People like you, bound by oath to doing what is right, may be few in numbers, but your generous spirit strides the world with the strength of a multitude! You have dedicated your will, words, and weapons to battle injustice and cruelty. Knights, crusaders, and law-bringers, you and your fellow paladins seek not just to spread divine justice but to embody the teachings of the virtuous god or gods you serve. In pursuit of your lofty goals, you bind your soul to ironclad laws of morality and discipline. As a reward for your righteousness, you are blessed with powers to banish evil, heal the innocent, and inspire the faithful. Although your convictions may sometimes lead you into conflict with the very souls you seek to save, you do not fear temptation as you risk your life to bring about a brighter future.
Role: You serve as a beacon of kindness and generosity for your allies in the maelstrom of battle. You are a deadly foe of chaos and evil, and you encourage others to rally to your cause. Your magic and martial skills make you a potent protector, helping others to stay strong in the fight for good and law.
Restrictions: You must be lawful good. You must honor either a specific god that is neutral good, lawful good, or lawful neutral; or you may honor unnamed gods who bestow their gifts on you without the desire for recognition, setting an example of anonymous generosity that you may do well to emulate. You have sworn to uphold a code of conduct that includes:
- Respect legitimate authority.
- Be kind and gentle with innocent creatures.
- Be honorable -- do not cheat, steal, or blaspheme; do not use underhanded tactics, poison, or coarse language.
- Be honest -- do not lie, mislead, or use disguises. Stealth and subterfuge are acceptable only in combat and great danger.
- Help those in need, unless they would use your help for evil or chaotic ends.
- Bring criminals to justice or redemption, and stop those who harm or threaten peaceful folk.
- Do not adventure or ally with those who are Chaotic Evil, Chaotic Neutral, or Neutral Evil. You must be wary of those who are Chaotic Good, True Neutral, and Lawful Evil.
Note that your code does not require you to act stupidly or to hurt yourself or your allies. You may find yourself in situations faced with no good choices -- there is no blame in that, unless it was your own foolishness that unintentionally placed you in such a quandry. Even in that case, intent matters, and the consequences for deliberate violations are greater than for random chance, mishaps, and mistakes.
If you find yourself knowingly and willingly violating this code of conduct, or behaving in a chaotic or evil way, then you and your game master should have a conversation about changing class or seeking atonement. On a second intentional violation, you lose your ability to cast divine spells, and you must seek out an atonement as soon as possible; on a third violation, your game master is strongly encouraged to require retraining with a new class. If the violation is involuntary or accidental, an atonement spell is the best way to achieve purification.
Base Attack Bonus: +1.0 / level.
Caster Level: +0.5 / level.
Will Save: +0.25 / level.
Fort Save: +0.50 / level.
Reflex Save: +0.50 / level.
Hit Die: d10.
|Level||Base Attack Bonus||Caster Level||Fort Save||Will Save||Ref Save||Special|
|1st||+1 (+1.0)||0 (0.5)||+0 (+0.50)||+0 (+0.25)||+0 (+0.50)||Tyro Signature: Divine Champion|
|2nd||+2 (+2.0)||1 (1.0)||+1 (+1.00)||+0 (+0.50)||+1 (+1.00)||Judgement or Lay On Hands|
|3rd||+3 (+3.0)||1 (1.5)||+1 (+1.50)||+0 (+0.75)||+1 (+1.50)||Tyro Smite Evil or Tyro Smite Chaos|
|4th||+4 (+4.0)||2 (2.0)||+2 (+2.00)||+1 (+1.00)||+2 (+2.00)||Aura Search or Armored Life I|
|5th||+5 (+5.0)||2 (2.5)||+2 (+2.50)||+1 (+1.25)||+2 (+2.50)||Tyro Tier Choice|
|6th||+6 (+6.0)||3 (3.0)||+3 (+3.00)||+1 (+1.50)||+3 (+3.00)||Adventurer Signature: Divine Bond|
|7th||+7 (+7.0)||3 (3.5)||+3 (+3.50)||+1 (+1.75)||+3 (+3.50)||Noble Mien or Channel Energy|
|8th||+8 (+8.0)||4 (4.0)||+4 (+4.00)||+2 (+2.00)||+4 (+4.00)||Adventurer Smite Evil or Adventurer Smite Chaos|
|9th||+9 (+9.0)||4 (4.5)||+4 (+4.50)||+2 (+2.25)||+4 (+4.50)||Aura Track or Armored Life II|
|10th||+10 (+10.0)||5 (5.0)||+5 (+5.00)||+2 (+2.50)||+5 (+5.00)||Adventurer Tier Choice|
|11th||+11 (+11.0)||5 (5.5)||+5 (+5.50)||+2 (+2.75)||+5 (+5.50)||Hero Signature: Bulwark|
|12th||+12 (+12.9)||6 (6.0)||+6 (+6.00)||+3 (+3.00)||+6 (+6.00)||Inspire Truth or Channel Energy|
|13th||+13 (+13.0)||6 (6.5)||+6 (+6.50)||+3 (+3.25)||+6 (+6.50)||Hero Smite Evil or Hero Smite Chaos|
|14th||+14 (+14.0)||7 (7.0)||+7 (+7.00)||+3 (+3.50)||+7 (+7.00)||Justice Quest or Armored Life III|
|15th||+15 (+15.0)||7 (7.5)||+7 (+7.50)||+3 (+3.75)||+7 (+7.50)||Hero Tier Choice|
|16th||+16 (+16.0)||8 (8.0)||+8 (+8.00)||+4 (+4.00)||+8 (+8.00)||Legend Signature: Shining Light|
|17th||+17 (+17.0)||8 (8.5)||+8 (+8.50)||+4 (+4.25)||+8 (+8.50)||Exorcism or Channel Energy|
|18th||+18 (+18.0)||9 (9.0)||+9 (+9.00)||+4 (+4.50)||+9 (+9.00)||Legend Smite Evil or Legend Smite Chaos|
|19th||+19 (+19.0)||9 (9.5)||+9 (+9.50)||+4 (+4.75)||+9 (+9.50)||Soulwalking or Armored Life IV|
|20th||+20 (+20.0)||10 (10.0)||+10 (+10.00)||+5 (+5.00)||+10 (+10.00)||Legend Tier Choice|
The paladin's proficient skills (and the ability scores used to boost each skill) are Diplomacy (Cha), Handle Animal (Cha), Heal (Wis), Knowledge (Nobility, Religion) (Int), Language (Celestial) (Int), Ride (Dex), Sense Motive (Wis), Spot (Wis), and Tactics (Int).
Skill Ranks per Level: 2 + Int modifier.
Weapon and Armor Proficiencies
Select any three weapon groups of your choice (see the rules for weapon groups in Weapons and Armor). You are proficient with all simple weapons in these three groups, and with martial weapons in two of them. You are also proficient with all armors and shields (not tower shields).
Spells and Spell Casting
At second level, when your caster level is one, you can cast divine spells, which are drawn from the divine spell list presented in Spell Lists. As with all characters, you follow the general magic rules for spell slots per day, based on your caster level, which advances by half a caster level every time you gain a paladin level. As a priest, charisma is your spell casting ability score.
KNOWN SPELLS LIST: Each time you gain a caster level, you learn two new spells. Because you are a priest, you may choose to pick spells from the divine spell list. The level of the spell cannot exceed half your new paladin level (minimum 1).
Level 1 Paladin Tyro Tier Signature Ability: Divine Champion (Su) You represent your god to mortals, and you gain abilities that mark you as touched by the divine. You have a strong aura of Law and Good that is clear when you are scanned by divination spells. This aura gives you an immunity to possession and compulsion effects. It grants a sacred bonus to all saving throws equal to your odd (column A) Charisma modifier. It also grants the same bonus to your armor class against attacks by chaotic evil creatures.
Level 2 Paladin Tyro Tier Interaction Ability (pick one):
- Judgement (Su): If you have defeated a foe and your enemy yet lives, you may ask your god for judgement. The foe must have an intelligence of 3 or greater and be evil, chaotic, or both. Place your holy symbol on your foe for one minute. Your god acts to give the creature a choice: Change the evil portion of its alignment permanently to neutral or good, and the chaotic portion permanently to neutral or lawful, OR be slain by the god. If it lives, you are obligated to forgive it and send it on its way. If it chooses law, you are obligated to heal it. If it chooses good, you are obligated to restore all its property and wealth. Both it and you understand the options and choices made. Its attitude toward you does not change, and likely it will be hostile, but it is also likely it will fear you and seek to escape you and never encounter you again. You may use this ability a number of times per day equal to your odd (column A) Charisma modifier.
- Lay On Hands (Su): You can place your hands on any living creature (no undead nor constructs) for one minute and perform one of the following miracles:
- Cure hit points equal in number to twice your paladin level.
- Reduce the effects of these conditions by one step: Tired, Fatigued, Exhausted.
- Cure one point of ability score damage.
Level 3 Paladin Tyro Tier Combat Ability (pick one):
- Tyro Smite Evil (Su): You gain a +1 sacred bonus on attack rolls against evil creatures. This bonus stacks with other bonuses gained from other Smite Evil abilities. Against foes that are chaotic evil, this also stacks with all Smite Chaos abilities
- Tyro Smite Chaos (Su): You gain a +1 sacred bonus on attack rolls against chaotic creatures. This bonus stacks with other bonuses gained from other Smite Chaos abilities. Against foes that are chaotic evil, this also stacks with all Smite Evil abilities
Level 4 Paladin Tyro Tier Exploration Ability (pick one):
- Aura Search (Su): As a standard action, you concentrate to sense the presence of evil and chaotic auras. This is like casting a Detect Auras spell, but for both chaos and evil at the same time, and you gather in one round what the spell reveals in three.
- Armored Life I (Su): Whenever you are wearing armor, you reduce the armor check penalty by 1 (to a minimum of 0) and increase the maximum Dexterity bonus allowed by your armor by 1. Your armor is always shiny and unsullied by the vicissitudes of combat and an adventuring life: gore does not stick or stain, mud slides right off. You can sleep in armor, even heavy armor, without any negative consequences.
Level 5 Paladin Tyro Tier Choice: Select a Paladin Tyro Tier Interaction, Combat, or Exploration ability that you have not yet chosen, or choose a teamwork feat for which you qualify.
Level 6 Paladin Adventurer Tier Signature Ability: Divine Bond You form a powerful bond with an object or a creature, either a bonded spirit or a divine companion. A bonded spirit can possess an object and enhance its utility to you, while a divine companion, an outsider in the shape of an animal, helps you in combat, often as a mount.
Bonded spirit: As a standard action, you can call for the aid of a celestial spirit for 1 minute per character level. When called, the spirit enters a weapon, armor, or shield and grants it a +1 enhancement bonus and causes it to shed light as a torch; if the weapon already has an enhancement bonus, then the bonus from the spirit stacks with the item's normal enhancement bonus. For every three character levels advanced after gaining this ability, the item gains another +1 enhancement bonus. The celestial spirit imparts no bonuses if the weapon is used by anyone other than you, but it resumes giving bonuses if returned to you. You can divide these bonuses between the two ends of a double weapon. You can use this ability once per day when first gained, and one additional time per day for every four character levels gained thereafter. You cannot use this ability on an intelligent item.
Divine Companion: You gain a divine companion, summoned from your god's home plane, at no cost. It manifests as a four-legged creature, usually in the shape of a warhorse, but at your discretion, it can appear as a wolf, bear, deer, some other animal. Your divine companion most often serves as a mount, though that is not required. It is, in fact, an outsider summoned by you through your god's intercession, and it grows more powerful with time. Your choices for your divine companion's form, as well as special abilities gained at certain levels, are detailed below.
Level 7 Paladin Adventurer Tier Interaction Ability (pick one):
- Noble Mien (Ex): You have the bearing and presence of one who is kind, brave, and virtuous. Through your body language, demeanor, and faith, you radiate your oaths to fiercely stand up for what is right. Widows and children trust you; evildoers feel nervous around you. Good creatures start off with an attitude of friendly toward you. No creature or NPC with fewer levels or hit dice than you will ever try to cheat you, swindle you, steal from you, or pickpocket you. All creatures with fewer levels or hit dice than you suffer a -5 penalty to bluff you.
- Channel Energy (Su): You channel sacred energy that heals living creatures and repulses the undead. Channeling energy causes a burst that affects all creatures (except outsiders and constructs) in a 30-foot radius centered on you. Living creatures (whether friend or foe) are healed 2d6 points of damage. If you already have the ability to channel energy, this ability increases the dice rolled by +2d6. Undead creatures within range of a channel must make a Will saving throw or be frightened for 1d4 minutes -- the saving throw DC is the total number of hit points of healing rolled. You may channel energy a number of times per day equal to 3 + your odd (column A) Charisma modifier. This is a standard action that does not provoke an attack of opportunity. You must be able to present your holy symbol to use this ability.
Level 8 Paladin Adventurer Tier Combat Ability (pick one):
- Adventurer Smite Evil (Su): You gain a +1 sacred bonus on attack rolls against evil creatures. If you target an evil creature with a spell, spell-like ability, or other class ability, you gain a +1 sacred bonus to your saving throw DCs. These bonuses stack with other bonuses gained from other Smite Evil abilities. Against foes that are chaotic evil, these also stack with all Smite Chaos abilities.
- Adventurer Smite Chaos (Su): You gain a +1 sacred bonus on attack rolls against chaotic creatures. If you target a chaotic creature with a spell, spell-like ability, or other class ability, you gain a +1 sacred bonus to your saving throw DCs. These bonuses stack with other bonuses gained from other Smite Chaos abilities. Against foes that are chaotic evil, these also stack with all Smite Evil abilities.
Level 9 Paladin Adventurer Tier Exploration Ability (pick one):
- Aura Track (Su): When you cast Detect Auras or use the Aura Search ability, you can sense lingering auras for ten times longer than usual. You can follow such lingering auras easily unless they cross many other lingering auras or overlap an especially strong aura of the same kind -- in this case, make a Survival or Search check to follow the aura you seek, against a DC set by the game master in the DC10 to 20 range, based on numbers, strengths, and types of auras interfering.
- Armored Life II (Su): Whenever you are wearing armor, you reduce the armor check penalty by 2 (to a minimum of 0) and increase the maximum Dexterity bonus allowed by your armor by 2 (this replaces the benefit of Armored Life I, not stacking). Wearing armor does not reduce your speed.
Level 10 Paladin Adventurer Tier Choice: Select a Paladin Adventurer Tier Interaction, Combat, or Exploration ability that you have not yet chosen, or choose a teamwork feat for which you qualify.
Level 11 Paladin Hero Tier Signature Ability: Bulwark (Su): You are immune to fear and disease. Your allies within 5 ft per character level gain a +4 sacred bonus to save vs fear and disease effects. If an ally within that range suffers an attack that would drive them into negative hit points, you can choose to accept half of that damage yourself as nonlethal damage; the ally suffers the other half per usual. You always retain the immunities granted by this signature power, but the other aspects of bulwark do not function if you are unconscious.
Level 12 Paladin Hero Tier Interaction Ability (pick one):
- Inspire Truth (Su): A continual aura of honesty radiates around you, within line of sight or 60 ft, whichever is the lesser distance. Those within your aura can freely speak the truth, even with nuance, diplomacy, and politesse, but to speak a true falsehood in your presence, speakers must make two bluff checks vs your two opposed sense motive checks. If a liar wins both checks, then the lie is spoken; one check, and the liar must be silent; fail both checks, and the failed liar is compelled to speak the truth that would otherwise have been concealed. The game master secretly rolls both your sense motive checks and the liar's bluffs; if the liar succeeds in both rolls, you are not aware that a lie was attempted, but you can tell if the lair fails even one opposed check.
- Channel Energy (Su): Your Channel Energy ability improves by an additional +2d6 points. See above for other details on channeling energy
Level 13 Paladin Hero Tier Combat Ability (pick one):
- Hero Smite Evil (Su): You gain a +1 sacred bonus on attack rolls and saving throw DCs against evil creatures. You also gain a bonus on damage equal to your even (column B) Charisma modifier. These bonuses stack with other bonuses gained from other Smite Evil abilities. Against foes that are chaotic evil, these also stack with all Smite Chaos abilities.
- Hero Smite Chaos (Su): You gain a +1 sacred bonus on attack rolls and saving throw DCs against chaotic creatures. You also gain a bonus on damage equal to your even (column B) Charisma modifier. These bonuses stack with other bonuses gained from other Smite Chaos abilities. Against foes that are chaotic evil, these also stack with all Smite Evil abilities.
Level 14 Paladin Hero Tier Exploration Ability (pick one):
- Justice Quest (Su): Once per day, you may ask your god to send you out into the unknown to right an injustice, rescue innocents, or bring a wrong-doer to judgement. If your god has such a quest available, you gain a sense of mission similar to a Find the Path spell, which lasts until the quest is completed. You gain no knowledge of the actual goal, but you expect to figure it out when you see it. You do not have to accept the quest immediately, but so long as you are following the prompting set in your heart, you and your allies are affected as by a Freedom of Movement spell, the better to speed you on your way. Note: you may find that your god nudges a quest into your heart unasked; in these cases, you also gain temporary lionheart points equal in number to your even (column B) Charisma modifier (minimum 1), which are not recovered after use. You cannot ask for a new quest until the current one is fulfilled or becomes unfulfillable.
- Armored Life III (Su): Whenever you are wearing armor, you reduce the armor check penalty by 3 (to a minimum of 0) and increase the maximum Dexterity bonus allowed by your armor by 3 (this replaces the benefit of Armored Life I and II, not stacking). In addition, a holy spirit possesses your armor. It supports you and helps you move. Your Strength is raised by +2 when calculating carrying capacity. It will move for you over long distances, so that you can hustle and perform a forced march with no penalty, 24/7, even when you are asleep. You cannot use your divine bond signature ability with your armor after you gain Armored Life III.
Level 15 Paladin Hero Tier Choice: Select a Paladin Hero, Adventurer, or Tyro Tier Interaction, Combat, or Exploration ability that you have not yet chosen, or select a teamwork feat for which you qualify.
Level 16 Paladin Legend Tier Signature Ability: Shining Light (Su): You gain the Sacred Light cantrip; if you already have it, you gain another divine cantrip of your choice. In addition, you can release a 30-foot burst of pure daylight as a standard action. This ability affects creatures of chaotic or evil alignment, as you prefer; aligned creatures within this burst take 1d6 points of damage for every two character levels you have and are blinded for 1 round. Dragons, outsiders, and undead with the alignment you select are blinded for 2-5 rounds. A reflex save halves this damage and bestows the dazzled condition instead of the blinded condition. The DC of this save is equal to 9 + half your character level + your even (column B) Charisma modifier. Lawful good, neutral good, and lawful neutral creatures within this burst are healed 1d6 points of damage per two character levels and receive a +2 sacred bonus on all d20 rolls until the end of your next round. You can release this burst of light once per day.
Level 17 Paladin Legend Tier Interaction Ability (pick one):
- Exorcism (Sp): As a full round action, you purge a creature you touch of all enchantments, transmutations, and curses. This functions like a Break Enchantments spell, but it always works with zero chance of error. It removes all baleful necromatic effects. It ends all possession, compulsion, and charm from any source. It reverses any alignment change caused by a magical effect, but only to move the target's alignment toward good and law. If the target is unwilling, you must succeed with a melee touch attack or the power is wasted. You can perform an exorcism a number of times per day equal to your even (column B) Charisma modifier.
- Channel Energy (Su): Your Channel Energy ability improves by an additional +2d6 points. See above for other details on channeling energy
Level 18 Paladin Legend Tier Combat Ability (pick one):
- Legend Smite Evil (Su): You gain a +1 sacred bonus on attack rolls and saving throw DCs against evil creatures. You also gain a bonus on rolls to confirm criticals equal to your even (column B) Charisma modifier. These bonuses stack with other bonuses gained from other Smite Evil abilities. Against foes that are chaotic evil, these also stack with all Smite Chaos abilities.
- Legend Smite Chaos (Su): You gain a +1 sacred bonus on attack rolls and saving throw DCs against chaotic creatures. You also gain a bonus on rolls to confirm criticals equal to your even (column B) Charisma modifier. These bonuses stack with other bonuses gained from other Smite Chaos abilities. Against foes that are chaotic evil, these also stack with all Smite Evil abilities.
Level 19 Paladin Legend Tier Exploration Ability (pick one):
- Soulwalking (Sp): You can cast Astral Projection once per week as a spell-like ability. Unlike the spell, though, your allies are not lost if you die while astrally projecting; they simply return home. If you or your allies are slain while soulwalking, you gain only one negative level from the shock.
- Armored Life IV (Su): Whenever you are wearing armor, you reduce the armor check penalty by 4 (to a minimum of 0) and increase the maximum Dexterity bonus allowed by your armor by 4 (this replaces the benefit of Armored Life I, II, and III, not stacking). The holy spirit possessing your armor grows stronger. It can seal your armor and helm, providing good air within, as with a Necklace of Adaptation.
Level 20 Paladin Legend Tier Choice: Select a Paladin Legend, Hero, Adventurer, or Tyro Tier Interaction, Combat, or Exploration ability that you have not yet chosen, or choose a teamwork feat for which you qualify.
A divine companion's abilities are determined by your character level, its hit dice, and the general rules for companions. Your companion is a creature of the outsider type for all purposes. A companion always appears as a normal (or dire-size) animal. A horse is the most common, but dogs, wolves, bears, deer, or any other animal is fine. Regardless of appearance, divine companions all have the same statistics, and are either medium in size or large. Each has but one natural attack, and it gains a strength bonus on damage equal to 1-1/2 times its even (column B) Strength modifier. As you gain levels, your divine companion improves as well.
You may want to make a character sheet for your divine companion. Use the basic statistics for a creature of the companion's species listed below. Your companion gains a hit die each time you level, per the the general rules for companions .
Choose from the following options for your divine companion:
- Medium Companion - Size Medium; Speed 50 ft.; AC +2 natural armor; Natural Attack (1d6); Ability Scores Str 14, Dex 18, Con 15, Int 7, Wis 12, Cha 9; Special Qualities Immunity to acid, cold, and petrification; resistance to electricity 10 and fire 10, +4 racial bonus on saves against poison.
- Large Companion - Size Large; Speed 40 ft.; AC +2 natural armor; Natural Attack (1d8); Ability Scores Str 16, Dex 14, Con 17, Int 7, Wis 12, Cha 8; Special Qualities Immunity to acid, cold, and petrification; resistance to electricity 10 and fire 10, +4 racial bonus on saves against poison.
In addition to the capabilities above, when your divine companion gains an even hit die, select one of the Class Special abilities listed below or one in the Companion rules. If the name of these abilities include a roman numeral, it indicates that the prior ones in the series are required before an advanced one can be taken.
- Companion's Defense (Su): Your divine companion gains the benefit of your divine champion ability, using your Charisma modifier. Requires you to have the Divine Champion signature ability.
- Faithful Mount (Ex): You have no penalty for riding bareback. You cannot fail a check to "Stay in Saddle" even if you are riding without a saddle. You gain a bonus on all other Ride checks when mounted on your companion equal to your even (column B) Wisdom bonus, in addition to your usual Dexterity bonus.
- Paladin's Helper I (Su): Your companion can use the aid another action with a DC10 Charisma check to give you a +2 on rolls to follow lingering auras and a +2 on channel energy DCs to turn undead.
- Paladin's Helper II (Su): If your companion takes the Scrum Tree of feats, having a rider is the equivalent, for the companion, of having two adjacent allies.
- Paladin's Helper III (Ex): When you use a smite ability, your companion gains a +1 to hit and damage against the foe you are smiting.
- Share Senses I (Sp): With a standard action that works only if your companion is within 1 mile, you can see and hear what your companion sees and hears for one minute per character level; those minutes need not be consecutive. While piggy-backing on your companion's sight and hearing, you are blind and deaf.
- Share Senses II (Sp): You may scry on your companion (as if casting the Scrying spell) once per day, You can cast through this Scrying as you can through the spell.
- Share Senses III (Sp): As a standard action, you may scry on your companion (as if casting the Greater Scrying spell) once per day, You can cast through this Scrying as you can through the spell.
- Well Protected (Ex): If you have the Mounted Combat or Mounted Shield feats, your companion gains an extra +1 AC when you use them. That's a +2 if both feats are used at the same time.