Through a select, worthy few shines the power of the divine. Called paladins, these noble souls dedicate their swords and lives to the battle against evil. Knights, crusaders, and law-bringers, paladins seek not just to spread divine justice but to embody the teachings of the virtuous deities they serve. In pursuit of their lofty goals, they adhere to ironclad laws of morality and discipline. As reward for their righteousness, these holy champions are blessed with boons to aid them in their quests: powers to banish evil, heal the innocent, and inspire the faithful. Although their convictions might lead them into conflict with the very souls they would save, paladins weather endless challenges of faith and dark temptations, risking their lives to do right and fighting to bring about a brighter future.
Theme: Templar, Hospitalar, Knight-Errant, etc.
Spells
Spells known: A Paladin begins with 3
Divine Spells up to a Power equal to their Spirit modifier, he can hold in memory a number of spells equal to his Spirit attribute modifier.
Paladin Talents
Spellcasting
Casting Time 0, Power 0, Self
Trained in the art of Spellcraft this talent allows the Paladin to use Spells. This talent gives access to the Spellcraft skill.
Armour Training
Casting Time 0, Power 0
Skilled in the wearing of armour the Paladin halves any penalties the armour has.
Aura of Good
Casting Time 0, Power 0
The Paladin is resistant to all diseases and fear; he gains a +10% to Endurance and Concentration tests against them.
Detect Evil
Casting Time 1, Power 2, 60’ Range, Duration: 6 rounds
When the spell is cast, the cleric will see evilly enchanted objects within range glow. It will also cause creatures that want to harm the cleric to glow when they are within range. The actual thoughts of the creature cannot be heard. Traps and poisons are neither good nor evil, merely dangerous; this spell does not reveal them.
Smite
Casting Time 1, Power *, Self
A paladin can call out to the powers of good to aid his in his struggle against evil. As a swift action, the paladin chooses one target within sight to smite. If this target is evil, the paladin adds +10% to his attack rolls and +1D6 damage against the target of his smite. If the target of smite evil is also of supernatural origin, the damage bonus is +2D6. Regardless of the target, smite evil attacks automatically bypass any immunities the creature might possess.
If the paladin targets a creature that is not evil, the smite is wasted with no effect.
The smite evil effect remains until the target of the smite is dead or the next time the paladin rests and regains his uses of this ability. For every Social modifier the Paladin has he may smite a number of time per day, for example a Paladin with a Social of 16(4) may Smite 4 times per day.
Lay on Hands
Casting Time 1, Power *, Touch
A Paladin can heal wounds by touch, a Paladin can heal a number dice per day equal to his Spirit modifier and can heal 1D6 health per dice. For example, a Paladin with a Spirit of 16(4) could heal for 4D6 health during a single day.
Celestial Steed
Once per day the Paladin may summon a Celestial Steed, the steed will appear within 20’ of the paladin and can be dismissed at any point. The steed will disappear once the Paladin begins a long rest and can then be summoned once again after a long rest. The steed appears as a normal horse with the exception of what appears to be calligraphy style painting upon the steed’s flanks.
Oath of Devotion
The Oath of Devotion binds a paladin to the loftiest ideals of justice, virtue, and order. Sometimes called cavaliers, white knights, or holy warriors, these paladins meet the ideal of the knight in shining armour, acting with honour in pursuit of justice and the greater good. They hold themselves to the highest standards of conduct, and some, for better or worse, hold the rest of the world to the same standards. Many who swear this oath are devoted to gods of good and use their gods’ tenets as the measure of their devotion. They Hold angels—the perfect servants of good—as their ideals, and incorporate images of angelic wings into their helmets or coats of arms.
Tenets of Devotion
Though the exact words and strictures of the Oath of Devotion vary, paladins of this oath share these tenets.
• Honesty. Don’t lie or cheat. Let your word be your promise.
• Courage. Never fear to act, though caution is wise.
• Compassion. Aid others, protect the weak, and punish those who threaten them. Show mercy to your foes, but temper it with wisdom.
• Honour. Treat others with fairness, and let your honourable deeds be an example to them. Do as much good as possible while causing the least amount of harm.
• Duty. Be responsible for your actions and their consequences, protect those entrusted to your care, and obey those who have just authority over you.
Breaking Your Oath
A paladin tries to hold to the highest standards of conduct, but even the most virtuous paladin is fallible. Sometimes the right path proves too demanding; sometimes a situation calls for the lesser of two evils, and sometimes the heat of emotion causes a paladin to transgress his oath. A paladin who has broken a vow typically seeks absolution from a cleric who shares his faith or from another paladin of the same order. The paladin might spend an all-night vigil in prayer as a sign of penitence, or undertake a fast or similar act of self‐denial. After a rite of confession and forgiveness, the paladin starts fresh. If a paladin wilfully violates his oath and shows no sign of repentance, the consequences can be more serious. At the DM’s discretion, an impenitent paladin might be forced to abandon this class and adopt another.