The class(es) here were originally published by WotC and are reproduced for ease of reference.
Favored souls cast divine spells by means of an innate connection rather than through laborious training and prayer, so their divine connection is natural rather than learned.
Spells per Day | Spells Known | ||||||||||||||||||||||||
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Level | BAB | Fort | Ref | Will | Special | 0 | 1 | 2 | 3 | 4 | 5 | 6 | 7 | 8 | 9 | 0 | 1 | 2 | 3 | 4 | 5 | 6 | 7 | 8 | 9 |
1st | +0 | +2 | +2 | +2 | — | 5 | 3 | — | — | — | — | — | — | — | — | 4 | 3 | — | — | — | — | — | — | — | — |
2nd | +1 | +3 | +3 | +3 | — | 6 | 4 | — | — | — | — | — | — | — | — | 5 | 3 | — | — | — | — | — | — | — | — |
3rd | +2 | +3 | +3 | +3 | Deity’s weapon focus | 6 | 5 | — | — | — | — | — | — | — | — | 5 | 4 | — | — | — | — | — | — | — | — |
4th | +3 | +4 | +4 | +4 | — | 6 | 6 | 3 | — | — | — | — | — | — | — | 6 | 4 | 3 | — | — | — | — | — | — | — |
5th | +3 | +4 | +4 | +4 | Energy resistance (1st type) | 6 | 6 | 4 | — | — | — | — | — | — | — | 6 | 5 | 3 | — | — | — | — | — | — | — |
6th | +4 | +5 | +5 | +5 | — | 6 | 6 | 5 | 3 | — | — | — | — | — | — | 7 | 5 | 4 | 3 | — | — | — | — | — | — |
7th | +5 | +5 | +5 | +5 | — | 6 | 6 | 6 | 4 | — | — | — | — | — | — | 7 | 6 | 4 | 3 | — | — | — | — | — | — |
8th | +6/+1 | +6 | +6 | +6 | — | 6 | 6 | 6 | 5 | 3 | — | — | — | — | — | 8 | 6 | 5 | 4 | 3 | — | — | — | — | — |
9th | +6/+1 | +6 | +6 | +6 | — | 6 | 6 | 6 | 6 | 4 | — | — | — | — | — | 8 | 6 | 5 | 4 | 3 | — | — | — | — | — |
10th | +7/+2 | +7 | +7 | +7 | Energy resistance (2nd type) | 6 | 6 | 6 | 6 | 5 | 3 | — | — | — | — | 9 | 6 | 6 | 5 | 4 | 3 | — | — | — | — |
11th | +8/+3 | +7 | +7 | +7 | — | 6 | 6 | 6 | 6 | 6 | 4 | — | — | — | — | 9 | 6 | 6 | 5 | 4 | 3 | — | — | — | — |
12th | +9/+4 | +8 | +8 | +8 | Deity’s weapon specialization | 6 | 6 | 6 | 6 | 6 | 5 | 3 | — | — | — | 9 | 6 | 6 | 6 | 5 | 4 | 3 | — | — | — |
13th | +9/+4 | +8 | +8 | +8 | — | 6 | 6 | 6 | 6 | 6 | 6 | 4 | — | — | — | 9 | 6 | 6 | 6 | 5 | 4 | 3 | — | — | — |
14th | +10/+5 | +9 | +9 | +9 | — | 6 | 6 | 6 | 6 | 6 | 6 | 5 | 3 | — | — | 9 | 6 | 6 | 6 | 6 | 5 | 4 | 3 | — | — |
15th | +11/+6/+1 | +9 | +9 | +9 | Energy resistance (3rd type) | 6 | 6 | 6 | 6 | 6 | 6 | 6 | 4 | — | — | 9 | 6 | 6 | 6 | 6 | 5 | 4 | 3 | — | — |
16th | +12/+7/+2 | +10 | +10 | +10 | — | 6 | 6 | 6 | 6 | 6 | 6 | 6 | 5 | 3 | — | 9 | 6 | 6 | 6 | 6 | 6 | 5 | 4 | 3 | — |
17th | +12/+7/+2 | +10 | +10 | +10 | Wings | 6 | 6 | 6 | 6 | 6 | 6 | 6 | 6 | 4 | — | 9 | 6 | 6 | 6 | 6 | 6 | 5 | 4 | 3 | — |
18th | +13/+8/+3 | +11 | +11 | +11 | — | 6 | 6 | 6 | 6 | 6 | 6 | 6 | 6 | 5 | 3 | 9 | 6 | 6 | 6 | 6 | 6 | 6 | 5 | 4 | 3 |
19th | +14/+9/+4 | +11 | +11 | +11 | — | 6 | 6 | 6 | 6 | 6 | 6 | 6 | 6 | 6 | 4 | 9 | 6 | 6 | 6 | 6 | 6 | 6 | 5 | 4 | 3 |
20th | +15/+10/+5 | +12 | +12 | +12 | Damage reduction | 6 | 6 | 6 | 6 | 6 | 6 | 6 | 6 | 6 | 6 | 9 | 6 | 6 | 6 | 6 | 6 | 6 | 6 | 5 | 4 |
All of the following are class features of the favored soul.
Favored souls are proficient with all simple weapons, with light and medium armor, and with shields (except tower shields). A favored soul is also proficient with her deity’s favored weapon. Although a favored soul is not proficient with heavy armor, wearing it does not interfere with her spellcasting.
A favored soul casts divine spells (the same type of spells available to clerics), which are drawn from the cleric spell list. She can cast any spell she knows without preparing it ahead of time the way a cleric must.
To cast a spell, a favored soul must have a Charisma score of 10 + the spell’s level (Cha 10 for 0-level spells, Cha 11 for 1st-level spells, and so forth). The Difficulty Class for a saving throw against a favored soul’s spell is 10 + the spell’s level + the favored soul’s Wisdom modifier. Like other spellcasters, a favored soul can cast only a certain number of spells of each spell level per day. Her base daily spell allotment is given on Table 1—1: The Favored Soul. In addition, she receives bonus spells for a high Charisma.
Unlike a cleric, a favored soul’s selection of spells is limited. A favored soul begins play knowing four 0-level spells and three 1st-level spells of your choice. At each new favored soul level, she gains one or more new spells, as indicated on the Favored Soul Spells Known table below. (Unlike spells per day, her Charisma score does not affect the number of spells a favored soul knows; the numbers on Table 1—2 are fixed.)
Upon reaching 4th level, and at every even-numbered favored soul level after that (6th, 8th, and so on), a favored soul can choose to learn a new spell in place of one she already knows. In effect, the favored soul “loses” the old spell in exchange for the new one. The new spell’s level must be the same as that of the spell being exchanged, and it must be at least two levels lower than the highest-level favored soul spell the favored soul can cast. A favored soul may swap only a single spell at any given level, and must choose whether or not to swap the spell at the same time that she gains new spells known for the level.
Unlike a cleric, a favored soul need not prepare her spells in advance. She can cast any spell she knows at any time, assuming she has not yet used up her spells per day for that spell level.
At 3rd level, a favored soul gains the Weapon Focus feat with her deity’s favored weapon. If the character already has that feat, she can choose a different one.
At 5th level, a favored soul chooses an energy type and gains resistance 10 against that type. At 10th level and 15th level, the character gains resistance 10 against another energy type of her choosing.
At 12th level, a favored soul gains the Weapon Specialization feat with her deity’s favored weapon. If she already has that feat, she can choose a different one.
At 17th level, a favored soul gains wings and can fly at a speed of 60 feet (good maneuverability). A good-aligned favored soul grows feathered wings, and an evil-aligned favored soul gains batlike wings. A favored soul who is neither good nor evil may choose either type of wings.
A 20th-level favored soul gains damage reduction. If the character is lawful-aligned, the damage reduction is 10/silver. If the character is chaotic-aligned, the damage reduction is 10/cold iron. A favored soul who is neither lawful nor chaotic may choose either type of damage reduction.
This version of the Paladin class is adapted from the standard class in the D&D 3.5 PHB. It includes features from the Paladin class that appears in Pathfinder 1e as well as other sources.
Spells per Day | |||||||||
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Level | BAB | Fort | Ref | Will | Special | 1st | 2nd | 3rd | 4th |
1st | +1 | +2 | +0 | +2 | Aura of Good, Detect Evil, Smite 1/day | - | - | — | — |
2nd | +2 | +3 | +0 | +3 | Divine Grace, Lay On Hands | - | - | - | - |
3rd | +3 | +3 | +1 | +3 | Aura of Courage, Divine Health, 1st Mercy | - | - | - | - |
4th | +4 | +4 | +1 | +4 | Turn Undead, Smite 2/day | 0 | - | - | - |
5th | +5 | +4 | +1 | +4 | Divine Bond | 1 | - | - | - |
6th | +6/+1 | +5 | +2 | +5 | 2nd Mercy | 1 | - | - | - |
7th | +7/+2 | +5 | +2 | +5 | Smite 3/day | 1 | 0 | - | - |
8th | +8/+3 | +6 | +2 | +6 | Aura of Resolve | 1 | 1 | - | - |
9th | +9/+4 | +6 | +3 | +6 | 3rd Mercy | 2 | 1 | - | - |
10th | +10/+5 | +7 | +3 | +7 | Smite 4/day | 2 | 1 | 0 | - |
11th | +11/+6/+1 | +7 | +3 | +7 | Aura of Justice | 2 | 1 | 1 | - |
12th | +12/+7/+2 | +8 | +4 | +8 | 4th Mercy | 2 | 2 | 1 | - |
13th | +13/+8/+3 | +8 | +4 | +8 | Smite 5/day | 3 | 2 | 1 | 0 |
14th | +14/+9/+4 | +9 | +4 | +9 | Aura of Faith | 3 | 2 | 1 | 1 |
15th | +15/+10/+5 | +9 | +5 | +9 | 5th Mercy | 3 | 2 | 2 | 1 |
16th | +16/+11/+6/+1 | +10 | +5 | +10 | Smite 6/day | 3 | 3 | 2 | 1 |
17th | +17/+12/+7/+2 | +10 | +5 | +10 | Aura of Rightiousness | 4 | 3 | 2 | 1 |
18th | +18/+13/+8/+3 | +11 | +6 | +11 | 6th Mercy | 4 | 3 | 2 | 2 |
19th | +19/+14/+9/+4 | +11 | +6 | +11 | Smite 7/day | 4 | 3 | 3 | 2 |
20th | +20/+15/+10/+5 | +12 | +6 | +12 | Holy Champion | 4 | 4 | 3 | 2 |
All of the following are class features of the paladin.
Paladins are proficient with all simple and martial weapons, with all types of armor (heavy, medium, and light), and with shields (except tower shields).
The power of a paladin’s aura of good (see the detect good spell) is equal to her paladin level.
At will, a paladin can use detect evil, as the spell. 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. While focusing on one individual or object, the paladin does not detect evil in any other object or individual within range.
Once per day, a paladin can call out to the powers of good to aid her in her struggle against evil. As a swift action, the paladin chooses one target within sight to smite. If this target is evil, the paladin adds her Wisdom bonus (if any) to her attack rolls and adds her paladin level to all damage rolls made against the target of her smite. Regardless of the target, smite evil attacks automatically bypass any DR the creature might possess. The damage from this power is not increased by a critical hit.
In addition, while smite evil is in effect, the paladin gains a deflection bonus equal to her Wisdom modifier (if any) to her AC against attacks made by the target of the smite. If the paladin targets a creature that is not evil, the smite is wasted with no effect.
The smite evil effect remains for one minute per level of paladin, until the target of the smite is dead, or until the paladin activates this ability again. 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.
At 2nd level, a paladin gains a bonus equal to her Charisma bonus (if any) on all saving throws.
Beginning at 2nd level, a paladin 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 Wisdom 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.
At 3rd level, a paladin is immune to fear (magical or otherwise). Each ally within 10 feet of her gains a +4 morale bonus on saving throws against fear effects. This ability functions only while the paladin is conscious, not if she is unconscious or dead.
At 3rd level, a paladin gains immunity to all diseases, including supernatural and magical diseases.
At 3rd level, and every three levels thereafter, a paladin can select one mercy. Each mercy adds an effect to the paladin’s lay on hands ability. Whenever the paladin uses lay on hands to heal damage to one target, the target also receives the additional effects from all of the mercies possessed by the paladin. A mercy can remove a condition caused by a curse, disease, or poison without curing the affliction. Such conditions return after 1 hour unless the mercy actually removes the affliction that causes the condition.
Level | Mercy | Effect |
---|---|---|
3 | Fatigued | The target is no longer fatigued |
3 | Shaken | The target is no longer shaken |
3 | Sickened | The target is no longer sickened |
6 | Dazed | The target is no longer dazed |
6 | Diseased | The paladin’s lay on hands ability also acts as remove disease, using the paladin’s level as the caster level. |
6 | Staggered | The target is no longer staggered, unless the target is at exactly 0 hit points. |
9 | Cursed | The paladin’s lay on hands ability also acts as remove curse, using the paladin’s level as the caster level. |
9 | Exhausted | The target is no longer exhausted. The paladin must have the fatigue mercy before selecting this mercy. |
9 | Frightened | The target is no longer frightened. The paladin must have the shaken mercy before selecting this mercy. |
9 | Nauseated | The target is no longer nauseated. The paladin must have the sickened mercy before selecting this mercy. |
9 | Poisoned | The paladin’s lay on hands ability also acts as neutralize poison, using the paladin’s level as the caster level. |
12 | Blinded | The target is no longer blinded. |
12 | Deafened | The target is no longer deafened. |
12 | Paralyzed | The target is no longer paralyzed. |
12 | Stunned | The target is no longer stunned. |
These abilities are cumulative. For example, a 12th-level paladin’s lay on hands ability heals 12 x Wisdom modifier points of damage and might also cure fatigued and exhausted conditions as well as removing diseases and neutralizing poisons. Once a condition or spell effect is chosen, it can’t be changed.
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 cleric of three levels lower would.
Beginning at 4th level, a paladin gains the ability to cast a small number of divine spells, which are drawn from the paladin spell list. A paladin must choose and prepare her spells in advance.
To prepare or cast a spell, a paladin must have a Wisdom score equal to at least 10 + the spell level. The Difficulty Class for a saving throw against a paladin’s spell is 10 + the spell level + the paladin’s Wisdom modifier.
Like other spellcasters, a paladin can cast only a certain number of spells of each spell level per day. Her base daily spell allotment is given on Table: The Paladin. In addition, she receives bonus spells per day if she has a high Wisdom score. When Table: The Paladin indicates that the paladin gets 0 spells per day of a given spell level, she gains only the bonus spells she would be entitled to based on her Wisdom score for that spell level The paladin does not have access to any domain spells or granted powers, as a cleric does.
A paladin prepares and casts spells the way a cleric does, though she cannot lose a prepared spell to spontaneously cast a cure spell in its place. A paladin may prepare and cast any spell on the paladin spell list, provided that she can cast spells of that level, but she must choose which spells to prepare during her daily meditation.
Through 3rd level, a paladin has no caster level. At 4th level and higher, her caster level is one-half her paladin level.
Upon reaching 5th level, a paladin forms a divine bond with the celestial servants of her god. This bond can take one of two forms. Once the form is chosen, it cannot be changed.
The first type of bond allows the paladin to enhance her weapon as a standard action by calling upon the aid of a celestial spirit for 1 minute per paladin level. When called, the spirit causes the weapon to shed light as a torch.
At 5th level, this spirit grants the weapon a +1 enhancement bonus. For every four levels beyond 5th, the weapon gains another +1 enhancement bonus, to a maximum of +4 at 17th level. These bonuses can be added to the weapon, stacking with existing weapon bonuses to a maximum of +5, or they can be used to add any of the following weapon properties: axiomatic, brilliant energy, defending, disruption, flaming, flaming burst, holy, keen, merciful, and speed. Adding these properties consumes an amount of bonus equal to the property’s cost (see Table: Melee Weapon Special Abilities). These bonuses are added to any properties the weapon already has, but duplicate abilities do not stack. If the weapon is not magical, at least a +1 enhancement bonus must be added before any other properties can be added.
The bonus and properties granted by the spirit are determined when the spirit is called and cannot be changed until the spirit is called again. The celestial spirit imparts no bonuses if the weapon is held by anyone other than the paladin but resumes giving bonuses if returned to the paladin. These bonuses apply to only one end of a double weapon. A paladin can use this ability once per day at 5th level, and one additional time per day for every four levels beyond 5th, to a total of four times per day at 17th level.
If a weapon bonded with a celestial spirit is destroyed, the paladin loses the use of this ability for 30 days, or until she gains a level, whichever comes first. During this 30-day period, the paladin takes a –1 penalty on attack and weapon damage rolls.
The second type of bond allows a paladin to gain the service of an unusually intelligent, strong, and loyal steed to serve her in her crusade against evil. This mount is usually a heavy horse (for a Medium paladin) or a pony (for a Small paladin), although more exotic mounts, such as a boar, camel, or dog are also suitable. This mount functions as a druid’s animal companion, using the paladin’s level as her effective druid level. Bonded mounts have an Intelligence of at least 6.
Once per day, as a full-round action, a paladin may magically call her mount to her side. This ability is the equivalent of a spell of a level equal to one-third the paladin’s level. The mount immediately appears adjacent to the paladin. A paladin can use this ability once per day at 5th level, and one additional time per day for every 4 levels thereafter, for a total of four times per day at 17th level.
At 11th level, the mount gains the celestial template and becomes a magical beast for the purposes of determining which spells affect it. At 15th level, a paladin’s mount gains spell resistance equal to the paladin’s level + 11.
Should the paladin’s mount die, the paladin may not summon another mount for 30 days or until she gains a paladin level, whichever comes first. During this 30-day period, the paladin takes a –1 penalty on attack and weapon damage rolls.
At 8th level, a paladin is immune to charm spells and spell-like abilities. Each ally within 10 feet of her gains a +4 morale bonus on saving throws against charm effects.
This ability functions only while the paladin is conscious, not if she is unconscious or dead.
At 11th level, a paladin can expend two uses of her smite evil ability to grant the ability to smite evil to all allies within 10 feet, using her bonuses. Allies must use this smite evil ability by the start of the paladin’s next turn and the bonuses last for 1 minute. Using this ability is a free action. Evil creatures gain no benefit from this ability.
At 14th level, a paladin’s weapons are treated as good-aligned for the purposes of overcoming damage reduction. Any attack made against an enemy within 10 feet of her is treated as good-aligned for the purposes of overcoming damage reduction.
This ability functions only while the paladin is conscious, not if she is unconscious or dead.
At 17th level, a paladin gains DR 5/evil and immunity to compulsion spells and spell-like abilities. Each ally within 10 feet of her gains a +4 morale bonus on saving throws against compulsion effects.
This ability functions only while the paladin is conscious, not if she is unconscious or dead.
At 20th level, a paladin becomes a conduit for the power of her god. Her DR increases to 10/evil. Whenever she uses smite evil and successfully strikes an evil outsider, the outsider is also subject to a banishment, using her paladin level as the caster level (her weapon and holy symbol automatically count as objects that the subject hates). After the banishment effect and the damage from the attack is resolved, the smite immediately ends.
A paladin must follow the laws of her god. These laws will vary by deity, so an explicit set of guidelines should be worked out between the player and the GM during character creation. For examples, look at the medieval code of chivalry or the example code in the PHB: 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.
A paladin whose alignment changes so that they no longer share an alignment with their god, or who willingly commits acts which violate her god’s laws, immediately loses all class features except for weapon and armor proficiencies. Until she atones for her transgressions, she may not gain any further levels in Paladin.