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.

Role: Paladins serve as beacons for their allies within the chaos of battle. While deadly opponents of evil, they can also empower goodly souls to aid in their crusades. Their magic and martial skills also make them well suited to defending others and blessing the fallen with the strength to continue fighting.

Alignment: Any good

Hit Points: 10 per level

Starting Wealth: 5d6 × 10 gp (average 175 gp.) In addition, each character begins play with an outfit worth 10 gp or less.

Class Skills

The paladin receives 1 rank in the following; Artisan, Awareness, Diplomacy, Endurance, Feats of Strength, Handle Animal, Heal, Intimidate, Knowledge (Nobility and Religion), Ride, Spellcraft, and Use Magic Device.

Skill Ranks per Level: 4 + Int modifier.

Table: Paladin
Level Base Attack Bonus Fort Save Ref Save Will Save Special Spells per Day
1st 2nd 3rd 4th
1st +1 +2 +0 +2 Aura of good, detect evil, smite evil
2nd +2 +3 +0 +3 Divine grace, lay on hands
3rd +3 +3 +1 +3 Aura of courage, divine health, mercy
4th +4 +4 +1 +4 Channel positive energy, smite power 0
5th +5 +4 +1 +4 Divine bond 1
6th +6/+1 +5 +2 +5 Mercy 1
7th +7/+2 +5 +2 +5 smite power 1 0
8th +8/+3 +6 +2 +6 Aura of resolve 1 1
9th +9/+4 +6 +3 +6 Mercy 2 1
10th +10/+5 +7 +3 +7 smite power 2 1 0
11th +11/+6/+1 +7 +3 +7 Aura of justice 2 1 1
12th +12/+7/+2 +8 +4 +8 Mercy 2 2 1
13th +13/+8/+3 +8 +4 +8 smite power 3 2 1 0
14th +14/+9/+4 +9 +4 +9 Aura of faith 3 2 1 1
15th +15/+10/+5 +9 +5 +9 Mercy 3 2 2 1
16th +16/+11/+6/+1 +10 +5 +10 smite power 3 3 2 1
17th +17/+12/+7/+2 +10 +5 +10 Aura of righteousness 4 3 2 1
18th +18/+13/+8/+3 +11 +6 +11 Mercy 4 3 2 2
19th +19/+14/+9/+4 +11 +6 +11 smite power 4 3 3 2
20th +20/+15/+10/+5 +12 +6 +12 Holy champion 4 4 3 3

Class Features

All of the following are class features of the paladin.

Weapon and Armor Proficiency

Paladins receive proficiency with three of the following weapon groups (Swords, Polearms, Axes, Hammers, Bows, Pistols, Rifles, or Shotguns) in addition to Simple weapons, and receive proficiency with all armor types.

In addition they are treated as being proficient with their deity’s favored weapon.

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. 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)

At first level the Paladin learns how to conquer evil in the world. As a free action they can designate a target they can see for their Smite Evil. If the target is evil they gain a bonus equal to their Charisma + half level to attack and damage rolls (both are minimum of 1, thus the total minimum is a +2 bonus). In addition to this, the Paladin bypasses any DR the foe may have (even DR/-) and they receive a Divine bonus to AC equal to Charisma modifier.

If the target of the Smite is an Outsider (Evil), an evil-aligned Dragon, an undead creature, an evil divine spellcaster, or Antipaladin, the bonus to attack and damage is instead the Paladin’s Charisma + Level.

Smite Evil can be used as many times per day as the Paladin wants, however it can only affect one target at a time, and a target cannot be affected by Smite Evil more than once per day.

Holy Style

At first level the Paladin is trained in a technique which cements the way they go about fighting evil in the world. They receive two Styles, one is determined by their alignment and the other is one they choose themselves.

Alignment:

  • Lawful Good: So long as the Paladin has at least 1 Stamina Point, they receive a +1 Natural Armor bonus to AC and an additional +1 for each 5 levels they possess (maximum of +5 at 20th).
  • Neutral Good: The Paladin can spend 1 Stamina Point in order to increase healing effects used on them by double. In addition their Lay on Hands heal for d8s of HP instead of d6s but is not doubled. Channel is unaffected.
  • Chaotic Good: So long as the Paladin has at least 1 Stamina Point, they cannot be disarmed or tripped by enemies.

Choice:

  • Champion: The Paladin gains Weapon Focus in a single weapon group of their choice.
  • Defender: Adjacent allies to the Paladin receive a sacred bonus to AC equal to the Paladin’s Cha modifier.
  • Infiltrator: The Paladin receives 1 rank in Bluff if they did not already have it, and a +5 bonus to Bluff checks made to disguise.
  • Clergy: The Paladin receives a bonus spell level per day for each spell level.
  • Duelist: The Paladin receives Two-Weapon Fighting as a bonus feat.
  • Hunstman: The Paladin receives Point Blank Shot as a bonus feat.
  • Shadow: The Paladin receives 1 rank in Stealth if they did not already have it, and a +5 bonus to checks made to hide or remain hidden.
  • Glory: Once per day the Paladin can allow a single ally within line of sight to gain the benefit of their Smite and Smite Powers.

Spellcasting

Table: Paladin Spells Known
Level Spells Known
0th 1st 2nd 3rd 4th
1st 2
2nd 3
3rd 4
4th 4 2
5th 5 3
6th 5 4
7th 6 4 2
8th 6 4 3
9th 6 5 4
10th 6 5 4 2
11th 6 5 4 3
12th 6 6 5 4
13th 6 6 5 4 2
14th 6 6 5 4 3
15th 6 6 6 5 4
16th 6 6 6 5 4
17th 6 6 6 5 4
18th 6 6 6 6 5
19th 6 6 6 6 5
20th 6 6 6 6 5

Paladins learn to cast a small amount of divine spells which are drawn from the Paladin spell list (and the Cleric/Oracle spell list for 0th level spells). This otherwise functions as the Paladin’s spellcasting normally.

Orisons: Paladins learn a number of orisons, or 0-level spells, as noted on Table: Paladin Spells Known. These spells are cast like any other spell, but they don’t consume slots and can be used again.

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.

A paladin must spend 1 hour each day in quiet prayer and meditation to regain her daily allotment of spells. 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.

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 can heal wounds (her own or those of others) by touch. Each day she can use this ability a number of times equal to 1/2 her paladin level plus her Charisma modifier. With one use of this ability, a paladin can heal 1d6 hit points of damage for every two paladin levels she possesses. Using this ability is a standard action, unless the paladin targets herself, 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)

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, not if she is unconscious or dead.

Divine Health (Ex)

At 3rd level, a paladin is immune to all diseases, including supernatural and magical diseases, including mummy rot.

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.

At 6th level, a paladin adds the following mercies to the list of those that can be selected.

At 9th level, a paladin adds the following mercies to the list of those that can be selected.

  • 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.

At 12th level, a paladin adds the following mercies to the list of those that can be selected.

These abilities are cumulative. For example, a 12th-level paladin’s lay on hands ability heals 6d6 points of damage and might also cure Fatigued and Exhausted conditions as well as removing diseases and neutralizing poisons. Once a condition or spell effect is chosen, it can’t be changed.

Channel Positive Energy (Su)

When a paladin reaches 4th level, she gains the supernatural ability to channel positive energy like a cleric. Using this ability consumes two uses of her lay on hands ability. A paladin uses her level as her effective cleric level when channeling positive energy. This is a Charisma-based ability.

Smite Power

When a paladin reaches 4th level, she becomes skilled at using their smite in order to destroy certain sects of evil. These are special Weapon Techniques which have increased power when used against the target(s) of their Smite. They receive additional Smite Powers every three levels thereafter.

Righteous Strike (Ex)
Spend 2 Stamina stun a foe hit with this attack for 1 round if they fail a Fortitude Save (DC 10 + Paladin Level + Charisma modifier). If the foe is the target of your Smite, this increases to 1d4+1 rounds.

Rattle Foe (Ex)
Spend 1 Stamina and on a successful hit against an opponent they take a -2 to AC for 1 round. If the foe is the target of your smite, this penalty increases to -4 AC.

Pressure (Ex)
Spend 1 Stamina and if you deal damage with an attack this round you are able to make an Intimidate check as a free action. If this check is successful, the opponent is frightened for 1 round instead of shaken. If the foe is the target of your smite, they are frightened for 1d4+1 rounds.

Purifying Attack (Su)
Spend 1 Stamina and 2 uses of Lay on Hands before making an attack roll, and on a successful hit the opponent takes bonus damage equal to the amount of dice that would be rolled with the Paladin’s Lay on Hands ability (minimum of +1). If the foe is the target of your smite, the damage instead is the Paladin’s Lay on Hands (minimum of 1d6). The Lay on Hands damage is untyped when used in this way.

Nullifying Strike (Su)
Spend 1 Stamina and 1 use of Lay on Hands before making an attack roll, and on a successful hit if the opponent is a spellcaster they are unable to cast any spells or use spell-like abilities for 1 round. If the foe is the target of your smite, the effect lasts for 1d4+1 rounds.

Lifegiving Blade (Su)
Spend 1 Stamina and 1 use of Lay on Hands before making an attack roll, and on a successful hit the Paladin heals HP equal to half the damage dealt (minimum 1). If the foe is the target of your smite, they instead heal all HP.

Punishing Blade (Ex)
Spend 2 Stamina and on a successful hit the opponent takes a penalty to all attack rolls and damage checks equal to the Paladin’s Charisma modifier for 1 round. If the foe is the target of your smite, it lasts for 1d6+1 rounds.

Righteous Punishment (Ex)
Spend 2 Stamina to make a single attack roll at your highest base attack bonus, and on a successful hit the opponent suffers a penalty to attack rolls equal to your Charisma modifier as long as they attack you.

Jaunting Punish (Ex)
Spend 2 Stamina after making an attack roll (including attacks of opportunity), you can move 5 feet as an immediate action. This movement does not provoke attacks of opportunity by the target of your smite, and against attacks of opportunity you receive your smite’s bonus to AC despite the fact they’re not the target of your smite. 

Divine Bond (Sp)

Upon reaching 5th level, a paladin forms a divine bond with her god. This bond can take one of two forms. Once the form is chosen, it cannot be changed.

This bond can take one of five forms. Once the form is chosen, it cannot be changed.

Weapon

The first type of bond allows the paladin to enhance her weapon as a standard action by calling upon the aid of a celestial spirit for 1 minute per paladin level. When called, the spirit causes the weapon to shed light as a torch. At 5th level, this spirit grants the weapon a +1 enhancement bonus. For every three levels beyond 5th, the weapon gains another +1 enhancement bonus, to a maximum of +6 at 20th level. These bonuses can be added to the weapon, stacking with existing weapon bonuses to a maximum of +5, or they can be used to add any of the following weapon properties: axiomatic, brilliant energy, defending, disruption, flaming, flaming burst, holy, keen, merciful, and speed. Adding these properties consumes an amount of bonus equal to the property’s cost.

These bonuses are added to any properties the weapon already has, but duplicate abilities do not stack. If the weapon is not magical, at least a +1 enhancement bonus must be added before any other properties can be added. The bonus and properties granted by the spirit are determined when the spirit is called and cannot be changed until the spirit is called again. The celestial spirit imparts no bonuses if the weapon is held by anyone other than the paladin but resumes giving bonuses if returned to the paladin. These bonuses apply to only one end of a double weapon. A paladin can use this ability once per day at 5th level, and one additional time per day for every four levels beyond 5th, to a total of four times per day at 17th level.

If a weapon bonded with a celestial spirit is destroyed, the paladin loses the use of this ability for 30 days, or until she gains a level, whichever comes first. During this 30-day period, the paladin takes a –1 penalty on attack and weapon damage rolls.

Mount

The second type of bond allows a paladin to gain the service of an unusually intelligent, strong, and loyal steed to serve her in her crusade against evil. This mount is usually a heavy horse (for a Medium paladin) or a pony (for a Small paladin), although more exotic mounts, such as a boar, camel, or dog are also suitable. This mount functions as a druid’s animal companion, using the paladin’s level as her effective druid level. Bonded mounts have an Intelligence of at least 6.

In addition to horses, a paladin may select (at the GM’s discretion) some less ordinary creatures:

  • A Medium paladin can select an elk, giant seahorse, giraffe, yak or zebra as a bonded mount.
  • A Small paladin can select an antelope, capybara, eohippus, giant weasel, ram, reindeer, stag, or wolfdog as a bonded mount.

The auspice, bodyguard, racer, and totem guide archetypes are all particularly appropriate for a paladin’s bonded mount.

Once per day, as a full-round action, a paladin may magically call her mount to her side. This ability is the equivalent of a spell of a level equal to one-third the paladin’s level. The mount immediately appears adjacent to the paladin. A paladin can use this ability once per day at 5th level, and one additional time per day for every 4 levels thereafter, for a total of four times per day at 17th level.

At 11th level, the mount gains the celestial creature simple template and becomes a magical beast for the purposes of determining which spells affect it.

At 15th level, a paladin’s mount gains spell resistance equal to the paladin’s level + 11.

Should the paladin’s mount die, the paladin may not summon another mount for 30 days or until she gains a paladin level, whichever comes first. During this 30-day period, the paladin takes a –1 penalty on attack and weapon damage rolls.

Agathion

As a standard action, the paladin can call forth an agathion spirit that bonds to her healing hands for 1 minute per paladin level, causing her to manifest physical traits evocative of one kind of agathion. This bond allows the paladin to add her Charisma bonus to the amount of hit points that she restores with her spells, her lay on hands ability, and her channel energy ability. For every 3 levels beyond 5th, she restores 1 additional hit point with those abilities, up to a maximum of 5 + her Charisma modifier at 20th level. The paladin can use this ability once per day at 5th level, and one additional time per day for every 4 levels beyond 5th, up to a total of four times per day at 17th level.

Angelic

As a standard action, the paladin can call forth an angel spirit that bonds to her, causing her to manifest a resplendent halo. This bond allows the paladin to shine light as per continual flame for 1 minute per paladin level. Additionally, while the halo shines, all allies within 20 feet gain the benefits of protection from evil, except the deflection and resistance bonuses are +3. For every 3 levels she has beyond 5th, the deflection bonus and resistance bonus provided by this effect increases by 1, up to a maximum of +8 at 20th level. The paladin can use this ability once per day at 5th level, and one additional time per day for every 4 levels beyond 5th, up to a total of four times per day at 17th level.

Archon

As a standard action, the paladin can call forth an archon spirit that bonds to her brow, causing her eyes to glow with righteous fury for 1 minute per paladin level. While this bond is active, any hostile creature within a 10-foot radius of the paladin that looks at her must succeed at a Will saving throw (DC = 10 + 1/2 her paladin level + her Charisma modifier) or take a –2 penalty on attack rolls and saving throws and to AC for 24 hours. Whether or not the saving throw is successful, a creature cannot be affected by the same paladin’s archon bond again for 24 hours, and the penalties from multiple archon bonds don’t stack. Creatures that don’t have eyesight are not affected by this ability. For every 3 levels beyond 5th, the radius of the paladin’s archon bond increases by 5 feet, up to a 35-foot radius at 20th level. The paladin can use this ability once per day at 5th level, and one additional time per day for every 4 levels beyond 5th, up to a total of four times per day at 17th level.

Aura of Resolve (Su)

At 8th level, a paladin is immune to harmful mind-affecting effects (such as charm or compulsions). All allies within 10 ft. receive a +4 bonus against mind-affecting effects. This ability only functions while the Paladin is conscious.

Aura of Justice (Su)

At 11th level, a paladin can allow all allies within 10 ft. to benefit from their Smite while they’re using it. This expends 2 Stamina Points per ally included. Using this ability is a free action.

Aura of Faith (Su)

At 14th level, a paladin’s weapons and attacks are considered good aligned for the purpose of bypassing Damage Reduction. Allies within 10 ft. of the Paladin also benefit from this. This ability only functions while the Paladin is conscious.

Aura of Righteousness (Su)

At 17th level, a paladin gains DR 10/Evil and is immune to effects which would hinder a Paladin’s movement (such as difficult terrain, paralysis, or reductions to their move speed).

Holy Champion (Su)

At 20th level, the paladin’s DR increases to DR 15/Evil. Healing effects from Lay on Hands or Channel Positive Energy use the maximum amount, and they increase the range of their auras by 30 ft.

Code of Conduct

A paladin must be of any good alignment and loses all class features except their proficiency if she ever willingly commits an evil act.

Additionally, a paladin’s code requires that she respect legitimate authority, act with honor (not lying, not cheating, not using poison, and so forth), help those in need (provided they do not use the help for evil or chaotic ends), and punish those who harm or threaten innocents.

Associates: While she may adventure with good or neutral allies, a paladin avoids working with evil characters or with anyone who consistently offends her moral code. Under exceptional circumstances, a paladin can ally with evil associates, but only to defeat what she believes to be a greater evil. A paladin should seek an atonement spell periodically during such an unusual alliance, and should end the alliance immediately should she feel it is doing more harm than good. A paladin may accept only henchmen, followers, or cohorts who are good or neutral.

Ex-Paladins

A paladin who ceases to be good, who willfully commits an evil act, or who violates the code of conduct loses all paladin spells and class features (including the service of the paladin’s mount, but not weapon, armor, and shield proficiencies). She may not progress any further in levels as a paladin. She regains her abilities and advancement potential if she atones for her violations (see atonement), as appropriate.

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