Thursday, March 20, 2014

Paladin

Bab: Full
Good Saves: Fortitude

Class Features by Level
1: Aura of Good, Detect Evil, Smite Evil 1/day
2: Divine Grace, Lay on Hands
3: Aura of Courage, Divine Health, Smite Evil 2/day
4: Turn Undead, Bonded Weapon (+1) 1/day
5: Bonus Feat, Smite Evil 3/day
6: Remove Disease 1/day
7: Smite Evil 4/day
8: Bonded Weapon (+2) 2/day
9: Smite Evil 5/day
10:
11: Smite Evil 6/day
12: Remove Disease 2/day, Bonded Weapon (+3) 3/day
13: Smite Evil 7/day
14:
15: Smite Evil 8/day
16: Bonded Weapon (+4) 4/day
17: Smite Evil 9/day
18: Remove Disease 3/day
19: Smite Evil 10/day
20: Bonded Weapon (+5) 5/day
21: Smite Evil 11/day
22:
23: Smite Evil 12/day
24: Remove Disease 4/day, Bonded Weapon (+6) 6/day
25: Smite Evil 13/day
26:
27: Smite Evil 14/day
28: Bonded Weapon (+7) 7/day
29: Smite Evil 15/day
30: Remove Disease 5/day

HP/Level: 10 + Constitution Modifier

Class Skills: Concentration, Craft, Diplomacy, Handle Animal, Heal, Knowledge (nobility and royalty), Knowledge (religion), Knowledge (tactics), Profession, Ride, Sense Motive
Skill Points: 2 + Intelligence Modifier

Starting Feats
Armor Proficiency: Light
Armor Proficiency: Medium
Armor Proficiency: Heavy
Shield Proficiency
Weapon Proficiency: Martial
Weapon Proficiency: Simple

Free Feat Tree: Weapon and Shield

Spellcasting: Half, Wisdom


Class Features
     Aura of Good (Ex): A paladin radiates an aura of good equal to his paladin level.
     Detect Evil (Sp): At will, a paladin can use detect evil, as the spell.
     Smite Evil (Su): As an action, a paladin may attempt to smite evil. He makes any attacks that would normally be allowed to him during an attack action but he adds his Wisdom bonus (if any) to his attack rolls and each hit deals 1 extra point of damage per paladin level.  If the paladin accidentally attempts to smite a creature that is not evil, the smite has no effect, but the ability is still used up for that day.
     A paladin may use Smite Evil 1/day at first level and an additional time every two levels thereafter.
     Divine Grace (Su): At 2nd level, a paladin gains a bonus equal to his Charisma bonus (if any) on all saving throws.
     Lay on Hands (Su): Beginning at 2nd level, a paladin with a Wisdom score of 12 or higher can use an action to heal wounds (his own or those of others) by touch. Each day he can heal a total number of hit points of damage equal to his paladin level × his Wisdom bonus. A paladin may choose to divide his healing among multiple recipients, and he doesn’t have to use it all at once.
     Alternatively, a paladin can use any or all of this healing power to deal damage to undead creatures. Using lay on hands in this way requires a successful melee touch attack and doesn’t provoke an attack of opportunity. The paladin decides how many of his daily allotment of points to use as damage after successfully touching an undead creature.
     Aura of Courage (Su): Beginning 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 while the paladin is conscious, but not if he is unconscious or dead.
     Divine Health (Ex): At 3rd level, a paladin gains immunity to all diseases, including supernatural and magical diseases.
     Turn Undead (Su): When a paladin reaches 4th level, he gains the supernatural ability to turn undead. He may use this ability a number of times per day equal to 3 + his Wisdom modifier. He turns undead as a cleric of three levels lower would.
     Bonded Weapon: At 4th level, a Paladin forms a special bond with his deity that comes in the form of an enhanced melee weapon.   As a standard action, the Paladin may call upon the aid of a celestial spirit to imbue his weapon causing it to shed light as a torch and gain an enhancement bonus.  This bonus begins at +1 and increases by 1 every four levels thereafter.
     This bonus may be applied to the weapon as a normal enhancement bonus (stacking with any current bonus up to +5) or added as any of the following abilities; Axiomatic, Defending, Disruption, Flaming, Flaming Burst, Holy, Keen, Merciful, and Speed.  If a weapon is not magical, it must gain at least a +1 bonus before it gains a magical ability.
     This effect lasts for one encounter.  The Paladin may use this ability 1/day at 4th level and gains an additional use every 4 levels thereafter.
     Bonus Feat:  At 5th level, the Paladin receives a bonus feat of his choice.
     Remove Disease (Sp): At 6th level, a paladin can produce a remove disease effect, as the spell, once per day. She can use this ability one additional time per day for every six levels thereafter.


Class Specific Feats
Extra Smite Evil 
     Prerequisite: Paladin Level 1
     Benefit: You may smite evil two additional times per day. 
     Special: You may select this feat multiple times.  It's effects stack.

Extra Bonded Weapon
     Prerequisite: Paladin Level 4
     Benefit: You may call upon your bonded weapon an additional time per day.
     Special: You may select this feat multiple times.  It's effects stack.

Extra Turning
     Prerequisite: Paladin Level 4
     Benefit: You may turn undead four additional times per day.
     Special: You may select this feat multiple times.  It's effects stack.

Improved Turning
     Prerequisite: Paladin Level 4
     Benefit: You turn undead as if you were a Paladin of three levels higher than you actually are.
     Special: You may select this feat multiple times.  It's effects stack.


Special Mount
     Prerequisites: Paladin Level 5
     Benefit: You gain a special mount as per your class and level.