Carl
2013-04-06, 07:33 AM
Alignment: Lawful Good
Class Skills
Concentration, Craft, Diplomacy, Handle Animal, Heal, Knowledge (Nobility and Royalty), Knowledge (Religion), Profession, Ride, Sense Motive
Skills Points at 1st Level: (6 + int)*4
Skills Points at Each Level: 6 + int
Hit Dice: D10
Paladin
Level
Base Attack Bonus
Fort Save
Ref Save
Will Save
Special
1st
+1
+2
+0
+0
Aura of Good, Detect Evil, Smite Evil
2nd
+2
+3
+0
+0
Shield Mastery, Cure Light Wounds
3rd
+3
+3
+1
+1
Divine Health
4th
+4
+4
+1
+1
Turn Undead
5th
+5
+4
+1
+1
Blessed Vestments, Special Mount
6th
+6/+1
+5
+2
+2
Combat Style, Spellcasting (Lesser)
7th
+7/+2
+5
+2
+2
Vigil
8th
+8/+3
+6
+2
+2
Aura of Inspiration, Cure Moderate Wounds
9th
+9/+4
+6
+3
+3
Holy Aura
10th
+10/+5
+7
+3
+3
Divine Grace
11th
+11/+6/+1
+7
+3
+3
Wholeness of Spirit, Spellcasting (Greater)
12th
+12/+7/+2
+8
+4
+4
Heavy Armour Mastery
13th
+13/+8/+3
+8
+4
+4
Cure Serious Wounds
14th
+14/+9/+4
+9
+4
+4
15th
+15/+10/+5
+9
+5
+5
Paladins Oath
16th
+16/+11/+6/+1
+10
+5
+5
Spellcasting (Grand)
17th
+17/+12/+7/+2
+10
+5
+x
18th
+18/+13/+8/+3
+11
+6
+6
Cure Critical Wounds
19th
+19/+14/+9/+4
+11
+6
+6
20th
+20/+15/+10/+5
+12
+6
+6
Grand Paladin
Weapon & Armour Proficiencies: Paladins are proficient with all amour types. All Shields, (including Tower Shields), and all Simple, and Martial melee weapons. They are not proficient with any ranged weapons.
General Note: Regardless of any current or new wordings on the capabilities defined below a Paladin may freely exclude creatures on an individual by individual basis from the affects of the ability and/or spell.
Author’s Note: It was pointed out some wording of Grand Paladin and other abilities meant allies could be affected. So I included the above to cover all possibilities.
Spellcasting:
Starting at 2th level a Paladin may cast spells. All Paladins cast their spells without Somatic, Vocal, or material components and any spell with a base casting time of 1 full round or less may now be cast as a swift action, (you can still utilise the normal casting length if you wish however). In addition a Paladin may utilise her weapon as her foci. A paladin has a caster level equal to her paladin level. A paladin may never utilise metamagic feats. A Paladin is considered a Divine caster and so does not suffer spell failure chances for wearing Armour of any kind.
A Paladin has 3 types of Spells. Lesser. Greater, and Grand. A Paladin is a spontaneous caster spending 1 spell slot of the appropriate type, (Lesser, Greater, Grand), to cast a spell of the same type. A Paladin knows all spells she is of a level sufficient to cast and that are on her spell lists.
A Paladin may cast any number of Lesser Spells per day. These are minor spells of limited power. A Paladin Gains access to these spells at 6th level. Saving throws where applicable are made at a DC of 12+Wisdom modifier.
A paladin may cast a number of Greater spells per day equal to her Paladin level + her wisdom modifier. She gains access to these spells at 11th level. Saving throws where applicable are made at a DC of 15+Wisdom modifier.
A Paladin may cast a number of Grand spells per day equal to 1 + her wisdom modifier. She gains access to these spells at 16th level. Saving throws where applicable are made at a DC of 18+Wisdom modifier.
Spell Lists:
Paladin Spell List
Lesser
Greater
Grand
Bless
Divine Favor
Heal
Bless Water
Restoration
Holy Word
Bless Weapon
Bears Endurance
Dictum
Create Water
Bulls Strength
Holy Aura
Detect Poison
Cat’s Grace
Shield of Law
Detect Undead
Eagle’s Splendour
Greater Restoration
Endure Elements
Fox’s Cunning
Greater Heroism
Magic Weapon
Owl’s Wisdom
Sunburst
Read Magic
Remove Paralysis
Greater Dispel Magic
Resistance
Resist Energy
Undetectable Alignment
Dispel Magic
Zone of Truth
Heal Mount
Daylight
Magic Circle against Chaos
Delay Poison
Magic Circle against Evil
Discern Lies
Greater Magic Weapon
Prayer
Remove Blindness/Deafness
Status
Remove Curse
Water Breathing
Break Enchantment
Water Walk
Death Ward
Purify Food and Drink
Dispel Evil
Dispel Chaos
Neutralize Poison
Mark of Justice
True Strike
Remove Fear
Shield of Faith
Consecrate
Magic Vestment
Air Walk
Freedom of Movement
Searing Light
Commune
Undeath to Death
Refuge
Heroism
Holy Smite
I addition to the above Spell casting abilities a Paladin may cast the following cure spells, (at the indicated levels), a number of times per day equal to her Wisdom Modifier, (the total uses per day cannot exceed her current paladin level).
Cure Light Wounds (2th level), Cure Moderate Wounds (8th level), Cure Serious Wounds (13th level), Cure Critical Wounds (18th level).
For the purposes of effects, feats, skills e.t.c. that have as pre-requisites the ability to cast divine spells of a specific level. Treat a paladin as being able to cast divine spells of a spell level equal to half her paladin level, (maximum of 9th).
Class Features:
Aura of Good, (Level 1, Ex): As existing SRD.
Detect Evil, (level 1, Sp): As existing SRD.
Smite Evil, (level 1, Su): A Paladin is a holy warrior and her attacks are especially dangerous against the countless evil beings that roam in fell places. Whenever making any attack against a creature of evil alignment, a paladin gains a bonus to her Strength modifier, (for the purposes of attack rolls and damage calculations only), of +1. This increases to +2 at 5th level, +3 at 10th, +4 at 15th, and +5 at 20th level.
Once a paladin gains the ability to cast Greater spells she may voluntarily sacrifice one of these spell slots that has not yet been used to improve her smite attacks. This increases the bonus to half the paladins class level. Sacrificing the spell slot counts as having cast that spell, but does not require any additional actions to do. If you wish to sacrifice a spell slot in this manner you must declare you are doing so before making any attack roll/s. However it affects all your attacks regardless of how many you make until the start of your next round.
Once the Paladin Gains the ability to cast Grand Spells she may sacrifice one of these spell slots in the same way as a standard spell. The bonus is increased to equal to the Paladins level, and all damage reducing or negating affects, (e.g. DR), are ignored. If you wish to sacrifice a spell slot in this manner you must declare you are doing so before making any attack roll/s. However it affects all your attacks regardless of how many you make until the start of your next round.
Shield Mastery, (level 2, Ex): A Paladin ignores all Armour Check penalties imparted by shields and the dexterity cap of Tower Shields. She may also use a Buckler and a weapon in her off hand in combination without suffering either the attack roll penalty or the loss of the AC bonus for possessing the buckler. She also gains the Improved Shield Bash Feat for free.
Divine Health, (level 3, Ex): As existing SRD.
Turn Undead, (level 4, Su): Starting at level 4 a Paladin may turn undead as if she where a cleric of the same level as her paladin level. Unlike a Cleric’s turn undead a Paladin uses her wisdom modifier rather than her charisma modifier to determine the number of uses she gets per day and as the modifier to the turning check. Starting at level 9 she may also use this ability to turn Evil Outsiders in the same fashion as undead.
Special Mount, (level 5): As existing SRD. A Paladin possessed of a Special Mount also gains the Mounted Combat feat for free, but only benefits from this free feat when using the special mount.
Blessed Vestments, (level 5, Ex): Over time a Paladin’s holy righteousness begins to permeate into even the equipment she wields.
At 5th level this ability allows the Paladin to retain half the AC of her armour and shield bonuses against touch attacks. If an effect does not require a touch attack or ordinary attack, but does allow a save, she may instead add the same amount to her save as a bonus.
At 10th level anyone attempting a melee attack or melee touch attack against the Paladin whilst she is using a shield will suffer a number of points of damage equal to her Wisdom modifier. This damage is considered good aligned for the purposes of DR. he damage occurs regardless of weather the attack hit’s or misses, but is applied after the effects of the attack are resolved. A Buckler that is providing an AC bonus whilst wielding a weapon thanks to a Paladins Shield Mastery Rule does count for this purpose.
Starting at 14th level any weapons wielded by a Paladin gain the Holy property in addition to any they may already have and their enhancement bonus is increased by 2, (+2 bonus if none exists).
At 18th level the Weapon also gains the Axiomatic Property and the bonus is increased from 2 to 5.
Combat Style, (level 6, Ex): At 6th level a Paladin must choose a Combat Style. She may either choose: Defender, Vengeance, or Ardent Blade
At 6th level a paladin using the Defender style who is using a shield gains a +3 modifier to the shield’s base AC and DR 4/. This increases to a +6 AC bonus and DR 8/- at 11th level, and a +9 AC bonus and DR 12/- at 16th level. A Buckler that is providing an AC bonus whilst wielding a weapon thanks to a Paladins Shield Mastery Rule does count for this purpose.
At 6th level a paladin using the Vengance style doubles the number of base damage dice for the weapon they are using, (E.g. a Short Sword would become 2D6 base damage, a Greatsword would become 4D6 base damage dice). This increases to 3X Damage Dice at 11th level, and 4X Damage Dice at 16th level.
At 6th level a paladin using the Ardent Blade style who makes a standard attack or a full attack action gains an extra main hand attack at a -5 penalty from her full BAB, and a +2 Shield Bonus to AC. At 11th level the number of bonus attacks she may make when using the full attack action increases from 1 to two and the shield AC bonus increases to +4 AC. At 16th level the number of bonus attacks she may make with both a standard ad a full attack action again increases by 1, (to 2 and 3 respectively), and her shield bonus increases to +6. If the Paladin is possessed of one or more shield AC modifiers from another source, then add the listed shield bonus to the highest pre-existing modifier, in all cases this is considered to be a modification to the base AC bonus of the highest modifier.
Regardless of the style chosen you also gain the following bonus feats. At 6th level you gain two weapon fighting and power attack for free. At 11th level you gain Improved two Weapon Fighting and Cleave for free. At 16th level you gain Great Cleave and Greater Two Weapon Fighting for free. You do not need to meet any of the normal prerequisites to use these feats.
Vigil, (level 7, Su): Holding Vigil over a fallen allies remains is a time honoured tradition amongst many, Paladin or no. But for a Paladin there is a special spiritual ritual, an affirmation that they will be neither forgotten, nor will their sacrifice allowed to be in vain. As she grows in power such vigil’s may call down the blessing of her patron upon the deceased’s remains, preserving and protecting them, or even on occasion returning the to life so they may continue to serve. You may not benefit from their effe
Starting at 7th level when a paladin holds a vigil, (see below for specifics), over the body of a fallen ally the body becomes subject to the effects of a Gentle Repose Effect and a Consecrate effect. This effect persists until dispelled or the individual is returned to life.
At 10th Level if the remains are able to be returned to life via a Raise Dead spell, they are affected as if such a spell had been cast on them. This affect cannot occur more than once per week. Otherwise the effect functions as per the 5th level variant.
At 13th level the Raise Dead effect is replaced by a Resurrection effect, the once per week limit remains.
At 16th level the Resurrection effect is replaced by a True Resurrection effect, the once per week limit remains.
Holding a Ritual, Requirements: To hold a ritual a Paladin, (or cleric, or other appropriate individual), should arrange the remains in the appropriate death pose for the individual’s deity. The most common for warriors fallen in battle is to place them on their back, sword laid on their breast, with the sword point towards their feet, pommel resting just below the chin, hands across the chest, often gripping the sword point. Obviously if the individual dies in an especially violent fashion very limited remains may be available. The above is simply an example of ideal circumstance. In any case to hold a vigil a paladin must then sit stand or kneel in prayer as is appropriate for their deity, (kneeling with weapon in hand, point down is a common pose), next to the body from the time it is arranged appropriately, (which should be as soon as it is physically safe to do so), till sunup of the next morning. (Some non-evil deities do posses an affinity for the night, and as such the DM may rule in that case it will be till the next sundown, other conditions are also possible based on the deity in question if the DM feels this is appropriate they should inform the player at character creation of any such things). A Paladin holding a vigil may rise only to defend themselves, the fallen remain, their remaining allies. Or another suitable individual in the immediate area in need of aid. And in fact must do so, (as per the paladins code), if such a circumstance arises. (For example a Paladin who has returned the remain of a fallen warrior to a local monetary to hold vigil could freely rise to fight and defend the monetary if it was attacked by bandits).
Aura of Inspiration, (level 8, Su): The paladin grants all allies within 60ft a +1 Resistance bonus to all saves (Fort, Reflex, Will). This increases to a +2 at 7th level, a +3 at 11th level, a +4 at 15th level, and +5 at 19th level. A Paladin does benefit from this herself.
Holy Aura, (level 9, Su): Beginning at level 9 a Holy Aura begins to surround the Paladin. As the paladin grows in strength and devotion, so too does the Aura.
At 9th level the power of the aura becomes so great that any undead or evil outsider wishing to move to within a number of squares equal to the Paladins Wisdom modifier, must pass a will save on a DC of 10 + Paladin level + Wisdom Modifier. If they fail the save they may either end their movement outside the area of effect, or move inside it but suffering a number of points of damage equal to the Paladins level, this damage is considered good aligned for the purposes of DR. A creature affected by this affect that starts it’s round in the Area of effect must make a will save or suffer damage. Regardless of other factors a target only makes one will save per turn and only ever suffers damage once per turn from a single aura. Note that a successful save does not remove the need to make saves in subsequent turns, it just negates the effect for this turn.
At 13th level the aura now affects all evil aligned creatures and the damage is doubled. In addition Evil Outsiders and Undead no longer receive a save vs the affect.
Divine Grace, (level 10, Su): At 10th level a Paladin may add her wisdom modifier to one of the following things as an immediate action, this use of an immediate action does not count against the normal 1 per turn limit, but you may only declare one such immediate action with regards to divine grave per turn.
She may add it to her strength modifier for the purposes of attack rolls and damage rolls. Her effective caster level for the purposes of all spell effects. All her saves, (Fort, Reflex, Will). Or her AC.
Wholeness of Spirit, (level 3, Ex): At 11th level a paladin gains a number of bonus hit points for all current and future levels equal to her wisdom modifier. This is retroactive.
Heavy Armour Mastery, (level 12, Ex): Starting at level 12 a paladin no longer suffers the Armour check penalty from any heavy armour she wears. In addition her extensive knowledge of it’s many strengths and weaknesses grants any Heavy Armour she wears a +2 to it’s base AC.
The Paladins Oath, (level 15, Ex):At 15th level a Paladin must choose one of the following oaths.
Authors Note: Couldn’t resist a bit of Latin, sorry to any Latin scholars out there, used google translate so I’m sure it’s more than a littlie error strewn.
The Oath of the Tireless:
Tenebris Honorem Mortis (To Darkness, To Honour, To Death): The Paladin gains the Diehard feat and permanent immunity to death effects. In addition she may ignore the restrictions on actions without suffering a penalty for a number of rounds per day equal to her paladin level. These rounds do not have to be consecutive, (in other words if healed above 0 she ceases to expend rounds at the moment she is healed). She may also continue to act and fight in this manner if reduced to -10HP’s or less for a number of rounds per day equal to her wisdom modifier. These rounds also do not have to be consecutive, (in other words if healed above -10 she ceases to expend rounds at the moment she is healed). Note that for both types of affect if the paladin is reduced below a threshold, she does not expend a round until the start of her round. As such if she is healed above the threshold before her round she does not expend a use.
Finally she may once per turn use a cure spell on herself only as an immediate action, this use of an immediate action does not count against the normal 1 per turn limit, but you may only declare one such immediate action with regards to oath of the tireless per turn.
The Oath of Judgment:
Facta Sum Iudicium Tuum Facta Sum Prosternere (I Am Become Your Judgment, I Am Become Your Doom): When the paladin successfully hits an evil creature, she may expend one daily use of any one of her cure spells to deal damage equal to the spell. She may only use this ability once per weapon each round, though if she wields 2 or more weapons each may benefit from it separately.
In addition her cure spells now inflict 2 points of damage per point of healing expended if cast on a target to which it deals damage. This has no effect on targets it heals.
The Oath of the Protector:
Ego Sum Custodem, Protectorem, Medicus, Adjutorem (I Am The Guardian, The Protector, The Healer, The Helper): At will a paladin may choose to take half of the damage suffered by any ally from a single attack upon herself. This damage is reduced by any DR and Energy resist effects she may posses, but is otherwise unaffected by any other defences she posses. Only allies within 60ft of her may be affected in this way but there is no upper limit to how many times she may utilise this ability.
In addition her cure spells now allows heal twice the actual points expended. This applies only to the healing uses of the spell, damage to undead or other negative energy creatures occurs at the normal 1 point per point expended.
.
Grand Paladin, (level 20, Ex): A Paladin of great renown, faith, and power will ultimately gain a more direct connection to her god than almost any being can hope to achieve. Such a connection makes them akin to a living avatar of their god. His will and power made manifest through her actions.
Upon reaching 20th level any class abilities or spells that only affect evil or chaotic creatures, (but not those limited to undead or evil outsiders), will now affect any creature regardless of alignment. This includes the effects of the Holy and Axiomatic properties granted to her weapons by the Blessed Vestments rule. In addition any feature that specifies Evil Outsider will now affect any Outsider, regardless of alignment. She may also spontaneously convert any spell she knows that possesses a mass version to it’s mass form upon casting. She may not convert cure or inflict spells to their mass versions when using them via the Oath of Judgment however.
EDIT1:
Okay, what did I do now?
Lets start with the big change, I threw lay on hands out. There was some controversy around it from all feedback so I realised my attempt to address it’s terrible scaling beyond the first couple of levels just wasn’t working. I’d though of doing it via granted cure spells as spell like abilities right back at the start, but switched to the existing form with cure spells thrown in as separate spellcasting because I wanted to try and keep the existing style as much as possible. Given the complaints I decided to throw the whole thing out, putting it back to that basis. However since I’d already got the whole set of cure spell built into the spellcasting I just moved everything down in levels and threw cure critical wounds in as a higher level form of this. It was simpler than re-writing everything.
I dropped Shield Mastery in to 2nd level as a lay on hands replacement since it provided me with a way to address the whole “what use is X if your not using a shield” comments. Now you can use a buckler to qualify whilst going DW or 2-hander at no penalty. Throwing in Improved Shield bash felt like a sensible freebie.
I cleared up a number of bad wordings that should now address a number of issues raised there and put the per week limit and a few other such bits in on various things that where missing them. I also re-worded how freebie feats are handed out so that they look more like the free add-on’s they are than important features.
A couple of notable changes come in the form of how oaths interact with Cure spells. Dropping Lay on Hands meant they now have to work with cure spells, this is a bit of an upgrade for them, but perhaps makes for a more balanced interaction so people will go for the pure damage options less. I meddled with the combat styles to address some issues too and threw a few more free feats in to cover some more common picks that nearly everyone takes. Also re worded blessed vestments 5th level so that ardent blade’s AC bonus does apply, does mean some other forms now apply as well but fair tradeoffs.
I also tabled up the spell lists.
Not touched the capstone yet or skills. Want to have a think on the former and a bit more discussion on the latter.
Class Skills
Concentration, Craft, Diplomacy, Handle Animal, Heal, Knowledge (Nobility and Royalty), Knowledge (Religion), Profession, Ride, Sense Motive
Skills Points at 1st Level: (6 + int)*4
Skills Points at Each Level: 6 + int
Hit Dice: D10
Paladin
Level
Base Attack Bonus
Fort Save
Ref Save
Will Save
Special
1st
+1
+2
+0
+0
Aura of Good, Detect Evil, Smite Evil
2nd
+2
+3
+0
+0
Shield Mastery, Cure Light Wounds
3rd
+3
+3
+1
+1
Divine Health
4th
+4
+4
+1
+1
Turn Undead
5th
+5
+4
+1
+1
Blessed Vestments, Special Mount
6th
+6/+1
+5
+2
+2
Combat Style, Spellcasting (Lesser)
7th
+7/+2
+5
+2
+2
Vigil
8th
+8/+3
+6
+2
+2
Aura of Inspiration, Cure Moderate Wounds
9th
+9/+4
+6
+3
+3
Holy Aura
10th
+10/+5
+7
+3
+3
Divine Grace
11th
+11/+6/+1
+7
+3
+3
Wholeness of Spirit, Spellcasting (Greater)
12th
+12/+7/+2
+8
+4
+4
Heavy Armour Mastery
13th
+13/+8/+3
+8
+4
+4
Cure Serious Wounds
14th
+14/+9/+4
+9
+4
+4
15th
+15/+10/+5
+9
+5
+5
Paladins Oath
16th
+16/+11/+6/+1
+10
+5
+5
Spellcasting (Grand)
17th
+17/+12/+7/+2
+10
+5
+x
18th
+18/+13/+8/+3
+11
+6
+6
Cure Critical Wounds
19th
+19/+14/+9/+4
+11
+6
+6
20th
+20/+15/+10/+5
+12
+6
+6
Grand Paladin
Weapon & Armour Proficiencies: Paladins are proficient with all amour types. All Shields, (including Tower Shields), and all Simple, and Martial melee weapons. They are not proficient with any ranged weapons.
General Note: Regardless of any current or new wordings on the capabilities defined below a Paladin may freely exclude creatures on an individual by individual basis from the affects of the ability and/or spell.
Author’s Note: It was pointed out some wording of Grand Paladin and other abilities meant allies could be affected. So I included the above to cover all possibilities.
Spellcasting:
Starting at 2th level a Paladin may cast spells. All Paladins cast their spells without Somatic, Vocal, or material components and any spell with a base casting time of 1 full round or less may now be cast as a swift action, (you can still utilise the normal casting length if you wish however). In addition a Paladin may utilise her weapon as her foci. A paladin has a caster level equal to her paladin level. A paladin may never utilise metamagic feats. A Paladin is considered a Divine caster and so does not suffer spell failure chances for wearing Armour of any kind.
A Paladin has 3 types of Spells. Lesser. Greater, and Grand. A Paladin is a spontaneous caster spending 1 spell slot of the appropriate type, (Lesser, Greater, Grand), to cast a spell of the same type. A Paladin knows all spells she is of a level sufficient to cast and that are on her spell lists.
A Paladin may cast any number of Lesser Spells per day. These are minor spells of limited power. A Paladin Gains access to these spells at 6th level. Saving throws where applicable are made at a DC of 12+Wisdom modifier.
A paladin may cast a number of Greater spells per day equal to her Paladin level + her wisdom modifier. She gains access to these spells at 11th level. Saving throws where applicable are made at a DC of 15+Wisdom modifier.
A Paladin may cast a number of Grand spells per day equal to 1 + her wisdom modifier. She gains access to these spells at 16th level. Saving throws where applicable are made at a DC of 18+Wisdom modifier.
Spell Lists:
Paladin Spell List
Lesser
Greater
Grand
Bless
Divine Favor
Heal
Bless Water
Restoration
Holy Word
Bless Weapon
Bears Endurance
Dictum
Create Water
Bulls Strength
Holy Aura
Detect Poison
Cat’s Grace
Shield of Law
Detect Undead
Eagle’s Splendour
Greater Restoration
Endure Elements
Fox’s Cunning
Greater Heroism
Magic Weapon
Owl’s Wisdom
Sunburst
Read Magic
Remove Paralysis
Greater Dispel Magic
Resistance
Resist Energy
Undetectable Alignment
Dispel Magic
Zone of Truth
Heal Mount
Daylight
Magic Circle against Chaos
Delay Poison
Magic Circle against Evil
Discern Lies
Greater Magic Weapon
Prayer
Remove Blindness/Deafness
Status
Remove Curse
Water Breathing
Break Enchantment
Water Walk
Death Ward
Purify Food and Drink
Dispel Evil
Dispel Chaos
Neutralize Poison
Mark of Justice
True Strike
Remove Fear
Shield of Faith
Consecrate
Magic Vestment
Air Walk
Freedom of Movement
Searing Light
Commune
Undeath to Death
Refuge
Heroism
Holy Smite
I addition to the above Spell casting abilities a Paladin may cast the following cure spells, (at the indicated levels), a number of times per day equal to her Wisdom Modifier, (the total uses per day cannot exceed her current paladin level).
Cure Light Wounds (2th level), Cure Moderate Wounds (8th level), Cure Serious Wounds (13th level), Cure Critical Wounds (18th level).
For the purposes of effects, feats, skills e.t.c. that have as pre-requisites the ability to cast divine spells of a specific level. Treat a paladin as being able to cast divine spells of a spell level equal to half her paladin level, (maximum of 9th).
Class Features:
Aura of Good, (Level 1, Ex): As existing SRD.
Detect Evil, (level 1, Sp): As existing SRD.
Smite Evil, (level 1, Su): A Paladin is a holy warrior and her attacks are especially dangerous against the countless evil beings that roam in fell places. Whenever making any attack against a creature of evil alignment, a paladin gains a bonus to her Strength modifier, (for the purposes of attack rolls and damage calculations only), of +1. This increases to +2 at 5th level, +3 at 10th, +4 at 15th, and +5 at 20th level.
Once a paladin gains the ability to cast Greater spells she may voluntarily sacrifice one of these spell slots that has not yet been used to improve her smite attacks. This increases the bonus to half the paladins class level. Sacrificing the spell slot counts as having cast that spell, but does not require any additional actions to do. If you wish to sacrifice a spell slot in this manner you must declare you are doing so before making any attack roll/s. However it affects all your attacks regardless of how many you make until the start of your next round.
Once the Paladin Gains the ability to cast Grand Spells she may sacrifice one of these spell slots in the same way as a standard spell. The bonus is increased to equal to the Paladins level, and all damage reducing or negating affects, (e.g. DR), are ignored. If you wish to sacrifice a spell slot in this manner you must declare you are doing so before making any attack roll/s. However it affects all your attacks regardless of how many you make until the start of your next round.
Shield Mastery, (level 2, Ex): A Paladin ignores all Armour Check penalties imparted by shields and the dexterity cap of Tower Shields. She may also use a Buckler and a weapon in her off hand in combination without suffering either the attack roll penalty or the loss of the AC bonus for possessing the buckler. She also gains the Improved Shield Bash Feat for free.
Divine Health, (level 3, Ex): As existing SRD.
Turn Undead, (level 4, Su): Starting at level 4 a Paladin may turn undead as if she where a cleric of the same level as her paladin level. Unlike a Cleric’s turn undead a Paladin uses her wisdom modifier rather than her charisma modifier to determine the number of uses she gets per day and as the modifier to the turning check. Starting at level 9 she may also use this ability to turn Evil Outsiders in the same fashion as undead.
Special Mount, (level 5): As existing SRD. A Paladin possessed of a Special Mount also gains the Mounted Combat feat for free, but only benefits from this free feat when using the special mount.
Blessed Vestments, (level 5, Ex): Over time a Paladin’s holy righteousness begins to permeate into even the equipment she wields.
At 5th level this ability allows the Paladin to retain half the AC of her armour and shield bonuses against touch attacks. If an effect does not require a touch attack or ordinary attack, but does allow a save, she may instead add the same amount to her save as a bonus.
At 10th level anyone attempting a melee attack or melee touch attack against the Paladin whilst she is using a shield will suffer a number of points of damage equal to her Wisdom modifier. This damage is considered good aligned for the purposes of DR. he damage occurs regardless of weather the attack hit’s or misses, but is applied after the effects of the attack are resolved. A Buckler that is providing an AC bonus whilst wielding a weapon thanks to a Paladins Shield Mastery Rule does count for this purpose.
Starting at 14th level any weapons wielded by a Paladin gain the Holy property in addition to any they may already have and their enhancement bonus is increased by 2, (+2 bonus if none exists).
At 18th level the Weapon also gains the Axiomatic Property and the bonus is increased from 2 to 5.
Combat Style, (level 6, Ex): At 6th level a Paladin must choose a Combat Style. She may either choose: Defender, Vengeance, or Ardent Blade
At 6th level a paladin using the Defender style who is using a shield gains a +3 modifier to the shield’s base AC and DR 4/. This increases to a +6 AC bonus and DR 8/- at 11th level, and a +9 AC bonus and DR 12/- at 16th level. A Buckler that is providing an AC bonus whilst wielding a weapon thanks to a Paladins Shield Mastery Rule does count for this purpose.
At 6th level a paladin using the Vengance style doubles the number of base damage dice for the weapon they are using, (E.g. a Short Sword would become 2D6 base damage, a Greatsword would become 4D6 base damage dice). This increases to 3X Damage Dice at 11th level, and 4X Damage Dice at 16th level.
At 6th level a paladin using the Ardent Blade style who makes a standard attack or a full attack action gains an extra main hand attack at a -5 penalty from her full BAB, and a +2 Shield Bonus to AC. At 11th level the number of bonus attacks she may make when using the full attack action increases from 1 to two and the shield AC bonus increases to +4 AC. At 16th level the number of bonus attacks she may make with both a standard ad a full attack action again increases by 1, (to 2 and 3 respectively), and her shield bonus increases to +6. If the Paladin is possessed of one or more shield AC modifiers from another source, then add the listed shield bonus to the highest pre-existing modifier, in all cases this is considered to be a modification to the base AC bonus of the highest modifier.
Regardless of the style chosen you also gain the following bonus feats. At 6th level you gain two weapon fighting and power attack for free. At 11th level you gain Improved two Weapon Fighting and Cleave for free. At 16th level you gain Great Cleave and Greater Two Weapon Fighting for free. You do not need to meet any of the normal prerequisites to use these feats.
Vigil, (level 7, Su): Holding Vigil over a fallen allies remains is a time honoured tradition amongst many, Paladin or no. But for a Paladin there is a special spiritual ritual, an affirmation that they will be neither forgotten, nor will their sacrifice allowed to be in vain. As she grows in power such vigil’s may call down the blessing of her patron upon the deceased’s remains, preserving and protecting them, or even on occasion returning the to life so they may continue to serve. You may not benefit from their effe
Starting at 7th level when a paladin holds a vigil, (see below for specifics), over the body of a fallen ally the body becomes subject to the effects of a Gentle Repose Effect and a Consecrate effect. This effect persists until dispelled or the individual is returned to life.
At 10th Level if the remains are able to be returned to life via a Raise Dead spell, they are affected as if such a spell had been cast on them. This affect cannot occur more than once per week. Otherwise the effect functions as per the 5th level variant.
At 13th level the Raise Dead effect is replaced by a Resurrection effect, the once per week limit remains.
At 16th level the Resurrection effect is replaced by a True Resurrection effect, the once per week limit remains.
Holding a Ritual, Requirements: To hold a ritual a Paladin, (or cleric, or other appropriate individual), should arrange the remains in the appropriate death pose for the individual’s deity. The most common for warriors fallen in battle is to place them on their back, sword laid on their breast, with the sword point towards their feet, pommel resting just below the chin, hands across the chest, often gripping the sword point. Obviously if the individual dies in an especially violent fashion very limited remains may be available. The above is simply an example of ideal circumstance. In any case to hold a vigil a paladin must then sit stand or kneel in prayer as is appropriate for their deity, (kneeling with weapon in hand, point down is a common pose), next to the body from the time it is arranged appropriately, (which should be as soon as it is physically safe to do so), till sunup of the next morning. (Some non-evil deities do posses an affinity for the night, and as such the DM may rule in that case it will be till the next sundown, other conditions are also possible based on the deity in question if the DM feels this is appropriate they should inform the player at character creation of any such things). A Paladin holding a vigil may rise only to defend themselves, the fallen remain, their remaining allies. Or another suitable individual in the immediate area in need of aid. And in fact must do so, (as per the paladins code), if such a circumstance arises. (For example a Paladin who has returned the remain of a fallen warrior to a local monetary to hold vigil could freely rise to fight and defend the monetary if it was attacked by bandits).
Aura of Inspiration, (level 8, Su): The paladin grants all allies within 60ft a +1 Resistance bonus to all saves (Fort, Reflex, Will). This increases to a +2 at 7th level, a +3 at 11th level, a +4 at 15th level, and +5 at 19th level. A Paladin does benefit from this herself.
Holy Aura, (level 9, Su): Beginning at level 9 a Holy Aura begins to surround the Paladin. As the paladin grows in strength and devotion, so too does the Aura.
At 9th level the power of the aura becomes so great that any undead or evil outsider wishing to move to within a number of squares equal to the Paladins Wisdom modifier, must pass a will save on a DC of 10 + Paladin level + Wisdom Modifier. If they fail the save they may either end their movement outside the area of effect, or move inside it but suffering a number of points of damage equal to the Paladins level, this damage is considered good aligned for the purposes of DR. A creature affected by this affect that starts it’s round in the Area of effect must make a will save or suffer damage. Regardless of other factors a target only makes one will save per turn and only ever suffers damage once per turn from a single aura. Note that a successful save does not remove the need to make saves in subsequent turns, it just negates the effect for this turn.
At 13th level the aura now affects all evil aligned creatures and the damage is doubled. In addition Evil Outsiders and Undead no longer receive a save vs the affect.
Divine Grace, (level 10, Su): At 10th level a Paladin may add her wisdom modifier to one of the following things as an immediate action, this use of an immediate action does not count against the normal 1 per turn limit, but you may only declare one such immediate action with regards to divine grave per turn.
She may add it to her strength modifier for the purposes of attack rolls and damage rolls. Her effective caster level for the purposes of all spell effects. All her saves, (Fort, Reflex, Will). Or her AC.
Wholeness of Spirit, (level 3, Ex): At 11th level a paladin gains a number of bonus hit points for all current and future levels equal to her wisdom modifier. This is retroactive.
Heavy Armour Mastery, (level 12, Ex): Starting at level 12 a paladin no longer suffers the Armour check penalty from any heavy armour she wears. In addition her extensive knowledge of it’s many strengths and weaknesses grants any Heavy Armour she wears a +2 to it’s base AC.
The Paladins Oath, (level 15, Ex):At 15th level a Paladin must choose one of the following oaths.
Authors Note: Couldn’t resist a bit of Latin, sorry to any Latin scholars out there, used google translate so I’m sure it’s more than a littlie error strewn.
The Oath of the Tireless:
Tenebris Honorem Mortis (To Darkness, To Honour, To Death): The Paladin gains the Diehard feat and permanent immunity to death effects. In addition she may ignore the restrictions on actions without suffering a penalty for a number of rounds per day equal to her paladin level. These rounds do not have to be consecutive, (in other words if healed above 0 she ceases to expend rounds at the moment she is healed). She may also continue to act and fight in this manner if reduced to -10HP’s or less for a number of rounds per day equal to her wisdom modifier. These rounds also do not have to be consecutive, (in other words if healed above -10 she ceases to expend rounds at the moment she is healed). Note that for both types of affect if the paladin is reduced below a threshold, she does not expend a round until the start of her round. As such if she is healed above the threshold before her round she does not expend a use.
Finally she may once per turn use a cure spell on herself only as an immediate action, this use of an immediate action does not count against the normal 1 per turn limit, but you may only declare one such immediate action with regards to oath of the tireless per turn.
The Oath of Judgment:
Facta Sum Iudicium Tuum Facta Sum Prosternere (I Am Become Your Judgment, I Am Become Your Doom): When the paladin successfully hits an evil creature, she may expend one daily use of any one of her cure spells to deal damage equal to the spell. She may only use this ability once per weapon each round, though if she wields 2 or more weapons each may benefit from it separately.
In addition her cure spells now inflict 2 points of damage per point of healing expended if cast on a target to which it deals damage. This has no effect on targets it heals.
The Oath of the Protector:
Ego Sum Custodem, Protectorem, Medicus, Adjutorem (I Am The Guardian, The Protector, The Healer, The Helper): At will a paladin may choose to take half of the damage suffered by any ally from a single attack upon herself. This damage is reduced by any DR and Energy resist effects she may posses, but is otherwise unaffected by any other defences she posses. Only allies within 60ft of her may be affected in this way but there is no upper limit to how many times she may utilise this ability.
In addition her cure spells now allows heal twice the actual points expended. This applies only to the healing uses of the spell, damage to undead or other negative energy creatures occurs at the normal 1 point per point expended.
.
Grand Paladin, (level 20, Ex): A Paladin of great renown, faith, and power will ultimately gain a more direct connection to her god than almost any being can hope to achieve. Such a connection makes them akin to a living avatar of their god. His will and power made manifest through her actions.
Upon reaching 20th level any class abilities or spells that only affect evil or chaotic creatures, (but not those limited to undead or evil outsiders), will now affect any creature regardless of alignment. This includes the effects of the Holy and Axiomatic properties granted to her weapons by the Blessed Vestments rule. In addition any feature that specifies Evil Outsider will now affect any Outsider, regardless of alignment. She may also spontaneously convert any spell she knows that possesses a mass version to it’s mass form upon casting. She may not convert cure or inflict spells to their mass versions when using them via the Oath of Judgment however.
EDIT1:
Okay, what did I do now?
Lets start with the big change, I threw lay on hands out. There was some controversy around it from all feedback so I realised my attempt to address it’s terrible scaling beyond the first couple of levels just wasn’t working. I’d though of doing it via granted cure spells as spell like abilities right back at the start, but switched to the existing form with cure spells thrown in as separate spellcasting because I wanted to try and keep the existing style as much as possible. Given the complaints I decided to throw the whole thing out, putting it back to that basis. However since I’d already got the whole set of cure spell built into the spellcasting I just moved everything down in levels and threw cure critical wounds in as a higher level form of this. It was simpler than re-writing everything.
I dropped Shield Mastery in to 2nd level as a lay on hands replacement since it provided me with a way to address the whole “what use is X if your not using a shield” comments. Now you can use a buckler to qualify whilst going DW or 2-hander at no penalty. Throwing in Improved Shield bash felt like a sensible freebie.
I cleared up a number of bad wordings that should now address a number of issues raised there and put the per week limit and a few other such bits in on various things that where missing them. I also re-worded how freebie feats are handed out so that they look more like the free add-on’s they are than important features.
A couple of notable changes come in the form of how oaths interact with Cure spells. Dropping Lay on Hands meant they now have to work with cure spells, this is a bit of an upgrade for them, but perhaps makes for a more balanced interaction so people will go for the pure damage options less. I meddled with the combat styles to address some issues too and threw a few more free feats in to cover some more common picks that nearly everyone takes. Also re worded blessed vestments 5th level so that ardent blade’s AC bonus does apply, does mean some other forms now apply as well but fair tradeoffs.
I also tabled up the spell lists.
Not touched the capstone yet or skills. Want to have a think on the former and a bit more discussion on the latter.