Paladin

Paladins, like clerics, are the knights of the churches, most particularly the Church of the Silver Flame and, to a lesser extent, the churches of Dol Arrah and Boldrei. Paladins are called to a strict and exalted life, and are mystically held to a higher standard than even clerics. A cleric of the Church of the Silver Flame can fall into heresy or even adopt an evil alignment and still retain all his abilities, but a paladin must rise above the corruption that plagues almost every church and cling to the highest ideals of her faith. In a place such as Sharn, in particular, where the churches are so rife with corruption, paladins arise to bring justice to the people.

Level Base Attack Bonus Fort Ref Will Special 1 2 3 4
1st + 1 + 2 + 0 + 2 Aura of Good, Detect Evil, Smite Evil 1/day
2nd + 2 + 3 + 0 + 3 Divine Grace, Lay on Hands
3rd + 3 + 3 + 1 + 3 Aura of Courage, Divine Health, Mercy
4th + 4 + 4 + 1 + 4 Channel Positive Energy, Smite Evil 2/day 0
5th + 5 + 4 + 1 + 4 Divine Bond 1
6th + 6/+ 1 + 5 + 2 + 5 Mercy 1
7th + 7/+ 2 + 5 + 2 + 5 Smite Evil 3/day 1 0
8th + 8/+ 3 + 6 + 2 + 6 Aura of Resolve 1 1
9th + 9/+ 4 + 6 + 3 + 6 Mercy 2 1
10th + 10/+ 5 + 7 + 3 + 7 Smite Evil 4/day 2 1 0
11th + 11/+ 6/+ 1 + 7 + 3 + 7 Aura of Justice 2 1 1
12th + 12/+ 7/+ 2 + 8 + 4 + 8 Mercy 2 2 1
13th + 13/+ 8/+ 3 + 8 + 4 + 8 Smite Evil 5/day 3 2 1 0
14th + 14/+ 9/+ 4 + 9 + 4 + 9 Aura of Faith 3 2 1 1
15th + 15/+ 10/+ 5 + 9 + 5 + 9 Mercy 3 2 2 1
16th + 16/+ 11/+ 6/+ 1 + 10 + 5 + 10 Smite Evil 6/day 3 3 2 1
17th + 17/+ 12/+ 7/+ 2 + 10 + 5 + 10 Aura of Righteousness 4 3 2 1
18th + 18/+ 13/+ 8/+ 3 + 11 + 6 + 11 Mercy 4 3 2 2
19th + 19/+ 14/+ 9/+ 4 + 11 + 6 + 11 Smite Evil 7/day 4 3 3 2
20th + 20/+ 15/+ 10/+ 5 + 12 + 6 + 12 Holy Champion 4 4 3 3

Alignment: Lawful Good
Hit Dice: d10
Class Skills: Craft (Int), Diplomacy (Cha), Handle Animal (Cha), Heal (Wis), Knowledge (Nobility) (Int), Knowledge (Religion) (Int), Profession (Wis), Ride (Dex), Sense Motive (Wis), and Spellcraft (Int).
Skill Points per Level: 2 + Int modifier.
Weapon and Armor Proficiency: Paladins are proficient with all simple and martial weapons, with all types of armor (heavy, medium, and light), and with shields (except tower shields).
Starting Gold: 5d6 × 10 gp (average 175 gp).
Spells: Beginning at 4th level, a paladin gains the ability to cast a small number of divine spells which are drawn from the paladin spell list. A paladin must choose and prepare her spells in advance.

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

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

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

Through 3rd level, a paladin has no caster level. At 4th level and higher, her caster level is equal to her paladin level – 3.

Paladin Options

Like fighters, paladins can use hero points to enhance their ability in combat, facilitated by a number of new feats.

Feats

Greater Powerful Charge, Heroic Spirit, Powerful Charge, Silver Smite.

Archetypes

Oathbound Paladin-Oath Against Lycanthropy

Paladin

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