Bakkan
2012-10-21, 09:55 PM
The Paladin
This is an attempt to create a Paladin class that accomplishes a few goals. First, I want this to be a strong Tier 3 class, holding its own with Warblades and Psychic Warriors. Second, I want this to be a class that is interesting to create and play. To be precise, I want there to be relevant decisions to make at every level-up and relevant decisions to make in every round of combat. Thirdly and finally, I wanted to make the Lay on Hands ability more powerful and interesting, since it is my favorite part of the class and, to me, its most iconic feature.
Note that this is part of a fairly broad redesign attempt that will eliminate or change many other classes and feats, so for the moment I am not too concerned what th interactions will be between this class and other extant base classes and prestige classes, or feats outside of core. That said, if you think that there is a feat out there that would work really well with this class, let me know so I can consider either including it in the redesign or incorporating its benefits into the base class.
I am planning on writing ACFs and feats specifically for this version of the paladin, and that will come later.
Alignment: Paladins are emissaries and warriors for their deity, and hence must be of the same alignment as their deity. Since every deity has need of such servants, Paladins of every alignment exist.
Hit Die: d10
Class Skills: Craft (Int), Diplomacy (Cha), Heal (Wis), Intimidate (Cha), Knowledge (nobility and royalty) (Int), Martial Lore (Int), Profession (Wis), Ride (Dex), Sense Motive (Wis)
Skill Points at 1st Level: (4 + Int modifier) x4 (minimum 4)
Skill Points at Each Additional Level: 4 + Int modifier (minimum 1)
{table=head]Level|BAB|Fort|Ref|Will|Special |Maneuvers Known|Maneuvers Readied (Granted)|Stances Known
1st|+1|+2|+0|+2|Aura, detect opposition, smite 1/encounter |4|4(1)|1
2nd|+2|+3|+0|+3|Divine grace, lay on hands|4|4(1)|1
3rd|+3|+3|+1|+3|Lay on hands (disease, poison)|5|4(1)|1
4th|+4|+4|+1|+4|Smite 2/encounter, lay on hands (swift)|5|5(2)|1
5th|+5|+4|+1|+4|Lay on hands (ability damage)|6|5(2)|2
6th|+6/+1|+5|+2|+5|Lay on hands (dazed, fatigued, shaken, sickened)|6|5(2)|2
7th|+7/+2|+5|+2|+5|Smite 3/encounter, lay on hands (range)|7|5(2)|2
8th|+8/+3|+6|+2|+6|Lay on hands (ability drain)|7|6(2)|2
9th|+9/+4|+6|+3|+6|Lay on hands (swift range)|8|6(2)|3
10th|+10/+5|+7|+3|+7|Smite 4/encounter|8|6(2)|3
11th|+11/+6/+1|+7|+3|+7|Lay on hands (exhausted, frightened, stunned, nauseated)|9|6(2)|3
12th|+12/+7/+2|+8|+4|+8|Lay on hands (area) |9|7(3)|3
13th|+13/+8/+3|+8|+4|+8|Smite 5/encounter |10|7(3)|4
14th|+14/+9/+4|+9|+4|+9|Lay on hands (paralyzed, panic)|10|7(3)|4
15th|+15/+10/+5|+9|+5|+9|Lay on hands (curse) |11|7(3)|4
16th|+16/+11/+6/+1|+10|+5|+10|Smite 6/encounter|11|8(3)|4
17th|+17/+12/+7/+2|+10|+5|+10|Lay on hands (death)|12|8(3)|5
18th|+18/+13/+8/+3|+11|+6|+11|Lay on hands (swift area)|12|8(3)|5
19th|+19/+14/+9/+4|+11|+6|+11|Smite 7/encounter|13|9(3)|5
20th|+20/+15/+10/+5|+12|+6|+12|Divine Avatar|13|9(4)|5
[/table]
Class Features
All of the following are class features of the paladin.
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 (Ex)
A paladin has an aura corresponding to his alignment with a strength equal to his paladin level.
Detect Opposition (Su)
As a move action, a paladin can detect the presence of opposed creatures. Paladins who are not neutral are opposed to creatures whose alignment is opposed to the paladin's on at least one axis. So for example, a lawful neutral paladin is opposed to chaotic creatures and a chaotic good paladin is opposed to lawful or evil creatures. Neutral paladins are opposed to creatures who are lawful good, chaotic good, lawful evil, or chaotic evil. When the paladin activates this ability, he knows the number and position of opposed creatures in a 60 ft cone. The effect can penetrate barriers, but 1 foot of stone, 1 inch of common metal, a thin sheet of lead, or 3 feet of wood or dirt blocks it.
Smite (Su)
Once per encounter, a paladin can, as a swift action, imbue his attacks with divine energy. Until the end of the turn, the paladin gains a sacred (if the paladin is neutral or good) or profane (if the paladin is evil) bonus to his attack rolls equal to his Charisma modifier on all attacks made against opposed creatures (see the description for the detect opposition ability). He also gains a bonus on damage rolls made against opposed creatures equal to his paladin level. The paladin gains additional uses of smite as his level increases, as indicated on the table. A paladin must rest for 5 minutes to regain his expended uses of smite. This 5 minutes of rest cannot be used for exercise to change or recover maneuvers (see Maneuvers Readied below).
Maneuvers
A paladin can use maneuvers from the Devoted Spirit and White Raven maneuvers. Once he knows a maneuver, he must ready it (see Maneuvers Readied, below). A maneuver is extraordinary unless otherwise noted in its description. The paladin learns additional maneuvers at higher levels, as shown on the table. The paladin must meet a maneuver's prerequisite to learn it. See Table 3-1, page 39 of the Tome of Battle, to determine the highest-level maneuvers the paladin can learn.
Upon reaching 4th level, and at every even-numbered paladin level after that, the paladin can choose to learn a new maneuver in place of any one you already know. You must meet the prerequisites for the new maneuver you select before selecting it, but you may choose any maneuver you qualify for. The paladin can swap only a single maneuver at any given level.
Maneuvers Readied
A paladin can ready a number of his known maneuvers with five minutes of exercise. The number of maneuvers he can have ready at once is given in the table. The maneuvers remain readied until the paladin decides to change them.
At any instant, each of a paladin's readied maneuvers are either withheld, granted, or expended. The paladin is constantly looking for the openings revealed to him by his patron to give him an advantage. When the paladin enters combat (that is, when he rolls initiative), he is granted a number of his readied maneuvers, chosen randomly. The number of maneuvers granted is given in parentheses after the number of maneuvers readied on the table. All the maneuvers not granted to him are withheld. At the beginning of each of his later rounds, he is granted one additional maneuver from his set of withheld maneuvers. Whenever the paladin executes a maneuver, that maneuver is expended and becomes unavailable to him until it is granted again. If at the beginning of the paladin's turn he has no withheld maneuvers left, all his readied maneuvers become withheld again and he is granted a number of maneuvers as at the beginning of combat.
When out of combat (that is, when initiative is not being tracked and time is not being measured in rounds), the paladin can use any of his readied maneuvers at will.
A paladin can have only one copy of any given maneuver readied at a time.
Stances Known
The paladin knows a number of stances from the Devoted Spirit and White Raven schools given in the table. Whenever the paladin gains an additional stance know, he may choose any stance that he meets the prerequisites for. This stance counts as a menuver for meeting prerequisites, but the paladin may not trade out one stance for another at higher levels as he can with maneuvers.
Divine Grace (Su)
At 2nd level, the paladin gains a sacred (if the paladin is good or neutral) or profane (if the paladin is evil) bonus to his saving throws equal to his Charisma modifier. The maximum bonus granted is equal to the paladin's class level.
Lay on Hands (Su)
At 2nd level, the paladin gains the ability to heal or harm creatures by channeling divine energy through themselves.
The Path of Weal and the Path of Woe
The paladin must follow the Path of Weal or the Path of Woe. Good paladins follow the Path of Weal, and evil paladins follow the Path of Woe. Neutral paladins decide when they gain this ability to follow the path of Weal or Woe. This choice is permanent. Some neutral deities only allow their paladins to choose one path.
Attacks and Save DCs
The saving throw (if applicable) for a Lay on Hands ability is equal to 10 + half the paladin's hit dice + the paladin's Charisma modifier. To touch an opponent, the paladin must make a melee touch attack as part of the action to Lay on Hands. If the attack misses, the paladin loses all points of damage or healing that he chose to use in that attempt.
The Lay on Hands pool
The paladin activates his Lay on Hands abilities by drawing points form his Lay on Hands pool. The number of points in the paladin's Lay on Hands pool is equal to (6 + 2 x his Charisma modifier) x (his paladin class level). So for instance, a 2nd-level paladin with a Charisma score of 16 (+3 modifier) has 24 points in his Lay on Hands pool, while a 20th-level paladin with a Charisma score of 27 (+8 modifier) has 440 points in his Lay on Hands pool. The paladin cannot use a Lay on Hands ability if that ability would cost more points than the paladin has left in his Lay on Hands pool.
Lay on Hands Abilities
At 2nd level, the paladin following the Path of Weal can as a standard action channel positive energy to heal a touched living creature for a number of points of damage. The paladin chooses how much to heal with every touch, up to one third his maximum Lay on Hands pool. The paladin can also use this
ability to harm undead creatures for a like amount of damage. To do this, the paladin must succeed on a melee touch attack as described above and the undead may attempt a Will save for half damage. This ability costs a number of points from his Lay on Hands pool equal to the number of points of healing or damage done.
At 2nd level, the paladin following the Path of Woe can as a standard action channel negative energy to harm a touched living creature for a number of points of damage. The paladin must succeed on a melee touch attack and the target may make a Will save to take half damage. The paladin chooses how much damage to deal with every touch, up to one third of the total daily amount he can deal. The paladin can also use this ability to heal undead creatures for a like amount of damage. This ability costs a number of points from his Lay on Hands pool equal to the number of points of damage or healing done.
At 3rd level, the paladin gains the ability to counteract or cause disease and poisoning. The paladin following the Path of Weal can as a standard action give a touched creature an immediate saving throw against one disease or poison currently affecting him, with a DC equal to the original save DC or the
disease or poison. The creature gains a sacred bonus to his save equal to 3 + the paladin's Charisma modifier. If the save succeeds, the creature is instantly cured of his disease or poison, with no additional saving throws necessary. The paladin following the Path of Woe can infect a touched creature with a diesease or cause it to become poisoned. The disease and poison depend on the idiosycnracies of the paladin's patron. For instance, a god of decay might grant his paladins filth fever. In any case the save DCs are equal to the normal DC for the paladin's Lay on Hands ability, and any disease has no incubation time, that is, a creature diseased by a paladin's touch must save immediately or take damage. Using this ability costs 10 points from the paladin's Lay on Hands pool.
At 4th level, the paladin can use his Lay on Hands ability more quickly. Whenever the paladin activates a Lay on Hands ability on a willing touched creature, he may activate it as a swift action instead of as a standard action.
At 5th level, the paladin may heal or deal ability damage. A paladin following the Path of Weal can heal a touched creature of a number of points of damage up to his class level to any one ability score. A paladin following the Path of Woe can deal a touched creature a number of points of damage up to his class level to any one ability score. The target of this ability is allowed a Fortitude save (Str, Dex, Con) or Will save (Int, Wis, Cha) to negate the damage. Using this ability coses 5 points from the paladin's Lay on Hands pool per point of ability damage done or healed.
At 6th level, the paladin may remove or apply various conditions to his targets. A paladin following the Path of Weal can remove any one of the following conditions from a touched creature: dazed, fatigued, shaken, sickened. A paladin following the Path of Woe can impose any one of the same conditions on a touched target, with a duration of 1 round per class level. A creature affected in the same way multiple times by this same ability does not have their condition worsened, but this condition does stack with other abilities that cause similar effects. A creature is allowed a Fortitude save (fatigued, sickened) or Will save (dazed, shaken) to negate this ability. Using this ability costs 20 points from the paladin's Lay on Hands pool.
At 7th level, the paladin may use his Lay on Hands ability at range. He must take a standard action do so, but he may affect any creature he can see in line of sight and line of effect within 25 feet + 5 feet/2 paladin levels. No attack roll is needed to affect an opponent with this version of the ability. Using an ability at range costs twice as many points from the paladin's Lay on Hands pool as it would as a touch ability.
At 8th level, the paladin can cause or heal ability drain. A paldin following the Path of Weal can heal a touched creature of a number of points of ability drain up to his class level from any one ability score. A paladin following the Path of Woe can deal a touched creature a number of points of ability drain up to his class level to any one ability score. The target of this ability is allowed a Fortitude save (Str, Dex, Con) or Will save (Int, Wis, Cha) to negate the damage. Using this ability coses 10 points from the paladin's Lay on Hands pool per point of ability drain done or healed.
At 9th level, the paladin may use his Lay on Hands ability at range as a swift action. Since Lay on Hands abilities at range do not require attack rolls, the paladin may use this even against nonwilling creatures. Using an ability at range costs twice as many points from the paladin's Lay on Hands pool as it would as a touch ability.
At 11th level, the paladin may remove or apply more serious conditions to his targets. A paladin following the Path of Weal can remove any one of the following conditions from a touched creature: exhausted, frightened, stunned, nauseated. A touched creature is healed of that condition completely and does not only move to a lesser version of that condition; for instance, an exhausted creature who is cured by this ability becomes neither exhausted not fatigued, but is back to normal. A paladin following the Path of Woe can impose any one of the same conditions on a touched target, with a duration of 1 round per paladin level. A creature affected in the same way multiple times by this same ability does not have their condition worsened, but this condition does stack with other abilities that cause similar effects. A creature is allowed a Fortitude save (exhausted, nauseated) or Will save (frightened, stunned) to negate this ability. Using this ability costs 40 points from the paladin's Lay on Hands pool.
At 12th level, the paladin gains the ability to affect multiple creatures in an area around him. He must take a standard action to do so, but he may affect a number of hit dice of creatures up to four times the paladin's class level. The paladin must be able to see the creatures he wishes to affect, and he must have line of sight and line of effect to them. The paladin can affect creatures up to 25 ft + 5 ft/2 levels away from him. The paladin selects which creatures he wishes to affect, and they are targeted, starting with the creatures closest to the paladin and working outwards. As each creature is targeted, its Hit Dice are subtracted from the total number the paladin can affect. If a chosen creaure has more Hit Dice than are left, it is skipped and its Hit Dice are not subtracted from the total Hit Dice affected. All targeted creatures are then affected by the paladin's ability, making saves individually. Using an ability in an area costs three times as many points from the paladin's Lay on Hands pool as it would as a touch ability targeting a single creature.
At 14th level, the paladin may remove or apply severe conditions to his targets. A paladin following the Path of Weal can remove any one of the following conditions from a touched creature: panicked, paralyzed. A touched creature is healed of that condition completely and does not only move to a lesser version of that condition. A paladin following the Path of Woe can impose any one of the same conditions on a touched target, with a duration of 1 round/paladin level. A creature is allowed a Fortitude save (paralyzed) or Will save (panicked) to negate this ability. Using this ability costs 60 points from the paladin's Lay on Hands pool.
At 15th level, the paladin may remove or invoke a curse on a creature or object. A paladin following the Path of Weal can remove enchantments, transmutations, and curses from a single touched creature. This ability can reverse even an instantaneous effect. For each such effect, you make a class level check (1d20 + class level, maximum +20) against a DC of 11 + caster level of the effect. Success means that the creature is free of the spell, curse, or effect. For a cursed magic item, the DC is 25. A paladin following the Path of Woe can curse a touched creature. If that creature fails a Will save, it takes one of the following penalties of the paladin's choice:
One ability score is reduced by an amount equal to the paladin's class level, to a minimum of 1
A penalty to all attacks, checks, and throws equal to half the paladin's class level
The creature has a 50%+1% per paladin's class level chance of taking no actions each round
The curse is permanent and cannot be dispelled, but it can be removed with a break enchantment, limited wish, miracle, remove curse, or wish spell.
At 17th level, the paladin learns how to instantly slay a creature or turn back even death itself. A paladin following the Path of Weal can touch the body of a creature that has been dead for no more than 1 round per class level and return that creature to life. The creature being raised knows the name, alignment, and patron of the paladin raising it, can perceive the area within 60 feet of his body, and can refuse to be raised. If the creature consents to being raised, it is restored to life with one tenth its normal maximum hit points. If the raised creature was a spellcaster, it returns with half the spell points it had at the time of its death and for each memorized spell it has a 50% chance of retaining that spell. A paladin following the Path of Woe can instantly kill or destroy a touched creature if that creature fails a Will save. If the creature succeeds on the save, it takes 10 points of damage per paladin level, but this damage cannot reduce it below 1 hit point. This is a necromantic death effect. Using this ability costs 100 points from the paladin's Lay on Hands pool.
At 18th level, the paladin may use his Lay on Hands ability on creatures in an area as a swift action. Since Lay on Hands abilities in an area do not require attack rolls, the paladin may use this even against nonwilling creatures. Using an ability in an area costs three times as many points from the paladin's Lay on Hands pool as it would as a touch ability.
Divine Avatar (Su)
At 20th level, the paladin becomes one of the most powerful champions his deity has. His aura becomes much stronger, with a strength equal to a creature with Hit Dice equal to twice the paladin's level. He gains spell resistance equal to 15 + his class level and the ability to cast commune as a spell-like ability once per day at caster level 20. In addition, his smites become more powerful, gaining twice the paladin's Charisma bonus to attacks and twice the paladin's level to damage. He gains the effects of a magic circle against evil spell, but it works against those creatures that have alignments opposed to the paladin's.
This is an attempt to create a Paladin class that accomplishes a few goals. First, I want this to be a strong Tier 3 class, holding its own with Warblades and Psychic Warriors. Second, I want this to be a class that is interesting to create and play. To be precise, I want there to be relevant decisions to make at every level-up and relevant decisions to make in every round of combat. Thirdly and finally, I wanted to make the Lay on Hands ability more powerful and interesting, since it is my favorite part of the class and, to me, its most iconic feature.
Note that this is part of a fairly broad redesign attempt that will eliminate or change many other classes and feats, so for the moment I am not too concerned what th interactions will be between this class and other extant base classes and prestige classes, or feats outside of core. That said, if you think that there is a feat out there that would work really well with this class, let me know so I can consider either including it in the redesign or incorporating its benefits into the base class.
I am planning on writing ACFs and feats specifically for this version of the paladin, and that will come later.
Alignment: Paladins are emissaries and warriors for their deity, and hence must be of the same alignment as their deity. Since every deity has need of such servants, Paladins of every alignment exist.
Hit Die: d10
Class Skills: Craft (Int), Diplomacy (Cha), Heal (Wis), Intimidate (Cha), Knowledge (nobility and royalty) (Int), Martial Lore (Int), Profession (Wis), Ride (Dex), Sense Motive (Wis)
Skill Points at 1st Level: (4 + Int modifier) x4 (minimum 4)
Skill Points at Each Additional Level: 4 + Int modifier (minimum 1)
{table=head]Level|BAB|Fort|Ref|Will|Special |Maneuvers Known|Maneuvers Readied (Granted)|Stances Known
1st|+1|+2|+0|+2|Aura, detect opposition, smite 1/encounter |4|4(1)|1
2nd|+2|+3|+0|+3|Divine grace, lay on hands|4|4(1)|1
3rd|+3|+3|+1|+3|Lay on hands (disease, poison)|5|4(1)|1
4th|+4|+4|+1|+4|Smite 2/encounter, lay on hands (swift)|5|5(2)|1
5th|+5|+4|+1|+4|Lay on hands (ability damage)|6|5(2)|2
6th|+6/+1|+5|+2|+5|Lay on hands (dazed, fatigued, shaken, sickened)|6|5(2)|2
7th|+7/+2|+5|+2|+5|Smite 3/encounter, lay on hands (range)|7|5(2)|2
8th|+8/+3|+6|+2|+6|Lay on hands (ability drain)|7|6(2)|2
9th|+9/+4|+6|+3|+6|Lay on hands (swift range)|8|6(2)|3
10th|+10/+5|+7|+3|+7|Smite 4/encounter|8|6(2)|3
11th|+11/+6/+1|+7|+3|+7|Lay on hands (exhausted, frightened, stunned, nauseated)|9|6(2)|3
12th|+12/+7/+2|+8|+4|+8|Lay on hands (area) |9|7(3)|3
13th|+13/+8/+3|+8|+4|+8|Smite 5/encounter |10|7(3)|4
14th|+14/+9/+4|+9|+4|+9|Lay on hands (paralyzed, panic)|10|7(3)|4
15th|+15/+10/+5|+9|+5|+9|Lay on hands (curse) |11|7(3)|4
16th|+16/+11/+6/+1|+10|+5|+10|Smite 6/encounter|11|8(3)|4
17th|+17/+12/+7/+2|+10|+5|+10|Lay on hands (death)|12|8(3)|5
18th|+18/+13/+8/+3|+11|+6|+11|Lay on hands (swift area)|12|8(3)|5
19th|+19/+14/+9/+4|+11|+6|+11|Smite 7/encounter|13|9(3)|5
20th|+20/+15/+10/+5|+12|+6|+12|Divine Avatar|13|9(4)|5
[/table]
Class Features
All of the following are class features of the paladin.
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 (Ex)
A paladin has an aura corresponding to his alignment with a strength equal to his paladin level.
Detect Opposition (Su)
As a move action, a paladin can detect the presence of opposed creatures. Paladins who are not neutral are opposed to creatures whose alignment is opposed to the paladin's on at least one axis. So for example, a lawful neutral paladin is opposed to chaotic creatures and a chaotic good paladin is opposed to lawful or evil creatures. Neutral paladins are opposed to creatures who are lawful good, chaotic good, lawful evil, or chaotic evil. When the paladin activates this ability, he knows the number and position of opposed creatures in a 60 ft cone. The effect can penetrate barriers, but 1 foot of stone, 1 inch of common metal, a thin sheet of lead, or 3 feet of wood or dirt blocks it.
Smite (Su)
Once per encounter, a paladin can, as a swift action, imbue his attacks with divine energy. Until the end of the turn, the paladin gains a sacred (if the paladin is neutral or good) or profane (if the paladin is evil) bonus to his attack rolls equal to his Charisma modifier on all attacks made against opposed creatures (see the description for the detect opposition ability). He also gains a bonus on damage rolls made against opposed creatures equal to his paladin level. The paladin gains additional uses of smite as his level increases, as indicated on the table. A paladin must rest for 5 minutes to regain his expended uses of smite. This 5 minutes of rest cannot be used for exercise to change or recover maneuvers (see Maneuvers Readied below).
Maneuvers
A paladin can use maneuvers from the Devoted Spirit and White Raven maneuvers. Once he knows a maneuver, he must ready it (see Maneuvers Readied, below). A maneuver is extraordinary unless otherwise noted in its description. The paladin learns additional maneuvers at higher levels, as shown on the table. The paladin must meet a maneuver's prerequisite to learn it. See Table 3-1, page 39 of the Tome of Battle, to determine the highest-level maneuvers the paladin can learn.
Upon reaching 4th level, and at every even-numbered paladin level after that, the paladin can choose to learn a new maneuver in place of any one you already know. You must meet the prerequisites for the new maneuver you select before selecting it, but you may choose any maneuver you qualify for. The paladin can swap only a single maneuver at any given level.
Maneuvers Readied
A paladin can ready a number of his known maneuvers with five minutes of exercise. The number of maneuvers he can have ready at once is given in the table. The maneuvers remain readied until the paladin decides to change them.
At any instant, each of a paladin's readied maneuvers are either withheld, granted, or expended. The paladin is constantly looking for the openings revealed to him by his patron to give him an advantage. When the paladin enters combat (that is, when he rolls initiative), he is granted a number of his readied maneuvers, chosen randomly. The number of maneuvers granted is given in parentheses after the number of maneuvers readied on the table. All the maneuvers not granted to him are withheld. At the beginning of each of his later rounds, he is granted one additional maneuver from his set of withheld maneuvers. Whenever the paladin executes a maneuver, that maneuver is expended and becomes unavailable to him until it is granted again. If at the beginning of the paladin's turn he has no withheld maneuvers left, all his readied maneuvers become withheld again and he is granted a number of maneuvers as at the beginning of combat.
When out of combat (that is, when initiative is not being tracked and time is not being measured in rounds), the paladin can use any of his readied maneuvers at will.
A paladin can have only one copy of any given maneuver readied at a time.
Stances Known
The paladin knows a number of stances from the Devoted Spirit and White Raven schools given in the table. Whenever the paladin gains an additional stance know, he may choose any stance that he meets the prerequisites for. This stance counts as a menuver for meeting prerequisites, but the paladin may not trade out one stance for another at higher levels as he can with maneuvers.
Divine Grace (Su)
At 2nd level, the paladin gains a sacred (if the paladin is good or neutral) or profane (if the paladin is evil) bonus to his saving throws equal to his Charisma modifier. The maximum bonus granted is equal to the paladin's class level.
Lay on Hands (Su)
At 2nd level, the paladin gains the ability to heal or harm creatures by channeling divine energy through themselves.
The Path of Weal and the Path of Woe
The paladin must follow the Path of Weal or the Path of Woe. Good paladins follow the Path of Weal, and evil paladins follow the Path of Woe. Neutral paladins decide when they gain this ability to follow the path of Weal or Woe. This choice is permanent. Some neutral deities only allow their paladins to choose one path.
Attacks and Save DCs
The saving throw (if applicable) for a Lay on Hands ability is equal to 10 + half the paladin's hit dice + the paladin's Charisma modifier. To touch an opponent, the paladin must make a melee touch attack as part of the action to Lay on Hands. If the attack misses, the paladin loses all points of damage or healing that he chose to use in that attempt.
The Lay on Hands pool
The paladin activates his Lay on Hands abilities by drawing points form his Lay on Hands pool. The number of points in the paladin's Lay on Hands pool is equal to (6 + 2 x his Charisma modifier) x (his paladin class level). So for instance, a 2nd-level paladin with a Charisma score of 16 (+3 modifier) has 24 points in his Lay on Hands pool, while a 20th-level paladin with a Charisma score of 27 (+8 modifier) has 440 points in his Lay on Hands pool. The paladin cannot use a Lay on Hands ability if that ability would cost more points than the paladin has left in his Lay on Hands pool.
Lay on Hands Abilities
At 2nd level, the paladin following the Path of Weal can as a standard action channel positive energy to heal a touched living creature for a number of points of damage. The paladin chooses how much to heal with every touch, up to one third his maximum Lay on Hands pool. The paladin can also use this
ability to harm undead creatures for a like amount of damage. To do this, the paladin must succeed on a melee touch attack as described above and the undead may attempt a Will save for half damage. This ability costs a number of points from his Lay on Hands pool equal to the number of points of healing or damage done.
At 2nd level, the paladin following the Path of Woe can as a standard action channel negative energy to harm a touched living creature for a number of points of damage. The paladin must succeed on a melee touch attack and the target may make a Will save to take half damage. The paladin chooses how much damage to deal with every touch, up to one third of the total daily amount he can deal. The paladin can also use this ability to heal undead creatures for a like amount of damage. This ability costs a number of points from his Lay on Hands pool equal to the number of points of damage or healing done.
At 3rd level, the paladin gains the ability to counteract or cause disease and poisoning. The paladin following the Path of Weal can as a standard action give a touched creature an immediate saving throw against one disease or poison currently affecting him, with a DC equal to the original save DC or the
disease or poison. The creature gains a sacred bonus to his save equal to 3 + the paladin's Charisma modifier. If the save succeeds, the creature is instantly cured of his disease or poison, with no additional saving throws necessary. The paladin following the Path of Woe can infect a touched creature with a diesease or cause it to become poisoned. The disease and poison depend on the idiosycnracies of the paladin's patron. For instance, a god of decay might grant his paladins filth fever. In any case the save DCs are equal to the normal DC for the paladin's Lay on Hands ability, and any disease has no incubation time, that is, a creature diseased by a paladin's touch must save immediately or take damage. Using this ability costs 10 points from the paladin's Lay on Hands pool.
At 4th level, the paladin can use his Lay on Hands ability more quickly. Whenever the paladin activates a Lay on Hands ability on a willing touched creature, he may activate it as a swift action instead of as a standard action.
At 5th level, the paladin may heal or deal ability damage. A paladin following the Path of Weal can heal a touched creature of a number of points of damage up to his class level to any one ability score. A paladin following the Path of Woe can deal a touched creature a number of points of damage up to his class level to any one ability score. The target of this ability is allowed a Fortitude save (Str, Dex, Con) or Will save (Int, Wis, Cha) to negate the damage. Using this ability coses 5 points from the paladin's Lay on Hands pool per point of ability damage done or healed.
At 6th level, the paladin may remove or apply various conditions to his targets. A paladin following the Path of Weal can remove any one of the following conditions from a touched creature: dazed, fatigued, shaken, sickened. A paladin following the Path of Woe can impose any one of the same conditions on a touched target, with a duration of 1 round per class level. A creature affected in the same way multiple times by this same ability does not have their condition worsened, but this condition does stack with other abilities that cause similar effects. A creature is allowed a Fortitude save (fatigued, sickened) or Will save (dazed, shaken) to negate this ability. Using this ability costs 20 points from the paladin's Lay on Hands pool.
At 7th level, the paladin may use his Lay on Hands ability at range. He must take a standard action do so, but he may affect any creature he can see in line of sight and line of effect within 25 feet + 5 feet/2 paladin levels. No attack roll is needed to affect an opponent with this version of the ability. Using an ability at range costs twice as many points from the paladin's Lay on Hands pool as it would as a touch ability.
At 8th level, the paladin can cause or heal ability drain. A paldin following the Path of Weal can heal a touched creature of a number of points of ability drain up to his class level from any one ability score. A paladin following the Path of Woe can deal a touched creature a number of points of ability drain up to his class level to any one ability score. The target of this ability is allowed a Fortitude save (Str, Dex, Con) or Will save (Int, Wis, Cha) to negate the damage. Using this ability coses 10 points from the paladin's Lay on Hands pool per point of ability drain done or healed.
At 9th level, the paladin may use his Lay on Hands ability at range as a swift action. Since Lay on Hands abilities at range do not require attack rolls, the paladin may use this even against nonwilling creatures. Using an ability at range costs twice as many points from the paladin's Lay on Hands pool as it would as a touch ability.
At 11th level, the paladin may remove or apply more serious conditions to his targets. A paladin following the Path of Weal can remove any one of the following conditions from a touched creature: exhausted, frightened, stunned, nauseated. A touched creature is healed of that condition completely and does not only move to a lesser version of that condition; for instance, an exhausted creature who is cured by this ability becomes neither exhausted not fatigued, but is back to normal. A paladin following the Path of Woe can impose any one of the same conditions on a touched target, with a duration of 1 round per paladin level. A creature affected in the same way multiple times by this same ability does not have their condition worsened, but this condition does stack with other abilities that cause similar effects. A creature is allowed a Fortitude save (exhausted, nauseated) or Will save (frightened, stunned) to negate this ability. Using this ability costs 40 points from the paladin's Lay on Hands pool.
At 12th level, the paladin gains the ability to affect multiple creatures in an area around him. He must take a standard action to do so, but he may affect a number of hit dice of creatures up to four times the paladin's class level. The paladin must be able to see the creatures he wishes to affect, and he must have line of sight and line of effect to them. The paladin can affect creatures up to 25 ft + 5 ft/2 levels away from him. The paladin selects which creatures he wishes to affect, and they are targeted, starting with the creatures closest to the paladin and working outwards. As each creature is targeted, its Hit Dice are subtracted from the total number the paladin can affect. If a chosen creaure has more Hit Dice than are left, it is skipped and its Hit Dice are not subtracted from the total Hit Dice affected. All targeted creatures are then affected by the paladin's ability, making saves individually. Using an ability in an area costs three times as many points from the paladin's Lay on Hands pool as it would as a touch ability targeting a single creature.
At 14th level, the paladin may remove or apply severe conditions to his targets. A paladin following the Path of Weal can remove any one of the following conditions from a touched creature: panicked, paralyzed. A touched creature is healed of that condition completely and does not only move to a lesser version of that condition. A paladin following the Path of Woe can impose any one of the same conditions on a touched target, with a duration of 1 round/paladin level. A creature is allowed a Fortitude save (paralyzed) or Will save (panicked) to negate this ability. Using this ability costs 60 points from the paladin's Lay on Hands pool.
At 15th level, the paladin may remove or invoke a curse on a creature or object. A paladin following the Path of Weal can remove enchantments, transmutations, and curses from a single touched creature. This ability can reverse even an instantaneous effect. For each such effect, you make a class level check (1d20 + class level, maximum +20) against a DC of 11 + caster level of the effect. Success means that the creature is free of the spell, curse, or effect. For a cursed magic item, the DC is 25. A paladin following the Path of Woe can curse a touched creature. If that creature fails a Will save, it takes one of the following penalties of the paladin's choice:
One ability score is reduced by an amount equal to the paladin's class level, to a minimum of 1
A penalty to all attacks, checks, and throws equal to half the paladin's class level
The creature has a 50%+1% per paladin's class level chance of taking no actions each round
The curse is permanent and cannot be dispelled, but it can be removed with a break enchantment, limited wish, miracle, remove curse, or wish spell.
At 17th level, the paladin learns how to instantly slay a creature or turn back even death itself. A paladin following the Path of Weal can touch the body of a creature that has been dead for no more than 1 round per class level and return that creature to life. The creature being raised knows the name, alignment, and patron of the paladin raising it, can perceive the area within 60 feet of his body, and can refuse to be raised. If the creature consents to being raised, it is restored to life with one tenth its normal maximum hit points. If the raised creature was a spellcaster, it returns with half the spell points it had at the time of its death and for each memorized spell it has a 50% chance of retaining that spell. A paladin following the Path of Woe can instantly kill or destroy a touched creature if that creature fails a Will save. If the creature succeeds on the save, it takes 10 points of damage per paladin level, but this damage cannot reduce it below 1 hit point. This is a necromantic death effect. Using this ability costs 100 points from the paladin's Lay on Hands pool.
At 18th level, the paladin may use his Lay on Hands ability on creatures in an area as a swift action. Since Lay on Hands abilities in an area do not require attack rolls, the paladin may use this even against nonwilling creatures. Using an ability in an area costs three times as many points from the paladin's Lay on Hands pool as it would as a touch ability.
Divine Avatar (Su)
At 20th level, the paladin becomes one of the most powerful champions his deity has. His aura becomes much stronger, with a strength equal to a creature with Hit Dice equal to twice the paladin's level. He gains spell resistance equal to 15 + his class level and the ability to cast commune as a spell-like ability once per day at caster level 20. In addition, his smites become more powerful, gaining twice the paladin's Charisma bonus to attacks and twice the paladin's level to damage. He gains the effects of a magic circle against evil spell, but it works against those creatures that have alignments opposed to the paladin's.