Paladin

Requirements

To qualify to become a paladin, a character must fulfill all the following criteria:

  • Base Attack Bonus +3
  • Alignment Lawful good.
  • Skills: Knowledge (religion) 2 ranks, Knowledge (nobility and royalty) 2 ranks, Ride 4 ranks.
  • Spellcasting: A sphere magic caster level of at least 2, and possession of at least 3 magic talents (this may be one sphere with 2 talents, 3 spheres, or another combination).

The stated requirements can minimally be met with the following class combinations:
Two levels of fighter or cavalier plus two levels of cleric for a balanced paladin.
Three levels of fighter or cavalier and one level of cleric for a more martial oriented paladin.
Three levels of cleric and one level of fighter or cavalier for a more spellcasting oriented paladin.

The Paladin
Level Base Attack Bonus Fort Save Ref Save Will Save Special Base Caster Level Talents
1 +1 +2 +0 +2 Spell Pool, Casting, Aura of Good, Detect Heresy, Smite Heretic, Divine Bond +0 1
2 +2 +3 +0 +3 Divine Grace, Lay on Hands +1 1
3 +3 +3 +1 +3 Aura of Courage, Divine Health, Mercy +1 2
4 +4 +4 +1 +4 Channel Positive Energy, Smite Heretic 2/day +2 2
5 +5 +4 +1 +4 Aura of Resolve +2 3
6 +6 / +1 +5 +2 +5 Mercy +3 3
7 +7 / +2 +5 +2 +5 Aura of Justice, Smite Heretic 3/day +3 4
8 +8 / +3 +6 +2 +6 Mercy +4 4
9 +9 / +4 + 6 + 3 +6 Aura of Retribution +4 5
10 +10 / +5 +7 +3 +7 Mercy, Smite Heretic 4/day +5 5
11 +11 / +6 / +1 +7 +3 +7 Aura of Faith +5 6
12 +12 / +7 / +2 +8 +4 +8 Aura of Resolve, Mercy +6 6
13 +13 / +8 / +3 +8 +4 +8 Smite Heretic 5/day +6 7
14 +14 / +9 / +4 +9 +4 +9 Mercy +7 7
15 +15 / +10 / +5 +9 +5 +9 Holy Champion +7 8

Hit Die: d10
Class Skills: The paladin’s class skills (and the key ability for each skill) are: Craft (Int), Diplomacy (Cha), Handle Animal (Cha), Heal (Wis), Knowledge (nobility) (Int), Knowledge (religion) (Int), Profession (Wis), Ride (Dex), Sense Motive (Wis), and Spellcraft (Int).
Skill Ranks per Level: 2 + Int modifier.
Weapon and Armor Proficiency: Paladins are proficient with all simple and martial weapons, with all types of armor (heavy, medium, and light), and with shields (except tower shields).

Class Features

Casting: The paladin may combine spheres and talents to create magical effects. The sphere paladin is considered a Low-Caster and uses Charisma as his casting ability modifier. The Paladin possesses the Divine Petitioner casting tradition.

Spell Pool: The sphere paladin gains a small reservoir of energy he can call on to create truly wondrous effects, called a spell pool. This pool contains a number of spell points equal to his Paladin class level + his Charisma modifier (minimum: 1). This pool replenishes once per day after roughly 8 hours of rest.

Aura of Good: The power of a paladin’s aura of good (see the detect good spell) is equal to her character level.

Detect Heresy: At will, a paladin can use detect evil or detect chaos, as the spell. A paladin can, as a move action, concentrate on a single item or individual within 60 feet and determine if it is evil or chaotic, learning the strength of its aura as if having studied it for 3 rounds. While focusing on one individual or object, the paladin does not detect evil or chaos in any other object or individual within range.

Smite Heretic: Once per day, a paladin can call out to the powers of good to aid her in her struggle against evil. As a swift action, the paladin chooses one target within sight to smite. If this target is evil, the paladin adds her Cha bonus (if any) to her attack rolls and adds her paladin level to all damage rolls made against the target of her smite. If the target of smite evil is an outsider with the evil subtype, an evil-aligned dragon, or an undead creature, the bonus to damage on the first successful attack increases to 2 points of damage per level the paladin possesses. Regardless of the target, smite evil attacks automatically bypass any DR the creature might possess.

In addition, while smite evil is in effect, the paladin gains a deflection bonus equal to her Charisma modifier (if any) to her AC against attacks made by the target of the smite. If the paladin targets a creature that is not evil, the smite is wasted with no effect.

The smite evil effect remains until the target of the smite is dead or the next time the paladin rests and regains her uses of this ability. At 4th level, and at every three levels thereafter, the paladin may smite evil one additional time per day, as indicated on Table: Paladin, to a maximum of five times per day at 13th level.

Divine Bond: At 1st level, a prestige paladin is granted two gifts by her god and church, a holy weapon and a celestial steed.

The prestige paladins weapon sheds light on command as a torch and grants the weapon a +1 enhancement bonus when fighting an evil opponent.

For every three levels beyond 5th, the weapon gains another +1 enhancement bonus, to a maximum of +5.

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, brilliant energy, defending, disruption, flaming, flaming burst, holy, keen, merciful, and speed. Adding these properties consumes an amount of bonus equal to the property’s cost (see Table: Melee Weapon Special Abilities). 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 prestige paladin but resumes giving bonuses if returned to the prestige paladin. These bonuses apply to only one end of a double weapon. A prestige paladin can use this ability once per day at 5th level, and one additional time per day for every four levels beyond 5th, to a total of four times per day at 17th level.

If a weapon bonded with a celestial spirit is destroyed, the prestige paladin loses the use of this ability for 30 days, or until she gains a level, whichever comes first. During this 30-day period, the prestige paladin takes a –1 penalty on attack and weapon damage rolls.

The second bond allows a prestige paladin to gain the service of an unusually intelligent, strong, and loyal steed to serve her in her crusade against evil. 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, or dog are also suitable. This mount functions as a druid’s animal companion, using the prestige paladin’s level as her effective druid level. Bonded mounts have an Intelligence of at least 6.

Once per day, as a full-round action, a prestige paladin may magically call her mount to her side. This ability is the equivalent of a spell of a level equal to one-third the prestige paladin’s level. The mount immediately appears adjacent to the prestige paladin. A prestige paladin can use this ability once per day at 5th level, and one additional time per day for every 4 levels thereafter, for a total of four times per day at 17th level.

At 11th level, the mount gains the celestial creature advanced simple template and becomes a magical beast for the purposes of determining which spells affect it.

At 15th level, a prestige paladin’s mount gains spell resistance equal to the prestige paladin’s level + 11.

Should the prestige paladin’s mount die, the prestige paladin may not summon another mount for 30 days or until she gains a prestige paladin level, whichever comes first. During this 30-day period, the prestige paladin takes a –1 penalty on attack and weapon damage rolls.

Divine Grace: At 2nd level, a prestige paladin gains a bonus equal to her Charisma bonus (if any) on all Saving Throws.

Lay on Hands: Beginning at 2nd level, a paladin can heal wounds (her own or those of others) by touch. Each day she can use this ability a number of times equal to 1/2 her paladin level plus her Charisma modifier. With one use of this ability, a paladin can heal 1d6 hit points of damage for every two paladin levels she possesses. Using this ability is a standard action, unless the paladin targets herself, in which case it is a swift action. Despite the name of this ability, a paladin only needs one free hand to use this ability.

Alternatively, a paladin can use this healing power to deal damage to undead creatures, dealing 1d6 points of damage for every two levels the paladin possesses. Using lay on hands in this way requires a successful melee touch attack and doesn’t provoke an attack of opportunity. Undead do not receive a saving throw against this damage.

Aura of Courage: At 3rd level, a paladin is immune to fear (magical or otherwise). Each ally within 10 feet of her gains a +4 morale bonus on saving throws against fear effects. This ability functions only while the paladin is conscious, not if she is unconscious or dead.

Divine Health: At 3rd level, a prestige paladin is immune to all diseases, including supernatural and magical diseases.

Mercy: Starting at 3rd level, a paladin can select one mercy. Each mercy adds an effect to the paladin’s lay on hands ability. An additional mercy may be chosen at 6th, 8th, 10th, 12th, and 14th level. Whenever the paladin uses lay on hands to heal damage to one target, the target also receives the additional effects from all of the mercies possessed by the paladin. A mercy can remove a condition caused by a curse, disease, or poison without curing the affliction. Such conditions return after 1 hour unless the mercy actually removes the affliction that causes the condition.

At 3rd level, the paladin can select from the following initial mercies.

Fatigued: The target is no longer fatigued.
Shaken: The target is no longer shaken.
Sickened: The target is no longer sickened.

At 6th level, a paladin adds the following mercies to the list of those that can be selected.

Dazed: The target is no longer dazed.
Diseased: The paladin’s lay on hands ability also acts as remove disease, using the paladin’s level as the caster level.
Staggered: The target is no longer staggered, unless the target is at exactly 0 hit points.

At 8th level, a paladin adds the following mercies to the list of those that can be selected.

Cursed: The paladin’s lay on hands ability also acts as remove curse, using the paladin’s level as the caster level.
Exhausted: The target is no longer exhausted. The paladin must have the fatigue mercy before selecting this mercy.
Frightened: The target is no longer frightened. The paladin must have the shaken mercy before selecting this mercy.
Nauseated: The target is no longer nauseated. The paladin must have the sickened mercy before selecting this mercy.
Poisoned: The paladin’s lay on hands ability also acts as neutralize poison, using the paladin’s level as the caster level.

At 10th level, a paladin adds the following mercies to the list of those that can be selected.

Blinded: The target is no longer blinded.
Deafened: The target is no longer deafened.
Paralyzed: The target is no longer paralyzed.
Stunned: The target is no longer stunned.

These abilities are cumulative. For example, a 12th-level paladin’s lay on hands ability heals 6d6 points of damage and might also cure Fatigued and Exhausted conditions as well as removing diseases and neutralizing poisons. Once a condition or spell effect is chosen, it can’t be changed.

Channel Positive Energy: When a paladin reaches 4th level, she treats her character level as her effective cleric level when using her Channel Positive Energy ability. Using this ability consumes two uses of her lay on hands ability. This is a Charisma-based ability.

Aura of Justice: At 7th level, a paladin can expend two uses of her smite evil ability to grant the ability to smite evil to all allies within 10 feet, using her bonuses. Allies must use this smite evil ability by the start of the paladin’s next turn and the bonuses last for 1 minute. Using this ability is a free action. Evil creatures gain no benefit from this ability.

Aura of Retribution: At 9th level, the paladin radiates holy energy to a radius of 5’. This aura deals damage each round equal to the paladins Charisma modifier to evil outsiders and evil undead adjacent to her.

In addition, the paladin gains a deflection bonus equal to her Charisma modifier (if any) to her Defense against attacks made by evil outsiders and evil undead, whether the attack originates within the aura or not.

Aura of Resolve: At 12th level, a prestige paladin gains DR 5/evil and immunity to charm and compulsion magic effects. Each ally within 10 feet of her gains a +4 morale bonus on saving throws against compulsion effects. This ability functions only while the paladin is conscious, not if she is unconscious or dead.

Aura of Faith: At 11th level, a paladin’s weapons are treated as good-aligned for the purposes of overcoming Damage Reduction. Any attack made against an enemy within 10 feet of her is treated as good-aligned for the purposes of overcoming Damage Reduction.

This ability functions only while the paladin is conscious, not if she is unconscious or dead.

Holy Champion: At 15th level, a paladin becomes a conduit for the power of her god. Her DR increases to 10/evil. Whenever she uses smite evil and successfully strikes an evil outsider, the outsider is also subject to a banishment, 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. In addition, whenever she channels positive energy or uses lay on hands to heal a creature, she heals the maximum possible amount.

Paladin

Templore Campaign Setting Illusees