Luck Die: d4.
To qualify to become a prestige paladin, a character must fulfill all the following criteria.
- Alignment: Lawful Good.
- Base Attack Bonus: +4.
- Skills: Knowledge: Religion 2+ ranks, Knowledge: Nobility and Royalty 2+ ranks, Ride 4+ ranks.
- Feats: Mounted Combat.
- Spell casting: Ability to cast protection from evil as a divine spell.
- Skill List: The prestige paladin's class skills (and the key ability for each skill) 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).
- Note: Because the Three Worlds campaign uses the Skills by Character house rule, the list of class skills given here is only included for the sake of completeness, and is not used by characters in the campaign setting.
- Skill Points at Each Level: 2 + Intelligence modifier.
All the following are class features of the prestige paladin class.
- Base Attack Bonus: Good. A prestige paladin gains +1 base attack bonus per class level.
- Base Fortitude Save Bonus: Good. A prestige paladin gains a +½ base Fortitude save bonus per class level.
- Base Reflex Save Bonus: Poor. A prestige paladin gains a +1⁄3 base Reflex save bonus per class level.
- Base Will Save Bonus: Poor. A prestige paladin gains a +1⁄3 base Will save bonus per class level.
- 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). Armor check penalties for armor heavier than leather apply to the skills Balance, Climb, Escape Artist, Hide, Jump, Move Silently, Pick Pocket, and Tumble.
- Option - Smiting Arrow: A paladin can choose to give up their proficiency with heavy armor and shields in exchange for the ability to smite evil with ranged attacks at up to 30 feet. Once made, this choice may not be changed thereafter.
- Spells per Day: A prestige paladin's training focuses on divine spell casting. At every odd numbered level reached, the prestige paladin gains new spells per day as if he had also gained a level in whatever divine spell casting class he belonged to before he added the prestige class.
- Spells: The prestige paladin adds some spells to his class spell list for any one divine spell casting class he belonged to before he added the prestige class. Regardless of his original divine spell casting class, he adds the following spells to his list of available spells for that class. He still needs to prepare (and, if appropriate, learn) these additional spells to cast them, and for all other purposes he is treated exactly as a caster of the appropriate level in his original divine spell casting class with respect to what spells are on his class spell list.
- 1st Level: Bless weapon, divine sacrifice, gaze of truth, golden barding, traveler’s mount.
- 2nd Level: Zeal.
- 3rd Level: Blessing of Bahamut, heal mount.
- 4th Level: Holy sword, sacred haven, spiritual chariot, winged mount.
- Divine Sight: At 1st level, the paladin gains the power to see evil or falsehoods. The paladin must choose one of thes two options, and once made, this choice may not be changed thereafter.
- Detect Evil (Sp): At will, a paladin with this ability can use detect evil, as the spell. Paladins devoted to Forseti must choose this option.
- Gaze of Truth (Sp): A paladin with this ability can discern when someone is lying to them, as the spell discern lies. They may use this ability a number of times per day equal to 1 + their Charisma modifier (minimum once per day). The target is allowed a Will save (DC 10 + ½ the paladin's divine caster level + the paladin's Charisma modifier. if the target succeeds, the paladin cannot discern lies from them for 24 hours. Each use of this ability lasts for 1 round per the paladin's divine caster level. In addition, a paladin who selects this option adds detect evil to their list of spells known. Paldins devoted to Tiwas must choose this option.
- Holy Vengeance: At 1st level, a paladin is granted power to aid her crusade against evil. The paladin must choose one of the following two options. Once made, this choice may not be changed thereafter.
- Hunter of Fiends (Ex): A paladin with this ability gains outsider (evil) as a favored enemy. The paladin gains a bonus equal to half their divine caster level (minimum 1) on Bluff, Listen, Sense Motive, Spot, and Survival checks when using these skills against creatures of this type. Likewise, he gets a +2 bonus on weapon damage rolls against such creatures. In addition, the paladin gains Track as a bonus feat and the paladin may treat Survival and Knowledge: the Planes as class skills. Paladins devoted to Foresti must select this option.
- Smite Evil (Su): Once per day, a paladin with this ability may attempt to smite evil with one normal melee attack. She adds her Charisma bonus (if any) to her attack roll and deals 1 extra point of damage per paladin level. If the paladin accidentally smites a creature that is not evil, the smite has no effect, but the ability is still used up for that day. At 5th level, and at every five levels thereafter, the paladin may smite evil one additional time per day, to a maximum of four times per day at 15th level.
- Turn Undead (Su): A paladin 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 a level equal to her paladin levels. For the purpose of determining her ability to turn undead, a prestige paladin's class levels stack with her levels from all his other classes from which she has gained the ability to turn undead. For instance, a 4th-level fighter/1st-level cleric/2nd-level prestige paladin would turn undead as a 3rd-level cleric.
- Divine Grace (Su): At 2nd level, a paladin gains a bonus equal to her Charisma bonus (if any) on all saving throws.
- Lay on Hands (Su): Beginning at 2nd 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 + 3) × 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.
- Divine Gift: Upon reaching 2nd level, a paladin gains one of the three divine gifts listed below. Once the choice is made, it cannot be changed thereafter.
- Charging Smite (Su): If a paladin with this ability smites evil as part of a charge attack, they deal an extra 2 points of damage per divine caster level to any evil creature they strike (in addition to the normal bonus damage dealt by a smite). if the charge attack misses, the smite ability is not considered used.
- Special Mount (Sp): A paladin with this ability can call an unusually intelligent, strong, and loyal steed to serve him or her in her crusade against evil. This mount is usually a heavy warhorse (for a Medium-size paladin) or a warpony (for a Small paladin). Should the paladin's mount die, another cannot be called for a year and a day. The new mount has all the accumulated abilities due a mount of the paladin's level.
- Weapon of Heaven: A paladin with this ability gains a weapon forged by a celestial. The weapon must be the divine patron's favored weapon. The crafter requires that the paladin name the weapon. The paladin can summon the weapon to her hand or return it to its resting place in the forges of Heaven as a free action, and you can call it to your hand even if it is not in its resting place (such as if you have been disarmed). The paladin may call this weapon a number of times per day eqaul to 1 + her Wisdom modifier (minimum of once per day). Whatever its kind, the weapon is of intricate and unearthly beauty, although the paladin is bound by oath never to sell the weapon or give it to another creature (even to loan it to a friend). The weapon is a +1 weapon of its kind at 2nd level. When the wielder becomes a 5th level paladin, it becomes a +2 weapon, when she becomes a 10th level paladin, the weapon becomes a +2 holy weapon, and when she becomes a 15th level paladin, the weapon becomes a +2 axiomatic holy weapon. It overcomes damage reduction as if it were good aligned and cure spells and other realing magic repair damage ti is as if it were a living creature. The paladin may expend money and experience points to enhance the weapon as if she had the Craft Magic arms and Armor feat (on top of what the weapon is through this ability). if the weapon is ever destroyed, a different celestial weaponsmit crafts the paladin a new weapon, presenting it to her a year and a day after the previous weapon was destroyed. Paladin's devoted to Wünd must choose this option.
- Divine Courage (su): The paladin becomes immune to fear (magical or otherwise). This ability functions while the paladin is conscious, but not if she is unconscious or dead.
- Activate Aura (Su): At 3rd level, a paladin gains an aura. The aura extends from the paladin in a radius equal to 5 feet per point of Charisma bonus (with a minimum of 5 feet), and affects the paladin and all allies within the area. Activating an aura is a free action, and a paladin can only have one aura active at one time. The aura lasts for 1 round per paladin level. At 3rd level a paladin may activate their aura one time per day, but gains the ability to activate his aura more often as he progresses in level. The paladin gains a second aura at 9rd level, and a third aura at 14rd level. Some auras mimic spells of the name name: These auras' effects do not stack with the spells' effects .
- Aura of Banishment: Only evil outsiders can feel this aura and suffer from its effects. No evil outsider with fewer Hit Dice than the paladin's character level can be summoned into this area, nor can such creatures use summonings or teleporting effects. In addition, this aura grants the paladin a +2 bonus on intimidate checks against evil outsiders. Paladins devoted to Forseti must select this aura with the selection they gain at 3rd level.
- Aura of Might: The paladin and all her allies gain a +1 sacred bonus to damage rolls for every 3 of her paladin levels, to a maximum of +5 at level 15. Paladins devoted to Wünd must select this aura with the selection they gain at 3rd level.
- Aura of Devotion: The paladin and her allies receive a +1 deflection bonus to Armor Class for every 3 of her paladin levels, to a maximum of +5 at level 15. Paladins devoted to Heim must select this aura with the selection they gain at 3rd level.
- Aura of Healing: The paladin and her allies gain fast healing 1 for the duration of the aura. Paladins devoted to Eiur must select this aura with the selection they gain at 3rd level.
- Aura of Retribution: Whenever a creature deals damage with a melee attack to the paladin or one of her allies, it 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 Paladins devoted to Rúadan must select this aura with the selection they gain at 3rd level..
- Aura of Courage: When the aura of courage is activated, each ally within the aura feet of the paladin gains a +4 morale bonus on saving throws against fear effects.
- Aura of Resistance: The paladin and her allies gain spell resistance equal to 5 + her paladin class level. Paladins devoted to Wünd must select this aura with the selection they gain at 3rd level.
- Aura of Sanctity: When the aura of sanctity is activated, the paladin must choose one of the following effects: Compulsion effects (including possession), death effects, or petrification. While the aura is in effect the paladin is immune to the chosen effect and allies within the area of the aura gain a +4 bonus on saves against the chosen effect. Paladins devoted to Rúadan must select this aura with the selection they gain at 3rd level.
- Aura of Wisdom: The paladin and her allies each regain one prepared spell or spell slot of a level equal to the highest level spell that the paladin can cast. Paladins devoted to Tiwas must select this aura with the selection they gain at 3rd level.
- Divine Benison: At 3rd level, a paladin gains one of the following two abilities. Once this choice is made, it may not be changed thereafter.
- Angel's Sight (Ex): A paladin with this ability gains darkvision with a range of 60 feet and low-light vision. If the paladin already has one of these senses, they gain no additional bonus from this ability.
- Divine Health (Ex): A paladin with this ability gains immunity to all diseases, including supernatural and magical diseases.
- Remove Disease (Sp): At 4th level, a paladin can produce a remove disease effect, as the spell, once per week. She can use this ability one additional time per week for every four levels after 4th (twice per week at 8th and three times at 12th).
- Crusader Strike (Ex): At 5th level, a paladin with the smite evil ability can string together multiple smite evil strikes. Each smite evil strike beyond the first deals additional damage equal to her Charisma bonus (if any) for each previous smite evil strike against that creature.
- Weapon of Justice: At 7th level, a paladin gains Weapon Focus and Weapon Specialization with her divine patron's favored weapon, if she does not already have those feats.
- Code of Conduct: A paladin must be of lawful 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 the help for evil or chaotic 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 lawful good.
|Level||Special||Spells per Day|
|1st||Divine sight, holy vengeance, turn undead||+1 level of existing divine spell casting class|
|2nd||Divine grace, lay on hands, divine gift||-|
|3rd||Activate aura once per day, divine courage, divine benison||+1 level of existing divine spell casting class|
|4th||Remove disease once per week||-|
|5th||Crusader strike||+1 level of existing divine spell casting class|
|7th||Weapon of justice||+1 level of existing divine spell casting class|
|8th||Remove disease twice per week||-|
|9th||Activate aura twice per day, second aura||+1 level of existing divine spell casting class|
|11th||-||+1 level of existing divine spell casting class|
|12th||Remove disease three times per week||-|
|13th||-||+1 level of existing divine spell casting class|
|14th||Activate aura three times per day, third aura||-|
|15th||-||+1 level of existing divine spell casting class|
The Paladin's Mount
The paladin’s mount is superior to a normal mount of its kind and has special powers, as described below. The standard mount for a Medium paladin is a heavy warhorse, and the standard mount for a Small paladin is a warpony. Another kind of mount, such as a riding dog (for a halfling paladin) or a Large shark (for a paladin in an aquatic campaign) may be allowed as well. A paladin’s mount is treated as a magical beast, not an animal, for the purpose of all effects that depend on its type (though it retains an animal’s Hit Dice, base attack bonus, saves, skill points, and feats).
|Paladin Level||Bonus Hit Dice||Natural Armor Adjustment||Strength Adj.||Intelligence||Special|
|2nd-4th||+2||+4||+1||6||Empathic link, improved evasion, share spells, share saving throws|
|8th-10th||+6||+8||+3||8||Command creatures of its kind|
- Paladin Level: The level of the paladin. If the mount suffers a level drain, treat it as a mount of a lower-level paladin.
- Bonus Hit Dice: These are extra eight-sided (d8) Hit Dice, each of which gains a Constitution modifier, as normal. Extra Hit Dice improve the mount’s base attack and base save bonuses. A special mount’s base attack bonus is equal to that of a cleric of a level equal to the mount’s HD. A mount has good Fortitude and Reflex saves (treat it as a character whose level equals the animal’s HD). The mount gains additional skill points or feats for bonus HD as normal for advancing a monster’s Hit Dice.
- Natural Armor Adjustment: The number listed here is an improvement to the mount's AC. It represents the preternatural toughness of a paladin's mount.
- Strength Adjustment: Add this figure to the mount's Strength score.
- Intelligence: The mount's Intelligence score.
- Improved Evasion (Ex): If the mount is subjected to an attack that normally allows a Reflex saving throw for half damage, it takes no damage if it makes a successful saving throw and half damage even if the saving throw fails.
- Empathic Link (Su): The paladin has an empathic link with the mount out to a distance of up to one mile. The paladin cannot see through the mount's eyes, but they can communicate telepathically. Even intelligent mounts see the world differently from humans, so misunderstandings are always possible. Because of the empathic link between the mount and the paladin, the paladin has the same connection to an item or place that the mount does, just as a master and his familiar.
- Share Spells: At the paladin’s option, she may have any spell (but not any spell-like ability) she casts on herself also affect her mount. The mount must be within 5 feet at the time of casting to receive the benefit. If the spell or effect has a duration other than instantaneous, it stops affecting the mount if it moves farther than 5 feet away and will not affect the mount again even if it returns to the paladin before the duration expires. Additionally, the paladin may cast a spell with a target of "You" on her mount (as a touch range spell) instead of on herself. A paladin and her mount can share spells even if the spells normally do not affect creatures of the mount’s type (magical beast).
- Share Saving Throws: For each of its saving throws, the mount uses its own base save bonus or the paladin’s, whichever is higher. The mount applies its own ability modifiers to saves, and it doesn’t share any other bonuses on saves that the master might have.
- Improved Speed (Ex): The mount’s speed increases by +10 feet.
- Command (Sp): Once per day per two paladin levels of its master, a mount can use this ability to command other any normal animal of approximately the same kind as itself (for warhorses and warponies, this category includes donkeys, mules, and ponies), as long as the target creature has fewer Hit Dice than the mount. This ability functions like the command spell, but the mount must make a DC 21 Concentration check to succeed if it’s being ridden at the time. If the check fails, the ability does not work that time, but it still counts against the mount’s daily uses. Each target may attempt a Will save (DC 10 + ½ paladin’s level + paladin’s Charisma modifier) to negate the effect.
- Spell Resistance (Ex): A mount’s spell resistance equals its master’s paladin level + 8. To affect the mount with a spell, a spell caster must get a result on a caster level check (1d20 + caster level) that equals or exceeds the mount’s spell resistance.
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