| ● Size: Medium
● Base Speed: 30 feet
● Immunity to sleep spells and similar magical effects, and a +2 racial bonus on saving throws against enchantment spells or effects.
● Low-Light Vision
● +1 racial bonus on Listen, Search, and Spot checks.
● +2 racial bonus on Diplomacy and Gather Information checks.
● Elven Blood: For all effects related to race, a half-elf is considered an elf.
● Automatic Languages: Common and Elven. Bonus Languages: Any (other than secret languages, such as Druidic).
● Favored Class: Any
● Weapon and Armor Proficiency: All simple and martial weapons, all types of armor (heavy, medium, and light), and shields (except tower shields).
● Aura of Good (Ex): (see the Detect Good spell), power level is 12 (Paladin level)
● Detect Evil (Sp): At will, can use Detect Evil, as the spell.
● Smite Evil (Su): 3/day, adding +4 (Charisma bonus) to attack roll and dealing 12 (Paladin level) extra points of damage.
● Divine Grace (Su): +4 (Charisma bonus) bonus on all saving throws.
● Lay on Hands (Su): 52HP/day (Paladin Level x Charisma bonus) healing of wounds and/or damage to undead creatures
● Aura of Courage (Su): immune to fear (magical or otherwise) and allies within 10 feet of her gains a +4 morale bonus on saving throws against fear effects. This ability functions while the paladin is conscious, but not if she is unconscious or dead.
● Divine Health (Ex): immune to all diseases, including supernatural and magical diseases.
● Turn Undead (Su): 7/day as a cleric of level 10
● Spells: ability to cast divine spells with the DC for a saving throw against a spell being 10 + the spell level + 3 (Wisdom Bonus) and a caster level of 6 (half Paladin level)
● Special Mount (Sp): 1/day, as a full-round action, can call mount from the celestial as the equivalent of a spell of 4th (1/3 Paladin level) level. The mount immediately appears adjacent to the paladin and remains for 26 hours; it may be dismissed at any time as a free action.
● Remove Disease (Sp): 3/week can produce a remove disease effect, as the spell
● Code of Conduct: must be of lawful good alignment and loses all paladin 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: may adventure with characters of any good or neutral alignment, will never knowingly associate with evil characters, nor will continue an association with someone who consistently offends her moral code and may only accept henchmen, followers, or cohorts who are lawful good. |
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