PALADIN
Alignment: A paladin must adhere to one of the four diametrically opposed alignments: Lawful good, chaotic good, lawful evil, or chaotic evil. Evil paladins are typically known as anti-paladins, but their class features are much the same.
Hit Die: d10.
Class Skills
The paladin’s class skills (and the key ability for each skill) are Craft (Int), Handle Animal (Cha), Heal (Wis), Knowledge (nobility and royalty / religion) (Int), Persuasion (Cha), Profession (Wis), Ride (Dex), and Sense Motive (Wis).
Skill Points Per Level: 4 + Int modifier.
Class Features
Weapon and Armor Proficiency: Paladins are proficient with all simple and martial weapons, with all types of armor (heavy, medium, and light), and with all shields (including tower shields).
[sblock]Free tower shield proficiency.[/sblock]
Aura (Ex): Like the cleric, as agents of their deity, paladins project an aura that can be detected. The power of a paladin’s aura (see the detect good spell) is equal to her paladin level.
Detect Evil/Good (Sp): At will, a good paladin can use detect evil, as the spell. Evil paladins can use detect good.
Smite Evil/Good (Su): Once per rest, a paladin may attempt to smite opponents with one normal melee attack. Good paladins smite evil, while evil paladins smite good. The paladin adds her Charisma bonus (if any) to her attack roll and deals 1 extra point of damage per paladin level. If the paladin accidentally smites a creature that is not of an opposing alignment, the smite has no effect, but the ability is still used up.
At 5th level, and at every five levels thereafter, the paladin may smite evil one additional time per rest, as indicated on the table, to a maximum of five times per rest at 20th level.
Divine Grace (Su): At 2nd level, a paladin gains a bonus equal to her Charisma bonus (if any) on all saving throws.
Lay on Hands (Su): Beginning at 2nd level, a good paladin with a Charisma score of 12 or higher can heal wounds (her own or those of others) by touch. She can heal a total number of hit points of damage equal to her paladin level x her Charisma bonus per rest. A paladin may choose to divide her healing among multiple recipients, and she doesn’t have to use it all at once. Using lay on hands is a standard action.
Alternatively, a paladin can use any or all of this healing power to deal damage to undead creatures. Using lay on hands in this way requires a successful melee touch attack and doesn’t provoke an attack of opportunity. The paladin decides how many of her daily allotment of points to use as damage after successfully touching an undead creature.
Evil paladins can heal their own wounds as above, but their evil touch damages all other living creatures, and heals undead.
Aura of Courage (Su): Beginning at 3rd level, a paladin is immune to fear (magical or otherwise). Each ally within 10 feet of her gains a +4 morale bonus on saving throws against fear effects. This ability functions while the paladin is conscious, but not if she is unconscious or dead.
Evil paladins are immune to fear (as their good counterparts) but they project an aura of dread. Each opponent within 10 feet of her suffers a -4 penalty to saving throws against fear effects.
Divine Health (Ex): At 3rd level, a paladin gains immunity to all diseases, including supernatural and magical diseases.
Blessed Weapon (Sp): At 4th level, a paladin gains the ability to temporarily imbue the weapon she wields with magical abilities. This ability requires a standard action to activate and lasts for 1 round per paladin level. If the weapon leaves the paladin's hand, all effects immediately end. The paladin cannot imbue more than one weapon at a time.
As she increases in level, her weapon gains additional abilities. See the table below:
Code:
Level Enhancement Effect
4 +1 weapon treated as good/evil for overcoming DR;
critical threats are automatically confirmed
vs evil/good creatures
7 +2 weapon does an extra +1d6 good/evil damage
vs evil/good creatures
10 +3 paladin is protected by protection from evil/good;
weapon gains the holy/unholy ability
13 +4 weapon radiates magic circle versus evil/good 10'
16 +5 weapon gains the holy/unholy burst ability
The holy/unholy weapon effects supersede (and do not stack with) the bonus damage gained at level 7.
When the paladin imbues a magical weapon, the highest enhancement bonus applies, but the weapon loses any other magical effects it may have had (flaming, dancing, vorpal, etc.).
[sblock]The paladin had two spells that did not also appear on the cleric spell list. Rather than roll these spells into the cleric list, we simply granted the effects of these spells directly to the paladin as class features. This has the added bonus of freeing up those spells so that the paladin can diversify his spell selection a bit more.
This same philosophy was extended to the paladin's divine mercy (see below)-- a great many "maintenance" curative/restorative spells are granted as class features. Again, this frees the paladin to ready other spells instead.[/sblock]
Turn Undead (Su): When a paladin reaches 4th level, she gains the supernatural ability to turn undead. She may use this ability a number of times per rest equal to 3 + her Charisma modifier. She turns undead as a cleric three levels lower than her own paladin level.
Spells: A paladin gains the ability to cast divine spells, which are drawn from the cleric spell list.
To ready or cast a spell, a paladin must have a Wisdom score equal to at least 10 + the spell level. The Difficulty Class for a saving throw against a paladin’s spell is 10 + the spell level + the paladin’s Wisdom modifier. She receives bonus spells per day if she has a high Wisdom score.
Renewed Smite (Su): Upon reaching 5th level, the paladin does expend a use of her smite if the attack misses.
Divine Mercy (Sp): At 6th level, a good paladin can produce one of the following spell effects, as the spell, once per rest:
bless water, lesser restoration, remove blindness/deafness, remove curse, and
remove disease.
She can use this ability one additional time per rest for every three levels after 6th (twice per rest at 9th, three times at 12th, and so forth).
At 8th level, a good paladin gains access to
restoration. At 10th level, she gains access to
dispel evil.
Evil paladins gain divine cruelty instead, and can produce the following spell effects:
curse water, death knell, blindness/deafness, bestow curse, and
contagion. At 8th level, she gains access to
poison. At 10th level, she gains access to
dispel good.
Code of Conduct: Paladins (of any alignment) who knowingly and willingly act against the interests of their deity immediately lose all class abilities. Furthermore, a paladin may never knowingly associate with those who conflict with her moral and/or ethical code, or who act to oppose the interests of the paladin’s deity. The DM may choose to warn the paladin’s player should such conflicts arise, in order to give the player the opportunity to make a knowing and willful choice.
Code:
Level BAB BMB Class Features
1 +1 +0 Aura of good, detect evil, smite evil 1/rest
2 +2 +1 Divine grace, lay on hands
3 +3 +1 Aura of courage, divine health
4 +4 +2 Divine weapon 1/rest, turn undead
5 +5 +2 Renewed smite, smite evil 2/rest
6 +6 +3 Divine mercy 1/rest
7 +7 +3 Divine weapon 2/rest
8 +8 +4
9 +9 +4 Divine mercy 2/rest
10 +10 +5 Divine weapon 3/rest, smite evil 3/day
11 +11 +5
12 +12 +6 Divine mercy 3/rest
13 +13 +6 Divine weapon 4/rest
14 +14 +7
15 +15 +7 Divine mercy 4/rest, smite evil 4/rest
16 +16 +8 Divine weapon 5/rest
17 +17 +8
18 +18 +9 Divine mercy 5/rest
19 +19 +9
20 +20 +10 Smite evil 5/rest