![]() ![]() This ability functions only while the paladin is conscious, not if she is unconscious or dead.ĭivine Health (Ex): At 3rd level, a paladin is immune to all diseases, including supernatural and magical diseases, including mummy rot. Each ally within 10 feet of her gains a +4 morale bonus on saving throws against fear effects. ![]() Undead do not receive a saving throw against this damage.Īura of Courage (Su): At 3rd level, a paladin is immune to fear (magical or otherwise). Using lay on hands in this way requires a successful melee touch attack and doesn't provoke an attack of opportunity. Despite the name of this ability, a paladin only needs one free hand to use this ability.Īlternatively, a paladin can use this healing power to deal damage to undead creatures, dealing 1d6 points of damage for every two levels the paladin possesses. Using this ability is a standard action, unless the paladin targets herself, in which case it is a swift action. With one use of this ability, a paladin can heal 1d6 hit points of damage for every two paladin levels she possesses. Each day she can use this ability a number of times equal to 1/2 her paladin level plus her Charisma modifier. Lay On Hands (Su): Beginning at 2nd level, a paladin can heal wounds (her own or those of others) by touch. At 4th level, and at every three levels thereafter, the paladin may smite evil one additional time per day, as indicated on Table: Paladin, to a maximum of seven times per day at 19th level.ĭivine Grace (Su): At 2nd level, a paladin gains a bonus equal to her Charisma bonus (if any) on all saving throws. The smite evil effect remains until the target of the smite is dead or the next time the paladin rests and regains her uses of this ability. If the paladin targets a creature that is not evil, the smite is wasted with no effect. In addition, while smite evil is in effect, the paladin gains a deflection bonus equal to her Charisma modifier (if any) to her AC against attacks made by the target of the smite. Regardless of the target, smite evil attacks automatically bypass any DR the creature might possess. If the target of smite evil is an outsider with the evil subtype, an evil-aligned dragon, or an undead creature, the bonus to damage on the first successful attack increases to 2 points of damage per level the paladin possesses. If this target is evil, the paladin adds her Charisma bonus (if any) to her attack rolls and adds her paladin level to all damage rolls made against the target of her smite. As a swift action, the paladin chooses one target within sight to smite. ![]() Smite Evil (Su): Once per day, a paladin can call out to the powers of good to aid her in her struggle against evil. While focusing on one individual or object, the paladin does not detect evil in any other object or individual within range. A paladin can, as a move action, concentrate on a single item or individual within 60 feet and determine if it is evil, learning the strength of its aura as if having studied it for 3 rounds. 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).Īura of Good (Ex): The power of a paladin's aura of good (see the detect good spell) is equal to her paladin level.ĭetect Evil (Sp): At will, a paladin can use detect evil, as the spell. The paladin's class skills are Craft ( Int), Diplomacy ( Cha), Handle Animal ( Cha), Heal ( Wis), Knowledge (nobility) ( Int), Knowledge (religion) ( Int), Profession ( Wis), Ride ( Dex), Sense Motive ( Wis), and Spellcraft ( Int).Īura of good, detect evil, smite evil 1/dayĬhannel positive energy, smite evil 2/dayĪll of the following are class features of the paladin. Their magic and martial skills also make them well suited to defending others and blessing the fallen with the strength to continue fighting. While deadly opponents of evil, they can also empower goodly souls to aid in their crusades. Role: Paladins serve as beacons for their allies within the chaos of battle. Although their convictions might lead them into conflict with the very souls they would save, paladins weather endless challenges of faith and dark temptations, risking their lives to do right and fighting to bring about a brighter future. As reward for their righteousness, these holy champions are blessed with boons to aid them in their quests: powers to banish evil, heal the innocent, and inspire the faithful. In pursuit of their lofty goals, they adhere to ironclad laws of morality and discipline. Knights, crusaders, and law-bringers, paladins seek not just to spread divine justice but to embody the teachings of the virtuous deities they serve. Called paladins, these noble souls dedicate their swords and lives to the battle against evil. Through a select, worthy few shines the power of the divine. ![]()
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