Wyrmspire Paladin

Paladins in Wyrmspire are identical to normal Paladins with the following exceptions.

Skill Ranks per Level: 4 + Int modifier.

Aura of Alignment (Ex): The Paladin gains choose one or more alignment and gains the associated creature subtype (such as Chaos, Evil, Good, or Law) and radiates an aura of in accordance with the associated alignments. A Paladin may not choose opposing alignments (such as Good and Evil). Alternatively, a Paladin can choose to forgo choosing any alignment and gain no aligned aura as a result.

Aligned Spells (Ex): Paladins cast spells on their Paladin spell list with subtypes according to their aligned aura (see Aura of Alignment), altering the effects of the spell and the spell's subtype as appropriate. For example, when a Paladin of Law casts holy sword it becomes a [Law] spell instead of a [Good] spell, and the chosen weapon becomes a +5 axiomatic weapon instead of a +5 holy weapon. If a Paladin of Evil casts bless weapon, it becomes an [Evil] spell and the weapon becomes Evil for the duration, and special benefits the weapon normally would have against Evil creatures instead apply against Good creatures instead.

When an un-aligned paladin casts an aligned spell from the Paladin's list, the spell loses its alignment subtype and loses any special benefits or drawbacks against a specific alignment (bless weapon would still be treated as a magic weapon but would have no special effects against any alignment). The holy sword spell instead gains the Wounding weapon property.

Smite (Su): Once per day, a paladin can call out to the powers of their fervor to aid her in her struggle against her enemies. As a swift action, the paladin chooses one target within sight to smite. Against the target, the paladin adds her Charisma bonus (if any) to her attack rolls and adds 1/2 her Paladin level to damage rolls (minimum +1). If the target of smite is an outsider, a dragon, or an undead creature, the bonus to damage on the first successful attack increases to 1 points of damage per level the paladin possesses. If the target's alignment is opposed to the Paladin's Aura (such as a Paladin with an Aura of Lawful Good smiting a Chaotic or and Evil foe), the Paladin doubles the damage dealt by her smite evil. Regardless of the target, smite attacks automatically bypass any DR the creature might possess. A Paladin that does not have an aligned aura may instead expend two uses of their smite to treat their target as if the were opposed to the Paladin's aura for the duration of the smite.

In addition, while smite is in effect, the paladin gains a deflection bonus equal to her Charisma modifier (if any) to her AC against attacks made by the target of the smite.

The smite effect remains until the target of the smite is dead or the next time the paladin rests and regains her uses of this ability. At 4th level, and at every three levels thereafter, the paladin may smite evil one additional time per day, as indicated on Table: Paladin, to a maximum of seven times per day at 19th level.

Spells: A paladin gains the ability to cast a small number of divine spells which are drawn from the paladin spell list. A paladin must choose and prepare her spells in advance.

To prepare or cast a spell, a paladin must have a Charisma score equal to at least 10 + the spell level. The Difficulty Class for a saving throw against a paladin's spell is 10 + the spell level + the paladin's Charisma modifier.

Like other spellcasters, a paladin can cast only a certain number of spells of each spell level per day. Her base daily spell allotment is given on Table: Paladin. In addition, she receives bonus spells per day if she has a high Charisma score (see Table: Ability Modifiers and Bonus Spells). When Table: Paladin indicates that the paladin gets 0 spells per day of a given spell level, she gains only the bonus spells she would be entitled to based on her Charisma score for that spell level.

A paladin must spend 1 hour each day in quiet prayer and meditation to regain her daily allotment of spells. A paladin may prepare and cast any spell on the paladin spell list, provided that she can cast spells of that level, but she must choose which spells to prepare during her daily meditation.

Orisons: Paladins can prepare a number of orisons, or 0-level spells, each day. These spells are cast like any other spell, but they are not expended when cast and may be used again.

Paladin Spells Per Day
Level Orisons 1st 2nd 3rd 4th
1 1 - - - -
2 2 - - - -
3 3 - - - -
4 4 0 - - -
5 4 1 - - -
6 4 1 - - -
7 4 1 0 - -
8 4 2 1 - -
9 4 2 1 - -
10 4 2 1 0 -
11 4 3 2 1 -
12 4 3 2 1 -
13 4 3 2 1 0
14 4 4 3 2 1
15 4 4 3 2 1
16 4 4 3 2 1
17 4 4 4 3 2
18 4 4 4 3 2
19 4 4 4 3 2
20 4 4 4 4 3

Paladin Orisons

  • Create Water: Creates 2 gallons/level of pure water.
  • Detect Magic: Detects spells and magic items within 60 ft.
  • Detect Poison: Detects poison in one creature or object.
  • Guidance: +1 on one attack roll, saving throw, or skill check.
  • Light: Object shines like a torch.
  • Mending: Makes minor repairs on an object.
  • Purify Food and Drink: Purifies 1 cu. ft./level of food or water.
  • Read Magic: Read scrolls and spellbooks.
  • Resistance: Subject gains +1 on saving throws.
  • Stabilize: Cause a dying creature to stabilize.
  • Virtue: Subject gains temporary hp.
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