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Paladin
Paladin Paladins are pure, holy warriors charged with upholding the law and fighting for good.

Powerful fighters, paladins may gain healing powers and other magics as they gain experience.


Class Overview
  • Ability Scores: Charisma, Strength, and Wisdom are important for paladins. A Wisdom of 10 + the spell level is required to cast a paladin spell.


  • Alignment: Lawful Good


  • Hit Die: d10


  • Good Saving Throws: Fortitude


  • Class Skills: Concentration, Heal, Knowledge (Religion), and Sense Motive.


  • Weapon Proficiencies: Paladins are proficient with all simple and martial weapons, and with all types of armor and shields (except tower shields).


Special Abilities
  • Paladin Spells: A paladin casts divine spells, drawn from the paladin spell list. Paladins must choose and prepare spells in advance. To prepare or cast a spell, a paladin must have a Wisdom score of at least 10 plus the spell level.


  • Turn Undead: A paladin may turn undead and force them to panic. THey can do this a number of times per day equal to 3 plus their Charisma modifier.


  • Smite Evil: Once per day, a paladin may try to smite an evil enemy with a normal melee attack. The paladin adds their Charisma bonus (if any) to the attack roll and deals 1 extra point of damage per paladin level. If used against a non-evil target, the smite has no effect but is still used up.


  • Divine Grace: At 2nd level, a paladin gains a bonus equal to her Charisma bonus (if any) on all saving throws.


  • Lay on Hands: 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 times her Charisma bonus.


  • Aura of Courage: Beginning at 3rd level, a paladin is immune to fear (magical or otherwise) and each ally within 10' (2 squares) gains a +4 bonus on saving throws against fear effects.


  • Divine Health: At 3rd level, a paladin gains immunity to all diseases.

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