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Paladin

The compassion to pursue good, the will to uphold law, and the power to defeat evil – these are the three weapons of the paladin. Few have the purity and devotion that it takes to walk the paladin’s path, but those few are rewarded with the power to protect, to heal, and to smite. In a land of scheming mages, unholy priests, bloodthirsty dragons, and infernal fiends, the paladin is the final hope that cannot be extinguished.

Adventures[]

Paladins take their adventures seriously and gave a penchant for referring to them as quests. Even a mundane mission is, in the heart of the paladin, a personal test – an opportunity to demonstrate bravery, to develop martial skills, to learn tactics, and to final ways to do good. Still, the paladin really comes into her own when leading a might campaign against evil, not when merely looting ruins.

Characteristics[]

Divine power protects the paladin and gives her special powers. It wards off harm, protects her from disease, lets her heal herself, and guards her against fear. The paladin can also direct theis power to help others, healing their wounds or curing diseases. Finally, the paladin can use this power to destroy evil. Even the least experienced paladin can detect evil, and more experienced paladins can smite evil foes and turn away fiends. In addition, this power draws a mighty steed to the paladin and imbues that mount with strength, intelligence, and magical protection.

Alignment[]

Paladins must be good, and cannot be chaotic. A paladin loses her divine power if she deviates from these restrictions. Additionally, paladins swear to follow a code of conduct that is in line with goodness and her cultural ethics.

Religion[]

Paladins need not devote themselves to a single deity – devotions to righteousness is enough. Those who align themselves with particular religions prefer Barachiel (god of life) over all others, but some paladins follow Meyne (god of peace). Paladins devoted to a god are scrupulous in observing religious duties and are welcome in every associated temple.

Background[]

No one ever chooses to be a paladin. Becoming a paladin is answering a call, accepting one’s destiny. No one, no matter how diligent, can become a paladin through practice. The nature is either within one or not, and it is not possible to gain the paladin’s nature by any act of will. It is possible, however, to fail to recognize one’s own potential, or to deny one’s destiny. Occasionally, one who is called to be a paladin denies that call and pursues some other life instead.

Most paladins answer the call and begin training as adolescents. Typically, they become squires or assistants to experienced paladins, train for years, and finally set off on their own to further the cause of good and law. Other paladins, however, find their calling only later in life, after having pursued some other career. All paladins, regardless of background, recognize in each other an eternal bond that transcends culture, race, and even religion. Any two paladins, even from opposite sides of the world, consider themselves comrades.

Races[]

Humans, with their ambitious souls, make great paladins. Dwarves are sometimes paladins, but becoming a paladin may be hard on a dwarf because it means putting the duties of the paladin’s life before duties to family, clan, and king. Elf paladins are few, and they tend to follow quests that take them far and wide. Jendau frequently become paladins, as in tune with Barachiel’s power as they tend to be. Members of the other common races rarely hear the call to become paladins.

Other Classes[]

Even though paladins are in some ways set apart from others, they eagerly team up with those whose skills and capabilities complement their own. They work well with good and lawful clerics, and they appreciate working with those who are brave, honest, and committed to good. While they cannot abide evil acts by their companions, they are otherwise willing to work with a variety of people quite different from themselves. Charismatic, trustworthy, and well respected, the paladin makes a fine leader for a team.

Game Rule Information[]

Abilities: Charisma enhances a paladin’s healing, self-protective, and other abilities. Strength is important for a paladin because of its role in combat. Wisdom is a key score for many paladin skills and some abilities, as well as her spellcasting.

Hit Die: d10.

Starting Gold: 6d4 x 10 gp.

Starting Age: Moderate (+20% of adulthood).

Class Skills: The following are the class skills (and the key ability modifier for each) of the paladin class: Concentration (Con), Craft (Int), Diplomacy (Cha), Handle Animal (Cha), Heal (Wis), Knowledge (nobility and royalty) (Int), Knowledge (religion) (Int), Profession (Wis), Ride (Dex), Sense Motive (Wis), and Taunt (Cha).

Skill Points: 4 + Int modifier.

Table: The Paladin[]

Level

Base Attack

Fort

Ref

Will

Special

1

+1

+2

+0

+2

Aura of Good, Code of Conduct, Faith Points, Spellcasting

2

+2

+3

+0

+3

Blessing

3

+3

+3

+1

+3

Radiance

4

+4

+4

+1

+4

5

+5

+4

+1

+4

Cause (1st Power)

6

+6/+1

+5

+2

+5

7

+7/+2

+5

+2

+5

Blessing

8

+8/+3

+6

+2

+6

Radiance

9

+9/+4

+6

+3

+6

10

+10/+5

+7

+3

+7

Cause (2nd Power)

11

+11/+6/+1

+7

+3

+7

Brilliant Radiance

12

+12/+7/+2

+8

+4

+8

Blessing

13

+13/+8/+3

+8

+4

+8

Radiance

14

+14/+9/+4

+9

+4

+9

15

+15/+10/+5

+9

+5

+9

Cause (3rd Power)

16

+16/+11/+6/+1

+10

+5

+10

17

+17/+12/+7/+2

+10

+5

+10

Blessing

18

+18/+13/+8/+3

+11

+6

+11

Radiance

19

+19/+14/+9/+4

+11

+6

+11

Celestial Radiance

20

+20/+15/+10/+5

+12

+6

+12

Cause (4th Power)

Class Features[]

The following are the class features of the paladin.

Weapon and Armor Proficiencies

A paladin is proficient in all simple and martial weapons, all types of armor, and with shields (but not tower shields).

Aura of Good (Ex)

The power of a paladin’s aura of good (see the detect good spell) is equal to her paladin level, just like the aura of a cleric of a good deity.

Code of Conduct

A paladin must be of good alignment and loses all class abilities if she ever willingly commits an evil act, she must help those in need (provided they do not use the help for evil ends), and punish those who harm or threaten innocents. In addition, a paladin’s dedication may require additional commandments. Associates: A paladin cannot associate with evil characters. Ex-Paladins: A paladin who violates her code of conduct loses some of her class abilities. A paladin can multiclass freely.

Faith Points

A 1st level paladin can call exalted powers to cause a variety of supernatural effects. The strength of her faith and her conviction is measured with faith points. A paladin has number of faith points equal to one fourth of her paladin level (minimum 1) + Charisma bonus. She can spend one faith point as a swift action to do one of the following:

Lay on Hands: A paladin can heal a number of hit points equal to twice her paladin level to herself or a creature she touches. Using lay on hands is a standard action. Alternatively, a paladin can use any or all of this healing power to deal damage to an undead or evil outsider. Using lay on hands in this way requires a successful melee touch attack.

Remove Disease: A paladin can use a faith point to remove all non-magical diseases from a creature she touches.

Smite Evil: A paladin may attempt to smite evil with one normal melee attack. She adds her Charisma modifier (if any) to her attack roll and she deals 2 extra points of damage per paladin level. If the paladin accidentally smites a creature that is not evil, the smite has no effect, but the faith point is still used up.

Turn Fiend: A paladin can use a faith point to deal 1d6 points of holy damage to any evil outside within 30 ft. as a standard action. This damage increases by 1d6 at level 3 and every odd level thereafter. The target may make a Will save (DC 10 + 1/2 the paladin's level + Cha modifier) to take half damage. The paladin must be able to see the target and must have line of effect to it.

Faith points are regained each day when the paladin regains his spells.

Table: Paladin Spells Per Day[]

Caster Level

Spells Per Day

0

1

2

3

1st

1

-

-

-

2nd

1

-

-

-

3rd

2

-

-

-

4th

2

-

-

-

5th

2

1

-

-

6th

3

1

-

-

7th

3

2

-

-

8th

3

2

-

-

9th

3

2

-

-

10th

4

3

1

-

11th

4

3

1

-

12th

4

3

2

-

13th

4

3

2

-

14th

4

4

2

-

15th

4

4

3

1

16th

4

4

3

1

17th

4

4

3

2

18th

4

4

3

2

19th

4

4

4

2

20th

4

4

4

3

Spellcasting

A paladin casts divine spells, which are drawn from the Paladin Spell List. To learn or cast a spell, a paladin must have a Wisdom score equal to at least 10 + the spell's level. The Difficulty Class for a saving throw against a paladin’s spell is 10 + the spell’s level + the paladin’s Wisdom modifier. Like other spellcasters, a paladin can cast only a certain number of spells of each spell level per day. The paladin doesn't receive bonus spells per day for having high Wisdom score. Like bards, a paladin may know a number of spells from each spell level equal to 3 + her Wisdom modifier. It is possible for her to learn spells above that limit, but the costs are high. A paladin need not prepare her spells in advance. She can cast any spell she knows at any time, assuming she has not yet used up her spells per day for that level. She does not have to decide ahead of time which spells she’ll cast. A paladin’s caster level is equal to ½ her class level, rounded up.

Learning New Spells

A paladin can learn any spell from her list, but doing so is tasking and requires a sacrifice. To learn a spell beyond her normal limits, a paladin must pay an amount of gold equal to spell level squared x 500 (or 250 gp in case of 0-level spells). That money is used as an offering to the good cause, such as feeding the poor, or fuelling a war effort against evil. In addition, a paladin prays for spells in a place sacred to a good deity. The prayer must take 1 hour per spell level (30 minutes for a 0-level spell) and cannot be interrupted. If it is, it must be performed again, and the offerings are lost. A newly created 1st level paladin knows a number of 0-level spells equal to her Wis bonus.

Blessing

In her crusade against evil, a paladin is supported by unusual powers sent to her by the forces of good. At 2nd, 7th, 12th and 17th level, the paladin chooses a new ability to strengthen her resolve. At 2nd level she chooses a Lesser Blessing from the list below. At 7th level she chooses a Moderate Blessing, a Greater Blessing at 12th level, and a Superior Blessing at 17th level.

Lesser Blessings

Divine Grace (Su): A paladin gains a sacred bonus equal to her Charisma modifier (if any) on all saving throws.

Angelic Endurance (Ex): A paladin gains +1 hit point per each paladin level. In addition, she gains the Mettle ability (as Evasion, but for Fortitude saves).

Purity (Su): As a standard action, a paladin can spend one faith point to mimic effects of following spells: purify food and drink or neutralize poison with exceptions: an immunity granted by the neutralize poison spell lasts only one round. The paladin's caster level for the purpose of these spells is equal to her paladin level. In addition, the paladin becomes immune to all diseases, including supernatural and magical diseases.

Steely Resolve (Ex): A paladin's supreme dedication and intense focus allows her to temporarily set aside the pain and the hindering effects of injuries. When an opponent strikes the paladin, the injury does not immediately affect her. The paladin has a delayed damage pool with a capacity equal to 5 + 5 per 4 paladin levels, rounded down. The paladin may choose to redirect any damage she takes to this delayed damage pool, but she may not redirect more damage to this pool than its capacity. At the end of her next turn, all the damage in the paladin's damage pool is directed back to the paladin as actual damage. Special effects tied to an attack, such as poison, drain, stun, and so forth, are not delayed or otherwise affected by this ability. During her turn, a paladin with any damage in her damage pool gains a morale bonus on attack and damage rolls equal to the amount of damage in her damage pool/5 rounded down (minimum 1). This "revenge" technique is called a Furious Counterstrike, and is an extraordinary ability.

Moderate Blessings

Charging Smite (Su): If a paladin smites evil with a charge attack, she deals an extra 2 points of damage per paladin level to any evil creature she hits (in addition to the normal extra damage done by a smite). If the charge attack misses, the faith point from the smite evil is not expended.

Exalted Mount (Ex): A paladin gains the servitude of a celestial rideable magical creature as a loyal companion that accompanies the paladin on his adventures. She may select her mount from the following list: bison, boar, camel, crocodile, dire badger, dire bat, hippogriff, horse (any), monitor lizard or riding dog. The exalted mount is entirely usual for a creature of its type, save that it gains the celestial template. The paladin must be able to ride the creature in order to select it as her exalted mount; for example, a half-orc paladin cannot choose celestial wolf as her exalted mount. A paladin gains a +4 divine bonus on Ride checks with her exalted mount. A paladin's companion gains 1 extra Hit Die (up to the maximum HD for its race, as per the Monster Manual) and increases its Strength, Dexterity, Constitution and Wisdom by 1 (as if it were born with exceptionally high ability scores) for every two paladin levels beyond the level that a mount of that type would become available to a paladin. If a paladin releases her mount from service, she may be granted a new after 24 hours and one hour of prayer. As they level up, paladins gain the ability to call upon greater allies of good to serve as their exalted mount: From 11th level onwards, a paladin may gain the aid of a dire wolf, giant eagle, lion, pegasus or a unicorn. From 15th level onwards, a paladin may gain the aid of a dire lion, megaraptor or a young brass dragon. From 19th level onwards, a paladin may gain the aid of a dire tiger, elephant, juvenile brass dragon, tyrannosaurus or a young bronze, copper or silver dragon.

Guardian Spirit (Su): As an immediate action, a paladin can spend one faith point to grant herself or an ally within a 30 ft. radius a deflection bonus to armor class equal to her paladin level for one round.

Greater Blessings

Constant Vigilance(Su): When this blessing is first taken, the paladin has a heightened awareness of evil surrounding her, and the area of effect for her detect evil spell becomes a 60 ft. sphere instead of a 60 ft. cone. In addition, at 17th level, the paladin learns to be constantly vigilant for any signs of evil, and is considered to be constantly under and concentrating on the effects of detect evil. Whenever there is an evil creature within a 60-ft radius of the paladin, the paladin is aware of this evil presence. If the evil creature has an aura, the paladin is aware of the evil aura's exact location, and the power of the aura, as per the detect evil spell, without the paladin needing to concentrate on the aura for a greater number of turns. A paladin with Constant Vigilance is not affected by the "backlash" effect of detect evil, and is never stunned by an overwhelming aura of twice her HD.

Light of Hope (Su): As a move action, a paladin can spend one faith point to cast a light spell (caster level equal to her paladin level). While this light remains active, every ally within 20 ft. of the paladin gains a +1 morale bonus on all saving throws and the paladin may spend one faith point as an immediate action to allow any ally within 20 ft. to reroll one save. If they choose to reroll this save, they choose the better of the two results. The saving throw bonus provided by this ability stacks with that of the paladin's radiance.

Superior Blessing

A Hero Never Falls (Ex): The paladin's sheer strength of will drives her on when death would claim lesser men. When a paladin would be reduced to 0 or less hp or otherwise killed (such as by a death effect), she may spend 2 faith points to recover to 1 hit point. If the paladin would be killed by having an ability score reduced to zero, the paladin may spend 2 faith points, and that score is instead reduced to 1.

Radiance (Su)

At 3rd level and every 5 levels thereafter, a paladin gains one radiance from the list below. A paladin can activate any radiance she knows as a move action and the effects persist until the paladin either changes the radiance or loses consciousness. She can have only one radiance active at any given time. Each radiance has range of 20 ft. and affects both paladin and her allies. Creatures with an evil alignment can never gain any benefits from radiance, even if they are not the paladin’s enemies.

Radiance of Champions: A paladin gains a +2 sacred bonus on all Strength-based skill checks. Non-evil allies within 20 ft. gain +1 sacred bonus on all Strength-based skill checks.

Radiance of Chill: A paladin gains Fire Resistance 5, or her existing Fire Resistance improves by 5. Non-evil allies within 20 ft. gain Fire Resistance 3, or their existing Fire Resistance improves by 3.

Radiance of Courage: A paladin is immune to fear. Non-evil allies within 20 ft. gain a +4 sacred bonus on saving throws against fear effects.

Radiance of Dawn: A paladin gains the ability to see in any darkness, even magical, up to range of 60 ft. Non-evil allies within 20 ft. gain darkvision.

Radiance of Devotion: A paladin gains a +2 sacred bonus on Will saves. Non-evil allies within 20 ft. gain a +1 sacred bonus on Will saves.

Radiance of Endurance: A paladin gains a +2 sacred bonus on Fortitude saves. Non-evil allies within 20 ft. gain a +1 sacred bonus on Fortitude saves.

Radiance of Golden Light: Any healing spell cast on paladin is treated as if it had +2 caster levels. Any healing spell cast on non-evil allies within 20 ft. is treated as if it had +1 caster level.

Radiance of Health: A paladin is immune to disease (including magical ones). Non-evil allies within 20 ft. gain a +4 sacred bonus on saves against disease. This radiance does not remove disease already affecting a character.

Radiance of Kindness: A paladin gains a +2 sacred bonus on saves against spells and spell-like abilities or evil creatures. Non-evil allies within 20 ft. gain a +1 sacred bonus on saves against spells and spell-like abilities of evil creatures.

Radiance of Kings: A paladin gains a +2 sacred bonus on all Concentration and Wisdom-based skill checks. Non-evil allies within 20 ft. gain +1 sacred bonus on all Concentration and Wisdom-based skill checks.

Radiance of Poets: A paladin gains a +2 sacred bonus on all Charisma-based skill checks. Non-evil allies within 20 ft. gain +1 sacred bonus on all Charisma-based skill checks.

Radiance of Providence: A paladin gains fast healing 2 as long as she is at 0 or below hit points. Non-evil allies within 20 ft. automatically stabilize when at negative hit points.

Radiance of Purity: A paladin is immune to curse effects. Non-evil allies within 20 ft. gain a +4 sacred bonus on saving throws against curses.

Radiance of Purpose: A paladin gains a +4 sacred bonus on initiative checks. Non-evil allies within 20 ft. gain a +2 sacred bonus on initiative checks.

Radiance of Resolution: A paladin gains a +2 sacred bonus on Reflex saves. Non-evil allies within 20 ft. gain a +1 sacred bonus on Reflex saves.

Radiance of Sages: A paladin gains a +2 sacred bonus on all Intelligence-based skill checks. Non-evil allies within 20 ft. gain +1 sacred bonus on all Intelligence-based skill checks.

Radiance of Sanctity: A paladin gains a +2 sacred bonus to AC against the attacks of evil creatures. Non-evil allies within 20 ft. gain a +1 sacred bonus to AC against attacks of evil creatures.

Radiance of Tranquility: A paladin gains Acid, Electricity, and Sonic Resistance 5, or her existing Acid, Electricity, and Sonic Resistance improves by 5. Non-evil allies within 20 ft. gain Acid, Electricity, and Sonic Resistance 3, or their existing Acid, Electricity, and Sonic Resistance improves by 3.

Radiance of Warmth: A paladin gains Cold Resistance 5, or her existing Cold Resistance improves by 5. Non-evil allies within 20 ft. gain Cold Resistance 3, or their existing Cold Resistance improves by 3.

Cause

A paladin has something she loves and sworn to defend at all cost. The available causes are: freedom, life, loyalty, order, peace, and truth. The cause provides the paladin with additional restrictions to her code of conduct and four special abilities, including extra spells added to her list.

Freedom

A paladin of freedom is often a wandering loner fighting oppressing dictators and evil rulers. A paladin of freedom must have a chaotic good alignment, must respect individual liberty, and punish those who threaten or curtail such liberty.

o Liberate (Ex): At 5th level, whenever a paladin uses Lay on Hands, she also removes stun and paralysis effects from the creature touched. A paladin can learn protection from law as a 1st level spell.

o Divine Repulsion (Su): At 10th level, a paladin may spend one faith point as a move action to move all creatures occupying her square on random adjacent squares. A paladin can learn cat’s grace as a 2nd level spell.

o Hermes Step (Su): At 15th level, a paladin may spend one faith point to gain the ability to move on any kind of surface for 1 minute. For moving on water, see the water walk spell. A paladin can walk on lava normally, but still suffers 2d6 points of fire damage per round of exposure. A paladin can learn freedom of movement as a 3rd level spell.

o Remove Obstruction (Su): At 20th level, a paladin can spend one faith point to annihilate any wall created by a spell (wall of force, ice, stone, prismatic wall, etc.) as a move action.

Life

Paladins dedicated to life swear help those who are in need of medical attention. They don’t have any oaths that forbid them from killing evil creatures but such paladins do so with hesitation and they spare enemies that no longer pose a threat. Paladins of life fight undead with zeal, for they see such creatures as mockery of life itself. A paladin of life may not kill living non-evil creatures unless in self-defense or for food. She also cannot kill an evil creature if she can see a change in that creature to coexist peacefully with either paladin or her allies (or people she protects etc.). A paladin may not ignore a cry for help from wounded or sick creature.

o Alabaster Essence (Su): At 5th level, a paladin can spend one faith point to grant herself or any touched creature a number of temporary hit points equal to half her paladin level. Those hit points remain for 1 hour. A paladin can learn shield of faith as a 1st level spell.

o Invigorate (Su): At 10th level, whenever a paladin uses Lay on Hands, she also restores 1 point of every ability score damage to the creature touched. A paladin can learn status as a 2nd level spell.

o Energy Infusion (Su): At 15th level, whenever a paladin uses Lay on Hands, she also removes all negative levels from the creature touched. A paladin can learn remove disease as a 3rd level spell.

o Battle Resurrection (Su): At 20th level, a paladin can resurrect a dead ally by spending 2 faith points as a full-round action. The target is prone, at full hit points and is cleaned of all temporary effects and conditions (such as ability or level drain). The resurrected ally can act normally for 1 round per paladin level, after which he returns to the afterlife. Battle resurrection does not cause any experience loss or other effects associated with raising the dead. A paladin can't use this ability more than once per encounter.

Loyalty

Paladins dedicated to loyalty believe in friendship and fight with zeal to protect those they care for. They fight in the name of loyalty and family. A paladin must protect her friends and loved ones and she may never abuse trust others put in her. A paladin must always respect teamwork and camaradrie, even in opponents.

o Critical Care (Su): At 5th level, a paladin can use Lay on Hands on allies within a 30 ft. range instead of touching them. A paladin can learn remove fear as a 1st level spell.

o Shelter the Comrade (Su): At 10th level, a paladin can spend one faith point as an immediate action to become the new target of any spell or spell-like ability that is cast on an ally within 30 ft. If the paladin is not a valid target for the effect, this ability does not work but the faith point is still expended. A paladin can learn protection from energy as a 2nd level spell.

o Share Burden (Su): Whenever an ally within 20 ft. of a 15th level paladin takes damage, the paladin can transfer up to half that damage to herself. Whenever the paladin suffers damage, any ally within 20 ft. can transfer up to half that damage to himself. Sharing a burden is an immediate action that any creature can use once per round. A paladin can learn good hope as a 3rd level spell.

o Relieve Ally (Ex): At 20th level, a paladin can cast remove curse as a spell-like ability at will.

Order

A paladin of order believes in law and the greater order of things. To such a paladin, laws, especially just and wise ones, are as important as struggle between Good and Evil. A paladin of order must have a lawful good alignment, must respect legitimate authority that is, or is trying to be, lawful good, and act with honor (not lying, not cheating, not using poison, and so forth).

o Police the Unruly (Su): At 5th level, a paladin can spend one faith point as a standard action to deal 1d8 + paladin level divine damage to a creature within 60 ft. A Fortitude save halves the damage (DC 10 + half paladin level + paladin's Cha modifier, evil creatures suffer a -4 penalty on this save). A paladin can learn protection from chaos as a 1st level spell.

o Smite Anarchy (Su): At 10th level, a paladin can smite chaotic creatures as well as evil ones. A paladin can learn hold person as a 2nd level spell.

o Rightful Place (Su): At 15th level, at the end of each turn in which a paladin dealt damage to an evil or chaotic creature, she heals herself 2d6 points of damage. A paladin can learn magic circle against chaos as a 3rd level spell.

o Judgment (Su): At 20th level, a paladin can spend 2 faith points as a standard action to deal 1d6 points of divine damage per 2 paladin levels + her Charisma modifier (if any) to all undead and evil outsiders within 60 ft. A Fortitude save halves the damage (DC 10 + half paladin level + paladin's Cha modifier, evil creatures suffer a -4 penalty on that save).

Peace

Paladins of peace believe that problems can be solved via peaceful diplomatic means. They make good negotiators and peacekeepers. A paladin of peace may not attack unprovoked. She must also try diplomatic means (or other means, depending on situation) before entering combat, if it’s possible and reasonable. A paladin is under no such compulsion when the creature is mindless, undead, or an evil outsider (but still can't attack unprovoked).

o Cool Tensions (Su): At 5th level, a paladin can spend one faith point to grant herself and all creatures (including enemies, even evil ones) within 100 ft. damage reduction 5/- and a +2 bonus on saving throws against spells for 10 minutes. A paladin can end this effect as a swift action. A paladin can learn sanctuary as a 1st level spell.

o Divine Shield (Su): At 10th level, a paladin can encase herself in a field of golden energy by spending one faith point as a standard action. While in the shield, a paladin gains damage reduction 5/- + her paladin level, and spell resistance 10 + her paladin level. The shield's duration is 1 minute but it automatically ends if the paladin attacks or performs any other potentially harmful action. A paladin can learn calm emotions as a 2nd level spell.

o Retribution (Su): At 15th level, whenever a creature within 30 ft. deals damage to the paladin, it suffers 1d4 points of damage itself. A paladin can learn deep slumber as a 3rd level spell.

o Shimmering Shield (Su): At 20th level, a paladin gains a +5 sacred bonus to AC when fighting defensively and a +10 sacred bonus to AC when taking total defense action. These bonuses are in addition to the normal bonuses granted by those actions.

Truth

Paladins of truth believe in justice, honesty and accountability. They are sometimes naïve but gain friends and allies easily. A paladin of truth must have a lawful good alignment, and may not lie or cheat.

o Sense of Truth (Ex): At 5th level, a paladin gains a +4 morale bonus on all saving throws against illusions spells and effects and gains a +4 morale bonus on Sense Motive checks to avoid being bluffed. A paladin can learn detect magic as a 1st level spell.

o Mindslip (Su): At 10th level, a paladin can spend one faith point and touch a creature under effects of charm, compulsion, figment, or phantasm effect, as a standard action. If the effect allows a saving throw, the creature can immediately make a new save to shake the effect. A paladin can learn augury as a 2nd level spell.

o Clarity of Vision (Su): At 15th level, whenever a paladin uses Lay on Hands, she also removes blindness, daze, dazzle, and deafness conditions from the creature touched. A paladin can learn invisibility purge as a 3rd level spell.

o True Seeing (Su): At 20th level, a paladin is under constant effect of true seeing.

Brilliant Radiance

At 11th level, a paladin can keep up to 2 radiances at once.

Celestial Radiance

At 19th level, a paladin can keep up to 3 radiances at once.

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