Paladin

Whether bringer of justice or perpetrator of foul deeds, paladins embrace the extremes of Good and Evil, serving as the champions of their patron deity on the battlefield. Paladins adhere to a code given to them by their deity upon taking up that deity’s mantle.

Paladins of good pursue the lofty goals of protecting the innocent, giving hope to the downtrodden, righting wrongs, and bringing divine justice to evildoers. Although their convictions might sometimes lead them into conflict with the very souls they would save, paladins of good weather endless challenges of faith and dark temptations, risking their lives to do right and fighting to bring about a brighter future.

Paladins of evil are among the most vile individuals, but often their evil is hidden behind a pleasant and affable facade to deceive the unwary or weak-willed. Whether they are fallen champions of good who lost their way or true adherents of evil, these dark paladins can range from self-serving but loyal allies to the extremes of depravity.

Role

A paladin serves as a powerful leader on the front lines, combining powerful melee attacks with potent leadership abilities along with the ability to heal and support allies. Paladin’s are absolutely deadly to those who oppose them, and their magic and martial skills allow them to keep fighting even when others fall.

Alignment

Paladins must embrace either Good or Evil but may vary on the other axis. A paladin must be Lawful Good, Neutral Good, Chaotic Good, Lawful Evil, Neutral Evil, or Chaotic Evil.

Table: The Paladin

 Base Attack
Bonus
Fort
Save
Ref
Save
Will
Save
SpecialSpellcasting
1st2nd3rd4th
1st+1+2+0+2Aura, detect evil, smite evil, zeal
2nd+2+3+0+3Divine grace, lay on hands
3rd+3+3+1+3Aura of courage, divine health, mercy
4th+4+4+1+4Channel divinity0
5th+5+4+1+4Special mount1
6th+6/+1+5+2+5Mercy1
7th+7/+2+5+2+5Bonus feat10
8th+8/+3+6+2+6Aura of resolve11
9th+9/+4+6+3+6Mercy21
10th+10/+5+7+3+7Zealous sacrifice210
11th+11/+6/+1+7+3+7Bonus feat211
12th+12/+7/+2+8+4+8Mercy221
13th+13/+8/+3+8+4+8Aura of justice3210
14th+14/+9/+4+9+4+9Aura of the zealous3211
15th+15/+10/+5+9+5+9Bonus feat, mercy3221
16th+16/+12/+6/+1+10+5+103321
17th+17/+12/+7/+2+10+5+104321
18th+18/+13/+8/+3+11+6+11Mercy4322
19th+19/+14/+9/+4+11+6+11Bonus feat4322
20th+20/+15/+10/+5+12+6+12Divine champion4432
Hit Die: d10
Class Skills (2 + Int modifier per level): Handle Animal, Heal, Insight, Persuasion, Profession, and Theology.
Starting Wealth: Rich (4d6 × 10 gp, Average 140 gp)

Class Features

Weapon and Armor Proficiency

A Paladin is proficient with Basic weapons plus any three other weapon groups of your choice. They are proficient with light, medium, and heavy armor and with shields (but not with tower shields).

If not using weapon groups, a Paladin is proficient with simple and martial weapons.

Aura

You radiate your alignment as an almost tangible aura. The power of your aura of good, as a good paladin, or evil, as an evil paladin, is equal to your paladin level (see the detect evil and detect good spells).

Detect Evil

At will, you can use detect evil, as the spell. An evil paladin can instead use detect good.

Zeal

A paladin’s zeal for her cause fills her with power, which can used to activate many of the paladin’s class abilities. At the start of each day, you gain a number of points of zeal equal to 1/2 your paladin level plus your Charisma bonus (minimum 1).

Whenever you roll initiative, you regain 1 point of zeal, up to your daily maximum.

Smite Evil

By spending a point of zeal as a free action, you may attempt to smite evil as part of an attack with a melee weapon, granting you a bonus on the attack roll equal to your Charisma bonus (minimum 1) and a bonus on the damage roll equal to your paladin level. If you accidentally smite a creature that is not evil, the attack deals no damage, but the point of zeal is still used up for the day.

In addition, after successfully smiting an evil creature, you gain a deflection bonus to your AC against attacks made by that creature equal to your Charisma bonus (minimum 1). This bonus lasts until the end of the encounter or that creature dies or otherwise leaves the encounter.

An evil paladin instead smites good and deals no damage to non-good creatures with their smite.

A paladin’s smite attack gains the Good (or Evil) descriptor, overcoming damage reduction of the appropriate type.

Divine Grace

At 2nd level, you gain a bonus equal to your Charisma bonus (if any) on all saving throws.

Lay on Hands

Beginning at 2nd level, you can heal wounds by touch. Each day you can heal a total number of hit points of damage equal to your paladin level × your Charisma bonus (minimum equal to your paladin level). You may choose to divide your healing among multiple recipients, and you don’t have to use it all at once. Using lay on hands is a swift action.

Alternatively, you can use any or all of this healing power to deal damage to undead creatures. Using lay on hands in this way is a standard action, requires a successful melee touch attack, and doesn’t provoke an attack of opportunity. You decide how many of your daily allotment of points to use as damage after successfully touching an undead creature.

Evil paladins can instead inflict wounds against the living with a touch and heal the undead. However, an evil paladin can heal himself with this ability, even if he isn’t undead.

Aura of Courage

Beginning at 3rd level, you are immune to fear (magical or otherwise). Each ally within 10 feet of you gains a +4 morale bonus on saving throws against fear effects. This ability functions while you are conscious, but not if you are unconscious or dead.

Divine Health

At 3rd level, you gain immunity to all diseases, including supernatural and magical diseases.

Mercy

At 3rd level, and every three levels thereafter, you can select one mercy. Each mercy adds an effect to your lay on hands ability. Whenever you use lay on hands to heal damage to one target, you may spend 1 point of zeal to apply the effect of one of your mercies to the target. You can apply multiple mercies by spending additional points of zeal, but you cannot apply the same mercy more than once to a single use of lay on hands.

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.

There are four tiers of mercy, each of which requires a minimum paladin level.

Mercies (3rd-Level Paladin)

  • Empower: You heal 1 additional point of damage for every 2 points of lay on hands spent, rounded down.
  • Fatigued: The target’s exhaustion level is reduced by one step.
  • Shaken: The target’s fear level is reduced by one step.
  • Sickened: The target is no longer sickened.

Mercies (6th-Level Paladin)

  • Dazed: The target is no longer dazed.
  • Diseased: Your touch also acts as remove disease, using your paladin level as the caster level.
  • Distant: You may use lay on hands on any ally within 20 feet.
  • Staggered: The target is no longer staggered, unless the target is at exactly 0 hit points.

Mercies (9th-Level Paladin)

  • Cursed: Your touch also acts as remove curse, using your paladin level as the caster level.
  • Immediate: You may use lay on hands as an immediate action, allowing you to heal even when it’s not your turn. You may not use this mercy to make attacks against undead.
  • Nauseated: The target is no longer nauseated. You must have the Sickened mercy before selecting this mercy.
  • Poisoned: Your touch also acts as neutralize poison, using your paladin level as the caster level.

Mercies (12th-Level Paladin)

An evil paladin calls this ability “Cruelty” and can instead inflict these status effects rather than curing them; however, the target can resist a cruelty with a successful Fortitude save (DC 10 + 1/2 your paladin level + your Charisma modifier).

A few cruelties require special note:

  • Fatigued cannot cannot advance exhaustion beyond level 4.
  • Diseased affects the target as if you had cast the contagion spell.
  • Empower and Immediate can only be used for healing yourself or undead, not for making attacks.
  • Cursed affects the target as if you had cast the bestow curse spell.
  • Poisoned affects the target as if you had cast the poison spell.

Table: Paladin Spells Accessed

Level1st2nd3rd4th
1st
2nd
3rd
4th2
5th2
6th3
7th32
8th32
9th43
10th432
11th432
12th543
13th5432
14th5432
15th6543
16th6543
17th6543
18th7654
19th7654
20th7654

Spellcasting

Beginning at 4th level, you gain the ability to cast a small number of divine spells which are drawn from the paladin spell list. However, his alignment may restrict him from casting certain spells opposed to his moral or ethical beliefs. You must choose and prepare your spells in advance.

To prepare or cast a spell, you must have a Charisma score equal to at least 10 + the spell level. The Difficulty Class for a saving throw against your spell is 10 + the spell level + your Charisma modifier.

You can cast only a certain number of spells of each spell level per day. Your base daily spell allotment is given on Table: The Paladin. In addition, you receive bonus spells per day if you have a high Charisma score. When the table indicates that you get 0 spells per day of a given spell level, you gain only the bonus spells you would be entitled to based on your Charisma score for that spell level.

You must spend 1 hour each day in quiet prayer and meditation to regain your daily allotment of spells. You may prepare and cast any spell on the paladin spell list that you have accessed, provided that you can cast spells of that level, but you must choose which spells to prepare during your daily meditation.

Through 3rd level, you have no caster level. At 4th level and higher, your caster level is equal to your paladin level – 3.

Spell Access

A paladin’s access to divine spells is limited. At 4th level, you gain access to two 1st-level spells of your choice from the paladin spell list. At each new paladin level, you gain one or more new spells, as indicated on the Table: Paladin Spell Access. When preparing spells for the day, you may choose to prepare any spell to which you have access.

Once per week, you may conduct a ritual during your daily meditation to replace one of your accessed paladin spells with a new paladin spell. In effect, you “lose” the old spell in exchange for the new one. The new spell’s level must be the same as that of the spell being exchanged. You may swap only a single spell in any given week and must wait a full week between rituals to change spell access.

Chaotic, Evil, Good, and Lawful Spells

A paladin can’t access, prepare, or cast spells of an alignment opposed to her own or her deity’s (if she has one). Spells associated with particular alignments are indicated by the chaos, evil, good, and law descriptors in their spell descriptions.

Channel Divinity

At 4th level, you gain the channel divinity ability to turn undead using positive energy. You use your paladin as your effective cleric level.

An evil paladin instead gains the ability to rebuke undead.

You may channel divinity a number of times per day equal to 3 + your Charisma modifier.

Special Mount

Upon reaching 5th level, you gain the service of an unusually intelligent, strong, and loyal steed to serve you in you crusade. 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, you may magically call your mount from the outer plane in which it resides. This ability is the equivalent of a spell of a level equal to one-third your paladin level. The mount immediately appears adjacent to you 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 you may release a particular mount from service.

You may summon your mount additional times per day, but each additional summons costs you 1 point of zeal.

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 your mount die, it immediately disappears, leaving behind any equipment it was carrying. You may not summon another mount for thirty days or until you gain a paladin level, whichever comes first, even if the mount is somehow returned from the dead. During this thirty-day period, you take a -1 penalty on attack and weapon damage rolls.

Bonus Feats

At 7th level and every four levels thereafter, you gain a bonus feat. You must meet all prerequisites of the feat you select. You may choose any feat from the following list: any Combat Feat, any Divine Feat, any Zealous Feat, or any other feat specifically noted as a Paladin bonus feat.

Aura of Resolve

At 8th level, you become immune to charm spells and spell-like abilities. Each ally within 10 feet of you gains a +4 morale bonus on saving throws against charm effects. This ability functions only while you are conscious, not if you are unconscious or dead.

Zealous Sacrifice

At 10th level, you are willing to sacrifice your own health in zealous pursuit of your cause. As a swift action, you willingly deal 2 points of Constitution damage to yourself (which cannot be reduced or prevented) and immediately regain a number of points of zeal equal to your Charisma modifier. You cannot gain more than your maximum zeal in this way.

Aura of Justice

At 13th level, you can expend two points of zeal to grant the smite evil (or smite good) ability to all allies within 10 feet, using your bonuses. Allies must use this smite ability by the start of your next turn. Using this ability is a free action.

Allies the same alignment as that targeted by the smite gain no benefit from this ability. In other words, evil creatures do not benefit from smite evil and good creatures do not benefit from smite good.

Aura of the Zealous

At 14th level, you gain damage reduction 10/evil if you are good-aligned or damage reduction 10/good if you are evil aligned.

You also gain immunity to compulsion spells and spell-like abilities. Each ally within 10 feet of you gains a +4 morale bonus on saving throws against compulsion effects.

This ability functions only while you are conscious, not if you are unconscious or dead.

Divine Champion

At 20th level, you become a conduit for the power of your god. Your damage reduction from Aura of the Zealous increases to 20.

Whenever you use smite evil or smite good and successfully strike an outsider with the same subtype, the outsider is also subject to a banishment effect, using your paladin level as the caster level (your weapon and holy symbol automatically count as objects that the subject hates).

When using lay on hands, each point you spend heals an ally or yourself for 2 hit points of damage or deals 2 points of damage to an undead. In addition, the first mercy you apply does not cost a point of zeal; however, additional mercies applied to the same use still cost zeal as normal. An evil paladin similarly doubles healing and damage when using lay on hands and does not pay zeal for the first cruelty applied.

In addition, you gain zeal points each day based on your total paladin level rather than only half.

Code of Conduct

As a good paladin, you must maintain a Good alignment, and you lose all class features except proficiencies if you ever willingly and maliciously commit an evil act. This does not mean that you cannot take actions someone else might qualify as evil, only that your actions must always be in service of the greater good. Additionally, your paladin’s code requires that you 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.

Similarly, as an evil paladin, you must maintain an Evil alignment and lose all class features except proficiencies if you willingly and altruistically commits good acts. This does not mean that you cannot take actions someone else might qualify as good, only that such actions must always be in service of your own dark ends or those of your deity. Your paladin’s code requires that you place your personal interests and desires above all else, as well as impose tyranny, take advantage whenever possible, and punish the morally good, provided such actions don’t interfere with your ultimate goals.

Associates

While a paladin may adventure with allies of varied alignment, a paladin avoids working with anyone who possesses an opposing alignment or consistently offends her moral code. Under exceptional circumstances, a paladin can ally with opposing associates, but only to defeat what she believes to be a greater threat. A paladin might need to 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 benefit. A paladin may accept only henchmen, followers, or cohorts who match her alignment.

Ex-Paladins

A paladin whose alignment strays from Good or Evil, who willfully commits a forbidden 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.

The Paladin’s 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 Small paladin) or a Large shark (for a paladin in an aquatic campaign) may be allowed as well as may other types of mounts at the GM’s discretion.

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 LevelBonus HDNatural Armor
Adjustment
Strength
Adjustment
IntelligenceSpecial
5th–7th+2+4+16Empathic link, improved evasion, share spells, share saving throws
8th–10th+4+6+27Improved speed
11th–14th+6+8+38Command creatures of its kind
15th–20th+8+10+49Spell 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 Reflex saves (treat it as a character whose level equals the animal’s HD). The mount gains additional skill points or feats for bonus HD as normal for advancing a monster’s Hit Dice.

Natural Armor Adjustment

The number on the table is an improvement to the mount’s existing natural armor bonus.

Strength Adjustment

Add this figure to the mount’s Strength score.

Intelligence

The mount’s Intelligence score.

Empathic Link (Su)

The paladin has an empathic link with her mount out to a distance of up to 1 mile. The paladin cannot see through the mount’s eyes, but they 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 master and his familiar.

Improved Evasion (Ex)

When subjected to an attack that normally allows a Reflex 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

At the paladin’s option, she may have any spell (but not any spell-like ability) she casts on herself also affect her mount.

The mount must be within 5 feet at the time of casting to receive the benefit. If the spell or effect has a duration other than instantaneous, it stops affecting the mount if it moves farther than 5 feet away and will not affect the mount again even if it returns to the paladin before the duration expires. Additionally, 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 and her mount can share spells 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 other 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 Concentration check to succeed if it’s 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 + ½ 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.

Paladin Archetypes

You may choose to use one or more of these archetypes to modify the class features of this class. You may not choose more than one archetype unless they replace or modifiy different class features. See the section on Class Archetypes for full rules.

Table: Paladin Archetypes

ArchetypesClass Features Replaced or Modified
AuraDetect EvilZealSmite EvilDivine GraceLay on HandsAura of CourageDivine HealthMercySpellcastingChannel DivinitySpecial MountBonus FeatsAura of ResolveZealous SacrificeAura of JusticeAura of the ZealousDivine ChampionCode of Conduct
Eldritch ChampionXXXXXX
Knight DiscipleXXXXXXX
NightguardCCXXXX
Soulweave KnightXXCXXCC
Zealous HunterX
X = replaced, C = changed, blank = as original class