Paladin

World of Warcraft: The Roleplaying Game (WoW)Updated WoW RPG (3.5)

Paladin is a D&D 3.5 character class from WoW. Hit die d10; 2 + Int skill points per level. Casts spells across 4 spell levels.

Type
Base
Hit Die
d10
Skill Points
2 + Int

Class Skills

View full spell list (all levels)

Class Spells

Advancement

LevelBABFortRefWillSpecial
1+1+2+0+0Aura of good, detect undead,
2+2+3+0+0Divine grace
3+3+3+1+1Activate aura 1/day, aura of might,
4+4+4+1+1Lay on hands, turn undead
5+5+4+1+1Crusader strike, holy strike 2/day
6+6/+1+5+2+2Activate aura 2/day, devotion aura
7+7/+2+5+2+2Fist of justice
8+8/+3+6+2+2-
9+9/+4+6+3+3Activate aura 3/day, healing aura
10+10/+5+7+3+3Holy strike 3/day
11+11/+6/+1+7+3+3-
12+12/+7/+2+8+4+4Activate aura 4/day, retribution aura
13+13/+8/+3+8+4+4-
14+14/+9/+4+9+4+4-
15+15/+10/+5+9+5+5Activate aura 5/day, holy strike 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+6Activate aura 6/day, spirit aura
19+19/+14/+9/+4+11+6+6-
20+20/+15/+10/+5+12+6+6Holy strike 5/day

The paladin is a warrior of the Holy Light. She upholds all that is good and true in the world and reviles all that is evil and sinister - especially undead and the Burning Legion. She offers succor to the beleaguered and smites her enemies with holy fervor. She is particularly potent against undead, as these creatures threaten the goodly races and the Holy Light burns them terribly. The presence of any evil is reprehensible to the paladin, but she focuses her efforts on destroying undead and demons. Races: Humans and Ironforge dwarves are the most likely to become paladins, as these races revere the Holy Light. The paladin order, also called the Knights of the Silver Hand, grew out of

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 Undead (Sp): A paladin can use detect undead, as the spell, at will.

Holy Strike (Su): Once per day, a paladin may attempt a holy strike with one normal melee attack. She must declare her intent to use holy strike before she makes her attack roll. If she hits, she deals 1d6 extra points of holy damage, +1 additional point of holy damage per paladin level. Her weapon is considered good-aligned for the purposes of overcoming damage reduction. If the paladin misses with her holy strike, the strike has no effect but is still used up for that day. At 5th level, and at every 5 levels thereafter, the paladin may use holy strike one additional time per day, as indicated on Table 3-11: The Paladin, to a maximum of five times per day at 20th level.

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

Auras (Su): Beginning at 3rd level, a paladin gains an aura. The Holy Light manifests around her in a tangible field and provides benefits to her and her allies. The aura extends from the paladin in a radius equal to 5 feet per point of Charisma modifier (minimum 5 feet) and affects the paladin and all allies within this area. Activating an aura is a free action, and the paladin can have only one aura active at a time. The aura lasts for one round per paladin level. At 3rd level, the paladin gains aura of might and can activate an aura once per day; she gains more auras and can activate them more often as she gains levels, as shown on Table 3<11. (The paladin's aura of good is persistent and does not count against her use of auras per day.) The paladin can also use a hero point to activate an aura that does not count against her auras per day. If she does so, the aura's radius doubles. When the paladin activates an aura, she can activate any aura she knows. For instance, a 6th-level paladin can activate an aura twice per day. In one day, she can activate a devotion aura twice, or an aura of might twice, or a devotion aura once and an aura of might once. When an aura is active, a colored glow wreathes the paladin and a circle of energy pulses at her feet. (The color depends on the aura.) Light of the same color dimly illuminates each affected ally. The aura provides shadowy illumination within its area. Some auras mimic spells of the same name; these auras' effects do not stack with the spells'. Aura of Might: The paladin and her allies receive a +1 sacred bonus on damage rolls for every three paladin levels, to a maximum of +5 at 15th level. Devotion Aura: The paladin and her allies receive a +1 deflection bonus to AC for every three paladin levels, to a maximum of +5 at 15th level. Healing Aura: The paladin and her allies gain fast healing 1. Retribution Aura: Any creature that deals damage with a melee attack to the paladin or one of her allies takes 2d4 points of holy damage, +1 point per the paladin's Charisma bonus (if any). The base damage increases to 3d4 at 15th level and 4d4 at 20th level. Resistance Aura: The paladin and her allies gain spell resistance equal to 5 + the paladin's level. Aura of Wisdom: Whenever the paladin or one of her allies casts a spell while within the aura, the paladin makes a Spirit check (DC 10 + twice the spell's level). If successful, the ally casts the spell but the spell slot is not expended. A natural roll of 5 or less on this check always fails.

Divine Health (Ex): At 3rd level, a paladin gains immunity to all diseases, including supernatural and magical diseases.

T urn 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 priest of 3 levels lower would.

Lay on Hands (Su): Beginning at 4th level, the paladin can heal wounds (her own or those of others) by touch. This is a powerful ability that drains all of the paladin's remaining spell slots. The target heals a number of hit points equal to 5 per level of each spell slot lost in this way. For example, if the paladin used her lay on hands ability and lost one 3rd-level, two 2nd-level, and four 1st-level spell slots, she lost eleven spell slot levels. The target regains 55 hit points. Using lay on hands is a standard action. Alternatively, the paladin can use lay on hands to deal damage to undead creatures. Using lay on hands in this way requires a successful melee touch attack and does not provoke an attack of opportunity. The paladin deals 5 points of holy damage per level Table 3-13: The Paladin (Pal) Class Level Base Attack Bonus Fort Save Ref Save Will Save Special 1st +1 +2 +0 +0 Aura of good, detect undead, holy strike 1/day 2nd +2 +3 +0 +0 Divine grace 3rd +3 +3 +1 +1 Activate aura 1/day, aura of might, divine health 4th +4 +4 +1 +1 Lay on hands, turn undead 5th +5 +4 +1 +1 Crusader strike, holy strike 2/day 6th +6/+1 +5 +2 +2 Activate aura 2/day, devotion aura 7th +7/+2 +5 +2 +2 Fist of justice 8th +8/+3 +6 +2 +2 - 9th +9/+4 +6 +3 +3 Activate aura 3/day, healing aura 10th +10/+5 +7 +3 +3 Holy strike 3/day 11th +11/+6/+1 +7 +3 +3 - 12th +12/+7/+2 +8 +4 +4 Activate aura 4/day, retribution aura 13th +13/+8/+3 +8 +4 +4 - 14th +14/+9/+4 +9 +4 +4 - 15th +15/+10/+5 +9 +5 +5 Activate aura 5/day, holy strike 4/day, resistance aura 16th +16/+11/+6/+1 +10 +5 +5 - 17th +17/+12/+7/+2 +10 +5 +5 - 18th +18/+13/+8/+3 +11 +6 +6 Activate aura 6/day, spirit aura 19th +19/+14/+9/+4 +11 +6 +6 - 20th +20/+15/+10/+5 +12 +6 +6 Holy strike 5/day of holy fervor. If she hits a creature with more than one holy strike, each holy strike beyond the first deals additional damage equal to her Charisma bonus (if any) times the number of successful holy strikes against that creature. For example, Valdania is a 10th-level paladin with a Charisma of 17. If she hits a creature with two holy strikes, the second strike deals +3 extra damage. If she hits the same creature with a third holy strike, that strike deals +6 extra damage. Fist of Justice: At 7th level, a paladin gains Bash as a bonus feat and can use it with slashing or piercing weapons. Code of Conduct: A paladin must be of 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 her help for evil 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 of good alignment. of each spell slot lost. The undead creature may attempt a Will save (DC 10 + the paladin's level + the paladin's Charisma modifier) to halve the damage. If the paladin attempts to use lay on hands and misses, the ability has no effect. The paladin may try again in the next round

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. To cast a spell, a paladin must have a Spirit 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 Spirit modifier. Like other spellcasters, a paladin expends spell slots to cast her spells. Her base daily spell slots are given on Table 3-12: Paladin Spell Slots per Day. In addition, she receives bonus spell slots per day if she has a high Spirit score. When Table 3-12 indicates that the paladin gets 0 spell slots per day, she gains only the bonus spell slot to which she is entitled based on her Spirit score. Through 3rd level, a paladin has no caster level. At 4th level and higher, her caster level is one-half her paladin level.

Crusader Strike (Ex): At 5th level, a paladin can string together multiple holy strikes in a shining display loses all paladin spells and abilities (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.