|Stat requirements:||12 strength, 12 charisma|
|Alignments allowed:||any non-chaotic|
|Saving throws:||fort strong, reflex/will weak|
|Class Skills:||academics, athletics, endurance, influence|
|Class Feats:|| L1: light armor proficiency, medium armor proficiency, heavy armor proficiency, shield proficiency, simple weapon proficiency, martial weapon proficiency, parry, smite
L3: divine health, aura of courage
L5: weapon bond OR armor bond OR bonded steed
L7: force of personality
L8: aura of resolve
L11: aura of fury
L17: aura of justification
Also: one bonus melee feat at L21, and every five class levels thereafter
one bonus divinebond feat at L5, and another at L21
Paladins are the protectors of their chosen patron in the realm of Sundering Shadows. They are holy (or unholy) warriors selected by their faith to battle their enemies and uphold their charge. A paladin's purpose varies according to their patron's charge, but protection and order are almost always part of their oaths.
A paladin serves someone or some cause. They serve a lord or nobility, or the order of knighthood, or a higher power directly, like a deity. Only faiths with a lawful clergy require a degree of order to induct a paladin.
Paladins are granted a subset of divine utility spells based on their charisma score, including a spell to summon a powerful mount. You can see their spell list with
spells paladin. Paladins
prepare spells from this list and commit it to memory. You can see a list of spells in your memory with
recall paladin spells. When they
cast a spell, they expend that spell from their memory. They can remove undesired prepared spell with the
Paladins can cast their spells in any armor, but they must not wield while doing so as they rely both on speaking and gesturing while casting.
Paladins rely on melee combat and don't make good casters. Their combat powers come from the martial feat tree.
In addition to spell casting, Paladins also draw from a Divine Grace pool, which is used to fuel their combat feats and enhancements.