ARCANE PALADIN
Alignment: Lawful good.
Hit Die: d6.
Class Skills: The paladin's class skills (and the key ability for each skill) are Concentration (Con), Craft (Int), Diplomacy (Cha), Heal (Wis), Profession (Wis), Knowledge (all skills, taken individually), Spellcraft (Int), Scry (Int, exclusive skill) .
The Arcane Paladin receives (2+Int modfier) x4 skills at first level and 2+Int modifier at every level thereafter.
Weapon and Armor Proficiency: Arcane Paladins are proficient with all simple and martial weapons, and with all light armors and shields.
Base Fort Ref Will
Level Attack Bonus Save Save Save Special
----- ------------ ---- ---- ---- -------
1 +0 +0 +0 +2        Divine Grace, Divine Health,                                                 Detect Evil, Divine Arcana
2 +1 +0 +0 +3
3 +1 +1 +1 +3 Divine Armor
4 +2 +1 +1 +4 Lay on Hands
5 +2 +1 +1 +4        Aura of Courage
6 +3 +2 +2 +5
7 +3 +2 +2 +5
8 +4 +2 +2 +6
9 +4 +3 +3 +6
10 +5 +3 +3 +7       
11 +5 +3 +3 +7
12 +6/+1 +4 +4 +8
13 +6/+1 +4 +4 +8 Turn Undead
14 +7/+2 +4 +4 +9
15 +7/+2 +5 +5 +9       
16 +8/+3 +5 +5 +10
17 +8/+3 +5 +5 +10
18 +9/+4 +6 +6 +11
19 +9/+4 +6 +6 +11
20 +10/+5 +6 +6 +12       
TABLE: Arcane Paladin spells known
--------------------- Spells Known --------------------------
Level 0 1 2 3 4 5 6 7 8 9
----- - - - - - - - - - -
1 4 2
2 5 2
3 5 3
4 6 3 1
5 6 4 2
6 7 4 2 1
7 7 5 3 2
8 8 5 3 2 1
9 8 5 4 3 2
10 9 5 4 3 2 1
11 9 5 5 4 3 2
12 9 5 5 4 3 2 1
13 9 5 5 4 4 3 2
14 9 5 5 4 4 3 2 1
15 9 5 5 4 4 4 3 2
16 9 5 5 4 4 4 3 2 1
17 9 5 5 4 4 4 3 3 2
18 9 5 5 4 4 4 3 3 2 1
19 9 5 5 4 4 4 3 3 3 2
20 9 5 5 4 4 4 3 3 3 3
--------------------Spells per Day---------------------
Level 0 1 2 3 4 5 6 7 8 9
----- - - - - - - - - - -
1 3 1
2 4 2
3 4 2 1
4 4 3 2
5 4 3 2 1
6 4 3 3 2
7 4 4 3 2 1
8 4 4 3 3 2
9 4 4 4 3 2 1
10 4 4 4 3 3 1
11 4 4 4 4 3 1 -
12 4 4 4 4 3 1 1 -
13 4 4 4 4 3 2 1 -
14 4 4 4 4 3 2 2 -
15 4 4 4 4 3 2 2 1 -
16 4 4 4 4 3 3 2 1 1
17 4 4 4 4 4 3 3 2 1 -
18 4 4 4 4 4 3 3 2 2 -
19 4 4 4 4 4 3 3 3 2 1
20 4 4 4 4 4 3 3 3 3 2
Spells: An Arcane Paladin casts arcane spells. She is limited to a certain number of spells of each spell level per day, according to her class level. A wizard must prepare spells ahead of time by getting a good night's sleep and spending 1 hour studying her spellbook. While studying, the Arcane Paladin decides which spells to prepare. To learn, prepare, or cast a spell, a wizard must have an Intelligence score of at least 10 + the spell's level. A wizard's bonus spells are based on Intelligence. The Difficulty Class for saving throws against wizard spells is 10 + the spell's level + the wizard's Intelligence modifier. The maximum amount of spells known represents that a Arcane Paladin has less time to study spells, and must concentrate on fighting more than other arcane spellcasters.
Bonus Languages: An Arcane Paladin may substitute Draconic or Celestial for one of the bonus languages available to the character.
Spellbooks: Arcane Paladins must study their spellbooks each day to prepare their spells. A wizard cannot prepare any spell not recorded in her spellbook (except for read magic, which all Arcane Paladins can prepare from memory). Divine Armor: Upon reaching 3rd level, the Arcane Paladin adds his Wisdom as well as his Dexterity modifier to his Armor Class. This is a supernatural ability.
Detect Evil: At will, the paladin can detect evil as a spell-like ability. This ability duplicates the effects of the spell detect evil.
Divine Grace: A paladin applies her Charisma modifier (if positive) as a bonus to all saving throws.
Lay on Hands: Each day an Arcane Paladin can cure a total number of hit points equal to the paladin's Charisma bonus (if any) times the paladin's level. The Arcane Paladins can cure themselves. The Arcane Paladin may choose to divide her curing among multiple recipients, and he or she doesn't have to use it all at once. Lay on hands is a spell-like ability whose use is a standard action. Note that the Arcane Paladin does this as a paladin of 4 levels lower than her true level.
Alternatively, the paladin can use any or all of these points to deal damage to undead creatures. Treat this attack just like a touch spell. The paladin decides how many cure points to use as damage after successfully touching the undead creature.
Divine Health: A paladin is immune to all diseases, including magical diseases.
Aura of Courage: Beginning at 2nd level, a paladin is immune to fear (magical or otherwise). Allies within 10 feet of the paladin gain a +4 morale bonus on saving throws against fear effects. Granting the morale bonus to allies is a supernatural ability.
Code of Conduct: A paladin must be of lawful good alignment and loses all special class abilities if she ever willingly commits an act of evil. Additionally, a paladin's code requires that she respect legitimate authority, act with honor (not lying, not cheating, not using poison, etc.), help those who need help (provided they do not use the help for evil or chaotic ends), and punish those that 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. A paladin will not continue an association with someone who consistently offends her moral code. A paladin may only hire henchmen or accept followers who are lawful good.
Ex-Paladins: A paladin who ceases to be lawful good, who willfully commits an evil act, or who grossly violates the code of conduct loses all special abilities and spells. She also may not progress in levels as a paladin. She regains her abilities if she atones for her violations, as appropriate.
Divine Arcana:
The Arcane Paladin's mix of the magical and divine creates a new semi-type of magic. His arcane spell check failure is reduced by 5% each 4 levels, and he may choose one domain of the Deity he worships (the spells are cast as arcane, however, and are cast under his normal spells per day list).
Special: Once the character has multiclassed from the Arcane Paladin, he may never take another level of it. The exception is the Paladin class, which she can take levels in freely (and vice-versa). A cleric multiclassing into an Arcane Paladin does so as if multi-classing into a paladin. Paladin abilities (ie. Lay on Hands) stack.
Turn Undead: The Arcane Paladin may Turn Undead by memorizing it as a 4th level necromantic, instant duration, spell.


