Well, 2 PrCs in two days... I must be feeling a bit better

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Here is the next installment, the Dolphin Paladin of Deep Sashelas!
Dolphin Paladin
The Dolphin Paladin is the ultimate defender of Dolphins and the tenants of Deep Sashelas. The Dolphin Paladin is a stalwart defender of the aquatic elven realms who develops a special bond with the elven undersea allies, the dolphins. Similar to the traditional paladin, Dolphin Paladins are a bit less rigid than their traditional counterparts, owing to the more chaotic outlook on life that most elves hold. Dolphin Paladins work tirelessly to rid the see of evil wherever they can.
Hit Die: d10
Requirements
To qualify to become a Dolphin Paladin, a character must fulfil all the following criteria.
Alignment: Chaotic Good
Base Attack Bonus: +5
Race: Elven or Half-Elven
Feats: Weapon Focus (Trident),
Skills: Knowledge (Religion) 5 ranks, Perform (Sing) 4 ranks, Survival 3 ranks, Swim 6 ranks,
Patron: Deep Sashelas must be the patron of anyone wishing to become a Dolphin Paladin
Code:
Lvl. BAB Fort Ref Will Special Spells/day
L1 L2 L3
1st +1 +2 +0 +0 Dolphin Mount, Smite Evil, Lay on Hands 0 – –
2nd +2 +3 +0 +0 Favoured Enemy, Dolphin Affinity 1 – –
3rd +3 +3 +1 +1 Sashelas’ Blessing 1 0 –
4th +4 +4 +1 +1 Favoured Enemy, Smite Evil (2/day) 1 1 –
5th +5 +4 +1 +1 Wrath of the Seas 1 1 0
Class Skills
The Dolphin Paladin class skills (and the Key ability for each skill) are Concentration (Con), Craft (Int), Diplomacy (Cha), Handle Animal (Cha), Knowledge (religion), Perform (Cha), Profession (Wis), Ride (Dex), Sense Motive (Wis), Survival (Wis), Swim (Str)
Skill points at Each Level: 2 + Int Modifier.
Class Features
All of the following are class features of the Dolphin Paladin prestige class.
Weapon & Armour Proficiency: A Dolphin Paladin is proficient with all simple and martial weapons, as well as all types of armour, and with shields.
Spells per Day: Beginning at 1st level the Dolphin Paladin gains the ability to cast a small number of divine spells. The Dolphin Paladin’s ability to cast these spells works exactly like a Cleric’s ability to cast spells. The Dolphin Paladin must choose and prepare spells as a Cleric choosing from the normal Paladin Spell List.
Dolphin Mount (Su): At 1st level a Dolphin Paladin gains the ability to summon a special dolphin mount, similar to the 5th level Paladin ability. This Dolphin is a Large, 5 HD Porpoise which is treated as below.
Smite Evil (Su): Once per day the Dolphin Paladin may attempt to smite evil with one normal melee attack. He adds his Charisma bonus (if any) to his attack roll and deals an additional point of damage per Dolphin Paladin level. If the Dolphin Paladin accidentally smites a creature that is not evil, the smite has no effect, but the ability is used up for that day. At 4th level, the Dolphin Paladin may smite evil one additional time per day.
Lay on Hands (Sp): As a defender of Deep Sashelas’ virtues, a Dolphin Paladin may lay on hands to heal himself, dolphins, or any other creature following the faith of Deep Sashelas. The ability works like a paladin’s ability to lay on hands, except the Dolphin Paladin may head 1 point of damage per Dolphin Paladin level plus his Charisma bonus. If the Dolphin Paladin has any other lay on hands ability from another class he may combine this healing with it.
Favoured Enemy (Ex): At 2nd Level the Dolphin Paladin gains a favoured enemy in the same manner as the Ranger Ability. This ability progresses at 4th level in the same fashion as the Ranger ability as well. The only difference is that the Dolphin Paladin Favoured enemy list is more specific. The Dolphin Paladin can choose between having a favoured enemy vs. Sharks, or Sahuagin.
Dolphin Affinity (Ex): At 2nd Level, the Dolphin Paladin develops a very close affinity with all Dolphins. He gains a +4 bonus to all Handle Animal checks involving Dolphins. In addition he also gains the ability to converse with Dolphins fluently.
Sashelas’ Blessing (Su): At 3rd level the Dolphin Paladin gains immunity to all diseases, including supernatural and magical diseases. In addition he gains a +2 divine bonus on all saves vs. undersea poisons, such as a poisonous sting from an anemone or fish.
Wrath of the Seas (Su): The Dolphin Paladin can channel the destructive powers of the seas and a portion of Deep Sashelas’ power into a wrath terrible to behold. The Dolphin Paladin crackles with undersea energy like an electric eel, his eyes glowing an eerie white glow and his hair flowing back and forth like seaweed swaying in the undersea currents. The Dolphin Paladin gains a +3 bonus on attack rolls, damage, and saving throws for a number of rounds equal to his Charisma bonus. The Dolphin Paladin also gains a damage reduction of 5/-. The Dolphin Paladin can invoke this ability once per day as a free action.
Code of Conduct: A Dolphin Paladin must be of Chaotic Good alignment and loses all class abilities if he ever willingly commits an evil act or a damaging act against Dolphins. Additionally, a Dolphin Paladin’s code requires that he respect the authority of his elven undersea superiors, remains vigilant against, and wages war with the Sahuagin, Sharks, and their allies, and punish those who harm or threaten the undersea realm.
The Dolphin Paladin’s Mount
A Dolphin paladin’s mount is treated as a magical beast, not an animal, for the purpose of all effects that depend on its type (though it retains an animal’s HD, base attack bonus, saves, skill points, and feats).
Code:
Level HD Nat. AC Str. Int. Special
=====================================================
1–3 +2 +4 +1 6 Empathic link, improved evasion,
share spells, share saving throws
4-5 +4 +6 +2 7 Improved speed
Dolphin Paladin’s Mount Basics: Use the base statistics for a Porpoise as per the Monster Manual and advance the creature to a Large 5HD version, in addition make changes to take into account the attributes and characteristics summarized on the table and described below.
Bonus HD: Extra eight-sided (d8) Hit Dice, each of which gains a Constitution modifier, as normal. Extra Hit Dice improve the mount’s base attack and base save bonuses. A special mount’s base attack bonus is equal to that of a cleric of a level equal to the mount’s HD. A mount has good Fortitude and Reflex saves (treat it as a character whose level equals the animal’s HD). The mount gains additional skill points or feats for bonus HD as normal for advancing a monster’s Hit Dice.
Natural Armor Adj.: The number on the table is an improvement to the mount’s existing natural armor bonus.
Str Adj.: Add this figure to the mount’s Strength score.
Int: The mount’s Intelligence score.
Empathic Link (Su): The paladin has an empathic link with her mount out to a distance of up to 1 mile. The paladin cannot see through the mount’s eyes, but they can communicate empathically.
Note that even intelligent mounts see the world differently from humans, so misunderstandings are always possible.
Because of this empathic link, the paladin has the same connection to an item or place that her mount does, just as with a master and his familiar (see Familiars).
Improved Evasion (Ex): When subjected to an attack that normally allows a Reflex saving throw for half damage, a mount takes no damage if it makes a successful saving throw and half damage if the saving throw fails.
Share Spells: At the paladin’s option, she may have any spell (but not any spell-like ability) she casts on herself also affect her mount.
The mount must be within 5 feet at the time of casting to receive the benefit. If the spell or effect has a duration other than instantaneous, it stops affecting the mount if it moves farther than 5 feet away and will not affect the mount again even if it returns to the paladin before the duration expires. Additionally, the paladin may cast a spell with a target of “You” on her mount (as a touch range spell) instead of on herself. A paladin and her mount can share spells even if the spells normally do not affect creatures of the mount’s type (magical beast).
Share Saving Throws: For each of its saving throws, the mount uses its own base save bonus or the paladin’s, whichever is higher. The mount applies its own ability modifiers to saves, and it doesn’t share any other bonuses on saves that the master might have.
Improved Speed (Ex): The mount’s speed increases by 10 feet.