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, learn tactics, and 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.
This class is locked behind Eminence Points. See Eminence Points.
These abilities have been modified to be gained at Paladin level 2 instead of level 3.
The Power Attack feat has been removed as a prerequisite for Divine Shield.
These abilities now have an additional +3 rounds to their duration, and a Paladin(1) requirement has been added.
A successful use of Smite will recharge your use of Lay on Hands.
Divine Bond The paladin does not receive their Divine Mount on Haze as we do not have any mounts, however it has been replaced with the Divine Bond feat.
Type of Feat: Class (granted based on class levels)
Prerequisite: Paladin 5
Specifics: The Paladin may, once per day, summon a divine bond, calling forth a spirit to fight by their side. This spirit is one who has chosen to aid the Paladin due to their actions in life—individuals the Paladin has aided, loved, or inspired through acts of courage, compassion, or virtue. The summoned spirit defends the Paladin and assists in their moment of need. The summon will remain for 1 turn (10 rounds) per paladin level.
This ability is not to be used frivolously, as the spirit’s presence is tied to the Paladin’s need for righteous intervention. Misuse may cause the spirit to feel exploited, risking their willingness to respond in the future.
Use: Selected.
Multiclass: You cannot multiclass out of Paladin unless you have Fallen. Once you multiclass after being Fallen, you cannot regain your Paladin status.
Fallen Paladins: Paladins who do not follow their oaths or tenets of the divine risk falling and losing access to their spells and abilities until they seek redemption or find embrace in the arms of another deity.
Lvl | BAB | Saves | Feats | HP Range | Base Spells per Day | |||||
---|---|---|---|---|---|---|---|---|---|---|
Fort | Ref | Will | 0 | 1st | ||||||
1st | +1 | +2 | +0 | +0 | divine grace, divine health, lay on hands, turn undead | 10 | - | - | ||
2nd | +2 | +3 | +0 | +0 | aura of courage, smite evil | 20 | 1 | - | ||
3rd | +3 | +3 | +1 | +1 | remove disease | 30 | 2 | - | ||
4th | +4 | +4 | +1 | +1 | 35–40 | 2 | 0 | |||
5th | +5 | +4 | +1 | +1 | divine bond | 40–50 | 3 | 0 | ||
6th | +6/+1 | +5 | +2 | +2 | 45–60 | 3 | 1 |