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 do good in the world. Divine power protects these warriors of virtue, warding off harm, protecting them from disease, healing them and their allies, and guarding against fear. Divine power also guides their sword arms, making them among the most effective warriors against undead and evil outsiders. Many of the paladin's special abilities also benefit from a high Charisma score.
Dedicated to upholding law, promoting good, and serving as an example for others in the name of their god, paladins seem to live their lives as an effort to carry a tiny bit of their deity's plane wherever they go. If they have done their jobs well, spending time on the plane in question will be like coming home, and bringing that same sense of beneficial transformation to other planes will be a worthwhile challenge for a truly worthy champion. Better than member of any other class, paladins can be agents who embody the tenets of an entire plane of existence.
Alignment Restriction: Lawful Good
Hit Die: d10
Proficiencies: Armor (Light, Medium, Heavy), Shields, Weapons (Martial, Simple)
Skill Points: 2 + INT
Class Skills: Concentration, Craft (all), Discipline, Heal, Knowledge (Engineering, Geography, Nobility, Planes, Psionics, Religion), Lore, Parry, Persuade, Profession (all), Ride, Sense Motive, Taunt
Spellcasting: Divine (spell failure from armor is ignored), wisdom-based (a base wisdom score of 10 + the spell's level is required to cast a spell, bonus spells are based on modified wisdom, and the wisdom modifier affects spell difficulty class), and requires preparation.
|1st level spells||2nd level spells||3rd level spells||4th level spells|
|Lvl||BAB||Saves||Feats||HP range||Base spells per day|
|1st||+1||+2||+0||+0||Divine Grace, Divine Health, Lay On Hands, Detect Evil||5-10||-||-||-||-|
|2nd||+2||+3||+0||+0||Weapon Finesse, Aura of Courage, Smite Evil||10-20||-||-||-||-|
|3rd||+3||+3||+1||+1||Remove Disease, Turn Undead||15-30||-||-||-||-|
Being able to cast 0 spells of a certain level per day means the paladin cannot cast spells of that level unless bonus spell slots of the appropriate level are granted by a high wisdom.
Lay on Hands
This ability now has a five minute cooldown.
As a free action, the paladin may spend one round immobilized as they gaze in one direction in an attempt to divine if any individuals are evil. The spell makes a hidden check against each individual will save and bluff rank regardless of alignment. Any evil-aligned characters that fail their checks have their black auras revealed to the paladin. The DC to pass is equal to 10 base plus their cha/wis modifier (whichever is higher) and half their caster level. The paladin may use Detect Evil three times per day.
These are free actions.
The Paladin may choose one of the following Vows to commit to.
The Paladin has sworn the Vow of Abstinence, abstaining from foreign substances. Avoiding potions grants +4 to saves.
The Paladin has sworn to maintain a Vow of Patience, avoiding conflict when possible. Taking damage while below half health grants +7 deflection AC and -10% damage taken for 3 rounds.
The Paladin has sworn the Vow of Charity, eschewing material possessions. Maintaining less than 15k gold per Paladin level restores a Turn Undead use when they use Divine Shield.
The Paladin has sworn the Vow of Concordance, committing to maintaining order and cooperation. They gain +4 regeneration while Divine Shield is active.
The Paladin may choose 2 of the following abilities at level 20, which may be used an unlimited number of times per day. Using an ability puts both on cooldown for the indicated duration.
The Paladin's service is rewarded with the ability to call forth a powerful planar ally. They request the aid of a Throne Archon for 4 hours. This ability puts Righteous Boons on a 15-minute cooldown.
The Paladin slams their weapon against the ground, causing a holy nova that shakes the earth and infuses it with holy energy. Evil creatures within take an initial burst of 6d6 Good damage and 3d6 for each round that they remain within. Allies within heal for 25 HP a round. The area remains consecrated for 5 rounds. This ability is a free action and puts Righteous Boons on a 5-minute cooldown.
The Paladin temporarily becomes a vessel for true righteousness and justice, perfectly embodying the ideals of the heavens. They gain Haste, +2 AB, +5 Good damage, and immunity to mind effects and knockdown for 5 rounds. This ability is a free action and puts Righteous Boons on a 3-minute cooldown.
The Seventh Pillar
The Paladin summons forth and wields a divine greatsword that glows hot with holy flames. The blade purges evil with but a touch, burning their wickedness and corruption away. The weapon persists for 5 minutes. This ability is a free action and puts Righteous Boons on a 10-minute cooldown.
The Paladin incants a prayer as they harness holy energy against a foe. A powerful burst of light in the shape of a hammer descends down from the sky, striking the target with unrelenting force. The hammer deals 5d10 Bludgeoning damage. If the target is evil, it also deals 10d10 Good damage and applies 15% physical vulnerability for 5 rounds. This ability is a free action and puts Righteous Boons on a 3-minute cooldown.
Beacon of Hope
The Paladin manifests their unassailable resolve to produce an aura of restoring light around themselves. The holy energy enshrouds the paladin and nearby allies, providing 20 temporary hit points and 6 regeneration every round for 5 rounds. This ability is a free action and puts Righteous Boons on a 3-minute cooldown.
The Paladin is able to call upon the divine for aid, becoming surrounded by prestigious symbols of their deity's doctrine. The scripture manifests as golden runes that swirl around the Paladin to cleanse any maledictions and guard them against all harm for 2 rounds. This ability is a free action and puts Righteous Boons on a 3-minute cooldown.
Standing at the forefront of the battle against chaos and evil in the world, the epic paladin shines as a beacon of hope to all who fight the good fight.