Starfarer Paladin

While technology, culture, magic, and the very structure of the universe may change over time, one conflict is eternal: The battle between good and evil. You have put yourself on the front lines of that battle and dedicated your life to goodness and justice. Whether through teaching virtue, combating evil foes, or simply serving as a quiet example of moral behavior, you strive to advance the agenda of righteousness.

Role: Paladins are leaders on and off the battlefield. Your strong personality and divine blessings bolster your allies. When facing evil foes, you lead the effort to bring justice and retribution to your enemies. Your devotion lends you divine power, which takes the form of spells, beneficial auras, and supernatural virtues. Your martial prowess, bolstered by your faith, makes you a terror for lawless and wicked enemies.

Key Ability Score: Your supernatural powers derive from the strength of your convictions, so Charisma is your key ability score. A high Dexterity also makes your ranged attacks more accurate, while a high Strength makes your melee attacks more accurate.

The Paladin

Level BAB Fort Ref Will Class Features
1st +1 +2 +0 +2 Oath, smite evil 1/day, virtue
2nd +2 +3 +0 +3 Divine grace, lay on hands
3rd +3 +3 +1 +3 Aura of courage, divine health, mercy, weapon specialization
4th +4 +4 +1 +4 Channel energy, smite evil 2/day, spells
5th +5 +4 +1 +4 Divine bond, virtue
6th +6 +5 +2 +5 Mercy
7th +7 +5 +2 +5 Smite evil 3/day
8th +8 +6 +2 +6 Aura of resolve
9th +9 +6 +3 +6 Mercy, virtue
10th +10 +7 +3 +7 Smite evil 4/day
11th +11 +7 +3 +7 Aura of Justice
12th +12 +8 +4 +8 Mercy
13th +13 +8 +4 +8 Smite evil 5/day, virtue
14th +14 +9 +4 +9 Aura of faith
15th +15 +9 +5 +9 Mercy
16th +16 +10 +5 +10 Smite evil 6/day
17th +17 +10 +5 +10 Aura of righteousness, virtue
18th +18 +11 +6 +11 Mercy
19th +19 +11 +6 +11 Smite evil 7/day
20th +20 +12 +6 +12 Holy champion

Stamina Points: 7 + Constitution modifier

Hit Points: 7

Class Skills

Skill Ranks per Level: 4 + Intelligence modifier.

Athletics (Str), Intimidate (Cha), Medicine (Int), Mysticism (Wis), Perception (Wis), Profession (Cha, Int, or Wis), Sense Motive (Wis),

Armor Proficiency

Light armor, heavy armor

Weapon Proficiency

Basic melee weapons, advanced melee weapons, small arms, longarms, heavy weapons.

Spells

You cast spells drawn from the cleric spell list. To learn or cast a spell, you must have a Charisma score equal to at least 10 + the spell’s level. The Difficulty Class for a saving throw against your spell is 10 + the spell’s level + your Charisma modifier.

You can cast only a certain number of spells of each spell level per day. Your number of spells per day is given on Table: Paladin Spells per Day. In addition, you receive bonus spells per day if you have a Charisma modifier of +1 or higher, as shown on Table: Paladin Bonus Spells—note that you only receive these bonus spells once you can cast spells of that level normally. You can also cast 0-level spells. These spells are cast like any other spell, but there is no limit to how many 0-level spells you can cast each day.

Your selection of spells is limited. You begin play knowing two 0-level spells of your choice. At each new paladin level, you learn one or more new spells, as indicated on Table: Paladin Spells Known. Unlike spells per day, the number of spells you know isn’t affected by your Charisma.

Every time you gain a level, you can swap out one spell you already know and learn a single new spell of the same level in its place. In effect, you lose the old spell in exchange for the new one. You can swap only a single spell at any given level, and you must choose whether or not to swap the spell at the same time you gain new spells known for the level.

You can cast any paladin spell you know at any time, assuming you have not yet used up your allotment of spells per day for the spell’s level. You can also cast a spell using a higher-level spell slot. For instance, if you want to cast a 1st-level spell but have used up all your 1st-level spells for the day, you can use a 2nd-level slot instead if you have one. Casting 0-level spells using higher-level spell slots consumes those spell slots as normal. You may never cast spells with the chaotic or evil descriptors.

You can also decipher magical inscriptions that would otherwise be unintelligible, including identifying the spell inscribed on a magic scroll, which is a full action. This does not normally invoke the magic contained in the writing, although it may do so in the case of a cursed or trapped scroll.

Table: Paladin Spells Per Day

Level 1st 2nd 3rd 4th
1st
2nd
3rd
4th 1
5th 1
6th 1
7th 1 1
8th 1 1
9th 2 1
10th 2 1 1
11th 2 1 1
12th 2 2 1
13th 3 2 1 1
14th 3 2 1 1
15th 3 2 2 1
16th 3 3 2 1
17th 4 3 2 1
18th 4 3 2 2
19th 4 3 3 2
20th 4 4 3 2

Table: Paladin Bonus Spells

Int Score 0 1st 2nd 3rd 4th
1–11
12–13 1
14–15 1 1
16–17 1 1 1
18–19 1 1 1 1
20–21 2 1 1 1
22–23 2 2 1 1
24–25 2 2 2 1
26–27 2 2 2 2
28–29 3 2 2 2
30–31 3 3 2 2

Table: Paladin Spells Known

Level 0 1st 2nd 3rd 4th
1st 2
2nd 3
3rd 4
4th 4 2
5th 5 3
6th 5 4
7th 6 4 2
8th 6 4 3
9th 6 5 4
10th 6 5 4 2
11th 6 5 4 3
12th 6 6 5 4
13th 6 6 5 4 2
14th 6 6 5 4 3
15th 6 6 6 5 4
16th 6 6 6 5 4
17th 6 6 6 5 4
18th 6 6 6 6 5
19th 6 6 6 6 5
20th 6 6 6 6 5

Oath

At 1st level, you choose a binding paladin oath that represents the focus of your determination to serve goodness. Once this oath is sworn, it cannot be changed. Each oath adds a particular dictate to your paladin code. Additionally, at 1st level, 5th level, and every 4 levels thereafter, you gain a power unique to your oath, called a virtue. Your caster level for virtues that grant spell-like abilities is equal to your paladin level. If virtue allows a saving throw to resist its effects or requires an enemy to attempt a skill check, the DC is equal to 10 + half your paladin level + your Charisma modifier. Descriptions of the oaths you can choose from appear below.

Smite Evil (Su)

Once per day, you can call out to the powers of good to aid you in your struggle against evil. As a move action, you chooses one target within sight to smite. If this target is evil, you add your paladin level to all damage rolls made against the target of your smite. If the target of smite evil is an outsider with the evil subtype, an evil-aligned dragon, or an evil undead creature you also ignore any immunity to damage the target has against your attacks. Regardless of the target, smite evil attacks against an evil target automatically bypass any DR or resistance the creature might possess. If you target a creature that is not evil, the smite is wasted with no effect.

If you smite evil using a weapon with the holy property, each time you strike an evil dragon, evil outsider, or evil undead it takes a -2 penalty to all attacks that do not include you as a target or within its area, and to the save DCs of all abilities it uses that do not include you as a target or within its area, until the beginning of your next round. These penalties increase to -3 at 10th level, and to -4 at 19th level.

The smite evil effect remains until the target of the smite is dead or the next time you rest and regain uses of this ability. At 4th level, and at every three levels thereafter, you may smite evil one additional time per day, as indicated on Table 08: Paladin, to a maximum of seven times per day at 19th level.

Divine Grace (Su)

At 2nd level, you gain a +1 divine bonus on all saving throws. This bonus increases to +2 at 10th level and to +3 at 18th level.

Lay On Hands (Su)

Beginning at 2nd level, you can bolster yourself and your allies with divine vigor, allowing you to fight on against your foes. Once per day, you can touch a willing target to heal it a number of Hit Points equal to your Charisma modifier plus your paladin level. Using this ability is a standard action, unless you target yourself, in which case it is a move action. You only need one free hand to use this ability. Once a character has benefited from this ability, it cannot benefit from your lay on hands again until it spends 1 Resolve Point to regain Stamina Points after a 10-minute rest.

Alternatively, you can use this holy power to deal damage to undead creatures, dealing damage equal to your Charisma modifier plus triple your paladin level. Using lay on hands in this way requires a successful melee attack versus EAC and doesn’t provoke an attack of opportunity. Undead do not receive a saving throw against this damage.

Beginning at 5th level, whenever you have already expended your daily use of lay on hands, you can spend 1 Resolve Point to use it against without having to rest first

Aura of Courage (Su)

At 3rd level, you are immune to fear (magical or otherwise). Each ally within 10 feet of you gains a +2 morale bonus on saving throws against fear effects. This ability functions only while you are conscious, not if you are unconscious or dead.

Divine Health (Ex)

At 3rd level, you are immune to all diseases, including supernatural and magical diseases, including mummy rot.

Mercy (Su)

At 3rd level, and every three levels thereafter, you can select one mercy. Each mercy adds an effect to your lay on hands ability. Whenever you use lay on hands heal a target, the target also receives the additional effects from all of the mercies you possess.

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, you 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, you add the following mercies to the list of those that can be selected.

  • Dazed: The target is no longer dazed.
  • Diseased: Your lay on hands ability also acts as remove affliction, using your paladin level as the caster level, but only for the purpose of removing diseases.
  • Staggered: The target is no longer staggered.

At 9th level, you add the following mercies to the list of those that can be selected.

  • Confused: The target is no longer confused.
  • Cursed: Your lay on hands ability also acts as remove affliction, using your paladin level as the caster level, but only for the purpose of removing curses.
  • Exhausted: The target is no longer exhausted. You must have the fatigued mercy before selecting this mercy.
  • Frightened: The target is no longer frightened. You must have the shaken mercy before selecting this mercy.
  • Nauseated: The target is no longer nauseated. You must have the sickened mercy before selecting this mercy.
  • Poisoned: Your lay on hands ability also acts as remove affliction using your paladin level as the caster level, but only for the purpose of removing poisons.

At 12th level, you add 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.
  • Panicked: The target is no longer panicked. You must have the frightened mercy before selecting this mercy.
  • 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 grants temporary hit points 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 Divinity (Su)

When you reach 4th level, choose the Good, Healing, or Law domain. (Once made, this choice is permanent.) You gain the supernatural ability to channel divinity like a cleric of your chosen domain. You must spend 1 Resolve Point as a standard action to activate this ability. You use your paladin level as your effective cleric level when channeling divinity.

Divine Bond (Su)

Upon reaching 5th level, you form a bond with the divine forces of goodness. This bond can take one of three forms. Once the form is chosen, it cannot be changed.

The first type of bond allows you to enhance your 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 beacon portable light. At 5th level, this spirit grants the weapon a single temporary weapon fusion from the following list: axiomatic, bane (dragon, evil outsider, or undead only), dispelling, disruptive, flaming, ghost killer, holy, merciful, or vorpal.

The weapon fusion granted by the spirit must have a level no greater than your paladin level; the weapon fusion is chosen when the spirit is called and cannot be changed until the spirit is called again. The fusions is added to any the weapon already has, but duplicates do not stack. This might cause your weapon to temporarily exceed the typical limitation that your weapon cannot benefit from fusions with a total level greater than its item level. The celestial spirit imparts no bonuses if the weapon is held by anyone other than you but resumes giving bonuses if returned to you. You 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. Starting at 13th level, you may use this ability to simultaneously grant two temporary weapon fusions from the list to your weapon. The combined level of the fusions must be less than or equal to your paladin level.

The second type of bond allows you to invoke divine guidance to bolster your defenses. You gain Power Armor Proficiency as a bonus feat. As a standard action, you can call on celestial power to infuse heavy armor or power armor you are wearing, gaining a +1 bonus to AC for 1 minute and restoring a number of charges to its battery (or the battery of any armor upgrade or piece of equipment installed as an armor upgrade) equal to your Charisma modifier + your paladin level, up to the battery’s maximum capacity. You 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.

The third type of bond allows you to gain the service of an unusually intelligent, strong, and loyal steed to serve you in your crusade against evil. You gain an animal companion (see page 67), using your paladin level as your master level. This mount is usually a heavy horse (for a Medium paladin) or a pony (for a Small paladin), although though some paladins chose more exotic mounts such as stellar tigers or cybermules. Your animal companion must have the quadruped base form.

Once per day, as a full action, you may magically call your mount to your side. The mount immediately appears adjacent to you. You 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 a +2 divine bonus against spells and abilities created by evil creatures. At 15th level, your mount gains spell resistance equal to your paladin level + 11.

Aura of Resolve (Su)

At 8th level, you are immune to charm spells and spell-like abilities. Each ally within 10 feet of you gains a +2 morale bonus on saving throws against charm effects.

This ability functions only while you are conscious, not if you are unconscious or dead.

Aura of Justice (Su)

At 11th level, you can expend two uses of your smite evil ability to grant the ability to smite evil to all allies within 10 feet, using your bonuses. Allies must use this smite evil ability by the start of your next turn and the bonuses last for 1 minute. Using this ability is a move action. Evil creatures gain no benefit from this ability.

Aura of Faith (Su)

At 14th level, your weapons are treated as good-aligned for the purposes of overcoming damage reduction. Any attack made against an enemy within 10 feet of you is treated as good-aligned for the purposes of overcoming damage reduction.

This ability functions only while you are conscious, not if you are unconscious or dead.

Aura of Righteousness (Su)

At 17th level, you gain DR 5/evil and immunity to compulsion spells and spell-like abilities. Each ally within 10 feet of you gains a +2 morale bonus on saving throws against compulsion effects.

This ability functions only while you are conscious, not if you are unconscious or dead.

Holy Champion (Su)

At 20th level, you become a conduit for the power of goodness. Your DR increases to 10/evil. Whenever you use smite evil and successfully strikes an evil outsider, the outsider is also subject to a dismissal (cast as a 4th-level spell), using your paladin level as the caster level (your weapon and holy symbol automatically count as objects that the subject hates).

After the dismissal effect and the damage from the attack is resolved, the smite immediately ends. In addition, whenever you use lay on hands, you add twice your paladin level, rather than your paladin level, to the Hit Points granted. When you channel divinity to heal, you gain one additional channel divinity die.


Code of Conduct

A paladin must be of lawful good alignment, and you lose all class features except proficiencies if you ever willingly commit an evil act. You can only regain your powers via sincere repentance and an appropriate casting of the atonement spell. Additionally, your paladin code requires that you respect legitimate authority, act with honor (not lying, not cheating, not using poison, and so forth), help those in need (provided they do not use the help for evil or chaotic ends), and punish those who harm or threaten innocents.

Associates

While you may adventure with good or neutral allies, you avoid working with evil characters or with anyone who consistently offends your moral code. Under exceptional circumstances, you can ally with evil associates, but only to defeat what you believe to be a greater evil. You should seek an atonement spell periodically during such an unusual alliance, and should end the alliance immediately should you feel it is doing more harm than good. You may accept only henchmen, followers, or cohorts who comport themselves as good-aligned.


List of Oaths

Oath Of Compassion

You have devoted your life to healing others, body and soul.

Dictate: You must attempt to succor the diseased, sickened, or wounded (provided your help will not lead to evil ends) and forswear the use of disease, poison, and radiation as weapons.

Virtues: Paladins who swear the oath of compassion gain the following virtues at the indicated levels.

Detect Ills (Sp): At 1st level, you can cast detect affliction at will as a spell-like ability. You can substitute a Charisma check for the Intelligence check or Wisdom check used to determine the nature of an affliction, and you add your paladin level to any check made to identify afflictions using this ability.

Divine Treatment (Ex): At 5th level, you gain a +2 insight bonus on Life Science and Medicine checks. This bonus increases by 1 at 7th level and every 3 levels thereafter.

Life Link (Ex): At 9th level, you gain life link, as the healer connection mystic ability (see the mystic section of Chapter 4 in Starfinder Core Rulebook). Treat your paladin level as your mystic level for the purpose of this ability.

Restoration (Sp): At 13th level, you can cast restoration once per day as a spell-like ability.

Bolstering Aura (Su): At 17th level, you suffuse the area around you with healthy divine energy. Creatures benefiting from your aura of righteousness gain a +2 morale bonus on saving throws against diseases, poisons, and effects that cause ability damage or drain.

Oath Of Justice

You have devoted your life to maintaining law and order in service of legitimate authority.

Dictate: You must attempt to bring lawbreakers to justice via fair trial, oppose banditry, and fight against governmental corruption.

Virtues: Paladins who swear the oath of justice gain the following virtues at the indicated levels.

Detect Chaos (Sp): At 1st level, you can detect the presence of unnatural entropic forces. This functions as detect magic, save that it only detects creatures with the chaotic subtype and spells and effects with the chaotic descriptor.

Divine Expression (Ex): At 5th level, you gain a +2 insight bonus on Diplomacy and Sense Motive checks. This bonus increases by 1 at 7th level and every 3 levels thereafter.

Retributive Strike (Ex): At 9th level, as a reaction when an enemy scores a critical hit against you, you can spend one Resolve point make a melee attack against the opponent, as long as you are threatening it.

Prevent Escape (Sp): At 13th level, you can cast dimensional anchor once per day as a spell-like ability.

Resolute Aura (Su): At 17th level, you suffuse the area around you with ordered divine energy. Creatures benefiting from your aura of righteousness gain a +2 morale bonus on saving throws against spells and abilities created by chaotic creatures and a +1 sacred bonus to their armor class against attacks from outsiders with the chaotic subtype.

Oath Of Protection

You have devoted your life to preventing harm to all, but especially your chosen associates.

Dictate: You must attempt to spare your allies from harm, and swear never to abandon them in dangerous situations.

Virtues: Paladins who swear the oath of protection gain the following virtues at the indicated levels.

Anticipate Peril (Sp): At 1st level, you gain a +1 insight bonus on Reflex saves to avoid traps and a +1 dodge bonus to AC against attacks made by traps. In addition, you gain a +1 insight bonus on Perception and Sense Motive checks to avoid being surprised by a foe. These bonuses increase by 1 every 4 paladin levels thereafter (to a maximum of +6 at 20th level).

Divine Hardiness (Ex): At 5th level, you gain a +2 insight bonus on Athletics and Survival checks. This bonus increases by 1 at 7th level and every 3 levels thereafter.

Divine Guardian (Ex): At 9th level, you gain Bodyguard and In Harm’s Way as bonus feats.

Protective Barrier (Sp): At 13th level, you can cast resilient sphere once per day as a spell-like ability. When one of your allies is targeted by an enemy attack or spell, you can spend 3 Resolve Points use this ability as a reaction.

Vigilant Aura (Su): At 17th level, prescient energy suffuses the area around you. Creatures benefiting from your aura of righteousness also gain the benefits of your anticipate peril class feature.

Oath Of Righteousness

You have devoted your life to advancing the cause of goodness and virtue.

Dictate: You must attempt to convince evildoers of the error of their ways. If they refuse to repent their actions, you must work to vanquish them.

Virtues: Paladins who swear the oath of righteousness gain the following virtues at the indicated levels.

Detect Evil (Sp): At 1st level, you can detect the presence of supernatural wickedness. This functions as detect magic, save that in only detects creatures with the evil subtype and spells and effects with the evil descriptor.

Divine Presence (Ex): At 5th level, you gain a +2 insight bonus on Diplomacy and Intimidate checks. This bonus increases by 1 at 7th level and every 3 levels thereafter.

Smite Foes (Su): At 9th level, as a part of activating your smite evil ability, you can spend 1 Resolve Point in order to effect two targets, rather than one, with your smite evil ability. This still consumes only one of your daily uses of smite evil.

Purge Wickedness (Sp): At 13th level, you can cast dispel opposition once per day as a spell-like ability. You must choose evil as the target alignment.

Incorruptible Aura (Su): At 17th level, you suffuse the area around you with holy divine energy. Creatures benefiting from your aura of righteousness gain a +2 morale bonus on saving throws against spells and abilities created by evil creatures and a +1 sacred bonus to their armor class against attacks from undead and outsiders with the evil subtype.

Oath Of Verity

You have devoted your life to the pursuit of truth, and you do not sully yourself with even a hint of dissembling.

Dictate: You must never attempt to deceive a sentient creature, whether through overt action or omission. This includes the use of disguises but not use of the Bluff skill to feint in combat. This does not mean you must confront everyone that you believe holds a false notion—the true comes to everyone in time.

Virtues: Paladins who swear the oath of verity gain the following virtues at the indicated levels.

Detect Deception (Sp): At 1st level, you can detect the attempts to magically fool the senses. This functions as detect magic, save that in only detects illusion spells and effects.

Divine Discernment (Ex): At 5th level, you gain a +2 insight bonus on Perception and Sense Motive checks. This bonus increases by 1 at 7th level and every 3 levels thereafter.

Penetrating Gaze (Su): At 9th level, whenever you come within 20 feet of an illusion, you receive a saving throw to disbelieve it as if you had studied or interacted with the illusion. Additionally, you are always considered particularly alert to attempts to deceive you via disguise, and may attempt Perception checks to pierce a disguise without taking an action.

Restore Reality (Sp): At 13th level, you can cast invisibility purge once per day as a spell-like ability.

Soothing Aura (Su): At 17th level, you lend your allies some of your acute judgement. Creatures benefiting from your aura of righteousness gain a +2 insight bonus on saving throws against illusions and on opposed Perception and Sense Motive checks.


Archetypes

For any level at which an archetype provides an alternate class feature, a paladin who takes the archetype alters or replaces the listed class feature.

2nd Level: You don’t gain divine grace.

4th Level: You don’t gain an additional use of smite evil at 4th level. Instead, you gain your second use of smite evil at 7th level, your third use of smite evil at 10th level, your fourth use of smite evil at 13th level, your fifth use of smite evil at 16th level, and your sixth use of smite evil at 19th level. (You don’t gain a seventh use of smite evil.)

Multilevel 6th, 9th, 12th, and 18th Levels: You don’t gain a mercy.


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