Stonelord

Paladin Archetype

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

Class Initial Features

Class Skills

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

 

"A stonelord is a devoted sentinel of dwarven enclaves, drawing the power of the earth and ancient stone to protect her people. "

  

Stonelord Information

 

Paladin Progression

Level

Base Attack Bonus

Fort

Ref

Will

Special

Spells

Level 1  +1 +2 0 +2 Deity SelectionPaladin ProficienciesAlignment Restriction, Stonestrike -
Level 2  +2 +3 0 +3 Lay of Hands, Heartstone -
Level 3  +3 +3 +1 +3 Aura of Courage, Stoneblood -
Level 4  +4 +4 +1 +4 Channel Positive Energy, Defensive Stance 0
Level 5  +5 +4 +1 +4 Divine Weapon Bond (+1) 1
Level 6  +6/+1 +5 +2 +5 Mercy, Heartstone 1
Level 7  +7/+2  +5 +2 +5   1/0
Level 8  +8/+3  +6 +3 +6 Aura of ResolveDivine Weapon Bond (+2), Defensive Powers 1/1
Level 9  +9/+4 +6 +3 +6   2/1
Level 10  +10/+5/+1  +7 +3 +7 Heartstone 2/1/0
Level 11   +11/+6/+1  +7 +3 +7 Divine Weapon Bond (+3), Stonebane 2/1/1
Level 12   +12/+7/+2  +8 +4 +8 Mercy, Defensive Powers 2/2/1
Level 13   +13/+8/+3 +8 +4 +8 Divine Weapon Bond - Additional Use 3/2/1/0
Level 14  +14/+9/+4  +9 +4 +9 Aura of FaithDivine Weapon Bond (+4), Heartstone 3/2/1/1
Level 15   +15/+10/+5  +9 +5 +9   3/2/2/1
Level 16   +16/+11/+6+1  +10 +5 +10 Defensive Powers 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, HeartstoneHeartstone 4/3/2/2
Level 19   +19/+14/+9/+4  +11 +6 +11   4/3/3/2
Level 20  +20/+15/+10/+5  +12 +6 +12 Divine Weapon Bond (+6), Stone Body, Defensive Powers 4/4/3/3

 

Paladin Abilities

Paladin Proficiencies

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

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Lay 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.

 
 

 

 

Classes

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

 




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