Hey all. I'm working on a homebrew campaign, and I'm introducing the paladin class as a PrC in this world (the monk and ranger are PrC as well). Any suggestions on how I should change it? I've got a while before the game starts, so all critiques from spelling corrections to rules lawyering are welcome!
Base Attack: +4
Concentration: 8 ranks
Alignment: Must be Lawful Good, Lawful Evil, Chaotic Good or Chaotic Evil (Any Suggestions?)
Level 1: Aura of Faith & Detect Opposition
Aura of Faith
The Paladin's conviction is as real as any armor, and just as potent. As a full action, the paladin can raise a defensive feild identical to a Protection spell. This aura extends 1 foot in every direction from the Paladin, and protects against an oppositional alignment of the Paladin's choice -- a Lawful Good paladin can choose to raise an aura that defends against Chaotic or Evil opponents/effects.
The Aura of Faith remains active until the paladin chooses to dispel it. The paladin can only have 1 aura active at a time.
The very faith that gives the paladin power also allows him to percieve those who would work against him. While the Paladin's Aura of Faith is active, he can detect individuals with an opposed alignment within 30 feet. This functions as a Detect Alignment spell, save that the Paladin can only detect individuals with an alignment opposed to the active Aura of Faith.
Level 2: Smite Opposition
The paladin can use his faith to lash out at those opposed to him, smiting his opponents with pure conviction. While the Paladins aura of faith is active, he may choose to smite an opponent with an attack. As a swift action, the paladin makes a DC 20 concentration check (25 if he is using a ranged weapon) to imbue his weapon with destructive power. His next successful attack inflicts + (Charisma Modifier) damage on a foe with an alignment opposed to the active Aura of Faith.
Level 3: Bastion of Conviction
The paladins overwhelming conviction shields him against all harm. While Aura of Faith is active, the paladin gains a bonus to all saves equal to his charisma modifier.
Level 4: Aligned Smite
When using the smite ability, the paladins weapon gains an alignment descriptor matching the active Aura of Faith.
Level 5: Unwavering Faith
When the paladin activates his Aura of Faith he is Protected against both oppositional alignments. A Chaotic Evil paladin would be Protected against Law and Evil while his Aura is active.
Level 6: Smite Outsider
When the paladin is fighting an outsider with an opposed alignment, his smite always bypasses the opponents damage reduction.
Level 7: Circle of Protection
As a swift action, the paladin can extend his Aura of Faith to a 15 foot radius, protecting all within the aura.
Level 8: Smite Nemesis
When using smite against an opponent with both alignment components opposed to yours, add double your charisma modifier to the damage inflicted.
Level 9: Unstoppable Faith
While Aura of Faith is active, the paladin gains DR 5/Opposed.
Level 10: Faiths Fury
As a full action, the paladin can choose to lower his Aura and release a burst of energy harmful to his opponents. All within 15 feet of the paladin must save against its effects.
Against targets with 1 alignment component opposed to the paladin, the attack inflicts 5d8 damage and blinds the opponent for 1 round. A successful save reduces the damage by half and negates the blindness effect.
Against targets with both alignment components opposed to the paladin, the attack inflicts 5d10 damage and blinds the opponent for 1d4 rounds. A successful save reduces the damage by half and reduces the blindness efft to 1 round.
Against outsiders with 1 or more alignment components opposed to the paladin, the attack inflicts 5d12 damage and deadens all the opponents senses (even supernatural ones) for 1d8 rounds. A successful save reduces the damage by half and blinds the opponent for 1d4 rounds.