Paladin Class Features/Abilities

 

Paladin Features
Divine Hunter Features
Hospitaler Features
Divine Guardian Features
Warrior of the Holy Light Features
Martyr Features
Divine Scion Features
Stonelord Features

 

Paladin Features

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 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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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.

 

 

 

 

 

Divine Hunter Features

Divine Hunter Proficiencies

Divine hunters are proficient with all simple and martial weapons, with light and medium armor, and with shields (except tower shields).

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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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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.

Precise Shot

You can shoot or throw ranged weapons at an opponent engaged in melee without taking the standard –4 penalty on your attack roll.

 

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 hands ability to use her lay on hands ability on a target within 5 feet per paladin level.
A paladin can heal the wounds of others by touch. 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.
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.

Hunter's Blessing

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.

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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 Hunter Bond

Upon reaching 5th level, a divine hunter forms a divine bond with her ranged 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, flaming, flaming burst, holy, keen, merciful, 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.

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.

Righteous Hunter

At 14th level, a divine hunter’s ranged weapons are treated as good-aligned for the purposes of overcoming damage reduction. Any ranged attacks made by an ally within 10 feet of her are likewise treated as good-aligned for the purposes of overcoming damage reduction. This ability functions only while the divine hunter is conscious.

 

 

 

Hospitaler Features

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 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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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. 

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.

 

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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.

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.

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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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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.

 

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 Guardian Features

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 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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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 Guardian Bonus Feat

A divine guardian gains a bonus feat at 7th level, and additional bonus feats at 10th and 13th level. These bonus feats must be chosen from the following list: Combat Reflexes, Diehard, Dodge, Endurance, Great Fortitude, Improved Great Fortitude, Iron Will, Improved Iron Will, Lightning Reflexes, Improved Lightning Reflexes, Missile Shield, Shield Focus, Toughness, or Tower Shield Proficiency.

Divine Troth

Once per day the divine guardian pledges her protection to a willing creature for the day.

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.

 

 

 

Warrior of the Holy Light Features

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 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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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.

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.

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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.

Power of Faith

At 4th level, the warrior of the holy light gains one additional use of her lay on hands ability per day. She gains one additional use of lay on hands per day for every four levels she attains beyond 4th. She can spend a use of her lay on hands ability to call upon the power of her faith as a standard action. This causes a nimbus of light to emanate from the warrior of the holy light in a 30-foot radius. All allies in this area (including the warrior of the holy light) receive a +1 morale bonus to AC and on attack rolls, damage rolls, and saving throws against fear as long as they remain in the area of light. This power lasts for 1 minute.

 

 

 

 

Martyr Features

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).

lay of hands icon pathinfer kingmaker wiki guide 80px
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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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.

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.

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.

 

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.

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.

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.

 

Bardic Performance (Move Action)

A 7th level, a bard can start a bardic performance as a move action instead of a standard action.

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.

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Bardic Performance (Swift Action)

At 13th level, a bard can start a bardic performance as a swift action.

Inspire Heroics

A bard of 15th level or higher can inspire tremendous heroism in all allies within 30 feet. Inspired creatures gain a +4 morale bonus on saving throws and a +4 dodge bonus to AC. The effect lasts for as long as the targets are able to witness the performance.

 

 

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.

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 loses his Aura of Health or See No Evil, Hear No Evil aura (depending on the mercy) for one round. As long as martyr's aura is disabled, he cannot apply corresponding mercies.
The martyr can use lay on hands on any ally within short range, rather than needing to touch the ally.

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 Scion Features

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).

lay of hands icon pathinfer kingmaker wiki guide 80px
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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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.

Divine Insight

At 5th level, you gain an insight bonus equal to your Charisma modifier on all Lore and Knowledge skill checks.

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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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Sneak Attack

If a character can catch an opponent when he is unable to defend himself effectively from her attack, she can strike a vital spot for extra damage.
The character's attack deals extra damage anytime her target would be denied a Dexterity bonus to AC (whether the target actually has a Dexterity bonus or not), or when the character flanks her target. This extra damage is 1d6 and increases by 1d6 at later levels. This additional damage is precision damage and is not multiplied on a critical hit.
The character must be able to see the target well enough to pick out a vital spot and must be able to reach such a spot.

Studied Target

A slayer can study an opponent he can see as a move action. The slayer then gains a +1 bonus on weapon attack and damage rolls against it. The DCs of slayer class abilities against that opponent increase by 1. If a slayer deals sneak attack damage to a target, he studies that target, allowing him to apply his studied target bonuses against that target (including to the normal weapon damage roll). At 5th, 10th, 15th, and 20th levels, the bonuses on weapon attack rolls, damage rolls and to slayer DCs against a studied target increase by 1.
At 7th level, a slayer can study an opponent as a move or swift action.

 

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.

 

Stonelord Features

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 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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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.

Stonestrike

Once per day per paladin level, a stonelord can draw upon the power of the living rock. As a swift action, she treats her melee attacks until the beginning of her next turn (whether armed or unarmed) as magical and adamantine with a +1 bonus on attack and damage rolls. This bonus increases by +1 at 5th level and every 5 levels thereafter.

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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.

 

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.

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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.

Stoneblood

At 3rd level, a stonelord's vitals begin to calcify and her blood transforms into liquid stone. She gains a 25% chance to ignore a critical hit or precision damage. This does not stack with fortification armor or similar effects.
At 9th level, this chance increases to 50% and she becomes immune to petrification.
At 15th level, this chance increases to 75% and she becomes immune to bleed.

Defensive Stance

At 1st level, a stalwart defender 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.
The stalwart defender can end his defensive stance as a free action; after ending the stance, he is fatigued for a number of rounds equal to 2 times the number of rounds spent in the stance. A stalwart defender cannot enter a new defensive stance while fatigued or exhausted but can otherwise enter a stance multiple times during a single encounter or combat. If a stalwart defender falls unconscious, his defensive stance immediately ends, placing him in peril of death. A defensive stance requires a level of emotional calm, and it may not be maintained by a character in a rage (such as from the rage class feature or the rage spell).

 

 

Stonebane

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

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.

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.

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.

 
 

 

 

 




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