Description

The compassion to pursue good, the will to uphold law, and the power to defeat evil - these are the three weapons of the paladin. Few have the purity and devotion that it takes to walk the paladin's path, but those few are rewarded with the power to protect, to heal, and to smite. In a land of scheming nobles and bloodthirsty monsters, the paladin is the final hope that cannot be extinguished.
Paladins take their adventures seriously and have a penchant for referring to them as quests. Even a mundane mission is, in the heart of the paladin, a personal test - an opportunity to demonstrate bravery, to develop martial skills, to learn tactics, and to find ways to do good. Still, the paladin really comes into her own when leading a mighty campaign against evil, not when merely looting ruins.
Divine power protects the paladin and gives them their special powers. It wards off harm, protects them from disease, lets them heal themself, and guards their heart against fear. The paladin can also direct this power to help others, healing their wounds or curing diseases. Finally, the paladin can use this power to destroy evil. More experienced paladins can smite evil foes and turn away undead.
Paladins must be lawful good, and they lose their divine powers if they deviate from that alignment. Additionally, paladins swear to follow a code of conduct that is in line with lawfulness and goodness.
No one ever chooses to be a paladin. Becoming a paladin is answering a call, accepting one's destiny. No one, no matter how diligent, can become a paladin through practice. The nature is either within one or not, and it is not possible to gain the paladin's nature by any act of will. It is possible, however, to fail to recognize one's own potential, or to deny one's destiny. Occasionally, one who is called to be a paladin denies that call and pursues some other life instead.
Most paladins answer the call and begin training as adolescents. Typically, they become squires or assistants to experienced paladins, train for years, and finally set off on their own to further the causes of good and law. Other paladins, however, find their calling only later in life, after having pursued some other career. Some paladins, regardless of background, recognize in each other an eternal bond that transcends culture, race, and even religion. Any two such paladins, even from opposite sides of the world, may consider themselves comrades.
Humans, with their ambitious souls, make great paladins. Half-elves, who often have human ambition, may also find themselves called into service as paladins. Dwarves are sometimes paladins, but becoming a paladin may be hard on a dwarf because it means putting the duties of the paladin's life before duties to family, clan, and king. Members of the other common races rarely hear the call to become paladins, but it is not unheard of. Among the savage humanoids, paladins are all but unheard of.
Even though paladins are in some ways set apart from others, they eagerly team up with those whose skills and capabilities complement their own. They work well with good and lawful clerics, and they appreciate working with those who are brave, honest, and committed to good. While they cannot abide evil acts by their companions, they are otherwise willing to work with a variety of people quite different from themselves. Charismatic, trustworthy, and well respected, the paladin makes a fine leader for a team.
The paladin's chief role in most groups is as a melee combatant, but they contribute other useful support as well. They make a good secondary healer in emergencies, and their high Charisma opens up fine leadership opportunities.
NARRATIVE NOTE: In the wake of the loss of communication between gods and mortals, governments decided that paladins weren't as infallible and thus couldn't be trusted with the authority of old any longer. Paladinhood doesn't automatically confer knighthood on TDN. Knighthood is a position and title bestowed only in-game - foreign knighthood is not acknowledged in our playable region and claims of knighthood will result in charges of unlawful impersonation.
NOTE: Paladins must select a deity that features Paladin worshippers at character creation, as well as one Oath and one Vow at second level. Failure to adhere to either their deity's dogma, their oath or their vow will result in the paladin being stripped of their powers.
- Orders of deities come with specific benefits, see the chart here: Paladin Orders
- Oaths and Vows are a class feature that also has roleplay expectations. Mechanical details are below, while roleplay expectations are to be found here: Oaths and Vows
Alignment Restriction: Lawful Good only
Hit Die: d10
Proficiencies: Armor (light, medium, heavy), shields, weapons (martial, simple)
Skill Points: 3 + INT Modifier
Class Skills: All Knowledges, Barter, Bluff, Concentration, Craft Trap, Decipher Script, Diplomacy, Discipline, Heal, Intimidate, Parry, Perform, Sense Motive, Taunt
Primary Saving Throws: Fortitude
Base Attack Bonus: +1 / Level
Spellcasting: Divine (spell failure from armor is ignored), wisdom-based (a base wisdom score of 10 + the spell's level is required to cast a spell, bonus spells are based on modified wisdom, and the wisdom modifier affects spell DCs), and requires preparation.
Special: Cannot be Faithless. Please pick a deity from the available pantheons.
Level Progression / Spells per Day / Spells Known
Level | BAB | Fort | Reflex | Will | Feats | Spells/Day: | 1 | 2 | 3 | 4 |
---|---|---|---|---|---|---|---|---|---|---|
1st | +1 | +2 | +0 | +0 | Divine grace | - | - | - | - | |
2nd | +2 | +3 | +0 | +0 | Remove Disease, Oath (selection), Vow (selection) | - | - | - | - | |
3rd | +3 | +3 | +1 | +1 | Turn Undead | - | - | - | - | |
4th | +4 | +4 | +1 | +1 | Oath Feats I | 1 | - | - | - | |
5th | +5 | +4 | +1 | +1 | Vow Feats I | 1 | - | - | - | |
6th | +6/+1 | +5 | +2 | +2 | | 1 | 1 | - | - | |
7th | +7/+2 | +5 | +2 | +2 | Divine Health | 1 | 1 | - | - | |
8th | +8/+3 | +6 | +2 | +2 | Oath Feats II | 1 | 1 | - | - | |
9th | +9/+4 | +6 | +3 | +3 | Vow Feats II | 1 | 1 | 1 | - | |
10th | +10/+5 | +7 | +3 | +3 | Divine Bravery (renamed Aura of Courage) | 1 | 1 | 1 | - | |
11th | +11/+6/+1 | +7 | +3 | +3 | | 1 | 1 | 1 | - | |
12th | +11/+6/+1 | +8 | +4 | +4 | Oath Feats III | 2 | 1 | 1 | 1 | |
13th | +11/+6/+1 | +8 | +4 | +4 | Vow Feats III | 2 | 1 | 1 | 1 | |
14th | +11/+6/+1 | +9 | +4 | +4 | | 2 | 2 | 1 | 1 | |
15th | +11/+6/+1 | +9 | +5 | +5 | | 2 | 2 | 2 | 1 | |
16th | +11/+6/+1 | +10 | +5 | +5 | Oath Feats IV | 3 | 2 | 2 | 1 | |
17th | +11/+6/+1 | +10 | +5 | +5 | Vow Feats IV | 3 | 3 | 3 | 2 | |
18th | +11/+6/+1 | +11 | +6 | +6 | Holy Blade | 3 | 3 | 3 | 3 |
- Oath of Purity:
- Flames of Purgation:
- For 8 rounds, the paladin’s weapon receives +1 AB vs Undead, +1d4 Divine damage vs Undead and 1 Positive damage vs Undead and has a cooldown of 7 minutes.
- At level 8, this bonus increases to +2 AB vs Undead, +1d6 Divine damage vs Undead and 2 Positive damage vs Undead and has a cooldown of 6 minutes.
- At level 12, this bonus increases to +3 AB vs Undead, +1d8 Divine Damage vs Undead and 3 Positive damage vs Undead and has a cooldown of 5 minutes.
- At level 16, this bonus increases to +4 AB vs Undead, 1d10 Divine damage vs Undead and 4 Positive damage vs Undead and has a cooldown of 4 minutes.
- Holy Ward:
- The paladin projects an aura of holiness around themselves in a 10m range. Anyone standing in the aura gains a +1 save vs Disease, +1 save vs Poison, +1 save vs Death and 5 Damage Resistance vs Negative Energy, lasting for 5 rounds. This ability has a 20 minute cooldown.
- At level 8, the bonus to saves vs Disease, Poison and Death become +2 and the cooldown is reduced to 18 minutes.
- At level 12, the bonus to saves vs Disease, Poison and Death become +3 and the cooldown is reduced to 16 minutes.
- At level 16, the bonus to saves vs Disease, Poison and Death become +4, the Damage Resistance vs Negative Energy is increased to 10 and the cooldown is reduced to 14 minutes.
- Flames of Purgation:
- Oath of Valor:
- Sword of Righteousness:
- For 4 rounds, the paladin’s weapon receives +1 AB vs Evil, 1d4 Divine damage vs Evil and has a cooldown of 7 minutes.
- At level 8, this bonus increases to +1 AB vs Evil, +1d4 + 1 Divine damage vs Evil and has a cooldown of 6 minutes.
- At level 12, this bonus increases to +2 AB vs Evil, 1d4 + 2 Divine damage vs Evil and has a cooldown of 5 minutes.
- At level 16, this bonus increases to +2 AB vs Evil, 1d4 + 3 Divine damage vs Evil and has a cooldown of 4 minutes.
- Call to Glory:
- The paladin’s rallies his companions in a 5m radius, granting nearby allies but not himself 5 temporary hit points, lasting 5 rounds. This ability has a 20 minute cooldown.
- At level 8, the temporary hit points granted becomes 10 and the cooldown is reduced to 18 minutes.
- At level 12, the temporary hit points granted becomes 15 and the cooldown is reduced to 16 minutes.
- At level 16, the temporary hit points granted becomes 20 and the cooldown is reduced to 14 minutes.
- Sword of Righteousness:
- Oath of Humility:
- Blessed Plea:
- The paladin beseeches his deity to bless all his allies within 15 meters - but not himself - against the machinations of evil, giving all allies +1 AB vs Evil and +1 Divine damage vs Evil for 5 rounds with a cooldown of 14 minutes.
- At level 8, these bonuses grow to +2 AB vs Evil, +2 Divine damage vs Evil with a cooldown of 12 minutes.
- At level 12, these bonuses grow to +3 AB vs Evil, +3 Divine damage vs Evil with a cooldown of 10 minutes.
- At level 16, these bonuses grow to +4 AB vs Evil, +4 Divine damage vs Evil with a cooldown of 8 minutes.
- Penance:
- The paladin drops to his knee in penance, engaging his deity in holy prayer to offer supplication. This act lasts 3 rounds, during which the paladin receives 1d8 healing per round and is protected by his deity with 5 / +1 Damage Reduction. During this time the paladin cannot move or take any other action. This ability has a 20 minute cooldown.
- At level 8, the healing increases to 1d10 per round and the DR increases to 10 / +1.
- At level 12, the healing increases to 2d8 per round and the DR increases to 10 / +2.
- At level 16, this healing increases to 2d12 per round and the DR increases to 15 / +2. In addition, the cooldown at this level reduces to 16 minutes.
- Blessed Plea:
- Vow of Courage:
- Litany of Fearlessness:
- The paladin bellows a divine litany to bolster his companions. This ability removes Fear from any and all allies in a 5m radius and grants them +1 to their saves vs Fear for 1 minute per Charisma modifier. This ability has a 16 minute cooldown.
- At level 9, the radius of this ability becomes 10m and the bonus to saves vs Fear becomes +2 while the cooldown is reduced to 14 minutes.
- At level 13, the radius of this ability becomes 15m and the bonus to saves vs Fear becomes +3 while the cooldown is reduced to 12 minutes.
- At level 17, the radius of this ability becomes 20m and the bonus to saves vs Fear becomes +4 while the cooldown is reduced to 10 minutes.
- Bulwark Against Evil:
- The paladin stands resolute against the forces of pure evil, gaining +1 AC vs Undead and Outsiders for 1 round per Charisma modifier. This ability has an 18 minute cooldown.
- At level 9, the AC bonus increases to +2.
- At level 13, the AC bonus increases to +3.
- At level 17, the AC bonus increases to +4.
- Litany of Fearlessness:
- Vow of Sacrifice:
- Lay On Hands:
- The paladin lays his hands upon an ally, receiving 1d8 damage but healing his target for 2d8. The damage received from this ability cannot lower the paladin below 1hp. This ability has an 8 minute cooldown.
- At level 9, the damage received increases to 1d10 and the healing increases to 2d10.
- At level 13, the damage received increases to 2d8 and the healing increases to 4d8.
- At level 17, the damage received increases to 2d10 and the healing increases to 4d10.
- Gift of Constancy:
- The paladin lowers their Strength, Constitution and Will by 1 to increase that of all of their allies for 3 rounds +1 per Charisma modifier. This ability has a 20 minute cooldown.
- At level 9, the paladin’s Strength, Constitution and Will is reduced by 2 and the bonus for allies increases 2. Additionally the cooldown is reduced to 18 minutes.
- At level 13, the paladin’s Strength, Constitution and Will is reduced by 3 and the bonus for allies increases 3. Additionally the cooldown is reduced to 16 minutes.
- At level 17, the paladin’s Strength, Constitution and Will is reduced by 4 and the bonus for allies increases 4. Additionally the cooldown is reduced to 14 minutes.
- Lay On Hands:
- Vow of Zeal:
- Righteous Ire:
- The paladin marks a target as the focus of their holy indignation. The paladin suffers -1 AC against that target, however each time they hit the target they have a 3% chance to reroll the hit as a crit. This effect lasts 1 round per Charisma modifier and has a 20 minute cooldown.
- At level 9, the penalty to AC becomes -2, however the chance to reroll a crit becomes 6% and the cooldown is reduced to 18 minutes.
- At level 13, the penalty to AC becomes -3, however the chance to reroll a crit becomes 9% and the cooldown is reduced to 16 minutes.
- At level 17, the penalty to AC becomes -4, however the chance to reroll a crit becomes 12% and the cooldown is reduced to 14 minutes.
- Ardency:
- The paladin becomes immune to all Paralysis effects for 1 round per Charisma modifier. The cooldown on this ability is 30 minutes.
- At level 9, the cooldown on this ability becomes 25 minutes.
- At level 13, the cooldown on this ability becomes 20 minutes.
- At level 17, the cooldown on this ability becomes 15 minutes.
- Righteous Ire:
- Holy Blade:
- The paladin lofts his weapon to the sky, calling upon his deity to bestow a divine gift upon it for righteous purpose. For 5 rounds, the paladin’s weapon receives the following enchantments and has a 30 minute cooldown:
- +3 Enchantment
- +5 Enchantment vs Undead
- +5 Enchantment vs Outsider
- 1d6 Fire vs Undead
- 1d6 Fire vs Outsider
- 1d6 Divine vs Undead
- 1d6 Divine vs Outsider
- 1d6 Positive vs Undead
- On Hit: Lesser Dispel [Level 11]
- The paladin lofts his weapon to the sky, calling upon his deity to bestow a divine gift upon it for righteous purpose. For 5 rounds, the paladin’s weapon receives the following enchantments and has a 30 minute cooldown: