Anda di halaman 1dari 27

The Rebalanced Paladin, by OneWinged4ngel. Current Version: v0.


Jason A. Engle

The 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 presence, 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 Paladin
Hit 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 paladins 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). The Paladin Level Base Attack Bonus st 1 +1 2nd 3rd 4th 5th 6th 7th 8th 9th 10th 11th 12th 13th 14th 15th 16th 17th 18th 19th 20th +2 +3 +4 +5 +6/+1 +7/+2 +8/+3 +9/+4 +10/+5 +11/+6/+1 +12/+7/+2 +13/+8/+3 +14/+9/+4 +15/+10/+5 +16/+11/+6/+1 +17/+12+7/+2 +18/+13/+8/+3 +19/+14/+9/+4 +20/+15/+10/+5 Hit Die: d10 Fort Ref Save Save +2 +0 +3 +3 +4 +4 +5 +5 +6 +6 +7 +7 +8 +8 +9 +9 +10 +10 +11 +11 +12 +0 +1 +1 +1 +2 +2 +2 +3 +3 +3 +4 +4 +4 +5 +5 +5 +6 +6 +6

Will Save +0 +0 +1 +1 +1 +2 +2 +2 +3 +3 +3 +4 +4 +4 +5 +5 +5 +6 +6 +6

Special Aura of Good, Detect Evil, Smite Evil 1/encounter Divine Grace, Lay on Hands Aura of Courage, Divine Health, Hero's Courage Turn Undead Smite Evil 2/encounter, specialization Panacean Touch Bonus Feat Aura of Devotion Revitalizing Touch Smite Evil 3/encounter Vigilance Refreshing Touch Aura of Resolve Bonus Feat Smite Evil 4/Encounter Break Enchantment Constant Vigilance Aura of Faith Energizing Touch Smite Evil 5/Encounter, A Hero Never Falls

Aura of Good (Ex) The power of a paladins 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. 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 1 minute 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 her Charisma bonus. A paladin may choose to divide her healing among multiple recipients, and she doesnt have to use it all at once. A Paladin may fill this pool with a full minute (10 rounds) of concentration and prayer. Refreshing the pool brings the Paladin's pool of healing back up to the maximum (Paladin level * Charisma Bonus). She may fill her healing pool a number of times per day equal to 1 + half her Charisma modifier (rounded down). Alternatively, a paladin can use any or all of this healing power to deal damage to undead creatures. Using lay on hands in this way requires a successful melee touch attack and doesnt 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. The target may make a Will save (DC 10+1/2 Paladin Level+Cha) to negate the damage. The paladin's Lay on Hands gains additional capabilities as she progresses in level as a paladin. The paladin may use all additional effects in conjunction with healing, as long as she spends enough points. Switchable Auras All auras except Aura of Good are switchable as a move action. You may have only one aura other than Aura of Good active at a given time. These auras function while the paladin is conscious, but not while the paladin is unconscious or dead. The paladin's auras only affect her allies, and not the paladin herself. Aura of Courage (Ex) At 3rd level, the paladin may exude an aura of courage that inspires her allies. Each ally within 30 feet of her gains a +4 morale bonus on saving throws against fear effects. Aura of Courage's bonuses scale by level. At level 8, allies gain +6 to saves against fear, and a +1 morale bonus to attack rolls. At level 13, allies gain +8 to saves against fear, and a +2 morale bonus to attack rolls. At level 18, allies gain immunity to fear, and +3 morale bonus to attack rolls. This is a switchable Aura. Hero's Courage (Ex) Beginning at 3rd level, a paladin is immune to fear (magical or otherwise).

A paladin has no fear

Divine Health (Ex)

At 3rd level, a paladin gains immunity to all diseases, including supernatural and magical diseases. Turn Undead (Su) When a paladin reaches 4th level, she gains the supernatural ability to turn undead. She may use this ability a number of times per day equal to 2 + her Charisma modifier. She turns undead as a cleric of her level. Specialization Upon reaching 5th level, a paladin may choose any of three abilities representing three different specializations: Charging Smite (Aggressive), Special Mount (Mounted), and Argent Bastion (Defensive) Behind the Scenes: Specializations Specializations are designed in order to emphasize a paladin's specific fighting style, or to make certain choices more viable (For example, fighting with a sword and shield is typically a suboptimal choice of armament compared to a two-handed weapon). DMs: If a player in your campaign has an idea for a particular esoteric fighting style or whatever that might otherwise be less than viable, but is nonetheless interesting and supported by his character's flavor, you may consider designing a Specialization in order to facilitate this choice. Just decide what abilities it grants (usually 4, granted at level 5, 8, 11, and 15) and what bonus feats it makes available (as a rule of thumb, keep it to 5). Suddenly, the paladin designed around throwing weapons (perhaps the Paladin from Hellsing who throws holy bayonets, for example) becomes viable and more fun to play! In fact, you could even create a unique specialization for each church or faith within your campaign setting, guaranteeing that paladins of every faith will be even more unique! Essentially, it can be an efficient medium for creating class variants on the paladin, allowing new concepts without designing a full PrC or anything.

Argent Bastion
The paladin gains a number of abilities as she rises in level.

Sir Merrick Doul, a high level paladin with the Argent Bastion specialization.

Level 5th 8th 11th 15th

Ability Shield Ward Cover Retribution Divine Wall

Shield Ward The Paladin gains Shield Ward as a bonus feat, even if the paladin does not meet the prerequisites. Cover (Ex) Once per round, as long as the paladin is wielding a shield (and is not flatfooted or otherwise prevented from taking action), the paladin may interpose herself between an adjacent ally and an incoming attack as an immediate action. The paladin absorbs all damage from this single attack, and any additional effects it might have (such as

something requiring a save, etc). You must decide to use this ability after the attacker determines the attack has succeeded but before she rolls damage. Retribution The paladin gains Retribution* as a bonus feat, even if she does not meet the prerequisites. Divine Wall (Su) As long as the paladin wields a shield, her square blocks line of effect for all effects. For example, if allies hid behind the paladin when a dragon used its breath weapon from the opposite side, it would only hit the paladin.

Divine Wall

Charging Smite
As PHB II variant.

Jumal d'Arrah, a paladin with the Charging Smite specialization, proves more than a match for this Slaad

Special Mount (Sp) The paladin gains the service of an unusually intelligent, strong, and loyal steed to serve her in her crusade against evil. This mount is usually a heavy warhorse (for a Medium paladin) or a warpony (for a Small paladin). As full-round action, a paladin may magically call her mount from the celestial realms in which it resides. This ability is the equivalent of a spell of a level equal to one-third the paladins level. The mount immediately appears adjacent to the paladin and remains until dismissed. The mount is the same creature each time it is summoned, though the paladin may release a particular mount from service. Each time the mount is called, it appears with the same hp it had previously, as well as any other effects it may have had (though some may have worn off because of their duration). Whether the mount is with you or not, things like poison run their course. The

mount also appears wearing or carrying any gear it had when it was last dismissed. Calling a mount is a conjuration (calling) effect. When the paladin rests for 8 hours (or long enough to restore his spells), the mount is restored to full hp. Should the paladins mount die, it immediately disappears, leaving behind any equipment it was carrying. The paladin may not summon another mount for thirty days or until she gains a paladin level, whichever comes first, even if the mount is somehow returned from the dead. During this thirty-day period, the paladin takes a -1 penalty on attack and weapon damage rolls. The Paladins Mount The paladins mount is superior to a normal mount of its kind and has special powers, as described below. The standard mount for a Medium paladin is a heavy warhorse, and the standard mount for a Small paladin is a warpony. Another kind of mount, such as a riding dog (for a halfling paladin) or a Large shark (for a paladin in an aquatic campaign) may be allowed as well. A paladins mount is treated as a magical beast, not an animal, for the purpose of all effects that depend on its type (though it retains an animals HD, base attack bonus, saves, skill points, and feats).

Alhandra, a high level paladin with the Special Mount specialization

Paladin Bonus Level HD 5th 8th 11th +2 +4 +6

Natural Armor Adj. +4 +6 +8

Strength Int Special Adj. +1 +2 +3 6 7 8 Empathic link, improved evasion, share spells, share saving throws Improved Speed Command creatures of its kind





Spell resistance

Paladins Mount Basics Use the base statistics for a creature of the mounts kind, but make changes to take into account the attributes and characteristics summarized on the table and described below. Bonus HD Extra eight-sided (d8) Hit Dice, each of which gains a Constitution modifier, as normal. Extra Hit Dice improve the mounts base attack and base save bonuses. A special mounts base attack bonus is equal to that of a cleric of a level equal to the mounts HD. A mount has good Fortitude and Reflex saves (treat it as a character whose level equals the animals HD). The mount gains additional skill points or feats for bonus HD as normal for advancing a monsters Hit Dice. Natural Armor Adj. The number on the table is an improvement to the mounts existing natural armor bonus. Str Adj. Add this figure to the mounts Strength score. Int The mounts Intelligence score. Empathic Link (Su) The paladin has an empathic link with her mount out to a distance of up to 1 mile. The paladin cannot see through the mounts eyes, but they can communicate empathically. Note that even intelligent mounts see the world differently from humans, so misunderstandings are always possible. Because of this empathic link, the paladin has the same connection to an item or place that her mount does, just as with a master and his familiar. Improved Evasion (Ex) When subjected to an attack that normally allows a Reflex saving throw for half damage, a mount takes no damage if it makes a successful saving throw and half damage if the saving throw fails. Share Spells At the paladins option, she may have any spell (but not any spell-like ability) she casts on herself also affect her mount. The mount must be within 5 feet at the time of casting to receive the benefit. If the spell or effect has a duration other than instantaneous, it stops affecting the mount if it moves farther than 5 feet away and will not affect the mount again even if it returns to the paladin before the duration expires. Additionally, the paladin may cast a spell with a

target of "You" on her mount (as a touch range spell) instead of on herself. A paladin and her mount can share spells even if the spells normally do not affect creatures of the mounts type (magical beast). Share Saving Throws For each of its saving throws, the mount uses its own base save bonus or the paladins, whichever is higher. The mount applies its own ability modifiers to saves, and it doesnt share any other bonuses on saves that the master might have. Improved Speed (Ex) The mounts speed increases by 10 feet. Command (Sp) Once per day per two paladin levels of its master, a mount can use this ability to command other any normal animal of approximately the same kind as itself (for warhorses and warponies, this category includes donkeys, mules, and ponies), as long as the target creature has fewer Hit Dice than the mount. This ability functions like the command spell, but the mount must make a DC 21 Concentration check to succeed if its being ridden at the time. If the check fails, the ability does not work that time, but it still counts against the mounts daily uses. Each target may attempt a Will save (DC 10 + paladins level + paladins Cha modifier) to negate the effect. Spell Resistance (Ex) A mounts spell resistance equals its masters paladin level + 5. To affect the mount with a spell, a spellcaster must get a result on a caster level check (1d20 + caster level) that equals or exceeds the mounts spell resistance.

A paladin with the Special Mount specialization faces off with a Blackguard

Panacean Touch (Su) Upon reaching 6th level, whenever a paladin expends at least 10 points of healing from her lay on hands she may remove poison from any person she touches, and whenever she spends at least 20 points of healing she may remove disease from any person she touches. This is in addition to hit points restored. Bonus Feats At 7th level, and again at 14th level, the Paladin gains a bonus feat. At each such opportunity, a paladin may choose any Smite feat*, or a feat drawn from the following list. If a feat is labeled with "Aggressive", "Defensive", or "Mounted", then that feat may only be chosen by a paladin of the corresponding specialization. Bonus Feats Divine Cleansing (CW) Divine Might (CW) Divine Resistance (CW) Divine Shield (CW) Divine Vigor (CW) Sacred Vengeance (CW) Extra Smiting* Divine Armor (PHB II) Divine Justice (PHB II)

Shield Specialization (Defensive) (PHB II) Armor Specialization (Defensive) (PHB II) Agile Shield Fighter (Defensive) (PHB II) Active Shield Defense (Defensive) (PHB II) Improved Shield Bash (Defensive) Mounted Combat (Mounted) Mounted Archery (Mounted) Ride-By Attack (Mounted) Spirited Charge (Mounted) Trample (Mounted) Intimidating Strike (Aggressive) (PHB II) Power Attack (Aggressive) Cleave (Aggressive) Great Cleave (Aggressive) Weapon Focus (Aggressive) Aura of Devotion (Ex) Upon reaching 8th level, the Paladin may exude an Aura of Devotion. While this ability is active, the Paladin grants a +1 morale bonus to AC to all allies within 30 feet. At level 13, this bonus increases to +2. At level 18, this bonus increases to +3. This is a switchable aura. Revitalizing Touch (Su) Beginning at 9th level The Paladin can use her Lay on Hands ability to remove ability damage from a person she touches when she heals at least 5 points per point of ability damage to be removed (It is possible for only a portion of ability damage to be restored if the paladin does not spend enough to cure them all). This is in addition to hit points restored. Vigilance (Su) Upon reaching 11th level, the Paladin's ability to detect evil increases. When she uses her Detect Evil ability, the area of effect is a 60-foot radius centered on the Paladin, rather than a 60-foot cone. Refreshing Touch (Su) Beginning at 12th level Paladin can remove exhaustion, fatigue, sickness, and nausea with a touch whenever she spends at least 10 points from her lay on hands pool. This is in addition to hit points restored. Aura of Resolve (Ex) Beginning at 13th level, the paladin gains Aura of Resolve. While this ability is active, the Paladin grants the ability to reroll one Fortitude save every round to any ally within a

30ft radius of her. The decision to reroll must be made after the roll is made but before the result is declared. This is a switchable Aura. Break Enchantment (Su) Beginning at 16th level, the Paladin can break an enchantment with a touch whenever she expends at least 40 points of healing from her lay on hands ability. Her caster level for the purpose of this effect is equal to her paladin caster level, just as if she had actually cast the Break Enchantment spell. This is in addition to hit points restored. Constant Vigilance (Su) Upon reaching 17th level, the Paladin is always vigilant for any signs of Evil, and her eyes begin to glow with an inner light. Her Detect Evil no longer requires any concentration to maintain, and has an unlimited duration. Aura of Faith (Ex) At 18th level, the paladin gains Aura of Faith. While this ability is active, the Paladin grants the ability to reroll one Will save every round to any one ally within a 30ft radius of her. The decision to reroll must be made after the roll is made but before the result is declared. This is a switchable Aura. Energizing Touch (Su) Beginning at 19th level, Paladin may remove negative levels from a subject whenever she spends at least 15 points from her lay on hands pool per negative level the target is afflicted with (It is possible for only a portion of negative levels to be restored if the paladin does not spend enough to cure them all). This is in addition to hit points restored.

A Hero Never Falls (Ex) At 20th level, the paladin's sheer strength of will drives her on when death would claim lesser men. Once per day when a paladin would be reduced to 0 or less hp or otherwise killed (such as by a death effect), she instead is reduced to 1 hp. If the paladin would be killed by having an ability score reduced to zero, that score is instead reduced to 1. Spells: Beginning at 4th level, a Paladin gains the ability to cast a small number of divine spells, which are drawn from the Paladin spell list. A paladin must choose and prepare her spells in advance (see below). To prepare or cast a spell, a paladin must have a Wisdom score equal to at least 10 + the spell level. The Difficulty Class for a saving throw against a Paladins spell is 10 + the spell level + the Paladins Wisdom modifier. Like other spellcasters, a paladin can cast only a certain number of spells of each spell level per day. Her base daily spell allotment is given on Table: Paladin Spells per Day. In addition, she receives bonus spells per day if she has a high Wisdom score. When Table: Paladin Spells Per Day indicates that the Paladin gets 0 spells per day of a given spell level, she gains only the bonus spells she would be entitled to based on her Wisdom score for that spell level. The Paladin does not have access to any domain spells or granted powers, as a cleric does.

A Paladin prepares and casts spells the way a cleric does, though she cannot lose a prepared spell to cast a cure spell in its place. A paladin may prepare and cast any spell on the Paladin spell list, provided that she can cast spells of that level, but she must choose which spells to prepare during her daily prayer. Through 3rd level, a Paladin has no caster level. At 4th level and higher, her caster level is her Paladin level minus 3. The Paladin: Spells per Day Level 1st 2nd 3rd 4th 1st nd 2 rd 3 4th 0 th 5 1 6th 2 th 7 2 0 th 8 3 1 9th 3 2 th 10 3 2 0 11th 4 3 1 th 12 4 3 2 13th 4 3 2 0 14th 4 4 3 1 th 15 5 4 3 2 16th 5 4 3 2 th 17 5 4 4 3 18th 5 5 4 3 th 19 5 5 4 3 20th 6 5 4 4 Paladin Spells

A paladin prays for her spells

1stBless Bless Water Bless Weapon Create Water Cure Light Wounds Detect Poison Detect Undead Divine Favor Endure Elements Entropic Shield Magic Weapon Protection From Evil Protection From Chaos Remove Fear Resistance Restoration, Lesser Shield of Faith 2nd-

Aid Align Weapon Bull's Strength Cure Serious Wounds Delay Poison Eagle's Splendor Hold Person Invisibility Purge Magic Circle Against Evil Magic Circle Against Chaos Magic Vestment Owl's Wisdom Prayer Protection from Energy Remove Blindness/Deafness Remove Curse Remove Disease Remove Paralysis Resist Energy Shield Other Zone of Truth 3rdBreak Enchantment Cure Critical Wounds Cure Light Wounds, Mass Death Ward Dimensional Anchor Discern Lies Dispel Magic Divine Power Freedom of Movement Heal Mount Magic Weapon, Greater Mark of Justice Neutralize Poison Restoration Spell Immunity Tongues 4thBanishment Cure Moderate Wounds(Mass) Dispel Chaos Dispel Evil Flame Strike

Hallow Heroes' Feast Heal Holy Sword Raise Dead Righteous Might Spell Resistance True Seeing ___ Code of Conduct A paladin must be of Lawful Good alignment, and abide by a higher standard of morals and honor than the average Good-aligned person. Indeed, she is the paragon of heroic Good, drawn to a higher cause. Truly she is a person of high calibre, moral and otherwise. There is a code of conduct presented in the PHB, but it really is better classified as an example of a generic paladin's vows and code. However, in your game being a paladin may mean quite a different thing altogether! After all, not all settings are the same, nor are all paladins. They serve various causes and deities, and the nature of Good and Evil is not always so stereotypically straightforward in all settings. Your code should represent the beliefs of your church or cause or whatever it is you, as a paladin, fight for! Talk with your DM about what it means to be a paladin in your campaign, and the implications of it. If you are the DM consider this, and what it really to be the paragon of good in your campaign. It should be noted that a single mistake or lack of perfection should not make a paladin fall. Indeed, is it not the lack of perfection and ultimately human(oid) nature of such a heroic figure that makes him all the more endearing and, truly, notable in calibre? After all, any old celestial can be perfect, but a man has to work for it. Instead, the paladin falls from grace if she grossly violates her code (as stated, yet all too often overlooked, in the PHB. This means that some minor infraction would *not* make the Paladin fall), or if she changes alignment from Lawful Good. Your alignment should be your overall personality and outlook, not the result of the last action you took (although that last action *could* be considered to grossly violate the paladin's code, of course. The paladin's code is not synonymous with alignment). It should be extremely rare for a single act to alter your alignment, and it certainly shouldn't be so if the act was not done with wrongful intentions. Alignment changes should usually be the result of fairly consistent behavior of a character. Ex-Paladins A paladin who ceases to be lawful good or grossly violates her code loses all paladin spells and abilities. She may not progress any farther in levels as a paladin. She regains

her abilities and advancement potential if she atones for her violations (see the atonement spell description), as appropriate. Like a member of any other class, a paladin may be a multiclass character. PrC Adaptation Of course, it would seem that existing Paladin PrCs wouldn't fit well with the Rebalanced Paladin. One might ask "Hey, how does it make sense to get 2/encounter smites then get 1/day?" Fortunately for you, the Rebalanced Paladin was designed with easy adaptation in mind! For many prestige classes, adaptation is actually quite simple. Spellcasting doesn't need to be altered, as it continues to stay at "+1 per caster level." Fixing smite progressions is as simple as saying "You gain it per encounter, instead of per day." Those are the mainstays of the Rebalanced Paladin's power, and PrCs tend to give good benefits to make up for the loss of auras and Lay on Hands/specialization advancement. This is most of the work already for many paladin PrCs. In the case of abilities that are very similar to Smite Evil, smite feats should generally be allowed to apply (e.g. other Smite (alignment) feats). Indeed, even if the flavor is something like "Smite Good," it is a simple matter to reflavor them all saying "unholy" instead of "holy." If a class offers Lay on Hands advancement, just let it count as paladin levels for the sake of adding curative abilities, and replace the Lay on Hands text for the Prestige Class with the Lay on Hands description here. For a few, however, you may want to make some adjustments. For example, you may want to say that a paladin PrC focused on leadership continues to advance auras, or you might decide that an aggressive PrC should allow the paladin to continue to advance his Charging Smite ability. These really are fairly minor adjustments that aren't strictly necessary, and really are things you should be able to handle as a DM.

*All abilities listed with a * refer to a new (or revised) feat here

New Feats

Behind the Scenes: Smite Feats Smites feats are designed to give added options and versatility for the paladin during combat. Quite simply, more options make combat more dynamic, interesting, and fun for the player. For the most part, Smite feats are weaker than a simple normal Smite Evil attack when fighting a single evil foe. This is completely intentional. Smite feats are instead useful in other situations. All smite feats work on foes of any alignment unless otherwise noted, and as such help the paladin to contribute more in combats against things like constructs, oozes, or an angry tyrannosaurus. In the case of Conviction, for example, you get basically half the benefit of Smite Evil against any foe. Additionally, certain smite feats are more useful than a smite in unique situations, allowing a paladin to be more effective in more situations. For example, against multiple foes, Judgment can carve a swath through weaker enemies. Smite feats are designed much like maneuvers in Tome of Battle. Most of them are related to a single, offensive attack with an instantaneous effect, or at least one that doesn't last for more than one round. The idea is basically that things like timed buffs are the domain of Divine feats. If you intend to design your own smite feats, keep a few things in mind: 1) Smite feats probably shouldn't have a duration that lasts very long, and should be related to some sort of action directly related to combat. 2) Smite feats should generally be weaker than a normal Smite Evil attack against a single evil foe.

New Feat Type: [Smite]

A smite feat allows you to channel the holy energy used to smite evil enemies in new ways, expanding your options in combat. All smite feats require the user to expend uses of their Smite Evil ability. Only one use of Smite Evil may be applied to any single attack. All Smite feats are considered Supernatural abilities, and cannot be used in any situation that such abilities would not function (such as in an antimagic field) Celestial Lightning [Smite] A fearsome bolt of lightning streaks from the sky and strikes your upraised weapon, arcing out in all directions and striking down surrounding foes. Prerequisite: Holy Wrath (Electricity), Smite 3/encounter Benefit: By expending a smite attempt as a full-round action, you raise your weapon above your head, and a lightning bolt strikes your weapon before arcing off in all directions to hit other targets. This is treated as a Chain Lightning Spell, with a caster level equal to your level in smiting classes. The weapon is considered the initial target (but takes no damage). Note: Alternatively, the player may decide that the initial target is any other piece of equipment, or the character's body, as this is purely a flavor element. Consecration [Smite]

You channel fearsome holy energy into your weapon and slam it into the earth, unleashing the stored energy into the ground and uplifting the earth around you in a powerful shockwave. Prerequisite: Smite 4/encounter, Str 15 Benefit: As a standard action, by expending a use of your smites per encounter, you can unleash a powerful surge of holy energy into the ground. You immediately make a bull rush attempt against all enemies within a 30ft radius of you, for the purposes of this attack, you are considered one size category larger than normal, and add your Charisma to the check rather than strength. Enemies may move further than 5 feet as if you had bull rushed and moved with them. Additionally, all enemies affected take damage equal to twice your Charisma modifier. Conviction [Smite] Holy energy fills you with righteous conviction, driving you forward in battle. Prerequisite: Smite 1/encounter, Hero's Courage class feature, Cha 15 Benefit: By expending a use of your Smite Evil ability, you gain a morale bonus on your attack roll equal to your Charisma bonus for a single attack. Divine Cross [Smite] Prerequisite: Two Weapon Fighting, Smite 1/encounter Benefit: When you are wielding two weapons (or a double weapon) and use a smite attempt, you may instead make a smite attempt with both one primary weapon attack and one offhand attack, but only expend one use of your smites per encounter. Holy Wrath [Smite] You summon holy energy in order to smite your foes. Prerequisite: Smite 2/encounter, Cha 13 Benefit: As a standard action, you may expend a Smite Evil attempt in order to create a burst of holy energy that damages a single target. The energy deals damage equal to 1d6 per level of smiting class, and the target get a reflex save (DC 10+1/2 paladin level+Cha) for half damage. Half of the damage dealt is of either Fire, Electricity, or Cold damage (Chosen at the time the feat is taken), and the other half is pure divine energy, which is not subject to energy resistance. Special: This feat may be taken multiple times. Each time, the paladin's holy wrath may correspond to a different element. For example, a paladin could take the Holy Wrath (Electricity) and then take Holy Wrath (Fire). Inspiration [Smite] You inspire your allies by channeling a divine presence. Prerequisite: Smite 2/encounter, Cha 15, switchable aura class feature Benefit: You may expend a smite attempt as a swift action to activate this ability. For the next round, the Paladin's switchable aura's radius is tripled, and any bonuses are doubled. In the case of a benefit that may normally be used once per round, it may be used twice this round. Judgment [Smite]

You channel pure holy energy into your weapon, and unleash a holy explosion with a swing, hurtling forward in a line through your enemies. Prerequisite: Cha 15, Smite 3/encounter, Holy Wrath Benefit: You may expend a use of your Smite Evil ability to use this ability as a standard action. You call forth a violent burst of holy energy, dealing 1d6 sacred damage per level of smiting class in a 5 foot wide line. The length of the line is equal to 25+5 feet/2 levels of smiting class. Targets get a reflex save (DC 10+1/2 paladin level+Cha) for half damage. Reckoning [Smite] You channel powerful holy energy into an overwhelmingly forceful blow that stuns your enemy. Prerequisite: Str 13, Smite 2/encounter Benefit: You may expend one use of your Smite Evil as a standard action in order to make a single melee attack. An enemy struck by this attack must make a Fort save (DC 10+1/2 level+Cha modifier) or be dazed for one round (In addition to taking normal damage from the attack). Retribution [Smite] You channel holy energy into your shield which is unleashed when you are attacked. Prerequisite: Smite Evil 3/encounter, Shield Specialization Benefit: As an immediate action when an opponent attempts to strike you, you may expend a use of your Smite Evil to add your Charisma bonus to your Shield Bonus to AC against this attack. If the opponent's attack misses, they are automatically knocked back 5 feet by the unleashed holy energy and take damage equal to twice your Charisma modifier. The movement provokes an attack of opportunity from anyone but you. Vindication [Smite] By channeling holy energy into your weapon, it can cross the nexus between planes and harm ethereal foes. Prerequisite: Cha 13, Smite Evil 1/encounter Benefit: You may expend a Smite Evil use to give all attacks for 1 round the benefit of the Ghost Touch weapon enhancement.

A paladin with the Vindication feat is an able ghost hunter

___ Holy Arrow [General] Your presence and faith guide your arrows true. Your faith is not limited to the singleminded close combat of your peers. Prerequisite: Smite Evil 1/encounter, Point Blank Shot Benefit: You may use the Smite (alignment) ability with ranged weapons. Extra Lay on Hands [General] You are a focused healer, and are able to draw upon more holy power in order to heal yourself and your allies. Prerequisite: Wis 13, Lay on Hands class feature Benefit: You may refresh your Lay on Hands pool one extra time per day.

Extra Smiting [General] You can make more smite attacks. Prerequisites: Smite ability, base attack bonus +4 Benefit: When you take this feat, you gain one extra smite per encounter. Note: This replaces the Extra Smiting feat written in Complete Warrior, which does not apply to the Rebalanced Paladin