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At 3rd level, arts of divine light slumber within the paladin. She calls upon this divine power when her allies are in danger. The paladin gains a divine art ability at 3rd level and every three paladin levels thereafter. Each Divine Art requires a holy pool point to activate.

Table: Divine Arts

Divine ArtsBenefits
Bastion of Light (Su)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)The paladin can charge holy light into her weapon and swing forth, sending out a wave of energy. As a standard action, she sends this energy outward dealing 1d6 holy damage per two paladin levels to all enemies in 60-ft.-radius. A Reflex save (DC 10 + half of the paladin's level + her Charisma modifier) can half this damage. Those who fail the save are knocked prone.
Circle of Scorn (Su)The paladin plunges her weapon into the ground causing beams of piercing light to erupt around her in a 30-ft.-radius dealing 1d6 points of holy damage + an additional 1d6 per two paladin levels to all enemies within. A successful Reflex save (DC 10 + half of the paladin’s level + her 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.
Clemency (Su)As a standard action, the paladin may call upon her holy light to heal herself or an ally within 30 feet, healing 1d6 hit points + an additional 1d6 per two paladin levels + her Charisma modifier. If the paladin heals an ally, she heals half the amount that was healed to the ally.
Divine Veil (Su)As a standard action, the paladin conjures a light to cover all 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 her Charisma modifier.
Goring Blade (Su)As a standard action, the paladin can strike down an enemy with a melee attack of holy lightning. If successful, she deals an extra 1d6 damage (half holy, half lightning) to the enemy plus an extra 1d6 damage per four holy knight levels. An enemy hit by goring blade takes the paladin’s Charisma modifier in damage the next round. A successful Fortitude save (DC 10 + half of the paladin’s level + her Charisma modifier) negates the bonus damage from Charisma.
Hallowed Ground (Su)As a standard action, the paladin may protect herself with a divine light that gives her DR 1/- per two paladin levels (that stacks with Shield Oath), Fast Healing 1 (+1 per two paladin levels) and gains an insight bonus equal to half her level to her CMD for a number of rounds equal to her Charisma modifier.
Holy Spirit (Su)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 takes 1d6 points of holy damage per two paladin levels, a successful Fortitude save (DC 10 + half of the paladin’s level + her Charisma modifier) reduces this damage by half.
Intervention (Su)The paladin can shield an ally with holy light that is under attack within the final moment. If an ally within 50 feet of the paladin that she can see is under attack, she can, as an immediate action, half all damage dealt from a single attack on that ally.
Rage of Halone (Su)As a swift action, the paladin unleashes a wave of holy energy on her next successful attack on an enemy, dealing 1d6 points of holy damage + an additional 1d6 per two paladin levels to the enemy and all enemies in a 20-ft.-line. All enemies except the target in the area of effect must make a Reflex save (DC 10 + half of the paladin’s level + her Charisma modifier) to reduce the damage by half.
Requiescat (Su)As a standard action, the paladin can charge lightning into her weapon and swings downward bringing down thunder and lightning onto her foes. The paladin makes a melee attack at her highest base attack bonus and, if successful, she deals normal damage plus an additional 1d6 half lightning half holy damage for every three paladin levels to the target and all enemies adjacent to the target. All enemies except the target in the area of effect must make a Reflex save (DC 10 + half of the paladin’s level + her Charisma modifier) to reduce the damage by half.
Royal Authority (Su)As a standard action, the paladin can make her authority known. She selects an enemy within 50 feet, the target must make a Will save (DC 10 + half of the paladin’s level + her Charisma modifier) or be compelled to surrender to the paladin, to lay down arms and give up the fight for a duration of 1 minute per paladin level. An enemy that succumbs to this ability remains docile until it is injured by the paladin or one of her 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.
Sheltron (Su)As a move action, the paladin conjures holy light around her that halves the damage of the next attack that hits the paladin until the start of her next turn.
Spirits Within (Su)As a standard action, the paladin can pour her entire spirit into attack using her weapon as a conduit for his light. She makes a melee attack at her highest base attack bonus and, if successful, she deals normal damage plus an additional 1d6 holy damage for every two paladin 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.