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Latest revision as of 01:11, 5 March 2024

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.

Code of Conduct

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

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

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 their 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 present a challenge to an unprepared player, but also a great opportunity for role-playing.

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

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.

True lawful 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 people. True lawful 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 should not 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.

Role

Paladins are powerful melee combatants, able to absorb tremendous punishment while taking the battle to the enemy. They are also capable secondary healers, and can work as modestly capable protective buffers. These many strengths are counterbalanced by their alignment restrictions and the requirement that they must take a Vow, and then live by it. This can be difficult indeed.

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

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.
Base To-Hit:
Paladin's calculate their to-hit values normally. However, when attacking an enemy they have used Smite Enemy upon, they also add their Charisma modifier to their to-hit rolls against that enemy (and only that enemy).
  • Melee To-Hit: Base Attack Bonus (BAB) + Strength Modifier
  • Ranged To-Hit: Base Attack Bonus (BAB) + Dexterity Modifier
Base Weapon Damage:
Paladins calculate their damage normally. Higher level versions of Smite Enemy might grant bonus damage versus the smite target (and only that target).
  • Melee Damage: Base Weapon Damage + Strength Modifier
  • Thrown Weapon Damage: Base Weapon Damage + Strength Modifier
  • Projectile Weapon Damage: Base Weapon Damage (+ Strength Modifier (only if the weapon has the Mighty quality))
Base Armor Class:
A paladin's base armor class is 10, and they can wear heavy armor and equip any shield, if they wish. In addition, while Smite Enemy is active on any target, the paladin adds +1 to their AC per experience tier of the Paladin class they possess. This bonus AC applies to attacks from any foe, not just their Smite target.
  • Armor Class: 10 + Adjusted Dexterity Modifier + Shield Bonus (if any) + Racial Size Modifier (if any)
Maneuver Defense:
A paladin's maneuver defense is calculated normally.
  • Maneuver Defense: 10 + ½ Character Level (round down) + Strength Modifier + Dexterity Modifier + Shield Bonus (if any) + Size Modifier
Skills:
Paladins get 7 + Int modifier skill ranks per Paladin class level.
Your bailiwick skill is always considered a Natural Talent skill, which means you can choose which of your ability modifiers are mapped to it. Furthermore, Natural Talent skills never suffer from an Armor Check Penalty, even if you map them to Strength or Dexterity.
You automatically gain skill ranks in your linked skill equal to the number of ranks you place in your Bailiwick skill. Remember that you can never place more skill ranks into a skill than your character level. Your Linked skill, as a Knowledge skill, is always mapped to your Intelligence modifier unless you choose it as your Natural Talent skill.
  • Natural Talent:
You may choose one skill (in addition to your Bailiwick skill) to be a Natural Talent at 1st level, which means you can choose which of your ability modifiers are mapped to it. Furthermore, Natural Talent skills never suffer from an Armor Check Penalty, even if you map them to Strength or Dexterity.
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. Because natural talents are gained at particular character levels, dual-classed and multi-classed characters receive the same number of natural talent skills (and at the same levels) as a single-classed character.
  • Suggested Skills:
The following skills may be somewhat more applicable or useful to this class than others. This list is by no means intended to limit which skills you choose for your character. Unless a particular skill has a note stating that it is important for this class, your character will likely function just fine without any of these skills. If you have a vision for how your character should be, follow that, instead. These are just suggestions.
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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 the Courageous Paladin (Levels 1 - 5) class tier table, below.

Level Full Attack BAB Fort Ref Will Base AC Favored Class Feature
1st Atk 2nd Atk 3rd Atk 4th Atk
Fav   +0   -5   -10   -15   +2   +0   +2   10 Faith Healer

Faith Healer (Su)

If you choose Paladin as your favored class, you can use the Lay On Hands class feature three additional times per day. This favored class bonus provides no benefit until the Paladin gains the Lay On Hands class feature at 2nd level.

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Courageous Paladin (Levels 1 - 5)

Level Full Attack BAB Saving Throws Base AC Class Features
1st Atk 2nd Atk 3rd Atk 4th Atk Fort Refl Will
1st   +1 (+1)   -4 (+1)   -9 (+1)   -14 (+1)   +2   +0   +2   10 Smite Enemy I, Divine Grace
2nd   +2 (+1)   -3 (+1)   -8 (+1)   -13 (+1)   +3 (+1)   +0   +3 (+1)   10 Lay On Hands
3rd   +3 (+1)   -2 (+1)   -7 (+1)   -12 (+1)   +3   +1 (+1)   +3   10 Level 1 Spells, Unwavering Courage, Hallowed Weapon
4th   +4 (+1)   -1 (+1)   -6 (+1)   -11 (+1)   +4 (+1)   +1   +4 (+1)   10 Cleanse, Bonus Feat I
5th   +5 (+1)   +0 (+1)   -5 (+1)   -10 (+1)   +4   +1   +4   10 Aura of Gallantry I

Weapon and Armor Proficiency

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

Smite Enemy I (Su)

Beginning at 1st level, a paladin can call upon the powers of their god to aid them in their struggle against their foes. Once per encounter as a swift action during combat, the paladin chooses one enemy creature to which they have both line of sight and line of effect, and designates them as their Smite target. The target must stand in opposition to the paladin's expressed goals or faith. If the paladin attempts to target a creature that has the same alignment as the paladin, or which shares the paladin's goals, the Smite Enemy is expended to no effect. Even when Smite Enemy is in effect, the paladin must be able to perceive the target in order to attack them (i.e. Smite Enemy does not provide any additional means of perceiving a paladin's Smite target).

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

  • You gain a morale bonus to your Armor Class equal to the number of experience tiers of the Paladin class you possess (i.e., if you have at least 1 level of Paladin (1 tier), Smite Enemy grants +1 to AC; if you have at least 6 levels of Paladin (2 tiers), it grants +2 to AC; if you have at least 11 levels of Paladin (3 tiers), it grants +3 to AC; etc., to a maximum of +7 to AC if you have all seven tiers of the Paladin class (at least 31 levels of Paladin)). This bonus to AC applies to any attacks made against the paladin, not just attacks made against them by their Smite target, and it persists for as long as your Smite target remains alive, or until the end of the encounter, whichever comes first.
  • You may add a morale bonus equal to your Charisma modifier to all to-hit and damage rolls you perform against your Smite target. This bonus does not apply to Combat Maneuvers you perform against your Smite target, however (since that is a skill check, and not a to-hit roll). The extra damage provided by smite enemy is considered bonus damage, and does not get multiplied on a critical hit.
  • Any attacks you perform against your Smite target ignore any DR or ER that creature possesses (if any).

Smite Enemy is usable only once per encounter, and only upon a single enemy creature. Smite Enemy lasts until the target of the smite is dead, or until the end of the current encounter, whichever occurs first. Smite Enemy is not considered a "condition" to which monster roles, such as tanks and threats, are partially immune. The morale bonuses provided by Smite Enemy do not stack with other morale bonuses (except from other iterations of the Smite Enemy class feature), but do stack with any other bonus types (other than morale) that the paladin might have.

Divine Grace (Ex)

At 1st level, a paladin permanently adds their Charisma modifier to all Saving Throws (Fortitude, Reflex, and Will).

Lay On Hands (Su)

Beginning at 2nd level, a paladin can channel positive energy through their bodies to heal themselves or an adjacent ally. Touching with other body parts may also work, although we absolutely do not condone that sort of behavior. Despite the name of the ability suggesting that both hands are required, the paladin can perform Lay On Hands either with a single free hand (including a hand holding a light shield or buckler), or they can channel the Lay On Hands through their Holy Symbol, and touch their adjacent ally with the Symbol, instead. Note that, at Paladin level 3, the paladin gains the Celestial Weapon class feature, which allows them to use their wielded weapon in place of their Holy Symbol (among other things).

Using Lay On Hands is a swift action that does not provoke an attack of opportunity. Lay On Hands heals an amount of damage equal to 2d8 + your Paladin class level + your Charisma Modifier. This amount increases by an additional 1d8 per experience tier of the Paladin class you possess, not including the tier in which you first gained this class feature, to a maximum of 8d8 + Paladin level + CHA mod, if you have all seven tiers of the Paladin class (i.e. at least 31 Paladin levels).

Paladins can use Lay On Hands a number of times per day equal to their Charisma modifier, plus one additional time per day per experience tier of the Paladin class they possess, not counting the tier in which they first learn this class feature.

Paladin Spells (Sp)

  • Paladins are Charisma-Based Divine casters, that must prepare their spells in advance.

Beginning at 3rd level, a paladin is able to cast divine spells drawn from the Paladin Spells list. Like clerics and wizards, paladins must choose and prepare their spells in advance each day.

Spells Known

Like clerics (but unlike most other spellcasting classes), paladins know every spell from the paladin spell list, provided that they are high enough level to cast spells of that level. This knowledge is granted by their connection to their god (or whatever higher power to which they ascribe), and grants them a great deal of choice and freedom when choosing which spells to prepare each day.

Spells Preparable Per Day

While a paladin may have access to every spell in the paladin spell list, they must select only a few of them to prepare each day, and may only cast those spells that they have prepared. If they want to cast a spell more than once, they must prepare it more than once.

Preparing a spell is a process of communing with their divine benefactor, and allowing that deity to imbue the paladin's aura with the pattern of the spell. Once attached to the paladin's aura, the spell can be cast. The exact actions required to do this vary by spell, but it is typically a standard action to release the spell from their aura and cause its effects to manifest upon the world. As a paladin grows in power and level, their auras become stronger, their connection with their deity improves, and thus the paladin gains access to higher level spells, and the ability to prepare and cast more of them each day.

To prepare or cast a spell, a paladin must have a Charisma score equal to at least 10 + the spell level.

Once a spell is cast, it is released from the paladin's aura, and is not available to cast again, unless they prepared that same spell more than once. As each spell is cast, the paladin's retinue of spells they have prepared for that day is used up.

Paladins meditate or pray in order to restore their capacity to cast spells each day. Each paladin must choose a time each day during which they spend 1 hour in quiet contemplation or supplication to regain their daily allotment of spells. Time spent resting has no effect on whether a paladin can prepare spells. This cannot be performed more than once per 24 hours, and must generally be done at the same time of day, each day. The precise time of day is up to the player, but it is recommended that it occur either just prior to a full night's rest, or just after waking up from one.

The paladin's base number of spells they can prepare and cast each day is given in the table below. In addition, they receive bonus spells per day if they have a high Charisma score (see Table: Bonus Spell Slots Per Day). When the paladin performs their daily meditation ritual, it resets their available spells back to the number listed for each spell level in the table below, and also restores any bonus slots provided by having a high caster ability score. Unused prepared spells from previous days cannot be saved up and used later. Any prepared spells that the paladin fails to cast before the next time they pray for spells, or before 24 hours pass (whichever comes first), are lost.

The pluses in parentheses after some of the numbers in the table below indicate when the value has increased from the previous level (hereafter referred to as 'delta values').

Level 1st 2nd 3rd 4th 5th 6th 7th 8th 9th 10th 11th
1st   -   -   -   -   -   -   -   -   -   -   -
2nd   -   -   -   -   -   -   -   -   -   -   -
3rd   3 (+3)   -   -   -   -   -   -   -   -   -   -
4th   3   -   -   -   -   -   -   -   -   -   -
5th   3   -   -   -   -   -   -   -   -   -   -

Unwavering Courage (Ex)

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

Hallowed Weapon (Su)

Beginning at 3rd level, the paladin can choose a weapon they possess and are proficient with, and imbue it with some of the divine essence granted to them by their deity. Doing so causes the weapon to become Hallowed, gaining two three features:

  • Instead of dealing bonus damage equal to the weapon's enhancement bonus (if any), a Hallowed Weapon deals double the enhancement bonus. This applies to damage rolls only. Attack rolls are still only increased by the weapon's enhancement bonus (if any).
  • Wielding a Hallowed Weapon counts as brandishing the paladin's holy symbol.
  • The paladin may imbue the weapon with the effects of any one Magic Rod or Magic Wand. The paladin must still spend the gold to purchase the rod or wand they wish to imbue. The effects of the rod or wand can be used as though the paladin is wielding the rod or wand, any time they are wielding the Hallowed Weapon. Note that the rod or wand is not actually merged into the weapon itself; it remains a separate object, and can even be sold off if the paladin wishes. However, the Hallowed Weapon can only grant the benefits of the rod or wand while it remains somewhere on the paladin's person. If the rod is left back in town, sold off, or stolen, the Hallowed Weapon can no longer provide its effects. Only one rod or wand can be associated with a Hallowed Weapon at a time.

Blessing a weapon to make it Hallowed requires a full day of downtime in a place that is sanctified in the name of the paladin's deity (usually a temple or church). If the paladin spends more than 1 hour doing anything besides praying and blessing their weapon during that day (except meals and short rest breaks), the ritual fails and another day must be dedicated to the effort. Once a weapon is Hallowed, it is permanent unless the paladin performs the ritual on a different weapon, at which time, the Hallowed blessing passes from the first weapon to the new one. No more than one weapon can ever be Hallowed by a paladin at the same time.

Imbuing a magic rod's (or wand's) effects into a Hallowed Weapon can either be performed as part of the initial Hallowing ritual, or by performing the ritual again when the rod is acquired (requiring another full day of downtime). If the paladin wishes to change the rod that is associated with the Hallowed Weapon, even if the rod is just a higher level version of the current rod, the ritual must be performed again.

No one, other than the paladin who blessed the weapon, can gain any benefits from a Hallowed Weapon. It behaves exactly like a normal weapon in the hands of anyone else.

Example: a +2 hallowed mace grants a +2 bonus to hit, +4 to damage, and may be used in place of the paladin's holy symbol, when performing a Lay On Hands, or when casting spells requiring a divine focus (DF) item. The mace could also be imbued with the effects of a Novice Wand of Reaching, assuming the paladin owns one, and chooses to imbue its effects into their Hallowed Weapon.

Cleanse (Su)

Beginning at 4th 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, either with a free hand, or with their holy symbol. When they declare they are using Cleanse, the paladin declares which status they wish to cure.

Each use of Cleanse reduces the severity of a status condition on the target by one step: a strong condition becomes a moderate, a moderate becomes a weak, and a weak is immediately cured. However, Cleanse cannot affect the severity of ability damage (dilution, damage, drain), essence damage (suppression, omission, destruction), poison (Tainted, Poisoned, Blighted), or disease (Infected, Diseased, Plagued), nor can it affect curses.

The paladin may use Cleanse a number of times per day equal to their Charisma modifier. They can use it one additional time per day per experience tier of the Paladin class they possess, not including the tier in which they first learned this class feature, to a maximum of Charisma modifier + 6 if they have all seven tiers of the Paladin class (i.e. at least 31 Paladin levels).

Cleanse can remove a condition caused by a curse, disease, or poison without actually curing the source affliction. Such conditions return at their next interval (if a poison or disease), or after 1 hour (if a curse) unless the original affliction is cured before then. For example, a poison might make a character Drowsy. Cleanse could be used to remove the Drowsy condition, but it would come right back when the poison's next interval occurred the following round (unless the victim saves against the poison, or is otherwise cured of the poison before then).

Cleanse cannot reduce the severity of a condition caused by a poison or disease's fruition effect, unless that condition can be cured normally (in most cases, the poison or disease describes specific ways they must be cured).

Bonus Feat I (Ex)

At 4th level, the paladin may select a bonus feat. The paladin may select any feat for which they meet the prerequisites at the time the feat is chosen. Paladins are advised, however, to consider at least some metamagic feats, in order to make use of their higher level spells slots, especially at higher levels.

Aura of Gallantry I (Su)

At 5th level, the paladin gains an aura that provides a number of benefits, and these benefits increase as the paladin gains additional iterations of the Aura of Gallantry class feature, as described below:

  • The radius of the aura is 5 feet per iteration of the Aura of Gallantry class feature that the paladin possesses (i.e. if the paladin has both Aura of Gallantry I and Aura of Gallantry II, the aura has a radius of 10 feet), to a maximum of a 35-foot radius if the paladin possesses all seven iterations of the Aura of Gallantry class feature.
  • The paladin can affect up to two allies within the radius at a time. The paladin can choose which allies are affected if more than two allies are within their aura's radius at any given time. Affected allies retain the benefits for as long as they remain within the radius of the aura. If the paladin moves away, or if the ally moves out of the radius, they immediately lose the benefits provided. The paladin can only change which allies are receiving the benefits of the aura during their own turn, even if that means there are fewer than two allies receiving its benefits.
  • The number of affected allies increases by +1 for every two iterations of the Aura of Gallantry class feature the paladin possess not counting the first iteration in which they learned it (i.e. if the paladin has three iterations, they can affect up to 3 allies within the aura's radius; if they have five iterations, they can affect up to 4 allies within the aura's radius; if they have all seven iterations, they can affect up to 6 allies within the aura's radius).

Affected allies within the radius of the aura are granted the following benefits:

  • If the paladin possesses at least one iteration of the Aura of Gallantry class feature, the aura grants all affected allies a +4 divine bonus on saving throws against fear effects.
  • If the paladin possesses at least two iterations of the Aura of Gallantry class feature, the aura grants all affected allies Damage Resistance versus all physical damage types (DR x/-) equal to 2 points per iteration of the Aura of Gallantry that the paladin possesses (i.e. if the paladin has both Aura of Gallantry I and Aura of Gallantry II, they grant DR 4/- to all affected allies in the aura).
  • If the paladin possesses at least three iterations of the Aura of Gallantry class feature, the aura grants all affected allies a +4 divine bonus on saving throws against disease effects.
  • If the paladin possesses at least four iterations of the Aura of Gallantry class feature, the aura grants all affected allies a +2 divine bonus to-hit on all attacks made against any enemy the paladin has successfully designated as their Smite Enemy target. If there is no valid Smite target designated by the paladin, this aspect of the aura provides no benefit.
  • If the paladin possesses at least five iterations of the Aura of Gallantry class feature, the aura grants all affected allies bonus damage on all attacks made against any enemy the paladin has successfully designated as their Smite Enemy target equal to half the paladin's Paladin class level (rounding down). If there is no valid Smite target designated by the paladin, this aspect of the aura provides no benefit.
  • If the paladin possesses at least six iterations of the Aura of Gallantry class feature, the aura allows all affected allies to ignore any DR or ER with a single attack, up to once per round, made against any enemy the paladin has successfully designated as their Smite Enemy. If there is no valid Smite target designated by the paladin, this aspect of the aura provides no benefit.
  • If the paladin possesses all seven iterations of the Aura of Gallantry class feature, the paladin can apply any effects with a range of touch (i.e. spells with a range of touch, Lay on Hands, Cleanse, etc.) on any creature (friend or foe) within the radius of their aura as though that creature were adjacent to them. This does not provoke attacks of opportunity.

Aura of Gallantry does not require any action on the part of the paladin to activate or maintain. Designating one or more allies to receive the benefits of the aura is a free action that can only be performed during the paladin's turn. The aura functions only while the paladin is conscious, and immediately dissipates if they are rendered unconscious or are killed.

The sum of all effects provided by Aura of Gallantry lays a single divine charge on each affected ally (but not on the paladin who is creating the aura). Allies that already have a divine charge present must choose which charge-laying effect to keep, and which to dismiss. Only one divine charge can ever be present on a target at a time.

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Intrepid Paladin (Levels 6 - 10)

Level Full Attack BAB Saving Throws Base AC Class Features
1st Atk 2nd Atk 3rd Atk 4th Atk Fort Refl Will
6th   +6 (+1)   +1 (+1)   -4 (+1)   -9 (+1)   +5 (+1)   +2 (+1)   +5 (+1)   10 Paladin Spells, Divine Grace, Lay On Hands, Cleanse, Level 2 Spells, Smite Enemy II
7th   +7 (+1)   +2 (+1)   -3 (+1)   -8 (+1)   +5   +2   +5   10 Channel Divinity
8th   +8 (+1)   +3 (+1)   -2 (+1)   -7 (+1)   +6 (+1)   +2   +6 (+1)   10 Armor of Righteousness, Celestial Steed
9th   +9 (+1)   +4 (+1)   -1 (+1)   -6 (+1)   +6   +3 (+1)   +6   10 Level 3 Spells, Bonus Feat II
10th   +10 (+1)   +5 (+1)   +0 (+1)   -5 (+1)   +7 (+1)   +3   +7 (+1)   10 Aura of Gallantry II

Weapon and Armor Proficiency

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

Paladin Spells (Intrepid Tier)

If you do not already have the Paladin Spells class feature, you gain it at 6th level. See Paladin Spells for details on how this works. You do not gain the 'Spells Preparable Per Day' amounts listed in previous tiers of the Paladin class unless you actually took those previous tiers.

Remember that you also receive bonus spells per day if you have a sufficiently high Charisma score.

Spells Known (Intrepid Tier)

Unlike the other spellcasting classes, paladins know every spell from the paladin spell list, provided that they are high enough level to cast spells of that level. This knowledge is granted by their connection to their god (or whatever higher power to which they ascribe), and grants them a great deal of choice and freedom when choosing which spells to prepare each day.

Spells Preparable Per Day (Intrepid Tier)

The following table shows how many spells the paladin can actually prepare and cast each day at this experience tier. As a paladin grows in power and level, their auras become stronger, their connection with their deity improves, and thus the paladin gains access to higher level spells, and the ability to prepare and cast more of them each day.

The paladin's base daily allotment of preparable spells is given in the table below. In addition, they receive bonus spells per day if they have a high Charisma score (see Table: Bonus Spell Slots Per Day). The spells preparable per day are reset to these base values when the paladin performs their daily meditation ritual, and doing so also restores any bonus slots provided by having a high caster ability score. Unused prepared spells from previous days cannot be saved up and used later. Any prepared spells that the paladin fails to use before they perform their daily meditation ritual, or before 24 hours pass (whichever comes first), are lost.

To prepare or cast a spell, a paladin must have a Charisma score equal to at least 10 + the spell level.

The pluses in parentheses after some of the numbers in the table below indicate when the value has increased from the previous level (hereafter referred to as 'delta values'). Characters who are multi-classing only receive the delta values of each spell level, rather than the full amount listed (unless, of course, they are the same).

Level 1st 2nd 3rd 4th 5th 6th 7th 8th 9th 10th 11th
6th   3   1 (+1)   -   -   -   -   -   -   -   -   -
7th   3   1   -   -   -   -   -   -   -   -   -
8th   4 (+1)   1   -   -   -   -   -   -   -   -   -
9th   4   1   1 (+1)   -   -   -   -   -   -   -   -
10th   4   1   1   -   -   -   -   -   -   -   -

Divine Grace (Intrepid Tier)

If you do not already have the Divine Grace class feature, you gain it at 6th level. See Divine Grace for details on how this works.

Lay On Hands (Intrepid Tier)

If you do not already have the Lay On Hands class feature, you gain it at 6th level. See Lay On Hands for details on how this works.

Cleanse I (Intrepid Tier)

If you do not already have the Cleanse class feature, you gain it at 6th level. See Cleanse for details on how this works.

Smite Enemy II (Su)

If you do not already have the Smite Enemy I class feature, you gain it at 6th level. See Smite Enemy I for details on how this works.

If you already have the Smite Enemy I class feature from a previous tier of the Paladin class, it improves at 6th level, instead, in the following ways:

  • You can activate Smite Enemy one additional time per encounter, as a swift action each time. There is no restriction on how many Smite targets you can have active at the same time, other than the number of enemies present in the encounter, and:
  • While Smite Enemy is active on a target, any time you damage that creature, you may add half your Paladin class level as bonus damage to the attack. Bonus damage is not multiplied on a critical hit. This bonus damage stacks with any other source of bonus damage you may possess, including bonus damage gained from other tiers of the Smite Enemy line of class features.

Channel Divinity (Su)

Beginning at 7th level, the paladin can expend one use of their Lay On Hands to release a wave of divine energy by channeling the power of their faith through their holy symbol. This energy can be used to cause injury or heal damage, depending on the type of energy channeled and the creatures targeted.

Using Channel Divinity requires a standard action that does not provoke an attack of opportunity, and the paladin must present their holy symbol during the standard action to activate the ability.

Channeling divinity affects a 30-foot radius in a burst that is centered on the paladin (i.e., a 13x13 square area centered on the paladin's space). Channel Divinity affects all creatures of the selected type (i.e. living or undead) that are within the area of effect, whether friend or foe (unless you have the Selective feat). A paladin can choose whether or not to include themselves in the effect.

When the paladin activates Channel Divinity, they declare whether it is dealing Positive Energy (energy, uncommon) or Negative Energy (energy, uncommon), and then the declare whether it is targeting living creatures or undead creatures. No single use of Channel Divinity can ever affect both living creatures and undead creatures at the same time, and neither can it ever inflict both Positive and Negative energy damage at the same time. By selecting these two variables, the paladin chooses from among four options, each time they use Channel Divinity:

  1. Channel positive energy to heal the living. (No effect on undead.)
  2. Channel positive energy to harm the undead. (No effect on the living.)
  3. Channel negative energy to harm the living. (No effect on undead.)
  4. Channel negative energy to heal the undead. (No effect on the living.)

Channel Divinity Uses Per Day (Intrepid Tier)

Paladins can use Channel Divinity by expending one daily use of their Lay On Hands class feature.

Channel Divinity Damage Dealt (Intrepid Tier)

If Channel Divinity is used to inflict damage (whether on the living, or on the undead), it deals an amount of damage based on your current tier of the Paladin class, regardless of whether you took any previous tiers of the Paladin class. Creatures that take damage from Channel Divinity may attempt a Will save, DC of 10 + ½ your character level + your Charisma modifier, to suffer only half damage.

Level Channel Divinity Damage
7th 5d8+2 (+ Cha Mod)
8th 5d8+4 (+ Cha Mod)
9th 5d8+7 (+ Cha Mod)
10th 6d8+6 (+ Cha Mod)

Channel Divinity Healing Provided (Intrepid Tier)

If Channel Divinity is used to apply healing (whether to the living, or to the undead), it heals 2d8 + your Charisma modifier at all points during this experience tier of the Paladin class, regardless of whether you took any previous tiers of the Paladin class. Creatures that have Spell Resistance, or must otherwise save against normally harmless effects, must attempt a Will save, DC of 10 + ½ your character level + your Charisma modifier, or else receive only half the healing provided.

As with any healing, creatures healed by Channel Divinity cannot exceed their maximum hit point total -- all excess healing is lost.

Armor of Righteousness (Ex)

At 8th level, a paladin gains Damage Resistance versus all physical damage types (DR x/-) equal to half their Paladin class level, rounding down, to a maximum of DR 17/- at Paladin level 34. This DR stacks with any other source of DR x/-, but it does not stack with DR that only resists some type(s) of physical damage. In a case where the paladin has two different kinds of DR (e.g. DR x/- and DR x/bludgeoning) and both could apply to the damage being mitigated, the paladin uses only the largest available value.

Celestial Steed (Su)

At 8th level, the paladin gains the ability to summon a loyal steed to serve them as they promote their beliefs. The paladin gains 1,000 gold pieces to purchase a mount for themselves upon gaining this class feature. They can add additional gold from their own funds to purchase a better mount if they prefer, but if the mount costs less than 1,000 gp, any unspent gold is lost. The paladin can purchase their mount even if they are in a location where no mounts are available to purchase — this is a mount from a distant plane of existence, whether another material plane, or some celestial (or demonic) realm, and the paladin isn't really buying it, so much as coming to an agreement with it. Arranging this agreement requires a full day of downtime. If the paladin spends more than 1 hour doing anything besides praying and communing with their prospective mount during that day (except meals and short rest breaks), the ritual fails and another day must be dedicated to the effort.

The mount can be any CR the paladin can afford, though higher CR mounts are much harder to control in combat (see Mounted Combat for details). Paladins without the Ride skill should be cautious if attempting to ride their mount into battle, but riding it for transportation (outside of combat) does not require any Ride checks. The paladin can advance the mount's CR following the standard Mounted CR Rules for doing so.

As a full-round action, the paladin may magically call their mount from whatever realm it originates. The mount immediately appears in an unblocked, unoccupied space adjacent to the paladin and remains until dismissed (a free action that can only be performed during the paladin's turn) or until the paladin begins a full night's rest, whichever comes first. The mount is the same creature each time it is summoned, though the paladin may release a particular mount from service.

Should the paladin's mount die, the paladin must commune with a new mount, reaching a new arrangement, and they must spend their own gold and time to do so.

Bonus Feat II (Ex)

At 9th level, the paladin may select a bonus feat. The paladin may select any feat for which they meet the prerequisites at the time the feat is chosen. Paladins are advised, however, to consider at least some metamagic feats, in order to make use of their higher level spells slots, especially at higher levels.

Aura of Gallantry II (Su)

At 10th level, the paladin gains an aura that provides a number of benefits, and these benefits increase as the paladin gains additional iterations of the Aura of Gallantry class feature, as described below:

  • The radius of the aura is 5 feet per iteration of the Aura of Gallantry class feature that the paladin possesses (i.e. if the paladin has both Aura of Gallantry I and Aura of Gallantry II, the aura has a radius of 10 feet), to a maximum of a 35-foot radius if the paladin possesses all seven iterations of the Aura of Gallantry class feature.
  • The paladin can affect up to two allies within the radius at a time. The paladin can choose which allies are affected if more than two allies are within their aura's radius at any given time. Affected allies retain the benefits for as long as they remain within the radius of the aura. If the paladin moves away, or if the ally moves out of the radius, they immediately lose the benefits provided. The paladin can only change which allies are receiving the benefits of the aura during their own turn, even if that means there are fewer than two allies receiving its benefits.
  • The number of affected allies increases by +1 for every two iterations of the Aura of Gallantry class feature the paladin possess not counting the first iteration in which they learned it (i.e. if the paladin has three iterations, they can affect up to 3 allies within the aura's radius; if they have five iterations, they can affect up to 4 allies within the aura's radius; if they have all seven iterations, they can affect up to 6 allies within the aura's radius).

Affected allies within the radius of the aura are granted the following benefits:

  • If the paladin possesses at least one iteration of the Aura of Gallantry class feature, the aura grants all affected allies a +4 divine bonus on saving throws against fear effects.
  • If the paladin possesses at least two iterations of the Aura of Gallantry class feature, the aura grants all affected allies Damage Resistance versus all physical damage types (DR x/-) equal to 2 points per iteration of the Aura of Gallantry that the paladin possesses (i.e. if the paladin has both Aura of Gallantry I and Aura of Gallantry II, they grant DR 4/- to all affected allies in the aura).
  • If the paladin possesses at least three iterations of the Aura of Gallantry class feature, the aura grants all affected allies a +4 divine bonus on saving throws against disease effects.
  • If the paladin possesses at least four iterations of the Aura of Gallantry class feature, the aura grants all affected allies a +2 divine bonus to-hit on all attacks made against any enemy the paladin has successfully designated as their Smite Enemy target. If there is no valid Smite target designated by the paladin, this aspect of the aura provides no benefit.
  • If the paladin possesses at least five iterations of the Aura of Gallantry class feature, the aura grants all affected allies bonus damage on all attacks made against any enemy the paladin has successfully designated as their Smite Enemy target equal to half the paladin's Paladin class level (rounding down). If there is no valid Smite target designated by the paladin, this aspect of the aura provides no benefit.
  • If the paladin possesses at least six iterations of the Aura of Gallantry class feature, the aura allows all affected allies to ignore any DR or ER with a single attack, up to once per round, made against any enemy the paladin has successfully designated as their Smite Enemy. If there is no valid Smite target designated by the paladin, this aspect of the aura provides no benefit.
  • If the paladin possesses all seven iterations of the Aura of Gallantry class feature, the paladin can apply any effects with a range of touch (i.e. spells with a range of touch, Lay on Hands, Cleanse, etc.) on any creature (friend or foe) within the radius of their aura as though that creature were adjacent to them. This does not provoke attacks of opportunity.

Aura of Gallantry does not require any action on the part of the paladin to activate or maintain. Designating one or more allies to receive the benefits of the aura is a free action that can only be performed during the paladin's turn. The aura functions only while the paladin is conscious, and immediately dissipates if they are rendered unconscious or are killed.

The sum of all effects provided by Aura of Gallantry lays a single divine charge on each affected ally (but not on the paladin who is creating the aura). Allies that already have a divine charge present must choose which charge-laying effect to keep, and which to dismiss. Only one divine charge can ever be present on a target at a time.

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Heroic Paladin (Levels 11 - 15)

Level Full Attack BAB Saving Throws Base AC Class Features
1st Atk 2nd Atk 3rd Atk 4th Atk Fort Refl Will
11th   +11 (+1)   +6 (+1)   +1 (+1)   -4 (+1)   +7   +3   +7   10 Paladin Spells, Divine Grace, Lay On Hands, Cleanse, Channel Divinity, Smite Enemy III, Mana Burning
12th   +12 (+1)   +7 (+1)   +2 (+1)   -3 (+1)   +8 (+1)   +4 (+1)   +8 (+1)   10 Level 4 Spells, Benevolence
13th   +13 (+1)   +8 (+1)   +3 (+1)   -2 (+1)   +8   +4   +8   10 Divine Health
14th   +14 (+1)   +9 (+1)   +4 (+1)   -1 (+1)   +9 (+1)   +4   +9 (+1)   10 Bonus Feat III
15th   +15 (+1)   +10 (+1)   +5 (+1)   +0 (+1)   +9   +5 (+1)   +9   10 Level 5 Spells, Aura of Gallantry III

Weapon and Armor Proficiency

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

Paladin Spells (Heroic Tier)

If you do not already have the Paladin Spells class feature, you gain it at 11th level. See Paladin Spells for details on how this works. You do not gain the 'Spells Preparable Per Day' amounts listed in previous tiers of the Paladin class unless you actually took those previous tiers.

Remember that you also receive bonus spells per day if you have a sufficiently high Charisma score.

Spells Known (Heroic Tier)

Unlike the other spellcasting classes, paladins know every spell from the paladin spell list, provided that they are high enough level to cast spells of that level. This knowledge is granted by their connection to their god (or whatever higher power to which they ascribe), and grants them a great deal of choice and freedom when choosing which spells to prepare each day.

Spells Preparable Per Day (Heroic Tier)

The following table shows how many spells the paladin can actually prepare and cast each day at this experience tier. As a paladin grows in power and level, their auras become stronger, their connection with their deity improves, and thus the paladin gains access to higher level spells, and the ability to prepare and cast more of them each day.

The paladin's base daily allotment of preparable spells is given in the table below. In addition, they receive bonus spells per day if they have a high Charisma score (see Table: Bonus Spell Slots Per Day). The spells preparable per day are reset to these base values when the paladin performs their daily meditation ritual, and doing so also restores any bonus slots provided by having a high caster ability score. Unused prepared spells from previous days cannot be saved up and used later. Any prepared spells that the paladin fails to use before they perform their daily meditation ritual, or before 24 hours pass (whichever comes first), are lost.

To prepare or cast a spell, a paladin must have a Charisma score equal to at least 10 + the spell level.

The pluses in parentheses after some of the numbers in the table below indicate when the value has increased from the previous level (hereafter referred to as 'delta values'). Characters who are multi-classing only receive the delta values of each spell level, rather than the full amount listed (unless, of course, they are the same).

Level 1st 2nd 3rd 4th 5th 6th 7th 8th 9th 10th 11th
11th   4   2 (+1)   1   -   -   -   -   -   -   -   -
12th   4   2   1   1 (+1)   -   -   -   -   -   -   -
13th   5 (+1)   2   1   1   -   -   -   -   -   -   -
14th   5   2   2 (+1)   1   -   -   -   -   -   -   -
15th   5   2   2   1   1 (+1)   -   -   -   -   -   -

Divine Grace (Heroic Tier)

If you do not already have the Divine Grace class feature, you gain it at 11th level. See Divine Grace for details on how this works.

Lay On Hands (Heroic Tier)

If you do not already have the Lay On Hands class feature, you gain it at 11th level. See Lay On Hands for details on how this works.

Cleanse (Heroic Tier)

If you do not already have the Cleanse class feature, you gain it at 11th level. See Cleanse for details on how this works.

Channel Divinity (Heroic Tier)

If you do not already have the Channel Divinity class feature, you gain it at 11th level. See Channel Divinity for details on how this works.

Channel Divinity Uses Per Day (Heroic Tier)

Paladins can use Channel Divinity by expending one daily use of their Lay On Hands class feature.

Channel Divinity Damage Dealt (Heroic Tier)

If Channel Divinity is used to inflict damage (whether on the living, or on the undead), it deals an amount of damage based on your current tier of the Paladin class, regardless of whether you took any previous tiers of the Paladin class. Creatures that take damage from Channel Divinity may attempt a Will save, DC of 10 + ½ your character level + your Charisma modifier, to suffer only half damage.

Level Channel Divinity Damage
11th 6d8+9 (+ Cha Mod)
12th 7d8+8 (+ Cha Mod)
13th 7d8+11 (+ Cha Mod)
14th 8d8+11 (+ Cha Mod)
15th 8d8+15 (+ Cha Mod)

Channel Divinity Healing Provided (Heroic Tier)

If Channel Divinity is used to apply healing (whether to the living, or to the undead), it heals 3d8 + your Charisma modifier at all points during this experience tier of the Paladin class, regardless of whether you took any previous tiers of the Paladin class. Creatures that have Spell Resistance, or must otherwise save against normally harmless effects, must attempt a Will save, DC of 10 + ½ your character level + your Charisma modifier, or else receive only half the healing provided.

As with any healing, creatures healed by Channel Divinity cannot exceed their maximum hit point total -- all excess healing is lost.

Smite Enemy III (Su)

If you do not already have the Smite Enemy I class feature, you gain it at 11th level. See Smite Enemy I for details on how this works.

If you already have the Smite Enemy I class feature from a previous tier of the Paladin class, it improves at 11th level, instead, in the following ways:

  • You can activate Smite Enemy one additional time per encounter, as a swift action each time. There is no restriction on how many Smite targets you can have active at the same time, other than the number of enemies present in the encounter, and:
  • While Smite Enemy is active on a target, any time you damage that creature, you may add half your Paladin class level as bonus damage to the attack. Bonus damage is not multiplied on a critical hit. This bonus damage stacks with any other source of bonus damage you may possess, including bonus damage gained from other tiers of the Smite Enemy line of class features.

Mana Burning (Sp)

  • 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.

Beginning at 11th level, when casting a spell, you can 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.

Benevolence (Su)

Beginning at level 12, once per encounter, when the paladin spends an action point to gain an action (e.g., a move action in the second round, or a standard action in the third round), they can grant that same action type as a bonus action to one ally affected by their Aura of Gallantry. The affected ally must immediately make use of the granted action type, or it is lost at the end of the paladin's current turn (i.e. they cannot ready or hold the action).

The paladin can never use this ability more than once per encounter, even if they somehow manage to acquire and use more than one action point. If the paladin uses their action point for any reason other than gaining a bonus action (e.g. to reroll a die result), this class feature provides no benefit.

Divine Health (Ex)

At 13th level, the paladin becomes immune to all diseases, including supernatural and magical diseases, even mummy rot. (This immunity to the mummy rot disease in turn renders them immune to the curse aspect of mummy rot, though paladins are not immune to other curses.)

Bonus Feat III (Ex)

At 14th level, the paladin may select a bonus feat. The paladin may select any feat for which they meet the prerequisites at the time the feat is chosen. Paladins are advised, however, to consider at least some metamagic feats, in order to make use of their higher level spells slots, especially at higher levels.

Aura of Gallantry III (Su)

At 15th level, the paladin gains an aura that provides a number of benefits, and these benefits increase as the paladin gains additional iterations of the Aura of Gallantry class feature, as described below:

  • The radius of the aura is 5 feet per iteration of the Aura of Gallantry class feature that the paladin possesses (i.e. if the paladin has both Aura of Gallantry I and Aura of Gallantry II, the aura has a radius of 10 feet), to a maximum of a 35-foot radius if the paladin possesses all seven iterations of the Aura of Gallantry class feature.
  • The paladin can affect up to two allies within the radius at a time. The paladin can choose which allies are affected if more than two allies are within their aura's radius at any given time. Affected allies retain the benefits for as long as they remain within the radius of the aura. If the paladin moves away, or if the ally moves out of the radius, they immediately lose the benefits provided. The paladin can only change which allies are receiving the benefits of the aura during their own turn, even if that means there are fewer than two allies receiving its benefits.
  • The number of affected allies increases by +1 for every two iterations of the Aura of Gallantry class feature the paladin possess not counting the first iteration in which they learned it (i.e. if the paladin has three iterations, they can affect up to 3 allies within the aura's radius; if they have five iterations, they can affect up to 4 allies within the aura's radius; if they have all seven iterations, they can affect up to 6 allies within the aura's radius).

Affected allies within the radius of the aura are granted the following benefits:

  • If the paladin possesses at least one iteration of the Aura of Gallantry class feature, the aura grants all affected allies a +4 divine bonus on saving throws against fear effects.
  • If the paladin possesses at least two iterations of the Aura of Gallantry class feature, the aura grants all affected allies Damage Resistance versus all physical damage types (DR x/-) equal to 2 points per iteration of the Aura of Gallantry that the paladin possesses (i.e. if the paladin has both Aura of Gallantry I and Aura of Gallantry II, they grant DR 4/- to all affected allies in the aura).
  • If the paladin possesses at least three iterations of the Aura of Gallantry class feature, the aura grants all affected allies a +4 divine bonus on saving throws against disease effects.
  • If the paladin possesses at least four iterations of the Aura of Gallantry class feature, the aura grants all affected allies a +2 divine bonus to-hit on all attacks made against any enemy the paladin has successfully designated as their Smite Enemy target. If there is no valid Smite target designated by the paladin, this aspect of the aura provides no benefit.
  • If the paladin possesses at least five iterations of the Aura of Gallantry class feature, the aura grants all affected allies bonus damage on all attacks made against any enemy the paladin has successfully designated as their Smite Enemy target equal to half the paladin's Paladin class level (rounding down). If there is no valid Smite target designated by the paladin, this aspect of the aura provides no benefit.
  • If the paladin possesses at least six iterations of the Aura of Gallantry class feature, the aura allows all affected allies to ignore any DR or ER with a single attack, up to once per round, made against any enemy the paladin has successfully designated as their Smite Enemy. If there is no valid Smite target designated by the paladin, this aspect of the aura provides no benefit.
  • If the paladin possesses all seven iterations of the Aura of Gallantry class feature, the paladin can apply any effects with a range of touch (i.e. spells with a range of touch, Lay on Hands, Cleanse, etc.) on any creature (friend or foe) within the radius of their aura as though that creature were adjacent to them. This does not provoke attacks of opportunity.

Aura of Gallantry does not require any action on the part of the paladin to activate or maintain. Designating one or more allies to receive the benefits of the aura is a free action that can only be performed during the paladin's turn. The aura functions only while the paladin is conscious, and immediately dissipates if they are rendered unconscious or are killed.

The sum of all effects provided by Aura of Gallantry lays a single divine charge on each affected ally (but not on the paladin who is creating the aura). Allies that already have a divine charge present must choose which charge-laying effect to keep, and which to dismiss. Only one divine charge can ever be present on a target at a time.

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Undaunted Paladin (Levels 16 - 20)

Level Full Attack BAB Saving Throws Base AC Class Features
1st Atk 2nd Atk 3rd Atk 4th Atk Fort Refl Will
16th   +16 (+1)   +11 (+1)   +6 (+1)   +1 (+1)   +10 (+1)   +5   +10 (+1)   10 Paladin Spells, Mana Burning, Divine Grace, Cleanse, Lay On Hands, Channel Divinity, Smite Enemy IV
17th   +17 (+1)   +12 (+1)   +7 (+1)   +2 (+1)   +10   +5   +10   10 Self-Sacrifice I
18th   +18 (+1)   +13 (+1)   +8 (+1)   +3 (+1)   +11 (+1)   +6 (+1)   +11 (+1)   10 Level 6 Spells, Holy Champion
19th   +19 (+1)   +14 (+1)   +9 (+1)   +4 (+1)   +11   +6   +11   10 Bonus Feat IV
20th   +20 (+1)   +15 (+1)   +10 (+1)   +5 (+1)   +12 (+1)   +6   +12 (+1)   10 Aura of Gallantry IV

Weapon and Armor Proficiency

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

Paladin Spells (Undaunted Tier)

If you do not already have the Paladin Spells class feature, you gain it at 16th level. See Paladin Spells for details on how this works. You do not gain the 'Spells Preparable Per Day' amounts listed in previous tiers of the Paladin class unless you actually took those previous tiers.

Remember that you also receive bonus spells per day if you have a sufficiently high Charisma score.

Spells Known (Undaunted Tier)

Unlike the other spellcasting classes, paladins know every spell from the paladin spell list, provided that they are high enough level to cast spells of that level. This knowledge is granted by their connection to their god (or whatever higher power to which they ascribe), and grants them a great deal of choice and freedom when choosing which spells to prepare each day.

Spells Preparable Per Day (Undaunted Tier)

The following table shows how many spells the paladin can actually prepare and cast each day at this experience tier. As a paladin grows in power and level, their auras become stronger, their connection with their deity improves, and thus the paladin gains access to higher level spells, and the ability to prepare and cast more of them each day.

The paladin's base daily allotment of preparable spells is given in the table below. In addition, they receive bonus spells per day if they have a high Charisma score (see Table: Bonus Spell Slots Per Day). The spells preparable per day are reset to these base values when the paladin performs their daily meditation ritual, and doing so also restores any bonus slots provided by having a high caster ability score. Unused prepared spells from previous days cannot be saved up and used later. Any prepared spells that the paladin fails to use before they perform their daily meditation ritual, or before 24 hours pass (whichever comes first), are lost.

To prepare or cast a spell, a paladin must have a Charisma score equal to at least 10 + the spell level.

The pluses in parentheses after some of the numbers in the table below indicate when the value has increased from the previous level (hereafter referred to as 'delta values'). Characters who are multi-classing only receive the delta values of each spell level, rather than the full amount listed (unless, of course, they are the same).

Level 1st 2nd 3rd 4th 5th 6th 7th 8th 9th 10th 11th
16th   5   3 (+1)   2   1   1   -   -   -   -   -   -
17th   5   3   2   2 (+1)   1   -   -   -   -   -   -
18th   6 (+1)   3   2   2   1   1 (+1)   -   -   -   -   -
19th   6   3   3 (+1)   2   1   1   -   -   -   -   -
20th   6   3   3   2   2 (+1)   1   -   -   -   -   -

Mana Burning (Undaunted Tier)

If you do not already have the Mana Burning class feature, you gain it at 16th level. See Mana Burning for details on how this works.

Divine Grace (Undaunted Tier)

If you do not already have the Divine Grace class feature, you gain it at 16th level. See Divine Grace for details on how this works.

Cleanse (Undaunted Tier)

If you do not already have the Cleanse class feature, you gain it at 16th level. See Cleanse for details on how this works.

Lay On Hands (Undaunted Tier)

If you do not already have the Lay On Hands class feature, you gain it at 16th level. See Lay On Hands for details on how this works.

Channel Divinity (Undaunted Tier)

If you do not already have the Channel Divinity class feature, you gain it at 16th level. See Channel Divinity for details on how this works.

Channel Divinity Uses Per Day (Undaunted Tier)

Paladins can use Channel Divinity by expending one daily use of their Lay On Hands class feature.

Channel Divinity Damage Dealt (Undaunted Tier)

If Channel Divinity is used to inflict damage (whether on the living, or on the undead), it deals an amount of damage based on your current tier of the Paladin class, regardless of whether you took any previous tiers of the Paladin class. Creatures that take damage from Channel Divinity may attempt a Will save, DC of 10 + ½ your character level + your Charisma modifier, to suffer only half damage.

Level Channel Divinity Damage
16th 9d8+15 (+ Cha Mod)
17th 9d8+19 (+ Cha Mod)
18th 9d8+23 (+ Cha Mod)
19th 10d8+24 (+ Cha Mod)
20th 10d8+29 (+ Cha Mod)

Channel Divinity Healing Provided (Undaunted Tier)

If Channel Divinity is used to apply healing (whether to the living, or to the undead), it heals 4d8 + your Charisma modifier at all points during this experience tier of the Paladin class, regardless of whether you took any previous tiers of the Paladin class. Creatures that have Spell Resistance, or must otherwise save against normally harmless effects, must attempt a Will save, DC of 10 + ½ your character level + your Charisma modifier, or else receive only half the healing provided.

As with any healing, creatures healed by Channel Divinity cannot exceed their maximum hit point total -- all excess healing is lost.

Smite Enemy IV (Su)

If you do not already have the Smite Enemy I class feature, you gain it at 16th level. See Smite Enemy I for details on how this works.

If you already have the Smite Enemy I class feature from a previous tier of the Paladin class, it improves at 16th level, instead, in the following ways:

  • You can activate Smite Enemy one additional time per encounter, as a swift action each time. There is no restriction on how many Smite targets you can have active at the same time, other than the number of enemies present in the encounter, and:
  • While Smite Enemy is active on a target, any time you damage that creature, you may add half your Paladin class level as bonus damage to the attack. Bonus damage is not multiplied on a critical hit. This bonus damage stacks with any other source of bonus damage you may possess, including bonus damage gained from other tiers of the Smite Enemy line of class features.

Self-Sacrifice I (Su)

Beginning at 17th level, any time the paladin uses their Lay On Hands ability to heal an adjacent ally, they may heal that ally an additional amount of health up to their own Paladin class level. However, upon doing so, the paladin immediately suffers that same amount of additional healing as damage to themselves. Damage inflicted by the Self-Sacrifice class feature is considered Primal (undefined damage type), and cannot be mitigated or reduced with DR or ER.

The damage dealt to the paladin is only the additional healing provided by the Self-Sacrifice class feature, and does not include the base healing provided by Lay On Hands.

Holy Champion (Su)

At 18th level, any time the paladin successfully hits the target of their Smite Enemy class feature, after resolving their hit normally, they can choose to immediately end the effects of Smite Enemy as a free action. By doing so, the paladin inflicts the effects of Banishment (Cleric Spell) on that target.

Unlike the spell, this effect can only be triggered against a single enemy at a time, and that enemy must be the target of the paladin's Smite Enemy class feature.

Bonus Feat IV (Ex)

At 19th level, the paladin may select a bonus feat. The paladin may select any feat for which they meet the prerequisites at the time the feat is chosen. Paladins are advised, however, to consider at least some metamagic feats, in order to make use of their higher level spells slots, especially at higher levels.

Aura of Gallantry IV (Su)

At 20th level, the paladin gains an aura that provides a number of benefits, and these benefits increase as the paladin gains additional iterations of the Aura of Gallantry class feature, as described below:

  • The radius of the aura is 5 feet per iteration of the Aura of Gallantry class feature that the paladin possesses (i.e. if the paladin has both Aura of Gallantry I and Aura of Gallantry II, the aura has a radius of 10 feet), to a maximum of a 35-foot radius if the paladin possesses all seven iterations of the Aura of Gallantry class feature.
  • The paladin can affect up to two allies within the radius at a time. The paladin can choose which allies are affected if more than two allies are within their aura's radius at any given time. Affected allies retain the benefits for as long as they remain within the radius of the aura. If the paladin moves away, or if the ally moves out of the radius, they immediately lose the benefits provided. The paladin can only change which allies are receiving the benefits of the aura during their own turn, even if that means there are fewer than two allies receiving its benefits.
  • The number of affected allies increases by +1 for every two iterations of the Aura of Gallantry class feature the paladin possess not counting the first iteration in which they learned it (i.e. if the paladin has three iterations, they can affect up to 3 allies within the aura's radius; if they have five iterations, they can affect up to 4 allies within the aura's radius; if they have all seven iterations, they can affect up to 6 allies within the aura's radius).

Affected allies within the radius of the aura are granted the following benefits:

  • If the paladin possesses at least one iteration of the Aura of Gallantry class feature, the aura grants all affected allies a +4 divine bonus on saving throws against fear effects.
  • If the paladin possesses at least two iterations of the Aura of Gallantry class feature, the aura grants all affected allies Damage Resistance versus all physical damage types (DR x/-) equal to 2 points per iteration of the Aura of Gallantry that the paladin possesses (i.e. if the paladin has both Aura of Gallantry I and Aura of Gallantry II, they grant DR 4/- to all affected allies in the aura).
  • If the paladin possesses at least three iterations of the Aura of Gallantry class feature, the aura grants all affected allies a +4 divine bonus on saving throws against disease effects.
  • If the paladin possesses at least four iterations of the Aura of Gallantry class feature, the aura grants all affected allies a +2 divine bonus to-hit on all attacks made against any enemy the paladin has successfully designated as their Smite Enemy target. If there is no valid Smite target designated by the paladin, this aspect of the aura provides no benefit.
  • If the paladin possesses at least five iterations of the Aura of Gallantry class feature, the aura grants all affected allies bonus damage on all attacks made against any enemy the paladin has successfully designated as their Smite Enemy target equal to half the paladin's Paladin class level (rounding down). If there is no valid Smite target designated by the paladin, this aspect of the aura provides no benefit.
  • If the paladin possesses at least six iterations of the Aura of Gallantry class feature, the aura allows all affected allies to ignore any DR or ER with a single attack, up to once per round, made against any enemy the paladin has successfully designated as their Smite Enemy. If there is no valid Smite target designated by the paladin, this aspect of the aura provides no benefit.
  • If the paladin possesses all seven iterations of the Aura of Gallantry class feature, the paladin can apply any effects with a range of touch (i.e. spells with a range of touch, Lay on Hands, Cleanse, etc.) on any creature (friend or foe) within the radius of their aura as though that creature were adjacent to them. This does not provoke attacks of opportunity.

Aura of Gallantry does not require any action on the part of the paladin to activate or maintain. Designating one or more allies to receive the benefits of the aura is a free action that can only be performed during the paladin's turn. The aura functions only while the paladin is conscious, and immediately dissipates if they are rendered unconscious or are killed.

The sum of all effects provided by Aura of Gallantry lays a single divine charge on each affected ally (but not on the paladin who is creating the aura). Allies that already have a divine charge present must choose which charge-laying effect to keep, and which to dismiss. Only one divine charge can ever be present on a target at a time.

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Valorous Paladin (Levels 21 - 25)

Level Full Attack BAB Saving Throws Base AC Class Features
1st Atk 2nd Atk 3rd Atk 4th Atk Fort Refl Will
21st   +21 (+1)   +16 (+1)   +11 (+1)   +6 (+1)   +13 (+1)   +7 (+1)   +13 (+1)   10 Paladin Spells, Mana Burning, Divine Grace, Lay On Hands, Cleanse, Channel Divinity, Level 7 Spells, Smite Enemy V
22nd   +21   +16   +11   +6   +13   +7   +13   10 Divine Refuge
23rd   +22 (+1)   +17 (+1)   +12 (+1)   +7 (+1)   +14 (+1)   +8 (+1)   +14 (+1)   10 Unyielding Dogma
24th   +22   +17   +12   +7   +14   +8   +14   10 Level 8 Spells, Bonus Feat V
25th   +23 (+1)   +18 (+1)   +13 (+1)   +8 (+1)   +15 (+1)   +9 (+1)   +15 (+1)   10 Aura of Gallantry V

Weapon and Armor Proficiency

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

Paladin Spells (Valorous Tier)

If you do not already have the Paladin Spells class feature, you gain it at 21st level. See Paladin Spells for details on how this works. You do not gain the 'Spells Preparable Per Day' amounts listed in previous tiers of the Paladin class unless you actually took those previous tiers.

Remember that you also receive bonus spells per day if you have a sufficiently high Charisma score.

Spells Known (Valorous Tier)

Unlike the other spellcasting classes, paladins know every spell from the paladin spell list, provided that they are high enough level to cast spells of that level. This knowledge is granted by their connection to their god (or whatever higher power to which they ascribe), and grants them a great deal of choice and freedom when choosing which spells to prepare each day.

Spells Preparable Per Day (Valorous Tier)

The following table shows how many spells the paladin can actually prepare and cast each day at this experience tier. As a paladin grows in power and level, their auras become stronger, their connection with their deity improves, and thus the paladin gains access to higher level spells, and the ability to prepare and cast more of them each day.

The paladin's base daily allotment of preparable spells is given in the table below. In addition, they receive bonus spells per day if they have a high Charisma score (see Table: Bonus Spell Slots Per Day). The spells preparable per day are reset to these base values when the paladin performs their daily meditation ritual, and doing so also restores any bonus slots provided by having a high caster ability score. Unused prepared spells from previous days cannot be saved up and used later. Any prepared spells that the paladin fails to use before they perform their daily meditation ritual, or before 24 hours pass (whichever comes first), are lost.

To prepare or cast a spell, a paladin must have a Charisma score equal to at least 10 + the spell level.

The pluses in parentheses after some of the numbers in the table below indicate when the value has increased from the previous level (hereafter referred to as 'delta values'). Characters who are multi-classing only receive the delta values of each spell level, rather than the full amount listed (unless, of course, they are the same).

Level 1st 2nd 3rd 4th 5th 6th 7th 8th 9th 10th 11th
21st   6   4 (+1)   3   2   2   1   1 (+1)   -   -   -   -
22nd   6   4   3   3 (+1)   2   1   1   -   -   -   -
23rd   6   4   3   3   2   2 (+1)   1   -   -   -   -
24th   6   4   4 (+1)   3   2   2   1   1 (+1)   -   -   -
25th   6   4   4   3   3 (+1)   2   1   1   -   -   -

Mana Burning (Valorous Tier)

If you do not already have the Mana Burning class feature, you gain it at 21st level. See Mana Burning for details on how this works.

Divine Grace (Valorous Tier)

If you do not already have the Divine Grace class feature, you gain it at 21st level. See Divine Grace for details on how this works.

Lay On Hands (Valorous Tier)

If you do not already have the Lay On Hands class feature, you gain it at 21st level. See Lay On Hands for details on how this works.

Cleanse (Valorous Tier)

If you do not already have the Cleanse class feature, you gain it at 21st level. See Cleanse for details on how this works.

Channel Divinity (Valorous Tier)

If you do not already have the Channel Divinity class feature, you gain it at 21st level. See Channel Divinity for details on how this works.

Channel Divinity Uses Per Day (Valorous Tier)

Paladins can use Channel Divinity by expending one daily use of their Lay On Hands class feature.

Channel Divinity Damage Dealt (Valorous Tier)

If Channel Divinity is used to inflict damage (whether on the living, or on the undead), it deals an amount of damage based on your current tier of the Paladin class, regardless of whether you took any previous tiers of the Paladin class. Creatures that take damage from Channel Divinity may attempt a Will save, DC of 10 + ½ your character level + your Charisma modifier, to suffer only half damage.

Level Channel Divinity Damage
21st 11d8+31 (+ Cha Mod)
22nd 11d8+37 (+ Cha Mod)
23rd 12d8+40 (+ Cha Mod)
24th 12d8+46 (+ Cha Mod)
25th 13d8+49 (+ Cha Mod)

Channel Divinity Healing Provided (Valorous Tier)

If Channel Divinity is used to apply healing (whether to the living, or to the undead), it heals 5d8 + your Charisma modifier at all points during this experience tier of the Paladin class, regardless of whether you took any previous tiers of the Paladin class. Creatures that have Spell Resistance, or must otherwise save against normally harmless effects, must attempt a Will save, DC of 10 + ½ your character level + your Charisma modifier, or else receive only half the healing provided.

As with any healing, creatures healed by Channel Divinity cannot exceed their maximum hit point total -- all excess healing is lost.

Smite Enemy V (Su)

If you do not already have the Smite Enemy I class feature, you gain it at 21st level. See Smite Enemy I for details on how this works.

If you already have the Smite Enemy I class feature from a previous tier of the Paladin class, it improves at 21st level, instead, in the following ways:

  • You can activate Smite Enemy one additional time per encounter, as a swift action each time. There is no restriction on how many Smite targets you can have active at the same time, other than the number of enemies present in the encounter, and:
  • While Smite Enemy is active on a target, any time you damage that creature, you may add half your Paladin class level as bonus damage to the attack. Bonus damage is not multiplied on a critical hit. This bonus damage stacks with any other source of bonus damage you may possess, including bonus damage gained from other tiers of the Smite Enemy line of class features.

Divine Refuge (Su)

Beginning at 22nd level, up to once per encounter, if you or an ally affected by your aura are critically hit, you can spend an immediate action to force that attack to be resolved as a normal hit, instead.

Unyielding Dogma (Ex)

Beginning at 23rd level, the paladin may add their Charisma modifier as bonus damage to all their melee damage rolls. Bonus damage is always of the same damage type as the attack that caused it. Bonus damage is never multiplied on a critical hit. This stacks with the Charisma modifier they already add to their damage when making attacks against their Smite Enemy target(s) (i.e. they add twice their Charisma modifier as bonus damage to such attacks).

Bonus Feat V (Ex)

At 24th level, the paladin may select a bonus feat. The paladin may select any feat for which they meet the prerequisites at the time the feat is chosen. Paladins are advised, however, to consider at least some metamagic feats, in order to make use of their higher level spells slots, especially at higher levels.

Aura of Gallantry V (Su)

At 25th level, the paladin gains an aura that provides a number of benefits, and these benefits increase as the paladin gains additional iterations of the Aura of Gallantry class feature, as described below:

  • The radius of the aura is 5 feet per iteration of the Aura of Gallantry class feature that the paladin possesses (i.e. if the paladin has both Aura of Gallantry I and Aura of Gallantry II, the aura has a radius of 10 feet), to a maximum of a 35-foot radius if the paladin possesses all seven iterations of the Aura of Gallantry class feature.
  • The paladin can affect up to two allies within the radius at a time. The paladin can choose which allies are affected if more than two allies are within their aura's radius at any given time. Affected allies retain the benefits for as long as they remain within the radius of the aura. If the paladin moves away, or if the ally moves out of the radius, they immediately lose the benefits provided. The paladin can only change which allies are receiving the benefits of the aura during their own turn, even if that means there are fewer than two allies receiving its benefits.
  • The number of affected allies increases by +1 for every two iterations of the Aura of Gallantry class feature the paladin possess not counting the first iteration in which they learned it (i.e. if the paladin has three iterations, they can affect up to 3 allies within the aura's radius; if they have five iterations, they can affect up to 4 allies within the aura's radius; if they have all seven iterations, they can affect up to 6 allies within the aura's radius).

Affected allies within the radius of the aura are granted the following benefits:

  • If the paladin possesses at least one iteration of the Aura of Gallantry class feature, the aura grants all affected allies a +4 divine bonus on saving throws against fear effects.
  • If the paladin possesses at least two iterations of the Aura of Gallantry class feature, the aura grants all affected allies Damage Resistance versus all physical damage types (DR x/-) equal to 2 points per iteration of the Aura of Gallantry that the paladin possesses (i.e. if the paladin has both Aura of Gallantry I and Aura of Gallantry II, they grant DR 4/- to all affected allies in the aura).
  • If the paladin possesses at least three iterations of the Aura of Gallantry class feature, the aura grants all affected allies a +4 divine bonus on saving throws against disease effects.
  • If the paladin possesses at least four iterations of the Aura of Gallantry class feature, the aura grants all affected allies a +2 divine bonus to-hit on all attacks made against any enemy the paladin has successfully designated as their Smite Enemy target. If there is no valid Smite target designated by the paladin, this aspect of the aura provides no benefit.
  • If the paladin possesses at least five iterations of the Aura of Gallantry class feature, the aura grants all affected allies bonus damage on all attacks made against any enemy the paladin has successfully designated as their Smite Enemy target equal to half the paladin's Paladin class level (rounding down). If there is no valid Smite target designated by the paladin, this aspect of the aura provides no benefit.
  • If the paladin possesses at least six iterations of the Aura of Gallantry class feature, the aura allows all affected allies to ignore any DR or ER with a single attack, up to once per round, made against any enemy the paladin has successfully designated as their Smite Enemy. If there is no valid Smite target designated by the paladin, this aspect of the aura provides no benefit.
  • If the paladin possesses all seven iterations of the Aura of Gallantry class feature, the paladin can apply any effects with a range of touch (i.e. spells with a range of touch, Lay on Hands, Cleanse, etc.) on any creature (friend or foe) within the radius of their aura as though that creature were adjacent to them. This does not provoke attacks of opportunity.

Aura of Gallantry does not require any action on the part of the paladin to activate or maintain. Designating one or more allies to receive the benefits of the aura is a free action that can only be performed during the paladin's turn. The aura functions only while the paladin is conscious, and immediately dissipates if they are rendered unconscious or are killed.

The sum of all effects provided by Aura of Gallantry lays a single divine charge on each affected ally (but not on the paladin who is creating the aura). Allies that already have a divine charge present must choose which charge-laying effect to keep, and which to dismiss. Only one divine charge can ever be present on a target at a time.

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Mythic Paladin (Levels 26 - 30)

Level Full Attack BAB Saving Throws Base AC Class Features
1st Atk 2nd Atk 3rd Atk 4th Atk Fort Refl Will
26th   +23   +18   +13   +8   +15   +9   +15   10 Paladin Spells, Mana Burning, Divine Grace, Cleanse, Lay On Hands, Channel Divinity, Smite Enemy VI
27th   +24 (+1)   +19 (+1)   +14 (+1)   +9 (+1)   +16 (+1)   +10 (+1)   +16 (+1)   10 Level 9 Spells, Critical Smite
28th   +24   +19   +14   +9   +16   +10   +16   10 Indictment
29th   +25 (+1)   +20 (+1)   +15 (+1)   +10 (+1)   +17 (+1)   +11 (+1)   +17 (+1)   10 Bonus Feat VI
30th   +25   +20   +15   +10   +17   +11   +17   10 Level 10 Spells, Aura of Gallantry VI

Weapon and Armor Proficiency

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

Paladin Spells (Mythic Tier)

If you do not already have the Paladin Spells class feature, you gain it at 26th level. See Paladin Spells for details on how this works. You do not gain the 'Spells Preparable Per Day' amounts listed in previous tiers of the Paladin class unless you actually took those previous tiers.

Remember that you also receive bonus spells per day if you have a sufficiently high Charisma score.

Spells Known (Mythic Tier)

Unlike the other spellcasting classes, paladins know every spell from the paladin spell list, provided that they are high enough level to cast spells of that level. This knowledge is granted by their connection to their god (or whatever higher power to which they ascribe), and grants them a great deal of choice and freedom when choosing which spells to prepare each day.

Spells Preparable Per Day (Mythic Tier)

The following table shows how many spells the paladin can actually prepare and cast each day at this experience tier. As a paladin grows in power and level, their auras become stronger, their connection with their deity improves, and thus the paladin gains access to higher level spells, and the ability to prepare and cast more of them each day.

The paladin's base daily allotment of preparable spells is given in the table below. In addition, they receive bonus spells per day if they have a high Charisma score (see Table: Bonus Spell Slots Per Day). The spells preparable per day are reset to these base values when the paladin performs their daily meditation ritual, and doing so also restores any bonus slots provided by having a high caster ability score. Unused prepared spells from previous days cannot be saved up and used later. Any prepared spells that the paladin fails to use before they perform their daily meditation ritual, or before 24 hours pass (whichever comes first), are lost.

To prepare or cast a spell, a paladin must have a Charisma score equal to at least 10 + the spell level.

The pluses in parentheses after some of the numbers in the table below indicate when the value has increased from the previous level (hereafter referred to as 'delta values'). Characters who are multi-classing only receive the delta values of each spell level, rather than the full amount listed (unless, of course, they are the same).

Level 1st 2nd 3rd 4th 5th 6th 7th 8th 9th 10th 11th
26th   6   4   4   3   3   2   2 (+1)   1   -   -   -
27th   6   4   4   4 (+1)   3   2   2   1   1 (+1)   -   -
28th   6   4   4   4   3   3 (+1)   2   1   1   -   -
29th   6   4   4   4   3   3   2   2 (+1)   1   -   -
30th   6   4   4   4   4 (+1)   3   2   2   1   1 (+1)   -

Mana Burning (Mythic Tier)

If you do not already have the Mana Burning class feature, you gain it at 26th level. See Mana Burning for details on how this works.

Divine Grace (Mythic Tier)

If you do not already have the Divine Grace class feature, you gain it at 26th level. See Divine Grace for details on how this works.

Cleanse (Mythic Tier)

If you do not already have the Cleanse class feature, you gain it at 26th level. See Cleanse for details on how this works.

Lay On Hands (Mythic Tier)

If you do not already have the Lay On Hands class feature, you gain it at 26th level. See Lay On Hands for details on how this works.

Channel Divinity (Mythic Tier)

If you do not already have the Channel Divinity class feature, you gain it at 26th level. See Channel Divinity for details on how this works.

Channel Divinity Uses Per Day (Mythic Tier)

Paladins can use Channel Divinity by expending one daily use of their Lay On Hands class feature.

Channel Divinity Damage Dealt (Mythic Tier)

If Channel Divinity is used to inflict damage (whether on the living, or on the undead), it deals an amount of damage based on your current tier of the Paladin class, regardless of whether you took any previous tiers of the Paladin class. Creatures that take damage from Channel Divinity may attempt a Will save, DC of 10 + ½ your character level + your Charisma modifier, to suffer only half damage.

Level Channel Divinity Damage
26th 13d8+55 (+ Cha Mod)
27th 14d8+58 (+ Cha Mod)
28th 14d8+65 (+ Cha Mod)
29th 15d8+68 (+ Cha Mod)
30th 15d8+75 (+ Cha Mod)

Channel Divinity Healing Provided (Mythic Tier)

If Channel Divinity is used to apply healing (whether to the living, or to the undead), it heals 6d8 + your Charisma modifier at all points during this experience tier of the Paladin class, regardless of whether you took any previous tiers of the Paladin class. Creatures that have Spell Resistance, or must otherwise save against normally harmless effects, must attempt a Will save, DC of 10 + ½ your character level + your Charisma modifier, or else receive only half the healing provided.

As with any healing, creatures healed by Channel Divinity cannot exceed their maximum hit point total -- all excess healing is lost.

Smite Enemy VI (Su)

If you do not already have the Smite Enemy I class feature, you gain it at 26th level. See Smite Enemy I for details on how this works.

If you already have the Smite Enemy I class feature from a previous tier of the Paladin class, it improves at 26th level, instead, in the following ways:

  • You can activate Smite Enemy one additional time per encounter, as a swift action each time. There is no restriction on how many Smite targets you can have active at the same time, other than the number of enemies present in the encounter, and:
  • While Smite Enemy is active on a target, any time you damage that creature, you may add half your Paladin class level as bonus damage to the attack. Bonus damage is not multiplied on a critical hit. This bonus damage stacks with any other source of bonus damage you may possess, including bonus damage gained from other tiers of the Smite Enemy line of class features.

Critical Smite (Su)

At 27th level, the critical threat range of the paladin's attacks against the target of their Smite Enemy class feature increases by +1. This applies to any attacks made against their Smite target, as long as those attacks are able to critically hit. Note that this does not increase the amount of damage dealt on a critical hit, only the likelihood of a critical hit occurring.

This critical threat range bonus stacks with any other bonuses the paladin may already have to critical threat, such as the Improved Critical feat or the Keen magic weapon property.

Indictment (Su)

At 28th level, the paladin can expend a Swift Action and one of their daily uses of Lay On Hands to inflict damage on the target of their Smite Enemy class feature. The amount of damage inflicted with Indictment is equal to the damage the paladin inflicts with Channel Divinity at their current paladin level + the paladin's class level.

Indictment can only be used on a creature that is already the target of the paladin's Smite Enemy class feature. Other than that, the only limitation on how often it can be used is the number of Lay On Hands charges the paladin is willing to spend, and the number of swift actions the paladin can perform.

Bonus Feat VI (Ex)

At 29th level, the paladin may select a bonus feat. The paladin may select any feat for which they meet the prerequisites at the time the feat is chosen. Paladins are advised, however, to consider at least some metamagic feats, in order to make use of their higher level spells slots, especially at higher levels.

Aura of Gallantry VI (Su)

At 30th level, the paladin gains an aura that provides a number of benefits, and these benefits increase as the paladin gains additional iterations of the Aura of Gallantry class feature, as described below:

  • The radius of the aura is 5 feet per iteration of the Aura of Gallantry class feature that the paladin possesses (i.e. if the paladin has both Aura of Gallantry I and Aura of Gallantry II, the aura has a radius of 10 feet), to a maximum of a 35-foot radius if the paladin possesses all seven iterations of the Aura of Gallantry class feature.
  • The paladin can affect up to two allies within the radius at a time. The paladin can choose which allies are affected if more than two allies are within their aura's radius at any given time. Affected allies retain the benefits for as long as they remain within the radius of the aura. If the paladin moves away, or if the ally moves out of the radius, they immediately lose the benefits provided. The paladin can only change which allies are receiving the benefits of the aura during their own turn, even if that means there are fewer than two allies receiving its benefits.
  • The number of affected allies increases by +1 for every two iterations of the Aura of Gallantry class feature the paladin possess not counting the first iteration in which they learned it (i.e. if the paladin has three iterations, they can affect up to 3 allies within the aura's radius; if they have five iterations, they can affect up to 4 allies within the aura's radius; if they have all seven iterations, they can affect up to 6 allies within the aura's radius).

Affected allies within the radius of the aura are granted the following benefits:

  • If the paladin possesses at least one iteration of the Aura of Gallantry class feature, the aura grants all affected allies a +4 divine bonus on saving throws against fear effects.
  • If the paladin possesses at least two iterations of the Aura of Gallantry class feature, the aura grants all affected allies Damage Resistance versus all physical damage types (DR x/-) equal to 2 points per iteration of the Aura of Gallantry that the paladin possesses (i.e. if the paladin has both Aura of Gallantry I and Aura of Gallantry II, they grant DR 4/- to all affected allies in the aura).
  • If the paladin possesses at least three iterations of the Aura of Gallantry class feature, the aura grants all affected allies a +4 divine bonus on saving throws against disease effects.
  • If the paladin possesses at least four iterations of the Aura of Gallantry class feature, the aura grants all affected allies a +2 divine bonus to-hit on all attacks made against any enemy the paladin has successfully designated as their Smite Enemy target. If there is no valid Smite target designated by the paladin, this aspect of the aura provides no benefit.
  • If the paladin possesses at least five iterations of the Aura of Gallantry class feature, the aura grants all affected allies bonus damage on all attacks made against any enemy the paladin has successfully designated as their Smite Enemy target equal to half the paladin's Paladin class level (rounding down). If there is no valid Smite target designated by the paladin, this aspect of the aura provides no benefit.
  • If the paladin possesses at least six iterations of the Aura of Gallantry class feature, the aura allows all affected allies to ignore any DR or ER with a single attack, up to once per round, made against any enemy the paladin has successfully designated as their Smite Enemy. If there is no valid Smite target designated by the paladin, this aspect of the aura provides no benefit.
  • If the paladin possesses all seven iterations of the Aura of Gallantry class feature, the paladin can apply any effects with a range of touch (i.e. spells with a range of touch, Lay on Hands, Cleanse, etc.) on any creature (friend or foe) within the radius of their aura as though that creature were adjacent to them. This does not provoke attacks of opportunity.

Aura of Gallantry does not require any action on the part of the paladin to activate or maintain. Designating one or more allies to receive the benefits of the aura is a free action that can only be performed during the paladin's turn. The aura functions only while the paladin is conscious, and immediately dissipates if they are rendered unconscious or are killed.

The sum of all effects provided by Aura of Gallantry lays a single divine charge on each affected ally (but not on the paladin who is creating the aura). Allies that already have a divine charge present must choose which charge-laying effect to keep, and which to dismiss. Only one divine charge can ever be present on a target at a time.

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Legendary Paladin (Levels 31 - 35)

Level Full Attack BAB Saving Throws Base AC Class Features
1st Atk 2nd Atk 3rd Atk 4th Atk Fort Refl Will
31st   +26 (+1)   +21 (+1)   +16 (+1)   +11 (+1)   +18 (+1)   +12 (+1)   +18 (+1)   10 Paladin Spells, Mana Burning, Divine Grace, Lay On Hands, Cleanse, Channel Divinity, Smite Enemy VII
32nd   +26   +21   +16   +11   +18   +12   +18   10 Self-Sacrifice II
33rd   +27 (+1)   +22 (+1)   +17 (+1)   +12 (+1)   +19 (+1)   +13 (+1)   +19 (+1)   10 Level 11 Spells, Penitence
34th   +27   +22   +17   +12   +19   +13   +19   10 Bonus Feat VII
35th   +28 (+1)   +23 (+1)   +18 (+1)   +13 (+1)   +20 (+1)   +14 (+1)   +20 (+1)   10 Aura of Gallantry VII

Weapon and Armor Proficiency

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

Paladin Spells (Legendary Tier)

If you do not already have the Paladin Spells class feature, you gain it at 31st level. See Paladin Spells for details on how this works. You do not gain the 'Spells Preparable Per Day' amounts listed in previous tiers of the Paladin class unless you actually took those previous tiers.

Remember that you also receive bonus spells per day if you have a sufficiently high Charisma score.

Spells Known (Legendary Tier)

Unlike the other spellcasting classes, paladins know every spell from the paladin spell list, provided that they are high enough level to cast spells of that level. This knowledge is granted by their connection to their god (or whatever higher power to which they ascribe), and grants them a great deal of choice and freedom when choosing which spells to prepare each day.

Spells Preparable Per Day (Legendary Tier)

The following table shows how many spells the paladin can actually prepare and cast each day at this experience tier. As a paladin grows in power and level, their auras become stronger, their connection with their deity improves, and thus the paladin gains access to higher level spells, and the ability to prepare and cast more of them each day.

The paladin's base daily allotment of preparable spells is given in the table below. In addition, they receive bonus spells per day if they have a high Charisma score (see Table: Bonus Spell Slots Per Day). The spells preparable per day are reset to these base values when the paladin performs their daily meditation ritual, and doing so also restores any bonus slots provided by having a high caster ability score. Unused prepared spells from previous days cannot be saved up and used later. Any prepared spells that the paladin fails to use before they perform their daily meditation ritual, or before 24 hours pass (whichever comes first), are lost.

To prepare or cast a spell, a paladin must have a Charisma score equal to at least 10 + the spell level.

The pluses in parentheses after some of the numbers in the table below indicate when the value has increased from the previous level (hereafter referred to as 'delta values'). Characters who are multi-classing only receive the delta values of each spell level, rather than the full amount listed (unless, of course, they are the same).

Level 1st 2nd 3rd 4th 5th 6th 7th 8th 9th 10th 11th
31st   7 (+1)   4   4   4   4   3   3 (+1)   2   1   1   -
32nd   7   4   4   4   4   3   3   2   2 (+1)   1   -
33rd   7   4   4   4   4   4 (+1)   3   2   2   1   1 (+1)
34th   7   4   4   4   4   4   3   3 (+1)   2   1   1
35th   7   4   4   4   4   4   3   3   2   2 (+1)   1

Mana Burning (Legendary Tier)

If you do not already have the Mana Burning class feature, you gain it at 31st level. See Mana Burning for details on how this works.

Divine Grace (Legendary Tier)

If you do not already have the Divine Grace class feature, you gain it at 31st level. See Divine Grace for details on how this works.

Lay On Hands (Legendary Tier)

If you do not already have the Lay On Hands class feature, you gain it at 31st level. See Lay On Hands for details on how this works.

Cleanse (Legendary Tier)

If you do not already have the Cleanse class feature, you gain it at 31st level. See Cleanse for details on how this works.

Channel Divinity (Legendary Tier)

If you do not already have the Channel Divinity class feature, you gain it at 31st level. See Channel Divinity for details on how this works.

Channel Divinity Uses Per Day (Legendary Tier)

Paladins can use Channel Divinity by expending one daily use of their Lay On Hands class feature.

Channel Divinity Damage Dealt (Legendary Tier)

If Channel Divinity is used to inflict damage (whether on the living, or on the undead), it deals an amount of damage based on your current tier of the Paladin class, regardless of whether you took any previous tiers of the Paladin class. Creatures that take damage from Channel Divinity may attempt a Will save, DC of 10 + ½ your character level + your Charisma modifier, to suffer only half damage.

Level Channel Divinity Damage
31st 16d8+79 (+ Cha Mod)
32nd 16d8+86 (+ Cha Mod)
33rd 17d8+90 (+ Cha Mod)
34th 17d8+98 (+ Cha Mod)
35th 18d8+103 (+ Cha Mod)

Channel Divinity Healing Provided (Legendary Tier)

If Channel Divinity is used to apply healing (whether to the living, or to the undead), it heals 7d8 + your Charisma modifier at all points during this experience tier of the Paladin class, regardless of whether you took any previous tiers of the Paladin class. Creatures that have Spell Resistance, or must otherwise save against normally harmless effects, must attempt a Will save, DC of 10 + ½ your character level + your Charisma modifier, or else receive only half the healing provided.

As with any healing, creatures healed by Channel Divinity cannot exceed their maximum hit point total -- all excess healing is lost.

Smite Enemy VII (Su)

If you do not already have the Smite Enemy I class feature, you gain it at 31st level. See Smite Enemy I for details on how this works.

If you already have the Smite Enemy I class feature from a previous tier of the Paladin class, it improves at 31st level, instead, in the following ways:

  • You can activate Smite Enemy one additional time per encounter, as a swift action each time. There is no restriction on how many Smite targets you can have active at the same time, other than the number of enemies present in the encounter, and:
  • While Smite Enemy is active on a target, any time you damage that creature, you may add half your Paladin class level as bonus damage to the attack. Bonus damage is not multiplied on a critical hit. This bonus damage stacks with any other source of bonus damage you may possess, including bonus damage gained from other tiers of the Smite Enemy line of class features.

Self-Sacrifice II (Su)

If you do not already have the Self-Sacrifice I class feature, you gain it at 32nd level. See Self-Sacrifice I for details on how this works.

If you already have the Self-Sacrifice I class feature from a previous tier of the Paladin class, it improves at 32nd level, instead. Now, any time the paladin uses their Lay On Hands ability to heal an adjacent ally, they may heal that ally an additional amount of health up to triple their own Paladin class level. However, upon doing so, the paladin immediately suffers half of the amount of additional healing as damage to themselves (rounding down). Damage inflicted by the Self-Sacrifice class feature is considered Primal (undefined damage type), and cannot be mitigated or reduced with DR or ER.

The damage dealt to the paladin is only half of the additional healing provided by the Self-Sacrifice II class feature, and does not include the base healing provided by Lay On Hands.

Penitence (Su)

At 33rd level, any time the paladin successfully hits the target of their Smite Enemy class feature, after resolving their hit normally, they can choose to immediately end the effects of Smite Enemy as a free action. By doing so, the paladin forces each enemy creature within their aura to choose one of two dire options: either become Prone, or else become a target of the Paladin's Smite Enemy class feature until that creature is either slain or the encounter ends (whichever occurs first). They will either know humility before the paladin's righteousness, or they will suffer for their arrogance!

Bonus Feat VII (Ex)

At 34th level, the paladin may select a bonus feat. The paladin may select any feat for which they meet the prerequisites at the time the feat is chosen. Paladins are advised, however, to consider at least some metamagic feats, in order to make use of their higher level spells slots, especially at higher levels.

Aura of Gallantry VII (Su)

At 35th level, the paladin gains an aura that provides a number of benefits, and these benefits increase as the paladin gains additional iterations of the Aura of Gallantry class feature, as described below:

  • The radius of the aura is 5 feet per iteration of the Aura of Gallantry class feature that the paladin possesses (i.e. if the paladin has both Aura of Gallantry I and Aura of Gallantry II, the aura has a radius of 10 feet), to a maximum of a 35-foot radius if the paladin possesses all seven iterations of the Aura of Gallantry class feature.
  • The paladin can affect up to two allies within the radius at a time. The paladin can choose which allies are affected if more than two allies are within their aura's radius at any given time. Affected allies retain the benefits for as long as they remain within the radius of the aura. If the paladin moves away, or if the ally moves out of the radius, they immediately lose the benefits provided. The paladin can only change which allies are receiving the benefits of the aura during their own turn, even if that means there are fewer than two allies receiving its benefits.
  • The number of affected allies increases by +1 for every two iterations of the Aura of Gallantry class feature the paladin possess not counting the first iteration in which they learned it (i.e. if the paladin has three iterations, they can affect up to 3 allies within the aura's radius; if they have five iterations, they can affect up to 4 allies within the aura's radius; if they have all seven iterations, they can affect up to 6 allies within the aura's radius).

Affected allies within the radius of the aura are granted the following benefits:

  • If the paladin possesses at least one iteration of the Aura of Gallantry class feature, the aura grants all affected allies a +4 divine bonus on saving throws against fear effects.
  • If the paladin possesses at least two iterations of the Aura of Gallantry class feature, the aura grants all affected allies Damage Resistance versus all physical damage types (DR x/-) equal to 2 points per iteration of the Aura of Gallantry that the paladin possesses (i.e. if the paladin has both Aura of Gallantry I and Aura of Gallantry II, they grant DR 4/- to all affected allies in the aura).
  • If the paladin possesses at least three iterations of the Aura of Gallantry class feature, the aura grants all affected allies a +4 divine bonus on saving throws against disease effects.
  • If the paladin possesses at least four iterations of the Aura of Gallantry class feature, the aura grants all affected allies a +2 divine bonus to-hit on all attacks made against any enemy the paladin has successfully designated as their Smite Enemy target. If there is no valid Smite target designated by the paladin, this aspect of the aura provides no benefit.
  • If the paladin possesses at least five iterations of the Aura of Gallantry class feature, the aura grants all affected allies bonus damage on all attacks made against any enemy the paladin has successfully designated as their Smite Enemy target equal to half the paladin's Paladin class level (rounding down). If there is no valid Smite target designated by the paladin, this aspect of the aura provides no benefit.
  • If the paladin possesses at least six iterations of the Aura of Gallantry class feature, the aura allows all affected allies to ignore any DR or ER with a single attack, up to once per round, made against any enemy the paladin has successfully designated as their Smite Enemy. If there is no valid Smite target designated by the paladin, this aspect of the aura provides no benefit.
  • If the paladin possesses all seven iterations of the Aura of Gallantry class feature, the paladin can apply any effects with a range of touch (i.e. spells with a range of touch, Lay on Hands, Cleanse, etc.) on any creature (friend or foe) within the radius of their aura as though that creature were adjacent to them. This does not provoke attacks of opportunity.

Aura of Gallantry does not require any action on the part of the paladin to activate or maintain. Designating one or more allies to receive the benefits of the aura is a free action that can only be performed during the paladin's turn. The aura functions only while the paladin is conscious, and immediately dissipates if they are rendered unconscious or are killed.

The sum of all effects provided by Aura of Gallantry lays a single divine charge on each affected ally (but not on the paladin who is creating the aura). Allies that already have a divine charge present must choose which charge-laying effect to keep, and which to dismiss. Only one divine charge can ever be present on a target at a time.

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Apotheotic Paladin (Levels 36+)

Level Class Features
36+ Apotheosis!

Apotheosis!

Upon reaching level 36, and at every level above that, the character begins to gather their mantle of divinity around themselves. This can take many forms, but it is the first step to the ascension to godhood.

Reaching apotheosis is usually signified by a paradigm shift in the campaign. Traditional adventuring, such as fighting monsters and looting treasure, is largely beneath the dignity and power of such advanced creatures. Instead, they compete within the powers and intrigues of the Celestial Bureaucracy itself, gathering power, followers, allies, and potens machenvar to seize their places of power. Apotheotic creatures usually choose a theme around which their powers are centered, and use this theme as a common belief to gather their followers (or worshipers).

GMs are encouraged to completely break the rules, remove limitations and restrictions, and generally experiment with the extreme limits of power that this level of play offers. Characters are of a power level comparable to the most extreme super-heroes of comics and film, and can perform feats well beyond anything a mortal could ever dream. GMs are cautioned that games at this level can be very difficult to run, and presenting challenges for apotheotic characters can be a very daunting task. However, if you can pull it off, it's likely that your players will talk about how insane and awesome your campaign was for years after it ends.

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Ex-Paladins

A paladin who ceases to be lawful, who willfully commits an act against their god, or who violates their code of conduct or acts against their Vows, loses all paladin spells and class features (but not weapon, armor, and shield proficiencies). They may not progress any further in levels as a paladin. They regain their abilities and advancement potential if they atone for their violations, as appropriate.

Note: GMs are cautioned to avoid this scenario as much as is practical, providing multiple warnings to a player who continuously acts outside of the Vows and code of conduct they chose to follow as a paladin before taking their paladin-ly abilities away entirely. Because the loss of a character's class is so devastating, it is tantamount to making them start a new character, in many cases. While a long redemption arc of suffering and contrition can make for a really good story, make sure your player is willing to go through with that degree of suffering before forcing it upon them. In all cases, if a GM strips a paladin of their class features due to some amoral act (or acts), they should offer the player an opportunity to roll up a new character, instead of making them play the now-powerless one. (And then, much later, the GM should bring the ex-paladin back as an NPC villain to torment the party. Obviously.)