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View Full Version : Paladin and vairants fix, PEACH



lordzya
2013-06-10, 08:45 AM
I am currently creating a high-magic setting that is heavy with knights and feudal lords. In order of accomplish this, I decided that I would have to fix the core fighter classes in order to keep swords in the setting at all. So here is my take at fixing the paladin class.

Notes: I am aiming for tier 3 with all my fixes. Because tier 1 and 2 are about breaking the game, precise spell bans/revisions and rule 0 reduces them to tier 3 without touching the class itself, so I think that is the perfect aim for any homebrew classes. Also, my fixes draw from much of what the community has already produced, so I don't claim every idea unique to me, only the combination. Also, I will be posting several other revised core classes because this project kind of spiraled out of control, with me fixing just about everything but primary spellcasters to be fair. Also, this is my first major post on here (or any forum, really), so please be nice about formatting and the like.

The rational for my changes, on a thematic basis
The archetypal paladin is a hot-headed but highly trained warrior who uses the power of his deity to empower him in battle. They tend to be offensive-minded and blind to consequence, relying on their cousins, the clerics, to keep them from going off the rails. Because of this, I removed wisdom from the paladin's main stats. It is also why I changed their spell list to the clerics. If you devoted your life to war on behalf of your deity, why would you not learn to harness that deity's power to call flame strikes on your foes? Better magic also lets the paladin take spells that are within their deity's domain, differentiating one paladin from another. The addition of more powerful magic and the offensive mindedness also made me remove lay on hands, an ability that in my opinion never worked as WotC intended and didn't add any gameplay depth to the paladin.

The Paladin
{table=head]Level|Base Attack Bonus|Fort Save|Ref Save|Will Save|Special

1st|+1|+2|+0|+0|Aura of good, Detect alignment, smite evil 2/day

2nd|+2|+3|+0|+0|Divine grace

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

4th|+4|+4|+1|+1|Turn undead

5th|+5|+4|+1|+1|Smite chaos 2/day, special mount

6th|+6/+1|+5|+2|+2|Bonus Feat

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

8th|+8/+3|+6|+2|+2|Charging Smite

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

10th|+10/+5|+7|+3|+3|Smite evil 3/day

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

12th|+12/+7/+2|+8|+4|+4|Bonus Feat

13th|+13/+8/+3|+8|+4|+4|

14th|+14/+9/+4|+9|+4|+4|

15th|+15/+10/+5|+9|+5|+5|Smite chaos 3/day

16th|+16/+11/+6/+1|+10|+5|+5|Sheltering Light

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

18th|+18/+13/+8/+3|+11|+6|+6|Bonus Feat

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

20th|+20/+15/+10/+5|+12|+6|+6|Perfect Self, Smite evil 4/day

[/table]

The Freeblade
{table=head]Level|Base Attack Bonus|Fort Save|Ref Save|Will Save|Special

1st|+1|+2|+0|+0|Aura of good, Detect alignment, smite law 2/day

2nd|+2|+3|+0|+0|Divine grace

3rd|+3|+3|+1|+1|Aura of resolve, divine health

4th|+4|+4|+1|+1|Turn undead

5th|+5|+4|+1|+1|Smite evil 2/day, special mount

6th|+6/+1|+5|+2|+2|Bonus Feat

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

8th|+8/+3|+6|+2|+2|Charging Smite

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

10th|+10/+5|+7|+3|+3|Smite law 3/day

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

12th|+12/+7/+2|+8|+4|+4|Bonus Feat

13th|+13/+8/+3|+8|+4|+4|

14th|+14/+9/+4|+9|+4|+4|

15th|+15/+10/+5|+9|+5|+5|Smite evil 3/day

16th|+16/+11/+6/+1|+10|+5|+5|Freedom of Thought

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

18th|+18/+13/+8/+3|+11|+6|+6|Bonus Feat

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

20th|+20/+15/+10/+5|+12|+6|+6|Perfect Self, Smite law 4/day

[/table]

The Knight-Tyrant
{table=head]Level|Base Attack Bonus|Fort Save|Ref Save|Will Save|Special

1st|+1|+2|+0|+0|Aura of evil, Detect alignment, smite chaos 2/day

2nd|+2|+3|+0|+0|Divine grace

3rd|+3|+3|+1|+1|Debilitating Aura, divine health

4th|+4|+4|+1|+1|Rebuke undead

5th|+5|+4|+1|+1|Smite good 2/day, special mount

6th|+6/+1|+5|+2|+2|Bonus Feat

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

8th|+8/+3|+6|+2|+2|Charging Smite

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

10th|+10/+5|+7|+3|+3|Smite chaos 3/day

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

12th|+12/+7/+2|+8|+4|+4|Bonus Feat

13th|+13/+8/+3|+8|+4|+4|

14th|+14/+9/+4|+9|+4|+4|

15th|+15/+10/+5|+9|+5|+5|Smite good 3/day

16th|+16/+11/+6/+1|+10|+5|+5|General of the Dead

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

18th|+18/+13/+8/+3|+11|+6|+6|Bonus Feat

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

20th|+20/+15/+10/+5|+12|+6|+6|Perfect Self, Smite chaos 4/day

[/table]

The Blood Knight
{table=head]Level|Base Attack Bonus|Fort Save|Ref Save|Will Save|Special

1st|+1|+2|+0|+0|Aura of evil, Detect alignment, smite good 2/day

2nd|+2|+3|+0|+0|Divine grace

3rd|+3|+3|+1|+1|Aura of Dispair, divine health

4th|+4|+4|+1|+1|Rebuke undead

5th|+5|+4|+1|+1|Smite law 2/day, special mount

6th|+6/+1|+5|+2|+2|Bonus Feat

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

8th|+8/+3|+6|+2|+2|Charging Smite

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

10th|+10/+5|+7|+3|+3|Smite good 3/day

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

12th|+12/+7/+2|+8|+4|+4|Bonus Feat

13th|+13/+8/+3|+8|+4|+4|

14th|+14/+9/+4|+9|+4|+4|

15th|+15/+10/+5|+9|+5|+5|Smite law 3/day

16th|+16/+11/+6/+1|+10|+5|+5|Pain Mirror

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

18th|+18/+13/+8/+3|+11|+6|+6|Bonus Feat

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

20th|+20/+15/+10/+5|+12|+6|+6|Perfect Self, Smite good 4/day

[/table]

Hit Die: d10

Skills:
The knight’s class skills (and the key ability for each skill) are Concentration (Con), Craft (Int), Diplomacy (Cha), Handle Animal (Cha), Heal (Wis), Knowledge (nobility and royalty) (Int), Knowledge (religion) (Int), Profession (Wis), Ride (Dex), and Sense Motive (Wis).
Skill Points at 1st Level
(2 + Int modifier) ×4.
Skill Points at Each Additional Level
2 + Int modifier.

Spellcasting

{table=head]Spells Per Day
{table=head]Level | 0 | 1 | 2 | 3 | 4 | 5 | 6
1st | 1 | - | - | - | - | - | - |
2nd | 1 | - | - | - | - | - | - |
3rd | 1 | - | - | - | - | - | - |
4th | 2 | 0 | - | - | - | - | - |
5th | 2 | 0 | - | - | - | - | - |
6th | 2 | 1 | - | - | - | - | - |
7th | 3 | 1 | 0 | - | - | - | - |
8th | 3 | 1 | 0 | - | - | - | - |
9th | 3 | 1 | 0 | - | - | - | - |
10th | 3 | 2 | 1 | 0 | - | - | - |
11th | 3 | 2 | 1 | 0 | - | - | - |
12th | 3 | 2 | 1 | 1 | - | - | - |
13th | 3 | 3 | 2 | 1 | 0 | - | - |
14th | 3 | 3 | 2 | 1 | 0 | - | - |
15th | 3 | 3 | 2 | 1 | 1 | - | - |
16th | 3 | 3 | 3 | 2 | 1 | 0 | - |
17th | 3 | 3 | 3 | 2 | 1 | 0 | - |
18th | 3 | 3 | 3 | 2 | 1 | 0 | - |
19th | 3 | 3 | 3 | 3 | 2 | 1 | 0 |
20th | 3 | 3 | 3 | 3 | 2 | 1 | 0 |
[/table][/table]

{table=head]Spells Known
{table=head]Level | 0 | 1 | 2 | 3 | 4 | 5 | 6
1st | 2 | - | - | - | - | - | - |
2nd | 3 | - | - | - | - | - | - |
3rd | 3 | - | - | - | - | - | - |
4th | 3 | 1 | - | - | - | - | - |
5th | 3 | 2 | - | - | - | - | - |
6th | 3 | 3 | - | - | - | - | - |
7th | 3 | 3 | 1 | - | - | - | - |
8th | 3 | 3 | 2 | - | - | - | - |
9th | 3 | 3 | 3 | - | - | - | - |
10th | 3 | 3 | 3 | 1 | - | - | - |
11th | 3 | 3 | 3 | 2 | - | - | - |
12th | 3 | 3 | 3 | 3 | - | - | - |
13th | 3 | 3 | 3 | 3 | 1 | - | - |
14th | 3 | 3 | 3 | 3 | 2 | - | - |
15th | 3 | 3 | 3 | 3 | 3 | - | - |
16th | 3 | 3 | 3 | 3 | 3 | 1 | - |
17th | 3 | 3 | 3 | 3 | 3 | 2 | - |
18th | 3 | 3 | 3 | 3 | 3 | 3 | - |
19th | 3 | 3 | 3 | 3 | 3 | 3 | 1 |
20th | 3 | 3 | 3 | 3 | 3 | 3 | 2 |
[/table][/table]


Paladin Class Features
All of the following are class features of the paladin.

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

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

Detect Alignment (Sp)
At will, a paladin can use detect evil and detect chaos, as the spells, except that on the 3rd round of concentration the full alignment of each subject is revealed.

Smite Evil (Su)
Twice per day, a paladin may attempt to smite evil with one normal melee attack. She adds her Charisma bonus (if any) to her attack roll and deals 1 extra point of damage per paladin level. If the paladin accidentally smites a creature that is not evil, the smite has no effect, but the ability is still used up for that day. This ability improves according to the table above. The paladin also gains the ability to smite chaos, which functions as smite evil, but against chaotic opponents rather than evil ones. Uses of these abilities are tracked separately.

Spells
A paladin casts divine spells which are drawn primarily from the cleric spell list. He can cast any spell he knows without preparing it ahead of time the way a wizard or a cleric must (see below).
To learn 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. His base daily spell allotment is given on Table: The Paladin. In addition, he receives bonus spells per day if he has a high Charisma score.
A paladin’s selection of spells is extremely limited. A paladin begins play knowing two 0-level spells and one 1st-level spell of your choice. At each new paladin level, he gains one or more new spells, as indicated on Table: Paladin Spells Known. (Unlike spells per day, the number of spells a paladin knows is not affected by his Charisma score; the numbers on Table: Paladin Spells Known are fixed.) These new spells are spells chosen from the cleric spell list.
Upon reaching 4th level, and at every even-numbered paladin level after that (6th, 8th, and so on), a paladin can choose to learn a new spell in place of one he already knows. In effect, the paladin "loses" the old spell in exchange for the new one. The new spell’s level must be the same as that of the spell being exchanged, and it must be at least two levels lower than the highest-level paladin spell the paladin can cast. A paladin may swap only a single spell at any given level, and must choose whether or not to swap the spell at the same time that he gains new spells known for the level.
Unlike a wizard or a cleric, a paladin need not prepare his spells in advance. He can cast any spell he knows at any time, assuming he has not yet used up his spells per day for that spell level. He does not have to decide ahead of time which spells he’ll cast.

Divine Grace (Su)
At 2nd level, a paladin gains a bonus equal to her Charisma bonus (if any) on all saving throws.

Aura of Courage (Su)
Beginning at 3rd level, a paladin is immune to fear (magical or otherwise). Each ally within 10 feet of her gains a +4 morale bonus on saving throws against fear effects.
This ability functions while the paladin is conscious, but not if she is unconscious or dead.

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

Turn Undead (Su)
When a paladin reaches 4th 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 three levels lower would.

Special Mount (Sp)
Upon reaching 5th level, a paladin gains the service of an unusually intelligent, strong, and loyal steed to serve her in her crusade against evil. This mount is usually a heavy warhorse (for a Medium paladin) or a warpony (for a Small paladin).
Once per day, as a full-round action, a paladin may magically call her mount from the celestial realms in which it resides. This ability is the equivalent of a spell of a level equal to one-third the paladin’s level. The mount immediately appears adjacent to the paladin and remains for 2 hours per paladin level; it may be dismissed at any time as a free action. The mount is the same creature each time it is summoned, though the paladin may release a particular mount from service.
Each time the mount is called, it appears in full health, regardless of any damage it may have taken previously. The mount also appears wearing or carrying any gear it had when it was last dismissed. Calling a mount is a conjuration (calling) effect.
Should the paladin’s mount die, it immediately disappears, leaving behind any equipment it was carrying. The paladin may not summon another mount for thirty days or until she gains a paladin level, whichever comes first, even if the mount is somehow returned from the dead. During this thirty-day period, the paladin takes a -1 penalty on attack and weapon damage rolls.
Paladins gain a bonus feat every 6 levels. The bonus feat list for these classes is as follows: Animal Affinity, Diehard, Endurance, Great Fortitude, Iron Will, Mounted Combat, Quick Draw, Ride by attack, Spirited Charge, Trample, Weapon focus (deities favored weapon or lance) and Improved critical (deities favored weapon or lance) as well as any divine feat and any feat that affects smiting.

Charging Smite (Ex)
At the 8th level, smiting improves when performing charge attacks. If you smite on a charge attack, you deal 2 times your class level instead of the normal 1.

Sheltering Light (Su)
At the 16th level, the paladin’s aura improves, protecting her allies from physical harm. Once a day, you can create a curtain of light that absorbs an amount of damage equal to your paladin level each round that would have been dealt each ally within 10 feet of the paladin, including the paladin itself. This ability lasts for 1 round per character level or until the shield absorbs 10 damage per paladin level. Activating this ability is a standard action.

Perfect Self
At 20th level, a knight becomes a magical creature. She is forevermore treated as an outsider rather than as a humanoid (or whatever the knight’s creature type was) for the purpose of spells and magical effects. Additionally, the knight gains damage reduction 10/magic, which allows her to ignore the first 10 points of damage from any attack made by a nonmagical weapon or by any natural attack made by a creature that doesn’t have similar damage reduction. Unlike other outsiders, the knight can still be brought back from the dead as if she were a member of her previous creature type.

Code of Conduct
A paladin must be of lawful good alignment and loses all class abilities if she ever willingly commits an evil act.
Additionally, a paladin’s code requires that she respect legitimate authority, act with honor (not lying, not cheating, not using poison, and so forth), help those in need (provided they do not use the help for evil or chaotic ends), and punish those who harm or threaten innocents.

Ex-Paladins
A paladin who ceases to be lawful good, who willfully commits an evil act, or who grossly violates the code of conduct loses all paladin spells and abilities (including the service of the paladin’s mount, but not weapon, armor, and shield proficiencies). She may not progress any farther in levels as a paladin. She regains her abilities and advancement potential if she atones for her violations (see the atonement spell description), as appropriate.
Like a member of any other class, a paladin may be a multiclass character, but multiclass paladins face a special restriction. A paladin who gains a level in any class other than paladin may never again raise her paladin level, though she retains all her paladin abilities.

The Paladin’s Mount (unchanged)
The 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 (though it retains an animal’s HD, base attack bonus, saves, skill points, and feats).
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

8th-10th +4 +6 +2 7 Improved speed

11th-14th +6 +8 +3 8 Command creatures of its kind

15th-20th +8 +10 +4 9 Spell resistance

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 eight-sided (d8) 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 that of a cleric of a level equal to the mount’s HD. A mount has good Fortitude and Reflex saves (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.
Command (Sp)
Once per day per two paladin levels of its master, a mount can use this ability to command other any normal animal of approximately the same kind as itself (for warhorses and warponies, this category includes donkeys, mules, and ponies), as long as the target creature has fewer Hit Dice than the mount. This ability functions like the command spell, but the mount must make a DC 21 Concentration check to succeed if it’s being ridden at the time. If the check fails, the ability does not work that time, but it still counts against the mount’s daily uses. Each target may attempt a Will save (DC 10 + ½ paladin’s level + paladin’s Cha modifier) to negate the effect.
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.

Freeblade Class Features
The Freeblade has all the standard paladin class features, except as noted below.
Class Skills
Replace Diplomacy with Bluff on the class skill list.

Aura of Resolve (Su)
Beginning at 3rd level, a Freeblade is immune to compulsion effects. Each ally within 10 feet of him gains a +4 morale bonus on saving throws against compulsion effects. This ability otherwise functions identically to the paladin's aura of courage class feature.

Freedom of Thought (Su)
At the 16th level, the freeblade’s aura improves, granting the effects of the mind blank spell to all allies within 10 feet, including the freeblade.

Perfect Self
At 20th level, a knight becomes a magical creature. She is forevermore treated as an outsider rather than as a humanoid (or whatever the knight’s creature type was) for the purpose of spells and magical effects. Additionally, the knight gains damage reduction 10/magic, which allows her to ignore the first 10 points of damage from any attack made by a nonmagical weapon or by any natural attack made by a creature that doesn’t have similar damage reduction. Unlike other outsiders, the knight can still be brought back from the dead as if she were a member of her previous creature type.

Code of Conduct
A Freeblade must be of chaotic good alignment and loses all class abilities if he ever willingly commits an evil act. Additionally, a Freeblade's code requires that he respect individual liberty, help those in need (provided they do not use the help for oppressively lawful or evil ends), and punish those who threaten or curtail personal liberty.

Tyrant-Knight Class Features
The Tyrant-Knight has all the standard paladin class features, except as noted below.
Aura of Evil (Ex)
The power of a Tyrant-Knight's aura of evil (see the detect evil spell) is equal to his Tyrant-Knight level, just as with the aura of a cleric of an evil deity.

Detect Good (Sp)
At will, a Tyrant-Knight can use detect good and detect chaos, as the spells, except that on the 3rd round of concentration the full alignment of each subject is revealed.

Smite Good (Su)
Twice per day, a Tyrant-Knight may attempt to smite good with one normal melee attack. This ability is otherwise identical to the standard paladin's ability to smite evil, including increased daily uses as the Tyrant-Knight gains class levels.

Debilitating Aura (Su)
Beginning at 3rd level, a Tyrant-Knight radiates a malign aura that causes enemies within 10 feet of her to take a -2 penalty on attack rolls and skill checks. This ability otherwise functions identically to the paladin's aura of courage class feature.

Rebuke Undead (Su)
A Tyrant-Knight rebukes undead rather than turning undead.

General of the Dead (Su)
Knight-tyrants gain animate dead at will, create undead 1/day and create greater undead once per week as spell like abilities. These abilities have a caster level equal to the tyrant-knight’s class level. The tyrant-knight must still provide the material components for these spell-like abilities.
Additionally, all allied undead within 10 feet of the knight-tyrant gain turn resistance equal to ¼ the knight-tyrant’s class level.

Perfect Self
At 20th level, a knight becomes a magical creature. She is forevermore treated as an outsider rather than as a humanoid (or whatever the knight’s creature type was) for the purpose of spells and magical effects. Additionally, the knight gains damage reduction 10/magic, which allows her to ignore the first 10 points of damage from any attack made by a nonmagical weapon or by any natural attack made by a creature that doesn’t have similar damage reduction. Unlike other outsiders, the knight can still be brought back from the dead as if she were a member of her previous creature type.

Code of conduct
A Tyrant-Knight must be of lawful evil alignment and loses all class abilities if he ever willingly commits an exalted act. Additionally, a Tyrant-Knight's code requires that he respect authority figures as long as they have the strength to rule over the weak, act with discipline (not engaging in random slaughter, keeping firm control over those beneath his station, and so forth), help only those who help him maintain or improve his status, and punish those who challenge authority (unless, of course, such challengers prove more worthy to hold that authority).

Blood Knight Class Features
The Blood Knight has all the standard paladin class features, except as noted below.
Class Skills
Replace Diplomacy with Intimidate on the class skill list.

Aura of Evil (Ex)
The power of a Blood Knight's aura of evil (see the detect evil spell) is equal to her Blood Knight level, just as with the aura of a cleric of an evil deity.

Detect Alignment (Sp)
At will, a Blood Knight can use detect good and detect law, as the spells, except that on the 3rd round of concentration the full alignment of each subject is revealed.

Smite Good (Su)
Once per day, a Blood Knight may attempt to smite good with one normal melee attack. This ability is otherwise identical to the standard paladin's ability to smite evil, including increased daily uses as the Blood Knight gains class levels.

Aura of Despair (Su)
Beginning at 3rd level, a Blood Knight radiates a malign aura that causes enemies within 10 feet of him to take a -2 penalty on all saving throws. This ability otherwise functions identically to the paladin's aura of courage class feature.

Rebuke Undead (Su)
A Blood Knight rebukes undead rather than turning undead.

Pain Mirror (Su)
At the 16th level, the blood knight’s aura improves, sharing damage the knight takes with his enemies. Once per day as a standard action, the blood knight gains an aura that deals negative energy damage to all other living creatures within 10 feet. For each 2 damage the blood knight takes, he inflicts 1 to each creature in the area. This ability lasts for 1 round per level or until the blood knight takes 20 damage per class level.

Perfect Self
At 20th level, a knight becomes a magical creature. She is forevermore treated as an outsider rather than as a humanoid (or whatever the knight’s creature type was) for the purpose of spells and magical effects. Additionally, the knight gains damage reduction 10/magic, which allows her to ignore the first 10 points of damage from any attack made by a nonmagical weapon or by any natural attack made by a creature that doesn’t have similar damage reduction. Unlike other outsiders, the knight can still be brought back from the dead as if she were a member of her previous creature type.

Code of Conduct
A Blood Knight must be of chaotic evil alignment and loses all class abilities if she ever willingly commits a good act. Additionally, a Blood Knight's code requires that she disrespect all authority figures who have not proven their physical superiority to her, refuse help to those in need, and sow destruction and death at all opportunities.