Pathfinder Paladin


1
Smite Evil (Su): Once per day, a paladin can call out to
PALADIN the powers of good to aid her in her struggle against evil.
Alignment: Lawful Good. This ability is activated as a swift action and lasts for 1
Hit Die: d10. round. When smiting evil, a paladin adds her Charisma
Good Saves: Fortitude and Willpower. bonus (if any) on her attack rolls and deals 1 extra point
of damage per paladin level whenever she attacks an evil
Table x-xx: The Paladin
Level BAB Special creature. If the creature hit by a paladin using smite evil is
1st +1 Aura of good, detect evil, smite evil 1/day an outsider with the evil subtype or undead creature, the
2nd +2 Divine grace, lay on hands bonus to damage increases to 1d6 points of damage
3rd +3 Aura of courage, divine health per two levels the paladin possesses (minimum
4th +4 Channel positive energy, smite evil 2/day +1d6) and the damage automatically bypasses
5th +5 Divine bond any DR the creature might possess.
6th +6 Remove disease In addition, while smite evil is in effect, the
7th +7 Smite evil 3/day paladin gains a deflection bonus equal to
8th +8 Aura of resolve her Charisma modifier (if
9th +9 Remove curse any) to her AC against
10th +10 Smite evil 4/day attacks made by evil
11th +11 Aura of justice creatures. If the
12th +12 Neutralize poison paladin accidentally
13th +13 Smite evil 5/day smites a creature that
14th +14 Aura of faith is not evil, she does
15th +15 Break enchantment not gain any bonuses
16th +16 Smite evil 6/day on attack or damage
17th +17 Aura of righteousness rolls, but she retains the
18th +18 Heal AC bonus against evil
19th +19 Smite evil 7/day creatures.
20th +20 Holy champion At 4th level, and at every
three levels thereafter, the
Class Skills paladin may smite evil one
The paladin s class additional time per day, as
skills are Craft (Int), indicated on Table 4 9, to a
Diplomacy (Cha), Handle maximum of seven times per
Animal (Cha), Heal (Wis), day at 19th level. At 8th level and
Knowledge (nobility) (Int), 16th level, the duration of the smite
Knowledge (religion) (Int), increases by 1 round, to a total of
Profession (Wis), Ride 3 rounds at 16th level.
(Dex), Sense Motive Divine Grace (Su): At 2nd level,
(Wis), and Spellcraft a paladin gains a bonus equal to her
(Int). Charisma bonus (if any) on all saving throws.
Skill Ranks Per Level: 2 + Lay On Hands (Su): Beginning at 2nd level,
Int modifier. a paladin can heal wounds (her own or those
of others) by touch. Each day she can use this
Class Features ability a number of times equal to 1/2 her
All of the following are class paladin level plus her Charisma bonus. With
features of the paladin. one use of this ability, a paladin can heal
Weapon and Armor Proficiency: Paladins are proficient 1d6 hit points of damage for every two paladin levels she
with all simple and martial weapons, with all types of possesses. Using this ability is a standard action, unless
armor (heavy, medium, and light), and with shields (except the paladin target s herself, in which case it is a swift
tower shields). action. As a paladin gains levels, she can use this ability
Aura of Good (Ex): The power of a paladin s aura of good to create other effects. The DC for any of these abilities is
(see the detect good spell) is equal to her paladin level. based off the paladin s Charisma. Using any other ability
Detect Evil (Sp): At will, a paladin can use detect evil, is a standard action, regardless of the target.
as the spell. A paladin can, as a move action, concentrate Alternatively, a paladin can use this healing power to
on a single item or individual within 60 feet and determine deal damage to undead creatures, dealing 1d6 points of
if it is evil, learning its strength as if having studied it for damage for every two levels the paladin possesses. Using
3 rounds. While focusing on one individual or object, the lay on hands in this way requires a successful melee touch
paladin does not detect evil in any other object or individual attack and doesn t provoke an attack of opportunity. Undead
within range. do not receive a saving throw against this damage.
1
1
Aura of Courage (Su): Beginning at 3rd level, a paladin Through 3rd level, a paladin has no caster level. At 4th
is immune to fear (magical or otherwise). Each ally within level and higher, her caster level is half her paladin level.
10 feet of her gains a +4 morale bonus on saving throws Divine Bond (Sp): Upon reaching 5th level, a paladin
against fear effects. forms a divine bond with her god. This bond can take one
This ability functions while the paladin is conscious, of two forms.
but not if she is unconscious or dead. The first bond allows her to enhance her weapon as a
Divine Health (Ex): At 3rd level, a paladin gains standard action by calling upon the aid of a celestial spirit
immunity to all diseases, including supernatural and for 1 minute per paladin level. When called, the spirit causes
magical diseases. the weapon to shed light as a torch. At 5th level, this spirit
Channel Positive Energy (Su): When a paladin reaches 4th grants the weapon a +1 enhancement bonus. For every three
level, she gains the supernatural ability to channel positive levels beyond 5th, the weapon gains another +1 enhancement
energy as a cleric. Using this ability consumes two use of bonus, to a maximum of +6 at 20th level. These bonuses can
her lay on hands ability. A paladin uses her level as her be added to the weapon or they can be used to add any of
effective cleric level when channeling positive energy. the following weapon properties: axiomatic, brilliant energy,
Spells: Beginning at 4th level, a paladin gains the ability defending, disruption, flaming, flaming burst, holy, keen,
to cast a small number of divine spells which are drawn merciful, and speed. Adding these properties consumes an
from the paladin spell list. A paladin must choose and amount of bonus equal to the property s cost. These bonuses
prepare her spells in advance. do not stack with any properties the weapon already has. If
To prepare or cast a spell, a paladin must have a Charisma the weapon is not magical, at least a +1 enhancement bonus
score equal to at least 10 + the spell level. The Difficulty must be added before any other properties can be added. The
Class for a saving throw against a paladin s spell is 10 + bonus and properties granted by the spirit are determined
the spell level + the paladin s Charisma modifier. when the spirit is called and cannot be changed until the
Like other spellcasters, a paladin can cast only a certain spirit is called again. The celestial spirit imparts no bonuses
number of spells of each spell level per day. Her base daily if the weapon is held by anyone other than the paladin,
spell allotment is given on Table X xx. In addition, she but resumes giving bonuses if returned to the paladin.
receives bonus spells per day if she has a high Charisma These bonuses apply to only one end of a double weapon.
score. When Table X xx indicates that the paladin gets 0 A paladin can use this ability once per day at 5th level, and
spells per day of a given spell level, she gains only the bonus one additional time per day for every four levels beyond
spells she would be entitled to based on her Charisma score 5th, to a total of four times per day at 17th level.
for that spell level. The paladin does not have access to any If a weapon bearing a celestial spirit is destroyed, the
domain spells or granted powers, as a cleric does. paladin loses the use of this ability for 30 days, or until she
A paladin prepares and casts spells the way a cleric does, gains a level, whichever comes first. During this 30-day
though she cannot lose a prepared spell to spontaneously period, the paladin takes a  1 penalty on attack and weapon
cast a cure spell in its place. A paladin may prepare and damage rolls.
cast any spell on the paladin spell list, provided that she The second bond allows a paladin to gain the service of
can cast spells of that level, but she must choose which an unusually intelligent, strong, and loyal steed to serve her
spells to prepare during her daily meditation. in her crusade against evil. This mount is usually a heavy
warhorse (for a Medium paladin) or a warpony (for a Small
paladin), although more exotic mounts, such as a boar,
Table X-xx: Paladin Spells per Day
Level 1 2 3 4 camel, or dog are also suitable. This mount functions as a
4th 0    druid s animal companion, using the paladin s level as her
5th 1    effective druid level. Bonded mounts have an Intelligence
6th 1    of at least 6.
7th 1 0   Once per day, as a full-round action, a paladin may
8th 1 1   magically call her mount to her side. This ability is the
9th 2 1   equivalent of a spell of a level equal to one-third the paladin s
10th 2 1 0  level. The mount immediately appears adjacent to the paladin.
11th 2 1 1  A paladin can use this ability once per day at 5th level, and
12th 2 2 1  one additional time per day for every 4 levels thereafter, for
13th 3 2 1 0 a total of four times per day at 17th level.
14th 3 2 1 1 At 11th level, a paladin s mount gains the celestial template.
15th 3 2 2 1 At 15th level, a paladin s mount gains spell resistance equal
16th 3 3 2 1 to the paladin s level +11.
17th 4 3 2 1 Should the paladin s mount die, the paladin may not
18th 4 3 2 2 summon another mount for 30 days or until she gains a
19th 4 3 3 2 paladin level, whichever comes first. During this 30-day
20th 4 4 3 3 period, the paladin takes a  1 penalty on attack and weapon
damage rolls.
2
1
Remove Disease (Sp): At 6th level, a paladin can spend two This ability functions while the paladin is conscious, but
uses of her lay on hands ability to remove disease, as the spell. not if she is unconscious or dead.
Her caster level for this effect is equal to her paladin level. Break Enchantment (Sp): At 15th level, a paladin can spend
Aura of Resolve (Su): At 8th level, a paladin is immune three uses of her lay on hands ability to break enchantment,
to charm spells and spell-like abilities. Each ally within 10 as the spell. Her caster level for this effect is equal to her
feet of her gains a +4 morale bonus on saving throws against paladin level.
charm effects. Aura of Righteousness (Su): At 17th level, a paladin gains
This ability functions while the paladin is conscious, but DR 5/evil and immunity to compulsion spells and spell-like
not if she is unconscious or dead. abilities. Each ally within 10 feet of her gains a +4 morale
Remove Curse (Sp): At 9th level, a paladin can spend two bonus on saving throws against compulsion effects.
uses of her lay on hands ability to remove curse, as the spell. This ability functions while the paladin is conscious, but
Her caster level for this effect is equal to her paladin level. not if she is unconscious or dead.
Aura of Justice (Su): At 11th level, a paladin can expend Heal (Sp): At 18th level, a paladin can spend four uses of
two uses of her smite evil ability to grant the ability to smite her lay on hands ability to heal, as the spell. Her caster level
evil to all allies within 10 feet, using her bonuses. for this effect is equal to her paladin level.
Allies must use this smite evil ability by the start of the Holy Champion (Su): At 20th level, a paladin becomes
paladin s next turn. Using this ability is a free action. Evil a conduit for the power of her god. Her DR increases to 10/
creatures gain no benefit from this ability. evil. Whenever she uses smite evil and successfully strikes
Neutralize Poison (Sp): At 12th level, a paladin can spend an evil outsider, the outsider is also subject to a banishment,
two uses of her lay on hands ability to neutralize poison, using her paladin level as the caster level (her weapon and
as the spell. Her caster level for this effect is equal to her holy symbol automatically count as objects that the subject
paladin level. hates). In addition, whenever she channels positive energy or
Aura of Faith (Su): At 14th level, a paladin s weapons uses lay on hands to heal a creature, she heals the maximum
are treated as good aligned for the purposes of overcoming possible amount.
damage reduction. Any attack made against an enemy within Code of Conduct: A paladin must be of lawful good
10 feet of her is treated as good aligned for the purposes of alignment and loses all class abilities, except proficiencies,
overcoming damage reduction. if she ever willingly commits an evil act.
3
1
Additionally, a paladin s code requires that she respect HD: This is the total number of eight-sided (d8) Hit
legitimate authority, act with honor (not lying, not cheating, Dice the bonded mount possesses, each of which gains a
not using poison, and so forth), help those in need (provided Constitution modifier, as normal.
they do not use the help for evil or chaotic ends), and punish BAB: This is the bonded mount s base attack bonus. A
those who harm or threaten innocents. bonded mount s base attack bonus is the same as that of a
Associates: While she may adventure with characters druid of a level equal to the animal s HD. Bonded mount s
of any good or neutral alignment, a paladin will never do not gain additional attacks using their natural weapons
knowingly associate with evil characters, nor will she for a high base attack bonus.
continue an association with someone who consistently Fort/Ref/Will: These are the mount s base saving throw
offends her moral code. A paladin may accept only henchmen, bonuses. The mount has good Fortitude and Reflex saves.
followers, or cohorts who are lawful good. Skills: This is the total number of skill points a bonded
mount possesses. Bonded mounts can purchase ranks
Ex-Paladins in any skill and count as having the skills listed under
A paladin who ceases to be lawful good, who willfully Animal Skills as class skills. If a bonded mount increases
commits an evil act, or who grossly violates the code of its Intelligence to 10 or higher, it gains additional skill
conduct loses all paladin spells and abilities (including the points. As with characters, a bonded mount cannot have
service of the paladin s mount, but not weapon, armor, and more ranks in a skill then it has Hit Dice.
shield proficiencies). She may not progress any farther in Feats: This is the total number of feats possessed by a
levels as a paladin. She regains her abilities and advancement bonded mount. Bonded mounts should select their feats
potential if she atones for her violations (see the atonement from those listed under Animal Feats. Bonded mounts
spell description), as appropriate. can select other feats, although they are unable to utilize
some feats (such as Martial Weapon Proficiency). Note that
Paladin Bonded Mount bonded mounts cannot select a feat with a requirement
The paladin s bonded mount functions as a druid s of base attack bonus +1 until they gain their second feat
animal companion, using the paladin s level as her effective at 3 Hit Dice.
druid level. Bonded mounts have an Intelligence of at least Natural Armor Bonus: The number noted here is an
6. A paladin can only select a boar, camel, dog, heavy improvement to the bonded mount s existing natural
horse, light horse, or pony as her animal companion. armor bonus.
Table X XX determines many of the base statistics of the Str/Dex Bonus: Add this value to the bonded mount s
bonded mount. Strength and Dexterity scores.
Class Level: The character s paladin level. The paladin s Bonus Tricks: The value given in this column is the
class levels stack with levels of any other classes that total number of  bonus tricks that the mount knows in
are entitled to an animal companion for the purpose of addition to any that the paladin might choose to teach it
determining the companion s statistics. (see the Handle Animal skill).
Table x-xx: Paladin Bonded Mount Base Statistics
Natuaral
Class Armor Str/Dex Bonus
Level HD BAB Fort Ref Will Skills Feats Bonus Bonus Tricks Special
1 2 1 3 3 0 2 1 0 0 1 Link, share spells
2 3 2 3 3 1 3 2 0 0 1 
3 3 2 3 3 1 3 2 2 1 2 Evasion
4 4 3 4 4 1 4 2 2 1 2 Ability score increase
5 5 3 4 4 1 5 3 2 1 2 
6 6 4 5 5 2 6 3 4 2 3 Devotion
7 6 4 5 5 2 6 3 4 2 3 
8 7 5 5 5 2 7 4 4 2 3 
9 8 6 6 6 2 8 4 6 3 4 Ability score increase, Multiattack
10 9 6 6 6 3 9 5 6 3 4 
11 9 6 6 6 3 9 5 6 3 4 Celestial Template
12 10 7 7 7 3 10 5 8 4 5 
13 11 8 7 7 3 11 6 8 4 5 
14 12 9 8 8 4 12 6 8 4 5 Ability score increase
15 12 9 8 8 4 12 6 10 5 6 Improved evasion, Spell Resistance
16 13 9 8 8 4 13 7 10 5 6 
17 14 10 9 9 4 14 7 10 5 6 
18 15 11 9 9 5 15 8 12 6 7 
19 15 11 9 9 5 15 8 12 6 7 
20 16 12 10 10 5 16 8 12 6 7 Ability score increase
4
1
These bonus tricks don t require any training time or Animal Types
Handle Animal checks, and they don t count against the A paladin can only select a boar, camel, dog, heavy horse,
normal limit of tricks known by the mount. The paladin light horse, or pony as her animal companion. As you gain
selects these bonus tricks, and once selected, they can t in levels, your animal companion gains in power as well,
be changed. usually at 4th or 7th level.
Special: This includes a number of abilities gained by
bonded mounts as they increase in power. Each of these Boar
bonuses is described below. Starting Statistics: Size Small; Speed 40 ft.; AC +6 natural
Link (Ex): A paladin can handle her bonded mount as a armor; Attack gore (1d6); Ability Scores Str 11, Dex 12, Con
free action, or push it as a move action, even if she doesn t 15, Int 2, Wis 13, Cha 4; Special Qualities low-light vision,
have any ranks in the Handle Animal skill. The paladin scent.
gains a +4 circumstance bonus on all Handle Animal checks 4th Level Advancement: Size Medium; Attack gore (1d8); Ability
made regarding a bonded mount. Scores Str 4, Dex  2, Con +2; Special Attacks ferocity.
Share Spells (Ex): The paladin may cast a spell with a
target of  You on her bonded mount (as a touch range Camel
spell) instead of on herself. A paladin may cast spells on Starting Statistics: Size Large; Speed 50 ft.; AC +1 natural
her bonded mount even if the spells normally do not affect armor; Attack bite* (1d4*); Ability Scores Str 18, Dex 16, Con
creatures of the mount s type. 14, Int 2, Wis 11, Cha 4; Special Qualities low-light vision,
Evasion (Ex): If a bonded mount is subjected to an attack scent. * A camel s bite is a treated as a secondary attack and
that normally allows a Reflex saving throw for half damage, adds only half the camel s Str bonus on the damage roll.
it takes no damage if it makes a successful saving throw. 4th Level Advancement: Ability Scores Str +2, Con +2.
Ability Score Increase (Ex): The bonded mount adds +1
to one of its ability scores. Dog
Devotion (Ex): An bonded mount gains a +4 morale bonus Starting Statistics: Size Small; Speed 40 ft.; AC +2 natural
on Will saves against enchantment spells and effects. armor; Attack bite (1d4); Ability Scores Str 13, Dex 17, Con
Multiattack: An bonded mount gains Multiattack as a 15, Int 2, Wis 12, Cha 6; Special Qualities low-light vision,
bonus feat if it has three or more natural attacks and does scent.
not already have that feat. If it does not have the requisite 4th Level Advancement: Size Medium; Attack bite (1d6);
three or more natural attacks, the bonded mount instead Ability Scores Str +4, Dex  2, Con +2.
gains a second attack with its primary natural weapon,
albeit at a  5 penalty. Horse, heavy
Celestial Template (Ex): At 11th level, a paladin s mount Starting Statistics: Size Large; Speed 50 ft.; AC +4 natural
gains the celestial template. armor; Attack 2 hooves (1d6*); Ability Scores Str 16, Dex 13,
Improved Evasion (Ex): When subjected to an attack that Con 15, Int 2, Wis 12, Cha 6; Special Qualities low-light vision,
normally allows a Reflex saving throw for half damage, a scent. * A horse s bite is a treated as a secondary attack and
bonded mount takes no damage if it makes a successful adds only half the horse s Str bonus on the damage roll.
saving throw and only half damage if the saving throw 4th Level Advancement: Attack 2 hooves (1d6), bite
fails. (1d4); Ability Scores Str +2, Con +2; Special Qualities war
Spell Resistance: At 15th level, a paladin s mount gains trained.
spell resistance equal to the paladin s level +11.
Horse, light
Animal Skills Starting Statistics: Size Large; Speed 60 ft.; AC +4 natural
Bonded mounts have the following skills as class skills: armor; Attack 2 hooves (1d4*); Ability Scores Str 14, Dex 13,
Acrobatics (Dex), Climb (Str), Escape Artist (Dex), Fly Con 15, Int 2, Wis 12, Cha 6; Special Qualities low-light vision,
(Dex), Intimidate (Cha), Perception (Wis), Stealth (Dex), scent. * A horse s bite is a treated as a secondary attack and
and Swim (Str). adds only half the horse s Str bonus on the damage roll.
4th Level Advancement: Attack 2 hooves (1d4), bite
Animal Feats (1d3); Ability Scores Str +2, Con +2; Special Qualities war
Bonded mounts can select from the following feats: Acrobatic, trained.
Agile Maneuvers, Athletic, Blind-Fight, Combat Reflexes,
Die Hard, Dodge, Endurance, Great Fortitude, Heavy Armor Pony
Proficiency, Improved Bull Rush, Improved Initiative, Starting Statistics: Size Medium; Speed 40 ft.; AC +2 natural
Improved Natural Armor, Improved Natural Attack, armor; Attack 2 hooves (1d3*); Ability Scores Str 13, Dex 13,
Improved Overrun, Intimidating Prowess, Iron Will, Light Con 12, Int 2, Wis 11, Cha 4; Special Qualities low-light vision,
Armor Proficiency, Lightning Reflexes, Medium Armor scent. * A pony s bite is a treated as a secondary attack and
Proficiency, Mobility, Power Attack, Run, Skill Focus, adds only half the pony s Str bonus on the damage roll.
Spring Attack, Stealthy, Toughness, Weapon Finesse, and 4th Level Advancement: Ability Scores Str +2, Con +2; Special
Weapon Focus. Qualities war trained.
5


Wyszukiwarka

Podobne podstrony:
Forgotten Realms Double Diamond, 02 The Paladins (v0 9)
Pathfinder Compatible Undefeatable 06 Rangers
Combat The Fairbairn Manual Of Knife Fighting (Paladin Press)
Pathfinder Rise of the Runelords More Magic of Thassilon
Pathfinder Compatible Undefeatable 11 Arcane Trickster
Pathfinder Animal Companions
Spell Sheet Paladin v3 5
D&D 3 5e Ita Incantesimi Paladino
NISSAN PATHFINDER 1991 2004
paladinSETTINGS
Pathfinder Darkmoon Vale Map
Paladins Night of Wolves
Pathfinder Character Sheet
Pathfinder Character Sheet
Pathfinder Errata

więcej podobnych podstron