Paladin of the Arcane Order
From D&D Wiki
Not finished yet. Let me get to it tomorrow.
 Arcane Paladin
An Arcane Paladin is one dedicated to protecting or destroying members of the Arcane Paths. Maybe stemming from a vendetta or being the loyal servant to a mage.
 Making an Arcane Paladin
Alignment: Any, Or same as lord.
Starting Age: Moderate.
|Saving Throws||Special||Spells per Day|
|1st||+1||+2||+0||+2||Aura of Power, Detect Magic, Arcane Smite 1/day||—||—||—||—|
|2nd||+2||+3||+0||+3||Arcane Grace, Lay on Hands||—||—||—||—|
|3rd||+3||+3||+1||+3||Aura of Courage, Arcane Life||—||—||—||—|
|5th||+5||+4||+1||+4||Arcane Smite 2/day||0||—||—||—|
|6th||+6/+1||+5||+2||+5||Remove Disease 1/week||1||—||—||—|
|9th||+9/+4||+6||+3||+6||Remove Disease 2/week||1||0||—||—|
|10th||+10/+5||+7||+3||+7||Arcane Smite 3/day||1||1||—||—|
|12th||+12/+7/+2||+8||+4||+8||Remove Disease 3/week||1||1||1||—|
|15th||+15/+10/+5||+9||+5||+9||Remove Disease 4/week, Arcane Smite 4/day||2||1||1||1|
|18th||+18/+13/+8/+3||+11||+6||+11||Remove Disease 5/week||3||2||2||1|
|20th||+20/+15/+10/+5||+12||+6||+12||Arcane Smite 5/day||3||3||3||3|
Class Skills (2 + Int modifier per level, ×4 at 1st level)
 Class Features
All of the following are Class features of the Arcane paladin.
Arcane Smite (Su): Once per day, an Arcane paladin may attempt to bolster his strength with Arcane power to enhance his melee attack. He adds his Intelligence bonus (if any) to his attack roll and deals 1 extra point of damage per Arcane paladin level.
At 5th level, and at every five levels thereafter, the Arcane paladin may smite one additional time per day, as indicated on Table: The Paladin, to a maximum of five times per day at 20th level.
Lay on Hands (Su): Beginning at 2nd level, an Arcane paladin with a Intelligence 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 x his Intelligence bonus. A paladin may choose to divide his healing among multiple recipients, and he 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 Arcane power to deal damage to 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 a creature.
This ability functions while the paladin is conscious, but not if she is unconscious or dead.
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 3 + her Charisma modifier. She turns undead as a cleric of three levels lower would.
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.
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 Table: The Paladin. In addition, she receives bonus spells per day if she has a high Wisdom score. When Table: The Paladin 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 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.
Special Mount (Sp): Upon reaching 5th level, a paladin gains the service of an unusually intelligent, strong, and loyal steed to serve her in her crusade against evil (see below). 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.
Remove Disease (Sp): 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).
Code of Conduct: A paladin must be of lawful good alignment and loses all class abilities if she ever willingly commits an evil act.
Additionally, a paladin’s code requires that she respect legitimate authority, act with honor (not lying, not cheating, not using poison, and so forth), help those in need (provided they do not use the help for evil or chaotic ends), and punish those who harm or threaten innocents.
Associates: While she may adventure with characters of any good or neutral alignment, a paladin will never knowingly associate with evil characters, nor will she continue an association with someone who consistently offends her moral code. A paladin may accept only henchmen, followers, or cohorts who are lawful good.