Thinking of playing a Paladin? Here is an excellent article regarding the pros and cons of playing a Paladin: Paladins with Class By Skip Williams.
Here is the information for playing an iconic Paladin character. Start with my post on Iconic Characters, then add this specific information.
Hit Die: d10
Class Skills: Ride, Heal
Class Knowledge: Nobility and royalty
Deity: Heironeous (recommended)
Alignment: must be Lawful Good
Code of Conduct: A paladin 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 the help for evil or chaotic ends), and punish those who harm or threaten innocents.
Associates: A paladin will never knowingly associate with evil characters, nor will he continue an association with someone who consistently offends his moral code.
[Paladins “detect evil” becomes “detect unholy”. (Refer to Turn Unholy ) This means that they can detect un-dead, demons, and devils. Some Paladins may be able to detect other kinds of creatures as well if they are defined in their faith’s holy scriptures as unholy. This means that a Paladin can not detect someone who has an evil alignment, evil thoughts, of is simply an all-around evil dude unless he is defined as unholy to his faith in his faith’s holy writings.]
Special abilities:
The following are the special abilities available to Paladins. The abilities are listed under the level that they are acquired. Where an ability is described as (ref PHB), you should refer to that ability’s description in the players handbook.
1st Level |
Toughness: You gain +3 hit points. |
Aura: same as for a Cleric |
Detect Unholy: Can use detect unholy, as the spell, once per day. |
Smite Unholy: Can attempt to smite unholy with one normal melee attack, once per day. Add your Charisma bonus (if any) to your attack roll and deal 1 extra point of damage per paladin level. |
2nd Level |
Divine Grace: Bonus equal to your Charisma bonus (if any) on all saving throws. |
Lay on Hands: Can heal wounds, or deal damage to unholy, by touch. (ref. PHB) |
3rd Level |
Weapon Specialization: You gain a +2 bonus on all damage rolls you make using the selected weapon. |
Aura of Courage: Immune to fear (magical or otherwise). Each ally within 10 feet of you gains a +4 morale bonus on saving throws against fear effects. |
Divine Health : You gain immunity to all diseases, including supernatural and magical diseases (such as mummy rot and lycanthropy). |
4th Level |
Ability Score Adjustment: Add 1 to any ability score. |
Turn Unholy: Can turn unholy. You may use this ability a number of times per day equal to 3 + your Charisma modifier. You turn unholy as a cleric of three levels lower would. |
Spells: You can cast spells. You cast spells on the Paladin spell list. Refer to the cleric for information on preparing and casting spells. You cast spells as a cleric, but you don’t get domain spells and you don’t get to lose a prepared spell to spontaneously cast a cure spell in its place. Your caster level is one-half of your paladin level. |
5th Level |
Smite Unholy 2: Like smite unholy above, but now you can do it 2 times per day. |
Special Mount: You gain the service of an unusually intelligent, strong, and loyal steed to serve you in your crusade against the unholy. This mount is usually a heavy warhorse. (ref. PHB) |
6th Level |
Negotiator: You get a +2 bonus on all Diplomacy checks and Sense Motive checks. |
Remove Disease: Can produce a remove disease effect, as the spell, once per week. |
7th Level |
No special abilities added at this level. |
8th Level |
Ability Score Adjustment: Add 1 to any ability score. |
9th Level |
Magical Aptitude: You get a +2 bonus on all Spellcraft checks and Use Magic Device checks. |
Remove Disease 2: Like remove disease above, but now you can do it 2 times per week. |
10th Level |
Smite Unholy 3: Like smite unholy above, but now you can do it 3 times per day. |
11th Level |
No special abilities added at this level. |
12th Level |
Ability Score Adjustment: Add 1 to any ability score. |
Leadership: Having this ability enables the character to attract loyal companions and devoted followers, subordinates who assist him. See the table in the PHB for what sort of cohort and how many followers the character can recruit. |
Remove Disease 3: Like remove disease above, but now you can do it 3 times per week. |
13th Level |
No special abilities added at this level. |
14th Level |
No special abilities added at this level. |
15th Level |
Greater Weapon Focus: You gain an additional +1 bonus on all attack rolls you make using the selected weapon. |
Smite Unholy 4: Like smite unholy above, but now you can do it 4 times per day. |
Remove Disease 4: Like remove disease above, but now you can do it 4 times per week. |
16th Level |
Ability Score Adjustment: Add 1 to any ability score. |
17th Level |
No special abilities added at this level. |
18th Level |
Greater Weapon Specialization: You gain an additional +2 bonus on all damage rolls you make using the selected weapon. |
Remove Disease 5: Like remove disease above, but now you can do it 5 times per week. |
19th Level |
No special abilities added at this level. |
20th Level |
Ability Score Adjustment: Add 1 to any ability score. |
Smite Unholy 5: Like smite unholy above, but now you can do it 5 times per day. |
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