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The Paladin
Common Roles Defender, advisor, champion, knight, lord, soldier, templar, trainer, agent of mercy
Common Races Humans, Arvek Nar, Llyranesi, Half-elves (often Llyranesi-blooded)
Sponsors Daeus, Althea, Reos, Eluna, Vardama, Serriel, Gilead
Common Organizations All Paladin Orders within All Applicable Temples, Acquisitioners, Iron Book, Hunters of the Dead, Silver Crescent, All Monastic Orders
Some IC Hangouts Alexandrian Grid: A10: Temple District, A06: The Soldier's Defense, A01: Watch Constables' Lodge, A16: Castellum Alexandrae, A15: Alexandrian Catacombs

Main Grid: H02: The Felwood

Pathfinder Rules for Paladin
Associated Characters Paladins

A paladin is the defender of those who need it, a promise of a deity to their worshippers. A paladin does what is right, not what is easy or convenient. They defend what is good in the world, while bringing their sword to bear against Evil's strongest foes. A paladin standing for what is Good and Right is a force to behold. Blessed with an equal capacity to smite as well as sort truth from fiction, to sight true acts of evil and wrongdoing, the paladin's gifts allow them to accomplish their mission in many ways. A paladin who smites Maugrim's dragon can make sure that no one else is caught in the crossfire, first--and that the dragon truly is what it seems.

The paladin's path is not the easy one. Their enemies are legion and are not beholden to their beliefs. Enemies will whisper to them to take the easy path, to lay waste to the innocent in the pursuit for good. Yet, a paladin's belief is their strength. They are the knight against the darkness.

However, paladins do not act alone. Their orderly natures and positions within temples make them part of a greater whole, which is what makes the battle of Light against Dark possible. Paladins are blessed with abilities that make them strong team players, such as auras that bolster their comrades. While some fit the stereotype of the charger, they are all given the abilities to discern truth from fiction and to act with subtlety, to ensure a precise strike and save innocent lives.

Being a paladin is no one thing, save the quest to do what is right, and to stand bravely against the dark. It is also the quest to be a Hero, to take the harder path and face Evil's greatest minions, lies, and corruption.

Paladins on Ea must have a divine sponsor. Any Lawful Good, Neutral Good and Lawful Neutral deity can support a Paladin. For Lawful Neutral deities this means that they may also have Lawful Evil members of their churches since the alignment step rule is in effect. To a paladin character this simply means that their church has elements of corruption which must be reformed if possible, and destroyed if not.


Role: Paladins are warriors who synergize well with their party, and possess a strong martial skillset as well as abiilties which boost and aid others. They are strongest against evil.

Alignment: Lawful good.

Hit Die: d10.

Class Skills: Craft (Int), Diplomacy (Cha), Handle Animal (Cha), Heal (Wis), Knowledge (nobility) (Int), Knowledge (religion) (Int), Knowledge (military theory) (Int), Profession (Wis), Ride (Dex), Sense Motive (Wis), and Spellcraft (Int).

Skill Ranks per Level: 2 + Int modifier.

The Paladin
Level Base Attack Bonus Fort Save Ref Save Will Save Special Spells per Day
  1st 2nd 3rd 4th
1st +1 +2 +0 +2 Aura of good, detect evil, smite evil 1/day
2nd +2 +3 +0 +3 Divine grace, lay on hands
3rd +3 +3 +1 +3 Aura of courage, divine health, mercy
4th +4 +4 +1 +4 Channel positive energy, smite evil 2/day 0
5th +5 +4 +1 +4 Divine bond 1
6th +6/+1 +5 +2 +5 Mercy 1
7th +7/+2 +5 +2 +5 Smite evil 3/day 1 0
8th +8/+3 +6 +2 +6 Aura of resolve 1 1
9th +9/+4 +6 +3 +6 Mercy 2 1
10th +10/+5 +7 +3 +7 Smite evil 4/day 2 1 0
11th +11/+6/+1 +7 +3 +7 Aura of justice 2 1 1
12th +12/+7/+2 +8 +4 +8 Mercy 2 2 1
13th +13/+8/+3 +8 +4 +8 Smite evil 5/day 3 2 1 0
14th +14/+9/+4 +9 +4 +9 Aura of faith 3 2 1 1
15th +15/+10/+5 +9 +5 +9 Mercy 3 2 2 1
16th +16/+11/+6/+1 +10 +5 +10 Smite evil 6/day 3 3 2 1
17th +17/+12/+7/+2 +10 +5 +10 Aura of righteousness 4 3 2 1
18th +18/+13/+8/+3 +11 +6 +11 Mercy 4 3 2 2
19th +19/+14/+9/+4 +11 +6 +11 Smite evil 7/day 4 3 3 2
20th +20/+15/+10/+5 +12 +6 +12 Holy champion 4 4 3 3

Class Features

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. A paladin can, as a move action, concentrate on a single item or individual within 60 feet and determine if it is evil, learning the strength of its aura as if having studied it for 3 rounds. While focusing on one individual or object, the paladin does not detect evil in any other object or individual within range.

Smite Evil (Su): Once per day, a paladin can call out to the powers of good to aid her in her struggle against evil. As a swift action, the paladin chooses one target within sight to smite. If this target is evil, the paladin adds her Charisma bonus (if any) to her attack rolls and adds her paladin level to all damage rolls made against the target of her smite. If the target of smite evil is an outsider with the evil subtype, an evil-aligned dragon, or an undead creature, the bonus to damage on the first successful attack increases to 2 points of damage per level the paladin possesses. Regardless of the target, smite evil attacks automatically bypass any DR the creature might possess.

In addition, while smite evil is in effect, the paladin gains a deflection bonus equal to her Charisma modifier (if any) to her AC against attacks made by the target of the smite. If the paladin targets a creature that is not evil, the smite is wasted with no effect.

The smite evil effect remains until the target of the smite is dead or the next time the paladin rests and regains her uses of this ability. At 4th level, and at every three levels thereafter, the paladin may smite evil one additional time per day, as indicated on Table: Paladin, to a maximum of seven times per day at 19th level.

Smite Clarification (Tenebrae): Smite (from paladin, creature templates, or PrC) may apply to all spells that employ an attack roll and deal hit point damage. However, smite will only apply once per spell, similar to how Sneak Attack applies to only one scorching ray.

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 can heal wounds (her own or those of others) by touch. Each day she can use this ability a number of times equal to 1/2 her paladin level plus her Charisma modifier. With one use of this ability, a paladin can heal 1d6 hit points of damage for every two paladin levels she possesses. Using this ability is a standard action, unless the paladin targets herself, in which case it is a swift action. Despite the name of this ability, a paladin only needs one free hand to use this ability.

Alternatively, a paladin can use this healing power to deal damage to undead creatures, dealing 1d6 points of damage for every two levels the paladin possesses. Using lay on hands in this way requires a successful melee touch attack and doesn't provoke an attack of opportunity. Undead do not receive a saving throw against this damage.


Aura of Courage (Su): 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 only while the paladin is conscious, not if she is unconscious or dead.

Aura of Courage Clarification (Tenebrae): This includes intimidation effects. This was an update from 3.5 that just doesn't fit the thematics of certain classes.

Divine Health (Ex): At 3rd level, a paladin is immune to all diseases, including supernatural and magical diseases, including mummy rot.

Mercy (Su): At 3rd level, and every three levels thereafter, a paladin can select one mercy. Each mercy adds an effect to the paladin's lay on hands ability. Whenever the paladin uses lay on hands to heal damage to one target, the target also receives the additional effects from all of the mercies possessed by the paladin. A mercy can remove a condition caused by a curse, disease, or poison without curing the affliction. Such conditions return after 1 hour unless the mercy actually removes the affliction that causes the condition.

At 3rd level, the paladin can select from the following initial mercies.

Fatigued: The target is no longer fatigued.
Shaken: The target is no longer shaken.
Sickened: The target is no longer sickened.

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

Dazed: The target is no longer dazed.
Diseased: The paladin's lay on hands ability also acts as remove disease, using the paladin's level as the caster level.
Staggered: The target is no longer staggered, unless the target is at exactly 0 hit points.

At 9th level, a paladin adds the following mercies to the list of those that can be selected.

Cursed: The paladin's lay on hands ability also acts as remove curse, using the paladin's level as the caster level.
Exhausted: The target is no longer exhausted. The paladin must have the fatigue mercy before selecting this mercy.
Frightened: The target is no longer frightened. The paladin must have the shaken mercy before selecting this mercy.
Nauseated: The target is no longer nauseated. The paladin must have the sickened mercy before selecting this mercy.
Poisoned: The paladin's lay on hands ability also acts as neutralize poison, using the paladin's level as the caster level.

At 12th level, a paladin adds the following mercies to the list of those that can be selected.

Blinded: The target is no longer blinded.
Deafened: The target is no longer deafened.
Paralyzed: The target is no longer paralyzed.
Stunned: The target is no longer stunned.

These abilities are cumulative. For example, a 12th-level paladin's lay on hands ability heals 6d6 points of damage and might also cure fatigued and exhausted conditions as well as removing diseases and neutralizing poisons. Once a condition or spell effect is chosen, it can't be changed.

Channel Positive Energy (Su): When a paladin reaches 4th level, she gains the supernatural ability to channel positive energy like a cleric. Using this ability consumes two uses of her lay on hands ability. A paladin uses her level as her effective cleric level when channeling positive energy. This is a Charisma-based ability.

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 presented in Spell Lists. A paladin must choose and prepare her spells in advance.

To prepare or cast a spell, a paladin must have a Charisma 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 Charisma 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: Paladin. In addition, she receives bonus spells per day if she has a high Charisma score (see Table: Ability Modifiers and Bonus Spells). When Table: 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 Charisma score for that spell level.

A paladin must spend 1 hour each day in quiet prayer and meditation to regain her daily allotment of spells. A paladin may prepare and cast any spell on the paladin spell list, provided that she can cast spells of that level, but she must choose which spells to prepare during her daily meditation.

Through 3rd level, a paladin has no caster level. At 4th level and higher, her caster level is equal to her paladin level.

Divine Bond (Sp/Ex): Upon reaching 5th level, a paladin forms a divine bond with her god. This bond can take one of two forms. Once the form is chosen, it cannot be changed.

The first type of bond allows the paladin to enhance her weapon as a standard action by calling upon the aid of a celestial spirit for 1 minute per paladin level. When called, the spirit causes the weapon to shed light as a torch. At 5th level, this spirit grants the weapon a +1 enhancement bonus. For every three levels beyond 5th, the weapon gains another +1 enhancement bonus, to a maximum of +6 at 20th level. These bonuses can be added to the weapon, stacking with existing weapon bonuses to a maximum of +5, or they can be used to add any of the following weapon properties: axiomatic, brilliant energy, defending, disruption, flaming, flaming burst, holy, keen, merciful, and speed. Adding these properties consumes an amount of bonus equal to the property's cost (see Table: Melee Weapon Special Abilities). These bonuses are added to any properties the weapon already has, but duplicate abilities do not stack. If the weapon is not magical, at least a +1 enhancement bonus must be added before any other properties can be added. The bonus and properties granted by the spirit are determined when the spirit is called and cannot be changed until the spirit is called again. The celestial spirit imparts no bonuses if the weapon is held by anyone other than the paladin but resumes giving bonuses if returned to the paladin. These bonuses apply to only one end of a double weapon. A paladin can use this ability once per day at 5th level, and one additional time per day for every four levels beyond 5th, to a total of four times per day at 17th level.

If a weapon bonded with a celestial spirit is destroyed, the paladin loses the use of this ability for 30 days, or until she gains a level, whichever comes first. During this 30-day period, the paladin takes a –1 penalty on attack and weapon damage rolls.

The second type of bond allows a paladin to gain the service of an unusually intelligent, strong, and loyal steed to serve her in her crusade against evil. This mount is usually a heavy horse (for a Medium paladin) or a pony (for a Small paladin), although more exotic mounts, such as a boar, camel, or dog are also suitable. This mount functions as a druid's animal companion, using the paladin's level as her effective druid level. In certain circumstances, we allow paladins to select creatures who are not yet "grown." That is, these creatures would not normally be suitable mounts until 4th or 7th level. This is a special rule in play in order to allow a paladin to continue with the same companion without rules and shuffling weirdness. (This same rule applies to cavaliers).

Bonded mounts have an Intelligence of at least 6. See our World Bestiary for a list of available creatures, how to acquire one, and applicable rules.

Once per day, as a full-round action, a paladin may magically call her mount to her side. This ability is the equivalent of a spell of a level equal to one-third the paladin's level. The mount immediately appears adjacent to the paladin. A paladin can use this ability once per day at 5th level, and one additional time per day for every 4 levels thereafter, for a total of four times per day at 17th level.

At 11th level, the mount gains the celestial template and becomes a magical beast for the purposes of determining which spells affect it. At 15th level, a paladin's mount gains spell resistance equal to the paladin's level + 11.

Should the paladin's mount die, the paladin may not summon another mount for 30 days or until she gains a paladin level, whichever comes first. During this 30-day period, the paladin takes a –1 penalty on attack and weapon damage rolls.

Aura of Resolve (Su): At 8th level, a paladin is immune to charm spells and spell-like abilities. Each ally within 10 feet of her gains a +4 morale bonus on saving throws against charm effects.

This ability functions only while the paladin is conscious, not if she is unconscious or dead.

Aura of Justice (Su): At 11th level, a paladin can expend two uses of her smite evil ability to grant the ability to smite evil to all allies within 10 feet, using her bonuses. Allies must use this smite evil ability by the start of the paladin's next turn and the bonuses last for 1 minute. Using this ability is a free action. Evil creatures gain no benefit from this ability.

Aura of Faith (Su): At 14th level, a paladin's weapons are treated as good-aligned for the purposes of overcoming damage reduction. Any attack made against an enemy within 10 feet of her is treated as good-aligned for the purposes of overcoming damage reduction.

This ability functions only while the paladin is conscious, not if she is unconscious or dead.

Aura of Righteousness (Su): At 17th level, a paladin gains DR 5/evil and immunity to compulsion spells and spell-like abilities. Each ally within 10 feet of her gains a +4 morale bonus on saving throws against compulsion effects.

This ability functions only while the paladin is conscious, not if she is unconscious or dead.

Holy Champion (Su): At 20th level, a paladin becomes a conduit for the power of her god. Her DR increases to 10/evil. Whenever she uses smite evil and successfully strikes an evil outsider, the outsider is also subject to a banishment, using her paladin level as the caster level (her weapon and holy symbol automatically count as objects that the subject hates). After the banishment effect and the damage from the attack is resolved, the smite immediately ends. In addition, whenever she channels positive energy or uses lay on hands to heal a creature, she heals the maximum possible amount.

Tenebrae Update: There is no errata pending on this ability. Until such a time, we go with the interpretation that if the banishment is successful, the smite ends. That is, since the outsider is gone, there is nothing left there to smite.

Code of Conduct: A paladin must be of lawful good alignment and loses all class features except proficiencies if she ever willingly commits an evil act.

Additionally, a paladin's code requires that she respect legitimate authority, act with honor, help those in need (provided they do not use the help for evil or chaotic ends), and punish those who harm or threaten innocents.

Finally, see the section on Code of Conduct, below.

Associates: While she may adventure with good or neutral allies, a paladin avoids working with evil characters or with anyone who consistently violates her moral code. Under exceptional circumstances, a paladin can ally with evil associates, but only to defeat what she believes to be a greater evil. A paladin should seek an atonement spell periodically during such an unusual alliance, and should end the alliance immediately should she feel it is doing more harm than good. A paladin may accept only henchmen, followers, or cohorts who are lawful good.


A paladin who ceases to be lawful good, who willfully commits an evil act, or who violates the code of conduct loses all paladin spells and class features (including the service of the paladin's mount, but not weapon, armor, and shield proficiencies). She may not progress any further in levels as a paladin. She regains her abilities and advancement potential if she atones for her violations (see the atonement spell description in Spell Lists), as appropriate.

The Paladin Code in Ea

Paladins within Tenebrae are varied, and we do not require more than the basic assumptions provided by the code within the Core Rulebook. We don't require either, that roleplay be "all about" the code. Instead, it is considered a basic assumption rather than an all-defining or all-encompassing thing that needs constant attention and monitoring by staff. We prefer our paladins be varied and interesting, striving for the greater good.

Players looking for more guidance for their roleplay might look to ancient writings of the era, or even inspiration from other real-world sources that they might adapt. Heroism and having fun are more important than an absolutist definition to one means or the other on alignment, which is across the board for any class.

Paladin Orders


Most paladins hold a position within their deity's temple, and may find themselves guided by the traditions held within these temples. Sample paladin traditions may be found below. It is also common for paladins to work together across order lines--they are foremost warriors of good and what is good in the world. See individual entry deity pages for titles.

Althean Paladin Traditions: Paladins of Althea are often protectors of the weak. They serve often as guards to Althea's good works and as defenders of those who cannot aid themselves. It would be a mistake to call them pacifists. Rather, they are encouraged to be strategic, with both shield and strength.

Daeusite Paladin Traditions: Paladins of Daeus are are typically warriors for justice and what is good in the world. The martial arm of the faith, they often partner with Altheans and other servitors of the Gods of Light. They stand at the forefront in the world's fight against evil and oppression.

Elunan Paladin Traditions: Paladins of Eluna rarely gain full levels of paladins throughout their career and some times turn their attention to minor development of arcane might or the gift of foresight. They often hunt down instances of evil magic and black spells which bring harm to the world, and so have little to no problems working with magicians and other goodly aligned arcane spell users.

Gilean Paladin Traditions: Gilead's paladins are rare, and typically serve as guardians of pathways through the wilderness, as well as defenders of wild spaces. They may range with Gilead's hunters against abominations and the corruption of natural spaces.

Navosian Paladin Traditions: Navosian paladins remember the time when Navos possessed Compassion. They recall the fall of Animus and the gap among the gods of Twilight, and recall their gods' sacrifice when he left the Light. Traditionally close allies of the Daeusites, camaraderie of late has been somewhat awkward and marked by sorrow. Paladins of Navos strive to exemplify the best that Navos' tradition is, and has been.

Reosian Paladin Traditions: Reos has few paladins, with the greatest number among the khazadi. These paladins are normally considered champions of their kind, blending together all of the virtues of the khazadi race into their ultimate warriors. They are often promoters of peace, clan, and order, and other traditional, khazadi values.

Serrielite Paladin Traditions: Serriel's paladins are a new face among Ea's denizens. Like their goddess, they tend to focus on the beauty of civilization and the progress of mankind, whatever race they may be. Given Vardama's scarcity of paladins, they've begun to form a partnership where they assist in guardianship of the more dangerous crypts and graveyards.

Vardaman Paladin Traditions: Paladins of Vardama are almost exclusively concerned with the hunting, slaying and destroying of evil Necromancers and killing of undead. While rarer than paladins of other faiths, they nonetheless maintain a sacred role within their faith. These paladins are some of Thul's greatest enemies.


Animal Companions

See World Bestiary

Bonus Spells per Level

The ability that governs bonus spells depends on what type of spellcaster your character is: Intelligence for wizards; Wisdom for clerics, druids, and rangers; and Charisma for bards, paladins, and sorcerers. In addition to having a high ability score, a spellcaster must be of a high enough class level to be able to cast spells of a given spell level. See the individual class description details.

Bonus Spells per Level
Caster Ability Score Modifier 0 1st 2nd 3rd 4th 5th 6th 7th 8th 9th
1 –5 Can't cast spells tied to this ability
2–3 –4 Can't cast spells tied to this ability
4–5 –3 Can't cast spells tied to this ability
6–7 –2 Can't cast spells tied to this ability
8–9 –1 Can't cast spells tied to this ability
10–11 0
12–13 1 1
14–15 2 1 1
16–17 3 1 1 1
18–19 4 1 1 1 1
20–21 5 2 1 1 1 1
22–23 6 2 2 1 1 1 1
24–25 7 2 2 2 1 1 1 1
26–27 8 2 2 2 2 1 1 1 1
28–29 9 3 2 2 2 2 1 1 1 1
30–31 10 3 3 2 2 2 2 1 1 1
32–33 11 3 3 3 2 2 2 2 1 1
34–35 12 3 3 3 3 2 2 2 2 1
36–37 13 4 3 3 3 3 2 2 2 2
38–39 14 4 4 3 3 3 3 2 2 2
40–41 15 4 4 4 3 3 3 3 2 2
42–43 16 4 4 4 4 3 3 3 3 2
44–45 17 5 4 4 4 4 3 3 3 3

Spell List

Paladin Spells
1 Bless, Bless Water, Bless Weapon, Create Water, Cure Light Wounds, Detect Poison, Detect Undead, Divine Favor, Endure Elements, Magic Weapon, Protection from Chaos/Evil, Read Magic, Resistance, Lesser Restoration, Virtue, Challenge Evil, Ghostbane Dirge, Grace, Hero's Defiance, Knight's Calling, Rally Point, Veil of Positive Energy, Merciful Blade (house), Honeyed Tongue, Peacebond, Liberating Command, Diagnose Disease, Horn of Pursuit, Know the Enemy, Sanctify Corpse, Wartrain Mount, Word of Resolve
2 Bull's Strength, Delay Poison, Eagle's Splendor, Owl's Wisdom, Remove Paralysis, Resist Energy, Shield Other, Undetectable Alignment, Zone of Truth, Bestow Grace, Blessing of Courage and Life, Instant Armor, Light Lance, Paladin's Sacrifice, Righteous Vigor, Sacred Bond, Saddle Surge, Wake of Light, Weapon of Awe, Corruption Resistance, Martyr's Bargain, Aura of Greater Courage, Fire of Entanglement, Arrow of Law, Holy Shield, Vestment of the Champion, Burst of Radiance, Lesser Angelic Aspect
3 Cure Moderate Wounds, Daylight, Discern Lies, Dispel Magic, Heal Mount, Magic Circle against Chaos/Evil, Greater Magic Weapon, Prayer, Remove Blindness/Deafness, Remove Curse, Divine Transfer, Fire of Judgment, Mass Ghostbane Dirge, Holy Whisper, Sanctify Armor, Wrathful Mantle, Deadly Juggernaut, Marks of Forbiddance, Archon's Aura, Blade of Bright Victory, Blessing of the Mole, Accept Affliction, Burst of Speed, Angelic Aspect
4 Break Enchantment, Cure Serious Wounds, Death Ward, Dispel Chaos, Dispel Evil, Holy Sword, Mark of Justice, Neutralize Poison, Restoration, Blaze of Glory, Fire of Vengeance, King's Castle, Oath of Peace, Raise Animal Companion, Resounding Blow, Sacrificial Oath, Stay the Hand, Breath of Life (modified), Forced Repentance, Bestow Grace of the Champion, Symbol of Healing, Greater Angelic Aspect, Chains of Light, Archon's Trumpet

Starting Kits

Paladins are defenders and warriors of all that is good in the world. Tenebrae tends to not pideonhole paladins into one way or method of acting: a paladin might be a sometime drunkard, but they've a heart of gold, for example, and even your beloved grandmother may be prone to cussing.

Paladins have the ability to heal, though not as well as a cleric, and often the charisma (and reputation) to act as a spokesperson or counselor. They tend to have a high strength and benefit from a high charisma. A charisma of 14 is required to gain access to all paladin spells.

Most paladins tend to go with a 2-handed weapon as it doesn't take many feats or a lot of different stats: they aren't going to have as many as a fighter. Other popular choices include the two weapon fighter or sword and board. The last two options are more difficult to do but not impossible, as they require high stats, and a number of feats.

Concept Attributes Feats and Skills Notes
Crusader Str 16+, Cha 14+ Key Feats: Power Attack, Weapon Focus

Recommended Feats: Cleave

Key Skills: Knowledge/Religion

Additional Skills: Diplomacy, Sense Motive

You are the blade of your god, a soldier of the faith. Use a single one-handed weapon in two hands, or a two-handed weapon. Smite when you know it won't be wasted.

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