Index classes paladin

Paladin

Being a paladin is not a choice: it is a calling. Paladins bring their leadership and combat skills to bear as the mortal ambassadors of divine beings. As such, they are beholden to high standards, and they draw their powers from the favor of the beings they represent. They are exceptionally well-rounded leaders and have more skill and charisma than the average warrior - though their combat abilities tend to be less practiced than the likes of fighters and crusaders.

Paladin Variants

Paladin of Justice

Paladins of Justice are the most iconic sort. They fight to uphold order and peace, ensuring that cruelty and lawlessness are stopped. By embodying the lawful good alignment, they gain powers to smite evil, root out chaos, and inspire bravery.

Level BAB Fort Ref Will Features Spells Per Day
(1st 2nd 3rd 4th)
1 1 2 0 2 Alignment, Aegis' Path, Detect Evil, Smite Evil 2/day - - - -
2 2 3 0 3 Divine Grace, Lay On Hands - - - -
3 3 3 1 3 Aura of Courage, Divine Health - - - -
4 4 4 1 4 Aegis Feature 0 - - -
5 5 4 1 4 Special Mount, Smite Evil 3/day 0 - - -
6 6/1 5 2 5 Purify 1/week 1 - - -
7 7/2 5 2 5 Aegis Feature 1 - - -
8 8/3 6 2 6 - 1 0 - -
9 9/4 6 3 6 Purify 2/week 1 0 - -
10 10/5 7 3 7 Smite Evil 4/day 1 1 - -
11 11/6/1 7 3 7 - 1 1 0 -
12 12/7/2 8 4 8 Purify 3/week 1 1 1 -
13 13/8/3 8 4 8 - 1 1 1 -
14 14/9/4 9 4 9 - 2 1 1 0
15 15/10/5 9 5 9 Purify 4/week, Smite Evil 5/day 2 1 1 1
16 16/11/6/1 10 5 10 - 2 2 1 1
17 17/12/7/2 10 5 10 - 2 2 2 1
18 18/13/8/3 11 6 11 Purify 5/week 3 2 2 1
19 19/14/9/4 11 6 11 - 3 3 3 2
20 20/15/10/5 12 6 12 Smite Evil 6/day 3 3 3 3

Class Features

Alignment

Paladins of justice derive tremendous power from law and good, to the extent that it changes the paladin's very being. The paladin of justice has an alignment of lawful good.

If the paladin ever grossly defies this alignment, she falls out of the favor of her aegis. She loses all spellcasting and class features gained from this class until a quest of atonement is undertaken. Of course, since the paladin is well attuned to the will of her aegis, and aegises generally prefer not to lose their paladins, the paladin will be well aware in advance if a course of action may risk a fall.

Aegis' Path

At 1st level, the paladin must choose an aegis (sometimes known as gods, spirits, or saints) to devote herself fully to. This choice grants certain abilities as the paladin gains levels. The choice cannot be changed later, except for truly exceptional circumstances.

As a lawful good paladin of justice, the aegises available in the world of Zend are as follows:

Path of Ærgetlam Features

Ærgetlam is often considered the patron deity of the dwarves, but all who craft with the materials of the earth find his favor. His paladins embody patience and determination, seeking to make society as strong and unyielding as steel.

A paladin of this path may use Mending as a spell-like ability at will, but only on metal objects. Additionally, the paladin gains a +4 divine bonus on saving throws against spells that target her metal equipment, such as Rusting Grasp, Telekinesis, or Heat Metal.

As the paladin levels up, she gains the following bonuses:

  • At 4th level, the paladin gains the Stonecunning and Stability abilities, as a dwarf. If the paladin already has these abilities, their numeric bonuses are increased by +2.

  • At 7th level, the paladin gains command over metal. The paladin gains a +1 bonus on melee weapon attack and damage rolls against metal-based creatures or creatures wearing metal armor, a +4 divine bonus to Strength checks made to burst or bend metal objects, and she may craft or reshape metal items at any time as if she had access to a fully equipped masterwork forge.

Path of Astrid Features

Astrid is revered as the aegis of the stars - a pegasus who patrols the night sky. Her paladins advocate for understanding and humility and tend to be wise, soft-spoken scholars who fight defensively rather than vanquishing evildoers.

A paladin of this path may expend a use of Smite Evil to calm a creature with a touch. This is a spell-like ability that requires a melee touch attack. On a hit, the target is calmed as by a Calm Emotions spell with a caster level equal to the paladin's level. The creature does not get a saving throw, but it can benefit from spell resistance.

As the paladin levels up, she gains the following bonuses:

  • Starting at 4th level, the paladin adds her Wisdom modifier to her Charisma modifier for the purpose of determining her maximum healing through Lay On Hands. Additionally, the paladin treats her Wisdom modifier as 2 higher for the purposes of paladin spellcasting, including determining saving throw DCs and bonus spell slots.

  • At 7th level, the paladin may choose a pegasus as her special mount. Additionally, she may choose to use Wisdom instead of Charisma to determine saving throw bonuses from Divine Grace.

Path of Bravado Features

Bravado is a ghostly figure seen leading the charge of desperate last stands and empowering unlikely heroes against impossible odds, at least according to his overzealous followers. His paladins are endlessly brave and always seek to inspire others with tales of epic heroism.

A paladin of this path adds Perform to her list of class skills. Additionally, the paladin does not need to use a divine focus to channel her spells. The paladin need only pose heroically.

As the paladin levels up, she gains the following bonuses:

  • Starting at 4th level, the paladin may add her paladin levels to her bard levels for the purposes of Bardic Music. If the paladin has no bard levels, she gains Bardic Music, Fascinate, and Inspire Courage.

  • At 7th level, whenever the paladin uses Smite Evil while her Bardic Music ability is affecting her allies, each creature benefitting from her music is healed a number of hit points equal to the paladin's Charisma modifier.

Path of Daragon Features

Daragon of the Stone Dragon was a great dwarven king who now looks over the nobility of Zend, ensuring they rule fairly and are respected. His paladins are almost always of noble birth and are called to combat corruption among the nobility and appease unrest among the populace.

A paladin of this path gains Skill Focus(Knowledge)(Nobility and Royalty) as a bonus feat.

As the paladin levels up, she gains the following bonuses:

  • At 4th level, the paladin gains Martial Study as a bonus feat. The paladin must select a maneuver from the Stone Dragon discipline, Daragon's personal style. If the paladin does not have any levels in an initiator class, her Stone Dragon maneuvers gained through the Martial Study feat are recovered whenever she casts a paladin spell.

  • Starting at 7th level, the paladin gains the service of ghostly retainers. These retainers appear as faintly visible humanoids that the paladin may summon at will as a spell-like ability. The retainers behave as an Unseen Servant spell, except in appearance and duration. The paladin may have up to 3 retainers summoned at a time which last until dispelled or dismissed.

Path of Eru Features

Eru is an embodiment of hospitality whose symbolism can be seen on the hearths of inns across the world. She rarely selects paladins - when she does, it is in response to horrible wrongs that threaten the peace of the innocent.

A paladin of this path gains a +3 bonus on all Craft and Profession checks relating to common household tasks - cooking, cleaning, fishing, art, basket weaving, etc.

As the paladin levels up, she gains the following bonuses:

  • Starting at 4th level, the paladin may use Tiny Hut as a spell-like ability 1/day with a caster level equal to her paladin level. At 14th level, this may be replaced with Magnificent Mansion.

  • Starting at 7th level, the paladin may use Create Food and Water as a spell-like ability 1/day with a caster level equal to her paladin level. The food created by this ability is more flavorful than normal, and the water may be exchanged for tea, ale, or wine.

Path of Girasol Features

Girasol is the first phoenix and the avatar of the sun. His paladins revere the sun and sky and oppose those who hide from the light, metaphorically and literally. This makes them unparalleled at slaying the undead.

A paladin of this path can turn undead. This ability behaves exactly as the cleric ability of the same name, and the paladin may add her paladin level to her cleric level for the purpose of this ability.

As the paladin levels up, she gains the following bonuses:

  • At 4th level, the paladin gains the ability to emit a 20-foot cone of bright light from her eyes as a free action. While this ability is active, the paladin's melee attacks deal an extra 1d6 damage against creatures specifically vulnerable to sunlight. Additionally, the paladin may prepare Daylight as a 1st level spell.

  • Beginning at 7th level, the paladin may choose a gold dragon as her chosen mount, though the dragon does not benefit from the paladin's typical special mount bonuses. The dragon instead begins with 8 HD as a wyrmling and gains 1 HD per level thereafter, ending up with 21 HD at 20th level as a young adult.

Path of Rai'Aldera Features

Rai'Aldera is the aegis of progress and the daughter of Astrid. Her paladins are champions of knowledge, law, and philosophy who fight to keep the flame of civilization bright.

A paladin of this path adds Knowledge(all, taken separately) to her paladin class skill list.

As the paladin levels up, she gains the following bonuses:

  • At 4th level, the paladin gains a contemplative assurance that focuses her mind in battle. She may add her Intelligence bonus as a dodge bonus to her Armor Class.

  • At 7th level, the paladin learns to blend her knowledge and wit into a broader understanding of the world and its divine undercurrents. She may add her Intelligence modifier to all Sense Motive and Diplomacy skill rolls, to her attack rolls when using Smite Evil, and to her Wisdom modifier for the purposes of paladin spellcasting, including determining saving throw DCs and bonus spell slots.

Path of The Grand Justice Features

The Grand Justice is an ancient force of order who resides in the city of Fairhaven and acts as its ultimate judge. Paladins of The Grand Justice are lawkeepers first and foremost who ensure that laws are kept and that the law advances the betterment of civilization.

A paladin of this path gains the ability to use Detect Evil and Smite Evil against chaos in addition to evil.

As the paladin levels up, she gains the following bonuses:

  • Starting at 4th level, the paladin may use Hold Person as a spell-like ability 1/day with a caster level equal to her paladin level. The saving throw DC is equal to 12 + the paladin's Wisdom modifier.

  • Beginning at 7th level, the paladin may expend a use of Smite Evil as a free action to gain a +10 divine bonus to any intimidate check.

Detect Evil (Sp)

At will, a paladin can use Detect Evil, as the spell.

Smite Evil (Su)

Twice per day, a paladin may attempt to smite evil with one normal melee attack. She adds her Charisma bonus (if any) to her attack roll and deals 1 extra point of damage per paladin level. If the paladin accidentally smites a creature that is not evil, the smite has no effect, but the ability is still used up for that day.

At 5th level, and at every five levels thereafter, the paladin may smite evil one additional time per day, to a maximum of six times per day at 20th level.

Divine Grace (Su)

At 2nd level, a paladin gains a bonus equal to her Charisma bonus (if any) on all saving throws.

Lay On Hands (Su)

Beginning at 2nd level, a paladin with a Charisma bonus of +1 or higher can heal wounds (her own or those of others) by touch. Each day she can heal a total number of hit points of damage equal to her paladin level × her Charisma bonus. A paladin may choose to divide her healing among multiple recipients, and she doesn’t have to use it all at once. Using lay on hands is a standard action.

Alternatively, a paladin can use any or all of this healing power to deal damage to undead creatures. Using lay on hands in this way requires a successful melee touch attack and doesn’t provoke an attack of opportunity. The paladin decides how many of her daily allotment of points to use as damage after successfully touching an undead creature.

Aura of Courage (Su)

Beginning at 3rd level, a paladin is immune to fear (magical or otherwise). Each ally within 10 feet of her gains a +4 morale bonus on saving throws against fear effects.

Divine Health (Ex)

At 3rd level, a paladin gains immunity to all diseases, including supernatural and magical diseases.

Spells

Beginning at 4th level, a paladin gains the ability to cast a small number of divine spells, which are drawn from the paladin of justice spell list. A paladin must choose and prepare her spells in advance.

To prepare or cast a spell, a paladin must have a Wisdom 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 Wisdom modifier.

Like other spellcasters, a paladin can cast only a certain number of spells of each spell level per day. Her base daily spells per day is given on the table above. In addition, she receives bonus spells per day if she has a high Wisdom score. When the table 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 Wisdom score for that spell level.

Until 4th level, the paladin has no caster level. At 4th level, her caster level becomes her paladin level.

Special Mount (Sp)

Upon reaching 5th level, a paladin gains the service of an unusually intelligent, strong, and loyal steed to serve her in her crusade against evil. This mount is usually a heavy warhorse (for a Medium paladin) or a warpony (for a Small paladin).

Once per day, as a full-round action, a paladin may magically call her mount from the celestial realms in which it resides. This ability is the equivalent of a spell of a level equal to one-third the paladin’s level. The mount immediately appears adjacent to the paladin and remains for 2 hours per paladin level; it may be dismissed at any time as a free action. The mount is the same creature each time it is summoned, though the paladin may release a particular mount from service.

Each time the mount is called, it appears in full health, regardless of any damage it may have taken previously. The mount also appears wearing or carrying any gear it had when it was last dismissed. Calling a mount is a conjuration (calling) effect.

Should the paladin’s mount die, it immediately disappears, leaving behind any equipment it was carrying. The paladin may not summon another mount for thirty days or until she gains a paladin level, whichever comes first, even if the mount is somehow returned from the dead.

Purify (Sp)

At 6th level, a paladin can produce a Remove Disease or Remove Curse effect once per week. She can use this ability one additional time per week for every three levels after 6th (twice per week at 9th, three times at 12th, and so forth).

Paladin of Freedom

Paladins of Freedom are rarer, almost by definition. They do not form orders - rather, they gather around causes devoted to opposing tyranny and protecting the downtrodden. By embodying the chaotic good alignment, they gain powers to smite evil, counter oppression, and resist mind control.

Level BAB Fort Ref Will Features Spells Per Day
(1st 2nd 3rd 4th)
1 1 2 0 2 Alignment, Aegis' Path, Detect Evil, Smite Evil 2/day - - - -
2 2 3 0 3 Divine Grace, Lay On Hands - - - -
3 3 3 1 3 Aura of Courage, Divine Health - - - -
4 4 4 1 4 Aegis Feature 0 - - -
5 5 4 1 4 Special Mount, Smite Evil 3/day 0 - - -
6 6/1 5 2 5 Purify 1/week 1 - - -
7 7/2 5 2 5 Aegis Feature 1 - - -
8 8/3 6 2 6 - 1 0 - -
9 9/4 6 3 6 Purify 2/week 1 0 - -
10 10/5 7 3 7 Smite Evil 4/day 1 1 - -
11 11/6/1 7 3 7 - 1 1 0 -
12 12/7/2 8 4 8 Purify 3/week 1 1 1 -
13 13/8/3 8 4 8 - 1 1 1 -
14 14/9/4 9 4 9 - 2 1 1 0
15 15/10/5 9 5 9 Purify 4/week, Smite Evil 5/day 2 1 1 1
16 16/11/6/1 10 5 10 - 2 2 1 1
17 17/12/7/2 10 5 10 - 2 2 2 1
18 18/13/8/3 11 6 11 Purify 5/week 3 2 2 1
19 19/14/9/4 11 6 11 - 3 3 3 2
20 20/15/10/5 12 6 12 Smite Evil 6/day 3 3 3 3

Class Features

Alignment

Paladins of freedom derive tremendous power from chaos and good, to the extent that it changes the paladin's very being. The paladin of freedom has an alignment of chaotic good.

If the paladin ever grossly defies this alignment, she falls out of the favor of her aegis. She loses all spellcasting and class features gained from this class until a quest of atonement is undertaken. Of course, since the paladin is well attuned to the will of her aegis, and aegises generally prefer not to lose their paladins, the paladin will be well aware in advance if a course of action may risk a fall.

Aegis' Path

At 1st level, the paladin must choose an aegis (sometimes known as gods, spirits, or saints) to devote herself fully to. This choice grants certain abilities as the paladin gains levels. The choice cannot be changed later, except for truly exceptional circumstances.

As a chaotic good paladin of freedom, the aegises available in the world of Zend are as follows:

Path of Astrid Features

Astrid is revered as the aegis of the stars - a pegasus who patrols the night sky. Her paladins advocate for understanding and humility and tend to be soft-spoken scholars who fight defensively rather than vanquishing evildoers.

A paladin of this path may expend a use of Smite Evil to calm a creature with a touch. This is a spell-like ability that requires a melee touch attack. On a hit, the target is calmed as by a Calm Emotions spell with a caster level equal to the paladin's level. The creature does not get a saving throw, but it can benefit from spell resistance.

As the paladin levels up, she gains the following bonuses:

  • Starting at 4th level, the paladin adds her Wisdom modifier to her Charisma modifier for the purpose of determining her maximum healing through Lay On Hands. Additionally, the paladin treats her Wisdom modifier as 2 higher for the purposes of paladin spellcasting, including determining saving throw DCs and bonus spell slots.

  • At 7th level, the paladin may choose a pegasus as her special mount. Additionally, she may choose to use Wisdom instead of Charisma to determine saving throw bonuses from Divine Grace.

Path of Bravado Features

Bravado is a ghostly figure seen leading the charge of desperate last stands and empowering unlikely heroes against impossible odds, at least according to his overzealous followers. His paladins are endlessly brave and always seek to inspire others with tales of epic heroism.

A paladin of this path adds Perform to her list of class skills. Additionally, the paladin does not need to use a divine focus to channel her spells. The paladin need only pose heroically.

As the paladin levels up, she gains the following bonuses:

  • Starting at 4th level, the paladin may add her paladin levels to her bard levels for the purposes of Bardic Music. If the paladin has no bard levels, she gains Bardic Music, Fascinate, and Inspire Courage.

  • At 7th level, whenever the paladin hits a target with Smite Evil while her Bardic Music ability is affecting her allies, each creature benefitting from her music is healed a number of hit points equal to the paladin's Charisma modifier.

Path of Chai'yi Features

It is said that Chai'yi, the aegis of mercy and pacifism, appears among mortals in the form of a mute beggar. Her paladins are aggressively selfless, devoted to helping the poor and oppressed at all costs.

A paladin of this path can channel divine energy into her weapons to prevent them from inflicting lasting wounds. The paladin may deal nonlethal damage with any weapon without suffering the usual -4 penalty.

As the paladin levels up, she gains the following bonuses:

  • Beginning at 4th level, the paladin may expend uses of Smite Evil to increase her daily Lay On Hands healing by her paladin level.

  • At 7th level, the paladin may use Lay On Hands as a swift action - when used this way, the paladin may heal a number of hit points up to her paladin level.

Path of Eru Features

Eru is an embodiment of hospitality whose symbolism can be seen on the hearths of inns across the world. She rarely selects paladins - when she does, it is in response to horrible wrongs that threaten the peace of the innocent.

A paladin of this path gains a +3 bonus on all Craft and Profession checks relating to common household tasks - cooking, cleaning, fishing, art, basket weaving, etc.

As the paladin levels up, she gains the following bonuses:

  • Starting at 4th level, the paladin may use Tiny Hut as a spell-like ability 1/day with a caster level equal to her paladin level. At 14th level, this may be replaced wtih Magnificent Mansion.

  • Starting at 7th level, the paladin may use Create Food and Water as a spell-like ability 1/day with a caster level equal to her paladin level. The food created by this ability is more flavorful than normal, and the water may be exchanged for tea, ale, or wine.

Path of Hafskir Features

Hafskir is referred to interchangeably as "The God of Fighting," "The Master of Mead," and "RAAAAAAAGH!" His paladins live to fight, and they strive to teach the art of fighting to all they meet.

A paladin of this path may use Smite Evil on any target.

As the paladin levels up, she gains the following bonuses:

  • At 4th level, the paladin gains the ability to issue mighty battle shouts that inspire fighting spirit in anyone who hears them. As a swift action, the paladin may grant all creatures that can hear her within 30 feet a +2 morale bonus on weapon attack rolls, a +2 morale bonus on weapon damage rolls, or both, for a number of rounds equal to the paladin's Charisma bonus (minimum 1 round). This ability affects all creatures within its range, not just the paladin's allies.

  • At 7th level, the paladin gains a bonus feat. This feat must be selected from the list of fighter bonus feats and the paladin must meet the feat's prerequisites.

Path of Kriemhild Features

Kriemhild was a fiend who betrayed her demonic master and now offers power to those who have been gravely wronged. Her paladins, often called Avengers, take oaths of vengeance against a specific evil and strive to vanquish it at any cost.

A paladin of this path swears an oath of vengeance against a specific faction, person, type of creature, or type of villain (such as assassins, turncoats, slavers, or fiend worshippers, but not petty criminals like pickpockets). When fighting such a sworn enemy, the paladin gains a +1 bonus to attack and damage rolls, and saving throw DCs against her paladin spells are increased by 1. Additionally, Smite Evil always works on these sworn enemies.

As the paladin levels up, she gains the following bonuses:

  • Beginning at 4th level, the paladin can expend divine energy to inflict extra damage to sworn enemies. When using Smite Evil against a sworn enemy, the paladin may choose to expend some of her daily spell slots before making the attack roll. Each spell slot expended adds a bonus to the damage roll equal to the spell level, in addition to the regular smite damage. Any number of spell slots can be expended at once. If the attack roll misses, the chosen spell slots are still expended.

  • At 7th level, the paladin's bonus to attack, damage, and spell save DCs against sworn enemies increases to +2.

Path of Maverick Features

Maverick is regarded as a superstition of the urban poor; those who follow him are so malnourished and crazy that they talk to rats, they say. While not often seen, Maverick empowers the downtrodden and destitute to help themselves. His paladins are exceptionally rare, and they don't tend to look like paladins at all, ditching traditional heavy armor to rob from the rich and give to the poor.

A paladin of this path does not gain proficiency with heavy armor and tower shields, but she adds Hide, Move Silently, and Sleight of Hand to her class skill list.

As the paladin levels up, she gains the following bonuses:

  • Starting at 4th level, the paladin may choose to have a tiny or smaller animal, usually a rat, instead of a traditional mount. This animal follows the same rules as a paladin's mount and advances just as a paladin's mount would, however the paladin's level is treated as 3 higher for the purposes of acquiring and advancing the mount. Additionally, this animal grants the paladin a +2 bonus to reflex saves while within 1 mile and can speak any 2 languages.

  • Starting at 7th level, the paladin gains a +2 dodge bonus to Armor Class whenever she is wearing medium, light, or no armor and carrying no more than a medium load.

Path of Shoraph Features

Shoraph is reclusive, and little is known about her. She values privacy and personal liberty, and artifacts created by her and her followers are legendary. It is unheard of for her to select paladins, but some have attributed a rare few unassuming figures in history to her intervention.

A paladin of this path uses Intelligence instead of Charisma for the purposes of Smite Evil, Lay On Hands, and Divine Grace. Additionally, she replaces Eagle's Splendor with Fox's Cunning on her paladin spell list.

As the paladin levels up, she gains the following bonuses:

  • Starting at 4th level, the paladin learns to channel divine energy into temporary tools made of hardened light. The paladin is always considered to have access to masterwork tools when making skill checks where handheld tools are used.

  • Starting at 7th level, the paladin may expend a use of Purify to replicate the effects of a Fabricate spell with a caster level equal to her paladin level.

Detect Evil (Sp)

At will, a paladin can use Detect Evil, as the spell.

Smite Evil (Su)

Twice per day, a paladin may attempt to smite evil with one normal melee attack. She adds her Charisma bonus (if any) to her attack roll and deals 1 extra point of damage per paladin level. If the paladin accidentally smites a creature that is not evil, the smite has no effect, but the ability is still used up for that day.

At 5th level, and at every five levels thereafter, the paladin may smite evil one additional time per day, to a maximum of six times per day at 20th level.

Divine Grace (Su)

At 2nd level, a paladin gains a bonus equal to her Charisma bonus (if any) on all saving throws.

Lay On Hands (Su)

Beginning at 2nd level, a paladin with a Charisma bonus of +1 or higher can heal wounds (her own or those of others) by touch. Each day she can heal a total number of hit points of damage equal to her paladin level × her Charisma bonus. A paladin may choose to divide her healing among multiple recipients, and she doesn’t have to use it all at once. Using lay on hands is a standard action.

Alternatively, a paladin can use any or all of this healing power to deal damage to undead creatures. Using lay on hands in this way requires a successful melee touch attack and doesn’t provoke an attack of opportunity. The paladin decides how many of her daily allotment of points to use as damage after successfully touching an undead creature.

Aura of Courage (Su)

Beginning at 3rd level, a paladin is immune to fear (magical or otherwise). Each ally within 10 feet of her gains a +4 morale bonus on saving throws against fear effects.

Divine Health (Ex)

At 3rd level, a paladin gains immunity to all diseases, including supernatural and magical diseases.

Spells

Beginning at 4th level, a paladin gains the ability to cast a small number of divine spells, which are drawn from the paladin of freedom spell list. A paladin must choose and prepare her spells in advance.

To prepare or cast a spell, a paladin must have a Wisdom 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 Wisdom modifier.

Like other spellcasters, a paladin can cast only a certain number of spells of each spell level per day. Her base daily spells per day is given on the table above. In addition, she receives bonus spells per day if she has a high Wisdom score. When the table 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 Wisdom score for that spell level.

Until 4th level, the paladin has no caster level. At 4th level, her caster level becomes her paladin level.

Special Mount (Sp)

Upon reaching 5th level, a paladin gains the service of an unusually intelligent, strong, and loyal steed to serve her in her crusade against evil. This mount is usually a heavy warhorse (for a Medium paladin) or a warpony (for a Small paladin).

Once per day, as a full-round action, a paladin may magically call her mount from the celestial realms in which it resides. This ability is the equivalent of a spell of a level equal to one-third the paladin’s level. The mount immediately appears adjacent to the paladin and remains for 2 hours per paladin level; it may be dismissed at any time as a free action. The mount is the same creature each time it is summoned, though the paladin may release a particular mount from service.

Each time the mount is called, it appears in full health, regardless of any damage it may have taken previously. The mount also appears wearing or carrying any gear it had when it was last dismissed. Calling a mount is a conjuration (calling) effect.

Should the paladin’s mount die, it immediately disappears, leaving behind any equipment it was carrying. The paladin may not summon another mount for thirty days or until she gains a paladin level, whichever comes first, even if the mount is somehow returned from the dead.

Purify (Sp)

At 6th level, a paladin can produce a Remove Disease or Remove Curse effect once per week. She can use this ability one additional time per week for every three levels after 6th (twice per week at 9th, three times at 12th, and so forth).

The Paladin’s Mount

The paladin’s mount is superior to a normal mount of its kind and has special powers, as described below. The standard mount for a Medium paladin is a heavy warhorse, and the standard mount for a Small paladin is a warpony. Another kind of mount, such as a riding dog (for a halfling paladin) or a Large shark (for a paladin in an aquatic campaign) may be allowed as well.

A paladin’s mount is treated as a magical beast, not an animal, for the purpose of all effects that depend on its type (though it retains an animal’s HD, base attack bonus, saves, skill points, and feats).

Paladin Level Bonus HD Natural Armor Adj. Str Adj. Int Special
5th-7th +2 +4 +1 6 Empathic link, improved evasion, share spells, share saving throws
8th-10th +4 +6 +2 7 Improved speed
11th-13th +6 +8 +3 8 Command creatures of its kind
14th-16th +8 +10 +4 9 Speak
17th-19th +10 +12 +5 10 Spell resistance
20th +12 +14 +6 11 -

Paladin’s Mount Basics

Use the base statistics for a creature of the mount’s kind, but make changes to take into account the attributes and characteristics summarized on the table and described below.

Bonus HD

Extra eight-sided (d8) Hit Dice, each of which gains a Constitution modifier, as normal. Extra Hit Dice improve the mount’s base attack and base save bonuses. A special mount’s base attack bonus is equal to that of a cleric of a level equal to the mount’s HD. A mount has good Fortitude and Reflex saves (treat it as a character whose level equals the animal’s HD). The mount gains additional skill points or feats for bonus HD as normal for advancing a monster’s Hit Dice.

Natural Armor Adj.

The number on the table is an improvement to the mount’s existing natural armor bonus.

Str Adj.

Add this figure to the mount’s Strength score.

Int

The mount’s Intelligence score.

Empathic Link (Su)

The paladin has an empathic link with her mount out to a distance of up to 1 mile. The paladin cannot see through the mount’s eyes, but they can communicate empathically.

Note that even intelligent mounts see the world differently from humans, so misunderstandings are always possible.

Because of this empathic link, the paladin has the same connection to an item or place that her mount does, just as with a master and his familiar.

Improved Evasion (Ex)

When subjected to an attack that normally allows a Reflex saving throw for half damage, a mount takes no damage if it makes a successful saving throw and half damage if the saving throw fails.

Share Spells

At the paladin’s option, she may have any spell (but not any spell-like ability) she casts on herself also affect her mount.

The mount must be within 5 feet at the time of casting to receive the benefit. If the spell or effect has a duration other than instantaneous, it stops affecting the mount if it moves farther than 5 feet away and will not affect the mount again even if it returns to the paladin before the duration expires. Additionally, the paladin may cast a spell with a target of "You" on her mount (as a touch range spell) instead of on herself. A paladin and her mount can share spells even if the spells normally do not affect creatures of the mount’s type (magical beast).

Share Saving Throws

For each of its saving throws, the mount uses its own base save bonus or the paladin’s, whichever is higher. The mount applies its own ability modifiers to saves, and it doesn’t share any other bonuses on saves that the master might have.

Improved Speed (Ex)

The mount’s speed increases by 10 feet.

Command (Sp)

Once per day per two paladin levels of its master, a mount can use this ability to command other any normal animal of approximately the same kind as itself (for warhorses and warponies, this category includes donkeys, mules, and ponies), as long as the target creature has fewer Hit Dice than the mount. This ability functions like the command spell, but the mount must make a DC 21 Concentration check to succeed if it’s being ridden at the time. If the check fails, the ability does not work that time, but it still counts against the mount’s daily uses. Each target may attempt a Will save (DC 10 + ½ paladin’s level + paladin’s Cha modifier) to negate the effect.

Speak (su)

The mount learns any one language its master knows and may speak it normally.

Spell Resistance (Ex)

A mount’s spell resistance equals its master’s paladin level + 5. To affect the mount with a spell, a spellcaster must get a result on a caster level check (1d20 + caster level) that equals or exceeds the mount’s spell resistance.



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