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Divine Calling


Divine Calling (Sp)

Beginning at 5th level, paladins with a Charisma of 11 or higher gain the following divine spell-like abilities: 1/day – summon monster I, summon nature’s ally I. The caster level for these effects is equal to the paladin’s class level.

As the paladin’s spellcasting improves, so does the selection of creatures he can choose to summon. Beginning at 7th level, a paladin with a Charisma of 12 or higher instead gains the following spell-like abilities: 1/day – summon monster II, summon nature’s ally II. Beginning at 10th level, a paladin with a Charisma of 13 or higher instead gains the following spell-like abilities: 1/day – summon monster III, summon nature’s ally III. Finally, beginning at 13th level, a paladin with a Charisma of 14 or higher instead gains the following spell-like abilities: 1/day – summon monster IV, summon nature’s ally IV.

Note that these spell-like abilities replace the earlier abilities granted by divine calling; they are not in addition to the earlier abilities. For example, a 13th level paladin can use summon monster IV, but not summon monster I.

A paladin can only use divine calling to summon true neutral creatures, or those whose alignment is within one step of his. (lawful good, neutral good, or lawful neutral).

This ability replaces divine bond.


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Strategists and Tacticians. Copyright 2010, 4 Winds Fantasy Gaming; Author Ryan Costello, Jr.