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Paladin, the Holy Crusader


The Paladin is also called Knight-Errant, Holy Warrior or Crusader. Paladins are pure and noble souls devoted to righteousness. Their duties include upholding the law, helping others, healing the wounded, protecting the innocent, supporting the oppressed and battling the forces of evil wherever they may hide.

Paladins are trustworthy and charismatic. They are selfless and do not care about the accumulation of wealth. Compassion, honour, faith, charity, truth, discernment, abstinence and forbearance are all important values to the Paladin. He can be merciful if he sees a potential for redemption.

A Paladin follows the laws of the land at all times, unless they contradict his efforts to do good. Some Paladins command the military forces of a church, while others work in small groups or individually.





Hit Dice, Proficiencies, Alignment


D10 Hit Die. Proficient with all armour and with light shields. Starts with simple-weapons proficiency plus three selectable weapon-group proficiencies. Paladins must be of Lawful Good alignment.


Special Abilities


Smite Evil: With this ability, a Paladin gains an attack bonus equal to his charisma modifier (if positive) on a single melee attack against a creature of evil alignment and the damage roll increases by the Paladin's level. On a failed attack the ability is not used up. Activated as a free action. Supernatural.


Divine Grace: The Paladin gains a bonus of +2 on all saving throws.


Aura of Courage: All allies within 10' of a Paladin (including the Paladin himself) gain a bonus of +1 to their willpower saving throws. This is a supernatural effect that applies even to mindless creatures.


Greater Aura of Courage: The bonus from Aura of Courage increases from +1 to +2.


Holy Shield: When the Paladin is holding a shield, all allies within 10' of the Paladin (including the Paladin himself) gain a bonus of +4 on reflex saving throws against Gaze and Breath Weapon attacks from Dragons and other creatures.


Spells: The leading ability for Paladin spells is Wisdom. A Paladin can activate Divine Spell Scrolls of any spell in the lists of the Paladin, Ranger, Druid and Cleric. Paladin spells cannot be used to counterspell another spellcaster. Spell picks at every level from level 2: 2. A Paladin can cast somatic spells while holding a light shield, but not a heavy shield or tower shield. The Paladin's caster level is equal to his character level. Paladins can cast somatic spells while wielding a two-handed weapon or several weapons at the same time, because switching a weapon from one hand to the other is a free action.


Spells


LEVEL 1: 11 spells


Cure Light Wounds (Conjuration. Touch spell cures 1D8 +1 per level up to 5. Hurts undead. Removes the bleeding and dying conditions.)


Inflict Light Wounds (Necromancy. Touch spell deals 1D8 points of negative energy damage +1 per level up to 5. Willpower half. Cures undead.)


Divine Favour (Evocation. 10 rounds. Caster gains bonuses to attack roll, damage roll and saving throws. The bonus is +1 below CL 6, it increases to +2 from CL 6 and to +3 from CL 9.)


Remove Fear (Alteration. Touch spell, removes the shaken condition. Also improves the cowering condition.)


Remove Fatigue (Alteration. Touch spell, removes the fatigued condition. Also improves the exhausted condition.)


Remove Paralysis (Conjuration. Touch spell, removes the paralyzed and slowed conditions.)


Enhance Weapon (Alteration. Duration Until End of Combat, Touch spell, your manufactured and natural weapons gain a +1 enhancement bonus to attack roll and damage roll.)


Lesser Restoration (Conjuration. Touch spell. Removes the fatigued and exhausted conditions. Cures all ability damage, but not ability drain or negative levels.)


Shield of Faith (Alteration. Duration 10 rounds. Touch spell gives a +2 deflection bonus to Armour Class. The bonus increases at levels 6, 12 and 18.)


Mass Protection from Alignment (Enchantment. Duration Until End of Combat. Select Evil, Good, Chaotic, Lawful or Neutral. All allies in a 10' radius circle gain a +2 divine bonus to Armour Class & Saving Throws versus enemies of that alignment, and immunity to mind control from all enemies. Does not stack with any other Protection from Alignment spell of the same alignment.)


LEVEL 2: 9 spells


Cure Serious Wounds (Conjuration. Touch spell cures 3D8 +1 per level up to 15. Hurts undead. Removes the bleeding and dying conditions.)


Inflict Serious Wounds (Necromancy. Touch spell deals 3D8 points of negative energy damage +1 per level up to 15. Willpower half. Heals undead.)


Align Weapon (Alteration. Touch spell. Select good {holy}, evil {unholy}, lawful {axiomatic}, chaotic {anarchic} or neutral {balanced}. The recipient gains the corresponding condition, allowing his attacks to bypass DR of the appropriate type. Duration Until End of Combat.)


Protection from Energy (Alteration. Touch spell. Select an energy type: fire, cold, acid, electricity or sonic. The recipient gains resistance 15 to damage of that type, up to 10*level absorbed points of damage. Duration Until End of Combat)


Remove Blindness (Conjuration. Touch spell removes the blind condition.)


Remove Curse (Alteration. Touch spell removes the mute and cursed conditions.)


Remove Ailment (Conjuration. Touch spell removes the bleeding, dazed, dazzled, sickened, nauseated, stunned, limping and impaired conditions.)


Enhance Ability (Alteration. For 10 rounds, the target gains a +4 enhancement bonus to either Strength, Dexterity, Constitution, Wisdom, Intelligence or Charisma. From CL 9, the bonus increases to +6. From CL 15, the bonus increases to +8.)


Greater Restoration (Conjuration. Touch spell. Removes the petrified, fatigued and exhausted conditions. Cures all ability damage and ability drain, but not negative levels.)


LEVEL 3: 9 spells


Mass Cure Light Wounds (Conjuration. 10' circle spell, living allies are cured for 1D8 + 1 per level, while undead enemies take an equal amount of damage. Removes the bleeding and dying conditions.)


Mass Inflict Light Wounds (Necromancy. 10' circle spell, living enemies are dealt 1D8 + 1 per level points of negative energy damage, while undead allies are healed by an equal amount. Willpower half.)


Cure Critical Wounds (Conjuration. Touch spell cures 4D8 +1 per level. Hurts undead. Removes the bleeding and dying conditions.)


Inflict Critical Wounds (Necromancy. Touch spell deals 4D8 +1 per level points of negative energy damage. Willpower half. Heals undead.)


Break Enchantment (Alteration. Affects all allies in a 15' radius circle, for each effect make a Caster Level check (1d20 + level up to 15 + Spell Focus bonus) versus DC 11 + effect's Caster Level. The spell can remove many conditions, including Controlled, Dominated, Blind, Confused, Held.)


Greater Mass Protection from Alignment (Enchantment. Duration Until End of Combat. Select Evil, Good, Chaotic, Lawful or Neutral. All allies in a 10' radius circle gain a +4 divine bonus to Armour Class & Saving Throws versus enemies of that alignment, and immunity to mind control from all enemies. Does not stack with any other Protection from Alignment spell of the same alignment.)


Death Ward (Necromancy. Duration Until End of Combat. Touch spell gives immunity to death effects, negative levels and negative energy.)


Freedom of Movement Touch (Enchantment. 1 round per level. Touch spell. The recipient is freed from the following conditions: Paralyzed, Slowed, Stuck, Entangled, Quicksand. The subject also gains immunity to all these effects for the spell's duration. The spell does not affect the spell Grease, underwater movement, being grappled or pinned or swallowed whole.)


Greater Enhance Weapon (Alteration. Duration Until End of Combat, your manufactured and natural weapons gain a +1 enhancement bonus for every four caster levels, up to +5, to attack roll and damage roll.)


LEVEL 4: 9 spells


Mass Cure Serious Wounds (Conjuration. 10' circle spell, living allies are cured for 3D8 + 1 per level, while undead enemies take an equal amount of damage. Removes the bleeding and dying conditions.)


Mass Inflict Serious Wounds (Necromancy. 10' circle spell, living enemies are dealt 3D8 + 1 per level points of negative energy damage, while undead allies are healed by an equal amount. Willpower half.)


Heal (Conjuration. Touch spell heals 10 Hit Points per caster level up to 150. It also removes all ability damage (but not ability drain) and many conditions, including Blinded, Confused, Nauseated, Stunned. Undead creatures are damaged by the spell, instead.)


Harm (Necromancy. Melee touch attack deals 10 points of negative energy damage per level up to 150. Willpower half. The damage cannot reduce the target's Hit Points below 1. Undead are healed by an equal amount.)


Remove Negative Levels (Enchantment. Touch spell removes all negative levels from an ally.)


Judgement (Evocation. This 60' line spell deals non-good creatures 1d6 points of damage per level, Reflex half. Non-good creatures are also dazzled for a round, or blinded if they fail on a Willpower saving throw. If you are wielding a weapon with a magic enhancement bonus, such as the +5 from the Holy Sword spell, the damage dealt to each target is increased by the value of your weapon's enhancement times two. Only the primary melee weapon counts.)


Mass Death Ward (Necromancy. Duration Until End of Combat. 10' radius circle, all allies in the area of effect gain immunity to death effects, negative levels and negative energy.)


Holy Sword (Alteration. Casting time Free Action. Your primary melee weapon becomes a +5 holy weapon. Holy weapons deal 2d6 points of additional damage to evil creatures. While this spell is active, your weapon loses its previous enchantments. Duration 1 round per two levels. From level 17, your weapon becomes a +5 holy axiomatic weapon, dealing an additional 2d6 points of damage to chaotic creatures.)


Paladin Feats


Spell Focus: The DC of all spells with a saving throw increases by 1.

Greater Spell Focus: The DC of all spells with a saving throw increases by another 1. Requires: Spell Focus.

Heroic Weapon: Against Dragons, Outsiders and Undead creatures, the Paladin gains a +1 divine bonus on attack rolls and a +2 divine bonus on damage rolls. The bonuses stack with all other bonuses.

Greater Heroic Weapon: The attack roll bonus from Heroic Weapon is increased from +1 to +2 and the damage roll bonus is increased from +2 to +4. Requires: Heroic Weapon, Paladin level 12.

Heroic Shield: When the Paladin is holding a shield, all allies within 10' of the Paladin (including the Paladin himself) gain a bonus of +2 to their Armour Class against Dragons, Outsiders and Undead creatures. In addition, the reflex bonus against Breath Weapons from Holy Shield increases from +4 to +8 for the Paladin only.

Mystic Shield: When the Paladin is holding a shield, all allies within 10' of the Paladin (including the Paladin himself) gain a bonus of +2 on all reflex saving throws.

Powerful Smite: The damage bonus on smite attacks increases by two points. Requires: Death Knight or Paladin.

Greater Smite: The damage bonus on smite attacks increases by another two points. Requires: Powerful Smite, Level 9 Death Knight or Paladin.

Extra Smite: You can use Smite Evil one additional time during every encounter.



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