Paladin

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Fortitude
High
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Will
High
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Reflex
Low
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Base Attack Bonus
High
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HP per level
6/ Level
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HP
10
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Max level of Spells
4
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Caster ability
Charisma
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Caster type
Memorizing Spells

Class Initial Features

Class Skills

Paladin is a class in Pathfinder: Wrath of the Righteous. Paladins can both participate in battle and aid companions by healing them. They focus on spells that are effective against evil.

 

"Paladins serve as beacons for their allies within the chaos of battle. While deadly opponents of evil, they can also empower goodly souls to aid in their crusades. Their magic and martial skills also make them well suited to defending others and blessing the fallen with the strength to continue fighting."

  

 

Paladin Information

Stats

  • Alignment Requirement: Lawful good
  • Hit Die: +6
  • Skill Points per Level: 2
  • Level 1 Base Attack Bonus: +1

Skills

Difficulty

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Spellcasting

  • At 4th level the Paladin gains spellcasting. Paladins cast spells drawn from the Paladin spell list.
  • Paladins can cast up to 4th level spells.
  • Paladins must prepare their spells ahead of time. They automatically know all spells on their spell list.
  • The Paladin is a divine spellcaster, and thus can wear armor while casting spells.
  • Paladins use their Charisma score to determine their bonus spell slots and spell save DCs.
  • The Paladin's caster level for their spells is equal to their Paladin level - 3. The Paladin does not have a caster level before 4th level.

 

Paladin Features

 

Paladin Video Guide

 

 
 
 
 
 
 
 
 
 

 

 
 
 
 
 
 
 
 
 

 

 

Paladin Archetypes

Divine Hunter

Bonus: You gain access to a ranged combatant capable of soaking damage from party members on the front lines, all while firing arrows and healing themself with Lay on Hands

Penalty: No Heavy Armor Proficiency, No Mark of Justice

Hospitaler

Bonus: Separate Channel pool

Penalty: 3 less Smite Evil, No Mark of Justice

Divine Guardian

Bonus: Great protection of a single party member close to the paladin

Penalty: No spellcasting

 

 

Tortured Crusader

Bonus: Extra fighter feats, Stronger when allies lose all their HP, All is Darkness 

Penalty: No Smite Evil, No Divine Grace, No Lay on Hands, Altered Aura and Divine Bond

 

 

 

 

Paladin Progression

 

Level

Base Attack Bonus

Fort

Ref

Will

Special

Spells

Level 1  +1 +2 0 +2 Deity SelectionPaladin ProficienciesAlignment RestrictionSmite Evil -
Level 2  +2 +3 0 +3 Divine GraceLay of Hands -
Level 3  +3 +3 +1 +3 Aura of CourageDivine HealthMercy -
Level 4  +4 +4 +1 +4 Smite Evil - Additional UseChannel Positive Energy 0
Level 5  +5 +4 +1 +4 Divine Weapon Bond (+1) 1
Level 6  +6/+1 +5 +2 +5 Mercy 1
Level 7  +7/+2  +5 +2 +5 Smite Evil - Additional Use 1/0
Level 8  +8/+3  +6 +3 +6 Aura of ResolveDivine Weapon Bond (+2) 1/1
Level 9  +9/+4 +6 +3 +6 MercyDivine Weapon Bond - Additional Use 2/1
Level 10  +10/+5/+1  +7 +3 +7 Smite Evil - Additional Use 2/1/0
Level 11   +11/+6/+1  +7 +3 +7 Mark of JusticeDivine Weapon Bond (+3) 2/1/1
Level 12   +12/+7/+2  +8 +4 +8 Mercy 2/2/1
Level 13   +13/+8/+3 +8 +4 +8 Smite Evil - Additional UseDivine Weapon Bond - Additional Use 3/2/1/0
Level 14  +14/+9/+4  +9 +4 +9 Aura of FaithDivine Weapon Bond (+4) 3/2/1/1
Level 15   +15/+10/+5  +9 +5 +9 Mercy 3/2/2/1
Level 16   +16/+11/+6+1  +10 +5 +10 Smite Evil - Additional Use 3/2/2/1
Level 17  +17/+12/+7+2  +10 +5 +10 Aura of RighteousnessDivine Weapon Bond (+5)Divine Weapon Bond - Additional Use 4/3/2/1
Level 18   +19/+13/+8/+3  +11 +6 +11 Mercy 4/3/3/2
Level 19   +19/+14/+9/+4  +11 +6 +11 Smite Evil - Additional Use 4/3/3/2
Level 20  +20/+15/+10/+5  +12 +6 +12 Holy ChampionDivine Weapon Bond (+6) 4/4/3/3

 

 

Paladin Abilities

Paladin Proficiencies

Paladins are proficient with all simple and martial weapons, with all types of armor (heavy, medium, and light), and with shields (except tower shields).

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Lay On Hands

Beginning at 2nd level, a paladin can heal wounds (her own or those of others) by touch. Each day she can use this ability a number of times equal to 1/2 her paladin level plus her Charisma modifier. With one use of this ability, a paladin can heal 1d6 hit points of damage for every two paladin levels she possesses. Using this ability is a standard action, unless the paladin targets herself, in which case it is a swift action. 
Alternatively, a paladin can use this healing power to deal damage to undead creatures, dealing 1d6 points of damage for every two levels the paladin possesses. Using lay on hands in this way requires a successful melee touch attack and doesn't provoke an attack of opportunity. Undead do not receive a saving throw against this damage.

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Aura of Courage

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. This ability functions only while the paladin is conscious, not if she is unconscious or dead. 

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Channel Positive Energy

When a paladin reaches 4th level, she gains the supernatural ability to channel positive energy like a cleric. Using this ability consumes two uses of her lay on hands ability. This energy can be used to cause or heal damage, depending on the creatures targeted. A paladin channels positive energy and can choose to deal damage to undead creatures or to heal living creatures. Channeling positive energy causes a burst that affects all creatures of one type (either undead or living) in a 30-foot radius centered on the paladin. The amount of damage dealt or healed is equal to 1d6 points of damage plus 1d6 points of damage for every two paladin levels beyond 1st (2d6 at 4th, 3d6 at 5th, and so on). Creatures that take damage from channeled energy receive a Will save to halve the damage. The DC of this save is equal to 10 + 1/2 the paladin's level + the paladin's Charisma modifier. Creatures healed by channel energy cannot exceed their maximum hit point total—all excess healing is lost. This is a standard action that does not provoke an attack of opportunity.

 

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Aura of Resolve

At 8th level, a paladin is immune to charm spells and spell-like abilities. Each ally within 10 feet of her gains a +4 morale bonus on saving throws against charm effects. This ability functions only while the paladin is conscious, not if she is unconscious or dead.

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Mark of Justice

At 11th level, a paladin can expend two uses of her smite evil ability to grant the ability to smite evil to all allies for 1 minute, using her bonuses. As a swift action, the paladin chooses one target within sight to smite. If this target is evil, the paladin's allies add her Charisma bonus (if any) to their attack rolls and add her paladin level to all damage rolls made against the target of her smite. Smite evil attacks automatically bypass any DR the creature might possess. In addition, while smite evil is in effect, the paladin's allies gain a deflection bonus equal to her Charisma bonus (if any) to their AC against attacks made by the target of this smite. If the paladin targets a creature that is not evil, this smite is wasted with no effect.

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Aura of Faith

At 14th level, a paladin's weapons are treated as good-aligned for the purposes of overcoming damage reduction. Any attack made against an enemy within 10 feet of her is treated as good-aligned for the purposes of overcoming damage reduction. 
This ability functions only while the paladin is conscious, not if she is unconscious or dea

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Aura of Righteousness

At 17th level, a paladin gains DR 5/evil and immunity to compulsion spells and spell-like abilities. Each ally within 10 feet of her gains a +4 morale bonus on saving throws against compulsion effects.
This ability functions only while the paladin is conscious, not if she is unconscious or dead.

 

Holy Champion

At 20th level, a paladin becomes a conduit for the power of her god. Her DR increases to 10/evil and whenever she channels positive energy or uses lay on hands to heal a creature, she heals the maximum possible amount.

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Alignment Restriction

A paladin who ceases to be lawful good loses all paladin spells and class features. She cannot thereafter gain levels as a paladin until she changes the alignment back.

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Smite Evil

Once per day, a paladin can call out to the powers of good to aid her in her struggle against evil. As a swift action, the paladin chooses one target within sight to smite. If this target is evil, the paladin adds her Cha bonus (if any) to her attack rolls and adds her paladin level to all damage rolls made against the target of her smite, smite evil attacks automatically bypass any DR the creature might possess. In addition, while smite evil is in effect, the paladin gains a deflection bonus equal to her Charisma modifier (if any) to her AC against attacks made by the target of the smite. If the paladin targets a creature that is not evil, the smite is wasted with no effect. 
The smite evil lasts until the target dies or the paladin selects a new target. At 4th level, and at every three levels thereafter, the paladin may smite evil one additional time per day.

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Smite Evil - Additional Use

Once per day, a paladin can call out to the powers of good to aid her in her struggle against evil. As a swift action, the paladin chooses one target within sight to smite. If this target is evil, the paladin adds her Cha bonus (if any) to her attack rolls and adds her paladin level to all damage rolls made against the target of her smite, smite evil attacks automatically bypass any DR the creature might possess. In addition, while smite evil is in effect, the paladin gains a deflection bonus equal to her Charisma modifier (if any) to her AC against attacks made by the target of the smite. If the paladin targets a creature that is not evil, the smite is wasted with no effect. 
The smite evil lasts until the target dies or the paladin selects a new target. At 4th level, and at every three levels thereafter, the paladin may smite evil one additional time per day

 

Mercy

At 3rd level, and every three levels thereafter, a paladin can select one mercy.
Each mercy adds an effect to the paladin's lay on hands ability. Whenever the paladin uses lay on hands to heal damage to one target, the target also receives the additional effects from all of the mercies possessed by the paladin.

Divine Grace

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

Divine Health

At 3rd level, a paladin is immune to all diseases, including supernatural and magical diseases, including mummy rot.

Divine Weapon Bond

Upon reaching 5th level, a paladin forms a divine bond with her god. This bond can take one of two forms. Once the form is chosen, it cannot be changed.
The first type of bond allows a paladin to form a divine bond with her weapon. As a standard action, she can call upon the aid of a celestial spirit for 1 minute per paladin level.
At 5th level, this spirit grants the weapon a +1 enhancement bonus. For every three levels beyond 5th, the weapon gains another +1 enhancement bonus, to a maximum of +6 at 20th level. These bonuses can be added to the weapon, stacking with existing weapon bonuses to a maximum of +5.
Alternatively, they can be used to add any of the following weapon properties: axiomatic, brilliant energy, disruption, flaming, flaming burst, holy, keen, and speed. Adding these properties consumes an amount of bonus equal to the property's cost. These bonuses are added to any properties the weapon already has, but duplicate abilities do not stack.\nA paladin can use this ability once per day at 5th level, and one additional time per day for every four levels beyond 5th, to a total of four times per day at 17th level.
The second type of bond allows a paladin to gain the service of an unusually intelligent, strong, and loyal steed to serve her in her crusade against evil. This mount is a heavy horse (for a Medium paladin) or a pony (for a Small paladin). This mount functions as a druid's animal companion, using the paladin's level as her effective druid level.
At 11th level, the mount gains the celestial creature simple template.
At 15th level, a paladin's mount gains spell resistance equal to the paladin's level + 11.

 

Divine Bond

Upon reaching 5th level, a paladin forms a divine bond with her god. This bond can take one of two forms. Once the form is chosen, it cannot be changed.
The first type of bond allows a paladin to form a divine bond with her weapon. As a standard action, she can call upon the aid of a celestial spirit for 1 minute per paladin level.
At 5th level, this spirit grants the weapon a +1 enhancement bonus. For every three levels beyond 5th, the weapon gains another +1 enhancement bonus, to a maximum of +6 at 20th level. These bonuses can be added to the weapon, stacking with existing weapon bonuses to a maximum of +5.
Alternatively, they can be used to add any of the following weapon properties: axiomatic, brilliant energy, defending, disruption, flaming, flaming burst, holy, keen, and speed. Adding these properties consumes an amount of bonus equal to the property's cost. These bonuses are added to any properties the weapon already has, but duplicate abilities do not stack.
A paladin can use this ability once per day at 5th level, and one additional time per day for every four levels beyond 5th, to a total of four times per day at 17th level.
The second type of bond allows a paladin to gain the service of an unusually intelligent, strong, and loyal steed to serve her in her crusade against evil. This mount is a heavy horse (for a Medium paladin) or a pony (for a Small paladin). This mount functions as a druid's animal companion, using the paladin's level as her effective druid level.
At 11th level, the mount gains the celestial creature simple template.
At 15th level, a paladin's mount gains spell resistance equal to the paladin's level + 11.

 

 

 

 

Classes

Alchemist  ♦  Aldori Swordlord  ♦  Arcane Trickster  ♦  Arcanist  ♦  Assassin  ♦  Barbarian  ♦  Bard  ♦  Bloodrager  ♦  Cavalier  ♦  Cleric  ♦  Dragon Disciple  ♦  Druid  ♦  Duelist  ♦  Eldritch Knight  ♦  Fighter  ♦  Hellknight  ♦  Hellknight Signifer  ♦  Hunter  ♦  Inquisitor  ♦  Kineticist  ♦  Loremaster  ♦  Magus  ♦  Monk  ♦  Mystic Theurge  ♦  Oracle  ♦  Ranger  ♦  Rogue  ♦  Shaman  ♦  Skald  ♦  Slayer  ♦  Sorcerer  ♦  Stalwart Defender  ♦  Student of War  ♦  Warpriest  ♦  Winter Witch  ♦  Witch  ♦  Wizard



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    • Anonymous

      I want to play as male Aasimar paladin of Iomedae and I can't decide between "Divine Scion" or "Warrior of the Holy Light". Since there is Seelah as vanilla Paladin, I intend to play with Paladin subclass.
      "Divine Scion" is Paladin version of a Slayer, who lose smite evil, mark of justice and Divine bond, but gains Study enemy, sneak attack and Divine insigh, which will gave him bonus to Lore (Religion and Nature) and Knowledge (Arcana and World), depending on Charisma modifier. Also perception will become class skill unlike other Paladin Subclasses.
      Then there is "Warrior of the Holy Light", which he loses ability to cast paladin spells and Aura of Faith. But gains abilities like "Power of Faith" and "Shining Light". Also, when gaining "Power of Faith", we will get one aditional use of Lay on Hands.

      So I don't know, which one of these two I should probably choose. I could play as Hospitaler, but I play it in Kingmaker and I want to try another one. Martyr is not something for my liking, because he loses vanilla auras. And Stonelord is only for Dwarf race. So Divine Scion and Warrior of the Holy Light came in my mind.

      • At level 7, Seelah has a spell level 2 slot. So this table is off. Mind you, the table in-game in also off at Paladin level 8 (number of spells indicated on class progression table is off in-game also). It would be better to use the actual in-game stats instead of copy-pasting the stats from the web site d20pfsrd (not a theory, you copy even the typos, etc.).

        • Anonymous

          I love that y'all left the paladin mostly unchanged. I only have one issue, why was the paladin's divine bond (mount) removed? For the tabletop Pathfinder I loved the ability to pick between a mount or enhancing your weapon and if you chose the mount you would have it instantly, unlike other rpg which either forced you to have mount and sometimes forced you to go on a quest to get it or would not give you a mount at all.

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