GrayDeath
2018-01-08, 08:49 PM
Preface: I know that there are many many ways to paly a better" Paladin while using other classes, foremost CLeric Variants. That is not the point (aside from the fact that for me a Paladin should not have the full amount of spellcasting power of a cleric).
The Paladin Class is a classic. A true centerpiece of D&D.
But it is also, even with pathfinders improvements, to weak for what it aims to be: A true Champion of Good and Law.
This is where my remodeled Version comes in. I aim for a higher Power Paladin, that all the while does NOT manage to go beyond T3, or become TOO flexible. Just not as ... shall we say sub-optimum as the original.
As with all my CLasses, this is intended for full 3.p Play.
If only using 3.5 rules, changing the available Martial Disciplines and reducing the SKillpts/Level are likely enough to adapt the class.
All Feedback aiding this goal is very welcome.
The Paladin:
Paladin Orders: No matter if they follow a God or not, all paladins instinctively search for and join one of the following three Paladin orders. It simply is in their nature to be accompanied by likeminded people.
All Three Orders are Lawful Good and have had a hand in fightint Evil across the World. Merely their specific oaths and the virtues they value most vary.
All three follow the basic paladins code, which is:
1.: I will protect those that cannot protect themselves, even if I should not like them (only applies to nonEvil beings, of course).
2.: I will fight Evil in all its forms, from the most vile and destructive to the most subtle and seductive (meaning real E evil first, then major e evil, and only then small time evil).
3.: I will spread Good with all my power, wherever I go (being mercyful, helpful, furtthering the cause of good, and generally not being an *******)
4.: I will only speak the truth (meaning he cannot lie, but easily simply say nothing, as long as doing so is not evil, Attention, if chosen as Prime Code, a stricter ruling is applied!).
In addition to these “fixed” Codes and being Lawful Good Paladins dont HAVE to follow other rules, but most hold themselves to even higher standards, including but not limited to religious, Chivalrous or Noble Codes.
The Player and the DM should clarify these before the Game begins.
Many Paladins choose one of the above Tenets as ther Prime Code.
A prime Code has the following effects:
Any attempt of others to make the Paladin act against his Prime Code automatically fails. This includes direct Actions of Gods, Epic Spellcasters and similar Greater Beings.
Whenever actively pursuing his prime Code, the Paladin gains his Level in Paladin/4 to all Rolls.
If he ever willingly violates his prime Code, he automatically falls and the eventual Atonement will be quite hard.
Players of Paladins may, together with their DM, add up to 4 additional Codes that do not directly violate either being Lawful Good nor the 4 Codes above, to their Paladins Code of Conduct.
For each additional Code added, the Paladin gains one Bonus Feat of his choice (the first for the first additional Code is gained at Level 2, the second at Level 5, a third at Level 8 and a fourth at Level 11). For these Bonus Feats all Fighter Bonus Feats and, if utilized (see below) any Exalted BOnus Feat where the Paladin fulfills all requirements are available Choices.
1.: Order of the Pure Soul: The oldest of the Three. Paladins of this order are referred to as “Blessed”. Their primary virtue is absolute adherence to purity. This includes their paladins swearing oaths of chastity until and unless they find their one true love, and marry him/her.
Limitations: Oath of Chastity. In Addition Cannot imbibe Alcohol or other Drugs willingly.
Bonuses: At Levels 3, 7, 13 and 20, gain +1 to all Saves.
At Level 15 beomes immune to Attribute Damage and Level Drain.
At Level 20 becomes immune to Instant Death Effects and Mind Affecting Effects.
2.: Order of the Divine Mission: The Paladin order that always has a connection to either a particular God or Church. Unlike all other Orders, they often fulfill direct divine Mandates, and hence their Prime Virtue is Obedience.
Limitations: Must follow a Lawful good or neutral Good God and obey their orders, unless they would be countering the Paladin Code.
Bonuses: At Levels 5, 10, 15 and 20 gain one additional Spell known from the normally allowed lists.
3,; Order of the Sacred Blade: The most martial, and youngest of the three. Their prime Virtue is Courage.
Limitations: Can never refuse an honorable Fight or flee while allies are still engaged.
Bonuses: Gain Weapon Focues for three Weapons at Level 3, Weapon Specialization at Level 6, greater Weapon Focus at Level 10 and greater Weapon Specialization at Level 14.
In Addition, if they are not wielding a Magical Weapon that grants it any way, weapons they wield are considered Good and Law Aligned.
Additionally all Weapons wielded AND possessed by the Paladin have their hardness increased by 10pts and disarming him is at +3+Level/2 Difficulty.
Falling:
As this is the most debated and least well defined part of the original class, I intend to be really clear here:
A Paladin ONLY autmatically falls in one of the following 3 cases. (This does not mean he cannot fall otherwise, just that Player and DM must determine if he does, ideally beforehand).
1.: By Knowingly and willingly committing an Evil act of significant magnitude (this means either one that affects many other poeple, or a really big one that only affects one person, this should never be in question, as it requires something momentous) for which there was (even if only remote) an alternative.
2.: By being neither Lawful nor Good any longer
3.: By, in one action, acting against 2 or more (or if he has a Prime Code against that one) tenets of the Code.
Paladins that cease to bei either Lawful OR Good can no longer advance in paladin until they have atoned/regained the needed alignment, but do not lose their Paladin Abilities.
(Possible Exception see below).
ThePaladin
Level
Base Attack Bonus
Fort Save
Ref Save
Will Save
Special
1st
+1
+2
+2
+2
Aura of Good, Detect Evil, Smite Evil (1/day), Paladin Body
2nd
+2
+3
+3
+3
Divine Blessing 1, Divine Grace, lay on hands
3rd
+3
+3
+3
+3
Aura of Courage, Divine Health, Mercy
4th
+4
+4
+4
+4
Channel Positive Energy, Smite Evil 2(/Day), Paladins Stand
5th
+5
+4
+4
+4
Divine Blessing 2, Divine Bond
6th
+6/+1
+5
+5
+5
Mercy, Turn undead
7th
+7/+2
+5
+5
+5
Smite Evil 3/Day
8th
+8/+3
+6
+6
+6
Divine Blessing 3, Aura of Resolve
9th
+9/+4
+6
+6
+6
Mercy
10th
+10/+5
+7
+7
+7
Smite Evil (4/Day), Divine Ally
11th
+11/+6/+1
+7
+7
+7
Divine Blessing 4, Aura of Justice
12th
+12/+7/+2
+8
+8
+8
Mercy
13th
+13/+8/+3
+8
+8
+8
Smite Evil 5/Day
14th
+14/+9/+4
+9
+9
+9
Divine Blessing 5, Aura of Faith
15th
+15/+10/+5
+9
+9
+9
Mercy
16th
+16/+11/+6/+1
+10
+10
+10
Smite Evil 6/Day
17th
+17/+12/+7/+2
+10
+10
+10
Aura of Rigthousness, Divine Blessing 6
18th
+18/+13/+8/+3
+11
+11
+11
Mercy
19th
+19/+14/+9/+4
11
+11
+11
Smite Evil 7/Day
20th
+20/+15/+10/+5
+12
+12
+12
Holy Champion, Divine Blessing 7
Hitdie: D10
Skillpts/Level: 4+ Intelligence Modifier
CLass Skills: Craft (Weapons or Armor), Diplomacy, Handle Animal, heal, Knowldege (Religion and Nobility), Perception, Profession, Ride, Sense Motive.
Armor and Weapon proficiencies: All Armors, all Simple and Martial Weapons, Shields but not Tower Shields, any 3 Exotic Weapons.
Alignment: Lawful Good
At the DM`s Discression a Neutral Good Character that follows all 4 COdes to the Letter may also be a Paladin, if this fits with the Game World.
At Character Creation, choose one of the following Archetypes:
Saecular: A Paladin not bound to a particular Faith, or simply less mystical/Divinely inspired. You gain Initiating as seen below.
Divine: A more faithful, mystical or God Aligned Paladin. Gains better Spellcasting.
Attention: Only the Saecular Paladin Gains Initiating!
Initiating: A Saecular Paladin begins Play with 3 Maneuvers known, and 2 Maneuvers readied, as well as one Stance known.
He gains another Maneuver at Levels 2, 4, 6, 8, 10, 12, 14, 16, 18 and 20.
He May exchange a Maneuver he knows for a new one (of the same school, prereqs. Need to be observed) at Levels 5, 10, 15 and 20.
He gains another Readied Slot at Levels 5, 11 and 17.
He gains another Stance at Levels 4, 8, 12, 16 and 20.
Available martial Disciplines are: Silver Craner, White Raven or Golden Lion (Decided by primary Edition), and depending on the Order (in Order of Age(Mentiona bove) either Riven Hourglass, Elemental Flux or Crimson Throne,.
Attention!
Spellcasting: Paladins are Spontaneous Spellcasters with a limited number of Spells known and per day, as shown in the tables below.
Edit: Their Spellcasting Stats are the same as for the regular Paladin, this includes bonus spells/Day and, due to being spontaneous casters, Spells known.
They can choose their Spells from the Paladin Spell List.
If the Paladin is a Divine Paladin, they can also choose from the Wizard List (only for Abjuration Spells and only up to one Spell per Level they know) and the Cleric List (only for Level 5 Spells).
Spell Tables below are for the Divine Version, for the Saecular Paladin, remove one SPell/Day/Known from all offered Spells, and stop the Spell progression at Level 4!
The Paladin – Spells known:
================================================== =
Level 1 2 3 4 5
================================================== =
1 1 - - - -
2 2 - - - -
3 3 - - - -
4 3 1 - - -
5 3 2 - - -
6 4 3 - - -
7 4 3 1 - -
8 4 3 2 - -
9 5 4 2 - -
10 5 4 3 - -
11 6 4 4 1 -
12 6 5 4 2 -
13 6 5 4 3 -
14 6 5 4 3 -
15 6 5 4 3 1
16 6 5 4 3 2
17 6 6 5 4 2
18 6 6 5 5 3
19 6 6 5 5 3
20 6 6 5 5 4
The Paladin – Spells per Day
================================================== =
Level 1 2 3 4 5
================================================== =
1 2 - - - -
2 3 - - - -
3 4 - - - -
4 4 2 - - -
5 5 3 - - -
6 6 4 - - -
7 6 4 2 - -
8 6 5 3 - -
9 7 6 3 - -
10 7 7 4 - -
11 7 7 5 2 -
12 7 7 5 3 -
13 7 7 6 4 -
14 7 7 6 4 -
15 7 7 6 5 2
16 7 7 6 6 3
17 7 7 6 6 4
18 7 7 6 6 5
19 7 7 6 6 6
20 7 7 7 6 6
Paladin Special Abilities:
Abilities not mentioend here function exactly as their Pathfinder Equivalents.
Paladin Body: At first Level, and every three Levels thereafter, a Paladin gains 10pts to one Energy Resistance of his choice. This can stack up to twice.
Divine Blessing: The paladin is changed by the large amount of pure Good and Lawful Energy always coursing through him. Every time this feat is gained, choose one Attribute. You gain +1 Sacred Bonus to it. This cannot be stacked more often than 4 times on the same attribute.
The 7th Level of Divine Blessing instead adds +1 to three different Attributes or +2 to one!
Paladins Stand: Starting at 4th Level, the Paladin gains the ability to channel a huge amount of the Energies of Good and Law for a short amount of time.
This ability may be used once per week/per adventure, whichever is a longer interval, and can only be used in truly fitting situations.
Examples. The paladin stays back to hold off a superior foe, and to allow his allies to flee. The Paladin does his utter best to vanquish a particularly powerful and nasty Evil at great danger to himself.
In any of these cases, the Paladin gains the follwiong Bonuses for 1 Minute+2 turns per Paladin Level:
DR/- +1/2 paladin Level, Fast Healing 5, +1+ 1/3 Paladin Level (round up) to all his attributes, +1 iterative attack at his second highest attack bonus, Fortification 50%, Freedom of Movement and Immunity to Mind affecting and Instant Death Effects.
After these Bonuses End, the Paladin is exhausted.
Turn Undead: At Level 6 the Paladin gains the Ability to turn undead as a Cleric of his Level in Paladin -1. All other Effects are as normal (unless Feats are taken to augment them of course).
Divine Ally: The Paladins Rightousness has forged a bond with a specific lawful Good outsider of up to the Paladins HD. This outsider is considered a close personal ally of the Paladin. The paladin can call for his ally once per day. If called in a dire situation, the Ally will always come. If called outside of such a situation, the paladin can explain why he would like the help of his ally, but usually he will come. While on the material plane, the paladins ally will do everything in his power to support the Paladins actions, as long as he is following his code and acting lawful Good.
Since the Ally is a single, specific outsider, if it is killed or somehow held captive semipermanently (say bound into an artifact), this ability does not work any longer.
Also, this is a two way street. if the ALLY is ever in real danger, he can also ask the Paladin for help, which, being a Paladin, he will provide if possible.
In the case of death beyond short term reformation, the Paladin may attempt to forge a Bond with another fitting outsider, but he may only do so once per level, the rate of success is at best 50%, and for every time this has happened, the success rate is lowered by 10%, down to a minimum of 10%.
Holy Champion The paladin is the very Epitome of a Force for Good and Law. He gains both the Good and Law Subtypes and counts either as his Race or an Outsider (whatever is more beneficial for him) at any time. He also gains DR 15/Evil OR Chaos (determined once and for all) and considers all creatures with that Subtype as Favoured Enemies (counting his Ranger Level as 20 for that purpose). In Addition, all Lawful Good Outsiders value him highly and start off at least at Friendly when meeting him.
If he uses Paladins Stand, he cannot die due to any means until the duration is over, however he must pass a save vs. the amount of hp he was in the negatives while it was running after it ends, or die instantly.
Optional Rules:
1.: Variant Alignment: At the DM`s Discretion a Paladin may also be of Neutral Good Alignment (if that Rule is used, the Paladin cannot chose a Prime Code or additional Paladin Codes, but is considered a Paladin while being either Lawful or Neutral Good!).
2.: Exalted Paladins: If the Exalted Feats from BoED are used in your game, Paladins that qualify for them may choose them as Bonus Feats gained froma dditional Codes.
For this Purpose please clarify with the DM which Exalted feats he deems usable, and if encessary adapt them to the campaign (recommended!).
The most often used Exalted Feats of a Paladin are:
Celestial Mount, Exalted Smite, Gift of Discernment, and Gift of Grace .
The Paladin Class is a classic. A true centerpiece of D&D.
But it is also, even with pathfinders improvements, to weak for what it aims to be: A true Champion of Good and Law.
This is where my remodeled Version comes in. I aim for a higher Power Paladin, that all the while does NOT manage to go beyond T3, or become TOO flexible. Just not as ... shall we say sub-optimum as the original.
As with all my CLasses, this is intended for full 3.p Play.
If only using 3.5 rules, changing the available Martial Disciplines and reducing the SKillpts/Level are likely enough to adapt the class.
All Feedback aiding this goal is very welcome.
The Paladin:
Paladin Orders: No matter if they follow a God or not, all paladins instinctively search for and join one of the following three Paladin orders. It simply is in their nature to be accompanied by likeminded people.
All Three Orders are Lawful Good and have had a hand in fightint Evil across the World. Merely their specific oaths and the virtues they value most vary.
All three follow the basic paladins code, which is:
1.: I will protect those that cannot protect themselves, even if I should not like them (only applies to nonEvil beings, of course).
2.: I will fight Evil in all its forms, from the most vile and destructive to the most subtle and seductive (meaning real E evil first, then major e evil, and only then small time evil).
3.: I will spread Good with all my power, wherever I go (being mercyful, helpful, furtthering the cause of good, and generally not being an *******)
4.: I will only speak the truth (meaning he cannot lie, but easily simply say nothing, as long as doing so is not evil, Attention, if chosen as Prime Code, a stricter ruling is applied!).
In addition to these “fixed” Codes and being Lawful Good Paladins dont HAVE to follow other rules, but most hold themselves to even higher standards, including but not limited to religious, Chivalrous or Noble Codes.
The Player and the DM should clarify these before the Game begins.
Many Paladins choose one of the above Tenets as ther Prime Code.
A prime Code has the following effects:
Any attempt of others to make the Paladin act against his Prime Code automatically fails. This includes direct Actions of Gods, Epic Spellcasters and similar Greater Beings.
Whenever actively pursuing his prime Code, the Paladin gains his Level in Paladin/4 to all Rolls.
If he ever willingly violates his prime Code, he automatically falls and the eventual Atonement will be quite hard.
Players of Paladins may, together with their DM, add up to 4 additional Codes that do not directly violate either being Lawful Good nor the 4 Codes above, to their Paladins Code of Conduct.
For each additional Code added, the Paladin gains one Bonus Feat of his choice (the first for the first additional Code is gained at Level 2, the second at Level 5, a third at Level 8 and a fourth at Level 11). For these Bonus Feats all Fighter Bonus Feats and, if utilized (see below) any Exalted BOnus Feat where the Paladin fulfills all requirements are available Choices.
1.: Order of the Pure Soul: The oldest of the Three. Paladins of this order are referred to as “Blessed”. Their primary virtue is absolute adherence to purity. This includes their paladins swearing oaths of chastity until and unless they find their one true love, and marry him/her.
Limitations: Oath of Chastity. In Addition Cannot imbibe Alcohol or other Drugs willingly.
Bonuses: At Levels 3, 7, 13 and 20, gain +1 to all Saves.
At Level 15 beomes immune to Attribute Damage and Level Drain.
At Level 20 becomes immune to Instant Death Effects and Mind Affecting Effects.
2.: Order of the Divine Mission: The Paladin order that always has a connection to either a particular God or Church. Unlike all other Orders, they often fulfill direct divine Mandates, and hence their Prime Virtue is Obedience.
Limitations: Must follow a Lawful good or neutral Good God and obey their orders, unless they would be countering the Paladin Code.
Bonuses: At Levels 5, 10, 15 and 20 gain one additional Spell known from the normally allowed lists.
3,; Order of the Sacred Blade: The most martial, and youngest of the three. Their prime Virtue is Courage.
Limitations: Can never refuse an honorable Fight or flee while allies are still engaged.
Bonuses: Gain Weapon Focues for three Weapons at Level 3, Weapon Specialization at Level 6, greater Weapon Focus at Level 10 and greater Weapon Specialization at Level 14.
In Addition, if they are not wielding a Magical Weapon that grants it any way, weapons they wield are considered Good and Law Aligned.
Additionally all Weapons wielded AND possessed by the Paladin have their hardness increased by 10pts and disarming him is at +3+Level/2 Difficulty.
Falling:
As this is the most debated and least well defined part of the original class, I intend to be really clear here:
A Paladin ONLY autmatically falls in one of the following 3 cases. (This does not mean he cannot fall otherwise, just that Player and DM must determine if he does, ideally beforehand).
1.: By Knowingly and willingly committing an Evil act of significant magnitude (this means either one that affects many other poeple, or a really big one that only affects one person, this should never be in question, as it requires something momentous) for which there was (even if only remote) an alternative.
2.: By being neither Lawful nor Good any longer
3.: By, in one action, acting against 2 or more (or if he has a Prime Code against that one) tenets of the Code.
Paladins that cease to bei either Lawful OR Good can no longer advance in paladin until they have atoned/regained the needed alignment, but do not lose their Paladin Abilities.
(Possible Exception see below).
ThePaladin
Level
Base Attack Bonus
Fort Save
Ref Save
Will Save
Special
1st
+1
+2
+2
+2
Aura of Good, Detect Evil, Smite Evil (1/day), Paladin Body
2nd
+2
+3
+3
+3
Divine Blessing 1, Divine Grace, lay on hands
3rd
+3
+3
+3
+3
Aura of Courage, Divine Health, Mercy
4th
+4
+4
+4
+4
Channel Positive Energy, Smite Evil 2(/Day), Paladins Stand
5th
+5
+4
+4
+4
Divine Blessing 2, Divine Bond
6th
+6/+1
+5
+5
+5
Mercy, Turn undead
7th
+7/+2
+5
+5
+5
Smite Evil 3/Day
8th
+8/+3
+6
+6
+6
Divine Blessing 3, Aura of Resolve
9th
+9/+4
+6
+6
+6
Mercy
10th
+10/+5
+7
+7
+7
Smite Evil (4/Day), Divine Ally
11th
+11/+6/+1
+7
+7
+7
Divine Blessing 4, Aura of Justice
12th
+12/+7/+2
+8
+8
+8
Mercy
13th
+13/+8/+3
+8
+8
+8
Smite Evil 5/Day
14th
+14/+9/+4
+9
+9
+9
Divine Blessing 5, Aura of Faith
15th
+15/+10/+5
+9
+9
+9
Mercy
16th
+16/+11/+6/+1
+10
+10
+10
Smite Evil 6/Day
17th
+17/+12/+7/+2
+10
+10
+10
Aura of Rigthousness, Divine Blessing 6
18th
+18/+13/+8/+3
+11
+11
+11
Mercy
19th
+19/+14/+9/+4
11
+11
+11
Smite Evil 7/Day
20th
+20/+15/+10/+5
+12
+12
+12
Holy Champion, Divine Blessing 7
Hitdie: D10
Skillpts/Level: 4+ Intelligence Modifier
CLass Skills: Craft (Weapons or Armor), Diplomacy, Handle Animal, heal, Knowldege (Religion and Nobility), Perception, Profession, Ride, Sense Motive.
Armor and Weapon proficiencies: All Armors, all Simple and Martial Weapons, Shields but not Tower Shields, any 3 Exotic Weapons.
Alignment: Lawful Good
At the DM`s Discression a Neutral Good Character that follows all 4 COdes to the Letter may also be a Paladin, if this fits with the Game World.
At Character Creation, choose one of the following Archetypes:
Saecular: A Paladin not bound to a particular Faith, or simply less mystical/Divinely inspired. You gain Initiating as seen below.
Divine: A more faithful, mystical or God Aligned Paladin. Gains better Spellcasting.
Attention: Only the Saecular Paladin Gains Initiating!
Initiating: A Saecular Paladin begins Play with 3 Maneuvers known, and 2 Maneuvers readied, as well as one Stance known.
He gains another Maneuver at Levels 2, 4, 6, 8, 10, 12, 14, 16, 18 and 20.
He May exchange a Maneuver he knows for a new one (of the same school, prereqs. Need to be observed) at Levels 5, 10, 15 and 20.
He gains another Readied Slot at Levels 5, 11 and 17.
He gains another Stance at Levels 4, 8, 12, 16 and 20.
Available martial Disciplines are: Silver Craner, White Raven or Golden Lion (Decided by primary Edition), and depending on the Order (in Order of Age(Mentiona bove) either Riven Hourglass, Elemental Flux or Crimson Throne,.
Attention!
Spellcasting: Paladins are Spontaneous Spellcasters with a limited number of Spells known and per day, as shown in the tables below.
Edit: Their Spellcasting Stats are the same as for the regular Paladin, this includes bonus spells/Day and, due to being spontaneous casters, Spells known.
They can choose their Spells from the Paladin Spell List.
If the Paladin is a Divine Paladin, they can also choose from the Wizard List (only for Abjuration Spells and only up to one Spell per Level they know) and the Cleric List (only for Level 5 Spells).
Spell Tables below are for the Divine Version, for the Saecular Paladin, remove one SPell/Day/Known from all offered Spells, and stop the Spell progression at Level 4!
The Paladin – Spells known:
================================================== =
Level 1 2 3 4 5
================================================== =
1 1 - - - -
2 2 - - - -
3 3 - - - -
4 3 1 - - -
5 3 2 - - -
6 4 3 - - -
7 4 3 1 - -
8 4 3 2 - -
9 5 4 2 - -
10 5 4 3 - -
11 6 4 4 1 -
12 6 5 4 2 -
13 6 5 4 3 -
14 6 5 4 3 -
15 6 5 4 3 1
16 6 5 4 3 2
17 6 6 5 4 2
18 6 6 5 5 3
19 6 6 5 5 3
20 6 6 5 5 4
The Paladin – Spells per Day
================================================== =
Level 1 2 3 4 5
================================================== =
1 2 - - - -
2 3 - - - -
3 4 - - - -
4 4 2 - - -
5 5 3 - - -
6 6 4 - - -
7 6 4 2 - -
8 6 5 3 - -
9 7 6 3 - -
10 7 7 4 - -
11 7 7 5 2 -
12 7 7 5 3 -
13 7 7 6 4 -
14 7 7 6 4 -
15 7 7 6 5 2
16 7 7 6 6 3
17 7 7 6 6 4
18 7 7 6 6 5
19 7 7 6 6 6
20 7 7 7 6 6
Paladin Special Abilities:
Abilities not mentioend here function exactly as their Pathfinder Equivalents.
Paladin Body: At first Level, and every three Levels thereafter, a Paladin gains 10pts to one Energy Resistance of his choice. This can stack up to twice.
Divine Blessing: The paladin is changed by the large amount of pure Good and Lawful Energy always coursing through him. Every time this feat is gained, choose one Attribute. You gain +1 Sacred Bonus to it. This cannot be stacked more often than 4 times on the same attribute.
The 7th Level of Divine Blessing instead adds +1 to three different Attributes or +2 to one!
Paladins Stand: Starting at 4th Level, the Paladin gains the ability to channel a huge amount of the Energies of Good and Law for a short amount of time.
This ability may be used once per week/per adventure, whichever is a longer interval, and can only be used in truly fitting situations.
Examples. The paladin stays back to hold off a superior foe, and to allow his allies to flee. The Paladin does his utter best to vanquish a particularly powerful and nasty Evil at great danger to himself.
In any of these cases, the Paladin gains the follwiong Bonuses for 1 Minute+2 turns per Paladin Level:
DR/- +1/2 paladin Level, Fast Healing 5, +1+ 1/3 Paladin Level (round up) to all his attributes, +1 iterative attack at his second highest attack bonus, Fortification 50%, Freedom of Movement and Immunity to Mind affecting and Instant Death Effects.
After these Bonuses End, the Paladin is exhausted.
Turn Undead: At Level 6 the Paladin gains the Ability to turn undead as a Cleric of his Level in Paladin -1. All other Effects are as normal (unless Feats are taken to augment them of course).
Divine Ally: The Paladins Rightousness has forged a bond with a specific lawful Good outsider of up to the Paladins HD. This outsider is considered a close personal ally of the Paladin. The paladin can call for his ally once per day. If called in a dire situation, the Ally will always come. If called outside of such a situation, the paladin can explain why he would like the help of his ally, but usually he will come. While on the material plane, the paladins ally will do everything in his power to support the Paladins actions, as long as he is following his code and acting lawful Good.
Since the Ally is a single, specific outsider, if it is killed or somehow held captive semipermanently (say bound into an artifact), this ability does not work any longer.
Also, this is a two way street. if the ALLY is ever in real danger, he can also ask the Paladin for help, which, being a Paladin, he will provide if possible.
In the case of death beyond short term reformation, the Paladin may attempt to forge a Bond with another fitting outsider, but he may only do so once per level, the rate of success is at best 50%, and for every time this has happened, the success rate is lowered by 10%, down to a minimum of 10%.
Holy Champion The paladin is the very Epitome of a Force for Good and Law. He gains both the Good and Law Subtypes and counts either as his Race or an Outsider (whatever is more beneficial for him) at any time. He also gains DR 15/Evil OR Chaos (determined once and for all) and considers all creatures with that Subtype as Favoured Enemies (counting his Ranger Level as 20 for that purpose). In Addition, all Lawful Good Outsiders value him highly and start off at least at Friendly when meeting him.
If he uses Paladins Stand, he cannot die due to any means until the duration is over, however he must pass a save vs. the amount of hp he was in the negatives while it was running after it ends, or die instantly.
Optional Rules:
1.: Variant Alignment: At the DM`s Discretion a Paladin may also be of Neutral Good Alignment (if that Rule is used, the Paladin cannot chose a Prime Code or additional Paladin Codes, but is considered a Paladin while being either Lawful or Neutral Good!).
2.: Exalted Paladins: If the Exalted Feats from BoED are used in your game, Paladins that qualify for them may choose them as Bonus Feats gained froma dditional Codes.
For this Purpose please clarify with the DM which Exalted feats he deems usable, and if encessary adapt them to the campaign (recommended!).
The most often used Exalted Feats of a Paladin are:
Celestial Mount, Exalted Smite, Gift of Discernment, and Gift of Grace .