Paladin
Level BAB Fort Ref Will Special Channel Energy 1 2 3 4
1 +1 +2 +0 +2 Alignment Aura, Code of Conduct, Detect Alignment, Smite - - - - -
2 +2 +3 +0 +3 Aura (1) 1d6 0 - - -
3 +3 +3 +1 +3 Bulwark of Defense 1d6 0 - - -
4 +4 +4 +1 +4 Test of Mettle 1d6 0 - - -
5 +5 +4 +1 +4 Wild Cohort 1d6 0 - - -
6 +6/+1 +5 +2 +5 Aura (2), Improved Smite 2d6 1 - - -
7 +7/+2 +5 +2 +5 Bonus Feat 2d6 1 - - -
8 +8/+3 +6 +2 +6 Shield Ally 2d6 1 0 - -
9 +9/+4 +6 +3 +6 Cruelty/Mercy 2d6 1 0 - -
10 +10/+5 +7 +3 +7 Aura (3) 3d6 1 1 - -
11 +11/+6/+1 +7 +3 +7 Bonus Feat 3d6 1 1 0 -
12 +12/+7/+2 +8 +4 +8 Double Aura 3d6 1 1 1 -
13 +13/+8/+3 +8 +4 +8 Cruelty/Mercy 3d6 1 1 1 -
14 +14/+9/+4 +9 +4 +9 Aura (4) 4d6 2 1 1 0
15 +15/+10/+5 +9 +5 +9 Bonus Feat 4d6 2 1 1 1
16 +16/+11/+6/+1 +10 +5 +10 Improved Shield Ally 4d6 2 2 1 1
17 +17/+12/+7/+2 +10 +5 +10 Cruelty/Mercy 4d6 2 2 2 1
18 +18/+13/+8/+3 +11 +6 +11 Aura (5) 5d6 3 2 2 1
19 +19/+14/+9/+4 +11 +6 +11 Bonus Feat 5d6 3 3 3 2
20 +20/+15/+10/+5 +12 +6 +12 Loyal Beyond Death, Triple Aura 5d6 3 3 3 3

Abilities: A paladin’s most important ability is charisma. He gains bonus spells based on charisma and the save DCs are charisma-based. Charisma also applies to his Smite ability and auras, and makes him a better social presence. Strength and constitution are also important for the paladin, since he is likely to be involved in melee combat.

Hit Points per level: 6
Skill Points per Level: 2 + intelligence modifier
Class Skills: Athletics, Concentration, Craft, Expertise, Heal, Perception, Religion, and Survival. In addition, a lawful or good paladin adds Persuasion, a chaotic paladin adds Deception, and an evil paladin adds Intimidation.

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 (including tower shields).

Alignment Aura (Su): Strong devotion to a cause requires an extreme alignment on at least one axis. Therefore, paladins may not be true neutral. Some of a paladin’s class abilities depend upon his alignment. If he has an extreme alignment on two axis, he must choose one of these as his alignment aura, and gains all his alignment-dependant class abilities based on this. For example, a lawful good paladin could choose good as his alignment aura, and would gains class skills and abilities that relate to good alignment.

The paladin gains a supernatural aura related to his chosen alignment. The power of a paladin’s aura is equal to her paladin level.

Detect Alignment (Sp): At will, the paladin can detect the alignment opposite his alignment aura, as per the spell detect chaos, detect evil, detect good, or detect law.

Smite (Su): As a full-round action, a paladin may attempt to smite a creature of alignment opposite his alignment aura. This attack gains bonus to hit equal to the paladin’s charisma modifier and deals additional damage equal to his paladin level. This ability improves at 6th level to taking a standard action instead of a full-round action.

Auras (Ex): Beginning at 2nd level, the paladin can inspire his allies to better effect through encouragement and guidance, or can cow enemies with threats and mocking. Even his mere presence is enough to affect others in this way. At 2nd level the paladin chooses a single aura to complement his alignment aura. The paladin gains an additional aura every 4 levels beyond level 2.

Unless otherwise noted, a paladin’s auras affect all allies (including himself) or all enemies within 60 feet who can see and hear him. Bonuses and penalties from the paladin’s auras are circumstance modifiers that stack with one another (but not with themselves, so two paladins with the same aura only grant the higher of the two bonuses). Minor auras grant a bonus or penalty equal to the paladin’s charisma score. Major auras grant a bonus or penalty equal to the number of auras the paladin knows (as noted on the table). The paladin may select either a major or minor aura whenever he has the opportunity. Each time the paladin gains an aura, he may also exchange one aura that he already knew for a different one.

Up to 12th level the paladin may have only one aura active at a time. Activating an aura is a swift action and deactivating it is a free action, therefore a paladin can switch out an aura once per round. Auras are activie continually until deactivated or the paladin becomes unconscious, dazed, stunned, paralyzed, or otherwise unable to be heard or seen by his allies. At 12th level, the paladin may have 2 auras active at once, and at 20th may have 3 auras active. A paladin may select each aura only once.

Some auras also have added benefits for the paladin which do not extend to his allies or enemies.

Minor Auras:

  • Accurate Strike: Bonus on rolls made to confirm critical hits.
  • Art of War: Bonus on disarm, trip, bull rush, and sunder attempts.
  • Demand Fortitude: Bonus on Fortitude saves.
  • Determined Caster: Bonus on rolls to overcome spell resistance.
  • Force of Will: Bonus on Will saves.
  • Master of Opportunity: Bonus to Armor Class against attacks of opportunity.
  • Master of Tactics: Bonus on damage rolls against enemies while flanking.
  • Motivate Charisma: Bonus on Charisma checks and Charisma-based skill checks.
  • Motivate Constitution: Bonus on Constitution checks and Constitution-based skill checks. The paladin becomes immune to poison and disease (if good) or the sickened and nauseated conditions (if evil).
  • Motivate Dexterity: Bonus on Dexterity checks, Dexterity-based skill checks, and initiative checks.
  • Motivate Intelligence: Bonus on Intelligence checks and Intelligence-based skill checks.
  • Motivate Strength: Bonus on Strength checks and Strength-based skill checks.
  • Motivate Wisdom: Bonus on Wisdom checks and Wisdom-based skill checks. The paladin becomes immune to fear (if lawful) or compulsions (if chaotic).
  • Watchful Eye: Bonus on Reflex saves.

Major Auras:

  • Aura of Despair (E): Penalty to saving throws.
  • Aura of Faith: Weapon alignment matches the paladin’s Alignment Aura for the purpose of overcoming damage reduction, and gain a bonus on damage rolls against creatures of alignment opposite the paladin’s Alignment Aura.
  • Debilitating Aura (C): Penalty to Armor Class.
  • Energy Resistance: Gain resistance to a chosen energy type equal to 5 x your aura bonus.
  • Fast Healing (G): Heal a number of hit points per round equal to your aura bonus, up to half your maximum hit points.
  • Hardy Soldiers (L): Damage reduction equal to the amount of bonus the aura provides.
  • Motivate Ardor: Bonus on all damage rolls.
  • Motivate Attack: Bonus on all melee attack rolls.
  • Motivate Care: Bonus to Armor Class.
  • Motivate Urgency: Base land speed is increased by a number of feet equal to 10 x the amount of bonus the aura provides.
  • Resilient Troops: Bonus on all saves.
  • Steady Hand: Bonus on ranged attack rolls.

Channel Energy (Su): A paladin is able to channel energy depending on his alignment, much like a cleric. A good paladin channels positive energy while an evil paladin channels negative energy. A paladin who is neutral on this axis must choose which type of energy he channels when he acquires this ability, and this does not change unless he changes his alignment (see Code of Conduct below). Positive energy can be used to heal living creatures or damage undead creatures, while negative energy heals undead and damages the living.

Channeling energy is a standard action that does not provoke an attack of opportunity. Channel Energy may be used as either a touch effect (requiring a touch attack for unwilling targets) or an area effect with a 30-foot radius centred on the paladin. Unwilling creatures receive a Will save for half damage when Channel Energy is used as an area effect (DC equal to 10 + ½ the paladin's level + the paladin's charisma modifier).

Creatures healed by channel energy can not exceed their maximum hit point total. A paladin may channel energy a number of times per day equal to 3 + his charisma modifier. The amount of energy channeled in each use is equal to 1d6 at 2nd level, and increases by 1d6 every 4 levels thereafter (2d6 at 6th level, 3d6 at 10th level, and so on).

A paladin must be able to present a holy symbol or some other instrument of his devotion to channel energy.

Spells: Beginning at 2nd level, a paladin gains the ability to cast a small number of divine spells, which are drawn from the paladin spell list. A paladin knows a single first-level spell at 2nd level, and selects one new spell known at each even-numbered level, up to a maximum of the highest-level spell indicated on the table. A paladin need not prepare spells in advance. To cast a spell, a paladin must have a charisma score equal to at least 10 + the spell level. The DC 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. He receives bonus spells per day if he has a high charisma score. When the table indicates that the paladin gets 0 spells per day of a given spell level, he gains only the bonus spells he would be entitled to based on his charisma score for that spell level. The paladin may cast any spell he knows. A paladin’s caster level is one-half his class level.
Bulwark of Defense (Ex): When you reach 3rd level, enemies treat all the squares that you threaten as difficult terrain. In addition, the DC to use the Acrobatics skill to move through your threatened area or your space without provoking attacks of opportunity increases by an amount equal to your class level.

Test of Mettle (Ex): Starting at 4th level, you can shout a challenge to all enemies, calling them to face you in combat. Any target of this ability must have a language of some sort and an Intelligence score of 3 or higher. Creatures that do not meet these requirements are immune to the test of mettle. You must have line of sight and line of effect to the targets of this ability.

As a swift action, you can expend cause all your enemies within 100 feet to make Will saves (DC 10 + 1/2 your class level + your Cha modifier). Creatures that fail this save are forced to attack you with their ranged or melee attacks in preference over other available targets. If a foe attacks by casting a spell or using a supernatural ability, he must target you with the attack or include you in the effect's area.

An opponent compelled to act in this manner is not thrown into a mindless rage and does not have to move to attack you in melee if doing so would provoke attacks of opportunity against him. In such a case, he can use ranged attacks against you or attack any opponents he threatens as normal. If anyone other than you attacks the target, the effect of the test of mettle ends for that specific target.

The effect of a test of mettle lasts for a number of rounds equal to 5 + your Charisma bonus (if any). Whether a creature fails or succeeds on its save against your test of mettle, it can only be targeted by this effect once per day.

Wild Cohort: Upon reaching 5th level, a paladin gains the service of a special mount, as per the Wild Cohort feat. This mount is usually a heavy warhorse (for a Medium paladin) or a warpony (for a Small paladin).

Bonus Feat: At 7th level, and every 4 levels thereafter, you gain a bonus feat chosen from the following list: Battle Blessing, Diehard, Endurance, Great Fortitude, Extra Turning, Improved Critical, Improved Smiting, Improved Turning, Iron Will, Leadership, Mounted Archery, Mounted Combat, Power Attack, Quick Draw, Ride-By Attack, Spirited Charge, Trample, Weapon Focus, Weapon Specialization, any [Divine] feat, or Chaos Devotion, Evil Devotion, Good Devotion, or Law Devotion depending on your Alignment Aura. You must still meet any prerequisites for the feat. You gain an additional bonus feat from this list at 10th level and again at 15th level.

Shield Ally (Ex): Starting at 8th level, as an immediate action you can opt to absorb part of the damage dealt to an adjacent ally. Each time this ally takes damage from a physical attack before your next turn, you can take half this damage on yourself. The target takes the other half as normal. You can only absorb damage from physical melee attacks and ranged attacks, such as an incoming arrow or a blow from a sword, not from spells and other effects.

Cruelty/Mercy (Su): At 9th level and again at 17th level, the paladin may select one Cruelty or Mercy, dependent on alignment. When using the Channel Energy ability, the paladin also removes or imposes some condition. Each time he uses Channel Energy, he may choose to apply one Cruelty or Mercy that he knows. Paladins who channel negative energy gain Cruelties, while paladins who channel positive energy gain Mercies. If using Channel Energy as an area attack, only those who fail the saving throw are affected. If using Channel Energy against a single target, it receives a saving throw (DC 10 + ½ the cleric’s level + the cleric’s Charisma bonus) to negate the conditions if the touch attack hits. This ability does not stack with itself, but does stack with other abilities that remove or impose conditions.

At higher levels, Cruelties and Mercies are more potent, as listed in their description. The paladin can always choose to invoke a lower-level effect of the Cruelty or Mercy. Paladins have access to the same list of Cruelties and Mercies as a Cleric, but are considered one-half the cleric's level (rounded down) when determining the effects.

Improved Shield Ally (Ex): At 16th level, your ability to absorb damage increases. Once per round you can absorb all the damage and effects from a single attack, spell, or special ability directed against an adjacent ally, including area effects. The ability in all ways treats you as a target instead of the ally you are shielding. If this ability is an area effect or would otherwise affect you as well as the ally, treat it as though you had been targeted twice by the same ability (you receive two saving throws, apply damage reduction twice, and so forth).

In addition, you continue to absorb half the damage from other physical attacks on an adjacent ally, if you so choose. You must decide whether to use this ability after the attacker determines that an attack has succeeded but before he rolls damage.

Loyal Beyond Death (Ex): At 20th level, if you are reduced to 0 or fewer hit points by an effect that otherwise leaves your body intact, you do not fall unconscious and may continue to act at no penalty. Even if your negative hit points equal your constitution score, you may continue to act for a number of rounds per day equal to your charisma bonus. If your body is somehow destroyed before your next action (such as by disintegrate), then you cannot act. If you receive healing that results in gaining hit points above your death threshold, you survive when you stop using this ability. Otherwise, death overtakes you when you run out of uses per day.


Code of Conduct

Every paladin has a code which they must follow. This code depends on their alignment aura.

Chaos: A chaotic paladin focuses on freedom of choice. A chaotic paladin will never take an enemy as his prisoner or place an enemy in confinement. A chaotic paladin never uses mind-affecting spells or abilities (including magic items) on his opponents. A chaotic paladin should strive to respect personal liberty, and works to free the enslaved or imprisoned. A chaotic paladin does not recognize anyone as having authority over other people. A chaotic paladin strives to punish those who would domineer over others.

Evil: An evil paladin focuses on himself, regardless of the cost to others. An evil paladin's motives are selfish, whether due to greed, hatred, a lust for power, or the primal thrill of killing. An evil paladin never helps others unless he stands to gain from it in some way. The evil paladin’s code is the least strict, since he does whatever he feels will help himself. An evil paladin strives to punish those who get in his way.

Good: A good paladin focuses on helping others above all else. A good paladin never attacks in a surprise round, instead using the round to give opponents a chance to surrender. A good paladin never deals damage of any kind to a helpless opponent or an opponent who has surrendered (he should receive a Perception check to determine if the surrender is genuine). A good paladin helps others whenever he can, even including saving the lives of his enemies if possible, in hopes of redeeming them. A good paladin strives to punish those who threaten or harm innocents.

Lawful: A lawful paladin focuses on fair play and following the rules. A lawful paladin does not gain a bonus on attack rolls when flanking. You still confer the benefit of flanking position to your allies, but you forgo your own +2 bonus on attack rolls. A lawful paladin never strikes a flat-footed opponent. Instead, you allow your foe to ready himself before attacking. A lawful paladin never deals lethal damage against a helpless foe. You can strike such a foe, but only with attacks that deal nonlethal damage. A lawful paladin should respect legitimate authority and act with honor (not lying, cheating, stealing, using poison, and so forth). A lawful paladin strives to punish those who break the law.

If you violate any part of your code, you take a -2 penalty on attack rolls and saves for the rest of that day. Your betrayal of your code of conduct undermines the foundation of confidence and honor that drives you forward. This penalty increases by 2 for each time you break your code.

If your alignment changes from your alignment aura, either through magical means or because you consistently violate your code, you lose all alignment-dependant class abilities and are unable to continue advancing in levels of paladin until you atone. In atoning, you can instead change your alignment aura.

A paladin may accept only henchmen, followers, or cohorts whose alignments are the same as his own. He never knowingly associates with characters whose alignment is opposite his alignment aura, and will not continue to associate with someone who consistently offends his code.


Alternative Class Features

Dark Companion (Su)
Level: 5
Replaces: Wild Cohort
Requires: Evil Alignment Aura
Benefit: At 5th level, a paladin can create an illusory companion resembling a panther, spun from the darkness of the night. Doing so takes 24 hours and uses up magic materials that cost 100 gp. Once created, the dark companion stands with her in battle, hindering her enemies’ defenses. Any enemy adjacent to your dark companion takes a –2 penalty on its saves and to its AC. Your companion’s speed is equal to the paladin's (including all modes of movement you possess) and it acts during her turn each round. It follows the paladin's mental commands perfectly—in effect, it is merely an extension of her will.

The dark companion has no real substance, and thus can’t attack or otherwise affect creatures or objects. It occupies a 5-foot space. Even though any creature can enter a dark companion’s 5-foot space without restriction, it must occupy its own space in order to have any effect on enemies. It is immune to any damage or other effects that might harm creatures, though it can be dispelled or suppressed just like a spell effect. A dark companion is treated as a spell whose level is equal 1/4 the paladin's level. If it is dispelled, it automatically reforms at her side 24 hours later. A dark companion can’t create flanking situations, nor does it provoke attacks of opportunity from movement, because enemies automatically recognize it as an illusion.

If it is more than 120 feet from the paladin at the start of her turn, or if she ever loses line of effect to it, it instantly reappears adjacent to her.

Familiar Companion (Ex)
Level: 5
Replaces: Wild Cohort
Requires: Lawful Alignment Aura
Benefit: The paladin gains the companionship of a smaller but far more intelligent creature than she otherwise would have. This is identical to the Obtain Familiar feat, including all benefits granted and gained by the familiar, except that the paladin does not lose experience points if her familiar is slain, and she requires only 24 hours to replace one who is lost. Her functional level for determining the abilities of the companion is equal to her paladin level.

Hexblade’s Curse (Su)
Level: 2
Replaces: Channel Energy
Requires: Evil Alignment Aura
Benefit: At 2nd level, the paladin gains the ability to unleash a Hexblade’s Curse on a foe. The target must be visible to the paladin and within 60 feet. The target of a Hexblade’s Curse takes a –2 penalty on attacks, saves, ability checks, skill checks, and weapon damage rolls for 1 hour thereafter. A successful Will save (DC 10 + 1/2 the paladin’s class level + the paladin’s Charisma modifier) negates the effect.

The paladin can use this ability once per day at 2nd level. At every four levels beyond 2st (6th, 10th, 14th, and 18th) a paladin gains the ability to use his curse one additional time per day. Multiple Hexblade’s Curses don’t stack, and any foe that successfully resists the effect cannot be affected again by the same paladin's Hexblade’s Curse for 24 hours. Any effect that removes or dispels a curse eliminates the effect of a Hexblade’s Curse.

The penalty imposed by a Hexblade’s Curse increases to -4 at 10th level and -6 at 18th level.

Mettle (Ex)
Level: 3
Replaces: Bulwark of Defense
Benefit: At 3rd level and higher, a paladin can resist magical and unusual attacks with great willpower or fortitude. If she makes a successful Will or Fortitude save against an attack that normally would have a lesser effect on a successful save (such as any spell with a saving throw entry of Will half or Fortitude partial), she instead completely negates the effect. An unconscious or sleeping paladin does not gain the benefit of mettle.

Spiritual Companion (Su)
Level: 5
Replaces: Wild Cohort
Requires: Good Alignment Aura
Benefit: Upon gaining 5th level, the paladin can call upon her deity for aid in the form of a celestial spirit. Using this ability is a standard action that does not provoke attacks of opportunity. The paladin's level determines which kind of celestial spirit answers the summons. She can summon the spirit available at her current level or any spirit available at a lower level.

Paladin Level Spirit Summoned
5th-10th Spirit of healing
11th-15th Spirit of combat
16th-19th Spirit of heroism
20th+ Spirit of the fallen

The following entries describe how each of the different spirits function. Unless otherwise specified, all spirits share some characteristics, as set out below.

  • A spirit occupies a 5-foot square on the battle map.
  • When summoned, a spirit appears on the battlefield within 30 feet of the paladin. She can use a free action to have it move once per round. The spirit has a land speed of 30 feet.
  • All spirits are insubstantial and transparent. Any creature can move through them normally, and they do not block line of sight or line of effect.
  • A spirit cannot attack or be attacked. It is not undead and cannot be turned. It is subject to dispel magic, dismissal, or banishment as if it were a summoned creature, using the paladin's level as the caster level.
  • If the paladin loses line of sight to a spirit, it disappears immediately.
  • Each spirit available to the paladin can be summoned once per day.
  • A spirit remains for a number of rounds equal to the paladin's level, until it is dismissed, or until special conditions in the spirit's description are met.

Spirit of Healing: This spirit increases the paladin's ability to heal damage dealt to her or her allies. When summoned, it can heal an amount of damage equal to twice the amount the paladin can heal using Channel Energy. To use its healing ability, the paladin or an ally must begin or end your turn in the same square as the spirit. That character can then use a standard action to transfer some or all of the hit points from the spirit to herself. Once the spirit has used all its healing ability, it dissipates.

Spirit of Combat: This spirit enhances combat ability. Whenever an ally (including the paladin) is adjacent to the spirit of combat or occupying its space, that character gains holy fervor. Holy fervor grants a +1 sacred bonus on attacks and damage rolls for every four paladin levels she possess (up to a maximum of +5 at 20th level). In addition, affected characters' weapons are treated as good-aligned for the purpose of overcoming damage reduction.

Spirit of Heroism: This spirit automatically occupies the paladin's space and does not leave until dismissed or dispelled, or the duration of the summoning ends. The paladin gains DR 10/—. In addition, she gains the benefit of the Diehard feat (even if she does not meet the prerequisite) and can use her Channel Energy ability as a free action once per round instead of as a standard action.

Spirit of the Fallen: While the paladin or any of her allies are adjacent to this spirit, it grants fast healing 10 to those characters. If an affected character's hit points drop to 0 or fewer while within 30 feet of this spirit, it revives that character at the start of his next turn, allowing him to take his action as normal. The character heals an amount of damage equal to twice the paladin's level, though if his hit points are still at -10 or below, he still dies. The spirit can use its revive ability once per round.

A spirit of the fallen cannot revive creatures whose bodies have been destroyed (such as by a disintegrate spell), nor can it reverse the effects of bodily changes, such as from flesh to stone or baleful polymorph, or other effects that slay a character without dealing damage.

Unseen Companion (Su)
Level: 5
Replaces: Wild Cohort
Requires: Chaotic Alignment Aura
Benefit: At 5th level, the paladin gains an unseen servant as the spell, but with a continuous duration. The caster level of this servant is equal to one-half the paladin's level. If it is ever dispelled, she can summon it again 24 hours later as a standard action.

This servant has abilities that a standard unseen servant does not. It can be used to Aid Another on an attack, but only for the paladin (its total attack bonus is -4). It also knows one warlock or dragonfire adept least invocation that is usable at will, chosen when you acquire this ability. Any invocation with a range of personal affects the paladin as a touch spell. The servant suffers no arcane spell failure chance when using its invocation. Its caster level for the invocation is equal to one-half the paladin's level.


Paladin Spells

Chaos

1st – Anarchic Water, Anarchic Weapon, Bane, Create Water, Detect Poison, Detect Undead, Divine Favor, Endure Elements, Grant Move Action, Lesser Restoration, Magic Vestment, Magic Weapon, Protection from Law, Read Magic, Resistance, Rhino’s Rush, Virtue
2nd – Align Weapon, Bull’s Strength, Delay Poison, Disguise Self, Eagle’s Splendor, Owl’s Wisdom, Remove Paralysis, Resist Energy, Shatter, Shield Other, Undetectable Alignment
3rd – Daylight, Dispel Magic, Glibness, Greater Magic Weapon, Heal Mount, Magic Circle Against Law, Prayer, Remove Blindness/Deafness, Remove Curse
4th – Anarchic Sword, Bane Weapon, Break Enchantment, Chaos Hammer, Confusion, Dispel Law, Freedom of Movement, Neutralize Poison, Remove Disease, Restoration

Evil
1st – Bane, Cause Fear, Corrupt Weapon, Create Water, Curse Water, Detect Poison, Detect Undead, Doom, Divine Favor, Endure Elements, Grant Move Action, Magic Vestment, Magic Weapon, Protection from Good, Read Magic, Resistance, Rhino’s Rush
2nd – Align Weapon, Bull’s Strength, Darkness, Death Knell, Delay Poison, Desecrate, Eagle’s Splendor, Owl’s Wisdom, Remove Paralysis, Resist Energy, Undetectable Alignment
3rd – Bestow Curse, Blindness/Deafness, Deeper Darkness, Dispel Magic, Greater Magic Weapon, Heal Mount, Magic Circle Against Good, Prayer, Remove Curse
4th – Bane Weapon, Contagion, Dispel Good, Dominate Person, Enervation, Fear, Poison, Slay Living, Unholy Blight, Unholy Sword

Good
1st – Bless, Bless Water, Bless Weapon, Create Water, Detect Poison, Detect Undead, Divine Favor, Endure Elements, Grant Move Action, Lesser Restoration, Magic Vestment, Magic Weapon, Protection from Evil, Read Magic, Resistance, Rhino’s Rush, Virtue
2nd – Aid, Align Weapon, Bull’s Strength, Delay Poison, Eagle’s Splendor, Owl’s Wisdom, Remove Paralysis, Resist Energy, Shield Other, Undetectable Alignment, Zone of Truth
3rd – Daylight, Discern Lies, Dispel Magic, Greater Magic Weapon, Heal Mount, Magic Circle Against Evil, Prayer, Remove Blindness/Deafness, Remove Curse
4th – Bane Weapon, Break Enchantment, Death Ward, Dispel Evil, Holy Smite, Holy Sword, Neutralize Poison, Remove Disease, Restoration, Raise Dead

Law
1st – Bless, Axiomatic Water, Axiomatic Weapon, Create Water, Detect Poison, Detect Undead, Divine Favor, Endure Elements, Grant Move Action, Lesser Restoration, Magic Vestment, Magic Weapon, Protection from Chaos, Read Magic, Resistance, Rhino’s Rush, Virtue
2nd – Align Weapon, Bull’s Strength, Calm Emotions, Delay Poison, Eagle’s Splendor, Hold Person, Owl’s Wisdom, Remove Paralysis, Resist Energy, Shield Other, Zone of Truth
3rd – Daylight, Discern Lies, Dispel Magic, Greater Magic Weapon, Heal Mount, Magic Circle Against Chaos, Prayer, Remove Blindness/Deafness, Remove Curse
4th – Axiomatic Sword, Bane Weapon, Break Enchantment, Death Ward, Dispel Chaos, Mark of Justice, Order’s Wrath, Neutralize Poison, Restoration, True Seeing

NEW SPELLS

Grant Move Action (Transmutation)
Level: Pal 1
Components: V
Casting Time: 1 Standard Action
Range: 60 feet
Target: All willing allies within range
Duration: Instantaneous
Save: None
SR: No

The caster may grant an extra move action to any or all of his allies within 60 feet (but not to himself). Each of the affected allies takes this extra move action immediately, acting in their current initiative order. This extra action does not affect the allies' initiative count; the round continues normally after the caster’s turn is over.

A character may only benefit from this spell once per round. Additional castings on the same creature are wasted. If an ally chooses not to take the extra move action, it is lost.

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