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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.

Limit Break (Su)

At 1st level, the paladin receives the Limit Break (Passage of Arms).

Passage of Arms (Su): This Limit Break allows the paladin to bring his shield forth, stab the ground behind him to hold him, and sprout wings of holy light from his back that extend outward protecting him and his allies. The paladin and all adjacent allies and allies within a 30-ft.-cone behind the paladin take half damage from all sources. The paladin cannot take any actions and is immune to combat maneuvers. Lastly, he cannot be forcefully moved from his square from any effect by a spell or creature. This limit break lasts for a duration of 1 round + 1 round for every four holy knight levels after 1st. This limit break can be ended as a free action.

This ability replaces the Limit Break (Invulnerability).

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 rolls. 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 while under this oath.
  • 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 while under this oath.

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. He can only use these arts while under Sword Oath or Shield Oath.

Sheltron (Su): At 4th level, as a move action, the paladin conjures holy light around him that halves the damage of the next attack that hits the paladin. This can be used only once per Oath use.

Requiescat (Su): At 6th level, as a standard action, the paladin can charge lightning into his weapon and swings downward bringing down thunder and lightning onto his foes. The paladin makes a melee attack at his highest base attack bonus and, if successful, he deals normal damage plus an additional 1d6 half lightning half holy damage for every 3 holy knight levels to the target and all enemies adjacent to the target.

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 hit points equal to three times the paladin’s Charisma modifier and gains DR 5/- for a number of rounds equal to his Charisma modifier.

Intervention (Su): At 10th level, the paladin can shield an ally with holy light that is under attack within the final moment. If an ally within 30 feet of the paladin that he can see is under attack, he can, as an immediate action, half all damage dealt from a single attack on that ally. This can only be used once per Oath.

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 can only be used once per Oath.

Spirits Within (Su): At 14th level, as a standard action, the paladin can pour his entire spirit into attack using his weapon as a conduit for his light. He makes a melee attack at his highest base attack bonus and, if successful, he deals normal damage plus an additional 1d6 holy damage for every 2 holy knight levels. The weapon used for this attack is treated as having the ghost touch special ability and keeps that effect for a number of rounds equal to the paladin’s Charisma modifier. This can only be used once per Oath.

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.

Brand of the Sultan (Su): At 18th level, the paladin can charge holy light into his weapon and swing forth, sending out a wave of energy. As a standard action, he sends this energy outward dealing 1d6 holy damage per 2 holy knight levels to all enemies in 60-ft.-radius. A Reflex save (DC:10 + half of the holy knight’s level + his Charisma modifier) can half this damage. Those who fail the save are knocked prone. This can only be used once per Oath.

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 can only be used once per Oath.

These abilities replace spell casting and MP gained.

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, to lay down arms and give up the fight. An enemy that succumbs to this ability remains docile until it is injured by the paladin or one of his obvious allies, at which point the compulsion to surrender immediately ends and the enemy is free to make his own choices again. If the enemy makes the save, it is not subject to this ability for 24 hours.

This ability replaces the holy sword tech gained at 10th level.

Goring 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.

Bulwark (Ex)

At 15th level, when the paladin is using a heavy or tower shield, as a move action, he can provide partial cover (+2 cover bonus to AC, +1 bonus on Reflex saves) to himself and all adjacent allies until the beginning of his next turn.

At 17th level, he can instead provide cover (+4 cover bonus to AC, +2 bonus on Reflex saves) and evasion (as a thief) to one adjacent ally until the beginning of his next turn. This cover does not allow Stealth checks.

At 19th level, he can provide cover to himself and all adjacent allies, or he can provide improved cover (+8 cover bonus to AC, +4 bonus on Reflex saves, improved evasion) to a single adjacent ally.

This ability replaces aura of justice.

Holy Spirit (Su)

At 20th level, as a standard action, the paladin can unleash a burst of holy energy to engulf an enemy cleansing them of evil. An enemy that the paladin can see within 60 feet must make a Fortitude save (DC 10 + half of the holy knight’s level + his Charisma modifier) or be dealt 15d6 points of holy damage. Evil creatures who fail the save die outright. Those who pass the save instead take 7d6 points of holy damage. This is a death effect and can be used up to 3 times a day.

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

Divine Champion (Su)

At 20th level, the paladin becomes the conduit of the divine. His divine arts and lay on hands always deal the maximum amount possible. In addition, he no longer suffers penalties while under any Oath effect. Lastly, he can choose to double the effects of a single oath upon activating it, once per day.

This ability replaces holy champion.