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Note that enhancements do not stack with other enhancements from the same series. Each element of a series requires everything previous in that series before it can be taken.

Contents

[edit] Level Progression

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Paladin Item Defense I II III
Paladin Toughness I II III IV
Blade I II
Silver Flame I II
Sovereign Host I II
Undying Court I II
Vulkoor I II
Paladin Charisma I II III
Paladin Extra Turning I II III
Paladin Improved Turning I II III
Paladin Rally I
Paladin Redemption I II III
Paladin Resistance of Good I II III
Paladin Concentration I II III IV
Paladin Diplomacy I II III IV
Paladin Heal I II III IV
Paladin Armor Class Boost I II III IV
Paladin Attack Boost I II III IV
Paladin Extra Action Boost I II
Paladin Saves Boost I II III IV
Paladin Bulwark of Good I II III IV
Paladin Courage of Good I II III
Paladin Divine Light I II III
Paladin Divine Might I II III IV
Pal. Divine Righteousness I
Paladin Divine Sacrifice I II III
Paladin Exalted Smite I II III IV
Paladin Extra Smite Evil I II III IV
Paladin Focus of Good I II III
Pal. Energy of the Templar I II III
Paladin Devotion I II III IV
Paladin Extra Lay on Hands I II III
Pal. Extra Remove Disease I II III
Paladin Defender of Siberys I II III
Paladin Hunter of the Dead I II III
Pal. Knight Of The Chalice I II III
Paladin Weapons of Good I
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[edit] General Enhancements

EnhIcon_ItemDefense.png
Paladin Item Defense I: You are skilled at protecting your gear against damage, granting you a 25% chance to negate potential item wear before it occurs.
AP Cost: 1 Level: 3 Progression: 7 No requirements
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Paladin Item Defense II: You are skilled at protecting your gear against damage, granting you a 33% chance to negate potential item wear before it occurs.
AP Cost: 2 Level: 7 Progression: 22 Requires: Paladin Item Defense I
EnhIcon_ItemDefense.png
Paladin Item Defense III: You are skilled at protecting your gear against damage, granting you a 50% chance to negate potential item wear before it occurs.
AP Cost: 3 Level: 11 Progression: 37 Requires: Paladin Item Defense II
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Paladin Toughness I: Increases the total benefit you receive from Toughness by 10.
AP Cost: 1 Level: 1 Progression: 0 Requires: Toughness
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Paladin Toughness II: Increases the total benefit you receive from Toughness by 10, bringing the total to 20.
AP Cost: 2 Level: 4 Progression: 10 Requires: Paladin Toughness I
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Paladin Toughness III: Increases the total benefit you receive from Toughness by 10, bringing the total to 30.
AP Cost: 3 Level: 7 Progression: 21 Requires: Paladin Toughness II
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Paladin Toughness IV: Increases the total benefit you receive from Toughness by 10, bringing the total to 40.
AP Cost: 4 Level: 10 Progression: 32 Requires: Paladin Toughness III

[edit] Class Enhancements

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Follower of the Lord of Blades: Passive Benefit: +1 To-Hit bonus with Greatsword. Active Benefit: expend 1 Turn Undead to gain Champion of the Lord of Blades that grants proficiency in Greatswords to yourself or a friend.
AP Cost: 2 Level: 1 Progression: 0 Requires: Warforged
BladeswornTransformation.png
Bladesworn Transformation: +4 Profane bonus to Strength, +4 natural armor to AC, +4 profane bonus to damage, +10 enhancement bonus to Will saves against mind affecting magic, simple weapon proficiency feat, martial weapon proficiency feat, your base attack bonus equals your level, immunity to critical hits, and immunity to sneak attacks. However you are unable to cast spells and cannot be healed by healing spells. You can however be repaired by others, drink repair potions, use Turn Undead and turn alternatives such as divine healing. Lasts for 24 seconds plus 6 seconds per Cleric level, and 10 minutes cooldown.
AP Cost: 4 Level: 6 Progression: 16 Requires: Follower of the Lord of the Blades
Follower_of_silverflame.gif
Follower of the Silver Flame: Passive Benefit: +1 To-Hit bonus with Longbows. Active Benefit: expend 1 Turn Undead to gain Tira's Champion that grants proficiency in Longbows to yourself or a friend.
AP Cost: 2 Level: 1 Progression: 0 No requirements
SilverFlameExorcism.png
Silver Flame Exorcism: Use this ability to banish extraplanar creatures. Creatures must success a will save against a DC of (10 + Cleric Level + Charisma modifier) or removed from this plane. If the creature success their Will Save, they take holy/light damage. The creature gets a Fortitude Save against this damage (same DC than previously), and if successful they only take half damage. 10 minutes cooldown.
AP Cost: 4 Level: 6 Progression: 16 Requires: Follower of the Silver Flame
Sovereign_host.gif
Follower of the Sovereign Host: Passive Benefit: +1 To-Hit bonus with Longswords. Active Benefit: expend 1 Turn Undead to gain Dol Dorn's Champion that grants proficiency in Longswords to yourself or a friend.
AP Cost: 2 Level: 1 Progression: 0 No requirements
UnyieldingSovereignty.png
Unyielding Sovereignty: Use of this ability fully heals all hit point damage done to a targeted ally, removes ability damage, death penalty effects, negative levels, the conditions blinded, confused, dazed, dazzled, deafened, diseased, exhausted, fatigued, feebleminded, insanity, nauseated, poisoned, and stunned. 10 minutes cooldown.
AP Cost: 4 Level: 6 Progression: 16 Requires: Follower of the Sovereign Host
Undying_court.gif
Follower of the Undying Court: Passive Benefit: +1 To-Hit bonus with Scimitars. Active Benefit: expend 1 Turn Undead to gain Champion of the Deathless that grants proficiency in Scimitars to yourself or a friend.
AP Cost: 2 Level: 1 Progression: 0 Requires: Elf
UndyingCall.png
Undying Call: Use this ability to raise a dead companion. This ability acts like a True Resurrection spell if used on an elf, or a Raise Dead spell if used on other races. 10 minutes cooldown.
AP Cost: 4 Level: 6 Progression: 16 Requires: Follower of the Undying Court
Follower_of_vulkoor.gif
Follower of the Vulkoor: Passive Benefit: +1 To-Hit bonus with Shortswords. Active Benefit: expend 1 Turn Undead to gain Champion of the Deathless that grants proficiency in Shortswords to yourself or a friend.
AP Cost: 2 Level: 1 Progression: 0 Requires: Drow
VulkoorsAvatar.png
Vulkoor's Avatar: Summons a Drow Scorpion ally.
AP Cost: 4 Level: 6 Progression: 16 Requires: Follower of Vulkoor
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Paladin Charisma I: Grants an additional +1 to Charisma score.
AP Cost: 2 Level: 2 Progression: 2 No requirements
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Paladin Charisma II: Grants an additional +1 to Charisma score.
AP Cost: 4 Level: 6 Progression: 16 Requires: Paladin Charisma I
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Paladin Charisma III: Grants an additional +1 to Charisma score.
AP Cost: 6 Level: 10 Progression: 30 Requires: Paladin Charisma II
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Paladin Extra Turning I: You gain the ability to perform 1 additional turn undead attempt per rest.
AP Cost: 1 Level: 4 Progression: 11 No requirements
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Paladin Extra Turning II: You gain 1 additional turn undead attempt per rest, bringing the total increase to 2.
AP Cost: 2 Level: 8 Progression: 26 Requires: Paladin Extra Turning I
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Paladin Extra Turning III: You gain 1 additional turn undead attempt per rest, bringing the total increase to 3.
AP Cost: 3 Level: 12 Progression: 41 Requires: Paladin Extra Turning II
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Paladin Improved Turning I: You increase your paladin level for the purposes of turning undead by 1.
AP Cost: 2 Level: 5 Progression: 15 No requirements
Improved_Turning.gif
Paladin Improved Turning II: You increase your paladin level for the purposes of turning undead by 2.
AP Cost: 2 Level: 9 Progression: 30 Requires: Paladin Improved Turning I
Improved_Turning.gif
Paladin Improved Turning III: You increase your paladin level for the purposes of turning undead by 3.
AP Cost: 3 Level: 13 Progression: 45 Requires: Paladin Improved Turning II
EnhIcon_Rally.png
Paladin Rally: Grants you the ability to remove fear from the target ally.
AP Cost: 1 Level: 10 Progression: 35 Requires: Paladin Courage of Good I
EnhIcon_Redemption.png
Paladin Redemption I: Activate this ability and expend one use of Lay on Hands to raise the dead, returning your target to life at 10% health.
AP Cost: 4 Level: 9 Progression: 28 Requires: Paladin Extra Lay on Hands I, and one of Paladin Devotion II, or Paladin Heal II
EnhIcon_Redemption.png
Paladin Redemption II: Activate this ability and expend one use of Lay on Hands to resurrect the dead, returning your target to life at 50% health.
AP Cost: 2 Level: 14 Progression: 50 Requires: Paladin Extra Lay on Hands II, Paladin Redemption I, and one of Paladin Devotion III, or Paladin Heal III
EnhIcon_Redemption.png
Paladin Redemption III: You can activate this ability and expend one use of Lay on Hands to true resurrect the dead, returning your target to life at 100% health.
AP Cost: 2 Level: 19 Progression: 70 Requires: Paladin Extra Lay on Hands III, Paladin Redemption II, and one of Paladin Devotion IV, or Paladin Heal IV
EnhIcon_ResistanceOfGood.png
Paladin Resistance of Good I: Your aura of good provides a +1 bonus to all saving throws.
AP Cost: 1 Level: 3 Progression: 7 No requirements
EnhIcon_ResistanceOfGood.png
Paladin Resistance of Good II: Your aura of good provides a +2 bonus to all saving throws.
AP Cost: 2 Level: 7 Progression: 22 Requires: Paladin Resistance of Good I
EnhIcon_ResistanceOfGood.png
Paladin Resistance of Good III: Your aura of good provides a +3 bonus to all saving throws.
AP Cost: 3 Level: 11 Progression: 37 Requires: Paladin Resistance of Good II

[edit] Skill Enhancements

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Paladin Concentration I: Grants a +1 bonus to Concentration skill.
AP Cost: 1 Level: 1 Progression: 0 No requirements
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Paladin Concentration II: Grants a +2 bonus to Concentration skill.
AP Cost: 2 Level: 4 Progression: 10 Requires: Paladin Concentration I
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Paladin Concentration III: Grants a +3 bonus to Concentration skill.
AP Cost: 3 Level: 8 Progression: 25 Requires: Paladin Concentration II
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Paladin Concentration IV: Grants a +4 bonus to Concentration skill.
AP Cost: 4 Level: 12 Progression: 40 Requires: Paladin Concentration III
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Paladin Diplomacy I: Grants a +1 bonus to Diplomacy skill.
AP Cost: 1 Level: 1 Progression: 0 No requirements
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Paladin Diplomacy II: Grants a +2 bonus to Diplomacy skill.
AP Cost: 2 Level: 4 Progression: 10 Requires: Paladin Diplomacy I
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Paladin Diplomacy III: Grants a +3 bonus to Diplomacy skill.
AP Cost: 3 Level: 8 Progression: 25 Requires: Paladin Diplomacy II
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Paladin Diplomacy IV: Grants a +4 bonus to Diplomacy skill.
AP Cost: 4 Level: 12 Progression: 40 Requires: Paladin Diplomacy III
Icon_benefit_skill_heal.gif
Paladin Heal I: Grants a +1 bonus to Heal skill.
AP Cost: 1 Level: 1 Progression: 0 No requirements
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Paladin Heal II: Grants a +2 bonus to Heal skill.
AP Cost: 2 Level: 4 Progression: 10 Requires: Paladin Heal I
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Paladin Heal III: Grants a +3 bonus to Heal skill.
AP Cost: 3 Level: 8 Progression: 25 Requires: Paladin Heal II
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Paladin Heal IV: Grants a +4 bonus to Heal skill.
AP Cost: 4 Level: 12 Progression: 40 Requires: Paladin Heal III

[edit] Action Boost Enhancements

Boosts last 20 seconds and can be used 5 times per rest. They have a 30 second cooldown. (Shared by all action boosts.)

EnhIcon_ArmorClassBoost.png
Paladin Armor Class Boost I: Activate this ability to receive a +2 bonus to Armor Class.
AP Cost: 1 Level: 1 Progression: 0 No requirements
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Paladin Armor Class Boost II: Activate this ability to receive a +3 bonus to Armor Class.
AP Cost: 2 Level: 4 Progression: 10 Requires: Paladin Armor Class Boost I
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Paladin Armor Class Boost III: Activate this ability to receive a +4 bonus to Armor Class.
AP Cost: 3 Level: 7 Progression: 21 Requires: Paladin Armor Class Boost II
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Paladin Armor Class Boost IV: Activate this ability to receive a +5 bonus to Armor Class.
AP Cost: 4 Level: 10 Progression: 32 Requires: Paladin Armor Class Boost III
EnhIcon_AttackBoost.png
Paladin Attack Boost I: Activate this ability to receive a +2 bonus to attack.
AP Cost: 1 Level: 1 Progression: 0 No requirements
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Paladin Attack Boost II: Activate this ability to receive a +3 bonus to attack.
AP Cost: 2 Level: 4 Progression: 10 Requires: Paladin Attack Boost I
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Paladin Attack Boost III: Activate this ability to receive a +4 bonus to attack.
AP Cost: 3 Level: 7 Progression: 21 Requires: Paladin Attack Boost II
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Paladin Attack Boost IV: Activate this ability to receive a +5 bonus to attack.
AP Cost: 4 Level: 10 Progression: 32 Requires: Paladin Attack Boost III
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Paladin Extra Action Boost I: You can use each of your paladin action boosts an additional time between resting.
AP Cost: 2 Level: 11 Progression: 38 Requires: Any of Paladin Action Boost IV
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Paladin Extra Action Boost II: You can use each of your paladin action boosts an additional time between resting.
AP Cost: 4 Level: 14 Progression: 48 Requires: Paladin Extra Action Boost I
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Paladin Saves Boost I: Activate this ability to receive a +2 bonus to saves.
AP Cost: 1 Level: 1 Progression: 0 No requirements
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Paladin Saves Boost II: Activate this ability to receive a +3 bonus to saves.
AP Cost: 2 Level: 4 Progression: 10 Requires: Paladin Saves Boost I
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Paladin Saves Boost III: Activate this ability to receive a +4 bonus to saves.
AP Cost: 3 Level: 7 Progression: 21 Requires: Paladin Saves Boost II
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Paladin Saves Boost IV: Activate this ability to receive a +5 bonus to saves.
AP Cost: 4 Level: 10 Progression: 32 Requires: Paladin Saves Boost III

[edit] Combat Enhancements

EnhIcon_BulwarkOfGood.png
Paladin Bulwark of Good I: Your aura of good provides an additional +1 Armor Class bonus.
AP Cost: 1 Level: 3 Progression: 7 No requirements
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Paladin Bulwark of Good II: Your aura of good provides an additional +2 Armor Class bonus.
AP Cost: 2 Level: 7 Progression: 22 Requires: Paladin Bulwark of Good I
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Paladin Bulwark of Good III: Your aura of good provides an additional +3 Armor Class bonus.
AP Cost: 3 Level: 11 Progression: 37 Requires: Paladin Bulwark of Good II
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Paladin Bulwark of Good IV: Your aura of good provides an additional +4 Armor Class bonus.
AP Cost: 4 Level: 15 Progression: 52 Requires: Paladin Bulwark of Good III
EnhIcon_CourageOfGood.png
Paladin Courage of Good I: Your aura of courage provides an additional +2 bonus to saving throws against fear.
AP Cost: 1 Level: 3 Progression: 7 No requirements
EnhIcon_CourageOfGood.png
Paladin Courage of Good II: Your aura of courage provides an additional +4 bonus to saving throws against fear.
AP Cost: 2 Level: 7 Progression: 22 Requires: Paladin Courage of Good I
EnhIcon_CourageOfGood.png
Paladin Courage of Good III: Your aura of courage provides an additional +6 bonus to saving throws against fear.
AP Cost: 3 Level: 11 Progression: 37 Requires: Paladin Courage of Good II
Divine_Light.gif
Paladin Divine Light I: Activate this ability to deal 6d6 points of light damage to all nearby undead creatures instead of attempting to turn them. Consumes a use of turn undead. (A successful DC 10 + Paladin Level + Charisma Mod Will save reduces the damage by half.)
AP Cost: 1 Level: 6 Progression: 19 No requirements
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Paladin Divine Light II: Activate this ability to deal 12d6 points of light damage to all nearby undead creatures instead of attempting to turn them. Consumes a use of turn undead. (A successful DC 10 + Paladin Level + Charisma Mod Will save reduces the damage by half.)
AP Cost: 2 Level: 10 Progression: 34 Requires: Paladin Divine Light I
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Paladin Divine Light III: Activate this ability to deal 18d6 points of light damage to all nearby undead creatures instead of attempting to turn them. Consumes a use of turn undead. (A successful DC 10 + Paladin Level + Charisma Mod Will save reduces the damage by half.)
AP Cost: 3 Level: 14 Progression: 49 Requires: Paladin Divine Light II
EnhIcon_DivineMight.png
Paladin Divine Might I: Activate this ability to gain a +2 Sacred bonus to damage for one minute. Consumes a use of your turn undead ability.
AP Cost: 1 Level: 5 Progression: 15 Requires: 14 Base Charisma
EnhIcon_DivineMight.png
Paladin Divine Might II: Activate this ability to gain a +4 Sacred bonus to damage for one minute. Consumes a use of your turn undead ability.
AP Cost: 2 Level: 10 Progression: 34 Requires: 16 Base Charisma, Divine Might I
EnhIcon_DivineMight.png
Paladin Divine Might III: Activate this ability to gain a +6 Sacred bonus to damage for one minute. Consumes a use of your turn undead ability.
AP Cost: 3 Level: 15 Progression: 53 Requires: 18 Base Charisma, Divine Might II
EnhIcon_DivineMight.png
Paladin Divine Might IV: Activate this ability to gain a +8 Sacred bonus to damage for one minute. Consumes a use of your turn undead ability.
AP Cost: 4 Level: 20 Progression: 72 Requires: 20 Base Charisma, Divine Might III
EnhIcon_DivineRighteousness.png
Paladin Divine Righteousness I: Activate this ability to double the hate generated by your melee attacks and spells for 60 seconds, making monsters more likely to attack you. Consumes a use of turn undead.
AP Cost: 1 Level: 6 Progression: 19 No requirements
EnhIcon_DivineSacrifice.png
Paladin Divine Sacrifice I: Giving up some of your life force to win the battle, you empower your next blow against your foe. This attack deals an additional 5d6 Light damage and increases the critical multiplier of your weapon by 1 against evil opponents, but costs you 5 hp and 1 sp, whether or not the attack is successful.
AP Cost: 1 Level: 5 Progression: 15 Requires: Paladin Extra Smite Evil II
EnhIcon_DivineSacrifice.png
Paladin Divine Sacrifice II: Giving up some of your life force to win the battle, you empower your next blow against your foe. This attack deals an additional 7d6 Light damage and increases the critical multiplier of your weapon by 1 against evil opponents, but costs you 5 hp and 1 sp, whether or not the attack is successful.
AP Cost: 2 Level: 12 Progression: 42 Requires: Paladin Divine Sacrifice I, Paladin Extra Smite Evil III
EnhIcon_DivineSacrifice.png
Paladin Divine Sacrifice III: Giving up some of your life force to win the battle, you empower your next blow against your foe. This attack deals an additional 9d6 Light damage and increases the critical multiplier of your weapon by 1 against evil opponents, but costs you 5 hp and 1 sp, whether or not the attack is successful.
AP Cost: 3 Level: 19 Progression: 69 Requires: Paladin Divine Sacrifice II, Paladin Extra Smite Evil IV
EnhIcon_ExaltedSmite.png
Paladin Exalted Smite I: Using this attack, you call on the paladin's ability to strike down evil creatures, gaining twice your Charisma bonus to your attack roll, a damage bonus based on your paladin levelx3, and +1 to your weapon's critical damage multiplier. 6 second cool down, uses smites per day.
AP Cost: 1 Level: 6 Progression: 19 Requires: Paladin Extra Smite Evil II
EnhIcon_ExaltedSmite.png
Paladin Exalted Smite II: Using this attack, you call on the paladin's ability to strike down evil creatures, gaining twice your Charisma bonus to your attack roll, a damage bonus based on your paladin levelx3, and +1 to your weapon's critical threat range and damage multiplier. Uses smites per day.
AP Cost: 2 Level: 10 Progression: 34 Requires: Paladin Extra Smite Evil III, Paladin Exalted Smite I
EnhIcon_ExaltedSmite.png
Paladin Exalted Smite III: Using this attack, you call on the paladin's ability to strike down evil creatures, gaining twice your Charisma bonus to your attack roll, a damage bonus based on your paladin levelx3, and +1 to your weapon's critical threat range and +2 to your weapon's critical damage multiplier. Uses smites per day.
AP Cost: 3 Level: 14 Progression: 49 Requires: Paladin Extra Smite Evil IV, Paladin Exalted Smite II
EnhIcon_ExaltedSmite.png
Paladin Exalted Smite IV: Using this attack, you call on the paladin's ability to strike down evil creatures, gaining twice your Charisma bonus to your attack roll, a damage bonus based on your paladin levelx3, and +2 to your weapon's critical threat range and damage multiplier. Uses smites per day.
AP Cost: 4 Level: 18 Progression: 64 Requires: Paladin Exalted Smite III
EnhIcon_ExtraSmiteEvil.png
Paladin Extra Smite Evil I: You gain the ability to Smite Evil one additional time between each rest.
AP Cost: 1 Level: 1 Progression: 0 No requirements
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Paladin Extra Smite Evil II: You gain the ability to Smite Evil two additional times between each rest.
AP Cost: 2 Level: 4 Progression: 10 Requires: Paladin Extra Smite Evil I
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Paladin Extra Smite Evil III: You gain the ability to Smite Evil three additional times between each rest.
AP Cost: 3 Level: 7 Progression: 21 Requires: Paladin Extra Smite Evil II
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Paladin Extra Smite Evil IV: You gain the ability to Smite Evil four additional times between each rest.
AP Cost: 4 Level: 10 Progression: 32 Requires: Paladin Extra Smite Evil III
EnhIcon_FocusOfGood.png
Paladin Focus of Good I: Your aura of good provides a +3 bonus to Concentration skill checks, allowing spellcasters to continue their magic when damaged in combat.
AP Cost: 1 Level: 1 Progression: 0 No requirements
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Paladin Focus of Good II: Your aura of good provides a +6 bonus to Concentration skill checks, allowing spellcasters to continue their magic when damaged in combat.
AP Cost: 2 Level: 5 Progression: 14 Requires: Paladin Focus of Good I
EnhIcon_FocusOfGood.png
Paladin Focus of Good III: Your aura of good provides a +9 bonus to Concentration skill checks, allowing spellcasters to continue their magic when damaged in combat.
AP Cost: 3 Level: 9 Progression: 29 Requires: Paladin Focus of Good II

[edit] Spell Enhancements

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Paladin Energy of the Templar I: Grants a 20 points increase to spell points.
AP Cost: 1 Level: 4 Progression: 11 No requirements
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Paladin Energy of the Templar II: Grants an additional 20 spell points, bringing the total increase to 40 points.
AP Cost: 2 Level: 8 Progression: 26 Requires: Paladin Energy of the Templar I
Energy_of_the_Zealot.jpg
Paladin Energy of the Templar III: Grants an additional 20 spell points, bringing the total increase to 60 points.
AP Cost: 3 Level: 12 Progression: 41 Requires: Paladin Energy of the Templar II

[edit] Healing Enhancements

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Paladin Devotion I: Grants a 10% increase to the effectiveness of your healing spells.
AP Cost: 1 Level: 1 Progression: 0 No requirements
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Paladin Devotion II: Grants a 10% increase to the effectiveness of your healing spells, bringing the total to 20%.
AP Cost: 2 Level: 4 Progression: 10 Requires: Paladin Devotion I
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Paladin Devotion III: Grants a 10% increase to the effectiveness of your healing spells, bringing the total to 30%.
AP Cost: 3 Level: 7 Progression: 21 Requires: Paladin Devotion II
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Paladin Devotion IV: Grants a 10% increase to the effectiveness of your healing spells, bringing the total to 40%.
AP Cost: 4 Level: 10 Progression: 32 Requires: Paladin Devotion III
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Paladin Extra Lay on Hands I: You can use your lay on hands 1 additional time per rest.
AP Cost: 1 Level: 3 Progression: 7 No requirements
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Paladin Extra Lay on Hands II: You can use your lay on hands 1 additional time per rest, bringing your total increase to 2.
AP Cost: 2 Level: 8 Progression: 26 Requires: Paladin Extra Lay on Hands I
Icon_benefit_extra_lay.gif
Paladin Extra Lay on Hands III: You can use your lay on hands 1 additional time per rest, bringing your total increase to 3.
AP Cost: 3 Level: 13 Progression: 45 Requires: Paladin Extra Lay on Hands II

[edit] Resist Enhancements

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Paladin Extra Remove Disease I: You can use your remove disease ability 2 additonal times per rest.
AP Cost: 1 Level: 6 Progression: 19 No requirements
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Paladin Extra Remove Disease II: You can use your remove disease ability 2 additonal times per rest, bringing the total increase to 4.
AP Cost: 2 Level: 10 Progression: 34 Requires: Paladin Extra Remove Disease I
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Paladin Extra Remove Disease III: You can use your remove disease ability 2 additonal times per rest, bringing the total increase to 6.
AP Cost: 3 Level: 14 Progression: 49 Requires: Paladin Extra Remove Disease II

[edit] Prestige Enhancements

A character can train only in one Paladin Prestige path at a time. Each has both passive benefits and active benefits. All requirements must be taken from Paladin class enhancements.

PaladinDefenderOfSiberys.png
Paladin Defender of Siberys I: Passive Benefit: this prestige enhancement grants you 2 additional Turn attempts, additional armor class when blocking with a shield, increases the maximum dexterity bonus allowed by tower shields by 1. Active Benefit: you also can enter a defensive stance, by expending 1 Paladin Armor Class boost or create a Magic Circle Against Evil effect, by expending 1 turn undead.
AP Cost: 4 Level: 6 Progression: 16 Requires: Paladin Armor Class Boost I, Paladin Bulwark of Good I, Paladin Courage of Good I, Paladin Focus of Good I, Paladin Resistance of Good I, and one of Combat Expertise,Diehard, Shield Mastery, Tower Shield Proficiency
PaladinDefenderOfSiberys.png
Paladin Defender of Siberys II: Passive Benefit: this prestige enhancement grants you an additional Lay on Hands use per rest, 25% increased hate generation, and further increases the maximum dexterity bonus allowed by tower shields and heavy armor by 1. Active Benefit: you also can enter an improved defensive stance, by expending 1 Paladin Armor Class boost or produce a Mass Shield of Faith effect, by expending 1 turn undead.
AP Cost: 2 Level: 12 Progression: 42 Requires: Paladin Bulwark of Good II, Paladin Resistance of Good II, Paladin Defender of Siberys I, and one of Paladin Divine Righteousness I, Paladin Rally, Paladin Toughness II
PaladinDefenderOfSiberys.png
Paladin Defender of Siberys III: Passive Benefit: this prestige enhancement increases the strength of all of your defensive auras, and further increases the maximum dexterity bonus allowed by tower shields and medium or heavy armor by an additional 1. Active Benefit: you also can enter a superior defensive stance, by expending 1 Paladin Armor Class boost or defy your enemies in a glorious stand against evil, by expending 1 turn undead.
AP Cost: 2 Level: 18 Progression: 66 Requires: Paladin Bulwark of Good III, Paladin Resistance of Good III, Paladin Defender of Siberys II, and one of Bladesworn Transformation, Silver Flame Exorcism, Undying Call, Unyielding Sovereignty, Vulkoor's Avatar
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Paladin Hunter of the Dead I: Passive Benefit: you gain 2 additional turning and remove disease attempts per rest, +1 to your level when turning, a +2 bonus on saving throws against spells and effects produced by undead, and all of your attacks are considered Ghost Touch, ignoring the chance to miss incorporeal creatures. Positive energy effects heal you for more and you take less damage from negative energy effects. Active Benefit: you also can produce a Lesser Restoration effect, by expending 1 use of your Paladin Remove Disease ability.
AP Cost: 4 Level: 6 Progression: 16 Requires: Paladin Extra Turning I, Paladin Improved Turning I, and one of Paladin Divine Light I, Paladin Extra Lay on Hands I
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Paladin Hunter of the Dead II: Passive Benefit: you gain 2 additional turning and remove disease attempts per rest, +1 to your level when turning, a +2 bonus on saving throws against spells and effects produced by undead, and your spirit is sealed - you are now immune to energy drain from any source. Positive energy effects heal you for more and you take less damage from negative energy effects. Active Benefit: you also can produce a Restoration effect, by expending 1 use of your Paladin Remove Disease ability.
AP Cost: 2 Level: 12 Progression: 42 Requires: Paladin Extra Turning II, Paladin Improved Turning II, Paladin Hunter of the Dead I, and one of Paladin Divine Light II, Paladin Extra Lay on Hands II
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Paladin Hunter of the Dead III: Passive Benefit: you gain 2 additional turning and remove disease attempts per rest, +1 to your level when turning, a +2 bonus on saving throws against spells and effects produced by undead, and all attacks you make (melee, ranged, or unarmed) have a chance of destroying undead instantly on a natural 20 followed by a critical hit confirmation, Will DC: 30 partial, deals Light damage to targets immune to instant destruction effects or save. Positive energy effects heal you for more and you take less damage from negative energy effects. Active Benefit: you also can produce a Greater Restoration effect, by expending 1 use of your Paladin Remove Disease ability.
AP Cost: 2 Level: 18 Progression: 66 Requires: Paladin Extra Turning III, Paladin Improved Turning III, Paladin Hunter of the Dead II, and one of Bladesworn Transformation, Silver Flame Exorcism, Undying Call, Unyielding Sovereignty, Vulkoor's Avatar
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Paladin Knight Of The Chalice I: Passive Benefit: your maximum number of Smites is increased by one, your anti-fear aura is improved, and you have +1 to attack Evil Outsiders and deal 1d6 additional damage with melee and unarmed attacks against them. You resist evil influences particularly well, gaining a +2 bonus to saves against spells and effects produced by Evil Outsiders.
AP Cost: 4 Level: 6 Progression: 16 Requires: Paladin Courage of Good I, Paladin Energy of the Templar I, Paladin Extra Smite Evil II, and one of Paladin Divine Might I, Paladin Divine Sacrifice I, Paladin Exalted Smite I
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Paladin Knight Of The Chalice II: Passive Benefit: you are devoted to fighting demons and other evil outsiders, driving them from Eberron forever. Your maximum number of Smites is increased by one, your anti-fear aura is improved, and you have +2 to attack Evil Outsiders and deal 2d6 additional damage with melee and unarmed attacks against them. You resist evil influences particularly well, gaining a +3 bonus to saves against spells and effects produced by Evil Outsiders. Active Benefit: you also can try to stun a targeted demon or other Chaotic Evil outsider, by expending 1 turn undead.
AP Cost: 2 Level: 12 Progression: 42 Requires: Paladin Courage of Good II, Paladin Energy of the Templar II, Paladin Knight of the Chalice I
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Paladin Knight Of The Chalice III: Passive Benefit: your maximum number of Smites is increased by one, your anti-fear aura is improved, and you have +4 to attack Evil Outsiders and deal 4d6 additional damage with melee and unarmed attacks against them. You resist evil influences particularly well, gaining a +4 bonus to saves against spells and effects produced by Evil Outsiders.
AP Cost: 2 Level: 18 Progression: 66 Requires: Paladin Knight of the Chalice II, and one of Bladesworn Transformation, Silver Flame Exorcism, Undying Call, Unyielding Sovereignty, Vulkoor's Avatar

[edit] Capstone

A character can train only in one Paladin Capstone at a time.

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Paladin Weapons of Good: Any weapon you wield is considered Good aligned for purposes of bypassing damage reduction, deal 1d6 additional holy damage against all evil opponents and an additional 2d6 light damage against evil undead or evil outsiders.
AP Cost: 2 Level: 20 Progression: 74 No requirements