toapat
2012-09-22, 03:35 PM
War. A paridoxically dynamically changing series of events that never changes. Nations fight, and the commoners suffer. Magic sunders the land and lays low many lives. Veterans are left without home or place in life, and they question why they serve. From these questions rose an idea, what if there was someone who fought for the common people, who defended against the tyrannies of nations and mage. The first paladins rose from these ideas, unshakable in conviction, believing in the commonfolk, and fighting against corrupt and destructive power.
When war came again, the first paladins saw the tyrannical wizards again paying no heed to the lives of those in their armies, sacrificing them to summon powerful demons and to command as undead warriors. These wizards were to learn that where fear and spell ruled, hope now stood fast. That Tyranny was no weapon of war, but a flag to call forth the holy fury of the heavens.
http://fc06.deviantart.net/fs6/i/2005/022/7/b/Celestial_by_JasonEngle.jpg
Image is “Celestial” by JasonEngle of deviantArt. (http://jasonengle.deviantart.com/art/Celestial-14400235)
"Where Tyranny rules, Justice shall revolt
Who Fear holds, Hope shall free
Which Cruelty torments, Mercy shall reach
When Suffering spreads, I bring Release
Where Darkness Reigns, Light shall Conquer
Paladin"
~ Oath of the True Lightbringer Paladin order.
Gameplay Information:
Attributes: A paladin Favors strength, as it allows them better accuracy, spell DCs, and spellcasting. Constitution for health and fortitude saves, and Charisma for saves, smite bonuses, and spells. Dexterity improves the paladin's reflex saves, AC, and Innitive.
Alignment: Any Good
Hit Die: 1d10
Starting Age: Moderate
Starting Gold: 150gp
Paladin
{table=head]Level|BAB|Fort|Ref|Will|Special |1st|2nd|3rd|4th
1st|+1|+2|+0|+2|Aura of Good, Detect Evil, Smite Evil 1/Encounter|—|—|—|—
2nd|+2|+3|+0|+3|Divine Grace, Lay on Hands|—|—|—|—
3rd|+3|+3|+1|+3|Aura of Resolve, Enduring Personality|—|—|—|—
4th|+4|+4|+1|+4|Mercy, Battle Blessing, Mettle, Spell Shatter 1/day|3|—|—|—
5th|+5|+4|+1|+4|Divine Spirit, Immortal Stance 1/day|3|—|—|—
6th|+6/+1|+5|+2|+5|Bonus Feat, Turn undead|4|—|—|—
7th|+7/+2|+5|+2|+5|Measure of Conviction|4|—|—|—
8th|+8/+3|+6|+2|+6|Mercy, Spell Shatter 2/day|4|3|—|—
9th|+9/+4|+6|+3|+6|Sundering Smiting, Bonus Feat|4|3|—|—
10th|+10/+5|+7|+3|+7|Smite Evil 2/Encounter|4|4|—|—
11th|+11/+6/+1|+7|+3|+7|Immortal Stance 2/day|4|4|3|—
12th|+12/+7/+2|+8|+4|+8|Mercy, Bonus Feat, Spell Shatter 3/day|4|4|4|—
13th|+13/+8/+3|+8|+4|+8|Wrathful Smiting|4|4|4|—
14th|+14/+9/+4|+9|+4|+9|Improved Mettle|5|4|4|3
15th|+15/+10/+5|+9|+5|+9|Enduring Body, Bonus Feat|5|4|4|4
16th|+16/+11/+6/+1|+10|+5|+10|Mercy, Spell Shatter 4/day|5|5|4|4
17th|+17/+12/+7/+2|+10|+5|+10|Immortal Stance 3/day|5|5|5|4
18th|+18/+13/+8/+3|+11|+6|+11|Eternity, Bonus Feat|6|5|5|4
19th|+19/+14/+9/+4|+11|+6|+11|Majestic Conviction|6|6|6|5
20th|+20/+15/+10/+5|+12|+6|+12|Mercy, Spell Shatter 5/day, Smite Evil 3/Encounter|6|6|6|6
[/table]
Class Skills: Balance (Dex), Bluff (Cha), Climb (Str), Concentration (Con), Craft (Int), Diplomacy (Cha), Heal (Wis), Hide (Dex), Intimidate (Cha), Jump (Str), Knowledge (nobility and royalty) (Int), Knowledge (Religion) (Int), Knowledge (the planes) (Int), Move Silently (Dex), Profession (Wis), Sense Motive (Wis), Swim (Str), Tumble (Dex)
Skill Points at 1st Level: (4 + Int modifier) × 4
Skill Points at Each Additional Level: 4 + Int modifier
Class Abilities:
Weapon and Armor Proficiency: Paladins are proficient with all simple and martial weapons, as well as a single exotic weapon. Paladins are also proficient with all types of armor (heavy, medium, and light), and with shields (except tower shields).
Aura of Good (Ex): The power of a paladin’s aura of good (see the detect good spell) is equal to her paladin level.
Detect Evil (Sp): At will, a paladin can use detect evil, as the spell.
Smite Evil (Su): Once per Encounter, a paladin may attempt to smite evil with one normal attack. She adds her Charisma bonus (if any) to her attack roll and deals additional damage equal to her strength modifier times her paladin level. If the paladin accidentally smites a creature that is not evil, the smite has no effect, and is not used up for the day.
At 10th level, and at every ten levels thereafter, the paladin may smite evil one additional time per encounter, to a maximum of three times per day at 20th level.
Beginning at 5th level, whenever a creature is struck by the paladin's smite evil, that creature finds it difficult to cast spells or use magical items. For one round, any attempt to complete one of these actions requires a sucessful concentration check against a DC of (10+paladin level+charisma modifier); Failure means that the action fails. If a spell was being cast, the spell or spell slot is lost. If a magic item was being activated, the attempt mearly fails. Multiple Smite Evil attempts on the same creature do not have cumulative effect.
If a paladin has levels in a base class other then paladin, she applies 1 less point of charisma modifier to attack rolls, and multiplies her paladin level by one less then her strength modifier for damage rolls.
Divine Grace (Su): At 2nd level, a paladin gains a bonus equal to her Charisma bonus (if any) on all saving throws.
Lay on Hands (Su): Starting at level 2, a paladin can channel 1d6+her charisma modifier positive energy damage* one time per day. For every 2 paladin levels afterwards, Lay on hands deals an additional 1d6 damage and can be used an additional time per day.
Lay on Hands is a swift action when the paladin uses it on herself, and a standard action when used on a friendly ally. When used offensively, The paladin must succeed a melee touch attack in order for the lay on hands to take effect. If she fails, the Lay on Hands has no effect and usage is lost for the day. A Paladin must have one hand free in order to use Lay on Hands.
*Positive Energy heals living creatures, and damages evil outsiders and undead.
Aura of Resolve (Su): Beginning at 3rd level, a paladin is immune to compulsion effects. Each ally within 30 feet of her gains a +4 morale bonus on saving throws against compulsion effects. This ability functions while the paladin is conscious, but not if she is unconscious or dead.
Enduring Personality (Ex): At 3rd level, a paladin becomes immune charisma damage and drain.
Enduring Body (Su): At 15th level, a Paladin's soul is sealed, and she can no longer suffer ability drain or damage, negative levels, or level drain.
Battle Blessing (Ex): A Paladin can cast most of her paladin spells faster than normal. If the spell normally requires a standard action, she can cast it as a swift action. If it normally requires a full round to cast, she can cast it as a standard action. Spells with longer or shorter casting times are not affected.
Mercies (Su): Slowly, over time, Paladins learn how to counteract more then just bleeding when the Lay on Hands. At 4th level, and every 4th level afterwards, a paladin may select a mercy from the following list, and each applies whenever she uses her Lay on Hands ability. Each mercy may be selected more then one time, so long as the paladin meets the minimum level prerequisite
{table=head]
Name|
Mercy|
Minimum Level
Divine Influence|All variable numeric values of Lay on Hands are Maximized|20
Divine Verdict|You may affect upto 5 targets withing 30 feet of you with your lay on hands|20
Luck|Touched creature gets a +1 luck bonus to all rolls for 1 hour|4
Age|Cures 1d4 negative levels|12
Despair|As remove Curse|8
Poison|Completely removes one poison that the touched creature suffers from|12
Pestilence|Cures one disease the target suffers from|4
Disorientation|Cures Confusion|4
Sight|Cures Blindness|8
Hearing|Cures Deafness|4
Stone|As Stone to Flesh|16
Wellness| Cures 1d6 attribute damage|4
Courage|Removes Shaken, or reduces Frightened and Panicked one step.|4[/table]
Mettle (Su): The Paladin's conviction is so strong, that she is able to shrug off magical effects that would harm her. If a Paladin makes a successful Will or Fortitude saving throw that would normally reduce the spell's effect, she suffers no effect from the spell at all. Only those spells with a Saving Throw entry of "Will partial," "Fortitude half," or similar entries can be negated through this ability.
Improved Mettle (Su):As with Mettle, but the paladin also receives half damage on a failed Fortitude save, or partial effect on a failed Will save.
Spellshatter (Su): Once per day, beginning at 4th level, a Paladin can choose to deliver a targeted Greater Dispel Magic (http://dndtools.eu/spells/players-handbook-v35--6/dispel-magic-greater--2316/) with a Melee attack. The decision to use this ability must be made before the attack is rolled. If the attack misses, the ability is wasted.
if the attack hits, treat this as if the paladin had cast Greater Dispel Magic on the creature struck, using her paladin level as her caster level.
A paladin may use this ability an additional time each day every fourth level afterwards.
Spells: Beginning at 4th level, a paladin gains the ability to cast a small number of divine spells, which are drawn from the paladin spell list*. A paladin must choose and prepare her spells in advance.
To prepare or 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. In addition, she receives bonus spells per day if she has a high Charisma score.
A paladin can cast any spell she knows without preparing it ahead of time, and a Paladin knows all spells on the Paladin Spell list.
Through 3rd level, a paladin has no caster level. At 4th level and higher, her caster level is three less then her paladin level.
*Add the following spells to the paladin's spell list: 1st—protection from law: 2nd—haste; 3rd—magic circle against law; 4th—dispel law, freedom of movement, Anarchic Sword.
Immortal Stance (Su): Beginning at 5th level, a paladin can take the stance of a god. For 3+Constitution modifier rounds per day, she gains a +4 divine bonus to Constitution and Armor class, Immunity to fear, and Spell resistance equal to her paladin levels +6. The increase in Constitution temporarily increases the paladin’s hit points by 2 points per level, as well as extend the duration of the paladin's immortal stance by 2 round.
A paladin may end her immortal stance voluntarily prior to when it normally would end. At the end of her stance, the paladin is winded and takes a –2 penalty to Strength and to all Saves for the duration of that encounter.
Eternity (Ex): At 18th level, the paladin's Immortal stance improves. It now grants +6 Constitution and armor class, and her spell resistance improves to 12+paladin level.
Divine Spirit S-blocked for length
Divine Spirit (Su): A Paladin beginning at 5th level can call forth the spirits of past Divine Crusaders. As a standard action that does not provoke attacks of opportunity, a Paladin can call forth a spirit from beyond the mortal realm.
{table]Level|Spirit
5-9|Spirit of Healing
10-14|Spirit of Adversity
15-19|Spirit of Heroism
20+|Spirit of the Fallen[/table]
Each Spirit has the following characteristics:
A Spirit takes up a 5' space on the battlefield
When summoned, the spirit appears within 30 feet of the paladin.
Spirits are insubstantial and transparent, and as such do not block line of sight or line of effect. They also can be moved through as though not occupying a square.
A spirit cannot attack or be attacked. It is not undead and cannot be turned. It is subject to dispel magic, dismissal, or banishment as if it were a summoned creature, using your paladin level as the caster level.
If you lose line of sight to a spirit, it disappears immediately.
You may summon one spirit per day for every 5 paladin levels you possess.
A spirit remains for a number of rounds equal to your paladin level, until it is dismissed, or until special conditions in the spirit's description are met.
Spirit of Healing: The First spirit a paladin can summon is the Spirit of Healing. This spirit has a number of uses of Lay on Hands as the paladin, and each lay on hands heals for 1d3 hp per paladin level. The spirit must occupy the same square as the creature it is healing though.
Spirit of Adversity: When summoned, this spirit manifests as a pair of Angelic Wings from the paladin's back. As long as this spirit remains, a paladin gains a fly speed equal to twice her base land speed, with perfect maneuverability.
Spirit of Heroism: This spirit automatically occupies your space and does not leave until dismissed or dispelled, or the duration of the summoning ends. You gain DR 10/--. In addition, you gain the benefit of the Diehard feat (even if you do not meet the prerequisite) and can use your lay on hands ability as a free action once per round instead of as a swift action.
Spirit of the Fallen: At 20th level, a paladin can call fourth the mightiest of her spirits. While you or any of your allies are adjacent to this spirit, it grants fast healing 10 to those characters. If an affected character's hit points drop to 0 or fewer while within 30 feet of this spirit, it revives that character at the start of his next turn, allowing him to take his action as normal. The character heals an amount of damage equal to twice your paladin level, though if his hit points are still at -10 or below, he still dies. The spirit can use its revive ability once per round.
Turn Undead (Su): When a paladin reaches 6th level, she gains the supernatural ability to turn undead. She may use this ability a number of times per day equal to 3 + her Charisma modifier. She turns undead as a cleric of two levels lower would.
Measure of Conviction (Ex): The Paladin's conviction strengthens, and she is now able to perform multiple attacks with a single use of her divine blow. Once activated, all bonuses of Smite Evil apply until the beginning of the Paladin's next turn.
Sundering Smiting (Ex): At 9th level, A Paladin's Smite Evil is so forceful, that it ignores 5 points of damage reduction. This bonus increases by 5 every 6th level afterwards.
Wrathful Smiting (Su): Beginning at 13th level, a paladin may sacrifice one of her uses of Smite Evil for each encounter in a day in order to deliver a massive shockwave of divine energy. As a Standard action, the paladin must succeed in performing a melee touch attack, and if she succeeds, she deals 1d6 holy damage per paladin level to each creature in a 20' burst from the struct creature.
Majestic Conviction Graveyard and construction site
Majestic Conviction (Su): Paladins are truly magnificent warriors, and at 19th level, their majesty takes on a conviction of its own. The paladin may discharge a use of smite evil for the encounter, and if she does, she makes a single attack as a single attack action. This attack gains Triple her charisma modifier to attack bonus, and deals 2d6 holy damage per paladin level. Creatures struck must succeed a DC (10+paladin level+Str Mod) Fortitude save or be sent flying 10" per paladin level.
Code of Conduct: A paladin must be of a good alignment. A paladin should act with honor and respect, help those in need, and to punish those who threaten or harm the innocent. A paladin who is not of good alignment looses all Supernatural abilities until she atones.
Paladin Afterlife: In death, a Paladin does not travel to the celestial plane of her alignment, but instead arrives at the Demiplane known as the Bastion of Righteous Hope. Here, paladins dine in magnificent mead halls, debate the best ways to fight evil, and prepare for raids on the infernal and Abyssal realms.
When war came again, the first paladins saw the tyrannical wizards again paying no heed to the lives of those in their armies, sacrificing them to summon powerful demons and to command as undead warriors. These wizards were to learn that where fear and spell ruled, hope now stood fast. That Tyranny was no weapon of war, but a flag to call forth the holy fury of the heavens.
http://fc06.deviantart.net/fs6/i/2005/022/7/b/Celestial_by_JasonEngle.jpg
Image is “Celestial” by JasonEngle of deviantArt. (http://jasonengle.deviantart.com/art/Celestial-14400235)
"Where Tyranny rules, Justice shall revolt
Who Fear holds, Hope shall free
Which Cruelty torments, Mercy shall reach
When Suffering spreads, I bring Release
Where Darkness Reigns, Light shall Conquer
Paladin"
~ Oath of the True Lightbringer Paladin order.
Gameplay Information:
Attributes: A paladin Favors strength, as it allows them better accuracy, spell DCs, and spellcasting. Constitution for health and fortitude saves, and Charisma for saves, smite bonuses, and spells. Dexterity improves the paladin's reflex saves, AC, and Innitive.
Alignment: Any Good
Hit Die: 1d10
Starting Age: Moderate
Starting Gold: 150gp
Paladin
{table=head]Level|BAB|Fort|Ref|Will|Special |1st|2nd|3rd|4th
1st|+1|+2|+0|+2|Aura of Good, Detect Evil, Smite Evil 1/Encounter|—|—|—|—
2nd|+2|+3|+0|+3|Divine Grace, Lay on Hands|—|—|—|—
3rd|+3|+3|+1|+3|Aura of Resolve, Enduring Personality|—|—|—|—
4th|+4|+4|+1|+4|Mercy, Battle Blessing, Mettle, Spell Shatter 1/day|3|—|—|—
5th|+5|+4|+1|+4|Divine Spirit, Immortal Stance 1/day|3|—|—|—
6th|+6/+1|+5|+2|+5|Bonus Feat, Turn undead|4|—|—|—
7th|+7/+2|+5|+2|+5|Measure of Conviction|4|—|—|—
8th|+8/+3|+6|+2|+6|Mercy, Spell Shatter 2/day|4|3|—|—
9th|+9/+4|+6|+3|+6|Sundering Smiting, Bonus Feat|4|3|—|—
10th|+10/+5|+7|+3|+7|Smite Evil 2/Encounter|4|4|—|—
11th|+11/+6/+1|+7|+3|+7|Immortal Stance 2/day|4|4|3|—
12th|+12/+7/+2|+8|+4|+8|Mercy, Bonus Feat, Spell Shatter 3/day|4|4|4|—
13th|+13/+8/+3|+8|+4|+8|Wrathful Smiting|4|4|4|—
14th|+14/+9/+4|+9|+4|+9|Improved Mettle|5|4|4|3
15th|+15/+10/+5|+9|+5|+9|Enduring Body, Bonus Feat|5|4|4|4
16th|+16/+11/+6/+1|+10|+5|+10|Mercy, Spell Shatter 4/day|5|5|4|4
17th|+17/+12/+7/+2|+10|+5|+10|Immortal Stance 3/day|5|5|5|4
18th|+18/+13/+8/+3|+11|+6|+11|Eternity, Bonus Feat|6|5|5|4
19th|+19/+14/+9/+4|+11|+6|+11|Majestic Conviction|6|6|6|5
20th|+20/+15/+10/+5|+12|+6|+12|Mercy, Spell Shatter 5/day, Smite Evil 3/Encounter|6|6|6|6
[/table]
Class Skills: Balance (Dex), Bluff (Cha), Climb (Str), Concentration (Con), Craft (Int), Diplomacy (Cha), Heal (Wis), Hide (Dex), Intimidate (Cha), Jump (Str), Knowledge (nobility and royalty) (Int), Knowledge (Religion) (Int), Knowledge (the planes) (Int), Move Silently (Dex), Profession (Wis), Sense Motive (Wis), Swim (Str), Tumble (Dex)
Skill Points at 1st Level: (4 + Int modifier) × 4
Skill Points at Each Additional Level: 4 + Int modifier
Class Abilities:
Weapon and Armor Proficiency: Paladins are proficient with all simple and martial weapons, as well as a single exotic weapon. Paladins are also proficient with all types of armor (heavy, medium, and light), and with shields (except tower shields).
Aura of Good (Ex): The power of a paladin’s aura of good (see the detect good spell) is equal to her paladin level.
Detect Evil (Sp): At will, a paladin can use detect evil, as the spell.
Smite Evil (Su): Once per Encounter, a paladin may attempt to smite evil with one normal attack. She adds her Charisma bonus (if any) to her attack roll and deals additional damage equal to her strength modifier times her paladin level. If the paladin accidentally smites a creature that is not evil, the smite has no effect, and is not used up for the day.
At 10th level, and at every ten levels thereafter, the paladin may smite evil one additional time per encounter, to a maximum of three times per day at 20th level.
Beginning at 5th level, whenever a creature is struck by the paladin's smite evil, that creature finds it difficult to cast spells or use magical items. For one round, any attempt to complete one of these actions requires a sucessful concentration check against a DC of (10+paladin level+charisma modifier); Failure means that the action fails. If a spell was being cast, the spell or spell slot is lost. If a magic item was being activated, the attempt mearly fails. Multiple Smite Evil attempts on the same creature do not have cumulative effect.
If a paladin has levels in a base class other then paladin, she applies 1 less point of charisma modifier to attack rolls, and multiplies her paladin level by one less then her strength modifier for damage rolls.
Divine Grace (Su): At 2nd level, a paladin gains a bonus equal to her Charisma bonus (if any) on all saving throws.
Lay on Hands (Su): Starting at level 2, a paladin can channel 1d6+her charisma modifier positive energy damage* one time per day. For every 2 paladin levels afterwards, Lay on hands deals an additional 1d6 damage and can be used an additional time per day.
Lay on Hands is a swift action when the paladin uses it on herself, and a standard action when used on a friendly ally. When used offensively, The paladin must succeed a melee touch attack in order for the lay on hands to take effect. If she fails, the Lay on Hands has no effect and usage is lost for the day. A Paladin must have one hand free in order to use Lay on Hands.
*Positive Energy heals living creatures, and damages evil outsiders and undead.
Aura of Resolve (Su): Beginning at 3rd level, a paladin is immune to compulsion effects. Each ally within 30 feet of her gains a +4 morale bonus on saving throws against compulsion effects. This ability functions while the paladin is conscious, but not if she is unconscious or dead.
Enduring Personality (Ex): At 3rd level, a paladin becomes immune charisma damage and drain.
Enduring Body (Su): At 15th level, a Paladin's soul is sealed, and she can no longer suffer ability drain or damage, negative levels, or level drain.
Battle Blessing (Ex): A Paladin can cast most of her paladin spells faster than normal. If the spell normally requires a standard action, she can cast it as a swift action. If it normally requires a full round to cast, she can cast it as a standard action. Spells with longer or shorter casting times are not affected.
Mercies (Su): Slowly, over time, Paladins learn how to counteract more then just bleeding when the Lay on Hands. At 4th level, and every 4th level afterwards, a paladin may select a mercy from the following list, and each applies whenever she uses her Lay on Hands ability. Each mercy may be selected more then one time, so long as the paladin meets the minimum level prerequisite
{table=head]
Name|
Mercy|
Minimum Level
Divine Influence|All variable numeric values of Lay on Hands are Maximized|20
Divine Verdict|You may affect upto 5 targets withing 30 feet of you with your lay on hands|20
Luck|Touched creature gets a +1 luck bonus to all rolls for 1 hour|4
Age|Cures 1d4 negative levels|12
Despair|As remove Curse|8
Poison|Completely removes one poison that the touched creature suffers from|12
Pestilence|Cures one disease the target suffers from|4
Disorientation|Cures Confusion|4
Sight|Cures Blindness|8
Hearing|Cures Deafness|4
Stone|As Stone to Flesh|16
Wellness| Cures 1d6 attribute damage|4
Courage|Removes Shaken, or reduces Frightened and Panicked one step.|4[/table]
Mettle (Su): The Paladin's conviction is so strong, that she is able to shrug off magical effects that would harm her. If a Paladin makes a successful Will or Fortitude saving throw that would normally reduce the spell's effect, she suffers no effect from the spell at all. Only those spells with a Saving Throw entry of "Will partial," "Fortitude half," or similar entries can be negated through this ability.
Improved Mettle (Su):As with Mettle, but the paladin also receives half damage on a failed Fortitude save, or partial effect on a failed Will save.
Spellshatter (Su): Once per day, beginning at 4th level, a Paladin can choose to deliver a targeted Greater Dispel Magic (http://dndtools.eu/spells/players-handbook-v35--6/dispel-magic-greater--2316/) with a Melee attack. The decision to use this ability must be made before the attack is rolled. If the attack misses, the ability is wasted.
if the attack hits, treat this as if the paladin had cast Greater Dispel Magic on the creature struck, using her paladin level as her caster level.
A paladin may use this ability an additional time each day every fourth level afterwards.
Spells: Beginning at 4th level, a paladin gains the ability to cast a small number of divine spells, which are drawn from the paladin spell list*. A paladin must choose and prepare her spells in advance.
To prepare or 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. In addition, she receives bonus spells per day if she has a high Charisma score.
A paladin can cast any spell she knows without preparing it ahead of time, and a Paladin knows all spells on the Paladin Spell list.
Through 3rd level, a paladin has no caster level. At 4th level and higher, her caster level is three less then her paladin level.
*Add the following spells to the paladin's spell list: 1st—protection from law: 2nd—haste; 3rd—magic circle against law; 4th—dispel law, freedom of movement, Anarchic Sword.
Immortal Stance (Su): Beginning at 5th level, a paladin can take the stance of a god. For 3+Constitution modifier rounds per day, she gains a +4 divine bonus to Constitution and Armor class, Immunity to fear, and Spell resistance equal to her paladin levels +6. The increase in Constitution temporarily increases the paladin’s hit points by 2 points per level, as well as extend the duration of the paladin's immortal stance by 2 round.
A paladin may end her immortal stance voluntarily prior to when it normally would end. At the end of her stance, the paladin is winded and takes a –2 penalty to Strength and to all Saves for the duration of that encounter.
Eternity (Ex): At 18th level, the paladin's Immortal stance improves. It now grants +6 Constitution and armor class, and her spell resistance improves to 12+paladin level.
Divine Spirit S-blocked for length
Divine Spirit (Su): A Paladin beginning at 5th level can call forth the spirits of past Divine Crusaders. As a standard action that does not provoke attacks of opportunity, a Paladin can call forth a spirit from beyond the mortal realm.
{table]Level|Spirit
5-9|Spirit of Healing
10-14|Spirit of Adversity
15-19|Spirit of Heroism
20+|Spirit of the Fallen[/table]
Each Spirit has the following characteristics:
A Spirit takes up a 5' space on the battlefield
When summoned, the spirit appears within 30 feet of the paladin.
Spirits are insubstantial and transparent, and as such do not block line of sight or line of effect. They also can be moved through as though not occupying a square.
A spirit cannot attack or be attacked. It is not undead and cannot be turned. It is subject to dispel magic, dismissal, or banishment as if it were a summoned creature, using your paladin level as the caster level.
If you lose line of sight to a spirit, it disappears immediately.
You may summon one spirit per day for every 5 paladin levels you possess.
A spirit remains for a number of rounds equal to your paladin level, until it is dismissed, or until special conditions in the spirit's description are met.
Spirit of Healing: The First spirit a paladin can summon is the Spirit of Healing. This spirit has a number of uses of Lay on Hands as the paladin, and each lay on hands heals for 1d3 hp per paladin level. The spirit must occupy the same square as the creature it is healing though.
Spirit of Adversity: When summoned, this spirit manifests as a pair of Angelic Wings from the paladin's back. As long as this spirit remains, a paladin gains a fly speed equal to twice her base land speed, with perfect maneuverability.
Spirit of Heroism: This spirit automatically occupies your space and does not leave until dismissed or dispelled, or the duration of the summoning ends. You gain DR 10/--. In addition, you gain the benefit of the Diehard feat (even if you do not meet the prerequisite) and can use your lay on hands ability as a free action once per round instead of as a swift action.
Spirit of the Fallen: At 20th level, a paladin can call fourth the mightiest of her spirits. While you or any of your allies are adjacent to this spirit, it grants fast healing 10 to those characters. If an affected character's hit points drop to 0 or fewer while within 30 feet of this spirit, it revives that character at the start of his next turn, allowing him to take his action as normal. The character heals an amount of damage equal to twice your paladin level, though if his hit points are still at -10 or below, he still dies. The spirit can use its revive ability once per round.
Turn Undead (Su): When a paladin reaches 6th level, she gains the supernatural ability to turn undead. She may use this ability a number of times per day equal to 3 + her Charisma modifier. She turns undead as a cleric of two levels lower would.
Measure of Conviction (Ex): The Paladin's conviction strengthens, and she is now able to perform multiple attacks with a single use of her divine blow. Once activated, all bonuses of Smite Evil apply until the beginning of the Paladin's next turn.
Sundering Smiting (Ex): At 9th level, A Paladin's Smite Evil is so forceful, that it ignores 5 points of damage reduction. This bonus increases by 5 every 6th level afterwards.
Wrathful Smiting (Su): Beginning at 13th level, a paladin may sacrifice one of her uses of Smite Evil for each encounter in a day in order to deliver a massive shockwave of divine energy. As a Standard action, the paladin must succeed in performing a melee touch attack, and if she succeeds, she deals 1d6 holy damage per paladin level to each creature in a 20' burst from the struct creature.
Majestic Conviction Graveyard and construction site
Majestic Conviction (Su): Paladins are truly magnificent warriors, and at 19th level, their majesty takes on a conviction of its own. The paladin may discharge a use of smite evil for the encounter, and if she does, she makes a single attack as a single attack action. This attack gains Triple her charisma modifier to attack bonus, and deals 2d6 holy damage per paladin level. Creatures struck must succeed a DC (10+paladin level+Str Mod) Fortitude save or be sent flying 10" per paladin level.
Code of Conduct: A paladin must be of a good alignment. A paladin should act with honor and respect, help those in need, and to punish those who threaten or harm the innocent. A paladin who is not of good alignment looses all Supernatural abilities until she atones.
Paladin Afterlife: In death, a Paladin does not travel to the celestial plane of her alignment, but instead arrives at the Demiplane known as the Bastion of Righteous Hope. Here, paladins dine in magnificent mead halls, debate the best ways to fight evil, and prepare for raids on the infernal and Abyssal realms.