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PlayerPaladin01

Paladin is a class in Pathfinder: Kingmaker.

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.

Gameplay[]

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.

Paladins are fighting evil on the front lines. They are good at destroying especially powerful evil creatures. As they advance, they gain access to a small number of basic divine spells, focusing mostly on healing and empowering themselves and their allies. A paladin must have a Lawful Good alignment, or they will lose most of their powers.


Progression Table[]

Level BAB Fort Ref Will Features Spells per day by spell level
1 2 3 4
1 +1 +2 +0 +2 Deity,
Smite Evil 1/day
- - - -
2 +2 +3 +0 +3 Divine Grace,
Lay On Hands
- - - -
3 +3 +3 +1 +3 Aura of Courage,
Divine Health,
Mercy
- - - -
4 +4 +4 +1 +4 Spellcasting,
Channel Positive Energy,
Smite Evil 2/day
0 - - -
5 +5 +4 +1 +4 Divine Weapon Bond +1, 1/day 1 - - -
6 +6/+1 +5 +2 +5 Mercy 1 - - -
7 +7/+2 +5 +2 +5 Smite Evil 3/day 1 0 - -
8 +8/+3 +6 +2 +6 Aura of Resolve,
Divine Weapon Bond +2
1 1 - -
9 +9/+4 +6 +3 +6 Mercy,
Divine Weapon Bond 2/day,
2 1 - -
10 +10/+5 +7 +3 +7 Smite Evil 4/day 2 1 0 -
11 +11/+6/+1 +7 +3 +7 Mark of Justice,
Divine Weapon Bond +3
2 1 1 -
12 +12/+7/+2 +8 +4 +8 Mercy 2 2 1 -
13 +13/+8/+3 +8 +4 +8 Smite Evil 5/day,
Divine Weapon Bond 3/day
3 2 1 0
14 +14/+9/+4 +9 +4 +9 Aura of Faith,
Divine Weapon Bond +4
3 2 1 1
15 +15/+10/+5 +9 +5 +9 Mercy 3 2 2 1
16 +16/+11/+6/+1 +10 +5 +10 Smite Evil 6/day 3 3 2 1
17 +17/+12/+7/+2 +10 +5 +10 Aura of Righteousness,
Divine Weapon Bond +5 & 4 uses/day
4 3 2 1
18 +18/+13/+8/+3 +11 +6 +11 Mercy 4 3 2 2
19 +19/+14/+9/+4 +11 +6 +11 Smite Evil 7/day 4 3 3 2
20 +20/+15/+10/+5 +12 +6 +12 Holy Champion,
Divine Weapon Bond +6
4 4 3 3

Level BAB Fort Ref Will Features Spells per day by spell level
1 2 3 4
1 +1 +2 +0 +2 Deity,
Smite Evil 1/day
- - - -
2 +2 +3 +0 +3 Divine Grace,
Lay On Hands
- - - -
3 +3 +3 +1 +3 Aura of Courage,
Divine Health,
Mercy
- - - -
4 +4 +4 +1 +4 Spellcasting,
Channel Positive Energy,
Smite Evil 2/day
0 - - -
5 +5 +4 +1 +4 Divine Bond 1 - - -
6 +6/+1 +5 +2 +5 Mercy 1 - - -
7 +7/+2 +5 +2 +5 Smite Evil 3/day 1 0 - -
8 +8/+3 +6 +2 +6 Aura of Resolve,
Divine Weapon Bond +21
1 1 - -
9 +9/+4 +6 +3 +6 Mercy,
Divine Weapon Bond 2/day1
2 1 - -
10 +10/+5 +7 +3 +7 Smite Evil 4/day 2 1 0 -
11 +11/+6/+1 +7 +3 +7 Mark of Justice,
Divine Weapon Bond +31,
Divine Mount - Celestial2
2 1 1 -
12 +12/+7/+2 +8 +4 +8 Mercy 2 2 1 -
13 +13/+8/+3 +8 +4 +8 Smite Evil 5/day,
Divine Weapon Bond 3/day1
3 2 1 0
14 +14/+9/+4 +9 +4 +9 Aura of Faith,
Divine Weapon Bond +41
3 2 1 1
15 +15/+10/+5 +9 +5 +9 Mercy,
Divine Mount's spell resistance2
3 2 2 1
16 +16/+11/+6/+1 +10 +5 +10 Smite Evil 6/day 3 3 2 1
17 +17/+12/+7/+2 +10 +5 +10 Aura of Righteousness,
Divine Weapon Bond +5 & 4 uses/day1
4 3 2 1
18 +18/+13/+8/+3 +11 +6 +11 Mercy 4 3 2 2
19 +19/+14/+9/+4 +11 +6 +11 Smite Evil 7/day 4 3 3 2
20 +20/+15/+10/+5 +12 +6 +12 Holy Champion,
Divine Weapon Bond +61
4 4 3 3


Base Features[]

Paladin Proficiencies

Paladins are proficient with all simple and martial weapons, with all types of armor (heavy, medium, and light), and with shields (except tower shields).




Deity Selection

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).

A paladin must choose from one of the following deities:




Alignment Restriction

A paladin who ceases to be lawful good loses all paladin spells and class features. She cannot thereafter gain levels as a paladin until she changes the alignment back.




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.

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.




Divine Grace

At 2nd level, a paladin gains a bonus equal to her Charisma bonus (if any) on all saving throws.




Lay On Hands

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.

Abilities:




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.

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




Divine Health

At 3rd level, a paladin is immune to all diseases, including supernatural and magical diseases.




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.




Spellcasting

Beginning at 4th level, a paladin gains the ability to cast a small number of divine spells drawn from the paladin spell list. A paladin must choose and prepare her spells ahead of time.

A paladin uses her Charisma score as her spellcasting modifier.

A paladin knows all spells, of a spell level that she can cast, on her spell list.

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




Channel Positive Energy

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.

A 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 4th, 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.

Abilities:




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.

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 a weapon property. 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.





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Divine Bond

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 a paladin to form a divine bond with her weapon.

The second type of bond allows a paladin to gain a unusually intelligent, strong, and loyal steed to serve her in her crusade against evil.




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Divine Mount

Upon reaching 5th level, the divine 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 a heavy horse. This mount functions as a druid's animal companion, using the paladin's level as her effective druid level.

  • At 11th level, the mount gains the celestial creature simple template.
  • At 15th level, a paladin's mount gains spell resistance equal to the paladin's level + 11.




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.

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




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, the paladin's 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, the paladin's allies gain a deflection bonus equal to her Charisma bonus (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.




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.

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




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.

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




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.




Selectable Features[]

Mercies[]

Each time a paladin learns a new mercy, she may pick one of the following features.

Level
Required
Mercy Effect Prerequisites
3 Fatigued The target is no longer fatigued.
Shaken The target is no longer shaken.
Sickened The target is no longer sickened.
6 Dazed The target is no longer dazed.
Diseased Acts as remove disease, using the paladin's level as the caster level.
Staggered The target is no longer staggered.
9 Confused The target is no longer confused.
Cursed Acts as remove curse, using the paladin's level as the caster level.
Exhausted The target is no longer exhausted. Mercy - Fatigued
Frightened The target is no longer frightened. Mercy - Shaken
Nauseated The target is no longer nauseated. Mercy - Sickened
Poisoned Acts as neutralize poison, using the paladin's level as the caster level.
12 Blinded The target is no longer blinded.
Paralyzed The target is no longer paralyzed.
Stunned The target is no longer stunned.


Divine Weapon Properties[]

Whenever a paladin activates their Divine Weapon Bond ability, they can choose to apply one or more of the following properties to their weapon. Adding these properties consumes an amount of enhancement bonus equal to the property's cost.

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Flaming

A paladin can add the Flaming property to a weapon enhanced with her divine weapon bond, but this consumes 1 point of enhancement bonus granted to this weapon.

A flaming weapon is sheathed in fire that deals an extra 1d6 points of fire damage on a successful hit. The fire does not harm the wielder.

Prerequisite: paladin 5



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Keen

A paladin can add the Keen property to a weapon enhanced with her divine weapon bond, but this consumes 1 point of enhancement bonus granted to this weapon.

The keen property doubles the threat range of a weapon. This benefit doesn't stack with any other effects that expand the threat range of a weapon (such as the keen edge spell or the Improved Critical feat).

Prerequisite: paladin 5



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Axiomatic

A paladin can add the Axiomatic property to a weapon enhanced with her divine weapon bond, but this consumes 2 points of enhancement bonus granted to this weapon.

An axiomatic weapon is infused with lawful power. It makes the weapon lawful-aligned and thus overcomes the corresponding damage reduction. It deals an extra 2d6 points of damage against chaotic creatures.

Prerequisite: paladin 8



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Disruption

A paladin can add the Disruption property to a weapon enhanced with her divine weapon bond, but this consumes 2 points of enhancement bonus granted to this weapon.

A disruption weapon is the bane of all undead. Any undead creature struck in combat must succeed on a DC 14 Will save or be destroyed. A disruption weapon must be a bludgeoning melee weapon.

Prerequisite: paladin 8



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Holy

A paladin can add the Holy property to a weapon enhanced with her divine weapon bond, but this consumes 2 points of enhancement bonus granted to this weapon.

A holy weapon is imbued with holy power. This power makes the weapon good-aligned and thus overcomes the corresponding damage reduction. It deals an extra 2d6 points of damage against all creatures of evil alignment.

Prerequisite: paladin 8



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Flaming Burst

A paladin can add the flaming burst property to a weapon enhanced with her divine weapon bond, but this consumes 2 points of enhancement bonus granted to this weapon. A flaming burst weapon functions as a Flaming weapon that also explodes with flame upon striking a successful critical hit. The fire does not harm the wielder.

In addition to the extra 1d6 fire damage from the flaming ability, a flaming burst weapon deals an extra 1d10 points of fire damage on a successful critical hit.

If the weapon's critical multiplier is ×3, add an extra 2d10 points of fire damage instead, and if the multiplier is ×4, add an extra 3d10 points of fire damage.

Prerequisite: paladin 11



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Speed

A paladin can add the Speed property to a weapon enhanced with her divine weapon bond, but this consumes 3 points of enhancement bonus granted to this weapon.

When making a full attack, the wielder of a speed weapon may make one extra attack with it. The attack uses the wielder's full base attack bonus, plus any modifiers appropriate to the situation. (This benefit is not cumulative with similar effects, such as a haste spell.)

Prerequisite: paladin 11



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Brilliant Energy

A paladin can add the Brilliant Energy property to a weapon enhanced with her divine weapon bond, but this consumes 4 points of enhancement bonus granted to this weapon.

A brilliant energy weapon ignores nonliving matter. Armor and shield bonuses to AC (including any enhancement bonuses to that armor) do not count against it because the weapon passes through armor. (Dexterity, deflection, dodge, natural armor, and other such bonuses still apply.)

A brilliant energy weapon cannot harm undead, constructs, or objects.

Prerequisite: paladin 14




The description of the Divine Weapon Bond class feature in the game also mentions Defending and Flaming Burst, but adding these weapon properties was not implemented. (Kingmaker)

Divine Mount Properties []

Divine Mount - Celestial Template

The animal companion gains spell resistance equal to its level +5. It also gains:

  • 1 — 4 HD: resistance 5 to cold, electricity and acid.
  • 5 — 10 HD: resistance 10 to cold, electricity and acid, DR 5/evil
  • 11+ HD: resistance 15 to cold, electricity and acid, DR 10/evil

Smite Evil (Su): Once per day, the celestial creature may smite an evil-aligned creature. As a swift action, the creature chooses one target within sight to smite. If this target is evil, the creature adds its Charisma bonus (if any) to attack rolls and gains a damage bonus equal to its HD against that foe. This effect persists until the target is dead or the creature rests.


Prerequisite: Paladin 11



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Divine Mount - Spell Resistance

The animal companion gains spell resistance equal to the paladin level + 11

Prerequisite: Paladin 15


Archetypes[]

Archetype Gains Loses
Divine Guardian
Divine Hunter
Hospitaler
Divine Scion
Martyr
Stonelord
Warrior of the Holy Light
Tortured Crusader

Divine Guardian

Gains


Loses


Divine Hunter

Gains


Loses


Hospitaler

Gains


Loses


Divine Scion

Gains


Loses


Martyr

Gains


Loses


Stonelord

Gains


Loses


Warrior of the Holy Light

Gains


Loses


Tortured Crusader

Gains


Loses

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