Paladin

From Epic Path
Jump to navigation Jump to search

Go back to Reese's Campaign page.


Description

Ahhh, good old 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: Each character begins play with basic (non-armor) clothing worth 10 gp or less.

Class Skills: The paladin's class skills are Craft (Int), Diplomacy (Cha), Handle Animal (Cha), Heal (Wis), Knowledge (nobility) (Int), Knowledge (religion) (Int), Profession (Wis), Ride (Dex), Sense Motive (Wis), and Spellcraft (Int).

Skill Ranks per Level: 2 + 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 all types of armor (heavy, medium, and light), and with shields (except tower shields).


Aura of Law (Ex)

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)

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)

Once plus the paladin's CHA mod times per day, a paladin can call out to the powers of her god to aid her in her struggle against her foes. As a swift action, the paladin chooses one target within sight to designate as the target for her smite ability. If this target stands in opposition to the Paladin's expressed goals or faith, the paladin adds her Cha bonus (if any) to her attack rolls and adds her paladin level as bonus damage to a number of damage rolls made against the target of her smite.

Smite damage may be applied by the Paladin a number of times per round equal to her number of attacks granted by her BAB, namely, 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, she cannot apply Smite to those attacks.

Smite enemy attacks automatically bypass any DR the creature might possess.

Smite does not add any bonus to the paladin's armor class, CMB, or CMD.

If the paladin targets a creature that has the same alignment as the paladin or which shares her goals, the smite is wasted with no effect.

The smite enemy effect remains until the target of the smite is dead or the next time the paladin rests and regains her uses of this ability.

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.


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 can heal wounds (her own or those of others) by touch. Each day she can use this ability a number of times equal to 1/2 her paladin level plus her Charisma modifier. With one use of this ability, a paladin can heal 1d6 hit points of damage for every two paladin levels she possesses. Using this ability is a standard action, unless the paladin targets herself, in which case it is a swift action. Despite the name of this ability, a paladin only needs one free hand to use this ability.

Alternatively, a paladin can use this healing power to deal damage to undead creatures, dealing 1d6 points of damage for every two levels the paladin possesses. Using lay on hands in this way requires a successful melee touch attack and doesn't provoke an attack of opportunity. Undead do not receive a saving throw against this damage.


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 morale bonus on saving throws against fear effects. This ability functions only while the paladin is conscious, not if she is unconscious or dead.


Divine Health (Ex)

At 3rd level, a paladin is immune to all diseases, including supernatural and magical diseases, including mummy rot.


Mercy (Su)

At 3rd level, and every three levels thereafter, a paladin can remove ill effects from those she lays hands upon. 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 and merely correct that which is awry. Evil paladins scourge the subject of their healing of weakness and any improper states. The abilities are named Mercies, Corrections, and Scourges, but will be referred to as mercies, for brevity.

Beginning at third level, the paladin may select one mercy. Each mercy adds an effect to the paladin's lay on hands ability. Whenever the paladin uses lay on hands to heal damage to one target, the target also receives the additional effects from all of the mercies possessed by the paladin. A mercy can remove a condition caused by a curse, disease, or poison without curing the affliction. Such conditions return after 1 hour unless the mercy actually removes the affliction that causes the condition.

At 3rd level, the paladin can select from the following initial mercies.

  • Dazzled: The target is no longer dazzled.
  • Nervous: The target is no longer nervous.
  • Unsteady: The target is no longer unsteady.
  • Deafened: The target is no longer deafened.
  • Jostled: The target is no longer jostled.


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

  • Anxious: The target is no longer anxious.
  • Diseased: The paladin's lay on hands ability also acts as remove disease, using the paladin's level as the caster level.
  • Fatigued: The target is no longer fatigued.
  • 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.


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

  • Confused array: Targets suffering from any of (Confused, Baffled, Dazzled) are cured of those statuses. The paladin must have already taken the Dazzled mercy.
  • Cowering array: Targets suffering from any of (Cowering, Trembling, Nervous) are cured of those statuses. The paladin must have already taken the Nervous mercy.
  • Cursed: The paladin's lay on hands ability also acts as remove curse, using the paladin's level as the caster level.
  • Dazed array: Targets suffering from any of (Dazed, Disoriented, Unsteady) are cured of those statuses. The paladin must have already taken the Unsteady mercy.
  • Fascinated array: Targets suffering from any of (Fascinated, Blind, Deafened) are cured of those statuses. The paladin must have already taken the Deafened mercy.
  • Poisoned: The paladin's lay on hands ability also acts as neutralize poison, using the paladin's level as the caster level.


At 12th level, a paladin adds the following mercies to the list of those that can be selected.

  • Frightened array: Targets suffering from any of (Frightened, Cringing, Shaken) are cured of those statuses. The paladin must have already taken the Shaken mercy.
  • Incapacitated array: Targets suffering from any of (Incapacitated, Exhausted, Fatigued) are cured of those statuses. The paladin must have already taken the Fatigued mercy.
  • Nauseated array: Targets suffering from any of (Nauseated, Afflicted, Sickened) are cured of those statuses. The paladin must have already taken the Sickened mercy.
  • Panicked array: Targets suffering from any of (Panicked, Startled, Anxious) are cured of those statuses. The paladin must have already taken the Anxious mercy.
  • Paralyzed array: Targets suffering from any of (Paralyzed, Immobilized, Slowed) are cured of those statuses. The paladin must have already taken the Slowed mercy.
  • Petrified array: Targets suffering from any of (Petrified, Entangled, Torpid) are cured of those statuses. The paladin must have already taken the Torpid mercy.
  • Stunned array: Targets suffering from any of (Stunned, Rattled, Jostled) are cured of those statuses. The paladin must have already taken the Jostled mercy.

These abilities are cumulative. For example, a 12th-level paladin's lay on hands ability heals 6d6 points of damage and might also cure Fatigued and Exhausted conditions as well as removing diseases and neutralizing poisons. Once a condition or spell effect is chosen, it can't be changed.


Channel Divinity (Su)

When a paladin reaches 4th level, she gains the supernatural ability to channel divinity like a cleric. Using this ability consumes two uses of her lay on hands ability. A paladin uses her level minus 4 as her effective cleric level when channeling divinity. This is a Charisma-based ability, meaning the Paladins base healing and save DC's 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 first 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 Table: Ability Modifiers and Bonus Spells). When Table: Paladin indicates that the paladin gets 0 spells per day of a given spell level, she gains only the bonus spells she would be entitled to based on her Charisma score for that spell level.

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

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


Divine Bond (Sp)

Upon reaching 5th level, a paladin forms a divine bond with her god. This bond can take one of two forms. Once the form is chosen, it cannot be changed.


Celestial Spirit Weapon

The first type of bond allows the paladin to enhance her weapon as a standard action by calling upon the aid of a celestial spirit for 1 minute per paladin level. When called, the spirit causes the weapon to shed light as a torch. At 5th level, this spirit grants the weapon a +1 enhancement bonus. For every three levels beyond 5th, the weapon gains another +1 enhancement bonus, to a maximum of +6 at 20th level. These bonuses can be added to the weapon, stacking with existing weapon bonuses to a maximum of +5, or they can be used to add any of the following weapon properties: axiomatic, brilliant energy, defending, disruption, flaming, flaming burst, holy, keen, merciful, and speed. Adding these properties consumes an amount of bonus equal to the property's cost (see Table: Melee Weapon Special Abilities). These bonuses are added to any properties the weapon already has, but duplicate abilities do not stack. If the weapon is not magical, at least a +1 enhancement bonus must be added before any other properties can be added. The bonus and properties granted by the spirit are determined when the spirit is called and cannot be changed until the spirit is called again. The celestial spirit imparts no bonuses if the weapon is held by anyone other than the paladin but resumes giving bonuses if returned to the paladin. These bonuses apply to only one end of a double weapon. A paladin can use this ability once per day at 5th level, and one additional time per day for every four levels beyond 5th.

If a weapon bonded with a celestial spirit is destroyed, the paladin loses the use of this ability for 30 days, or until she gains a level, whichever comes first. During this 30-day period, the paladin takes a –1 penalty on attack and weapon damage rolls.


Paladins Steed

The second type of bond allows a paladin to gain the service of an unusually intelligent, strong, and 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 companion, using the paladin's level as her effective druid level. Bonded mounts have an Intelligence of at least 6.

Once per day, as a full-round action, a paladin may magically call her mount to her side. This ability is the equivalent of a spell of a level equal to one-third the paladin's level. The mount immediately appears adjacent to the paladin. A paladin can use this ability once per day at 5th level, and one additional time per day for every 4 levels thereafter.

At 11th level, the mount gains the 'celestial creature' advanced simple template and becomes a magical beast for the purposes of determining which spells affect it.

At 15th level, a paladin's mount gains spell resistance equal to the paladin's level + 11.

Should the paladin's mount die, the paladin may not summon another mount for 30 days or until she gains a paladin level, whichever comes first. During this 30-day period, the paladin takes a –1 penalty on attack and weapon damage rolls.


Aura of Resolve (Su)

At 8th level, a paladin is immune to charm spells and spell-like abilities. Each ally within 10 feet of her gains a +4 morale 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, 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. Allies must use this smite ability by the start of the paladin's next turn or it is lost. The bonuses which are granted last for 1 minute. 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 or Evil. 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 morale 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. 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. In addition, whenever she channels divinity or uses lay on hands to heal or harm a creature, she heals or harms the maximum possible amount.

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.

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.

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.


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 Level: Dodge, Exotic Weapon Proficiency: War Flail. Grab some armor class and a solid one-hander with trip.

3rd Level: Power Attack. Sprinkle power attack on top of Smites for extra crunch!

5th Level: Combat Expertise. You're good at fighting defensively.

7th Level: Improved Trip. Your weapon has the trip keyword, so why not? :)

9th Level: Felling Smash. Oh, yeah, put them on the ground. Easiest way to get +4 on melee attacks there is.

11th Level: Greater Trip. Knock them down and clobber them on the way down. This works awesome with Felling Smash!

13th Level: Fearless Aura. Oh, yeah, this is REALLY freakin' awesome.

15th Level: Shield Focus. More armor class, man!

17th Level: Combat Reflexes. Yeah, this is just awesome.

19th Level: 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 12 6 12 Greater Aura of Courage, Mercy/Correct/Scourge 4 4 4 4 0
22nd +21/+16/+11/+6 13 7 13 Channel divinity 10d6, Lay on Hands 11d6,Smite Enemy 8/day+CHA 4 4 4 4 1
23rd +22/+17/+12/+7 13 7 13 Bonus Paladin Feat, Unyielding Dogma 4 4 4 4 1
24th +22/+17/+12/+7 14 8 14 Channel divinity 11d6, Lay on Hands 12d6, Mercy/Correct/Scourge 4 4 4 4 1 0
25th +23/+18/+13/+8 14 8 14 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 12d6, Lay on Hands 13d6, Chastising Smite 4 4 4 4 2 1
27th +24/+19/+14/+9 15 9 15 Bonus Paladin Feat, Mercy/Correct/Scourge 4 4 4 4 2 1 0
28th +24/+19/+14/+9 16 10 16 Channel divinity 13d6, Lay on Hands 14d6, Smite enemy 10/day+CHA 4 4 4 4 2 1 1
29th +25/+20/+15/+10 16 10 16 Greater Aura of Justice 4 4 4 4 2 2 1
30th +25/+20/+15/+10 17 11 17 Channel divinity 14d6, Lay on Hands 15d6, Mercy/Correct/Scourge 4 4 4 4 3 2 1 0
31st +26/+21/+16/+11 17 11 17 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 15d6, Lay on Hands 16d6 4 4 4 4 3 2 2 1
33rd +27/+22/+17/+12 18 12 18 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 16d6, Lay on Hands 17d6, 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 Paladins ability to channel energy increases as detailed in Table: Epic Paladin. This continues to cost two usages of the Paladins Lay on Hands ability.


Lay on Hands

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


Mercy/Correct/Scourge

The paladin continues to gain Mercies. In addition, the Paladin may choose an additional Mercy/Correction/Scourge any time they are eligible for an Epic Feat. This Mercy replaces the feat, it is not in addition to the feat.


Smite

The Paladins 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. In addition, the Aura of Courage feature improves so that each ally within the aura gains a +8 morale 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 Morale 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 Paladins 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. In addition, the Aura of Resolve feature improves so that each ally within the aura gains a +8 morale 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 her aura. The radius of this aura is 30 feet as with the Paladin's other auras. 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. The bonuses which are granted last for 1 minute. 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.