Difference between revisions of "SRD:Paladin"

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{{ambiguous|term=SRD:Paladin}}
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{{OGL Top}}
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==Paladin==
  
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===Making a Paladin===
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'''Alignment:''' Lawful good.
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'''[[SRD:Race Descriptions#Starting Age|Starting Age]]:''' Moderate.
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{| class="zebra d20"
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|+
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<div>{{Anchor|Table: The Paladin}}</div>
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[[SRD:Hit Dice|Hit Die]]: d10
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|-
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! rowspan="2" | Level
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! rowspan="2" | [[BAB|Base<br/>Attack Bonus]]
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! colspan="3" | [[SRD:Saving Throw|Saving Throw]]s
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! rowspan="2" | Special
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! colspan="10" | [[#Spells|Spells per Day]]
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|-
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! [[SRD:Saving Throw#Fortitude|Fort]] || [[SRD:Saving Throw#Reflex|Ref]] || [[SRD:Saving Throw#Will|Will]]
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! 1<sup>st</sup> || 2<sup>nd</sup> || 3<sup>rd</sup> || 4<sup>th</sup>
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|-
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|1st|| class="left" | +1 || +2 || +0 || +0
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| class="left" | [[#Aura of Good|Aura of Good]], ''[[#Detect Evil|Detect Evil]]'', [[#Smite Evil|Smite Evil]] 1/day
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|—||—||—||—
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|-
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|2nd|| class="left" | +2 || +3 || +0 || +0
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| class="left" | [[#Divine Grace|Divine Grace]], [[#Lay on Hands|Lay on Hands]]
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|—||—||—||—
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|-
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|3rd|| class="left" | +3 || +3 || +1 || +1
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| class="left" | [[#Aura of Courage|Aura of Courage]], [[#Divine Health|Divine Health]]
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|—||—||—||—
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|-
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|4th|| class="left" | +4 || +4 || +1 || +1
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| class="left" | [[#Turn Undead|Turn Undead]]
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|0||—||—||—
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|-
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|5th|| class="left" | +5 || +4 || +1 || +1
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| class="left" | [[#Smite Evil|Smite Evil]] 2/day, ''[[#Special Mount|Special Mount]]''
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|0||—||—||—
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|-
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|6th|| class="left" | +6/+1 || +5 || +2 || +2
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| class="left" | ''[[#Remove Disease|Remove Disease]]'' 1/week
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|1||—||—||—
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|-
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|7th|| class="left" | +7/+2 || +5 || +2 || +2
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| class="left" |
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|1||—||—||—
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|-
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|8th|| class="left" | +8/+3 || +6 || +2 || +2
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| class="left" |
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|1||0||—||—
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|-
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|9th|| class="left" | +9/+4 || +6 || +3 || +3
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| class="left" | ''[[#Remove Disease|Remove Disease]]'' 2/week
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|1||0||—||—
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|-
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|10th||class="left" | +10/+5 || +7 || +3 || +3
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| class="left" | [[#Smite Evil|Smite Evil]] 3/day
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|1||1||—||—
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|-
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|11th||class="left" | +11/+6/+1 || +7 || +3 || +3
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| class="left" |
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|1||1||0||—
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|-
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|12th||class="left" | +12/+7/+2 || +8 || +4 || +4
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| class="left" | ''[[#Remove Disease|Remove Disease]]'' 3/week
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|1||1||1||—
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|-
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|13th||class="left" | +13/+8/+3 || +8 || +4 || +4
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| class="left" |
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|1||1||1||—
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|-
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|14th||class="left" | +14/+9/+4 || +9 || +4 || +4
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| class="left" |
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|2||1||1||0
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|-
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|15th||class="left" | +15/+10/+5 || +9 || +5 || +5
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| class="left" | ''[[#Remove Disease|Remove Disease]]'' 4/week, [[#Smite Evil|Smite Evil]] 4/day
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|2||1||1||1
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|-
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|16th||class="left" | +16/+11/+6/+1 || +10 || +5 || +5
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| class="left" |
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|2||2||1||1
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|-
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|17th||class="left" | +17/+12/+7/+2 || +10 || +5 || +5
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| class="left" |
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|2||2||2||1
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|-
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|18th||class="left" | +18/+13/+8/+3 || +11 || +6 || +6
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| class="left" | ''[[#Remove Disease|Remove Disease]]'' 5/week
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|3||2||2||1
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|-
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|19th||class="left" | +19/+14/+9/+4 || +11 || +6 || +6
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| class="left" |
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|3||3||3||2
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|-
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|20th||class="left" | +20/+15/+10/+5 || +12 || +6 || +6
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| class="left" | [[#Smite Evil|Smite Evil]] 5/day
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|3||3||3||3
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|- class="noalt"
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| colspan="42" class="skill" |
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'''[[SRD:Class|Class]] Skills (2 + [[SRD:Intelligence|Int]] modifier per level, &times;4 at 1st level)'''<br/>
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[[SRD:Concentration Skill|Concentration]] ([[SRD:Constitution|Con]]), [[SRD:Craft Skill|Craft]] ([[SRD:Intelligence|Int]]), [[SRD:Diplomacy Skill|Diplomacy]] ([[SRD:Charisma|Cha]]), [[SRD:Handle Animal Skill|Handle Animal]] ([[SRD:Charisma|Cha]]), [[SRD:Heal Skill|Heal]] ([[SRD:Wisdom|Wis]]), [[SRD:Knowledge Skill|Knowledge]] (nobility and royalty) ([[SRD:Intelligence|Int]]), [[SRD:Knowledge Skill|Knowledge]] (religion) ([[SRD:Intelligence|Int]]), [[SRD:Profession Skill|Profession]] ([[SRD:Wisdom|Wis]]), [[SRD:Ride Skill|Ride]] ([[SRD:Dexterity|Dex]]), [[SRD:Sense Motive Skill|Sense Motive]] ([[SRD:Wisdom|Wis]]).
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|}
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====Class Features====
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All of the following are [[SRD:Class|class]] features of the paladin.
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Weapon and Armor Proficiency: Paladins are proficient with all [[SRD:Simple Weapon Proficiency|simple]] and [[SRD:Martial Weapon Proficiency|martial weapons]], with all types of armor ([[SRD:Armor Proficiency (Heavy)|heavy]], [[SRD:Armor Proficiency (Medium)|medium]], and [[SRD:Armor Proficiency (Light)|light]]), and with [[SRD:Shield Proficiency|shields]] (except [[SRD:Tower Shield Proficiency|tower shields]]).
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'''{{Anchor|Aura of Good}} ([[SRD:Special Abilities Overview#Extraordinary|Ex]]):''' The power of a paladin’s aura of good (see the ''[[SRD:Detect Good|detect good]]'' spell) is equal to her paladin level.
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'''{{Anchor|''Detect Evil''}} ([[SRD:Special Abilities Overview#Spell-Like|Sp]]):''' At will, a paladin can use ''[[SRD:Detect Evil|detect evil]]'', as the spell.
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'''{{Anchor|Smite Evil}} ([[SRD:Special Abilities Overview#Supernatural|Su]]):''' Once per day, a paladin may attempt to smite evil with one normal [[SRD:Melee Attack|melee attack]]. She adds her [[SRD:Charisma|Charisma]] bonus (if any) to her [[SRD:Attack Roll|attack roll]] and deals 1 extra point of damage per paladin level. If the paladin accidentally smites a creature that is not evil, the smite has no effect, but the ability is still used up for that day.
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At 5th level, and at every five levels thereafter, the paladin may smite evil one additional time per day, as indicated on Table: The Paladin, to a maximum of five times per day at 20th level.
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'''{{Anchor|Divine Grace}} ([[SRD:Special Abilities Overview#Supernatural|Su]]):''' At 2nd level, a paladin gains a bonus equal to her [[SRD:Charisma|Charisma]] bonus (if any) on all [[SRD:Saving Throw|saving throws]].
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'''{{Anchor|Lay on Hands}} ([[SRD:Special Abilities Overview#Supernatural|Su]]):''' Beginning at 2nd level, a paladin with a [[SRD:Charisma|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 [[SRD:Hit Points|hit points]] of damage equal to her paladin level &times; her [[SRD:Charisma|Charisma]] bonus. A paladin may choose to divide her healing among multiple recipients, and she doesn’t have to use it all at once. Using lay on hands is a [[SRD:Standard Actions|standard action]].
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Alternatively, a paladin can use any or all of this healing power to deal damage to [[SRD:Undead Type|undead]] creatures. Using lay on hands in this way requires a successful melee [[SRD:Touch Attack|touch attack]] and doesn’t provoke an [[SRD:Attack of Opportunity|attack of opportunity]]. The paladin decides how many of her daily allotment of points to use as damage after successfully touching an [[SRD:Undead Type|undead]] creature.
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'''{{Anchor|Aura of Courage}} ([[SRD:Special Abilities Overview#Supernatural|Su]]):''' Beginning at 3rd level, a paladin is immune to [[SRD:Fear Effect|fear]] (magical or otherwise). Each ally within 10 feet of her gains a +4 morale bonus on [[SRD:Saving Throw|saving throws]] against [[SRD:Fear Effect|fear effects]].
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This ability functions while the paladin is conscious, but not if she is unconscious or [[SRD:Dead|dead]].
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'''{{Anchor|Divine Health}} ([[SRD:Special Abilities Overview#Extraordinary|Ex]]):''' At 3rd level, a paladin gains immunity to all [[SRD:Disease|diseases]], including supernatural and magical diseases.
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'''{{Anchor|[[SRD:Turn or Rebuke Undead|Turn Undead]]}} ([[SRD:Special Abilities Overview#Supernatural|Su]]):''' When a paladin reaches 4th level, she gains the [[SRD:Supernatural Ability|supernatural ability]] to turn [[SRD:Undead Type|undead]]. She may use this ability a number of times per day equal to 3 + her [[SRD:Charisma|Charisma]] modifier. She turns [[SRD:Undead Type|undead]] as a [[SRD:Cleric|cleric]] of three levels lower would.
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'''{{Anchor|Spells}}:''' Beginning at 4th level, a paladin gains the ability to cast a small number of divine spells, which are drawn from the [[SRD:Paladin Spell List|paladin spell list]]. A paladin must choose and prepare her spells in advance.
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To prepare or cast a spell, a paladin must have a [[SRD:Wisdom|Wisdom]] score equal to at least 10 + the [[SRD:Spell Level|spell level]]. The [[SRD:DC|Difficulty Class]] for a [[SRD:Saving Throw|saving throw]] against a paladin’s spell is 10 + the [[SRD:Spell Level|spell level]] + the paladin’s [[SRD:Wisdom|Wisdom]] modifier.
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Like other spellcasters, a paladin can cast only a certain number of spells of each [[SRD:Spell Level|spell level]] per day. Her base daily spell allotment is given on Table: The Paladin. In addition, she receives bonus spells per day if she has a high [[SRD:Wisdom|Wisdom]] score. When Table: The Paladin indicates that the paladin gets 0 spells per day of a given [[SRD:Spell Level|spell level]], she gains only the bonus spells she would be entitled to based on her [[SRD:Wisdom|Wisdom]] score for that [[SRD:Spell Level|spell level]] The paladin does not have access to any domain spells or granted [[SRD:Powers|powers]], as a [[SRD:Cleric|cleric]] does.
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A paladin prepares and casts spells the way a [[SRD:Cleric|cleric]] does, though she cannot lose a prepared spell to spontaneously cast a cure spell in its place. A paladin may prepare and cast any spell on the [[SRD:Paladin Spell List|paladin spell list]], provided that she can cast spells of that level, but she must choose which spells to prepare during her daily meditation.
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Through 3rd level, a paladin has no [[SRD:Caster Level|caster level]]. At 4th level and higher, her [[SRD:Caster Level|caster level]] is one-half her paladin level.
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'''{{Anchor|''Special Mount''}} ([[SRD:Special Abilities Overview#Spell-Like|Sp]]):''' Upon reaching 5th level, a paladin gains the service of an unusually intelligent, strong, and loyal steed to serve her in her crusade against evil (see below). This mount is usually a [[SRD:Heavy Warhorse|heavy warhorse]] (for a Medium paladin) or a [[SRD:War Pony|warpony]] (for a Small paladin).
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Once per day, as a [[SRD:Full-Round Actions|full-round action]], a paladin may magically call her mount from the [[SRD:Celestial|celestial]] realms in which it resides. This ability is the equivalent of a spell of a level equal to one-third the paladin’s level. The mount immediately appears adjacent to the paladin and remains for 2 hours per paladin level; it may be dismissed at any time as a [[SRD:Free Actions|free action]]. The mount is the same creature each time it is summoned, though the paladin may release a particular mount from service.
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Each time the mount is called, it appears in full health, regardless of any damage it may have taken previously. The mount also appears wearing or carrying any gear it had when it was last dismissed. Calling a mount is a conjuration (calling) effect.
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Should the paladin’s mount die, it immediately disappears, leaving behind any equipment it was carrying. The paladin may not summon another mount for thirty days or until she gains a paladin level, whichever comes first, even if the mount is somehow returned from the [[SRD:Dead|dead]]. During this thirty-day period, the paladin takes a –1 penalty on attack and weapon [[SRD:Attack Damage|damage rolls]].
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'''{{Anchor|''Remove Disease''}} ([[SRD:Special Abilities Overview#Spell-Like|Sp]]):''' At 6th level, a paladin can produce a ''[[SRD:Remove Disease|remove disease]]'' effect, as the spell, once per week. She can use this ability one additional time per week for every three levels after 6th (twice per week at 9th, three times at 12th, and so forth).
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'''Code of Conduct:''' A paladin must be of lawful good alignment and loses all [[SRD:Class|class]] abilities if she ever willingly commits an evil act.
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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.
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'''Associates:''' While she may adventure with characters of any good or neutral alignment, a paladin will never knowingly associate with evil characters, nor will she continue an association with someone who consistently offends her moral code. A paladin may accept only henchmen, followers, or cohorts who are lawful good.
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{{:SRD:Paladin's Mount}}
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====Ex-Paladins====
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A paladin who ceases to be lawful good, who willfully commits an evil act, or who grossly violates the code of conduct loses all paladin spells and abilities (including the service of the paladin’s mount, but not weapon, armor, and shield proficiencies). She may not progress any farther in levels as a paladin. She regains her abilities and advancement potential if she atones for her violations (see the [[SRD:Atonement|atonement]] spell description), as appropriate.
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Like a member of any other [[SRD:Class|class]], a paladin may be a [[SRD:Multiclass Characters|multiclass]] character, but [[SRD:Multiclass Characters|multiclass]] paladins face a special restriction. A paladin who gains a level in any [[SRD:Class|class]] other than paladin may never again raise her paladin level, though she retains all her paladin abilities.
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====Epic Paladin====
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{| class="zebra d20"
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|+ class="epic" |
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<div>{{Anchor|Table: The Epic Paladin}}</div>
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[[SRD:Hit Dice|Hit Die]]: d10
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|-
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! Level !! Special
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|-
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| 21st || class="left" | ''[[#Remove Disease|Remove Disease]]'' 6/week
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|-
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| 22nd || class="left" |
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|-
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| 23rd || class="left" | [[#Bonus Feats|Bonus Feat]]
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|-
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| 24th || class="left" | ''[[#Remove Disease|Remove Disease]]'' 7/week
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|-
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| 25th || class="left" | [[#Smite Evil|Smite Evil]] 6/day
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|-
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| 26th || class="left" | [[#Bonus Feats|Bonus Feat]]
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|-
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| 27th || class="left" | ''[[#Remove Disease|Remove Disease]]'' 8/week
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|-
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| 28th || class="left" |
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|-
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| 29th || class="left" | [[#Bonus Feats|Bonus Feat]]
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|-
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| 30th || class="left" | ''[[#Remove Disease|Remove Disease]]'' 9/week
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|- class="noalt"
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| colspan="42" class="skill" |
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2 + [[SRD:Intelligence|Int]] modifier [[SRD:Skill Points|skill points]] per level.
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|}
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'''[[#Lay on Hands|Lay on Hands]] ([[SRD:Special Abilities Overview#Supernatural|Su]]):''' Each day a Paladin can cure a total number of [[SRD:Hit Points|hit points]] equal to his or her [[SRD:Charisma|Charisma]] bonus (if any) times his or her [[SRD:Class|class]] level, as normal
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'''[[#Smite Evil|Smite Evil]] ([[SRD:Special Abilities Overview#Supernatural|Su]]):''' The epic Paladin adds his or her [[SRD:Class|class]] level to damage with any smite evil attack, as normal. He or she can smite one additional time per day for every five levels higher than 20<SUP>th</SUP>.
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'''[[#Turn Undead|Turn Undead]]:''' The Paladin turns [[SRD:Undead Type|undead]] as a [[SRD:Cleric|cleric]] of three levels lower, as normal. 
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'''[[#Spells|Spells]]:''' The Paladin’s [[SRD:Caster Level|caster level]] is equal to one-half his or her [[SRD:Class|class]] level, as normal. The Paladin’s number of [[SRD:Spells|spells]] per day does not increase after 20th level. 
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'''[[#The Paladin's Mount|Special Mount]]:''' The epic Paladin’s special mount continues to increase in power. Every five levels after 20th the special mount gains +2 bonus [[SRD:Hit Dice|Hit Dice]], its [[SRD:Armor Class|natural armor]] increases by +2, its [[SRD:Strength|Strength]] adjustment increases by +1, and its [[SRD:Intelligence|Intelligence]] increases by +1. The mount’s [[SRD:Spell Resistance and Spell Immunity#Spell Resistance (Ex)|spell resistance]] equals the Paladin’s [[SRD:Class|class]] level + 5. 
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'''''[[#Remove Disease|Remove Disease]]'' ([[SRD:Special Abilities Overview#Spell-Like|Sp]]):''' The epic Paladin can use ''[[SRD:Remove Disease|remove disease]]'' one additional time per week for every three levels higher than 18th. 
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'''{{Anchor|Bonus Feats}}:''' The epic Paladin gains a bonus [[SRD:Feats|feat]] (selected from the list of epic Paladin [[SRD:Feats|feats]]) every three levels higher than 20th. 
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''Epic Paladin Bonus [[SRD:Feats|Feat]] List:'' [[SRD:Armor Skin|Armor Skin]], [[SRD:Devastating Critical|Devastating Critical]], [[SRD:Epic Leadership|Epic Leadership]], [[SRD:Epic Prowess|Epic Prowess]], [[SRD:Epic Reputation|Epic Reputation]], [[SRD:Epic Toughness|Epic Toughness]], [[SRD:Epic Weapon Focus|Epic Weapon Focus]], [[SRD:Great Smiting|Great Smiting]], [[SRD:Holy Strike|Holy Strike]], [[SRD:Improved Aura of Courage|Improved Aura of Courage]], [[SRD:Improved Combat Casting|Improved Combat Casting]], [[SRD:Improved Spell Capacity|Improved Spell Capacity]], [[SRD:Legendary Commander|Legendary Commander]], [[SRD:Legendary Rider|Legendary Rider]], [[SRD:Overwhelming Critical|Overwhelming Critical]], [[SRD:Perfect Health|Perfect Health]], [[SRD:Permanent Emanation|Permanent Emanation]], [[SRD:Planar Turning|Planar Turning]], [[SRD:Positive Energy Aura|Positive Energy Aura]], [[SRD:Spectral Strike|Spectral Strike]], [[SRD:Spontaneous Spell|Spontaneous Spell]], [[SRD:Widen Aura of Courage|Widen Aura of Courage]].
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{{SRD Class Footer}}
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[[Category:Base Class|{{BASEPAGENAME}}]]

Revision as of 16:54, 21 August 2016

Disambiguation.png This article is about SRD:Paladin
For other uses of SRD:Paladin, see SRD:Paladin (disambiguation).
This material is published under the OGL

Paladin

Making a Paladin

Alignment: Lawful good.

Starting Age: Moderate.

Table: The Paladin

Hit Die: d10

Level Base
Attack Bonus
Saving Throws Special Spells per Day
Fort Ref Will 1st 2nd 3rd 4th
1st +1 +2 +0 +0 Aura of Good, Detect Evil, Smite Evil 1/day
2nd +2 +3 +0 +0 Divine Grace, Lay on Hands
3rd +3 +3 +1 +1 Aura of Courage, Divine Health
4th +4 +4 +1 +1 Turn Undead 0
5th +5 +4 +1 +1 Smite Evil 2/day, Special Mount 0
6th +6/+1 +5 +2 +2 Remove Disease 1/week 1
7th +7/+2 +5 +2 +2 1
8th +8/+3 +6 +2 +2 1 0
9th +9/+4 +6 +3 +3 Remove Disease 2/week 1 0
10th +10/+5 +7 +3 +3 Smite Evil 3/day 1 1
11th +11/+6/+1 +7 +3 +3 1 1 0
12th +12/+7/+2 +8 +4 +4 Remove Disease 3/week 1 1 1
13th +13/+8/+3 +8 +4 +4 1 1 1
14th +14/+9/+4 +9 +4 +4 2 1 1 0
15th +15/+10/+5 +9 +5 +5 Remove Disease 4/week, Smite Evil 4/day 2 1 1 1
16th +16/+11/+6/+1 +10 +5 +5 2 2 1 1
17th +17/+12/+7/+2 +10 +5 +5 2 2 2 1
18th +18/+13/+8/+3 +11 +6 +6 Remove Disease 5/week 3 2 2 1
19th +19/+14/+9/+4 +11 +6 +6 3 3 3 2
20th +20/+15/+10/+5 +12 +6 +6 Smite Evil 5/day 3 3 3 3

Class Skills (2 + Int modifier per level, ×4 at 1st level)
Concentration (Con), Craft (Int), Diplomacy (Cha), Handle Animal (Cha), Heal (Wis), Knowledge (nobility and royalty) (Int), Knowledge (religion) (Int), Profession (Wis), Ride (Dex), Sense Motive (Wis).

Class Features

All of the following are class features of the paladin.

Weapon and Armor Proficiency: Paladins are proficient with all simple and martial weapons, with all types of armor (heavy, medium, and light), and with shields (except tower shields).

Aura of Good (Ex): The power of a paladin’s aura of good (see the detect good spell) is equal to her paladin level.

Detect Evil (Sp): At will, a paladin can use detect evil, as the spell.

Smite Evil (Su): Once per day, a paladin may attempt to smite evil with one normal melee attack. She adds her Charisma bonus (if any) to her attack roll and deals 1 extra point of damage per paladin level. If the paladin accidentally smites a creature that is not evil, the smite has no effect, but the ability is still used up for that day.

At 5th level, and at every five levels thereafter, the paladin may smite evil one additional time per day, as indicated on Table: The Paladin, to a maximum of five times per day at 20th level.

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

Lay on Hands (Su): 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 × her Charisma bonus. A paladin may choose to divide her healing among multiple recipients, and she doesn’t have to use it all at once. Using lay on hands is a standard action.

Alternatively, a paladin can use any or all of this healing power to deal damage to undead creatures. Using lay on hands in this way requires a successful melee touch attack and doesn’t provoke an attack of opportunity. The paladin decides how many of her daily allotment of points to use as damage after successfully touching an undead creature.

Aura of Courage (Su): Beginning at 3rd level, a paladin is immune to fear (magical or otherwise). Each ally 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): At 3rd level, a paladin gains immunity to all diseases, including supernatural and magical diseases.

Turn Undead (Su): When a paladin reaches 4th level, she gains the supernatural ability to turn undead. She may use this ability a number of times per day equal to 3 + her Charisma modifier. She turns undead as a cleric of three levels lower would.

Spells: Beginning at 4th level, 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 Wisdom 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 Wisdom 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: The Paladin. In addition, she receives bonus spells per day if she has a high Wisdom score. When Table: The 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 Wisdom score for that spell level The paladin does not have access to any domain spells or granted powers, as a cleric does.

A paladin prepares and casts spells the way a cleric does, though she cannot lose a prepared spell to spontaneously cast a cure spell in its place. 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.

Through 3rd level, a paladin has no caster level. At 4th level and higher, her caster level is one-half her paladin level.

Special Mount (Sp): Upon reaching 5th level, a paladin gains the service of an unusually intelligent, strong, and loyal steed to serve her in her crusade against evil (see below). This mount is usually a heavy warhorse (for a Medium paladin) or a warpony (for a Small paladin).

Once per day, as a full-round action, a paladin may magically call her mount from the celestial realms in which it resides. This ability is the equivalent of a spell of a level equal to one-third the paladin’s level. The mount immediately appears adjacent to the paladin and remains for 2 hours per paladin level; it may be dismissed at any time as a free action. The mount is the same creature each time it is summoned, though the paladin may release a particular mount from service.

Each time the mount is called, it appears in full health, regardless of any damage it may have taken previously. The mount also appears wearing or carrying any gear it had when it was last dismissed. Calling a mount is a conjuration (calling) effect.

Should the paladin’s mount die, it immediately disappears, leaving behind any equipment it was carrying. The paladin may not summon another mount for thirty days or until she gains a paladin level, whichever comes first, even if the mount is somehow returned from the dead. During this thirty-day period, the paladin takes a –1 penalty on attack and weapon damage rolls.

Remove Disease (Sp): At 6th level, a paladin can produce a remove disease effect, as the spell, once per week. She can use this ability one additional time per week for every three levels after 6th (twice per week at 9th, three times at 12th, and so forth).

Code of Conduct: A paladin must be of lawful good alignment and loses all 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: While she may adventure with characters of any good or neutral alignment, a paladin will never knowingly associate with evil characters, nor will she continue an association with someone who consistently offends her moral code. A paladin may accept only henchmen, followers, or cohorts who are lawful good.

The Paladin's Mount

The paladin’s mount is superior to a normal mount of its kind and has special powers, as described below. The standard mount for a Medium paladin is a heavy warhorse, and the standard mount for a Small paladin is a warpony. Another kind of mount, such as a riding dog (for a halfling paladin) or a Large shark (for a paladin in an aquatic campaign) may be allowed as well.

A paladin’s mount is treated as a magical beast, not an animal, for the purpose of all effects that depend on its type (though it retains an animal’s HD, base attack bonus, saves, skill points, and feats).

Paladin
Level
Bonus
HD
Natural
Armor Adj.
Str
Adj.
Int Special
5th–7th +2 +4 +1 6 Empathic Link, Improved Evasion, Share Spells, Share Saving Throws
8th–10th +4 +6 +2 7 Improved Speed
11th–14th +6 +8 +3 8 Command Creatures of Its Kind
15th–20th +8 +10 +4 9 Spell Resistance

Paladin’s Mount Basics: Use the base statistics for a creature of the mount’s kind, but make changes to take into account the attributes and characteristics summarized on the table and described below.

Bonus HD: Extra eight-sided (d8) Hit Dice, each of which gains a Consitution modifier, as normal. Extra Hit Dice improve the mount’s base attack and base save bonuses. A special mount’s base attack bonus is equal to that of a cleric of a level equal to the mount’s HD. A mount has good Fortitude and Reflex saves (treat it as a character whose level equals the animal’s HD). The mount gains additional skill points or feats for bonus HD as normal for advancing a monster’s Hit Dice.

Natural Armor Adj.: The number on the table is an improvement to the mount’s existing natural armor bonus.

Str Adj.: Add this figure to the mount’s Strength score.

Int: The mount’s Intelligence score.

Empathic Link (Su): The paladin has an empathic link with her mount out to a distance of up to 1 mile. The paladin cannot see through the mount’s eyes, but they can communicate empathically.

Note that even intelligent mounts see the world differently from humans, so misunderstandings are always possible.

Because of this empathic link, the paladin has the same connection to an item or place that her mount does, just as with a master and his familiar (see Familiars).

Improved Evasion (Ex): When subjected to an attack that normally allows a Reflex saving throw for half damage, a mount takes no damage if it makes a successful saving throw and half damage if the saving throw fails.

Share Spells: At the paladin’s option, she may have any spell (but not any spell-like ability) she casts on herself also affect her mount.

The mount must be within 5 feet at the time of casting to receive the benefit. If the spell or effect has a duration other than instantaneous, it stops affecting the mount if it moves farther than 5 feet away and will not affect the mount again even if it returns to the paladin before the duration expires. Additionally, the paladin may cast a spell with a target of “You” on her mount (as a touch range spell) instead of on herself. A paladin and her mount can share spells even if the spells normally do not affect creatures of the mount’s type (magical beast).

Share Saving Throws: For each of its saving throws, the mount uses its own base save bonus or the paladin’s, whichever is higher. The mount applies its own ability modifiers to saves, and it doesn’t share any other bonuses on saves that the master might have.

Improved Speed (Ex): The mount’s speed increases by 10 feet.

Command (Sp): Once per day per two paladin levels of its master, a mount can use this ability to command other any normal animal of approximately the same kind as itself (for warhorses and warponies, this category includes donkeys, mules, and ponies), as long as the target creature has fewer Hit Dice than the mount. This ability functions like the command spell, but the mount must make a DC 21 Concentration check to succeed if it’s being ridden at the time. If the check fails, the ability does not work that time, but it still counts against the mount’s daily uses. Each target may attempt a Will save (DC 10 + 1/2 paladin’s level + paladin’s Cha modifier) to negate the effect.

Spell Resistance (Ex): A mount’s spell resistance equals its master’s paladin level + 5. To affect the mount with a spell, a spellcaster must get a result on a caster level check (1d20 + caster level) that equals or exceeds the mount’s spell resistance.

Ex-Paladins

A paladin who ceases to be lawful good, who willfully commits an evil act, or who grossly violates the code of conduct loses all paladin spells and abilities (including the service of the paladin’s mount, but not weapon, armor, and shield proficiencies). She may not progress any farther in levels as a paladin. She regains her abilities and advancement potential if she atones for her violations (see the atonement spell description), as appropriate.

Like a member of any other class, a paladin may be a multiclass character, but multiclass paladins face a special restriction. A paladin who gains a level in any class other than paladin may never again raise her paladin level, though she retains all her paladin abilities.

Epic Paladin

Table: The Epic Paladin

Hit Die: d10

Level Special
21st Remove Disease 6/week
22nd
23rd Bonus Feat
24th Remove Disease 7/week
25th Smite Evil 6/day
26th Bonus Feat
27th Remove Disease 8/week
28th
29th Bonus Feat
30th Remove Disease 9/week

2 + Int modifier skill points per level.

Lay on Hands (Su): Each day a Paladin can cure a total number of hit points equal to his or her Charisma bonus (if any) times his or her class level, as normal

Smite Evil (Su): The epic Paladin adds his or her class level to damage with any smite evil attack, as normal. He or she can smite one additional time per day for every five levels higher than 20th.

Turn Undead: The Paladin turns undead as a cleric of three levels lower, as normal.

Spells: The Paladin’s caster level is equal to one-half his or her class level, as normal. The Paladin’s number of spells per day does not increase after 20th level.

Special Mount: The epic Paladin’s special mount continues to increase in power. Every five levels after 20th the special mount gains +2 bonus Hit Dice, its natural armor increases by +2, its Strength adjustment increases by +1, and its Intelligence increases by +1. The mount’s spell resistance equals the Paladin’s class level + 5.

Remove Disease (Sp): The epic Paladin can use remove disease one additional time per week for every three levels higher than 18th.

Bonus Feats: The epic Paladin gains a bonus feat (selected from the list of epic Paladin feats) every three levels higher than 20th.

Epic Paladin Bonus Feat List: Armor Skin, Devastating Critical, Epic Leadership, Epic Prowess, Epic Reputation, Epic Toughness, Epic Weapon Focus, Great Smiting, Holy Strike, Improved Aura of Courage, Improved Combat Casting, Improved Spell Capacity, Legendary Commander, Legendary Rider, Overwhelming Critical, Perfect Health, Permanent Emanation, Planar Turning, Positive Energy Aura, Spectral Strike, Spontaneous Spell, Widen Aura of Courage.



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