Paladin
Paladins are divine crusaders imbued with holy power.
Class Points
- Hit Points per level: 10 + Constitution modifier
- Mana Points per level: 8 + highest mental attribute modifier
- Skill Points per level: 6 + Intelligence modifier
Class Skills
A character that takes their 1st level in this class begins with all the class skills. A character that wants to multiclass into this class must have all these class skills in order to do so:
- Brawn (Str)
- Craft: Choose one (Int)
- Diplomacy(Cha)
- Handle Animal (Cha)
- Heal (Wis)
- Intimidate (Cha)
- Lore: Planes (Int)
- Lore: Religion (Int)
- Lore: Society (Int)
- Perform: Choose one (Cha)
- Profession: Choose one (Wis)
- Ride (Dex)
- Sense Motive (Wis)
- Spellcraft (Int)
Starting Feats
A character that takes their 1st level in this class begins with all these starting feats. A character that wants to multiclass into this class must have all these feats to do so:
- Great Fortitude
- Iron Will
- Light Armor Proficiency
- Medium Armor Proficiency
- Martial Weapon Proficiency Axes, Hammers, or Heavy Blades (Select Two)
- Martial Weapon Proficiency (Close Weapons)
- Martial Weapon Proficiency (Light Blades)
- Shield Proficiency
- Simple Weapon Proficiency
PALADIN CLASS FEATURES
- Smite Evil, class skills, starting feats
- Talent
- Power
- Talent
- Power
- Talent
- Power
- Talent
- Power
- Talent, advanced features
- Power
- Talent
- Power
- Talent
- Power
- Talent
- Power
- Talent
- Power
- Talent, capstone ability
PALADIN FEATS
Aura of Alignment
Divine Grace
Mercy +1 metamagic feat applied to any restoration/healing spell suppresses one type of condition tht normally has 5 stages for 10 minutes or 4 stages for 1 minute. Can be stacked to reduce by 2 stages or even 3 or 4.
Resistance (disease)
PALADIN SPELLS
Aura of Courage
Aura of Faith
Aura of Justice
Aura of Menace
Aura of Resolve
Aura of Righteousness
Bless
Channel Positive Energy
Detection (can only select an alignment, disease, poison, enchantment, illusion, infernal magic, demons, daemons, or devils, or the faithful to your religion)
Lay on Hands
Magic Weapon
Prestige
Smite
Steed
Asura Bond (Su): As a swift or immediate action action, the antipaladin can call upon her asura spirit to gain fast healing equal to 1/2 her antipaladin level, which is negated by good-aligned weapons and effects. She loses 1 MP every round this is in effect but can end it early as a swift action.
Aura of Cowardice (Su): The antipaladin radiates a palpably daunting aura that causes all enemies within 10 feet to take a -4 penalty on saving throws against fear effects. Creatures that are normally immune to fear lose that immunity while within 10 feet of an antipaladin with this ability. This ability functions only while the antipaladin remains conscious, not if he is unconscious or dead.
Aura of Evil (Su): An antipaladin's evil is so great, they can be treated as an outsider or their normal creature type by all effects, as determined by the creator of the effect. If a creator is unaware of an antipaladin's nature, assume they treat the antipaladin as whichever type is more convenient for the creator of the effect. If they have the Touch of Corruption feature, they can treat themselves as undead for the purposes of using that feature and any other antipaladin class feature.
Channel Negative Energy (Su): The antipaladin gains the supernatural ability to channel negative energy like a cleric. Using this ability consumes 2 MP/level. An antipaladin uses his level as his effective cleric level when channeling negative energy. This is a Charisma-based ability.
Detect Good (Sp): The antipaladin can use detect good as a spell-like ability at will with no MP cost.
Daemon Bond (Su): As a standard action, the antipaladin can spend 1 MP/level to call forth a daemon spirit that bonds to her hands for 1 minute per antipaladin level, causing her to manifest traits evocative of one kind of daemon. This bond allows the antipaladin to add her Charisma bonus to the amount of hit point damage that she deals with her negative energy spells, her corrupting touch ability, and her channel energy ability. For every 3 levels beyond 5th, she deals 1 additional hit point with those abilities, up to a maximum of 3 + 1/3 class level.
Demodand Bond: As a standard action, the antipaladin can spend 1 MP/level to call forth a demodand spirit that bonds to her, spreading a foul miasma of blasphemous power. This bond allows the antipaladin to shed gloom as per twilight haze for 1 minute per antipaladin level. Additionally, while the miasma spreads, all allies within 20 feet gain a profane +3 bonus on saving throws against divine magic and resistance 3 against sacred damage, such as that dealt by smite evil or by flame strike. For every 3 levels beyond 5th, the saving throw bonus and resistance provided by this effect increases by 1, to a maximum of +8 at 20th level.
Demon Bond: As a standard action, the antipaladin can spend 1 MP/level to call forth a demon spirit that bonds to her, causing her to manifest a baleful aura. This bond allows the antipaladin to shine light as per continual flame for 1 minute per antipaladin level. Additionally, while the aura remains, all allies within 20 feet gain a +2 bonus on sunder combat manoeuvre checks, Strength checks to break objects, and damage rolls against objects or against creatures with damage resistance. For every 3 levels she has beyond 5th, the bonus provided by this effect increases by 1, up to a maximum of +8 at 20th level.
Devil Bond: As a standard action, the antipaladin can call forth a devil spirit that infuses her mind, granting her the see in darkness universal monster ability. Ever minute of this effect consumes 10 MP. This duration need not be consecutive but must be used in 1-minute increments.
Div Bond: The antipaladin has accepted the patronage of a div, whose malevolence shines in her eyes. The penalty to saving throws against fear bestowed by her aura of cowardice also applies on saving throws against pain. As a standard action, the antipaladin can spend 1 MP/level to evoke a hateful gaze; this is a gaze attack with a 30-foot range. A creature affected by her gaze must make a Will saving throw or take penalties as though sickened for a number of rounds equal to her class level. A creature that successfully saves against the hateful gaze is immune to its effects for 24 hours. At 11th level, while her hateful gaze is active, she can focus her gaze as a standard attack to try and suppress an effect granting a morale bonus; this functions as a targeted dispel magic and if successful, suppresses the effect for a number of rounds equal to her class level. Hateful gaze is a pain effect.
Kyton Bond: The lurking presence of a kyton spirit fills the antipaladin’s gaze with shadowy power. As a standard action, the antipaladin can spend 1 MP/level to make a gaze attack with a 30’ range; affected creatures must attempt a Will saving throw or become shaken for 1d3 rounds. This is a mind-affecting fear effect. At 8th level targets who fail their saving throw are also sickened for 1d6 rounds. At 16th level they are also staggered for 1 round.
Oni Bond: A pact with an oni grants the antipaladin the shapechanger subtype and alter self as a spell-like ability. At 11th level, gains giant form I as a spell-like ability but can only take the form of an oni with it.
Qlippoth Bond: Seeking raw power, the antipaladin has formed a reckless bond with a qlippoth. As a standard action, the antipaladin can spend 1 MP/level to channel the horrifying form of the qlippoth to assault the senses of all living creatures within 30 feet until the end of her next turn. For 1 minute, affected creatures suffer a -4 penalty on Perception checks, Dexterity checks and Dexterity-based skill checks, and reduce their movement speed by half. This ability is a mind-affecting gaze attack. A successful Will save negates the effect.
Rakshasa Bond: A rakshasa lends its mental powers to the antipaladin granting them detect thoughts as a spell-like ability.
Plague Bringer (Ex): The powers of darkness make an antipaladin a beacon of corruption and disease. An antipaladin does not take any damage or take any penalty from diseases. He can still contract diseases and spread them to others, but he is otherwise immune to their effects.
Unholy Resilience (Su): The antipaladin gains a profane bonus equal to his Charisma bonus (minimum +1, max 3 + 2/5 class level) on all saving throws.
ADVANCED TALENTS
At 10th level in the class you add the following to the list of talents you can select.
Aura of Depravity (Su): The antipaladin gains DR/good equal to 1/4th their antipaladin level. Each enemy within 10 feet takes a -4 penalty on saving throws against compulsion effects. This ability functions only while the antipaladin is conscious, not if he is unconscious or dead.
Aura of Despair (Su): Enemies within 10 feet of an antipaladin take a -2 penalty on all saving throws. This penalty does not stack with the penalty from aura of cowardice. This ability functions only while the antipaladin is conscious, not if he is unconscious or dead.
Aura of Sin (Su): At 14th level, an antipaladin’s weapons are treated as evil-aligned for the purposes of overcoming damage reduction. Any attack made against an enemy within 10 feet of him is treated as evil-aligned for the purposes of overcoming damage reduction. This ability functions only while the antipaladin is conscious, not if he is unconscious or dead.
Aura of Vengeance (Su): The antipaladin can spend 2 MP/level to grant the ability to smite good to all allies within 10 feet, using his bonuses. Allies must use this smite good ability by the start of the antipaladin’s next turn and the bonuses last for 1 minute. Using this ability is a free action. Good creatures gain no benefit from this ability.
ANTIPALADIN CAPSTONE ABILITY
At 20th level you can increase your Smite bonus by 2 or gain one capstone ability of your choice from the following list:
- Great Beast
- Perfect Body, Flawless Mind
- The Boss
- Tip of the Spear (Su): The antipaladin tears through heroes and rival villains alike. The antipaladin treats all foes as good-aligned for the purposes of their Smite Good bonuses. They can sustain up to two Smite effects at once, but only one per target.
- Unholy Champion (Su): Requires Aura of Depravity. An antipaladin becomes a conduit for the might of the dark powers. His DR increases to 10/good. Whenever he uses smite good and successfully strikes an good outsider, the outsider is also subject to a banishment, using his antipaladin level as the caster level (his weapon and unholy symbol automatically count as objects that the subject hates). After the banishment effect and the damage from the attack is resolved, the smite immediately ends. In addition, whenever he channels negative energy or uses touch of corruption to damage a creature, he deals the maximum possible amount
- With this Sword
- Won’t Stay Dead
Paladin Archetypes
Thunderlord (Paladin Archetype)