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

 

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: Only Light Armor proficiencies, No Mark of Justice

Hospitaler

Bonus: Separate Channel pool

Penalty: Less Smite Evil, No Mark of Justice

Divine Guardian

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

Penalty: No spellcasting

 

 

 

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 on 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 3/3/2/1
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 4/3/2/2
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

 

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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.

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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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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.

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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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Divine Weapon Bond - Additional Use

Upon reaching 5th level, a paladin forms 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.

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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 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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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

 

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Divine Weapon Bond (+5)

Upon reaching 5th level, a paladin forms 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.

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Divine Weapon Bond (+6)

Upon reaching 5th level, a paladin forms 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.

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Divine Weapon Bond (+4)

Upon reaching 5th level, a paladin forms 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.

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Divine Weapon Bond (+3)

Upon reaching 5th level, a paladin forms 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.

 

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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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Lay Of 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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Lay on Hands - Others

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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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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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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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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Deity Selection

A deity, also known as a god or goddess, is a being or force of incredible power capable of granting its power to mortal beings through divine magic. A deity is strongly associated with a specific alignment, several domains, and a plane.

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Divine Grace

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

 

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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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Divine Health

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

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Divine Weapon Bond (+1)

Upon reaching 5th level, a paladin forms 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.

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Divine Weapon Bond (+2)

Upon reaching 5th level, a paladin forms 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.

 

Precise Shot (Ability)

A divine hunter gains Precise Shot as a bonus feat at 1st level, even if she doesn't meet the prerequisites.

Shared Precision

At 3rd level, when a divine hunter hits a creature with a ranged attack, she grants her allies within 10 feet of her the benefit of the Precise Shot feat against that target until the start of her next turn. Her allies must remain within 10 feet of her, and must be able both to see and hear the divine hunter to gain this benefit.

Distant Mercy

At 6th level, a divine hunter can expend two uses of her lay on hand ability to use her lay on hands ability on a target within 5 feet per paladin level. Distant mercy has no effect on creatures harmed by positive energy, such as undead.

Aura of Clear Sight

At 8th level, a paladin is immune to blindness (magical or otherwise). Each ally within 10 feet of her gains a +4 morale bonus on saving throws against blindness effects.

 

Hunter's Blessing (Ability)

At 11th level, a divine hunter can expend a use of her smite evil ability as a swift action to grant herself and all allies within 10 feet the Deadly Aim, Precise Shot, and Improved Precise Shot feats, even if they lack the prerequisites. The effects last for 1 minute. Evil creatures gain no benefit from this ability.

Aura of Life

At 11th level, a hospitaler is immune to death effects. Each ally within 10 feet of her gains a +4 morale bonus on saving throws against death effects. This ability functions only while the paladin is conscious, not if she is unconscious or dead.

Divine Troth

Once per day the divine guardian pledges her protection to a willing creature for the day. This is done at the same time she prepares her spells.

When the paladin first selects a creature for divine troth, that creature must be present and agree to receive the paladin's protection, but if the paladin already has a creature selected for divine troth, she can maintain that selection each day without her charge being present. Once per day, the divine guardian can cast locate creature to find the current target of her divine troth.

Shining Light

At 14th level, a warrior of the holy light can unleash a 30-foot burst of pure, white light as a standard action. evil creatures within this burst take 1d6 points of damage for every two paladin levels and are blinded for 1 round. Evil dragons, evil outsiders, and evil undead are blinded for 1d4 rounds on a failed save. A Reflex save halves this damage and negates the blindness. The DC of this save is equal to 10 + 1/2 the warrior of the holy light’s level + the warrior of the holy light’s Charisma modifier. good creatures within this burst are healed 1d6 points of damage per two paladin levels and receive a +2 sacred bonus on ability checks, attack rolls, saving throws, and skill checks for 1 round. A warrior of the holy light can use this ability once per day at 14th level plus one additional time per day at 17th and 20th levels.

 

Inspire Courage

A 1st-level bard can use his performance to inspire courage in his allies (including himself), bolstering them against fear and improving their combat abilities. To be affected, an ally must be able to perceive the bard's performance. An affected ally receives a +1 morale bonus on saving throws against charm and fear effects and a +1 competence bonus on attack and weapon damage rolls. At 5th level, and every six bard levels thereafter, this bonus increases by +1, to a maximum of +4 at 17th level.

Stigmata

As a standard action, the martyr can chant hymns of faith and cause bleeding stigmata to visibly appear on his body; at 7th level, he can manifest stigmata as a move action, and at 13th level, he can do so as a swift action. He can use this ability a number of rounds per day equal to 4 + his Charisma modifier at 1st level, plus 1 additional round per day for each level beyond 1st. While his stigmata are active, he takes 1 point of bleed damage, which automatically ceases when he ends this ability but otherwise does not relent, even in the face of magical healing or Heal checks. His stigmata assist his allies, duplicating the effect of the countersong, distraction, or inspire courage bardic performance of a bard of his paladin level, though both countersong and distraction use Heal skill checks instead of Perform skill checks. At 10th level, he can choose to duplicate the effects of inspire greatness. At 16th level, he can choose to duplicate the effects of inspire heroics.

See no Evil, Hear no Evil

At 2nd level, the martyr and all allies within 20 feet of him gain a +4 morale bonus on saving throws against bardic performance, sonic effects, language-dependent effects, and gaze attacks. This ability functions only when the martyr is conscious.

Inspire Greatness

A bard of 9th level or higher can use his performance to inspire greatness in all allies within 30 feet, granting extra fighting capability. A creature inspired with greatness gains 2 bonus Hit Dice (d10s), the commensurate number of temporary hit points (apply the target's Constitution modifier, if an, to these bonus Hit Dice), a +2 competence bonus on attack rolls, and a +1 competence bonus on Fortitude saves.

 

Bardic Performance

A bard is trained to use the Perform skill to create magical effects on those around him, including himself if desired. He can use this ability for a number of rounds per day equal to 4 + his Charisma modifier. At each level after 1st a bard can use bardic performance for 2 additional rounds per day. Each round, the bard can produce any one of the types of bardic performance that he has mastered, as indicated by his level.

Aura of Health

At 3rd level, the martyr and all allies within 20 feet of him gain a +4 morale bonus on saving throws against diseases. This ability functions only when the martyr is conscious.

Aura Mastery

The martyr’s aura of courage, aura of resolve, and aura of righteousness have a radius of 20 feet instead of 10 feet, but the martyr does not gain immunity to fear, charms, or compulsions from those abilities.

Martyr's Mercy

At 3rd level, a martyr can apply any of the mercies for which he qualifies based on his paladin level to his lay on hands, even if he didn’t select that mercy (or its prerequisites). However, when he uses a mercy he didn’t select, he transfers the condition to himself for the remaining duration (ignoring any immunity he might have to the condition), and he can’t use this ability if he already has that condition. If he transfers a condition to himself in this way, he can’t remove it from himself with a personal-only ability. The martyr can use lay on hands on any ally within 30 feet, rather than needing to touch the ally, but using lay on hands on himself is a standard action, not a swift action.

 

Stonestrike

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.

Heartstone

At 2nd level, a stonelord's flesh becomes progressively rockier. She gains a +1 natural armor bonus to AC and DR N/adamantine where N is equal to half her paladin level. The natural armor bonus increases by +1 at 6th level, and every four levels thereafter, to a maximum of +5 at 18th level.

Defensive Stance

A stonelord can enter a defensive stance, a position of readiness and trance-like determination. A stalwart defender can maintain this stance for a number of rounds per day equal to 4 + his Constitution modifier. At each level after 1st, he can maintain the stance for 2 additional rounds per day. Temporary increases to Constitution, such as those gained from the defensive stance and spells like bear's endurance, do not increase the total number of rounds that the stalwart defender can maintain a defensive stance per day. The stalwart defender can enter a defensive stance as a free action. The total number of rounds of defensive stance per day is renewed after resting for 8 hours, although these hours do not need to be consecutive. While in a defensive stance, a stalwart defender gains a +2 bonus on melee attack rolls, melee damage rolls, thrown weapon damage rolls, and Will saving throws. In addition, he gains a +2 dodge bonus to Armor Class and 2 temporary hit points per Hit Die. While in a defensive stance, a stalwart defender cannot willingly move from his current position through any means.

Stonebane

At 11th level, when using stonestrike, a stonelord's attack gains the construct bane special weapon ability.

 

Stone Body

At 20th level, a stonelord's body transforms into living stone. She no longer needs to eat, drink, breathe, or sleep, and she becomes immune to paralysis, poison, and stunning. She also becomes immune to critical hits and precision damage.

Defensive Powers

As a stalwart defender gains levels, he augments his defensive stance. Starting at 2nd level, the stalwart defender gains a defensive power. He gains another defensive power for every two levels of stalwart defender attained after 2nd level. The stalwart defender gains the benefits of defensive powers only while in a defensive stance, and some of these powers require him to take an action first. Unless otherwise noted, he cannot select an individual power more than once.

 

 

 

 

 

 

Classes

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



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    • Anonymous

      05 Mar 2021 13:12  

      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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