The Paladin revised to be a more competitive, higher tier class. There were several aims I had in mind when designing this fix.
The first was to make pure classing viable and competitive; I really wanted to give players compelling reasons to stick with the Paladin, rather than branching off/dipping into something else.
The second was to make the class itself viable and competitive overall, and decisively 3rd tier.
The third was to do the first and second in ways that were thematic and appropriate. Emphasizing the Paladin's iconic roles as a defender of the meek, and a slayer of evil I thought to be the best way of going about this, primarily by means of damage and resistance sharing, enhanced healing and anti-evil/undead capabilities. It wasn't about simply increasing the class' defensive capabilities so much as it was highlighting these design elements.
With the exception of these changes and new abilities, or where explicitly stated, it is otherwise identical:
New class skills: Jump, Climb
Skill Points at 1st Level:
(4 + Int modifier) ×4.
Skill Points at Each Additional Level:
4 + Int modifier.
SpoilerPaladin
{table=head]Level|Base Attack Bonus|Fort Save|Ref Save|Will Save|Special|1st|2nd|3rd|4th
1st|+1|+2|+0|+2|Aura of Good, Detect Evil, Smite Evil 1/Encounter|-|-
2nd|+2|+3|+0|+3|Divine Grace, Lay on Hands|-|-|-
3rd|+3|+3|+1|+3|Aura of Courage, Divine Health, Gift of the Martyr (50%)|-|-|-|-
4th|+4|+4|+1|+4|Turn Undead, Argent Soul, Divine Providence, Greater Smite I|0|-|-|-
5th|+5|+4|+1|+4|Smite Evil 2/Encounter, Special Mount, Divine Aegis, Aura of Beneficence|0|-|-|-
6th|+6/1|+5|+2|+5|Lay on Hands II, Indomitable Zeal|1|-|-|-
7th|+7/2|+5|+2|+5|Blade of Virtue, Detect Evil II|1|-|-|-
8th|+8/3|+6|+2|+6|Argent Soul II, Greater Smite II|1|0|-|-|-
9th|+9/4|+6|+3|+6|Lay on Hands III|1|0|-|-
10th|+10/5|+7|+3|+7|Smite Evil 3/Encounter, Gift of the Martyr (75%), Aura of Beneficence II, Blade of Virtue II, Scouring Light|1|1|0|-
11th|+11/6/1|+7|+3|+7|Celestial Mount, Detect Evil III|1|1|1|-
12th|+12/7/2|+8|+4|+8|Lay on Hands IV, Argent Soul III, Indomitable Zeal II|1|1|1|-
13th|+13/8/3|+8|+4|+8|Blade of Virtue III|1|1|1|-
14th|+14/9/4|+9|+4|+9|Greater Smite III|2|1|1|0
15th|+15/10/5|+9|+5|+9|Smite Evil 4/Encounter, Lay on Hands V, Divine Aegis II|2|1|1|1
16th|+16/11/6/1|+10|+5|+10|Argent Soul IV, Blade of Virtue IV|2|2|1|1
17th|+17/12/7/2|+10|+5|+10|Detect Evil IV|2|2|2|1
18th|+18/13/8/3|+11|+6|+11|Lay on Hands VI, Indomitable Zeal III|3|2|2|1
19th|+19/14/9/4|+11|+6|+11|Blade of Virtue V|3|3|3|2
20th|+20/15/10/5|+12|+6|+12|Smite Evil 5/Encounter, Gift of the Martyr (100%), Argent Soul V, Aura of Beneficence III, Greater Smite VI|3|3|3|3[/table]
High Saves: Fortitude, Will
Detect Evil (Su): As per the core class. However, the capabilities of the Paladin's Detect Evil improves over time as follows:Spoiler
At the 7th class level, the Paladin gains the ability to gauge the nature of a subject's evil much more clearly, while the range of his eldritch insight expands. With a fourth round of study, the Paladin is able to determine whether or not the target detects as Evil due to Taint, arcane or profane energies (including spells and curses), personality and actions, and/or a subtype.
Finally, the range of Detect Evil increases by 30 feet plus 30 feet times the Paladin's Wisdom modifier (minimum 30 feet).
At the 11th class level, the Paladin's ability to Detect Evil becomes penetrating, shattering physical and mystical barriers alike to see through to the truth. The Paladin now makes an opposed caster level check using the total of his class level and Wisdom modifier as his caster level to penetrate illusions, spells and effects that obfuscate, redirect or block Detect Evil's alignment detection.
It furthermore is able pass through physical barriers much more effectively, penetrating two plus his Wisdom modifier (minimum 2) times the normal amount of material.
At the 17th class level, the Paladin's concentration and mastery of Detect Evil is such that he requires only one round of study to garner all information obtainable with it.
Smite Evil (Su): Instead of X uses per day, Smite Evil features X uses per encounter. Smites may also be made as ranged attacks. Smite Evil deals 2 times its normal bonus damage to Evil Outsiders and Undead. All damage dealt by Smite Evil counts as being Divine and Good aligned.
Lay on Hands (Su):SpoilerBeginning at 2nd level, a paladin with a Charisma score of 12 or higher can heal wounds (her own or those of others) by touch. Each day she can heal a total number of hit points of lethal and/or non-lethal damage equal to her Paladin level × her Charisma bonus. A Paladin may choose to divide her healing among multiple recipients, and she doesn’t have to use it all at once. Using Lay on Hands is a Standard Action. A Paladin may convert a use of Turn Undead into a number of Healing points for Lay on Hands equal to his Paladin level x his Charisma bonus as a Free Action.
Alternatively, a Paladin can use any or all of this healing power to deal damage to undead creatures and evil outsiders. Using Lay on Hands in this way requires a successful melee touch attack and doesn’t provoke an attack of opportunity. The Paladin decides how many of her daily allotment of points to use as damage after successfully touching an undead creature or evil outsider. A Paladin cannot expend more Healing Points in this way than her Charisma modifier x her class level.
Beginning at the 6th class level, a Paladin can expend 10 hit points worth of Lay on Hands' healing power to remove one of the following conditions afflicting the touched target: dazzled, diseased, poisoned, fatigue, exhaustion, sickened or nauseated. Every 3 class levels beyond the sixth, the range of conditions that can be cured in this way is expanded. Unless stated otherwise, each condition requires 10 healing points to remove:
At the 9th class level Lay on Hands can remove ability damage, blindness, deafness and paralysis. Each point of ability damage costs 2 healing points to remove.
At the 12th class level Lay on Hands can remove the confused, cowering, frightened, dazed, fear, feebleminded, insanity, panicked, shakened and stunned conditions. Alternatively, the Paladin may invest 100 healing points to revive a fallen comrade as per the Raise Dead spell.
At the 15th class level Lay on Hands can remove ability drain and negative levels, and can act as a Break Enchantment spell with no maximum caster level, with a caster level equal to the Paladin's class level. Each point of ability drain costs 8 points to restore, and each negative level costs 16 points to restore. Alternatively, the Paladin may invest 200 healing points to revive a fallen comrade as per the Resurrection spell.
At the 18th class level, Lay on Hands can restore permanently drained levels at the cost of 50 healing points per drained level, and regenerate lost and severed body members as per the Regenerate spell, each body part requiring 50 healing points to regenerate. Alternatively, the Paladin may invest 800 healing points to revive a fallen comrade as per the True Resurrection spell, though he must possess some fragment of remains of the deceased to touch, and must expend either 500 XP per HD of the target to be revived or a valuable diamond component as per the spell, or be in current and immediate possession of a powerful holy artifact of his patron deity.
Aura of Courage (Ex):SpoilerAs the base class, but the aura benefits only non-evil allies (excluding the Paladin) within 5 + 5 x the Paladin's Charisma modifier feet (minimum 5 feet). Allies benefiting from the aura receive a bonus on all saves against Fear equal to the Paladin's Charisma modifier (minimum 1), up to a maximum equal to the Paladin's class level. Note that this portion of the ability is a supernatural effect.
Gift of the Martyr (Su):SpoilerIt is the sacred duty of every Paladin to protect the weak and assist those in need. To this end, the gods have granted him the ability to spiritually attune with his allies, and absorb their wounds and ailments as though they were his own. Beginning at the 3rd class level, the Paladin may attune to a number of creatures up to his class level. Attuning a single creature requires a Full Action, and the Paladin must be touching all creatures to be attuned for this duration.
Once a creature is attuned, whenever it takes any damage or suffers any adverse non-damage effect, and is within 10 x class level feet of the Paladin, the Paladin may choose to redirect up to 50% of the damage to himself (rounded up), or attempt to redirect the non-damage effect to himself with a 50% chance of success. Only non-damaging effects that Lay on Hands can remove or cure (at any given class level) may be transferred with Gift of the Martyr. The Paladin is always aware of the exact amount of any damage to be transferred, and the exact nature of any transferable non-damage effect prior to making the decision to attempt a transfer.
At the 10th class level, up to 75% of the damage received by the attuned can be transferred, and non-damaging effects received by the attuned have up to a 75% chance of being transferred.
At the 20th class level, up to 100% of the damage received by the attuned can be transferred, and non-damaging effects received by the attuned have up to a 100% chance of being transferred.
The exact percentage of damage and probability of an effect being transferred is at the Paladin's option, up to the above maximums. A Paladin may dismiss any attuning at his option as a Free Action, and must dismiss an attuning of his option should he attempt to attune to a new creature when he has attuned the maximum number of creatures his class level will allow, or the new attuning will fail.
Argent Soul (Ex):SpoilerThe Paladin's soul becomes tempered with the steel of his virtue, reinforced by his valour, made impervious by his faith. Starting at the 4th class level, the Paladin gains Negative Energy, Profane and Vile Resistance equal to 5 + his character level.
Starting at 8th class level, the Paladin gains immunity to Ability Drain.
Starting at the 12th class level, the Paladin gains immunity to Death magic, and magical death effects.
Starting at the 16th class level, the Paladin gains immunity to Energy Drain.
Starting at the 20th class level, the Paladin gains immunity to Negative Energy effects and damage.
Non-evil allies (excluding the Paladin) within 5 + 5 x the Paladin's Charisma modifier feet (minimum 5 feet) receive a bonus on all saves against these effects equal to his Charisma modifier (minimum 1), and half of all Resistances bestowed by this ability (rounded up) up to a maximum equal to his class level. Note that this portion of the ability is a supernatural effect.
Divine Providence (Su):SpoilerStarting at the 4th class level, the Paladin may expend a Turn Undead attempt as a Free Action to invoke the protection of his deity, gaining one of the following: Damage Reduction, Energy Resistance versus a damage type of his choice, or a bonus to his AC, SR, or all saves equal to the total of his class level and Charisma modifier. This ability can be used in response to any attack, spell, event or effect, but its use must be declared before any rolls are made.
If the Paladin chooses a bonus to his saves, and succeeds on any save that normally has a partial effect on a success, it instead has no effect. The Paladin may opt to roll 2d20 for any saving roll made while Divine Providence is active, selecting the outcome of his choice.
If the Paladin chooses a bonus to his AC or Damage Reduction, he also gains Fortification equal to his Paladin level x his Charisma modifier. Bonuses to AC gained in this way are effective versus all attack types, including Incorporeal and Touch attacks.
The effects of this ability last until the end of the Paladin's next turn.
Divine Aegis (Su):SpoilerStarting at the 5th class level, the Paladin gains a bonus to his AC equal to the lesser of his Charisma modifier and class level. This AC bonus applies against incorporeal and touch attacks. Non-evil allies (excluding the Paladin) within 5 + 5 x the Paladin's Charisma modifier feet (minimum 5 feet) receive half of this bonus (rounded up).
Starting at the 15th class level, the Paladin gains Spell Resistance equal to 10 + his class level, + his Charisma modifier. Non-evil allies (excluding the Paladin) within 5 + 5 x the Paladin's Charisma modifier feet (minimum 5 feet) receive half of this Spell Resistance (rounded up).
By expending a Turn Undead attempt as a Free Action, the Paladin may increase the SR provided to his non-evil allies by an amount equal to his Charisma modifier (minimum 1), or the AC provided to his allies by an amount equal to half his Charisma modifier (round up, minimum 1) for one round per class level. The SR and AC granted by Divine Aegis to the Paladin's allies cannot ever exceed the amount it provides to the Paladin.
Aura of Beneficence (Su):SpoilerStarting at the 5th class level, the aura of the Paladin becomes as a shining beacon to all who would rally against evil, and emits a continuous Protection Against Evil effect. Further, he is surrounded by a brilliant silver light, which sheds bright light for up to half the Paladin's class level + his Charisma modifier x 5 feet, and dim light for up to an additional half the Paladin's class level + his Charisma modifier x 5 feet (round up in all cases, with each area of illumination having a minimum 5 foot radius). The Paladin may expand, contract or dismiss this light as a Free Action. This light may even persist in magical darkness if the Paladin succeeds at an opposed caster level check, using his class level as his caster level.
Starting at the 10th class level, he emits a continuous Circle of Protection Against Evil effect.
Starting at the 20th class level, he emits a continuous Holy Aura effect. The DC of this effect is Charisma based.
While these emanations may be dispelled, the Paladin can simply reactivate them as a Free Action. The effective caster level of these emanations is equal to the Paladin's class level.
Remove Disease (Su): The Paladin does not gain the Remove Disease ability.
Indomitable Zeal (Ex):SpoilerHis mind and body alike made robust by the impenetrable armour of his conviction, the Paladin suffers no mortal weariness, predisposition to corrupting toxins, nor susceptibility to the rank temptations of bewitching magics. Starting at the 6th class level, the Paladin becomes immune to Poison (including supernatural and magical poisons), Exhaustion, and Fatigue, and gains the Endurance and Diehard feats, even if he does not meet their prerequisites.
Starting at the 12th class level, the Paladin may expend a Turn Undead attempt as an Immediate Action to bestow himself with a Delay Death effect, with a caster level equal to his class level.
Starting at the 18th class level, the Paladin becomes immune to Mind Affecting spells and abilities.
Such is the Paladin's inner strength and vitality that it radiates outwards from his being, a potent spiritual essence that infuses his allies with a measure of his divine resilience. Non-evil allies (excluding the Paladin) within 5 + 5 x the Paladin's Charisma modifier feet (minimum 5 feet) receive a bonus on all saves against Poison, Disease, Exhaustion, Fatigue and Mind Affecting spells and effects equal to his Charisma modifier (minimum 1) to a maximum equal to his class level. Note that this portion of the ability is a supernatural effect.
Blade of Virtue (Su):SpoilerStarting at the 7th class level, the Paladin may expend uses of Turn Undead to imbue any single weapon with Light Generation and one of the following properties: Holy, Axiomatic, Ghost Touch, Disruption (this will work on Slashing or Piercing weapons), Merciful or an enhancement bonus equal to the total of the Paladin's class level and Charisma bonus / 4 versus Evil opponents (equivalent to a +1 bonus). In order to imbue a weapon with a given property, the Paladin must spend a number of Turn Undead attempts equal to its equivalent +X bonus. The light exuded by the weapon is a brilliant silver.
At the 10th class level, the Paladin may imbue his weapon with the Undead or Evil Outsider Bane properties.
At the 13th class level, the Paladin may imbue his weapon with the Brilliant Energy property. This form of the Brilliant Energy property works against Undead.
At the 16th class level, the Holy and Axiomatic properties become Holy and Axiomatic Burst, dealing an extra 1d10 points of Divine damage on a successful critical hit. If the weapon’s critical multiplier is ×3, add an extra 2d10 points of Divine damage instead, and if the multiplier is ×4, add an extra 3d10 points. Bows, crossbows, and slings so imbued bestow the Divine damage upon their ammunition.
At the 19th class level, the Paladin may imbue his weapon with a special property. This works as per the Vorpal property (including the cost of Vorpal property's X bonus. Further, non-slashing weapons can be imbued with it), but it only functions against Evil opponents, no critical hit confirmation is required, and doesn't work by decapitating, but by enveloping the Paladin's enemy in a conflagration of silver flames, thus rendering it effective even against those who are immune to critical hits (such as Undead). Those slain in this way are wholly consumed, leaving behind only their equipment and a small pile of fine, silvery dust. Enemies with more HD than the imbuer has class levels may make a Will save versus 10 + 1/2 the Paladin's class levels + the Paladin's Charisma modifier to only take 5d8 Divine damage instead.
For every 3 class levels beyond the 7th, when spending a Turn Undead attempt to imbue his weapon, the Paladin may imbue his weapon as if he had spent an additional Turn Undead attempt.
An imbued weapon retains all properties bestowed in this way for a number of minutes equal to the total of the imbuing Paladin's class level and Charisma modifier.
All properties imbued with this ability are only active and functional when used by the imbuing Paladin, though Evil creatures still receive 2 temporary negative levels while they attempt to use or handle any such imbued weapon. Undead and Evil Outsiders attempting to handle such a weapon receive these penalties in addition to 1d8 Divine damage times the total +X bonus of all imbued properties per round. Imbued properties do not overwrite existing ones; they are added to those the weapon possesses. Imbued properties do not stack with identical existing ones.
Greater Smite (Su)SpoilerBeginning at the 4th class level, the Paladin's smites are empowered by the tested purity and growth of his faith, enabling him to cleave through virtually any defense with the fierce strength of his convictions. His Smites now bypass all damage reduction, immunities and resistances of an Evil aligned opponent.
Beginning at the 8th class level, the Paladin's hand is guided by the divine to seek out his foe. Smite Evil automatically ignores all Concealment and miss chances against Evil targets.
Beginning at the 14th class level, the Paladin adds his class level to the attack rolls of his smites, while adding his Charisma modifier to their damage rolls. Further, he rolls 2d20 for his Smite Evil attack roll, selecting the outcome of his choice.
Beginning at the 20th class level, the Paladin's smites act to instantly and utterly destroy any undead and evil outsiders (even if the outsider is beyond its native plane, it will be permanently killed) it strikes unless they succeed at a Will save equal to 10 + Class Level / 2 + Charisma modifier, enveloping them in a dazzling gout of disintegrating brilliant silver light. Any undead or evil outsider killed or destroyed by Smite Evil in this way is obliterated as per the Disintegrate spell, leaving behind only a trace of fine, silvery dust while its equipment is unaffected.
Scouring Light (Su):SpoilerStarting at the 10th class level, the Paladin may unleash a brilliant silver beam or burst of purifying divine energy at a target at the cost of one of his Turn or Smite Evil attempts as a Standard Action.
Beam Mode:
This beam is delivered as a Ranged Touch Attack. The beam has a range equal to 20 feet, + 20 feet per point of the Paladin's Charisma modifier, with a minimum range of 20 feet. Upon striking a target, the beam acts as a targeted Greater Dispel Magic with a caster level equal to the Paladin's class level, plus his Charisma modifier, and no maximum caster level on the dispel check. Evil targets are furthermore dealt 1d8 Divine damage per point of the Paladin's Charisma modifier and for every two class levels, and must succeed on a Will save against a DC of 10 + 1/2 the Paladin's character level + the Paladin's Charisma modifier or be stunned for a number of rounds equal to the Paladin's Charisma modifier (for a minimum of 1 round). On a successful save, the target is dazzled instead for an equivalent period. Undead and Evil Outsiders receive twice this damage.
Burst Mode:
Conjures a brief vertical column of silver light that envelops a cylindrical area centred on the Paladin with a radius equal to 5 feet, plus the Paladin's Charisma modifier (minimum 5 feet) and a height four times that of the radius. All creatures within are subject to an area dispel version of Greater Dispel Magic as per the targeted version above. Evil creatures receive damage as per the targeted version above divided by 2. Undead and Evil Outsiders receive twice this amount. Further, Evil targets within the area of effect must make a successful Will save against a DC of 10 + 1/2 the Paladin's character level + the Paladin's Charisma modifier or be stunned as above for half the number of rounds (minimum 1 round). On a successful save, the target is dazzled instead for an equivalent period, and the damage that would be dealt to it by Scouring Light is halved.
Either version of Scouring Light may be channeled through a weapon held by the Paladin as a Swift Action. A creature successfully struck by a weapon channeling Scouring Light suffers its effects as if hit by the beam version above, with the burst version of this ability centred on that creature. Hitting a creature in this way completely discharges Scouring Light, thus its effects do not apply to any further attacks made, unless reapplied as another Swift Action.
Any creature killed or destroyed by Scouring Light in any form (even when channeled as part of a melee attack) is obliterated as per the Disintegrate spell, leaving behind only a trace of fine, silvery dust while its equipment is unaffected. Evil Outsiders and Undead slain by Scouring Light, even if not on their native plane are completely and irrevocably destroyed.
Celestial Mount (Ex):SpoilerBeginning at the 11th class level, the Paladin's mount gains the Celestial template. The mount or its equivalent now requires only a Swift or Immediate Action to call.
If your mount, or mount equivalent cannot have, or already has the Celestial template applied to it, or otherwise would not benefit from the Celestial template, you may summon it one additional time per day.
You can share spells with your mount as if it had the sorcerer/wizard familiar Share Spells ability.
You can choose to ignore your mount's spell resistance (if any).