Lord Ruby34
2011-08-27, 09:15 PM
Note, this is my first time trying to homebrew something in a long time, and I haven't finished yet. I'm still working on spells and the spell list so this class isn't ready for play. PHB spells are now finished. This class is now playable.
The Paladin
I need a Hero! (http://www.youtube.com/watch?v=aOsR1gRy5ZE)
"I fight for Hope." -- Lerithal, Elven Paladin, seconds before her death.
"Grag, you son of bitch! I kill you this day!"-- Gramk, Orc Paladin/Barbarian, as he defends a halfling village from his brother the Warlord Grag.
The Paladin is first and foremost a servant of good. Lawful, Chaotic, for a Paladin these things don't matter. What matters is their absolute devotion to the cause of Good, the protection of the innocent, and the destruction of those that would oppress them.
Abilities: Strength is important to the Paladin, as her melee attacks depend on it. A higher Constitution score means more hit points, something that every class wants. And the Paladin's spell casting and special abilities rely on her Charisma Score.
{table=head]Level|BAB|Fort|Ref|Will|Special |0lvl|1st|2nd|3rd|4th|5th|6th
1st|+1|+2|+0|+2|Aura of Good, Detect Evil, Smite Evil 1/day, Code, Iron Spirit|2|—|—|—|—|—|—
2nd|+2|+3|+0|+3|Divine Grace, Mettle, Lay on Hands|3|0|—|—|—|—|—
3rd|+3|+3|+1|+3|Aura of Courage, Divine Health, Mercy|3|1|—|—|—|—|—
4th|+4|+4|+1|+4|Turn Undead, Smite Evil 2/day|3|2|0|—|—|—|—
5th|+5|+4|+1|+4|Divine Reflexes, Improved Smite Evil|3|3|1|—|—|—|—
6th|+6/+1|+5|+2|+5|Battle Blessing, Bonus Feat|3|3|2|—|—|—|—
7th|+7/+2|+5|+2|+5|Smite Evil 3/day, Divine Defence|3|3|2|0|—|—|—
8th|+8/+3|+6|+2|+6|Passionate Soul|3|3|3|1|—|—|—
9th|+9/+4|+6|+3|+6|Bonus Feat, Improved Mettle|3|3|3|2|—|—|—
10th|+10/+5|+7|+3|+7|Smite Evil 4/day, Spell Resistance |3|3|3|2|0|—|—
11th|+11/+6/+1|+7|+3|+7|Greater Smite Evil|3|3|3|3|1|—|—
12th|+12/+7/+2|+8|+4|+8|Bonus Feat|3|3|3|3|2|—|—
13th|+13/+8/+3|+8|+4|+8|Smite Evil 5/day, Divine Wrath|3|3|3|3|3|0|—
14th|+14/+9/+4|+9|+4|+9|Battle Casting|4|3|3|3|3|1|—
15th|+15/+10/+5|+9|+5|+9|Bonus Feat|4|4|3|3|3|2|—
16th|+16/+11/+6/+1|+10|+5|+10|Smite Evil 6/day|4|4|4|3|3|2|0
17th|+17/+12/+7/+2|+10|+5|+10|Awesome Smite|4|4|4|4|3|3|1
18th|+18/+13/+8/+3|+11|+6|+11|Bonus Feat|4|4|4|4|4|3|2
19th|+19/+14/+9/+4|+11|+6|+11|Smite Evil 7/day|4|4|4|4|4|4|3
20th|+20/+15/+10/+5|+12|+6|+12|Champion of the Downtrodden|4|4|4|4|4|4|4
[/table]
Alignment: Any Good
Hit Die: d10
Starting Gold: As PHB Paladin.
Staring Age: As PHB Paladin.
Class Skills: The Paladin's class skills (and the key ability for each skill) are Climb (Str), Concentration (Con), Craft (Int), Gather Information (Cha), Heal (Wis), Intimidate (Cha), Jump (Str), Knowledge History (Int), Knowledge Nobility and Royalty (Int), Knowledge (Religion), Listen (Wis), Preform (Cha), Profession (Wis), Ride (Dex), Sense Motive (Wis), Spot (Wis), and Swim (Str). If lawful add Diplomacy (Cha) to the list and if Chaotic add Bluff (Cha). If you are neutral on the law and Chaos axis choose one or the other.
Class Skills
Skill Points at 1st Level: (4 + Int modifier) × 4
Skill Points at Each Additional Level: 4 + Int modifier
Weapon and Armor Proficiency Paladins are proficient with all simple and martial weapons, all armor (Light, Medium, and Heavy), as well as with all shields (excluding tower shields).
Code: The Paladin is sworn to protect the weak and defend the innocent. She is free to do this however she pleases, as long as she does not commit and Evil act. If she does commit an Evil act she falls, and loses all supernatural and spell-like class features as well as her casting. There is also a second way for a Paladin to fall, if they don't attempt to defend those they have sworn to protect while there's a chance of it working they will fall.
Aura of Good (Su): A Paladin is a servant of righteousness, a blazing beacon against the forces of evil. She projects an aura of good around her in a thirty foot radius that can be felt by everyone in the affected area. Those with a good alignment feel peaceful and calmed by the Paladin’s presence. Those with an Evil alignment feel it as a judgment weighing on their wicked souls. Creatures with a neutral alignment feel a watchful, but hopeful presence.
All good creatures in the Aura gain a +1 morale bonus on all attack rolls and saves (a Paladin counts as being in their own aura at all times) as long as they remain in the Aura and for a number of minutes equal to the level of the Paladin projecting the Aura. Evil creatures take a -1 morale penalty on all attack rolls and saves as long as they remain in the Aura and for a number of minutes equal to the level of the Paladin projecting the Aura. This bonus (or penalty) increases by one for every five Paladin levels the Paladin possesses. The strength of the Paladin’s Aura is equal to her hit dice.
Detect Evil (Sp): A paladin can detect darkness in the hearts of those she meets. As a swift action a paladin can use the Detect Evil spell at will. This replaces the normal casting time for detect evil.
Smite Evil (Su): Evil cannot defend against the mighty blows of a paladin. Once per day a Paladin can take a free action to empower her blows with the power of good and righteousness. This ability lasts for a full round or the paladin dismisses it, whichever comes first. A Paladin’s smite has a bonus to hit equal to the Paladin’s charisma bonus and a bonus to damage equal her Paladin level multiplied by two, when facing an evil outsider, an evil dragon, or one of the undead the bonus damage is instead equal to the Paladin’s level times three. A smite does not automatically miss on a natural one. This ability automatically overcomes the damage reduction of the target, or targets, of the smite. The target of the Smite is considered Shaken on their next turn. (The target can make a Will save DC=10+1/2 the Paladin’s level+ her Charisma modifier to avoid the shaken affect.) The paladin gains a Morale Bonus equal to her charisma modifier to her Armor class for one round. If this ability is used on a non-evil creature, or a creature that is guilty of harming the innocent it has no effect and the smite is wasted.
A Paladin gains an addition use of this ability each day every three levels past first. (So at level seven a Paladin can use Smite Evil three times per day. This ability improves at levels at levels five, eleven, and seventeen.
Iron Spirit: A Paladin's Paladin levels count as a full Initiator level instead of half an Initiator level for determining what maneuvers a Paladin can learn with the Martial Study feat or when she multi-classes into a Marital Adept class. This applies on to maneuvers of the Iron Heart or Devoted Spirit disciplines.
A Paladin may recover maneuvers used as a Swordsage.
Spells: A Paladin's spells known and spells per day are based on her Charisma score. A Paladin knows all the spells on her list and may cast them spontaneously. A Paladin's caster level equals her Paladin level. A Paladin casts divine spells, but they do not have to worship a god. Even if they do it is not their god that empowers them, but the forces a good and righteousness themselves.
A Paladin must have a charisma score equal to 10+the level of the spell she is trying to cast to cast it.
The Saving throws for a Paladin's spells are equal to 10+the spell level+1/2 her charisma modifier.
Divine Grace (Su): A Paladin is empowered by righteousness itself. At second level the weight of the Paladin’s dedication and has earned mastery of her body and mind. She can now add her charisma modifier to all saving throws.
Mettle (Ex): Starting at second level a Paladin can resist magical and unusual attacks with great fortitude and willpower. If she makes a successful Fortitude or Will save against an attack that would normally have a partial affect on a successful save, she may instead completely negate the effect.
Lay on Hands (Su): A Paladin is more than a warrior, she is a protector, a leader, a healer. Starting at second level a Paladin can heal a number of hit points of damage equal to her paladin level multiplied by twice her charisma bonus each day. (Example Rica, the fifth level paladin, has a charisma of fifteen she could heal twenty points of damage each day.) This healing can be split up over the course of multiple uses or used all at once. If a Paladin uses this ability on herself it takes a swift action, if she uses it on others it takes a standard action. This can be used to damage those weak to positive energy, like the undead, with a successful touch attack.
Aura of Courage (Ex): Starting at third level a Paladin has mastered her fear, it can longer stymie her. Beginning at third level a Paladin is immune to fear affects. Furthermore all allies within thirty feet of her are inspired by the Paladin’s courage and gain a +4 morale bonus on saves against fear. This stacks with the bonus provided by the Paladin’s Aura of Good.
Divine Health (Ex): A Paladin’s faith in her path is absolute, she cannot be held back by mere disease. Starting at third level a Paladin is immune to all diseases, even those of a supernatural or magical origin.
Mercy: A Paladin does not always need to kill their foes, sometimes those they fight against are merely misguided. Starting at third level a Paladin may chose to do non-lethal damage without the standard penalty to attack rolls.
Turn Undead (Su): Beginning at fourth level a Paladin gains the ability to turn the Undead. She may use this ability a number of times per day equal to three plus her charisma modifier. A Paladin treats her cleric level for these checks as if she were a cleric three levels lower than her Paladin levels.
Divine Reflexes (Su): At fifth level a Paladin has learned how to move dexterously in even the heaviest armor. Whenever a Paladin makes a successful Reflex save against an attack that normally does half damage on a successful Reflex save she instead takes no damage. This ability does not function for a helpless Paladin.
Improved Smite Evil (Su): Beginning at fifth level the target(s) of a Paladin’s smite are also considered Dazed for one round if they fail a Will Save. (DC=10+1/2 the Paladin’s Paladin level+ the Paladin’s charisma modifier) Even on a successful save the target is considered Staggered. This is in addition to the normal effects of the Paladin’s Smite Evil ability.
Battle Blessing (Ex?): A Paladin is a fearsome warrior, and has learned to blend magic and steel far more effectively than most could ever dream of. Starting at sixth level a Paladin can cast any spell on the Paladin list that they have access to as a swift action.
Bonus Feats(Ex): At sixth level the Paladin gains a bonus feat. This feat may be taken from the fighter list or may be any divine feat. The Paladin gains another bonus feat every three levels after six. (Nine, twelve, and so on.)
Divine Defense (Su): A Paladin is a servant to the forces of Righteousness, and does no good to it if she is dead. Starting at seventh level a Paladin gains her charisma bonus to her armor class. This bonus applies against touch attacks, but not when the Paladin is flat footed. (This ability still needs a better name.)
Passionate Soul (Su) : A Paladin will never abandon the innocent, will never flee in the face of danger, and will never be let herself be controlled. Starting at eighth level a Paladin gets a second save to resist any mind affecting effect that she encounters.
Improved Mettle (Ex): This ability works just like Mettle except that even on a failed Will or Fortitude save a Paladin is only effected by the partial effect of a spell or ability. She no longer automatically fails Fortitude and Will saves on a natural one.
Spell Resistance (Su): Starting at tenth level a Paladin is nearly immune to a Wizards wiles. She gains spell resistance equal to her Paladin level plus eleven. A Paladin can lower this Resistance as a free action.
Greater Smite Evil (Su): At eleventh level a Paladin’s Smite Evil ability becomes more powerful yet again. The target(s) of her Smite Evil must make a Will Save (DC=10+1/2 a Paladin’s Paladin level+ her Charisma modifier) or be Stunned. They are dazed even on a successful save. This replaces the benefits of Improved Smite Evil. In addition the target must make a Fortitude save of the same DC or be blinded. These benefits stack with those of Smite Evil.
Divine Wrath (Su): A Paladin's soul burns with a fiery passion, they have sworn to protect the innocent and Evil keeps harming their charges. Starting at thirteenth level a Paladin may add her charisma bonus as a bonus to damage on any attack against creatures with an evil alignment.
Battle Casting (Su?): At fourteenth level a Paladin my apply the Extend spell metamagic to any Paladin spell she cast without changing the spell level. She does not need the Extend spell feat. She may still cast all Paladin spells as a swift action. (This ability needs a better name.)
Awesome Smite (Su): At seventeenth level a Paladin’s Smite Evil ability has improved for the last time, letting her savagely beat down those who threaten the innocent. Any Evil Creature hit by the Paladin’s Smite Evil is immediately hurled backwards a number of feet equal to one half the damage taken (rounded down to the nearest five foot increment), and knocked prone. If the Paladin is wielding a weapon in two hands they may move their target an extra ten feet. They take a number of extra d6's of damage equal to the number of feet they were throw divided by ten. This does 2d6 extra damage if they are thrown against a wall. The target is automatically deafened for 1d4+the Paladin’s Charisma modifier rounds. No save.
A Paladin may now jump a number of feet equal to the distance they send their opponents flying between attacks while using Smite Evil on a full attack. These benefits stack with the benefits of Greater Smite Evil and Smite Evil. If a creature is stunned from the attack they drop whatever they were carrying in the square they were in before they were sent flying.
(Example Awesome Smite: Jason, the nineteenth level paladin, has a charisma score of 36 and is fighting an evil Warblade. He uses an Awesome Smite on the evil doer. Jason overcomes all of the Warblade's damage reduction, (In this case it's 5/Magic.) gaining a +13 bonus to hit, and a +38 bonus to damage. Jason is wielding a mundane Greatsword and using his Power Attack feat to take a -19 penalty to hit and another +38 bonus to damage. He has a strength score of 34. He hits the Evil Warblade for one-hundred and thirteen damage, knocking him back seventy feet, and forcing the evildoer to make a save to avoid Blindness, another to avoid, being stunned, and yet another to avoid nausea. He deals and extra 9d6 damage on the attack, because he slammed the Warblade into a wall. The Warblade has been deafened for fifteen rounds. Jason may now move up to seventy feet, because that is the distance he hurled the enemy Warblade, as a free action and continue his full attack. He does not have to continue attacking the Warblade, and he does not have to move if he doesn't want to.)
Champion of the Downtrodden (Su): There is no force on earth like a Paladin defending the weak from those that seek to prey on them. At twentieth level when a Paladin is fighting evil creatures she gains DR 15/- , five additional points of SR, and a +10 bonus on all attack and damage rolls.
EDIT LOG: I noticed the Spells per day table was screwy, it's now fixed.
Spell list version 1 up.
Added the Code.
Fixed a typo.
Repositioned Divine Grace.
Redid Divine Defense.
Removed Remove Disease.
Added Bonus Feats.
Removed Improved Evasion.
Added Iron Spirit.
Changed Divine Wrath up a bit.
Changed the name of Evasion and made it a Su ability.
Changed how distance is figured when calculating an Awesome Smite.
Finished Spell List.
Fixed Typo.
Added three new feats.
Added Quotes.
Added Starting Gold and Age. :smallredface:
Changed the radius of the Paladin's Auras.
Fixed Smite Evil a bit more.
Used two of Metahuman1's suggestions.
STILL TO DO: Rename Divine Defense and Battle Casting.
Think of something better than Bonus Feats.
Mess around with Awesome Smite and some of the Smite Evil abilities.
Make the Blackguard.
Add the Paladin-King PrC.
Anything else I'm forgetting at the moment.
The Paladin
I need a Hero! (http://www.youtube.com/watch?v=aOsR1gRy5ZE)
"I fight for Hope." -- Lerithal, Elven Paladin, seconds before her death.
"Grag, you son of bitch! I kill you this day!"-- Gramk, Orc Paladin/Barbarian, as he defends a halfling village from his brother the Warlord Grag.
The Paladin is first and foremost a servant of good. Lawful, Chaotic, for a Paladin these things don't matter. What matters is their absolute devotion to the cause of Good, the protection of the innocent, and the destruction of those that would oppress them.
Abilities: Strength is important to the Paladin, as her melee attacks depend on it. A higher Constitution score means more hit points, something that every class wants. And the Paladin's spell casting and special abilities rely on her Charisma Score.
{table=head]Level|BAB|Fort|Ref|Will|Special |0lvl|1st|2nd|3rd|4th|5th|6th
1st|+1|+2|+0|+2|Aura of Good, Detect Evil, Smite Evil 1/day, Code, Iron Spirit|2|—|—|—|—|—|—
2nd|+2|+3|+0|+3|Divine Grace, Mettle, Lay on Hands|3|0|—|—|—|—|—
3rd|+3|+3|+1|+3|Aura of Courage, Divine Health, Mercy|3|1|—|—|—|—|—
4th|+4|+4|+1|+4|Turn Undead, Smite Evil 2/day|3|2|0|—|—|—|—
5th|+5|+4|+1|+4|Divine Reflexes, Improved Smite Evil|3|3|1|—|—|—|—
6th|+6/+1|+5|+2|+5|Battle Blessing, Bonus Feat|3|3|2|—|—|—|—
7th|+7/+2|+5|+2|+5|Smite Evil 3/day, Divine Defence|3|3|2|0|—|—|—
8th|+8/+3|+6|+2|+6|Passionate Soul|3|3|3|1|—|—|—
9th|+9/+4|+6|+3|+6|Bonus Feat, Improved Mettle|3|3|3|2|—|—|—
10th|+10/+5|+7|+3|+7|Smite Evil 4/day, Spell Resistance |3|3|3|2|0|—|—
11th|+11/+6/+1|+7|+3|+7|Greater Smite Evil|3|3|3|3|1|—|—
12th|+12/+7/+2|+8|+4|+8|Bonus Feat|3|3|3|3|2|—|—
13th|+13/+8/+3|+8|+4|+8|Smite Evil 5/day, Divine Wrath|3|3|3|3|3|0|—
14th|+14/+9/+4|+9|+4|+9|Battle Casting|4|3|3|3|3|1|—
15th|+15/+10/+5|+9|+5|+9|Bonus Feat|4|4|3|3|3|2|—
16th|+16/+11/+6/+1|+10|+5|+10|Smite Evil 6/day|4|4|4|3|3|2|0
17th|+17/+12/+7/+2|+10|+5|+10|Awesome Smite|4|4|4|4|3|3|1
18th|+18/+13/+8/+3|+11|+6|+11|Bonus Feat|4|4|4|4|4|3|2
19th|+19/+14/+9/+4|+11|+6|+11|Smite Evil 7/day|4|4|4|4|4|4|3
20th|+20/+15/+10/+5|+12|+6|+12|Champion of the Downtrodden|4|4|4|4|4|4|4
[/table]
Alignment: Any Good
Hit Die: d10
Starting Gold: As PHB Paladin.
Staring Age: As PHB Paladin.
Class Skills: The Paladin's class skills (and the key ability for each skill) are Climb (Str), Concentration (Con), Craft (Int), Gather Information (Cha), Heal (Wis), Intimidate (Cha), Jump (Str), Knowledge History (Int), Knowledge Nobility and Royalty (Int), Knowledge (Religion), Listen (Wis), Preform (Cha), Profession (Wis), Ride (Dex), Sense Motive (Wis), Spot (Wis), and Swim (Str). If lawful add Diplomacy (Cha) to the list and if Chaotic add Bluff (Cha). If you are neutral on the law and Chaos axis choose one or the other.
Class Skills
Skill Points at 1st Level: (4 + Int modifier) × 4
Skill Points at Each Additional Level: 4 + Int modifier
Weapon and Armor Proficiency Paladins are proficient with all simple and martial weapons, all armor (Light, Medium, and Heavy), as well as with all shields (excluding tower shields).
Code: The Paladin is sworn to protect the weak and defend the innocent. She is free to do this however she pleases, as long as she does not commit and Evil act. If she does commit an Evil act she falls, and loses all supernatural and spell-like class features as well as her casting. There is also a second way for a Paladin to fall, if they don't attempt to defend those they have sworn to protect while there's a chance of it working they will fall.
Aura of Good (Su): A Paladin is a servant of righteousness, a blazing beacon against the forces of evil. She projects an aura of good around her in a thirty foot radius that can be felt by everyone in the affected area. Those with a good alignment feel peaceful and calmed by the Paladin’s presence. Those with an Evil alignment feel it as a judgment weighing on their wicked souls. Creatures with a neutral alignment feel a watchful, but hopeful presence.
All good creatures in the Aura gain a +1 morale bonus on all attack rolls and saves (a Paladin counts as being in their own aura at all times) as long as they remain in the Aura and for a number of minutes equal to the level of the Paladin projecting the Aura. Evil creatures take a -1 morale penalty on all attack rolls and saves as long as they remain in the Aura and for a number of minutes equal to the level of the Paladin projecting the Aura. This bonus (or penalty) increases by one for every five Paladin levels the Paladin possesses. The strength of the Paladin’s Aura is equal to her hit dice.
Detect Evil (Sp): A paladin can detect darkness in the hearts of those she meets. As a swift action a paladin can use the Detect Evil spell at will. This replaces the normal casting time for detect evil.
Smite Evil (Su): Evil cannot defend against the mighty blows of a paladin. Once per day a Paladin can take a free action to empower her blows with the power of good and righteousness. This ability lasts for a full round or the paladin dismisses it, whichever comes first. A Paladin’s smite has a bonus to hit equal to the Paladin’s charisma bonus and a bonus to damage equal her Paladin level multiplied by two, when facing an evil outsider, an evil dragon, or one of the undead the bonus damage is instead equal to the Paladin’s level times three. A smite does not automatically miss on a natural one. This ability automatically overcomes the damage reduction of the target, or targets, of the smite. The target of the Smite is considered Shaken on their next turn. (The target can make a Will save DC=10+1/2 the Paladin’s level+ her Charisma modifier to avoid the shaken affect.) The paladin gains a Morale Bonus equal to her charisma modifier to her Armor class for one round. If this ability is used on a non-evil creature, or a creature that is guilty of harming the innocent it has no effect and the smite is wasted.
A Paladin gains an addition use of this ability each day every three levels past first. (So at level seven a Paladin can use Smite Evil three times per day. This ability improves at levels at levels five, eleven, and seventeen.
Iron Spirit: A Paladin's Paladin levels count as a full Initiator level instead of half an Initiator level for determining what maneuvers a Paladin can learn with the Martial Study feat or when she multi-classes into a Marital Adept class. This applies on to maneuvers of the Iron Heart or Devoted Spirit disciplines.
A Paladin may recover maneuvers used as a Swordsage.
Spells: A Paladin's spells known and spells per day are based on her Charisma score. A Paladin knows all the spells on her list and may cast them spontaneously. A Paladin's caster level equals her Paladin level. A Paladin casts divine spells, but they do not have to worship a god. Even if they do it is not their god that empowers them, but the forces a good and righteousness themselves.
A Paladin must have a charisma score equal to 10+the level of the spell she is trying to cast to cast it.
The Saving throws for a Paladin's spells are equal to 10+the spell level+1/2 her charisma modifier.
Divine Grace (Su): A Paladin is empowered by righteousness itself. At second level the weight of the Paladin’s dedication and has earned mastery of her body and mind. She can now add her charisma modifier to all saving throws.
Mettle (Ex): Starting at second level a Paladin can resist magical and unusual attacks with great fortitude and willpower. If she makes a successful Fortitude or Will save against an attack that would normally have a partial affect on a successful save, she may instead completely negate the effect.
Lay on Hands (Su): A Paladin is more than a warrior, she is a protector, a leader, a healer. Starting at second level a Paladin can heal a number of hit points of damage equal to her paladin level multiplied by twice her charisma bonus each day. (Example Rica, the fifth level paladin, has a charisma of fifteen she could heal twenty points of damage each day.) This healing can be split up over the course of multiple uses or used all at once. If a Paladin uses this ability on herself it takes a swift action, if she uses it on others it takes a standard action. This can be used to damage those weak to positive energy, like the undead, with a successful touch attack.
Aura of Courage (Ex): Starting at third level a Paladin has mastered her fear, it can longer stymie her. Beginning at third level a Paladin is immune to fear affects. Furthermore all allies within thirty feet of her are inspired by the Paladin’s courage and gain a +4 morale bonus on saves against fear. This stacks with the bonus provided by the Paladin’s Aura of Good.
Divine Health (Ex): A Paladin’s faith in her path is absolute, she cannot be held back by mere disease. Starting at third level a Paladin is immune to all diseases, even those of a supernatural or magical origin.
Mercy: A Paladin does not always need to kill their foes, sometimes those they fight against are merely misguided. Starting at third level a Paladin may chose to do non-lethal damage without the standard penalty to attack rolls.
Turn Undead (Su): Beginning at fourth level a Paladin gains the ability to turn the Undead. She may use this ability a number of times per day equal to three plus her charisma modifier. A Paladin treats her cleric level for these checks as if she were a cleric three levels lower than her Paladin levels.
Divine Reflexes (Su): At fifth level a Paladin has learned how to move dexterously in even the heaviest armor. Whenever a Paladin makes a successful Reflex save against an attack that normally does half damage on a successful Reflex save she instead takes no damage. This ability does not function for a helpless Paladin.
Improved Smite Evil (Su): Beginning at fifth level the target(s) of a Paladin’s smite are also considered Dazed for one round if they fail a Will Save. (DC=10+1/2 the Paladin’s Paladin level+ the Paladin’s charisma modifier) Even on a successful save the target is considered Staggered. This is in addition to the normal effects of the Paladin’s Smite Evil ability.
Battle Blessing (Ex?): A Paladin is a fearsome warrior, and has learned to blend magic and steel far more effectively than most could ever dream of. Starting at sixth level a Paladin can cast any spell on the Paladin list that they have access to as a swift action.
Bonus Feats(Ex): At sixth level the Paladin gains a bonus feat. This feat may be taken from the fighter list or may be any divine feat. The Paladin gains another bonus feat every three levels after six. (Nine, twelve, and so on.)
Divine Defense (Su): A Paladin is a servant to the forces of Righteousness, and does no good to it if she is dead. Starting at seventh level a Paladin gains her charisma bonus to her armor class. This bonus applies against touch attacks, but not when the Paladin is flat footed. (This ability still needs a better name.)
Passionate Soul (Su) : A Paladin will never abandon the innocent, will never flee in the face of danger, and will never be let herself be controlled. Starting at eighth level a Paladin gets a second save to resist any mind affecting effect that she encounters.
Improved Mettle (Ex): This ability works just like Mettle except that even on a failed Will or Fortitude save a Paladin is only effected by the partial effect of a spell or ability. She no longer automatically fails Fortitude and Will saves on a natural one.
Spell Resistance (Su): Starting at tenth level a Paladin is nearly immune to a Wizards wiles. She gains spell resistance equal to her Paladin level plus eleven. A Paladin can lower this Resistance as a free action.
Greater Smite Evil (Su): At eleventh level a Paladin’s Smite Evil ability becomes more powerful yet again. The target(s) of her Smite Evil must make a Will Save (DC=10+1/2 a Paladin’s Paladin level+ her Charisma modifier) or be Stunned. They are dazed even on a successful save. This replaces the benefits of Improved Smite Evil. In addition the target must make a Fortitude save of the same DC or be blinded. These benefits stack with those of Smite Evil.
Divine Wrath (Su): A Paladin's soul burns with a fiery passion, they have sworn to protect the innocent and Evil keeps harming their charges. Starting at thirteenth level a Paladin may add her charisma bonus as a bonus to damage on any attack against creatures with an evil alignment.
Battle Casting (Su?): At fourteenth level a Paladin my apply the Extend spell metamagic to any Paladin spell she cast without changing the spell level. She does not need the Extend spell feat. She may still cast all Paladin spells as a swift action. (This ability needs a better name.)
Awesome Smite (Su): At seventeenth level a Paladin’s Smite Evil ability has improved for the last time, letting her savagely beat down those who threaten the innocent. Any Evil Creature hit by the Paladin’s Smite Evil is immediately hurled backwards a number of feet equal to one half the damage taken (rounded down to the nearest five foot increment), and knocked prone. If the Paladin is wielding a weapon in two hands they may move their target an extra ten feet. They take a number of extra d6's of damage equal to the number of feet they were throw divided by ten. This does 2d6 extra damage if they are thrown against a wall. The target is automatically deafened for 1d4+the Paladin’s Charisma modifier rounds. No save.
A Paladin may now jump a number of feet equal to the distance they send their opponents flying between attacks while using Smite Evil on a full attack. These benefits stack with the benefits of Greater Smite Evil and Smite Evil. If a creature is stunned from the attack they drop whatever they were carrying in the square they were in before they were sent flying.
(Example Awesome Smite: Jason, the nineteenth level paladin, has a charisma score of 36 and is fighting an evil Warblade. He uses an Awesome Smite on the evil doer. Jason overcomes all of the Warblade's damage reduction, (In this case it's 5/Magic.) gaining a +13 bonus to hit, and a +38 bonus to damage. Jason is wielding a mundane Greatsword and using his Power Attack feat to take a -19 penalty to hit and another +38 bonus to damage. He has a strength score of 34. He hits the Evil Warblade for one-hundred and thirteen damage, knocking him back seventy feet, and forcing the evildoer to make a save to avoid Blindness, another to avoid, being stunned, and yet another to avoid nausea. He deals and extra 9d6 damage on the attack, because he slammed the Warblade into a wall. The Warblade has been deafened for fifteen rounds. Jason may now move up to seventy feet, because that is the distance he hurled the enemy Warblade, as a free action and continue his full attack. He does not have to continue attacking the Warblade, and he does not have to move if he doesn't want to.)
Champion of the Downtrodden (Su): There is no force on earth like a Paladin defending the weak from those that seek to prey on them. At twentieth level when a Paladin is fighting evil creatures she gains DR 15/- , five additional points of SR, and a +10 bonus on all attack and damage rolls.
EDIT LOG: I noticed the Spells per day table was screwy, it's now fixed.
Spell list version 1 up.
Added the Code.
Fixed a typo.
Repositioned Divine Grace.
Redid Divine Defense.
Removed Remove Disease.
Added Bonus Feats.
Removed Improved Evasion.
Added Iron Spirit.
Changed Divine Wrath up a bit.
Changed the name of Evasion and made it a Su ability.
Changed how distance is figured when calculating an Awesome Smite.
Finished Spell List.
Fixed Typo.
Added three new feats.
Added Quotes.
Added Starting Gold and Age. :smallredface:
Changed the radius of the Paladin's Auras.
Fixed Smite Evil a bit more.
Used two of Metahuman1's suggestions.
STILL TO DO: Rename Divine Defense and Battle Casting.
Think of something better than Bonus Feats.
Mess around with Awesome Smite and some of the Smite Evil abilities.
Make the Blackguard.
Add the Paladin-King PrC.
Anything else I'm forgetting at the moment.