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Radiant Servant
Paladin Class Enhancement Tree

Radiant Servant

Divine Aid 0/1
Divine Aid
Ranks: 1 Cost: 1 AP Requires: 1 AP
+3% Positive Spell Crit Damage
Wand and Scroll Mastery 0/3
Wand and Scroll Mastery
Ranks: 3 Cost: 1 AP Requires: 1 AP
+25% damage and healing from your wands, scrolls, and other items that cast spells, and +1 to the save DCs of your offensive wands.
Divine Cleansing 0/3
Divine Cleansing
Ranks: 3 Cost: 1 AP Requires: 1 AP
Channel Divinity: Removes all Disease and Poison effects from your target. Leaves a lingering immunity to natural and magical diseases and poisons for 12 seconds per Paladin level.
Bliss 0/3
Bliss
Ranks: 3 Cost: 1 AP Requires: 1 AP
When you use a Turn Attempt for any reason, you gain 3 Temporary Hit Points for each Core Ability from this tree you possess.
Altruism 0/3
Altruism
Ranks: 3 Cost: 1 AP Requires: 1 AP
+1 Concentration, Diplomacy, and Heal.
Efficient Empower Healing 0/3
Efficient Empower Healing
Ranks: 3 Cost: 1 AP Requires: 5 AP
Healing spells cast while the Empower Healing Spell feat is activated cost 1 fewer spell point.
Purge Dark Magics 0/3
Purge Dark Magics
Ranks: 3 Cost: 1 AP Requires: 5 AP
Channel Divinity: Dispels 1 hostile magical effect from your target.
Divine Healing 0/3
Divine Healing
Ranks: 3 Cost: 1 AP Requires: 5 AP
Channel Divinity: Your target heals 1d4 Hit Points every 2 seconds for 2 seconds per point of Heal skill you possess. Has double standard spell range. Scales with 50% Positive Spell Power. Cannot Crit.
Improved Turning 0/3
Improved Turning
Ranks: 3 Cost: 1 AP Requires: 5 AP
+1 Turn Attempt per Rest. You count as 1 level higher when turning undead. This increases the maximum level of creature you can turn and also increases the total number of hit dice you can turn.

In addition, you add an additional 2 to the number of hit dice you can turn.
Mighty Turning 0/1
Mighty Turning
Ranks: 1 Cost: 1 AP Requires: 5 AP
Undead that you successfully turn are instead destroyed.
Divine Aid 0/1
Divine Aid
Ranks: 1 Cost: 1 AP Requires: 10 AP
+3% Positive Spell Crit Damage
Intense Healing 0/3
Intense Healing
Ranks: 3 Cost: 1 AP Requires: 10 AP
Your Positive Energy spells are cast at +1 caster level.
Unyielding Sovereignty 0/1
Unyielding Sovereignty
Ranks: 1 Cost: 2 AP Requires: 10 AP
Activate: Fully heals all hit point damage done to a targeted ally, and removes ability damage, death penalty effects, negative levels, and the conditions blinded, dazed, deafened, diseased, exhausted, fatigued, feebleminded, insanity, nauseated, poisoned, and stunned.
Martyrdom 0/1
Martyrdom
Ranks: 1 Cost: 1 AP Requires: 10 AP
Toggle: When you are killed, four turn attempts are expended. All nearby living allies and enemy undead receive 1000 positive energy healing and are affected by your Divine Cleansing ability if you possess it. This healing effect is unaffected by Spell Power. (This ability has no effect if you have insufficient turn attempts when you die.) This ability toggles off on death.
Ability Score Selection 0/1
Ability Score Selection
Ranks: 1 Cost: 2 AP Requires: 10 AP
+1 Charisma or Wisdom
Divine Aid 0/1
Divine Aid
Ranks: 1 Cost: 1 AP Requires: 20 AP
+3% Positive Spell Crit Damage
Incredible Healing 0/3
Incredible Healing
Ranks: 3 Cost: 1 AP Requires: 20 AP
The maximum caster level of your Positive Energy spells are increased by 1.
Divine Health 0/1
Divine Health
Ranks: 1 Cost: 2 AP Requires: 20 AP
You are immune to natural, magical, and supernatural diseases.
Endless Turning 0/3
Endless Turning
Ranks: 3 Cost: 1 AP Requires: 20 AP
Turn Undead uses regenerate at a base of one every 2 minutes, or 10% faster if it already regenerates.
Ability Score Selection 0/1
Ability Score Selection
Ranks: 1 Cost: 2 AP Requires: 20 AP
+1 Charisma or Wisdom
Positive Energy Aura 0/1
Positive Energy Aura
Ranks: 1 Cost: 1 AP Requires: 30 AP
Channel Divinity: A positive energy aura envelops you in an aura of healing, positive energy, and affects a number of targets equal to Paladin level. Allies within the aura are healed 1 hit point per 3 Paladin levels as long as they remain within it. Undead enemies are damaged for the same amount.
Cure Focus 0/1
Cure Focus
Ranks: 1 Cost: 1 AP Requires: 30 AP
Your Cure Wounds spells have no maximum caster level.
Radiance 0/1
Radiance
Ranks: 1 Cost: 1 AP Requires: 30 AP
All allies in the dungeon (regardless of distance) gain the effects of the Greater Restoration spell, and are purged of Paralysis, Stun, and Knockdown/Trip. You may use this while Crowd Controlled.
Reactive Heal 0/1
Reactive Heal
Ranks: 1 Cost: 1 AP Requires: 30 AP
Channel Divinity: The next time your target falls below half hit points, they recieve 250 positive energy healing. A target can only benefit from a Reactive Heal once every three minutes (reset by resting). This healing effect is unaffected by Spell Power.
Divine Energy Resistance 0/1
Divine Energy Resistance
Ranks: 1 Cost: 1 AP Requires: 30 AP
You and nearby allies gain +35 Enhancement bonus to resist Energy for 1 minute per character level. (Includes Acid, Cold, Electric, Fire, and Sonic.)

Spell-Like Ability: This ability benefits from your Metamagic Feats (such as Quicken) without paying the normal additional spell point cost.
Core Enhancements
Paladin of Healing 0/1
Paladin of Healing
Ranks: 1 Cost: 1 AP
For each action point spent in this tree, you gain 0.5 Universal Spell Power and 1 Positive Energy Spell Power.

(These stack, effectively giving 1.5% bonus to base healing of Positive Energy spells.)
Cure Moderate Wounds 0/1
Cure Moderate Wounds
Ranks: 1 Cost: 1 AP Requires: 5 AP
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.

D&D Dice: Heals 2d6+4 Hit Points plus 1 point per caster level (max 10).
Positive Energy Burst 0/1
Positive Energy Burst
Ranks: 1 Cost: 1 AP Requires: 10 AP
You gain +1% Positive Energy Spell Critical Chance. Channel Divinity: A wave of positive energy that expands from the caster, healing 1d8 plus 1 per Paladin level to all nearby allies, as well as removing 1d4 negative levels and 1d6 points of ability damage. Undead are instead damaged by the energy, taking 1d8 points of damage per Paladin level - a successful Will save reduces the damage by a half.
Improved Empower Healing 0/1
Improved Empower Healing
Ranks: 1 Cost: 1 AP Requires: 20 AP
You gain +1% Positive Energy Spell Critical Chance. The Empower Healing Spell metamagic now grants +100 Positive Energy Spell Power instead of +75.
Positive Energy Shield 0/1
Positive Energy Shield
Ranks: 1 Cost: 1 AP Requires: 30 AP
You gain +1% Positive Energy Spell Critical Chance. Channel Divinity: Your living ally receives temporary hit points equal to your Heal skill. While these hit points remain, your target receives a +20 Sacred bonus to Healing Amplification.
Radiant Servant 0/1
Radiant Servant
Ranks: 1 Cost: 1 AP Requires: 40 AP
You gain +4 Wisdom. Every fifth positive energy spell you cast deals maximum healing and has +50% chance to critical.
Core Enhancements
Enhancement Description
Paladin of Healing Paladin of Healing
For each action point spent in this tree, you gain 0.5 Universal Spell Power and 1 Positive Energy Spell Power.

(These stack, effectively giving 1.5% bonus to base healing of Positive Energy spells.)
AP Cost
1
Ranks
1
Progression
0
Prereqs
Paladin Level 1
Cure Moderate Wounds 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.

D&D Dice: Heals 2d6+4 Hit Points plus 1 point per caster level (max 10).
AP Cost
1
Ranks
1
Progression
5
Prereqs
Paladin of Healing, Paladin Level 3
Positive Energy Burst Positive Energy Burst
You gain +1% Positive Energy Spell Critical Chance. Channel Divinity: A wave of positive energy that expands from the caster, healing 1d8 plus 1 per Paladin level to all nearby allies, as well as removing 1d4 negative levels and 1d6 points of ability damage. Undead are instead damaged by the energy, taking 1d8 points of damage per Paladin level - a successful Will save reduces the damage by a half.
AP Cost
1
Ranks
1
Progression
10
Prereqs
Cure Moderate Wounds, Paladin Level 6
Improved Empower Healing Improved Empower Healing
You gain +1% Positive Energy Spell Critical Chance. The Empower Healing Spell metamagic now grants +100 Positive Energy Spell Power instead of +75.
AP Cost
1
Ranks
1
Progression
20
Prereqs
Positive Energy Burst, Paladin Level 12
Positive Energy Shield Positive Energy Shield
You gain +1% Positive Energy Spell Critical Chance. Channel Divinity: Your living ally receives temporary hit points equal to your Heal skill. While these hit points remain, your target receives a +20 Sacred bonus to Healing Amplification.
AP Cost
1
Ranks
1
Progression
30
Prereqs
Improved Empower Healing, Paladin Level 18
Radiant Servant Radiant Servant
You gain +4 Wisdom. Every fifth positive energy spell you cast deals maximum healing and has +50% chance to critical.
AP Cost
1
Ranks
1
Progression
40
Prereqs
Positive Energy Shield, Paladin Level 20
Tier 1
Enhancement Description
Divine Aid Divine Aid
+3% Positive Spell Crit Damage
AP Cost
1
Ranks
1
Progression
1
Wand and Scroll Mastery Wand and Scroll Mastery
Rank 1
+25% damage and healing from your wands, scrolls, and other items that cast spells, and +1 to the save DCs of your offensive wands.
Rank 2
+50% damage and healing from your wands, scrolls, and other items that cast spells, and +3 to the save DCs of your offensive wands.
Rank 3
+75% damage and healing from your wands, scrolls, and other items that cast spells, and +6 to the save DCs of your offensive wands.
AP Cost
1
Ranks
3
Progression
1
Divine Cleansing Divine Cleansing
Rank 1
Channel Divinity: Removes all Disease and Poison effects from your target. Leaves a lingering immunity to natural and magical diseases and poisons for 12 seconds per Paladin level.
Rank 2
Channel Divinity: Removes all Blindness, Curse, Disease, and Poison effects from your target. Leaves a lingering immunity to natural and magical diseases and poisons for 12 seconds per Paladin level.
Rank 3
Channel Divinity: Removes all Blindness, Curse, Disease, Paralysis, Petrification, and Poison effects from your target. Leaves a lingering immunity to natural and magical diseases and poisons for 12 seconds per Paladin level.
AP Cost
1
Ranks
3
Progression
1
Bliss Bliss
Rank 1
When you use a Turn Attempt for any reason, you gain 3 Temporary Hit Points for each Core Ability from this tree you possess.
Rank 2
When you use a Turn Attempt for any reason, you gain 4 Temporary Hit Points for each Core Ability from this tree you possess.
Rank 3
When you use a Turn Attempt for any reason, you gain 5 Temporary Hit Points for each Core Ability from this tree you possess.
AP Cost
1
Ranks
3
Progression
1
Altruism Altruism
Rank 1
+1 Concentration, Diplomacy, and Heal.
Rank 2
+2 Concentration, Diplomacy, and Heal.
Rank 3
+3 Concentration, Diplomacy, and Heal. You also gain +10 Positive Energy Spell Power.
AP Cost
1
Ranks
3
Progression
1
Tier 2
Enhancement Description
Efficient Empower Healing Efficient Empower Healing
Rank 1
Healing spells cast while the Empower Healing Spell feat is activated cost 1 fewer spell point.
Rank 2
Healing spells cast while the Empower Healing Spell feat is activated cost 2 fewer spell points.
Rank 3
Healing spells cast while the Empower Healing Spell feat is activated cost 4 fewer spell points.
AP Cost
1
Ranks
3
Progression
5
Purge Dark Magics Purge Dark Magics
Rank 1
Channel Divinity: Dispels 1 hostile magical effect from your target.
Rank 2
Channel Divinity: Dispels 2 hostile magical effects from your target.
Rank 3
Channel Divinity: Dispels 3 hostile magical effects from your target.
AP Cost
1
Ranks
3
Progression
5
Divine Healing Divine Healing
Rank 1
Channel Divinity: Your target heals 1d4 Hit Points every 2 seconds for 2 seconds per point of Heal skill you possess. Has double standard spell range. Scales with 50% Positive Spell Power. Cannot Crit.
Rank 2
Channel Divinity: Your target heals 2d4 Hit Points every 2 seconds for 2 seconds per point of Heal skill you possess. Scales with 50% Positive Spell Power. Cannot Crit.
Rank 3
Channel Divinity: Your target heals 4d4 Hit Points every 2 seconds for 2 seconds per point of Heal skill you possess. Scales with 50% Positive Spell Power. Cannot Crit.
AP Cost
1
Ranks
3
Progression
5
Improved Turning Improved Turning
Rank 1
+1 Turn Attempt per Rest. You count as 1 level higher when turning undead. This increases the maximum level of creature you can turn and also increases the total number of hit dice you can turn.

In addition, you add an additional 2 to the number of hit dice you can turn.
Rank 2
+2 Turn Attempts per Rest. You count as 2 levels higher when turning undead. This increases the maximum level of creature you can turn and also increases the total number of hit dice you can turn.

In addition, you add an additional 4 to the number of hit dice you can turn.
Rank 3
+3 Turn Attempts per Rest. You count as 3 levels higher when turning undead. This increases the maximum level of creature you can turn and also increases the total number of hit dice you can turn.

In addition, you add an additional 6 to the number of hit dice you can turn.
AP Cost
1
Ranks
3
Progression
5
Mighty Turning Mighty Turning
Undead that you successfully turn are instead destroyed.
AP Cost
1
Ranks
1
Progression
5
Prereqs
Improved Turning
Tier 3
Enhancement Description
Divine Aid Divine Aid
+3% Positive Spell Crit Damage
AP Cost
1
Ranks
1
Progression
10
Intense Healing Intense Healing
Rank 1
Your Positive Energy spells are cast at +1 caster level.
Rank 2
Your Positive Energy spells are cast at +2 caster levels.
Rank 3
Your Positive Energy spells are cast at +3 caster levels.
AP Cost
1
Ranks
3
Progression
10
Unyielding Sovereignty Unyielding Sovereignty
Activate: Fully heals all hit point damage done to a targeted ally, and removes ability damage, death penalty effects, negative levels, and the conditions blinded, dazed, deafened, diseased, exhausted, fatigued, feebleminded, insanity, nauseated, poisoned, and stunned.
AP Cost
2
Ranks
1
Progression
10
Martyrdom Martyrdom
Toggle: When you are killed, four turn attempts are expended. All nearby living allies and enemy undead receive 1000 positive energy healing and are affected by your Divine Cleansing ability if you possess it. This healing effect is unaffected by Spell Power. (This ability has no effect if you have insufficient turn attempts when you die.) This ability toggles off on death.
AP Cost
1
Ranks
1
Progression
10
Ability Score Selection Ability Score Selection
+1 Charisma or Wisdom
+1 Wisdom+1 Wisdom
+1 Charisma+1 Charisma
AP Cost
2
Ranks
1
Progression
10
Tier 4
Enhancement Description
Divine Aid Divine Aid
+3% Positive Spell Crit Damage
AP Cost
1
Ranks
1
Progression
20
Incredible Healing Incredible Healing
Rank 1
The maximum caster level of your Positive Energy spells are increased by 1.
Rank 2
The maximum caster level of your Positive Energy spells are increased by 2.
Rank 3
The maximum caster level of your Positive Energy spells are increased by 3.
AP Cost
1
Ranks
3
Progression
20
Prereqs
Intense Healing
Divine Health Divine Health
You are immune to natural, magical, and supernatural diseases.
AP Cost
2
Ranks
1
Progression
20
Endless Turning Endless Turning
Rank 1
Turn Undead uses regenerate at a base of one every 2 minutes, or 10% faster if it already regenerates.
Rank 2
Turn Undead uses regenerate an additional 10% faster.
Rank 3
Turn Undead uses regenerate an additional 10% faster.
AP Cost
1
Ranks
3
Progression
20
Ability Score Selection Ability Score Selection
+1 Charisma or Wisdom
+1 Wisdom+1 Wisdom
+1 Charisma+1 Charisma
AP Cost
2
Ranks
1
Progression
20
Prereqs
Ability Score Selection
Tier 5
Enhancement Description
Positive Energy Aura Positive Energy Aura
Channel Divinity: A positive energy aura envelops you in an aura of healing, positive energy, and affects a number of targets equal to Paladin level. Allies within the aura are healed 1 hit point per 3 Paladin levels as long as they remain within it. Undead enemies are damaged for the same amount.
AP Cost
1
Ranks
1
Progression
30
Cure Focus Cure Focus
Your Cure Wounds spells have no maximum caster level.
AP Cost
1
Ranks
1
Progression
30
Prereqs
Incredible Healing
Radiance Radiance
All allies in the dungeon (regardless of distance) gain the effects of the Greater Restoration spell, and are purged of Paralysis, Stun, and Knockdown/Trip. You may use this while Crowd Controlled.
AP Cost
1
Ranks
1
Progression
30
Reactive Heal Reactive Heal
Channel Divinity: The next time your target falls below half hit points, they recieve 250 positive energy healing. A target can only benefit from a Reactive Heal once every three minutes (reset by resting). This healing effect is unaffected by Spell Power.
AP Cost
1
Ranks
1
Progression
30
Divine Energy Resistance Divine Energy Resistance
You and nearby allies gain +35 Enhancement bonus to resist Energy for 1 minute per character level. (Includes Acid, Cold, Electric, Fire, and Sonic.)

Spell-Like Ability: This ability benefits from your Metamagic Feats (such as Quicken) without paying the normal additional spell point cost.
AP Cost
1
Ranks
1
Progression
30