[Class] Paladin
Posted: Wed Jan 13, 2010 9:18 pm
Paladin Alt name: Champion, Crusader
"In the name of my god, DIE!"
This is a return to the Champion class but this time making him outright a Paladin. Instead of over extending myself this time, I'll just use a limited number of example domains that can easily be associated with energy types; Fire, Water (Frost), Earth (Acid), Air (Sonic), Weather (Electric), Healing / Sun (Positive), Death (Negative), Good (Holy), Evil (Unholy), Law (Axiomatic) and Chaos (Anarchic). This is still alot and I'm okay with that.
The Paladin is no longer infallible. The age of Heavenly sponsorship and the age of selfish gods is upon us and every god demannds a champion. The amoral might of the elements is given warrior form and balance of all thing is given a dividing blade, the champions of undeath move freely amongst the living and Paladins of chaos and evil are now just as common as their predeccesor.
Playing a Paladin: Strength, Dexterity and Constitution are needed for a warrior and for a warrior of a god, well it depends on which mental trait is favored. Each domain has a different one. As for in battle strategy, well, you're a melee fighter with some limited healing and lots of magical powers centered around being a melee fighter. Heal when you can but mostly you will be hitting things. Alot.
Starting Age: As Paladin
Starting Equipment: As Paladin
Allignment: As Deity
Hit Die: As Paladin
BAB: Good
Saves: Varies
Skills Points: As Paladin
Class Skills: Knowledge (Religion) (INT), Ride (DEX), Sense Motive (WIS)
- New Spells
/ Class Feature Upgrade
01: Holy Weapon, Smite, Intangible Aura of Diplomacy, Detect
02: Spells, Divine Grace
03: Divine Health, Lay of Hands, Turn or Bolster /
04: Planar Aura, Divine Armor
05: Special Mount
06: - /
07: Secondary Domain
08: - /
09: Summon Planar Allies /
10: -
11: //
12: - /
13: By Your Powers Combined /
14: -
15: ///
16: -
17: Tertiary Domain /
18: - /
19: Avatar /
20: Godhood
Class Features
Weapon Proficiencies: The Paladin is proficient with all weapons and armor except the tower shield. Unless the tower shield is the favored weapons of her god. Then go tower shield.
Domains: The Paladin chooses a domain at 1st level and that will affect her abilities from then on out. Each domain favors a particular Mental ability (MEN) and grants its own set of class abilities.
Domain: Ability; Skills; Good Saves
Fire: Charisma; Intimidate (CHA), Get a Aggressive Negotiation synergy bonus to Diplomacy and a Interogate synergy bonus to Gather Information with Intimidate; Fort (Force of Personality feat by 1st Paladin level changes it to Will)
Water: Inteligence; Escape Artist (DEX), Swim (STR); Reflex
Earth: Wisdom; Knowledge (Geography) (INT), Survival (WIS); Will (Force of Personality feat by 1st Paladin level changes it to Fort)
Air: Wisdom; Speak Language (INT), Listen (WIS), Fly (Only if you already fly) (DEX), Jump (STR); Reflex
Weather: Charisma; Intimidate (CHA), Knowledge (Nature) (INT); Will
Healing: Wisdom; Heal (WIS), Gets a Knows The Body synergy bonus to Sense Motive and Wildlife First Aid synergy bonus to Survival with Heal; Fort (For undead it's Will)
Sun: Charisma; Diplomacy (CHA), Gets a Fear The Nice One synergy bonus to Intimidate and a How Can Someone So Honest Lie? synergy bonus to Bluff with Diplomacy; Will
Death: Inteligence; Knowledge (Arcana) (INT), Knowledge (The Planes); Will (For undead it's Fort)
Good: Wisdom; Gets a Taught By The Priests synergy bonus to Heal, a Appeal To The Common Good synergy bonus to Diplomacy, a Know The Angels synergy bonus to Knowledge (The Planes) and a Good Is Not Nice synergy bonus to Intimidate with Knowledge (Religion); Will
Evil: Inteligence; Gets a Know The Fiends synergy bonus to Knowledge (The Planes), a Affably Evil synergy bonus to Diplomacy, a Deal With The Devil synergy bonus to Bluff and a Wrath of Demons synergy bonus to Intimidate with Knowledge (Religion); Will
Law: Inteligence; Diplomacy (CHA), gets a Diplomat's Education synergy bonus to Knowledge (Local) and a Royal Respect synergy bonus to Knowledge (Nobility) with Diplomacy; Will
Chaos: Charisma; Bluff (CHA), gets a Bluff His Way Outs synergy bonus to Escape Artist and a Magician's Secrets synergy bonus to Sleight Of Hand with Bluff; Will
Aura (Ex): The Paladin has a particularly powerful aura corresponding to their alignment.
Holy Weapon (Su): To perform any of her abilities, the Paladin must haver her holy symbol which is her weapon, the one favored by her god. She also gets +1 / 3 enchantment bonus. If her god doesn't have a holy weapon then tough noogies, she can't be a Paladin.
Smite (Su): At 1st level, once per day, the Paladin may replace her Strength (Or Dexterity, whatever) with her Mental bonus for an attack roll as well as adding the following.
Fire: The stricken must make a Reflex save vs DC* or catch on fire. Every odd level, add 1d6 Fire damage for being on Fire for by this ability. If the Paladin hits someone already on fire, then the addition d6's are added automatically, no save.
Water: The stricken must make a Fortitude save vs DC* or catch on bluefire (As catching on fire normally except deals frost damage). Every odd level, add 1d6 Cold damage for being on bluefire for by this ability. If the Paladin hits someone already on fire, then the addition d6's are added automatically, no save. If its regular fire, it turns into bluefire.
Earth: The stricken must make a Reflex save vs DC* or their armor loses AC. 1 point of AC every odd level. First worn armor then natural armor. For ever point of natural armor lost, 1 point of Constitution is lost. A restoration spell gives both back.
Air: The stricken must make a Reflex save vs DC* or be levitate inches into the air, unable to move.
Weather: The stricken must make a Reflex save vs DC* or be stuck by lightning as if by the Call Lightning spell. Add 1d6 electric damage every odd paladin level (1d10 in stormy weather as Call Lightning).
Healing: The Paladin heals damage to themselves equivalent to the damage dealt.
Sun: Undead must make a Will save vs DC* or be destroyed. If the save fail, the attack still deals double damage against undead.
Death: If the stricken dies by the Paladin's attack they come back as a zombie. The Paladin has a control limit of 1 zombie for every odd level. Uncontrolled zombies are still created and do whatever it is zombies do in your setting. The Paladin cannot control a zombie with a CR greater then hers.
Good: Evil Outsiders must make a Will save vs DC* or be destroyed. If the save fail, the attack still deals double damage against Evil Outsiders
Evil: Goodly Outsiders must make a Will save vs DC* or be destroyed. If the save fail, the attack still deals double damage against Goodly Outsiders
Law: Chaotic Outsiders must make a Will save vs DC* or be destroyed. If the save fail, the attack still deals double damage against Lawful Outsiders
Chaos: Lawful Outsiders must make a Will save vs DC* or be destroyed. If the save fail, the attack still deals double damage against Lawful Outsiders
*DC is 10 + 1/2 Paladin's Paladin levels + MEN mod
Every 5 levels, the Paladin may Smite an additional time per day.
Intangible Aura of Diplomacy (Ex): At 1st level, the Paladin gains an intangible aura as below.
Fire: A +1 / level circumstance bonus with anything with the [Fire] type.
Water: A +1 / level circumstance Diplomacy bonus with anything with the [Water] type.
Earth: A +1 / level circumstance Diplomacy bonus with anything with the [Earth] type.
Air: A +1 / level circumstance Diplomacy bonus with anything with the [Air] type.
Weather: A +1 / level circumstance Diplomacy bonus with anything that flies that isn't the [Air] type.
Healing: A +1 / level circumstance Diplomacy bonus with anyone you ever healed.
Sun: A +1 / level circumstance Intimidate bonus with the undead.
Death: A +1 / level circumstance Diplomacy bonus with the undead.
Good: A +1 / 2 levels circumstance Diplomacy bonus with anything Good and a +1 / 2 levels circumstance Intimidate bonus with anything Evil. (Starting at 1st level and going up every odd level)
Evil: A +1 / 2 levels circumstance Diplomacy bonus with anything Evil and a +1 / 2 levels circumstance Intimidate bonus with anything Good. (Starting at 1st level and going up every odd level)
Law: A +1 / 2 levels circumstance Diplomacy bonus with anything Lawful and a +1 / 2 levels circumstance Intimidate bonus with anything Chaotic. (Starting at 1st level and going up every odd level)
Chaos: A +1 / 2 levels circumstance Diplomacy bonus with anything Chaotic and a +1 / 2 levels circumstance Intimidate bonus with anything Lawful. (Starting at 1st level and going up every odd level)
Detect (Sp): At 1st level, the Paladin can detect things as described below within 10' / level at-will.
Fire: She can detect any source heat and what it's being used for.
Water: She can detect any water and finds out it's quality, it's use, what living in it, etc. Tremorsense while underwater.
Earth: Tremorsense plus she can find precious metals and stones and determine what they are and their quality.
Air: Tremorsense even when she's not touching the ground. She can determine the quality of the air.
Weather: Instead of the above limit, she predicts the weather up to 10 miles / level from 1 day from the present / level.
Healing: You get Status instead.
Sun: Detect Undead*
Death: Detect Undead*
Good: Detect Evil*
Evil: Detect Good*
Law: Detect Chaos*
Chaos: Detect Law*
*Not limited by cone-shaped emanations. AoE instead.
Spells: At 2nd level, the Paladin gains the ability to cast spells from the Cleric spell list but only from her domain*. She casts spontaneously and has the same spells per day as a Cleric one less her level.
To prepare or cast a spell, the Paladin must have a Mental score equal to at least 10 + the spell level. The Difficulty Class for a saving throw against the Paladin’s spell is 10 + the spell level + the Paladin’s Mental modifier. She receives bonus spells per day if she has a high Mental score.
*The Tome Domains, preferably.
Divine Grace (Su): At 2nd level, the Paladin gains a bonus equal to her Mental bonus (if any) on all saving throws.
Divine Health (Su): At 3rd level, the Paladin gains immunity to all diseases, including supernatural and magical diseases.
Lay of Hands (Su): At 3rd level, if the Paladin has a Mental score of 12 or higher, she can heal wounds (her own or those of others) by touch. Each day she can heal a total number of hit points of damage equal to her Paladin level × her Mental bonus. The Paladin may choose to divide her healing among multiple recipients, and she doesn’t have to use it all at once. Using lay of hands is a standard action.
Alternatively, she may spend 10 point of healing to duplicate one of the following affect.
Fire: Rage*
Water: Water Breathing*
Earth: Stoneskin*
Air: Fly*
Weather: Gaseous Form*
Healing: Lesser Regenerate* (As Regenerate except it doesn't heal hit points, eliminate nonlethal damage or rid of exhaustion or fatigue)
Sun: Halt Undead
Death: Contagion*
Good: Charm Monster*
Evil: Dominate Person*
Law: Hold Person*
Chaos: Remove Curse*
*Touch attack
Turn or Bolster (Su): At 3rd level, the Paladin can turn and/or bolster things according to her domain. She may use this ability a number of times per day equal to 3 + her Mental modifier. She does so as a Cleric two levels lower would.
Fire: Bolster [Fire] type creatures. Turn [Water] type creatures.
Water: Bolster [Water] type creatures. Turn [Fire] type creatures.
Earth: Bolster [Earth] type creatures. Turn [Air] type creatures.
Air: Bolster [Air] type creatures. Turn [Earth] type creatures.
Weather: You can dispel any magical attempts to control the weather.
Healing: Bolster or Turn any creature you ever healed.
Sun: Turn undead.
Death: Rebuke undead.
Good: Bolster Good creatures. Turn Evil creatures.
Evil: Bolster Evil creatures. Turn Good creatures.
Law: Bolster Lawful creatures. Turn Chaotic creatures.
Chaos: Bolster Chaotic creatures. Turn Lawful creatures.
Divine Armor (Su): At 4th level, any armor the Paladin wears gains the following.
Fire: Fire immunity
Water: Frost immunity
Earth: Acid immunity
Air: Sonic immunity
Weather: Electric immunity
Healing: Negative Energy immunity
Sun: Negative Energy immunity
Death: Negative Energy immunity (Positive if undead)
Good: Unholy immunity
Evil: Holy immunity
Law: Anarchic immunity
Chaos: Axiomatic immunity
Planar Aura (Su): At 4th level, the Paladin has a tangible aura up to 60'. It can be suppresed at will.
Fire: Spells and spell-like abilities with the fire descriptor are maximized*.
Water: Spells and spell-like abilities that use, manipulate or create water are enlarged*.
Earth: Spells and spell-like abilities that use, manipulate, or create earth or stone are extended*.
Air: Spells and spell-like abilities that use, manipulate, or create air are empowered*.
Weather: Spells and spell-like abilities that use, manipulate, or create the weather are extended*.
Healing: Spells and spell-like abilities that use positive energy, including cure spells, are maximized*. Spells and spell-like abilities that use negative energy (including inflict spells) are impeded.
Sun: Spells and spell-like abilities that use positive energy, not including cure spells, are maximized*. Class abilities that use positive energy, such as turning and destroying undead, gain a +10 bonus on the roll to determine Hit Dice affected.
Death: Spells and spell-like abilities that use negative energy are maximized*. Class abilities that use negative energy, such as rebuking and controlling undead, gain a +10 bonus on the roll to determine Hit Dice affected.
Good: The area is considered strongly Good aligned.
Evil: The area is considered strongly Evil aligned.
Law: The area is considered strongly Law aligned.
Chaos: The area is considered strongly Chaos aligned.
*The spells must be cast within the aura's field. And yes, even enemies get the bonus.
Special Mount (Sp): At 5th level, the Paladin gains the service of an unusually intelligent, strong, and loyal steed to serve her in her crusade. The mount is whatever the deity feels like and is level appropiate. (CR = Your Paladin level - 3)
Once per day, as a full-round action, the Paladin may magically call her mount from the realms in which it resides. This ability is the equivalent of a spell of a level equal to one-third the Paladin’s level. The mount immediately appears adjacent to the Paladin and remains for 2 hours per Paladin level; it may be dismissed at any time as a free action. The mount is the same creature each time it is summoned, though the Paladin may release a particular mount from service.
Each time the mount is called, it appears in full health, regardless of any damage it may have taken previously. The mount also appears wearing or carrying any gear it had when it was last dismissed. Calling a mount is a conjuration (calling) effect.
Should the Paladin’s mount die, it immediately disappears, leaving behind any equipment it was carrying. The Paladin may not summon another mount for thirty days or until she gains a Paladin level, whichever comes first, even if the mount is somehow returned from the dead. During this thirty-day period, the Paladin takes a -1 penalty on attack and weapon damage rolls.
The Paladin's mount levels up as the PHB one but with the following additions.
Domain: 11th level / 15th level
Fire: Command Fire creatures / Fire Resistance
Water: Command Water creatures / Frost Resistance
Earth: Command Earth creatures / Acid Resistance
Air: Command Air creatures / Sonic Resistance
Weather: Improved Speed (+50) / Electric Resistance
Healing: +2 HD, +2 NA, +1 Str / Negative Energy Resistance
Sun: Destroy Undead / Negative Energy Resistance
Death: Command Undead / Negative Energy Resistance (Or Positive if the mount is undead)
Good: Command Good creatures / Unholy resistance
Evil: Command Evil creatures / Holy resistance
Law: Command Lawful creatures / Anarchic resistance
Chaos: Command Chaotic creatures / Axiomatic resistance
Secondary Domain: At 7th, the Paladin may add a Secondary Domain from another domain of her god. She gets all the class skills of that domain. When using Smite, Detect, Lay of Hands and Summon Planar Ally (Below) she may choose to use the version of that domain instead of her Primary Domain. With the Intangible Aura of Diplomacy, Divine Armor and Planar Aura, she may choose to switch between the versions of her Primary and Secondary Domains. The abilities use the Mental ability of its particular domain. She may add the spells of this domain to her spells known. Her bonua spells per day is now decided by whichever Mental ability of the two domains is highest.
Summon Planar Ally(Sp): At 9th level, once per day and once more every odd level after, the Paladin may summon an ally or allies from an appropiate plane as long as their total HD is less then hers.
Fire: Plane of Fire
Water: Plane of Water and Ice
Earth: Plane of Earth and Acid
Air: Plane of Air and Sonic
Weather: Plane of Lightning, Ice, Acid and Sonic
Healing: Positive Energy Plane
Sun: Positive Energy Plane
Death: Negative Energy Plane
Good: Goodly Aligned Planes
Evil: Evil Aligned Planes
Law: Lawfully Aligned Planes
Chaos: Chaoticly Aligned Planes
By Your Powers Combined: At 13th level, when using Smite, Detect or Lay of Hands, the effects granted by her Primary and Secondary Domain are added together. With the Intangible Aura of Diplomacy, Divine Armor and Planar Aura, the effects granted by her Primary and Secondary Domain are added together. She may choose to with hold one or the other for any particular ability at-will.
Tertiary Domain: At 17th level, the Paladin gains a third Tertiary Domain. The above rules apply.
Avatar (Su): At 19th level, once per week for a number of minutes equal to her Paladin level, the Paladin may transform into an avatar of her god.
Godhood (Ex): The Paladin's god is so impressed with her, he promotes her to godhood. She wins DnD.
"In the name of my god, DIE!"
This is a return to the Champion class but this time making him outright a Paladin. Instead of over extending myself this time, I'll just use a limited number of example domains that can easily be associated with energy types; Fire, Water (Frost), Earth (Acid), Air (Sonic), Weather (Electric), Healing / Sun (Positive), Death (Negative), Good (Holy), Evil (Unholy), Law (Axiomatic) and Chaos (Anarchic). This is still alot and I'm okay with that.
The Paladin is no longer infallible. The age of Heavenly sponsorship and the age of selfish gods is upon us and every god demannds a champion. The amoral might of the elements is given warrior form and balance of all thing is given a dividing blade, the champions of undeath move freely amongst the living and Paladins of chaos and evil are now just as common as their predeccesor.
Playing a Paladin: Strength, Dexterity and Constitution are needed for a warrior and for a warrior of a god, well it depends on which mental trait is favored. Each domain has a different one. As for in battle strategy, well, you're a melee fighter with some limited healing and lots of magical powers centered around being a melee fighter. Heal when you can but mostly you will be hitting things. Alot.
Starting Age: As Paladin
Starting Equipment: As Paladin
Allignment: As Deity
Hit Die: As Paladin
BAB: Good
Saves: Varies
Skills Points: As Paladin
Class Skills: Knowledge (Religion) (INT), Ride (DEX), Sense Motive (WIS)
- New Spells
/ Class Feature Upgrade
01: Holy Weapon, Smite, Intangible Aura of Diplomacy, Detect
02: Spells, Divine Grace
03: Divine Health, Lay of Hands, Turn or Bolster /
04: Planar Aura, Divine Armor
05: Special Mount
06: - /
07: Secondary Domain
08: - /
09: Summon Planar Allies /
10: -
11: //
12: - /
13: By Your Powers Combined /
14: -
15: ///
16: -
17: Tertiary Domain /
18: - /
19: Avatar /
20: Godhood
Class Features
Weapon Proficiencies: The Paladin is proficient with all weapons and armor except the tower shield. Unless the tower shield is the favored weapons of her god. Then go tower shield.
Domains: The Paladin chooses a domain at 1st level and that will affect her abilities from then on out. Each domain favors a particular Mental ability (MEN) and grants its own set of class abilities.
Domain: Ability; Skills; Good Saves
Fire: Charisma; Intimidate (CHA), Get a Aggressive Negotiation synergy bonus to Diplomacy and a Interogate synergy bonus to Gather Information with Intimidate; Fort (Force of Personality feat by 1st Paladin level changes it to Will)
Water: Inteligence; Escape Artist (DEX), Swim (STR); Reflex
Earth: Wisdom; Knowledge (Geography) (INT), Survival (WIS); Will (Force of Personality feat by 1st Paladin level changes it to Fort)
Air: Wisdom; Speak Language (INT), Listen (WIS), Fly (Only if you already fly) (DEX), Jump (STR); Reflex
Weather: Charisma; Intimidate (CHA), Knowledge (Nature) (INT); Will
Healing: Wisdom; Heal (WIS), Gets a Knows The Body synergy bonus to Sense Motive and Wildlife First Aid synergy bonus to Survival with Heal; Fort (For undead it's Will)
Sun: Charisma; Diplomacy (CHA), Gets a Fear The Nice One synergy bonus to Intimidate and a How Can Someone So Honest Lie? synergy bonus to Bluff with Diplomacy; Will
Death: Inteligence; Knowledge (Arcana) (INT), Knowledge (The Planes); Will (For undead it's Fort)
Good: Wisdom; Gets a Taught By The Priests synergy bonus to Heal, a Appeal To The Common Good synergy bonus to Diplomacy, a Know The Angels synergy bonus to Knowledge (The Planes) and a Good Is Not Nice synergy bonus to Intimidate with Knowledge (Religion); Will
Evil: Inteligence; Gets a Know The Fiends synergy bonus to Knowledge (The Planes), a Affably Evil synergy bonus to Diplomacy, a Deal With The Devil synergy bonus to Bluff and a Wrath of Demons synergy bonus to Intimidate with Knowledge (Religion); Will
Law: Inteligence; Diplomacy (CHA), gets a Diplomat's Education synergy bonus to Knowledge (Local) and a Royal Respect synergy bonus to Knowledge (Nobility) with Diplomacy; Will
Chaos: Charisma; Bluff (CHA), gets a Bluff His Way Outs synergy bonus to Escape Artist and a Magician's Secrets synergy bonus to Sleight Of Hand with Bluff; Will
Aura (Ex): The Paladin has a particularly powerful aura corresponding to their alignment.
Holy Weapon (Su): To perform any of her abilities, the Paladin must haver her holy symbol which is her weapon, the one favored by her god. She also gets +1 / 3 enchantment bonus. If her god doesn't have a holy weapon then tough noogies, she can't be a Paladin.
Smite (Su): At 1st level, once per day, the Paladin may replace her Strength (Or Dexterity, whatever) with her Mental bonus for an attack roll as well as adding the following.
Fire: The stricken must make a Reflex save vs DC* or catch on fire. Every odd level, add 1d6 Fire damage for being on Fire for by this ability. If the Paladin hits someone already on fire, then the addition d6's are added automatically, no save.
Water: The stricken must make a Fortitude save vs DC* or catch on bluefire (As catching on fire normally except deals frost damage). Every odd level, add 1d6 Cold damage for being on bluefire for by this ability. If the Paladin hits someone already on fire, then the addition d6's are added automatically, no save. If its regular fire, it turns into bluefire.
Earth: The stricken must make a Reflex save vs DC* or their armor loses AC. 1 point of AC every odd level. First worn armor then natural armor. For ever point of natural armor lost, 1 point of Constitution is lost. A restoration spell gives both back.
Air: The stricken must make a Reflex save vs DC* or be levitate inches into the air, unable to move.
Weather: The stricken must make a Reflex save vs DC* or be stuck by lightning as if by the Call Lightning spell. Add 1d6 electric damage every odd paladin level (1d10 in stormy weather as Call Lightning).
Healing: The Paladin heals damage to themselves equivalent to the damage dealt.
Sun: Undead must make a Will save vs DC* or be destroyed. If the save fail, the attack still deals double damage against undead.
Death: If the stricken dies by the Paladin's attack they come back as a zombie. The Paladin has a control limit of 1 zombie for every odd level. Uncontrolled zombies are still created and do whatever it is zombies do in your setting. The Paladin cannot control a zombie with a CR greater then hers.
Good: Evil Outsiders must make a Will save vs DC* or be destroyed. If the save fail, the attack still deals double damage against Evil Outsiders
Evil: Goodly Outsiders must make a Will save vs DC* or be destroyed. If the save fail, the attack still deals double damage against Goodly Outsiders
Law: Chaotic Outsiders must make a Will save vs DC* or be destroyed. If the save fail, the attack still deals double damage against Lawful Outsiders
Chaos: Lawful Outsiders must make a Will save vs DC* or be destroyed. If the save fail, the attack still deals double damage against Lawful Outsiders
*DC is 10 + 1/2 Paladin's Paladin levels + MEN mod
Every 5 levels, the Paladin may Smite an additional time per day.
Intangible Aura of Diplomacy (Ex): At 1st level, the Paladin gains an intangible aura as below.
Fire: A +1 / level circumstance bonus with anything with the [Fire] type.
Water: A +1 / level circumstance Diplomacy bonus with anything with the [Water] type.
Earth: A +1 / level circumstance Diplomacy bonus with anything with the [Earth] type.
Air: A +1 / level circumstance Diplomacy bonus with anything with the [Air] type.
Weather: A +1 / level circumstance Diplomacy bonus with anything that flies that isn't the [Air] type.
Healing: A +1 / level circumstance Diplomacy bonus with anyone you ever healed.
Sun: A +1 / level circumstance Intimidate bonus with the undead.
Death: A +1 / level circumstance Diplomacy bonus with the undead.
Good: A +1 / 2 levels circumstance Diplomacy bonus with anything Good and a +1 / 2 levels circumstance Intimidate bonus with anything Evil. (Starting at 1st level and going up every odd level)
Evil: A +1 / 2 levels circumstance Diplomacy bonus with anything Evil and a +1 / 2 levels circumstance Intimidate bonus with anything Good. (Starting at 1st level and going up every odd level)
Law: A +1 / 2 levels circumstance Diplomacy bonus with anything Lawful and a +1 / 2 levels circumstance Intimidate bonus with anything Chaotic. (Starting at 1st level and going up every odd level)
Chaos: A +1 / 2 levels circumstance Diplomacy bonus with anything Chaotic and a +1 / 2 levels circumstance Intimidate bonus with anything Lawful. (Starting at 1st level and going up every odd level)
Detect (Sp): At 1st level, the Paladin can detect things as described below within 10' / level at-will.
Fire: She can detect any source heat and what it's being used for.
Water: She can detect any water and finds out it's quality, it's use, what living in it, etc. Tremorsense while underwater.
Earth: Tremorsense plus she can find precious metals and stones and determine what they are and their quality.
Air: Tremorsense even when she's not touching the ground. She can determine the quality of the air.
Weather: Instead of the above limit, she predicts the weather up to 10 miles / level from 1 day from the present / level.
Healing: You get Status instead.
Sun: Detect Undead*
Death: Detect Undead*
Good: Detect Evil*
Evil: Detect Good*
Law: Detect Chaos*
Chaos: Detect Law*
*Not limited by cone-shaped emanations. AoE instead.
Spells: At 2nd level, the Paladin gains the ability to cast spells from the Cleric spell list but only from her domain*. She casts spontaneously and has the same spells per day as a Cleric one less her level.
To prepare or cast a spell, the Paladin must have a Mental score equal to at least 10 + the spell level. The Difficulty Class for a saving throw against the Paladin’s spell is 10 + the spell level + the Paladin’s Mental modifier. She receives bonus spells per day if she has a high Mental score.
*The Tome Domains, preferably.
Divine Grace (Su): At 2nd level, the Paladin gains a bonus equal to her Mental bonus (if any) on all saving throws.
Divine Health (Su): At 3rd level, the Paladin gains immunity to all diseases, including supernatural and magical diseases.
Lay of Hands (Su): At 3rd level, if the Paladin has a Mental score of 12 or higher, she can heal wounds (her own or those of others) by touch. Each day she can heal a total number of hit points of damage equal to her Paladin level × her Mental bonus. The Paladin may choose to divide her healing among multiple recipients, and she doesn’t have to use it all at once. Using lay of hands is a standard action.
Alternatively, she may spend 10 point of healing to duplicate one of the following affect.
Fire: Rage*
Water: Water Breathing*
Earth: Stoneskin*
Air: Fly*
Weather: Gaseous Form*
Healing: Lesser Regenerate* (As Regenerate except it doesn't heal hit points, eliminate nonlethal damage or rid of exhaustion or fatigue)
Sun: Halt Undead
Death: Contagion*
Good: Charm Monster*
Evil: Dominate Person*
Law: Hold Person*
Chaos: Remove Curse*
*Touch attack
Turn or Bolster (Su): At 3rd level, the Paladin can turn and/or bolster things according to her domain. She may use this ability a number of times per day equal to 3 + her Mental modifier. She does so as a Cleric two levels lower would.
Fire: Bolster [Fire] type creatures. Turn [Water] type creatures.
Water: Bolster [Water] type creatures. Turn [Fire] type creatures.
Earth: Bolster [Earth] type creatures. Turn [Air] type creatures.
Air: Bolster [Air] type creatures. Turn [Earth] type creatures.
Weather: You can dispel any magical attempts to control the weather.
Healing: Bolster or Turn any creature you ever healed.
Sun: Turn undead.
Death: Rebuke undead.
Good: Bolster Good creatures. Turn Evil creatures.
Evil: Bolster Evil creatures. Turn Good creatures.
Law: Bolster Lawful creatures. Turn Chaotic creatures.
Chaos: Bolster Chaotic creatures. Turn Lawful creatures.
Divine Armor (Su): At 4th level, any armor the Paladin wears gains the following.
Fire: Fire immunity
Water: Frost immunity
Earth: Acid immunity
Air: Sonic immunity
Weather: Electric immunity
Healing: Negative Energy immunity
Sun: Negative Energy immunity
Death: Negative Energy immunity (Positive if undead)
Good: Unholy immunity
Evil: Holy immunity
Law: Anarchic immunity
Chaos: Axiomatic immunity
Planar Aura (Su): At 4th level, the Paladin has a tangible aura up to 60'. It can be suppresed at will.
Fire: Spells and spell-like abilities with the fire descriptor are maximized*.
Water: Spells and spell-like abilities that use, manipulate or create water are enlarged*.
Earth: Spells and spell-like abilities that use, manipulate, or create earth or stone are extended*.
Air: Spells and spell-like abilities that use, manipulate, or create air are empowered*.
Weather: Spells and spell-like abilities that use, manipulate, or create the weather are extended*.
Healing: Spells and spell-like abilities that use positive energy, including cure spells, are maximized*. Spells and spell-like abilities that use negative energy (including inflict spells) are impeded.
Sun: Spells and spell-like abilities that use positive energy, not including cure spells, are maximized*. Class abilities that use positive energy, such as turning and destroying undead, gain a +10 bonus on the roll to determine Hit Dice affected.
Death: Spells and spell-like abilities that use negative energy are maximized*. Class abilities that use negative energy, such as rebuking and controlling undead, gain a +10 bonus on the roll to determine Hit Dice affected.
Good: The area is considered strongly Good aligned.
Evil: The area is considered strongly Evil aligned.
Law: The area is considered strongly Law aligned.
Chaos: The area is considered strongly Chaos aligned.
*The spells must be cast within the aura's field. And yes, even enemies get the bonus.
Special Mount (Sp): At 5th level, the Paladin gains the service of an unusually intelligent, strong, and loyal steed to serve her in her crusade. The mount is whatever the deity feels like and is level appropiate. (CR = Your Paladin level - 3)
Once per day, as a full-round action, the Paladin may magically call her mount from the realms in which it resides. This ability is the equivalent of a spell of a level equal to one-third the Paladin’s level. The mount immediately appears adjacent to the Paladin and remains for 2 hours per Paladin level; it may be dismissed at any time as a free action. The mount is the same creature each time it is summoned, though the Paladin may release a particular mount from service.
Each time the mount is called, it appears in full health, regardless of any damage it may have taken previously. The mount also appears wearing or carrying any gear it had when it was last dismissed. Calling a mount is a conjuration (calling) effect.
Should the Paladin’s mount die, it immediately disappears, leaving behind any equipment it was carrying. The Paladin may not summon another mount for thirty days or until she gains a Paladin level, whichever comes first, even if the mount is somehow returned from the dead. During this thirty-day period, the Paladin takes a -1 penalty on attack and weapon damage rolls.
The Paladin's mount levels up as the PHB one but with the following additions.
Domain: 11th level / 15th level
Fire: Command Fire creatures / Fire Resistance
Water: Command Water creatures / Frost Resistance
Earth: Command Earth creatures / Acid Resistance
Air: Command Air creatures / Sonic Resistance
Weather: Improved Speed (+50) / Electric Resistance
Healing: +2 HD, +2 NA, +1 Str / Negative Energy Resistance
Sun: Destroy Undead / Negative Energy Resistance
Death: Command Undead / Negative Energy Resistance (Or Positive if the mount is undead)
Good: Command Good creatures / Unholy resistance
Evil: Command Evil creatures / Holy resistance
Law: Command Lawful creatures / Anarchic resistance
Chaos: Command Chaotic creatures / Axiomatic resistance
Secondary Domain: At 7th, the Paladin may add a Secondary Domain from another domain of her god. She gets all the class skills of that domain. When using Smite, Detect, Lay of Hands and Summon Planar Ally (Below) she may choose to use the version of that domain instead of her Primary Domain. With the Intangible Aura of Diplomacy, Divine Armor and Planar Aura, she may choose to switch between the versions of her Primary and Secondary Domains. The abilities use the Mental ability of its particular domain. She may add the spells of this domain to her spells known. Her bonua spells per day is now decided by whichever Mental ability of the two domains is highest.
Summon Planar Ally(Sp): At 9th level, once per day and once more every odd level after, the Paladin may summon an ally or allies from an appropiate plane as long as their total HD is less then hers.
Fire: Plane of Fire
Water: Plane of Water and Ice
Earth: Plane of Earth and Acid
Air: Plane of Air and Sonic
Weather: Plane of Lightning, Ice, Acid and Sonic
Healing: Positive Energy Plane
Sun: Positive Energy Plane
Death: Negative Energy Plane
Good: Goodly Aligned Planes
Evil: Evil Aligned Planes
Law: Lawfully Aligned Planes
Chaos: Chaoticly Aligned Planes
By Your Powers Combined: At 13th level, when using Smite, Detect or Lay of Hands, the effects granted by her Primary and Secondary Domain are added together. With the Intangible Aura of Diplomacy, Divine Armor and Planar Aura, the effects granted by her Primary and Secondary Domain are added together. She may choose to with hold one or the other for any particular ability at-will.
Tertiary Domain: At 17th level, the Paladin gains a third Tertiary Domain. The above rules apply.
Avatar (Su): At 19th level, once per week for a number of minutes equal to her Paladin level, the Paladin may transform into an avatar of her god.
Godhood (Ex): The Paladin's god is so impressed with her, he promotes her to godhood. She wins DnD.