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<blockquote data-quote="Arkhandus" data-source="post: 4261777" data-attributes="member: 13966"><p><strong>Aurelian Paladin</strong></p><p></p><p><span style="font-size: 12px"><em><strong><span style="color: Green">The Paladin</span></strong></em></span></p><p></p><p>Paladins are the epitome of the noble warrior. Their great virtue and devotion makes them shining examples to all other folk of what a pious, honorable, and righteous individual should be. They fight evil wherever they find it, and strive to protect the innocent, lending a helping hand wherever they are needed. A paladin takes up quests to destroy demons, undead, and other monsters that prey upon the innocent. He or she defends the weak and upholds the law, protecting civilization and punishing criminals. In many lands, paladins are free to dispense justice and judgments upon criminals without challenge by local authorities, if they can prove their paladinhood.</p><p></p><p>Paladins are chosen by the gods or spirits of good and justice, chosen for their rare purity and virtuousness. This provides them with many divine gifts, though a paladin must remain faithful and true to his or her code lest they lose these gifts. A paladin can heal the injured, sense the presence of evil, and smite evil forces with divine wrath. They learn to destroy the undead and exorcise evil spirits, protect allies from evil influences or destructive magic, cure all manner of afflictions, bolster the courage and strength of allies, and call forth aid from the gods. A paladin fears nothing and can resist nearly any force brought to bear against them.</p><p></p><p>Paladins are nearly always adventurers of some sort, though a few stay in one city or country, preserving the peace and rooting out any evil forces there. Adventuring paladins seek out any problems that require the intervention of divine justice, be it a ghoul infestation, a demonic cult, a despot usurping the throne, a mysterious plague, or a town suffering famine from barbarian raids. They take up any task that deserves their attention, however minor, and when they can't find a more immediate threat to dispatch, they seek out lost relics that need to be recovered for the church or for use against the forces of evil. Many paladins are knights, and others earn the status of knights-errant from grateful monarchs, enjoying high social status and privelages of the nobility even if born a peasant, thanks to their obvious favor from the gods.</p><p></p><p>A few paladins, however, fall prey to the vices that can come from wealth and status, losing their way and their powers. Sometimes they are tempted by evil forces to betray their oaths and become blackguards, the so-called anti-paladins. Nothing disgusts or offends a paladin more than seeing one of their own kind fall from grace and turn to evil. Although it is generally the gods and spirits of justice that bestow paladins with their gifts, only a slight majority of paladins venerate a divine patron, while others receive their power from virtue alone. Only lawful good deities and spirits are divine patrons for paladins.</p><p></p><p><strong><span style="color: Red">Races:</span></strong> Paladins are rare in general, but most often found among humans, dwarves, halflings, celestri, aasimar, and celestial archons. These races greatly respect paladins, for the most part, and treat them well. Gnomes, elves, half-elves, korobokuru, endari, aquari, zenythri, azers, and cloud giants are occasionally paladins, but less frequently so than humans. Gnomes, elves, and korobokuru appreciate paladins but find them to be kind of odd and unnatural in behavior, not to mention rather annoying sometimes with their proselytizing or stodginess, even though paladins aren't universally so. Endari, aquari, zenythri, and azers respect the dedication and honor of paladins, so they make very steadfast and implacable paladins, but their kind just doesn't often have the virtuousness required, tending towards neutrality.</p><p></p><p>Cloud giants make fine paladins when they can motivate themselves towards orderly behavior and a strict code, which most would rather just avoid and live simpler lives. Paladins are very uncommon amongst harrow sprites, hengeyokai, half-orcs, firagi, spirit-folk, githzerai, and githrani, but they do show up from time to time. Paladins are exceedingly rare amongst just about every other race, and unknown among the most villainous races, although merfolk, locathah, centaur, vanara, orc, aeragi, or genasi paladins are not unheard of.</p><p></p><p><strong><span style="color: Red">Other Classes:</span></strong> A paladin works best with fellow paladins, of course, though there are plenty of rivalries among paladins as well. They just tend to be more subdued than rivalries between other warriors. A paladin works nearly as well with samurai, monks, and sohei of lawful good or lawful neutral alignment, and they often coordinate their efforts perfectly in combat. Many fighters, rangers, and psychic warriors of lawful good or lawful neutral alignment also fight well beside paladins, but tend to share less of a common ground as far as faith, honor, and dedication are concerned.</p><p></p><p>Clerics of course have an easy time dealing with paladins, if they're of any good alignment or lawful neutral in alignment, although chaotic clerics tend to have rivalries with paladins trying to prove which philosophy is better, chaos or law. Paladins often defer to lawful good clerics on many matters, or neutral good clerics of the same faith, but are wary that clerics have more lenience from their gods and may stray on occasion. Shugenja and shamans are either treated like clerics by paladins, or as rivals of a different faith, since paladins usually adhere to some monotheistic or pantheistic faith, not an animist one.</p><p></p><p>Psions, wizards, sorcerers, and wu jen are as likely as not to be suspected of witchcraft and thus potentially having connections to evil forces, especially since arcane casters are able to use evil magic without any noticeable taint until they overuse it. Psions are suspected of manipulating others' minds and general untrustworthiness. Still, once a paladin becomes reasonably certain he can trust a mage or psionicist, he's likely to value their general usefulness and their knowledge or social skills. Bards are highly appreciated for their arts and inspirational ability, but nearly always suspect for their chaotic inclinations or potential abuse of mind-affecting magic.</p><p></p><p></p><p><em><span style="font-size: 10px"><span style="color: Blue"><strong><u>Game Rule Information</u></strong></span></span></em></p><p>Paladins have the following game statistics.</p><p><strong><span style="color: Red">Abilities:</span></strong> Charisma increases the paladin’s healing, self-protective capabilities, smiting power, and undead turning. Strength is important for a paladin because of its role in combat, and Constitution is also important for many paladins so they can fight longer. A Wisdom score of 14 or higher is required to get access to the most powerful paladin spells, and a score of 11 or higher is required to cast any paladin spells at all.</p><p><strong><span style="color: Red">Alignment:</span></strong> Lawful Good.</p><p><strong><span style="color: Red">Hit Die:</span></strong> d10.</p><p></p><p><em><span style="font-size: 10px"><span style="color: Blue"><u><strong>Class Skills</strong></u></span></span></em></p><p>The paladin’s class skills (and the key ability for each skill) are Balance (Dex), Climb (Str), Concentration (Con), Diplomacy (Cha), Gather Information (Cha), Handle Animal (Cha), Heal (Wis), Jump (Str), Knowledge (local) (Int), Knowledge (nobility & royalty) (Int), Knowledge (outsider lore) (Int), Knowledge (religion) (Int), Knowledge (undead lore) (Int), Ride (Dex), Sense Motive (Wis), and Swim (Str).</p><p><strong><span style="color: Red">Skill Points at 1st Level:</span></strong> (4 + Int modifier) x 4.</p><p><strong><span style="color: Red">Skill Points at Each Additional Level:</span></strong> 4 + Int modifier.</p><p></p><p></p><p><em><span style="font-size: 10px"><span style="color: Blue"><u><strong>Class Features</strong></u></span></span></em></p><p>All of the following are class features of the paladin.</p><p></p><p>[sblock]<strong><span style="color: Red">Weapon and Armor Proficiency:</span></strong> A paladin is proficient with all simple and martial weapons, all armors, and shields.</p><p></p><p><strong><span style="color: Red">Spells:</span></strong> Beginning at 4th-level, a paladin gains the ability to cast a small number of divine spells. To cast a spell, the paladin must have a Wisdom score of at least 10 + the spell’s level, so a paladin with a Wisdom of 10 or lower cannot cast these spells. Paladin bonus spells are based on Wisdom, and saving throws against these spells have a Difficulty Class of 10 + spell level + Wisdom modifier.</p><p></p><p>When the paladin gets 0 spells of a given level, such as 0 1st-level spells at 4th-level, the paladin gets only bonus spells. A paladin without a bonus spell for that level cannot yet cast a spell of that level. A paladin has access to any spell on the Paladin Spell List and can freely choose which to prepare. A paladin prepares and casts spells just as a cleric does (though the paladin cannot spontaneously cast cure or inflict spells). Through 3rd-level, the paladin has no caster level. Starting at 4th-level, a paladin’s caster level is one-half his class level. Paladins do not count as having any spells from this class until 4th-level.</p><p></p><p></p><p><em><strong><span style="color: Red">Detect Evil (Sp):</span></strong></em> A paladin can <em>Detect Evil</em> at will, as a spell-like ability. This works exactly like a <em>Detect Evil</em> spell cast by a cleric of your paladin level.</p><p></p><p><em><strong><span style="color: Red">Lay on Hands (Sp):</span></strong></em> A paladin can heal wounds by touch. Each day, he can cure a total number of hit points equal to his paladin level times his Charisma modifier (if positive). The paladin can cure himself or others in this way, and can divide the curing among multiple uses if they wish, rather than applying it all at once. <em>Lay on Hands</em> is a spell-like ability and it takes a standard action to activate, drawing attacks of opportunity. Alternatively, the paladin can use some or all of this healing to deal damage to undead creatures when they want to. When doing so, treat <em>Lay on Hands</em> as a touch spell. The paladin decides how many cure points to use as damage after successfully touching the undead creature. <em>Lay on Hands</em> channels positive energy, and such energy heals the living but harms the undead.</p><p></p><p><strong><span style="color: Red">Smite Evil (Su):</span></strong> Once per day, a paladin may attempt to Smite Evil with one normal melee attack. He adds his Charisma modifier (if positive) to his attack roll and deals 1 extra point of damage per level of paladin. If the paladin accidentally smites a creature that is not evil, the smite has no effect but it is still used up for the day. The paladin may attempt to Smite Evil twice per day after reaching 2nd-level in this class, then up to three times per day once he has reached 20th-level as a paladin. Smite Evil is a supernatural ability.</p><p></p><p></p><p><strong><span style="color: Red">Divine Health (Su):</span></strong> After achieving 2nd-level, the paladin is immune to all diseases, including magical diseases such as mummy rot and lycanthropy. This benefit is supernatural.</p><p></p><p><strong><span style="color: Red">Aura of Courage (Ex/Su):</span></strong> Beginning at 3rd-level, a paladin is immune to fear (magical or otherwise), as an extraordinary ability. Allies within 10 feet of the paladin gain a +4 morale bonus on saving throws against fear effects. Granting the morale bonus to allies is a supernatural ability.</p><p></p><p><strong><span style="color: Red">Turn Undead (Su):</span></strong> When a paladin reaches 3rd-level, he gains the supernatural ability to turn and destroy undead. He may use this ability a number of times each day equal to 3 + his Charisma modifier. He turns undead as per a cleric of his paladin level -2.</p><p></p><p><strong><span style="color: Red">Extra Turning:</span></strong> The paladin may take the Extra Turning feat, though he won’t gain any benefits from it until he has reached at least 3rd-level in this class. He may take the Extra Turning feat multiple times. The Extra Turning feat allows the paladin to Turn Undead four more times per day, each time it is taken for this particular turning ability.</p><p></p><p></p><p><strong><span style="color: Red">Divine Grace (Su):</span></strong> After achieving 4th-level, the paladin applies his Charisma modifier, if positive, as a bonus to all saving throws. This benefit is supernatural.</p><p></p><p><strong><span style="color: Red">Special Mount:</span></strong> Upon or after reaching 5th-level, a paladin can call an unusually intelligent, strong, and loyal steed to serve him in his crusade against evil. This mount is usually a heavy warhorse (for a Medium-sized paladin) or a warpony (for a Small paladin). Some paladins may acquire a more exotic special mount, but this generally requires undertaking a quest. Should the paladin’s mount die, he may call for another one after a year and a day. The new mount has all the accumulated abilities due a mount of the paladin’s level, but it need not be the same kind of mount.</p><p></p><p>Calling a special mount is simply an hour-long prayer, which is answered within 24 hours as a suitable mount finds its way to the paladin through divine guidance. If a suitable mount is already present, the paladin's prayer invokes the proper divine blessings upon it. The details of the mount’s abilities are listed below in the section titled The Paladin's Mount.</p><p></p><p></p><p><em><strong><span style="color: Red">Remedy (Sp):</span></strong></em> Beginning at 5th-level, once per week as a spell-like ability the paladin can use <em>Cure Light Wounds,</em> <em>Neutralize Poison,</em> or <em>Remove Disease.</em> These function as per the spells cast by a cleric of your paladin level, with any save DCs based on Charisma since <em>Remedy</em> is a spell-like ability. Using this ability provokes attacks of opportunity. The paladin can use this ability twice per week after achieving 8th-level, three times per week after 11th-level, four times per week after 14th-level, five times per week after 17th-level, and six times per week at 20th-level.</p><p></p><p><strong><span style="color: Red">Bastion of Hope (Ex/Su):</span></strong> At 7th-level onward, the paladin's inspiring presence motivates allies and draws others to him. The paladin doubles his or her Charisma modifier to their Leadership Score (if they have the Leadership feat), if positive. In addition, the paladin enjoys a +2 bonus on Diplomacy skill checks and Sense Motive skill checks. These are extraordinary qualities. As a supernatural ability, however, the paladin grants all other allies within his or her Aura of Courage a +2 morale bonus on melee damage with physical attacks.</p><p></p><p><strong><span style="color: Red">Turn Fiends:</span></strong> A paladin of 15th-level or higher turns or destroys outsiders with the Evil subtype in addition to undead, whenever he or she uses the Turn Undead feature of this class. Unlike the cleric's turning ability, this does not treat such outsiders as having Turn Resistance.</p><p></p><p><em><strong><span style="color: Red">Divine Alacrity (Sp):</span></strong></em> Paladins who achieve the lofty heights of 19th-level in this class are blessed with the ability to act with exceptional speed, fighting in a blur of motion. Once per day they may use <em>Greater Haste</em> on themselves as a spell-like ability, as per the 5th-level spell at a caster level equal to their paladin level, but with a duration of 1 round per point of positive Charisma modifier. As a spell-like ability, activating this provokes attacks of opportunity. While <em>Divine Alacrity</em> is active, the paladin also receives a +2 sacred bonus on attack rolls and physical damage rolls against evil creatures.</p><p></p><p></p><p><strong><span style="color: Red">Code of Conduct:</span></strong> A paladin must be of lawful good alignment and loses all special class abilities (including spells and the special mount) if he ever willingly commits an act of evil. Additionally, a paladin’s code requires that he respect legitimate authority, act with honor (not lying, not cheating, not using poison, not attacking defenseless creatures, staying true to his word, etc.), help those who need it (provided the paladin does not expect that they would use the help for evil or chaotic ends), and punish those that harm or threaten innocents.</p><p></p><p>Deceptive tactics such as feinting in combat or creating a diversion to hide are fine, but the paladin must be careful in how he uses the Bluff skill. He cannot attack opponents unawares (they do not need to know where he is, they just need to be aware of his intent to fight them there, before he attacks them). The specifics of a paladin’s code may differ slightly from one order of paladins to another, but these are the restrictions for a typical paladin. Only deities and powerful spirits may alter the restrictions for their paladins, and even then the paladin’s code must conform to a lawful good alignment.</p><p></p><p><strong><span style="color: Red">Associates:</span></strong> While he may adventure with characters of any good or neutral alignment, a paladin will never knowingly associate with evil characters. A paladin will not continue to associate with someone who consistently offends his moral code. Also, a paladin may only hire henchmen or accept followers and cohorts who are lawful good.</p><p></p><p><strong><span style="color: Red">Ex-Paladins:</span></strong> A paladin who ceases to be lawful good, who willfully commits an evil act, or who grossly violates the code of conduct loses all special abilities and spells, including the service of the paladin’s special mount. He also may not progress in levels as a paladin. He regains his abilities if he atones for his violations (see the <em>Atonement</em> spell), as appropriate, and may resume advancement as a paladin in that case.</p><p></p><p>Like a member of any other class, a paladin may be a multiclass character, but paladins face a special restriction. A paladin who gains a new class or, if already multiclassed, raises another class by a level may never again raise his paladin level, though he retains all his paladin abilities. The path of the paladin requires a constant heart. Once you undertake the path, you must pursue it to the exclusion of all other careers. Once you have turned off the path, you may never return.</p><p></p><p>However, there are a few prestige classes that are extensions of the paladin's path, and which a paladin may multiclass into without penalty. Such prestige classes note this compatibility in their rules descriptions.[/sblock]</p><p>The remainder of the paladin's details are in the next post, due to current post-length limits.</p></blockquote><p></p>
[QUOTE="Arkhandus, post: 4261777, member: 13966"] [b]Aurelian Paladin[/b] [SIZE=3][I][B][COLOR=Green]The Paladin[/COLOR][/B][/I][/SIZE] Paladins are the epitome of the noble warrior. Their great virtue and devotion makes them shining examples to all other folk of what a pious, honorable, and righteous individual should be. They fight evil wherever they find it, and strive to protect the innocent, lending a helping hand wherever they are needed. A paladin takes up quests to destroy demons, undead, and other monsters that prey upon the innocent. He or she defends the weak and upholds the law, protecting civilization and punishing criminals. In many lands, paladins are free to dispense justice and judgments upon criminals without challenge by local authorities, if they can prove their paladinhood. Paladins are chosen by the gods or spirits of good and justice, chosen for their rare purity and virtuousness. This provides them with many divine gifts, though a paladin must remain faithful and true to his or her code lest they lose these gifts. A paladin can heal the injured, sense the presence of evil, and smite evil forces with divine wrath. They learn to destroy the undead and exorcise evil spirits, protect allies from evil influences or destructive magic, cure all manner of afflictions, bolster the courage and strength of allies, and call forth aid from the gods. A paladin fears nothing and can resist nearly any force brought to bear against them. Paladins are nearly always adventurers of some sort, though a few stay in one city or country, preserving the peace and rooting out any evil forces there. Adventuring paladins seek out any problems that require the intervention of divine justice, be it a ghoul infestation, a demonic cult, a despot usurping the throne, a mysterious plague, or a town suffering famine from barbarian raids. They take up any task that deserves their attention, however minor, and when they can't find a more immediate threat to dispatch, they seek out lost relics that need to be recovered for the church or for use against the forces of evil. Many paladins are knights, and others earn the status of knights-errant from grateful monarchs, enjoying high social status and privelages of the nobility even if born a peasant, thanks to their obvious favor from the gods. A few paladins, however, fall prey to the vices that can come from wealth and status, losing their way and their powers. Sometimes they are tempted by evil forces to betray their oaths and become blackguards, the so-called anti-paladins. Nothing disgusts or offends a paladin more than seeing one of their own kind fall from grace and turn to evil. Although it is generally the gods and spirits of justice that bestow paladins with their gifts, only a slight majority of paladins venerate a divine patron, while others receive their power from virtue alone. Only lawful good deities and spirits are divine patrons for paladins. [B][COLOR=Red]Races:[/COLOR][/B] Paladins are rare in general, but most often found among humans, dwarves, halflings, celestri, aasimar, and celestial archons. These races greatly respect paladins, for the most part, and treat them well. Gnomes, elves, half-elves, korobokuru, endari, aquari, zenythri, azers, and cloud giants are occasionally paladins, but less frequently so than humans. Gnomes, elves, and korobokuru appreciate paladins but find them to be kind of odd and unnatural in behavior, not to mention rather annoying sometimes with their proselytizing or stodginess, even though paladins aren't universally so. Endari, aquari, zenythri, and azers respect the dedication and honor of paladins, so they make very steadfast and implacable paladins, but their kind just doesn't often have the virtuousness required, tending towards neutrality. Cloud giants make fine paladins when they can motivate themselves towards orderly behavior and a strict code, which most would rather just avoid and live simpler lives. Paladins are very uncommon amongst harrow sprites, hengeyokai, half-orcs, firagi, spirit-folk, githzerai, and githrani, but they do show up from time to time. Paladins are exceedingly rare amongst just about every other race, and unknown among the most villainous races, although merfolk, locathah, centaur, vanara, orc, aeragi, or genasi paladins are not unheard of. [B][COLOR=Red]Other Classes:[/COLOR][/B] A paladin works best with fellow paladins, of course, though there are plenty of rivalries among paladins as well. They just tend to be more subdued than rivalries between other warriors. A paladin works nearly as well with samurai, monks, and sohei of lawful good or lawful neutral alignment, and they often coordinate their efforts perfectly in combat. Many fighters, rangers, and psychic warriors of lawful good or lawful neutral alignment also fight well beside paladins, but tend to share less of a common ground as far as faith, honor, and dedication are concerned. Clerics of course have an easy time dealing with paladins, if they're of any good alignment or lawful neutral in alignment, although chaotic clerics tend to have rivalries with paladins trying to prove which philosophy is better, chaos or law. Paladins often defer to lawful good clerics on many matters, or neutral good clerics of the same faith, but are wary that clerics have more lenience from their gods and may stray on occasion. Shugenja and shamans are either treated like clerics by paladins, or as rivals of a different faith, since paladins usually adhere to some monotheistic or pantheistic faith, not an animist one. Psions, wizards, sorcerers, and wu jen are as likely as not to be suspected of witchcraft and thus potentially having connections to evil forces, especially since arcane casters are able to use evil magic without any noticeable taint until they overuse it. Psions are suspected of manipulating others' minds and general untrustworthiness. Still, once a paladin becomes reasonably certain he can trust a mage or psionicist, he's likely to value their general usefulness and their knowledge or social skills. Bards are highly appreciated for their arts and inspirational ability, but nearly always suspect for their chaotic inclinations or potential abuse of mind-affecting magic. [I][SIZE=2][COLOR=Blue][B][U]Game Rule Information[/U][/B][/COLOR][/SIZE][/I] Paladins have the following game statistics. [B][COLOR=Red]Abilities:[/COLOR][/B] Charisma increases the paladin’s healing, self-protective capabilities, smiting power, and undead turning. Strength is important for a paladin because of its role in combat, and Constitution is also important for many paladins so they can fight longer. A Wisdom score of 14 or higher is required to get access to the most powerful paladin spells, and a score of 11 or higher is required to cast any paladin spells at all. [B][COLOR=Red]Alignment:[/COLOR][/B] Lawful Good. [B][COLOR=Red]Hit Die:[/COLOR][/B] d10. [I][SIZE=2][COLOR=Blue][U][B]Class Skills[/B][/U][/COLOR][/SIZE][/I] The paladin’s class skills (and the key ability for each skill) are Balance (Dex), Climb (Str), Concentration (Con), Diplomacy (Cha), Gather Information (Cha), Handle Animal (Cha), Heal (Wis), Jump (Str), Knowledge (local) (Int), Knowledge (nobility & royalty) (Int), Knowledge (outsider lore) (Int), Knowledge (religion) (Int), Knowledge (undead lore) (Int), Ride (Dex), Sense Motive (Wis), and Swim (Str). [B][COLOR=Red]Skill Points at 1st Level:[/COLOR][/B] (4 + Int modifier) x 4. [B][COLOR=Red]Skill Points at Each Additional Level:[/COLOR][/B] 4 + Int modifier. [I][SIZE=2][COLOR=Blue][U][B]Class Features[/B][/U][/COLOR][/SIZE][/I] All of the following are class features of the paladin. [sblock][B][COLOR=Red]Weapon and Armor Proficiency:[/COLOR][/B] A paladin is proficient with all simple and martial weapons, all armors, and shields. [B][COLOR=Red]Spells:[/COLOR][/B] Beginning at 4th-level, a paladin gains the ability to cast a small number of divine spells. To cast a spell, the paladin must have a Wisdom score of at least 10 + the spell’s level, so a paladin with a Wisdom of 10 or lower cannot cast these spells. Paladin bonus spells are based on Wisdom, and saving throws against these spells have a Difficulty Class of 10 + spell level + Wisdom modifier. When the paladin gets 0 spells of a given level, such as 0 1st-level spells at 4th-level, the paladin gets only bonus spells. A paladin without a bonus spell for that level cannot yet cast a spell of that level. A paladin has access to any spell on the Paladin Spell List and can freely choose which to prepare. A paladin prepares and casts spells just as a cleric does (though the paladin cannot spontaneously cast cure or inflict spells). Through 3rd-level, the paladin has no caster level. Starting at 4th-level, a paladin’s caster level is one-half his class level. Paladins do not count as having any spells from this class until 4th-level. [I][B][COLOR=Red]Detect Evil (Sp):[/COLOR][/B][/I] A paladin can [I]Detect Evil[/I] at will, as a spell-like ability. This works exactly like a [I]Detect Evil[/I] spell cast by a cleric of your paladin level. [I][B][COLOR=Red]Lay on Hands (Sp):[/COLOR][/B][/I] A paladin can heal wounds by touch. Each day, he can cure a total number of hit points equal to his paladin level times his Charisma modifier (if positive). The paladin can cure himself or others in this way, and can divide the curing among multiple uses if they wish, rather than applying it all at once. [I]Lay on Hands[/I] is a spell-like ability and it takes a standard action to activate, drawing attacks of opportunity. Alternatively, the paladin can use some or all of this healing to deal damage to undead creatures when they want to. When doing so, treat [I]Lay on Hands[/I] as a touch spell. The paladin decides how many cure points to use as damage after successfully touching the undead creature. [I]Lay on Hands[/I] channels positive energy, and such energy heals the living but harms the undead. [B][COLOR=Red]Smite Evil (Su):[/COLOR][/B] Once per day, a paladin may attempt to Smite Evil with one normal melee attack. He adds his Charisma modifier (if positive) to his attack roll and deals 1 extra point of damage per level of paladin. If the paladin accidentally smites a creature that is not evil, the smite has no effect but it is still used up for the day. The paladin may attempt to Smite Evil twice per day after reaching 2nd-level in this class, then up to three times per day once he has reached 20th-level as a paladin. Smite Evil is a supernatural ability. [B][COLOR=Red]Divine Health (Su):[/COLOR][/B] After achieving 2nd-level, the paladin is immune to all diseases, including magical diseases such as mummy rot and lycanthropy. This benefit is supernatural. [B][COLOR=Red]Aura of Courage (Ex/Su):[/COLOR][/B] Beginning at 3rd-level, a paladin is immune to fear (magical or otherwise), as an extraordinary ability. Allies within 10 feet of the paladin gain a +4 morale bonus on saving throws against fear effects. Granting the morale bonus to allies is a supernatural ability. [B][COLOR=Red]Turn Undead (Su):[/COLOR][/B] When a paladin reaches 3rd-level, he gains the supernatural ability to turn and destroy undead. He may use this ability a number of times each day equal to 3 + his Charisma modifier. He turns undead as per a cleric of his paladin level -2. [B][COLOR=Red]Extra Turning:[/COLOR][/B] The paladin may take the Extra Turning feat, though he won’t gain any benefits from it until he has reached at least 3rd-level in this class. He may take the Extra Turning feat multiple times. The Extra Turning feat allows the paladin to Turn Undead four more times per day, each time it is taken for this particular turning ability. [B][COLOR=Red]Divine Grace (Su):[/COLOR][/B] After achieving 4th-level, the paladin applies his Charisma modifier, if positive, as a bonus to all saving throws. This benefit is supernatural. [B][COLOR=Red]Special Mount:[/COLOR][/B] Upon or after reaching 5th-level, a paladin can call an unusually intelligent, strong, and loyal steed to serve him in his crusade against evil. This mount is usually a heavy warhorse (for a Medium-sized paladin) or a warpony (for a Small paladin). Some paladins may acquire a more exotic special mount, but this generally requires undertaking a quest. Should the paladin’s mount die, he may call for another one after a year and a day. The new mount has all the accumulated abilities due a mount of the paladin’s level, but it need not be the same kind of mount. Calling a special mount is simply an hour-long prayer, which is answered within 24 hours as a suitable mount finds its way to the paladin through divine guidance. If a suitable mount is already present, the paladin's prayer invokes the proper divine blessings upon it. The details of the mount’s abilities are listed below in the section titled The Paladin's Mount. [I][B][COLOR=Red]Remedy (Sp):[/COLOR][/B][/I] Beginning at 5th-level, once per week as a spell-like ability the paladin can use [I]Cure Light Wounds,[/I] [I]Neutralize Poison,[/I] or [I]Remove Disease.[/I] These function as per the spells cast by a cleric of your paladin level, with any save DCs based on Charisma since [I]Remedy[/I] is a spell-like ability. Using this ability provokes attacks of opportunity. The paladin can use this ability twice per week after achieving 8th-level, three times per week after 11th-level, four times per week after 14th-level, five times per week after 17th-level, and six times per week at 20th-level. [B][COLOR=Red]Bastion of Hope (Ex/Su):[/COLOR][/B] At 7th-level onward, the paladin's inspiring presence motivates allies and draws others to him. The paladin doubles his or her Charisma modifier to their Leadership Score (if they have the Leadership feat), if positive. In addition, the paladin enjoys a +2 bonus on Diplomacy skill checks and Sense Motive skill checks. These are extraordinary qualities. As a supernatural ability, however, the paladin grants all other allies within his or her Aura of Courage a +2 morale bonus on melee damage with physical attacks. [B][COLOR=Red]Turn Fiends:[/COLOR][/B] A paladin of 15th-level or higher turns or destroys outsiders with the Evil subtype in addition to undead, whenever he or she uses the Turn Undead feature of this class. Unlike the cleric's turning ability, this does not treat such outsiders as having Turn Resistance. [I][B][COLOR=Red]Divine Alacrity (Sp):[/COLOR][/B][/I] Paladins who achieve the lofty heights of 19th-level in this class are blessed with the ability to act with exceptional speed, fighting in a blur of motion. Once per day they may use [I]Greater Haste[/I] on themselves as a spell-like ability, as per the 5th-level spell at a caster level equal to their paladin level, but with a duration of 1 round per point of positive Charisma modifier. As a spell-like ability, activating this provokes attacks of opportunity. While [I]Divine Alacrity[/I] is active, the paladin also receives a +2 sacred bonus on attack rolls and physical damage rolls against evil creatures. [B][COLOR=Red]Code of Conduct:[/COLOR][/B] A paladin must be of lawful good alignment and loses all special class abilities (including spells and the special mount) if he ever willingly commits an act of evil. Additionally, a paladin’s code requires that he respect legitimate authority, act with honor (not lying, not cheating, not using poison, not attacking defenseless creatures, staying true to his word, etc.), help those who need it (provided the paladin does not expect that they would use the help for evil or chaotic ends), and punish those that harm or threaten innocents. Deceptive tactics such as feinting in combat or creating a diversion to hide are fine, but the paladin must be careful in how he uses the Bluff skill. He cannot attack opponents unawares (they do not need to know where he is, they just need to be aware of his intent to fight them there, before he attacks them). The specifics of a paladin’s code may differ slightly from one order of paladins to another, but these are the restrictions for a typical paladin. Only deities and powerful spirits may alter the restrictions for their paladins, and even then the paladin’s code must conform to a lawful good alignment. [B][COLOR=Red]Associates:[/COLOR][/B] While he may adventure with characters of any good or neutral alignment, a paladin will never knowingly associate with evil characters. A paladin will not continue to associate with someone who consistently offends his moral code. Also, a paladin may only hire henchmen or accept followers and cohorts who are lawful good. [B][COLOR=Red]Ex-Paladins:[/COLOR][/B] A paladin who ceases to be lawful good, who willfully commits an evil act, or who grossly violates the code of conduct loses all special abilities and spells, including the service of the paladin’s special mount. He also may not progress in levels as a paladin. He regains his abilities if he atones for his violations (see the [I]Atonement[/I] spell), as appropriate, and may resume advancement as a paladin in that case. Like a member of any other class, a paladin may be a multiclass character, but paladins face a special restriction. A paladin who gains a new class or, if already multiclassed, raises another class by a level may never again raise his paladin level, though he retains all his paladin abilities. The path of the paladin requires a constant heart. Once you undertake the path, you must pursue it to the exclusion of all other careers. Once you have turned off the path, you may never return. However, there are a few prestige classes that are extensions of the paladin's path, and which a paladin may multiclass into without penalty. Such prestige classes note this compatibility in their rules descriptions.[/sblock] The remainder of the paladin's details are in the next post, due to current post-length limits. [/QUOTE]
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