Derjuin
2010-04-30, 07:34 PM
I got this idea after expressing interest in a forum D&D game that is utilizing the Diablo II storyline; I'm sort of looking to maybe use this in it, if it's balanced enough (though the idea of balance is such a high goal, right now I'm just hoping it's workable into an actual class). Please criticize, just please no griping about lack of Blessed Hammer...I'm too lazy to plot out how that spell would work in D&D. :smallwink:
http://i219.photobucket.com/albums/cc273/xilobucket/paladin-history.jpg
Image is from the Diablo 2 data website, The Arreat Summit (http://classic.battle.net/diablo2exp/classes/paladinhistory.shtml)
PALADIN OF ZAKARUM
"I've fought demons in the Western Kingdoms, undead in the great deserts of Aranoch, and my own kin in my homeland, Khejistan. I've seen horrors most wouldn't be able to comprehend. I've abandoned the old Zakarum cause to take up a new one - to protect the innocent and to purge this world of the true source of all its corruption. I am here to fight the Prime Evils."
~Dashikor, veteran Paladin of Zakarum.
Class Information:
Hit Die: d12
Alignment: Lawful Good.
Important Attributes: Strength, Wisdom, Constitution. The Paladin of Zakarum is a melee fighter at heart, with many abilities that function based on his Wisdom bonus.
Class Skills: Climb (str), Concentration (con), Craft (int), Diplomacy (cha), Heal (wis), Intimidate (cha), Jump (str), Knowledge (Nobility and royalty) (int), Knowledge (Religion) (int), Profession (wis), Ride (dex), Sense Motive (wis), Swim (str).
Skill Points at First level: 4 + (int modifier) * 4
Skill Points at Level Up: 4 + (int modifier)
Weapon and Armor Proficiency
Paladins of Zakarum are proficient with all simple and martial weapons, all armor, and all shields.
Class Description:
The Paladin of Zakarum, a faithful defender of the teachings of Zakarum, the religion of the Light, is a melee fighter at heart. However, a paladin of Zakarum is also devout to the Light, and a paladin's faith directly translates to further granted abilities. Although a Paladin casts no spells, he can use abilities that are similar to spells, such as Holy Bolt and Vengeance. A Paladin is also enshrouded in passive power granted by the Light, which manifests as a particular Aura that has an effect on either his allies, or foes.
Here's the Diablo 2 description (http://classic.battle.net/diablo2exp/classes/paladin.shtml).
{table=head]Level|Base Attack Bonus|Fort Save|Ref Save|Will Save|Special|Zeal Attack Bonus
1st|
+1|
+2|
+0|
+2|Sacrifice, Aura Specialization I, Oath to the Light|-
2nd|
+2|
+3|
+0|
+3|Smite|-
3rd|
+3|
+3|
+1|
+3|Divine Resilience|-
4th|
+4|
+4|
+1|
+4|Holy Bolt|-
5th|
+5|
+4|
+1|
+4|Aura Specialization II, Widen Auras|-
6th|
+6/+1|
+5|
+2|
+5|Zeal|+4/+4/-1
7th|
+7/+2|
+5|
+2|
+5|Blessing of the Light|+5/+5/+0
8th|
+8/+3|
+6|
+2|
+6|Powerful Charge|+6/+6/+1
9th|
+9/+4|
+6|
+3|
+6|Bless Weapon 3/day|+7/+7/+2
10th|
+10/+5|
+7|
+3|
+7|Aura Specialization III, Empowered Auras|+8/+8/+3
11th|
+11/+6/+1|
+7|
+3|
+7|Vengeance|+9/+9/+4/-1
12th|
+12/+7/+2|
+8|
+4|
+8|Forceful Charge|+11/+11/+6/+1
13th|
+13/+8/+3|
+8|
+4|
+8|Greater Powerful Charge|+12/+12/+7/+2
14th|
+14/+9/+4|
+9|
+4|
+9|Holy Shield, Mass Blessing of the Light|+13/+13/+8/+3
15th|
+15/+10/+5|
+9|
+5|
+9|Aura Specialization IV, Immediate Auras|+14/+14/+9/+4
16th|
+16/+11/+6/+1|
+10|
+5|
+10|Holy Sword 2/day|+15/+15/+10/+5/+0
17th|
+17/+12/+7/+2|
+10|
+5|
+10|Divine Protection|+16/+16/+11/+6/+1
18th|
+18/+13/+8/+3|
+11|
+6|
+11|Superior Powerful Charge|+18/+18/+13/+8/+3
19th|
+19/+14/+9/+4|
+11|
+6|
+11|Greater Zeal|+19/+19/+19/+14/+9/+4
20th|
+20/+15/+10/+5|
+12|
+6|
+12|Aura Specialization V, Dual Auras|+20/+20/+20/+15/+10/+5[/table]
OATH TO THE LIGHT
A Paladin of Zakarum must never advance the cause of Evil, nor give aid to creatures who intend to use that aid to advance the cause of Evil. If aid is given and such aid is used to advance the cause of Evil without the Paladin knowing, he becomes sworn to avenge his misdoing, but does not violate his oath unless he refuses to pursue the vengeance. It is recommended that he respect legitimate authority but may bypass such authority should the Light warrant it. He must be utterly devoted to the Light and the High Heavens. In dealing with Evil, he is permitted to use tactics that take advantage of foes, so long as no innocents are harmed and the cause of the Light is advanced by doing so.
If the Paladin should violate his Oath, he loses all class features until he atones for his misdeeds, usually by fasting and praying for 24 hours or longer, sacrificing to the Light, and completing a trial set forth by a heavenly being. When all of these deeds are complete, a fallen Paladin is able to pray for atonement. Following the final prayer, he regains all class abilities he had before falling.
SACRIFICE (Ex)
The Paladin of Zakarum is willing to put his life on the line for the Light, going so far as to give up some of his mortal essence to make a strike count. Before you attack, you may declare that you are making a Sacrifice, and pay up to your BAB in hit points to gain a double bonus to your Attack and Damage. This does not count as a Power Attack, nor can it be used at the same time as Power Attack. This ability will only function on the first attack if multiple attacks are used in the same round. However, it does count as Power Attack for the purposes of meeting the pre-requisites for a feat.
AURA SPECIALIZATION
Paladins of Zakarum exude auras of many strengths, based on his progression in the class. Auras are activated as a Standard action and are considered Supernatural abilities. However, a Paladin can only have one aura active at a time. Switching from one Aura to another is a Standard action and can only be done once per round. When the Paladin gains a new Aura Specialization, he selects an Aura from the list below that is given for that level of Specialization.
AURA SPECIALIZATION
{table=head]Level of Specialization|Ability Choices
First|Might or Defiance
Second|Blessed Aim or Prayer
Third|Thorns or Vigor
Fourth|Sanctuary or Salvation
Fifth|Conviction or Fanaticism[/table]
Might
You and allies within 30 feet of you gain a +1 morale bonus to weapon damage per 2 paladin levels you have.
Defiance
You and allies within 30 feet of you gain a +1 morale bonus to AC. This bonus increases by +1 for every 5 Paladin levels you have.
Blessed Aim
You and allies within 30 feet of you gain a +1 morale bonus to Attack rolls made with melee or ranged weapons and touch attacks per 2 paladin levels you have.
Prayer
You and allies within 30 feet gain Fast Healing 1. This healing is increased by 1 for every 3 Paladin levels beyond 5 you gain, up to a maximum of Fast Healing 5.
Thorns
Areas that you threaten are treated as difficult terrain. In addition, melee attacks made against you or an ally within 30 feet provoke a single attack of opportunity. Only one attack of opportunity per character per round can be made as a result of this aura, regardless of feats or total attacks per round, and this attack of opportunity does not count against your total attacks per round.
Vigor
You and allies within 30 feet of you gain a +30 enhancement bonus to speed for to all movement modes they possess and move at their normal speed when wearing medium or heavy armor or carrying a medium or heavy load.
Sanctuary
Undead within 30 feet of you with less than 4 HD become Sickened. In addition, all melee and ranged weapon attacks made by you or allies within 30 feet of you do 2d6 additional damage to Undead, and you and your allies gain the ability to threaten and confrim critical hits against Undead. Additionally, whenever you or one of your allies within range scores a critical hit against any foe, it is sickened and dazed for one round (Fort negates, DC = 10 + 1/2 your paladin level + your Wisdom bonus).
Salvation
You and allies within 30 feet gain Evasion, resistance to Acid, Cold, Electricity and Fire 30, and gain a resistance bonus to saves equal to 1/4 of your Paladin level. If you already possess Evasion from another source, you gain Improved Evasion; however, your allies will not.
Conviction
Enemies within 30 feet suffer a penalty to AC and saving throws equal to your Wisdom modifier, and lose all energy resistance from any source. Enemies possessing immunity to an energy type still take half damage from that energy type, unless the immunity is derived from a subtype.
Fanaticism
You and allies within 30 feet gain a morale bonus to Attack and Damage rolls equal to your Wisdom bonus and the benefits of the Haste spell.
SMITE (Ex)
Beginning at 2nd level, a Paladin becomes quite adept at using his shield as a weapon of his faith. A Paladin can Smite any foe with his shield by forgoing his normal attack for that round. Smite deals damage differently than a Shield Bash does, and does not incorporate Shield Spikes as part of the damage. Bucklers and Tower Shields can be used for Smite attacks. Smite is considered a single attack, and is a Standard Action.
{table=head]Shield Type|Damage
Buckler|2d6
Light Shield*|2d8
Heavy Shield*|2d10
Tower Shield|2d12[/table]
*Steel or Wooden do not differentiate in damage.
In addition, Mithral shields do 1 extra dice of damage, and Adamantine shields do 2 extra dice. For the purpose of determining bonuses, use 1.5x your Strength bonus and add modifiers from masterwork or magical bonuses (for example, a +3 Buckler made of Mithral used in a Smite attack made by a Paladin of Zakarum with 18 strength would do 2d6 for being a buckler, +1d6 for being made of Mithral, +3 for being a +3 Buckler, and +6 from Strength bonuses, equaling to 3d6+9 damage). An enemy struck by a Smite must make a Fortitude roll against a DC equal to 10 + (1/2 of your Paladin level + your Strength bonus) or be Stunned for 1 round. Victims without Fortitude saves cannot be stunned in this way. When an enemy is Stunned by your Smite attack, it cannot be stunned by Smite again for another 5 - (1/5 of your Paladin level) rounds, minimum of 2 rounds. Any abilities that directly increase your damage (such as Sacrifice, Power Attack, or Might) do not affect your Smite attacks.
If you make a Smite attack while your Shield is converted to a Holy Shield, you may make a single melee attack with a light or one-handed weapon with it.
DIVINE RESILIENCE (Su)
At 3rd level, a Paladin gains a sacred bonus based on his Wisdom modifier (if any) to all saving throws.
HOLY BOLT (Su)
Beginning at 4th level, a Paladin with a Wisdom score of 12 or higher can heal others' wounds with a bolt of divine energy. Each day the paladin can heal a total number of hit points of damage equal to his paladin level × his Wisdom bonus. A paladin may choose to divide his healing among multiple allies, and they do not have to use it all at once. Using Holy Bolt is a standard action. It has a range of 50 feet.
Alternatively, a paladin can use any or all of this healing power to deal damage to undead creatures or evil outsiders. Using holy bolt in this way requires a successful ranged touch attack. The paladin decides how many of his daily allotment of points to use as damage after successfully touching a viable creature.
WIDEN AURAS (Su)
Beginning at 5th level, and at every 5th level thereafter (10, 15, 20), the radius of the Paladin's various auras increases by 10 feet, up to a maximum increased radius of 70 feet.
ZEAL (Ex)
Beginning at 6th level, a Paladin wielding a light or one-handed weapon he is proficient with may make an additional attack as part of a Full Attack at the expense of accuracy. At 6th level, this penalty to accuracy is -2. At 12th, this lessens to -1, and this penalty disappears at 18th level.
*Zeal and Flurry of Blows do not stack, and if both are used on the same attack, only the ability that grants better bonuses/attacks is used, the other is wasted.
BLESSING OF THE LIGHT (Su)
Beginning at 7th level, a Paladin may call for a Blessing to be placed upon himself or an ally. This blessing confers a competence bonus equal to his Wisdom modifier to a single skill used by the paladin or his ally. The Paladin may use this ability a number of times per day equal to 3 + 1/4 his Paladin levels and the Blessing lasts for 1 minute per Paladin level.
POWERFUL CHARGE
At 8th level, a Paladin gains the Powerful Charge feat as a bonus feat.
BLESS WEAPON (Sp)
At 9th level, a Paladin gains the ability to cast the Bless Weapon spell 3 times per day.
EMPOWERED AURAS (Su)
Beginning at 10th level, each of the Paladin's auras gains an additional effect, as outlined below:
{table=head]Aura|Empowered Effect when Active
Might|+4 morale bonus to Intimidate checks.
Defiance|+4 morale bonus to disbelieve Illusion effects.
Blessed Aim|+2 morale bonus to rolls to confirm a critical hit.
Prayer|+4 morale bonus to Fortitude saves vs. poisons and diseases.
Thorns|+1d3 damage per round to foes grappling recipients of the aura.
Vigor|+4 morale bonus to Constitution checks and similar checks made to continue tiring activities.
Sanctuary|As the Anticipate Teleportation spell, with a radius equal to the Aura's.
Salvation|Recipients also gain the effects of an Endure Elements spell.
Conviction|Victims within the Aura are affected as though they were in a Zone of Truth spell.
Fanaticism|Upon activation, choose a class skill; all recipients gain a +4 Morale bonus when using that skill.[/table]
VENGEANCE (Su)
Beginning at 11th level, a Paladin may execute an attack in which he converts his weapon into an elemental strike. As a standard action, roll a single melee attack with a weapon, and add 1d10 of each Cold, Lightning and Fire to the attack.
FORCEFUL CHARGE (Ex)
At 12th level, a Paladin may choose to make his Charge attack particularly Forceful. He must declare that he is using this ability before he makes his attack roll (thus, a failed attack roll ruins the attempt). The defender must make a Strength check with a DC equal to 10 + the Paladin's Strength modifier + the Paladin's Wisdom modifier or be knocked back 5 feet. This ability can be used a number of times per day equal to 1/4 of your Paladin levels and only functions against enemies that are within 2 Size differences of your size. The knock back effect is resolved after damage is resolved.
GREATER POWERFUL CHARGE (Ex)
At 13th level, a Paladin of Zakarum gains the Greater Powerful Charge feat as a bonus feat.
HOLY SHIELD (Su)
Beginning at 14th level, a Paladin may recite a short blessing to infuse his shield with his faith, transforming it into a glowing sheet of force in the same shape as the original shield. This blessing lasts a number of minutes equal to 10 * the paladin's Wisdom modifier. The newly blessed shield grants an additional +3 AC and DR 3/-. In addition, a Paladin's shield is considered Lawful and Good for the purposes of overcoming damage reduction when using Smite, and the Shield is also considered a Holy weapon when used against evil foes. As the converted shield is made of force, it also stops Magic Missiles. A shield's conversion to force is a move action; it can be reconverted to a normal shield as a free action.
MASS BLESSING OF THE LIGHT (Su)
As Blessing of the Light, only the Blessing may be given to a number of allies (including the Paladin) equal to the Paladin's class level. This ability can be used a number of times equal to one-fifth of the Paladin's class levels.
IMMEDIATE AURAS (Su)
At 15th level, the paladin may activate an aura as an immediate action with a Concentration check (DC 20 + aura level). On a failure, the paladin expends his immediate action to no effect.
HOLY SWORD (Sp)
At 16th level, a Paladin gains the ability to cast the Holy Sword spell 2 times per day.
DIVINE PROTECTION (Su)
Once per day starting at level 17, a Paladin may activate Divine Protection, which grants him Damage Reduction equal to his Paladin level for a number of rounds equal to 3 + his wisdom modifier (if positive). If the Paladin has any other forms of Damage Reduction, they are suppressed until Divine Protection wears off.
SUPERIOR POWERFUL CHARGE (Ex)
Beginning at 18th level, a Paladin who uses Sacrifice on the same round as making a Charge attack deals 100% more Sacrifice damage.
GREATER ZEAL (Su)
At 19th level, a Paladin may add another attack when making a full attack action. This extra attack is at his full attack bonus.
DUAL AURAS (Su)
At 20th level, a Paladin may activate and maintain two auras at once. However, he only retains the Empowered Auras bonus of one of those auras (of his choice).
*Note: In settings that do not incorporate the Light, the Paladin instead selects a God or ideal that is Lawful Good.
Comments and questions (very much) welcome!
Edit: As a note, a good majority of this class was created by Blizzard Entertainment; I only am translating it to D&D 3.5, with some changes.
Added Change log.
Change Log (from v.0 to v.1)
Improved Hit Die from d10 to d12
Added Concentration, Diplomacy, Knowledge (Nobility and royalty), Ride, Sense Motive and Swim to Class skills
2 more skill points per level
Added Zeal attack bonus to level chart
Added ability types (Su, Ex, Sp) to abilities
Added Oath of the Light
Added juicy RP-talk from the veteran paladin, Dashikor
Improved or changed all Aura abilities
Smite moved to Level 2 from Level 5
Fixed very very broken Vengeance
New Ability: Divine Resilience (level 3)
New Ability: Widen Auras (level 5)
New Ability: Blessing of the Light (level 7)
New Ability: Bless Weapon 3/day (level 9)
New Ability: Empowered Auras (level 10)
New Ability: Forceful Charge (level 12)
New Ability: Mass Blessing of the Light (level 14)
New Ability: Immediate Auras (level 15)
New Ability: Holy Sword 2/day (level 16)
New Ability: Divine Protection (level 17)
New Ability: Greater Zeal (level 19)
New Ability: Dual Auras (level 20)
http://i219.photobucket.com/albums/cc273/xilobucket/paladin-history.jpg
Image is from the Diablo 2 data website, The Arreat Summit (http://classic.battle.net/diablo2exp/classes/paladinhistory.shtml)
PALADIN OF ZAKARUM
"I've fought demons in the Western Kingdoms, undead in the great deserts of Aranoch, and my own kin in my homeland, Khejistan. I've seen horrors most wouldn't be able to comprehend. I've abandoned the old Zakarum cause to take up a new one - to protect the innocent and to purge this world of the true source of all its corruption. I am here to fight the Prime Evils."
~Dashikor, veteran Paladin of Zakarum.
Class Information:
Hit Die: d12
Alignment: Lawful Good.
Important Attributes: Strength, Wisdom, Constitution. The Paladin of Zakarum is a melee fighter at heart, with many abilities that function based on his Wisdom bonus.
Class Skills: Climb (str), Concentration (con), Craft (int), Diplomacy (cha), Heal (wis), Intimidate (cha), Jump (str), Knowledge (Nobility and royalty) (int), Knowledge (Religion) (int), Profession (wis), Ride (dex), Sense Motive (wis), Swim (str).
Skill Points at First level: 4 + (int modifier) * 4
Skill Points at Level Up: 4 + (int modifier)
Weapon and Armor Proficiency
Paladins of Zakarum are proficient with all simple and martial weapons, all armor, and all shields.
Class Description:
The Paladin of Zakarum, a faithful defender of the teachings of Zakarum, the religion of the Light, is a melee fighter at heart. However, a paladin of Zakarum is also devout to the Light, and a paladin's faith directly translates to further granted abilities. Although a Paladin casts no spells, he can use abilities that are similar to spells, such as Holy Bolt and Vengeance. A Paladin is also enshrouded in passive power granted by the Light, which manifests as a particular Aura that has an effect on either his allies, or foes.
Here's the Diablo 2 description (http://classic.battle.net/diablo2exp/classes/paladin.shtml).
{table=head]Level|Base Attack Bonus|Fort Save|Ref Save|Will Save|Special|Zeal Attack Bonus
1st|
+1|
+2|
+0|
+2|Sacrifice, Aura Specialization I, Oath to the Light|-
2nd|
+2|
+3|
+0|
+3|Smite|-
3rd|
+3|
+3|
+1|
+3|Divine Resilience|-
4th|
+4|
+4|
+1|
+4|Holy Bolt|-
5th|
+5|
+4|
+1|
+4|Aura Specialization II, Widen Auras|-
6th|
+6/+1|
+5|
+2|
+5|Zeal|+4/+4/-1
7th|
+7/+2|
+5|
+2|
+5|Blessing of the Light|+5/+5/+0
8th|
+8/+3|
+6|
+2|
+6|Powerful Charge|+6/+6/+1
9th|
+9/+4|
+6|
+3|
+6|Bless Weapon 3/day|+7/+7/+2
10th|
+10/+5|
+7|
+3|
+7|Aura Specialization III, Empowered Auras|+8/+8/+3
11th|
+11/+6/+1|
+7|
+3|
+7|Vengeance|+9/+9/+4/-1
12th|
+12/+7/+2|
+8|
+4|
+8|Forceful Charge|+11/+11/+6/+1
13th|
+13/+8/+3|
+8|
+4|
+8|Greater Powerful Charge|+12/+12/+7/+2
14th|
+14/+9/+4|
+9|
+4|
+9|Holy Shield, Mass Blessing of the Light|+13/+13/+8/+3
15th|
+15/+10/+5|
+9|
+5|
+9|Aura Specialization IV, Immediate Auras|+14/+14/+9/+4
16th|
+16/+11/+6/+1|
+10|
+5|
+10|Holy Sword 2/day|+15/+15/+10/+5/+0
17th|
+17/+12/+7/+2|
+10|
+5|
+10|Divine Protection|+16/+16/+11/+6/+1
18th|
+18/+13/+8/+3|
+11|
+6|
+11|Superior Powerful Charge|+18/+18/+13/+8/+3
19th|
+19/+14/+9/+4|
+11|
+6|
+11|Greater Zeal|+19/+19/+19/+14/+9/+4
20th|
+20/+15/+10/+5|
+12|
+6|
+12|Aura Specialization V, Dual Auras|+20/+20/+20/+15/+10/+5[/table]
OATH TO THE LIGHT
A Paladin of Zakarum must never advance the cause of Evil, nor give aid to creatures who intend to use that aid to advance the cause of Evil. If aid is given and such aid is used to advance the cause of Evil without the Paladin knowing, he becomes sworn to avenge his misdoing, but does not violate his oath unless he refuses to pursue the vengeance. It is recommended that he respect legitimate authority but may bypass such authority should the Light warrant it. He must be utterly devoted to the Light and the High Heavens. In dealing with Evil, he is permitted to use tactics that take advantage of foes, so long as no innocents are harmed and the cause of the Light is advanced by doing so.
If the Paladin should violate his Oath, he loses all class features until he atones for his misdeeds, usually by fasting and praying for 24 hours or longer, sacrificing to the Light, and completing a trial set forth by a heavenly being. When all of these deeds are complete, a fallen Paladin is able to pray for atonement. Following the final prayer, he regains all class abilities he had before falling.
SACRIFICE (Ex)
The Paladin of Zakarum is willing to put his life on the line for the Light, going so far as to give up some of his mortal essence to make a strike count. Before you attack, you may declare that you are making a Sacrifice, and pay up to your BAB in hit points to gain a double bonus to your Attack and Damage. This does not count as a Power Attack, nor can it be used at the same time as Power Attack. This ability will only function on the first attack if multiple attacks are used in the same round. However, it does count as Power Attack for the purposes of meeting the pre-requisites for a feat.
AURA SPECIALIZATION
Paladins of Zakarum exude auras of many strengths, based on his progression in the class. Auras are activated as a Standard action and are considered Supernatural abilities. However, a Paladin can only have one aura active at a time. Switching from one Aura to another is a Standard action and can only be done once per round. When the Paladin gains a new Aura Specialization, he selects an Aura from the list below that is given for that level of Specialization.
AURA SPECIALIZATION
{table=head]Level of Specialization|Ability Choices
First|Might or Defiance
Second|Blessed Aim or Prayer
Third|Thorns or Vigor
Fourth|Sanctuary or Salvation
Fifth|Conviction or Fanaticism[/table]
Might
You and allies within 30 feet of you gain a +1 morale bonus to weapon damage per 2 paladin levels you have.
Defiance
You and allies within 30 feet of you gain a +1 morale bonus to AC. This bonus increases by +1 for every 5 Paladin levels you have.
Blessed Aim
You and allies within 30 feet of you gain a +1 morale bonus to Attack rolls made with melee or ranged weapons and touch attacks per 2 paladin levels you have.
Prayer
You and allies within 30 feet gain Fast Healing 1. This healing is increased by 1 for every 3 Paladin levels beyond 5 you gain, up to a maximum of Fast Healing 5.
Thorns
Areas that you threaten are treated as difficult terrain. In addition, melee attacks made against you or an ally within 30 feet provoke a single attack of opportunity. Only one attack of opportunity per character per round can be made as a result of this aura, regardless of feats or total attacks per round, and this attack of opportunity does not count against your total attacks per round.
Vigor
You and allies within 30 feet of you gain a +30 enhancement bonus to speed for to all movement modes they possess and move at their normal speed when wearing medium or heavy armor or carrying a medium or heavy load.
Sanctuary
Undead within 30 feet of you with less than 4 HD become Sickened. In addition, all melee and ranged weapon attacks made by you or allies within 30 feet of you do 2d6 additional damage to Undead, and you and your allies gain the ability to threaten and confrim critical hits against Undead. Additionally, whenever you or one of your allies within range scores a critical hit against any foe, it is sickened and dazed for one round (Fort negates, DC = 10 + 1/2 your paladin level + your Wisdom bonus).
Salvation
You and allies within 30 feet gain Evasion, resistance to Acid, Cold, Electricity and Fire 30, and gain a resistance bonus to saves equal to 1/4 of your Paladin level. If you already possess Evasion from another source, you gain Improved Evasion; however, your allies will not.
Conviction
Enemies within 30 feet suffer a penalty to AC and saving throws equal to your Wisdom modifier, and lose all energy resistance from any source. Enemies possessing immunity to an energy type still take half damage from that energy type, unless the immunity is derived from a subtype.
Fanaticism
You and allies within 30 feet gain a morale bonus to Attack and Damage rolls equal to your Wisdom bonus and the benefits of the Haste spell.
SMITE (Ex)
Beginning at 2nd level, a Paladin becomes quite adept at using his shield as a weapon of his faith. A Paladin can Smite any foe with his shield by forgoing his normal attack for that round. Smite deals damage differently than a Shield Bash does, and does not incorporate Shield Spikes as part of the damage. Bucklers and Tower Shields can be used for Smite attacks. Smite is considered a single attack, and is a Standard Action.
{table=head]Shield Type|Damage
Buckler|2d6
Light Shield*|2d8
Heavy Shield*|2d10
Tower Shield|2d12[/table]
*Steel or Wooden do not differentiate in damage.
In addition, Mithral shields do 1 extra dice of damage, and Adamantine shields do 2 extra dice. For the purpose of determining bonuses, use 1.5x your Strength bonus and add modifiers from masterwork or magical bonuses (for example, a +3 Buckler made of Mithral used in a Smite attack made by a Paladin of Zakarum with 18 strength would do 2d6 for being a buckler, +1d6 for being made of Mithral, +3 for being a +3 Buckler, and +6 from Strength bonuses, equaling to 3d6+9 damage). An enemy struck by a Smite must make a Fortitude roll against a DC equal to 10 + (1/2 of your Paladin level + your Strength bonus) or be Stunned for 1 round. Victims without Fortitude saves cannot be stunned in this way. When an enemy is Stunned by your Smite attack, it cannot be stunned by Smite again for another 5 - (1/5 of your Paladin level) rounds, minimum of 2 rounds. Any abilities that directly increase your damage (such as Sacrifice, Power Attack, or Might) do not affect your Smite attacks.
If you make a Smite attack while your Shield is converted to a Holy Shield, you may make a single melee attack with a light or one-handed weapon with it.
DIVINE RESILIENCE (Su)
At 3rd level, a Paladin gains a sacred bonus based on his Wisdom modifier (if any) to all saving throws.
HOLY BOLT (Su)
Beginning at 4th level, a Paladin with a Wisdom score of 12 or higher can heal others' wounds with a bolt of divine energy. Each day the paladin can heal a total number of hit points of damage equal to his paladin level × his Wisdom bonus. A paladin may choose to divide his healing among multiple allies, and they do not have to use it all at once. Using Holy Bolt is a standard action. It has a range of 50 feet.
Alternatively, a paladin can use any or all of this healing power to deal damage to undead creatures or evil outsiders. Using holy bolt in this way requires a successful ranged touch attack. The paladin decides how many of his daily allotment of points to use as damage after successfully touching a viable creature.
WIDEN AURAS (Su)
Beginning at 5th level, and at every 5th level thereafter (10, 15, 20), the radius of the Paladin's various auras increases by 10 feet, up to a maximum increased radius of 70 feet.
ZEAL (Ex)
Beginning at 6th level, a Paladin wielding a light or one-handed weapon he is proficient with may make an additional attack as part of a Full Attack at the expense of accuracy. At 6th level, this penalty to accuracy is -2. At 12th, this lessens to -1, and this penalty disappears at 18th level.
*Zeal and Flurry of Blows do not stack, and if both are used on the same attack, only the ability that grants better bonuses/attacks is used, the other is wasted.
BLESSING OF THE LIGHT (Su)
Beginning at 7th level, a Paladin may call for a Blessing to be placed upon himself or an ally. This blessing confers a competence bonus equal to his Wisdom modifier to a single skill used by the paladin or his ally. The Paladin may use this ability a number of times per day equal to 3 + 1/4 his Paladin levels and the Blessing lasts for 1 minute per Paladin level.
POWERFUL CHARGE
At 8th level, a Paladin gains the Powerful Charge feat as a bonus feat.
BLESS WEAPON (Sp)
At 9th level, a Paladin gains the ability to cast the Bless Weapon spell 3 times per day.
EMPOWERED AURAS (Su)
Beginning at 10th level, each of the Paladin's auras gains an additional effect, as outlined below:
{table=head]Aura|Empowered Effect when Active
Might|+4 morale bonus to Intimidate checks.
Defiance|+4 morale bonus to disbelieve Illusion effects.
Blessed Aim|+2 morale bonus to rolls to confirm a critical hit.
Prayer|+4 morale bonus to Fortitude saves vs. poisons and diseases.
Thorns|+1d3 damage per round to foes grappling recipients of the aura.
Vigor|+4 morale bonus to Constitution checks and similar checks made to continue tiring activities.
Sanctuary|As the Anticipate Teleportation spell, with a radius equal to the Aura's.
Salvation|Recipients also gain the effects of an Endure Elements spell.
Conviction|Victims within the Aura are affected as though they were in a Zone of Truth spell.
Fanaticism|Upon activation, choose a class skill; all recipients gain a +4 Morale bonus when using that skill.[/table]
VENGEANCE (Su)
Beginning at 11th level, a Paladin may execute an attack in which he converts his weapon into an elemental strike. As a standard action, roll a single melee attack with a weapon, and add 1d10 of each Cold, Lightning and Fire to the attack.
FORCEFUL CHARGE (Ex)
At 12th level, a Paladin may choose to make his Charge attack particularly Forceful. He must declare that he is using this ability before he makes his attack roll (thus, a failed attack roll ruins the attempt). The defender must make a Strength check with a DC equal to 10 + the Paladin's Strength modifier + the Paladin's Wisdom modifier or be knocked back 5 feet. This ability can be used a number of times per day equal to 1/4 of your Paladin levels and only functions against enemies that are within 2 Size differences of your size. The knock back effect is resolved after damage is resolved.
GREATER POWERFUL CHARGE (Ex)
At 13th level, a Paladin of Zakarum gains the Greater Powerful Charge feat as a bonus feat.
HOLY SHIELD (Su)
Beginning at 14th level, a Paladin may recite a short blessing to infuse his shield with his faith, transforming it into a glowing sheet of force in the same shape as the original shield. This blessing lasts a number of minutes equal to 10 * the paladin's Wisdom modifier. The newly blessed shield grants an additional +3 AC and DR 3/-. In addition, a Paladin's shield is considered Lawful and Good for the purposes of overcoming damage reduction when using Smite, and the Shield is also considered a Holy weapon when used against evil foes. As the converted shield is made of force, it also stops Magic Missiles. A shield's conversion to force is a move action; it can be reconverted to a normal shield as a free action.
MASS BLESSING OF THE LIGHT (Su)
As Blessing of the Light, only the Blessing may be given to a number of allies (including the Paladin) equal to the Paladin's class level. This ability can be used a number of times equal to one-fifth of the Paladin's class levels.
IMMEDIATE AURAS (Su)
At 15th level, the paladin may activate an aura as an immediate action with a Concentration check (DC 20 + aura level). On a failure, the paladin expends his immediate action to no effect.
HOLY SWORD (Sp)
At 16th level, a Paladin gains the ability to cast the Holy Sword spell 2 times per day.
DIVINE PROTECTION (Su)
Once per day starting at level 17, a Paladin may activate Divine Protection, which grants him Damage Reduction equal to his Paladin level for a number of rounds equal to 3 + his wisdom modifier (if positive). If the Paladin has any other forms of Damage Reduction, they are suppressed until Divine Protection wears off.
SUPERIOR POWERFUL CHARGE (Ex)
Beginning at 18th level, a Paladin who uses Sacrifice on the same round as making a Charge attack deals 100% more Sacrifice damage.
GREATER ZEAL (Su)
At 19th level, a Paladin may add another attack when making a full attack action. This extra attack is at his full attack bonus.
DUAL AURAS (Su)
At 20th level, a Paladin may activate and maintain two auras at once. However, he only retains the Empowered Auras bonus of one of those auras (of his choice).
*Note: In settings that do not incorporate the Light, the Paladin instead selects a God or ideal that is Lawful Good.
Comments and questions (very much) welcome!
Edit: As a note, a good majority of this class was created by Blizzard Entertainment; I only am translating it to D&D 3.5, with some changes.
Added Change log.
Change Log (from v.0 to v.1)
Improved Hit Die from d10 to d12
Added Concentration, Diplomacy, Knowledge (Nobility and royalty), Ride, Sense Motive and Swim to Class skills
2 more skill points per level
Added Zeal attack bonus to level chart
Added ability types (Su, Ex, Sp) to abilities
Added Oath of the Light
Added juicy RP-talk from the veteran paladin, Dashikor
Improved or changed all Aura abilities
Smite moved to Level 2 from Level 5
Fixed very very broken Vengeance
New Ability: Divine Resilience (level 3)
New Ability: Widen Auras (level 5)
New Ability: Blessing of the Light (level 7)
New Ability: Bless Weapon 3/day (level 9)
New Ability: Empowered Auras (level 10)
New Ability: Forceful Charge (level 12)
New Ability: Mass Blessing of the Light (level 14)
New Ability: Immediate Auras (level 15)
New Ability: Holy Sword 2/day (level 16)
New Ability: Divine Protection (level 17)
New Ability: Greater Zeal (level 19)
New Ability: Dual Auras (level 20)