Paladin
Contents
Paladin
Description: Paladins take their adventures seriously, and even a mundane mission is, in the heart of the paladin, a personal test - an opportunity to demonstrate bravery, to learn tactics, and to do good in the world. Divine power protects these warriors of virtue, warding off harm, protecting them from disease, healing them and their allies, and guarding against fear. Divine power also guides their sword arms, making them among the most effective warriors against undead and evil outsiders. Many of the paladin's special abilities also benefit from a high Charisma score.
Hit Dice: 1d10
Proficiencies: Armor Proficiency (Light), Armor Proficiency (Medium), Armor Proficiency (Heavy), Shield Proficiency, Weapon Proficiency (Martial), Weapon Proficiency (Simple)
Skill Points: 2 + Int mod
Class Skills: Concentration, Craft armor, Craft trap, Craft weapon, Discipline, Heal, Lore, Parry, Persuade, Ride, Taunt
Primary Saving Throw(s): Fort
Base Attack Bonus: +1/level
Requirements
Alignment: Lawful Good
Base Attack Bonus: Any
Classes: None
Factions: Ragnar's Kin, Northern Coalition
Feats: None
Race: Any
Skills: None
Spellcasting: None
Special Abilities and Feats
Level | Feat(s) |
1 | Divine Grace Divine Health Lay on Hands |
2 | Aura of Courage Smite Evil |
3 | Remove Disease Turn Undead |
Epic Paladin
Epic Feat Progression: 3
Epic Feats: Armor Skin, Devastating Critical, Epic Prowess, Epic Reputation, Epic Spell Focus, Epic Toughness, Epic Weapon Focus, Great Smiting, Greater Spell Focus, Improved Combat Casting, Improved Critical (whip), Overwhelming Critical, Perfect Health, Planar Turning .
Notes
- If you multi-class into Paladin, you are immediately devoted to 4 more levels (5 total).
- Paladins are the Favored Class of the Aasimar.
- At level 10 Paladins receive a Detect Alignment Token. The token allows them to detect evil and, if pure, at level 35 detect neutral as well.
- Pure-class paladins gain the bonuses below upon joining the Purist Guild.
WARNING: while you will not be able to take levels in other classes after joining the Purists Guild, if you try, you may PERMANENTLY lose pure-class abilities or otherwise bug your character. So be careful when taking levels.
Pure Class Bonuses
Level | Ability Name | Description |
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21 | Holy Avenger | The Holy Sword Spell continues to gain in power and grants an Enhancement bonus of Level / 5 + 2 and the bonus damage granted now works against Non-Good creatures. (The Holy Avenger will only work for the Paladin.) |
23 | Purge | Once per day, a Paladin may Dispel a Target with an effectiveness of Paladin's Level(a dispel check of 1d20 +1 per Paladin's level against a DC of 11 + the spell effect's caster level) . For every spell stripped, the Paladin takes 4 Divine damage. |
25 | Epic Divine Might | Double duration on Divine Might and Divine Shield. Paladin gains +1AB per +5 Charisma modifier while Divine Might is active and 5% immunity (excluding divine) per 10 Charisma modifier while Divine Shield is active. |
25 | Divine Protection | Once per 6 minutes, a Paladin gains 5% Immunity to all damage sources except Divine damage, to which they gain 5% vulnerability (Note: Damage from Divine Might and Divine Wrath ignore vulnerabilities and immunities). Duration in rounds equals Level / 2 + 1 / 2 Charisma modifier rounded down. |
28 | Divine Sacrifice | Once per day, the Paladin can cast Resurrection on a willing, Non-Evil target. The Paladin takes 5 Divine damage per level of the target being raised. The Paladin cannot resurect someone in this manner if they do not have enough life. |
30 | Radiance | Once per day, the Paladin and nearby allies gain regeneration equal to 1 / 4th of the Paladin's level. Duration in rounds is Charisma modifier + 10. The Paladin also generates an aura that applies a spell failure rate of Paladin's Level / 2 to any evil foes entering the aura for 1 Hour / 5 Levels. At level 35, Neutral foes are also affected by the aura. |
31 | Divine Protection | Divine Protection is upgraded to include 10% Immunity to all Damage Sources except Divine. Divine Vulnerability increases to 10%. |
35 | Detect non-good | Detect evil also detects Neutral characters. Neutral character glow blue for a short duration. |
37 | Divine Protection | Divine Protection is upgraded to include 15% Immunity to all Damage Sources except Divine. Divine Vulnerability increases to 15%. |
38 | Martyrdom | Once per 20 Minutes, the Paladin Raises all Non-Evil party members in a Colossal radius, dying in the process. Paladin must have more than 50% HP to sacrifice himself in such a manner. |
40 | Aspect of the Deity | Once per day, the Paladin channels an immense amount of his God's power, taking on his God's visage while temporarily overwhelming all nearby enemies with his glory. He gains Celestial properties (Immunty to Knockdown, ability decrease, negative levels, poison, paralysis, Mind-Affecting Spells, and gains +20/5 Damage Reduction), Immunity to Spells 6th Level and lower, 5% Added Immunity to all damage forms (except Divine), See Invisibility, and +20 to spot skill for 1 Round per Charisma Modifier. |
Spells
1st level spells | 2nd level spells | 3rd level spells | 4th level spells |
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