My apologies for not updating the post here.
Current Version: v0.74
Jason A. Engle
The paladin is the epitome of the holy knight in shining armor. A beacon of heroic Good. Yet in the core books... it seems like there's no reason to bother with him past level 6, especially since the Cleric can do what she does just as well. However, this shall be the case no longer!
It should be said that if you're the sort of person who thinks core material is all perfect and good and balanced, that Fighters can stand side by side with Wizards at level 20 and such nonsense, this is not the thread for you. However, if you do see the need for rectifying balance and making the paladin a worthwhile class right up to high levels with greater power, versatility, *and* flavor, then you may well have found the solution you've een looking for!
This variant is mostly the same as the base paladin at lower levels, since the paladin is pretty much fine there. It continues to increase the power of Lay on Hands and allow it to use up some of its healing points to cure various other ailments (and just throwing out the Remove Disease ability). It changes smite/day into smite/encounter, since the high level paladin *should* be so badass that she smites all day. It gives the paladin switchable auras to support the party. It also rebuilds the paladin's spell list and gives her more spells per day. At level 5, it allows the paladin to choose from a variety different specializations instead of just getting a special mount (which is now part of the mounted specialization), allowing for a variety of different and unique styles. Further, the paladin has access to a new type of feat, the "Smite Feat," which allows the paladin to expend smite attempts in order to create a variety of other effects, enabling her to use her smite evil ability to cover a variety of versatile circumstances and perform various maneuvers.
The paladin is now a more powerful force in melee (and not just a couple rounds per day!), who uplifts her comrades with her heroic and divine prescence, and an effective backup healer.
This class is still not on the power level of well-played full spellcasters (Particularly at higher levels), and it is not intended to be. However, it *is* relevant at higher levels, and is meant to be balanced against the classes generally regarded as well built and balanced, such as the Rogue, Warblade, Psychic Warrior, decent prestige classes, or... monsters of the appropriate CR. It's meant to be in the upper-middle range of class balance.
Finally, this is a work in progress, and more material will be added in the future.
And without further ado... I offer you...
The Paladin
Hit Die: d10
BAB: Full
Saves: Good Fort, Bad Reflex, Bad Will
Skill Points at 1st level: (2+int modifier) x4
Skill Points at each additional Level: 2 + Int Modifier
Class Skills: The paladin’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).
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).
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[B]The Paladin Hit Die: d10 [br] Base [br] Attack Fort Ref Will [br]Level Bonus Save Save Save Special [/B][br]1st +1 +2 +0 +0 Aura of Good, Detect Evil, Smite Evil 1/encounter[br]2nd +2 +3 +0 +0 Divine Grace, Lay on Hands[br]3rd +3 +3 +1 +1 Aura of Courage, Divine Health, Hero's Courage[br]4th +4 +4 +1 +1 Turn Undead[br]5th +5 +4 +1 +1 Smite Evil 2/encounter, specialization[br]6th +6/+1 +5 +2 +2 Panacean Touch[br]7th +7/+2 +5 +2 +2 Bonus Feat[br]8th +8/+3 +6 +2 +2 Aura of Protection[br]9th +9/+4 +6 +3 +3 Revitalizing Touch[br]10th +10/+5 +7 +3 +3 Smite Evil 3/encounter[br]11th +11/+6/+1 +7 +3 +3 Vigilance[br]12th +12/+7/+2 +8 +4 +4 Refreshing Touch[br]13th +13/+8/+3 +8 +4 +4 Aura of Life[br]14th +14/+9/+4 +9 +4 +4 Bonus Feat[br]15th +15/+10/+5 +9 +5 +5 Smite Evil 4/Encounter[br]16th +16/+11/+6/+1 +10 +5 +5 Break Enchantment[br]17th +17/+12/+7/+2 +10 +5 +5 Constant Vigilance[br]18th +18/+13/+8/+3 +11 +6 +6 Aura of Faith[br]19th +19/+14/+9/+4 +11 +6 +6 Energizing Touch[br]20th +20/+15/+10/+5 +12 +6 +6 Smite Evil 5/Encounter, A Hero Never Falls[br]
Aura of Good (Ex)
The power of a paladin’s aura of good (see the detect good spell) is equal to her paladin level. It is not a switchable aura.
Detect Evil (Sp)
At will, a paladin can use detect evil, as the spell.
Smite Evil (Su)
Once per encounter, a paladin may attempt to smite evil with one normal 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.
At 5th level, and at every five levels thereafter, the paladin may smite evil one additional time per encounter, as indicated on Table: The Paladin, to a maximum of five times per encounter at 20th level. An encounter is considered over when you do no strenuous action for 5 minutes or more.
Divine Grace (Su)
At 2nd level, a paladin gains a bonus equal to her Charisma bonus (if any) on all saving throws.
Lay on Hands (Su)
Beginning at 2nd level, a paladin with a Charisma score of 12 or higher can heal wounds (her own or those of others) by touch. She gains a pool of healing, which allows her to heal a total number of hit points of damage equal to her paladin level × her Charisma bonus. A paladin may choose to divide her healing among multiple recipients, and she doesn’t have to use it all at once. Using lay on hands is a standard action. A Paladin may refresh this pool with a full minute (10 rounds) of concentration and prayer. Refreshing the pool brings the Paladin's pool of healing back up to the maximum (Paladin level * Charisma Bonus). She may fill her healing pool a number of times per day equal half her Charisma modifier (rounded down, minimum 1).
Alternatively, a paladin can use any or all of this healing power to deal damage to undead creatures. Using lay on hands in this way requires a successful melee touch attack and doesn’t provoke an attack of opportunity. The paladin decides how many of her daily allotment of points to use as damage after successfully touching an undead creature. The target may make a Will save (DC 10+1/2 Paladin Level+Cha) to negate the damage.
The paladin's Lay on Hands gains additional capabilities as she progresses in level as a paladin. The paladin may use all additional effects in conjunction with healing, as long as she spends the correct number of points.
Switchable Auras
All auras except Aura of Good are switchable as a move action. You may have only one aura other than Aura of Good active at a given time. These auras function while the paladin is conscious, but not while the paladin is unconscious or dead.
Aura of Courage (Ex)
At 3rd level, the paladin may exude an aura of courage that inspires her allies. Each ally within 30 feet of her gains a +4 morale bonus on saving throws against fear effects. Aura of Courage's bonuses scale by level. At level 8, allies gain +6 to saves against fear, and a +1 morale bonus to attack rolls. At level 13, allies gain +8 to saves against fear, and a +2 morale bonus to attack rolls. At level 18, allies gain immunity to fear, and +3 morale bonus to attack rolls. This is a switchable Aura.
Hero's Courage (Ex)
Beginning at 3rd level, a paladin is immune to fear (magical or otherwise).
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 1 + her Charisma modifier. She turns undead as a cleric of her level.
Specialization
Upon reaching 5th level, a paladin may choose any of three abilities representing three different specializations: Charging Smite (Aggressive), Special Mount (Mounted), and Argent Bastion (Defensive)
(Sidebar) Behind the Scenes: Specializations wrote:
Specializations are designed in order to emphasize a paladin's specific fighting style, or to make certain choices more viable (For example, fighting with a sword and shield is typically a suboptimal choice of armament compared to a two-handed weapon). DMs: If a player in your campaign has an idea for a particular esoteric fighting style or whatever that might otherwise be less than viable, but is nonetheless interesting and supported by his character's flavor, you may consider designing a Specialization in order to facilitate this choice. Just decide what abilities it grants (usually 4, granted at level 5, 8, 11, and 15) and what bonus feats it makes available (as a rule of thumb, keep it to 5). Suddenly, the paladin designed around throwing weapons (perhaps the Paladin from Hellsing who throws holy bayonets, for example) becomes viable and more fun to play!
Argent Bastion
The paladin gains a number of abilities as she rises in level.
Argent Bastion wrote:Code: Select all
[B] [br]Level Ability [/B][br]5th Shield Ward[br]8th Cover[br]11th Retribution[br]15th Divine Wall
Shield Ward
The Paladin gains Shield Ward as a bonus feat, even if the paladin does not meet the prerequisites.
Cover (Ex)
Once per round, as long as the paladin is wielding a shield, the paladin may interpose himself between an adjacent ally and an incoming attack as an immediate action. The paladin absorbs all damage the damage from this single attack, and any additional effects it might have (such as something requiring a save, etc). You must decide to use this ability after the attacker determines the attack has succeeded but before she rolls damage.
Retribution
The paladin gains Retribution* as a bonus feat, even if she does not meet the prerequisites.
Divine Wall (Su)
As long as the paladin wields a shield, her square blocks line of sight for all effects. For example, if allies hid behind the paladin when a dragon used its breath weapon from the opposite side, it would only hit the paladin.
Charging Smite
As PHB II variant.
Special Mount (Sp)
The 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; and at any time during this period the paladin may dismiss her mount to the celestial realms or recall her as a move action. However, when recalling the mount in this manner, it returns in the same condition as when it was dismissed (instead of at full health). 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.
The Paladin's Mount wrote:
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).Code: Select all
[B]Paladin Bonus Natural Strength [br]Level HD Armor Adj. Adj. Int Special [/B][br]5th +2 +4 +1 6 Empathic link, improved evasion, share spells, share saving throws[br]8th +4 +6 +2 7 Improved speed[br]11th +6 +8 +3 8 Command creatures of its kind[br]15th +8 +10 +4 9 Spell resistance[br]
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.
Panacean Touch (Su)
Upon reaching 6th level, a Paladin may expend 10 points of healing from her lay on hands to remove poison from any person she touches, and 20 points of healing to remove disease from any person she touches.
Bonus Feats
At 7th level, and again at 14th level, the Paladin gains a bonus feat. At each such oppurtunity, a paladin may choose any Smite feat*, or a feat drawn from the following list. If a feat is labelled with "Aggressive", "Defensive", or "Mounted", then that feat may only be chosen by a paladin of the corresponding specialization.
Bonus Feats wrote:
Divine Cleansing
Divine Might
Divine Resistance
Divine Shield
Divine Vigor
Sacred Vengeance (Complete Warrior)
Extra Smiting*
Divine Armor (PHB II)
Divine Justice (PHB II)
Shield Specialization (Defensive) (PHB II)
Armor Specialization (Defensive) (PHB II)
Agile Shield Fighter (Defensive) (PHB II)
Active Shield Defense (Defensive) (PHB II)
Improved Shield Bash (Defensive)
Mounted Combat (Mounted)
Mounted Archery (Mounted)
Ride-By Attack (Mounted)
Spirited Charge (Mounted)
Trample (Mounted)
Overwhelming Assault (Aggressive) (PHB II)
Power Attack (Aggressive)
Cleave (Aggressive)
Great Cleave (Aggressive)
Weapon Focus (Aggressive)
Aura of Devotion (Ex)
Upon reaching 8th level, the Paladin may exude an Aura of Devotion. While this ability is active, the Paladin grants a +1 morale bonus to AC to all allies within 30 feet. At level 13, this bonus increases to +2. At level 18, this bonus increases to +3. This is a switchable aura.
Revitalizing Touch (Su)
Beginning at 9th level The Paladin can use her Lay on Hands ability to remove ability damage from a person she touches, at a cost of 5 points per point of ability damage removed.
Vigilance (Su)
Upon reaching 11th level, the Paladin's ability to detect evil increases. When she uses her Detect Evil ability, the area of effect is a 60-foot radius centered on the Paladin, rather than a 60-foot cone.
Refreshing Touch (Su)
Beginning at 12th level Paladin can remove exhaustion, fatigue,sickness, and nausea with a touch by expending 10 points from her lay on hands pool.
Aura of Resolve (Ex)
Beginning at 13th level, the paladin gains Aura of Resolve. While this ability is active, the Paladin grants the ability to reroll one Fortitude save every round to any ally within a 30ft radius of her. This is a switchable Aura.
Break Enchantment (Su)
Beginning at 16th level, the Paladin can break an enchantment with a touch by expending 30 points of healing from her lay on hands ability. Her caster level counts as your paladin level -3, just as if she had cast the spell.
Constant Vigilance (Su)
Upon reaching 17th level, the Paladin is always vigilant for any signs of Evil, and her eyes begin to glow with an inner light. Her Detect Evil no longer requires any concentration to maintain, and has an unlimited duration.
Aura of Faith (Ex)
At 18th level, the paladin gains Aura of Faith. While this ability is active, the Paladin grants the ability to reroll one Will save every round to any ally within a 30ft radius of her. This is a switchable Aura.
Energizing Touch (Su)
Beginning at 19th level, Paladin may remove a negative level from a subject per 20 points expended from her lay on hands pool.
A Hero Never Falls (Ex)
At 20th level, the paladin's sheer strength of will drives her on when death would claim lesser men. Once per week when a paladin would be reduced to -10 hp or otherwise killed (such as by a death effect), she instead is reduced to 1 hp.
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 (see below).
To prepare or cast a spell, a paladin must have a Wisdom score equal to at least 10 + the spell level. The Difficulty Class for a saving throw against an Paladin’s spell is 10 + the spell level + the Paladin’s Wisdom 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 Spells Per Day. In addition, she receives bonus spells per day if she has a high Wisdom score. When Table: Paladin Spells Per Day 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 Intelligence score for that spell level. The Paladin does not have access to any domain spells or granted powers, as a cleric does.
A Paladin prepares and casts spells the way a cleric does, though she cannot lose a prepared spell to cast a cure spell in its place. 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 her Paladin level minus 3.
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[b]The Paladin: Spells per Day[br]Level 1st 2nd 3rd 4th[/b][br]1st - - - -[br]2nd - - - -[br]3rd - - - -[br]4th 0 - - -[br]5th 1 - - -[br]6th 2 - - -[br]7th 2 0 - -[br]8th 3 1 - -[br]9th 3 2 - -[br]10th 3 2 0 -[br]11th 4 3 1 -[br]12th 4 3 2 -[br]13th 4 3 2 0[br]14th 4 4 3 1[br]15th 5 4 3 2[br]16th 5 4 3 2[br]17th 5 4 4 3[br]18th 5 5 4 3[br]19th 5 5 4 3[br]20th 6 5 4 4[br]
Paladin Spells
Spells wrote:2nd wrote:2nd-
Aid
Align Weapon
Bull's Strength
Cure Serious Wounds
Delay Poison
Eagle's Splendor
Hold Person
Invisibility Purge
Magic Circle Against Evil
Magic Circle Against Chaos
Magic Vestment
Owl's Wisdom
Prayer
Protection from Energy
Remove Blindness/Deafness
Remove Curse
Remove Disease
Remove Paralysis
Resist Energy
Shield Other
Zone of Truth
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Code of Conduct
A paladin must be of Lawful Good alignment, and abide by a higher standard of morals and honor than the average Good-aligned person. Indeed, she is the paragon of heroic Good, drawn to a higher cause. Truly she is a person of high calibre, moral and otherwise.
There is a code of conduct presented in the PHB, but it really is better classified as an example of a generic paladin's vows and code. However, in your game being a paladin may mean quite a different thing altogether! After all, not all settings are the same, nor are all paladins. They serve various causes and deities, and the nature of Good and Evil is not always so stereotypically straightforward in all settings. Your code should represent the beliefs of your church or cause or whatever it is you, as a paladin, fight for!
Talk with your DM about what it means to be a paladin in your campaign, and the implications of it. If you are the DM, consider this, and what it really to be the paragon of good in your campaign. It should be noted that a single mistake or lack of perfection should not make a paladin fall. Indeed, is it not the lack of perfection and ultimately human(oid) nature of such a heroic figure that makes him all the more endearing and, truly, notable in calibre? After all, any old celestial can be perfect, but a man has to work for it.
Instead, the paladin falls from grace if she grossly violates her code (as stated, yet all too often overlooked, in the PHB. This means that some minor infraction would *not* make the Paladin fall), or if she changes alignment from Lawful Good. Your alignment should be your overall personality and outlook, not the result of the last action you took (although that last action *could* be considered to grossly violate the paladin's code, of course. The paladin's code is not synonymous with alignment). It should be extremely rare for a single act to alter your alignment, and it certainly shouldn't be so if the act was not done with wrongful intentions. Alignment changes should usually be the result of fairly consistent behavior of a character.
Ex-Paladins
A paladin who ceases to be lawful good or grossly violates her code loses all paladin spells and abilities. 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.
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*All abilities listed with a * refer to a new (or revised) feat here.
New Feats
Feats wrote:
New Feat Type: [Smite]
A smite feat allows you to channel the holy energy used to smite evil enemies iin new ways, expanding your options in combat.
All smite feats require the user to expend a single use of their Smite Evil ability. Only one use of Smite Evil may be applied to any single attack. All Smite feats are considered Supernatural abilities, and cannot be used in any situation that such abilities would not function (such as in an antimagic field)
Consecration [Smite]
You channel fearsome holy energy into your weapon and slams it into the earth, unleashing the stored energy into the ground and uplifting the earth around you in a powerful shockwave.
Prerequisite: Smite 4/encounter, Str 15
Benefit: As a standard action, by using up one use of your smite per encounter, you can hit the ground with a weapon you're currently weilding. You immediately make a bull rush attempt against all enemies within a 30ft radius of you, for the purposes of this attack, you are considered one size category largrer than normal, and add your Charisma to the check rather than strength. Enemies may move further than 5 feet as if you had bullrushed and moved with them. Additionally, all enemies affected take damage equal to twice your Charisma modifier.
Conviction [Smite]
Holy energy fills you with righteous conviction, driving you forward in battle.
Prerequisite: Smite 1/encounter, Hero's Courage class feature, Cha 15
Benefit: By expending a use of your Smite Evil ability, you gain a morale bonus on your attack roll equal to your Charisma bonus for a single attack.
Holy Arrow [Smite]
Your presence and faith guide your arrows true. Your faith is not limited to the single-minded close combat of your peers.
Prerequisite: Smite Evil 1/encounter, Point Blank Shot
Benefit: You may now use your Smite Evil with ranged weapons. This may be used in conjunction with other smite feats.
Holy Wrath [Smite]
You summon holy energy in order to smite your foes.
Prerequisite: Smite 2/encounter, BAB +5, Wis 13
Benefit: As a standard action, you may expend a smite Evil attempt in order to create a burst of holy energy that damages a single target. The energy deals damage equal to 1d6 per level of smiting class, and the target get a reflex save (DC 10+1/2 paladin level+Cha) for half damage.. Half of the damage dealt is of either Fire, Electricity, or Ice damage (Chosen at the time the feat is taken), and the other half is pure divine energy, which is not subject to energy resistance.
Special: This feat may be taken multiple times. Each time, the paladin's holy wrath may correspond to a different element. For example, a paladin could take the Holy Wrath (Electricity) and then take Holy Wrath (Fire).
Judgement [Smite]
You channel pure holy energy into your weapon, and unleash a holy explosion with a swing, hurtling forward in a line through your enemies.
Prerequisite: Wis 15, Smite 3/encounter, Holy Wrath
Benefit: You may expend a use of your Smite Evil ability to use this ability. You call forth a violent burst of holy energy, dealing 1d6 sacred damage per level of smiting class in a 5 foot wide line. The length of the line is equal to 25+5 feet/2 levels of smiting class. Targets get a reflex save (DC 10+1/2 paladin level+Cha) for half damage.
Reckoning [Smite]
You channel powerful holy energy into an overwhelmingly forceful blow that stuns your enemy.
Prerequisite: Str 15, Smite 2/encounter
Benefit: You may expend one use of your Smite Evil as a standard action in order to make a single melee attack. An enemy struck by this attack must make a Fort save (DC 10+1/2 level+Cha modifier) or be dazed for one round (In addition to taking normal damage from the attack).
Retribution [Smite]
You channel holy energy into your shield which is unleashed when you are attacked.
Prerequisite: Smite Evil 3/encounter, Shield Specialization
Benefit: As an immediate action when an opponent attempts to strike you, you may expend a use of your Smite Evil to add your Charisma bonus to your Shield Bonus to AC against this attack. If the opponent's attack misses, they are automatically knocked back 5 feet by the unleashed holy energy and take damage equal to twice your Charisma modifier. The movement provokes an attack of oppurtunity from anyone but you.
Vindication [Smite]
By channelling holy energy into your weapon, it can cross the nexus between planes and harm ethereal foes.
Prerequisite: Wis 13, Smite Evil 1/encounter
Benefit: You may expend a Smite Evil use to give an attack the benefit of the Ghost Touch weapon enhancement.
___
Extra Lay on Hands [General]
You are a focused healer, and are able to draw upon more holy power in order to heal yourself and your allies.
Prerequisite: Wis 15, Lay on Hands class feature
Benefit: You may refresh your Lay on Hands pool one extra time per day.
Extra Smiting [General]
You can make more smite attacks
Prerequisites: Smite ability, base attack bonus +4
Benefit: When you take this feat, you gain one extra smite per encounter.
Note: This replaces the Extra Smiting feat written in Complete Warrior, which does not apply to the Rebalanced Paladin
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Feedback for the Rebalanced Paladin
Feedback wrote:
This Paladin is going to be AWESOME!
-Aryxbez
Consider this yoinked
-Thwyvylyn
I like this rebuild; it gives a maligned class a much-needed boost in power.
-CryoSilver
...you have fixed the original Paladin to what it should be... I would love to play this Paladin. Holy, healy, and the protector of the innocent.
-Aramek
This thread totally warrants the explanation point in its title.
-Optimator
Three cheers to you, gentlemen!!!!
-Carnivorous_Bean
The abilities themselves are great, and seem to give a great boost to a class that needed it.
-igotsmeakabob!!
Per-encounter abilities! Nice touch!!
-sigma999
Wow, great job.
-Antarx
I really really like this.
-Riodrian
I find the rebalanced paladin quite perfect
-Aryxbez
I plan on using it in my campaign.
-HamHam
I'm really excited to play this Paladin now.
-Optimator
For some reason I feel like playing a Paladin...
-Prince Indirian
Good job.
One for OneWinged4ngel
One for Seerow
-Otto the Bugbear
You've just brought the paladin back to his old, heroic glory. I cannot thank you enough, Angel.
-theotherdraxen
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This class has been a collaborative effort between Seerow and I, so he deserves credit as well.
Also, if people seem interested in using this in their games, I might end up redoing some other "underpowered" classes. And maybe even adjust a few of the other classes (like make the Sorceror more cool and flavorful, but not increase power much).
I encourage you all to be honest and straightforward in critiques. Be brutal, because I want this to be as damn near perfect as I can make it.