Paladin
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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 make impressive tanks on the battlefield, and are the ideal choice against the most evil of opponents. They become advocates of their diety and soldiers for their faith. Though they focus primarily on their physical training, they do possess a fraction of magical ability that allows them to bless their allies or themselves with formidable defenses against the most powerful status ailments. Make no mistake, however, as the paladin does not dive head-first against the forces of evil without first knowing its enemy. A dead paladin can easily spell the defeat of the entire party.

Alignment: Lawful good

Hitpoints: 10 Hit points per level

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.

Level Base Attack Bonus (BAB) Maximum hits Fort Save Ref Save Will Save Special Spell Points Max spell level
1st +1 1 +2 +0 +2 Aura of Good. Smite evil 1/day - -
2nd +2 1 +3 +0 +3 Divine Grace Lay on hands - -
3rd +3 1 +3 +1 +3 Divine Health Mercy - -
4th +4 1 +4 +1 +4 Channel Positive Energy, (2d6) Smite evil 2/day 1 1
5th +5 1 +4 +1 +4 Channel Positive Energy, (3d6) Divine Bond 2 1
6th +6 2 +5 +2 +5 Mercy 3 1
7th +7 2 +5 +2 +5 Channel Positive Energy, (4d6) Smite evil 3/day 4 2
8th +8 2 +6 +2 +6 Aura of resolve 5 2
9th +9 2 +6 +3 +6 Channel Positive Energy, (5d6) Mercy 6 2
10th +10 2 +7 +3 +7 Smite evil 4/day 8 3
11th +11 3 +7 +3 +7 Aura of justice,Channel Positive Energy, (6d6) 10 3
12th +12 3 +8 +4 +8 Mercy 12 3
13th +13 3 +8 +4 +8 Channel Positive Energy, (7d6) Smite evil 5/day 14 4
14th +14 3 +9 +4 +9 Aura of Faith 17 4
15th +15 3 +9 +5 +9 Channel Positive Energy, (8d6) Mercy 20 4
16th +16 4 +10 +5 +10 Smite evil 6/day 23 4
17th +17 4 +10 +5 +10 Aura of righteousness Channel Positive Energy, (9d6) 24 4
18th +18 4 +11 +6 +11 Mercy 26 4
19th +19 4 +11 +6 +11 Channel Positive Energy, (10d6) Smite evil 7/day 28 4
20th +20 4 +12 +6 +12 Holy champion 30 4
21st +21 4 +12 +7 +12 Channel Positive Energy (11d6) 30 4
22nd +22 4 +13 +7 +13 Smite evil 8/day 30 4
23rd +23 4 +13 +7 +13 Channel Positive Energy (12d6) 30 4
24th +24 4 +14 +8 +14 30 4
25th +25 4 +14 +8 +14 Channel Positive Energy (13d6) Smite evil 9/day 30 4
26th +26 4 +15 +8 +15 30 4
27th +27 4 +15 +9 +15 Channel Positive Energy (14d6) 30 4
28th +28 4 +16 +9 +16 Smite evil 10/day 30 4
29th +29 4 +16 +9 +16 Channel Positive Energy (15d6) 30 4
30th +30 4 +17 +10 +17 30 4

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 is equal to her paladin level.

Smite Evil (Su)

Once per day, a paladin can call out to the powers of good to aid her in her struggle against evil. As a swift action, the paladin chooses one target within sight to smite. If this target is evil, the paladin adds her Cha bonus (if any) to her attack rolls and adds her paladin level to all damage rolls made against the target of her smite. If the target of smite evil is an outsider with the evil subtype, an evil-aligned dragon, or an undead creature, the bonus to damage on the first successful attack increases to 2 points of damage per level the paladin possesses. Regardless of the target, smite evil attacks automatically bypass any DR the creature might possess.

In addition, while smite evil is in effect, the paladin gains a deflection bonus equal to her Charisma modifier (if any) to her AC against attacks made by the target of the smite. If the paladin targets a creature that is not evil, the smite is wasted with no effect.

The smite evil effect remains until the target of the smite is dead or the next time the paladin rests and regains her uses of this ability. At 4th level, and at every three levels thereafter, the paladin may smite evil one additional time per day, as indicated on Table: Paladin, 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 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.

Fatigued: The target is no longer fatigued.
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.

Dazed: The target is no longer dazed.
Diseased: The paladin's lay on hands ability also acts as remove disease, using the paladin's level as the caster level.
Staggered: The target is no longer staggered, unless the target is at exactly 0 hit points.

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

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 shakenmercy before selecting this mercy.
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.

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

Blinded: The target is no longer blinded].
Deafened: The target is no longer deafened.
Paralyzed: The target is no longer paralyzed.
Stunned: The target is no longer stunned.

Note: These mercies cannot remove natural blindness or deafness or any that have been on going for long periods of time.

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 exhaustedconditions 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. See cleric for more information

Paladin Spell-Point

Beginning at 4th level a paladin becomes a preparation spellcaster that gains the ability to cast a small number of divine spells drawn from the paladin spell list. A paladin may cast any spell he is attuned to (see Divine Attunement ), as long as he has the spell points to do so. To attune to or cast a spell, a paladin must have a Charisma score equal to at least 10 + the spell level. A paladin gains bonus spell points equal to his Charisma bonus (to a maximum of the highest level spell he can cast). The Difficulty Class for a saving throw against a paladin’s spell is 10 + the spell level + the paladin’s Charisma modifier. A paladin has a limited number of spell points in a spell pool. To cast a 1st level or higher spell he is attuned to, a paladin must expend a number of spell points equal to the spell’s level +1. Thus, to cast a 1st level spell a paladin must expend 2 points from his spell pool, and casting a 3rd level spell requires the paladin to expend 4 points from his spell pool.

However items spells or any other ability that give bonuses to Charisma do not increase the maximum amount of spells that can be prepared

Because a paladin’s spells are not internalized to his aura (they are sacred powers cast through divine inspiration, unlike an oracle’s innate magic powers), each time the paladin casts a spell it leaves some traces on his magic aura (much like the lingering auras that can be revealed with a detect magic spell, though the residue on a paladin’s aura is often too faint to actually set off detect magic). This residue, known as eldritch dissonance, makes it difficult for the paladin to cast the same spell multiple times in the same day, as some traces of its previous mystic pattern interfere with the casting process. As a result, each time a paladin casts the same spell since restoring his spell pool, it costs a number of additional spell points equal to its level. This additional spell point cost is removed when the paladin refills his spell points and attunes his
spells for the day.

A paladin must spend 1 hour each day in a quiet prayer and meditation to regain his daily allotment of spell points. Each paladin must choose a time at which he must spend 1 hour each day in quiet contemplation or supplication to regain his daily allotment of spell points, attune to spells of his choice (see Divine Attunement), and reset his spell point costs to their base level (ending any additional cost from eldritch dissonance). Time spent resting has no effect on whether a paladin can prepare spells. A paladin may attune to any spell on the paladin spell list, provided that he can cast spells of that level, but he must choose which spells to attune during his daily meditation.

Through 3rd level a paladin has no caster level. At 4th level and higher, a paladin’s caster level is equal to his paladin level -3.

Paladin spells can be found here Paladin spell list

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.

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 Four levels beyond 5th, the weapon gains another +1 enhancement bonus, to a maximum of +6 at 20 th 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, defending, disruption, flaming, flaming burst, holy, keen, merciful, and speed. Adding these properties consumes an amount of bonus equal to the property's cost (see Table: Melee Weapon Special Abilities). 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.

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.

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.

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 only while the paladin is conscious, not if she is unconscious or dead.

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 and the bonuses last for 1 minute. Using this ability is a free action. Evil creatures gain no benefit from this ability.

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 only while the paladin is conscious, not if she is unconscious or dead.

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 only while the paladin is conscious, not if she is unconscious or dead.

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 and successfully strikes 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). After the banishment effect and the damage from the attack is resolved, the smite immediately ends. In addition, whenever she channels positive energy or uses lay on hands to heal a creature, she heals the maximum possible amount.

Code of Conduct

A paladin must be of lawful good alignment and loses all class features 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 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 lawful good.

Need help with Gods

Here are all the gods a paladin can select via the alignment axis rules
Alessa
Avasir
Cerie
Eyvra
Samaria
Yadira (paladins that worship yadira are called wardens)
Elishar

Spell cost

Spell Level Spell Point Cost
1 2
2 3
3 4
4 5
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