pFFPaladin

© Square Enix, Dissidia

Though one may mistake them as such at first, the paladin is not merely a blend of a knight and a white mage. Depending on their opposition and the situation, the paladin can be an offensive powerhouse, an impenetrable wall, or a supportive leader, if not some combination thereof. Martial prowess combined with truly impressive defensive abilities, all complemented by a host of simple, yet effective magic makes these sacred warriors a force to be reckoned with, rarely in a position where they cannot contribute.

Alignment: Any

Hit Die: D10

Role: A paladin is a mix of a Knight's defenses and a White Mage's support. A supernatural martial that can soften blows before they connect or take those blows for themselves.

Starting Wealth: 5d6 x 10 gil (average 175 gil). In addition, each character begins play with an outfit worth 10 gil or less.

Class Skills

The paladin’s class skills (and the key ability for each score) are Climb (Str), Craft (Int), Diplomacy (Cha), Intimidate (Cha), Knowledge (nobility) (Int), Knowledge (religion) (Int), Knowledge (martial) (Int), Perception (Wis), Profession (Wis), Ride (Dex), Sense Motive (Wis), Spellcraft (Int), Swim (Str), and Use Magic Device (Cha).

Skill Ranks Per Level: 4 + Int modifier

Table: Paladin

Level Base Attack Bonus Fort Save Reflex Save Will save Class Features MP Max Base Cost
1 +1 +2 +0 +2 Limit Breaks, Cover, Light's Blessing, Luminous Magicks 1 1
2 +2 +3 +0 +3 Light’s Grace, Astral Arts 2 1
3 +3 +3 +1 +3 Impulsive Reflexes, Endowment 3 2
4 +4 +4 +1 +4 Astral Art, Luminous Adept(1/day), Astral Emergence 5 2
5 +5 +4 +1 +4 Convalesce(1d6; +2), Aura of Courage, Cover (2 charges of Guard) 7 3
6 +6/+1 +5 +2 +5 Astral Art, Astral Resilience, Endowment 9 3
7 +7/+2 +5 +2 +5 Righteous Bane (2d6) 11 4
8 +8/+3 +6 +2 +6 Astral Art, Luminous Adept(2/day) 14 4
9 +9/+4 +6 +3 +6 Light's Apostle, Endowment 17 5
10 +10/+5 +7 +3 +7 Astral Art, Aura of Resolve, Cover (3 charges of Guard) 20 5
11 +11/+6/+1 +7 +3 +7 Righteous Bane (3d6) 24 6
12 +12/+7/+2 +8 +4 +8 Astral Art, Luminous Adept(3/day), Endowment 28 6
13 +13/+8/+3 +8 +4 +8 Aural Manipulation 32 7
14 +14/+9/+4 +9 +4 +9 Astral Art 37 7
15 +15/+10/+5 +9 +5 +9 Endowment, Cover (4 charges of Guard) 42 8
16 +16/+11/+6/+1 +10 +5 +10 Astral Art, Luminous Adept (4/day) 47 8
17 +17/+12/+7/+2 +10 +5 +10 Righteous Bane (4d6), Soul of Sanctity 52 9
18 +18/+13/+8/+3 +11 +6 +11 Astral Art, Endowment 58 9
19 +19/+14/+9/+4 +11 +6 +11 Warden of Light 64 10
20 +20/+15/+10/+5 +12 +6 +12 Astral Art, Luminous Adept(5/day), Champion of All, Cover (5 charges of Guard) 70 10

Class Features

All of the following are class features of the paladin.

Weapon and Armor Proficiencies

Paladins are proficient with all simple and martial weapons. In addition, they are proficient with all armor (light, medium, and heavy) and shields (including tower shields).

Limit Breaks

At 1st level, a Paladin has the ability to use limit breaks. At the start of each day the Paladin chooses Battle, Medic, or Stoic as his limit break mode. When a paladin’s uses a limit break, they may use a limit break from their chosen mode or the following limit break, unique to them:

Dawn Armor (Su): This limit break sheathes the paladin's body in the power of Light. For a duration of one round per limit break stack consumed, creatures within 30ft that strike the paladin with melee or ranged attacks take 2d6 points of holy damage per limit break stack consumed. This limit break requires only a swift action to activate.

Light’s Blessing (Su)

A paladin chooses a life filled with dedication and responsibility. Some choose to solve the woes that plague the land, others simply follow their instincts to explore. A paladin's strict adherence to their beliefs and lifestyles lend them the ability to call upon the power of light. At 1st level, a paladin can spend a swift action to receive a blessing of light in a combat encounter. A paladin with this blessing exudes powerful lights and auroras that make their armor or clothing glow like a torch out to 10ft. Multiple instances of the blessing does not increase the range of the light but does increase its intensity. When the paladin has three or more blessings, the light he exudes becomes magical, capable of dispelling magical darkness using your paladin level as your caster level and your Charisma modifier as your casting modifier. The paladin can use light’s blessing in several ways:

  • Shield of Light: When the paladin fights defensively or uses the total defense action, they may spend a stack of light’s blessing as a swift action. Doing so grants one Physical Guard (Negating the next instance of physical damage he takes) in the form of a raiment of light. The paladin must be wearing a suit of armor or shield to infuse with light for this ability. The Guard lasts for a 1 round or until discharged. The paladin can spend additional stacks of light to grant additional charges of Guard (on a one-for-one basis) but cannot exceed how much Guard he can naturally hold.
  • Paladin’s Smite: The paladin crashes down, weapon in hand, to deliver a luminous blow at the cost of 1 blessing. For a number rounds equal to their Charisma modifier, the paladin may empower his melee strikes in one of two ways, chosen upon using this ability: He may add half of his paladin level (minimum of 1) as a sacred bonus on all attack rolls or his full paladin level on all damage rolls made with his held weapon. A paladin cannot infuse his unarmed strike or natural attacks with this bonus. This bonus damage is never multiplied on a critical hit.

A paladin can only hold a maximum number of blessings equal to 3 + their Charisma modifier (minimum of 1). Each blessing lasts for 1 minute; this duration is refreshed upon receiving a new blessing. A paladin begins each day with 0 blessings.
A Paladin can receive a blessing in other ways: When they heal a non-hostile creature with a spell or astral art, absorb an attack with Cover, deal holy or Physholy damage, or succeed on a saving throw against a detrimental or damaging effect.

Luminous Magicks

Rippling with either divine or otherworldly power, the paladin can call on magic almost as easily as he could walk, but with less finesse. At 1st level the paladin gains an mp pool and begins play with 2 white mage spells, plus an additional number of spells equal to his Charisma modifier. A paladin learns two additional white mage spells each time he gains a paladin level. The number of times a paladin can cast spells in a day is limited only by his daily MP. A paladin simply knows his spells; they are ingrained in his mind. He does not need to prepare them, and can cast them spontaneously. However, the paladin must still perform the verbal and somatic components of the spell as normal, but does not suffer from arcane spell failure from wearing armour or using any shield.

While a paladin can actively augment his spells up to his caster level, the paladin is somewhat limited in the base cost of spells, as noted on the table above. This does not affect the maximum MP a paladin can spend on spells, just the maximum base cost or passive augmentation he can use. For example, an 8th level paladin cannot cast Cura (Which has a base cost of 5), but he is allowed to spend 8MP on Cure for 8d6 points of healing.

To learn or cast a spell, the paladin must have a charisma score equal to or greater than the base MP cost of the spell. The Difficulty Class for saving throws against the paladin's spells is 11 + half the MP spent to cast the spell + the paladin’s charisma modifier. Paladins do not incur arcane spell failure for using Luminous Magicks.

The White Mage list can be found here

Characters gain bonus MP for having a high ability score. The ability score for the paladin class is charisma. Determining how much bonus MP you get is actually a very simple calculation: Your charisma modifier x your caster level x 0.5.

Cover (Ex)

The paladin’s defenses are second to none. With his martial prowess and the light’s blessing, he can induce stasis on their foe’s aggression. At 1st level, When an adjacent allied creature is targeted with a melee or ranged attack, the paladin may, as an immediate action, form a shield of light around them to grant a single charge of Guard. The charge of Guard lasts for 1 round per paladin level (up to a maximum of 10 rounds) or until discharged. Should the paladin spend a stack of light’s blessing as part of the action, and successfully guards against a damaging attack or effect, he regains 1 MP. At 5th level, 10th level and every five levels thereafter, the paladin provides an additional charge of Guard when using Cover. The type of Guard cover provided is always that of a type that matches the triggering attack.

Light’s Grace (Su)

The power of the light within reinforces his body. At 2nd level, a paladin applies his Charisma modifier (if positive) as a bonus on all saving throws. If the character is ever able to add his Charisma modifier to her saves through use of another ability (such as the dark knight’s unholy resilience) he may only add his Charisma modifier once to his saves.

Astral Arts (Su/Ex)

The paladin begins to gain more control of their powers. At 2nd level, and every two levels after second, the paladin can choose an Astral Art from a list of Arts. Some Astral Arts require the paladin to use certain abilities. Astral Arts that require the use of blessings have an Asterisk next to them.

Astral Arts can be found here

Impulsive Reflexes (Ex)

The paladin, assured in their actions, are quick to react in strife. At 3rd level, the Paladin gains the Combat Reflexes feat as a bonus feat. If the paladin already has this feat, they may choose another combat feat that they meet the prerequisites for. In addition, the paladin may use their Charisma modifier in place of their Dexterity to determine the number of attacks of opportunity they can make in a round. Furthermore, the paladin may use their Charisma modifier instead of Dexterity to qualify for feats related to attacks of opportunity. However, if the paladin is rendered flat-footed in anyway, they are unable to make attacks of opportunity as normal.

Endowment (Su)

At 3rd level, the paladin can usher the strength of the light to cleanse and empower those under his care. The paladin can bestow an endowment as a standard action by touching a creature, or as a swift action if the paladin himself is the target, or as a free action when casting a healing spell that targets only a single individual. The paladin can choose what kind of endowment he wishes to bestow each time he uses this ability. He can use this ability a number of times a day equal to half his paladin level plus his Charisma modifier. The paladin chooses two endowments at 3rd level and then an additional two endowments every three paladin levels thereafter. Here are the following endowments:

Comfort: the paladin removes the sickened condition and provides a +2 sacred bonus to saves against effects that cause the sickened condition.
Encourage: the paladin removes the shaken condition and provides a +2 sacred bonus to saves against fear effects for 1 minute.
Envigorate: The paladin dispels any magical effects that are reducing one of the target’s ability scores (paladin’s choice).
Comfort: the paladin removes the sickened condition and provides a +2 sacred bonus to saves against effects that cause the sickened condition.
Deception: The target can immediately attempt a new saving throw to disbelieve any ongoing illusions that it failed to disbelieve within the last minute.
Refresh: The paladin removes the fatigue condition and provides a +2 sacred bonus to saves against effects that induce fatigue for 1 minute.
Riled: The paladin increases any morale bonuses the touched creature benefits from by 1(including morale bonuses they are currently benefiting from). If a creature is suffering from Debrave or a despair effect, this instead cleanses that effect.

At 6th level, a paladin adds the following endowments to the list of those that can be selected.

Dazed: this endowment removes the dazed condition and grants the target a +2 sacred bonus to save against effects that inflict the dazed condition for 1 minute.
Echo: This endowment removes the Silence status effect and gives a +2 sacred bonus against effects that inflicts the silence status for 1 minute.
Enfaith: This endowment empowers magicks. The touched creature treats their next spell within 2 rounds as if it was enhanced with the Empower Spell metamagic. This benefit is discharged once the spell is cast or the duration expires.
Embattle: This endowment grants a +2 Sacred bonus on Damage rolls with melee attacks for 1 minute.
Restorative: This endowment heals 1d4 points of ability damage to the afflicted ability score (if more than one, the paladin may choose which to heal with this endowment with each use). In addition, this provides a +2 sacred bonus to saves against effects that would cause ability damage or ability drain for 1 minute. Prerequisite: The paladin must have the envigorate endowment before selecting this endowment.
Roused: This endowment cleanses the Debrave and Faithless conditions. In addition, any morale bonuses the creature maybe benefitting from are increased by 2 instead of 1 for 1 minute. Prerequisite: Riled
Safety: This endowment removes the Imperil condition and gives a +2 sacred bonus to saves against effects that inflict the Imperil condition for 1 minute.
Stable: This endowment cleanses the staggered status unless the target is exactly at 0 hit points.

At 9th level, a paladin adds the following endowments to the list of those that can be selected. In addition, the paladin can choose up to two endowments to bestow on a single use.

Alleviate: This endowment removes the Nauseated status effect. In addition, it provides a +4 sacred bonus to saves against effects that inflict the Nauseated status for 1 minute. Prerequisites: The paladin must have the comfort endowment before selecting this endowment.
Absolve: This endowment acts as the remove curse spell, using the paladin’s caster level for the effect. This also removes the cursed status as well.
Alacrity: This endowment bestows the Haste status on the touched creature for 1 minute. This can also counter the Slowed Status.
Clarity: This endowment removes the confused status from the target. In addition, the target gains a +2 sacred bonus to saves against effects that cause both confusion or insanity.
Embolden: This endowment removes the frightened status. In addition, it provides a +4 sacred bonus to saves against effects that would inflict those statuses for 1 minute. Prerequisite: The paladin must have the encourage endowment before selecting this endowment.
Poisoned: this endowment acts as the neutralize poison spell, using the paladin’s caster level for the effect.
Renew: This endowment grants fast healing 2 for a number of rounds equal to the paladin’s level.
Released: This endowment removes the Immobilize Status and gives a +2 sacred bonus to saves against effects that would inflict the Immobilize status for 1 minute.
Restorative: This endowment heals 1d4 points of ability damage to the afflicted ability score (if more than one, the paladin may choose which to heal with this endowment with each use). In addition, this provides a +2 sacred bonus to saves against effects that would cause ability damage or ability drain for 1 minute. The paladin can use the Enfeebled endowment in conjunction with this ability. Prerequisite: The paladin must have the enfeebled endowment before selecting this endowment.
Revitalize: This endowment removes the exhausted statuses. In addition, it provides a +4 sacred bonus to saves against effects that would inflict the Exhausted statuses for 1 minute. Prerequisite: The paladin must have the refresh endowment before selecting this endowment.

At 12th level, a paladin adds the following endowments to the list of those that can be selected. In addition, a Paladin can choose to bestow up to 3 endowments to bestow on a single use.

Aegis: This endowment bestows the Ribbon status for 3 rounds. It suppresses any ongoing conditions and statuses the creature may be afflicted with for the duration of this endowment are suppressed. Prerequisite; The paladin must have the chill, Restorative, tend, revitalize, alleviate, poisoned and absolve endowments before selecting this endowment.
Calmed: This endowment removes the Berserk status effect and gives a +2 sacred bonus to saves against effects that would inflict the Berserk status for 1 minute.
Centered: This endowment removes the Stunned status effect and gives a +2 sacred bonus to saves against effects that would inflict the Stunned status for 1 minute..
Chill: This endowment removes the Heat status effect and gives a +2 sacred bonus on saves against effects that inflict the Heat status for 1 minute.
Enabled: This endowment removes the Impaired condition and gives a +2 sacred bonus to saves against effects that can inflict the Impaired condition for 1 minute.
Erase: This endowment acts as dispel, using the paladin’s caster level (maximum 20).
Reverb: This endowment removes the Deafened status effect and gives a +2 sacred bonus to saves against effects that would inflict the Deafened status for 1 minute.
Soften: This endowment removes the Petrified Status effect( and condition) and gives a +2 sacred bonus to effects that would inflict the Petrified status(and condition) for 1 minute.
Stout: this endowment grants a +4 sacred bonus on damage rolls for 1 minute. Prerequisites: The paladin must have the embattle endowment before selecting this endowment.
Tend: This endowment grants the benefits of regenerate, but only for the purposes of regrowing severed body members, broken bones, and ruined organs. Prerequisites:The paladin must have the renew endowment before selecting this endowment.
Unbound: This endowment removes the Paralyze status effect and gives a +2 sacred bonus to saves against effects that would inflict the Paralyze status for 1 minute.
Un-Zombie: This endowment removes the Zombie status effect and gives a +2 sacred bonus to saves against effects that would inflict the Zombie status for 1 minute.

An endowment can remove a condition caused by a curse, disease, or poison without curing the affliction. Such conditions return after 1 hour unless the endowment actually removes the affliction that causes the condition.

Endowments also count as mercies for the purposes of feats and prerequisites.

Astral Emergence (Ex)

At 4th level, when the paladin rolls for initiative and is not first in the initiative count, he gains a single use of light’s blessing. If he is first in the initiative count, he gains 2 blessings instead.

Luminous Adept (Ex)

At 4th level, the paladin’s magicks can better influence his allies. Whenever the paladin casts any spell from the white mage spell list with the enhancing descriptor (such as Protect and Shell), he can make the run off energy of his spell affect allied spell casters (including himself) within 30ft, providing a sacred bonus on concentration and caster level checks equal to the level of the spell cast. This ability can be used as part of the action of casting a spell, so long as the spell is from the paladin’s own spell list. The paladin can perform this Once per day, plus an additional time per day at 8th, 12th, 16th, and 20th level. This benefit lasts for a number of rounds equal to the paladin’s Charisma modifier.

Aura of Courage (Su)

At 5th level, the paladin’s presence brings serenity to his allies. A paladin becomes immune to fear(magical or otherwise). Allied creatures within 10ft gain a +2 morale bonus on saving throws against fear effects. This effect only functions if the paladin is conscious, not if he is unconscious or dead.

Astral Resilience (Ex)

At 6th level, a paladin gains immunity to Poison, Sap, and Diseased conditions (Which also grants immunity to Poison damage). The Paladin is immune to mundane and magical poisons and diseases; such as mummy rot.

Righteous Bane (Su)

At 7th level, the paladin’s power gravitates closer to the light, allowing him to further focus his strength. A paladin can imbue his weapon with the bane special weapon quality as a swift action at the cost of two blessings. This benefit lasts for a number of rounds equal to half his paladin level.

They must select one creature type when the paladin uses this ability (and a subtype if the creature type selected is humanoid or outsider). Once selected, the type can be changed as a swift action for the duration. This ability only functions while the paladin wields the weapon. If dropped or taken, the weapon resumes granting this ability if it is returned to the paladin before the duration expires. This functions as an inquisitors bane class features for the purposes of meeting prerequisites.

At 11th level, the extra damage from the bane special quality increases to 3d6. At 15th level, it increases 4d6.

Light's Apostle (Su)

At 9th level, the light further distills its aspect of stability and stasis into your being. This allows you to regain power that was once lost. As a standard action, you can spend a daily use of Luminous Adept to grant an non-hostile creature within 30ft MP Regen 1 for a number of rounds equal to their Charisma modifier. This allows them to regain the listed value of MP at the start of their turn. The paladin may grant himself this benefit as a swift action.
A paladin can spend 2 uses of Luminous Adept as a full-round action that provokes attacks of opportunity to grant an amount of MP Regen equal to his Charisma modifier instead of 1. The paladin can grant this benefit to himself as a standard action that does not provoke. A creature must have an MP pool to receive this benefit. Light's Apostle cannot be used to grant MP Regen on items and objects that provide additional MP or have their own MP pools.

Aura of Resolve (Su)

At 10th level, a paladin is immune to charm and compulsion effects. Each ally within 10 feet of him gains a +2 morale bonus on saving throws against charm and compulsion effects.

Aura Manipulation (Su)

At 13th level, the paladin can extend his auras as a move action, increasing the radius from by an additional 10ft. However, he loses the immunities provided by his auras for as long as he chooses to extend their range.

Soul of Sanctity (Su)

At 17th level, so long as a paladin has one blessing left, and is subject to any effect that forces a Fortitude or Will saving throw, he can roll twice and take the better result. In addition, If he makes a Fortitude or Will saving throw against an attack that has a reduced effect on a successful save, he instead avoids the effect entirely. If a paladin cannot use light's blessing, or is rendered helpless, they do not gain this benefit.

Warden of Light (Su)

At 19th level, the paladin corporeal body begins to retain an aspect of the Light's brilliance. Whenever the paladin casts a spell or uses an Astral Art while an allied creature is within one of his auras, they receive the benefits of Paladin's Smite or Shield of Light ability for 1 round; counting their half their character level as paladin levels to determine their effects.

Champion of All (Ex)

The paladin’s body and soul have become a perfect conduit of light. At 20th level, the paladin gains DR 10/-. In addition, the paladin is immune to ability damage, ability drain, negative levels, and cursed conditions.

Favoured Class Bonus

A character of any race may choose to gain +1 MP whenever they take a level of paladin, rather than any other favoured class bonus.

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