House Rules: Classes - Paladin

Key Ability Score: Strength, Constitution, or Charisma

Table: Paladin

Level BAB Fort Save Ref Save Will Save Special 1st 2nd 3rd 4th
1 +1 +2 +0 +2 Aura of Good, Detect Evil, Smite Evil 0
2 +2 +3 +0 +3 Divine Grace, Lay On Hands 1
3 +3 +3 +1 +3 Aura of Courage, Divine Health, Mercy 1
4 +4 +4 +1 +4 Channel Positive Energy, Smite Evil +1/day 1
5 +5 +4 +1 +4 Divine Bond 1 0
6 +6 +5 +2 +5 Mercy 2 1
7 +7 +5 +2 +5 Smite Evil +2/day 2 1
8 +8 +6 +2 +6 Aura of Resolve 2 1
9 +9 +6 +3 +6 Mercy 2 1 0
10 +10 +7 +3 +7 Smite Evil +3/day 3 2 1
11 +11 +7 +3 +7 Aura of Justice 3 2 1
12 +12 +8 +4 +8 Mercy 3 2 1
13 +13 +8 +4 +8 Smite Evil +4/day 3 2 1 0
14 +14 +9 +4 +9 Aura of Faith 4 3 2 1
15 +15 +9 +5 +9 Mercy 4 3 2 1
16 +16 +10 +5 +10 Smite Evil +5/day 4 3 2 1
17 +17 +10 +5 +10 Aura of Righteousness 4 3 2 1
18 +18 +11 +6 +11 Mercy 5 4 3 2
19 +19 +11 +6 +11 Smite Evil +6/day 5 4 3 2
20 +20 +12 +6 +12 Holy Champion 5 4 3 2

Skills Ranks per Level: 4 + Int modifier.

Class skills: The paladin's class skills are Craft (Int), Diplomacy (Cha), Handle Animal (Cha), Heal (Wis), Knowledge (martial) (Int), Knowledge (nobility) (Int), Knowledge (religion) (Int), Profession (Wis), Ride (Dex), Sense Motive (Wis), and Spellcraft (Int).

Smite Evil (Su)

A paladin can call out to the powers of good to aid her in her struggle against evil a number of times per day equal to her Charisma bonus (minimum 1). At 4th level, and at every three levels thereafter, the paladin may smite evil one additional time per day.

Spells

Beginning at 1st level, a paladin gains the ability to cast a small number of divine spells which are drawn from the paladin spell list. A paladin must choose and prepare her spells in advance.

To prepare or cast a spell, a paladin must have a Charisma score equal to at least 10 + the spell level. The Difficulty Class for a saving throw against a paladin’s spell is 10 + the spell level + the paladin’s Charisma modifier.

Like other spellcasters, a paladin must wait for the recharge time to pass before casting a spell of the same level, or if the spell has a specific recharge period. Her base daily spell allotment is given on Table: Paladin. In addition, she receives bonus spells per day if she has a high Charisma score (see Table: Ability Modifiers and Bonus Spells). When Table: Paladin indicates that the paladin gets 0 spells per day of a given spell level, she gains only the bonus spells she would be entitled to based on her Charisma score for that spell level.

A paladin must spend 1 hour each day in quiet prayer and meditation to select her allotment of spells. A paladin may prepare and cast any spell on the paladin spell list, provided that she can cast spells of that level, but she must choose which spells to prepare during her daily meditation. She may spend another hour of prayer and meditation to change her selection of spells.

A paladin's caster level is equal to her paladin level.

Lay On Hands (Su)

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 her paladin level plus her Charisma modifier.

Mercy (Su)

At 9th level, a paladin adds the following mercies to the list of those that can be selected.

  • Injured: The target gains fast healing 3 for a number of rounds equal to the paladin’s level.

Divine Bond (Sp)

Weapon: A paladin can use this ability once per day at 5th level, and one additional time per day for every two levels beyond 5th.
Mount: Once per day, as a full-round action, a paladin may magically call her mount to her side. This ability is the equivalent of a spell of a level equal to one-third the paladin's level. The mount immediately appears adjacent to the paladin. A paladin can use this ability once per day at 5th level, and one additional time per day for every two levels thereafter.

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