Paladin

Class Summary
Alignment: Lawful Good

Hit die: d10

Class Skills

 * Skill points at 1st level: (2 + Intelligence modifier) x4


 * Skill points at each additional level: 2 + Intelligence modifier




 * [[Image:Skill_concentration.png‎|25px]]
 * Concentration (Con)
 * [[Image:Skill_diplomacy.png‎|25px]]
 * Diplomacy (Cha)
 * [[Image:Skill_heal.png‎|25px]]
 * Heal (Wis)
 * [[Image:Skill_intimidate.png|25px]]
 * Intimidate (Cha)
 * }
 * [[Image:Skill_intimidate.png|25px]]
 * Intimidate (Cha)
 * }
 * }

Weapon and Armor Proficiencies:



 * [[Image:Feat_simpleweaponproficiency.png‎|25px]]
 * Simple weapons
 * [[Image:Feat_martialweaponproficiency.png‎|25px]]
 * Martial weapons
 * [[Image:Feat_armorproficiency_light.png‎|25px]]
 * Light armor
 * [[Image:Feat_armorproficiency_medium.png‎|25px]]
 * Medium armor
 * [[Image:Feat_armorproficiency_heavy.png‎|25px]]
 * Heavy armor
 * [[Image:Feat_shieldproficiency_general.png‎|25px]]
 * Shields (except tower shields).
 * }
 * Heavy armor
 * [[Image:Feat_shieldproficiency_general.png‎|25px]]
 * Shields (except tower shields).
 * }
 * }

Paths

 * The Mighty Protector
 * The Flame of Justice
 * The Truthbringer

Prestige Enhancements

 * Defender of Siberys
 * Hunter of the Dead
 * Knight of the Chalice

Advancement table
Note that in order to be able to cast spells at 4th level, you will need bonus spell points gained from Wisdom of at least 12 (or an item giving additional spell points).


 * Paladins and Rangers are supposed to receive 5 SP at level 4. However, due to an unfixed bug, they are receiving only 2 SP at that level. To be as accurate as possible to game data, the SP on this table has been updated with the lower/bugged number. When it is fixed in-game, it will be corrected here, too.
 * Note that as of Update 9, it is supposed to be 20 SPs at L4 (and an extra 15 SPs at L5). These tables should thus be updated once someone can verify these numbers in-game.

Level 1

 * Aura of Good (passive): Grants +1 bonus to AC and +1 bonus to saving throws to all characters within range.
 * Smite Evil (active): When activated, this feat triggers a special melee attack against Evil creatures. The Paladin adds his/her Charisma modifier x 2 (if any) to his/her attack roll and deals extra damage based on his/her paladin level. The extra damage done is 7+3*level. For instance, a 6th level paladin does 7+(3*6) (or 25) extra damage on a successful smite.  If the paladin accidentally smites a creature that is not evil, or is not in range, the smite has no effect, but the ability is still used up. Can be used once per rest period. Paladins can use this ability one additional time per rest period at level five and for every five levels after 5th (10th, 15th, 20th). Smite evil also recharges at a rate of 1 every 90 seconds.

Level 2

 * Divine Grace (passive): Allows the paladin to add its charisma modifier to all saving throws.
 * Lay on hands (active): ✅

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.
 * Fear Immunity (passive): A paladin is immune to fear effects.

Level 4

 * Gain the ability to cast Paladin spells. Your effective caster level is equal to your Paladin level, contrary to PnP (thus, the starting duration for a Bless spell is 4 minutes).  Note that since spellpoints are minimal until level 6, a level 4 Paladin cannot actually cast a spell without getting spellpoints from elsewhere, such as Wisdom bonus points, or a magic item of Wizardry or Power.
 * 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.

Level 5

 * Smite evil (active): Paladins can use this ability one additional time per rest period. You can now Smite evil 2 times per rest. Smite evil also recharges at a rate of 1 every 90 seconds.

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).

Level 9

 * Remove Disease (active): Paladins can use this ability one additional time per rest period. You can now Remove Disease 2 times per rest.

Level 10

 * Smite evil (active): Paladins can use this ability one additional time per rest period. You can now Smite evil 3 times per rest. Smite evil also recharges at a rate of 1 every 90 seconds.

Level 12

 * Remove Disease (active): Paladins can use this ability one additional time per rest period. You can now Remove Disease 3 times per rest.

Level 15

 * Remove Disease (active): Paladins can use this ability one additional time per rest period. You can now Remove Disease 4 times per rest.
 * Smite evil (active): Paladins can use this ability one additional time per rest period. You can now Smite evil 4 times per rest. Smite evil also recharges at a rate of 1 every 90 seconds.

Level 18

 * Remove Disease (active): Paladins can use this ability one additional time per rest period. You can now Remove Disease 5 times per rest.

Level 20

 * Smite evil (active): Paladins can use this ability one additional time per rest period. You can now Smite evil 5 times per rest. Smite evil also recharges at a rate of 1 every 90 seconds.

Spells
A Paladin casts spells from the Paladin spell list.