Farhad Abilities Reference


Source Ability Type Action Crunch
Paladin 3 Aura of Courage Su - immune to fear; allies 10’ +4 [morale] save vs fear
Paladin 1 Aura of Good Ex - CL
Paladin 1 Detect Evil Sp at will as Detect Evil
Paladin 3 Divine Health Ex - immune to disease
Paladin 2 Lay on Hands Su Standard Cha * CL heal/dmg undead
Paladin 1 Smite Evil Su free +Cha attack, +CL dmg
Paladin 5 Special Mount Sp Full 2 hrs/CL
Paladin 4 Turn Undead Su Standard (3 + Cha/day) TL = CL – 3

Aura of Courage (Su)

Beginning 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 while the paladin is conscious, but not if she is unconscious or dead.

Aura of Good (Ex)

The power of a paladin’s aura of good (see the detect good spell) is equal to her paladin level, just like the aura of a cleric of a good deity.

Detect Evil (Sp)

At will, a paladin can use detect evil, as the spell.

Divine Health (Ex)

At 3rd level, a paladin gains immunity to all diseases, including supernatural and magical diseases (such as mummy rot and lycanthropy).

Lay on Hands (Su)

Beginning at 2nd level, a paladin with a Charisma score of 12 or higher can heal wounds (her own or those of others) by touch. Each day she can heal a total number of hit points of damage equal to her paladin level × her Charisma bonus. For example, a 7th-level paladin with a 16 Charisma (+3 bonus) can heal 21 points of damage per day. A paladin may choose to divide her healing among multiple recipients, and she doesn’t have to use it all at once. Using lay on hands is a standard action.

Alternatively, a paladin can use any or all of this healing power to deal damage to undead creatures. Using lay on hands in this way requires a successful melee touch attack and doesn’t provoke an attack of opportunity. The paladin decides how many of her daily allotment of points to use as damage after successfully touching an undead creature.

Smite Evil (Su)

Once per day, a paladin may attempt to smite evil with one normal melee attack. She adds her Charisma bonus (if any) to her attack roll and deals 1 extra point of damage per paladin level. For example, a 13th-level paladin armed with a longsword would deal 1d8+13 points of damage, plus any additional bonuses for high Strength or magical affects that would normally apply. If the paladin accidentally smites a creature that is not evil, the smite has no effect, but the ability is still used up for that day.

At 5th level, and at every five levels thereafter, the paladin may smite evil one additional time per day, as indicated on Table 3–12: The Paladin, to a maximum of five times per day at 20th level.

Special Mount (Sp)

Upon reaching 5th level, a paladin gains the service of an unusually intelligent, strong, and loyal steed to serve her in her crusade against evil (see the sidebar). This mount is usually a heavy warhorse (for a Medium paladin) or a warpony (for a Small paladin).

Once per day, as a full-round action, a paladin may magically call her mount from the celestial realms in which it resides. This ability is the equivalent of a spell of a level equal to
one-third the paladin’s class level. The mount immediately appears adjacent to the paladin and remains for 2 hours per paladin level; it may be dismissed at any time as a free action. The mount is the same creature each time it is summoned, though the paladin may release a particular mount from service (if it has grown too old to join her crusade, for instance). Each time the mount is called, it appears in full health, regardless of any damage it may have taken previously. The mount also appears wearing or carrying any gear it had when it was last dismissed )including barding, saddle, saddlebags, and the like). Calling a mount is a conjuration (calling) effect.

Should the paladin’s mount die, it immediately disappears, leaving behind any equipment it was carrying. The paladin may not summon another mount for thirty days or until she gains a paladin level, whichever comes first, even if the mount is somehow returned from the dead. During this thirty-day period, the paladin takes a –1 penalty on attack and weapon damage rolls.
Turn Undead (Su)

When a paladin reaches 4th level, she gains the supernatural ability to turn undead. She may use this ability a number of times per day equal to 3 + her Charisma modifier. She turns undead as a cleric of three levels lower would. (See Turn or Rebuke Undead, page 159.)


Source Ability Type Action Crunch
Divine Crusader 1 Aura Ex - CL + Paladin lvl
Shadowstriker 1 Badge of Office Ex - -
Ordained Champion 3 Channel Spell Su Move 1 spell of CT Standard or less affects next successfully hit target (8 hrs)
Ordained Champion 3 Divine Bulwark Su Swift sac spell, DR1 + SL/chaotic (CL rds)
Ordained Champion 4 Fist of the Gods Su Swift sac spell, 1 + SL dmg (CL rds)
Shadowstriker 1 Luminous Weapon Su Swift (Wis/day) Light; +2xCL dmg vs evil/undead (10 rds)
Ordained Champion 2 Smite Su Swift sac T; +Cha attack, +TL dmg, no restrictions
Shadowstriker 2 Sun’s Blessing Su Swift (1+T+S/day) Daylight; +1d6 dmg (CL rds)
Shadowstriker 3 Surge of Piety Su Full undead shaken by touch; (1/day) 1+T+s * d8 (max 5d8) undead 30’

Aura (Ex)

The power of a divine crusader’s alignment aura (see the detect evil spell on page 218 of the Player’s Handbook) is equal to her class level, plus any class levels in other classes that possess such an aura (such as cleric or paladin).

Badge of Office (Ex)

Upon your induction into the shadowstrikers, you were given a special holy symbol combining the symbols of Heironeous and Pelor. This item is crafted from gold, inlaid with platinum lightning motifs, and encrusted with sunstones. In areas where the Church of Heironeous or the Church of Pelor holds political power, this badge allows you access to prohibited areas and gives you the right to detain and question suspects in the pursuit of your deity’s will.

Channel Spell (Su)

At 3rd level, you can channel any spell available to you that has one creature or more as its target into your melee weapon. Doing so requires a move action and uses up a spell slot or a prepared spell of casting time no greater than one standard action. The channeled spell affects the next target you successfully attack with that weapon, though saving throws and spell resistance still apply normally. Even if the spell normally affects an area or is a ray, it still affects only the target in this case. On a successful hit, the spell is discharged from the weapon, which can then hold another spell. You can channel your spells into only one weapon at a time. A spell channeled into a weapon is lost if not used within 8 hours.

Divine Bulwark (Su)

At 3rd level, you can sacrifice a prepared spell or spell slot as a swift action to gain damage reduction. The value of the damage reduction equals 1 + spell level sacrificed, and it can be overcome by a chaotic-aligned strike. Thus, a 3rd-level ordained champion who sacrificed a flame strike spell would gain damage reduction 6/chaotic for 3 rounds. The damage reduction gained from multiple uses of this ability does not stack. This protection lasts for a number of rounds equal to your ordained champion level.

Fist of the Gods (Su)

At 4th level, you can sacrifice a prepared spell or spell slot as a swift action to deal extra damage. Doing so grants you a bonus equal to 1 + spell level sacrificed on your damage rolls for melee attacks. This benefit lasts for a number of rounds equal to your ordained champion level.

Luminous Weapon (Su)

As a swift action, you can imbue your melee weapon with the power of the Shining One. When you do so, your weapon glows as if affected by a light spell and gains a bonus equal to twice your shadowstriker level on damage rolls against evil and/or undead creatures. You can use this ability a number of times per day equal to your Wisdom modifier (minimum once), and the effect lasts for 10 rounds.

Smite (Su)

At 2nd level, you can spend one daily use of your turn/rebuke undead ability as a swift action to turn your next melee attack into a smite. You gain a bonus equal to your Charisma modifier on attack rolls, and you deal extra damage equal to your total effective turning or rebuking level. Your smite attack is not limited by alignment or race; you can attempt to smite any foe. Except as noted here, this ability functions like the paladin’s smite evil ability (PH 44).

Sun’s Blessing (Su)

When you reach 2nd level, as a swift action, you can cause your weapon to flare with the fires of the sun. While a weapon is affect by both the sun’s blessing and luminous weapon, it deals an additional 1d6 points of damage. Additionally, the blinding light spilling from the weapon counts as a daylight spell for the duration of the effect. The sun’s blessing can be used once per day, and the effect lasts for a number of rounds equal to your shadowstriker level. You can gain an additional use per day of this ability for each daily turn attempt, smite evil attempt, or spell slot (if you are a spontaneous caster) that you expend.

Surge of Piety (Su)

When you attain 3rd level as a shadowstriker, your touch becomes infused with positive energy. Any undead creature that touches you (by hitting you in melee or for any other reason) is shaken for 1 round or until it is no longer in physical contact with you—even if it normally can’t be affected by this condition.

Once per day as a full-round action, you can channel this energy into a single burst of positive energy, which manifests as a flash of bright, warm sunlight. This wave of energy deals 1d8 points of positive energy damage to every undead creature within 30 feet (no save). You can increase the damage this effect deals by 1d8 points (maximum +5d8) for each daily turn attempt, smite evil attempt, or spell slot (if you are a spontaneous caster) that you expend.

Farhad Abilities Reference

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