Paladins take their adventures seriously, and even a mundane mission is, in the heart of the paladin, a personal test—an opportunity to demonstrate bravery, to learn tactics, and to find ways to do good. Divine power protects these warriors of virtue, warding off harm, protecting from disease, healing, and guarding against fear. The paladin can also direct this power to help others, healing wounds or curing diseases, and also use it to destroy evil. Experienced paladins can smite evil foes and turn away undead. A paladin’s Wisdom score should be high, as this determines the maximum spell level that they can cast. Many of the paladin’s special abilities also benefit from a high Charisma score.

Class Features[edit | edit source]

Alignment Restrictions: Lawful good only.

Hit Die: d10.

Proficiencies: All simple and martial weapons, all armor, and shields.

Skill Points: (*4 at 1st level): 2 + Int Modifier.

Spellcasting: Paladin Spells. Divine (Wisdom based, armorrelated chance of spell failure is ignored).

Ex-Paladins: A paladin that is no longer lawful good cannot gain levels until their alignment is lawful good again.

Bonus Feats: The epic paladin gains a bonus feat every three levels after 20th

Epic Paladin Bonus Feats: Armor Skin, Devastating Critical, Epic Toughness, Epic Weapon Focus, Epic Prowess, Epic Reputation, Great Smiting, Improved Combat Casting, Overwhelming Critical, Perfect Health, Planar Turning

Spell Caster - Paladins of high level can cast spells of the Miraculous sort.

Class Abilities[edit | edit source]

Divine Grace Blessed by her deity, the paladin gains bonuses to resist various forms of attack. Gained: 1st level. Use: Automatic. Bonuses: The paladin adds her positive Charisma bonus (if any) to all saving throws.

Divine Health Most diseases are naturally repelled by the holy power of the paladin. Gained: 1st level. Use: Automatic. Bonuses: Immune to disease.

Lay on Hands The holy might of the paladin can be used to heal wounds. Gained: 1st level. Use: Selected. Once per day. Bonuses: If the paladin has a positive Charisma Modifier, then she can cure a number of hit points equal to her Charisma Modifier * paladin level.

Aura of Courage The paladin is immune to all fear spells and effects. Gained: 2nd level. Use: Automatic. Bonuses: Immune to fear.

Smite Evil Gathering the might of his patron deity, the paladin can unleash a holy attack that devastates evil enemies. Gained: 2nd level. Use: Selected. Once per day. Bonuses: The paladin applies her Charisma modifier (if positive) to her next melee attack roll, and adds a damage bonus equal to her paladin level. If the target of this attack is not evil, Smite Evil has no effect and is wasted.

Turn Undead When paladins reach 3rd level, they can channel the might of their patron deity to scatter or destroy undead. Gained: 3rd level. Use: Selected. As the clerical Turn Undead ability. Bonuses: As the clerical Turn Undead ability.

Remove Disease Her access to the divine allows the paladin to remove disease from herself or her companions. Gained: 3rd level. Use: Selected. Once per day. Bonuses: Remove disease, as the spell.

Custom Features[edit | edit source]

Detect Evil - Paladins here can Detect Evil and make full use of the powers of a Holy Weapon.

Expanded Spell List - As a practitioner of the miraculous spells, Paladins have a Spellbook which may contain Special Spells (Prayers) your PC has learned.

Special Mount - At sufficient level, the Paladin may seek a special mount by questing.

RP Tips and In Game[edit | edit source]

Make use of Detect Evil when you enter a new Area and when new creatures enter your Area. Understanding which ones are evil will allow your PC to better portray the sense that is standard to D&D Paladins. In D&D the Detect Evil is a sense the Paladin can use anytime, and so it is here too.

Your good deeds are rewarded. Be vigilant, be strong, protect the weak; all of these actions will aid your PC to grow.

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