TEXT: #29
  Old SchOOl Paladin
  (Paladin archetyPe)
  
  B
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  System Reference Document. © 2000, Wizards of the Coast, Inc.; Authors Jonathan Tweet, 
  Monte Cook, Skip Williams, based on material by E. Gary Gygax and Dave Arneson.
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  Player Paraphernalia #28 Old School Paladin, New Paladin Archetype ©2015, The Knotty-
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  1
  Player ParaPhernalia #29
  By the Knotty-Works
  Welcome to the twenty-ninth issue of Player 
  Paraphernalia, a hodge podge of character ideas 
  and alternate rules that may be used with the 
  Pathfinder Roleplaying Game (Paizo, Inc©).  This 
  issue introduces a new paladin archetype, the 
  old school paladin.  Some of the paladins more 
  iconic abilities have been brought back including 
  his ability to protect himself and others from evil 
  and removing diseases.  The spirit of the original 
  concepts and powers of this iconic class have been 
  reintroduced and reworked to fit in with the current 
  class structure and provides both a powerful and 
  yet reminiscent archetype for the paladin class.
  Old School Paladin (Archetype)
  Truly the last bastion of true faith in law and good, 
  the old school paladin stands in the gap to protect 
  the innocent from the schemes and aspirations of 
  evil.  Focusing on protection and aid, the old school 
  paladin faces all forms of evil head on, and can be 
  a fearsome foe to both undead and evil outsiders 
  that invade the natural world intent on devouring 
  the innocent.  The old school paladin is a true 
  paragon of virtue and chivalry astride is loyal mount 
  while wielding his radiant sword of holiness.
  Alignment:  Lawful Good
  Class Abilities
  Aura of Protection (Su):  At 1st level the old school 
  paladin may initiate a protective aura about 
  himself as a swift action that functions as the spell 
  protection from evil.  The effective caster level 
  of the effect is equal to the old school paladin’s 
  class level and he may use this ability a number 
  of times per day equal to 3 plus his Charisma 
  modifier.
  At 4th level the old school paladin may confer 
  this protective aura to another ally by touch 
  as a swift action.  The old school paladin may 
  only have one aura active at a time and if 
  he initiates a new aura while the previous 
  one is still 
  active, the 
  previous one 
  immediately 
  ends.
  At 10th 
  level the 
  old school 
  paladin may 
  create a 
  magic circle 
  against evil 
  centered on 
  himself by 
  expending 
  two of his 
  protective 
  aura uses for 
  the day.
  This ability 
  replaces the 
  Smite Evil 
  ability.
  Aid of the Righteous (Su):  At 2nd level the old 
  school paladin may cast Diagnose Disease by 
  expending one use of his lay on hands ability.  
  Once he reaches 4th level the old school paladin 
  may cast Delay Disease or Remove Sickness by 
  expending two uses of his lay on hands ability.  
  At 6th level the old school paladin may cast 
  Remove Disease by expending four uses of his 
  lay on hands ability.  And at 12th level the old 
  school paladin may cast Heal once per day by 
  expending six uses of his lay on hands ability.  
  The old school paladin treats his class level as 
  the effective caster level for the effect and 
  each effect requires physical contact with the 
  recipient regardless of the normal range or effect 
  for the spell effect.
  This ability replaces the paladin’s Mercy ability.
  Aura of Fearsome Might (Su):  At 4th level 
  the old school paladin gains the clerical 
  
  2
  ability to channel positive energy and the Turn 
  Away Evil* and Turn Undead Feats.  The old 
  school paladin may only use the channel effect 
  in the cause to empower either of these feats.  
  Activating this ability expends two uses of the 
  old school paladin’s lay on hand effects and his 
  effective class level is equal to his paladin level 
  - 3.  This ability replaces the paladin’s standard 
  Channel Positive Energy ability.
  Loyal Companion (Sp):  At 5th level the old school 
  paladin attracts an intelligent and loyal mount, 
  typically a heavy war horse or other applicable 
  mount trained for battle.  This functions in all ways 
  as the second option for the paladin’s Divine 
  Bond class ability.
  Sword of Righteousness (Su):  At 8th level the 
  old school paladin may imbue a chosen 
  masterworks melee weapon with the power 
  of the celestial host with which he is proficient.  
  The weapon initially gains a +1 enhancement 
  bonus, and the bonus increases by +1 every 
  three levels thereafter to a maximum of +5 at 
  20th level.  If the weapon is already magical, 
  the enhancement stacks with it, though the 
  maximum enhancement bonus is +5.  
  When drawn the weapon sheds radiant light 
  equivalent to a torch, though this effect can 
  be quenched and reignited as a free action.  
  The old school paladin may use the weapon 
  to attempt to dispel a single magical effect by 
  expending three uses of his lay on hands ability, 
  treating the old school paladin’s class level as the 
  effective caster level.
  At 11th level the old school paladin may sacrifice 
  a +1 bonus to grant the weapon either the 
  benevolent or merciful special property.  At 14th 
  level the old school paladin may sacrifice a +2 
  bonus to grant the weapon either axiomatic or 
  holy special property.  And at 17th level the old 
  school paladin may sacrifice a +3 bonus to gain 
  the speed special ability.  The old school paladin 
  may only gain one effect on the weapon at a 
  time, but he may switch abilities at the beginning 
  of each day or by expending one use of his lay 
  on hands ability as a swift action.  If the weapon 
  already possesses the special property chosen, 
  it gains no additional effect from the applied 
  property.
  If the old school paladin’s chosen weapon is 
  destroyed or lost, he loses this ability for 30 days 
  or until he gains a level, whichever comes first. 
  The old school paladin suffers a -1 penalty 
  on all attack and damage rolls during the 30 day 
  period as penance for losing the weapon.
  This ability replaces the following paladin abilities: 
  aura of resolve, aura of justice, aura of faith, and 
  aura of righteousness.
  Holy Champion (Su):  At 20th level the old school 
  paladin becomes a true bastion of faith for good 
  and law.  The old school paladin’s weapon may 
  apply multiple special properties as long as the 
  weapon retains at least a +1 enhancement 
  bonus granted by his Sword of Righteousness 
  class ability and inherent enhancement bonuses 
  from the sword may not be used to empower 
  special abilities granted from that ability.  The old 
  school paladin may Dispel Evil or Dispel Chaos as 
  the spell by expending three uses of his aura of 
  protection.  And the old school paladin has no 
  limit as to how often he may cast a heal spell on 
  either himself or another through use of his Aid of 
  Righteous class ability.
  This ability replaces the paladin’s normal Holy 
  Champion ability.
  New Feats
  Extra Aura of Protection
  Your faith has been rewarded with the ability to 
  protect yourself or others more often.
  Prerequisites:  Aura of Protection class feature
  Benefits:  You gain two additional uses of the 
  Aura of Protection ability per day.  You may take 
  this feat more than once, granting more uses of 
  this ability.
  Turn Away Evil (Channeling)
  You have been granted the power to turn the 
  most evil of foes away by the power of your faith.
  Prerequisites:  Good Alignment, Turn Undead
  Benefits:  By expending one use of your channel 
  positive energy as a standard action you 
  cause all evil outsiders within 30 feet to flee as 
  if panicked.  Those effected are allowed a Will 
  saving throw with a DC equal to 10 + half your 
  class level + your Charisma modifier.  Creatures 
  with less hit dice than your class level flee for 1 
  minute while those with hit dice greater than 
  or equal to your class level are allowed a new 
  saving throw to end the effect.  When you use 
  your channel energy for this effect it confers no 
  other effect.
  
  3
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