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'''{{Anchor|Divine Health}} ([[SRD:Special Abilities Overview#Extraordinary|Ex]]):''' At 3rd level, a paladin gains immunity to all diseases, including supernatural and magical diseases.
 
'''{{Anchor|Divine Health}} ([[SRD:Special Abilities Overview#Extraordinary|Ex]]):''' At 3rd level, a paladin gains immunity to all diseases, including supernatural and magical diseases.
   
'''{{Anchor|Bonus Feat}}:''' At 4th level and every four levels beyond (8th, 12th, 16th, and so forth) the paladin of the sublime way gets a bonus feat. A paladin of the sublime way must still meet all prerequisites for a bonus feat, including ability score and base attack bonus minimums. For the purposes of feats, the paladin of the sublime way as an effective fighter level of her class level -2. This means, among other things, she can select [[Weapon Specialization]] at level 6 and beyond, as her fighter level would be 4th. He may select any of the following feats: Blind-Fight, Combat Expertise, Combat Reflexes, Die Hard, Dodge, Endurance, Greater Weapon Specialization, Greater Weapon Focus, Improved Critical, Improved Initiative, Martial Stance<sup>ToB</sup>, Martial Study<sup>ToB</sup>, Mobility, Skill Focus, Spring Attack, Weapon Specialization, Weapon Focus, and Whirlwind Attack.
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'''{{Anchor|Bonus Feat}}:''' At 4th level and every four levels beyond (8th, 12th, 16th, and so forth) the paladin of the sublime way gets a bonus feat. These bonus feats must be drawn from the feats noted as fighter bonus feats. A fighter must still meet all prerequisites for a bonus feat, including ability score and base attack bonus minimums. For the purposes of feats, the paladin of the sublime way as an effective fighter level of her class level -2. This means, among other things, she can select [[Weapon Specialization]] at level 6 and beyond, as her fighter level would be 4th.
   
 
'''''{{Anchor|Paladin's Blessing}}'' ([[SRD:Special Abilities Overview#Spell-Like|Sp]]):''' At 5th level, a paladin is given a boon by the spirits who favor him in the form of either a powerful weapon to strike against evil with, or a brave mount to ride into battle. Choose between gaining a Special Weapon, or a Special Mount. Once selected your choice is set.
 
'''''{{Anchor|Paladin's Blessing}}'' ([[SRD:Special Abilities Overview#Spell-Like|Sp]]):''' At 5th level, a paladin is given a boon by the spirits who favor him in the form of either a powerful weapon to strike against evil with, or a brave mount to ride into battle. Choose between gaining a Special Weapon, or a Special Mount. Once selected your choice is set.
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'''{{Anchor|Fierce Deity's Justice}} ([[SRD:Special Abilities Overview#Supernatural|Su]]):''' At 18th level the rage of the gods is yours, go forth and cleave and smite evil! While you are in any stance, you can forgo its normal benefit as a swift action to gain the effect of the fierce deity's justice. This ability lasts as long as any normal stance, or as described below. You may stop using the fierce deity's justice and return to your previous stance as a swift action.
 
'''{{Anchor|Fierce Deity's Justice}} ([[SRD:Special Abilities Overview#Supernatural|Su]]):''' At 18th level the rage of the gods is yours, go forth and cleave and smite evil! While you are in any stance, you can forgo its normal benefit as a swift action to gain the effect of the fierce deity's justice. This ability lasts as long as any normal stance, or as described below. You may stop using the fierce deity's justice and return to your previous stance as a swift action.
   
When you use this ability you gain +8 to damage rolls against any evil aligned creature. Your attacks are considered both lawful and good for bypassing damage reduction, and every hit against them deals maximum damage from your weapon (but not any extra damage die such as flaming, or sneak attack). You may end this stance as a standard action, by making a single melee attack which adds your initiator level to damage. Evil outsiders and undead take 2x your initiator level in damage instead.
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When you use this ability you gain +8 to damage rolls against any evil aligned creature. Your attacks are considered both lawful and good for bypassing damage reduction, and every hit against them deals maximum damage from your weapon (but not any extra damage die such as flaming, or sneak attack). You may end this stance as a standard action, by making a single attack which adds your initiator level to damage. Evil outsiders and undead take 2x your initiator level in damage instead.
   
 
'''{{Anchor|Death Ward}} ([[SRD:Special Abilities Overview#Supernatural|Su]]):''' At 19th level your body is guarded against evil's touch. You are under the constant effects of a ''[[SRD:Death Ward|death ward]]'' effect.
 
'''{{Anchor|Death Ward}} ([[SRD:Special Abilities Overview#Supernatural|Su]]):''' At 19th level your body is guarded against evil's touch. You are under the constant effects of a ''[[SRD:Death Ward|death ward]]'' effect.
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