Paladin

Skills
Skill Points at 1st Level: (2 + Intelligence modifier) x4.

Skill Points at Each Additional Level: 2 + Intelligence modifier.

Advancement table
Note that in order to be able to cast spells at 4th level, you need bonus spell points gained from a Wisdom at least 12.

 

Starting Proficiencies

 * Simple Weapons
 * Martial Weapons
 * Light Armor
 * Medium Armor
 * Heavy Armor
 * Shields (Except tower shields)

Level 1

 * Aura of Good (passive): Grants +2 bonus to AC and +2 bonus to saving throws to all characters within range.
 * Smite Evil (active): This feat allows the paladin to add his charisma modifier to his to-hit and damage rolls against one evil target.

Level 2

 * Divine Grace (passive): Allows the paladin to add its charisma modifier to all saving throws.
 * Lay on Hands (active): This feat heals a number of hit points equal to 20 + 2( Paladin’s level x the Paladin’s charisma modifier ), or deals that much damage to an undead target. Warforged characters receive 100% of the amount healed by this ability.

Level 3

 * Aura of Courage (passive): Beginning at 3rd level, a paladin is immune to fear (magical or otherwise). Each ally within 10 feet of the paladin gains a +4 morale bonus on saving throws against fear effects. This ability functions while the paladin is conscious, but not if she is unconscious or dead.
 * Divine Health (passive): Makes the paladin immune to all diseases.

Level 4

 * If you have a Wisdom of at least 12, you can start using spells at this level.
 * Turn Undead (active and passive): This feat allows the character to turn or at higher levels destroy undead creatures. The character can do this (3 + their charisma modifier) times per day. While turning undead is an active skill, this feat is passive as it adds to the total amount of turns per day.
 * Paladins with a high enough Wisdom will receive spells at this level. The spells that become available are: Cure Light Wounds, Bless, Divine Favor, Lesser Restoration, Resistance, Protection From Evil, and Virtue.

Level 6

 * A paladin begins to receive spell points at this level, and may begin to cast spells (if they did not at level 4)
 * Remove Disease (active): At 6th level, a paladin can produce a remove disease effect, as the spell, once per rest period. It can use this ability one additional time per rest period for every three levels after 6th (twice per rest at 9th level).

Additional Information

 * Paladin enhancements
 * Guide on Starting a Paladin