Bab: Full
Good Saves: Fortitude
Class Features by Level
1: Aura of Good, Detect Evil, Smite Evil 1/day
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
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.
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.