Paladin

Class summary

 * Alignment: Lawful Good only
 * Hit die: d10


 * Skill points: (2 + Intelligence modifier) x4 at creation, then 2 + Intelligence modifier at each additional Paladin level


 * Class skills:
 * Concentration (Con)
 * Diplomacy (Cha)
 * Heal (Wis)


 * Starting Proficiencies:
 * Simple weapons
 * Martial weapons
 * Light armor
 * Medium armor
 * Heavy armor
 * Shields (except tower shields)

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

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): 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   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.

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.

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 not gained 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 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).

Spells
A Paladin casts spells from the Paladin spell list.