Paladins are the representative of all that is pure and good and will often go out of their way to destroy all evil they see within their code given to them by their god. A Paladin's deity gives him/her special abilities known as "prayers" to aid them in their travels and to purge the world of all evil.
Paladins are human only, due to their sense of ambition and purpose making the race excellent champions of an ideal or the divine. Though it is possible to find Paladins of other races but are extremely rare and those specific Paladins are often referred to as "the special".
Attributes and statsEdit
Prime Requisite: Charisma, Wisdom
Bonuses: Gains a +2 to Spellcraft, Concentration and +3 to Heal and Diplomacy
Racial limitations: Human only (roll 1d10 and 1d10%variant for non human races and must get 15% or lower)
XP per level (multiplied by 2 after each level): 2550
Azure Edge - a wave of holy energy is thrown by the paladin's weapon causing 1d6xLVL damage plus 2d4xLVL points of holy damage to the opponent (3d4 vs Unholy enemies). -7 TP
Turn Undead - A holy attack which repels and/or destroys all undead within the area. Must have a holy symbol
Celestial Circle - The Paladin creates a small circle of holy energy around himself/herself dealing 1d12xLVL points of holy damage to any opponent within 5ft. of the Paladin. -10 TP
Smite - A single strike to a target which acts as a "Death" spell requiring the foe to make a death magic saving throw. -20 TP
Ancient Requiem: The Paladin creates a ball of energy from his/her hand which engulfs them in a divine aura causing all within a 20ft radius of the user to take 5d6 points of holy damage before focusing on a specific enemy, grabbing the foe and causing 2d12 points of holy damage to them. (2d20+10 if the enemy is undead/unholy)