- 1 Favored Class: Paladin
- 2 Class Progression: Paladin
- 3 Code of Conduct
- 4 Class Features
- 4.1 Weapon and Armor Proficiency
- 4.2 Natural Talent (Ex)
- 4.3 Emanation of Law (Ex)
- 4.4 Detect Ethos (Sp)
- 4.5 Smite Enemy (Su)
- 4.6 Divine Grace (Su)
- 4.7 Lay On Hands (Su)
- 4.8 Aura of Courage (Su)
- 4.9 Divine Health (Ex)
- 4.10 Cleanse (Su)
- 4.11 Mana Burn (Sp)
- 4.12 Channel Divinity (Su)
- 4.13 Spells
- 4.14 Divine Bond (Sp)
- 4.15 Aura of Resolve (Su)
- 4.16 Aura of Justice (Su)
- 4.17 Aura of Faith (Su)
- 4.18 Aura of Righteousness (Su)
- 4.19 Holy Champion (Su)
- 4.20 Cleanse (Su)
- 4.21 Greater Aura of Courage (Su)
- 4.22 Bonus Feat
- 4.23 Spells
- 4.24 Divine Bond
- 4.25 Unyielding Dogma (Ex)
- 4.26 Greater Aura of Resolve (Su)
- 4.27 Chastising Smite (Su)
- 4.28 Indictment (Su)
- 4.29 Greater Aura of Righteousness (Su)
- 4.30 Kneel Before God (Su)
- 4.31 Ex-Paladins
Some warriors are driven by an inner fire, a true, utter conviction that wards them against fear, doubt and uncertainty that theirs is the one true way forward. When this inner certainty is one of enlightenment and goodness, the world is blessed by their presence. However, there is nothing that says such a driving goal has to be one of enlightenment and goodness. True believers in oppression are just as common and just as valid in their beliefs as holders to the tenets of goodness. So long as a warrior professes, and truly utterly believes down to their very soul, in a goal or vow, they gain strength from that belief, whether for good or ill.
Paladins are such warriors, and they are strongly influenced by deities who hold similar beliefs as their own. Paladins can be good, neutral, or evil, and in all cases, they are fearsome and deadly bastions of their beliefs in the face of any opposition the world throws their way.
Role: Paladins, regardless of alignment, serve as beacons for their allies within the chaos of battle. While deadly opponents of their foes in battle, they can also empower like-minded souls to aid in their endless battles. Their magic and martial skills also make them well suited to defending others and granting the fallen the strength to continue fighting.
Alignment: Any Lawful. Paladins are zealous defenders of their divine beliefs, though those beliefs need not always be 'good'.
Hit Die: d10
Starting Wealth: 250 gp
Skill Ranks per Level: 7 + Int modifier.
Recommended Ability Score Priority:
- Charisma: primary; used for spells and many class abilities.
- Strength: secondary; used for melee to-hit and damage.
- Constitution: tertiary; useful to improve durability in close combat.
- Intelligence: low priority.
- Wisdom: low priority.
- Dexterity: low priority.
Favored Class: Paladin
If the Paladin class is your favored class, you gain the following benefits at level 1. This is in addition to those benefits and class features listed for level 1 in the Class Progression: Paladin table, below.
|Level||BAB||Fort||Ref||Will||Base AC||Base Maneuver Defense||Class Bailiwick||Linked Skill|
Class Progression: Paladin
|1st||+1||+0||+0||+0||Emanation of Law, Detect Ethos, Smite Enemy 1/day+CHA||-||-||-||-||-||-||-||-||-|
|2nd||+1||+1||+0||+1||Divine Grace, Lay on Hands 1d6||-||-||-||-||-||-||-||-||-|
|3rd||+1||+0||+1||+0||Aura of Courage, Divine Health, Cleanse CHA/day, Mana Burn||-||-||-||-||-||-||-||-||-|
|4th||+1||+1||+0||+1||Channel Divinity 1d6, Smite Enemy 2/day+CHA, Lay on Hands 2d6||0||-||-||-||-||-||-||-||-|
|6th||+1||+1||+1||+1||Channel Divinity 2d6, Cleanse CHA/day, Lay on Hands 3d6||1||-||-||-||-||-||-||-||-|
|7th||+1||+0||+0||+0||Smite Enemy 3/day+CHA||1||0||-||-||-||-||-||-||-|
|8th||+1||+1||+0||+1||Aura of resolve, Channel Divinity 3d6, Lay on Hands 4d6||1||1||-||-||-||-||-||-||-|
|10th||+1||+1||+0||+1||Channel Divinity 4d6, Smite Enemy 4/day+CHA, Lay on Hands 5d6||2||1||0||-||-||-||-||-||-|
|11th||+1||+0||+0||+0||Aura of Justice||2||1||1||-||-||-||-||-||-|
|12th||+1||+1||+1||+1||Channel Divinity 5d6, Cleanse CHA+1/day, Lay on Hands 6d6||2||2||1||-||-||-||-||-||-|
|13th||+1||+0||+0||+0||Smite Enemy 5/day+CHA||3||2||1||0||-||-||-||-||-|
|14th||+1||+1||+0||+1||Aura of Faith, Channel Divinity 6d6, Lay on Hands 7d6||3||2||1||1||-||-||-||-||-|
|16th||+1||+1||+0||+1||Channel Divinity 7d6, Smite Enemy 6/day+CHA, Lay on Hands 8d6||3||3||2||1||-||-||-||-||-|
|17th||+1||+0||+0||+0||Aura of Righteousness||4||3||2||1||-||-||-||-||-|
|18th||+1||+1||+1||+1||Channel Divinity 8d6, Cleanse CHA+3/day, Lay on Hands 9d6||4||3||2||2||-||-||-||-||-|
|19th||+1||+0||+0||+0||Smite Enemy 7/day+CHA||4||3||3||2||-||-||-||-||-|
|20th||+1||+1||+0||+1||Channel Divinity 9d6, Holy Champion, Lay on Hands 10d6||4||4||3||3||-||-||-||-||-|
|21st||+1||+1||+1||+1||Greater Aura of Courage, Cleanse CHA+4/day||4||4||4||4||0||-||-||-||-|
|22nd||+0||+0||+0||+0||Channel Divinity 60hp, Lay on Hands 66hp, Smite Enemy 8/day+CHA||4||4||4||4||1||-||-||-||-|
|23rd||+1||+1||+1||+1||Bonus Paladin Feat, Unyielding Dogma||4||4||4||4||1||-||-||-||-|
|24th||+0||+0||+0||+0||Channel Divinity 66hp, Lay on Hands 72hp, Cleanse CHA+5/day||4||4||4||4||1||0||-||-||-|
|25th||+1||+1||+1||+1||Greater Aura of Resolve, Smite Enemy 9/day+CHA||4||4||4||4||1||1||-||-||-|
|26th||+0||+0||+0||+0||Channel Divinity 72hp, Lay on Hands 78hp, Chastising Smite||4||4||4||4||2||1||-||-||-|
|27th||+1||+1||+1||+1||Bonus Paladin Feat, Cleanse CHA+6/day||4||4||4||4||2||1||0||-||-|
|28th||+0||+0||+0||+0||Channel Divinity 78hp, Lay on Hands 84hp, Smite Enemy 10/day+CHA||4||4||4||4||2||1||1||-||-|
|30th||+0||+0||+0||+0||Channel Divinity 84hp, Lay on Hands 90hp, Cleanse CHA+7/day||4||4||4||4||3||2||1||0||-|
|31st||+1||+1||+1||+1||Greater Aura of Righteousness, Bonus Paladin Feat, Smite 11/day+CHA||4||4||4||4||3||2||1||1||-|
|32nd||+0||+0||+0||+0||Channel Divinity 90hp, Lay on Hands 96hp||4||4||4||4||3||2||2||1||-|
|33rd||+1||+1||+1||+1||Kneel Before God, Cleanse CHA+8/day||4||4||4||4||3||3||2||1||0|
|34th||+0||+0||+0||+0||Channel Divinity 96hp, Lay on Hands 102hp, Smite Enemy 12/day+CHA||4||4||4||4||4||3||2||1||1|
|35th||+1||+1||+1||+1||Bonus Paladin Feat||4||4||4||4||4||3||2||2||2|
Code of Conduct
A paladin must be of lawful alignment and loses all class features except proficiencies if she ever willingly commits an act which goes against her stated ethical beliefs and/or her alignment.
Additionally, a paladin's code requires that she respect legitimate authority, act with honor (not lying, not cheating, not using poison, and so forth), help those in need (provided they do not use the help for deeds in opposition to the paladin's Vows), and punish those who harm or threaten the righteous. This code applies even to Evil paladins, who can be truly awful people, but still have honor. An Evil paladin who has promised to murder your family should be taken very seriously.
- Associates: While she may adventure with like-minded allies, a paladin avoids working with characters of opposite alignment or with anyone who consistently offends her moral code. Under exceptional circumstances, a paladin can ally with heretical associates, but only to defeat what she believes to be a greater threat. A paladin should seek an atonement spell periodically during such an unusual alliance, and should end the alliance immediately should she feel it is doing more harm than good. A paladin may accept only henchmen, followers, or cohorts who are aligned to her purposes.
All paladins are driven to act by some greater purpose. This may be a divine prophecy or simply a need to change the world to suit them better. These purposes are all-consuming to the paladin, and all actions must be weighed against whether those acts will further her goals or merely delay them. While a paladin can go on quests unrelated to their grand designs, they won't be happy about it, and will constantly look for ways to turn the situation into something that brings their goals closer to fruition. Players wishing to play a paladin should think of what drives their paladin forward, and define it clearly with the GM within the first few months of the campaign. Failing to do so means the GM is likely to pick some things without the player's input, which can be challenging.
For a small sample of ideas for Vows, please refer to the Example Paladin Vows page.
A Note On Good and Evil
Paladins gain access to a number of spells and abilities which can be easily turned to purposes which are antithetical to the Paladin's Vows or code of conduct. It is important for players and GM's to note, however, that spells and abilities are merely tools, and HOW they are used dictates the morality of the act.
Lawful good paladins tend to be "spirit of the law" sorts, relying on their good judgement and divine guidance to interpret ambiguities and vagueries in the law to make the best call they can, and then execute that call with certainty and righteousness. The traditional lawful good paladin is an obnoxious do-gooder who constantly preaches "the right path" to anyone nearby, and berates anyone who acts in a way they feel is unjust. However, many lawful good paladins are not preachy at all, preferring to use their own deeds as example for the righteous to follow, or not as their conscious deems appropriate.
Lawful evil paladins are frequently "letter of the law" sorts, who will strictly abide by agreements, promises, contracts and laws, but interpret any vagueries and ambiguities to their own favor as often as they can. However, a promise from a lawful evil paladin is as certain a thing as a promise from a lawful good paladin. Just be sure you know exactly what is meant by the promise. "I promise to give you a fair reward for your assistance" can mean very different things when said by a lawful good paladin or a lawful evil paladin.
Lawful neutral paladins are, if anything, even more righteous than lawful good paladins. The law is their only basis for ethics, and ambiguous laws, to such a paladin, are generally seen as disgusting things created by weak men. Lawful neutral paladins can be impulsive adjudicators, certain in their own wisdom that their interpretation is "best". This leaves a wide array of role-playing opportunities as a player decides what "best" means.
However, all paladins are sticklers for HOW a thing is done. If it is not done right, within their code of ethics and within the guidance provided by their Vows, it is not to be done at all. This means that few lawful good paladins would ever commit a crime to stop a crime, for example, or do something wrong as an expedient way to achieve a goal. Even lawful neutral and lawful evil paladins will avoid acting outside their own beliefs for the sake of a "quick win", instead taking the harder path that lets them stay comfortably within their moral code the entire time.
Thus, while all paladin's have access to both the Pathfinder Paladin spell list and Anti-Paladin spell list, players and GM's should be very careful to decide if using some of these spells is fitting for a paladin's individual beliefs, Vows and moral code. When in doubt, most paladin's will avoid the easy route.
Weapon and Armor Proficiency
Paladins are proficient with all simple and martial weapons, with light, medium, and heavy armor, and with all shields (including war shields and tower shields).
Natural Talent (Ex)
At 1st level, all characters receive two natural Natural Talent skills: one in their bailiwick skill, and one in any other skill of their choice. Natural talent allows you to re-map a skill to use any ability score you wish, rather than the ability score it normally uses. You may not select a skill for natural talent that you cannot put ranks into (such as a bailiwick skill not available to your class). Natural talent skills never suffer an armor check penalty, even if the chosen ability modifier is STR or DEX.
All characters receive an additional natural talent skill at character (not class) levels 11, 21, and 31. Additional natural talents may also be gained through Self-Improvement.
Emanation of Law (Ex)
Beginning at 1st level, a paladin of an evil, good, or lawful deity has a particularly powerful aura corresponding to the deity's alignment (see Detect Evil (Spell) for details) equal to her paladin level.
Detect Ethos (Sp)
Beginning at 1st level, a Paladin can concentrate on a single item or individual within 60 feet and determine if it is evil, good, or chaotic (depending on the Paladin's alignment), learning the strength of its aura as if having studied it with Detect Magic (Spell) for 3 rounds. The paladin may only use Detect Ethos against a single object or creature, not an area or crowd.
Good paladins can Detect Evil, evil paladins can Detect Good, and lawful neutral paladins can Detect Chaos.
Using Detect Ethos is not the same as casting a spell, and is not normally detectable by the target, unless it has some special means of doing so. However, creatures may attempt to resist the detection by making a Will save, with a DC equal to 10 + 1/2 the paladin's level + CHA modifier.
A paladin may use Detect Ethos a number of times per day equal to his CHA modifier + 1 per three Paladin levels (drop fractions). A paladin may not target the same item or creature with Detect Ethos more than once per 24 hours.
Smite Enemy (Su)
Beginning at 1st level, a paladin can call upon the powers of her god to aid her in her struggle against her foes. As a swift action during combat, the paladin chooses one target within sight to designate as the target of her smite ability. The target must stand in opposition to the paladin's expressed goals or faith. If the paladin targets a creature that has the same alignment as the paladin or which shares her goals, the Smite Enemy has no harmful effect. Even when Smite Enemy is in effect, the paladin must be able to see or sense the target in order to attack them.
Smite Enemy provides the following benefits to the paladin while it is active on an enemy which meets the above criteria:
- Smite Enemy grants a divine bonus to the paladin's AC equal to half her Charisma modifier, rounding down. This bonus also applies to the paladin's touch AC, but not to her flat-footed AC.
- The paladin adds her Cha bonus (if any) to her attack rolls
- All of the paladin's attacks against the Smite Enemy target ignore any DR the creature might possess.
- The paladin adds her paladin level as bonus damage to damage rolls made against the target of her smite each round. If a paladin is wielding a two-handed weapon, this damage is instead one and a half times her paladin level (round down). Similarly, if the paladin is wielding two weapons, her main-hand weapon deals her paladin level in bonus damage, and her off-hand weapon deals half her paladin level as bonus damage (round down). This is bonus damage, not precision damage.
This ability is usable a number of times per day equal to 1 + the paladin's Charisma modifier. At 4th level, and at every three levels thereafter, the paladin may use her smite enemy ability one additional time per day, as indicated on Table: Paladin. Smite Enemy lasts until the target of the smite is dead or the next time the paladin rests and regains her uses of this ability.
A paladin's Smite Enemy is not considered a "condition" to which monster roles, such as tanks and threats, are partially immune.
Divine Grace (Su)
At 2nd level, a paladin gains a divine bonus equal to her Charisma modifier (if any) on all Saving Throws.
Lay On Hands (Su)
Beginning at 2nd level, a paladin can channel divine energy through their hands. Touching with other body parts may also work, although we absolutely do not condone that sort of behavior. This may be either positive or negative energy regardless of the alignment of the Paladin, but ALL paladins must be careful that uses of this ability do not violate either their alignment or their Vow. Positive energy may be channeled to harm the undead or to heal wounds of the living (her own wounds or those of others) by touch. Negative energy may be channeled to heal the undead or harm the living. Only ONE of these effects may be expressed each time the Lay on Hands ability is used.
Each paladin's Vow is unique, so how it is obeyed while using this ability is between each player and the Game Master. Alignment violations are more complex, but may be abstracted if the Game Master permits that weal or woe (healing or damage) is an act of intent opposite from the alignment of the creature targeted. IE, channeling negative energy to damage an Evil creature is a Good act, but channeling negative energy to heal an Evil creature is an Evil act. Conversely, channeling positive energy to heal a Good creature is a Good act, while channeling negative energy to harm a good creature is an Evil act. Neutral creatures and neutral aligned paladins should be adjudicated on a case-by-case basis by the Game Master. As a rule of thumb, if it feels evil, it probably is.
Each day, a paladin of any alignment can use this ability a number of times equal to 1/2 her paladin level (round up) plus her Charisma modifier. With one use of this ability, a paladin can heal or harm 1d6 hit points of damage for every two paladin levels she possesses (round down). Despite the name of this ability, a paladin only needs one free hand to use this ability, which gives Paladins an incentive to use light or smaller shields.
Using Lay On Hands to heal damage (either channeling positive energy to heal the living or negative energy to heal the undead) is a swift action. Using Lay on Hands to inflict damage (channeling either positive energy to harm the undead, or negative energy to harm the living) is a standard action, requires a successful melee touch attack using the Paladin's BAB plus Strength Modifier and any other bonuses and penalties but WITHOUT their weapon's to-hit bonus. Using Lay on Hands does not provoke an attack of opportunity. Harmed enemies do not receive a saving throw against this damage.
Aura of Courage (Su)
At 3rd level, a paladin is immune to all of the status conditions in the fear-based status arrays, which are:
- Cowering → Trembling → Nervous
- Frightened → Cringing → Shaken
- Panicked → Startled → Anxious
- Humbled → Slandered → Disgraced
Additionally, the paladin gains an aura with a 10-foot radius, granting each ally within it a +4 divine bonus on saving throws against fear effects. The Paladin's aura functions only while she is conscious, not if she is unconscious or dead. This aura gains additional properties and a larger radius at higher levels.
Divine Health (Ex)
At 3rd level, a paladin is immune to all diseases, including supernatural and magical diseases, including mummy rot. (This immunity to the mummy rot disease in turn renders her immune to the curse element of mummy rot, though paladins are not immune to other curses.)
Beginning at 3rd level, as a swift action, a paladin can remove ill effects from themselves or their allies. If using it on an ally, the paladin must touch the ally. When they declare they are using Cleanse, the paladin declares which status they wish to cure. The paladin may use this ability a number of times per day equal to their Charisma modifier.
Note that Cleanse can remove a condition caused by a curse, disease, or poison without actually curing the source affliction. Such conditions return after 1 hour unless the Cleanse actually removes the affliction that causes the condition. For example, mummy rot requires both remove disease and remove curse to completely cure; a Cleanse which only removed disease would only provide temporary relief.
- At 3rd level, the paladin can use Cleanse to cure any weak status condition, except Ability Dilution, Essence Suppression, Tainted, or Infected.
- At 6th level, a paladin can use Cleanse to cure any weak or moderate status condition, except ability damage (dilution, damage), essence damage (suppression, omission), poison (Tainted, Poisoned), or disease (Infected, Diseased). They may also attempt to remove a disease, as though casting Remove Disease (Spell).
- At 9th level, a paladin can use Cleanse to cure any weak, moderate, or strong status condition, except ability damage (dilution, damage, drain), essence damage (suppression, omission, destruction), poison (Tainted, Poisoned, Blighted), or disease (Infected, Diseased, Plagued). They may also attempt to remove a disease, as though casting Remove Disease (Spell). They may attempt to remove a curse, as though casting Remove Curse (Spell), using the paladin's level as the caster level. They may attempt to neutralize a poison, as though casting Neutralize Poison (Spell).
At 12th level, and every three levels after that, the paladin gains one additional use of the Cleanse ability per day. Furthermore, beginning at 12th level, the paladin may spend two uses of their Cleanse ability during the same swift action to cure two different status conditions on the same target. However, curing multiple allies still requires separate uses of the Cleanse ability.
Mana Burn (Sp)
Beginning at 3rd level, you can push structured portions of your aura into the casting of a spell, burning up one or more additional spells as part of the casting action of the spell being cast. These additional spells cannot be cantrips (or orisons, or powerful cantrips), but can be any other spell you have memorized, or spell slot you have available. Burned spells are used up for the day, exactly as though they had been cast. For each additional spell you burn in the casting, you increase the spell circle of the spell by one step, increasing the spell's damage scaling.
A spell's Spell Circle is a measure of how much damage it does, relative to the caster's character level. If a spell has a spell circle listed, it will be highlighted in orange in the spell's description. The only way to increase a spell's circle is by mana burning one or more additional spells at the same time that the spell is being cast (as part of the same action). For each extra spell burned, the spell's circle moves up one step on the damage scale.
There is also a maximum spell circle you can raise a given spell, based on your character level. This maximum is: (total character level + 1) ÷ 2, round down. Note that this is NOT based on the character's caster level or class level, but their total character level, making this a highly attractive option for multi-classed, dual-classed, and demi-caster characters (such as paladins, bards, and rangers).
Spell Circle Min Char Lvl Damage Per Character Level Caps At: 1st 1 1d4 per character level 5d4 (at char lvl 5) 2nd 3 1d6 per character level 6d6 (at char lvl 6) 3rd 5 1d6 per character level 10d6 (at char lvl 10) 4th 7 1d6+1 per character level 12d6+12 (at char lvl 12) 5th 9 1d6+1 per character level 15d6+15 (at char lvl 15) 6th 11 1d6+2 per character level 16d6+32 (at char lvl 16) 7th 13 1d6+2 per character level 20d6+40 (at char lvl 20) 8th 15 1d6+3 per character level 21d6+63 (at char lvl 21) 9th 17 1d6+3 per character level 25d6+75 (at char lvl 25) 10th 19 1d6+4 per character level 25d6+100 (at char lvl 25) 11th 21 1d6+5 per character level 25d6+125 (at char lvl 25) 12th 23 1d6+6 per character level 27d6+162 (at char lvl 27) 13th 25 1d6+7 per character level 27d6+189 (at char lvl 27) 14th 27 1d6+8 per character level 29d6+232 (at char lvl 29) 15th 29 1d6+9 per character level 29d6+261 (at char lvl 29) 16th 31 1d6+10 per character level 30d6+300 (at char lvl 30) 17th 33 1d6+11 per character level 30d6+330 (at char lvl 30) 18th 35 1d6+12 per character level 30d6+360 (at char lvl 30)
A few notes about mana burning:
- If a spell does not have a damage circle listed, it cannot be mana burned. In such cases, the only way to increase its damage is increasing your caster level, applying one or more metamagic feats, or by using methods described in the spell itself.
- A spell's damage circle can be different than the spell's spell level. Mana burning doesn't affect spell level — only spell circle.
- Memorizing a spell in a higher level slot (or using a higher level spell slot) than the minimum required does not raise the spell's circle. This means that adding metamagic feats to a spell when memorizing it has no effect on the spells base Circle damage.
- Metamagic feats stack normally when used at the same time as mana burning, and only escalate the 'base' spell slot. All benefits of the metamagic feat apply to the effects of the spell's circle after all mana burning has been done.
- For example, you can memorize or cast a Perfected Fireball (using a ninth level spell slot), but it only deals circle 3 damage, which is then maximized and doubled (because of Perfected). If you also burn 14 additional spells of any spell level to increase the Perfected Fireball's Circle 3 damage to Circle 17 damage (assuming you are high enough level to throw around Circle 17 damage), it deals maximized Circle 17 damage, doubled. Expensive, yes, but that fireball will cast shadows on the Sun....
- If a spell has more than one damage circle listed (such as a spell that deals damage and also has a synergy), then mana burning during the casting raises all damage circles equally based on the number of additional spells mana burned.
- For example, if a spell deals Circle 2 damage when cast, and also have a synergy that deals Circle 4 damage when triggered, if you mana burn 3 additional spells when casting this spell, it instead deals Circle 5 damage when cast, and Circle 7 damage when the synergy is triggered.
- Some spells may have a custom damage profile for their base circle. Such spells may be mana burned as normal if they have a Circle listed, and the first 'step up' moves them to the standard damage model listed in the table above.
Channel Divinity (Su)
When a paladin reaches 4th level, she gains the supernatural ability to Channel Divinity like a cleric, except that she may use her preferred weapon in place of a holy symbol. Using this ability is a standard action that consumes 2 uses of her Lay on Hands ability. A paladin uses her level minus 3 as her effective cleric level when channeling divinity. This is a Charisma-based ability, meaning the paladin's base healing and save DCs are calculated using their Charisma rather than their Wisdom.
Beginning at 4th level, a paladin gains the ability to cast a small number of divine spells which are drawn from either the Paladin Spells list. A paladin must choose and prepare her spells in advance.
To prepare or cast a spell, a paladin must have a Charisma score equal to at least 10 + the spell level. The Difficulty Class for a saving throw against a paladin's spell is 10 + the spell level + the paladin's Charisma modifier.
Like other spellcasters, a paladin can cast only a certain number of spells of each spell level per day. Her base daily spell allotment is given on Table: Paladin. In addition, she receives bonus spells per day if she has a high Charisma score (see Table: Ability Modifiers and Bonus Spells). When Table: Paladin indicates that the paladin gets 0 spells per day of a given spell level, she gains only the bonus spells she would be entitled to based on her Charisma score for that spell level.
A paladin must spend 1 hour each day in quiet prayer and meditation to regain her daily allotment of spells. A paladin may prepare and cast any spell on the paladin spell list, provided that she can cast spells of that level, but she must choose which spells to prepare during her daily meditation.
Through 3rd level, a paladin has no caster level. At 4th level and higher, her caster level is equal to her paladin level -3.
Divine Bond (Sp)
Upon reaching 5th level, a paladin forms a divine bond with her god, granting her access to both of the following abilities:
- Celestial Spirit Weapon
- The first aspect of the bond allows the paladin to enhance her weapon as a swift action by calling upon the aid of a celestial spirit. This effect remains for up to 1 minute per paladin level. When called, the spirit causes the weapon to shed light as a torch.
- At 5th level, this spirit grants the weapon a +1 enhancement bonus. For every three levels beyond 5th, the weapon gains another +1 enhancement bonus. These bonuses can be added to the weapon, stacking with existing weapon bonuses to a maximum of +5, or they can be used to add any of the following weapon properties: Axiomatic (+2), Brilliant Energy (+4), Defending (+1), Disruption (+2), Flaming (+1), Flaming Burst (+2), Holy (+2), Keen (+1), Merciful (+1), and Speed (+3). Adding these properties consumes an amount of bonus equal to the property's cost (see Melee Magic Properties). These bonuses are added to any properties the weapon already has, but duplicate abilities do not stack.
- If the weapon is not magical, at least a +1 enhancement bonus must be added before any other properties can be added.
- The bonus and properties granted by the spirit are determined when the spirit is called and cannot be changed until the spirit is called again. The celestial spirit imparts no bonuses if the weapon is held by anyone other than the paladin, but resumes giving bonuses when the weapon is returned to the paladin. These bonuses apply to only one end of a double weapon, but if desired a paladin may use the bond twice upon a double weapon as a single standard action, assuming they have enough uses to do so.
- A paladin can use this ability once per day at 5th level, and one additional time per day for every three levels beyond 5th.
- If a weapon bonded with a celestial spirit is destroyed, the paladin must re-summon the celestial spirit into a new weapon before it can be used again. The paladin may summon the spirit into any weapon she chooses.
- Paladin's Steed
- The second aspect of the bond allows a paladin to summon a loyal steed to serve her as she promotes her beliefs. This mount is usually a heavy horse (for a Medium paladin) or a pony (for a Small paladin), although more exotic mounts, such as a boar, camel, shark, or dog are also possible. This mount functions as a druid's Animal Companions, using the paladin's level as her effective druid level.
- Once per day, as a full-round action, a paladin may magically call her mount from the celestial realms in which it resides. This ability is the equivalent of a spell of a level equal to one-third the paladin's level. The mount immediately appears adjacent to the paladin and remains for 2 hours per paladin level; it may be dismissed at any time as a free action. The mount is the same creature each time it is summoned, though the paladin may release a particular mount from service. A paladin can use this ability one additional time per day for every 4 levels after 5th level.
- At 11th level, the mount gains the "celestial creature" and "advanced simple" templates and becomes a magical beast for the purposes of determining which spells affect it.
- At 15th level, a paladin's mount gains spell resistance equal to the paladin's level + 11.
- Should the paladin's mount die, the paladin may not summon another mount for 30 days or until she gains a paladin level, whichever comes first.
Aura of Resolve (Su)
At 8th level, a paladin is immune to charm spells and charm spell-like abilities.
In addition, the paladin's aura begins to grant a +4 divine bonus on saving throws against charm effects to any allies within its radius.
Aura of Justice (Su)
At 11th level, during combat, a paladin can expend two uses of her Smite ability as a free action to grant the ability to perform Smites to all allies within he radius of her aura. All allies who use this ability gain the smite bonuses of the granting Paladin, as a divine bonus, excluding any feats or abilities the Paladin has gained which improve its base effects. Allies must declare a valid smite target (one which stands in hindrance to the Paladin's Vows) before the start of the paladin's next turn or it is lost. Allies with an opposite alignment to the paladin gain no benefit from this ability. Lawful Neutral paladins cannot grant the benefits of Aura of Justice to any non-neutrally aligned allies.
Aura of Faith (Su)
At 14th level, a lawful good paladin's weapons are treated as good-aligned (Holy) for the purposes of overcoming Damage Reduction or exploiting vulnerabilities and weaknesses. A lawful evil paladin's weapons are treated as evil-aligned (Unholy) for the purposes of overcoming Damage Reduction or exploiting vulnerabilities and weaknesses. A lawful neutral paladin's weapons are treated as lawfully-aligned (Axiomatic) for the purposes of overcoming Damage Reduction or exploiting vulnerabilities and weaknesses. Note that this does not grant the bonus damage dice of the magic weapon properties of the same name.
Furthermore, any ally of the paladin who makes an attack against an enemy while they are within the radius of the Paladin's aura also gains this ability.
Aura of Righteousness (Su)
At 17th level, a paladin gains DR 5/lawful and immunity to compulsion spells and spell-like abilities. Each ally within the radius of the Paladin's aura gains a +4 divine bonus on saving throws against compulsion effects.
Holy Champion (Su)
At 20th level, a paladin becomes a conduit for the power of her god. Whenever she channels divinity or uses lay on hands to heal or harm a creature, she heals or harms the maximum possible amount, treating all dice as 6's.
In addition, her DR increases to 10/lawful. Whenever she uses smite enemy and successfully strikes an outsider, she can elect to inflict a Banishment (Spell), using her paladin level as the caster level (her weapon and holy symbol automatically count as objects that the subject hates). After the banishment effect and the damage from the attack is resolved, the smite immediately ends.
At 21st level, and every three levels after that, the paladin continues to gain one additional use of their Cleanse ability per day. Furthermore, the paladin may now use an unlimited number of their Cleanses to cure as many status conditions as uses spent on a single target, with a single swift action. However, curing multiple allies still requires separate uses of the Cleanse ability.
Greater Aura of Courage (Su)
Beginning at 21st level, the paladin's aura expands its radius by ten feet, to 20 feet. All lower level effects of the Aura gain the benefit of this expanded radius. In addition, the Aura of Courage feature improves so that each ally within the aura gains a +8 divine bonus on saving throws against fear effects. This ability functions only while the paladin is conscious, not if she is unconscious or dead.
At 23rd, 27th, 31st and 35th levels, the paladin may choose a bonus feat. At each such opportunity, he can choose a metamagic feat, or any other feat the paladin fancies. The paladin must still meet all prerequisites for a bonus feat, including caster level minimums. These bonus feats are in addition to the feats that a character of any class gets from advancing levels.
The paladin continues to gain spells above fourth level. These spells slots may be used to cast lower level spells or existing spells with metamagic feats.
The paladin's Divine Bond continues to improve.
- Celestial Weapon Spirit: The bonus for the weapon spirit increases by 1 for each three levels above 20th, to +7 at 23rd, +8 at 26th, +9 at 29th, +10 at 32nd, and +11 at 35th. Unlike normal Magic Item rules, the maximum enhancement allowed for to-hit and damage is +10, and the weapon may have up to +11 in weapon properties. The absolute bonus of a Divine Bond Weapon may never exceed 21 (Enhancement Bonus + Weapon Properties + Divine Bond).
- Paladin's Steed: The paladin's steed improves as though it were a druidic companion. See Animal Companions
Unyielding Dogma (Ex)
Beginning at 23rd level, the paladin may add her CHA modifier to all melee damage rolls.
Greater Aura of Resolve (Su)
At 25th level, the paladin's Aura expands its radius another 10 feet, to a radius of 30. All lower level effects of the Aura gain the benefit of this expanded radius. In addition, the Aura of Resolve feature improves so that each ally within the aura gains a +8 divine bonus on saving throws against charm effects. This ability only functions only while the paladin is conscious, not if she is unconscious or dead.
Chastising Smite (Su)
Beginning at 26th level, once per round after the paladin successfully hits an enemy she has declared as her Smite target, she also deals 1d6 points of Ability Dilution to an ability score of her choice on that target. If the paladin has more than one Smite target, she may use Chastising Smite on each smite target, up to once per round, as long as she successfully strikes each one at least once.
At 29th level, as a swift action, a paladin can expend four uses of her smite when declaring a creature who stands in opposition to her Vows her Smite target. In addition to the normal effects of declaring a creature as your Smite target, the target creature immediately takes your level squared in damage (841 points at level 29), ignoring any DR the creature may have. The creature gets no saving throw against this damage.
Indictment may only be used against creatures which are not already your Smite target, meaning that the same target may not be struck multiple times in the same encounter with this ability.
Indictment is not considered a "condition" to which roles, such as tanks and threats, are partially immune.
Greater Aura of Righteousness (Su)
At 31st level, the paladin's damage resistance improves to DR 25/lawful and she gains immunity to compulsions (regardless of whether they are spells, spell-like, supernatural and extraordinary abilities). Each ally within her aura gains DR 20/lawful and also gains immunity to compulsions. This ability functions only while the paladin is conscious, not if she is unconscious or dead.
Kneel Before God (Su)
At 33rd level, any time the paladin voluntarily goes prone, she may use her Indictment power on any creatures within the radius of her aura, expending 4 uses of Smite Enemy for each creature she wishes to affect. Doing so is part of the same action as going prone. The only limit to the number of creatures within her aura's radius that she can affect are the number of smites she wishes to expend.
A paladin who ceases to be lawful, who willfully commits an act against their god, or who violates her code of conduct or acts against her Vows, loses all paladin spells and class features (including the service of the paladin's mount, but not weapon, armor, and shield proficiencies). She may not progress any further in levels as a paladin. She regains her abilities and advancement potential if she atones for her violations (see atonement), as appropriate.