LingVudka
2010-08-06, 03:26 PM
I thought I'd post on here to get opinions other than from the group I run for. I was wanting to know what Tier people think this is as I was aiming for between 3 and 4. At the moment I'm thinking it's low to mid Tier 4.
It's my first rewrite posting. :smallredface:
PALADIN
Alignment - Any
{TABLE="head;width=70%"]
Level | BAB | Fort | Ref | Will | Special
1 |+1 |+2 |+0 |+0 |Alignment Aura, Detect Alignment, Smite 1/day
2 | +2 | +3 | +0 | +0 | Divine Grace, Lay on Hands/Deadly Touch
3 | +3 | +3 | +0 | +0 | Paladin's Aura, Divine Health
4 | +4 | +4 | +1 | +1 | Renew Smite, Turn/Rebuke Undead, Spellcasting
5 | +5 | +4 | +1 | +1 | Special Mount
6 | +6/+1 | +5 | +1 | +1 | Panacea
7 | +7/+2 | +5 | +2 | +2 | Divine Accolade, Recovering Smite
8 | +8/+3 | +6 | +2 | +2 | Truthseer
9 | +9/+4 | +6 | +2 | +2 | Distant Hands/Touch, Dual Detect
10 | +10/+5 | +7 | +3 | +3 | Recurring Smite, Steadfast
11 | +11/+6/+1 | +7 | +3 | +3 | Augmented Smite, Mark of the Divine
12 | +12/+7/+2 | +8 | +3 | +3 | Purging Smite
13 | +13/+8/+3 | +8 | +4 | +4 | Divine Accolade
14 | +14/+9/+4 | +9 | +4 | +4 | Ordained Warrior
15 | +15/+10/+5 | +9 | +4 | +4 | Enhanced Distant Hands/Touch
16 | +16/+11/+6/+1 | +10 | +5 | +5 | Greater Recurring Smite
17 | +17/+12/+7/+2 | +10 | +5 | +5 | Divine Accolade
18 | +18/+13/+8/+3 | +11 | +5 | +5 | Revealing Vision
19 | +19/+14/+9/+4 | +11 | +6 | +6 | Constant Smite, Divine Accolade
20 | +20/+15/+10/+5 | +12 | +6 | +6 | Ascension
[/TABLE]
Unless stated here all Paladin class abilities (from the Player’s Handbook and Unearthed Arcana) remain unchanged.
Paladin Variants: The abilities of the Paladin variants from the Unearthed Arcana (Freedom [Chaotic Good], Tyranny [Lawful Evil] and Slaughter [Chaotic Evil]) are gained at the same level as the traditional Paladin (Righteousness [Lawful Good]).
Class Skills: The variant replacements from Unearthed Arcana apply.
Proficiencies: Paladins are also proficient with their deities favoured weapon.
CLASS FEATURES
Alignment Aura (Ex):
A Paladin MUST be of the same alignment as their deity, if the deity does not have an alignment then the Paladin must choose their alignment according to the deity’s dogma. A Paladin must act as a prime example of the ideals/dogma/teachings of their deity. If a Paladin’s alignment moves away from their deity’s then they do not lose all supernatural and spell-like abilities granted by their Paladin class levels but cannot advance further in the Paladin class until their alignment corresponds to their deity. If a Paladin stops worshipping a deity then they cannot use any supernatural abilities.
*Special: If a Paladin changes their worship to another deity then they must change their class abilities to reflect their new deity. This requires a ritual and the completion of a special goal by the new deity relative to the Paladin’s level. Changing deities renders all worshippers of the previous deity with an attitude of at least unfriendly. Any interaction checks with the previous deity’s worshippers require double the effort to change any attitudes i.e. all attitude check DC’s are doubled.
A Paladin radiates an aura of their alignment equal to a cleric of their level. A Neutral Paladin’s aura will fluctuate depending upon the abilities used and how recently they used them.
Paladins that are not of the four standard classes (Righteousness, Freedom, Tyranny and Slaughter) must choose their abilities from one of the four standards. A Neutral Paladin can only choose from a standard class that is one alignment step away from their own e.g. a Lawful Neutral Paladin can only choose between Righteousness [LG] and Tyranny [LE] while a True Neutral Paladin can choose from all four standards.
Detect Alignment (Sp):
At 1st level a Paladin gains the ability to use Detect Alignment as a spell like ability at will. The alignment detected is of an opposing nature to the Paladin’s alignment. If the Paladin has more than one factor in their alignment then they must choose which alignment they will be able to detect e.g. a NG Paladin gets Detect Evil, a LN Paladin gains Detect Chaos while a CE Paladin must choose either Detect Good or Detect Law. A True Neutral Paladin must choose which alignment they will detect. Once an alignment is chosen it can never be changed.*
Smite (Su):
At 1st level a Paladin gains the Smite ability according to their alignment. If a Paladin has two factors in their alignment then they must choose what alignment their Smite ability will take e.g. a Lawful Good Paladin can choose either to Smite Evil or Smite Chaos while a Neutral Evil Paladin can only have a Smite Good. A True Neutral Paladin is the only exception to the rule whereby they can choose any alignment for their Smite ability. Once the alignment of the Smite is chosen it can never be changed.*
As per the PHB Smite still overcomes DR, is not precision damage and is not subject to critical hits. The Paladin still applies their Charisma bonus to attack rolls. The extra damage is equal to +1d8 for every level of Paladin. As a Paladin gains levels their Smite will be usable more often and increase in power.
Smite takes a standard action, can be used as part of a charge and must be declared before the attack is begun.
Paladin’s Aura (Su):
The radius for the effect of a Paladin’s Aura (Courage [LG], Resolve [CG], Despair [LE] or Debilitating [CE]) is equal to 10ft + 5ft for every five Paladin levels up to a maximum of 30ft at 20th level.
Renew Smite (Su):
A Paladin of 4th level and higher can renew the daily use of their Smite ability by spending 10 minutes of unbroken concentration in prayer to their deity.
Special Mount (Sp):
It is recommended for the Mount chosen to be agreeable to your deity’s dogma/teachings/ethos or of a form that your deity identifies with e.g. a Giant Owl may be used for a god of hunting while a wolf could also be used for the same god, a non-venomous snake could be used for a healing god or for a god of lies and deception. The thematic is up to the GM and the player though.
The ability to summon a Special Mount is a spell-like ability and counts as a spell of the same descriptor as the Paladin’s alignment i.e. it would count as a good aligned spell from a NG Paladin while there wouldn’t be an alignment on the spell from a TN Paladin.
Panacea (Sp):
At 6th level a Paladin can use Panacea as spell-like ability a number of times per day equal to their Paladin class levels divided by five i.e. 2/day at 10th, 3/day at 15th and 4/day at 20th level.
Divine Accolade:
At 7th level a Paladin is rewarded by their deity for the services they have performed. The Paladin can now choose any feat they qualify for. The Paladin is rewarded again at 13th, 17th and 19th level.
Recovering Smite (Su):
At 7th level a Paladin becomes much more attuned to their deity and only needs to wait 2 minutes before being able to use their Smite ability again. Also from now on their Smite ability does not get wasted if the attack it is used with does not succeed, it is now considered 'Reliable'.
Truthseer (Su):
A Paladin is always on the lookout for infidels and this has honed their ability to see through lies and deceit. An 8th level Paladin rolls twice against any Bluff check and takes the better result. They also gain a +2 bonus on saves to disbelieve illusions when interacting with them.
Lastly a Paladin can now see invisible and ethereal creatures as if they had See Invisibility as the spell. The Paladin can use this ability in 10 minute intervals with a maximum number of intervals equal to half the Paladin's class level. These intervals need not be consecutive.
Distant Hands/Touch (Su):
A 9th level Paladin’s Lay on Hands or Deadly Touch ability now has a range equal to their Paladin’s Aura. This ability can be used to heal an ally as an immediate action. This healing can prevent an ally from dying if applied at the moment of an attack although the Paladin must have the necessary amount of Lay on Hands points to negate/prevent the damage. A Paladin cannot heal themselves as an immediate action, only as a standard action.
If a Paladin is using this ability as an attack then they must succeed on a ranged touch attack on an enemy. This use of Distant Hands/Touch requires a standard action. Any recipient must be within line of effect for this ability to work.
The Paladin also becomes more efficient with this ability and can heal a number of hit points equal to twice their Paladin level times their Charisma modifier (2 x Paladin levels x CHA modifier).
Additionally the Paladin may heal Ability damage with their Distant Hands/Touch. The number of healing points spent is dependant upon the value of the ability to be healed e.g. healing an ability from 6 to 7 would require 7 healing points, healing an ability from 13 to 14 would require 14 healing points. Each level of ability healed must be paid in full before higher levels can be healed.
Dual Detect (Sp):
At 9th level a Paladin’s Detect Alignment gains the other opposing factor of their alignment. If a Paladin’s second factor of their alignment is Neutral then they must choose an alignment of the other type e.g. a LG Paladin chose Detect Evil at 1st level and now gains Detect Chaos, a CN Paladin gained Detect Law at 1st level and now must choose either Detect Evil or Detect Good. True Neutral Paladin's do not gain the second Detect Alignment ability.
A Paladin's deity will not allow them to have Detect Evil and Detect Good at the same time or Detect Chaos and Detect Law at the same time. Dual Detect incorporates both detect spell-like abilities into one use. This means both detect abilities occur with one use and a Paladin does not have to concentrate to determine alignments or aura strengths. A Paladin adds their Charisma bonus to their character level when determining if an overwhelming aura will stun them.
Recurring Smite (Su):
A 10th level Paladin further attunes to their deity and can now use their Smite ability more often. They can use their Smite every 5 rounds.
Steadfast (Ex):
A 10th level Paladin has taken so much damage that they can stand and fight even until death. They gain Diehard as a bonus feat. If they already have Diehard then the Paladin may choose another feat that they qualify for.
Additionally, while a Paladin is at or under 1/4 of their HP they gain a morale bonus to their AC equal to the number of rounds that they have been at or under 1/4HP up to a maximum of +10.
Augmented Smite (Su):
At 11th level a Paladin gains the Augmented Smite ability whereby the Paladin’s Smite ability gains another alignment. If the Paladin has two factors in their alignment then they automatically get the second opposing alignment, if the Paladin second alignment factor is Neutral then they must choose their second opposing alignment for their Smite ability. A True Neutral Paladin does not gain the second alignment to their Smite ability.
Once chosen this second alignment does not change.* The Paladin's Smite ability now works against both alignment factors e.g. a Lawful Good Paladin’s Smite works against both chaotic creatures and/or evil creatures.
Augmented Smite lasts for a full round and applies to all attacks (including attacks of opportunity) made in that round however the extra damage applied to every attack is equal to +1d8 for every 4 levels of Paladin. Smite now only requires a swift action and can be used with a full attack. A Paladin still adds their Charisma modifier to all attack rolls. A Paladin can still Smite as a standard action or part of a charge where they would apply +1d8 for every Paladin level.
Mark of the Divine (Ex):
An 11th level Paladin has devoted themselves to their deity so much that they gain an aligned damage reduction. This damage reduction is of the opposite alignment as the Paladin's. If a Paladin has two factors in their alignment they must choose which of their alignments their damage reduction will apply to e.g. a Neutral Good Paladin gains DR 10/Evil, a Lawful Neutral Paladin gains DR 10/Chaos while a Chaotic Evil Paladin can choose either DR 10/Good or DR 10/Law. A True Neutral Paladin must choose which aligned damage reduction to have.
Purging Smite (Su):
A 12th level Paladin's Smite ability now causes an invisibility purge against creatures that are subject to their Smite. This purge occurs every time a Paladin succeeds on a Smite attack and is centred on the creature hit by the Smite attack. If an invisible creature is subject to a Smite attack then their invisibility is dispelled. If the invisibilty is a spell-like or supernatural ability then that ability is repressed for a number of rounds equal to the Wisdom modifier of the Paladin.
Additionally the recipient of the Smite attack can be subject to an effect that replicates Blasphemy, Dictum, Holy Word or Word of Chaos depending upon the Paladin's first alignment choice for their Smite ability. To use this ability the Paladin must sacrifice one of their Turn Undead attempts. This action MUST be included with the Smite declaration. The effective caster level for this ability is equal to the Paladin's class level + WIS modifier. Any recipient of the Smite attack can improve their effective HD by 1 step if they pass a Fortitude save DC = 10 + 1/2 Paladin's level + Charisma modifier. This effect only occurs on the recipient of the Smite.
Ordained Warrior (Ex):
A Paladin of 14th level gains the alignment subtype(s) of their deity. They also gain 60ft Darkvision if they do not already have it and gain a resistance according to their alignment shown in the following table:
{TABLE="width=50%"]Alignment | GOOD| NEUTRAL| EVIL
LAWFUL | Acid | Cold | Electricity
NEUTRAL | Cold | Sonic | Fire
CHAOS | Electricity | Fire | Acid[/TABLE]
This value is equal to their Paladin levels and does not stack with any other sources of resistance.
Enhanced Distant Hands/Touch (Su):
The Paladin may now heal ability drain with their Distant Hands/Touch. This use requires 3 times the ability level in healing points e.g. if a character has had Dexterity drain from 14 to 13 then the Paladin would need to use 42 Lay on Hands points (3 x 14), if a character has had their Constitution drained from 10 to 6 then the Paladin would need to spend 21 points to increase it to 7 then another 24 points to increase it to 8 then a further 27 points to increase it 9 and finally another 30 points to raise it back to 10 (a total of 112 Lay on Hands points). As per Distant Hands/Touch higher ability points cannot be healed before lower ability points.
The Paladin has now become so efficient with this ability they can heal a number of hit points equal to three times their Paladin level multiplied by their Charisma modifier (3 x Paladin levels x CHA modifier).
Greater Recurring Smite (Su):
A 16th level Paladin can recover each Smite ability every 3 rounds.
Revealing Vision (Ex):
An 18th level Paladin is considered to have True Seeing permanently active against creatures, and any related effects from those creatures, that are subject to their Smite ability.
Constant Smite (Su):
At 19th level a Paladin is such a prime example of their deity's beliefs that they can now channel their Smite ability every round.
Ascension:
A 20th level Paladin is granted the Outsider (native) subtype and they do not age further or suffer any more ill effects of aging however a Paladin will still only live for the natural lifetime of their species. The Paladin must still eat, sleep and breathe.
The Paladins damage reduction gained from Divine Touch is improved to 20 and now functions against both opposing alignments. A Paladin with a Neutral factor in their alignment must choose their second aligned damage reduction. This means that in order to bypass the Paladin’s damage reduction an opponent will need both alignments e.g. a 20th level LE Paladin now has DR 20/(Good & Chaos). A True Neutral Paladin does not gain this second aligned damage reduction.
The Paladin's resistance from Outsider's Touch is doubled and they gain a second resistance of their choice that is in the same column or row from the table under Outsider’s Touch e.g. a LG Paladin gained Res Acid and can now choose either Cold or Electricity while a TN Paladin gained Res Sonic and can now choose either Cold or Fire. These resistances do not stack with any other source.
An Ascended Paladin can also generate a Magic Circle against the same alignment as their Smite ability as a swift action for a total of 20 minutes. This is a Supernatural ability and the minutes need not be consecutive. While this Magic Circle is active the Paladin may communicate telepathically with any outsider that shares their full alignment up to a distance of 100ft.
-----------
The Axiomatic and Anarchic templates for the Special Mount are found in the Planar Handbook.
I should point out that in the game I run a character does not die at -10hp but at -1/4 of the Maximum hit points e.g. if the character has 60hp then they would die at -15hp, if they have 200hp they would die at -50hp. That should put Diehard into a bit more perspective.
It's my first rewrite posting. :smallredface:
PALADIN
Alignment - Any
{TABLE="head;width=70%"]
Level | BAB | Fort | Ref | Will | Special
1 |+1 |+2 |+0 |+0 |Alignment Aura, Detect Alignment, Smite 1/day
2 | +2 | +3 | +0 | +0 | Divine Grace, Lay on Hands/Deadly Touch
3 | +3 | +3 | +0 | +0 | Paladin's Aura, Divine Health
4 | +4 | +4 | +1 | +1 | Renew Smite, Turn/Rebuke Undead, Spellcasting
5 | +5 | +4 | +1 | +1 | Special Mount
6 | +6/+1 | +5 | +1 | +1 | Panacea
7 | +7/+2 | +5 | +2 | +2 | Divine Accolade, Recovering Smite
8 | +8/+3 | +6 | +2 | +2 | Truthseer
9 | +9/+4 | +6 | +2 | +2 | Distant Hands/Touch, Dual Detect
10 | +10/+5 | +7 | +3 | +3 | Recurring Smite, Steadfast
11 | +11/+6/+1 | +7 | +3 | +3 | Augmented Smite, Mark of the Divine
12 | +12/+7/+2 | +8 | +3 | +3 | Purging Smite
13 | +13/+8/+3 | +8 | +4 | +4 | Divine Accolade
14 | +14/+9/+4 | +9 | +4 | +4 | Ordained Warrior
15 | +15/+10/+5 | +9 | +4 | +4 | Enhanced Distant Hands/Touch
16 | +16/+11/+6/+1 | +10 | +5 | +5 | Greater Recurring Smite
17 | +17/+12/+7/+2 | +10 | +5 | +5 | Divine Accolade
18 | +18/+13/+8/+3 | +11 | +5 | +5 | Revealing Vision
19 | +19/+14/+9/+4 | +11 | +6 | +6 | Constant Smite, Divine Accolade
20 | +20/+15/+10/+5 | +12 | +6 | +6 | Ascension
[/TABLE]
Unless stated here all Paladin class abilities (from the Player’s Handbook and Unearthed Arcana) remain unchanged.
Paladin Variants: The abilities of the Paladin variants from the Unearthed Arcana (Freedom [Chaotic Good], Tyranny [Lawful Evil] and Slaughter [Chaotic Evil]) are gained at the same level as the traditional Paladin (Righteousness [Lawful Good]).
Class Skills: The variant replacements from Unearthed Arcana apply.
Proficiencies: Paladins are also proficient with their deities favoured weapon.
CLASS FEATURES
Alignment Aura (Ex):
A Paladin MUST be of the same alignment as their deity, if the deity does not have an alignment then the Paladin must choose their alignment according to the deity’s dogma. A Paladin must act as a prime example of the ideals/dogma/teachings of their deity. If a Paladin’s alignment moves away from their deity’s then they do not lose all supernatural and spell-like abilities granted by their Paladin class levels but cannot advance further in the Paladin class until their alignment corresponds to their deity. If a Paladin stops worshipping a deity then they cannot use any supernatural abilities.
*Special: If a Paladin changes their worship to another deity then they must change their class abilities to reflect their new deity. This requires a ritual and the completion of a special goal by the new deity relative to the Paladin’s level. Changing deities renders all worshippers of the previous deity with an attitude of at least unfriendly. Any interaction checks with the previous deity’s worshippers require double the effort to change any attitudes i.e. all attitude check DC’s are doubled.
A Paladin radiates an aura of their alignment equal to a cleric of their level. A Neutral Paladin’s aura will fluctuate depending upon the abilities used and how recently they used them.
Paladins that are not of the four standard classes (Righteousness, Freedom, Tyranny and Slaughter) must choose their abilities from one of the four standards. A Neutral Paladin can only choose from a standard class that is one alignment step away from their own e.g. a Lawful Neutral Paladin can only choose between Righteousness [LG] and Tyranny [LE] while a True Neutral Paladin can choose from all four standards.
Detect Alignment (Sp):
At 1st level a Paladin gains the ability to use Detect Alignment as a spell like ability at will. The alignment detected is of an opposing nature to the Paladin’s alignment. If the Paladin has more than one factor in their alignment then they must choose which alignment they will be able to detect e.g. a NG Paladin gets Detect Evil, a LN Paladin gains Detect Chaos while a CE Paladin must choose either Detect Good or Detect Law. A True Neutral Paladin must choose which alignment they will detect. Once an alignment is chosen it can never be changed.*
Smite (Su):
At 1st level a Paladin gains the Smite ability according to their alignment. If a Paladin has two factors in their alignment then they must choose what alignment their Smite ability will take e.g. a Lawful Good Paladin can choose either to Smite Evil or Smite Chaos while a Neutral Evil Paladin can only have a Smite Good. A True Neutral Paladin is the only exception to the rule whereby they can choose any alignment for their Smite ability. Once the alignment of the Smite is chosen it can never be changed.*
As per the PHB Smite still overcomes DR, is not precision damage and is not subject to critical hits. The Paladin still applies their Charisma bonus to attack rolls. The extra damage is equal to +1d8 for every level of Paladin. As a Paladin gains levels their Smite will be usable more often and increase in power.
Smite takes a standard action, can be used as part of a charge and must be declared before the attack is begun.
Paladin’s Aura (Su):
The radius for the effect of a Paladin’s Aura (Courage [LG], Resolve [CG], Despair [LE] or Debilitating [CE]) is equal to 10ft + 5ft for every five Paladin levels up to a maximum of 30ft at 20th level.
Renew Smite (Su):
A Paladin of 4th level and higher can renew the daily use of their Smite ability by spending 10 minutes of unbroken concentration in prayer to their deity.
Special Mount (Sp):
It is recommended for the Mount chosen to be agreeable to your deity’s dogma/teachings/ethos or of a form that your deity identifies with e.g. a Giant Owl may be used for a god of hunting while a wolf could also be used for the same god, a non-venomous snake could be used for a healing god or for a god of lies and deception. The thematic is up to the GM and the player though.
The ability to summon a Special Mount is a spell-like ability and counts as a spell of the same descriptor as the Paladin’s alignment i.e. it would count as a good aligned spell from a NG Paladin while there wouldn’t be an alignment on the spell from a TN Paladin.
Panacea (Sp):
At 6th level a Paladin can use Panacea as spell-like ability a number of times per day equal to their Paladin class levels divided by five i.e. 2/day at 10th, 3/day at 15th and 4/day at 20th level.
Divine Accolade:
At 7th level a Paladin is rewarded by their deity for the services they have performed. The Paladin can now choose any feat they qualify for. The Paladin is rewarded again at 13th, 17th and 19th level.
Recovering Smite (Su):
At 7th level a Paladin becomes much more attuned to their deity and only needs to wait 2 minutes before being able to use their Smite ability again. Also from now on their Smite ability does not get wasted if the attack it is used with does not succeed, it is now considered 'Reliable'.
Truthseer (Su):
A Paladin is always on the lookout for infidels and this has honed their ability to see through lies and deceit. An 8th level Paladin rolls twice against any Bluff check and takes the better result. They also gain a +2 bonus on saves to disbelieve illusions when interacting with them.
Lastly a Paladin can now see invisible and ethereal creatures as if they had See Invisibility as the spell. The Paladin can use this ability in 10 minute intervals with a maximum number of intervals equal to half the Paladin's class level. These intervals need not be consecutive.
Distant Hands/Touch (Su):
A 9th level Paladin’s Lay on Hands or Deadly Touch ability now has a range equal to their Paladin’s Aura. This ability can be used to heal an ally as an immediate action. This healing can prevent an ally from dying if applied at the moment of an attack although the Paladin must have the necessary amount of Lay on Hands points to negate/prevent the damage. A Paladin cannot heal themselves as an immediate action, only as a standard action.
If a Paladin is using this ability as an attack then they must succeed on a ranged touch attack on an enemy. This use of Distant Hands/Touch requires a standard action. Any recipient must be within line of effect for this ability to work.
The Paladin also becomes more efficient with this ability and can heal a number of hit points equal to twice their Paladin level times their Charisma modifier (2 x Paladin levels x CHA modifier).
Additionally the Paladin may heal Ability damage with their Distant Hands/Touch. The number of healing points spent is dependant upon the value of the ability to be healed e.g. healing an ability from 6 to 7 would require 7 healing points, healing an ability from 13 to 14 would require 14 healing points. Each level of ability healed must be paid in full before higher levels can be healed.
Dual Detect (Sp):
At 9th level a Paladin’s Detect Alignment gains the other opposing factor of their alignment. If a Paladin’s second factor of their alignment is Neutral then they must choose an alignment of the other type e.g. a LG Paladin chose Detect Evil at 1st level and now gains Detect Chaos, a CN Paladin gained Detect Law at 1st level and now must choose either Detect Evil or Detect Good. True Neutral Paladin's do not gain the second Detect Alignment ability.
A Paladin's deity will not allow them to have Detect Evil and Detect Good at the same time or Detect Chaos and Detect Law at the same time. Dual Detect incorporates both detect spell-like abilities into one use. This means both detect abilities occur with one use and a Paladin does not have to concentrate to determine alignments or aura strengths. A Paladin adds their Charisma bonus to their character level when determining if an overwhelming aura will stun them.
Recurring Smite (Su):
A 10th level Paladin further attunes to their deity and can now use their Smite ability more often. They can use their Smite every 5 rounds.
Steadfast (Ex):
A 10th level Paladin has taken so much damage that they can stand and fight even until death. They gain Diehard as a bonus feat. If they already have Diehard then the Paladin may choose another feat that they qualify for.
Additionally, while a Paladin is at or under 1/4 of their HP they gain a morale bonus to their AC equal to the number of rounds that they have been at or under 1/4HP up to a maximum of +10.
Augmented Smite (Su):
At 11th level a Paladin gains the Augmented Smite ability whereby the Paladin’s Smite ability gains another alignment. If the Paladin has two factors in their alignment then they automatically get the second opposing alignment, if the Paladin second alignment factor is Neutral then they must choose their second opposing alignment for their Smite ability. A True Neutral Paladin does not gain the second alignment to their Smite ability.
Once chosen this second alignment does not change.* The Paladin's Smite ability now works against both alignment factors e.g. a Lawful Good Paladin’s Smite works against both chaotic creatures and/or evil creatures.
Augmented Smite lasts for a full round and applies to all attacks (including attacks of opportunity) made in that round however the extra damage applied to every attack is equal to +1d8 for every 4 levels of Paladin. Smite now only requires a swift action and can be used with a full attack. A Paladin still adds their Charisma modifier to all attack rolls. A Paladin can still Smite as a standard action or part of a charge where they would apply +1d8 for every Paladin level.
Mark of the Divine (Ex):
An 11th level Paladin has devoted themselves to their deity so much that they gain an aligned damage reduction. This damage reduction is of the opposite alignment as the Paladin's. If a Paladin has two factors in their alignment they must choose which of their alignments their damage reduction will apply to e.g. a Neutral Good Paladin gains DR 10/Evil, a Lawful Neutral Paladin gains DR 10/Chaos while a Chaotic Evil Paladin can choose either DR 10/Good or DR 10/Law. A True Neutral Paladin must choose which aligned damage reduction to have.
Purging Smite (Su):
A 12th level Paladin's Smite ability now causes an invisibility purge against creatures that are subject to their Smite. This purge occurs every time a Paladin succeeds on a Smite attack and is centred on the creature hit by the Smite attack. If an invisible creature is subject to a Smite attack then their invisibility is dispelled. If the invisibilty is a spell-like or supernatural ability then that ability is repressed for a number of rounds equal to the Wisdom modifier of the Paladin.
Additionally the recipient of the Smite attack can be subject to an effect that replicates Blasphemy, Dictum, Holy Word or Word of Chaos depending upon the Paladin's first alignment choice for their Smite ability. To use this ability the Paladin must sacrifice one of their Turn Undead attempts. This action MUST be included with the Smite declaration. The effective caster level for this ability is equal to the Paladin's class level + WIS modifier. Any recipient of the Smite attack can improve their effective HD by 1 step if they pass a Fortitude save DC = 10 + 1/2 Paladin's level + Charisma modifier. This effect only occurs on the recipient of the Smite.
Ordained Warrior (Ex):
A Paladin of 14th level gains the alignment subtype(s) of their deity. They also gain 60ft Darkvision if they do not already have it and gain a resistance according to their alignment shown in the following table:
{TABLE="width=50%"]Alignment | GOOD| NEUTRAL| EVIL
LAWFUL | Acid | Cold | Electricity
NEUTRAL | Cold | Sonic | Fire
CHAOS | Electricity | Fire | Acid[/TABLE]
This value is equal to their Paladin levels and does not stack with any other sources of resistance.
Enhanced Distant Hands/Touch (Su):
The Paladin may now heal ability drain with their Distant Hands/Touch. This use requires 3 times the ability level in healing points e.g. if a character has had Dexterity drain from 14 to 13 then the Paladin would need to use 42 Lay on Hands points (3 x 14), if a character has had their Constitution drained from 10 to 6 then the Paladin would need to spend 21 points to increase it to 7 then another 24 points to increase it to 8 then a further 27 points to increase it 9 and finally another 30 points to raise it back to 10 (a total of 112 Lay on Hands points). As per Distant Hands/Touch higher ability points cannot be healed before lower ability points.
The Paladin has now become so efficient with this ability they can heal a number of hit points equal to three times their Paladin level multiplied by their Charisma modifier (3 x Paladin levels x CHA modifier).
Greater Recurring Smite (Su):
A 16th level Paladin can recover each Smite ability every 3 rounds.
Revealing Vision (Ex):
An 18th level Paladin is considered to have True Seeing permanently active against creatures, and any related effects from those creatures, that are subject to their Smite ability.
Constant Smite (Su):
At 19th level a Paladin is such a prime example of their deity's beliefs that they can now channel their Smite ability every round.
Ascension:
A 20th level Paladin is granted the Outsider (native) subtype and they do not age further or suffer any more ill effects of aging however a Paladin will still only live for the natural lifetime of their species. The Paladin must still eat, sleep and breathe.
The Paladins damage reduction gained from Divine Touch is improved to 20 and now functions against both opposing alignments. A Paladin with a Neutral factor in their alignment must choose their second aligned damage reduction. This means that in order to bypass the Paladin’s damage reduction an opponent will need both alignments e.g. a 20th level LE Paladin now has DR 20/(Good & Chaos). A True Neutral Paladin does not gain this second aligned damage reduction.
The Paladin's resistance from Outsider's Touch is doubled and they gain a second resistance of their choice that is in the same column or row from the table under Outsider’s Touch e.g. a LG Paladin gained Res Acid and can now choose either Cold or Electricity while a TN Paladin gained Res Sonic and can now choose either Cold or Fire. These resistances do not stack with any other source.
An Ascended Paladin can also generate a Magic Circle against the same alignment as their Smite ability as a swift action for a total of 20 minutes. This is a Supernatural ability and the minutes need not be consecutive. While this Magic Circle is active the Paladin may communicate telepathically with any outsider that shares their full alignment up to a distance of 100ft.
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The Axiomatic and Anarchic templates for the Special Mount are found in the Planar Handbook.
I should point out that in the game I run a character does not die at -10hp but at -1/4 of the Maximum hit points e.g. if the character has 60hp then they would die at -15hp, if they have 200hp they would die at -50hp. That should put Diehard into a bit more perspective.