Paladin

## Basic Features

Base Attack: 1

Base Caster: 3/4          Base Manifester: ½

Base Saves: Poor Fortitude / Poor Reflex / Good Will

Hit-Die: D12 (9)

Skill Points: 4+Int

Skill Training: 3 (Administration, Athletics, Combat Awareness, Diplomacy, Sense Motive, Sociology)

Weapon Group Proficiency: 4 (Bow, Flail, Grenade, Mace, Siege, Spear, Sword, Tool, Unarmed)

Combat Proficiency: Disarm, Push, Sunder

Armor Proficiency: Light, Medium, Heavy, Basic, & Great

Initiative: Dex

Key Attribute Score: Wisdom

Paladin Spells

## Spell Progression

### Spells

Learning Spells: The Paladin knows all Paladin spells of circles they have slots for.

Spell Preparation: On becoming a Paladin, the Paladin chooses a time of day according to their devotions; each day at that time, they may pray for 10 minutes. When complete, the Paladin refreshes their daily spell slots, then prepares a spell for each slot they have, up to that slot's circle.

Casting Spells: To cast a Paladin spell they have prepared, the Paladin must expend the spell's slot, also expending the action noted in the spell's Cast Time & providing its listed components.

Metamagic: While preparing spells, the Paladin may add the circle adjustment from a Metamagic feat they know to a spell's circle to determine the slot needed to prepare that spell; when casting a spell prepared this way, they apply the Metamagic feat's effects.

Divine Focus: A plain cross, made from the metals that correspond to your alignment: silver for chaos, holmium for evil, chromium for good, iron for law.

## Class Features

### Divine Health (Ex):

The Paladin has advantage on saves against afflictions.

### Essence Pool (Su):

The Paladin has a number of class features which are powered by divine essence; they select one from below at each level they gain an Essence Power. Each of these abilities requires expending 1 essence as an immediate action. The Paladin has a daily essence pool equal to (CL+Cha), which refreshes at any time they could pray for spells (but no more than once each day). If they gain essence from another class, they have daily essence equal to the combined CL + Cha.

Cure Affliction: The Paladin grants a touched creature a special Fortitude save to end 1 disease they have. Starting at CL6, the save gains a divine bonus equal to Cha. Starting at CL12, the Paladin can similarly end a poison. Starting at CL18, the Paladin can grant a Will to end a non-permanent curse.

Defy Fate: The Paladin grants a touched creature a reroll on a failed save. Starting at CL15, the reroll has advantage.

Energy Lash: The Paladin fires a 10sq ray, choosing positive or negative energy. A Negative creature struck by a positive ray takes damage equal to the Paladin's Lash dice, & is staggered 1 round if it fails Will (DC 10+½CL+Cha). A Negative creature struck by a negative ray is healed an amount equal to the Paladin's Lash dice, & is *hasted* 1 round. A Positive creature receives opposite effects from the rays. The Lash is 1d10 at CL1, & increases by 1d10 for every 5 CL.

Lay on Hands: The Paladin rolls Lay on Hands dice to heal a touched target that amount (if the creature is of an alignment opposed to the Paladin, the dice are minimized); the healing is 1d4 at CL1, & increases by 1d4 for every 5 CL.

Smite: During a successful weapon attack, the Paladin adds Smite dice to the damage (if the creature hit is not of an alignment opposed to the Paladin, the dice are minimized); the damage is 1d6 at CL1, & increases by 1d6 for every 3 CL.

Unmask Vulnerability: The Paladin touches a creature, which takes a -1 penalty to defense & saving throws for 1 round. Starting at CL10, the penalty lasts an additional round. Starting at CL20, the penalty increases to -3.

### Sense Opposition (Ex):

The Paladin may Concentrate to Spot opposed alignment auras within CLsq; the DC varies by aura magnitude: faint(20), moderate(10), strong(5), overwhelming(0). The Paladin detects the presence of each aura whose DC they match; if the Paladin exceeds a DC by 10, they pinpoint the location of the aura. If the aura detected is twice as strong as the Paladin's, & is of the overwhelming category, the Paladin must make a Will save (DC based on the aura magnitude) or be stunned for 1 round. If the Paladin maintains physical contact with a creature or object for a full round they may make an additional Spot check with a bonus equal to ½CL; succeeding on this check reveals the creature or object's matching or opposed alignment components.

**Aura Magnitude:**

### Divine Grace (Su):

The Paladin adds a divine bonus equal to Cha (maximum of CL) to saving throws & initiative checks.

### Battle Aura (Su):

The Paladin selects an aura to emit within 2sq, affecting creatures that are aware of the Paladin.

Devotion: allies add 1 to healing they receive from effects.

Dismay: enemies take a -2 penalty on skill checks & weapon damage.

Preparation: allies gain a +2 bonus to Initiative.

Resolve: allies gain a +4 bonus on saves against [Fear].

Ruin: enemies take a -1 penalty to defense.

Supremacy: enemies take a -1 penalty on saves.

Volition: allies gain a +4 bonus against [Compulsion].

### Mettle (Ex):

The Paladin receives a special Fortitude save for ½ against any effect dealing attribute burn, attribute damage, or applying an attribute penalty.

Improved Mettle: The Paladin also receives a special Fortitude save to ½ the duration of an effect that bestows a non-beneficial status.

### Aligned Strike (Su):

The Paladin's weapon attacks bypass DR as though they had the Paladin's alignment; on any hit, the Paladin may make an additional Spot check to Sense Oppostition, with advantage.

Improved Aligned Strike: When the Paladin hits a creature of an opposed alignment with a weapon attack, they add 1d6 bonus damage, & automatically Sense Opposition.

Greater Aligned Strike: When the Paladin hits a creature of an opposed alignment with a weapon attack, they instead add 2d6 bonus damage.

### Resist Drain (Su):

The Paladin reduces each instance of energy drain or attribute drain they would receive from an exterior source by the listed amount.

### Rebuke Unclean (Su):

The Paladin emits a pulse that deals 1d10 damage per 2 CL to Outsiders of opposed alignment within 6sq; damaged creatures are dazed for 1 round (Will ½ damage & negate daze DC 10+½CL+Cha).

### Greater Essence (Su):

The Paladin may expend a use of Greater Essence as a free action to maximize the dice result for their next Energy Lash, Lay on Hands, or Smite within 1 round.

### Rapid Essence (Su):

The Paladin may activate essence abilities as a reaction; when they do, they pay 1 additional essence for each time they have done so since their last turn ended.