Warrior of the Holy Light

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

Class Initial Features

Class Skills

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

 

"Some paladins use their gifts to focus on the holy light that shines within their souls. With the gifts of purity and redemption, these paladins spend much of their lives helping others find the true path. Unleashing this power takes patience and comes at a steep price."

  

 

Warrior of the Holy Light Information

 

Paladin Progression

 

Level

Base Attack Bonus

Fort

Ref

Will

Special

Level 1  +1 +2 0 +2 Deity SelectionPaladin ProficienciesAlignment RestrictionSmite Evil
Level 2  +2 +3 0 +3 Divine GraceLay on Hands - Others
Level 3  +3 +3 +1 +3 Aura of CourageDivine HealthMercy
Level 4  +4 +4 +1 +4 Smite Evil - Additional UseChannel Positive Energy, Power of Faith
Level 5  +5 +4 +1 +4 Divine Bond
Level 6  +6/+1 +5 +2 +5 Mercy
Level 7  +7/+2  +5 +2 +5 Smite Evil - Additional Use,
Level 8  +8/+3  +6 +3 +6 Aura of Resolve, Power of Faith
Level 9  +9/+4 +6 +3 +6 Mercy,
Level 10  +10/+5/+1  +7 +3 +7 Smite Evil - Additional Use
Level 11   +11/+6/+1  +7 +3 +7 Mark of Justice
Level 12   +12/+7/+2  +8 +4 +8 Mercy, Power of Faith
Level 13   +13/+8/+3 +8 +4 +8 Smite Evil - Additional Use
Level 14  +14/+9/+4  +9 +4 +9 Shining Light
Level 15   +15/+10/+5  +9 +5 +9 Mercy
Level 16   +16/+11/+6+1  +10 +5 +10 Smite Evil - Additional Use, Power of Faith
Level 17  +17/+12/+7+2  +10 +5 +10 Aura of Righteousness
Level 18   +19/+13/+8/+3  +11 +6 +11 Mercy
Level 19   +19/+14/+9/+4  +11 +6 +11 Smite Evil - Additional Use
Level 20  +20/+15/+10/+5  +12 +6 +12 Holy Champion, Power of Faith

 

 

Paladin Abilities

Paladin Proficiencies

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

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Lay On Hands

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

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Aura of Courage

At 3rd level, a paladin is immune to fear (magical or otherwise). Each ally within 10 feet of her gains a +4 morale bonus on saving throws against fear effects. This ability functions only while the paladin is conscious, not if she is unconscious or dead. 

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Channel Positive Energy

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

 

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Aura of Resolve

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

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Mark of Justice

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

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. At 8th level, the nimbus of light heals the paladin and her allies, curing of them of 1d4 points of ability damage, , as per the spell lesser restoration. A creature can only be healed in this way once per day. At 12th level, the nimbus grants the warrior of the holy light and her allies in the area resistance 30 to fire, acid, cold, electricity and sonic.At 16th level, the nimbus of light grants the warrior of the holy light and her allies protection from critical hits. There is a 25% chance that critical hits made against the warrior of the holy light and her allies in the area are instead treated as normal hits. This does not stack with other abilities that grant similar protection (such as light fortification). At 20th level, the nimbus of light increases in size out to a range of 50 feet. In addition, all of its bonuses increase. The morale bonus to AC and on attack rolls, damage rolls, and saving throws against fear increases to +2. The amount of ability damage healed increases to 2d4. The energy resistance increases to 20 against one energy type. Finally, protection against critical hits increases to 50%.

 

 

 

Classes

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