PDA

View Full Version : [3.5] Battle Blessing Paladin [PEACH]



only1doug
2011-08-05, 03:25 PM
One of my players is playing a Paladin (http://www.d20srd.org/srd/classes/paladin.htm) but having a few issues;

Aims:
Tier 3. So major improvements to the class are in order.
No Magic. Player doesn't want the complication.
No ToB. If magic is too complicated then manauvers will also be too much. (also if we were going ToB we could just choose crusader and stop).

Battle Blessing Paladin Variant

Hit Dice: as Paladin (http://www.d20srd.org/srd/classes/paladin.htm)
Starting Gold: as Paladin (http://www.d20srd.org/srd/classes/paladin.htm)
Starting Age: As Paladin (http://www.d20srd.org/srd/classes/paladin.htm).
CLASS SKILLS: 4+ Int Modifier
Bonus Languages: As Paladin (http://www.d20srd.org/srd/classes/paladin.htm)


{table]Level |
BAB |
Fort |
Ref |
Will |Special

1 |
+1 |
+2 |
+0 |
+2 |Aura of good, detect evil, Blessings of the Devout

2 |
+2 |
+3 |
+0 |
+3 |Divine grace, lay on hands

3 |
+3 |
+3 |
+1 |
+3 |Aura of courage, divine health

4 |
+4 |
+4 |
+1 |
+4 |Blessings of the Faithful

5 |
+5 |
+4 |
+1 |
+4 |special mount, Mounted Combat

6 |
+6/+1 |
+5 |
+2 |
+5 |

7 |
+7/+2 |
+5 |
+2 |
+5 |

8 |
+8/+3 |
+6 |
+2 |
+6 |Blessings of the Devoted

9 |
+9/+4 |
+6 |
+3 |
+6 |

10 |
+10/+5 |
+7 |
+3 |
+7 |Ride by Attack

11 |
+11/+6/+1 |
+7 |
+3 |
+7 |

12 |
+12/+7/+2 |
+8 |
+4 |
+8 |Blessings of the Hallowed

13 |
+13/+8/+3 |
+9 |
+4 |
+9 |

14 |
+14/+9/+4 |
+9 |
+4 |
+9 |Spirited Charge

15 |
+15/+10/+5 |
+9 |
+5 |
+9 |

16 |
+16/+11/+6/+1 |
+10 |
+5 |
+10 | Blessings of the Sainted

17 |
+17/+12/+7/+2 |
+10 |
+5 |
+10 |

18 |
+18/+13/+8/+3 |
+11 |
+6 |
+11 |Extra Blessings

19 |
+19/+14/+9/+4 |
+11 |
+6 |
+11 |

20 |
+20/+15/+10/+5 |
+12 |
+6 |
+12 |Extra Blessings, Blessing of Life[/table]

Class Features

All of the following are class features of the paladin.

Weapon and Armor Proficiency
Paladins are proficient with all simple and martial weapons, with all types of armor (heavy, medium, and light), and with shields (except tower shields).

Aura of Good (Ex)
The power of a paladin’s aura of good (see the detect good spell) is equal to her paladin level.

Detect Evil (Sp)
At will, a paladin can use detect evil, as the spell.

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 paladin with a Charisma score of 12 or higher can heal wounds (her own or those of others) by touch. Each day she can heal a total number of hit points of damage equal to her paladin level × her Charisma bonus. 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.

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.

Divine Health (Ex)
At 3rd level, a paladin gains immunity to all diseases, including supernatural and magical diseases.

Blessings
A Battle Blessing Paladin gains five different grades of blessings, each of which can be used to power a choice of abilities. No Grade of Blessing may ever be used to power Divine Metamagic feats. (Battle Blessing Paladins have given up spellcasting abilities in exchange for blessings.) Taking the extra Blessing feat will grant a Battle Blessing Paladin extra blessings in each grade he has at the time he takes the feat.

Most Blessings have a minimum grade at which they can be used but can be used with higher grades of blessing to gain more powerful effects.

Blessings of the devout:
At 1st Level a Battle Blessing Paladin gains both of the Blessings of the Devout abilities. She may use these abilities a total number of times per day equal to 3 + her Charisma modifier (split in any way she likes).


Smite Evil (Su)

Devout Grade:
By consuming one use of her Blessing of the Devout ability a paladin may attempt to smite evil with one normal melee attack. She adds her Charisma bonus (if any) to her attack roll and deals 1 extra point of damage per paladin level. Additional Damage from this smite evil attack is not multiplied on a successful critical.
If the paladin accidentally smites a creature that is not evil, the smite has no effect, but the useage of ability is still consumed.

Faithful Grade:
Both attack and damage gain an additional +4 morale bonus from the augmentation of the Blessing of the Faithful.

Devoted Grade:
Both attack and damage gain an additional +8 morale bonus from the augmentation of the Blessing of the Devoted.

Hallowed Grade:
Both attack and damage gain an additional +12 morale bonus from the augmentation of the Blessing of the Devoted.

Sainted Grade:
Both attack and damage gain an additional +16 morale bonus from the augmentation of the Blessing of the Sainted.


Battle preparation (Su)
Devout Grade:
By consuming one use of her Blessing of the Devout ability a paladin may use the Battle Preparation Supernatural ability to grant the target a +1 morale bonus on attack rolls and saves against fear effects, plus temporary hit points equal to 1d8 + Battle Blessing Paladin level. (to a maximum of 1d8+10 temporary hit points at Battle Blessing Paladin level 10th).
Duration 1 minute / Battle Blessing Paladin level
Faithful Grade:
The bonuses increase to a +2 morale bonus on attack rolls and saves against fear effects, plus temporary hit points equal to 2d8 + Battle Blessing Paladin level. (to a maximum of 2d8+15 temporary hit points at Battle Blessing Paladin level 15th).

Devoted Grade:
The bonuses increase to a +3 morale bonus on attack rolls and saves against fear effects, plus temporary hit points equal to 3d8 + Battle Blessing Paladin level. (to a maximum of 3d8+20 temporary hit points at Battle Blessing Paladin level 20th).


Hallowed Grade:
The bonuses increase to a +4 morale bonus on attack rolls and saves against fear effects, plus temporary hit points equal to 4d8 + Battle Blessing Paladin level. (to a maximum of 4d8+20 temporary hit points at Battle Blessing Paladin level 20th).


Sainted Grade:
The bonuses increase to a +5 morale bonus on attack rolls and saves against fear effects, plus temporary hit points equal to 5d8 + Battle Blessing Paladin level. (to a maximum of 5d8+20 temporary hit points at Battle Blessing Paladin level 20th).


Blessings of the Faithful
At 4th Level a Battle Blessing Paladin gains all of the Blessings of the Faithful abilities. She may use these abilities a total number of times per day equal to 3 + her Charisma modifier (split in any way she likes). These Blessings may also be used to activate lower grade blessings for improved effects.


Tactical Sizing

Faithful Grade:By consuming one use of her Blessing of the Faithful ability a paladin may use this supernatural ability to choose to enlarge or reduce herself or her mount by 1 size category from her base size for 1 round / level.
This ability does not stack with any other ability that changes the Paladins size.

Devoted Grade:
2 size categorys for 1 round / level.
or 1 size category for 1 minute / level.

Hallowed Grade:
2 size categorys for 1 minute / level.
or 1 size category for 10 minutes / level.

Sainted Grade:
2 size categorys for 10 minutes / level.
or 1 size category for 1 hour / level.


Turn Undead (Su)
Devout Grade:
no ability at this grade

Faithful Grade:
By consuming one use of her Blessing of the Faithful ability a paladin may use the supernatural ability to turn undead. She turns undead as a cleric of three levels lower would.

Devoted Grade:
She turns undead as a cleric of her level would.

Hallowed Grade:
She turns undead as a cleric of three levels lower would with greater turning effect (any undead that would be turned are instead destroyed).

Sainted Grade:
She turns undead as a cleric of her level would with greater turning effect (any undead that would be turned are instead destroyed).


Sword of the Faithful (Su)

Faithful Grade:
By consuming one use of her Blessing of the Faithful ability a paladin may use the Sword of the Faithful Spell Like Ability to enhance any weapon she touches to gain a +1 enhancement bonus on attack and damage rolls the Weapon will also become Good Aligned.
In addition, all critical hit rolls against evil foes are automatically successful, so every threat is a critical hit. This last effect does not apply to any weapon that already has a magical effect related to critical hits, such as a keen weapon or a vorpal sword.
The Sword of the Faithful ability has a duration of one minute per Battle Blessing Paladin level. If the paladin wishes she may consume multiple uses to enhance multiple weapons at once. A weapon only gains the benefits from the sword of the faithful spell while it is being wielded by a follower of the same religion as the Battle Blessing Paladin.

Devoted Grade:
+ Holy It deals an extra 2d6 points of damage against all of evil alignment. It bestows one negative level on any evil creature attempting to wield it. The negative level remains as long as the weapon is in hand and disappears when the weapon is no longer wielded. This negative level never results in actual level loss, but it cannot be overcome in any way (including restoration spells) while the weapon is wielded.)

Hallowed Grade:
Additionally you may end the duration of the Sword of the faithful effect to use a targeted dispel effect on any object the sword is currently touching (this may be done as part of an attack action).You make a dispel check (1d20 +10) against the spell or against each ongoing spell currently in effect on the object or creature. The DC for this dispel check is 11 + the spell’s caster level. If you succeed on a particular check, that spell is dispelled; if you fail, that spell remains in effect.

If you target an object or creature that is the effect of an ongoing spell (such as a monster summoned by monster summoning), you make a dispel check to end the spell that conjured the object or creature.

If the object that you target is a magic item, you make a dispel check against the item’s caster level. If you succeed, all the item’s magical properties are suppressed for 1d4 rounds, after which the item recovers on its own. A suppressed item becomes nonmagical for the duration of the effect. An interdimensional interface (such as a bag of holding) is temporarily closed. A magic item’s physical properties are unchanged: A suppressed magic sword is still a sword (a masterwork sword, in fact). Artifacts and deities are unaffected by mortal magic such as this.

You automatically succeed on your dispel check against any spell that you cast yourself.

When she chooses to use this ability the benefits of the ability will end after the final attack in her current attack sequence.

Sainted Grade:
Greater dispelling:- Her dispel check increases to (1d20 +1 / Battle Blessing Paladin Level).



Restoration of the Faithful (Su)

Faithful Grade:
By consuming one use of her Blessing of the Faithful ability a paladin may use the Restoration of the Faithful Spell Like Ability to dispel any magical effects reducing one of her allies (including herself) ability scores or cures 1d4 points of temporary ability damage to one of the subject’s ability scores. It will also eliminate any fatigue suffered by the character, and improve an exhausted condition to fatigued. It will not restore permanent ability drain.

Devoted Grade:
Cures all temporary ability damage, and it restores all points permanently drained from a single ability score (your choice if more than one is drained). It also eliminates any fatigue or exhaustion suffered by the target. It also dispels negative levels and restores one experience level to a creature who has had a level drained. The drained level is restored only if the time since the creature lost the level is equal to or less than one day per Battle Blessing Paladin level. A character who has a level restored by restoration has exactly the minimum number of experience points necessary to restore him or her to his or her previous level.

Hallowed Grade:
Dispels all magical effects penalizing the creature’s abilities, cures all temporary ability damage, and restores all points permanently drained from all ability scores. It also eliminates fatigue and exhaustion, and removes all forms of insanity, confusion, and similar mental effects. It also dispels all negative levels afflicting the healed creature. This effect also reverses level drains by a force or creature, restoring the creature to the highest level it had previously attained. The drained levels are restored only if the time since the creature lost the level is no more than one week per Battle Blessing Paladin level.

Restoration of the Faithful does not restore levels or Constitution points lost due to death.

Sainted Grade:
no ability at this grade


Healing of the Faithful (Su)

Faithful Grade:
By consuming one use of her Blessing of the Faithful ability a paladin may use the Healing of the Faithful Spell Like Ability to cures 1d8 points of damage +1 point per Battle Blessing Paladin level (maximum +5) for herself or one of her Allies. She may also use this ability to damage undead with positive energy for the same amount. This requires a melee touch attack and a successful will save will halve the damage. DC 12 + Paladins Cha modifier. This may be combined with any grade of Smite Evil if the paladin wishes (which would consume one useage for smite evil and a seperate useage for healing of the faithful).

Devoted Grade:
She cures 2d8 points of damage +1 point per Battle Blessing Paladin level (maximum +10) for herself or one of her Allies. DC 13 + Paladins Cha modifier.

Hallowed Grade:
She cures 3d8 points of damage +1 point per Battle Blessing Paladin level (maximum +15) for herself or one of her Allies. DC 14 + Paladins Cha modifier.

Sainted Grade:
She cures 4d8 points of damage +1 point per Battle Blessing Paladin level (maximum +20) for herself or one of her Allies. DC 15 + Paladins Cha modifier.


Special Mount (Sp)

Upon reaching 5th level, a paladin gains the service of an unusually intelligent, strong, and loyal steed to serve her in her crusade against evil. This mount is usually a heavy warhorse (for a Medium paladin) or a warpony (for a Small paladin).

Once per day, as a full-round action, a paladin may magically call her mount from the celestial realms in which it resides. This ability is the equivalent of a spell of a level equal to one-third the paladin’s level. The mount immediately appears adjacent to the paladin and remains for 2 hours per paladin level; it may be dismissed at any time as a free action. The mount is the same creature each time it is summoned, though the paladin may release a particular mount from service.

Each time the mount is called, it appears in full health, regardless of any damage it may have taken previously. The mount also appears wearing or carrying any gear it had when it was last dismissed. Calling a mount is a conjuration (calling) effect.

Should the paladin’s mount die, it immediately disappears, leaving behind any equipment it was carrying. The paladin may not summon another mount for thirty days or until she gains a paladin level, whichever comes first, even if the mount is somehow returned from the dead. During this thirty-day period, the paladin takes a -1 penalty on attack and weapon damage rolls.

Mounted Combat
5th level, a paladin gains the benefit of the Mounted Combat feat if she meets the pre-requisites. If she Does not meet the pre-requisites at 5th level but later on gains those Pre-requisites she will gain the benefit of the mounted combat feat at that time.

Blessings of the Devoted
At 8th Level a Battle Blessing Paladin gains all of the Blessings of the Devoted abilities. She may use these abilities a total number of times per day equal to 3 + her Charisma modifier (split in any way she likes).These Blessings may also be used to activate lower grade blessings for improved effects.

Resistance of the Devoted

Devoted Grade:
By consuming one use of her Blessing of the Devoted This ability grants a creature limited protection from damage of whichever one of five energy types you select: acid, cold, electricity, fire, or sonic. The subject gains energy resistance 10 against the energy type chosen, meaning that each time the creature is subjected to such damage (whether from a natural or magical source), that damage is reduced by 10 points before being applied to the creature’s hit points.
Duration 10 minutes / Battle Blessing Paladin level

Hallowed Grade:
The subject gains energy resistance 20 against the energy type chosen,.

Sainted Grade:
The subject gains energy resistance 30 against the energy type chosen.


Movement of the devoted

Devoted Grade:
By consuming one use of her Blessing of the Devoted This ability grants the Paladin or her Mount Flight at a speed of 40 feet (30 feet if wearing medium or heavy armor, or if carrying a medium or heavy load) with average maneuverability. Using a fly spell requires only as much concentration as walking, so the subject can attack or cast spells normally. The subject of a fly spell can charge but not run, and it cannot carry aloft more weight than its maximum load, plus any armor it wears.

Should the spell duration expire while the subject is still aloft, the magic fails slowly. The subject floats downward 60 feet per round for 1d6 rounds. If it reaches the ground in that amount of time, it lands safely. If not, it falls the rest of the distance, taking 1d6 points of damage per 10 feet of fall. Since dispelling a spell effectively ends it, the subject also descends in this way if the fly spell is dispelled, but not if it is negated by an antimagic field.
Duration 1 round / Battle Blessing Paladin level

Hallowed Grade:
speed of 60 feet (40 feet if wearing medium or heavy armor, or if carrying a medium or heavy load) with average maneuverability.
Duration 1 minute / Battle Blessing Paladin level

Sainted Grade:
speed of 60 feet (30 feet if wearing medium or heavy armor, or if carrying a medium or heavy load) with good maneuverability.
Duration 10 min / Battle Blessing Paladin level

Strength of the devoted

Devoted Grade:
By consuming one use of her Blessing of the Devoted the Paladin can cause the subject to become stronger. The spell grants a +4 enhancement bonus to Strength, adding the usual benefits to melee attack rolls, melee damage rolls, and other uses of the Strength modifier.
Duration 1 minute / level

Hallowed Grade:
Duration 10 minutes / level

Sainted Grade:
Duration 1 hour / level


Spirit of the devoted

Devoted Grade:
By consuming one use of her Blessing of the Devoted the Paladin can cause the subject to become more poised, articulate, and personally forceful. The ability grants a +4 enhancement bonus to Charisma, adding the usual benefits to Charisma-based skill checks and other uses of the Charisma modifier. Sorcerers and bards (and other spellcasters who rely on Charisma) affected by this spell do not gain any additional bonus spells for the increased Charisma, but the save DCs for spells they cast while under this spell’s effect do increase.
Duration 1 minute / level

Hallowed Grade:
Duration 10 minutes / level

Sainted Grade:
Duration 1 hour / level


Cleansing of the Devoted


Devoted Grade:
Remove disease cures all diseases that the subject is suffering from. The spell also kills parasites, including green slime and others. Certain special diseases may not be countered by this ability or may be countered only by a caster of a certain level or higher.
Instantaneous only.

Hallowed Grade:
Disease is protected against for 10 minutes / level
or May be used to Remove Curse or Blindness / deafness effects

Sainted Grade:
Disease is protected against for 1 hour / level
or Curse is protected against for 10 minutes / level
or Blindness / deafness effects are protected against for 10 minutes / level



Ride by Attack
10th level, a paladin gains the benefit of the Ride by Attack feat if she meets the pre-requisites. If she Does not meet the pre-requisites at 10th level but later on gains those Pre-requisites she will gain the benefit of the Ride by Attack feat at that time.

Blessings of the Hallowed
At 12th Level a Battle Blessing Paladin gains all of the Blessings of the Hallowed abilities. She may use these abilities a total number of times per day equal to 3 + her Charisma modifier (split in any way she likes).These Blessings may also be used to activate lower grade blessings for improved effects.
Light of the Hallowed

Hallowed Grade:
By consuming one use of her Blessing of the Hallowed A Battle Blessing Paladin may cause the object touched to shed light as bright as full daylight in a 60-foot radius, and dim light for an additional 60 feet beyond that. Creatures that take penalties in bright light also take them while within the radius of this magical light. This ability is not the equivalent of daylight for the purposes of creatures that are damaged or destroyed by bright light.

This Ability takes 1 minute to activate
The effect lasts for 10 minutes / level

She may choose to end the Ability by useing a standard action to evoke a dazzling beam of intense light. which will extend 60' from the touched object, She must be touching the object to end the ability in this way.

Each creature in the beam is blinded and takes 4d6 points of damage. Any creatures to which sunlight is harmful or unnatural take double damage. A successful Reflex save negates the blindness and reduces the damage by half.

An undead creature caught within the beam takes 1d6 points of damage per Battle Blessing Paladin level (maximum 20d6), or half damage if a Reflex save is successful. In addition, the beam results in the destruction of any undead creature specifically harmed by bright light if it fails its save.

The ultraviolet light generated by the spell deals damage to fungi, mold, oozes, and slimes just as if they were undead creatures.

Sainted Grade:
She may end the ability to causes a globe of searing radiance to explode silently in an 80' radius from the touched object.
She does not have to be touching the object to end the ability in this way but the object must be within 200' of her.
All creatures in the globe are blinded and take 6d6 points of damage. A creature to which sunlight is harmful or unnatural takes double damage. A successful Reflex save negates the blindness and reduces the damage by half.

An undead creature caught within the globe takes 1d6 points of damage per Battle Blessing Paladin level (maximum 25d6), or half damage if a Reflex save is successful. In addition, the burst results in the destruction of any undead creature specifically harmed by bright light if it fail its save.

ending the ability in this way dispels any darkness spells of lower than 9th level within its area.



Mount of the Hallowed

Hallowed Grade:
By consuming one use of her Blessing of the Hallowed a Battle Blessing Paladin may cause her Mount to change into another form of living creature. The new form may be of the same type as the Mount or any of the following types: aberration, animal, dragon, fey, giant, humanoid, magical beast, monstrous humanoid, ooze, plant, or vermin. The assumed form can’t have more Hit Dice than the mount (to a Maximum of 16 HD). You can’t cause the Mount to assume a form smaller than Fine, nor can you cause the Mount to assume an incorporeal or gaseous form. The Mount’s creature type and subtype (if any) change to match the new form.

Upon changing, the Mount regains lost hit points as if it had rested for a night (though this healing does not restore temporary ability damage and provide other benefits of resting; and changing back does not heal the Mount further). If slain, the Mount reverts to its original form, though it remains dead.

The Mount gains the Strength, Dexterity, and Constitution scores of the new form but retains its own Intelligence, Wisdom, and Charisma scores. It also gains all extraordinary special attacks possessed by the form but does not gain the extraordinary special qualities possessed by the new form or any supernatural or spell-like abilities.
Duration: Permanent

Sainted Grade:
This Grade enables the Mount to assume the form of any single nonunique creature (of any type) from Fine to Colossal size. The assumed form cannot have more than the Battle Blessing Paladins level in Hit Dice (to a maximum of 25 HD). This Grade allows incorporeal or gaseous forms to be assumed.
duration: 24 hrs


Freedom of the Hallowed

Hallowed Grade:
By consuming one use of her Blessing of the Hallowed the Paladin can enable Herself or one of her touched Allies to move and attack normally for the duration of the ability, even under the influence of magic that usually impedes movement, such as paralysis, solid fog, slow, and web. The subject automatically succeeds on any grapple check made to resist a grapple attempt, as well as on grapple checks or Escape Artist checks made to escape a grapple or a pin.

This Ability also allows the subject to move and attack normally while underwater, even with slashing weapons such as axes and swords or with bludgeoning weapons such as flails, hammers, and maces, provided that the weapon is wielded in the hand rather than hurled.

This ability lasts for 10 minutes / Battle Blessing Paladin Level.

Sainted Grade:
The subject also gains the Breathless Trait: Characters with the breathless trait do not breathe, so they have immunity to drowning, suffocation, and attacks that require inhalation (such as some types of poison).
This ability lasts for 1 Hour / Battle Blessing Paladin Level.


Anonymity of the Hallowed

Hallowed Grade:
By consuming one use of her Blessing of the Hallowed the Paladin or one creature or object she touches becomes difficult to detect by divination spells such as clairaudience/clairvoyance, locate object, and detect spells. Anonymity of the Hallowed also prevents location by such magic items as crystal balls. If a divination is attempted against the warded creature or item, the caster of the divination must succeed on a caster level check (1d20 + caster level) against a DC of 11 + the Battle Blessing Paladin level of the Paladin who used Anonymity of the Hallowed. If you use Anonymity of the Hallowed on yourself or on an item currently in your possession, the DC is 15 + your Battle Blessing Paladin level.
If used on a creature, Anonymity of the Hallowed wards the creature’s gear as well as the creature itself.
Duration 24 Hrs.
Sainted Grade:
no ability at this grade.


Protection of the Hallowed

Hallowed Grade:

By consuming one use of her Blessing of the Hallowed the Paladin creates a 10' radius ward around herself. The barrier moves with the Battle Blessing Paladin and has three major effects.

First, All creatures within 10' of the Battle Blessing Paladin gain a +2 deflection bonus to AC and a +2 resistance bonus on saves. Both these bonuses only apply against attacks made or effects created by evil creatures.

Second, the barrier blocks any attempt to possess any creature within 10' of the Battle Blessing Paladin (by a magic jar attack, for example) or to exercise mental control over the creatures (including enchantment (charm) effects and enchantment (compulsion) effects that grant the caster ongoing control over the subject, such as dominate person). The protection does not prevent such effects from targeting the protected creatures, but it suppresses the effect for the duration of the creatures being within the area of the Protection of the Hallowed effect. If the Protection of the Hallowed effect ends (or the creature leaves the area of effect) before the effect granting mental control does, the would-be controller would then be able to mentally command the controlled creature. Likewise, the barrier keeps out a possessing life force but does not expel one if it is in place before the spell is cast. This second effect works regardless of alignment.

Third, the spell prevents Non-Good summoned creatures from entering the area. The protection against entry by summoned creatures ends if any of the warded creatures makes an attack against or if the Battle Blessing Paladin tries to force the barrier against the blocked creature. Spell resistance can allow a creature to overcome this protection and touch the warded creature.

Duration 1 minute / level.
Sainted Grade:
Duration 10 minute / level.



Spirited Charge
14th level, a paladin gains the benefit of the Spirited Charge feat if she meets the pre-requisites. If she Does not meet the pre-requisites at 14th level but later on gains those Pre-requisites she will gain the benefit of the Spirited Charge feat at that time.

Blessings of the Sainted
At 16th Level a Battle Blessing Paladin gains all of the Blessings of the Sainted abilities. She may use these abilities a total number of times per day equal to 3 + her Charisma modifier (split in any way she likes).These Blessings may also be used to activate lower grade blessings for improved effects.
Heroism of the Sainted

Sainted Grade:
By consuming one use of her Blessing of the Sainted ability a paladin may use this supernatural ability to bring forth a great feast, including a magnificent table, chairs, service, and food and drink. The feast takes 1 hour to consume, and the beneficial effects do not set in until this hour is over. Every creature partaking of the feast is cured of all diseases, sickness, and nausea; becomes immune to poison for 12 hours; and gains 1d8 temporary hit points +1 point per two Battle Blessing Paladin levels (maximum +10) after imbibing the nectar-like beverage that is part of the feast. The ambrosial food that is consumed grants each creature that partakes a +1 morale bonus on attack rolls and Will saves and immunity to fear effects for 12 hours.

If the feast is interrupted for any reason, the spell is ruined and all effects of the spell are negated.

Duration 1hr + 12 hours.

Vitality of the Sainted

Sainted Grade:
By consuming one use of her Blessing of the Sainted ability a paladin may use this supernatural ability to make herself or one ally immune to all death spells, magical death effects, energy drain, and any negative energy effects.

Duration 10 minutes / level.

Travel of the Sainted

Sainted Grade:
By consuming one use of her Blessing of the Sainted ability a paladin may use this supernatural ability to move herself or some other creature to a designated sanctuary. If several willing persons link hands in a circle, as many as eight can be affected by the at the same time. The Battle Blessing Paladin must spend 8 hours praying at a Shrine of her Deity to designate it as the Sanctuary for this abilty. A Battle Blessing Paladin may not have more than one Sanctuary designated at any time. She may Travel any distance and even between Planes.

Vision of the Sainted

Sainted Grade:
By consuming one use of her Blessing of the Sainted ability a paladin may gain the ability to see all things as they actually are. The Paladin sees through normal and magical darkness, notices secret doors hidden by magic, sees the exact locations of creatures or objects under blur or displacement effects, sees invisible creatures or objects normally, sees through illusions, and sees the true form of polymorphed, changed, or transmuted things. Further, the subject can focus its vision to see into the Ethereal Plane (but not into extradimensional spaces). The range of Vision conferred is 120 feet.

Vision of the Sainted, however, does not penetrate solid objects. It in no way confers X-ray vision or its equivalent. It does not negate concealment, including that caused by fog and the like. Vision of the Sainted does not help the viewer see through mundane disguises, spot creatures who are simply hiding, or notice secret doors hidden by mundane means. In addition, the abilities effects cannot be further enhanced with known magic, so one cannot use Vision of the Sainted through a crystal ball or in conjunction with clairaudience/clairvoyance.

Word of the Sainted

Sainted Grade:
By consuming one use of her Blessing of the Sainted ability a paladin may Empower a holy word of his Deity

Any Evil creature within the area that hears the Word of the Sainted suffers the following ill effects.

{table]
HD |
Effect

Equal to Paladin level |
Deafened

Up to Paladin level -1 |
Blinded, Deafened

Up to Paladin level -5 |
Paralyzed, Blinded, Deafened

Up to Paladin level -10 |
Killed, Paralyzed, Blinded, Deafened[/table]

The effects are cumulative and concurrent. No saving throw is allowed against these effects.

Deafened
The creature is deafened for 1d4 rounds.

Blinded
The creature is blinded for 2d4 rounds.

Paralyzed
The creature is paralyzed and helpless for 1d10 minutes.

Killed
Living creatures die. Undead creatures are destroyed.

Furthermore, if you are on your home plane when you use this ability, Evil extraplanar creatures within the area are instantly banished back to their home planes. Creatures so banished cannot return for at least 24 hours. This effect takes place regardless of whether the creatures hear the Word of the Sainted. The banishment effect allows a Will save (at a -4 penalty) to negate.

Creatures whose HD exceed your Battle Blessing Paladin level are unaffected by Word of the Sainted.




Extra Blessings:
at 18th and again at 20th level a Battle Blessing Paladin gains 1 additional Blessing of each Grade. Extra Blessing may also be taken as a feat at any time but will only grant additional blessings of Grades available to the Battle Blessing Paladin at the time the feat is taken.

Blessing of Life:(Sp)
at 20th level a Battle Blessing Paladin gains the ability to use the Blessing of Life ritual once / day. She restores life to a deceased creature. She can resurrect a creature that has been dead for no longer than one day per Battle Blessing Paladin level. In addition, the subject's soul must be free and willing to return. If the subject's soul is not willing to return, the ritual does not work and is still used for that day.
This ritual can even bring back creatures whose bodies have been destroyed, provided that you unambiguously identify the deceased in some fashion (reciting the deceased's time and place of birth or death is the most common method).
Upon completion of the ritual, the creature is immediately restored to full hit points, vigor, and health, with no loss of level (or Constitution points) or prepared spells.
You can revive someone killed by a death effect or someone who has been turned into an undead creature and then destroyed. This spell can also resurrect elementals or outsiders, but it can't resurrect constructs or undead creatures.
Even Blessing of Life can't restore to life a creature who has died of old age.
This Ritual takes 4 hours to complete and is subject to the approval of the Battle Blessing Paladins Deity.

fine tuning to follow.

Ziegander
2011-08-05, 03:51 PM
Just an observation: If the player feels that spells are too complicated, then it seems to me that you shouldn't be handing out spell-like abilities every few levels either. If you like the effects of a spell, it would be best, in my opinion, to summarize the mechanics and write them out in the class feature's description.

For example, Prepare for Battle calls out the effect of the Aid spell. Rather than force your player to pull out the PHB and read what that spell does, simply say that using Prepare for Battle grants an ally 8 temporary hit points and a +1 bonus to attack rolls for 1 hour. It could (and should) be an (Ex) feature then as well.

only1doug
2011-08-05, 04:09 PM
Just an observation: If the player feels that spells are too complicated, then it seems to me that you shouldn't be handing out spell-like abilities every few levels either. If you like the effects of a spell, it would be best, in my opinion, to summarize the mechanics and write them out in the class feature's description.

For example, Prepare for Battle calls out the effect of the Aid spell. Rather than force your player to pull out the PHB and read what that spell does, simply say that using Prepare for Battle grants an ally 8 temporary hit points and a +1 bonus to attack rolls for 1 hour. It could (and should) be an (Ex) feature then as well.

True,

I'll modify that tomorrow, Getting a headache now.

Treblain
2011-08-05, 11:31 PM
Some ideas:

- Boost Turn Undead, either by equalizing it with the cleric's, or in some other way. Make it worth using.
- If they aren't too much complexity for this player, changeable auras like the Marshal or Dragon Shaman fit the Paladin pretty well.
- Increasing skills is always a good idea for the 2+INT classes.
- I had a cool idea: in order to give the paladin some of the versatility of higher tier classes, what if the paladin's special mount could change forms? Fluff-wise, it would be the same celestial creature, but when it's summoned, it can take the form of whatever the paladin requires. It could be summoned as a horse when speed is needed, a shark when at sea, or a giant spider when you need to climb. At higher levels, give access to better forms, like a pegasus, a giant eagle, a rhinocerous, a unicorn, etc.
- While on the subject of the mount, giving the paladin some mounted combat feats free would be nice.

Roderick_BR
2011-08-06, 01:45 AM
Some options I see people use with paladins for quick fixes:
Smite Evil: Let it recharge for every encounter instead of every day.
Turn Undead: Let it be paladin level instead of paladin level -2.
Good Will Save: Just that.
Mount: give an option to trade it for a "divine rage", gaining special bonuses for the duration, similar to barbarian's rage, but based on Str/Cha instead of Str/Con, and without losing AC.
Remove disease: let it be daily instead of weekly. Every 3 levels after 6th, he also gains the option to use it for a different effect, you can see some ACFs for it, like being able to use break enchantment, remove curse, and dispell magic (pretty much spell-like abilities, but they are simple enough, I guess. Just use it and remove an effect.)

Treblain's suggestion of using other aura effects is good too.

Other than that, you lose a lot when losing spells... hmm.. suggestion: pick some prestige classes, and let him gain abilities from it after reaching a certain level. The player can choose which "path" he'll choose.

only1doug
2011-08-06, 06:52 AM
Some ideas:

- Boost Turn Undead, either by equalizing it with the cleric's, or in some other way. Make it worth using.

Had some thoughts on the boosting of Turn undead, Yet to type them up though.


- If they aren't too much complexity for this player, changeable auras like the Marshal or Dragon Shaman fit the Paladin pretty well.

I'm probably going to avoid auras as the last class I homebrewed had some and we now have a member of that same class in the party.


- Increasing skills is always a good idea for the 2+INT classes.

True, maybe 4+ Int bonus.


- I had a cool idea: in order to give the paladin some of the versatility of higher tier classes, what if the paladin's special mount could change forms? Fluff-wise, it would be the same celestial creature, but when it's summoned, it can take the form of whatever the paladin requires. It could be summoned as a horse when speed is needed, a shark when at sea, or a giant spider when you need to climb. At higher levels, give access to better forms, like a pegasus, a giant eagle, a rhinocerous, a unicorn, etc.

Great Idea, but I'll change the implementation, It'll be powered from blessing abilities instead.


- While on the subject of the mount, giving the paladin some mounted combat feats free would be nice.

Good plan.


Some options I see people use with paladins for quick fixes:
Smite Evil: Let it recharge for every encounter instead of every day.

Increased the uses from max 5 / day at 20th level to 1 / level. Fixed.


Turn Undead: Let it be paladin level instead of paladin level -2.

I have someideas on the Turning score, not written up yet.


Good Will Save: Just that.

worth considering.


Mount: give an option to trade it for a "divine rage", gaining special bonuses for the duration, similar to barbarian's rage, but based on Str/Cha instead of Str/Con, and without losing AC.

Player is loving her mount (A Boar)


Remove disease: let it be daily instead of weekly. Every 3 levels after 6th, he also gains the option to use it for a different effect, you can see some ACFs for it, like being able to use break enchantment, remove curse, and dispell magic (pretty much spell-like abilities, but they are simple enough, I guess. Just use it and remove an effect.)

I had already decided to change the mechanism for this, not written up yet.


Other than that, you lose a lot when losing spells... hmm.. suggestion: pick some prestige classes, and let him gain abilities from it after reaching a certain level. The player can choose which "path" he'll choose.

I'll be giving a lot of SLA or SU abilities to replace the spells, I think the class will be much stronger than the base paladin when I am done.

only1doug
2011-08-08, 10:34 AM
I've edited the abilities a bit but can't face going through the wall of text to change them just yet. to see a huge wall of text containing the slightly modified abilities just look inside this spoiler.

Smite Evil (Su)
Devout Grade:
By consuming one use of her Blessing of the Devout ability (as a free action) a paladin may attempt to smite evil with one normal melee attack. She adds her Charisma bonus (if any) to her attack roll and deals 1 extra point of damage per paladin level. Additional Damage from this smite evil attack is not multiplied on a successful critical.
If the paladin accidentally smites a creature that is not evil, the smite has no effect, but the useage of ability is still consumed.
Faithful Grade:
Both attack and damage gain an additional +4 morale bonus from the augmentation of the Blessing of the Faithfull.
Devoted Grade:
Both attack and damage gain an additional +8 morale bonus from the augmentation of the Blessing of the Devoted.
Hallowed Grade:
Both attack and damage gain an additional +12 morale bonus from the augmentation of the Blessing of the Devoted.
Sainted Grade:
Both attack and damage gain an additional +16 morale bonus from the augmentation of the Blessing of the Sainted.


Battle preparation (Su)
Devout Grade:
By consuming one use of her Blessing of the Devout ability (as a Standard action) a paladin may use the Battle Preparation Supernatural ability to grant the target a +1 morale bonus on attack rolls and saves against fear effects, plus temporary hit points equal to 1d8 + Battle Blessing Paladin level. (to a maximum of 1d8+10 temporary hit points at Battle Blessing Paladin level 10th).
Duration: 1 minute / Battle Blessing Paladin level.
Faithful Grade:
The bonuses increase to a +2 morale bonus on attack rolls and saves against fear effects, plus temporary hit points equal to 2d8 + Battle Blessing Paladin level. (to a maximum of 2d8+15 temporary hit points at Battle Blessing Paladin level 15th).
Devoted Grade:
The bonuses increase to a +3 morale bonus on attack rolls and saves against fear effects, plus temporary hit points equal to 3d8 + Battle Blessing Paladin level. (to a maximum of 3d8+20 temporary hit points at Battle Blessing Paladin level 20th).
Hallowed Grade:
The bonuses increase to a +4 morale bonus on attack rolls and saves against fear effects, plus temporary hit points equal to 4d8 + Battle Blessing Paladin level. (to a maximum of 4d8+20 temporary hit points at Battle Blessing Paladin level 20th).
Sainted Grade:
The bonuses increase to a +5 morale bonus on attack rolls and saves against fear effects, plus temporary hit points equal to 5d8 + Battle Blessing Paladin level. (to a maximum of 5d8+20 temporary hit points at Battle Blessing Paladin level 20th).




Tactical Sizing (Sp)
Faithful Grade:
By consuming one use of her Blessing of the Faithful ability (as a Standard action) a paladin may use this supernatural ability to choose to enlarge or reduce herself or her mount by 1 size category from her base size for 1 round / level.
This ability does not stack with any other ability that changes the Paladins size.
Devoted Grade:
2 size categories for 1 round / level.
or 1 size category for 1 minute / level.
Hallowed Grade:
2 size categories for 1 minute / level.
or 1 size category for 10 minutes / level.
Sainted Grade:
2 size categories for 10 minutes / level.
or 1 size category for 1 hour / level.


Healing of the Faithful (Sp)
Faithful Grade:
By consuming one use of her Blessing of the Faithful ability (as a Standard action) a paladin may use the Healing of the Faithful Spell Like Ability to cures 1d8 points of damage +1 point per Battle Blessing Paladin level (maximum +5) for herself or one of her Allies. She may also use this ability to damage undead with positive energy for the same amount. This requires a melee touch attack and a successful will save will halve the damage. DC 12 + Paladins Cha modifier. This may be combined with any grade of Smite Evil if the paladin wishes (which would consume one useage for smite evil and a separate useage for healing of the faithful).
Devoted Grade:
She cures 2d8 points of damage +1 point per Battle Blessing Paladin level (maximum +10) for herself or one of her Allies. Undead - DC 13 + Paladins Cha modifier.
Hallowed Grade:
She cures 3d8 points of damage +1 point per Battle Blessing Paladin level (maximum +15) for herself or one of her Allies. Undead - DC 14 + Paladins Cha modifier.
Sainted Grade:
She cures 4d8 points of damage +1 point per Battle Blessing Paladin level (maximum +20) for herself or one of her Allies. Undead - DC 15 + Paladins Cha modifier.

Sword of the Faithful (Sp)
Faithful Grade:
By consuming one use of her Blessing of the Faithful ability (as a Standard action) a paladin may use the Sword of the Faithful Ability to enhance any weapon she touches to gain a +1 enhancement bonus on attack and damage rolls the Weapon will also become Good Aligned.
In addition, all critical hit rolls against evil foes are automatically successful, so every threat is a critical hit. This last effect does not apply to any weapon that already has a magical effect related to critical hits, such as a keen weapon or a vorpal sword.
If the paladin wishes she may consume multiple uses to enhance multiple weapons at once. A weapon only gains the benefits from the sword of the faithful spell while it is being wielded by a follower of the same religion as the Battle Blessing Paladin.
Duration of one minute / Battle Blessing Paladin level.
Devoted Grade:
The weapon becomes +2 and deals an extra 2d6 points of damage against all of evil alignment. It bestows one negative level on any evil creature attempting to wield it. The negative level remains as long as the weapon is in hand and disappears when the weapon is no longer wielded. This negative level never results in actual level loss, but it cannot be overcome in any way (including restoration spells) while the weapon is wielded.)
Hallowed Grade:
The weapon becomes +3 and additionally you may end the duration of the Sword of the faithful effect to use a targeted dispel effect on any object the sword is currently touching (this may be done as part of an attack action).You make a dispel check (1d20 +10) against the spell or against each ongoing spell currently in effect on the object or creature. The DC for this dispel check is 11 + the spell’s caster level. If you succeed on a particular check, that spell is dispelled; if you fail, that spell remains in effect.
If you target an object or creature that is the effect of an ongoing spell (such as a monster summoned by monster summoning), you make a dispel check to end the spell that conjured the object or creature.
If the object that you target is a magic item, you make a dispel check against the item’s caster level. If you succeed, all the item’s magical properties are suppressed for 1d4 rounds, after which the item recovers on its own. A suppressed item becomes nonmagical for the duration of the effect. An interdimensional interface (such as a bag of holding) is temporarily closed. A magic item’s physical properties are unchanged: A suppressed magic sword is still a sword (a masterwork sword, in fact). Artifacts and deities are unaffected by mortal magic such as this.
You automatically succeed on your dispel check against any spell that you cast yourself.

When she chooses to use this ability the benefits of the ability will end after the final attack in her current attack sequence.
Sainted Grade:
The weapon becomes +4 and the optional dispelling effect improves:- Her dispel check increases to (1d20 +1 / Battle Blessing Paladin Level).

Restoration of the Faithful (Su)
Faithful Grade:
By consuming one use of her Blessing of the Faithful ability (as a Standard action) a paladin may use the Restoration of the Faithful Spell Like Ability to dispel any magical effects reducing one of her allies (including herself) ability scores or cures 1d4 points of temporary ability damage to one of the subject’s ability scores. It will also eliminate any fatigue suffered by the character, and improve an exhausted condition to fatigued. It will not restore permanent ability drain.
Devoted Grade:
Cures all temporary ability damage, and it restores all points permanently drained from a single ability score (your choice if more than one is drained). It also eliminates any fatigue or exhaustion suffered by the target. It also dispels negative levels and restores one experience level to a creature who has had a level drained. The drained level is restored only if the time since the creature lost the level is equal to or less than one day per Battle Blessing Paladin level. A character who has a level restored by restoration has exactly the minimum number of experience points necessary to restore him or her to his or her previous level.
Hallowed Grade:
Dispels all magical effects penalizing the creature’s abilities, cures all temporary ability damage, and restores all points permanently drained from all ability scores. It also eliminates fatigue and exhaustion, and removes all forms of insanity, confusion, and similar mental effects. It also dispels all negative levels afflicting the healed creature. This effect also reverses level drains by a force or creature, restoring the creature to the highest level it had previously attained. The drained levels are restored only if the time since the creature lost the level is no more than one week per Battle Blessing Paladin level.

Restoration of the Faithful does not restore levels or Constitution points lost due to death.
Sainted Grade:
No Ability at this Grade.
Turn Undead (Su)
Faithful Grade:
By consuming one use of her Blessing of the Faithful ability (as a Standard action) a paladin may use the supernatural ability to turn undead. She turns undead as a cleric of three levels lower would.
Devoted Grade:
She turns undead as a cleric of her level would.
Hallowed Grade:
She turns undead as a cleric of three levels lower would with greater turning effect (any undead that would be turned are instead destroyed).
Sainted Grade:
She turns undead as a cleric of her level would with greater turning effect (any undead that would be turned are instead destroyed).



Resistance of the Devoted (Sp)
Devoted Grade:
By consuming one use of her Blessing of the Devoted ability (as a Standard action) a Battle Blessing Paladin grants a creature limited protection from damage of whichever one of five energy types she selects: acid, cold, electricity, fire, or sonic. The subject gains energy resistance 10 against the energy type chosen, meaning that each time the creature is subjected to such damage (whether from a natural or magical source), that damage is reduced by 10 points before being applied to the creature’s hit points.
Duration: 10 minutes / Level
Hallowed Grade:
The subject gains energy resistance 20 against the energy type chosen.
Sainted Grade:
The subject gains energy resistance 30 against the energy type chosen.

Movement of the devoted (Sp)
Devoted Grade:
By consuming one use of her Blessing of the Devoted ability (as a Standard action) the Paladin or her Mount gains Flight at a speed of 40 feet (30 feet if wearing medium or heavy armour, or if carrying a medium or heavy load) with average manoeuvrability. Using a fly spell requires only as much concentration as walking, so the subject can attack or cast spells normally. The subject of a fly spell can charge but not run, and it cannot carry aloft more weight than its maximum load, plus any armour it wears.

Should the spell duration expire while the subject is still aloft, the magic fails slowly. The subject floats downward 60 feet per round for 1d6 rounds. If it reaches the ground in that amount of time, it lands safely. If not, it falls the rest of the distance, taking 1d6 points of damage per 10 feet of fall. Since dispelling a spell effectively ends it, the subject also descends in this way if the fly spell is dispelled, but not if it is negated by an antimagic field.

Duration 1 round / Battle Blessing Paladin level
Hallowed Grade:
speed of 60 feet (40 feet if wearing medium or heavy armour, or if carrying a medium or heavy load) with average manoeuvrability.
Duration 1 minute / Battle Blessing Paladin level
Sainted Grade:
speed of 60 feet (30 feet if wearing medium or heavy armour, or if carrying a medium or heavy load) with good manoeuvrability.
Duration 10 min / Battle Blessing Paladin level



Strength of the devoted (Sp)
Devoted Grade:
By consuming one use of her Blessing of the Devoted ability (as a Standard action) the Paladin can cause the subject to become stronger. The spell grants a +4 enhancement bonus to Strength, adding the usual benefits to melee attack rolls, melee damage rolls, and other uses of the Strength modifier.
Duration 1 minute / level

Hallowed Grade:
Duration 10 minutes / level

Sainted Grade:
Duration 1 hour / level

Spirit of the devoted (Sp)
Devoted Grade:
By consuming one use of her Blessing of the Devoted ability (as a Standard action) the Paladin can cause the subject to become more poised, articulate, and personally forceful. The ability grants a +4 enhancement bonus to Charisma, adding the usual benefits to Charisma-based skill checks and other uses of the Charisma modifier. Sorcerers and bards (and other spellcasters who rely on Charisma) affected by this spell do not gain any additional bonus spells for the increased Charisma, but the save DCs for spells they cast while under this spell’s effect do increase. Battle Blessing Paladins will not gain additional Blessing uses from being the target of this ability
Duration 1 minute / level
Hallowed Grade:
Duration 10 minutes / level
Sainted Grade:
Duration 1 hour / level


Cleansing of the Devoted (Sp)
Devoted Grade:
By consuming one use of her Blessing of the Devoted ability (as a Standard action) the Paladin can cure all diseases that the subject is suffering from. The spell also kills parasites, including green slime and others. Certain special diseases may not be countered by this ability or may be countered only by a Battle Blessing Paladin of a certain level or higher.
Instantaneous only.
Hallowed Grade:
Disease is protected against for 10 minutes / level
or May be used to Remove Curse or Blindness / deafness effects.
Sainted Grade:
Disease is protected against for 1 hour / level
or Curse is protected against for 10 minutes / level
or Blindness / deafness effects are protected against for 10 minutes / level




Light of the Hallowed (Su)
Hallowed Grade:
By consuming one use of her Blessing of the Hallowed ability a Battle Blessing Paladin may cause the object touched to shed light as bright as full daylight in a 60-foot radius, and dim light for an additional 60 feet beyond that. Creatures that take penalties in bright light also take them while within the radius of this magical light. This ability is not the equivalent of daylight for the purposes of creatures that are damaged or destroyed by bright light.

This Ability takes 1 minute to activate

The effect lasts for 10 minutes / level

She may choose to end the Ability by useing a standard action to evoke a dazzling beam of intense light which will extend 60' from the touched object, She must be touching the object to end the ability in this way.

Each creature in the beam is blinded and takes 4d6 points of damage. Any creatures to which sunlight is harmful or unnatural take double damage. A successful Reflex save negates the blindness and reduces the damage by half.
An undead creature caught within the beam takes 1d6 points of damage per Battle Blessing Paladin level (maximum 20d6), or half damage if a Reflex save is successful. In addition, the beam results in the destruction of any undead creature specifically harmed by bright light if it fails its save.
The ultraviolet light generated by the spell deals damage to fungi, mould, oozes, and slimes just as if they were undead creatures.

Sainted Grade:
She may end the ability to causes a globe of searing radiance to explode silently in an 80' radius from the touched object.
She does not have to be touching the object to end the ability in this way but the object must be within 200' of her.
All creatures in the globe are blinded and take 6d6 points of damage. A creature to which sunlight is harmful or unnatural takes double damage. A successful Reflex save negates the blindness and reduces the damage by half.
An undead creature caught within the globe takes 1d6 points of damage per Battle Blessing Paladin level (maximum 25d6), or half damage if a Reflex save is successful. In addition, the burst results in the destruction of any undead creature specifically harmed by bright light if it fail its save.
ending the ability in this way dispels any darkness spells of lower than 9th level within its area.






Anonymity of the Hallowed (Su)
Hallowed Grade:
By consuming one use of her Blessing of the Hallowed ability (as a Standard action) the Paladin or one creature or object she touches becomes difficult to detect by divination spells such as clairaudience/clairvoyance, locate object, and detect spells. Anonymity of the Hallowed also prevents location by such magic items as crystal balls. If a divination is attempted against the warded creature or item, the caster of the divination must succeed on a caster level check (1d20 + caster level) against a DC of 11 + the Battle Blessing Paladin level of the Paladin who used Anonymity of the Hallowed. If you use Anonymity of the Hallowed on yourself or on an item currently in your possession, the DC is 15 + your Battle Blessing Paladin level.
If used on a creature, Anonymity of the Hallowed wards the creature’s gear as well as the creature itself.
Duration 24 Hrs.
Sainted Grade:
no ability at this grade.


Mount of the Hallowed (Su)
Hallowed Grade:
By consuming one use of her Blessing of the Hallowed ability (as a Standard action) a Battle Blessing Paladin may cause her Mount to change into another form of living creature. The new form may be of the same type as the Mount or any of the following types: aberration, animal, dragon, fey, giant, humanoid, magical beast, monstrous humanoid, ooze, plant, or vermin. The assumed form can’t have more Hit Dice than the mount (to a Maximum of 16 HD). You can’t cause the Mount to assume a form smaller than Fine, nor can you cause the Mount to assume an incorporeal or gaseous form. The Mount’s creature type and subtype (if any) change to match the new form.
Upon changing, the Mount regains lost hit points as if it had rested for a night (though this healing does not restore temporary ability damage and provide other benefits of resting; and changing back does not heal the Mount further). If slain, the Mount reverts to its original form, though it remains dead.
The Mount gains the Strength, Dexterity, and Constitution scores of the new form but retains its own Intelligence, Wisdom, and Charisma scores. It also gains all extraordinary special attacks possessed by the form but does not gain the extraordinary special qualities possessed by the new form or any supernatural or spell-like abilities.

Sainted Grade:
This Grade enables the Mount to assume the form of any single non-unique creature (of any type) from Fine to Colossal size. The assumed form cannot have more than the Battle Blessing Paladins level in Hit Dice (to a maximum of 25 HD). This Grade allows incorporeal or gaseous forms to be assumed.




Freedom of the Hallowed (Su)
Hallowed Grade:
By consuming one use of her Blessing of the Hallowed ability (as a Standard action) the Paladin can enable Herself or one of her touched Allies to move and attack normally for the duration of the ability, even under the influence of magic that usually impedes movement, such as paralysis, solid fog, slow, and web. The subject automatically succeeds on any grapple check made to resist a grapple attempt, as well as on grapple checks or Escape Artist checks made to escape a grapple or a pin.
This Ability also allows the subject to move and attack normally while underwater, even with slashing weapons such as axes and swords or with bludgeoning weapons such as flails, hammers, and maces, provided that the weapon is wielded in the hand rather than hurled.
This ability lasts for 10 minutes / Battle Blessing Paladin Level.
Sainted Grade:
The subject also gains the Breathless Trait: Characters with the breathless trait do not breathe, so they have immunity to drowning, suffocation, and attacks that require inhalation (such as some types of poison).
This ability lasts for 1 Hour / Battle Blessing Paladin Level.

Protection of the Hallowed (Su)
Hallowed Grade:
By consuming one use of her Blessing of the Hallowed ability (as a Standard action) the Paladin creates a 10' radius ward around herself. The barrier moves with the Battle Blessing Paladin and has three major effects.

First, All creatures within 10' of the Battle Blessing Paladin gain a +2 deflection bonus to AC and a +2 resistance bonus on saves. Both these bonuses only apply against attacks made or effects created by evil creatures.
Second, the barrier blocks any attempt to possess any creature within 10' of the Battle Blessing Paladin (by a magic jar attack, for example) or to exercise mental control over the creatures (including enchantment (charm) effects and enchantment (compulsion) effects that grant the caster ongoing control over the subject, such as dominate person). The protection does not prevent such effects from targeting the protected creatures, but it suppresses the effect for the duration of the creatures being within the area of the Protection of the Hallowed effect. If the Protection of the Hallowed effect ends (or the creature leaves the area of effect) before the effect granting mental control does, the would-be controller would then be able to mentally command the controlled creature. Likewise, the barrier keeps out a possessing life force but does not expel one if it is in place before the spell is cast. This second effect works regardless of alignment.
Third, the spell prevents Non-Good summoned creatures from entering the area. The protection against entry by summoned creatures ends if any of the warded creatures makes an attack against or if the Battle Blessing Paladin tries to force the barrier against the blocked creature. Spell resistance can allow a creature to overcome this protection and touch the warded creature.

Duration 1 minute / level.
Sainted Grade:
Duration 10 minute / level.



Heroism of the Sainted (Sp)
Sainted Grade:
By consuming one use of her Blessing of the Sainted ability a paladin may use this supernatural ability to bring forth a great feast, including a magnificent table, chairs, service, and food and drink. The feast takes 1 hour to consume, and the beneficial effects do not set in until this hour is over. Every creature partaking of the feast is cured of all diseases, sickness, and nausea; becomes immune to poison for 12 hours; and gains 1d8 temporary hit points +1 point per two Battle Blessing Paladin levels (maximum +10) after imbibing the nectar-like beverage that is part of the feast. The ambrosial food that is consumed grants each creature that partakes a +1 morale bonus on attack rolls and Will saves and immunity to fear effects for 12 hours.
If the feast is interrupted for any reason, the use of the ability is ruined and all effects of the ability are negated.
Duration 1hr + 12 hours.
This Ability takes 10 minutes to activate.

Travel of the Sainted (Sp)
Sainted Grade:
By consuming one use of her Blessing of the Sainted ability (as a Standard action) a paladin may use this supernatural ability to move herself or some other creature to a designated sanctuary. If several willing persons link hands in a circle, as many as eight can be affected by the at the same time. The Battle Blessing Paladin must spend 8 hours praying at a Shrine of her Deity to designate it as the Sanctuary for this ability. A Battle Blessing Paladin may not have more than one Sanctuary designated at any time. She may Travel any distance and even between Planes.

Vision of the Sainted (Su)
Sainted Grade:
By consuming one use of her Blessing of the Sainted ability (as a Standard action) a paladin may gain the ability to see all things as they actually are. The Paladin sees through normal and magical darkness, notices secret doors hidden by magic, sees the exact locations of creatures or objects under blur or displacement effects, sees invisible creatures or objects normally, sees through illusions, and sees the true form of polymorphed, changed, or transmuted things. Further, the Paladin can focus its vision to see into the Ethereal Plane (but not into extra-dimensional spaces). The range of Vision conferred is 120 feet.

Vision of the Sainted, however, does not penetrate solid objects. It in no way confers X-ray vision or its equivalent. It does not negate concealment, including that caused by fog and the like. Vision of the Sainted does not help the viewer see through mundane disguises, spot creatures who are simply hiding, or notice secret doors hidden by mundane means. In addition, the abilities effects cannot be further enhanced with known magic, so one cannot use Vision of the Sainted through a crystal ball or in conjunction with clairaudience/clairvoyance.

Word of the Sainted (Sp)
Sainted Grade:
By consuming one use of her Blessing of the Sainted ability (as a Standard action) a paladin may Empower a holy word of his Deity.

Any Evil creature within 40’ of the Paladin that hears the Word of the Sainted suffers the following ill effects.
HD Effect
Equal to Paladin level Deafened
Up to Paladin level -1 Blinded, Deafened
Up to Paladin level -5 Paralyzed, Blinded, Deafened
Up to Paladin level -10 Killed, Paralyzed, Blinded, Deafened

The effects are cumulative and concurrent. No saving throw is allowed against these effects.

Deafened
The creature is deafened for 1d4 rounds.

Blinded
The creature is blinded for 2d4 rounds.

Paralyzed
The creature is paralyzed and helpless for 1d10 minutes.

Killed
Living creatures die. Undead creatures are destroyed.

Furthermore, if you are on your home plane when you use this ability, Evil extra-planar creatures within the area are instantly banished back to their home planes. Creatures so banished cannot return for at least 24 hours. This effect takes place regardless of whether the creatures hear the Word of the Sainted. The banishment effect allows a Will save (at a -4 penalty) to negate.

Creatures whose HD exceed your Battle Blessing Paladin level are unaffected by Word of the Sainted.
Vitality of the Sainted (Su)
Sainted Grade:
By consuming one use of her Blessing of the Sainted ability (as a Standard action) a paladin may use this supernatural ability to make herself or one ally immune to all death spells, magical death effects, energy drain, and any negative energy effects.
Duration 10 minutes / level.

ShiningStarling
2011-08-08, 11:48 AM
Very interesting, very interesting indeed. The blessings seem to mostly duplicate spells, not that that is a bad thing. I like the new smite progression, though the ability itself still lacks luster. The turning fix was superb, couldn't've done it better myself. I also like that you can use the lower level abilities without expending a higher level use per day. Very nice. Keepin' the Paladin fresh. :smallcool:

only1doug
2011-08-08, 01:58 PM
Very interesting, very interesting indeed. The blessings seem to mostly duplicate spells, not that that is a bad thing. I like the new smite progression, though the ability itself still lacks luster. The turning fix was superb, couldn't've done it better myself. I also like that you can use the lower level abilities without expending a higher level use per day. Very nice. Keepin' the Paladin fresh. :smallcool:

Yes, I copied existing spell effects, occasionally combining multiple spells to a common effect.

The new smite progression encourages higher grade uses while keeping the original mechanism. At higher levels useing the lowest grade smite ability should be fairly frequent as there isn't much else to use the blessings for.

I'm glad you like the turning fix, I quite like it myself.

Thank you for the feedback.

only1doug
2011-08-09, 01:19 PM
343 views and only 8 comments, I guess people don't feel strongly enough about this class to comment in any fashion?

Does that make it tier 3? :smallbiggrin: