Learn about the Paladin class in Pathfinder: Wrath of the Righteous, including primary attributes, spells, abilities like Smite Evil, and level progression.
Class Features:
- Primary attributes: Strength, Constitution, and Charisma.
- Full Attack Bonus (BAB) progression.
- Caster level progression from level 4.
- May cast divine spells up to 4th-level; spells are prepared.
- 7 Hit Points (HP) per level.
- High saving throws for Fortitude and Will, low saving throws for Reflex.
- 2 skill points per level.
- Class Skills: Knowledge (Arcana), Knowledge (World), Lore (Nature), Lore (Religion), Persuasion.
Level Progression and Abilities:
Paladin Proficiencies: Proficient with all simple and martial weapons, all types of armor, and shields.
Alignment Restriction: A Paladin who strays from Lawful Good loses all class powers until alignment is restored.
Smite Evil: Once per day, as a swift action. If the target is evil, add Charisma modifier to attack rolls and Paladin levels to damage rolls until the enemy dies. Bypasses Damage Reduction (DR). Grants a deflection bonus to Armor Class (AC) equal to Charisma modifier against the target. Gains an additional use at 4th level and every 3 levels thereafter (max 7/day at 19th level).
Divine Grace: At 2nd level, gain a bonus equal to Charisma modifier on all saving throws.
Lay On Hands: At 2nd level, heal 1d6 damage per two class levels as a standard action (others) or swift action (self). Can make a melee touch attack to do equivalent damage to undead. Usable a number of times per day equal to half class level + Charisma modifier.
Aura of Courage: At 3rd level, immune to fear. Allies within 10' gain a +4 morale bonus on saves against fear effects.
Divine Health: At 3rd level, immune to all diseases.
Mercy: At 3rd level and every three levels thereafter, select a Mercy to heal a negative status when using Lay on Hands. Available Mercies include: Fatigued (3rd), Shaken (3rd), Sickened (3rd), Dazed (6th), Diseased (6th), Staggered (6th), Confused (9th), Cursed (9th), Exhausted (9th, requires Mercy - Fatigued), Frightened (9th, requires Mercy - Shaken), Nauseated (9th, requires Mercy - Sickened), Poisoned (9th), Blinded (12th), Paralyzed (12th), Stunned (12th).
Channel Positive Energy: At 4th level, can channel energy like a Cleric. Consumes two uses of Lay on Hands.
Divine Bond: At 5th level, choose a mount or weapon bond.
- Animal Companion: Gains a horse companion at class level. At 11th level, mount gains celestial resistances and Smite Evil. At 15th level, mount gains spell resistance equal to class level + 11.
- Divine Weapon Bond: Once per day, as a standard action, enhance weapon with a +1 enhancement bonus for 1 minute per class level. For every three levels above 5th, gain another +1 bonus (max +6 at 20th level). Bonus stacks with existing weapon enhancement to a maximum of +5. Can sacrifice enhancement bonus for properties: Flaming (5th, +1 cost), Keen (5th, +1 cost), Axiomatic (8th, +2 cost), Disrupting (8th, +2 cost).
Aura of Resolve: At 8th level.
Mark of Justice: At 11th level.
Aura of Faith: At 14th level.
Aura of Righteousness: At 17th level.
Holy Champion: At 20th level.
Spellcasting: May cast divine spells up to 4th-level. Do not select "Resistance" and "Virtue" as these are level 0 orisons for other divine classes.
- Focus on Strength, Constitution, and Charisma for primary attributes.
- Charisma is crucial for Smite Evil, Lay On Hands uses, and Divine Grace saving throw bonuses.
- Consider the Mercy options carefully to best support your party.
- The Divine Weapon Bond offers significant offensive power, especially at higher levels.
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