapon, and so any weapon (or unarmed attack) that he uses is treated as Good-aligned. At level 12 it is also treated as Lawful, and at level 16 it ignores up to 10 dr from evil creatures.
- Touch of Hope (Su)
- At 6th level, a Paladin can produce a Remove Diease effect by spending 20 points from her Lay on Hands pool. At 10th level level she can produce a Remove Curse effect by spending 25 points. At 12th level she can produce a Break Enchantment by spending 30 points.
- Touch of Fortitude(Su)
- At level 9 a Paladin can cure exhaustion, sickness,fatigue, and nausea by spending 5 points from her Lay on Hands pool.
- Aura of Health (Su)
- Beginning at 12th level, a paladin gains a +4 morale bonus on saving throws against death and negative energy effects. Each ally within 10 feet of him gains a +4 morale bonus on saving throws against death or negative energy effects. This ability otherwise functions identically to the paladin's aura of courage class feature.
- Aura of Clarity (Su)
- Beginning at 14th level, a paladin gains a +4 moral bonus on saving throws against compulsion effects. Each ally within 10 feet of him gains a +4 morale bonus on saving throws against compulsion effects. This ability otherwise functions identically to the paladin's aura of courage class feature.
- Aura of Righteousness (Su)
- At 18th level a Paladin gains DR 10/Evil. If already has a type of damage reduction, he can add 5 to that amount as an alternative. The Paladin and all her allies within 10ft gain a +2 sacred bonus to AC (or +4 against evil creatures).
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