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PaladinPaladins 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.

Role: Paladins have abilities that strengthen their attacks or deal heavy damage. Their magic and martial skills also make them well suited to defending others and blessing the fallen with the strength to continue fighting.

Alignment: Any non-evil alignment, most paladins tend to gravitate to good.

Hit Die: d10

Starting Wealth: 5d6 × 10 gil (average 175 gil.) In addition, each character begins play with an outfit worth 10 gil or less.

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

Skill Points Per Level: 4 + Int modifier

Class Main Ability Scores:
The paladin mainly focuses on STR for martial combat and CHA for their class features.

Table: Paladin

LevelBase Attack BonusFort SaveRef SaveWill SaveSpecialMPSpell Level
TypeFullGoodBadGood
1st+1+2+0+2Lay on Hands (1d6), Oath Stance, Cover, Limit Breaks
2nd+2+3+0+3Shared Defense, Holy Pool, First Into Battle, Divine Arts
3rd+3+3+1+3Lay on Hands (2d6), Blessing, Holy Grace
4th+4+4+1+4Divine Arts, Aura of Excellence11st
5th+5+4+1+4Lay on Hands (3d6), Unwavering Confidence21st
6th+6/+1+5+2+5Blessing, Divine Arts31st
7th+7/+2+5+2+5Lay on Hands (4d6), Divine Health42nd
8th+8/+3+6+2+6Divine Arts, Aura of Good52nd
9th+9/+4+6+3+6Lay on Hands (5d6), Blessing, Flash of Light62nd
10th+10/+5+7+3+7Divine Arts, Cleansing Flame73rd
11th+11/+6/+1+7+3+7Lay on Hands (6d6), Aura of Courage83rd
12th+12/+7/+2+8+4+8Blessing, Divine Arts103rd
13th+13/+8/+3+8+4+8Lay on Hands (7d6), Aura of Resolving Hope124th
14th+14/+9/+4+9+4+9Divine Arts, Restore144th
15th+15/+10/+5+9+5+9Lay on Hands (8d6), Blessing, Sentinel164th
16th+16/+11/+6/+1+10+5+10Divine Arts, Crusader Champion194th
17th+17/+12/+7/+2+10+5+10Lay on Hands (9d6), Aura of Healing224th
18th+18/+13/+8/+3+11+6+11Blessing, Divine Arts254th
19th+19/+14/+9/+4+11+6+11Lay on Hands (10d6), Aura of Warding294th
20th+20/+15/+10/+5+12+6+12Holy Champion, Divine Arts334th

Class Features

All of the following are class features of the paladin.

Weapon and Armor Proficiency

Paladins are proficient with all simple, martial weapons, and knight swords and with all armor (light, medium, and heavy) and shields (including tower shields).

Limit Breaks (Su)

At 1st level, the paladin receives the Limit Breaks (Brightest Day and Last Bastion).

Brightest Day (Su): This Limit Break causes a bright light to erupt around the paladin and her allies within 30 feet for a duration of 1 round + 1 round per four paladin levels after 1st. This dispels any concealment granted to any enemies within the area of effect and causes them to be afflicted with the Blind status effect for the duration of the limit break, a Fortitude save (DC 10 + half of the paladin’s level + her Charisma modifier) to negate this effect.

Last Bastion (Su): This Limit Break allows the paladin to use the power of light to protect herself and her allies to reduce harm inflicted. The paladin and all allies within a 30-ft.-radius of the paladin take half damage from any source for a duration of 1 round + 1 round per four paladin levels after 1st. This limit break requires only a swift action.

Oath Stance (Su)

At 1st level, the paladin swore an oath to guard and fight for the weak. As a swift action, she may choose to be under the effects of either Shield Oath or Sword Oath (see below). She cannot be in both oaths at the same time. If she switches to one oath, the other oath immediately ends. If she is sleeping or otherwise unconscious, she leaves the stance. To leave Oath Stance voluntarily, she must use a move action to end it.

  • Shield Oath (Su): Under this stance, 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 her paladin level to attack rolls. She also gains damage reduction equal to half her paladin level (rounded down, which stacks with all other damage reduction). However, she receives a -2 penalty (plus an additional -1 for every three levels thereafter) on all damage rolls while under this oath.
  • Sword Oath (Su): Under this stance, 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 her paladin level to damage rolls. She also ignores damage reduction equal to up to half her paladin level (rounded down). However, she receives a -2 penalty (plus an additional -1 for every three levels thereafter) to her AC while under this oath.

Lay on Hands (Su)

At 1st 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 half her paladin level (minimum 1) plus her Charisma modifier. With one use of this ability, a paladin can heal 1d6 hit points of damage, increasing by 1d6 for every two paladin levels beyond the 1st. Using this ability is a standard action, unless the paladin targets herself, in which case it is a swift action. Despite the name of this ability, a paladin only needs one free hand to use this ability. Alternatively, a paladin can use this healing power to deal damage to undead creatures, dealing 1d6 points of holy damage + 1d6 for every two levels the paladin possesses after 1st. 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.

Cover (Ex)

At 1st level, the defensive prowess of the paladin is second to none, allowing her to focus her actions purely on defending herself and her allies in ways that cannot be replicated.

When an ally within 10 feet is targeted with a melee or ranged attack, the paladin may, as an immediate action, step forward to reposition the ally adjacently to her and forcing the enemy to make the attack roll on the paladin’s armor class instead. She may move as part of this ability, provided her total movement before her next turn does not exceed her speed (her movement provokes attacks of opportunity as normal). She can only intercept physical melee attacks and ranged attacks, such as an incoming arrow or a blow from a sword, not from spells and other effects. The paladin can use this ability a number of times per day equal to 3 + half of her paladin level.

At 5th level, the range of cover increases by 5 feet and increases by an additional 5 feet per five paladin levels thereafter. Additionally, while using cover, the paladin adds her Charisma modifier to her AC for the attack.

Holy Pool (Su)

At 1st level, the paladin gains a reservoir of holy energy that she can draw upon to fuel her powers. This holy pool has a number of points equal to half her paladin level (minimum 1) + her Charisma modifier. The pool refreshes once per day when the paladin rests for a full 8 hours.

Shared Defense (Su)

At 2nd level, a paladin can spend one use of her lay on hands ability as a standard action to grant all adjacent allies (including other paladins) a bonus. At 2nd level, adjacent allies receive a +1 sacred bonus to their AC and on their saving throws. These bonuses last for a number of rounds equal to the paladin’s Charisma modifier. At 9th level and 16th level, this bonus increases by +1.

At 7th level, these bonuses are granted to all allies within 10 feet, and allies that are at fewer than 0 hit points within this area are automatically stabilized.

At 12th level, these bonuses are granted to all allies within 15 feet, and allies within this area are immune to bleed damage.

At 17th level, these bonuses are granted to all allies within 20 feet, and allies within this area gain a 25% chance to negate any sneak attack or critical hit scored against them. These bonuses are cumulative with each other. Allies only benefit from these bonuses while in the listed area.

First Into Battle (Su)

At 2nd level, a paladin can spend 1 use of lay on hands to act in the surprise round, even if she is surprised. When the paladin makes an initiative check, she gains a bonus to the check equal to her Charisma bonus.

Divine Arts (Su)

At 2nd level, arts of divine light slumber within the paladin. She calls upon this divine power when her allies are in danger. She can only use these arts while under Sword Oath or Shield Oath. The paladin gains a divine art ability at 2nd level and every two paladin levels thereafter. Each Divine Art requires a holy pool point to activate.

  • A complete list of divine arts can be found here: Divine Arts

Holy Grace (Su)

At 3rd level, a paladin applies her Charisma modifier (if positive) (this bonus is halved if she has a level in another non-prestige class and this is not her favored class) as a bonus on all saving throws. If the character is ever able to add her Charisma modifier to her saves through use of another ability (for example, the dark knight’s dark blessing) she may only add her Charisma modifier once to her saves.

Blessing (Su)

At 3rd level, and every three levels thereafter, a paladin can select one blessing. Each blessing 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 blessings possessed by the paladin.

At 3rd level, the paladin can select from the following initial blessings.

  • Blinded: The target is no longer under the Blinded status effect.
  • Deceived: The target can immediately attempt a new saving throw to disbelieve any ongoing illusions that it failed to disbelieve within the last minute.
  • Fatigued: The target is no longer Fatigued.
  • Poisoned: The target is no longer under the Poisoned status effect.
  • Shaken: The target is no longer under the Shaken status effect.
  • Sickened: The target is no longer under the Sickened status effect.

At 6th level, a paladin adds the following blessings to the list of those that can be selected.

  • Dazed: The target is no longer under the Dazed status effect.
  • Diseased: The target is no longer under the Diseased status effect.
  • Enfeebled: The paladin dispels any magical effects that are reducing one of the target’s ability scores (paladin’s choice)
  • Imperiled: The target is no longer under the Imperil status effect.
  • Silenced: The target is no longer under the Silenced status effect.
  • Staggered: The target is no longer staggered, unless the target is at exactly 0 hit points.

At 9th level, a paladin adds the following blessings to the list of those that can be selected.

  • Confused: The target is no longer under the Confused status effect.
  • Cursed: The target is no longer under the Cursed status effect.
  • Exhausted: The target is no longer Exhausted. Prerequisite: The paladin must have the fatigue blessing before selecting this blessing.
  • Frightened: The target is no longer Frightened. Prerequisite: The paladin must have the shaken blessing before selecting this blessing.
  • Immobilized: The target is no longer Immobilized.
  • Injured: The target gains fast healing 3 for a number of rounds equal to half the paladin’s level.
  • Nauseated: The target is no longer Nauseated. Prerequisite: The paladin must have the sickened blessing before selecting this blessing.
  • Restorative: The target heals 1d4 points of ability damage from a single ability score of the paladin’s choosing. Prerequisite: The paladin must have the enfeebled blessing before selecting this blessing.
  • Sapped: The target is no longer under the Sap status effect. Prerequisite: The paladin must have the poisoned blessing before selecting this blessing.
  • Slowed: The target is no longer under the Slow status effect.

At 12th level, a paladin adds the following blessings to the list of those that can be selected.

  • Amputated: The paladin’s lay on hands also acts as regenerate, but only for the purposes of regrowing severed body members, broken bones, and ruined organs. Prerequisite: The paladin must have the injured blessing before she can select this blessing.
  • Berserk: The target is no longer under the Berserk status effect.
  • Deafened: The target is no longer Deafened.
  • Disabled: The target is no longer under the Disable status effect.
  • Ensorcelled: The paladin’s lay on hands also acts as dispel, using the paladin’s level as her caster level (maximum 20).
  • Paralyzed: The target is no longer under the Paralyzed status effect.
  • Petrified: The target is no longer under the Petrification status effect.
  • Stunned: The target is no longer under the Stun status effect.
  • Zombie: The target is no longer under the Zombie status effect.

These abilities are cumulative. Once a status effect or spell effect is chosen, it can’t be changed.

Aura of Excellence (Su)

At 4th level, a paladin is immune to any effect that would force her reroll a die against her will or roll twice and take the lower result. Whenever an ally within 10 feet of her would reroll a die against her will, she can roll twice and take the higher result. Whenever an ally within 10 feet would be forced to roll twice and take the lower result, she can instead roll three times and take the second-lowest result. This ability functions only while the paladin is conscious.

Spells

Beginning at 4th level, a paladin gains the ability to cast paladin spells, which are drawn from the paladin spell list. A paladin begins play with 1 1st level paladin spell of her choice. Each time a character attains a new paladin level, she gains one spell of her choice to add to her list of spells. The free spell must be of spell levels she can cast. Like most spellcasters, a paladin can find or purchase scrolls with spells to add to her repertoire. Unlike other spellcasters, a paladin wearing armor does not affect her spellcasting ability.

To learn or cast a spell, the paladin must have a Charisma score equal to at least 10 + the spell level (Cha 11 for 1st-level spells, Cha 12 for 2nd-level spells, and so forth). The Difficulty Class for a saving throw against a paladin’s spell is 10 + the spell level + the paladin’s Charisma modifier. In addition, a paladin gains additional MP for having a high attribute (Charisma—see Table: Bonus MP per Day (by Spell Level) on the MP System page).

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

Unwavering Confidence (Ex)

At 5th level, a paladin draws upon her convictions to sustain her in battle. As a move action, she gains a +2 morale bonus to Constitution for a number of rounds equal to 4 + her paladin level + her Constitution modifier. Hit points gained from an increase in Constitution are not lost like temporary hit points. The morale bonus increases to +4 at 10th level, and to +6 at 15th level. The total number of rounds of unwavering confidence per day is renewed after resting for 8 hours, although these hours need not be consecutive. As a free action, she can turn this ability off to conserve rounds.

Divine Health (Ex)

At 7th level, a paladin gains immunity to Poison, Sap, and Disease status effects as well as normal poisons and diseases, including supernatural and magical diseases.

Aura of Good (Su)

At 8th 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.

Flash of Light (Su)

At 9th level, a paladin can channel holy energy into a burst of light within a 10-ft.-radius. All enemies in the area of effect are inflicted with Blind and Shaken status effects, a Fortitude save (DC 10 + half of the paladin’s level + her Charisma modifier) is required for each status effect to negate. Every five paladin levels thereafter, the area of effect increases by 10 feet.

Using this ability consumes two uses of the paladin’s lay on hands ability, and the effects last for 3 rounds plus a number of rounds equal to her Charisma bonus (if any).

Cleansing Flame (Su)

At 10th level, the paladin may expend two uses of her lay on hands ability to ignite her weapon with a cleansing blue flame for 1 minute. This flame sheds light as a torch. Evil creatures within 20 feet of the flame take a –4 penalty on attack rolls against her and her allies, and her allies within 20 feet of the flame gain a +2 sacred bonus on saving throws against spells and effects from evil creatures.

Aura of Courage (Su)

At 11th 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.

Aura of Resolving Hope (Su)

At 13th 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.

Restore (Su)

At 14th level, a paladin can expend two uses of her lay on hands ability to attempt to dispel any non-harmless enfeebling effect on a target, as dispel. Additionally, the paladin can expend two uses of her lay on hands ability to remove all of the target’s temporary Charisma damage and restore all points drained from its Charisma score, as restora.

Sentinel (Ex)

At 15th level, the paladin is capable of turning an otherwise lethal blow and continue the fight. When an attack that inflicts hit point damage from a natural attack, melee weapon, or ranged weapon would reduce the paladin to 0 or fewer hit points, she can make a Fortitude save (DC the attacker’s attack roll) to deflect the attack to her armor or shield (light, heavy, or tower shields only), causing it to suffer the damage in her place (apply item hardness as normal). If this would break the character’s armor, it gains the broken condition until it is repaired. The paladin cannot use this ability with broken armor or a broken shield. The paladin must be wearing armor or a shield to use this ability.

Crusader Champion (Su)

At 16th level, the paladin’s zeal is so inspiring that it affects all around her. The ranges of all of the paladin’s auras increase by 30 feet.

Aura of Healing (Su)

At 17th level, a paladin can expend one use of her lay on hands ability to emit a 30-foot aura of healing for a number of rounds equal to her paladin level. Allies in this aura (including the paladin) automatically stabilize if below 0 hit points and are immune to bleed damage. In addition, allies (including the paladin) that spend at least 1 full round inside the aura are healed an amount of damage equal to their total number of Hit Dice and may make a saving throw against any afflictions they are suffering from, such as a curse, disease, or poison. This saving throw only counts toward curing the affliction and does not impose any penalty on a failed save. Allies can only be healed once by a use of this ability and they can only attempt additional saving throws once per day, even if they are exposed to this aura multiple times.

Aura of Warding (Su)

At 19th level, the paladin becomes immune to magical aging effects and adds her Charisma bonus (if any) as a bonus to her touch AC. Allies within 10 feet of the paladin add the paladin’s Charisma bonus as a bonus to touch AC. This bonus cannot make her touch AC go above her normal AC, nor can it make an ally’s touch AC exceed their normal AC. This aura functions only while the paladin is conscious, not if she is unconscious or dead.

Holy Champion (Su)

At 20th level, the paladin becomes the conduit of the divine. Her divine arts and lay on hands always deal the maximum amount possible.

Code of Conduct

A paladin must be of non-evil alignment and cannot level further into this class if she ever shifts to an evil alignment.

Favored Class Bonuses

Instead of receiving an additional skill rank or hit point whenever they gain a level in a favored class, some races have the option of choosing from a number of other bonuses, depending upon their favored classes. The following options are available to the listed race who have paladin as their favored class, and unless otherwise stated, the bonus applies each time you select the listed favored class reward.

  • Antica: Add +1 bonus on concentration checks when casting paladin spells.
  • Au Ra: Add +1/4 deflection bonus to AC while in Shield Oath or +1/4 bonus to attack rolls while in Sword Oath.
  • Dwarf: Add +1 bonus on concentration checks when casting paladin spells.
  • Elvaan: Add +1/2 hit point to the paladin’s lay on hands ability (whether using it to heal or harm).
  • Forgiven: Add +1 to the amount of damage the paladin heals with lay on hands, but only when the paladin uses that ability on herself.
  • Galka: Add +1/4 deflection bonus to AC while in Shield Oath or +1/4 bonus to attack rolls while in Sword Oath.
  • Garif: Add +1/4 deflection bonus to AC while in Shield Oath or +1/4 bonus to attack rolls while in Sword Oath.
  • Gria: Add +1/2 hp to the paladin’s lay on hands ability (whether using it to heal or harm).
  • Guado: The paladin inflicts +1 damage to undead creatures when using lay on hands.
  • Half-Breed: Add +1 to the paladin’s shadow element resistance (maximum +10).
  • Hume: Add +1 to the paladin’s shadow element resistance (maximum +10).
  • Kojin: Add +1/4 deflection bonus to AC while in Shield Oath or +1/4 bonus to attack rolls while in Sword Oath.
  • Mandragora: Add +1/2 hit point to the paladin’s lay on hands ability (whether using it to heal or harm).
  • Mithra: Add +1 to the amount of damage the paladin heals with lay on hands, but only when the paladin uses that ability on herself.
  • Moogle: Add +1/2 hit point to the paladin’s lay on hands ability (whether using it to heal or harm).
  • Orc: Add +1/4 to the number of blessings the paladin can heal.
  • Qu: Add +1/4 deflection bonus to AC while in Shield Oath or +1/4 bonus to attack rolls while in Sword Oath.
  • Quadav: Add +1 bonus on concentration checks when casting paladin spells.
  • Roegadyn: Add +1/4 deflection bonus to AC while in Shield Oath or +1/4 bonus to attack rolls while in Sword Oath.
  • Tarutaru: Add +1/2 hit point to the paladin’s lay on hands ability (whether using it to heal or harm).

Archetypes

Paladin