Grod_The_Giant
2011-11-02, 10:56 PM
The Paladin
http://i25.photobucket.com/albums/c73/OneWinged4ngel/343.jpg
"Haven't you done enough heroics for the day?"
"Nope. Paladin."
-- AtwasAwamps' amazing paladin thread (http://www.giantitp.com/forums/showthread.php?p=8359242)
There are many men in the world. Some are good. Some are great. Some may even be called heroes. But all those pale in comparison to the paladin. Many wish to walk the paladin’s path, but few have the strength of conviction or the purity of ideals necessary to fit the mold. A paladin is more than just a holy warrior— he is a leader among men, a shining example of everything Good and noble. He knows the truth of what it means to be a hero— it’s not about you. It’s about everyone else.
Game Rule Information:
Abilities: As a melee warrior, Strength is probably the most important ability score for a paladin. Charisma is necessary for his class features, and Constitution enables him to take even more damage for his allies. Dexterity is less necessary, given his ability to wear heavy armor.
Alignment: Any Good.
Hit Die: d12
Class Skills: A paladin’s class skills are Climb (Strength), Concentration (Con), Craft (Int), Diplomacy (Cha), Handle Animal (Cha), Heal (Wis), Intimidate (Cha), Knowledge (History) (Int), Knowledge (nobility and royalty) (Int), Knowledge (religion) (Int), Knowledge (the planes) (Int), Listen (Wis), Profession (Wis), Ride (Dex), Sense Motive (Wis), and Spot (Wis).
Skill points at 1st level: (4+Intelligence modifier) x4
Skill points at each addition level: 4+Intelligence modifier
Level
BAB
Fort
Ref
Will
Special
0 lv
1st
2nd
3rd
4th
1st
+1
+2
+0
+2
Detect evil, Smite Evil
2
—
—
—
—
2nd
+2
+3
+0
+3
Divine grace, Lay on Hands, Bless Weapon
2
—
—
—
—
3rd
+3
+3
+1
+3
Hero’s Presence, A Hero Never Stops
2
—
—
—
—
4th
+4
+4
+1
+4
Turn undead, Bonus Feat
2
2
—
—
—
5th
+5
+4
+1
+4
Special mount
3
2
—
—
—
6th
+6/+1
+5
+2
+5
Shield of Loyalty, A Hero Never Rests
3
2
—
—
—
7th
+7/+2
+5
+2
+5
Saint’s Touch, Improved Smiting (1)
3
2
2
—
—
8th
+8/+3
+6
+2
+6
Prudent Healing, Bonus Feat
3
3
2
—
—
9th
+9/+4
+6
+3
+6
Favored of God, Holy Weapon
4
3
2
—
—
10th
+10/+5
+7
+3
+7
Hero’s Sacrifice
4
3
2
2
—
11th
+11/+6/+1
+7
+3
+7
Wings of Faith
4
3
3
2
—
12th
+12/+7/+2
+8
+4
+8
Hero’s Leadership, Bonus Feat
4
4
3
2
—
13th
+13/+8/+3
+8
+4
+8
Banishing Smite, A Hero Never Dies
4
4
3
2
2
14th
+14/+9/+4
+9
+4
+9
Powered by Heroism, Improved Smiting (2)
5
4
3
3
2
15th
+15/+10/+5
+9
+5
+9
Hero’s Shield
5
4
4
3
2
16th
+16/+11/+6/+1
+10
+5
+10
Bulwark of Faith, Bonus Feat
5
4
4
3
2
17th
+17/+12/+7/+2
+10
+5
+10
Faith in the Fallen
5
5
4
3
3
18th
+18/+13/+8/+3
+11
+6
+11
Celestial Smite
5
5
4
4
3
19th
+19/+14/+9/+4
+11
+6
+11
Perfection on Earth, Bonus Feat
5
5
4
4
3
20th
+20/+15/+10/+5
+12
+6
+12
Death Before Dishonor
5
5
5
4
3
Class Features:
Weapon and Armor Proficiency: Paladins are proficient with all simple and martial weapons, with all types of armor (heavy, medium, and light), and with shields (including tower shields).
Spells(Su): A paladin casts divine spells, which are drawn from the paladin spell list. A paladin automatically knows all spells on the Paladin spell list, and can cast any spell he knows without preparing it ahead of time.
To cast a spell, a paladin must have a Charisma score equal to at least 10 + the spell level. The Difficulty Class for a saving throw against a paladin’s spell is 10 + the spell level + the paladin’s Charisma modifier.
Like other spellcasters, a paladin can cast only a certain number of spells of each spell level per day. His base daily spell allotment is given on the table above. In addition, he receives bonus spells per day if he has a high Charisma score. The paladin does not have access to any domain spells or granted powers, as a cleric does.
Aura of Good (Ex): The power of a paladin’s aura of good (see the detect good spell) is equal to his paladin level.
Detect Evil (Sp): As a swift action, a paladin can toggle this ability on or off. He does not have to concentrate to keep it active, although unless he does he can only detect the presence or absence of evil. He can never be stunned by an overwhelmingly powerful aura. Otherwise, it works as the spell.
Smite Evil (Su): A paladin may attempt to smite evil as part of melee attack. He adds his Charisma bonus (if any) to his attack and damage rolls and deals an extra 1d6 damage per paladin level. If the paladin accidentally smites a creature that is not evil, the smite has no effect, although he still deals normal weapon damage. If he misses, the smite is not considered used.
After a successful smite, the paladin must wait 1d4 rounds before he can smite again. The rounds for recharge time are ticked off at the beginning of his turn. Apart from this recharge period, there is no limit to how many times a paladin may Smite Evil.
At 7th level, the recharge time improves to 1d4-1 rounds. At 14th level, it improves to 1d4-2. The recharge time cannot be less than 0; however, if it is 0, the paladin can use another smite attempt in the same round, provided he has the opportunity to do so.
Divine Grace (Su): At 2nd level, a paladin gains a bonus equal to his 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 he can heal a total number of hit points of damage equal to 3*his paladin level × his Charisma bonus. A paladin may choose to divide his healing among multiple uses and recipients, and the maximum he can use in one action is equal to his Paladin level x his Charisma modifier. 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 his daily allotment of points to use as damage after successfully touching an undead creature. Like his healing, the maximum he can use in one action is equal to his Paladin level x his Charisma modifier
As a swift action or move action, a Paladin may expend a spell slot to refill his pool. Doing so increases the pool of potential healing by paladin level*spell level points, up to his normal maximum daily value.
Bless Weapon (Su): Beginning at 2nd level, any weapon wielded by a paladin is affected as through by a bless weapon spell. It loses this bonus one round after leaving the Paladin's hands.
Hero’s Presence (Ex): Beginning at 3rd level, a paladin is a shining force of light and hope. All allies within 30 feet gain a morale bonus to saves against fear and spells with the [Evil] description equal to the paladin’s Charisma modifier.
A Hero Never Stops(Ex): At 3rd level, a paladin gains immunity to fear, paralysis effects, and all diseases, including supernatural and magical diseases.
Turn Undead (Su): When a paladin reaches 4th level, he gains the supernatural ability to turn undead, as a cleric of his level. He may use this ability a number of times per day equal to 3 + his Charisma modifier.
Bonus Feat: At 4th level, and every subsequent 4th level, a paladin gains a bonus feat. This can be any [Divine] feat, any which involves Lay on Hands, Smite Evil, or another specific paladin ability, or any feat from the list of fighter bonus feats.
Special Mount (Sp): Upon reaching 5th level, a paladin gains the service of an unusually intelligent, strong, and loyal steed to serve his in his crusade against evil. This mount is usually a heavy warhorse (for a Medium paladin) or a warpony (for a Small paladin).
As a full-round action, a paladin may magically call his 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 until dismissed (a free action). The mount is the same creature each time it is summoned, though the paladin may release a particular mount from service.
While on the celestial planes, the mount heals damage at a rate of (paladin level) hit points/hour. Ability damage heals at a rate of (the paladin’s Charisma modifier) points/hour, and negative levels heal at a rate of one/hour. All other status conditions are healed in an hour. 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. It can be summoned again after one week, minus a number of days equal to the paladin’s Charisma modifier, however. During this period, the paladin takes a -1 penalty on attack and weapon damage rolls.
In addition, the paladin gains Mounted Combat as a bonus feat, even if he doesn't meet the prerequisites.
Shield of Loyalty (Su): At 6th level, a paladin’s willingness to defend his friends reaches supernatural levels. Whenever an ally within 5 feet per point of his Charisma modifier takes hit point damage, the paladin may chose to take half the damage himself. Damage reduction does not apply. In addition, allies who are within range of this ability gain a +1 sacred bonus to armor class and saves. This bonus increased to +2 at 10th level, +3 at 15th level, and +4 at 20th level. Otherwise, this ability works like the shield other spell.
A Hero Never Rests(Ex):- At 6th level, a paladin never becomes fatigued or exhausted, and doesn't need to sleep, trance, or otherwise rest his body to remain in fighting condition. He still must rest for 8 hours to prepare new spells, should he have he ability to cast them.
Saint’s Touch (Sp): At 7th level, a paladin’s touch can cure many afflictions. He may spend 10 points from his Lay on Hands pool to cure disease, poison, or paralysis. He may spend 5 points to use lesser restoration as a spell-like ability with a caster level equal to his paladin level, 20 points to use restoration, 25 points to cure any condition that would be affected by Heal, and 50 points to use greater restoration.
Prudent Healing (Su): At 8th level, when using Lay on Hands to heal, a paladin may do so as a move action, rather than a standard action.
Favored of God (Sp): At 9th level, a paladin can use divination, as the spell, once per day.
Holy Weapon (Su): At 9th level, any weapon a paladin wields is treated as though it had the Holy weapon enhancement property. It loses this bonus one round after leaving the paladin's hands. If it already had the Holy enchantment, it instead deals an extra d6 damage against evil creatures.
Hero’s Sacrifice (Ex): At 10th level, a paladin would rather die than let his friends be killed. As an immediate action, if an ally within (five feet per paladin level) is targeted by an attack or spell, the paladin may push them out of the way and take the attack for them. The paladin moves in a straight line, provoking attacks of opportunity, enters the ally’s square, and falls prone. The ally is shifted one square in a direction of the paladin’s choice, and the paladin is the new target of the effect.
He must declare that he is using this ability before the attack is rolled or the ally makes a save. He can use this ability a number of times per encounter equal to his Strength modifier.
Wings of Faith (Ex): At 11th level, a paladin and his mount grow white feathered wings. He gains a fly speed equal to his base land speed with good maneuverability. His mount gains a 100 foot fly speed, also with good maneuverability. (See the mount section for more details). Both may fly while wearing heavy armor, provided that their total encumbrance does not exceed a heavy load.
Hero’s Leadership (Ex): At 12th level, a paladin’s leadership skills are such that his friends would rather die than let him down. As a swift action, he may expend 20 points from his Lay on Hands pool to grant all allies within thirty feet a morale bonus to attack equal to his Charisma modifier and 1d8 temporary hit points per point of his Charisma modifier. These bonuses last for ten minutes per point of his Charisma modifier. Repeated uses of this ability do not stack-- instead, use whichever total is higher.
Banishing Smite (Su): At 13th level, any evil outsider struck by a paladin’s smite must make a will save (DC equals damage dealt) or be forced to return to its home plane. If already on its home plane, it instead takes 1d6 damage per paladin level on a failed save. This damage is pure divine energy, and it is not subject to spell resistance or damage reduction. The extra damage replaces the normal extra damage dealt by a smite attempt. Even if it succeeds on its save, it is still affected by the smite as normal.
A Hero Never Dies(Ex): At 13th level, a paladin becomes immune to all death spells, magical death effects, energy drain, and any negative energy effects, as though he were continually affected by a death ward spell.
Powered by Heroism (Su): At 14th level, a paladin gains fast healing equal to one-half his Charisma modifier (minimum 1).
Hero’s Shield (Ex): At 15th level, a paladin no longer provokes attacks of opportunity when using his Hero’s Sacrifice. As long as he moves no more than five feet, he may use the ability without expending a per-encounter use or falling prone.
Bulwark of Faith (Ex): At 16th level, a paladin blocks the line of effect for all spells, breath weapons, and other such effects. For example, if a dragon uses its breath weapon, anyone standing behind the paladin is not affected. In addition, he may shelter any one adjacent creature from all effects of an area spell.
Faith in the Fallen (Sp): At 17th level, a paladin’s faith can transcend the bonds of death. Once per day, as a standard action that provokes attacks of opportunity, he may pay 200 experience and 50 points of his Lay on Hands pool to bring a creature back from the dead, as long as they have been dead for no more than (Charisma Modifier) rounds. In all other respects, this ability functions as the revivify spell from the Spell Compendium, with a caster level equal to his paladin level.
Alternately, he may pay 1,000 experience and 100 points of his Lay on Hands pool to use True Resurrection as a spell-like ability, with a caster level equal to his paladin level.
Celestial Smite (Su): At 18th level, a paladin’s smite is lethal. Evil outsiders and undead affected by a smite must make a Fortitude save (DC equal to 10 + one half paladin level + Charisma modifier) or be slain instantly. Even on a successful save, they take double the normal smite bonus damage.
Perfection on Earth (Su): At 19th level, a paladin has transcended the limits of his human form. His type changes to Outsider (native), he gains damage reduction 10/evil, immunity to acid, cold, and electricity, spell resistance equal to his class level +10, and 60ft darkvison. (Unlike other types of spell resistance, he can allow any spell he chooses to bypass his resistance).
Alternately, if the Book of Exalted Deeds is available, he can acquire the benefits of the Saint template instead of the above benefits. However, unlike the normal template, he only loses the benefits if he loses his paladin abilities (see Ex-Paladins, below). He regains the template when he atones.
Death Before Dishonor (Ex): At 20th level, not even death can stop a paladin. If an effect would kill him, whether through hit point damage (in this case only, death is defined as negative hit points), ability damage, level drain, or anything else, he may delay the effect for 1d6 rounds. The DM rolls this check behind the screen- neither the paladin nor his player knows how long he has left to act. During this time, he gains a morale bonus on attack, damage, saving throws and skill checks equal to his Charisma modifier, and may make unlimited Smite attempts. Furthermore, he is considered invulnerable to all effects during this state- he takes no damage from attacks, isn’t affected by spells, and is unaffected by difficult or damaging terrain. This invulnerability does extend to effects used by allies or the paladin himself-- he cannot be healed, cannot be buffed, and cannot be stopped.
After the duration of this ability expires, he takes the full effect of whatever attack or spell provoked this state. However, if his efforts directly saved the life of another sentient being, he drops to -9 hit points instead. Simply defeating threatening foes isn’t enough to qualify- he must stop an attack that would have killed an ally, healed an friend back to consciousness from negative HP, carried a fallen comrade to safety, and so on.
Paladin Spell List
0-Level Paladin Spells (Orisons)
Bless Water: Makes holy water.
Bless Weapon: Weapon strikes true against evil foes.[/I]
Detect Magic: Detects spells and magic items within 60 ft.
Detect Poison: Detects poison in one creature or small object.
Detect Undead: Reveals undead within 60 ft.
Guidance: +1 on one attack roll, saving throw, or skill check.
Light: Object shines like a torch.
Read Magic: Read scrolls and spellbooks.
Resistance: Subject gains +1 on saving throws.
Virtue: Subject gains 1 temporary hp.
1st Level Paladin Spells
Bless: Allies gain +1 on attack rolls and +1 on saves against fear.
Bear’s Endurance: Subject gains +4 to Con for 1 min./level.
Bull’s Strength: Subject gains +4 to Str for 1 min./level.
Comprehend Languages: You understand all spoken and written languages.
Divine Favor: You gain +1 per three levels on attack and damage rolls.
Eagle’s Splendor: Subject gains +4 to Cha for 1 min./level.
Enlarge Person: Humanoid creature doubles in size.
Lionheart (SpC): Subject gains immunity to fear.
Magic Weapon: Weapon gains +1 bonus.
Moment of Clarity (SpC): Subject gains second save against mind-affecting spell or ability.
Protection from Evil: +2 to AC and saves, counter mind control, hedge out elementals and outsiders.
Resurgence (SpC): You grant subject a second chance at a saving throw.
Rhino’s Rush (SpC): Next charge deals double damage.
See Invisibility: Reveals invisible creatures or objects.
Sense Heretic (SpC): Glow reveals when evil creature is near.
Shield of Faith: Aura grants +2 or higher deflection bonus.
2nd Level Paladin Spells
Aura of Glory (SpC): Remove any fear effect from allies.
Dispel Magic: Cancels spells and magical effects.
Divine Insight (SpC): You gain insight bonus of 5 + caster level on one single skill check.
Heroism: Gives +2 bonus on attack rolls, saves, skill checks.
Holy Mount (SpC): Special mount gains celestial template.
Invisibility Purge: Dispels invisibility within 5 ft./level.
Knight’s Move (SpC): You instantly move to flank a subject.
Magic Circle against Evil: As protection from evil, but 10-ft. radius and 10 min./level.
Magic Weapon, Greater: +1 bonus/four levels (max +5).
Resist Energy: Ignores 10 (or more) points of damage/attack from specified energy type.
Shield Other (F): You take half of subject’s damage.
Zeal (SpC): You move through foes to attack the enemy you want.
Zone of Truth: Subjects within range cannot lie.
3rd Level Paladin Spells
Death Ward: Grants immunity to death spells and negative energy effects.
Dimensional Anchor: Bars extradimensional movement.
Discern Lies: Reveals deliberate falsehoods.
Find the Gap (SpC): Your attacks ignore armor and natural armor.
Freedom of Movement: Subject moves normally despite impediments.
Heal Mount: As heal on warhorse or other special mount.
Mantle of Good(SpC): You gain SR 12 + caster level against spells with opposite alignment descriptor.
Remove Curse: Frees object or person from curse.
Resurgence, Mass (SpC): As resurgence, but multiple subjects.
Tongues: Speak any language.
Weapon of the Deity (SpC): Your weapon gains enhancement bonus and special ability.
4th Level Paladin Spells
Break Enchantment: Frees subjects from enchantments, alterations, curses, and petrification.
Dismissal: Forces a creature to return to native plane.
Dispel Evil: +4 bonus against attacks by evil creatures.
Favor of The Martyr (SpC): Subject gains immunity to nonlethal damage, charm and compulsion effects, and other adverse conditions
Hallow (M): Designates location as holy.
Heal: Cures 10 points/level of damage, all diseases and mental conditions.
Heroism, Greater: Gives +4 bonus on attack rolls, saves, skill checks; immunity to fear; temporary hp.
Holy Sword: Weapon becomes +5, deals +2d6 damage against evil.
Revenance (SpC): Restores dead creature to life for 1 minute/ level.
Righteous Aura: You detonate on death, healing good creatures and damaging others (2d6/level damage).
Righteous Might: Your size increases, and you gain combat bonuses.
Sacred Haven (SpC): Creatures gain +2 AC, retain Dex bonus, and you can lay on hands at range.
Spell Resistance: Subject gains SR 12 + level.
True Seeing (M): Lets you see all things as they really are.
The Paladin’s Mount
In addition to possessing the Celestial template, he paladin’s mount is superior to a normal mount of its kind and has special powers, as described below. The standard mount for a Medium paladin is a heavy warhorse, and the standard mount for a Small paladin is a warpony. Another kind of mount, such as a riding dog (for a halfling paladin) or a Large shark (for a paladin in an aquatic campaign) may be allowed as well.
A paladin’s mount is treated as a magical beast, not an animal, for the purpose of all effects that depend on its type (including bonus hit die, base attack bonus, and so on).
Paladin Level
Bonus HD
Natural Armor Adj.
Str Adj.
Int
Special
5th-7th
+2
+4
+1
6
Empathic link, improved evasion, share spells, share saving throws, Mounted Combat
8th-10th
+4
+6
+2
7
Improved speed, Ride-By Attack
11th-14th
+6
+8
+3
8
Flight, Spirited Charge
15th-20th
+8
+10
+4
9
Spell resistance, Charging Smite
Paladin’s Mount Basics: Use the base statistics for a creature of the mount’s kind, but make changes to take into account the attributes and characteristics summarized on the table and described below.
Bonus HD: Extra ten-sided (d10) Hit Dice, each of which gains a Constitution modifier, as normal. Extra Hit Dice improve the mount’s base attack and base save bonuses. A special mount’s base attack bonus is equal to his number of hit die. A mount has good Fortitude save (treat it as a character whose level equals the animal’s HD). The mount gains additional skill points or feats for bonus HD as normal for advancing a monster’s Hit Dice.
Natural Armor Adj: The number on the table is an improvement to the mount’s existing natural armor bonus.
Str Adj: Add this figure to the mount’s Strength score.
Int: The mount’s Intelligence score.
Empathic Link (Su): The paladin has an empathic link with her mount out to a distance of up to 1 mile. The paladin cannot see through the mount’s eyes, but they can communicate empathically.
Note that even intelligent mounts see the world differently from humans, so misunderstandings are always possible.
Because of this empathic link, the paladin has the same connection to an item or place that her mount does, just as with a master and his familiar.
Improved Evasion (Ex): When subjected to an attack that normally allows a Reflex saving throw for half damage, a mount takes no damage if it makes a successful saving throw and half damage if the saving throw fails.
Share Spells: At the paladin’s option, she may have any spell (but not any spell-like ability) she casts on herself also affect her mount.
The mount must be within 5 feet at the time of casting to receive the benefit. If the spell or effect has a duration other than instantaneous, it stops affecting the mount if it moves farther than 5 feet away and will not affect the mount again even if it returns to the paladin before the duration expires. Additionally, the paladin may cast a spell with a target of "You" on her mount (as a touch range spell) instead of on herself. A paladin and her mount can share spells even if the spells normally do not affect creatures of the mount’s type (magical beast).
Share Saving Throws: For each of its saving throws, the mount uses its own base save bonus or the paladin’s, whichever is higher. The mount applies its own ability modifiers to saves, and it doesn’t share any other bonuses on saves that the master might have.
Improved Speed (Ex): The mount’s speed increases by 10 feet.
Ride-By Attack (Ex): A paladin is treated as having the Ride-By Attack feat while riding his mount.
Flight (Ex): The mount grows a pair of wings, granting it a 100ft fly speed with good maneuverability. If it already possessed a fly speed, it gains a 30ft bonus to fly speed and its maneuverability increases by one step.
Spirited Charge: A paladin is treated as having the Spirited Charge feat while riding his mount.
Spell Resistance (Ex): A mount’s spell resistance equals its master’s paladin level + 5. To affect the mount with a spell, a spellcaster must get a result on a caster level check (1d20 + caster level) that equals or exceeds the mount’s spell resistance. Unlike other types of spell resistance, he may chose to allow any spell he wishes to penetrate his resistance, and is smart enough to recognize beneficial spells.
Charging Smite: When using the Spirited Charge feat, a paladin multiplies his Smite Evil damage by two (by three with a lance).
The Paladin’s Code
All paladins follow a code of conduct, although the exact code varies from order to order and from paladin to paladin. Most codes cover the following points:
Honesty- a paladin does not attempt to lie, cheat, or mislead others.
Courage- a paladin does not flee from battle, or hide from the consequences of his actions.
Mercy- a paladin does not kill the helpless or torture the fallen. Whenever possible, he gives aid to those he meets, regardless of race or creed.
Loyalty- a paladin does not betray those he considers his allies, regardless of temptations that may be laid against him.
Humility- a paladin does not intentionally set himself up to be a higher moral authority, nor does he attempt to impose his views on others. His role is to be a shining example, to lead others, rather than drag them kicking and screaming.
And so on. He does NOT immediately fall for breaking his code— and indeed, most paladins are wise enough to know that there are grey areas in morality. It’s better to fool a man than to have to kill him. Sometimes, it’s not feasible to take a prisoner, or more merciful to provide a swift death to an injured foe. There are times when killing is the most appropriate form of justice. Occasionally, one must work with unsavory types for the greater good— and yes, they can become friends.
Ex-Paladins:
A paladin falls when he commits an truly evil act— unnecessary murder, the enslavement of another being, and so on. He cannot fall for actions he is forced to perform, or for situations where he was misguided— only a consciously evil choice can cause him to fall.
A fallen paladin loses all supernatural and spell-like class abilities until he atones. This is not as simple as casting the spell— his own deeds caused him to fall, and his own deeds are the only things that can make things right. If he follows his code and general acts in a Good manner for one month (or until he levels up, whichever comes first), then he may cast an atonement spell, as normal. Or, if he performs a truly heroic deed (as seen in the eyes of the gods; see Death Before Dishonor for examples), he is instantly forgiven, and has his class features restored.
AFC: Sword of God
Lose: Bless Weapon, Special Mount, Holy Weapon
Gain: Sword of God
Sword of God (Su): A paladin's weapon is a direct manifestation of his link to his deity. At first level, he gains a masterwork weapon of any type he is proficient with. This is henceforth referred to as his Paladin Weapon. In addition to the abilities described below, his paladin weapon becomes the focus for his spells, and he cannot use his smite evil ability with another weapon.
If his weapon is destroyed, he may forge a new one, at a cost of 200 experience points, in addition to the usual materials needed to craft a masterwork weapon.
At 2nd level, a paladin's weapon becomes good-aligned.
At 3rd level, a paladin's weapon gains a +1 enhancement bonus to attack and damage. This bonus increases by one at 6th level, and every third level thereafter, to a maximum of +5 at 15th level.
At 5th level, a paladin gains the ability to call his weapon to his hands from anywhere on the plane as a free action.
At 8th level, a paladin's weapon gains the holy property.
At 11th level, a paladin's weapon becomes intelligent, with Intelligence, Wisdom, and Charisma scores of 10. It may communicate with the paladin emphatically, can see and hear, and has two minor powers (see the Intelligent Items section in the DMG or SRD for details).
At 16th level, a paladin's weapon's mental ability scores increase to 14 each, it gains 60 foot blindsense, and one major power.
At 18th level, a paladin's weapon gains the brilliant energy property. However, unlike normal brilliant energy weapons, it will still damage constructs and the undead.
All of these benefits (with the exception of the intelligence) are lost one round after the weapon leaves the paladin's hands, but return immediately when he retrieves it.
New Feats:
Extra Lay on Hands
Prerequisite: Cha 13, Lay on Hands.
Benefit: The pool of potential healing for your Lay on Hands ability is equal to 5 x Paladin level x Charisma modifier, instead of 3 x Paladin level x Charisma modifier.
Ranged Smiting
Prerequisite: Smite Evil class ability
Benefit: You may attempt to Smite Evil with a ranged attack.
Repeated Smiting
Prerequisite: Smite Evil class ability, BAB +6
Benefit: As a full round action, you may expend a use of your Smite Evil ability and make a full attack. Each attack you make has a bonus to attack equal to your Charisma modifier, and deals bonus damage equal to your Paladin level. Using this ability counts as Smiting Evil for all intents and purposes.
Rapid Smite
Prerequisite: Smite Evil class ability
Benefit: You may attempt to Smite Evil when making an opportunity attack.
Mighty Smiting
Prerequisite: Smite Evil class ability, Strength 15
Benefit: Your Smite attacks bypass damage reduction.
2/4: Updated for compatability with the fixed-list caster project.
http://i25.photobucket.com/albums/c73/OneWinged4ngel/343.jpg
"Haven't you done enough heroics for the day?"
"Nope. Paladin."
-- AtwasAwamps' amazing paladin thread (http://www.giantitp.com/forums/showthread.php?p=8359242)
There are many men in the world. Some are good. Some are great. Some may even be called heroes. But all those pale in comparison to the paladin. Many wish to walk the paladin’s path, but few have the strength of conviction or the purity of ideals necessary to fit the mold. A paladin is more than just a holy warrior— he is a leader among men, a shining example of everything Good and noble. He knows the truth of what it means to be a hero— it’s not about you. It’s about everyone else.
Game Rule Information:
Abilities: As a melee warrior, Strength is probably the most important ability score for a paladin. Charisma is necessary for his class features, and Constitution enables him to take even more damage for his allies. Dexterity is less necessary, given his ability to wear heavy armor.
Alignment: Any Good.
Hit Die: d12
Class Skills: A paladin’s class skills are Climb (Strength), Concentration (Con), Craft (Int), Diplomacy (Cha), Handle Animal (Cha), Heal (Wis), Intimidate (Cha), Knowledge (History) (Int), Knowledge (nobility and royalty) (Int), Knowledge (religion) (Int), Knowledge (the planes) (Int), Listen (Wis), Profession (Wis), Ride (Dex), Sense Motive (Wis), and Spot (Wis).
Skill points at 1st level: (4+Intelligence modifier) x4
Skill points at each addition level: 4+Intelligence modifier
Level
BAB
Fort
Ref
Will
Special
0 lv
1st
2nd
3rd
4th
1st
+1
+2
+0
+2
Detect evil, Smite Evil
2
—
—
—
—
2nd
+2
+3
+0
+3
Divine grace, Lay on Hands, Bless Weapon
2
—
—
—
—
3rd
+3
+3
+1
+3
Hero’s Presence, A Hero Never Stops
2
—
—
—
—
4th
+4
+4
+1
+4
Turn undead, Bonus Feat
2
2
—
—
—
5th
+5
+4
+1
+4
Special mount
3
2
—
—
—
6th
+6/+1
+5
+2
+5
Shield of Loyalty, A Hero Never Rests
3
2
—
—
—
7th
+7/+2
+5
+2
+5
Saint’s Touch, Improved Smiting (1)
3
2
2
—
—
8th
+8/+3
+6
+2
+6
Prudent Healing, Bonus Feat
3
3
2
—
—
9th
+9/+4
+6
+3
+6
Favored of God, Holy Weapon
4
3
2
—
—
10th
+10/+5
+7
+3
+7
Hero’s Sacrifice
4
3
2
2
—
11th
+11/+6/+1
+7
+3
+7
Wings of Faith
4
3
3
2
—
12th
+12/+7/+2
+8
+4
+8
Hero’s Leadership, Bonus Feat
4
4
3
2
—
13th
+13/+8/+3
+8
+4
+8
Banishing Smite, A Hero Never Dies
4
4
3
2
2
14th
+14/+9/+4
+9
+4
+9
Powered by Heroism, Improved Smiting (2)
5
4
3
3
2
15th
+15/+10/+5
+9
+5
+9
Hero’s Shield
5
4
4
3
2
16th
+16/+11/+6/+1
+10
+5
+10
Bulwark of Faith, Bonus Feat
5
4
4
3
2
17th
+17/+12/+7/+2
+10
+5
+10
Faith in the Fallen
5
5
4
3
3
18th
+18/+13/+8/+3
+11
+6
+11
Celestial Smite
5
5
4
4
3
19th
+19/+14/+9/+4
+11
+6
+11
Perfection on Earth, Bonus Feat
5
5
4
4
3
20th
+20/+15/+10/+5
+12
+6
+12
Death Before Dishonor
5
5
5
4
3
Class Features:
Weapon and Armor Proficiency: Paladins are proficient with all simple and martial weapons, with all types of armor (heavy, medium, and light), and with shields (including tower shields).
Spells(Su): A paladin casts divine spells, which are drawn from the paladin spell list. A paladin automatically knows all spells on the Paladin spell list, and can cast any spell he knows without preparing it ahead of time.
To cast a spell, a paladin must have a Charisma score equal to at least 10 + the spell level. The Difficulty Class for a saving throw against a paladin’s spell is 10 + the spell level + the paladin’s Charisma modifier.
Like other spellcasters, a paladin can cast only a certain number of spells of each spell level per day. His base daily spell allotment is given on the table above. In addition, he receives bonus spells per day if he has a high Charisma score. The paladin does not have access to any domain spells or granted powers, as a cleric does.
Aura of Good (Ex): The power of a paladin’s aura of good (see the detect good spell) is equal to his paladin level.
Detect Evil (Sp): As a swift action, a paladin can toggle this ability on or off. He does not have to concentrate to keep it active, although unless he does he can only detect the presence or absence of evil. He can never be stunned by an overwhelmingly powerful aura. Otherwise, it works as the spell.
Smite Evil (Su): A paladin may attempt to smite evil as part of melee attack. He adds his Charisma bonus (if any) to his attack and damage rolls and deals an extra 1d6 damage per paladin level. If the paladin accidentally smites a creature that is not evil, the smite has no effect, although he still deals normal weapon damage. If he misses, the smite is not considered used.
After a successful smite, the paladin must wait 1d4 rounds before he can smite again. The rounds for recharge time are ticked off at the beginning of his turn. Apart from this recharge period, there is no limit to how many times a paladin may Smite Evil.
At 7th level, the recharge time improves to 1d4-1 rounds. At 14th level, it improves to 1d4-2. The recharge time cannot be less than 0; however, if it is 0, the paladin can use another smite attempt in the same round, provided he has the opportunity to do so.
Divine Grace (Su): At 2nd level, a paladin gains a bonus equal to his 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 he can heal a total number of hit points of damage equal to 3*his paladin level × his Charisma bonus. A paladin may choose to divide his healing among multiple uses and recipients, and the maximum he can use in one action is equal to his Paladin level x his Charisma modifier. 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 his daily allotment of points to use as damage after successfully touching an undead creature. Like his healing, the maximum he can use in one action is equal to his Paladin level x his Charisma modifier
As a swift action or move action, a Paladin may expend a spell slot to refill his pool. Doing so increases the pool of potential healing by paladin level*spell level points, up to his normal maximum daily value.
Bless Weapon (Su): Beginning at 2nd level, any weapon wielded by a paladin is affected as through by a bless weapon spell. It loses this bonus one round after leaving the Paladin's hands.
Hero’s Presence (Ex): Beginning at 3rd level, a paladin is a shining force of light and hope. All allies within 30 feet gain a morale bonus to saves against fear and spells with the [Evil] description equal to the paladin’s Charisma modifier.
A Hero Never Stops(Ex): At 3rd level, a paladin gains immunity to fear, paralysis effects, and all diseases, including supernatural and magical diseases.
Turn Undead (Su): When a paladin reaches 4th level, he gains the supernatural ability to turn undead, as a cleric of his level. He may use this ability a number of times per day equal to 3 + his Charisma modifier.
Bonus Feat: At 4th level, and every subsequent 4th level, a paladin gains a bonus feat. This can be any [Divine] feat, any which involves Lay on Hands, Smite Evil, or another specific paladin ability, or any feat from the list of fighter bonus feats.
Special Mount (Sp): Upon reaching 5th level, a paladin gains the service of an unusually intelligent, strong, and loyal steed to serve his in his crusade against evil. This mount is usually a heavy warhorse (for a Medium paladin) or a warpony (for a Small paladin).
As a full-round action, a paladin may magically call his 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 until dismissed (a free action). The mount is the same creature each time it is summoned, though the paladin may release a particular mount from service.
While on the celestial planes, the mount heals damage at a rate of (paladin level) hit points/hour. Ability damage heals at a rate of (the paladin’s Charisma modifier) points/hour, and negative levels heal at a rate of one/hour. All other status conditions are healed in an hour. 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. It can be summoned again after one week, minus a number of days equal to the paladin’s Charisma modifier, however. During this period, the paladin takes a -1 penalty on attack and weapon damage rolls.
In addition, the paladin gains Mounted Combat as a bonus feat, even if he doesn't meet the prerequisites.
Shield of Loyalty (Su): At 6th level, a paladin’s willingness to defend his friends reaches supernatural levels. Whenever an ally within 5 feet per point of his Charisma modifier takes hit point damage, the paladin may chose to take half the damage himself. Damage reduction does not apply. In addition, allies who are within range of this ability gain a +1 sacred bonus to armor class and saves. This bonus increased to +2 at 10th level, +3 at 15th level, and +4 at 20th level. Otherwise, this ability works like the shield other spell.
A Hero Never Rests(Ex):- At 6th level, a paladin never becomes fatigued or exhausted, and doesn't need to sleep, trance, or otherwise rest his body to remain in fighting condition. He still must rest for 8 hours to prepare new spells, should he have he ability to cast them.
Saint’s Touch (Sp): At 7th level, a paladin’s touch can cure many afflictions. He may spend 10 points from his Lay on Hands pool to cure disease, poison, or paralysis. He may spend 5 points to use lesser restoration as a spell-like ability with a caster level equal to his paladin level, 20 points to use restoration, 25 points to cure any condition that would be affected by Heal, and 50 points to use greater restoration.
Prudent Healing (Su): At 8th level, when using Lay on Hands to heal, a paladin may do so as a move action, rather than a standard action.
Favored of God (Sp): At 9th level, a paladin can use divination, as the spell, once per day.
Holy Weapon (Su): At 9th level, any weapon a paladin wields is treated as though it had the Holy weapon enhancement property. It loses this bonus one round after leaving the paladin's hands. If it already had the Holy enchantment, it instead deals an extra d6 damage against evil creatures.
Hero’s Sacrifice (Ex): At 10th level, a paladin would rather die than let his friends be killed. As an immediate action, if an ally within (five feet per paladin level) is targeted by an attack or spell, the paladin may push them out of the way and take the attack for them. The paladin moves in a straight line, provoking attacks of opportunity, enters the ally’s square, and falls prone. The ally is shifted one square in a direction of the paladin’s choice, and the paladin is the new target of the effect.
He must declare that he is using this ability before the attack is rolled or the ally makes a save. He can use this ability a number of times per encounter equal to his Strength modifier.
Wings of Faith (Ex): At 11th level, a paladin and his mount grow white feathered wings. He gains a fly speed equal to his base land speed with good maneuverability. His mount gains a 100 foot fly speed, also with good maneuverability. (See the mount section for more details). Both may fly while wearing heavy armor, provided that their total encumbrance does not exceed a heavy load.
Hero’s Leadership (Ex): At 12th level, a paladin’s leadership skills are such that his friends would rather die than let him down. As a swift action, he may expend 20 points from his Lay on Hands pool to grant all allies within thirty feet a morale bonus to attack equal to his Charisma modifier and 1d8 temporary hit points per point of his Charisma modifier. These bonuses last for ten minutes per point of his Charisma modifier. Repeated uses of this ability do not stack-- instead, use whichever total is higher.
Banishing Smite (Su): At 13th level, any evil outsider struck by a paladin’s smite must make a will save (DC equals damage dealt) or be forced to return to its home plane. If already on its home plane, it instead takes 1d6 damage per paladin level on a failed save. This damage is pure divine energy, and it is not subject to spell resistance or damage reduction. The extra damage replaces the normal extra damage dealt by a smite attempt. Even if it succeeds on its save, it is still affected by the smite as normal.
A Hero Never Dies(Ex): At 13th level, a paladin becomes immune to all death spells, magical death effects, energy drain, and any negative energy effects, as though he were continually affected by a death ward spell.
Powered by Heroism (Su): At 14th level, a paladin gains fast healing equal to one-half his Charisma modifier (minimum 1).
Hero’s Shield (Ex): At 15th level, a paladin no longer provokes attacks of opportunity when using his Hero’s Sacrifice. As long as he moves no more than five feet, he may use the ability without expending a per-encounter use or falling prone.
Bulwark of Faith (Ex): At 16th level, a paladin blocks the line of effect for all spells, breath weapons, and other such effects. For example, if a dragon uses its breath weapon, anyone standing behind the paladin is not affected. In addition, he may shelter any one adjacent creature from all effects of an area spell.
Faith in the Fallen (Sp): At 17th level, a paladin’s faith can transcend the bonds of death. Once per day, as a standard action that provokes attacks of opportunity, he may pay 200 experience and 50 points of his Lay on Hands pool to bring a creature back from the dead, as long as they have been dead for no more than (Charisma Modifier) rounds. In all other respects, this ability functions as the revivify spell from the Spell Compendium, with a caster level equal to his paladin level.
Alternately, he may pay 1,000 experience and 100 points of his Lay on Hands pool to use True Resurrection as a spell-like ability, with a caster level equal to his paladin level.
Celestial Smite (Su): At 18th level, a paladin’s smite is lethal. Evil outsiders and undead affected by a smite must make a Fortitude save (DC equal to 10 + one half paladin level + Charisma modifier) or be slain instantly. Even on a successful save, they take double the normal smite bonus damage.
Perfection on Earth (Su): At 19th level, a paladin has transcended the limits of his human form. His type changes to Outsider (native), he gains damage reduction 10/evil, immunity to acid, cold, and electricity, spell resistance equal to his class level +10, and 60ft darkvison. (Unlike other types of spell resistance, he can allow any spell he chooses to bypass his resistance).
Alternately, if the Book of Exalted Deeds is available, he can acquire the benefits of the Saint template instead of the above benefits. However, unlike the normal template, he only loses the benefits if he loses his paladin abilities (see Ex-Paladins, below). He regains the template when he atones.
Death Before Dishonor (Ex): At 20th level, not even death can stop a paladin. If an effect would kill him, whether through hit point damage (in this case only, death is defined as negative hit points), ability damage, level drain, or anything else, he may delay the effect for 1d6 rounds. The DM rolls this check behind the screen- neither the paladin nor his player knows how long he has left to act. During this time, he gains a morale bonus on attack, damage, saving throws and skill checks equal to his Charisma modifier, and may make unlimited Smite attempts. Furthermore, he is considered invulnerable to all effects during this state- he takes no damage from attacks, isn’t affected by spells, and is unaffected by difficult or damaging terrain. This invulnerability does extend to effects used by allies or the paladin himself-- he cannot be healed, cannot be buffed, and cannot be stopped.
After the duration of this ability expires, he takes the full effect of whatever attack or spell provoked this state. However, if his efforts directly saved the life of another sentient being, he drops to -9 hit points instead. Simply defeating threatening foes isn’t enough to qualify- he must stop an attack that would have killed an ally, healed an friend back to consciousness from negative HP, carried a fallen comrade to safety, and so on.
Paladin Spell List
0-Level Paladin Spells (Orisons)
Bless Water: Makes holy water.
Bless Weapon: Weapon strikes true against evil foes.[/I]
Detect Magic: Detects spells and magic items within 60 ft.
Detect Poison: Detects poison in one creature or small object.
Detect Undead: Reveals undead within 60 ft.
Guidance: +1 on one attack roll, saving throw, or skill check.
Light: Object shines like a torch.
Read Magic: Read scrolls and spellbooks.
Resistance: Subject gains +1 on saving throws.
Virtue: Subject gains 1 temporary hp.
1st Level Paladin Spells
Bless: Allies gain +1 on attack rolls and +1 on saves against fear.
Bear’s Endurance: Subject gains +4 to Con for 1 min./level.
Bull’s Strength: Subject gains +4 to Str for 1 min./level.
Comprehend Languages: You understand all spoken and written languages.
Divine Favor: You gain +1 per three levels on attack and damage rolls.
Eagle’s Splendor: Subject gains +4 to Cha for 1 min./level.
Enlarge Person: Humanoid creature doubles in size.
Lionheart (SpC): Subject gains immunity to fear.
Magic Weapon: Weapon gains +1 bonus.
Moment of Clarity (SpC): Subject gains second save against mind-affecting spell or ability.
Protection from Evil: +2 to AC and saves, counter mind control, hedge out elementals and outsiders.
Resurgence (SpC): You grant subject a second chance at a saving throw.
Rhino’s Rush (SpC): Next charge deals double damage.
See Invisibility: Reveals invisible creatures or objects.
Sense Heretic (SpC): Glow reveals when evil creature is near.
Shield of Faith: Aura grants +2 or higher deflection bonus.
2nd Level Paladin Spells
Aura of Glory (SpC): Remove any fear effect from allies.
Dispel Magic: Cancels spells and magical effects.
Divine Insight (SpC): You gain insight bonus of 5 + caster level on one single skill check.
Heroism: Gives +2 bonus on attack rolls, saves, skill checks.
Holy Mount (SpC): Special mount gains celestial template.
Invisibility Purge: Dispels invisibility within 5 ft./level.
Knight’s Move (SpC): You instantly move to flank a subject.
Magic Circle against Evil: As protection from evil, but 10-ft. radius and 10 min./level.
Magic Weapon, Greater: +1 bonus/four levels (max +5).
Resist Energy: Ignores 10 (or more) points of damage/attack from specified energy type.
Shield Other (F): You take half of subject’s damage.
Zeal (SpC): You move through foes to attack the enemy you want.
Zone of Truth: Subjects within range cannot lie.
3rd Level Paladin Spells
Death Ward: Grants immunity to death spells and negative energy effects.
Dimensional Anchor: Bars extradimensional movement.
Discern Lies: Reveals deliberate falsehoods.
Find the Gap (SpC): Your attacks ignore armor and natural armor.
Freedom of Movement: Subject moves normally despite impediments.
Heal Mount: As heal on warhorse or other special mount.
Mantle of Good(SpC): You gain SR 12 + caster level against spells with opposite alignment descriptor.
Remove Curse: Frees object or person from curse.
Resurgence, Mass (SpC): As resurgence, but multiple subjects.
Tongues: Speak any language.
Weapon of the Deity (SpC): Your weapon gains enhancement bonus and special ability.
4th Level Paladin Spells
Break Enchantment: Frees subjects from enchantments, alterations, curses, and petrification.
Dismissal: Forces a creature to return to native plane.
Dispel Evil: +4 bonus against attacks by evil creatures.
Favor of The Martyr (SpC): Subject gains immunity to nonlethal damage, charm and compulsion effects, and other adverse conditions
Hallow (M): Designates location as holy.
Heal: Cures 10 points/level of damage, all diseases and mental conditions.
Heroism, Greater: Gives +4 bonus on attack rolls, saves, skill checks; immunity to fear; temporary hp.
Holy Sword: Weapon becomes +5, deals +2d6 damage against evil.
Revenance (SpC): Restores dead creature to life for 1 minute/ level.
Righteous Aura: You detonate on death, healing good creatures and damaging others (2d6/level damage).
Righteous Might: Your size increases, and you gain combat bonuses.
Sacred Haven (SpC): Creatures gain +2 AC, retain Dex bonus, and you can lay on hands at range.
Spell Resistance: Subject gains SR 12 + level.
True Seeing (M): Lets you see all things as they really are.
The Paladin’s Mount
In addition to possessing the Celestial template, he paladin’s mount is superior to a normal mount of its kind and has special powers, as described below. The standard mount for a Medium paladin is a heavy warhorse, and the standard mount for a Small paladin is a warpony. Another kind of mount, such as a riding dog (for a halfling paladin) or a Large shark (for a paladin in an aquatic campaign) may be allowed as well.
A paladin’s mount is treated as a magical beast, not an animal, for the purpose of all effects that depend on its type (including bonus hit die, base attack bonus, and so on).
Paladin Level
Bonus HD
Natural Armor Adj.
Str Adj.
Int
Special
5th-7th
+2
+4
+1
6
Empathic link, improved evasion, share spells, share saving throws, Mounted Combat
8th-10th
+4
+6
+2
7
Improved speed, Ride-By Attack
11th-14th
+6
+8
+3
8
Flight, Spirited Charge
15th-20th
+8
+10
+4
9
Spell resistance, Charging Smite
Paladin’s Mount Basics: Use the base statistics for a creature of the mount’s kind, but make changes to take into account the attributes and characteristics summarized on the table and described below.
Bonus HD: Extra ten-sided (d10) Hit Dice, each of which gains a Constitution modifier, as normal. Extra Hit Dice improve the mount’s base attack and base save bonuses. A special mount’s base attack bonus is equal to his number of hit die. A mount has good Fortitude save (treat it as a character whose level equals the animal’s HD). The mount gains additional skill points or feats for bonus HD as normal for advancing a monster’s Hit Dice.
Natural Armor Adj: The number on the table is an improvement to the mount’s existing natural armor bonus.
Str Adj: Add this figure to the mount’s Strength score.
Int: The mount’s Intelligence score.
Empathic Link (Su): The paladin has an empathic link with her mount out to a distance of up to 1 mile. The paladin cannot see through the mount’s eyes, but they can communicate empathically.
Note that even intelligent mounts see the world differently from humans, so misunderstandings are always possible.
Because of this empathic link, the paladin has the same connection to an item or place that her mount does, just as with a master and his familiar.
Improved Evasion (Ex): When subjected to an attack that normally allows a Reflex saving throw for half damage, a mount takes no damage if it makes a successful saving throw and half damage if the saving throw fails.
Share Spells: At the paladin’s option, she may have any spell (but not any spell-like ability) she casts on herself also affect her mount.
The mount must be within 5 feet at the time of casting to receive the benefit. If the spell or effect has a duration other than instantaneous, it stops affecting the mount if it moves farther than 5 feet away and will not affect the mount again even if it returns to the paladin before the duration expires. Additionally, the paladin may cast a spell with a target of "You" on her mount (as a touch range spell) instead of on herself. A paladin and her mount can share spells even if the spells normally do not affect creatures of the mount’s type (magical beast).
Share Saving Throws: For each of its saving throws, the mount uses its own base save bonus or the paladin’s, whichever is higher. The mount applies its own ability modifiers to saves, and it doesn’t share any other bonuses on saves that the master might have.
Improved Speed (Ex): The mount’s speed increases by 10 feet.
Ride-By Attack (Ex): A paladin is treated as having the Ride-By Attack feat while riding his mount.
Flight (Ex): The mount grows a pair of wings, granting it a 100ft fly speed with good maneuverability. If it already possessed a fly speed, it gains a 30ft bonus to fly speed and its maneuverability increases by one step.
Spirited Charge: A paladin is treated as having the Spirited Charge feat while riding his mount.
Spell Resistance (Ex): A mount’s spell resistance equals its master’s paladin level + 5. To affect the mount with a spell, a spellcaster must get a result on a caster level check (1d20 + caster level) that equals or exceeds the mount’s spell resistance. Unlike other types of spell resistance, he may chose to allow any spell he wishes to penetrate his resistance, and is smart enough to recognize beneficial spells.
Charging Smite: When using the Spirited Charge feat, a paladin multiplies his Smite Evil damage by two (by three with a lance).
The Paladin’s Code
All paladins follow a code of conduct, although the exact code varies from order to order and from paladin to paladin. Most codes cover the following points:
Honesty- a paladin does not attempt to lie, cheat, or mislead others.
Courage- a paladin does not flee from battle, or hide from the consequences of his actions.
Mercy- a paladin does not kill the helpless or torture the fallen. Whenever possible, he gives aid to those he meets, regardless of race or creed.
Loyalty- a paladin does not betray those he considers his allies, regardless of temptations that may be laid against him.
Humility- a paladin does not intentionally set himself up to be a higher moral authority, nor does he attempt to impose his views on others. His role is to be a shining example, to lead others, rather than drag them kicking and screaming.
And so on. He does NOT immediately fall for breaking his code— and indeed, most paladins are wise enough to know that there are grey areas in morality. It’s better to fool a man than to have to kill him. Sometimes, it’s not feasible to take a prisoner, or more merciful to provide a swift death to an injured foe. There are times when killing is the most appropriate form of justice. Occasionally, one must work with unsavory types for the greater good— and yes, they can become friends.
Ex-Paladins:
A paladin falls when he commits an truly evil act— unnecessary murder, the enslavement of another being, and so on. He cannot fall for actions he is forced to perform, or for situations where he was misguided— only a consciously evil choice can cause him to fall.
A fallen paladin loses all supernatural and spell-like class abilities until he atones. This is not as simple as casting the spell— his own deeds caused him to fall, and his own deeds are the only things that can make things right. If he follows his code and general acts in a Good manner for one month (or until he levels up, whichever comes first), then he may cast an atonement spell, as normal. Or, if he performs a truly heroic deed (as seen in the eyes of the gods; see Death Before Dishonor for examples), he is instantly forgiven, and has his class features restored.
AFC: Sword of God
Lose: Bless Weapon, Special Mount, Holy Weapon
Gain: Sword of God
Sword of God (Su): A paladin's weapon is a direct manifestation of his link to his deity. At first level, he gains a masterwork weapon of any type he is proficient with. This is henceforth referred to as his Paladin Weapon. In addition to the abilities described below, his paladin weapon becomes the focus for his spells, and he cannot use his smite evil ability with another weapon.
If his weapon is destroyed, he may forge a new one, at a cost of 200 experience points, in addition to the usual materials needed to craft a masterwork weapon.
At 2nd level, a paladin's weapon becomes good-aligned.
At 3rd level, a paladin's weapon gains a +1 enhancement bonus to attack and damage. This bonus increases by one at 6th level, and every third level thereafter, to a maximum of +5 at 15th level.
At 5th level, a paladin gains the ability to call his weapon to his hands from anywhere on the plane as a free action.
At 8th level, a paladin's weapon gains the holy property.
At 11th level, a paladin's weapon becomes intelligent, with Intelligence, Wisdom, and Charisma scores of 10. It may communicate with the paladin emphatically, can see and hear, and has two minor powers (see the Intelligent Items section in the DMG or SRD for details).
At 16th level, a paladin's weapon's mental ability scores increase to 14 each, it gains 60 foot blindsense, and one major power.
At 18th level, a paladin's weapon gains the brilliant energy property. However, unlike normal brilliant energy weapons, it will still damage constructs and the undead.
All of these benefits (with the exception of the intelligence) are lost one round after the weapon leaves the paladin's hands, but return immediately when he retrieves it.
New Feats:
Extra Lay on Hands
Prerequisite: Cha 13, Lay on Hands.
Benefit: The pool of potential healing for your Lay on Hands ability is equal to 5 x Paladin level x Charisma modifier, instead of 3 x Paladin level x Charisma modifier.
Ranged Smiting
Prerequisite: Smite Evil class ability
Benefit: You may attempt to Smite Evil with a ranged attack.
Repeated Smiting
Prerequisite: Smite Evil class ability, BAB +6
Benefit: As a full round action, you may expend a use of your Smite Evil ability and make a full attack. Each attack you make has a bonus to attack equal to your Charisma modifier, and deals bonus damage equal to your Paladin level. Using this ability counts as Smiting Evil for all intents and purposes.
Rapid Smite
Prerequisite: Smite Evil class ability
Benefit: You may attempt to Smite Evil when making an opportunity attack.
Mighty Smiting
Prerequisite: Smite Evil class ability, Strength 15
Benefit: Your Smite attacks bypass damage reduction.
2/4: Updated for compatability with the fixed-list caster project.