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Path:The Flame of Justice (Warforged Profile)

From DDO Compendium

Path: The Flame of Justice (Warforged Profile)
Derived from: The Flame of Justice
Class: Paladin
Suggested Race: Human
Solo Ability: Very Good
These aggressive paladins take the fight to the enemy and use their weapons and divine abilities to mercilessly destroy any evil they encounter.

Choose this path if you prefer a more aggressive role with some ability to support allies.

As a Flame of Justice you will concentrate on dealing physical damage and will be especially effective against enemies that are evil, like the undead. You will also be able to damage most enemies enough to keep them attacking you instead of the weaker members of your party.

You will focus mainly on fighting with large two-handed weapons. These are generally the most powerful weapons available and can do glancing damage to enemies other than your main target.

STR
16
 
DEX
10
 
CON
12
 
INT
8
 
WIS
10
 
CHA
14
 
You receive one point of the listed ability at the listed level.
4 Strength
8 Strength
12 Strength
16 Strength
20 Strength
1IntimidateAllows you to intimidate certain NPCs or taunt and draw the attention of monsters away from other members of your party. You get a bonus when taunting creatures smaller than you and a penalty when taunting creatures that are larger than you. You also gain a bonus to threat generation for a short period of time after successfully using this ability. If you are using a weapon and a shield, this bonus to threat generation is increased.\n\nDetails: The bonus/penalty you gain is 4 for each size category difference between you and your target. For example: You would get a -8 penalty when trying to use intimidate on a fire giant because he is two size categories bigger than you.44
2IntimidateAllows you to intimidate certain NPCs or taunt and draw the attention of monsters away from other members of your party. You get a bonus when taunting creatures smaller than you and a penalty when taunting creatures that are larger than you. You also gain a bonus to threat generation for a short period of time after successfully using this ability. If you are using a weapon and a shield, this bonus to threat generation is increased.\n\nDetails: The bonus/penalty you gain is 4 for each size category difference between you and your target. For example: You would get a -8 penalty when trying to use intimidate on a fire giant because he is two size categories bigger than you.15
3IntimidateAllows you to intimidate certain NPCs or taunt and draw the attention of monsters away from other members of your party. You get a bonus when taunting creatures smaller than you and a penalty when taunting creatures that are larger than you. You also gain a bonus to threat generation for a short period of time after successfully using this ability. If you are using a weapon and a shield, this bonus to threat generation is increased.\n\nDetails: The bonus/penalty you gain is 4 for each size category difference between you and your target. For example: You would get a -8 penalty when trying to use intimidate on a fire giant because he is two size categories bigger than you.16
4IntimidateAllows you to intimidate certain NPCs or taunt and draw the attention of monsters away from other members of your party. You get a bonus when taunting creatures smaller than you and a penalty when taunting creatures that are larger than you. You also gain a bonus to threat generation for a short period of time after successfully using this ability. If you are using a weapon and a shield, this bonus to threat generation is increased.\n\nDetails: The bonus/penalty you gain is 4 for each size category difference between you and your target. For example: You would get a -8 penalty when trying to use intimidate on a fire giant because he is two size categories bigger than you.17
5IntimidateAllows you to intimidate certain NPCs or taunt and draw the attention of monsters away from other members of your party. You get a bonus when taunting creatures smaller than you and a penalty when taunting creatures that are larger than you. You also gain a bonus to threat generation for a short period of time after successfully using this ability. If you are using a weapon and a shield, this bonus to threat generation is increased.\n\nDetails: The bonus/penalty you gain is 4 for each size category difference between you and your target. For example: You would get a -8 penalty when trying to use intimidate on a fire giant because he is two size categories bigger than you.18
6IntimidateAllows you to intimidate certain NPCs or taunt and draw the attention of monsters away from other members of your party. You get a bonus when taunting creatures smaller than you and a penalty when taunting creatures that are larger than you. You also gain a bonus to threat generation for a short period of time after successfully using this ability. If you are using a weapon and a shield, this bonus to threat generation is increased.\n\nDetails: The bonus/penalty you gain is 4 for each size category difference between you and your target. For example: You would get a -8 penalty when trying to use intimidate on a fire giant because he is two size categories bigger than you.19
7IntimidateAllows you to intimidate certain NPCs or taunt and draw the attention of monsters away from other members of your party. You get a bonus when taunting creatures smaller than you and a penalty when taunting creatures that are larger than you. You also gain a bonus to threat generation for a short period of time after successfully using this ability. If you are using a weapon and a shield, this bonus to threat generation is increased.\n\nDetails: The bonus/penalty you gain is 4 for each size category difference between you and your target. For example: You would get a -8 penalty when trying to use intimidate on a fire giant because he is two size categories bigger than you.110
8IntimidateAllows you to intimidate certain NPCs or taunt and draw the attention of monsters away from other members of your party. You get a bonus when taunting creatures smaller than you and a penalty when taunting creatures that are larger than you. You also gain a bonus to threat generation for a short period of time after successfully using this ability. If you are using a weapon and a shield, this bonus to threat generation is increased.\n\nDetails: The bonus/penalty you gain is 4 for each size category difference between you and your target. For example: You would get a -8 penalty when trying to use intimidate on a fire giant because he is two size categories bigger than you.111
9IntimidateAllows you to intimidate certain NPCs or taunt and draw the attention of monsters away from other members of your party. You get a bonus when taunting creatures smaller than you and a penalty when taunting creatures that are larger than you. You also gain a bonus to threat generation for a short period of time after successfully using this ability. If you are using a weapon and a shield, this bonus to threat generation is increased.\n\nDetails: The bonus/penalty you gain is 4 for each size category difference between you and your target. For example: You would get a -8 penalty when trying to use intimidate on a fire giant because he is two size categories bigger than you.112
10IntimidateAllows you to intimidate certain NPCs or taunt and draw the attention of monsters away from other members of your party. You get a bonus when taunting creatures smaller than you and a penalty when taunting creatures that are larger than you. You also gain a bonus to threat generation for a short period of time after successfully using this ability. If you are using a weapon and a shield, this bonus to threat generation is increased.\n\nDetails: The bonus/penalty you gain is 4 for each size category difference between you and your target. For example: You would get a -8 penalty when trying to use intimidate on a fire giant because he is two size categories bigger than you.113
11IntimidateAllows you to intimidate certain NPCs or taunt and draw the attention of monsters away from other members of your party. You get a bonus when taunting creatures smaller than you and a penalty when taunting creatures that are larger than you. You also gain a bonus to threat generation for a short period of time after successfully using this ability. If you are using a weapon and a shield, this bonus to threat generation is increased.\n\nDetails: The bonus/penalty you gain is 4 for each size category difference between you and your target. For example: You would get a -8 penalty when trying to use intimidate on a fire giant because he is two size categories bigger than you.114
12IntimidateAllows you to intimidate certain NPCs or taunt and draw the attention of monsters away from other members of your party. You get a bonus when taunting creatures smaller than you and a penalty when taunting creatures that are larger than you. You also gain a bonus to threat generation for a short period of time after successfully using this ability. If you are using a weapon and a shield, this bonus to threat generation is increased.\n\nDetails: The bonus/penalty you gain is 4 for each size category difference between you and your target. For example: You would get a -8 penalty when trying to use intimidate on a fire giant because he is two size categories bigger than you.115
13IntimidateAllows you to intimidate certain NPCs or taunt and draw the attention of monsters away from other members of your party. You get a bonus when taunting creatures smaller than you and a penalty when taunting creatures that are larger than you. You also gain a bonus to threat generation for a short period of time after successfully using this ability. If you are using a weapon and a shield, this bonus to threat generation is increased.\n\nDetails: The bonus/penalty you gain is 4 for each size category difference between you and your target. For example: You would get a -8 penalty when trying to use intimidate on a fire giant because he is two size categories bigger than you.116
14IntimidateAllows you to intimidate certain NPCs or taunt and draw the attention of monsters away from other members of your party. You get a bonus when taunting creatures smaller than you and a penalty when taunting creatures that are larger than you. You also gain a bonus to threat generation for a short period of time after successfully using this ability. If you are using a weapon and a shield, this bonus to threat generation is increased.\n\nDetails: The bonus/penalty you gain is 4 for each size category difference between you and your target. For example: You would get a -8 penalty when trying to use intimidate on a fire giant because he is two size categories bigger than you.117
15IntimidateAllows you to intimidate certain NPCs or taunt and draw the attention of monsters away from other members of your party. You get a bonus when taunting creatures smaller than you and a penalty when taunting creatures that are larger than you. You also gain a bonus to threat generation for a short period of time after successfully using this ability. If you are using a weapon and a shield, this bonus to threat generation is increased.\n\nDetails: The bonus/penalty you gain is 4 for each size category difference between you and your target. For example: You would get a -8 penalty when trying to use intimidate on a fire giant because he is two size categories bigger than you.118
16IntimidateAllows you to intimidate certain NPCs or taunt and draw the attention of monsters away from other members of your party. You get a bonus when taunting creatures smaller than you and a penalty when taunting creatures that are larger than you. You also gain a bonus to threat generation for a short period of time after successfully using this ability. If you are using a weapon and a shield, this bonus to threat generation is increased.\n\nDetails: The bonus/penalty you gain is 4 for each size category difference between you and your target. For example: You would get a -8 penalty when trying to use intimidate on a fire giant because he is two size categories bigger than you.119
17IntimidateAllows you to intimidate certain NPCs or taunt and draw the attention of monsters away from other members of your party. You get a bonus when taunting creatures smaller than you and a penalty when taunting creatures that are larger than you. You also gain a bonus to threat generation for a short period of time after successfully using this ability. If you are using a weapon and a shield, this bonus to threat generation is increased.\n\nDetails: The bonus/penalty you gain is 4 for each size category difference between you and your target. For example: You would get a -8 penalty when trying to use intimidate on a fire giant because he is two size categories bigger than you.120
18IntimidateAllows you to intimidate certain NPCs or taunt and draw the attention of monsters away from other members of your party. You get a bonus when taunting creatures smaller than you and a penalty when taunting creatures that are larger than you. You also gain a bonus to threat generation for a short period of time after successfully using this ability. If you are using a weapon and a shield, this bonus to threat generation is increased.\n\nDetails: The bonus/penalty you gain is 4 for each size category difference between you and your target. For example: You would get a -8 penalty when trying to use intimidate on a fire giant because he is two size categories bigger than you.121
19IntimidateAllows you to intimidate certain NPCs or taunt and draw the attention of monsters away from other members of your party. You get a bonus when taunting creatures smaller than you and a penalty when taunting creatures that are larger than you. You also gain a bonus to threat generation for a short period of time after successfully using this ability. If you are using a weapon and a shield, this bonus to threat generation is increased.\n\nDetails: The bonus/penalty you gain is 4 for each size category difference between you and your target. For example: You would get a -8 penalty when trying to use intimidate on a fire giant because he is two size categories bigger than you.122
20IntimidateAllows you to intimidate certain NPCs or taunt and draw the attention of monsters away from other members of your party. You get a bonus when taunting creatures smaller than you and a penalty when taunting creatures that are larger than you. You also gain a bonus to threat generation for a short period of time after successfully using this ability. If you are using a weapon and a shield, this bonus to threat generation is increased.\n\nDetails: The bonus/penalty you gain is 4 for each size category difference between you and your target. For example: You would get a -8 penalty when trying to use intimidate on a fire giant because he is two size categories bigger than you.123
1 Attack Your basic attack. When activated, you will continue attacking until your target is defeated.
1 Aura of Good An aura of holiness surrounds you while near a paladin, granting a bonus to saves and Armor Class against evil creatures.
1 Composite Plating Warforged plating counts as light armor and grants a +2 armor bonus, but also provides a 5% arcane spell failure chance.
1 Defensive Fighting While using Defensive Fighting mode, you trade attack bonus for a small AC bonus. Casting a spell ends this mode.
1 Heroic Durability Increases your maximum hit points by 20.
1 Light Fortification Warforged have a 25% immunity to critical hits and sneak attacks.
1 Martial Weapon Proficiency You do not suffer an attack penalty for martial weapons.
1 Shield Proficiency (General) You are proficient with bucklers, and small and large shields.\n\nWizards, sorcerers, and bards should generally avoid using shields and shouldn't take this feat because using a shield can cause arcane spells to fail to cast (known as Arcane Spell Failure). In general, the bigger the shield, the greater the chance of failure.
1 Simple Weapon Proficiency You do not suffer an attack penalty for simple weapons.
1 Sneak Uses your Move Silently and Hide in Shadows skills to stealth through dungeons.
1 Sunder Using this attack, you may reduce the target's Armor Class by 4 for a short time. Some creatures may be immune to the sunder effect. A successful Fortitude save negates this effect. (DC 10 + Str mod)
1 Trip Using this attack, you may trip the target, rendering it prone. Some creatures may be immune to this effect. A successful Balance check negates this effect. (DC 10 + Str mod)
1 Warforged Immunities Warforged are naturally immune to sleep, energy drain, nausea, sickness, exhaustion, poison, disease, and paralysis effects except those which physically hold them in place.
2 Divine Grace A paladin receives a bonus to saves, equal to his or her Charisma bonus.
2 Lay On Hands Activate this paladin ability to apply a burst of holiness to your target, either healing an amount based on your paladin level times your Charisma bonus or dealing that much damage to an undead target.
3 Aura of Courage A feeling of confidence and fearlessness surrounds you while near a paladin, granting a bonus to saves against fear.
3 Divine Health A paladin is immune to all diseases.
3 Fear Immunity A paladin is immune to fear effects.
4 Turn Undead Activate this paladin ability to drive away undead. To turn undead you must make a turning check (1 twenty-sided die + your total Charisma modifier) to determine the Hit Dice of the most powerful undead you can effect. Then you roll 2 six-sided dice + your paladin level -3 + your Charisma modifier to determine the total Hit Dice of creatures in the area that you can turn. Turned undead flee. If you have twice as many levels as the undead have Hit Dice, you destroy any that you would normally turn.
6 Remove Disease Activate this paladin ability to cure one or more diseases in your target.
1 Adamantine Body Adamantine body counts as heavy armor, grants a +8 armor bonus and damage reduction 2/adamantine, but also provides a 35% arcane spell failure chance, -5 armor check penalty to certain skills, and a +1 maximum Dex bonus.
3 Power Attack While using Power Attack mode, you trade up to 5 of your attack bonus for that much extra damage on melee attacks. While using a two-handed weapon, you gain double the bonus to damage.
6 Cleave Activate this ability to attack one or more enemies in an arc in front of you.
9 Stunning Blow Using this attack, you may stun the target for a few seconds. Some creatures may be immune to the stun effect. A successful Fortitude save negates this effect. (DC 10 + Str mod)
12 Improved Critical: Slashing Weapons Doubles the base critical hit threat range of any slashing weapon you use. This feat does not stack with item effects that double threat range like keen and impact.
15 Toughness Increases your hit points by +3 at first level, and 1 additional hit point for each additional level.
18 Weapon Focus: Slashing Weapons Provides a +1 bonus to attack rolls when using a slashing weapon.
4 Bless You and any allies near you are filled with courage and gain +1 morale bonuses to attack rolls and saves against fear. Bless counters and dispels Bane.
4 Virtue Grants 10 plus 2 per caster level over 4th (max 20) temporary hit points to an ally.
4 Seek Eternal Rest Grants the caster a +4 sacred bonus to level for the purposes of turning undead.
4 Resistance Grants a +1 resistance bonus to saves (+2 at 6th level, +3 at 9th)
4 Protection from Evil At your touch, a magical barrier is created that wards a target from attacks by evil creatures, granting a +2 deflection bonus to AC and a +2 resistance bonus to saves against attacks from evil creatures. The target is also warded from magical mental control and compulsions.
4 Lionheart Imbues a single ally with great bravery, making them immune to fear.
4 Lesser Restoration Dispels magical effects reducing one of an ally's ability scores, eliminates fatigue, and improves exhaustion to fatigue.
4 Divine Favor The strength and wisdom of a deity are called upon to grant a +1 luck bonus on weapon attack and damage. This bonus is increased by +1 for every 3 caster levels beyond level 3.
4 Cure Light Wounds Positive energy is channeled to heal light wounds of your target or damage undead for 3 to 8 hit points plus an additional 1 for every caster level up to caster level 5. Undead who make a successful Will save reduce the damage by half.\n\nD&D Dice: Heals 1d6+2 hp plus an additional 1 per caster level (max 5).
8 Resist Energy Gives an ally limited protection from an elemental damage type, reducing that type of damage taken by 10. The damage reduction increases to 20 at caster level 7 and 30 at caster level 11.
8 Remove Paralysis Frees ally from paralysis and effects of a slow spell.
8 Owl's Wisdom Grants an ally a +4 enhancement bonus to wisdom.
8 Eagle's Splendor An ally becomes more poised, articulate and personally forceful, giving a +4 enhancement bonus to Charisma.
8 Bull's Strength The affected ally gains strength and power, giving a +4 enhancement bonus to Strength.
8 Angelskin A lawful good ally gains damage reduction 5/evil for a short period of time. This spell has no effect on non-lawful good targets.
11 Remove Curse Removes all curses on an ally. Counters and dispels Bestow Curse.
11 Remove Blindness Cures blindness in an ally.
11 Prayer Gives special favor to you and any allies near you, giving a +1 luck bonus to allies and a -1 penalty to enemies attack rolls, weapon damage, saves, and skill checks.
11 Magic Circle Against Evil Casts Protection From Evil on multiple targets, granting a +2 deflection bonus to AC and a +2 resistance bonus to saves against attacks from evil creatures. Targets are also warded from magical mental control and compulsions.
11 Dispel Magic Removes ongoing spells that have been cast on a target. You must make a caster level check (roll a 20 sided die and add your caster level (maximum +10)) versus 11 + the spell's caster level to remove an effect. In addition, this spell can be used to sever the connection between a summoner and his or her summoned monster, causing the summoned creature to attack unpredictably, possibly turning on its summoner.
11 Cure Moderate Wounds Positive energy is channeled to heal moderate wounds of your target or damage undead for 6 to 16 hit points plus an additional 1 for every caster level up to caster level 10. Undead who make a successful Will save reduce the damage by half.\n\nD&D Dice: Heals 2d6+4 hp plus 1 point per caster level (max 10).
14 Stalwart Pact Grants the target 5 hit points for every 2 caster levels, a +2 luck bonus to saves, and damage reduction 5/Magic, if the target of the spell falls below 50% hit points.
14 Restoration Cures all temporary ability damage, restores a single negative level suffered from energy drain, and eliminates fatigue or exhaustion suffered by the ally.
14 Neutralize Poison Detoxifies any sort of venom in an ally, causing him to suffer no additional effects from the poison. Additionally, it immunizes the ally from any poison he is exposed to during the duration of the spell.
14 Holy Sword Imbues an Anointed Cold Iron weapon with holy power, transforming it into a +5 Holy Burst Cold Iron weapon that grants the wielder a continuous Protection from Evil effect and also bypasses Silver and Byeshk damage reduction. This weapon functions only for the Paladin. See the House Jorasco Divine Reagent Vendor for the material component for this spell.
14 Death Ward Grants an ally immunity to death spells and effects, energy drain, and negative energy effects.
14 Cure Serious Wounds Positive energy is channeled to heal serious wounds of your target or damage undead for 9 to 24 hit points plus an additional 1 for every caster level up to caster level 15. Undead who make a successful Will save reduce the damage by half.\n\nD&D Dice: Heals 3d6+6 hp plus 1 point per caster level (max 15).
14 Break Enchantment Affected allies in an area are freed from harmful enchantments, transmutations, and curses. You must make a caster level check of 1 to 20 + your caster level (maximum +15) versus 11 + the spell's caster level to remove an effect.
14 Zeal Grants the caster a 10 percent sacred bonus to attack speed for a short duration.

Path: The Flame of Justice (Warforged Profile)
Derived from: The Flame of Justice
Class: Paladin
Suggested Race: Human
Solo Ability: Very Good
These aggressive paladins take the fight to the enemy and use their weapons and divine abilities to mercilessly destroy any evil they encounter.

Choose this path if you prefer a more aggressive role with some ability to support allies.

As a Flame of Justice you will concentrate on dealing physical damage and will be especially effective against enemies that are evil, like the undead. You will also be able to damage most enemies enough to keep them attacking you instead of the weaker members of your party.

You will focus mainly on fighting with large two-handed weapons. These are generally the most powerful weapons available and can do glancing damage to enemies other than your main target.

STR
16
 
DEX
10
 
CON
16
 
INT
8
 
WIS
10
 
CHA
12
 
You receive one point of the listed ability at the listed level.
4 Strength
8 Strength
12 Strength
16 Strength
20 Strength
1IntimidateAllows you to intimidate certain NPCs or taunt and draw the attention of monsters away from other members of your party. You get a bonus when taunting creatures smaller than you and a penalty when taunting creatures that are larger than you. You also gain a bonus to threat generation for a short period of time after successfully using this ability. If you are using a weapon and a shield, this bonus to threat generation is increased.\n\nDetails: The bonus/penalty you gain is 4 for each size category difference between you and your target. For example: You would get a -8 penalty when trying to use intimidate on a fire giant because he is two size categories bigger than you.427
2IntimidateAllows you to intimidate certain NPCs or taunt and draw the attention of monsters away from other members of your party. You get a bonus when taunting creatures smaller than you and a penalty when taunting creatures that are larger than you. You also gain a bonus to threat generation for a short period of time after successfully using this ability. If you are using a weapon and a shield, this bonus to threat generation is increased.\n\nDetails: The bonus/penalty you gain is 4 for each size category difference between you and your target. For example: You would get a -8 penalty when trying to use intimidate on a fire giant because he is two size categories bigger than you.128
3IntimidateAllows you to intimidate certain NPCs or taunt and draw the attention of monsters away from other members of your party. You get a bonus when taunting creatures smaller than you and a penalty when taunting creatures that are larger than you. You also gain a bonus to threat generation for a short period of time after successfully using this ability. If you are using a weapon and a shield, this bonus to threat generation is increased.\n\nDetails: The bonus/penalty you gain is 4 for each size category difference between you and your target. For example: You would get a -8 penalty when trying to use intimidate on a fire giant because he is two size categories bigger than you.129
4IntimidateAllows you to intimidate certain NPCs or taunt and draw the attention of monsters away from other members of your party. You get a bonus when taunting creatures smaller than you and a penalty when taunting creatures that are larger than you. You also gain a bonus to threat generation for a short period of time after successfully using this ability. If you are using a weapon and a shield, this bonus to threat generation is increased.\n\nDetails: The bonus/penalty you gain is 4 for each size category difference between you and your target. For example: You would get a -8 penalty when trying to use intimidate on a fire giant because he is two size categories bigger than you.130
5IntimidateAllows you to intimidate certain NPCs or taunt and draw the attention of monsters away from other members of your party. You get a bonus when taunting creatures smaller than you and a penalty when taunting creatures that are larger than you. You also gain a bonus to threat generation for a short period of time after successfully using this ability. If you are using a weapon and a shield, this bonus to threat generation is increased.\n\nDetails: The bonus/penalty you gain is 4 for each size category difference between you and your target. For example: You would get a -8 penalty when trying to use intimidate on a fire giant because he is two size categories bigger than you.131
6IntimidateAllows you to intimidate certain NPCs or taunt and draw the attention of monsters away from other members of your party. You get a bonus when taunting creatures smaller than you and a penalty when taunting creatures that are larger than you. You also gain a bonus to threat generation for a short period of time after successfully using this ability. If you are using a weapon and a shield, this bonus to threat generation is increased.\n\nDetails: The bonus/penalty you gain is 4 for each size category difference between you and your target. For example: You would get a -8 penalty when trying to use intimidate on a fire giant because he is two size categories bigger than you.132
7IntimidateAllows you to intimidate certain NPCs or taunt and draw the attention of monsters away from other members of your party. You get a bonus when taunting creatures smaller than you and a penalty when taunting creatures that are larger than you. You also gain a bonus to threat generation for a short period of time after successfully using this ability. If you are using a weapon and a shield, this bonus to threat generation is increased.\n\nDetails: The bonus/penalty you gain is 4 for each size category difference between you and your target. For example: You would get a -8 penalty when trying to use intimidate on a fire giant because he is two size categories bigger than you.133
8IntimidateAllows you to intimidate certain NPCs or taunt and draw the attention of monsters away from other members of your party. You get a bonus when taunting creatures smaller than you and a penalty when taunting creatures that are larger than you. You also gain a bonus to threat generation for a short period of time after successfully using this ability. If you are using a weapon and a shield, this bonus to threat generation is increased.\n\nDetails: The bonus/penalty you gain is 4 for each size category difference between you and your target. For example: You would get a -8 penalty when trying to use intimidate on a fire giant because he is two size categories bigger than you.134
9IntimidateAllows you to intimidate certain NPCs or taunt and draw the attention of monsters away from other members of your party. You get a bonus when taunting creatures smaller than you and a penalty when taunting creatures that are larger than you. You also gain a bonus to threat generation for a short period of time after successfully using this ability. If you are using a weapon and a shield, this bonus to threat generation is increased.\n\nDetails: The bonus/penalty you gain is 4 for each size category difference between you and your target. For example: You would get a -8 penalty when trying to use intimidate on a fire giant because he is two size categories bigger than you.135
10IntimidateAllows you to intimidate certain NPCs or taunt and draw the attention of monsters away from other members of your party. You get a bonus when taunting creatures smaller than you and a penalty when taunting creatures that are larger than you. You also gain a bonus to threat generation for a short period of time after successfully using this ability. If you are using a weapon and a shield, this bonus to threat generation is increased.\n\nDetails: The bonus/penalty you gain is 4 for each size category difference between you and your target. For example: You would get a -8 penalty when trying to use intimidate on a fire giant because he is two size categories bigger than you.136
11IntimidateAllows you to intimidate certain NPCs or taunt and draw the attention of monsters away from other members of your party. You get a bonus when taunting creatures smaller than you and a penalty when taunting creatures that are larger than you. You also gain a bonus to threat generation for a short period of time after successfully using this ability. If you are using a weapon and a shield, this bonus to threat generation is increased.\n\nDetails: The bonus/penalty you gain is 4 for each size category difference between you and your target. For example: You would get a -8 penalty when trying to use intimidate on a fire giant because he is two size categories bigger than you.137
12IntimidateAllows you to intimidate certain NPCs or taunt and draw the attention of monsters away from other members of your party. You get a bonus when taunting creatures smaller than you and a penalty when taunting creatures that are larger than you. You also gain a bonus to threat generation for a short period of time after successfully using this ability. If you are using a weapon and a shield, this bonus to threat generation is increased.\n\nDetails: The bonus/penalty you gain is 4 for each size category difference between you and your target. For example: You would get a -8 penalty when trying to use intimidate on a fire giant because he is two size categories bigger than you.138
13IntimidateAllows you to intimidate certain NPCs or taunt and draw the attention of monsters away from other members of your party. You get a bonus when taunting creatures smaller than you and a penalty when taunting creatures that are larger than you. You also gain a bonus to threat generation for a short period of time after successfully using this ability. If you are using a weapon and a shield, this bonus to threat generation is increased.\n\nDetails: The bonus/penalty you gain is 4 for each size category difference between you and your target. For example: You would get a -8 penalty when trying to use intimidate on a fire giant because he is two size categories bigger than you.139
14IntimidateAllows you to intimidate certain NPCs or taunt and draw the attention of monsters away from other members of your party. You get a bonus when taunting creatures smaller than you and a penalty when taunting creatures that are larger than you. You also gain a bonus to threat generation for a short period of time after successfully using this ability. If you are using a weapon and a shield, this bonus to threat generation is increased.\n\nDetails: The bonus/penalty you gain is 4 for each size category difference between you and your target. For example: You would get a -8 penalty when trying to use intimidate on a fire giant because he is two size categories bigger than you.140
15IntimidateAllows you to intimidate certain NPCs or taunt and draw the attention of monsters away from other members of your party. You get a bonus when taunting creatures smaller than you and a penalty when taunting creatures that are larger than you. You also gain a bonus to threat generation for a short period of time after successfully using this ability. If you are using a weapon and a shield, this bonus to threat generation is increased.\n\nDetails: The bonus/penalty you gain is 4 for each size category difference between you and your target. For example: You would get a -8 penalty when trying to use intimidate on a fire giant because he is two size categories bigger than you.141
16IntimidateAllows you to intimidate certain NPCs or taunt and draw the attention of monsters away from other members of your party. You get a bonus when taunting creatures smaller than you and a penalty when taunting creatures that are larger than you. You also gain a bonus to threat generation for a short period of time after successfully using this ability. If you are using a weapon and a shield, this bonus to threat generation is increased.\n\nDetails: The bonus/penalty you gain is 4 for each size category difference between you and your target. For example: You would get a -8 penalty when trying to use intimidate on a fire giant because he is two size categories bigger than you.142
17IntimidateAllows you to intimidate certain NPCs or taunt and draw the attention of monsters away from other members of your party. You get a bonus when taunting creatures smaller than you and a penalty when taunting creatures that are larger than you. You also gain a bonus to threat generation for a short period of time after successfully using this ability. If you are using a weapon and a shield, this bonus to threat generation is increased.\n\nDetails: The bonus/penalty you gain is 4 for each size category difference between you and your target. For example: You would get a -8 penalty when trying to use intimidate on a fire giant because he is two size categories bigger than you.143
18IntimidateAllows you to intimidate certain NPCs or taunt and draw the attention of monsters away from other members of your party. You get a bonus when taunting creatures smaller than you and a penalty when taunting creatures that are larger than you. You also gain a bonus to threat generation for a short period of time after successfully using this ability. If you are using a weapon and a shield, this bonus to threat generation is increased.\n\nDetails: The bonus/penalty you gain is 4 for each size category difference between you and your target. For example: You would get a -8 penalty when trying to use intimidate on a fire giant because he is two size categories bigger than you.144
19IntimidateAllows you to intimidate certain NPCs or taunt and draw the attention of monsters away from other members of your party. You get a bonus when taunting creatures smaller than you and a penalty when taunting creatures that are larger than you. You also gain a bonus to threat generation for a short period of time after successfully using this ability. If you are using a weapon and a shield, this bonus to threat generation is increased.\n\nDetails: The bonus/penalty you gain is 4 for each size category difference between you and your target. For example: You would get a -8 penalty when trying to use intimidate on a fire giant because he is two size categories bigger than you.145
20IntimidateAllows you to intimidate certain NPCs or taunt and draw the attention of monsters away from other members of your party. You get a bonus when taunting creatures smaller than you and a penalty when taunting creatures that are larger than you. You also gain a bonus to threat generation for a short period of time after successfully using this ability. If you are using a weapon and a shield, this bonus to threat generation is increased.\n\nDetails: The bonus/penalty you gain is 4 for each size category difference between you and your target. For example: You would get a -8 penalty when trying to use intimidate on a fire giant because he is two size categories bigger than you.146
1 Attack Your basic attack. When activated, you will continue attacking until your target is defeated.
1 Aura of Good An aura of holiness surrounds you while near a paladin, granting a bonus to saves and Armor Class against evil creatures.
1 Composite Plating Warforged plating counts as light armor and grants a +2 armor bonus, but also provides a 5% arcane spell failure chance.
1 Defensive Fighting While using Defensive Fighting mode, you trade attack bonus for a small AC bonus. Casting a spell ends this mode.
1 Heroic Durability Increases your maximum hit points by 20.
1 Light Fortification Warforged have a 25% immunity to critical hits and sneak attacks.
1 Martial Weapon Proficiency You do not suffer an attack penalty for martial weapons.
1 Shield Proficiency (General) You are proficient with bucklers, and small and large shields.\n\nWizards, sorcerers, and bards should generally avoid using shields and shouldn't take this feat because using a shield can cause arcane spells to fail to cast (known as Arcane Spell Failure). In general, the bigger the shield, the greater the chance of failure.
1 Simple Weapon Proficiency You do not suffer an attack penalty for simple weapons.
1 Sneak Uses your Move Silently and Hide in Shadows skills to stealth through dungeons.
1 Sunder Using this attack, you may reduce the target's Armor Class by 4 for a short time. Some creatures may be immune to the sunder effect. A successful Fortitude save negates this effect. (DC 10 + Str mod)
1 Trip Using this attack, you may trip the target, rendering it prone. Some creatures may be immune to this effect. A successful Balance check negates this effect. (DC 10 + Str mod)
1 Warforged Immunities Warforged are naturally immune to sleep, energy drain, nausea, sickness, exhaustion, poison, disease, and paralysis effects except those which physically hold them in place.
2 Divine Grace A paladin receives a bonus to saves, equal to his or her Charisma bonus.
2 Lay On Hands Activate this paladin ability to apply a burst of holiness to your target, either healing an amount based on your paladin level times your Charisma bonus or dealing that much damage to an undead target.
3 Aura of Courage A feeling of confidence and fearlessness surrounds you while near a paladin, granting a bonus to saves against fear.
3 Divine Health A paladin is immune to all diseases.
3 Fear Immunity A paladin is immune to fear effects.
4 Turn Undead Activate this paladin ability to drive away undead. To turn undead you must make a turning check (1 twenty-sided die + your total Charisma modifier) to determine the Hit Dice of the most powerful undead you can effect. Then you roll 2 six-sided dice + your paladin level -3 + your Charisma modifier to determine the total Hit Dice of creatures in the area that you can turn. Turned undead flee. If you have twice as many levels as the undead have Hit Dice, you destroy any that you would normally turn.
6 Remove Disease Activate this paladin ability to cure one or more diseases in your target.
1 Adamantine Body Adamantine body counts as heavy armor, grants a +8 armor bonus and damage reduction 2/adamantine, but also provides a 35% arcane spell failure chance, -5 armor check penalty to certain skills, and a +1 maximum Dex bonus.
3 Power Attack While using Power Attack mode, you trade up to 5 of your attack bonus for that much extra damage on melee attacks. While using a two-handed weapon, you gain double the bonus to damage.
6 Cleave Activate this ability to attack one or more enemies in an arc in front of you.
9 Stunning Blow Using this attack, you may stun the target for a few seconds. Some creatures may be immune to the stun effect. A successful Fortitude save negates this effect. (DC 10 + Str mod)
12 Improved Critical: Slashing Weapons Doubles the base critical hit threat range of any slashing weapon you use. This feat does not stack with item effects that double threat range like keen and impact.
15 Toughness Increases your hit points by +3 at first level, and 1 additional hit point for each additional level.
18 Weapon Focus: Slashing Weapons Provides a +1 bonus to attack rolls when using a slashing weapon.
4 Bless You and any allies near you are filled with courage and gain +1 morale bonuses to attack rolls and saves against fear. Bless counters and dispels Bane.
4 Virtue Grants 10 plus 2 per caster level over 4th (max 20) temporary hit points to an ally.
4 Seek Eternal Rest Grants the caster a +4 sacred bonus to level for the purposes of turning undead.
4 Resistance Grants a +1 resistance bonus to saves (+2 at 6th level, +3 at 9th)
4 Protection from Evil At your touch, a magical barrier is created that wards a target from attacks by evil creatures, granting a +2 deflection bonus to AC and a +2 resistance bonus to saves against attacks from evil creatures. The target is also warded from magical mental control and compulsions.
4 Lionheart Imbues a single ally with great bravery, making them immune to fear.
4 Lesser Restoration Dispels magical effects reducing one of an ally's ability scores, eliminates fatigue, and improves exhaustion to fatigue.
4 Divine Favor The strength and wisdom of a deity are called upon to grant a +1 luck bonus on weapon attack and damage. This bonus is increased by +1 for every 3 caster levels beyond level 3.
4 Cure Light Wounds Positive energy is channeled to heal light wounds of your target or damage undead for 3 to 8 hit points plus an additional 1 for every caster level up to caster level 5. Undead who make a successful Will save reduce the damage by half.\n\nD&D Dice: Heals 1d6+2 hp plus an additional 1 per caster level (max 5).
8 Resist Energy Gives an ally limited protection from an elemental damage type, reducing that type of damage taken by 10. The damage reduction increases to 20 at caster level 7 and 30 at caster level 11.
8 Remove Paralysis Frees ally from paralysis and effects of a slow spell.
8 Owl's Wisdom Grants an ally a +4 enhancement bonus to wisdom.
8 Eagle's Splendor An ally becomes more poised, articulate and personally forceful, giving a +4 enhancement bonus to Charisma.
8 Bull's Strength The affected ally gains strength and power, giving a +4 enhancement bonus to Strength.
8 Angelskin A lawful good ally gains damage reduction 5/evil for a short period of time. This spell has no effect on non-lawful good targets.
11 Remove Curse Removes all curses on an ally. Counters and dispels Bestow Curse.
11 Remove Blindness Cures blindness in an ally.
11 Prayer Gives special favor to you and any allies near you, giving a +1 luck bonus to allies and a -1 penalty to enemies attack rolls, weapon damage, saves, and skill checks.
11 Magic Circle Against Evil Casts Protection From Evil on multiple targets, granting a +2 deflection bonus to AC and a +2 resistance bonus to saves against attacks from evil creatures. Targets are also warded from magical mental control and compulsions.
11 Dispel Magic Removes ongoing spells that have been cast on a target. You must make a caster level check (roll a 20 sided die and add your caster level (maximum +10)) versus 11 + the spell's caster level to remove an effect. In addition, this spell can be used to sever the connection between a summoner and his or her summoned monster, causing the summoned creature to attack unpredictably, possibly turning on its summoner.
11 Cure Moderate Wounds Positive energy is channeled to heal moderate wounds of your target or damage undead for 6 to 16 hit points plus an additional 1 for every caster level up to caster level 10. Undead who make a successful Will save reduce the damage by half.\n\nD&D Dice: Heals 2d6+4 hp plus 1 point per caster level (max 10).
14 Stalwart Pact Grants the target 5 hit points for every 2 caster levels, a +2 luck bonus to saves, and damage reduction 5/Magic, if the target of the spell falls below 50% hit points.
14 Restoration Cures all temporary ability damage, restores a single negative level suffered from energy drain, and eliminates fatigue or exhaustion suffered by the ally.
14 Neutralize Poison Detoxifies any sort of venom in an ally, causing him to suffer no additional effects from the poison. Additionally, it immunizes the ally from any poison he is exposed to during the duration of the spell.
14 Holy Sword Imbues an Anointed Cold Iron weapon with holy power, transforming it into a +5 Holy Burst Cold Iron weapon that grants the wielder a continuous Protection from Evil effect and also bypasses Silver and Byeshk damage reduction. This weapon functions only for the Paladin. See the House Jorasco Divine Reagent Vendor for the material component for this spell.
14 Death Ward Grants an ally immunity to death spells and effects, energy drain, and negative energy effects.
14 Cure Serious Wounds Positive energy is channeled to heal serious wounds of your target or damage undead for 9 to 24 hit points plus an additional 1 for every caster level up to caster level 15. Undead who make a successful Will save reduce the damage by half.\n\nD&D Dice: Heals 3d6+6 hp plus 1 point per caster level (max 15).
14 Break Enchantment Affected allies in an area are freed from harmful enchantments, transmutations, and curses. You must make a caster level check of 1 to 20 + your caster level (maximum +15) versus 11 + the spell's caster level to remove an effect.
14 Zeal Grants the caster a 10 percent sacred bonus to attack speed for a short duration.

Path: The Flame of Justice (Warforged Profile)
Derived from: The Flame of Justice
Class: Paladin
Suggested Race: Human
Solo Ability: Very Good
These aggressive paladins take the fight to the enemy and use their weapons and divine abilities to mercilessly destroy any evil they encounter.

Choose this path if you prefer a more aggressive role with some ability to support allies.

As a Flame of Justice you will concentrate on dealing physical damage and will be especially effective against enemies that are evil, like the undead. You will also be able to damage most enemies enough to keep them attacking you instead of the weaker members of your party.

You will focus mainly on fighting with large two-handed weapons. These are generally the most powerful weapons available and can do glancing damage to enemies other than your main target.

STR
16
 
DEX
10
 
CON
18
 
INT
8
 
WIS
10
 
CHA
12
 
You receive one point of the listed ability at the listed level.
4 Strength
8 Strength
12 Strength
16 Strength
20 Strength
1IntimidateAllows you to intimidate certain NPCs or taunt and draw the attention of monsters away from other members of your party. You get a bonus when taunting creatures smaller than you and a penalty when taunting creatures that are larger than you. You also gain a bonus to threat generation for a short period of time after successfully using this ability. If you are using a weapon and a shield, this bonus to threat generation is increased.\n\nDetails: The bonus/penalty you gain is 4 for each size category difference between you and your target. For example: You would get a -8 penalty when trying to use intimidate on a fire giant because he is two size categories bigger than you.450
2IntimidateAllows you to intimidate certain NPCs or taunt and draw the attention of monsters away from other members of your party. You get a bonus when taunting creatures smaller than you and a penalty when taunting creatures that are larger than you. You also gain a bonus to threat generation for a short period of time after successfully using this ability. If you are using a weapon and a shield, this bonus to threat generation is increased.\n\nDetails: The bonus/penalty you gain is 4 for each size category difference between you and your target. For example: You would get a -8 penalty when trying to use intimidate on a fire giant because he is two size categories bigger than you.151
3IntimidateAllows you to intimidate certain NPCs or taunt and draw the attention of monsters away from other members of your party. You get a bonus when taunting creatures smaller than you and a penalty when taunting creatures that are larger than you. You also gain a bonus to threat generation for a short period of time after successfully using this ability. If you are using a weapon and a shield, this bonus to threat generation is increased.\n\nDetails: The bonus/penalty you gain is 4 for each size category difference between you and your target. For example: You would get a -8 penalty when trying to use intimidate on a fire giant because he is two size categories bigger than you.152
4IntimidateAllows you to intimidate certain NPCs or taunt and draw the attention of monsters away from other members of your party. You get a bonus when taunting creatures smaller than you and a penalty when taunting creatures that are larger than you. You also gain a bonus to threat generation for a short period of time after successfully using this ability. If you are using a weapon and a shield, this bonus to threat generation is increased.\n\nDetails: The bonus/penalty you gain is 4 for each size category difference between you and your target. For example: You would get a -8 penalty when trying to use intimidate on a fire giant because he is two size categories bigger than you.153
5IntimidateAllows you to intimidate certain NPCs or taunt and draw the attention of monsters away from other members of your party. You get a bonus when taunting creatures smaller than you and a penalty when taunting creatures that are larger than you. You also gain a bonus to threat generation for a short period of time after successfully using this ability. If you are using a weapon and a shield, this bonus to threat generation is increased.\n\nDetails: The bonus/penalty you gain is 4 for each size category difference between you and your target. For example: You would get a -8 penalty when trying to use intimidate on a fire giant because he is two size categories bigger than you.154
6IntimidateAllows you to intimidate certain NPCs or taunt and draw the attention of monsters away from other members of your party. You get a bonus when taunting creatures smaller than you and a penalty when taunting creatures that are larger than you. You also gain a bonus to threat generation for a short period of time after successfully using this ability. If you are using a weapon and a shield, this bonus to threat generation is increased.\n\nDetails: The bonus/penalty you gain is 4 for each size category difference between you and your target. For example: You would get a -8 penalty when trying to use intimidate on a fire giant because he is two size categories bigger than you.155
7IntimidateAllows you to intimidate certain NPCs or taunt and draw the attention of monsters away from other members of your party. You get a bonus when taunting creatures smaller than you and a penalty when taunting creatures that are larger than you. You also gain a bonus to threat generation for a short period of time after successfully using this ability. If you are using a weapon and a shield, this bonus to threat generation is increased.\n\nDetails: The bonus/penalty you gain is 4 for each size category difference between you and your target. For example: You would get a -8 penalty when trying to use intimidate on a fire giant because he is two size categories bigger than you.156
8IntimidateAllows you to intimidate certain NPCs or taunt and draw the attention of monsters away from other members of your party. You get a bonus when taunting creatures smaller than you and a penalty when taunting creatures that are larger than you. You also gain a bonus to threat generation for a short period of time after successfully using this ability. If you are using a weapon and a shield, this bonus to threat generation is increased.\n\nDetails: The bonus/penalty you gain is 4 for each size category difference between you and your target. For example: You would get a -8 penalty when trying to use intimidate on a fire giant because he is two size categories bigger than you.157
9IntimidateAllows you to intimidate certain NPCs or taunt and draw the attention of monsters away from other members of your party. You get a bonus when taunting creatures smaller than you and a penalty when taunting creatures that are larger than you. You also gain a bonus to threat generation for a short period of time after successfully using this ability. If you are using a weapon and a shield, this bonus to threat generation is increased.\n\nDetails: The bonus/penalty you gain is 4 for each size category difference between you and your target. For example: You would get a -8 penalty when trying to use intimidate on a fire giant because he is two size categories bigger than you.158
10IntimidateAllows you to intimidate certain NPCs or taunt and draw the attention of monsters away from other members of your party. You get a bonus when taunting creatures smaller than you and a penalty when taunting creatures that are larger than you. You also gain a bonus to threat generation for a short period of time after successfully using this ability. If you are using a weapon and a shield, this bonus to threat generation is increased.\n\nDetails: The bonus/penalty you gain is 4 for each size category difference between you and your target. For example: You would get a -8 penalty when trying to use intimidate on a fire giant because he is two size categories bigger than you.159
11IntimidateAllows you to intimidate certain NPCs or taunt and draw the attention of monsters away from other members of your party. You get a bonus when taunting creatures smaller than you and a penalty when taunting creatures that are larger than you. You also gain a bonus to threat generation for a short period of time after successfully using this ability. If you are using a weapon and a shield, this bonus to threat generation is increased.\n\nDetails: The bonus/penalty you gain is 4 for each size category difference between you and your target. For example: You would get a -8 penalty when trying to use intimidate on a fire giant because he is two size categories bigger than you.160
12IntimidateAllows you to intimidate certain NPCs or taunt and draw the attention of monsters away from other members of your party. You get a bonus when taunting creatures smaller than you and a penalty when taunting creatures that are larger than you. You also gain a bonus to threat generation for a short period of time after successfully using this ability. If you are using a weapon and a shield, this bonus to threat generation is increased.\n\nDetails: The bonus/penalty you gain is 4 for each size category difference between you and your target. For example: You would get a -8 penalty when trying to use intimidate on a fire giant because he is two size categories bigger than you.161
13IntimidateAllows you to intimidate certain NPCs or taunt and draw the attention of monsters away from other members of your party. You get a bonus when taunting creatures smaller than you and a penalty when taunting creatures that are larger than you. You also gain a bonus to threat generation for a short period of time after successfully using this ability. If you are using a weapon and a shield, this bonus to threat generation is increased.\n\nDetails: The bonus/penalty you gain is 4 for each size category difference between you and your target. For example: You would get a -8 penalty when trying to use intimidate on a fire giant because he is two size categories bigger than you.162
14IntimidateAllows you to intimidate certain NPCs or taunt and draw the attention of monsters away from other members of your party. You get a bonus when taunting creatures smaller than you and a penalty when taunting creatures that are larger than you. You also gain a bonus to threat generation for a short period of time after successfully using this ability. If you are using a weapon and a shield, this bonus to threat generation is increased.\n\nDetails: The bonus/penalty you gain is 4 for each size category difference between you and your target. For example: You would get a -8 penalty when trying to use intimidate on a fire giant because he is two size categories bigger than you.163
15IntimidateAllows you to intimidate certain NPCs or taunt and draw the attention of monsters away from other members of your party. You get a bonus when taunting creatures smaller than you and a penalty when taunting creatures that are larger than you. You also gain a bonus to threat generation for a short period of time after successfully using this ability. If you are using a weapon and a shield, this bonus to threat generation is increased.\n\nDetails: The bonus/penalty you gain is 4 for each size category difference between you and your target. For example: You would get a -8 penalty when trying to use intimidate on a fire giant because he is two size categories bigger than you.164
16IntimidateAllows you to intimidate certain NPCs or taunt and draw the attention of monsters away from other members of your party. You get a bonus when taunting creatures smaller than you and a penalty when taunting creatures that are larger than you. You also gain a bonus to threat generation for a short period of time after successfully using this ability. If you are using a weapon and a shield, this bonus to threat generation is increased.\n\nDetails: The bonus/penalty you gain is 4 for each size category difference between you and your target. For example: You would get a -8 penalty when trying to use intimidate on a fire giant because he is two size categories bigger than you.165
17IntimidateAllows you to intimidate certain NPCs or taunt and draw the attention of monsters away from other members of your party. You get a bonus when taunting creatures smaller than you and a penalty when taunting creatures that are larger than you. You also gain a bonus to threat generation for a short period of time after successfully using this ability. If you are using a weapon and a shield, this bonus to threat generation is increased.\n\nDetails: The bonus/penalty you gain is 4 for each size category difference between you and your target. For example: You would get a -8 penalty when trying to use intimidate on a fire giant because he is two size categories bigger than you.166
18IntimidateAllows you to intimidate certain NPCs or taunt and draw the attention of monsters away from other members of your party. You get a bonus when taunting creatures smaller than you and a penalty when taunting creatures that are larger than you. You also gain a bonus to threat generation for a short period of time after successfully using this ability. If you are using a weapon and a shield, this bonus to threat generation is increased.\n\nDetails: The bonus/penalty you gain is 4 for each size category difference between you and your target. For example: You would get a -8 penalty when trying to use intimidate on a fire giant because he is two size categories bigger than you.167
19IntimidateAllows you to intimidate certain NPCs or taunt and draw the attention of monsters away from other members of your party. You get a bonus when taunting creatures smaller than you and a penalty when taunting creatures that are larger than you. You also gain a bonus to threat generation for a short period of time after successfully using this ability. If you are using a weapon and a shield, this bonus to threat generation is increased.\n\nDetails: The bonus/penalty you gain is 4 for each size category difference between you and your target. For example: You would get a -8 penalty when trying to use intimidate on a fire giant because he is two size categories bigger than you.168
20IntimidateAllows you to intimidate certain NPCs or taunt and draw the attention of monsters away from other members of your party. You get a bonus when taunting creatures smaller than you and a penalty when taunting creatures that are larger than you. You also gain a bonus to threat generation for a short period of time after successfully using this ability. If you are using a weapon and a shield, this bonus to threat generation is increased.\n\nDetails: The bonus/penalty you gain is 4 for each size category difference between you and your target. For example: You would get a -8 penalty when trying to use intimidate on a fire giant because he is two size categories bigger than you.169
1 Attack Your basic attack. When activated, you will continue attacking until your target is defeated.
1 Aura of Good An aura of holiness surrounds you while near a paladin, granting a bonus to saves and Armor Class against evil creatures.
1 Composite Plating Warforged plating counts as light armor and grants a +2 armor bonus, but also provides a 5% arcane spell failure chance.
1 Defensive Fighting While using Defensive Fighting mode, you trade attack bonus for a small AC bonus. Casting a spell ends this mode.
1 Heroic Durability Increases your maximum hit points by 20.
1 Light Fortification Warforged have a 25% immunity to critical hits and sneak attacks.
1 Martial Weapon Proficiency You do not suffer an attack penalty for martial weapons.
1 Shield Proficiency (General) You are proficient with bucklers, and small and large shields.\n\nWizards, sorcerers, and bards should generally avoid using shields and shouldn't take this feat because using a shield can cause arcane spells to fail to cast (known as Arcane Spell Failure). In general, the bigger the shield, the greater the chance of failure.
1 Simple Weapon Proficiency You do not suffer an attack penalty for simple weapons.
1 Sneak Uses your Move Silently and Hide in Shadows skills to stealth through dungeons.
1 Sunder Using this attack, you may reduce the target's Armor Class by 4 for a short time. Some creatures may be immune to the sunder effect. A successful Fortitude save negates this effect. (DC 10 + Str mod)
1 Trip Using this attack, you may trip the target, rendering it prone. Some creatures may be immune to this effect. A successful Balance check negates this effect. (DC 10 + Str mod)
1 Warforged Immunities Warforged are naturally immune to sleep, energy drain, nausea, sickness, exhaustion, poison, disease, and paralysis effects except those which physically hold them in place.
2 Divine Grace A paladin receives a bonus to saves, equal to his or her Charisma bonus.
2 Lay On Hands Activate this paladin ability to apply a burst of holiness to your target, either healing an amount based on your paladin level times your Charisma bonus or dealing that much damage to an undead target.
3 Aura of Courage A feeling of confidence and fearlessness surrounds you while near a paladin, granting a bonus to saves against fear.
3 Divine Health A paladin is immune to all diseases.
3 Fear Immunity A paladin is immune to fear effects.
4 Turn Undead Activate this paladin ability to drive away undead. To turn undead you must make a turning check (1 twenty-sided die + your total Charisma modifier) to determine the Hit Dice of the most powerful undead you can effect. Then you roll 2 six-sided dice + your paladin level -3 + your Charisma modifier to determine the total Hit Dice of creatures in the area that you can turn. Turned undead flee. If you have twice as many levels as the undead have Hit Dice, you destroy any that you would normally turn.
6 Remove Disease Activate this paladin ability to cure one or more diseases in your target.
1 Adamantine Body Adamantine body counts as heavy armor, grants a +8 armor bonus and damage reduction 2/adamantine, but also provides a 35% arcane spell failure chance, -5 armor check penalty to certain skills, and a +1 maximum Dex bonus.
3 Power Attack While using Power Attack mode, you trade up to 5 of your attack bonus for that much extra damage on melee attacks. While using a two-handed weapon, you gain double the bonus to damage.
6 Cleave Activate this ability to attack one or more enemies in an arc in front of you.
9 Stunning Blow Using this attack, you may stun the target for a few seconds. Some creatures may be immune to the stun effect. A successful Fortitude save negates this effect. (DC 10 + Str mod)
12 Improved Critical: Slashing Weapons Doubles the base critical hit threat range of any slashing weapon you use. This feat does not stack with item effects that double threat range like keen and impact.
15 Toughness Increases your hit points by +3 at first level, and 1 additional hit point for each additional level.
18 Weapon Focus: Slashing Weapons Provides a +1 bonus to attack rolls when using a slashing weapon.
4 Bless You and any allies near you are filled with courage and gain +1 morale bonuses to attack rolls and saves against fear. Bless counters and dispels Bane.
4 Virtue Grants 10 plus 2 per caster level over 4th (max 20) temporary hit points to an ally.
4 Seek Eternal Rest Grants the caster a +4 sacred bonus to level for the purposes of turning undead.
4 Resistance Grants a +1 resistance bonus to saves (+2 at 6th level, +3 at 9th)
4 Protection from Evil At your touch, a magical barrier is created that wards a target from attacks by evil creatures, granting a +2 deflection bonus to AC and a +2 resistance bonus to saves against attacks from evil creatures. The target is also warded from magical mental control and compulsions.
4 Lionheart Imbues a single ally with great bravery, making them immune to fear.
4 Lesser Restoration Dispels magical effects reducing one of an ally's ability scores, eliminates fatigue, and improves exhaustion to fatigue.
4 Divine Favor The strength and wisdom of a deity are called upon to grant a +1 luck bonus on weapon attack and damage. This bonus is increased by +1 for every 3 caster levels beyond level 3.
4 Cure Light Wounds Positive energy is channeled to heal light wounds of your target or damage undead for 3 to 8 hit points plus an additional 1 for every caster level up to caster level 5. Undead who make a successful Will save reduce the damage by half.\n\nD&D Dice: Heals 1d6+2 hp plus an additional 1 per caster level (max 5).
8 Resist Energy Gives an ally limited protection from an elemental damage type, reducing that type of damage taken by 10. The damage reduction increases to 20 at caster level 7 and 30 at caster level 11.
8 Remove Paralysis Frees ally from paralysis and effects of a slow spell.
8 Owl's Wisdom Grants an ally a +4 enhancement bonus to wisdom.
8 Eagle's Splendor An ally becomes more poised, articulate and personally forceful, giving a +4 enhancement bonus to Charisma.
8 Bull's Strength The affected ally gains strength and power, giving a +4 enhancement bonus to Strength.
8 Angelskin A lawful good ally gains damage reduction 5/evil for a short period of time. This spell has no effect on non-lawful good targets.
11 Remove Curse Removes all curses on an ally. Counters and dispels Bestow Curse.
11 Remove Blindness Cures blindness in an ally.
11 Prayer Gives special favor to you and any allies near you, giving a +1 luck bonus to allies and a -1 penalty to enemies attack rolls, weapon damage, saves, and skill checks.
11 Magic Circle Against Evil Casts Protection From Evil on multiple targets, granting a +2 deflection bonus to AC and a +2 resistance bonus to saves against attacks from evil creatures. Targets are also warded from magical mental control and compulsions.
11 Dispel Magic Removes ongoing spells that have been cast on a target. You must make a caster level check (roll a 20 sided die and add your caster level (maximum +10)) versus 11 + the spell's caster level to remove an effect. In addition, this spell can be used to sever the connection between a summoner and his or her summoned monster, causing the summoned creature to attack unpredictably, possibly turning on its summoner.
11 Cure Moderate Wounds Positive energy is channeled to heal moderate wounds of your target or damage undead for 6 to 16 hit points plus an additional 1 for every caster level up to caster level 10. Undead who make a successful Will save reduce the damage by half.\n\nD&D Dice: Heals 2d6+4 hp plus 1 point per caster level (max 10).
14 Stalwart Pact Grants the target 5 hit points for every 2 caster levels, a +2 luck bonus to saves, and damage reduction 5/Magic, if the target of the spell falls below 50% hit points.
14 Restoration Cures all temporary ability damage, restores a single negative level suffered from energy drain, and eliminates fatigue or exhaustion suffered by the ally.
14 Neutralize Poison Detoxifies any sort of venom in an ally, causing him to suffer no additional effects from the poison. Additionally, it immunizes the ally from any poison he is exposed to during the duration of the spell.
14 Holy Sword Imbues an Anointed Cold Iron weapon with holy power, transforming it into a +5 Holy Burst Cold Iron weapon that grants the wielder a continuous Protection from Evil effect and also bypasses Silver and Byeshk damage reduction. This weapon functions only for the Paladin. See the House Jorasco Divine Reagent Vendor for the material component for this spell.
14 Death Ward Grants an ally immunity to death spells and effects, energy drain, and negative energy effects.
14 Cure Serious Wounds Positive energy is channeled to heal serious wounds of your target or damage undead for 9 to 24 hit points plus an additional 1 for every caster level up to caster level 15. Undead who make a successful Will save reduce the damage by half.\n\nD&D Dice: Heals 3d6+6 hp plus 1 point per caster level (max 15).
14 Break Enchantment Affected allies in an area are freed from harmful enchantments, transmutations, and curses. You must make a caster level check of 1 to 20 + your caster level (maximum +15) versus 11 + the spell's caster level to remove an effect.
14 Zeal Grants the caster a 10 percent sacred bonus to attack speed for a short duration.

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