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Smite Enemy provides the following benefits to the paladin while it is active on an enemy which meets the above criteria:
Smite Enemy provides the following benefits to the paladin while it is active on an enemy which meets the above criteria:
* Smite Enemy grants a divine bonus to the paladin's AC equal to half her Charisma modifier, rounding down. This bonus also applies to the paladin's touch AC.
* Smite Enemy grants a divine bonus to the paladin's AC equal to half her Charisma modifier, rounding down.
* The paladin adds her Cha bonus (if any) to her attack rolls  
* The paladin adds her Cha bonus (if any) to her attack rolls  
* All of the paladin's attacks against the Smite Enemy target ignore any DR the creature might possess.
* All of the paladin's attacks against the Smite Enemy target ignore any DR the creature might possess.
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Each day, a paladin of any alignment can use this ability a number of times equal to 1/2 her paladin level (round up) plus her Charisma modifier. With one use of this ability, a paladin can heal or harm 1d6 hit points of damage for every two paladin levels she possesses (round down). Despite the name of this ability, a paladin only needs one free hand to use this ability, which gives Paladins an incentive to use light or smaller shields.
Each day, a paladin of any alignment can use this ability a number of times equal to 1/2 her paladin level (round up) plus her Charisma modifier. With one use of this ability, a paladin can heal or harm 1d6 hit points of damage for every two paladin levels she possesses (round down). Despite the name of this ability, a paladin only needs one free hand to use this ability, which gives Paladins an incentive to use light or smaller shields.


Using Lay On Hands to heal damage (either channeling positive energy to heal the living or negative energy to heal the undead) is a swift action.  Using Lay on Hands to inflict damage (channeling either positive energy to harm the undead, or negative energy to harm the living) is a standard action, requires a successful melee touch attack using the Paladin's BAB plus Strength Modifier and any other bonuses and penalties but WITHOUT their weapon's to-hit bonus.  Using Lay on Hands does not provoke an attack of opportunity.  Harmed enemies do not receive a saving throw against this damage.
Using Lay On Hands to heal damage (either channeling positive energy to heal the living or negative energy to heal the undead) is a swift action.  Using Lay on Hands to inflict damage (channeling either positive energy to harm the undead, or negative energy to harm the living) is a standard action, requires a successful [[melee touch attack]], which adds +4 to the paladin's normal to-hit bonus.  Using Lay on Hands does not provoke an attack of opportunity.  Harmed enemies do not receive a saving throw against this damage.


=== Aura of Courage (Su) ===
=== Aura of Courage (Su) ===

Revision as of 18:55, 29 July 2019

Some warriors are driven by an inner fire, a true, utter conviction that wards them against fear, doubt and uncertainty that theirs is the one true way forward. When this inner certainty is one of enlightenment and goodness, the world is blessed by their presence. However, there is nothing that says such a driving goal has to be one of enlightenment and goodness. True believers in oppression are just as common and just as valid in their beliefs as holders to the tenets of goodness. So long as a warrior professes, and truly utterly believes down to their very soul, in a goal or vow, they gain strength from that belief, whether for good or ill.

Paladins are such warriors, and they are strongly influenced by deities who hold similar beliefs as their own. Paladins can be good, neutral, or evil, and in all cases, they are fearsome and deadly bastions of their beliefs in the face of any opposition the world throws their way.

Role: Paladins, regardless of alignment, serve as beacons for their allies within the chaos of battle. While deadly opponents of their foes in battle, they can also empower like-minded souls to aid in their endless battles. Their magic and martial skills also make them well suited to defending others and granting the fallen the strength to continue fighting.

Alignment: Any Lawful. Paladins are zealous defenders of their divine beliefs, though those beliefs need not always be 'good'.

Hit Die: d10

Starting Wealth: 250 gp

Skill Ranks per Level: 7 + Int modifier.

Recommended Ability Score Priority:

  • Charisma: primary; used for spells and many class abilities.
  • Strength: secondary; used for melee to-hit and damage.
  • Constitution: tertiary; useful to improve durability in close combat.
  • Intelligence: low priority.
  • Wisdom: low priority.
  • Dexterity: low priority.

Favored Class: Paladin

If the Paladin class is your favored class, you gain the following benefits at level 1. This is in addition to those benefits and class features listed for level 1 in the Class Progression: Paladin table, below.

Level To-Hit Fort Ref Will Base AC Class Bailiwick Linked Skill
BAB Full Attack
Fav +0 4 attacks +2 +0 +2 10 Divinity Knowledge (Religion)

Class Progression: Paladin

Level BAB Fort Ref Will Special Spells Per Day
Δ Total Δ Total Δ Total Δ Total 1st 2nd 3rd 4th 5th 6th 7th 8th 9th
1st +1 +1/-4/-10/-14 - +2 - +0 - +2 Emanation of Law, Detect Ethos, Smite Enemy 1/day+CHA - - - - - - - - -
2nd +1 +2/-3/-9/-13 +1 +3 - +0 +1 +3 Divine Grace, Lay on Hands 1d6 - - - - - - - - -
3rd +1 +3/-2/-8/-12 - +3 +1 +1 - +3 Aura of Courage, Divine Health, Cleanse CHA/day, Mana Burn 0 - - - - - - - -
4th +1 +4/-1/-7/-11 +1 +4 - +1 +1 +4 Channel Divinity 1d6, Smite Enemy 2/day+CHA, Lay on Hands 2d6 0 - - - - - - - -
5th +1 +5/0/-6/-10 - +4 - +1 - +4 Divine Bond 1 - - - - - - - -
6th +1 +6/+1/-4/-9 +1 +5 +1 +2 +1 +5 Aura of Righteousness, Channel Divinity 2d6, Cleanse CHA/day, Lay on Hands 3d6 1 - - - - - - - -
7th +1 +7/+2/-3/-8 - +5 - +2 - +5 Smite Enemy 3/day+CHA 1 0 - - - - - - -
8th +1 +8/+3/-2/-7 +1 +6 - +2 +1 +6 Aura of resolve, Channel Divinity 3d6, Lay on Hands 4d6 1 1 - - - - - - -
9th +1 +9/+4/-1/-6 - +6 +1 +3 - +6 Cleanse CHA/day 2 1 - - - - - - -
10th +1 +10/+5/0/-5 +1 +7 - +3 +1 +7 Channel Divinity 4d6, Smite Enemy 4/day+CHA, Lay on Hands 5d6 2 1 0 - - - - - -
11th +1 +11/+6/+1/-4 - +7 - +3 - +7 Aura of Justice 2 1 1 - - - - - -
12th +1 +12/+7/+2/-3 +1 +8 +1 +4 +1 +8 Channel Divinity 5d6, Cleanse CHA+1/day, Lay on Hands 6d6 2 2 1 - - - - - -
13th +1 +13/+8/+3/-2 - +8 - +4 - +8 Smite Enemy 5/day+CHA 3 2 1 0 - - - - -
14th +1 +14/+9/+4/-1 +1 +9 - +4 +1 +9 Aura of Faith, Channel Divinity 6d6, Lay on Hands 7d6 3 2 1 1 - - - - -
15th +1 +15/+10/+5/0 - +9 +1 +5 - +9 Cleanse CHA+2/day 3 2 2 1 - - - - -
16th +1 +16/+11/+6/+1 +1 +10 - +5 +1 +10 Channel Divinity 7d6, Smite Enemy 6/day+CHA, Lay on Hands 8d6 3 3 2 1 - - - - -
17th +1 +17/+12/+7/+2 - +10 - +5 - +10 - 4 3 2 1 - - - - -
18th +1 +18/+13/+8/+3 +1 +11 +1 +6 +1 +11 Channel Divinity 8d6, Cleanse CHA+3/day, Lay on Hands 9d6 4 3 2 2 - - - - -
19th +1 +19/+14/+9/+4 - +11 - +6 - +11 Smite Enemy 7/day+CHA 4 3 3 2 - - - - -
20th +1 +20/+15/+10/+5 +1 +12 - +6 +1 +12 Channel Divinity 9d6, Holy Champion, Lay on Hands 10d6 4 4 3 3 - - - - -
Level BAB Fort Ref Will Special Spells Per Day
Δ Total Δ Total Δ Total Δ Total 1st 2nd 3rd 4th 5th 6th 7th 8th 9th
21st +1 +21/+16/+11/+6 +1 +13 +1 +7 +1 +13 Greater Aura of Courage, Cleanse CHA+4/day 4 4 4 4 0 - - - -
22nd - +21/+16/+11/+6 - +13 - +7 - +13 Channel Divinity 60hp, Lay on Hands 66hp, Smite Enemy 8/day+CHA 4 4 4 4 1 - - - -
23rd +1 +22/+17/+12/+7 +1 +14 +1 +8 +1 +14 Bonus Paladin Feat, Unyielding Dogma 4 4 4 4 1 - - - -
24th - +22/+17/+12/+7 - +14 - +8 - +14 Channel Divinity 66hp, Lay on Hands 72hp, Cleanse CHA+5/day 4 4 4 4 1 0 - - -
25th +1 +23/+18/+13/+8 +1 +15 +1 +9 +1 +15 Greater Aura of Resolve, Smite Enemy 9/day+CHA 4 4 4 4 1 1 - - -
26th - +23/+18/+13/+8 - +15 - +9 - +15 Channel Divinity 72hp, Lay on Hands 78hp, Chastising Smite 4 4 4 4 2 1 - - -
27th +1 +24/+19/+14/+9 +1 +16 +1 +10 +1 +16 Bonus Paladin Feat, Cleanse CHA+6/day 4 4 4 4 2 1 0 - -
28th - +24/+19/+14/+9 - +16 - +10 - +16 Channel Divinity 78hp, Lay on Hands 84hp, Smite Enemy 10/day+CHA 4 4 4 4 2 1 1 - -
29th +1 +25/+20/+15/+10 +1 +17 +1 +11 +1 +17 Indictment 4 4 4 4 2 2 1 - -
30th - +25/+20/+15/+10 - +17 - +11 - +17 Channel Divinity 84hp, Lay on Hands 90hp, Cleanse CHA+7/day 4 4 4 4 3 2 1 0 -
31st +1 +26/+21/+16/+11 +1 +18 +1 +12 +1 +18 Greater Aura of Righteousness, Bonus Paladin Feat, Smite 11/day+CHA 4 4 4 4 3 2 1 1 -
32nd - +26/+21/+16/+11 - +18 - +12 - +18 Channel Divinity 90hp, Lay on Hands 96hp 4 4 4 4 3 2 2 1 -
33rd +1 +27/+22/+17/+12 +1 +19 +1 +13 +1 +19 Kneel Before God, Cleanse CHA+8/day 4 4 4 4 3 3 2 1 0
34th - +27/+22/+17/+12 - +19 - +13 - +19 Channel Divinity 96hp, Lay on Hands 102hp, Smite Enemy 12/day+CHA 4 4 4 4 4 3 2 1 1
35th +1 +28/+23/+18/+13 +1 +20 +1 +14 +1 +20 Bonus Paladin Feat 4 4 4 4 4 3 2 2 2
36th Apotheosis!

Code of Conduct

A paladin must be of lawful alignment and loses all class features except proficiencies if she ever willingly commits an act which goes against her stated ethical beliefs and/or her alignment.

Additionally, a paladin's code requires that she respect legitimate authority, act with honor (not lying, not cheating, not using poison, and so forth), help those in need (provided they do not use the help for deeds in opposition to the paladin's Vows), and punish those who harm or threaten the righteous. This code applies even to Evil paladins, who can be truly awful people, but still have honor. An Evil paladin who has promised to murder your family should be taken very seriously.

  • Associates: While she may adventure with like-minded allies, a paladin avoids working with characters of opposite alignment or with anyone who consistently offends her moral code. Under exceptional circumstances, a paladin can ally with heretical associates, but only to defeat what she believes to be a greater threat. A paladin should seek an atonement spell periodically during such an unusual alliance, and should end the alliance immediately should she feel it is doing more harm than good. A paladin may accept only henchmen, followers, or cohorts who are aligned to her purposes.

Paladin's Vows

All paladins are driven to act by some greater purpose. This may be a divine prophecy or simply a need to change the world to suit them better. These purposes are all-consuming to the paladin, and all actions must be weighed against whether those acts will further her goals or merely delay them. While a paladin can go on quests unrelated to their grand designs, they won't be happy about it, and will constantly look for ways to turn the situation into something that brings their goals closer to fruition. Players wishing to play a paladin should think of what drives their paladin forward, and define it clearly with the GM within the first few months of the campaign. Failing to do so means the GM is likely to pick some things without the player's input, which can be challenging.

For a small sample of ideas for Vows, please refer to the Example Paladin Vows page.

A Note On Good and Evil

Paladins gain access to a number of spells and abilities which can be easily turned to purposes which are antithetical to the Paladin's Vows or code of conduct. It is important for players and GM's to note, however, that spells and abilities are merely tools, and HOW they are used dictates the morality of the act.

Lawful good paladins tend to be "spirit of the law" sorts, relying on their good judgement and divine guidance to interpret ambiguities and vagueries in the law to make the best call they can, and then execute that call with certainty and righteousness. The traditional lawful good paladin is an obnoxious do-gooder who constantly preaches "the right path" to anyone nearby, and berates anyone who acts in a way they feel is unjust. However, many lawful good paladins are not preachy at all, preferring to use their own deeds as example for the righteous to follow, or not as their conscious deems appropriate.

Lawful evil paladins are frequently "letter of the law" sorts, who will strictly abide by agreements, promises, contracts and laws, but interpret any vagueries and ambiguities to their own favor as often as they can. However, a promise from a lawful evil paladin is as certain a thing as a promise from a lawful good paladin. Just be sure you know exactly what is meant by the promise. "I promise to give you a fair reward for your assistance" can mean very different things when said by a lawful good paladin or a lawful evil paladin.

Lawful neutral paladins are, if anything, even more righteous than lawful good paladins. The law is their only basis for ethics, and ambiguous laws, to such a paladin, are generally seen as disgusting things created by weak men. Lawful neutral paladins can be impulsive adjudicators, certain in their own wisdom that their interpretation is "best". This leaves a wide array of role-playing opportunities as a player decides what "best" means.

However, all paladins are sticklers for HOW a thing is done. If it is not done right, within their code of ethics and within the guidance provided by their Vows, it is not to be done at all. This means that few lawful good paladins would ever commit a crime to stop a crime, for example, or do something wrong as an expedient way to achieve a goal. Even lawful neutral and lawful evil paladins will avoid acting outside their own beliefs for the sake of a "quick win", instead taking the harder path that lets them stay comfortably within their moral code the entire time.

Thus, while all paladin's have access to both the Pathfinder Paladin spell list and Anti-Paladin spell list, players and GM's should be very careful to decide if using some of these spells is fitting for a paladin's individual beliefs, Vows and moral code. When in doubt, most paladin's will avoid the easy route.

Class Features

Weapon and Armor Proficiency

Paladins are proficient with all simple and martial weapons, with light, medium, and heavy armor, and with all shields (including war shields and tower shields).

Natural Talent (Ex)

At 1st level, all characters receive two natural Natural Talent skills: one in their bailiwick skill, and one in any other skill of their choice. Natural talent allows you to re-map a skill to use any ability score you wish, rather than the ability score it normally uses. You may not select a skill for natural talent that you cannot put ranks into (such as a bailiwick skill not available to your class). Natural talent skills never suffer an armor check penalty, even if the chosen ability modifier is STR or DEX.

All characters receive an additional natural talent skill at character (not class) levels 11, 21, and 31. Additional natural talents may also be gained through Self-Improvement.

Emanation of Law (Ex)

Beginning at 1st level, a paladin of an evil, good, or lawful deity has a particularly powerful aura corresponding to their deity's alignment, equal to their paladin level.

Detect Ethos (Sp)

Beginning at 1st level, a Paladin can concentrate on a single item or individual within 60 feet and determine if it is evil, good, or chaotic (depending on the Paladin's alignment), learning the strength of its aura as if having studied it with Detect Magic (Cleric Spell) for 3 rounds. The paladin may only use Detect Ethos against a single object or creature, not an area or crowd.

Good paladins can Detect Evil, evil paladins can Detect Good, and lawful neutral paladins can Detect Chaos.

Using Detect Ethos is not the same as casting a spell, and is not normally detectable by the target, unless it has some special means of doing so. However, creatures may attempt to resist the detection by making a Will save, with a DC equal to 10 + 1/2 the paladin's level + CHA modifier.

A paladin may use Detect Ethos a number of times per day equal to his CHA modifier + 1 per three Paladin levels (drop fractions). A paladin may not target the same item or creature with Detect Ethos more than once per 24 hours.

Smite Enemy (Su)

Beginning at 1st level, a paladin can call upon the powers of her god to aid her in her struggle against her foes. As a swift action during combat, the paladin chooses one target within sight to designate as the target of her smite ability. The target must stand in opposition to the paladin's expressed goals or faith. If the paladin targets a creature that has the same alignment as the paladin or which shares her goals, the Smite Enemy has no harmful effect. Even when Smite Enemy is in effect, the paladin must be able to see or sense the target in order to attack them.

Smite Enemy provides the following benefits to the paladin while it is active on an enemy which meets the above criteria:

  • Smite Enemy grants a divine bonus to the paladin's AC equal to half her Charisma modifier, rounding down.
  • The paladin adds her Cha bonus (if any) to her attack rolls
  • All of the paladin's attacks against the Smite Enemy target ignore any DR the creature might possess.
  • The paladin adds her paladin level as bonus damage to damage rolls made against the target of her smite each round. If a paladin is wielding a two-handed weapon, this damage is instead one and a half times her paladin level (round down). Similarly, if the paladin is wielding two weapons, her main-hand weapon deals her paladin level in bonus damage, and her off-hand weapon deals half her paladin level as bonus damage (round down). This is bonus damage, not precision damage.

This ability is usable a number of times per day equal to 1 + the paladin's Charisma modifier. At 4th level, and at every three levels thereafter, the paladin may use her smite enemy ability one additional time per day, as indicated on Table: Paladin. Smite Enemy lasts until the target of the smite is dead or the next time the paladin rests and regains her uses of this ability.

A paladin's Smite Enemy is not considered a "condition" to which monster roles, such as tanks and threats, are partially immune.

Divine Grace (Su)

At 2nd level, a paladin gains a divine bonus equal to her Charisma modifier (if any) on all Saving Throws.

Lay On Hands (Su)

Beginning at 2nd level, a paladin can channel divine energy through their hands. Touching with other body parts may also work, although we absolutely do not condone that sort of behavior. This may be either positive or negative energy regardless of the alignment of the Paladin, but ALL paladins must be careful that uses of this ability do not violate either their alignment or their Vow. Positive energy may be channeled to harm the undead or to heal wounds of the living (her own wounds or those of others) by touch. Negative energy may be channeled to heal the undead or harm the living. Only ONE of these effects may be expressed each time the Lay on Hands ability is used.

Each paladin's Vow is unique, so how it is obeyed while using this ability is between each player and the Game Master. Alignment violations are more complex, but may be abstracted if the Game Master permits that weal or woe (healing or damage) is an act of intent opposite from the alignment of the creature targeted. IE, channeling negative energy to damage an Evil creature is a Good act, but channeling negative energy to heal an Evil creature is an Evil act. Conversely, channeling positive energy to heal a Good creature is a Good act, while channeling negative energy to harm a good creature is an Evil act. Neutral creatures and neutral aligned paladins should be adjudicated on a case-by-case basis by the Game Master. As a rule of thumb, if it feels evil, it probably is.

Each day, a paladin of any alignment can use this ability a number of times equal to 1/2 her paladin level (round up) plus her Charisma modifier. With one use of this ability, a paladin can heal or harm 1d6 hit points of damage for every two paladin levels she possesses (round down). Despite the name of this ability, a paladin only needs one free hand to use this ability, which gives Paladins an incentive to use light or smaller shields.

Using Lay On Hands to heal damage (either channeling positive energy to heal the living or negative energy to heal the undead) is a swift action. Using Lay on Hands to inflict damage (channeling either positive energy to harm the undead, or negative energy to harm the living) is a standard action, requires a successful melee touch attack, which adds +4 to the paladin's normal to-hit bonus. Using Lay on Hands does not provoke an attack of opportunity. Harmed enemies do not receive a saving throw against this damage.

Aura of Courage (Su)

At 3rd level, a paladin is immune to all of the status conditions in the fear-based status arrays, which are:

Additionally, the paladin gains an aura with a 10-foot radius, granting each ally within it a +4 divine bonus on saving throws against fear effects. The Paladin's aura functions only while she is conscious, not if she is unconscious or dead. This aura gains additional properties and a larger radius at higher levels.

Divine Health (Ex)

At 3rd level, a paladin is immune to all diseases, including supernatural and magical diseases, including mummy rot. (This immunity to the mummy rot disease in turn renders her immune to the curse element of mummy rot, though paladins are not immune to other curses.)

Cleanse (Su)

Beginning at 3rd level, as a swift action, a paladin can remove ill effects from themselves or their allies. If using it on an ally, the paladin must touch the ally. When they declare they are using Cleanse, the paladin declares which status they wish to cure. The paladin may use this ability a number of times per day equal to their Charisma modifier.

Note that Cleanse can remove a condition caused by a curse, disease, or poison without actually curing the source affliction. Such conditions return after 1 hour unless the Cleanse actually removes the affliction that causes the condition. For example, mummy rot requires both remove disease and remove curse to completely cure; a Cleanse which only removed disease would only provide temporary relief.


At 12th level, and every three levels after that, the paladin gains one additional use of the Cleanse ability per day. Furthermore, beginning at 12th level, the paladin may spend two uses of their Cleanse ability during the same swift action to cure two different status conditions on the same target. However, curing multiple allies still requires separate uses of the Cleanse ability.

  • Note: In the context of mana burning, a 'spell' can refer to any of spells, extracts, or poultices. Any time a 'spell' is referred to in this section, it applies to any or all of these three types. If you are multi-classed, dual-classed, or otherwise have access to spells, extracts, and/or poultices, any of them may be burned to boost any of the others. They are interchangeable with regards to mana burning.

When casting a spell, Mana Burning allows you to expend one or more additional spells as part of the same action as casting the spell, in order to increase that spell's destructive power.

To understand mana burning, you must understand four concepts: spell level, caster level, character level, and Circle.

A spell's level is a measure of how difficult it is to learn, and usually a factor in how powerful its effects are. Paladins and Rangers only have spells that go up to level 4, Bards and Alchemists only have spells that go up to level 6. Clerics, Druids, Sorcerers, and Wizards have spells that go up to level 9. Conventional spells do not go above level 9, though you can apply metamagic feats to a spell to cause its level to go as high as level 17 (assuming your character class grants spell slots that high).

Caster level is how many levels a character possesses in a specific spellcasting class. If you are multi-classed or dual-classed, your caster level only goes up if you level in a class that can cast spells. If you gain levels in a non-spellcasting class, your caster level remains frozen at the sum of the levels you gained in spellcasting classes only. Caster level is usually used to determine how difficult it is to resist the effects of a spell (if it grants a saving throw). Other variables in a spell can also be affected by caster level, such as a spell's range, or even how many targets it can affect at once.

Character level is the character's total level. That is, it is the sum of all class levels from any class the character has taken. If a character doesn't multi-class or dual-class (i.e. they only have one character class), their character level is equal to their class level. If their sole class is a spellcasting class, their character level is also equal to their caster level.

Finally, Circles are a measure of how much base damage a spell does, relative to the caster's character level. If a spell has a Circle listed, it will be highlighted in orange in the spell's description. Every spell has a Level, but not every spell has a Circle. If a spell does not have a Circle, it generally does no damage, or has a custom damage profile. Spells that do not have a Circle listed cannot be mana burned.

Mana Burned spells (or spell slots) are used up for the day, exactly as though they had been cast. For each additional spell you burn in the casting, you increase the spell's Circle by one step, increasing the spell's base damage dealt. You cannot mana burn cantrips (or orisons, or powerful cantrips), but you can mana burn any spell you have either memorized (if you must prepare spells in advance) or have available (if you can spontaneously cast spells).

Aside from certain arcane bloodlines and certain expensive magic items, the only way to increase a spell's Circle is by mana burning one or more additional spells at the same time that the spell is being cast (as part of the same action). This means, for example, that memorizing a spell in a higher level slot than the minimum required does not raise the spell's circle. Similarly, memorizing a spell in a higher level slot because it has one or more Metamagic Feats applied to it does not increase the spell's Circle.

For each extra spell burned (beyond the spell actually being cast), the spell's Circle moves up one step on the damage scale.

Mana Burn Circle Damage

Spell Circle Burn Cost Req'd Char Level Base Dice Max Dice
0 N/A N/A 1d4 per 2 character levels max of 4d4 at character level 8
1 N/A 1st 1d6 per character level max of 4d6 at character level 4
2 +1 3rd 1d6 per character level max of 6d6 at character level 6
3 +1 5th 1d6 per character level max of 10d6 at character level 10
4 +1 7th 1d6+1 per character level max of 12d6+12 at character level 12
5 +1 9th 1d6+1 per character level max of 15d6+15 at character level 15
6 +1 11th 1d6+2 per character level max of 16d6+32 at character level 16
7 +1 13th 1d6+2 per character level max of 20d6+40 at character level 20
8 +1 15th 1d6+3 per character level max of 21d6+63 at character level 21
9 +1 17th 1d6+3 per character level max of 25d6+75 at character level 25
10 +1 19th 1d6+4 per character level max of 25d6+100 at character level 25
11 +1 21st 1d6+5 per character level max of 25d6+125 at character level 25
12 +1 23rd 1d6+6 per character level max of 27d6+162 at character level 27
13 +1 25th 1d6+7 per character level max of 27d6+189 at character level 27
14 +1 27th 1d6+8 per character level max of 29d6+232 at character level 29
15 +1 29th 1d6+9 per character level max of 29d6+261 at character level 29
16 +1 31st 1d6+10 per character level max of 30d6+300 at character level 30
17 +1 33rd 1d6+11 per character level max of 30d6+330 at character level 30
18 +1 35th 1d6+12 per character level max of 30d6+360 at character level 30


There is also a maximum spell circle you can raise a given spell, based on your character level. This maximum is: (total character level + 1) ÷ 2, round down. Note that this is NOT based on the character's caster level or class level, but their total character level, making this an attractive option for multi-classed or dual-classed characters. Furthermore, the maximum is unaffected by classes who learn higher level spell slots at a slower pace than full casters. For example, even though a bard cannot cast 3rd level spells at 5th level, they can cast a 2nd level spell and mana burn it to Circle 3 damage, dealing the equivalent of a third level spell.

All benefits of any Metamagic Feats applied to the spell being cast are applied after all Mana Burning has been done. That is, you can memorize a Maximized Fireball (using a sixth level spell slot — 3 for the spell's normal spell level, and 3 for the Maximize metamagic feat), and then burn four additional spell slots of any other spell level to increase the Maximized Fireball's Circle 3 damage to Circle 7 damage (assuming you are high enough level to use Circle 7 damage), and the fireball will inflict maximized Circle 7 damage.

  • Example: A 18th level wizard casts the old classic, fireball. Fireball does Circle 3 damage (1d6 per character level, max 10d6). The wizard mana burns it up to Circle 9 damage (1d6+3 per level, max 25d6+75). In order to do this, the wizard must expend the base 3rd level slot for the Fireball spell, and then six spell slots of any spell level to move the Circle up by six steps. Since the wizard is 18th level, Circle 9 is the maximum Circle they could mana burn a spell up to, and by bumping the Fireball spell to Circle nine, they will deal 18d6+54 points of damage with it, far exceeding the normal limits of a fireball.

Channel Divinity (Su)

When a paladin reaches 4th level, she gains the supernatural ability to Channel Divinity like a cleric, except that she may use her preferred weapon in place of a holy symbol. Using this ability is a standard action that consumes 2 uses of her Lay on Hands ability. A paladin uses her level minus 3 as her effective cleric level when channeling divinity. This is a Charisma-based ability, meaning the paladin's base healing and save DCs are calculated using their Charisma rather than their Wisdom.

Spells

Beginning at 3rd level, a paladin gains the ability to cast a small number of divine Spells which are drawn from the Paladin Spells list. A paladin must choose and prepare her spells in advance.

To prepare or cast a spell, a paladin must have a Charisma score equal to at least 10 + the spell level. The Difficulty Class for a saving throw against a paladin's spell is defined in the spell itself.

Like other spellcasters, a paladin can cast only a certain number of spells of each spell level per day. Her base daily spell allotment is given on Table: Paladin. In addition, she receives bonus spells per day if she has a high Charisma score (see Bonus Spell Slots per Day). When Table: Paladin indicates that the paladin gets 0 spells per day of a given spell level, she gains only the bonus spells she would be entitled to based on her Charisma score for that spell level.

A paladin must spend 1 hour each day in quiet prayer and meditation to regain her daily allotment of spells. A paladin may prepare and cast any spell on the paladin spell list, provided that she can cast spells of that level, but she must choose which spells to prepare during her daily meditation.

Through 2nd level, a paladin has no caster level. At 3rd level and higher, her caster level is equal to her paladin level -2.

Divine Bond (Sp)

Upon reaching 5th level, a paladin forms a divine bond with her god, granting her access to both of the following abilities:

Celestial Spirit Weapon
Paladin's Steed

Aura of Righteousness (Su)

At 6th level, a paladin gains DR/- equal to half their Paladin class level (not character level), rounding down, to a maximum of DR 17/- at level 34.

Aura of Resolve (Su)

At 8th level, a paladin is immune to charm spells and charm spell-like abilities.

In addition, the paladin's aura begins to grant a +4 divine bonus on saving throws against charm effects to any allies within its radius.

Aura of Justice (Su)

At 11th level, during combat, a paladin can expend two uses of her Smite ability as a free action to grant the ability to perform Smites to all allies within he radius of her aura. All allies who use this ability gain the smite bonuses of the granting Paladin, as a divine bonus, excluding any feats or abilities the Paladin has gained which improve its base effects. Allies must declare a valid smite target (one which stands in hindrance to the Paladin's Vows) before the start of the paladin's next turn or it is lost. Allies with an opposite alignment to the paladin gain no benefit from this ability. Lawful Neutral paladins cannot grant the benefits of Aura of Justice to any non-neutrally aligned allies.

Aura of Faith (Su)

At 14th level, a lawful good paladin's weapons are treated as good-aligned (Holy) for the purposes of overcoming Damage Reduction or exploiting vulnerabilities and weaknesses. A lawful evil paladin's weapons are treated as evil-aligned (Unholy) for the purposes of overcoming Damage Reduction or exploiting vulnerabilities and weaknesses. A lawful neutral paladin's weapons are treated as lawfully-aligned (Axiomatic) for the purposes of overcoming Damage Reduction or exploiting vulnerabilities and weaknesses. Note that this does not grant the bonus damage dice of the magic weapon properties of the same name.

Furthermore, any ally of the paladin who makes an attack against an enemy while they are within the radius of the Paladin's aura also gains this ability.

Holy Champion (Su)

At 20th level, a paladin becomes a conduit for the power of her god. Whenever she channels divinity or uses lay on hands to heal or harm a creature, she heals or harms the maximum possible amount, treating all dice as 6's.

Whenever she uses smite enemy and successfully strikes an outsider, she can elect to inflict a Banishment (Sorcerer/Wizard Spell), 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.

Cleanse (Su)

At 21st level, and every three levels after that, the paladin continues to gain one additional use of their Cleanse ability per day. Furthermore, the paladin may now use an unlimited number of their Cleanses to cure as many status conditions as uses spent on a single target, with a single swift action. However, curing multiple allies still requires separate uses of the Cleanse ability.

Greater Aura of Courage (Su)

Beginning at 21st level, the paladin's aura expands its radius by ten feet, to 20 feet. All lower level effects of the Aura gain the benefit of this expanded radius. In addition, the Aura of Courage feature improves so that each ally within the aura gains a +8 divine bonus on saving throws against fear effects. This ability functions only while the paladin is conscious, not if she is unconscious or dead.

Bonus Feat

At 23rd, 27th, 31st and 35th levels, the paladin may choose a bonus feat. At each such opportunity, he can choose a metamagic feat, or any other feat the paladin fancies. The paladin must still meet all prerequisites for a bonus feat, including caster level minimums. These bonus feats are in addition to the feats that a character of any class gets from advancing levels.

Spells

The paladin continues to gain spells above fourth level. These spells slots may be used to cast lower level spells or existing spells with metamagic feats.

Divine Bond

The paladin's Divine Bond continues to improve.

  • Celestial Weapon Spirit: The bonus for the weapon spirit increases by 1 for each three levels above 20th, to +7 at 23rd, +8 at 26th, +9 at 29th, +10 at 32nd, and +11 at 35th. Unlike normal Magic Item rules, the maximum enhancement allowed for to-hit and damage is +10, and the weapon may have up to +11 in weapon properties. The absolute bonus of a Divine Bond Weapon may never exceed 21 (Enhancement Bonus + Weapon Properties + Divine Bond).
  • Paladin's Steed: The paladin's steed improves as though it were a druidic companion. See Animal Companions

Unyielding Dogma (Ex)

Beginning at 23rd level, the paladin may add her CHA modifier to all melee damage rolls.

Greater Aura of Resolve (Su)

At 25th level, the paladin's Aura expands its radius another 10 feet, to a radius of 30. All lower level effects of the Aura gain the benefit of this expanded radius. In addition, the Aura of Resolve feature improves so that each ally within the aura gains a +8 divine bonus on saving throws against charm effects. This ability only functions only while the paladin is conscious, not if she is unconscious or dead.

Chastising Smite (Su)

Beginning at 26th level, once per round after the paladin successfully hits an enemy she has declared as her Smite target, she also deals 1d6 points of Ability Dilution to an ability score of her choice on that target. If the paladin has more than one Smite target, she may use Chastising Smite on each smite target, up to once per round, as long as she successfully strikes each one at least once.

Indictment (Su)

At 29th level, as a swift action, a paladin can expend four uses of her smite when declaring a creature who stands in opposition to her Vows her Smite target. In addition to the normal effects of declaring a creature as your Smite target, the target creature immediately takes your level squared in damage (841 points at level 29), ignoring any DR the creature may have. The creature gets no saving throw against this damage.

Indictment may only be used against creatures which are not already your Smite target, meaning that the same target may not be struck multiple times in the same encounter with this ability.

Indictment is not considered a "condition" to which roles, such as tanks and threats, are partially immune.

Greater Aura of Righteousness (Su)

At 31st level, all allies within the paladin's aura radius gain DR/- equal to half the Paladin's class level (not character level). This DR granted to allies does not stack with any other source of DR/- that the allies may already possess.

Kneel Before God (Su)

At 33rd level, any time the paladin voluntarily goes prone, she may use her Indictment power on any creatures within the radius of her aura, expending 4 uses of Smite Enemy for each creature she wishes to affect. Doing so is part of the same action as going prone. The only limit to the number of creatures within her aura's radius that she can affect are the number of smites she wishes to expend.

Ex-Paladins

A paladin who ceases to be lawful, who willfully commits an act against their god, or who violates her code of conduct or acts against her Vows, loses all paladin spells and class features (including the service of the paladin's mount, but not weapon, armor, and shield proficiencies). She may not progress any further in levels as a paladin. She regains her abilities and advancement potential if she atones for her violations (see atonement), as appropriate.