Holy Liberator

The holy liberator is a holy warrior, a distant cousin of the paladin.
==== Requirements ====
Base Attack Bonus: +5
Alignment: Chaotic Good
Skills: Diplomacy 2 ranks , Sense Motive 2 ranks
Feats: Iron Will
==== Hit die ====
d10
==== Skill points ====
2 + Int
==== Class Features ====
Weapon and Armor Proficiency: Holy liberators are proficient with all simple and martial weapons, with all types of armor, and with shields.
Spells per Day: A holy liberator has the ability to cast a small number of divine spells. To cast a spell, the holy liberator must have a Wisdom score of at least 10 + the spell's level, so a holy liberator with a Wisdom of 10 or lower cannot cast these spells. Holy liberator bonus spells are based on Wisdom, and saving throws against these spells have a DC of 10 + spell level + the holy liberator's Wisdom modifier. When the holy liberator gets 0 spells of a given level, such as 0 1st-level spells at 1st level, he gets only bonus spells. (A holy liberator without a bonus spell for that level cannot yet cast a spell of that level.)
The holy liberator uses the paladin spell list, with a few changes. The holy liberator's spell list does not include any spells with the law descriptor. The following spells are added to the holy liberator's spell list: 1st – protection from law; 2nd – heroism; 3rd – magic circle against law; 4th – dispel law, freedom of movement. A holy liberator prepares and casts spells just as a cleric does (though the liberator cannot spontaneously cast cure or inflict spells).
Aura of Good (Ex): The power of a holy liberator's aura of good (see the detect good spell) is equal to his class level plus his cleric level, if any.
Detect Evil (Sp): The holy liberator can use detect evil as a spell-like ability at will.
Smite Evil (Su): Once per day, a holy liberator may attempt to smite evil with one normal melee attack. He adds his Charisma modifier (if positive) to his attack roll and deals 1 extra point of damage per class level. For example, a 9th-level holy liberator armed with a longsword would deal 1d8+9 points of damage, plus any additional bonuses for high Strength or magical effects that normally apply. If the holy liberator accidentally smites a creature that is not evil, the smite has no effect but it is still used up for that day. At 5th level, the holy liberator may smite evil twice per day, and at 10th level three times per day.
Remove Fatigue (Su): A holy liberator of 2nd level or higher can eliminate fatigue in any creature he touches. Using this ability is a standard action; the holy liberator may use it a number of times per day equal to 3 + his Charisma modifier.
Aura of Resolve (Ex): Beginning at 3rd level, the holy liberator gains immunity to all charm and compulsion effects. His mind is his own, and no other creature can control his thoughts or actions. Each ally within 10 feet of him gains a +4 morale bonus on saving throws against charm or compulsion effects. This ability functions while the holy liberator is conscious, but not if he is unconscious or dead.
Divine Grace (Su): A holy liberator of 4th level or higher applies his Charisma modifier (if positive) as a bonus on all saving throws.
Break Enchantment (Sp): Beginning at 4th level, a holy liberator can use break enchantment once per week. He can use this ability twice per week at 8th level.
Celestial Companion (Sp): Upon reaching 6th level, a holy liberator gains the service of a celestial companion (a cat, eagle, hawk, warhorse, owl, pony, riding dog, or wolf) to serve him in his struggle against tyranny. The creature has the celestial template (see page 31 of the Monster Manual). This creature may willingly act as a guardian (such as a hawk), a helper (such as a cat), or a mount (such as a horse).
Once per day, as a full-round action, a holy liberator may magically call his companion from the celestial realms in which it resides. The companion immediately appears adjacent to the holy liberator and remains for 2 hours per holy liberator level; it may be dismissed at any time as a free action. The companion is the same creature each time it is summoned, though the holy liberator may release a particular companion from service (if it has grown too old to join her struggle, for instance). Each time the companion is called, it appears in full health, regardless of any damage it may have taken previously. The companion also appears wearing or carrying any gear it had when it was last dismissed (including barding, saddle, and the like for mounts). Calling the companion is a conjuration (calling) effect.
Should the holy liberator's companion die, it immediately disappears, leaving behind any equipment it was carrying. The liberator may not call another companion for thirty days or until he gains a liberator level, whichever comes first, even if the companion is somehow returned from the dead. During this thirty-day period, the liberator takes a —1 penalty on attack and weapon damage rolls. Treat the companion as a special mount for the purpose of spells that specifically affect a paladin's special mount (such as heal mount).
Code of Conduct: Holy liberators must be of chaotic good alignment and lose all special class abilities if they ever willingly commit an act of evil. True to their alignment, holy liberators have no more formalized code of conduct than that.
==== EX-PALADIN LIBERATORS ====
It is not altogether uncommon for paladins to slip away from the unswerving path of law in their overriding quest for good and become holy liberators. For the most part, the ex-paladin who adopts the holy liberator class does not regain any of his lost paladin abilities. However, the character's paladin levels stack with holy liberator levels for the purpose of determining caster level for holy liberator spells and for determining the power of his smite evil ability.
==== CELESTIAL COMPANION ====
The holy liberator's celestial companion is superior to a normal animal of its type. It has the celestial template, as described in the Monster Manual. It further gains HD and special abilities based on the holy liberator's character level (see the table).
Character Level	Bonus HD	Natural Armor Adj.	Dex Adj.	Int	Special
12th or less 	+2 	+1 	+1 	6 	Empathic link, improved evasion, improved speed +10 ft., share saving throws, share spells
13th-15th 	+4 	+3 	+2 	7 	Speak with holy liberator
16th-18th 	+6 	+5 	+3 	8 	Blood bond, improved speed +20 ft.
19th-20th 	+8 	+7 	+4 	9 	Spell resistance
See the Paladin's Mount sidebar in the Player's Handbook for definitions of the terms in this table, except as listed below.
Dex Adj.: Add this figure to the companion's Dexterity score.
Improved Speed (Ex): The mount's speed increases by 10 ft. if its liberator's character level is 15th or lower. If the liberator's character level is 16th or higher, the mount's speed increases by a total of +20 feet.
Blood Bond (Ex): The companion gains a +2 bonus on all attacks, checks, and saves if it witnesses the holy liberator being threatened or harmed.
Spell Resistance (Ex): A companion's spell resistance equals the liberator's class level +10.
=== Advancement ===
 	 	 	 	 	 	Spells per Day	Spells per Day	Spells per Day	Spells per Day
Level	BAB	Fort	Ref	Will	Special 	1st 	2nd 	3rd 	4th
1st 	+1 	+2 	+0 	+0 	Aura of good, detect evil, smite evil 1/day	0 	— 	— 	—
2nd 	+2 	+3 	+0 	+0 	Remove fatigue 	1 	— 	— 	—
3rd 	+3 	+3 	+1 	+1 	Aura of resolve 	1 	0 	— 	—
4th 	+4 	+4 	+1 	+1 	Break enchantment 1/week, divine grace 	1 	1 	— 	—
5th 	+5 	+4 	+1 	+1 	Smite evil 2/day 	1 	1 	0 	—
6th 	+6 	+5 	+2 	+2 	Celestial companion 	1 	1 	1 	—
7th 	+7 	+5 	+2 	+2 	— 	2 	1 	1 	—
8th 	+8 	+6 	+2 	+2 	Break enchantment 2/week 	2 	1 	1 	1
9th 	+9 	+6 	+3 	+3 	— 	2 	2 	1 	1
10th 	+10	+7 	+3 	+3 	Smite evil 3/day 	2 	2 	2 	1