Paladin

Paladin
Paladins take their adventures seriously, and even a mundane mission is, in the heart of the paladin, a personal test - an opportunity to demonstrate bravery, to learn tactics, and to do good in the world. Divine power protects these warriors of virtue, warding off harm, protecting them from disease, healing them and their allies, and guarding against fear. Finally, a paladin can use this power to destroy evil. Even a novice paladin can detect evil, and more experienced paladins can smite evil foes and turn away undead. Many of the paladin's special abilities also benefit from a high charisma score.

Alignment restrictions: Lawful Good ONLY. Paladins must be lawful good, and they lose their divine powers if they deviate from that alignment.
 * Ex-Paladins = A paladin who ceases to be lawful good, who willfully commits an evil act, or who grossly violates the code of conduct loses all paladin spells and abilities (including the service of the paladin’s mount, but not weapon, armor, and shield proficiencies). He may not progress any farther in levels as a paladin. He regains his abilities and advancement potential if he atones for his violations as appropriate.

Spellcasting: Divine (Wisdom based, armor related chance of spell failure is ignored). Must have a Wisdom score of 10 + the spell’s level to cast a spell.

Epic Paladin Bonus Feats:
Armor Skin (Epic), Epic Toughness, Overwhelming Critical Epic Energy Resistance, Epic Divine Might, Epic Prowess, Great Charisma, Great Smite, Great Strength, Great Wisdom, Great Intelligence, Great Dexterity and Great Constitution

Smite Evil
Once per day, 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. If the paladin attempts to smite a creature that is not evil, the smite has no effect, but the ability is still used up for that day. At 5th level, and at every five levels thereafter, the paladin may smite evil one additional time per day, to a maximum of seven times per day at 30th level.

Divine grace
At 2nd level, a paladin gains a bonus equal to his Charisma bonus (if any) on all saving throws.

Lay on hands
Beginning at 2nd level, a paladin with a Charisma score of 12 or higher can heal wounds (his own or those of others) by touch. Each day he can heal a total number of hit points of damage equal to his paladin level times her Charisma bonus. For example, a 7th-level paladin with a 16 Charisma (+3 bonus) can heal 21 points of damage per day.

Aura of courage
Beginning at 3rd level, a paladin is immune to fear (magical or otherwise). Each ally within 10 feet of him gains a +4 morale bonus on saving throws against fear effects.

Divine health
At 3rd level, a paladin gains immunity to all diseases, including supernatural and magical diseases (such as mummy rot and lycanthropy).

Turn undead
When a paladin reaches 4th level, he gains the supernatural ability to turn undead. He may use this ability a number of times per day equal to 3 + his Charisma modifier. He turns undead as a cleric of three levels lower would.

Note: A Paladin's Turn Undead can benefit from a Cleric's Sun (domain) and Evil (domain).

Remove disease
At 6th level, a paladin can remove disease once per day. At 9th level and every three levels after that, the paladin can cure disease one more time per day.

Spellcasting

 * Paladin spell list
 * Paladin spell progression: Paladins have the same spell progression as rangers.

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 his spells in advance. 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 paladin’s spell is 10 + the spell level + the paladin’s Wisdom modifier. Like other spellcasters, a paladin can cast only a certain number of spells of each spell level per day.