Hailing originally from the Akurite Empire, the Paladin of the Realm came to these lands via their neighboring dimension, Dolan.
Bearing the teachings of a powerful and exemplary knight-goddess, Sabra Dashien, the Paladin of the Realm is an interesting mix of tank and healing combined with a bloodthirsty sense of honor.
A Paladin of the Realm is, by nature, unable to turn down any challenge, vowing to see it through to the end.
Hit Dice: d10 + 10 + Con Modifier
Starting Skill points: (3 + Int Mod) x4
Skill points: 4 + Int Modifier
Starting Golds: 2d10 x 10
Class Skills: Climb (Str), Jump (Str), Intimidate (Cha), Concentration (Con), Craft (Int), Diplomacy (Cha), Handle Animal (Cha), Heal (Wis), Knowledge: Nobility and Royalty (Int), Knowledge: Religion (Int), Knowledge: Military Science (Int), Knowledge: Police Science (Int), Knowledge: Physical Science (Int), Knowledge: Law (int), Powerlifting (Str), Search (Int), Profession (Wis), Ride (Dex), Sense Motive (Wis), Swim (Str).
Class basic abilities: simple weapon proficiency, martial weapon proficiency, heavy armor proficiency, medium armor proficiency, light armor proficiency, shield proficiency (except tower shields). Can learn martial arts abilities as if meeting the requirement of a Monk of the same level. Due to their lifelong training, Paladins of the Realm may invest 1 skill point per Melee Weapon (To Hit) and (Damage) skill instead of 3 for each rank.
Aura of Command - The power of the Paladin of the Realm is enough to sway the hearts of all who behold them. Their aura is a strong one, and can grant -1 to all those within earshot, or who can sense them with at least one form of sensory perception. The range of their aura is 2 x (Paladin level). This counts as a supernatural ability
Detect Evil/Good - at will, a Paladin of the Realm can use either Detect Evil or Detect Good, as the spell. They can always detect the opposite alignment of their own. In the case of neutral characters, they can sense either/or.
Smite - Once per day, a Paladin of the Realm may attempt to smite either good or evil. They add their Charisma bonus (if any) to their attack roll and deals 1 extra point per Paladin Level. If the Paladin accidentally smites a creature that is of their same alignment or follows the same Code, the Smite has no effect and the ability is still used up for that day.
Smite Advantage - if the Paladin of the Realm lands a successful Smite attack, they may make an immediate successful melee attack (without crit) as a free action.
Smite Overload - upon acquisition, the Paladin may choose to “load” their smite attempts for the day into a single Smite blow, up to their maximum amount of Smites for the day, dealing that amount of damage all at once.
Smite Overlord - when making Smite attempts, the Paladin may add their full ECL to the damage and BaB.
Grace - At second level, a Paladin of the Realm gains a bonus equal to their Charisma bonus (if any) on all saving throws.
Jolt Trigger - beginning at 2nd level, a Paladin of the Realm with a Charisma score of 12 or higher can heal the wounds of their comrades by touch. Each day they can heal a total number of hit points of damage equal to Paladin level x Charisma bonus. Before the healing begins, though, the target must survive 1d4 of extra damage. Using Jolt Trigger is a free action.
Alternatively, a Paladin of the Realm 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.
Aura of Courage - 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.
Divine Health - At 3rd level, a paladin gains immunity to all diseases, including supernatural and magical diseases.
Turn Jackasses - When a paladin reaches 4th level, they gain the supernatural ability to turn people they inherently dislike. She may use this ability a number of times per day equal to 3 + her Charisma modifier. She turns undead as a cleric of three levels lower would. If a Jackass (that is the target) fails a Will save of DC 10+Paladin’s Level, then they have the inherent urge to turn away and present their back. This can be thwarted by especially strong-willed characters or creatures with higher than normal Elan.
Special Mount- A Paladin of the Realm 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).
Once per day, as a 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 paladin’s level. The mount immediately appears adjacent to the paladin and remains for 2 hours per paladin level; it may be dismissed at any time as a free action. 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 in full health, regardless of any damage it may have taken previously. The mount also appears wearing or carrying any gear it had when it was last dismissed. Calling a mount is a conjuration (calling) effect.
Should the paladin’s 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.
Battle Cry - At level 4, the Paladin of the Realm can rally forth their comrades with a war cry of immense power. To all those in their party, they gain back HP and EP at the rate of 1x(Paladin Level), are immediately snapped out of all negative (or blonus) mind-altering or controlling effects, and the next round of battle all actions taken by the Paladin and their comrades gain a +(Paladin’s Charisma bonus) to their dice rolls. This can be done once per day, and is considered a magical effect.
Remove Disease - At 6th level, a paladin can produce a remove disease effect, as the spell, once per week. She can use this ability one additional time per week for every three levels after 6th (twice per week at 9th, three times at 12th, and so forth).
Fata Morgana - once per day (increases to twice per day) the Paladin of the Realm can infuse themselves with the absolute power of utter conviction. So long as they have held true to the Code of Conduct that they sworn themselves to, they can enter into a special state of existence where they take on the characteristics of their code. Until the end of the next attack round, the Paladin of the Realm gains +Charisma bonus to their dice rolls, both “To Attack” as well as a damage bonus. This is a standard action and a supernatural ability. This ability stacks with itself.
Desperation Ability: The Code - Once per day, should the Paladin fall to 10% health, they can give up their action round during battle to recite the oath they have pledged. Doing so returns them to full health, 1/2 EP and with no blonuses or status effects. After The Code has been successfully done, until the start of the next round the Paladin cannot be harmed by normal attacks, weapons, or spells and abilities lower than the Paladin’s level. After the battle is done, they are dropped to 1 hp and 1 ep.
Fate - All previous Paladin of the Realm abilities that read “1x(Paladin Level)” now read as “2x(Paladin Level).” This applies where (ECL) is used instead of (Paladin Level).
Altered Fate - All previous Paladin of the Realm abilities that read “+Charisma Bonus” now read “+Charisma Bonus+Paladin Level.” This applies where (ECL) is used instead of (Paladin Level).
Hold The Line - the Paladin of the Realm can never be flanked while fighting alongside their comrades. While fighting in a group, the Paladin can never be caught flat-footed. So long as they are fighting defensively, or to defend a comrade, the Paladin of the Realm gains an immediate +5 bonus to defense rolls.
Transcendence - by sacrificing 2/3’s of their current HP and 1/2 of their current EP, the Paladin of the Realm can use their Faith Points instead of Gnosis to determine whether or not they can affect creatures of higher Elan.
Secret Attribute: [I] [STAND] [ALONE] - Once per day, the Paladin can fill themselves with absolute zeal, adding their Faith Points to excess damage in a special Smite attack. If this kills the target, the overkill damage is drained as permanent HP and EP total bonus.
Can only be done if the Paladin is the last one standing in the party. This can be triggered if all the other party members are dead or have run away and officially disengaged from combat.
If used, the Paladin of the Realm will be comatose for a month. Successful WILL checks can grant them an additional ten hours of activity before falling comatose.