Paladin, Vow of Service Variant (3.5e Class)

Paladin, Vow of Service Variant
In general, a paladin is a holy warrior who has sworn to devote herself to good and oppose evil. But paladins carry out this general calling in different ways depending upon their vow of service. A paladin supports and defends her fellow party members while fulfilling her service to her god.

Making a Paladin, Vow of Service Variant
Abilities: Charisma is the most important ability for a paladin. She also needs high strength and constitution scores to fulfill her role as a martial character. Finally, paladins will want a moderately high wisdom score for spell casting.

Races: Traditionally, paladins have been humans, but there is no restriction on race. Obviously, races with penalties to Charisma would not be ideal.

Alignment: Lawful Good

{| class="zebra d20" Hit Die: d10 ! rowspan="2" | Level ! rowspan="2" | Base Attack Bonus ! colspan="3" | Saving Throws ! rowspan="2" | Special ! colspan="10" | Spells per Day ! Fort || Ref || Will !1st || 2nd || 3rd || 4th Class Skills (Skill Points::2 + Int modifier per level, &times;4 at 1st level)
 * 1st||class="left" | +1 || +2 || +0 || +2
 * class="left" | Detect Evil, Aura of Good, Smite Evil 1/day
 * 2nd||class="left" | +2 || +3 || +0 || +3
 * class="left" | Divine Grace, Lay on Hands, Light
 * 3rd||class="left" | +3 || +3 || +1 || +3
 * class="left" | Aura of Courage, Divine Health
 * 4th||class="left" | +4 || +4 || +1 || +4
 * class="left" | Vow of Service, Smite Evil 2/day
 * 0||—||—||—
 * 5th||class="left" | +5 || +4 || +1 || +4
 * class="left" | Training For Service
 * 0||—||—||—
 * 6th||class="left" | +6/+1 || +5 || +2 || +5
 * class="left" | Sin-Eater 1/day
 * 1||—||—||—
 * 7th||class="left" | +7/+2 || +5 || +2 || +5
 * class="left" | Divine Intervention (2:1), Smite Evil 3/day
 * 1||-||—||—
 * 8th||class="left" | +8/+3 || +6 || +2 || +6
 * class="left" | Training For Service
 * 1||0||—||—
 * 9th||class="left" | +9/+4 || +6 || +3 || +6
 * class="left" | Divine Retribution, Sin-Eater 2/day
 * 1||0||—||—
 * 10th||class="left" | +10/+5 || +7 || +3 || +7
 * class="left" | Aura of Discipline, Smite Evil 4/day
 * 1||1||—||—
 * 11th||class="left" | +11/+6/+1 || +7 || +3 || +7
 * class="left" | Training For Service
 * 1||1||0||—
 * 12th||class="left" | +12/+7/+2 || +8 || +4 || +8
 * class="left" | Sin-Eater 3/day
 * 1||1||1||—
 * 13th||class="left" | +13/+8/+3 || +8 || +4 || +8
 * class="left" | Mettle, Smite Evil 5/day
 * 1||1||1||—
 * 14th||class="left" | +14/+9/+4 || +9 || +4 || +9
 * class="left" | Divine Intervention (1:1)
 * 2||1||1||0
 * 15th||class="left" | +15/+10/+5 || +9 || +5 || +9
 * class="left" | Training For Service, Sin-Eater 4/day
 * 2||1||1||1
 * 16th||class="left" | +16/+11/+6/+1 || +10 || +5 || +10
 * class="left" | Divine Aid, Smite Evil 6/day
 * 2||2||1||1
 * 17th||class="left" | +17/+12/+7/+2 || +10 || +5 || +10
 * class="left" | Aura of Conviction
 * 2||2||2||1
 * 18th||class="left" | +18/+13/+8/+3 || +11 || +6 || +11
 * class="left" | Sin-Eater 5/day
 * 3||2||2||1
 * 19th||class="left" | +19/+14/+9/+4 || +11 || +6 || +11
 * class="left" | Rebuke Death, Smite Evil 7/day
 * 3||3||3||2
 * 20th||class="left" | +20/+15/+10/+5 || +12 || +6 || +12
 * class="left" | Divine Champion
 * 3||3||3||3
 * - class="noalt"
 * colspan="42" class="skill" |
 * 2||1||1||1
 * 16th||class="left" | +16/+11/+6/+1 || +10 || +5 || +10
 * class="left" | Divine Aid, Smite Evil 6/day
 * 2||2||1||1
 * 17th||class="left" | +17/+12/+7/+2 || +10 || +5 || +10
 * class="left" | Aura of Conviction
 * 2||2||2||1
 * 18th||class="left" | +18/+13/+8/+3 || +11 || +6 || +11
 * class="left" | Sin-Eater 5/day
 * 3||2||2||1
 * 19th||class="left" | +19/+14/+9/+4 || +11 || +6 || +11
 * class="left" | Rebuke Death, Smite Evil 7/day
 * 3||3||3||2
 * 20th||class="left" | +20/+15/+10/+5 || +12 || +6 || +12
 * class="left" | Divine Champion
 * 3||3||3||3
 * - class="noalt"
 * colspan="42" class="skill" |
 * 20th||class="left" | +20/+15/+10/+5 || +12 || +6 || +12
 * class="left" | Divine Champion
 * 3||3||3||3
 * - class="noalt"
 * colspan="42" class="skill" |

Class Features
All of the following are class features of the Paladin, Vow of Service Variant.

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 power of a paladin’s aura of good (see the detect good spell) is equal to her paladin level.

 : At will, a paladin can use detect evil, as the spell.

 : 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 accidentally smites a creature that is not evil, the smite has no effect, but the ability is still used up for that day.

At 4th level, and at every three levels thereafter, the paladin may smite evil one additional time per day, as indicated on the above table, to a maximum of seven times per day at 20th level.

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

 : 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. Each day she can 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 doesn’t have to use it all at once. Using lay on hands is a standard action.

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 doesn’t 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.

 : At will, a paladin can use light, as the spell.

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

This ability functions while the paladin is conscious, but not if she is unconscious or dead.

 : At 3rd level, a paladin gains immunity to all diseases, including supernatural and magical diseases.

A paladin must choose and prepare her 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. Her base daily spell allotment is given on the above table. In addition, she receives bonus spells per day if she has a high Wisdom score. When the above table 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.

A paladin prepares and casts spells the way a cleric does, though she cannot lose a prepared spell to spontaneously 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 meditation.

Through 3rd level, a paladin has no caster level. At 4th level and higher, her caster level is one-half her paladin level.

She chooses one of five vows: Mystic, Champion, Inquisitor, Undead Hunter, or Mounted Warrior. At 4th, 5th, 8th, 11th, and 15th level a paladin gains certain benefits from her training for service, as listed below:

MYSTIC: Mystics focus on their connection with the divine, becoming more effective spell casters as a result.

--4TH: Divine Infusion: When a mystic reaches 4th level, she gains the ability to cast her spells with a caster level equal to her paladin level. She may use this ability a number of rounds per day equal to 3 + her charisma modifier. These rounds do not need to be consecutive.

Much like a traditional paladin's turn undead feature, a mystic may sacrifice daily uses of this ability to power divine feats. In addition, a mystic may choose the feat Extra Turning to gain further daily uses.

--5TH: A mystic gains one additional 1st level spell slot

--8TH: A mystic gains one additional 2nd level spell slot

--11TH: A mystic gains one additional 3rd level spell slot

--15TH: A mystic gains one additional 4th level spell slot

In addition, by 15th level, a mystic has learned to value the power of the divine in all its forms. Each day, a mystic may fill one spell slot at each level with a spell from any other divine spell caster's list (e.g. ranger, cleric, druid).

CHAMPION: Champions focus on defeating evil through the use of martial strength. --4TH: Stigmata: When a champion reaches 4th level, she gains the ability to make her enemies suffer along with her. Any enemy who does damage to the champion must make a Fortitude save with a DC of 10+ 1/2 paladin level + paladin CHA modifer, or suffer half of the damage they dealt to the champion. She may use this ability a number of rounds per day equal to 3 + her charisma modifier. These rounds do not need to be consecutive.

Furthermore, a champion has an effective fighter level of her paladin level - 2 for the purpose of choosing fighter bonus feats.

Much like a traditional paladin's turn undead feature, a champion may sacrifice daily uses of this ability to power divine feats. In addition, a champion may choose the feat Extra Turning to gain further daily uses.

--5TH: A champion gains a bonus feat, which she must choose from the list of fighter bonus feats or divine feats. She must still meet the prerequisites for the feat.

--8TH: A champion gains a bonus feat, which she must choose from the list of fighter bonus feats or divine feats. She must still meet the prerequisites for the feat.

--11TH: A champion gains a bonus feat, which she must choose from the list of fighter bonus feats or divine feats. She must still meet the prerequisites for the feat.

--15TH: A champion may subtract her charisma modifier from the DR of any evil opponent before making her attack roll.

INQUISITOR: Inquisitors focus on rooting out evil before it can cause further harm.

--4TH: Rebuke: When an inquisitor reaches 4th level, her words become imbued with a moderate amount of divine power. As a standard action, an inquisitor can rebuke evil within a 40 foot radius of herself. Any evil creature within this area must make a Will save with a DC of 10 + 1/2 paladin level + paladin CHA modifier, or become bound by the rebuke of the inquisitor, suffering from the entangled condition for 1 round. She may use this ability a number of rounds per day equal to 3 + her charisma modifier. These rounds do not need to be consecutive.

Furthermore, an inquisitor receives a bonus on intimidation and sense motive checks equal to 1/2 of her paladin level (rounded down).

Much like a traditional paladin's turn undead feature, an inquisitor may sacrifice daily uses of this ability to power divine feats. In addition, an inquisitor may choose the feat Extra Turning to gain further daily uses.

--5TH: Sometimes fighting evil requires bending the rules a little. An inquisitor may use up to half of her daily allotment of smite evil attacks (rounded down) to deal lethal damage to neutral creatures or nonlethal damage to good creatures, so long as she can justify this action as leading to the greater good. She should remember, however, that it is not merely herself that she has to convince, but the divine being who grants her power ... or she may find her divine favor removed.

--8TH: An inquisitor's strong convictions regarding evil affect those around her who commit evil deeds. When first entering the presence of an inquisitor, any creature who has willingly committed an evil act in the previous 24 hours must make a Will save with a DC of 10 + 1/2 paladin level + paladin CHA modifier, or be shaken for 1d3 rounds. Any creature who passes does not need to make a save again regarding those particular evil deeds.

--11TH: An inquisitor comes under the effects of a permanent discern lies spell as a spell-like ability with a caster level equal to her paladin level.

--15TH: An inquisitor comes under the effects of a permanent mind blank spell as a spell-like ability with a caster level equal to her paladin level.

UNDEAD HUNTER: Undead Hunters focus in particular on tactics necessary to defeat the undead.

--4TH:Turn Undead When an undead hunter reaches 4th level, she gains the supernatural ability to turn undead. She may use this ability a number of times per day equal to 3 + her Charisma modifier. Unlike a traditional paladin, she turns undead as a cleric of her paladin level would.

--5TH: An undead hunter gains Favored Enemy: Undead with a +4 bonus. This functions the same as the Ranger class ability of the same name.

--8TH: The special attacks of the undead can be particularly deadly if they land! An undead hunter may use her CHA modifer, instead of her DEX modifier, when determining her AC against attacks by undead enemies.

--11TH: An undead hunter gains the True Death class ability. Undead slain by an undead hunter, either by melee attacks or spells, can never rise again as undead. They are forever destroyed.

--15TH: An undead hunter gains the ability to cast the Sunburst Spell once per day as a cleric of her paladin level.

MOUNTED WARRIOR: Despite other enticing avenues for service, some paladins decide that the iconic image of the paladin on her special mount is the path for them.

--4TH: Blessed Charge: When an mounted warrior reaches 4th level, the favor of her divine patron becomes even more obvious. When a mounted warrior charges an evil target, she suffers no penalty to AC. She may use this ability a number of rounds per day equal to 3 + her charisma modifier. These rounds do not need to be consecutive.

Furthermore, a mounted warrior receives a bonus on handle animal and ride checks equal to 1/2 her paladin level (rounded down).

Much like a traditional paladin's turn undead feature, a mounted warrior may sacrifice daily uses of this ability to power divine feats. In addition, a mounted warrior may choose the feat Extra Turning to gain further daily uses.

--5TH: A mounted warrior receives a special mount as the SRD paladin class ability.

--8TH: A mounted warrior may now summon her special mount two times a day. In addition, she suffers no penalties if her mount dies.

--11TH: A mounted warrior may now summon her special mount three times a day. In addition, if her mount dies, she must only wait until the next day to summon it again.

--15TH: The mounted warrior's special mounts gains the Smite Evil class ability. The mount uses the paladin's bonuses when making these attacks, and can make a number of smite evil attacks equal to 1/2 of the mounted warrior's daily allotment (rounded down)

 : When an attack from an evil creature results in any change in the condition of an ally (e.g. blinded, panicked, shaken, ability drained, etc), a paladin may try to absorb the effects of that condition into her own person. This is an immediate action that takes place as soon as the ally is afflicted. Subtract a 10% chance of success for every level by which the challenge rating of the creature who inflicted the condition exceeds the character level of the paladin. In other words, a sixth level paladin would have an 50% chance of immediately removing a condition inflicted by a creature with a CR of 11.

If the paladin does succeed at sin-eating, she must immediately make the appropriate save to avoid suffering the condition herself. However, she receives a sacred bonus to her save roll equal to the number of times per day that she can use the sin-eating class ability. Thus, she receives a +1 bonus at level 6, all the way to a +5 bonus at level 18.

A paladin may use the sin-eating ability once per day at level six, then one additional time per day every three levels, for a total of 5 times per day at level 18.

Sin-eating does not absorb any physical damage done as part of the attack; it only affects any associated change in condition that results from the attack.

 : If an attack hits an ally within 10 feet of a paladin, she may choose to absorb up to half the damage, instead; however, she suffers two points of damage for every point she absorbs on behalf on her ally. A paladin may use this ability once per encounter.

At level 14, a paladin may absorb damage at a ratio of 1:1.

 : It is only fitting that those who oppress the faithful with the power of evil gods should feel that power themselves. Divine retribution works exactly like the spell reflection class ability described in Complete Mage, except that it is limited to the divine spells cast by evil casters.

 : A paladin is immune to charm spells or spell-like effects. Each ally within 10 feet of her gains a +4 morale bonus on saving throws against charm effects.

 : If a paladin succeeds on a Fortitude or Will save against an attack that would normally produce a lesser effect on a successful save (such as a spell with a saving throw entry of Will half or Fortitude partial), she instead negates the effect. She does not gain the benefit of mettle when she is unconscious or sleeping.

 : All restoration spells cast by a paladin, or in her presence automatically succeed. In addition, all heal spells cast by the paladin, or in her presence automatically heal the maximum amount of points.

 : A paladin is immune to compulsion spells or spell-like effects. Each ally within 10 feet of her gains a +4 morale bonus on saving throws against compulsion effects.

Once a week, if a paladin is killed, she will automatically resurrect one hour later without penalties. Her body travels to the plane of her deity during this hour, then reappears at an appropriate location (e.g. a local temple or church dedicated to her deity), depending on campaign environment.

She gains DR 10/evil, as well as a +2 bonus to her Charisma ability score. Furthermore, she no longer needs to eat or sleep (though she may choose to do so), as she is sustained directly by her deity so that she might focus on the struggle against evil.

Ex-Paladin, Vow of Service Variant
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). 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.