Paladin

''' is a class in '. 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.

Class Skills
Knowledge (Arcana), Knowledge (World), Lore (Nature), Lore (Religion), Persuasion

Class 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: Lawful good

Hit Die: d10

Skill Ranks per Level: 2 + 1/2 Int modifier

Base Features
{| class="wikitable"
 * rowspan="2" |PaladinProficiencies.png

Paladin Proficiencies
{| class="wikitable"
 * Paladins are proficient with all simple and martial weapons, with all types of armor (heavy, medium, and light), and with shields (except tower shields).
 * }
 * }
 * rowspan="2" |AlignmentRestriction.png

Alignment Restriction

 * A paladin who ceases to be lawful good loses all paladin spells and class features.
 * A paladin who ceases to be lawful good loses all paladin spells and class features.

A paladin who changes to a prohibited alignment loses all spells and paladin abilities (including her Lay on Hands, but not including weapon, armor, and shield proficiencies). She cannot thereafter gain levels as a paladin until she changes the alignment back. {| class="wikitable"
 * }
 * rowspan="3" |PaladinDeitySelection.png

Deity Selection
{| class="wikitable"
 * A deity, also known as a god or goddess, is a being or force of incredible power capable of granting its power to mortal beings through divine magic. A deity is strongly associated with a specific alignment, several domains, and a plane (typically an Outer Sphere plane).
 * Abadar
 * Erastil
 * Iomedae
 * Irori
 * Sarenrae
 * Shelyn
 * Torag
 * }
 * Shelyn
 * Torag
 * }
 * rowspan="2" |SmiteEvil.png

Smite Evil

 * 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 Charisma 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.
 * 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 Charisma 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. {| class="wikitable"
 * }
 * rowspan="2" |DivineGrace.png

Divine Grace
{| class="wikitable"
 * At 2nd level, a paladin gains a bonus equal to her Charisma bonus (if any) on all Saving Throws.
 * }
 * }
 * rowspan="2" |LayOnHands—Others.png

Lay On Hands — Self/Others

 * 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.
 * 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.

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. {| class="wikitable"
 * }
 * rowspan="2" |AuraofCourage.png

Aura of Courage

 * 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.
 * 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. {| class="wikitable"
 * }
 * rowspan="2" |DivineHealth.png

Divine Health
{| class="wikitable"
 * At 3rd level, a paladin is immune to all diseases, including supernatural and magical diseases, including mummy rot.
 * }
 * }
 * rowspan="3" |Mercy.png

Mercy

 * At 3rd level, and every three levels thereafter, a paladin can select one mercy.
 * 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. {| class="wikitable"
 * }
 * }
 * }
 * rowspan="2" |ChannelPositiveEnergy—HealLiving.png

Channel Positive Energy (Heal Living/Damage Undead)

 * 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. This energy can be used to cause or heal damage, depending on the creatures targeted.
 * 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. This energy can be used to cause or heal damage, depending on the creatures targeted.

Paladin channels positive energy and can choose to deal damage to undead creatures or to heal living creatures.

Channeling positive energy causes a burst that affects all creatures of one type (either undead or living) in a 30-foot radius centered on the paladin. The amount of damage dealt or healed is equal to 1d6 points of damage plus 1d6 points of damage for every two paladin levels beyond 1st (2d6 at 3rd, 3d6 at 5th, and so on). Creatures that take damage from channeled energy receive a Will save to halve the damage. The DC of this save is equal to 10 + 1/2 the paladin's level + the paladin's Charisma modifier. Creatures healed by channel energy cannot exceed their maximum hit point total—all excess healing is lost.

This is a standard action that does not provoke an attack of opportunity.
 * }

{| class="wikitable"
 * rowspan="2" |DivineWeaponBond.png

Divine Weapon Bond

 * Upon reaching 5th level, a paladin forms a divine bond with her weapon. As a standard action she can call upon the aid of a celestial spirit for 1 minute per paladin level.
 * Upon reaching 5th level, a paladin forms a divine bond with her weapon. As a standard action she can call upon the aid of a celestial spirit for 1 minute per paladin level.

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.

Alternatively, they can be used to add any of the following weapon properties: axiomatic, brilliant energy, defending, disruption, flaming, flaming burst, holy, keen, 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.

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. {| class="wikitable"
 * }
 * rowspan="2" |AuraofResolve.png

Aura of Resolve

 * 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.
 * 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. {| class="wikitable"
 * }
 * rowspan="2" |MarkofJustice.png

Mark of Justice

 * At 11th level, a paladin can expend two uses of her smite evil ability to grant the ability to smite evil to all allies for 1 minute, using her bonuses. As a swift action, the paladin chooses one target within sight to smite. If this target is evil, paladins allies add her Charisma bonus (if any) to their attack rolls and add her Paladin level to all damage rolls made against the target of her smite. Smite evil attacks automatically bypass any DR the creature might possess.
 * At 11th level, a paladin can expend two uses of her smite evil ability to grant the ability to smite evil to all allies for 1 minute, using her bonuses. As a swift action, the paladin chooses one target within sight to smite. If this target is evil, paladins allies add her Charisma bonus (if any) to their attack rolls and add her Paladin level to all damage rolls made against the target of her smite. Smite evil attacks automatically bypass any DR the creature might possess.

In addition, while smite evil is in effect, paladins allies gain a deflection bonus equal to her Charisma modifier (if any) to their AC against attacks made by the target of this smite. If the paladin targets a creature that is not evil, this smite is wasted with no effect. {| class="wikitable"
 * }
 * rowspan="2" |AuraofFaith.png

Aura of Faith

 * 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.
 * 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. {| class="wikitable"
 * }
 * rowspan="2" |AuraofRighteousness.png

Aura of Righteousness

 * 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.
 * 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. {| class="wikitable"
 * }
 * rowspan="2" |HolyChampion.png

Holy Champion

 * At 20th level, a paladin becomes a conduit for the power of her god. Her DR increases to 10/evil and whenever she channels positive energy or uses lay on hands to heal a creature, she heals the maximum possible amount.
 * }
 * }

Archetypes

 * Divine Hunter
 * Hospitaler
 * Divine Guardian