Paladin (Spellcaster)
Description
If your paladin does not wish to have a mount, you may choose to use this alternative class feature.Substitution Information
Level: 4th.
Replaces: If you select this class feature, you do not gain a special mount.
Benefit: Beginning at 4th level, a paladin gains the ability to cast spells as he normally would. However, instead of choosing spells at the beginning of each day, as a cleric does, the paladin has a select number of spells that he knows and can cast spontaneously as a sorcerer. See Table: Paladin Spellcasting below for more information.
Game Rule Information
Abilities:
Alignment: Lawful good.
Hit Die: d10
Class Skills
The Paladin (Spellcaster)'s (Pal) class skills (and the key ability for each skill) are concentration (Con), craft (Int), diplomacy (Cha), handle animal (Cha), heal (Wis), knowledge (nobility and royalty) (Int), knowledge (religion) (Int), profession (Wis), ride (Dex), and sense motive (Wis).
Skill Points at 1st level: (2 + Int modifier) x 4
Skill Points at each additional level: 2 + Int modifier
| Table: The Paladin (Spellcaster) | |||||
|---|---|---|---|---|---|
| Level | BAB | Fort | Ref | Will | Special |
| 1 | +1 | +2 | +0 | +0 | Aura of good, detect evil, smite evil 1/day |
| 2 | +2 | +3 | +0 | +0 | Divine grace, lay on hands |
| 3 | +3 | +3 | +1 | +1 | Aura of courage, divine health |
| 4 | +4 | +4 | +1 | +1 | Turn undead |
| 5 | +5 | +4 | +1 | +1 | Smite evil 2/day |
| 6 | +6/+1 | +5 | +2 | +2 | Remove disease 1/week |
| 7 | +7/+2 | +5 | +2 | +2 | |
| 8 | +8/+3 | +6 | +2 | +2 | |
| 9 | +9/+4 | +6 | +3 | +3 | Remove disease 2/week |
| 10 | +10/+5 | +7 | +3 | +3 | Smite evil 3/day |
| 11 | +11/+6/+1 | +7 | +3 | +3 | |
| 12 | +12/+7/+2 | +8 | +4 | +4 | Remove disease 3/week |
| 13 | +13/+8/+3 | +8 | +4 | +4 | |
| 14 | +14/+9/+4 | +9 | +4 | +4 | |
| 15 | +15/+10/+5 | +9 | +5 | +5 | Remove disease 4/week, smite evil 4/day |
| 16 | +16/+11/+6/+1 | +10 | +5 | +5 | |
| 17 | +17/+12/+7/+2 | +10 | +5 | +5 | |
| 18 | +18/+13/+8/+3 | +11 | +6 | +6 | Remove disease 5/week |
| 19 | +19/+14/+9/+4 | +11 | +6 | +6 | |
| 20 | +20/+15/+10/+5 | +12 | +6 | +6 | Smite evil 5/day |
| Table: Paladin Spellcasting | |||||||||
|---|---|---|---|---|---|---|---|---|---|
| Level | Spells Per Day | Spells Known | |||||||
| 1 | 2 | 3 | 4 | 1 | 2 | 3 | 4 | ||
| 1 | - | - | - | - | - | - | - | - | |
| 2 | - | - | - | - | - | - | - | - | |
| 3 | - | - | - | - | - | - | - | - | |
| 4 | 3 | - | - | - | 2 | - | - | - | |
| 5 | 4 | - | - | - | 2 | - | - | - | |
| 6 | 5 | - | - | - | 3 | - | - | - | |
| 7 | 6 | 3 | - | - | 3 | 1 | - | - | |
| 8 | 6 | 4 | - | - | 4 | 2 | - | - | |
| 9 | 6 | 5 | 3 | - | 4 | 2 | 1 | - | |
| 10 | 6 | 6 | 4 | - | 5 | 3 | 2 | - | |
| 11 | 6 | 6 | 5 | 3 | 5 | 3 | 2 | 1 | |
| 12 | 6 | 6 | 6 | 4 | 5 | 4 | 3 | 2 | |
| 13 | 6 | 6 | 6 | 5 | 5 | 4 | 3 | 2 | |
| 14 | 6 | 6 | 6 | 6 | 5 | 5 | 4 | 3 | |
| 15 | 6 | 6 | 6 | 6 | 5 | 5 | 4 | 3 | |
| 16 | 6 | 6 | 6 | 6 | 5 | 5 | 4 | 4 | |
| 17 | 6 | 6 | 6 | 6 | 5 | 5 | 4 | 4 | |
| 18 | 6 | 6 | 6 | 6 | 5 | 5 | 4 | 4 | |
| 19 | 6 | 6 | 6 | 6 | 5 | 5 | 4 | 4 | |
| 20 | 6 | 6 | 6 | 6 | 5 | 5 | 4 | 4 | |
Class Features
All of the following are class features of the Paladin (Spellcaster).
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 x 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 does not prepare spells in advance.
To learn 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 learns and casts spells the way a sorcerer does.
Through 3rd level, a paladin has no caster level. At 4th level and higher, her caster level is one-half her paladin level.
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.
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.

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