Pure and devout, paladins are Eberron’s most dedicated defense against
the forces of evil. They live like normal people until they answer the
calling to promote righteousness throughout the world. Then they hone
their combat skills and learn the divine magic of clerics, a
combination that lends paladins a fighter’s hit points and the cleric’s
ability to heal.What is unique to the paladin is his enormous zeal for
A paladin is welcome in most any party because of her ability to heal,
turn undead, and take and deal damage. Paladins are also quick to
assume the leadership role in a group, which can be both good and bad.
Once she assumes command, a paladin will not permit her companions to
decline aid sought from the worthy or to commit evil acts.
The life of the paladin is not a choice; it is a mission either
received from the gods or founded in a myopic focus on righteous
living. Such fanaticism can develop in any race, but human ambition and
willingness to die for causes make them the most common. Dwarf paladins
takes hits well, but are not as good at turning undead as most others.
Elf paladins are graceful crusaders whose lower constitution
contributes to a focus on divine arts over physical force. The halfling
paladin does not deliver crushing blows but benefits from nimbleness.
Human paladins are versatile, gaining an extra feat at Level 1.
Warforged paladins are frontline warriors better at combating evil
directly than turning undead or healing.
Paladins exhibit extreme dedication and discipline in their
tasks. They do not like to turn down any valid request for help but
sometimes must choose which path will allow for the greater purge of
evil from the world. Every quest is a personal test for a paladin—part
of what she believes is a lifetime trial she must not fail.
Aura of Courage:
Level 3 and above are immune to fear. Companions within 10 feet receive
a +4 to saving throws vs. fear.
Aura of Good:
their companions receive +2 bonuses to all saves and armor class when
fighting evil creatures.
Level 2, the paladin gains a bonus equal to her Charisma modifier to
all saving throws.
At Level 3,
paladins become immune to disease.
Lay on Hands:
allows paladins of second level or higher to heal one ally or damage
one undead foe an amount equal to Charisma modifier times paladin
At Level 6,
paladins are capable or removing disease once per rest period. This
benefit increases to twice per rest period at Level 9.
Paladins or third
level or higher can use their Charisma to increase their chances of
hitting an enemy once per rest period, doing more damage with each
character level they gain. This ability increases to twice per rest
period at Level 5 and thrice per day at Level 10.
Level 4, a paladin using holy energy to turn undead a number of time
equal to Charisma modifier +3 per rest period.
Weapon and Armor Proficiency:
Paladins train with all types of simple and martial weapons, in any
armor, and with all shields except tower shields.
Upon reaching 4th level, paladins can cast spells from the cleric
spells list. Paladin spell points and difficulty checks are based on
the Wisdom score.
- (bonuses to DEX, INT, and CHA give
the paladin boost to enough Abilities to focus points on others without
being spread too thin)
- (dwarven heartiness and spell
resistance makes for a tough paladin)
(extra Skill points and an extra
Feat make human paladins more powerful)
begins with 28 points to spend over 6 abilities (Intelligence, Wisdom,
Constitution, Dexterity, Strength, and Charisma). Paladins can benefit
from Strength, Dexterity, and Constitution to be frontline combatants.
However, Wisdom is very important to a paladin for its effect on spell
points and spell strength. Additionally, Charisma contributes to a
paladin’s ability to turn undead.
for the paladin consist of Concentration, Diplomacy, Heal.
designed for the front lines can focus on damage (Cleave, Power Attack,
Slicing Blow). Paladins who concentrate on divine powers will benefit
more from Combat Casting or Discipline.