*Through a select, worthy few shines the power of the divine. Called paladins, these noble souls dedicate their swords and lives to the battle against chaos. Knights, crusaders, and law-bringers, paladins seek not just to spread divine justice but to embody the teachings of the deities they serve. In pursuit of their lofty goals, they adhere to ironclad laws of morality and discipline. As reward for their righteousness, these holy champions are blessed with boons to aid them in their quests: powers to banish foes, heal the themselves, and inspire the faithful. Although their convictions might lead them into conflict with the very souls they would convert, paladins weather endless challenges of faith and dark temptations, risking their lives to do right and fighting to bring about their lords future.* ![[Pasted image 20241213113150.png]] **Role:** Paladins serve as beacons for their allies within the chaos of battle. While deadly opponents of evil, they can also empower goodly souls to aid in their crusades. Their magic and martial skills also make them well suited to defending others and blessing the fallen with the strength to continue fighting. **Unleashed**: The unleashed paladin attempts to help the themes of the paladin be more congruent with Paizo lore. This includes a buff to ranks per level, additional divine bonds, and a pivot from the "good" only definition. The idea being that there are examples of zealots of every god bound by a code/belief/system that grants them power. This allows them to still be antagonistic with Antipaladins while also expanding to the other spectrums of law. **Alignment**: Any lawful **Hit Die:** d10. **Starting Wealth:** 3d6 × 10 gp (average 105gp.) In addition, each character begins play with an outfit worth 10 gp or less. ### Class Skills The paladin’s class skills are [Craft](https://www.d20pfsrd.com/skills/craft) ([Int](https://www.d20pfsrd.com/basics-ability-scores/ability-scores#TOC-Intelligence-Int-)), [Diplomacy](https://www.d20pfsrd.com/skills/diplomacy) ([Cha](https://www.d20pfsrd.com/basics-ability-scores/ability-scores#TOC-Charisma-Cha-)), [Handle Animal](https://www.d20pfsrd.com/skills/handle-animal) ([Cha](https://www.d20pfsrd.com/basics-ability-scores/ability-scores#TOC-Charisma-Cha-)), [Heal](https://www.d20pfsrd.com/skills/heal) ([Wis](https://www.d20pfsrd.com/basics-ability-scores/ability-scores#TOC-Wisdom-Wis-)), [Knowledge](https://www.d20pfsrd.com/skills/knowledge) (nobility) ([Int](https://www.d20pfsrd.com/basics-ability-scores/ability-scores#TOC-Intelligence-Int-)), [Knowledge](https://www.d20pfsrd.com/skills/knowledge) (religion) ([Int](https://www.d20pfsrd.com/basics-ability-scores/ability-scores#TOC-Intelligence-Int-)), [Profession](https://www.d20pfsrd.com/skills/profession) ([Wis](https://www.d20pfsrd.com/basics-ability-scores/ability-scores#TOC-Wisdom-Wis-)), [Ride](https://www.d20pfsrd.com/skills/ride) ([Dex](https://www.d20pfsrd.com/basics-ability-scores/ability-scores#TOC-Dexterity-Dex-)), [Sense Motive](https://www.d20pfsrd.com/skills/sense-motive) ([Wis](https://www.d20pfsrd.com/basics-ability-scores/ability-scores#TOC-Wisdom-Wis-)), and [Spellcraft](https://www.d20pfsrd.com/skills/spellcraft) ([Int](https://www.d20pfsrd.com/basics-ability-scores/ability-scores#TOC-Intelligence-Int-)). **Skill Ranks Per Level:** 4 + Int modifier | Level | Base Attack Bonus | Fort Save | Ref Save | Will Save | Special | Spells per Day | | | | | | ----- | ----------------- | --------- | -------- | --------- | ------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------- | -------------- | --- | --- | --- | --- | | | | | | | | 1st | 2nd | 3rd | 4th | | | 1st | +1 | +2 | +0 | +2 | Aura of Law, detect chaos, Smite Foe 1/day | — | — | — | — | | | 2nd | +2 | +3 | +0 | +3 | [Divine grace](https://www.d20pfsrd.com/classes/Core-classes/paladin/#TOC-Divine-Grace-Su-), [lay on hands](https://www.d20pfsrd.com/classes/Core-classes/paladin/#TOC-Lay-On-Hands-Su-) | — | — | — | — | | | 3rd | +3 | +3 | +1 | +3 | [Aura of courage](https://www.d20pfsrd.com/classes/Core-classes/paladin/#TOC-Aura-of-Courage-Su-), [divine health](https://www.d20pfsrd.com/classes/Core-classes/paladin/#TOC-Divine-Health-Ex-), [mercy](https://www.d20pfsrd.com/classes/Core-classes/paladin/#TOC-Mercy-Su-) | — | — | — | — | | | 4th | +4 | +4 | +1 | +4 | [Channel positive energy](https://www.d20pfsrd.com/classes/Core-classes/paladin/#TOC-Channel-Positive-Energy-Su-), Smite Foe 2/day | 0 | — | — | — | | | 5th | +5 | +4 | +1 | +4 | [Divine bond](https://www.d20pfsrd.com/classes/Core-classes/paladin/#TOC-Divine-Bond-Sp-) | 1 | — | — | — | | | 6th | +6/+1 | +5 | +2 | +5 | [Mercy](https://www.d20pfsrd.com/classes/Core-classes/paladin/#TOC-Mercy-Su-) | 1 | — | — | — | | | 7th | +7/+2 | +5 | +2 | +5 | Smite Foe 3/day | 1 | 0 | — | — | | | 8th | +8/+3 | +6 | +2 | +6 | [Aura of resolve](https://www.d20pfsrd.com/classes/Core-classes/paladin/#TOC-Aura-of-Resolve-Su-) | 1 | 1 | — | — | | | 9th | +9/+4 | +6 | +3 | +6 | [Mercy](https://www.d20pfsrd.com/classes/Core-classes/paladin/#TOC-Mercy-Su-) | 2 | 1 | — | — | | | 10th | +10/+5 | +7 | +3 | +7 | Smite Foe 4/day | 2 | 1 | 0 | — | | | 11th | +11/+6/+1 | +7 | +3 | +7 | [Aura of justice](https://www.d20pfsrd.com/classes/Core-classes/paladin/#TOC-Aura-of-Justice-Su-) | 2 | 1 | 1 | — | | | 12th | +12/+7/+2 | +8 | +4 | +8 | [Mercy](https://www.d20pfsrd.com/classes/Core-classes/paladin/#TOC-Mercy-Su-) | 2 | 2 | 1 | — | | | 13th | +13/+8/+3 | +8 | +4 | +8 | Smite Foe 5/day | 3 | 2 | 1 | 0 | | | 14th | +14/+9/+4 | +9 | +4 | +9 | [Aura of faith](https://www.d20pfsrd.com/classes/Core-classes/paladin/#TOC-Aura-of-Faith-Su-) | 3 | 2 | 1 | 1 | | | 15th | +15/+10/+5 | +9 | +5 | +9 | [Mercy](https://www.d20pfsrd.com/classes/Core-classes/paladin/#TOC-Mercy-Su-) | 3 | 2 | 2 | 1 | | | 16th | +16/+11/+6/+1 | +10 | +5 | +10 | Smite Foe 6/day | 3 | 3 | 2 | 1 | | | 17th | +17/+12/+7/+2 | +10 | +5 | +10 | [Aura of righteousness](https://www.d20pfsrd.com/classes/Core-classes/paladin/#TOC-Aura-of-Righteousness-Su-) | 4 | 3 | 2 | 1 | | | 18th | +18/+13/+8/+3 | +11 | +6 | +11 | [Mercy](https://www.d20pfsrd.com/classes/Core-classes/paladin/#TOC-Mercy-Su-) | 4 | 3 | 2 | 2 | | | 19th | +19/+14/+9/+4 | +11 | +6 | +11 | Smite Foe 7/day | 4 | 3 | 3 | 2 | | | 20th | +20/+15/+10/+5 | +12 | +6 | +12 | [Holy champion](https://www.d20pfsrd.com/classes/Core-classes/paladin/#TOC-Holy-Champion-Su-) | 4 | 4 | 3 | 3 | | ### Class Features #### Code of Conduct A paladin must be of lawful [alignment](https://www.d20pfsrd.com/alignment-description/additional-rules) and follow a specific deity, pantheon, or outsider. Additionally, a paladin’s code has specific requirements tied to that greater power. A paladin who ceases to be lawful, who willfully commits an chaotic act, or who violates the code of conduct loses all paladin spells and class features (including the service of the paladin’s mount, but not weapon, [armor](https://www.d20pfsrd.com/basics-ability-scores/glossary#TOC-Armor-Bonus), and shield proficiencies). She may not progress any further in levels as a paladin. She regains her abilities and advancement potential if she atones for her violations (see [atonement](https://www.d20pfsrd.com/magic/all-spells/a/atonement)), as appropriate. **Associates**: While she may adventure with good, evil, neutral, or chaotic allies, a paladin avoids working with characters or with anyone who consistently offends her moral code. Under exceptional circumstances, a paladin can ally with anathema associates, but only to further what she believes to be the greater goal of her deity. A paladin should seek an [atonement](https://www.d20pfsrd.com/magic/all-spells/a/atonement) spell periodically during such an unusual alliance, and should end the alliance immediately should she feel it is doing more harm than good. A paladin may accept only henchmen, followers, or cohorts who are lawful. **Zealots**: Paladins can just as easily be considered a fanatic by the faithful due to their extreme and lawful conduct. To that end, they are able to select Neutral & Chaotic gods as their patron but must commit to a lawful based code of conduct. For example, a Paladin of Desna (CG) would follow the edicts, anathemas, and themes of the god stringently or lose their power. #### Aura of Law (Ex) The power of a paladin’s aura of Law (see the [detect good](https://www.d20pfsrd.com/magic/all-spells/d/detect-good) spell) is equal to her paladin level. The paladin exhibits a second aura tied to their alignment (Good, Evil, Neutral) #### Detect Chaos (Sp) At will, a paladin can use detect chaos, as the spell. A paladin can, as a move action, concentrate on a single item or individual within 60 feet and determine if it is evil, learning the strength of its aura as if having studied it for 3 rounds. While focusing on one individual or object, the paladin does not detect evil in any other object or individual within range. #### Spells Beginning at 4th level, a paladin gains the ability to cast a small number of divine spells which are drawn from the [paladin spell list](https://www.d20pfsrd.com/magic/spell-lists-and-domains/spell-lists-paladin). A paladin must choose and prepare her spells in advance. To prepare or cast a spell, a paladin must have a [Charisma](https://www.d20pfsrd.com/basics-ability-scores/ability-scores#TOC-Charisma-Cha-) score equal to at least 10 + the spell level. The Difficulty Class for a [saving throw](https://www.d20pfsrd.com/gamemastering/combat#TOC-Saving-Throws) against a paladin’s spell is 10 + the spell level + the paladin’s [Charisma](https://www.d20pfsrd.com/basics-ability-scores/ability-scores#TOC-Charisma-Cha-) modifier. Like other spellcasters, a paladin can cast only a certain number of spells of each spell level per day. Her base daily spell allotment is given on **Table: Paladin**. In addition, she receives bonus spells per day if she has a high [Charisma](https://www.d20pfsrd.com/basics-ability-scores/ability-scores#TOC-Charisma-Cha-) score (see [Table: Ability Modifiers and Bonus Spells](https://www.d20pfsrd.com/basics-ability-scores/ability-scores#TOC-Abilities-and-Spellcasters)). 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](https://www.d20pfsrd.com/basics-ability-scores/ability-scores#TOC-Charisma-Cha-) score for that spell level. A paladin must spend 1 hour each day in quiet prayer and meditation to regain her daily allotment of spells. A paladin may prepare and cast any spell on the [paladin spell list](https://www.d20pfsrd.com/magic/spell-lists-and-domains/spell-lists-paladin), provided that she can cast spells of that level, but she must choose which spells to prepare during her daily meditation. Through 3rd level, a paladin has no caster level. At 4th level and higher, her caster level is equal to her paladin level. A paladin replaces the alignment of her spells with her chosen alignment (Good, Evil, Neutral) #### Smite Foe (Su) Once per day, a paladin can call out to the powers of her deity to aid her in her struggle against chaos. As a swift action, the paladin chooses one target within sight to smite. If this target is an outsider, a dragon, or an undead creature the paladin adds her [Charisma](https://www.d20pfsrd.com/basics-ability-scores/ability-scores#TOC-Charisma-Cha-) bonus (if any) to her attack rolls and adds her paladin level to all damage rolls made against the target of her smite. If the target of smite foe is chaotic the first successful attack increases to 2 points of damage per level the paladin possesses. Regardless of the target, smite evil attacks automatically bypass any [DR](https://www.d20pfsrd.com/gamemastering/special-abilities#TOC-damage-reduction) the creature might possess. In addition, while smite foe is in effect, the paladin gains a deflection bonus equal to her [Charisma](https://www.d20pfsrd.com/basics-ability-scores/ability-scores#TOC-Charisma-Cha-) modifier (if any) to her [AC](https://www.d20pfsrd.com/gamemastering/combat#TOC-Armor-Class) against attacks made by the target of the smite. The smite foe effect remains until the target of the smite is dead or the next time the paladin rests and regains her uses of this ability. At 4th level, and at every three levels thereafter, the paladin may smite evil one additional time per day, as indicated on Table: Paladin, to a maximum of seven times per day at 19th level. #### Divine Bond (Sp) Upon reaching 5th level, a paladin forms a divine bond with her god. This bond can take one of four forms. Once the form is chosen, it cannot be changed. 1. The first type of bond allows the paladin to enhance her weapon as a standard action by calling upon the aid of a celestial spirit for 1 minute per paladin level. When called, the spirit causes the weapon to shed light as a torch. 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, or they can be used to add any of the following weapon properties: _[axiomatic](https://www.d20pfsrd.com/magic-items/magic-weapons/magic-weapon-special-abilities/axiomatic)_, _[brilliant energy](https://www.d20pfsrd.com/magic-items/magic-weapons/magic-weapon-special-abilities/brilliant-energy)_, _[defending](https://www.d20pfsrd.com/magic-items/magic-weapons/magic-weapon-special-abilities/defending)_, _[disruption](https://www.d20pfsrd.com/magic-items/magic-weapons/magic-weapon-special-abilities/disruption)_, _[flaming](https://www.d20pfsrd.com/magic-items/magic-weapons/magic-weapon-special-abilities/flaming)_, _[flaming burst](https://www.d20pfsrd.com/magic-items/magic-weapons/magic-weapon-special-abilities/flaming-burst)_, _[holy](https://www.d20pfsrd.com/magic-items/magic-weapons/magic-weapon-special-abilities/holy)_, _[keen](https://www.d20pfsrd.com/magic-items/magic-weapons/magic-weapon-special-abilities/keen)_, _[merciful](https://www.d20pfsrd.com/magic-items/magic-weapons/magic-weapon-special-abilities/merciful)_, and _[speed](https://www.d20pfsrd.com/magic-items/magic-weapons/magic-weapon-special-abilities/speed)_. Adding these properties consumes an amount of bonus equal to the property’s cost (see **Table: Melee Weapon Special Abilities**). These bonuses are added to any properties the weapon already has, but duplicate abilities do not stack. If the weapon is not magical, at least a +1 enhancement bonus must be added before any other properties can be added. The bonus and properties granted by the spirit are determined when the spirit is called and cannot be changed until the spirit is called again. The celestial spirit imparts no bonuses if the weapon is held by anyone other than the paladin but resumes giving bonuses if returned to the paladin. These bonuses apply to only one end of a double weapon. 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. If a weapon bonded with a celestial spirit is destroyed, the paladin loses the use of this ability for 30 days, or until she gains a level, whichever comes first. During this 30-day period, the paladin takes a –1 penalty on attack and weapon damage rolls. 2. 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 usually a heavy horse (for a Medium paladin) or a pony (for a Small paladin), although more exotic mounts, such as a boar, camel, or dog are also suitable. This mount functions as a druid’s [animal companion](https://www.d20pfsrd.com/classes/core-classes/druid/animal-companions), using the paladin’s level as her effective druid level. Bonded mounts have an [Intelligence](https://www.d20pfsrd.com/basics-ability-scores/ability-scores#TOC-Intelligence-Int-) of at least 6. In addition to horses, a paladin may select (at the GM’s discretion) some less ordinary creatures. The auspice, bodyguard, racer, and totem guide archetypes are all particularly appropriate for a paladin’s bonded 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 4 levels thereafter, for a total of four times per day at 17th level. The mount can be dismissed as a full-round action to the plane of its deity once per day. At 11th level, the mount gains the [celestial creature simple template](https://www.d20pfsrd.com/bestiary/monster-listings/templates/celestial-creature-cr-special) and becomes a [magical beast](https://www.d20pfsrd.com/bestiary/rules-for-monsters/creature-types#TOC-Magical-Beast) for the purposes of determining which spells affect it. At 15th level, a paladin’s mount gains [spell resistance](https://www.d20pfsrd.com/gamemastering/special-abilities#TOC-Spell-Resistance) equal to the paladin’s level + 11. Should the paladin’s mount die, the paladin may not summon another mount for 30 days or until she gains a paladin level, whichever comes first. During this 30-day period, the paladin takes a –1 penalty on attack and weapon damage rolls. 3. The third type of bond allows a paladin to treat her holy symbol as a bonded object. Paladins who select a bonded object gain one at no cost. Objects that are the subject of an divine bond must fall into one of the following categories: amulet, ring, shield, wand, stave, or weapon. These objects are always masterwork quality. Weapons and shields acquired are not made of any special material. If the object is an amulet or ring, it must be worn to have effect, while staves, wands, and weapons must be held in one hand. If a paladin attempts to cast a spell without his bonded object worn or in hand, he must make a [concentration](https://www.d20pfsrd.com/magic#TOC-Concentration) check or lose the spell. The DC for this check is equal to 20 + the spell’s level. If the object is a ring or amulet, it occupies the ring or neck slot accordingly. A divinely bonded object can be used twice per day to cast any one spell that the paladin is capable of casting. This spell is treated like any other spell cast by the paladin, including casting time, duration, and other effects dependent on the wizard’s level. This spell cannot be modified by [metamagic feats](https://www.d20pfsrd.com/feats/metamagic-feats) or other abilities. A paladin can add additional magic abilities to his bonded object as if he has the required [Item Creation Feats](https://www.d20pfsrd.com/feats/item-creation-feats) and if he meets the level prerequisites of the feat. For example, a paladin with a bonded dagger must be at least 5th level to add magic abilities to the dagger (see [Craft Magic Arms and Armor](https://www.d20pfsrd.com/feats/item-creation-feats/craft-magic-arms-and-armor-item-creation) feat). If the bonded object is a wand, it loses its wand abilities when its last charge is consumed, but it is not destroyed and it retains all of its bonded object properties and can be used to craft a new wand. The magic properties of a bonded object, including any magic abilities added to the object, only function for the paladin who owns it. If a bonded object’s owner dies, or the item is replaced, the object reverts to being an ordinary masterwork item of the appropriate type. If a bonded object is damaged, it is restored to full hit points the next time the paladin rests. If the object of an divine bond is lost or destroyed, it can be replaced after 1 week in a special ritual that costs 200 gp per paladin level plus the cost of the masterwork item. This ritual takes 8 hours to complete. Items replaced in this way do not possess any of the additional enchantments of the previous bonded item. A paladin can designate an existing magic item as his bonded item. This functions in the same way as replacing a lost or destroyed item except that the new magic item retains its abilities while gaining the benefits and drawbacks of becoming a bonded item. 4. The fourth type of bond allows the paladin to enhance her armor as a standard action by calling upon the aid of a celestial spirit for 1 minute per paladin level. When called, the spirit causes the armor to shed light as a torch. At 5th level, this spirit grants the weapon a +1 enhancement bonus. For every three levels beyond 5th, the armor gains another +1 enhancement bonus, to a maximum of +6 at 20th level. These bonuses can be added to the armor, stacking with existing armor bonuses to a maximum of +5. These bonuses are added to any properties the weapon already has, but duplicate abilities do not stack. If the armor is not magical, at least a +1 enhancement bonus must be added before any other properties can be added. The bonus and properties granted by the spirit are determined when the spirit is called and cannot be changed until the spirit is called again. The celestial spirit imparts no bonuses if the armor is held by anyone other than the paladin but resumes giving bonuses if returned to the paladin. 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. If a armor bonded with a celestial spirit is destroyed, the paladin loses the use of this ability for 30 days, or until she gains a level, whichever comes first. During this 30-day period, the paladin takes a –1 penalty on AC.