Paladin

Alignment

Lawful Good.

Hit Die

d10.

Class Skills

The paladin’s class skills are Craft (Int), Diplomacy (Cha), Handle Animal (Cha), Heal (Wis), Knowledge (nobility) (Int), Knowledge (religion) (Int), Profession (Wis), Ride (Dex), Sense Motive (Wis), and Spellcraft (Int).

Skill Ranks Per Level

2 + Int modifier.

Table 4-9: Paladin

Base Attack Fort Ref Will Spells Per Day
Level Bonus Save Save Save Special 1st 2nd 3rd 4th
1st +1 +2 +0 +0 Aura of good, detect evil, smite evil 1/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 Channel positive energy, smite evil 2/day 0
5th +5 +4 +1 +1 Divine bond 1
6th +6/+1 +5 +2 +2 Remove disease 1
7th +7/+2 +5 +2 +2 Smite evil 3/day 1 0
8th +8/+3 +6 +2 +2 Aura of resolve 1 1
9th +9/+4 +6 +3 +3 Remove curse 2 1
10th +10/+5 +7 +3 +3 Smite evil 4/day 2 1 0
11th +11/+6/+1 +7 +3 +3 Aura of justice 2 1 1
12th +12/+7/+2 +8 +4 +4 Neutralize poison 2 2 1
13th +13/+8/+3 +8 +4 +4 Smite evil 5/day 3 2 1 0
14th +14/+9/+4 +9 +4 +4 Aura of faith 3 2 1 1
15th +15/+10/+5 +9 +5 +5 Break enchantment 3 2 2 1
16th +16/+11/+6/+1 +10 +5 +5 Smite evil 6/day 3 3 2 1
17th +17/+12/+7/+2 +10 +5 +5 Aura of righteousness 4 3 2 1
18th +18/+13/+8/+3 +11 +6 +6 Heal 4 3 2 2
19th +19/+14/+9/+4 +11 +6 +6 Smite evil 7/day 4 3 3 2
20th +20/+15/+10/+5 +12 +6 +6 Holy champion 4 4 3 3

Class Features

All of the following are class features of the paladin.

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).

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 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 4th level, and at every three levels thereafter, the paladin may smite evil one additional time per day, as indicated on Table 4–9, to a maximum of seven times per day at 19th 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 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 bonus. With one use of this ability, a paladin can heal one target a number of hit points equal to her level. As a paladin gains levels, she can use this ability to create other effects. The DC for any of these abilities is based off the paladin’s Charisma.

Alternatively, a paladin can use 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. This attack deals an amount of damage equal to the paladin’s level. 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 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.

Channel Positive Energy (Su)

When a paladin reaches 4th level, she gains the supernatural ability to channel positive energy. She may use this ability a number of times per day equal to 1 + her Charisma modifier. She channels positive energy 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 4–9. In addition, she receives bonus spells per day if she has a high Charisma score. When Table 4–9 indicates that the paladin gets 0 spells per day of a given spell level, she gains only the bonus spells she would be entitled to based on her Charisma score for that spell level. The paladin does not have access to any domain spells or granted powers, as a cleric does.

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. Through 3rd level, a paladin has no caster level. At 4th level and higher, her caster level is half her paladin level.

Divine Bond (Sp)

Upon reaching 5th level, a paladin forms a divine bond with her god. This bond can take one of two forms.

The first bond allows her to enhance her weapon as a standard action, provided the weapon is her deity’s favored weapon. When called, a celestial spirit enhances the weapon, causing it to shed light as a torch for 1 minute per paladin level. At 5th level, this spirit grants the weapon a +1 bonus. For every three levels beyond 5th, the weapon gains another +1 bonus, to a maximum of +6 at 20th level. These bonuses can be added to the weapon 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. These bonuses do not stack with any properties the weapon already has. If the weapon is not magical, at least a +1 enhancement bonus must be added before any other abilities can be added. 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 bearing 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.

The second 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 warhorse (for a Medium paladin) or a warpony (for a Small paladin).

Once per day, as a full-round action, a paladin may magically call her mount from the celestial realms in which it resides. 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 and remains for 2 hours per paladin level; it may be dismissed at any time as a free action. The mount is the same creature each time it is summoned, though the paladin may release a particular mount from service.

Each time the mount is called, it appears in full health, regardless of any damage it may have taken previously. The mount also appears wearing or carrying any gear it had when it was last dismissed. Calling a mount is a conjuration (calling) effect.

Should the paladin’s mount die, it immediately disappears, leaving behind any equipment it was carrying. The paladin may not summon another mount for 30 days or until she gains a paladin level, whichever comes first, even if the mount is somehow returned from the dead. During this 30-day period, the paladin takes a –1 penalty on attack and weapon damage rolls.

Remove Disease (Sp)

At 6th level, a paladin can spend two uses of her lay on hands ability to remove disease, as the spell. Her caster level for this effect is equal to her paladin level.

Aura of Resolve (Su)

At 8th level, a paladin is immune to charm spells and spell-like abilities. Each ally within 10 feet of her gains a +4 morale bonus on saving throws against charm effects.

This ability functions while the paladin is conscious, but not if she is unconscious or dead.

Remove Curse (Sp)

At 9th level, a paladin can spend two uses of her lay on hands ability to remove curse,[[[ability-types#extraordinary-abilities as the spell. Her caster level for this effect is equal to her paladin level.

Aura of Justice (Su)

At 11th level, a paladin can expend two uses of her smite evil ability to grant the ability to smite evil to all allies within 10 feet, using her bonuses. Allies must use this smite evil ability by the start of the paladin’s next turn. Using this ability is a free action. Evil creatures gain no benefit from this ability.

Neutralize Poison (Sp)

At 12th level, a paladin can spend two uses of her lay on hands ability to neutralize poison, as the spell. Her caster level for this effect is equal to her
paladin level.

Aura of Faith (Su)

At 14th level, a paladin’s weapons are treated as good aligned for the purposes of overcoming damage reduction. Any attack made against an enemy within 10 feet of her is treated as good aligned for the purposes of overcoming damage reduction.

This ability functions while the paladin is conscious, but not if she is unconscious or dead.

Break Enchantment (Sp)

At 15th level, a paladin can spend three uses of her lay on hands ability to break enchantment, as the spell. Her caster level for this effect is equal to her paladin level.

Aura of Righteousness (Su)

At 17th level, a paladin gains DR 5/evil and immunity to compulsion spells and spell-like abilities. Each ally within 10 feet of her gains a +4 morale bonus on saving throws against compulsion effects.

This ability functions while the paladin is conscious, but not if she is unconscious or dead.

Heal (Sp)

At 18th level, a paladin can spend four uses of her lay on hands ability to heal, as the spell. Her caster level for this effect is equal to her paladin level.

Holy Champion (Su)

At 20th level, a paladin becomes a conduit for the power of her god. Her DR increases to 10/evil. Whenever she uses smite evil against an evil outsider, the outsider is also subject to a banishment, using her paladin level as the caster level (her weapon and holy symbol automatically count as objects that the subject hates). In addition, whenever she channels positive energy, she channels the maximum possible amount.

Code of Conduct

A paladin must be of lawful good alignment and loses all class abilities, except proficiencies, 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 characters of any good or neutral alignment, a paladin will never knowingly associate with evil characters, nor will she continue an association with someone who consistently offends her moral code. A paladin may accept only henchmen, followers, or cohorts who are lawful good.

Ex-Paladins

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


The Paladin’s Bonded Mount

The paladin’s mount is superior to a normal mount of its kind and has special powers, as described below. The standard mount for a Medium paladin is a heavy warhorse, and the standard mount for a Small paladin is a warpony. Another kind of mount, such as a riding dog (for a half ling paladin) or a Large shark (for a paladin in an aquatic campaign) may be allowed as well.

A paladin’s mount is treated as a magical beast, not an animal, for the purpose of all effects that depend on its type (though it retains an animal’s HD, base attack bonus, saves, skill points, and feats).

Paladin Level Bonus HD Natural Armor Str Adj. Int Special
5th–7th +2 +4 +1 6 Empathic link, improved evasion, share spells, share saving throws
8th–10th +4 +6 +2 7 Improved speed
11th–14th +6 +8 +3 8 Command creatures of its kind
15th–20th +8 +10 +4 9 Spell resistance

Paladin’s Mount Basics

Use the base statistics for a creature of the mount’s kind, but make changes to take into account the attributes and characteristics summarized on the table and described below.

Bonus HD

Extra eight-sided (d8) Hit Dice, each of which gains a Constitution modifier, as normal. Extra Hit Dice improve the mount’s base attack and base save bonuses. A special mount’s base attack bonus is equal to that of a cleric of a level equal to the mount’s HD. A mount has good Fortitude and Ref lex saves (treat it as a character whose level equals the animal’s HD).

The mount gains additional skill points and feats for bonus HD as normal for advancing a monster’s Hit Dice.

Natural Armor Adj.

The number on the table is in addition to the mount’s existing natural armor bonus.

Str Adj.

Add this figure to the mount’s Strength score.

Int

This is the mount’s Intelligence score.

Empathic Link (Su)

The paladin has an empathic link with her mount to a distance of 1 mile. The paladin cannot see through the mount’s eyes, but the two can communicate empathically. Note that even intelligent mounts see the world differently from humans, so misunderstandings are always possible.

Because of this empathic link, the paladin has the same connection to an item or place that her mount does, just as with a wizard and his familiar (see Familiars).

Improved Evasion (Ex)

When subjected to an attack that normally allows a Ref lex saving throw for half damage, a mount takes no damage if it makes a successful saving throw and half damage if the saving throw fails.

Share Spells

The paladin may cast a spell with a target of “You” on her mount (as a touch range spell) instead of on herself. A paladin may cast spells on her mount even if the spells normally do not affect creatures of the mount’s type (magical beast).

Share Saving Throws

For each of its saving throws, the mount uses its own base save bonus or the paladin’s, whichever is higher. The mount applies its own ability modifiers to saves, and it doesn’t share any other bonuses on saves that the master might have.

Improved Speed (Ex)

The mount’s speed increases by 10 feet.

Command (Sp)

Once per day per two paladin levels of its master, a mount can use this ability to command any normal animal of approximately the same kind as itself (for warhorses and warponies, this category includes donkeys, mules, and ponies), as long as the target creature has fewer Hit Dice than the mount. This ability functions like the command spell, but the mount must make a DC 21 Spellcraft check to succeed if the target is being ridden at the time. If the check fails, the ability does not work that time, but it still counts against the mount’s daily uses. Each target may attempt a Will save (DC 10 + 1/2 paladin’s level + paladin’s Cha modifier) to negate the effect.

Spell Resistance (Ex)

A mount’s spell resistance equals its master’s paladin level + 5. To affect the mount with a spell, a spellcaster must get a result on a caster level check (1d20 + caster level) that equals or exceeds the mount’s spell resistance.