Paladin: Difference between revisions

From Epic Path
Jump to navigation Jump to search
No edit summary
No edit summary
Line 306: Line 306:




=====Defender of Ethos===
=====Defender of Ethos=====
Good, Evil, or Neutral, you are an ardent cheerleader that Your Way is The Best Way. If the society you are in disagrees with your stance, well, you have many difficult choices ahead of you. A Good paladin is called a Defender of Weal, an Evil paladin is called a Defender of Woe, and a Neutral paladin is called a Defender of Exaction.  Typically, a Defender of Ethos geas works best when the Paladin's alignment is in general agreement with the alignment of the local civilization but not quite always. So, a Good kingdom is a good place for a Defender of Weal, and an evil Kingdom is a good place for a Defender of Woe. A neutral Defender of Exaction is a tough one to play in either a Good or Evil kingdom, but that's what challenges are for, eh?  Good paladins do good deeds, evil paladins do evil deeds, and neutral paladins push hard to see that the law is obeyed, for good or ill, and will act against disruptive elements, both good and evil.
Good, Evil, or Neutral, you are an ardent cheerleader that Your Way is The Best Way. If the society you are in disagrees with your stance, well, you have many difficult choices ahead of you. A Good paladin is called a Defender of Weal, an Evil paladin is called a Defender of Woe, and a Neutral paladin is called a Defender of Exaction.  Typically, a Defender of Ethos geas works best when the Paladin's alignment is in general agreement with the alignment of the local civilization but not quite always. So, a Good kingdom is a good place for a Defender of Weal, and an evil Kingdom is a good place for a Defender of Woe. A neutral Defender of Exaction is a tough one to play in either a Good or Evil kingdom, but that's what challenges are for, eh?  Good paladins do good deeds, evil paladins do evil deeds, and neutral paladins push hard to see that the law is obeyed, for good or ill, and will act against disruptive elements, both good and evil.



Revision as of 03:01, 18 December 2015

Go back to the Epic Path page.


Description

Lawful Evil Paladin
Lawful Neutral Paladin
Lawful Good Paladin

Paladins: everybody's favorite sticks in the mud. But no worries, this new version loosens them up. A little.

The huge change is the loss of the alignment restriction. Lawful Evil? Have your own strict code of conduct? In pursuit of some overwhelming goal? Congratulations, you too can be a Paladin! Just not a nice one.

Paladins are about six flavors of awesome. Smite is the best self-buff in the game, and if you like roleplaying, choosing the proper Geas should keep you in angsty goodness for an entire campaign or more. Plus, on top of that paladins get spells, can lay on hands, channel divinity, and kick a ridiculous amount of butt. Paladins are a real challenge to play, with lots of moral choices and other wacky crap, but they for sure are not boring!

Alignment: Any Lawful. Paladins are zealous defenders of their divine beliefs, though those beliefs may not be 'good'.

Hit Die: d10

Starting Wealth: 5d6 × 10 gp (average: 175 gp)

Class Skills: The paladin's class skills are Diplomacy (Cha), Divinity (Special), Handle Animal (Cha), Heal (Wis), Intimidate (Cha), Knowledge (Nobility) (Int), Knowledge (Religion) (Int), Profession (Wis), Ride (Dex), and Sense Motive (Wis).

Skill Ranks per Level: 7 + Int modifier.


Table: Paladin

Level BAB Fort Ref Will Special 1st 2nd 3rd 4th
1st +1 +2 +0 +2 Aura of law, detect ethos, smite enemy 1/day+CHA
2nd +2 +3 +0 +3 Divine grace, lay on hands 1d6
3rd +3 +3 +1 +3 Aura of courage, divine health, Mercy/Correct/Scourge
4th +4 +4 +1 +4 Channel divinity 1d6, smite enemy 2/day+CHA, lay on hands 2d6 0
5th +5 +4 +1 +4 Divine bond 1
6th +6/+1 +5 +2 +5 Channel divinity 2d6, Mercy/Correct/Scourge, lay on hands 3d6 1
7th +7/+2 +5 +2 +5 Smite enemy 3/day+CHA 1 0
8th +8/+3 +6 +2 +6 Aura of resolve, Channel divinity 3d6, lay on hands 4d6 1 1
9th +9/+4 +6 +3 +6 Mercy/Correct/Scourge 2 1
10th +10/+5 +7 +3 +7 Channel divinity 4d6, Smite enemy 4/day+CHA, lay on hands 5d6 2 1 0
11th +11/+6/+1 +7 +3 +7 Aura of justice 2 1 1
12th +12/+7/+2 +8 +4 +8 Channel divinity 5d6, Mercy/Correct/Scourge, lay on hands 6d6 2 2 1
13th +13/+8/+3 +8 +4 +8 Smite enemy 5/day+CHA 3 2 1 0
14th +14/+9/+4 +9 +4 +9 Aura of faith, Channel divinity 6d6, lay on hands 7d6 3 2 1 1
15th +15/+10/+5 +9 +5 +9 Mercy/Correct/Scourge 3 2 2 1
16th +16/+11/+6/+1 +10 +5 +10 Channel divinity 7d6, Smite enemy 6/day+CHA, lay on hands 8d6 3 3 2 1
17th +17/+12/+7/+2 +10 +5 +10 Aura of righteousness 4 3 2 1
18th +18/+13/+8/+3 +11 +6 +11 Channel divinity 8d6, Mercy/Correct/Scourge, lay on hands 9d6 4 3 2 2
19th +19/+14/+9/+4 +11 +6 +11 Smite enemy 7/day+CHA 4 3 3 2
20th +20/+15/+10/+5 +12 +6 +12 Channel divinity 9d6, Holy champion, lay on hands 10d6 4 4 3 3


Class Features

Weapon and Armor Proficiency

Paladins are proficient with all simple and martial weapons, with light armor, medium armor, and heavy armor, and with light and heavy shields.


Aura of Law (Ex)

Beginning at 1st level, a paladin of an evil, good, or lawful deity has a particularly powerful aura corresponding to the deity's alignment (see detect evil for details) equal to her paladin level.


Detect Ethos (Sp)

Beginning at 1st level, at will, a paladin can detect alignment, as if using the detect evil spell. A paladin can, as a move action, concentrate on a single item or individual within 60 feet and determine if it is evil or good, learning the strength of its aura as if having studied it for 3 rounds. While focusing on one individual or object, the paladin does not detect ethos in any other object or individual within range. Good paladins can Detect Evil, Evil paladins can Detect Good, and lawful neutral paladins may choose between Detect Good and Detect Evil.


Smite Enemy (Su)

Beginning at 1st level, a paladin can call upon the powers of her god to aid her in her struggle against her foes. As a swift action during combat, the paladin chooses one target within sight to designate as the target of her smite ability. The target must stand in opposition to the paladin's expressed goals or faith. If the paladin targets a creature that has the same alignment as the paladin or which shares her goals, the Smite Enemy is wasted with no effect. Even when Smite Enemy is in effect, the paladin must be able to see or sense the target in order to attack them.

Smite Enemy provides the following benefits to the paladin while it is active on an enemy which meets the above criteria:

  • SmallNew.gif Smite Enemy grants a divine bonus to the paladin's AC equal to half her Charisma modifier, rounding down. This bonus also applies to the paladin's touch AC, but not to her flat-footed AC.
  • The paladin adds her Cha bonus (if any) to her attack rolls
  • All of the paladin's attacks against the Smite Enemy target ignore any DR the creature might possess.
  • The paladin adds her paladin level as bonus damage to a limited number of damage rolls made against the target of her smite each round. This bonus damage may be applied a number of times per round equal to the number of attacks granted by the Paladin's BAB (i.e., 1 at levels 1-5, 2 at levels 6-10, 3 at levels 11-15 and 4 at levels 16+). If the paladin has more attacks each round than this maximum number, such as from a haste spell or fighting with two weapons, she cannot apply Smite to those attacks. A paladin may choose to apply or withhold her Smite damage after an attack has succeeded, but must declare its use before rolling damage.

This ability is usable a number of times per day equal to 1 + the paladin's Charisma modifier. At 4th level, and at every three levels thereafter, the paladin may use her smite enemy ability one additional time per day, as indicated on Table: Paladin. Smite Enemy lasts until the target of the smite is dead or the next time the paladin rests and regains her uses of this ability.

SmallNew.gif Smite Enemy no longer has special effects for evil outsiders, evil dragons, or undead.

A paladin's Smite Enemy is not considered a "condition" to which roles, such as tanks and threats, are partially immune.


Divine Grace (Su)

At 2nd level, a paladin gains a divine bonus equal to her Charisma modifier (if any) on all Saving Throws.


Lay On Hands (Su)

Beginning at 2nd level, a paladin can channel divine energy through their hands. Touching with other body parts may also work, although we absolutely do not condone that sort of behavior. This may be either positive or negative energy regardless of the alignment of the Paladin, but ALL paladins must be careful that uses of this ability do not violate either their alignment or their geas. Positive energy may be channeled to harm the undead or to heal wounds of the living (her own wounds or those of others) by touch. Negative energy may be channeled to heal the undead or harm the living. Only ONE of these effects may be expressed each time the Lay on Hands ability is used.

Each paladin's Geas is unique, so how it is obeyed while using this ability is between each player and the Game Master. Alignment violations are more complex, but may be abstracted if the Game Master permits that weal or woe (healing or damage) is an act of intent opposite from the alignment of the creature targeted. IE, channeling negative energy to damage an Evil creature is a Good act, but channeling negative energy to heal an Evil creature is an Evil act. Conversely, channeling positive energy to heal a Good creature is a Good act, while channeling negative energy to harm a good creature is an Evil act. Neutral creatures and neutral aligned paladins should be adjudicated on a case-by-case basis by the Game Master. As a rule of thumb, if it feels evil, it probably is.

Each day, a paladin of any alignment can use this ability a number of times equal to 1/2 her paladin level (round up) plus her Charisma modifier. With one use of this ability, a paladin can heal or harm 1d6 hit points of damage for every two paladin levels she possesses (round down). Despite the name of this ability, a paladin only needs one free hand to use this ability, which gives Paladins an incentive to use light or smaller shields.

Using Lay On Hands to heal damage (either channeling positive energy to heal the living or negative energy to heal the undead) is a swift action. Using Lay on Hands to inflict damage (channeling either positive energy to harm the undead, or negative energy to harm the living) is a standard action, requires a successful melee touch attack using the Paladin's BAB plus Strength Modifier and any other bonuses and penalties but WITHOUT their weapon's to-hit bonus. Using Lay on Hands does not provoke an attack of opportunity. Harmed enemies do not receive a saving throw against this damage.

Aura of Courage (Su)

At 3rd level, a paladin is immune to all of the status conditions in the fear-based status arrays, which are:

Additionally, each ally within 10 feet of her gains a +4 divine bonus on saving throws against fear effects. This ability functions only while the paladin is conscious, not if she is unconscious or dead.


Divine Health (Ex)

At 3rd level, a paladin is immune to all diseases, including supernatural and magical diseases, including mummy rot. (This immunity to the mummy rot disease in turn renders her immune to the curse element of mummy rot, though paladins are not immune to other curses.)


Mercy, Correct, or Scourge (Su)

Beginning at 3rd level, a paladin can remove ill effects from herself or her allies. Depending upon the alignment of the paladin, the name and expression of this ability changes, but mechanically, they are all the same:

  • Good-aligned paladins imbue a sense of well-being and remove the effects via a mercy.
  • Neutral paladins impart a sense of vast, dispassionate power to correct that which is awry.
  • Evil paladins scourge their subjects of weakness and any improper states.

The abilities are named Mercies, Corrections, and Scourges, but will be referred to as mercies, for brevity.

Just as with Lay on Hands, using this ability is a swift action when the paladin uses it on herself or an ally. If using it on an ally, the paladin must touch the ally. When she declares she is using her Mercy ability, the paladin declares which status, from the list available to her (based on her level; see below) she wishes to cure. This is a spontaneous selection; no memorization or pre-selection is required. She chooses what condition she needs to cure (from those available) at the moment the Mercy ability is used. She then uses the appropriate action type, and that status is cured. The paladin may use this ability a number of times per day equal to her Charisma modifier. (Note that this ability is completely separate from Lay on Hands, unlike the core Pathfinder rules.)

Note that a mercy can remove a condition caused by a curse, disease, or poison without actually curing the affliction. Such conditions return after 1 hour unless the mercy actually removes the affliction that causes the condition. For example, mummy rot requires both remove disease and remove curse to completely cure; a mercy which only removed disease would only provide temporary relief.


At 3rd level, the paladin can select from the following initial mercies when granting the mercy:

  • Anxious: The target is no longer anxious.
  • Dazzled: The target is no longer dazzled.
  • Deafened: The target is no longer deafened.
  • Drowsy: The target is no longer drowsy.
  • Fatigued: The target is no longer fatigued.
  • Jostled: The target is no longer jostled.
  • Nervous: The target is no longer nervous.
  • Shaken: The target is no longer shaken.
  • Sickened: The target is no longer sickened.
  • Slowed: The target is no longer slowed.
  • Torpid: The target is no longer torpid.
  • Unsteady: The target is no longer unsteady.


At 6th level, a paladin adds the following mercies to the list of those that can be selected:

  • Afflicted: The target is no longer afflicted.
  • Baffled: The target is no longer baffled.
  • Blind: The target is no longer blind.
  • Cringing: The target is no longer cringing.
  • Diseased: As the remove disease spell, using the paladin's level as the caster level.
  • Disoriented: The target is no longer disoriented.
  • Entangled: The target is no longer entangled.
  • Exhausted: The target is no longer exhausted.
  • Immobilized: The target is no longer immobilized.
  • Rattled: The target is no longer rattled.
  • Sluggish: The target is no longer sluggish.
  • Startled: The target is no longer startled.
  • Trembling: The target is no longer trembling.


At 9th level, a paladin adds the following mercies to the list of those that can be selected:

  • Asleep: The target is no longer asleep.
  • Confused: The target is no longer confused.
  • Cowering: The target is no longer cowering.
  • Cursed: As the remove curse spell, using the paladin's level as the caster level.
  • Dazed: The target is no longer dazed.
  • Fascinated: The target is no longer fascinated.
  • Frightened: The target is no longer frightened.
  • Incapacitated: The target is no longer incapacitated.
  • Nauseated: The target is no longer nauseated.
  • Panicked: The target is no longer panicked.
  • Paralyzed: The target is no longer paralyzed.
  • Petrified: The target is no longer petrified.
  • Poisoned: As the neutralize poison spell, using the paladin's level as the caster level.
  • Stunned: The target is no longer stunned.


At 12th level, and every three levels after that, the paladin gains one additional use of her mercy ability per day. Furthermore, beginning at 12th level, the paladin may spend two uses of her mercy ability during the same swift action to cure two status conditions from the lists above. However, curing multiple allies still requires separate uses of the mercy ability.


Channel Divinity (Su)

When a paladin reaches 4th level, she gains the supernatural ability to Channel Divinity like a cleric, except that she may use her preferred weapon in place of a holy symbol. Using this ability is a standard action that consumes 2 uses of her Lay on Hands ability. A paladin uses her level minus 3 as her effective cleric level when channeling divinity. This is a Charisma-based ability, meaning the paladin's base healing and save DCs are calculated using their Charisma rather than their Wisdom.


Spells

Beginning at 4th level, a paladin gains the ability to cast a small number of divine spells which are drawn from either the paladin spell list or the anti-paladin spell list. A good paladin must use the paladin spell list. An evil paladin must use the anti-paladin spell list. A neutral paladin must choose one or the other at fourth level. Once made this choice cannot be changed, so choose wisely! A paladin must choose and prepare her spells in advance.

To prepare or cast a spell, a paladin must have a Charisma score equal to at least 10 + the spell level. The Difficulty Class for a saving throw against a paladin's spell is 10 + the spell level + the paladin's Charisma modifier.

Like other spellcasters, a paladin can cast only a certain number of spells of each spell level per day. Her base daily spell allotment is given on Table: Paladin. In addition, she receives bonus spells per day if she has a high Charisma score (see Ability Modifiers and Bonus Spells). When Table: Paladin indicates that the paladin gets 0 spells per day of a given spell level, she gains only the bonus spells she would be entitled to based on her Charisma score for that spell level.

A paladin must spend 1 hour each day in quiet prayer and meditation to regain her daily allotment of spells. A paladin may prepare and cast any spell on the paladin spell list, provided that she can cast spells of that level, but she must choose which spells to prepare during her daily meditation.

Through 3rd level, a paladin has no caster level. At 4th level and higher, her caster level is equal to her paladin level –3.


Divine Bond (Sp)

Upon reaching 5th level, a paladin forms a divine bond with her god, granting her access to both of the following abilities:

Celestial Spirit Weapon
The first aspect of the bond allows the paladin to enhance her weapon as a swift action by calling upon the aid of a celestial spirit. This effect remains for up to 1 minute per paladin level. When called, the spirit causes the weapon to shed light as a torch.
At 5th level, this spirit grants the weapon a +1 enhancement bonus. For every three levels beyond 5th, the weapon gains another +1 enhancement bonus. These bonuses can be added to the weapon, stacking with existing weapon bonuses to a maximum of +5, or they can be used to add any of the following weapon properties: Axiomatic (+2), Brilliant Energy, Defending, Disruption, Flaming, Flaming Burst (+2), Holy (+2), Keen (+1), merciful, and speed. Adding these properties consumes an amount of bonus equal to the property's cost (see Magic Item Properties). These bonuses are added to any properties the weapon already has, but duplicate abilities do not stack.
If the weapon is not magical, at least a +1 enhancement bonus must be added before any other properties can be added.
The bonus and properties granted by the spirit are determined when the spirit is called and cannot be changed until the spirit is called again. The celestial spirit imparts no bonuses if the weapon is held by anyone other than the paladin, but resumes giving bonuses when the weapon is returned to the paladin. These bonuses apply to only one end of a double weapon, but if desired a paladin may use the bond twice upon a double weapon as a single standard action, assuming they have enough uses to do so.
A paladin can use this ability once per day at 5th level, and one additional time per day for every three levels beyond 5th.
If a weapon bonded with a celestial spirit is destroyed, the paladin must re-summon the celestial spirit into a new weapon before it can be used again. The paladin may summon the spirit into any weapon she chooses.
Paladin's Steed
The second aspect of the bond allows a paladin to summon a loyal steed to serve her as she promotes her beliefs. This mount is usually a heavy horse (for a Medium paladin) or a pony (for a Small paladin), although more exotic mounts, such as a boar, camel, shark, or dog are also possible. This mount functions as a druid's Animal Companions, using the paladin's level as her effective druid level.
Once per day, as a full-round action, a paladin may magically call her mount from the celestial realms in which it resides. This ability is the equivalent of a spell of a level equal to one-third the paladin’s level. The mount immediately appears adjacent to the paladin and remains for 2 hours per paladin level; it may be dismissed at any time as a free action. The mount is the same creature each time it is summoned, though the paladin may release a particular mount from service. A paladin can use this ability one additional time per day for every 4 levels after 5th level.
At 11th level, the mount gains the "celestial creature" and "advanced simple" templates and becomes a magical beast for the purposes of determining which spells affect it.
At 15th level, a paladin's mount gains spell resistance equal to the paladin's level + 11.
Should the paladin's mount die, the paladin may not summon another mount for 30 days or until she gains a paladin level, whichever comes first. During this 30-day period, the paladin takes a –1 penalty on attack and weapon damage rolls.


Aura of Resolve (Su)

At 8th level, a paladin is immune to charm spells and charm spell-like abilities. Each ally within 10 feet of her gains a +4 divine bonus on saving throws against charm effects.

This ability functions only while the paladin is conscious, not if she is unconscious or dead.


Aura of Justice (Su)

At 11th level, during combat, a paladin can expend two uses of her Smite ability to grant the ability to perform Smites to all allies within 10 feet. All allies who use this smite ability gain the paladin's smite bonuses as a divine bonus on their rolls. Allies must use this smite ability by the start of the paladin's next turn or it is lost. Allies who use the granted Smite ability may add it to a number of their attacks no greater than the number of attacks the paladin herself is able to. Using this ability to gift her smite ability is a free action for the paladin. Creatures that are of opposite alignment to the paladin gain no benefit from this ability. Neutral paladins cannot grant smite to any non-neutral creatures.


Aura of Faith (Su)

At 14th level, a Good paladin's weapons are treated as good-aligned for the purposes of overcoming Damage Reduction. An evil paladin's weapons are treated as evil-aligned for the purposes of overcoming Damage Reduction. A neutral paladin may choose when they acquire this power whether her attacks will affect Good, Evil, or Chaos. Furthermore, any ally of the paladin who makes an attack against an enemy while they are within 10 feet of her also gains this ability.

This ability functions only while the paladin is conscious, not if she is unconscious or dead.


Aura of Righteousness (Su)

At 17th level, a paladin gains DR 5/lawful and immunity to compulsion spells and spell-like abilities. Each ally within 10 feet of her gains a +4 divine bonus on saving throws against compulsion effects.

This ability functions only while the paladin is conscious, not if she is unconscious or dead.


Holy Champion (Su)

At 20th level, a paladin becomes a conduit for the power of her god.

Whenever she channels divinity or uses lay on hands to heal or harm a creature, she heals or harms the maximum possible amount, treating all dice as 6's.

In addition, her DR increases to 10/lawful. Whenever she uses smite enemy and successfully strikes an outsider, the outsider is also subject to a banishment, using her paladin level as the caster level (her weapon and holy symbol automatically count as objects that the subject hates). After the banishment effect and the damage from the attack is resolved, the smite immediately ends.


Code of Conduct

A paladin must be of lawful alignment and loses all class features except proficiencies if she ever willingly commits an act which goes against her stated ethical beliefs and/or her alignment.

Additionally, a paladin's code requires that she respect legitimate authority, act with honor (not lying, not cheating, not using poison, and so forth), help those in need (provided they do not use the help for deeds in opposition to the paladin's Geas), and punish those who harm or threaten the pious. This code applies even to Evil paladins, who can be truly awful people, but still have honor. An Evil paladin who has promised to murder your family should be taken seriously.

Associates: While she may adventure with like-minded allies, a paladin avoids working with characters of opposite alignment or with anyone who consistently offends her moral code. Under exceptional circumstances, a paladin can ally with heretical associates, but only to defeat what she believes to be a greater threat. A paladin should seek an atonement spell periodically during such an unusual alliance, and should end the alliance immediately should she feel it is doing more harm than good. A paladin may accept only henchmen, followers, or cohorts who are aligned to her purposes.


Paladin's Geas

All paladins are driven to act by some greater purpose. This may be a divine prophecy or simply a need to change the world to suit them better. These purposes are all-consuming to the paladin, and all actions must be weighed against whether those acts will further her goals or merely delay them. While a paladin can go on quests unrelated to their grand designs, they won't be happy about it, and will constantly look for ways to turn the situation into something that brings their goals closer to fruition. Players wishing to play a paladin should think of what drives their paladin forward, and define it clearly with the GM within the first few months of the campaign. Failing to do so means the GM is likely to pick some things without the player's input, which can be challenging.


Example Geases

In all cases, players and referees should come up with a custom geas for the character, one that will work well in the campaign. To give some ideas and guidelines, here are some example geases, and how they would play out in the game world.


Defender of Law

The most basic sort of Geas. You are a true believer that all laws are righteous, and should be obeyed even if they seem harmful. You have utter faith that the greater whole is more important than any one member of that whole. Usable by any alignment, this is fraught with roleplaying possibilities when the Law is at odds with the character's morality. If the law states that all firstborn children must be sacrificed, then that Lawful Good paladin has a real tough choice ahead of them. If the law states that all spoils of war must be given to the poor, than that Lawful Evil paladin also has a real tough choice


Defender of Ethos

Good, Evil, or Neutral, you are an ardent cheerleader that Your Way is The Best Way. If the society you are in disagrees with your stance, well, you have many difficult choices ahead of you. A Good paladin is called a Defender of Weal, an Evil paladin is called a Defender of Woe, and a Neutral paladin is called a Defender of Exaction. Typically, a Defender of Ethos geas works best when the Paladin's alignment is in general agreement with the alignment of the local civilization but not quite always. So, a Good kingdom is a good place for a Defender of Weal, and an evil Kingdom is a good place for a Defender of Woe. A neutral Defender of Exaction is a tough one to play in either a Good or Evil kingdom, but that's what challenges are for, eh? Good paladins do good deeds, evil paladins do evil deeds, and neutral paladins push hard to see that the law is obeyed, for good or ill, and will act against disruptive elements, both good and evil.


Protector of the Realm

Suitable for any alignment, a Protector of the Realm is exactly that: A holy warrior sworn to the defense of a kingdom. A Good Paladin smites enemies and does good deeds, an evil paladin smites enemies and oppresses all dissenters, and a neutral paladin smites enemies of the realm and seeks to maintain the status-quo in all things. This geas gets really interesting when the Realm in question gets conquered or otherwise destroyed, because now the paladin is left fighting an endless battle to destroy the usurpers and restore HER realm to existence.


The Hand Of God

This geas is suitable for any alignment, and is the first religion-focused one. The paladin serves as the instrument of his deities will. She will be tightly integrated with the local church of her deity, and will have frequent chores in service of that religion, ranging from babysitting children up to being the Holy Assassin. This gets interesting when the religion is at some degree of adds with the secular authorities. It gets REALLY interesting when the religion in question is not a Lawful one! Roleplaying abounds with this geas, so approach with caution.


The Reaver

This geas is suited for Evil paladins. Reavers believe that pain is weakness leaving the body, and hold their entire world to the same standard. Reaver's inflict pain on others in every way, both individually and culturally. A Reaver believes that comfort, tenderness, and mercy weaken a society, and the way to true strength is through crippling loss. A Reaver will create orphans and invite them to find her when they are grown, a Reaver will maim a nobles child to goad the Nobility into action, a Reaver will crucify ten thousand prisoners of war and plant them by the side of every road to harden the population, a Reaver will burn the crops of her own peasants to starve the weakest in the following winter, so the survivors will be the stronger for it. All actions done to drive weakness from the body of her realm. Easy to abuse and likely to get you in trouble, so pproach with caution!


The Harrower

This Geas is suited for Neutral and possibly Good paladins. Harrowers believe that strength is gained by overcoming hardship and obstacles. A Harrower will seek out the hardest foes and vow to fight them with their shield arm bare and tied to their side, for example. A Harrower will often ritually scarify and scourge themselves, practicing all forms of self-denial and hardship. Even worse, harrowers are scarcely less tough on their allies and friends, constantly driving everyone they know to reach just a little deeper into their last reserves of strength, money, patience, and forgiveness. One of the very toughest Geases to play, so be careful.


The Steady Hand

This Geas is suited for Neutral paladins. This paladin believes in her soul that moderation in all things is the best way. If she in in a Good society, a Steady Hand paladin will join the Secret Police, or serve as an enforcer for organized crime. If there isn't any organized crime, then she'll found some. In an Evil society, a Steady Hand will join the Council for Justice, or become an iron-willed vigilante hunting the oppressors of the state with fanatical devotion. In a balanced or neutral society a Steady Hand will concentrate on chaotic elements as her foes of choice, driving the society closer to a state of perfect Law. Most confusingly, if a Steady Hand moves from one society to another, she will switch roles without even a moments hesitation. A Steady hand paladin might have been the cruelest member of the Good Kings Secret police, and then only a few months later be the most ardent member of the Resistance under the rule of the Evil Prince after the old King dies.


Avenger of Wrongs

Most commonly seen in Good or Neutral paladins, this also works very well with Evil paladins. Good and Neutral Avengers of Wrongs typically serve as the champions of the Little Man, fighting relentlessly against the oppression of the central rule, in the courts of law whenever possible, but with steel and fire where not. An Evil Avenger of Wrongs is surprisingly similar, but tends to have a dark view of what 'wrongs' are. For example, an Evil Avenger of Wrongs might rob the Good Kings castle treasury...and give half the money back to the rich nobles who were taxed for it. Can very easily get you in a LOT of trouble, but very easy to set up roleplaying for.


The Champion

Usable for all alignments, a Champion is a sucker for a sob tale. If somebody comes to a Champion and asks for help in a way that matches up with their Ethos, then the Champion is nigh-compelled to help them out. This may be out of sheer good-heartedness, or a twisted desire to make themselves look good to anyone watching, or a little of both. Champions join tournaments, go to balls, challenge cads, serve as criminal muscle for the sheer fun of it, overthrow corrupt regimes or fine and fair ones, depending on their alignment and who is asking. Champions tend to be a lot of fun to play, especially evil ones, as they make great Magnificent Bastards. Can be very hard to pull off, so approach with caution!


Ex-Paladins

A paladin who ceases to be lawful, who willfully commits an act against their god, or who violates their code of conduct or geas loses all paladin spells and class features (including the service of the paladin's mount, but not weapon, armor, and shield proficiencies). She may not progress any further in levels as a paladin. She regains her abilities and advancement potential if she atones for her violations (see atonement), as appropriate.


Paladin Example Build

For those who are non-expert in this class, or who are busy, or who simply don't want to spend hours digging around feats, here's an example build.

Note: This is not a suggested build. Heck, it's probably even not very good. But what it will do is let you play without hours of investment, and it will perform more than adequately. If you want to tweak, feel free!

Human, base stats: Str 16, Dex 10, Con 14, int 14, Wis 8, Chr 18.


Example Feats

1st
Dodge, Exotic Weapon Proficiency: War Flail. Grab some armor class and a solid one-hander with trip.
3rd
Power Attack. Sprinkle power attack on top of Smites for extra crunch!
5th
Combat Expertise. You're good at fighting defensively.
7th
Improved Trip. Your weapon has the trip keyword, so why not? :)
9th
Felling Smash. Oh, yeah, put them on the ground. Easiest way to get +4 on melee attacks there is.
11th
Greater Trip. Knock them down and clobber them on the way down. This works awesome with Felling Smash!
13th
Fearless Aura. Oh, yeah, this is REALLY freakin' awesome.
15th
Shield Focus. More armor class, man!
17th
Combat Reflexes. Yeah, this is just awesome.
19th
Weapon Focus, War Flail. Get even better to-hits.


Epic Paladin

Table: Epic Paladin

Level BAB Fort Ref Will Special 1st 2nd 3rd 4th 5th 6th 7th 8th 9th
21st +21/+16/+11/+6 13 7 13 Greater Aura of Courage, Mercy/Correct/Scourge 4 4 4 4 0
22nd +21/+16/+11/+6 13 7 13 Channel divinity 60hp, Lay on Hands 66hp,Smite Enemy 8/day+CHA 4 4 4 4 1
23rd +22/+17/+12/+7 14 8 14 Bonus Paladin Feat, Unyielding Dogma 4 4 4 4 1
24th +22/+17/+12/+7 14 8 14 Channel divinity 66hp, Lay on Hands 72hp, Mercy/Correct/Scourge 4 4 4 4 1 0
25th +23/+18/+13/+8 15 9 15 Greater Aura of Resolve, Smite Enemy 9/day+CHA 4 4 4 4 1 1
26th +23/+18/+13/+8 15 9 15 Channel divinity 72hp, Lay on Hands 78hp, Chastising Smite 4 4 4 4 2 1
27th +24/+19/+14/+9 16 10 16 Bonus Paladin Feat, Mercy/Correct/Scourge 4 4 4 4 2 1 0
28th +24/+19/+14/+9 16 10 16 Channel divinity 78hp, Lay on Hands 84hp, Smite enemy 10/day+CHA 4 4 4 4 2 1 1
29th +25/+20/+15/+10 17 11 17 Greater Aura of Justice 4 4 4 4 2 2 1
30th +25/+20/+15/+10 17 11 17 Channel divinity 84hp, Lay on Hands 90hp, Mercy/Correct/Scourge 4 4 4 4 3 2 1 0
31st +26/+21/+16/+11 18 12 18 Bonus Paladin Feat, Greater Aura of Faith, Smite 11/day+CHA 4 4 4 4 3 2 1 1
32nd +26/+21/+16/+11 18 12 18 Channel divinity 90hp, Lay on Hands 96hp 4 4 4 4 3 2 2 1
33rd +27/+22/+17/+12 19 13 19 Greater Aura of Righteousness, Mercy/Correct/Scourge 4 4 4 4 3 3 2 1 0
34th +27/+22/+17/+12 19 13 19 Channel divinity 96hp, Lay on Hands 102hp, Smite enemy 12/day+CHA 4 4 4 4 4 3 2 1 1
35th +28/+23/+18/+13 20 14 20 Bonus Paladin Feat 4 4 4 4 4 3 2 2 2
36th Apotheosis!


Epic Class Features

Channel Divinity

The paladin's ability to channel energy increases as detailed in Table: Epic Paladin. This continues to cost two usages of the paladin's Lay on Hands ability.


Lay on Hands

The paladin's ability to Lay on Hands continues to increase as detailed in Table: Epic Paladin.


Mercy/Correct/Scourge

At 21st level, and every three levels after that, the paladin continues to gain one additional use of her mercy ability per day. Furthermore, the paladin may now use an unlimited number of her mercies to cure as many status conditions as uses spent, with a single standard action (or swift action, if used on herself). However, curing multiple allies still requires separate uses of the mercy ability.


Smite

The paladin's ability to Smite continues to grow in power.


Greater Aura of Courage (Su)

Beginning at 21st level, the paladin's aura expands its radius by ten feet, to 20 feet. All lower level effects of the Aura are in effect to this new radius except the Smites granted by Aura of Justice. In addition, the Aura of Courage feature improves so that each ally within the aura gains a +8 divine bonus on saving throws against fear effects. This ability functions only while the paladin is conscious, not if she is unconscious or dead.


Paladin Bonus Feat

At 23rd, 27th, 31st and 35th levels, the paladin may choose a bonus feat. This feat may come from Channeling, Combat, Metamagic, or Buff feats.


Spells

The paladin continues to gain spells above fourth level. These spells slots may be used to cast lower level spells or existing spells with metamagic feats.


Divine Bond

The paladin's Divine Bond continues to improve.

Celestial Weapon Spirit
The bonus for the weapon spirit increases by 1 for each three levels above 20th, to +7 at 23rd, +8 at 26th, +9 at 29th, +10 at 32nd, and +11 at 35th. Unlike normal Magic Item rules, the maximum enhancement allowed for to-hit and damage is +10, and the weapon may have up to +11 in weapon properties. The absolute bonus of a Divine Bond Weapon may never exceed 21 (Enhancement Bonus + Weapon Properties + Divine Bond).
Paladin's Steed
The paladin's steed improves as though it were a druidic companion. See Animal Companions


Unyielding Dogma (Ex)

Beginning at 23rd level, the paladin may add her CHA modifier to all melee damage rolls.


Greater Aura of Resolve (Su)

At 25th level, the paladin's Aura expands its radius another 10 feet, to a radius of 30. All lower level effects of the Aura expand to this new radius except the Smites granted by Aura of Justice. In addition, the Aura of Resolve feature improves so that each ally within the aura gains a +8 divine bonus on saving throws against charm effects. This ability only functions only while the paladin is conscious, not if she is unconscious or dead.


Chastising Smite (Su)

Beginning at 26th level, the paladin may apply her smite bonuses to up to 5 attacks per round, instead of only 4. Note that the paladin must still have some means of gaining a fifth attack (such as Haste or a Speed weapon) in order to enjoy this benefit.


Greater Aura of Justice (Su)

At 29th level, a paladin can expend three uses of her smite ability to grant the ability to perform smites to all allies within 30 feet of her. Thus, the radius of this aura is 30 feet as with the paladin's other auras, and any feats, powers, or abilities which expand her aura now increase the radius of Aura of Justice as well. All allies who use this smite ability gain the paladin's smite bonuses. Allies must use this smite ability by the start of the paladin's next turn or it is lost. All allies may use this granted Smite upon a number of their attacks up to five attacks. Using this ability to gift her smite ability is a free action for the paladin. Creatures that are of opposite alignment to the paladin gain no benefit from this ability. Neutral paladins cannot grant smite to any non-neutral creatures.


Greater Aura of Faith (Su)

At 31st level, a good paladin's weapons are treated as good-aligned for the purposes of overcoming Damage Reduction. An evil paladin's weapons are treated as evil-aligned for the purposes of overcoming Damage Reduction. A neutral paladin may choose when they acquire this power whether her attacks will affect Good or Evil. Furthermore, any ally of the paladin who makes an attack against an enemy while they are within her aura also gains this ability. This ability functions only while the paladin is conscious, not if she is unconscious or dead.


Greater Aura of Righteousness (Su)

At 33rd level, the paladin's Aura of Righteousness provides DR 25/lawful and immunity to compulsion spells and spell-like abilities. Each ally within her aura gains DR 20/lawful and immunity to compulsion spells and spell-like abilities. This ability functions only while the paladin is conscious, not if she is unconscious or dead.