Current Version: v0.81
Jason A. EngleThe paladin is the epitome of the holy knight in shining armor. A beacon of heroic Good. Yet in the core books... it seems like there's no reason to bother with her past level 6, especially since the Cleric can do what she does just as well (Actually, better). However, this shall be the case no longer!
It should be said that if you're the sort of person who thinks core material is all perfect and good and balanced, that Fighters can stand side by side with Wizards at level 20 and such nonsense, this is not the fix for you. However, if you do see the need for rectifying balance and making the paladin a worthwhile class right up to high levels with greater power, versatility, *and* flavor, then you may well have found the solution you've been looking for!
This variant is mostly the same as the base paladin at lower levels, since the paladin is pretty much fine there. It continues to increase the power of Lay on Hands and allow it to use up some of its healing points to cure various other ailments (and just throwing out the Remove Disease ability). It changes smite/day into smite/encounter, since the high level paladin *should* be so badass that she smites all day. It gives the paladin switchable auras to support the party. It also rebuilds the paladin's spell list and gives her more spells per day. At level 5, it allows the paladin to choose from a variety different specializations instead of just getting a special mount (which is now part of the mounted specialization), allowing for a variety of different and unique styles. Further, the paladin has access to a new type of feat, the "Smite Feat," which allows the paladin to expend smite attempts in order to create a variety of other effects, enabling her to use her smite evil ability to cover a variety of versatile circumstances and perform various maneuvers.
The paladin is now a more powerful force in melee (and not just a couple rounds per day!), who uplifts her comrades with her heroic and divine prescence, and an effective backup healer.
This class is still not on the power level of well-played full spellcasters (Particularly at higher levels), and it is not intended to be. However, it *is* relevant at higher levels, and is meant to be balanced against the classes generally regarded as well built and balanced, such as the Rogue, Warblade, Psychic Warrior, decent prestige classes, or... monsters of the appropriate CR. It's meant to be in the upper-middle range of class balance.
Finally, this is a work in progress, and more material will be added in the future.
And without further ado... I offer you...
The PaladinHit Die: d10
BAB: Full
Saves: Good Fort, Bad Reflex, Bad Will
Skill Points at 1st level: (2+int modifier) x4
Skill Points at each additional Level: 2 + Int Modifier
Class Skills: The paladin’s class skills (and the key ability for each skill) are Concentration (Con), Craft (Int), Diplomacy (Cha), Handle Animal (Cha), Heal (Wis), Intimidate (Cha), Knowledge (History) (Int), Knowledge (nobility and royalty) (Int), Knowledge (religion) (Int), Knowledge (the planes) (Int), Profession (Wis), Ride (Dex), and Sense Motive (Wis).
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).
[code]
The Paladin Hit Die: d10
Base
Attack Fort Ref Will
Level Bonus Save Save Save Special 1st +1 +2 +0 +0 Aura of Good, Detect Evil, Smite Evil 1/encounter
2nd +2 +3 +0 +0 Divine Grace, Lay on Hands
3rd +3 +3 +1 +1 Aura of Courage, Divine Health, Hero's Courage
4th +4 +4 +1 +1 Turn Undead
5th +5 +4 +1 +1 Smite Evil 2/encounter, specialization
6th +6/+1 +5 +2 +2 Panacean Touch
7th +7/+2 +5 +2 +2 Bonus Feat
8th +8/+3 +6 +2 +2 Aura of Devotion
9th +9/+4 +6 +3 +3 Revitalizing Touch
10th +10/+5 +7 +3 +3 Smite Evil 3/encounter
11th +11/+6/+1 +7 +3 +3 Vigilance
12th +12/+7/+2 +8 +4 +4 Refreshing Touch
13th +13/+8/+3 +8 +4 +4 Aura of Resolve
14th +14/+9/+4 +9 +4 +4 Bonus Feat
15th +15/+10/+5 +9 +5 +5 Smite Evil 4/Encounter
16th +16/+11/+6/+1 +10 +5 +5 Break Enchantment
17th +17/+12/+7/+2 +10 +5 +5 Constant Vigilance
18th +18/+13/+8/+3 +11 +6 +6 Aura of Faith
19th +19/+14/+9/+4 +11 +6 +6 Energizing Touch
20th +20/+15/+10/+5 +12 +6 +6 Smite Evil 5/Encounter, A Hero Never Falls[/code]
Aura of Good (Ex)The power of a paladin’s aura of good (see the
detect good spell) is equal to her paladin level. It is
not a switchable aura.
Detect Evil (Sp)At will, a paladin can use
detect evil, as the spell.
Smite Evil (Su)Once per encounter, a paladin may attempt to smite evil with one normal melee attack. She adds her Charisma bonus (if any) to her attack roll and deals 1 extra point of damage per paladin level. This damage is not multiplied on a critical, or by any other multiplier that would not count "bonus dice." If the paladin accidentally smites a creature that is not evil, the smite has no effect, but the ability is still used up for that encounter.
At 5th level, and at every five levels thereafter, the paladin may smite evil one additional time per encounter, as indicated on Table: The Paladin, to a maximum of five times per encounter at 20th level. An encounter is considered over when you do no strenuous action for 5 minutes or more.
Divine Grace (Su)At 2nd level, a paladin gains a bonus equal to her Charisma bonus (if any) on all saving throws, up to a maximum of her class level.
Lay on Hands (Su) Beginning at 2nd level, a paladin with a Charisma score of 12 or higher can heal wounds (her own or those of others) by touch. She gains a pool of healing, which allows her to heal a total number of hit points of damage equal to her paladin level