Paladin

Overview
Prime Attribute: Charisma
In the constant battle between good and evil, a select few, through their selfless devotion, courage, nobility of spirit and unyielding faith, rise to the forefront of the struggle. These holy warriors strike terror in the hearts of evil creatures, and inspire others to greater good. The paladin’s consistency and strength knows only the limits of their deity and code.
The paladin is a holy warrior chosen for adherence and absolute devotion to a deity or similar holy cause. Some are trained in all the arts of combat, serving in the vanguard of many wars and movements. Their belief in the tenets of their deity gives them strength and divine powers beyond those of other warriors. A paladin’s code requires them to respect legitimate authority, act with honor, help those in need and punish those that harm or threaten innocents. They can serve priests, temples, religious houses or other religious authorities, but obey only one calling.
The paladins serve their code alone. They are defined by their actions, and their actions are dictated by their code. These holy warriors are driven by virtue, courage, nobility and the quest to combat evil in all forms. They ride for no master but their deity or cause. The greater good guides their actions, and victory is its own honor. Paladins fight on lonely battlefields and protect the weak. These warriors fight and die for the greater good; often unsung, alone and beyond the reach of succor.
Though paladins are often maligned for their zealous actions, or feared for their powers, all hold them in high regard, for they wage an unflagging war against evil. A paladin’s power flows from strength of will and the ability to project divine power against the enemy.
Their purpose, if misunderstood by many, is quite clear to them, and always guides their actions. They are servants of the law, and are bound to their code forever. They serve the greater good and always place it above all else.
Every deity or pantheon has a moral code that dictates what is acceptable on the battlefield. A paladin’s weapons of choice are generally those of the paladin’s deity or of a knightly sort, for paladins eschew cowardly combat and believe facing one’s enemy in battle is the highest honor. They never use weapons associated with thieves or the cowardly, and generally refuse to use ranged weapons, though some of them are not averse to using them if absolutely necessary.
Paladins never knowingly associate with evil characters under any circumstances. A paladin ends all associations with those who consistently offend their moral code or refuse to help in the causes the paladin considers worthy.
A paladin who ceases to perform his duties or strays from the path of righteousness, who wilfully commits an evil act or who grossly violates the code of conduct loses all abilities, including the service of the paladin’s divine mount. The character is outcast and cursed, and no longer advances in strength or power. Only by atoning for these violations of the code may such a paladin regain the status and powers.
ABILITIES
CURE DISEASE:
At 1st level, the paladin can cure any disease, no matter the origin, once per week. This ability improves as the paladin rises in levels. At 6th level, the paladin can cure disease two times per week, and at 12th level, three times per week.
DETECT EVIL:
Beginning at first level, paladins have the ability to detect evil in the same manner as the spell. However, this ability is innate and no spell casting is involved. A paladin simply concentrates for one round on an area or individual within 60 feet to use the ability. The paladin must face toward the area or individual being examined. The paladin can do this as often as desired, but must be able to concentrate for at least one round to do so.
DIVINE AURA:
Paladins emanate a permanent divine aura that wards against attacks from evil, summoned or conjured creatures. It creates a magical barrier around the paladin that conveys a +2 bonus to armor class and a +2 bonus on all saving throws against evil creatures. The divine aura also prevents bodily contact by summoned or conjured creatures. This causes the natural weapon attacks of such creatures to fail, and the creatures to recoil, if such attacks require touching the warded creature. Good elementals and outsiders are immune to this effect.
DIVINE HEALTH:
The paladin is immune to all diseases, of any origin.
LAY ON HANDS:
A paladin can cure 2 hit points per level once per day. This ability can be used on the paladin or on others, but the healing cannot be divided among multiple recipients.
TURN UNDEAD (WISDOM):
At 3rd level, the paladin gains the ability to turn undead as a cleric of 1st level. When making a wisdom check to turn undead, a paladin adds his “turning level” to the roll, not the character’s actual level. This ability improves with each level, so a 5th level paladin turns undead like a 3rd level cleric, etc.
DIVINE MOUNT:
At 4th level, the paladin gains the ability to call a divine warhorse or other mount. A paladin’s deity confers this grace upon the paladin as a reward for faithful service. The divine mount is unusually intelligent, strong, loyal, and ready to serve the paladin in his or her crusade against evil. The mount is usually a heavy warhorse (for a medium-sized paladin) or a war pony (for a small-sized paladin). Should the paladin’s mount die, a year and a day must pass before another can be called. The Castle Keeper provides information about the mount that responds to the paladin’s call.
AURA OF COURAGE:
At 6th level, a paladin is immune to fear (magical or otherwise). Allies within 10 feet of the paladin gain a +4 bonus on saving throws against fear effects.
SMITE EVIL:
Once per day, a paladin of 9th level or higher may attempt to smite evil with one normal melee attack. Smite evil adds the paladin’s charisma modifier (if positive) to the attack roll, and deals 1 extra hit point of damage per level of the paladin. It lasts for 1 round per level of the paladin. This ability can be used once per day, and only on creatures of evil alignment.
DIVINE HEALING:
At 12th level, a paladin can call upon his deity to aid those in need of healing. Divine healing enables the character to wipe away disease and injury. It completely cures all diseases, blindness, deafness, hit point damage and all temporary ability damage. It neutralizes poisons in the subject’s system, so that no additional damage or effects are suffered. It dispels the effects of a feeblemind spell. It cures those mental disorders caused by spells or injury to the brain. Only a single application of the ability is needed to simultaneously achieve all these effects. The ability does not remove negative levels, restore permanently drained levels or restore permanently drained ability scores. The paladin can use the ability once per week.
PRIME ATTRIBUTE: Charisma
HIT DICE: d10
ALIGNMENT: Lawful good
WEAPONS: Any
ARMOR: Any
ABILITIES: Cure disease, detect evil, divine aura, divine health, lay on hands, turn undead, divine mount, aura of courage, smite evil, divine healing
Lvl HD BtH EPP
1 d10 +0 0
2 d10 +1 2,701
3 d10 +2 5,501
4 d10 +3 12,001
5 d10 +4 24,001
6 d10 +5 48,001
7 d10 +6 95,001
8 d10 +7 180,001
9 d10 +8 360,001
10 d10 +9 700,001
11 +4 HP +10 1,000,001
12 +4 HP +11 1,300,001
13+ 300,000 per level
Prime Attribute: Charisma
In the constant battle between good and evil, a select few, through their selfless devotion, courage, nobility of spirit and unyielding faith, rise to the forefront of the struggle. These holy warriors strike terror in the hearts of evil creatures, and inspire others to greater good. The paladin’s consistency and strength knows only the limits of their deity and code.
The paladin is a holy warrior chosen for adherence and absolute devotion to a deity or similar holy cause. Some are trained in all the arts of combat, serving in the vanguard of many wars and movements. Their belief in the tenets of their deity gives them strength and divine powers beyond those of other warriors. A paladin’s code requires them to respect legitimate authority, act with honor, help those in need and punish those that harm or threaten innocents. They can serve priests, temples, religious houses or other religious authorities, but obey only one calling.
The paladins serve their code alone. They are defined by their actions, and their actions are dictated by their code. These holy warriors are driven by virtue, courage, nobility and the quest to combat evil in all forms. They ride for no master but their deity or cause. The greater good guides their actions, and victory is its own honor. Paladins fight on lonely battlefields and protect the weak. These warriors fight and die for the greater good; often unsung, alone and beyond the reach of succor.
Though paladins are often maligned for their zealous actions, or feared for their powers, all hold them in high regard, for they wage an unflagging war against evil. A paladin’s power flows from strength of will and the ability to project divine power against the enemy.
Their purpose, if misunderstood by many, is quite clear to them, and always guides their actions. They are servants of the law, and are bound to their code forever. They serve the greater good and always place it above all else.
Every deity or pantheon has a moral code that dictates what is acceptable on the battlefield. A paladin’s weapons of choice are generally those of the paladin’s deity or of a knightly sort, for paladins eschew cowardly combat and believe facing one’s enemy in battle is the highest honor. They never use weapons associated with thieves or the cowardly, and generally refuse to use ranged weapons, though some of them are not averse to using them if absolutely necessary.
Paladins never knowingly associate with evil characters under any circumstances. A paladin ends all associations with those who consistently offend their moral code or refuse to help in the causes the paladin considers worthy.
A paladin who ceases to perform his duties or strays from the path of righteousness, who wilfully commits an evil act or who grossly violates the code of conduct loses all abilities, including the service of the paladin’s divine mount. The character is outcast and cursed, and no longer advances in strength or power. Only by atoning for these violations of the code may such a paladin regain the status and powers.
ABILITIES
CURE DISEASE:
At 1st level, the paladin can cure any disease, no matter the origin, once per week. This ability improves as the paladin rises in levels. At 6th level, the paladin can cure disease two times per week, and at 12th level, three times per week.
DETECT EVIL:
Beginning at first level, paladins have the ability to detect evil in the same manner as the spell. However, this ability is innate and no spell casting is involved. A paladin simply concentrates for one round on an area or individual within 60 feet to use the ability. The paladin must face toward the area or individual being examined. The paladin can do this as often as desired, but must be able to concentrate for at least one round to do so.
DIVINE AURA:
Paladins emanate a permanent divine aura that wards against attacks from evil, summoned or conjured creatures. It creates a magical barrier around the paladin that conveys a +2 bonus to armor class and a +2 bonus on all saving throws against evil creatures. The divine aura also prevents bodily contact by summoned or conjured creatures. This causes the natural weapon attacks of such creatures to fail, and the creatures to recoil, if such attacks require touching the warded creature. Good elementals and outsiders are immune to this effect.
DIVINE HEALTH:
The paladin is immune to all diseases, of any origin.
LAY ON HANDS:
A paladin can cure 2 hit points per level once per day. This ability can be used on the paladin or on others, but the healing cannot be divided among multiple recipients.
TURN UNDEAD (WISDOM):
At 3rd level, the paladin gains the ability to turn undead as a cleric of 1st level. When making a wisdom check to turn undead, a paladin adds his “turning level” to the roll, not the character’s actual level. This ability improves with each level, so a 5th level paladin turns undead like a 3rd level cleric, etc.
DIVINE MOUNT:
At 4th level, the paladin gains the ability to call a divine warhorse or other mount. A paladin’s deity confers this grace upon the paladin as a reward for faithful service. The divine mount is unusually intelligent, strong, loyal, and ready to serve the paladin in his or her crusade against evil. The mount is usually a heavy warhorse (for a medium-sized paladin) or a war pony (for a small-sized paladin). Should the paladin’s mount die, a year and a day must pass before another can be called. The Castle Keeper provides information about the mount that responds to the paladin’s call.
AURA OF COURAGE:
At 6th level, a paladin is immune to fear (magical or otherwise). Allies within 10 feet of the paladin gain a +4 bonus on saving throws against fear effects.
SMITE EVIL:
Once per day, a paladin of 9th level or higher may attempt to smite evil with one normal melee attack. Smite evil adds the paladin’s charisma modifier (if positive) to the attack roll, and deals 1 extra hit point of damage per level of the paladin. It lasts for 1 round per level of the paladin. This ability can be used once per day, and only on creatures of evil alignment.
DIVINE HEALING:
At 12th level, a paladin can call upon his deity to aid those in need of healing. Divine healing enables the character to wipe away disease and injury. It completely cures all diseases, blindness, deafness, hit point damage and all temporary ability damage. It neutralizes poisons in the subject’s system, so that no additional damage or effects are suffered. It dispels the effects of a feeblemind spell. It cures those mental disorders caused by spells or injury to the brain. Only a single application of the ability is needed to simultaneously achieve all these effects. The ability does not remove negative levels, restore permanently drained levels or restore permanently drained ability scores. The paladin can use the ability once per week.
PRIME ATTRIBUTE: Charisma
HIT DICE: d10
ALIGNMENT: Lawful good
WEAPONS: Any
ARMOR: Any
ABILITIES: Cure disease, detect evil, divine aura, divine health, lay on hands, turn undead, divine mount, aura of courage, smite evil, divine healing
Lvl HD BtH EPP
1 d10 +0 0
2 d10 +1 2,701
3 d10 +2 5,501
4 d10 +3 12,001
5 d10 +4 24,001
6 d10 +5 48,001
7 d10 +6 95,001
8 d10 +7 180,001
9 d10 +8 360,001
10 d10 +9 700,001
11 +4 HP +10 1,000,001
12 +4 HP +11 1,300,001
13+ 300,000 per level