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  All portions of this document are designated open gaming content.
  CREDITS:
  Writing: Stefen Styrsky
  Editing: Mark Moreland
  Art: Jason Walton
  Design: David Jarvis
  PALADINS PREVAIL
  Stalwart knight. Bringer of justice. Defender of the weak. The 
  paladin ful�ills many roles. This supplement allows a player 
  to individualize a paladin based on how he imagines his 
  character’s faith manifests as abilities and powers. New class 
  abilities are presented in a modular format, encouraging 
  a mix-and-match approach to character construction, 
  enabling greater variety, and allowing paladins of any level 
  to bene�it from Paladins Prevail. You will also �ind suggested 
  combinations of these abilities and a series of new feats all 
  paladins can use.
  
  2
  alternate Class features
  Not all paladins are alike. Some draw power from their god in 
  ways different than other holy champions, even those of the 
  same faith. The following alternate class features replace the 
  class abilities described in the Core Rulebook and provide 
  greater versatility to paladins of all sorts.
  Class options
       Sacred Weapon (Su): At 2nd level a paladin may forgo 
  the lay on hands class feature and instead take sacred 
  weapon. The paladin selects one melee weapon with which 
  she is proficient and transforms that weapon into her sacred 
  weapon in a ritual lasting 24 hours. As long as the paladin 
  wields or carries this weapon, her sacred weapon gains a 
  bonus to hardness equal to one-half the paladin’s level and 
  is always considered magic for the purpose of overcoming 
  damage reduction. At 2nd level the paladin can throw this 
  weapon without penalty as an improvised ranged weapon. 
  If the paladin uses the sacred weapon in this way, making 
  a ranged attack against a creature or object, whatever 
  bonuses and properties the weapon gains while wielded by 
  the paladin (such as smite evil) remain until just after the 
  attack is resolved. Lastly, the paladin is aware of the sacred 
  weapon’s direction and distance as long as it is within one 
  mile per paladin level.
       At 10th level the paladin can throw her sacred weapon 20 
  feet without penalty.
       A paladin with a sacred weapon may also take the following 
  alternate class features: boons, justices, sacrifices, or sword 
  rites. In each case, the paladin gains access to selected 
  features a number of times per day as if she possessed the 
  lay on hands ability.
       Aura of Defense (Su): At 3rd level a paladin may take aura 
  of defense instead of aura of courage. The paladin may expend 
  a use of smite evil to grant herself and all allies within 10 feet 
  a deflection bonus to AC equal to her Charisma modifier for a 
  number of rounds equal her paladin level.
       This ability functions only while the paladin is conscious, 
  not if she is unconscious or dead.
       Aura of Inspiration (Su): At 3rd level a paladin may take 
  aura of inspiration instead of aura of courage. As a swift 
  action a paladin with this aura may grant all allies within 10 
  feet a +2 insight bonus to all skill checks for 1 round. This 
  bonus increases to +4 at 12th level. She can do this a number 
  of rounds per day equal to her Charisma modifier. These 
  rounds need not be consecutive.
       This ability functions only while the paladin is conscious, 
  not if she is unconscious or dead.
       Divine Resolution (Su): At 3rd level a paladin may 
  substitute divine resolution for aura of courage. Divine 
  resolution grants the paladin immunity to fear (magical 
  or otherwise), allowing her to leap unhesitatingly into 
  dangerous situations. She thus gains a +2 morale bonus to 
  initiative rolls.
       Boons (Su): At 3rd level a paladin can replace the mercy 
  class ability with boons. Boons are favors from the paladin’s 
  god she can use to overcome particular circumstances or 
  effects. At 3rd level, and every three levels thereafter, a 
  paladin selects one boon. A paladin can only use a boon 
  on herself. Using a boon requires a swift action unless 
  otherwise noted and consumes one use of lay on hands 
  but does not heal hit point damage. Boons last for 1 round 
  if no duration is noted. Unlike mercies, boons are not 
  cumulative, and the paladin must decide which boon effect 
  she will grant each time she uses the ability. Once a boon 
  has been selected, it can’t be changed. The paladin’s level 
  determines the boons she can access. 
  At 3rd level a paladin can invoke the following boons:
  • 
  The paladin’s speed increases by 5ft. This can be 
  chosen up to three times. Its effects stack.
  • 
  The paladin gains a morale bonus to one skill or 
  ability check equal to her Charisma modifier.
  • 
  The paladin automatically stabilizes if reduced 
  to negative hit points. This boon may be invoked 
  as an immediate action, and even if the paladin is 
  unconscious.
  At 6th level a paladin can invoke the following boons:
  • 
  The paladin gains a divine bonus to her Strength or 
  Charisma equal to her Charisma modifier.
  • 
  The paladin gains DR/evil equal to her Charisma 
  modifier.
  • 
  The paladin grants herself a deflection bonus to AC 
  equal to her Charisma modifier.
  
  3
  At 9th level a paladin can invoke the following boons:
  • 
  The paladin rerolls a saving throw. This is used as an 
  immediate action before the result of the first roll are 
  known and the paladin must use the second result, 
  even if it is lower.
  • 
  The paladin removes the sickened, fatigued, or 
  exhausted condition from herself. This otherwise acts 
  as the mercy ability.
  • 
  The paladin gains spell resistance equal to 10 + one-
  half her paladin level + her Charisma modifier.
  At 12th level a paladin can invoke the following boons:
  • 
  The paladin gains immunity to critical hits and sneak 
  attacks.
  • 
  The paladin ignores an opponent’s magical armor 
  bonuses when making a melee attack against the foe.
  • 
  As an immediate action the paladin can grant herself 
  temporary hit points equal to her Charisma modifier 
  plus one-half her level which last for one round per 
  paladin level she possesses.
       Justices (Su): At 3rd level a paladin can replace the mercy 
  class ability with justices. Justices are divine punishments 
  a paladin delivers to foes with a touch. At 3rd level, and 
  every three levels thereafter, a paladin can select one 
  justice. Using a justice is a standard action that requires a 
  successful melee touch attack and consumes a use of lay on 
  hands but does not confer positive energy. A justice can not 
  be used as part of a full-attack action. A justice lasts for a 
  number of rounds equal to one-half the paladin’s Charisma 
  modifier (minimum 1). Unlike mercies, justices are not 
  cumulative, and the paladin must decide which justice 
  effect she will bestow each time she uses the ability. Once a 
  justice has been selected, it can’t be changed. The paladin’s 
  level determines the justices she can dispense.
  At 3rd level a paladin can dispense the following justices:
  • 
  The target takes a -1 penalty to attack rolls, damage 
  rolls, and skill checks. This can selected up to four 
  times. Its effects stack.
  • 
  The target rolls twice for all saves and takes the worst 
  result.
  • 
  The target takes a -1 penalty to AC. This can be selected 
  up to four times. Its effects stack.
  At 6th level a paladin can dispense the following justices:
  • 
  The target is dazed for 1 round.
  • 
  The target must make a concentration check with a -4 
  penalty to cast any spell or use any spell-like ability.
  • 
  The target drops one held item of the paladin’s choice. 
  The target may pick up the item whenever it is able.
  At 9th level a paladin can dispense one of the following 
  justices:
  • 
  The target is cursed. It takes a -6 penalty to one ability 
  score (paladin’s choice).
  • 
  The target is fatigued.
  • 
  The target loses a spell equal in level to 1 + the 
  paladin’s Charisma modifier (target’s choice, but the 
  spell must be the highest level spell possible). The loss 
  is permanent until the next time the target gains or 
  prepares its spells for the day.
  At 12th level a paladin can dispense one of the following 
  justices:
  • 
  The target is blinded.
  • 
  The target ages two age categories. No creature may 
  be advanced beyond venerable and this justice can’t 
  cause death due to old age.
  • 
  All critical threats against the target automatically 
  confirm.
       Sacrifices (Su): At 3rd level a paladin can replace the 
  mercy class ability with sacrifices. Sacrifices allow a paladin 
  to transfer some of her own strength and endurance to 
  another creature. At 3rd level, and every three levels 
  thereafter, a paladin can select one sacrifice. A paladin 
  cannot use a sacrifice on herself. Unless otherwise noted, 
  using a sacrifice requires a swift action, lasts for a number of 
  rounds equal to the paladin’s Charisma modifier, consumes 
  one use of lay on hands, and has a range of touch. A sacrifice 
  does not heal hit point damage or confer positive energy. 
  Any sacrifice that lowers the paladin’s Charisma modifier 
  lasts a number of rounds equal to the paladin’s Charisma 
  modifier prior to taking any penalties. Unlike mercies, 
  sacrifices are not cumulative, and the paladin must decide 
  which sacrifice effect she will bestow each time she uses 
  the ability. Once a sacrifice has been selected, it can’t be 
  changed. The paladin’s level determines the sacrifices she 
  can access.
  At 3rd level a paladin can offer the following sacrifices:
  • 
  The recipient adds the paladin’s Charisma modifier 
  to one ability score as an enhancement bonus. The 
  paladin’s Charisma score takes an equal penalty.
  • 
  The paladin rolls a d20 twice and grants the better 
  result to an ally within 30 feet who may use the roll on 
  their next attack or save before the end of their next 
  turn. The paladin must use the lower result on her 
  next attack or save. This may be used as an immediate 
  action and only once per use of a sacrifice.
  • 
  The paladin grants the recipient her divine grace 
  ability, using the paladin’s Charisma score to determine 
  the bonus conferred. The paladin loses divine grace for 
  the duration of the sacrifice.
  At 6th level the paladin can offer the following sacrifices:
  • 
  The paladin heals an additional amount of damage with 
  lay on hands equal to her level. She takes an amount 
  of damage equal to one-half her level (minimum 1). 
  This is the only time a sacrifice may be used to heal hit 
  point damage.
  • 
  The paladin can remove either the sickened or 
  nauseated condition from the recipient for 1 hour. The 
  paladin takes on the condition for 1d4 rounds.
  • 
  The paladin can neutralize poison (as the spell) in 
  
  4
  a touched creature. The paladin is then considered 
  poisoned and makes saves against the substance when 
  applicable.
  At 9th level the paladin can offer the following sacrifices:
  • 
  The paladin grants a deflection bonus to one creature’s 
  AC equal to her Charisma modifier. The paladin takes 
  an equal penalty to her AC while this effect lasts.
  • 
  The paladin grants the recipient DR5/--. The paladin 
  takes 2 points of damage each time an attack exceeds 
  the recipient’s damage reduction.
  • 
  The paladin can remove the exhausted or cursed 
  condition from a creature, taking on the condition 
  herself. If the original affect allows a save, the paladin 
  receives an immediate save to remove the condition. 
  Otherwise this ability acts as a mercy.
  At 12th level the paladin can offer the following sacrifices:
  • 
  The paladin can negate the effects of an area attack 
  against all other targets if the paladin is also a target of 
  the attack. If she does so, the paladin takes full damage 
  from the attack even if a saving throw would allow her 
  to take half or no damage. The paladin can use this as 
  an immediate action. This effect lasts only as long as it 
  takes to resolve the attack.
  • 
  The paladin can remove the blinded, deafened, or 
  petrified condition from one creature, but the paladin 
  takes on the condition. If the original affect allows a 
  save, the paladin receives an immediate save to remove 
  the condition from herself. Otherwise this ability acts 
  as a mercy.
  • 
  The paladin grants the recipient the use of one of her 
  auras. While this is in effect the paladin can not use the 
  aura and takes a -2 penalty on all attack rolls, damage 
  rolls and skill and ability checks.
       Sword Rites (Su): At 3rd level a paladin can replace the 
  mercy class ability with sword rites.  Sword rites are sacred 
  maneuvers a paladin performs with her weapon to invoke 
  divine power. At 3rd level, and every three levels thereafter, 
  a paladin can select one sword rite. As an immediate or 
  swift action (depending on the ability) the paladin may 
  expend one use of lay on hands to invoke a sword rite. 
  Sword rites last for 1 round unless otherwise noted. Unlike 
  mercies, the effects of sword rites are not cumulative, and 
  the paladin must decide which sword rite effect she will use 
  each time she activates the ability. Once a sword rite has 
  been selected, it can’t be changed. The paladin must wield 
  a weapon with which she is proficient while invoking a 
  sword rite.
  At 3rd level a paladin can select from the following sword 
  rites:
  • 
  As a swift or immediate action, the paladin’s weapon 
  is considered magic for the purpose of overcoming 
  damage reduction.
  • 
  The paladin gains a deflection bonus to her touch AC 
  equal to her Charisma modifier. This can be used as 
  an immediate action but must be declared before the 
  result of the attack is known.
  • 
  As a swift or immediate action the paladin can use the 
  Deflect Arrows feat.
   
   
  At 6th level the paladin can select from the following sword 
  rites:
  • 
  The paladin can grant a creature which can see her a 
  save against a charm, fear, or compulsion effect with a 
  +2 morale bonus.
  • 
  The paladin adds an amount of damage to one attack 
  roll equal to her Charisma modifier. Use of this rite 
  must be declared before making the attack roll and is 
  expended even if the attack misses.
  • 
  The paladin gains a circumstance bonus to her CMD 
  equal to her Charisma modifier. This can be used as 
  an immediate action but must be declared before the 
  affect of the Combat Maneuver is known. 
  At 9th level the paladin can select from the following sword 
  rites:
  • 
  The paladin can choose to make only a single attack 
  as a full-attack action with her full base attack bonus 
  against the target’s touch AC.
  • 
  As an immediate action the paladin can reflect (as spell 
  turning) one spell or spell-like ability of a caster level 
  equal to or lower than her paladin level. Use of this 
  ability must be declared before the effects of the spell 
  are known.
  • 
  The paladin ignores the hardness of an object when 
  making an attack with a melee weapon. Use of this 
  sword rite must be declared before the attack roll is 
  made and its effects are known.
  At 12th level the paladin can use one of the following sword 
  rites:
  • 
  As an immediate action the paladin can gain a +4 sacred 
  bonus to confirm a critical hit. This must be declared 
  before the confirmation roll is made.
  • 
  As an immediate or swift action the paladin adds her 
  Charisma modifier to her AC as a deflection bonus 
  when defending against ranged attacks.
  • 
  As an immediate action the paladin inflicts 1d4 bleed 
  damage against a creature she hits with a melee attack. 
  This must be declared before the effects of the melee 
  attack are known. This effect does not stack with itself.
       Channel Domain (Su): At 4th level a paladin may choose 
  to give up her channel energy class ability and instead gain 
  the powers of one of her deity’s domains. The paladin is 
  treated as a cleric equal to her paladin level for determining 
  which domain powers she can access. The paladin does not 
  gain access to domain spells or spell slots. Once this choice 
  has been made it can not be changed.
       Combat Training (Ex): At 4th level a paladin may choose 
  to forgo her ability to cast divine spells and instead take 
  bonus feats at 4th, 7th, 10th, 13th, 16th, and 19th levels 
  from the following list: Channel Smite, Cleave, Cowering 
  
  5
  Critical*, Critical Focus, Great Cleave, Favored Strike*, 
  Improved Critical, Mounted Combat, Mounted Warrior*, 
  Power Attack, Ride-by Attack, Spirited Charge, Trample, 
  Vital Strike, and Weapon Focus.
  *new feat
       Holy Warrior (Ex): At 4th level a paladin may choose to 
  forgo her ability to cast divine spells to instead gain combat 
  feats as a fighter. If she selects this option, the paladin may 
  take at 4th level one combat feat for which she otherwise 
  meets the prerequisites as if she were a fighter equal to 
  her paladin level. From then on, whenever the paladin is 
  entitled to select a feat she may select a combat feat as 
  if she were a fighter equal to her paladin level. She must 
  otherwise meet a feat’s prerequisites to select it.
       Summon Weapon (Su): At 4th level a paladin with 
  the sacred weapon class feature can instantly summon 
  her sacred weapon to her hand as long as it is within 100 
  feet per paladin level. This requires a swift action and can 
  be performed once per round. The paladin does not need 
  line of sight or line of effect. The weapon moves through 
  obstacles as if teleported. If another creature holds the 
  weapon the paladin must succeed on an opposed Will save 
  to successfully summon her sacred weapon.
       This replaces the paladin’s channel positive energy class 
  ability.
       Summon Divine Protector (Su): At 5th level a paladin 
  may gain a different version of the divine bond class 
  feature. Instead of a loyal mount or the ability to enhance 
  a weapon, the paladin gains the service of a celestial being 
  called a divine protector as an aid for any task the creature 
  can perform for an amount of time equal to 1 minute per 
  paladin level.
       Once per day as a full-round action, a paladin may 
  magically call a divine protector to her side. The divine 
  protector immediately appears adjacent to the paladin (or 
  in the nearest square if no adjacent square is available). 
  The divine protector takes the form of a humanoid of 
  the paladin’s race and has the base statistics provided 
  below, but increases in strength and power as the paladin 
  advances in level. (See chart below).
       A paladin can use this ability once per day at 5th 
  level, and one additional time per day for every 4 levels 
  thereafter, for a total of four times per day at 17th level.
       This is not a summon monster spell. The divine 
  protector summoned is a specific individual of its kind, 
  possesses a name, and has a special bond with the paladin. 
  The divine protector follows the paladin’s orders to the 
  best of its ability and defends the paladin in combat, but 
  generally only takes actions that directly assist a paladin 
  in her quest to promote the goals of good and law. (The 
  GM has final say on what actions the divine protector will 
  or will not take.) The protector never performs an evil act 
  unless tricked and never undertakes any action it deems 
  uselessly suicidal.
       The weapons and armor the divine protector bears when 
  it is summoned are normal weapons of their type. Other 
  creatures may use them as long as the divine protector is 
  summoned, and the divine protector can choose to employ 
  other weapons, armor, or items as it sees fit. Any items other 
  than the original equipment the divine protector possesses 
  when this ability’s duration ends do not leave with the 
  divine protector. The original items the divine protector 
  possessed when first summoned always disappear at the 
  end of this ability’s duration or if the divine protector is 
  slain.
       Should the divine protector die, the paladin may not 
  summon another protector for 30 days or until she gains a 
  level, whichever comes first. During this 30-day period, the 
  paladin takes a -1 penalty on attack and weapon damage 
  rolls.
       A divine protector counts as a familiar, special mount, or 
  animal companion when determining an attracted cohort’s 
  level as part of the Leadership feat.
  divine proteCtor Base statistiCs
  LG Medium outsider (extraplanar)
  Init +5; Senses darkvision 60 ft.; Perception +7
  [Defense]
  AC 20, touch 11, flat-footed 19 (+1 Dex, +2 natural, +4 
  armor, +1 magic, +2 shield)
  hp 22 (3d10+6)
  Fort +3, Ref +4, Will +4 (+4 vs. poison)
  DR 5/evil; Immune disease
  [Offense]
  Speed 30 ft.
  Melee +1 longsword +9 (1d8+5)
  Spell-Like Abilities (CL 3rd)
  at-will – continual flame, detect evil
  1/day – aid, divine favor
  [Statistics]
  Str 18, Dex 13, Con 15, Int 12, Wis 13, Cha 14
  Base Atk +3; CMB +7; CMD 18
  Feats Improved Initiative, Weapon Focus (longsword)
  Skills Climb +10, Diplomacy +8, Heal +7, Knowledge 
  (planes) +7, Knowledge (religion) +7, Perception +7, Sense 
  Motive +7
  Languages Celestial, Common
  Gear +1 longsword, +1 chain shirt, masterwork heavy steel 
  shield
  Class Level: This is the paladin’s class level.
  HD: This is the total number of ten-sided (d10) Hit Dice 
  the divine protector possesses, each of which gains a 
  Constitution modifier, as normal.
  BAB: This is the divine protector’s base attack bonus. A 
  divine protector’s base attack bonus is the same as that of a 
  paladin of a level equal to the divine protector’s HD. Divine 
  protectors gain additional attacks for a high base attack 
  bonus.
  Fort/Ref/Will: These are the divine protector’s base 
  saving throw bonuses. A divine protector has good Reflex 
  and Will saves.
  Skills: This lists the divine protector’s total skill ranks. 
  Divine protectors can assign skill ranks to any skill and 
  receives a +3 bonus for the class skills listed below as 
  normal. 
  
  6
  taBle 1: a divine proteCtor
  LEvEL
  HD
  BAB
  FORT
  REF
  WILL
  SkILLS
  FEATS
  ARMOR/
  SHIELD 
  BOnuS
  CHAR.
  BOnuS
  WEAPOn
  SPECIAL
  6
  3
  +3
  +1
  +3
  +3
  21
  2
  +1
  +0
  +1
  Spell-like 
  abilities
  7
  4
  +4
  +1
  +4
  +4
  28
  2
  +1
  +1
  +1
  +1 ability
  8
  5
  +5
  +1
  +4
  +4
  35
  3
  +1
  +1
  +1
  9
  6
  +6
  +2
  +4
  +4
  42
  3
  +2/+1
  +2
  +2
  Spell-like 
  abilities
  10
  7
  +7
  +2
  +5
  +5
  49
  5
  +2/+1
  +2
  +2
  11
  8
  +8
  +2
  +6
  +6
  56
  5
  +2/+1
  +2
  +2
  +1 ability
  12
  9
  +9
  +3
  +6
  +6
  63
  6
  +2/+1
  +3
  +2
  Spell re-
  sistance
  13
  9
  +9
  +3
  +6
  +6
  63
  6
  +3/+2
  +3
  +3
  Spell-like 
  abilities
  14
  10
  +10
  +3
  +7
  +7
  70
  6
  +3/+2
  +3
  +3
  Fly
  15
  10
  +10
  +3
  +7
  +7
  70
  6
  +3/+2
  +4
  +3
  DR10/
  evil
  16
  11
  +11
  +3
  +7
  +7
  77
  7
  +3/+2
  +4
  +3
  17
  12
  +12
  +4
  +8
  +8
  84
  8
  +4/+3
  +4
  +4
  +1 ability
  18
  12
  +12
  +4
  +8
  +8
  84
  8
  +4/+3
  +5
  +4
  Spell-like 
  abilities
  19
  13
  +13
  +4
  +8
  +8
  91
  9
  +4/+3
  +5
  +4
  20
  14
  +14
  +4
  +9
  +9
  98
  9
  +4/+3
  +5
  +4
  +1 ability
  A divine protector cannot have more ranks in a skill than 
  it has Hit Dice.
  Feats: This is the total number of feats a divine protector 
  possesses, selected from the available feats listed below.
  Armor/Shield Bonus: The number noted here is the 
  enhancement bonus to the divine protector’s armor and 
  shield it wears when summoned.
  Characteristic Bonus: Add this modifier to the divine 
  protector’s Strength and Charisma scores.
  Weapon: The number noted here is the enhancement 
  bonus to the weapon the divine protector wields when it 
  is summoned.
  Special: This includes a number of abilities gained by 
  divine protectors as they increase in power. Each of these 
  bonuses is described below.
       Spell-Like Abilities (Sp): The divine protector can use 
  the following spell-like abilities. Each time it gains new 
  spell-like abilities it also keeps the ones from earlier 
  levels. (CL = Hit Dice): at-will – detect evil, continual 
  flame; levels 6-8: 1/day – divine favor; levels 9-12: 1/day 
  – prayer; levels 13-16: 1/day – divine power; levels 18-
  20: 1/day – holy smite
       Ability Score Increase (Ex): The divine protector adds 
  +1 to one of its ability scores.
       Flaming (Su): The weapon the divine protector 
  wields when first summoned also possesses the flaming 
  enhancement.
       Flaming Burst (Su): The weapon the divine protector 
  wields when first summoned also possesses the flaming 
  burst enhancement.
       Holy (Su): The weapon the divine protector wields when 
  first summoned also possesses the holy enhancement.
       Spell Resistance (Su): The divine protector gains spell 
  resistance equal to 10 + ½ Hit Dice + Charisma modifier.
       Fly (Su): The divine protector gains a fly speed of 40 
  feet (good).
       DR 10/evil (Su): The divine protector’s DR increases 
  to 10/evil.
  divine proteCtor skills
  Divine Protectors consider the following skills class 
  skills: Climb, Diplomacy, Fly, Heal, Intimidate, Knowledge 
  (planes), Knowledge (religion), Perception, and Sense 
  Motive.
  divine proteCtor feats
  Divine protectors can select from the following feats: 
  Acrobatic, Agile Maneuvers, Athletic, Blind-Fight, Cleave, 
  Combat Reflexes, Critical Focus, Dazzling Display, Dodge, 
  Great Fortitude, Improved Critical, Improved Initiative, 
  Intimidating Prowess, Iron Will, Lighting Reflexes, 
  Lightning Stance, Mobility, Power Attack, Quick Draw, 
  Skill Focus, Spring Attack, Toughness, Vital Strike, Weapon 
  Focus, Wind Stance. Divine protectors must meet the 
  prerequisites for a chosen feat. GMs might expand this list 
  to include other feats.
       Aura of Radiance (Su): At 8th level the paladin may 
  replace her aura of resolve with aura of radiance. The pala-
  din can choose to shed bright light out to a range of 30 feet 
  for a number of minutes equal to her level. At 14th level 
  
  7
  this light is the equivalent of a daylight spell. These min-
  utes do not need to be consecutive but aura of radiance 
  must be used in 1 minute increments. Activating or deacti-
  vating this ability is a free action.
  If the paladin uses her channel positive energy ability 
  while this aura is active she adds her Charisma modifier as 
  a bonus to the amount of damage she heals or inflicts with 
  channel energy.
       This ability functions only while the paladin is conscious, 
  not if she is unconscious or dead.
       Aura of Watchfulness (Su): At 8th level the paladin 
  may replace her aura of resolve with the aura of watch-
  fulness. The paladin can always act in the surprise round 
  even if she fails to make a Perception roll to notice a foe, 
  and she can not be caught flat-footed if her opponent is 
  visible. She still loses her Dexterity bonus to AC if immo-
  bilized or if an opponent successfully uses the feint action 
  against her. Allies within 10 feet of the paladin gain a +4 
  bonus to Perception checks.
       This ability functions only while the paladin is conscious, 
  not if she is unconscious or dead.
       Aura of Challenge (Su): At 11th level a paladin may 
  replace her aura of justice with the aura of challenge. She 
  may spend one of her daily smite evil uses to force one evil 
  creature within 60 ft. who can see her to attack her and 
  only her for a number of rounds equal to her paladin level. 
  The creature fights to the best of its ability and cannot be 
  forced to take specific actions. Creatures with more Hit 
  Dice than the paladin gain a Will save (DC = 10 + half the 
  paladin’s level + Charisma modifier) to resist this effect.
       This ability functions only while the paladin is conscious, 
  not if she is unconscious or dead.
       Aura of Retribution (Su): At 11th level, a paladin may 
  replace her aura of justice with aura of retribution. When a 
  creature under a paladin’s smite evil ability misses the pal-
  adin with a melee attack, the paladin or one ally adjacent 
  to the foe may make a melee attack against the creature as 
  a free action. This ability only functions once per round.
       This ability functions only while the paladin is conscious, 
  not if she is unconscious or dead.
       Aura of Alacrity (Su): At 14th level a paladin may take 
  aura of alacrity instead of aura of faith. Once per day the 
  paladin and all her all allies within 10 feet may reroll their 
  initiative with a morale bonus equal to the paladin’s Cha-
  risma modifier, taking the better result. A paladin may use 
  this as an immediate action after initiative is rolled or as a 
  swift action on her turn. If this ability is used after initia-
  tive order is established and one or more creatures have 
  already acted, the new initiative rolls take effect on the 
  next round. This ability does not allow a creature to act 
  twice in one round. The paladin can use aura of alacrity 
  twice per day at 17th level.
       If the paladin falls unconscious or dies while this ability 
  is in effect, all affected creature revert to their former 
  initiative order.
       Aura of Glory (Su): At 14th level a paladin may replace 
  aura of faith with aura of glory. She can emphasize the 
  characteristics that make another person great. Once per 
  day for a number of rounds equal to her Charisma modifier, 
  all allies within 10 feet of the paladin gain a +4 divine bo-
  nus to their highest ability score. This is a temporary bonus 
  and does not grant additional languages, bonus spells, or 
  skill ranks.
       This ability functions only while the paladin is conscious, 
  not if she is unconscious or dead.
       Aura of Penance (Su): At 14th level the paladin may take 
  aura of penance instead of aura of faith. Once per day she 
  can make other creatures pay for past misdeeds regardless 
  of their alignment. As a swift or immediate action she can 
  choose to make all opponents within 10 feet of her evil for 
  purposes of smite evil and other effects that affect evil crea-
  tures. Activating this ability is a free action. The aura lasts 
  for a number of rounds equal to the paladin’s level.
       This ability functions only while the paladin is conscious, 
  not if she is unconscious or dead.
       Aura of Charismatic Might (Su): At 17th level the pala-
  din may take aura of charismatic might instead of aura of 
  righteousness. Once per day as a swift or immediate action 
  the paladin can grant herself and all allies within 10 feet 
  the ability use to her Charisma score in place of one attack 
  roll before the beginning of the paladin’s next turn. This 
  ability does not threaten a critical hit, even if the paladin’s 
  Charisma score is 20 or higher.
       This ability functions only while the paladin is conscious, 
  not if she is unconscious or dead.
       Aura of negation (Su): At 17th level the paladin may 
  take aura of negation instead of aura of righteousness. For a 
  number of rounds equal to the paladin’s level she may cast 
  an anti-magic field to a range of 10 feet that negates all evil 
  spells and effects, and spell-like and supernatural abilities 
  of evil creatures. These rounds do not need to be consecu-
  tive. Activating this ability is a free action.
       This ability functions only while the paladin is conscious, 
  not if she is unconscious or dead.
  Capstone aBilities
  The paladin may choose one of these abilities at 20th level 
  instead of holy champion:
       God’s Warrior (Su): At 20th level, a paladin becomes 
  a conduit for her god’s martial power. Her DR increases to 
  10/evil. Whenever, she channels positive energy or uses 
  lay on hands to damage an undead creature, she inflicts the 
  maximum possible amount. In addition, her channel ener-
  gy ability and lay on hands can inflict damage against evil 
  outsiders, but damage is rolled normally. If the paladin is 
  slain she rises as a solar angel on the following round and 
  fights for 1d4+1 rounds before speeding on to her heavenly 
  reward.
  Light of the Divine (Su): At 20th level the paladin can 
  choose to shine with a radiant light out to 30 feet that is 
  equivalent to a daylight spell. Activating or deactivating 
  this ability is a free action. The paladin’s allies within the 
  light’s radius when it is active gain a +2 morale bonus on 
  attack rolls. All healing spells cast within the light’s radius 
  when it is active are considered to be cast with the Maxi-
  mize Spell feat, but do not use a higher spell slot.  A number 
  
  8
  of times per day equal to her base Charisma modifier, the 
  paladin may cast sunburst as a standard action. 
  Sword Saint (Su): At 20th level the paladin becomes the 
  supreme holy warrior. Her DR increases to 10/evil. When-
  ever she uses smite evil and successfully strikes an evil out-
  sider, the outsider is also subject to banishment, using her 
  paladin level as the caster level (her weapon and holy sym-
  bol automatically count as objects that the subject hates). 
  After the banishment effect and the damage from the at-
  tack is resolved, the smite immediately ends. In addition, as 
  long as the paladin is conscious she can never be disarmed 
  if she wields a sacred weapon or a weapon enhanced with 
  her divine bond. Also, this weapon can not be damaged or 
  affected by dispel magic as long as it is on her person.
  suggested roles
  avenger
  Evil must be opposed and good must be avenged. You are 
  the avatar of your god’s earthly vengeance. You seek out 
  evil creatures and punish them for past misdeeds.
  suggested options
  3rd level: Justices
  11th level: Aura of Retribution
  14th level: Aura of Penance
  17th level: Aura of Alacrity
  Champion
  You are your god’s mortal sword on earth. When the un-
  righteous must be met in combat, you are the first to be 
  called. Your powers lean more toward the martial side of a 
  paladin’s abilities. What you give up in succor and healing, 
  you make up for in martial prowess and the ability to ask 
  your god for boons in combat.
  suggested options
  2nd Level: Divine Resolution
  3rd level: Boons
  4th level: Channel Domain or Combat Training
  11th level: Aura of Challenge
  14th level: Aura of Glory
  defender
  Not all paladins carry a traditional, physical shield. You 
  wield your body as a living shield to aid friends and protect 
  allies. You would gladly sacrifice your health and safety to 
  ensure the survival of those in your charge.
  suggested options
  3rd level: Sacrifices
  5th level: Summon Divine Protector
  11th level: Aura of Defense
  14th level: Aura of Glory
  17th level: Aura of Negation
  20th level: Light of the Divine
  sword saint
  Some paladins train so fervently, so relentlessly, that their 
  study of combat becomes an act of worship. Their move-
  ments are steady, unwavering, and focused. You are such an 
  individual. Your maneuvers in combat are a means to tran-
  scend from the earthly to the sacred realms, and briefly tap 
  into the unfettered power of your deity.
  suggested options
  2nd level: Sacred Weapon
  3rd level: Sword Rites
  4th level: Holy Warrior
  4th level: Call Weapon
  11th level: Aura of Retribution
  17th level: Aura of Charismatic Might
  20th level: Sword Saint
  
  9
  new feats
  The following feats are available to all paladins and 
  provide additional options and specializations for holy 
  warriors of all sorts.
  By this sword
  You strength of arms equals your strength of faith.
  Prerequisite: Channel energy class feature
  Benefit: When you channel positive energy, the amount 
  of damage you heal other creatures or inflict on undead 
  increases by an amount equal to the enhancement bonus 
  of the weapon you use as a divine focus. This ability does 
  not stack with a paladin’s divine bond ability and uses a 
  weapon’s innate enhancement bonus.
  Cowering smite
  Your foe realizes its eventual fate after you smite it.
  Prerequisite: Smite evil class feature
  Benefit: When you successfully smite a creature with 
  your smite evil ability, the creature gains the cowering 
  condition for a number of rounds equal to your Charisma 
  modifier. Subsequent attacks do not increase the penalty 
  but they do increase the duration.
  dark knowledge
  Sometimes you must use an enemy’s own weapons to 
  defeat him.
  Prerequisite: Paladin, ability to cast divine spells
  Benefit: You may prepare one evil spell as a bonus spell 
  for each level of spell you can cast. You can cast this spell 
  as normal, but doing so causes you to take 1d4 points of 
  Charisma damage and 1d4 damage per spell level.
  domain of merCy
  Your healing touch also confers the power of your god.
  Prerequisite: Mercy class feature
  Benefit: Choose one of your deity’s domains when you se-
  lect this feat. When you use lay on hands to heal a creature, 
  it confers your chosen mercies and an additional benefit 
  based on this domain as described below. The benefit lasts 
  for 1 minute per two paladin levels you possess. You may 
  take this feat a second time, choosing a different domain 
  of your deity.
       Air: The recipient gains +1 deflection bonus to AC. At 
  12th level this bonus increases to +2.
       Artifice: The recipient gains a +4 insight bonus to all 
  Craft, Disable Device, and Sleight of Hand checks. This 
  bonus increases to +6 at 12th level.
       Animal: The recipient gains low-light vision. At 12th 
  level the recipient also gains the scent ability.
       Charm: The recipient gains a +4 insight bonus on 
  Bluff and Diplomacy skill checks. At 12th level this 
  bonus increases to +6.
       Community: Aid another actions the recipient takes 
  grant an additional +1 bonus. This bonus increases to 
  +2 at 12th level.
       Darkness: The recipient gains darkvision out to 60 ft. 
  At 12th level the darkvision’s range increases to 90 ft.
       Death: When the recipient destroys an undead 
  creature she gains temporary hit points equal to your 
  paladin level.
       Destruction: The recipient inflicts an extra +1d4 
  points of damage on all melee attacks.
       Earth: The recipient receives a +2 divine bonus to 
  resist bull rush and overrun attempts and push or pull 
  monster abilities. This bonus increases to +4 at 12th 
  level.
       Fire: The recipient gains fire resistance 5. This 
  resistance increases to 10 at 12th level.
       Glory: The recipient adds +2d4 points of damage on 
  a successful critical hit.  Increase this damage to +2d6 
  at 12th level.
       Good: The recipient gains DR/evil equal to the 
  paladin’s Charisma modifier.
       Healing: The recipient gains temporary hit points 
  equal to one-half your paladin level.
       Knowledge: The recipient gains a +2 insight bonus 
  on skill and ability checks. This bonus increases to +4 
  at 12th level.
       Law: The recipient can decide to take an 11 on any d20 
  roll a number of times equal to the paladin’s Charisma 
  modifier. This must be decided before the roll is made.
       Liberation: The recipient gains a +2 morale bonus to 
  saves against charm and mind-affecting compulsions. 
  This increases to +4 at 12th level.
       Luck: The recipient treats all rolls of a natural 1 as if 
  they they had rolled a 2 instead.
       Magic:  The recipient gains spell resistance equal to 
  10 + ½ your paladin level.
       Nobility: The recipient gains a +4 insight bonus on 
  Diplomacy and Intimidate skill checks. This bonus 
  increases to +6 at 12th level.
       Plant: All critical confirmation rolls against the 
  recipient take a -4 penalty.
       Protection: The recipient gains a +1 resistance bonus 
  to saving throws. This increases to +2 at 12th level.
       Repose: The recipient gains a +2 resistance bonus 
  to saves against death effects, energy drain, and effects 
  that cause negative levels. This increases to +4 at 12th 
  level.
       Rune: The recipient gains a +4 insight bonus to Use 
  Magic Device skill checks to activate scrolls and a +4 
  bonus to Linguistics skill checks to decipher written 
  languages. This bonus increases to +6 at 12th level.
       Strength: The recipient gains a +1 enhancement 
  bonus to melee damage, combat maneuver checks 
  that rely on strength, Strength-based skill checks, and 
  Strength checks.
       Sun: The recipient gains low-light vision and a +2 
  resistance bonus to saves against blinding effects.
       Travel: The recipient’s base land speed increases by 
  5 ft. (a divine bonus). This bonus increases to 10 ft. at 
  12th level.
       Trickery: The recipient gains a +4 insight bonus to Bluff 
  
  10
  and Sleight of Hand skill checks. This increases to +6 at 
  12th level.
       War: The recipient gains a +1 morale bonus to melee 
  attacks and initiative rolls. This increases to +2 at 12th 
  level.
       Water: The recipient gains a swim speed equal to its 
  speed.
       Weather: The recipient gains resistance to cold and 
  electricity equal to the paladin’s Charisma modifier.
  favored strike [ComBat]
  The gods watch over you.
  Prerequisite: Smite evil class ability, Charisma 15
  Benefit: When you miss with a melee attack against the 
  target of your smite evil ability you still do damage to the 
  target equal to your Charisma modifier. This does not occur 
  if you roll a natural 1 on your attack. 
  lasting aura
  The power of your faith carries on even after your death.
  Prerequisite: Paladin
  Benefit: Choose one aura you possess. This aura functions 
  for a number of rounds equal to your Charisma modifier 
  even if you fall unconscious or are slain.
  merCiful Channeling
  Your positive energy conveys other benefits in addition to 
  healing.
  Prerequisite: Mercy class feature
  Benefit: When you channel positive energy to heal crea-
  tures, you can convey all mercies you can use upon the 
  healed creatures as if you had used your lay on hands abil-
  ity. Using this ability requires two additional uses of lay on 
  hands.
  mounted warrior
  You and your divine mount draw strength from each other.
  Prerequisite: Paladin, divine bond (mount) class feature
  Benefit: While on your mount, you both gain a +1 morale 
  bonus to attack and damage rolls, and you gain a +4 cir-
  cumstance bonus to Intimidate skill checks.
  orisons
  Your order emphasizes intellectual training along with 
  martial prowess.
  Prerequisite: 3rd level paladin
  Benefit: You can cast resistance, stabilize, and virtue as 
  spell-like abilities 3 times per day.
  righteous drive
  Your devotion to your cause allows you to hang onto life 
  until you realize your goals.
  Prerequisite: Paladin, Die Hard, Endurance
  Benefit: You are not slain until your negative hit point to-
  tal is equal to your Constitution score plus your Charisma 
  modifier. Also, you gain a +4 morale bonus to Constitution 
  saves to survive massive damage.
  willful resolve
  The desire to carry out your god’s will grants you reserves 
  unknown in others.
  Prerequisite: Paladin
  Benefit: A number of times per day equal to your Charis-
  ma modifier, you may roll a Will save in place of a skill or 
  ability check. 
  
  11
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  System Reference Document. Copyright 2000, 
  Wizards of the Coast, Inc.; Authors Jonathan 
  Tweet, Monte Cook, Skip Williams, based on 
  material by E. Gary Gygax and Dave Arneson.
  Pathfinder RPG Core Rulebook. Copyright 2009, 
  Paizo Publishing, LLC; Author: Jason Bulmahn, 
  based on material by Jonathan Tweet, Monte 
  Cook, and Skip Williams.
  The Book of Experimental Might. Copyright 
  2008, Monte J. Cook. All rights reserved.
  Tome of Horrors. Copyright 2002, Necromancer 
  Games, Inc.; Authors: Scott Greene, with Clark 
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  Based on original content from TSR.
  Class options Volume2: Paladins Prevail, Copy-
  right 2009, Reality Deviant Publications, author 
  Stefen Styrsky
  
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