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Paladin

Paladins are righteous guardians of the weak. Trained under the royal banner of Ul’dah, and known by some as the Sultansworn, these paladins use the divine light inside them to protect their Oaths and their allies. Using their Divine arts to protect or heal their allies and using their Holy brand to vanquish their foes.

The paladin is an archetype of the holy knight class.

Oaths (Su)

The paladin swore an oath to guard and fight for the weak. At 1st level, once a day, he may choose to be under the effects of either Sword Oath, or Shield Oath (see below). At 4th level and every three levels after he gains an extra use of his oaths. Once an oath is chosen, it cannot be changed unless he spends another use of his oath. Using an oath is a swift action. He cannot be in both oaths at the same time. If he switches to one oath, the other oath immediately ends.

  • Sword Oath (Su): For the rest of the encounter, the paladin gains a +1 (plus an additional +1 for every three levels thereafter) insight bonus to attack rolls and an insight bonus equal to half his holy knight level to damage to all creatures. He also ignores damage reduction equal to up to half his holy knight level (rounded down). However, he receives a -2 penalty to his AC.
  • Shield Oath (Su): For the rest of the encounter, the paladin gains a +1 (plus an additional +1 for every three levels thereafter) deflection bonus to AC and an insight bonus equal half of his holy knight level to attack rolls. He also gains damage reduction equal to half his holy knight level (rounded down). However, he receives a -2 penalty on all damage rolls.

This ability replaces smite evil.

Divine Arts (Su)

Arts of divine light slumber within the paladin. He calls upon this divine power when his allies are in danger.

Sheltron (Su): At 4th level, as a standard action, the paladin conjures holy light around him, the next time he or an ally adjacent to him is under threat of a physical attack, he may as an immediate action half all physical damage from the attack. This ability costs 1 MP per four holy knight levels.

Divine Veil (Su): At 8th level, as a standard action, the paladin conjures a light to coverall allies within a 30-ft.-radius. All allies (not including the paladin) in the radius gain temporary HP equal to three times the paladin’s Charisma modifier and gains DR 5/- for a number of rounds equal to his Charisma modifier. This ability costs 2 MP per four holy knight levels.

Clemency (Su): At 12th level, as a standard action, the paladin may call upon his holy light to heal himself or an ally within 30 feet, healing 1d6 HP + 1d6 per two holy knight levels + his Charisma modifier. If the paladin heals an ally, he heals half the amount that was healed to the ally. This ability costs 2 MP per four holy knight levels.

Cover (Su): At 16th level, as a swift action, the paladin chooses one ally within 30 feet to bind a tether of light that binds the paladin and the ally chosen. For a number of rounds equal to the paladin’s Charisma modifier, all physical damage that would be dealt to the ally is instead dealt to the paladin. If the ally or the paladin were to be further than 30 feet from each other, the effect ends immediately. This ability costs 7 MP.

Hallowed Ground (Su): At 20th level, as a standard action, the paladin may protect himself with a divine light that gives him DR 10/-, Fast Healing 10 and gains an insight bonus equal to half his level to his CMD for a number of rounds equal to his Charisma modifier. This art costs 10 MP and may only be used once a day.

These abilities replace spell casting but not MP gained, and still gains bonus MP from a high Charisma.

Circle of Scorn (Su)

At 5th level, the paladin plunges his weapon into the ground causing beams of piercing light to erupt around him in a 30-ft.-radius dealing 1d6 points of holy damage + an additional 1d6 per two holy knight levels to all enemies within. A successful Reflex save (DC 10 + half of the holy knight’s level + his Charisma modifier) halves the damage. Evil creatures who fail the save take additional points of holy damage equal to the paladin’s Charisma modifier every round for 3 rounds after. This costs two of his Lay on Hands ability to use.

This ability replaces channel positive energy.

Rage of Halone (Su)

At 5th level, the paladin unleashes a wave of holy energy on his next first successful attack on an enemy dealing 1d6 points of holy damage + an additional 1d6 per two holy knight levels to the enemy and all enemies in a 20-ft.-line. A successful Reflex save (DC 10 + half of the holy knight’s level + his Charisma modifier) halves the damage. This ability requires a swift action to activate. He may use this ability a number of times per day equal to his Charisma modifier.

This ability replaces the holy sword tech gained at 5th level.

Royal Authority (Su)

At 10th level, the paladin’s authority is known, any time he scores a critical hit on an enemy while under the effects of one of his oaths, the enemy must make a Will save (DC 10 + half of the holy knight’s level + his Charisma modifier) or be compelled to surrender to the paladin, as if affected by a suggestionGoring Blade (Su)

At 15th level, as a standard action, the paladin can strike down an enemy with a melee attack of holy lightning, if successful, dealing an extra 1d6 damage (half holy, half lightning) to the enemy and an extra 1d6 damage per two holy knight levels. Enemy hit by goring blade take the paladin’s Charisma modifier in damage the next round. A successful Fort save (DC 10 + half of the holy knight’s level + his Charisma modifier) halves the damage and negates the bonus damage from Charisma. He may use this ability a number of times per day equal to his Charisma modifier.

This ability replaces the holy sword tech gained at 15th level.

Holy Brand (Su)

At 20th level, as a standard action, the paladin can unleash a wave of holy energy upon all enemies within a 60-ft.-cone dealing 1d6 points of holy damage per two holy knight levels. A successful Reflex save (DC 10 + half of the holy knight’s level + his Charisma modifier) halves the damage. The paladin also gains a free trip combat maneuver against all enemies who fail the save. This ability can be used a number of times per day equal to his Charisma modifier.

This ability replaces the holy sword tech gained at 20th level.