”For Great Justice!”
Alignment: To be held in the highest regard, Paladins are held to the highest and strictest standard, and always Lawful Good.
Hit die: d8
BAB: Good
Saves: Fort Good, Ref good, Will good
Class skills: Craft (Int), Diplomacy (Cha), Handle Animal (Cha), Heal (Wis), Knowledge (nobility and royalty) (Int), Knowledge (religion) (Int), Listen (Wis), Profession (Wis), Ride (Dex), Sense Motive (Wis), and Spot (Wis)
Skill points per level: 4+Int, x4 at 1st level
Starting age: (as Paladin)
Starting gold: (as Paladin)
- 1 Aura of Good, Code, Detect Evil, Heal, Smite Evil
2 Supernatural Spell (1st),
3 Aura of Grace
4 Supernatural Spell (2nd)
5 Bonus [combat] Feat
6 Supernatural Spell (3ed)
7 Aura of Power
8 Supernatural Spell (4th)
9 Bonus [combat] Feat
10 Supernatural Spell (5th)
11 Aura of Invincibility
12 Supernatural Spell (6th)
13 Bonus [combat] Feat
14 Supernatural Spell (7th)
15 Aura of Liberty
16 Supernatural Spell (8th)
17 Bonus [combat] Feat
18 Supernatural Spell (9th)
19 Aura of Radiance
20 Bonus [combat] Feat. Transcendence
Class Features
All of the following are class features of the Paladin.
Weapon and Armor Proficiency: A Paladin is proficient with all simple and martial weapons, and any armor or shield.
Aura of Good (Su): At first level, a Paladin radiates good as a good cleric of equal level
Code (Ex): All Paladins follow The Code:
- 1. Do no wrong. (A paladin may not commit an evil act)
2. Speak only the truth. (A paladin may not lie)
3. Be honest in all your actions. (A paladin may not cheat)
4. Purity of the Heart is the purity of the blade. (A paladin may not use poison or disease as a weapon)
5. Defend the innocent. (A paladin must render aid to all who are not evil)
6. Bring justice to the wicked. (A paladin must punish evildoers)
Detect Evil (Su): At first level, a Paladin may use the spell detect evil at will.
Lay on Hands (Su): At first level, a Paladin may mimic the heal spell as a supernatural ability at will. Unlike the Heal spell, this ability removes all negative levels and restores all permanently drained ability points.
Smite Evil (Su): At first level, a Paladin may choose to deal an extra 1d6/class level damage whenever they strike an opponent in melee. However, if the opponent does not have an evil alignment or the [Evil] subtype, the extra damage is inflicted on himself.
Supernatural Spell (Su): At second level and every level thereafter, a Paladin selects one 1st level Cleric spell that lacks the [evil] or [chaos] descriptor to us at will as a supernatural ability. At 4th level and ever two levels thereafter, the highest Cleric spell level a paladin can select from in increased by one, to a maximum of 9th level spells at 18th level, and may switch out one of his supernatural spells for another Cleric spell of equal level.
Aura of… (Su): at 3ed level and every 4 levels thereafter, the Paladin may radiate an Aura that affects himself and any allies within short range (25’ + 5’/character level). A Paladin may only have one Aura in effect at any time. If a Paladin is of sufficient level to have two or more Auras, he may change the Aura he has active as an immediate action.
- Grace: The Paladin and all affected allies add the Paladin’s Charisma bonus as a resistance bonus to their saving throws and as a deflection bonus to their armor class.
Power: The Paladin and all affected allies add the Paladin’s Charisma bonus as a sacred bonus to their Attack and Damage rolls
Invincibility: The Paladin and all affected allies gain Spell Resistance equal to the Paladin’s Level + his Charisma bonus and DR/- equal to the Paladin’s Charisma bonus + ½ the paladin’s class level.
Liberty: The Paladin and all affected allies gain the benefits from the freedom of movement and mindblank spells.
Radiance: The Paladin forms a Prismatic Sphere centered on him with a radius up to the limits of his Aura.
Transcendence (Ex): At 20th level, the Paladin’s type changes to Outsider if it was not already and gains the Archon, Good, and Law subtypes. Additionally, he may have all his Aura active at the same time (activating or deactivating any number of them as an immediate action), and may choose to use any of his supernatural spells as a swift action.