Divine Champion (Paladin)Hit Die: d10
Class Skills:Skill Points per Level: 2 + Int modifier.
BAB: Full
Saves: Fort good, Ref poor, Will good.
- Code of Conduct:atonement spell.
- Antipaladins: As an alternate use of the atonement spell, an evil cleric may return a twisted version of an ex-paladin's power. An antipaladin's class features are identical to those of a paladin, but abilities which would affect evil creatures now affect good creatures and vice versa. An antipaladin does not have a code of conduct, but neither is he necessarily evil. The ex-paladin is aware that this version of the spell is being used, and cannot be tricked into accepting it.
Lv | Class Features | Invocations |
1 | Aura of good, Detect evil, Smite evil 1/encounter, Invocations | 1 (least) |
2 | Divine grace | 1 (least) |
3 | Aura of courage, Turn undead | 1 (least) |
4 | Lay on hands | 2 (least) |
5 | Smite evil 2/encounter, Special mount | 2 (least) |
6 | Binding smite | 3 (lesser) |
7 | Great smiting | 3 (lesser) |
8 | - | 4 (lesser) |
9 | Aura of Wrath | 4 (lesser) |
10 | Smite evil 3/encounter | 5 (lesser) |
11 | Divine health | 5 (greater) |
12 | Hallowed Edge | 6 (greater) |
13 | Shattering Smite | 6 (greater) |
14 | - | 7 (greater) |
15 | Smite evil 4/encounter | 7 (greater) |
16 | - | 8 (sacred) |
17 | Impetuous endurance | 8 (sacred) |
18 | - | 9 (sacred) |
19 | Devastating smite | 9 (sacred) |
20 | Ascension, Smite evil 5/encounter | 10 (sacred) |
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).
Aura of Good (Ex):detect good spell) is equal to his paladin level.
Detect Evil (Su): A paladin automatically learns if there is evil within 120 ft. As a swift action, he can focus on one target within range and determine whether or not it is evil, and the strength of its aura if it is.
Smite Evil (Su): Once per encounter as a swift action, a paladin may charge his next melee attack with holy power. He adds his Charisma modifier as a bonus on attack and damage. If the smite hits and the target is evil, it takes additional damage equal to the paladin's class level. At 5th level, and at every five levels thereafter, the paladin may smite evil one additional time per encounter, to a maximum of five times per encounter at 20th level.
Invocations (Sp): A paladin performs invocations taken from the paladin list. Unlike a warlock, a paladin's invocations do not have a somatic component, though they do have a divine focus component.
[spoiler]
LeastAll Seeing Eyes
Angel's Tongue*
Call of the Beast
Calm EmotionsHeaven's Arrow*
LightMaster Rider*
See the Unseen
Seek Out the Wicked*
LesserCelestial Flight*
Dauntless Defender*
DaylightDismissalFlying Mount*
Ignore the Pyre
Purification*
Relentless Dispelling
Voidsense
GreaterBaleful Geas
Break EnchantmentDraconic Toughness
Dragonward
Sacred Aura*
Seek Out the Wicked, Improved*
Sword of Flame/Frost/Lightning/Thunder*
Wall of Holy Flame (Wall of Perilous Flame)
Sacred (Dark)BanishmentEnergy Immunity
Greater Celestial Flight*
Greater Flying Mount*
Holy swordImpenetrable Barrier
Improved Dauntless Defender*
Instill Vulnerability
Unveil the Truth*
Angel's Tongue (Least, 2nd): You gain a +6 bonus on Diplomacy, Intimidate and Sense Motive checks for 24 hours.
Heaven's Arrow (Least, 2nd): For 24 hours, you gain a +1 sacred bonus on ranged attacks and can use smite evil at a range.
Seek Out the Wicked (Least, 1st): When you use your
detect evil class feature, you automatically pinpoint the power and location of each evil aura within range. In addition, you gain the benefits of the Blind-Fight feat against evil creatures you can detect.
Master Rider (Least, 2nd): For 24 hours, you gain Mounted Combat and Ride-by Attack as bonus feats. You gain the benefit of these feats only while riding your special mount.
Celestial Flight (Lesser, 3rd): You gain a flight speed equal to your land speed for 24 hours with good manoueverability.
Dauntless Defender (Lesser, 4th): Your allies receive a +1 bonus to AC and saving throws per four caster levels while within adjacent to you.
Flying Mount (Lesser, 3rd): As Celestial Flight, except that it targets your special mount.
Purification (Lesser, 3rd): The target creature is affected by both
remove disease and
remove curse.
Sacred Aura (Greater, 6th): You become surrounded by a white aura, which gives off light equivalent to a torch. Any evil creature striking you with a melee attack takes a number of points of sacred damage equal to your caster level (Non-evil creatures take half this amount).
Improved Seek Out the Wicked (Greater, 6th): As Seek Out the Wicked, but when attacking an evil creature you may ignore cover less than total cover and concealment.
Sword of Flame/Frost/Lightning/Thunder (Greater, 5th): For 24 hours, your attacks deal an extra 1d6 points of fire, cold or electricity damage, or an extra 1d4 points of sonic damage. On a critical hit or when you smite evil, this damage is doubled (if both, it is tripled). Multiple uses of this ability don't stack.
Greater Celestial Flight (Sacred, 7th): As celestial flight, except that your flight speed is 30ft greater than your land speed, and your manoueverability is perfect.
Greater Flying Mount (Sacred, 7th): As Greater Celestial Flight, except that it targets your special mount.
Improved Dauntless Defender (Sacred, 7th): As Dauntless Defender, and whenever a creature attacks an adjacent ally they provoke an attack of opportunity from you.
Unveil the Truth (Sacred, 6th): You gain
true seeing to a range of 60ft. In addition, you gain a +6 bonus on Sense Motive checks made against creatures within the radius.
[/spoiler]
Divine Grace (Su): At 2nd level, a paladin gains a bonus equal to his Charisma bonus (if any) on all saving throws.
Lay on Hands (Su):Aura of Courage (Su): Beginning at 3rd level, a paladin is immune to fear (magical or otherwise). Each ally within 30 feet of him gains a +4 morale bonus on saving throws against fear effects. This ability functions while the paladin is conscious, but not if he is unconscious or dead.
Turn Undead (Su): When a paladin reaches 3rd level, he gains the supernatural ability to turn undead. He may use this ability a number of times per day equal to 3 + his Charisma modifier. He turns undead as a cleric of his character level would.
Special Mount (Sp):Binding Smite (Su): At 6th level, any creature struck by the paladin's smite evil becomes entangled for 1 round per two paladin levels.
Great Smiting: At 7th level, a paladin may expend two uses of smite evil as a swift action to treat all his attacks as smite attacks for 1 round.
Aura of Wrath (Su): At 9th level, any evil creature that approaches within 30ft of the paladin must make a Will save (DC=10 + half the paladin's class level + his Cha modifier) or become shaken for 1 minute. A creature who succeeds on its saving throw is immune to that paladin's Aura of Wrath for 24 hours.
Divine Health (Ex): At 11th level, a paladin gains immunity to poison and disease.
Hallowed Edge (Ex): At 12th level, any critical threat a paladin makes against an evil target is automatically confirmed.
Shattering Smite (Su): At 13th level, a paladin's smite attacks ignore hardness and damage reduction.
Impetuous Endurance (Ex): At 17th level a paladin no longer automatically fails a saving throw on a roll of 1.
Devastating Smite (Su): At 19th level, any evil creature struck by a paladin's smite evil must make a Fortitude save (DC=10 + half the paladin's class level + his Cha modifier) or die instantly.
Ascension: At 20th level, a paladin becomes a physical embodiment of his principles. His type changes to Outsider (Good, Native). Unlike other outsiders, the paladin can still be brought back from the dead as if he were a member of his previous creature type. Additionally, he gains damage reduction 10/evil, and any weapon he wields gains the holy quality (If the weapon already possesses this quality, the effect is doubled).
NEW FEATSDark Champion [General]Prerequisite: Ability to use paladin invocations.
Benefit: You may learn invocations from the warlock list, but you cast them at -2 caster level (You cannot use these invocations below 3rd level).
Special: A non-hellbred may only select this feat at 1st level.
Burst Smite [General]Prerequisite: Smite evil
Benefit: When you use smite evil with an attack, you may expend an additional use of the ability to deal damage equal to your paladin level + your Charisma modifier to each evil enemy within 10ft of the attack target (Reflex half, DC = 10+ half your paladin level + your Charisma modifier).
Special: If you possess the Great Smiting class feature, you may expend three uses of smite evil to treat all of your attacks as Burst Smites for 1 round.