Keeper of the Veil (Character Kit)

Keeper of the Veil (Paladin)
Description: The Keepers of the Veil  are a brotherhood of paladins charged  with destroying ghosts and other  malignant spirits. They also seek to ensure that the souls of the faithful reach their intended afterlife unmolested.
Keepers are introverted and have difficulty relating to others outside of a professional or courteous environment. While they must keep their allegiance to the Veil a secret, such paladins are affected by their constant exposure to death and the dying. They know that at any moment they could be called to the side of a dying comrade to defend his soul. A keeper's teachings are full of references to keeping one emotion's locked within, detaching oneself from relationships of the heart. A keeper risks much pain if he develops any serious relationship with another. However, not all thesemen and women are loners; many have a few adventuring companions. However, keepers have difficulty sharing deep-seated emotions with even trusted friends. This has led to the misconception that keepers are stonehearted.
Role: As they are few in number and secretive, keeper fortresses are rare and always well hidden from outsiders. In such sanctity, a keeper might briefly rest before riding out to once more engage the feral undead, keep his family protected within the stone walls,and, should he live long enough, impart his experience to the next generation of brave warriors.
One of a keeper's most notable abilities is the guardianship of departing souls. Even newly vested paladins can protect a serf's spirit, and the more powerful members of the Veil will stand watch over a corpse for days if need be to ensure the soul travels unmolested across the Astral Plane.
Because of such training, a keeper respects ceremony, especial funeral rites. The Veil is accepting of any culture's mortuary practices as long as they are not disrespectful to the departed. They never refuse taking part in such rites; the surest way to offend a keeper is to exclude him from a funeral.
When a keeper arrives in any city or settlement, before he tends to himself or his steed, he first visits the local cemetery. (If the area has more than one, he visits them all.) For a few minutes he stands at the lychgate, stretching out his senses and searching for the presence of evil. If at all possible, he returns later that night to ensure that no undead creatures prowl the area.
A keeper must meet the characteristic and alignment requirements of any paladin. 
Weapon Proficiencies:
* Required: None.
* Recommended: Any.
Nonweapon Proficiencies:
* Required: Endurance, undead lore.
* Recommended: Ancient history, ancient languages, local history, reading/writing, riding, and religion.
Spheres of Influence: A keeper can cast priest spells upon reaching 9th level. He can cast spells of the Astral, Combat, Guardian, and Necromantic spheres only. Spell progression is the same as paladins.
Special Benefits: Keepers do not have all the standard benefits other paladins possess. Rather, their faith is channeled toward defeating undead. Keepers have the following normal paladin abilities: detect evil intent, saving throw bonuses, aura of protection, holy sword use, turning undead, and calling for mount. They cannot heal wounds or cure disease . At 3rd level, the keeper's faith is strong enough to inflict harm on undead immune to normal weaponry (such as shadows and wights). Any weapon in the keeper's hands is considered a +1 weapon for attack purposes. At 6th level, the keeper's faith is even purer, and he may attack any undead that would normally be resistant to weapons below +2 enchantment. At 12th level, any weapon in the paladin's hands is treated as a +3 weapon for purposes of determining what can be hit. A keeper can remove fear to any person touched, including himself. This power may be invoked 1/day at 1st level, 2/day at 3rd level, 3/day at 5th level, and so on.
A keeper can also restore strength to a victim suffering from the draining touch of shadows, including himself. The keeper's touch restores 1d4 + 1 points of lost Strength. This power can be used 1 /day at 2nd level, 2/day at 4th level, 3/day and 6th level, and so on.
Keepers are best known for the Soul Watch. It is their personal honor and duty to ensure that the souls of the dying ascend safely to the Upper Planes. The ability may be invoked around any recently slain corpse (no more than once per day per level of the paladin) or dying person of good alignment and of no higher level than the keeper's current experience.
As the Soul Watch begins, the keeper's vision extends into the Astral Plane (as per the spell astral awareness), and he may extend his melee attacks into the Astral Plane to strike any monster threatening the soul. This does not negate the special defenses of a creature, so the keeper might require a magical weapon to inflict harm (though undead creatures on that plane are still vulnerable to the keeper's special ability as noted above). Of course, the paladin is also vulnerable to attacks by astral creatures. Only melee attacks, not missile or spells, may be launched at the creature.
Onlookers who do not possess the magical means for seeing into the Astral Plane watch a bizarre combat, with the keeper's attacks looking like pantomime and any wounds dealt him appearing as if inflicted by an invisible assailant.
Special Hindrances: The benefits of a Keeper of the Veil are different from that of other paladins—more toward dealing with the undead, especially incorporeal creatures. A keeper's turning ability does not affect fiends. The keeper also lacks the laying on hands and cure disease abilities.
A keeper must keep his association with the Veil a guarded secret. Though many of the grievances against the old order have been forgotten, it is a matter of personal faith and trust that the paladin's allegiance is kept hidden. Failure to do so would result in a loss of all abilities. Of course, the keepers have the same strict restrictions upon them in the matters of alignment, ethics, and possessions as other paladins.
Wealth Options: 3d6 x l0gp (but can only retain bare necessities after initial purchases).
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