TEXT: undeFEATable
  7: PALADINS
  Compatibility with the Pathfinder Roleplaying Game requires the Pathfinder Roleplaying Game from Paizo 
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  Paizo Publishing, LLC does not guarantee compatibility, and does not endorse this product.
  3.5 SYSTEM COMPATIBLE
  LPJ9595
  Written By Simon Rocquette And Louis Porter Jr.
  NEW FEATS
  ARMORED CASTER [GENERAL]
  You have learned to reduce the arcane spell failure 
  chance caused by wearing armor.
  Prerequisites: Dex 15, Armor Proficiency (heavy), 
  base Fortitude save +3.
  Benefit: When wearing armor that you are profi-
  cient in, the arcane spell failure chance of your 
  armor is reduced by 10 percent. This feat has no 
  effect on the arcane spell failure chance caused by 
  shields.
  Special: You may not gain this feat more than 
  once. However, its effects stack with arcane spell 
  failure reductions from other sources.
  AURA OF COURAGE  [PALADIN]
  You are shrouded in an aura of strength, giving 
  your allies the will to fight on.
  Prerequisites: Wis 15+, Cha 13+, Paladin level  
  5th+
  Benefit: You provide a +4 morale bonus on saving 
  throws against fear effects to all allies within 30 ft. 
  If you are a paladin, this range extends to 60 ft.
  DEADLY DRAW [FIGHTER, PALADIN]
  You are able to execute a powerful slicing attack 
  as you remove your sword from its scabbard.
  Prerequisites: Base attack bonus +7, Quick Draw
  Benefit: If your weapons are not yet drawn you 
  may, as your first action in any combat, draw your 
  weapon and execute an attack action against any 
  target within reach of you at the time you draw 
  your weapon. In order to use this feat, drawing an 
  attacking must be the first action you take in the 
  combat – you may not move or perform any other 
  actions until your use of Deadly Draw is complete. 
  The attack executed with this feat receives a +5 
  insight bonus to the attack roll as your training 
  allows you to strike with startling precision.
  DEFENDER OF THE FAITH  [PALADIN]
  You have been blessed as a protector of life, 
  guarding others and yourself against the ravages of 
  the undead.
  Prerequisites: Dex 13+, Wis 13+, Combat 
  Reflexes, Paladin level 1st+
  Benefit: If you are not flat-footed when an adja-
  cent undead opponent’s melee attack roll misses 
  you or an adjacent ally by a margin equal to your 
  base attack bonus times two, you may immediately 
  take an attack of opportunity against that undead 
  opponent.
  DIVINE PROTECTOR  [PALADIN]
  You are blessed with additional magical aid. 
  Prerequisites: Wis 15+, Paladin level 4th+
  Benefit: You may choose anyone clerical domain 
  from among your deity’s list of domains. You now 
  have access to this domain as a cleric. You gain an 
  additional spell per day that may only be chosen 
  from this list of spells.
  You gain the granted power of the domain and 
  access to the first 4 levels of spells.
  EXTEND AURA OF COURAGE  [PALADIN]
  By concentrating, you can extend the area affected 
  by your aura of courage.
  Prerequisite: Aura of courage ability
  Benefit: As a standard action, you may make a 
  Concentration check. The DC for this check is 
  equal to the desired size of your aura of courage 
  – for example, an aura twenty feet in radius would 
  be DC 20. If the check succeeds, you may main-
  tain this expanded aura as long as you concentrate.
  
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  EYES OF THE GODS [GENERAL]
  Your faith allows you to spot undead without fail.
  Prerequisites: Wis 13+, cleric or paladin level 3rd+
  Benefit: You may use divination spells, such as detect 
  undead or true seeing, to detect resurrected or reincarnated 
  characters.
  FIST OF THE GODS  [PALADIN]
  The holy force of the gods flows through you, touching 
  you as a true warrior of the faith.
  Prerequisites: Wis 13+, Eyes of the Gods, Paladin level 
  3rd+.
  Benefit: You may use you channel positive energy on 
  resurrected and reincarnated characters as if they were 
  undead. In addition, characters may use their smite ability 
  against resurrected and reincarnated characters or targets.
  FLANKING HORSE [FIGHTER, PALADIN]
  You are so well-trained in fighting from your horse that 
  you are able to effectively flank a target while mounted 
  – without the need for an ally on the target’s opposite side.
  Prerequisites: Mounted Combat, Riding Skill 10 ranks 
  and base attack bonus +6 or higher
  Benefit: Whenever you are mounted, your horse is able 
  to distract a medium-size or smaller opponent to such a 
  degree that your target is considered flanked against any 
  attacks which you or the mount make. Your horse may not 
  move more than a 5 foot step during any round in which a 
  target is virtually flanked in this way.
  Normal: A target is normally only flanked when two or 
  more opponents are on opposite sides of the target.
  HAND OF JUSTICE  [PALADIN]
  You are an important leader of the church and an archon of 
  justice.
  Prerequisites: Cha 13+, 6+ ranks in Diplomacy skill, 10+ 
  ranks in Knowledge (religion) skill, Leadership, Paladin 
  level 13th+. 
  Benefit: You are among the highest ranking of clerics. A 
  number of benefits come from this station. You gain a +2 
  divine bonus to Charisma. So long as you hold this station, 
  the benefit remains.
  You gain the paladin ability to smite once per day. 
  However, this smite can be delivered to anyone that is not 
  from your alignment or who have violated the tenets of the 
  church.
  You gain one additional domain, spell per day, of any level 
  that you can cast. In addition, choose one permutation of 
  detect chaos/evil/good/law. A servant of a true neutral god 
  may choose two. You may now cast this spell at will.
  Lastly, when casting inflict spells increase the damage 
  dealt by your Strength bonus (if any) and when casting 
  cure spells increase the damage healed by your Charisma 
  bonus (if any). Your Strength bonus and Charisma bonus 
  may exceed the normal maximum of the spell.
  Special: Each church has its own rituals and rites regarding 
  the archon of justice. You and the DM should work out 
  the specific requirements (go on a quest, endure a week 
  without food, etc.). In addition, some churches have only 
  one archon and someday someone is going to want your 
  job.
  The archon of justice has many mundane responsibilities as 
  well, from overseeing festivals and religious celebrations to 
  maintaining the records, churches and shrines of his faith. 
  The archon is responsible primarily to his faith and god.
  The smite ability granted by this feat stacks with the 
  paladin ability to smite.
  HEALING TOUCH  [PALADIN]
  Your compassion and willingness to cure others allows you 
  to channel more energy for healing.
  Prerequisite: Wis 13, Lay on Hands ability, Heal 1 rank.
  Benefit: You can add your Heal skill ranks to the amount 
  of hit points you can cure in a day with your lay on hands 
  ability.
  Normal: A paladin can heal 1d6 hit points of damage for 
  every two paladin levels she possesses.
  Special: These additional points can also be used to 
  damage undead.
  HOLY CHARGE  [PALADIN]
  You pray to the gods to guide your weapon when charging.
  Prerequisite: Mounted Combat, Spirited Charge; Channel 
  positive energy
  Benefit: Once per day when using the charge action while 
  mounted, you can deal triple damage with a melee weapon 
  or four times normal damage with a lance.
  Normal: Mounted charges deal double damage with melee 
  weapons and triple damage with lances.
  Special: If the character has another feat or ability, or 
  performs an action that multiplies damage, the factors are 
  added, not multiplied. For example, a character with the 
  
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  Holy Charge feat that scores a critical hit with a lance does 
  not double the quadruple damage, but instead multiplies 
  the original damage by five.
  IMMEDIATE ATTACK  [PALADIN]
  The mount charges out of heaven.
  Prerequisite: Divine Bound (Mount)
  Benefit: The mount may make a charge or full attack in 
  the round in which it was called. Furthermore, it gains an 
  additional +2 bonus to all attack and damage rolls made in 
  this round.
  IMPROVED PALADIN MOUNT  [PALADIN]
  Your mount is stronger than normal.
  Prerequisite: Divine Bound (Mount)
  Benefit: Your special mount grated by divine bound has 
  higher scores than a normal mount for a character of your 
  level. Add one extra hit dice, +2 natural armor class, +1 
  Strength adjustment and +1 Intelligence to the mount’s 
  scores.
  IMPROVED SMITE  [PALADIN]
  Your righteousness brings down those who oppose you.
  Prerequisite: Base attack bonus +3, Smite Evil
  Benefit: Your smite ability deals +1d6 holy damage for 
  every three levels in the pertinent class. Example: A 3rd 
  level paladin deals +1d6 damage, while a 10th level one 
  deals +3d6.
  INSTINCTIVE HEALING  [PALADIN]
  You can heal yourself when unconscious.
  Prerequisite: Con 13, Lay on Hands ability
  Benefit: When you are below 0 hit points, but successfully 
  roll to stabilize, your lay on hands ability activates and 
  spends one Lay on Hands attempt on you.
  Special: If you have the Diehard feat, this feat is automati-
  cally triggered.
  LIGHTNING MOUNT  [PALADIN]
  You are able to leap into the saddle of your horse without 
  thought, landing in the saddle by instinct.
  Prerequisite: Mounted Combat
  Benefit: Mounting or dismounting a mount is a free action 
  for you, provided you start adjacent to your mount.
  Normal: It normally requires a move equivalent action to 
  mount or dismount a horse.
  MARTYRDOM HEALING  [PALADIN]
  You can channel your own life force out through your 
  hands.
  Prerequisite: Cha 13, Diehard, Lay on Hands ability
  Benefit: You may expend your own hit points to provide 
  healing when using lay on hands; the exchange rate is three 
  hit points for one point of healing. For example, if you 
  deal 30 points of damage to yourself, you may heal another 
  character of 10 points of damage.
  Normal: A paladin can heal 1d6 hit points of damage for 
  every two paladin levels she possesses.
  Special: These additional points can also be used to 
  damage undead.
  PURE OF HEART  [GENERAL]
  Your intentions remain pure even when confronted with the 
  most evil temptations.
  Prerequisite: Good alignment, Wis 13+.
  Benefit: You are immune to any magic or effect that would 
  change your alignment from good to neutral or evil. If 
  a mind-affecting power would force you to act against 
  your alignment, you gain an additional saving throw with 
  a +4 bonus. Also, you enjoy a +1 competence bonus to 
  all saving throws against spells with the evil descriptor 
  and against the special abilities of creatures with the evil 
  descriptor. If you are about to willingly commit a non-good 
  act, the Games Master may warn you of the consequences 
  and you must succeed at a Will save (DC 10 + character’s 
  level) to continue with that course of action.
  REMOTE HEALING  [METAMAGIC]
  You can cure others at a distance.
  Prerequisite: Heal 8 ranks, Spellcraft  8 ranks
  Benefit: You can use any spell or ability that channels 
  positive energy to restore hit points as a ray, rather than 
  a touch effect. The ray’s range is 5 feet, plus 5 feet per 
  Wisdom modifier. The healing effect is undisturbed in any 
  other way. If the ray targets an undead creature, treat it as 
  a ranged touch attack. A spell so altered is cast as one spell 
  level higher. 
  REMOVE ENCHANTMENT  [PALADIN]
  You can enhance the strength of your healing power to 
  target magical ailments.
  Prerequisite: Channel positive energy, Paladin level 12th+ 
  Benefit: You can use six Lay On Hands attempts to 
  channel positive energy into a cure disease spell or spell-
  
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  4
  like ability or to convert into a break enchantment spell. 
  You make a caster check as normal to cancel a single 
  enchantment, transmutation, curse or petrification.
  REMOVE FEAR  [PALADIN]
  You can free others from the shackles of terror.
  Prerequisite: Aura of courage ability
  Benefit: By touching a character who is affected by a fear 
  effect, you give them the chance to make a second saving 
  throw against the fear effect. Resolve this second chance 
  exactly like the first saving throw against the fear effect. If 
  the second roll fails, a paladin cannot use this feat on the 
  same individual for 24 hours.
  SENSE CORRUPTION  [PALADIN]
  You can sense evil.
  Prerequisites: Wis 13+, Paladin level 4th+
  Benefit: Paladins with this feat, double the range of their 
  detect evil class ability to 120 ft.
  STAMP  [FIGHTER, PALADIN]
  You are able to guide your horse’s attacks much more 
  effectively than other mounted combatants are. When 
  engaged in melee, your horse may rear and smash its 
  fore-hooves down upon a target which is medium-sized or 
  smaller.
  Prerequisite: Mounted Combat
  Benefit: As one of your attack actions for the round, you 
  may order your horse or mount to rear and slam its hooves 
  into a target that is adjacent to the horse. If the attack 
  succeeds, it causes normal damage and the target must 
  make a successful Strength check equal to the horse or 
  mount’s attack roll. If the Strength check fails, the target is 
  knocked prone. If the Strength check succeeds, however, 
  the horse or mount is unbalanced and the individual must 
  immediately make a Riding check (DC 15) to remain 
  mounted; in addition, the horse or mount may not move for 
  the remainder of this round and may only move one-half 
  it’s normal movement in the following round.
  TRUE OF PURPOSE  [GENERAL]
  You have a strong code of conduct and stick to it against 
  any contrary judgment.
  Prerequisite: Lawful alignment, Wis 13+.
  Benefit: You are immune to any magic or effect that would 
  change your alignment from lawful to neutral or chaotic. 
  If a mind-affecting power would force you to act against 
  your alignment, you gain an additional saving throw with 
  a +4 bonus. Also, you enjoy a +1 competence bonus to all 
  saving throws against spells with the chaotic descriptor and 
  against the special abilities of creatures with the chaotic 
  descriptor. If you are ever about to willingly commit an 
  unlawful act, the Games Master may warn you of the 
  consequences and you must succeed at a Will save (DC 10 
  + character’s level) to continue with that course of action.
  
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  Open Game License v 1.0a Copyright 2000, Wizards of the Coast, Inc.
  System Reference Document. Copyright 2000, Wizards of the Coast, Inc.; 
  Authors Jonathan Tweet, Monte Cook, Skip Williams, based on material by E. 
  Gary Gygax and Dave Arneson.
  Pathfinder RPG Core Rulebook. Copyright 2009, Paizo Publishing, LLC; 
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  Undefeated 7, Copyright 2009, Louis Porter Jr. Design, Inc.
  OPEN GAME LICENSE VERSION 1.0A 
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