Renderrs' DnD Resource
Advertisement

Paladins are zealots, devoted champions of their ideals. They are followers of greater powers and causes, roaming the world seeking to purge those who do not comply with their ideology. Classic paladins are champions of good, seeking to uphold order and defeating the wicked through the power of their faith. But that same devotion can be applied to other principles as well. Though they are no less of zealots, evil paladins are sometimes referred to as anti-paladins.

Game Information

Alignment

A paladin must choose an ideology, and her alignment must not deviate from it lest she fall. Every paladin follows a code though they are not necessarily lawfully aligned; even chaotic paladins have a code (though their codes are typically less limiting).

  • Paladin of Honor – paladins of this ideology must be lawful good
  • Paladin of Freedom – paladins of this ideology must be chaotic good
  • Paladin of Slaughter – paladins of this ideology must be chaotic evil
  • Paladin of Tyranny – paladins of this ideology must be lawful evil

Hitdie

  • d10

Starting Gold

Skills

The paladin’s class skills (and the key ability for each skill) are Concentration (Con), Craft (Int), Diplomacy (Cha), Gather Info (Cha), Handle Animal (Cha), Heal (Wis), Knowledge (nobility and royalty) (Int), Knowledge (religion) (Int), Profession (Wis), Ride (Dex), Sense Motive (Wis), and Spellcraft (Int).

  • Skill Points at 1st Level: (4 + Int modifier) ×4.
  • Skill Points at Each Additional Level: 4 + Int modifier.

Table: The Paladin

Table - the Paladin

Class Features

Armor and Weapon Proficiency

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

Aura of Good/Evil (Ex)

A paladin gives of an aura of good (see the detect good spell) if she is a paladin of Honor or Freedom. She instead gives off an aura of evil (see the detect evil spell) if she is a paladin of Tyranny or Slaughter. The power of a paladin’s aura (see the appropriate spell) is equal to her paladin level.

Detect Evil/Good (Sp)

At will, a good aligned paladin can use Detect Evil, and an evil aligned paladin can use Detect Good, as the spells.

Prayer Seals (Sp)

Starting at 1st level a paladin gains some inherent magical abilities aside from her spellcasting. She gains a Spell-Like ability that she may use 3/day, emulating a spell from the 1st level Paladin spell list. At her discretion, she may instead choose to have 3 Spell-Like abilities that she may use 1/day each. Each spell like ability appears as a faintly glowing golden inscription on her body, armor, or weapons, similar to a branding. The inscriptions glow more brightly when she invokes their power, but do not hinder her ability to hide or blend into the darkness.

At 3rd level, she gains additional powers, and may add another Spell-Like ability 3/day drawn from the 2nd level Paladin spell list (or 3 Spell-Like abilities used once per day at her discretion). Similarly, at 5th level she may gain powers drawn from the 3rd level Paladin spell list and at 7th level she may gain powers drawn from the 4th level Paladin spell list (facing the same limitations and options as those gained at previous levels).

The inscriptions can appear in any size or shape on the paladin’s body and may even manifest on her weapons and armor. Often the inscriptions are in either celestial, abyssal, or infernal, and describe the power they hold. Once the powers are selected, the paladin may not change them until she gains another level in paladin. In which case, she may change what spells are emulated (which may change the appearance or location of the inscription) or if it is a single Spell-Like ability for 3/day or three Spell-Like abilities for 1/day. If the paladin chooses to emulate three spells as 1/day Spell-Like abilities, they must all be different spells from each other.

The standard paladin spell list is designed for the lawful good paladins of honor; the following changes must be made to accommodate alternate ideologies.

  • Remove the following spells from a paladin of freedom's spell list: death ward, discern lies, dispel chaos, magic circle against chaos, protection from chaos.
  • Add the following spells to the paladin of freedom's spell list: 1st—protection from law; 3rd—magic circle against law; 4th—dispel law, freedom of movement.
  • Replace the standard paladin's spell list with the following spell list for paladins of slaughter: 1st—bane, cause fear, corrupt weapon, create water, curse water, detect poison, detect undead, divine favor, endure elements, inflict light wounds, magic weapon, protection from good, protection from law, read magic, resistance, virtue; 2nd—bull's strength, cure light wounds, darkness, delay poison, eagle's splendor, inflict moderate wounds, owl's wisdom, resist energy, undetectable alignment; 3rd—blindness/deafness, cure moderate wounds, deeper darkness, dispel magic, greater magic weapon, heal mount, prayer, inflict serious wounds, magic circle against good/law; 4th—break enchantment, cure serious wounds, dispel good, dispel law, inflict critical wounds, poison, unholy sword.
  • Replace the standard paladin's spell list with the following spell list: 1st—bane, corrupt weapon, create water, curse water, detect poison, detect undead, divine favor, doom, endure elements, inflict light wounds, magic weapon, protection from chaos, protection from good, read magic, resistance, virtue; 2nd—bull's strength, cure light wounds, darkness, delay poison, eagle's splendor, hold person, inflict moderate wounds, owl's wisdom, resist energy, undetectable alignment; 3rd—bestow curse, cure moderate wounds, deeper darkness, discern lies, dispel magic, greater magic weapon, heal mount, prayer, inflict serious wounds, magic circle against chaos/good; 4th—break enchantment, cure serious wounds, dispel chaos, dispel good, dominate person, inflict critical wounds, unholy sword.

Smite (Su)

Once per day, a paladin may attempt to smite her foes with one normal melee attack. Good aligned paladins may smite evil foes, while evil aligned paladins smite good foes. She adds her Charisma bonus (if any) to her attack roll and deals 1 extra point of damage per paladin level. If the paladin accidentally smites a creature that is not an eligible target, the smite has no effect, but the ability is still used up for that day.

At 3rd level, and at every four levels thereafter, when the paladin successfully smites a foe they take a penalty to their AC for the duration of the encounter, as indicated on Table: The Paladin, to a maximum of -5 at 19th level.

At 5th level, and at every four levels thereafter, the paladin may smite evil one additional time per day, as indicated on Table: The Paladin, to a maximum of five times per day at 17th level.

If you take levels of any other class that provides a Smite ability, the levels of those classes stack to determine bonus damage for either ability. For example, a Paladin 3/Soulborn 2 could Smite Evil once a day for 5 extra damage and Smite Opposition once per day for 5 extra damage. 

Spells

Ranger Spells per Day

Paladin Spells Per Day

 A paladin casts a small number of divine spells which are drawn from the cleric spell list. A paladin must choose and prepare her spells in advance (see below).

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

Like other spellcasters, a paladin can cast only a certain number of spells of each spell level per day. Her base daily spell allotment is given on Table: The Paladin's Spells per Day. In addition, she receives bonus spells per day if she has a high Wisdom score. When Table: The Paladin's Spells per Day indicates that the paladin gets 0 spells per day of a given spell level, she gains only the bonus spells she would be entitled to based on her Wisdom score for that spell level. The paladin does not have access to any domain spells or granted powers, as a cleric does.

A paladin prepares and casts spells the way a cleric does, though she cannot lose a prepared spell to cast a cure/inflict spell in its place. A paladin may prepare and cast any spell on the cleric spell list, provided that she can cast spells of that level, but she must choose which spells to prepare during her daily meditation.

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/Deadly Hands (Su)

Beginning at 2nd level, a good aligned paladin with a Charisma score of 12 or higher can heal wounds (her own or those of others) by touch. Each day she can heal a total number of hit points of damage equal to her paladin level × her Charisma bonus. A paladin may choose to divide her healing among multiple recipients, and she doesn’t have to use it all at once. Using lay on hands is a standard action.

Alternatively, such a paladin can use any or all of this healing power to deal damage to undead creatures. Using lay on hands in this way requires a successful melee touch attack and doesn’t provoke an attack of opportunity. The paladin decides how many of her daily allotment of points to use as damage after successfully touching an undead creature.

Conversely, an evil aligned paladin can cause wounds with a successful touch attack. Each day she can deal a total number of hit points of damage equal to her paladin level x her Charisma bonus. An opponent subjected to this attack can make a Will save (DC 10 + 1/2 paladin level + paladin's Cha modifier) to halve the damage dealt.

Alternatively, such a paladin can use any or all of this power to cure damage to undead creatures, just as an inflict wounds spell does.

Aura of Courage/Resolve/Despair/Debilitation

Beginning at 3rd level, a paladin gains an immunity and radiates an aura that affects those around her. The immunity and aura she receives depends on the type of paladin she is. 

  • Paladins of Honor gain an aura of courage and are immune to fear (magical or otherwise). Each ally within 10 feet of her gains a +4 morale bonus on saving throws against fear effects.
  • Paladins of Freedom gain an aura of resolve and are immune to compulsion effects. Each ally within 10 feet of her gains a +4 morale bonus on saving throws against compulsion effects. 
  • Paladins of Slaughter are immune to fear (magical or otherwise) and radiate a malign aura that causes enemies within 10 feet of her to take a -2 penalty to Armor Class.
  • Paladins of Tyranny are immune to compulsion effects and radiate a malign aura that causes enemies within 10 feet of her to take a -2 penalty on all saving throws.

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

Divine Health (Ex)

At 3rd level, a paladin gains immunity to all diseases including supernatural and magical diseases.

Ability Boost

At 4th level, a paladin may increase an ability score by +1. An ability score cannot be raised past 20 using this class feature. At 8th, 12th, 16th, and 20th level a paladin may increase another ability score. The ability score increased need not be different each time, as long as it is not raised past 20. The bonuses gained from this ability stack with those gained regularly by characters every 4 levels. 

If you take levels of any other class that provides a similar ability, the levels of those classes stack to determine when you receive an ability score increase. For example, a Paladin 3/Fighter 1 would receive an additional ability score increase, but a Paladin 3/Wizard 1 would not.

Martyr (Ex)

Sometimes, it is necessary that the truly devoted must give themselves to the cause. From 4th level onward, a living paladin may willingly sacrifice herself as an immediate action. She becomes immune to death and mind effects, gains 10 temp HP per level and a +8 enhancement bonus to all her ability scores. These effects last for a number of rounds equal to double her paladin level. Afterwards she dies immediately, and her soul becomes inaccessible (barring a miracle) preventing her from being resurrected or otherwise returned to life for at least 1 year.

Turn or Rebuke Undead (Su)

When a good aligned paladin reaches 4th level, she gains the supernatural ability to turn undead. If she is evil aligned, she instead rebukes undead.

She may use this ability 3 + her Charisma modifier times per day. She turns or rebukes undead as a cleric of three levels lower would.

Special Mount (Sp)

Paladins of 5th level and higher may gain the employ of a special mount.

Healing/Malignant Touch (Su)

A creature subjected to a 6th level or higher paladin's Lay on Hands ability is given a minor divine blessing, if their alignment is within one step of the paladin’s patron deity (or the paladin’s own alignment, if they do not revere a specific deity). They gain an enhancement bonus equal to the paladin's charisma modifier to their saves against diseases (including supernatural diseases) and poisons for a number of days equal to the paladin's level. A paladin using this ability must expend a minimum 2 points of healing per target creature, even if they are not wounded, for them to receive the benefit of this ability. This ability can be used on animals and children, even though they may not be within one step of the paladin's alignment.

Conversely, paladins with the Deadly Hands ability instead curse those with their touch. Those subject to the paladin's Deadly Hands ability instead take a penalty equal to the inverse of the paladin's charisma modifier (ie. a +4 charisma bonus becomes a -4 penalty) on their saves against diseases (including supernatural diseases) and poisons for a number of days equal to the paladins level. A paladin must expend at least 2 points of harming per target creature, though for the purpose of using this ability they may opt to not actually harm the target to keep them unaware of their impending doom. An evil paladin may use this ability on a creature of any alignment.

Discerning Insight (Ex)

A 7th level paladin can more easily recognize when a person is trustworthy or not, giving her a +3 bonus on Sense Motive checks when trying to get a “hunch” about the subject's personality after a 1-minute conversation (see Sense Motive). Furthermore, when doing so if she succeeds with result of 30 or higher she partially discerns their alignment. She can’t retry the check, and she can’t use this to discern more than one component of the alignment. If she smites good or evil, she can only discern where they lie on the good/evil spectrum. If she smites law or chaos, she can only discern where they lie on the law/chaos spectrum. The target must be visible and within 30 feet of her to be able to partially discern their alignment.

Divine Wrath (Su)

While wielding her deity's favored weapon, a paladin of 8th level or higher is empowered. In her hands, the weapon is treated as if it were magical for the purposes of overcoming damage reduction. In addition, when within 30 ft of a suitable target for her smite ability, the weapon glows menacingly. 

At 12th level, such weapons also gain the Holy special ability if she is good aligned, or the Unholy special ability if she is evil aligned. 

At 16th level, such weapons also gain the Axiomatic special ability if she is lawful aligned, or the Anarchic special ability if she is chaotic aligned. 

These special abilities may not make give her weapon a modified bonus of +10 or greater, and she may suppress or re-enable them as a free action if needed.

Unnerve (Su)

The mere presence of a 9th level or higher paladin is enough to strike discomfort in the hearts of her foes. Viable targets for her smite ability take a -2 penalty on all skill and ability checks while within 60 ft of the paladin. They must be able to see her, though they need not necessarily be aware that she is a paladin.

At 11th level her foes become increasingly uncomfortable around her, and this penalty applies to their initiative rolls and opposed checks made against the paladin in addition.

At 15th level her foes feel a sense of foreboding and anxiety when confronted with the paladin and take this penalty on all saving throws against the paladin’s spells and affects, as well as on attack and damage rolls made against the paladin.

Unnerve is a mind affecting ability and fear effect. 

Dispelling Smite (Su)

When a 10th level or higher paladin successfully smites a foe, any ongoing illusion or polymorph effects on are immediately suppressed for a number of rounds equal to the paladin's level. 

From 13th level onwards, abjuration and other transmutation effects are also suppressed. 

Smite Reclamation (Su)

If a 14th level or higher paladin deals a creature enough damage with a Smite attack to make it drop (typically by dropping it to below 0 hit points or killing it), she is refunded a daily usage of her Smite ability. A paladin can only regain a Smite usage once per round. At 17th level, she may use this ability any number of times in a round.

Banishing Smite (Sp)

When an 18th level or higher paladin successfully smites an outsider, she may attempt to banish them from her plane as a free action. This functions as the Banishment spell, though only the creature being smitten can be banished. 

Scrutinous Gaze (Ex)

A 19th level paladin can recognize interlopers with a mere glance. If she can see her target, she can instantly ascertain if they are a viable candidate for her smite as if she were detecting their alignment through magical means. Should her target try to mask their intentions through charms, wards, or other means she can still determine their alignment with a Sense Motive check equal to 10 + target HD + target Charisma modifier. Doing so determines both components of a target’s alignment. She can’t retry the check if she fails until she gains another level in paladin. Her target must be visible and within 30 feet of her for this ability to function. 

Apotheosis (Ex)

A 20th level paladin is rewarded for her devotion by higher powers and the strength of her faith. As an emissary of her dogma, her type changes to Outsider and she gains the native subtype. She also gains the alignment subtypes associated with her paladin classification (Honor paladins gain Good and Law, Slaughter paladins gain Evil and Chaos, etc.). Otherwise, she retains the subtypes of her previous form. She also gains a +6 inherent bonus to an ability score of her choosing and Regeneration 5. Honor paladins are only wounded normally by evil silver weapons, while Freedom paladins are wounded by evil cold iron weapons. Conversely, Tyranny paladins are wounded normally by good silver weapons and Slaughter paladins are wounded normally by good cold iron weapons. Otherwise, damage she takes is converted to nonlethal. If she loses a limb or body part, the lost portion regrows in 3d6 minutes. She can reattach the severed member instantly by holding it to the stump.

Judgement (Su)

A 20th level paladin can deliver final judgement to her foes. As a standard action, she may invoke this ability upon a foe within 30 ft of her that she can attack, killing them instantly. To do so, she must successfully make an attack roll against her target. Her foe is entitled a Fortitude saving throw to avoid dying outright (DC equal to the paladin’s attack roll). If the target succeeds the saving throw or is immune to death effects, they take the damage her attack would normally resolve with and a bonus d10 damage per paladin level she has. The foe might die from damage even if it succeeds on its saving throw. The soul of a creature slain by ability is immediately judged; if the creature was a viable target for her Smite ability then their soul is immediately sealed in the appropriate plane preventing their resurrection for 1,000 years, otherwise their soul behaves normally as it departs the body. A paladin may charge to use Judgement. Judgement is a death effect. A paladin must expend one daily usage her Smite ability to use Judgement. She cannot regain a daily usage of her smite from dropping a foe with Judgement through her Smite Reclamation ability.

Code of Conduct

Paladins must adhere to a code, depending on their ideology.

  • A paladin must be of lawful good alignment and loses all class abilities if she ever willingly commits an evil act. Additionally, her 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.
  • A paladin of freedom must be of chaotic good alignment and loses all class abilities if she ever willingly commits an evil act. Additionally, her code requires that she respect individual liberty, help those in need (provided they do not use the help for lawful or evil ends), and punish those who threaten or curtail personal liberty.
  • A paladin of slaughter must be of chaotic evil alignment and loses all class abilities if she ever willingly commits a good act. Additionally, her code requires that she disrespect all authority figures who have not proven their physical superiority to her, refuse help to those in need, and sow destruction and death at all opportunities.
  • A paladin of tyranny must be of lawful evil alignment and loses all class abilities if she ever willingly commits a good act (unless it furthers her own malevolent plots). Additionally, her code requires that she respect authority figures as long as they have the strength to rule over the weak, act with discipline (not engaging in random slaughter, keeping firm control over those beneath her station, and so forth), help only those who help her maintain or improve her status, and punish those who challenge authority (unless, of course, such challengers prove more worthy to hold that authority).

Associates

In addition to their code, paladins face special restrictions regarding those they associate with.

  • While she may adventure with characters of any good or neutral alignment, a paladin of honor will never knowingly associate with evil characters, nor will she continue an association with someone who consistently offends her moral code. A paladin may accept only henchmen, followers, or cohorts who are lawful good.
  • While she may adventure with characters of any good or neutral alignment, a paladin of freedom will never knowingly associate with evil characters (except on some sort of undercover mission), nor will she continue an association with someone who consistently offends her moral code. A paladin of freedom may accept only henchmen, followers, or cohorts who are chaotic good.
  • While she may adventure with characters of any evil or neutral alignment, a paladin of slaughter will never knowingly associate with good characters, nor will she continue an association with someone who consistently offends her moral code. A paladin of tyranny may accept only henchmen, followers, and cohorts who are chaotic evil.
  • While he may adventure with characters of any evil or neutral alignment, a paladin of tyranny will never knowingly associate with good characters unless it serves her needs, nor will she continue an association with someone who consistently offends her moral code. A paladin of tyranny may accept henchmen and followers of any alignment but may only accept cohorts who are lawful evil.

Ex-Paladins

A paladin who changes alignment or who grossly violates her code of conduct loses all paladin spells and abilities (including the service of the paladin’s mount, but not weapon, armor, and shield proficiencies). She may not progress any farther in levels as a paladin. She may regain her abilities and advancement potential if she atones for her violations (see the Atonement spell description), or if her fall from grace puts her in good standing with another paladin ideology. For example, a paladin of honor who falls by means of political corruption may be eligible to continue as a paladin of tyranny. In such cases, her paladin abilities and spells may change to be in line with her new ideology (smite evil becomes smite good, etc.).

Like a member of any other class, a paladin may be a multiclass character, but multiclass paladins face a special restriction. A paladin who gains a level in any class other than paladin may never again raise her paladin level, though she retains all her paladin abilities.

Base Classes
Adept - Archaeologist - Archivist - Aristocrat - Barbarian - Bard - Battle Dancer - Beguiler - Cleric - Commoner - Dragon Shaman - Dread Necromancer - Druid - Duskblade - Expert - Favored Soul - Fighter - Healer - Hexblade - Incarnate - Knight - Marshal - Monk - Ninja - Paladin - Pistolero - Psion - Psychic Rogue - Psychic Warrior - Ranger - Rogue - Samurai - Scout - Shugenja - Sorcerer - Soulborn - Soulknife - Spellthief - Spirit Shaman - Swashbuckler - Totemist - Warlock - Warmage - Warrior - Wilder - Wizard - Wu Jen
Advertisement