Paladin of Light



Paladins are the embodiments of goodness. They help the innocent and punish the wicked. As such,all paladins must be of good alignment.


Charisma is the most important ability for the paladin because many of her special abilities are based on Charisma. Strength is important because the paladin tends to be a frontline fighter, and Constitution helps keep her alive.

Level BAB Fort Ref Will Special
1st +1 +2 +0 +0 Aura of good, detect undead, holy strike 2/day
2nd +2 +3 +0 +0 Divine grace
3rd +3 +3 +1 +1 Activate aura 1/day, aura of might, divine health
4th +4 +4 +1 +1 Lay on hands, turn undead
5th +5 +4 +1 +1 Crusader strike, holy strike 4/day
6th +6 +5 +2 +2 Activate aura 2/day, devotion aura
7th +7 +5 +2 +2 Fist of Justice
8th +8 +6 +2 +2 -
9th +9 +6 +3 +3 Activate aura 3/day, healing aura
10th +10 +7 +3 +3 Holy strike 6/day
11th +11 +7 +3 +3 -
12th +12 +8 +4 +4 Activate aura 4/day, retribution aura
13th +13 +8 +4 +4 -
14th +14 +9 +4 +4 -
15th +15 +9 +5 +5 Activate aura 5/day, holy strike 8/day, resistance aura
16th +16 +10 +5 +5 -
17th +17 +10 +5 +5 -
18th +18 +11 +6 +6 Activate aura 6/day, spirit aura
19th +19 +11 +6 +6 -
20th +20 +12 +6 +6 Holy strike 10/day

Hit Die: d10

Class Skills (2 + Int modifier per level): are Concentration (Con), Craft (Int), Diplomacy (Cha), Handle Animal (Cha), Heal (Wis), Knowledge (nobility and royalty) (Int), Knowledge (religion) (Int), Profession (Wis), Ride (Dex) and Sense Motive (Wis).

All of the following are Class Features of the paladin of light class.

Weapon and Armor Proficiency: Paladins are proficient with all simple and martial weapons, with all types of armor (heavy, medium and light), and with shields (except tower shields).

Aura of Good (Ex): The power of a paladin’s aura of good (see the detect good spell) is equal to her paladin level.

Detect Undead (Sp): A paladin can use detect undead, as the spell, at will.

Holy Strike (Su): Twice per day, a paladin may attempt a holy strike with a normal melee attack. She must declare her intent to use holy strike before she makes her attack roll. If she hits, she deals 1d6 extra points of holy damage, +1 additional point of holy damage per paladin level. Her weapon is considered good-aligned for the purposes of overcoming damage reduction. If the paladin misses with her holy strike, the strike has no effect but is still used up for that day.

At 5th level, and at every 5 levels thereafter, the paladin may use holy strike two additional times per day to a maximum of ten times per day at 20th level.

Holy Strike counts as Smite Evil for the purpose of feats, abilities, items, and qualifying for prestige classes. However, Extra Smiting gives 4 extra uses of holy strike instead of 2.

Divine Grace (Ex): At 2nd level, a paladin gains a bonus equal to her Charisma modifier on all saving throws.

Auras (Su): Beginning at 3rd level, a paladin gains an aura. The Holy Light manifests around her in a tangible field and provides benefi ts to her and her allies. The aura extends from the paladin in a radius equal to 5 feet per point of Charisma modifier (minimum 5 feet) and affects the paladin and all allies within this area. Activating an aura is a free action, and the paladin can have only one aura active at a time. The aura lasts for one round per paladin level.

At 3rd level, the paladin gains aura of might and can activate an aura once per day; she gains more auras and can activate them more often as she gains levels. (The paladin’s aura of good is persistent and does not count against her use of auras per day.)

When the paladin activates an aura, she can activate any aura she knows. For instance, a 6th-level paladin can activate an aura twice per day. In one day, she can activate a devotion aura twice, or an aura of might twice, or a devotion aura once and an aura of might once.

When an aura is active, a colored glow wreathes the paladin and a circle of energy pulses at her feet. (The color depends on the aura.) Light of the same color dimly illuminates each affected ally. The aura provides shadowy illumination within its area.

Some auras mimic spells of the same name; these auras’ effects do not stack with the spells’.

Aura of Might: The paladin and her allies receive a +1 sacred bonus on damage rolls for every three paladin levels, to a maximum of +5 at 15th level. All attacks made by the paladin and her allies while under this effect are counted as good for overcoming damage reduction.

Devotion Aura: The paladin and her allies receive DR 1/- which increases by 1 for every three paladin levels, to a maximum of 5 at 15th level.

Healing Aura: The paladin and her allies gain fast healing 1 which increases by 1 for every four paladin levels, to a maximum of 5 at 20th level.

Retribution Aura: Any creature that deals damage with a melee attack to the paladin or one of her allies takes 2d4 points of holy damage, +1 point per the paladin’s Charisma bonus (if any). The base damage increases to 3d4 at 15th level and 4d4 at 20th level.

Resistance Aura: The paladin and her allies gain spell resistance equal to 5 + the paladin’s level.

Spirit Aura: Whenever one of the paladin’s allies casts a spell while within the aura, the paladin makes a Charisma check (DC 10+twice the spell’s level). If successful, the ally casts the spell but the spell slot is not expended. A natural roll of 5 or less on this check always fails. The paladin can only cause allies to retain a total of 3+Charisma modifier spell levels per round.

Divine Health (Ex): At 3rd level, a paladin gains immunity to all diseases, including supernatural and magical diseases.

Turn Undead (Su): When a paladin reaches 4th level, she gains the supernatural ability to turn undead. She may use this ability a number of times per day equal to 3 + her Charisma modifier. She turns undead as a priest of 3 levels lower would.

Lay on Hands (Su): Beginning at 4th level, a paladin with a Charisma score of 12 or higher can heal wounds (her own or those of others) by touch. Each day she can heal a total number of hit points of damage equal to her paladin level × her Charisma bonus. A paladin may choose to divide her healing among multiple recipients, and she doesn’t have to use it all at once. Using lay on hands is a standard action.

Alternatively, a paladin can use any or all of this healing power to deal damage to undead creatures. Using lay on hands in this way requires a successful melee touch attack and doesn’t provoke an attack of opportunity. The paladin decides how many of her daily allotment of points to use as damage after successfully touching an undead creature.

Crusader Strike (Ex): At 5th level, a paladin can string together multiple holy strikes in a shining display of holy fervor. If she hits a creature with more than one holy strike, each holy strike beyond the first deals additional damage equal to her Charisma bonus (if any) times the number of successful holy strikes against that creature. For example, Valdania is a 10th-level paladin with a Charisma of 17. If she hits a creature with two holy strikes, the second strike deals +3 extra damage. If she hits the same creature with a third holy strike, that strike deals +6 extra damage.

Fist of Justice (Ex): At 7th level, a paladin can infuse his weapon with holy power and attempt to momentarily bash the senses from a foe. As a full-round action the paladin makes a single attack against a foe. If the attack hits, roll damage normally; the foe struck by your attack must then attempt a Fortitude save (DC 10 + the damage rolled). The foe takes no damage from the blow, but if he fails the save, he is stunned for 1 round. Creatures immune to critical hits are immune to this ability. You can use this ability only once per round and no more than once per Paladin level per day.

Code of Conduct: A paladin must be of good alignment and loses all class abilities if she ever willingly commits an evil act. Additionally, a paladin’s code requires that she respect legitimate authority, act with honor (not lying, not cheating, not using poison and so forth), help those in need (provided they do not use her help for evil ends), and punish those who harm or threaten innocents.

Associates: While she may adventure with characters of any good or neutral alignment, a paladin will never knowingly associate with evil characters, nor will she continue an association with someone who consistently offends her moral code. A paladin may accept only henchmen, followers or cohorts who are of good alignment.

Paladin of Light

Gamers' House Planeswalker Planeswalker