Paladin Defender

Table: Paladin Defender
Level BAB Fort Ref Will Special Mana Points
1st +1 +2 +0 +0 Aura of Good, Detect Evil, Devotion to the Holy Order, Smite Evil 1/day, 1 Points+2 White
2nd +2 +3 +0 +0 Divine Grace, Lay on Hands 1 Points+2 White
3rd +3 +3 +1 +1 Aura of Courage, Sentinel, Mercy 2 Points+3 White
4th +4 +4 +1 +1 Active Defense, Smite Evil 2/day 2 Points+3 White
5th +5 +4 +1 +1 Divine Bond 3 Points+4 White
6th +6 +5 +2 +2 Blessing of the Holy Order, Mercy 3 Points+4 White
7th +7 +5 +2 +2 Smite Evil 3/day 4 Points+5 White
8th +8 +6 +2 +2 Hold the Line 4 Points+5 White
9th +9 +6 +3 +3 Armor Mastery, Mercy 5 Points+6 White
10th +10 +7 +3 +3 Aura of Justice, Smite Evil 4/day 5 Points+6 White
11th +11 +7 +3 +3 Gift of Light 6 Points+7 White
12th +12 +8 +4 +4 Mercy 6 Points+7 White
13th +13 +8 +4 +4 Smite Evil 5/day 7 Points+8 White
14th +14 +9 +4 +4 Aura of Faith 7 Points+8 White
15th +15 +9 +5 +5 Mercy 8 Points+9 White
16th +16 +10 +5 +5 Blessing of the Holy Order, Smite Evil 6/day 8 Points+9 White
17th +17 +10 +5 +5 Armor Mastery 9 Points+10 White
18th +18 +11 +6 +6 Mercy 9 Points+10 White
19th +19 +11 +6 +6 Smite Evil 7/day 10 Points+11 White
20th +20 +12 +6 +6 Holy Champion 10 Points+11 White

Hit Die: d10

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

Skill Ranks per Level: 4 + Int modifier.

All of the following are Class Features of the paladin defender class (hereto just noted as paladin).

Weapon and Armor Proficiency: A paladin is proficient with all simple and martial weapons. A paladin is proficient with light armor, medium armor and heavy armor and shields.

Spellcasting: A paladin is capable of tapping their mana to learn and cast spells. Like other spellcasters, a paladin gains additional Mana Points as they level that may be allocated to any Pool the paladin has access to (see Mana Pools for more information). Unlike many casters, a paladin gains an amount of bonus points when they level that are automatically allocated to their White Mana Pool so long as they have access to the White Mana Pool.

Aura of Good (Ex): The power of a paladin’s aura of good (see the detect good spell) is equal to her paladin level.

Detect Evil (Sp): At will, a paladin can use detect evil, as the spell. A paladin can, as a move action, concentrate on a single item or individual within 60 feet and determine if it is evil, 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 evil in any other object or individual within range.

Devotion to the Holy Order: A paladin is devoted to the pursuit of protecting and spreading Good and Law and, depending on his religion or order, possibly more. As such, his Good spells and his Lawful spells gain a +1 to their save DC (this bonus can only apply once to a spell) and he foregoes his ability to learn and cast Evil and Chaotic spells.

Smite Evil (Su): Once per day, a paladin can call out to the powers of good to aid her in her struggle against evil. As a swift action, the paladin chooses one target within sight to smite. If this target is evil, the paladin adds her Wis bonus (if any) to her attack rolls and adds her paladin level to all damage rolls made against the target of her smite. If the target of smite evil is an outsider with the evil subtype, an evil-aligned dragon, or an undead creature, the bonus to damage on the first successful attack increases to 2 points of damage per level the paladin possesses. Depending on the paladin’s religion or order, the types of enemies this damage increases against may change. Regardless of the target, smite evil attacks automatically bypass any DR the creature might possess.

In addition, while smite evil is in effect, the paladin gains a deflection bonus equal to her Wisdom modifier (if any) to her AC against attacks made by the target of the smite. If the paladin targets a creature that is not evil, the smite is wasted with no effect.

The smite evil 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 smite evil one additional time per day, as indicated on Table: Paladin, to a maximum of seven times per day at 19th level.

Divine Grace (Su): At 2nd level, a paladin gains a bonus equal to her Wisdom 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 Wisdom 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 fear (magical or otherwise). 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.

Sentinel (Ex): At 3rd level, A paladin learns to use their courageous spirit as major component in her fighting style, as important as the strength of her arm or the sharpness of her blade. In battle, she uses the force of his personality to taunt her enemies and draw their focus.

Every time the pladin attacks an enemy, whether the attack hits or misses, she can choose to mark that target. The mark lasts until the end of her next turn. While a target is marked it takes a -2 penalty on attack rolls for any attack that doesn’t include the paladin as a target. A creature can only be subject to one mark at a time. A new mark supersedes a mark that was already in place. Any time a marked creature that is adjacent to the paladin makes an attack that does not include her, she can make a single melee attack against that enemy as an immediate action.

Mercy (Su): At 3rd level, and every three levels thereafter, a paladin can 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.

Fatigued: The target is no longer Fatigued.

Shaken: The target is no longer Shaken.

Sickened: The target is no longer Sickened.

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

Dazed: The target is no longer Dazed.

Diseased: The paladin’s lay on hands ability also acts as remove disease, using the paladin’s level as the caster level.

Staggered: The target is no longer Staggered, unless the target is at exactly 0 hit points.

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

Cursed: The paladin’s lay on hands ability also acts as remove curse, using the paladin’s level as the caster level.

Exhausted: The target is no longer Exhausted. The paladin must have the fatigue mercy before selecting this mercy.

Frightened: The target is no longer Frightened. The paladin must have the Shaken mercy before selecting this mercy.

Nauseated: The target is no longer Nauseated. The paladin must have the Sickened mercy before selecting this 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.

Blinded: The target is no longer Blinded.

Deafened: The target is no longer Deafened.

Paralyzed: The target is no longer Paralyzed.

Stunned: The target is no longer Stunned.

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.

Active Defense (Ex): Starting at 4th level, the paladin gain a +1 dodge bonus to AC when wielding a shield and armor. This bonus increases by +1 for every five levels beyond 4th. This bonus increases by +1 in any round he fights defensively, uses Combat Expertise, or uses the total defense action. As a swift action, he may share this bonus with one adjacent ally, or half of the bonus (minimum +0) with all adjacent allies, until the beginning of his next turn.

At 11th level the bonus while fighting defensively, using Combat Expertise, or uses the total defense action increases by an additional +1 and sharing this bonus becomes a free action.

Divine Bond (Sp): Upon reaching 5th level, a paladin forms a divine bond with the powers of Good. This bond can take one of two forms. Once the form is chosen, it cannot be changed.

The first type of bond allows the paladin to enhance her weapon as a standard action by calling upon the aid of the power of his religion or order, or, if he doesn’t belong to a religion or order, the general power of White mana for 1 minute per paladin level. When called, the power causes the weapon to shed light as a torch. At 5th level, this power 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 power are determined when the power is called and cannot be changed until the power is called again. The power 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, to a total of four times per day at 17th level.

If a weapon bonded with this power 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.

The second type of bond allows a paladin to gain the service of an unusually intelligent, strong, and loyal steed to serve her in her crusade against evil. 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, or dog are also suitable. 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, for a total of four times per day at 17th level.

At 11th level, the mount gains the celestial creature template and, if an animal, 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.

Blessing of the Holy Order: At 6th level, the paladin may empower (as per Empower Spell) a Good or Lawful naturally swift-cast spell once per day.

At 16th level, the paladin may choose to add the Good or Lawful descriptor to a naturally swift-cast spell he is casting a number of times per day equal to his Wisdom modifier. The paladin may now empower a Good or Lawful naturally swift-cast spell twice per day.

Hold the Line: Starting at 8th level, the paladin’s sentinel class ability may be used twice per round. The first use of the ability in a round requires an immediate action to use and the second use is a free action. The paladin may only make one attack in such a manner against a single enemy in any given round.

At 18th level, the attack granted by the paladin’s sentinel class ability no longer requires an immediate action to use though the knight may only make one attack in such a manner per enemy per round.

Armor Mastery (Ex): Starting at 9th level, you learn to be more maneuverable while wearing armor. While you are wearing armor, you reduce the armor check penalty by 1 (to a minimum of 0) and increase the maximum Dexterity bonus allowed by his armor by 1. Every 4 levels thereafter (13th and 17th), these bonuses increase by +1 each time, to a maximum of -3 reduction of the armor check penalty and a +3 increase of the maximum Dexterity bonus allowed.

At 17th level the paladin gains DR 5/evil while wearing armor.

Aura of Justice (Su): At 10th level, a paladin can expend two uses of her smite evil ability to grant the ability to smite evil to all allies within 10 feet, using her bonuses. Allies must use this smite evil ability by the start of the paladin’s next turn and the bonuses last for 1 minute. Using this ability is a free action. Evil creatures gain no benefit from this ability.

Gift of Light: At 11th level, all White naturally swift-cast spells a paladin casts cost him 1 less White mana point and have a +1 to their save DCs.

Aura of Faith (Su): At 14th level, a paladin’s weapons are treated as good-aligned for the purposes of overcoming Damage Reduction. Any attack made against an enemy within 10 feet of her is treated as good-aligned for the purposes of overcoming Damage Reduction.

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/evil. The first time the paladin strikes an evil outsider which she is smiting, the paladin and up to 20 allies within a 20 foot burst are affected by a Holy Aura spell (caster level equal to the paladin’s level). The Holy Aura lasts for its normal duration or until the smite ends. If the Holy Aura is dispelled before it would normally end, the paladin my reapply it to himself or an ally as a swift action. In addition, whenever she channels positive energy or uses lay on hands to heal a creature, she heals the maximum possible amount.

Code of Conduct: A paladin must be of lawful good alignment and loses all class features except proficiencies if she ever willingly commits an evil act.

A general 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 evil or chaotic ends), and punish those who harm or threaten innocents. However, many religions and orders change the paladin’s code.

Associates: While she may adventure with good or neutral allies, a paladin avoids working with evil characters or with anyone who consistently offends her moral code. Under exceptional circumstances, a paladin can ally with evil associates, but only to defeat what she believes to be a greater evil. 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 lawful good.

Ex-Paladins: A paladin who ceases to be lawful good, who willfully commits an evil act, or who violates the code of conduct cannot expend their bonus White mana points to cast spells or use any of her supernatural or spell-like class abilities (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 Defender

Skies of Glass Planeswalker Planeswalker