gr8artist
2014-12-18, 09:28 PM
Don't mind me. I'm currently playing a multiclass character, and I just want to plot out my growth and planned levels all the way to 20th.
Furious Zealot
http://i140.photobucket.com/albums/r40/gr8artist/Character%20Images/ViceFullPage_zps4059b114.png
"All you sinners are really starting to piss me off...
Alignment: LG (for Paladin code, mostly)
Hit Die: varies
Starting Gold: As monk
Class Skills
The Furious Zealot's class skills (and the key ability for each skill) are Acrobatics (Dex), Climb (Str), Craft (Int), Diplomacy (Cha), Escape Artist (Dex), Handle Animal (Cha), Heal (Wis), Intimidate (Cha), Knowledge (dungeoneering) (Int), Knowledge (engineering) (Int), Knowledge (history) (Int), Knowledge (nobility) (Int), Knowledge (planes) (Int), Knowledge (religion) (Int), Perception (Wis), Perform (Cha), Profession (Wis), Ride (Dex), Sense Motive (Wis), Spellcraft (Int), Stealth (Dex), Survival (Wis), and Swim (Str).
Skill Ranks per Level: Varies
Furious Zealot
Level
Class Lvl
Skill
Ranks
Base Attack Bonus
Fort Save
Ref Save
Will Save
Special
Channel Energy
Elemental
Fist
Spells per Day
1st | 2nd | 3rd
1st
Mnk 1
4
+0
+2
+2
+2
Elemental Fist, Unarmed Strike (1d6), Maneuver Feat,
AC Bonus, Flurry of Maneuvers
1/day
2nd
Mnk 2
4
+1
+3
+3
+3
Evasion, Maneuver Feat
2/day
3rd
Pal 1
2
+2
+3
+3
+3
Aura of Good (1), Detect Evil, Smite Evil (1/day)
4th
Pal 2
2
+3
+4
+3
+4
Aura of Good (2), Lay on Hands (1d6), Divine Grace
5th
Ftr 1
2
+4
+4
+4
+4
Combat Feat
6th
Ftr 2
2
+5
+5
+4
+4
Combat Feat, Fearsome
3/day
7th
Ftr 3
2
+6
+5
+4
+5
Shield Defense
8th
Ftr 4
2
+7
+6
+5
+5
Berserker
9th
Pal 3
2
+8
+6
+5
+5
Aura of Good (3), Aura of Courage, Divine Health, Mercy
10th
Pal 4
2
+9
+7
+5
+6
Aura of Good (4), Lay on Hands (2d6), Smite Evil (2/day),
Channel Positive Energy
2d6
4/day
0
11th
Pal 5
2
+10
+7
+6
+6
Aura of Good (5), Divine Bond
1
12th
HV 1
2
+11
+8
+6
+7
Vindicator's Shield
3d6
1
13th
HV 2
2
+12
+9
+7
+8
Stigmata
1
14th
HV 3
2
+13
+9
+7
+8
Faith Healing (empower)
4d6
5/day
1
0
15th
HV 4
2
+14
+10
+7
+9
Divine Wrath
1
1
16th
HV 5
2
+15
+10
+8
+9
Bloodfire, Channel Smite
5d6
1
1
17th
HV 6
2
+16
+11
+8
+10
Versatile Channel
2
1
18th
HV 7
2
+17
+11
+8
+10
Divine Judgement
6d6
6/day
2
1
0
19th
HV 8
2
+18
+12
+9
+11
Faith Healing (maximize)
2
1
1
20th
HV 9
2
+19
+12
+9
+11
Bloodrain
7d6
2
1
1
Class Features
All of the following are class features of the Furious Zealot.
Weapon and Armor Proficiencies: The Furious Zealot is proficient in all simple and martial weapons, all armors, and all shields (including tower shields).
Elemental Fist (Su): At 1st level, a Furious Zealot gains Elemental Fist (http://www.d20pfsrd.com/feats/combat-feats/elemental-fist-combat) as a bonus feat, even if he does not meet the prerequisites. He gains an extra use of his elemental fist at second level, and every 4 levels thereafter.
Unarmed Strike: At 1st level, a Furious Zealot gains Improved Unarmed Strike as a bonus feat. A Furious Zealot's attacks may be with fist, elbows, knees, and feet. This means that a Furious Zealot may make unarmed strikes with his hands full. There is no such thing as an off-hand attack for a Furious Zealot striking unarmed. A Furious Zealot may thus apply his full Strength bonus on damage rolls for all his unarmed strikes.
Usually a Furious Zealot's unarmed strikes deal lethal damage, but he can choose to deal nonlethal damage instead with no penalty on his attack roll. He has the same choice to deal lethal or nonlethal damage while grappling. His unarmed strikes also deal more damage than normal for his size: 1d4 (small), 1d6 (medium), or 1d8 (large).
A Furious Zealot's unarmed strike is treated as both a manufactured weapon and a natural weapon for the purpose of spells and effects that enhance or improve either manufactured weapons or natural weapons.
Maneuver Feat: At 1st and 2nd level, the Furious Zealot gains a bonus feat from the following list, for which he does not have to meet the prerequisites.
Catch Off-Guard, Combat Reflexes, Deflect Arrows, Dodge, Scorpion Style, Throw Anything, or any "Improved" combat maneuver feat (such as Improved Overrun).
AC Bonus (Ex): When unarmored and unencumbered, the Furious Zealot adds his Wisdom bonus (if any) to his AC and his CMD. This bonus to AC applies even against touch attacks or when the Furious Zealot is flat-footed. He loses this bonus when he is immobilized or helpless, when he wears any armor, when he carries a shield, or when he carries a medium or heavy load.
Flurry of Maneuvers (Ex): At 1st level, as part of a full-attack action, a Furious Zealot can make one additional combat maneuver, regardless of whether the maneuver normally replaces a melee attack or requires a standard action. The Furious Zealot's combat maneuver checks suffer a –1 penalty when used in a flurry. The Furious Zealot can use a flurry of maneuvers only while he is wearing no armor, is not encumbered, and isn't using a shield.
Evasion (Ex): A monk can avoid damage from many area-effect attacks. If a monk makes a successful Reflex saving throw against an attack that normally deals half damage on a successful save, he instead takes no damage. Evasion can be used only if a monk is wearing light armor or no armor. A helpless monk does not gain the benefit of evasion.
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. A paladin can, as a move action, concentrate on a single item or individual within 60 feet and determine if it is evil, learning the strength of its aura as if having studied it for 3 rounds. While focusing on one individual or object, the paladin does not detect evil in any other object or individual within range.
Smite Evil (Su): Once per day, a paladin can call out to the powers of good to aid her in her struggle against evil. As a swift action, the paladin chooses one target within sight to smite. If this target is evil, the paladin adds her Cha bonus (if any) to her attack rolls and adds her paladin level to all damage rolls made against the target of her smite. If the target of smite evil is an outsider with the evil subtype, an evil-aligned dragon, or an undead creature, the bonus to damage on the first successful attack increases to 2 points of damage per level the paladin possesses. Regardless of the target, smite evil attacks automatically bypass any DR the creature might possess.
In addition, while smite evil is in effect, the paladin gains a deflection bonus equal to her Charisma modifier (if any) to her AC against attacks made by the target of the smite. If the paladin targets a creature that is not evil, the smite is wasted with no effect.
The smite evil effect remains until the target of the smite is dead or the next time the paladin rests and regains her uses of this ability.
Lay On Hands (Su): Beginning at 2nd level, a paladin can heal wounds (her own or those of others) by touch. Each day she can use this ability a number of times equal to 1/2 her paladin level plus her Charisma modifier. With one use of this ability, a paladin can heal 1d6 hit points of damage for every two paladin levels she possesses. Using this ability is a standard action, unless the paladin targets herself, in which case it is a swift action. Despite the name of this ability, a paladin only needs one free hand to use this ability.
Alternatively, a paladin can use this healing power to deal damage to undead creatures, dealing 1d6 points of damage for every two levels the paladin possesses. Using lay on hands in this way requires a successful melee touch attack and doesn't provoke an attack of opportunity. Undead do not receive a saving throw against this damage.
Divine Grace (Su): At 2nd level, a paladin gains a bonus equal to her Charisma bonus (if any) on all Saving Throws.
Combat Feat
Fearsome
Shield Defense
Berserker
Aura of Courage (Su): 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 only while the paladin is conscious, not if she is unconscious or dead.
Divine Health (Ex): At 3rd level, a paladin is immune to all diseases, including supernatural and magical diseases, including mummy rot.
Mercy (Su): At 3rd level, and every three levels thereafter, a paladin can select one mercy. Each mercy adds an effect to the paladin's lay on hands ability. Whenever the paladin uses lay on hands to heal damage to one target, the target also receives the additional effects from all of the mercies possessed by the paladin. A mercy can remove a condition caused by a curse, disease, or poison without curing the affliction. Such conditions return after 1 hour unless the mercy actually removes the affliction that causes the condition.
At 3rd level, the paladin can select from the following initial mercies.
Fatigued: The target is no longer fatigued.
Shaken: The target is no longer shaken.
Sickened: The target is no longer sickened.
Channel Positive Energy (Su): When a paladin reaches 4th level, she gains the supernatural ability to channel positive energy like a cleric. Using this ability consumes two uses of her lay on hands ability. A paladin uses her level as her effective cleric level when channeling positive energy. This is a Charisma-based ability.
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. Her base daily spell allotment is given on Table: Paladin. In addition, she receives bonus spells per day if she has a high Charisma score (see Table: Ability Modifiers and Bonus Spells). When Table: Paladin indicates that the paladin gets 0 spells per day of a given spell level, she gains only the bonus spells she would be entitled to based on her Charisma score for that spell level.
A paladin must spend 1 hour each day in quiet prayer and meditation to regain her daily allotment of spells. A paladin may prepare and cast any spell on the paladin spell list, provided that she can cast spells of that level, but she must choose which spells to prepare during her daily meditation.
Through 3rd level, a paladin has no caster level. At 4th level and higher, her caster level is equal to her paladin level – 3.
Divine Bond (Sp): Upon reaching 5th level, a paladin forms a divine bond with her god. This bond can take one of two forms. Once the form is chosen, it cannot be changed.
The first type of bond allows the paladin to enhance her weapon as a standard action by calling upon the aid of a celestial spirit for 1 minute per paladin level. When called, the spirit causes the weapon to shed light as a torch. At 5th level, this spirit grants the weapon a +1 enhancement bonus. For every three levels beyond 5th, the weapon gains another +1 enhancement bonus, to a maximum of +6 at 20th level. These bonuses can be added to the weapon, stacking with existing weapon bonuses to a maximum of +5, or they can be used to add any of the following weapon properties: axiomatic, brilliant energy, defending, disruption, flaming, flaming burst, holy, keen, merciful, and speed. Adding these properties consumes an amount of bonus equal to the property's cost (see Table: Melee Weapon Special Abilities). These bonuses are added to any properties the weapon already has, but duplicate abilities do not stack. If the weapon is not magical, at least a +1 enhancement bonus must be added before any other properties can be added. The bonus and properties granted by the spirit are determined when the spirit is called and cannot be changed until the spirit is called again. The celestial spirit imparts no bonuses if the weapon is held by anyone other than the paladin but resumes giving bonuses if returned to the paladin. These bonuses apply to only one end of a double weapon. A paladin can use this ability once per day at 5th level, and one additional time per day for every four levels beyond 5th, to a total of four times per day at 17th level.
If a weapon bonded with a celestial spirit is destroyed, the paladin loses the use of this ability for 30 days, or until she gains a level, whichever comes first. During this 30-day period, the paladin takes a –1 penalty on attack and weapon damage rolls.
The second type of bond allows a paladin to gain the service of an unusually intelligent, strong, and loyal steed to serve her in her crusade against evil. This mount is usually a heavy horse (for a Medium paladin) or a pony (for a Small paladin), although more exotic mounts, such as a boar, camel, or dog are also suitable. This mount functions as a druid's animal companion, using the paladin's level as her effective druid level. Bonded mounts have an Intelligence of at least 6.
Once per day, as a full-round action, a paladin may magically call her mount to her side. 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. A paladin can use this ability once per day at 5th level, and one additional time per day for every 4 levels thereafter, for a total of four times per day at 17th level.
At 11th level, the mount gains the celestial creature simple template and becomes a magical beast for the purposes of determining which spells affect it.
At 15th level, a paladin's mount gains spell resistance equal to the paladin's level + 11.
Should the paladin's mount die, the paladin may not summon another mount for 30 days or until she gains a paladin level, whichever comes first. During this 30-day period, the paladin takes a –1 penalty on attack and weapon damage rolls.
Vindicator’s Shield (Su): A vindicator can channel energy into his shield as a standard action; when worn, the shield gives the vindicator a sacred bonus (if positive energy) or profane bonus (if negative energy) to his Armor Class equal to the number of dice of the vindicator’s channel energy. This bonus lasts for 24 hours or until the vindicator is struck in combat, whichever comes first. The shield does not provide this bonus to any other wielder, but the vindicator does not need to be holding the shield for it to retain this power.
Stigmata (Su): A vindicator willingly gives his blood in service to his faith, and is marked by scarified wounds appropriate to his deity. At 2nd level, he may stop or start the flow of blood by force of will as a standard action; at 6th level it becomes a move action, and at 10th level it becomes a swift action. Activating stigmata causes bleed damage equal to half the vindicator’s class level, and this bleed damage is not halted by curative magic. While the stigmata are bleeding, the vindicator gains a sacred bonus (if he channels positive energy) or profane bonus (if he channels negative energy) equal to half his class level. Each time he activates his stigmata, the vindicator decides if the bonus applies to attack rolls, weapon damage rolls, Armor Class, caster level checks, or saving throws; to change what the bonus applies to, the vindicator must deactivate and reactivate his stigmata. While his stigmata are bleeding, the vindicator ignores blood drain and bleed damage from any other source and can use bleed or stabilize at will as a standard action.
Faith Healing (Su): At 3rd level, any cure wounds spells a vindicator casts on himself are automatically empowered as if by the Empower Spell feat, except they do not use higher spell level slots or an increased casting time. If the vindicator targets himself with a cure spell that affects multiple creatures, this ability only applies to himself. At 8th level, these healing spells are maximized rather than empowered.
Divine Wrath (Sp): At 4th level, when a vindicator confirms a critical hit, he may sacrifice a prepared 1st-level spell or available 1st-level spell slot to invoke doom upon the target as an immediate action (using the vindicator’s caster level). The save DC is increased by +2 if his weapon has a ×3 damage multiplier, or by +4 if it is ×4. The vindicator can also use this ability in response to being critically hit, even if the attack incapacitates or kills the vindicator.
Channel Smite: At 5th level, a vindicator gains Channel Smite as a bonus feat.
Bloodfire (Su): At 5th level, while a vindicator’s stigmata are bleeding, his blood runs down his weapons like sacred or profane liquid energy; when he uses Channel Smite, the damage increases by 1d6, and if the target fails its save, it is sickened and takes 1d6 points of bleed damage each round on its turn. The target can attempt a new save every round to end the sickened and bleed effects.
Versatile Channel (Su): At 6th level, a vindicator’s channel energy can instead affect a 30-foot cone or a 120-foot line.
Divine Judgment (Sp): At 7th level, when a vindicator’s melee attack reduces a creature to –1 or fewer hit points, he may sacrifice a prepared 2nd-level spell or available 2ndlevel spell slot to invoke death knell upon the target as an immediate action (using the vindicator’s caster level). As vindicators mete out divine judgment, this is not an evil act. The save DC increases by +2 if his weapon has a ×3 critical multiplier, or by +4 if it is ×4.
Bloodrain (Su): At 9th level, while his stigmata are bleeding, the vindicator’s harmful channeled energy is accompanied by a burst of sacred or profane liquid energy, increasing the damage by 1d6. Creatures failing their saves against the channeled energy become sickened and take 1d6 points of bleed damage each round. Affected creatures can attempt a new save every round to end the sickened and bleed effects.
Furious Zealot
http://i140.photobucket.com/albums/r40/gr8artist/Character%20Images/ViceFullPage_zps4059b114.png
"All you sinners are really starting to piss me off...
Alignment: LG (for Paladin code, mostly)
Hit Die: varies
Starting Gold: As monk
Class Skills
The Furious Zealot's class skills (and the key ability for each skill) are Acrobatics (Dex), Climb (Str), Craft (Int), Diplomacy (Cha), Escape Artist (Dex), Handle Animal (Cha), Heal (Wis), Intimidate (Cha), Knowledge (dungeoneering) (Int), Knowledge (engineering) (Int), Knowledge (history) (Int), Knowledge (nobility) (Int), Knowledge (planes) (Int), Knowledge (religion) (Int), Perception (Wis), Perform (Cha), Profession (Wis), Ride (Dex), Sense Motive (Wis), Spellcraft (Int), Stealth (Dex), Survival (Wis), and Swim (Str).
Skill Ranks per Level: Varies
Furious Zealot
Level
Class Lvl
Skill
Ranks
Base Attack Bonus
Fort Save
Ref Save
Will Save
Special
Channel Energy
Elemental
Fist
Spells per Day
1st | 2nd | 3rd
1st
Mnk 1
4
+0
+2
+2
+2
Elemental Fist, Unarmed Strike (1d6), Maneuver Feat,
AC Bonus, Flurry of Maneuvers
1/day
2nd
Mnk 2
4
+1
+3
+3
+3
Evasion, Maneuver Feat
2/day
3rd
Pal 1
2
+2
+3
+3
+3
Aura of Good (1), Detect Evil, Smite Evil (1/day)
4th
Pal 2
2
+3
+4
+3
+4
Aura of Good (2), Lay on Hands (1d6), Divine Grace
5th
Ftr 1
2
+4
+4
+4
+4
Combat Feat
6th
Ftr 2
2
+5
+5
+4
+4
Combat Feat, Fearsome
3/day
7th
Ftr 3
2
+6
+5
+4
+5
Shield Defense
8th
Ftr 4
2
+7
+6
+5
+5
Berserker
9th
Pal 3
2
+8
+6
+5
+5
Aura of Good (3), Aura of Courage, Divine Health, Mercy
10th
Pal 4
2
+9
+7
+5
+6
Aura of Good (4), Lay on Hands (2d6), Smite Evil (2/day),
Channel Positive Energy
2d6
4/day
0
11th
Pal 5
2
+10
+7
+6
+6
Aura of Good (5), Divine Bond
1
12th
HV 1
2
+11
+8
+6
+7
Vindicator's Shield
3d6
1
13th
HV 2
2
+12
+9
+7
+8
Stigmata
1
14th
HV 3
2
+13
+9
+7
+8
Faith Healing (empower)
4d6
5/day
1
0
15th
HV 4
2
+14
+10
+7
+9
Divine Wrath
1
1
16th
HV 5
2
+15
+10
+8
+9
Bloodfire, Channel Smite
5d6
1
1
17th
HV 6
2
+16
+11
+8
+10
Versatile Channel
2
1
18th
HV 7
2
+17
+11
+8
+10
Divine Judgement
6d6
6/day
2
1
0
19th
HV 8
2
+18
+12
+9
+11
Faith Healing (maximize)
2
1
1
20th
HV 9
2
+19
+12
+9
+11
Bloodrain
7d6
2
1
1
Class Features
All of the following are class features of the Furious Zealot.
Weapon and Armor Proficiencies: The Furious Zealot is proficient in all simple and martial weapons, all armors, and all shields (including tower shields).
Elemental Fist (Su): At 1st level, a Furious Zealot gains Elemental Fist (http://www.d20pfsrd.com/feats/combat-feats/elemental-fist-combat) as a bonus feat, even if he does not meet the prerequisites. He gains an extra use of his elemental fist at second level, and every 4 levels thereafter.
Unarmed Strike: At 1st level, a Furious Zealot gains Improved Unarmed Strike as a bonus feat. A Furious Zealot's attacks may be with fist, elbows, knees, and feet. This means that a Furious Zealot may make unarmed strikes with his hands full. There is no such thing as an off-hand attack for a Furious Zealot striking unarmed. A Furious Zealot may thus apply his full Strength bonus on damage rolls for all his unarmed strikes.
Usually a Furious Zealot's unarmed strikes deal lethal damage, but he can choose to deal nonlethal damage instead with no penalty on his attack roll. He has the same choice to deal lethal or nonlethal damage while grappling. His unarmed strikes also deal more damage than normal for his size: 1d4 (small), 1d6 (medium), or 1d8 (large).
A Furious Zealot's unarmed strike is treated as both a manufactured weapon and a natural weapon for the purpose of spells and effects that enhance or improve either manufactured weapons or natural weapons.
Maneuver Feat: At 1st and 2nd level, the Furious Zealot gains a bonus feat from the following list, for which he does not have to meet the prerequisites.
Catch Off-Guard, Combat Reflexes, Deflect Arrows, Dodge, Scorpion Style, Throw Anything, or any "Improved" combat maneuver feat (such as Improved Overrun).
AC Bonus (Ex): When unarmored and unencumbered, the Furious Zealot adds his Wisdom bonus (if any) to his AC and his CMD. This bonus to AC applies even against touch attacks or when the Furious Zealot is flat-footed. He loses this bonus when he is immobilized or helpless, when he wears any armor, when he carries a shield, or when he carries a medium or heavy load.
Flurry of Maneuvers (Ex): At 1st level, as part of a full-attack action, a Furious Zealot can make one additional combat maneuver, regardless of whether the maneuver normally replaces a melee attack or requires a standard action. The Furious Zealot's combat maneuver checks suffer a –1 penalty when used in a flurry. The Furious Zealot can use a flurry of maneuvers only while he is wearing no armor, is not encumbered, and isn't using a shield.
Evasion (Ex): A monk can avoid damage from many area-effect attacks. If a monk makes a successful Reflex saving throw against an attack that normally deals half damage on a successful save, he instead takes no damage. Evasion can be used only if a monk is wearing light armor or no armor. A helpless monk does not gain the benefit of evasion.
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. A paladin can, as a move action, concentrate on a single item or individual within 60 feet and determine if it is evil, learning the strength of its aura as if having studied it for 3 rounds. While focusing on one individual or object, the paladin does not detect evil in any other object or individual within range.
Smite Evil (Su): Once per day, a paladin can call out to the powers of good to aid her in her struggle against evil. As a swift action, the paladin chooses one target within sight to smite. If this target is evil, the paladin adds her Cha bonus (if any) to her attack rolls and adds her paladin level to all damage rolls made against the target of her smite. If the target of smite evil is an outsider with the evil subtype, an evil-aligned dragon, or an undead creature, the bonus to damage on the first successful attack increases to 2 points of damage per level the paladin possesses. Regardless of the target, smite evil attacks automatically bypass any DR the creature might possess.
In addition, while smite evil is in effect, the paladin gains a deflection bonus equal to her Charisma modifier (if any) to her AC against attacks made by the target of the smite. If the paladin targets a creature that is not evil, the smite is wasted with no effect.
The smite evil effect remains until the target of the smite is dead or the next time the paladin rests and regains her uses of this ability.
Lay On Hands (Su): Beginning at 2nd level, a paladin can heal wounds (her own or those of others) by touch. Each day she can use this ability a number of times equal to 1/2 her paladin level plus her Charisma modifier. With one use of this ability, a paladin can heal 1d6 hit points of damage for every two paladin levels she possesses. Using this ability is a standard action, unless the paladin targets herself, in which case it is a swift action. Despite the name of this ability, a paladin only needs one free hand to use this ability.
Alternatively, a paladin can use this healing power to deal damage to undead creatures, dealing 1d6 points of damage for every two levels the paladin possesses. Using lay on hands in this way requires a successful melee touch attack and doesn't provoke an attack of opportunity. Undead do not receive a saving throw against this damage.
Divine Grace (Su): At 2nd level, a paladin gains a bonus equal to her Charisma bonus (if any) on all Saving Throws.
Combat Feat
Fearsome
Shield Defense
Berserker
Aura of Courage (Su): 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 only while the paladin is conscious, not if she is unconscious or dead.
Divine Health (Ex): At 3rd level, a paladin is immune to all diseases, including supernatural and magical diseases, including mummy rot.
Mercy (Su): At 3rd level, and every three levels thereafter, a paladin can select one mercy. Each mercy adds an effect to the paladin's lay on hands ability. Whenever the paladin uses lay on hands to heal damage to one target, the target also receives the additional effects from all of the mercies possessed by the paladin. A mercy can remove a condition caused by a curse, disease, or poison without curing the affliction. Such conditions return after 1 hour unless the mercy actually removes the affliction that causes the condition.
At 3rd level, the paladin can select from the following initial mercies.
Fatigued: The target is no longer fatigued.
Shaken: The target is no longer shaken.
Sickened: The target is no longer sickened.
Channel Positive Energy (Su): When a paladin reaches 4th level, she gains the supernatural ability to channel positive energy like a cleric. Using this ability consumes two uses of her lay on hands ability. A paladin uses her level as her effective cleric level when channeling positive energy. This is a Charisma-based ability.
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. Her base daily spell allotment is given on Table: Paladin. In addition, she receives bonus spells per day if she has a high Charisma score (see Table: Ability Modifiers and Bonus Spells). When Table: Paladin indicates that the paladin gets 0 spells per day of a given spell level, she gains only the bonus spells she would be entitled to based on her Charisma score for that spell level.
A paladin must spend 1 hour each day in quiet prayer and meditation to regain her daily allotment of spells. A paladin may prepare and cast any spell on the paladin spell list, provided that she can cast spells of that level, but she must choose which spells to prepare during her daily meditation.
Through 3rd level, a paladin has no caster level. At 4th level and higher, her caster level is equal to her paladin level – 3.
Divine Bond (Sp): Upon reaching 5th level, a paladin forms a divine bond with her god. This bond can take one of two forms. Once the form is chosen, it cannot be changed.
The first type of bond allows the paladin to enhance her weapon as a standard action by calling upon the aid of a celestial spirit for 1 minute per paladin level. When called, the spirit causes the weapon to shed light as a torch. At 5th level, this spirit grants the weapon a +1 enhancement bonus. For every three levels beyond 5th, the weapon gains another +1 enhancement bonus, to a maximum of +6 at 20th level. These bonuses can be added to the weapon, stacking with existing weapon bonuses to a maximum of +5, or they can be used to add any of the following weapon properties: axiomatic, brilliant energy, defending, disruption, flaming, flaming burst, holy, keen, merciful, and speed. Adding these properties consumes an amount of bonus equal to the property's cost (see Table: Melee Weapon Special Abilities). These bonuses are added to any properties the weapon already has, but duplicate abilities do not stack. If the weapon is not magical, at least a +1 enhancement bonus must be added before any other properties can be added. The bonus and properties granted by the spirit are determined when the spirit is called and cannot be changed until the spirit is called again. The celestial spirit imparts no bonuses if the weapon is held by anyone other than the paladin but resumes giving bonuses if returned to the paladin. These bonuses apply to only one end of a double weapon. A paladin can use this ability once per day at 5th level, and one additional time per day for every four levels beyond 5th, to a total of four times per day at 17th level.
If a weapon bonded with a celestial spirit is destroyed, the paladin loses the use of this ability for 30 days, or until she gains a level, whichever comes first. During this 30-day period, the paladin takes a –1 penalty on attack and weapon damage rolls.
The second type of bond allows a paladin to gain the service of an unusually intelligent, strong, and loyal steed to serve her in her crusade against evil. This mount is usually a heavy horse (for a Medium paladin) or a pony (for a Small paladin), although more exotic mounts, such as a boar, camel, or dog are also suitable. This mount functions as a druid's animal companion, using the paladin's level as her effective druid level. Bonded mounts have an Intelligence of at least 6.
Once per day, as a full-round action, a paladin may magically call her mount to her side. 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. A paladin can use this ability once per day at 5th level, and one additional time per day for every 4 levels thereafter, for a total of four times per day at 17th level.
At 11th level, the mount gains the celestial creature simple template and becomes a magical beast for the purposes of determining which spells affect it.
At 15th level, a paladin's mount gains spell resistance equal to the paladin's level + 11.
Should the paladin's mount die, the paladin may not summon another mount for 30 days or until she gains a paladin level, whichever comes first. During this 30-day period, the paladin takes a –1 penalty on attack and weapon damage rolls.
Vindicator’s Shield (Su): A vindicator can channel energy into his shield as a standard action; when worn, the shield gives the vindicator a sacred bonus (if positive energy) or profane bonus (if negative energy) to his Armor Class equal to the number of dice of the vindicator’s channel energy. This bonus lasts for 24 hours or until the vindicator is struck in combat, whichever comes first. The shield does not provide this bonus to any other wielder, but the vindicator does not need to be holding the shield for it to retain this power.
Stigmata (Su): A vindicator willingly gives his blood in service to his faith, and is marked by scarified wounds appropriate to his deity. At 2nd level, he may stop or start the flow of blood by force of will as a standard action; at 6th level it becomes a move action, and at 10th level it becomes a swift action. Activating stigmata causes bleed damage equal to half the vindicator’s class level, and this bleed damage is not halted by curative magic. While the stigmata are bleeding, the vindicator gains a sacred bonus (if he channels positive energy) or profane bonus (if he channels negative energy) equal to half his class level. Each time he activates his stigmata, the vindicator decides if the bonus applies to attack rolls, weapon damage rolls, Armor Class, caster level checks, or saving throws; to change what the bonus applies to, the vindicator must deactivate and reactivate his stigmata. While his stigmata are bleeding, the vindicator ignores blood drain and bleed damage from any other source and can use bleed or stabilize at will as a standard action.
Faith Healing (Su): At 3rd level, any cure wounds spells a vindicator casts on himself are automatically empowered as if by the Empower Spell feat, except they do not use higher spell level slots or an increased casting time. If the vindicator targets himself with a cure spell that affects multiple creatures, this ability only applies to himself. At 8th level, these healing spells are maximized rather than empowered.
Divine Wrath (Sp): At 4th level, when a vindicator confirms a critical hit, he may sacrifice a prepared 1st-level spell or available 1st-level spell slot to invoke doom upon the target as an immediate action (using the vindicator’s caster level). The save DC is increased by +2 if his weapon has a ×3 damage multiplier, or by +4 if it is ×4. The vindicator can also use this ability in response to being critically hit, even if the attack incapacitates or kills the vindicator.
Channel Smite: At 5th level, a vindicator gains Channel Smite as a bonus feat.
Bloodfire (Su): At 5th level, while a vindicator’s stigmata are bleeding, his blood runs down his weapons like sacred or profane liquid energy; when he uses Channel Smite, the damage increases by 1d6, and if the target fails its save, it is sickened and takes 1d6 points of bleed damage each round on its turn. The target can attempt a new save every round to end the sickened and bleed effects.
Versatile Channel (Su): At 6th level, a vindicator’s channel energy can instead affect a 30-foot cone or a 120-foot line.
Divine Judgment (Sp): At 7th level, when a vindicator’s melee attack reduces a creature to –1 or fewer hit points, he may sacrifice a prepared 2nd-level spell or available 2ndlevel spell slot to invoke death knell upon the target as an immediate action (using the vindicator’s caster level). As vindicators mete out divine judgment, this is not an evil act. The save DC increases by +2 if his weapon has a ×3 critical multiplier, or by +4 if it is ×4.
Bloodrain (Su): At 9th level, while his stigmata are bleeding, the vindicator’s harmful channeled energy is accompanied by a burst of sacred or profane liquid energy, increasing the damage by 1d6. Creatures failing their saves against the channeled energy become sickened and take 1d6 points of bleed damage each round. Affected creatures can attempt a new save every round to end the sickened and bleed effects.