Paladin of Freedom

**Alignment:** Chaotic Good.

**Hit Die**: d10.

**Starting Wealth**: 5d6 × 10 gp (average 175 gp.) In addition, each character begins play with an outfit worth 10 gp or less.

**Class Skills:**

The paladin of freedom’s class skills are Bluff (Cha), Craft (Int), Diplomacy (Cha), Handle Animal (Cha), Heal (Wis), Knowledge (nobility) (Int), Knowledge(religion) (Int), Profession (Wis), Ride (Dex), Sense Motive (Wis), and Spellcraft (Int).

**Skill Ranks per Level:** 4 + Int modifier.

**Note:** The Paladin of Freedom is an alternate class for the paladin core class. Making use of and altering numerous facets of the paladin core class, this freedom fighter can’t truly be considered a new character class by its own right. By the changes made here, though, the details and tones of the paladin class are shifted in a completely opposite direction and captures an entirely different fantasy theme, without needlessly designing an entire new class. While a redesign of sorts, this alternate class can be used just as any of the other base classes.

### **Weapon and Armor Proficiency**

Paladins of freedom are proficient with all simple and martial weapons, with all types of armor

(heavy, medium, and light), and with shields (except tower shields).

### **Detect Tyranny (SLA)**

At will, a paladin of freedom can use detect evil or detect law.

### **Smite Tyranny  (Su)**

Once per day, a paladin of freedom can, as a swift action, choose one target within sight. If this target is evil or lawful, the paladin of freedom adds her Cha bonus (if any) to her attack rolls and her paladin of freedom level to all damage rolls made against the target. If the target is an outsider with the evil subtype, an evil-aligned dragon, or an evil-aligned undead creature, the bonus to damage increases to 2 points of damage per level the paladin possesses. Regardless of the target, smite automatically bypasses any DR the target might possess.

In addition, while smite is in effect, the paladin of freedom gains a deflection bonus equal to her Charisma modifier (if any) to her AC against attacks made by the target of the smite. If the paladin of freedom targets a creature that is not evil or lawful, the smite is wasted with no effect.

The smite effect remains until the target of the smite is dead or the next time the paladin of freedom rests and regains her uses of this ability. At 4th level, and at every three levels thereafter, the paladin of freedom may smite one additional time per day, as indicated on **Table: Paladin** **of Freedom**, to a maximum of seven times per day at 19th level.

### **Divine Grace (Su)**

At 2nd level, a Paladin of Freedom gains a bonus equal to her Charisma bonus (if any) on all saving throws.

### **Lay On Hands (Su)**

At 2nd level, a Paladin of Freedom can alternately heal wounds (her own or those of others) or help others cast off their bonds with a touch. Each day she can use this ability a number of times equal to 1/2 her paladin of freedom level plus her Charisma modifier.

With one use of this ability, a paladin of freedom (or the creature touched) heals 1d6 hit points of damage for every two paladin of freedom levels she possesses.

Using Lay on Hands is a standard action, unless the Paladin of Freedom targets herself, in which case it is a swift action. Despite the name of this ability, a Paladin of Freedom only needs one free hand to use this ability.

Alternatively, a paladin of freedom can use her healing power to deal damage to undead creatures, dealing 1d6 points of damage for every two levels the paladin of freedom possesses. Using lay on hands in this way requires a successful melee touch attack and doesn’t provoke an attack of opportunity. Undead do not receive a saving throw against this damage.

### **Liberties**

At 3rd level, and every three levels thereafter, a paladin can select one Liberty, a magical effect that augments their Lay on Hands with abilities that help them maintain their bodily and mental sovereignty against those who would impede their sacred duties. Each Liberty adds an effect to the Paladin of Freedom’s lay on hands ability. Whenever the Paladin of Freedom uses lay on hands to heal damage to one target, the target also receives the additional effects from all of the Liberties possessed by the paladin. A Liberty can remove a condition caused by a curse, disease, or poison without curing the affliction. Such conditions return after 1 hour unless the Liberty actually removes the affliction that causes the condition. Liberties qualify as Mercies for the purposes of other feats and class abilities.

At 3rd level, the paladin can select from the following initial Liberties.

* Deceived: The target can immediately attempt a new saving throw to disbelieve any ongoing illusions that it failed to disbelieve within the last minute.
* Fatigued: The target is no longer fatigued.
* Dazzled: The target is no longer dazzled.
* Shaken: The target is no longer shaken.
* Ensnared: The target gains a sacred bonus on CMD and Escape Artist checks made to escape grapples, equal to ½ the Paladin of Freedom’s class level. This effect persists for a number of rounds equal to the Paladin’s CHA mod.

At 6th level, a paladin adds the following Liberties to the list of those that can be selected.

* Limping: The target ignores the penalties of difficult terrain for a number of rounds equal to the Paladin of Freedom’s CHA modifier thereafter.
* Bleeding: The target stops bleeding, even if magical healing normally would not stop the bleed effect. In addition the target gains DR / Bleed equal to the Paladin of Freedom’s class level, for a number of rounds equal to his or her CHA mod.
* Writhing: The target gains immunity to Pain and [Pain] effects for a number of rounds equal to the Paladin of Freedom’s CHA modifier.
* Enfeebled: The Paladin of Freedom dispels any magical effects that are reducing one of the target’s ability scores (paladin’s choice).
* Haunted: The Paladin of Freedom’s lay on hands also acts as protection from evil or chaos, but only for the purpose of allowing a new saving throw against enchantment (charm) and enchantment (compulsion) effects, making the target immune to any attempts to possess or exercise mental control over the target, or preventing a life force from controlling the target (all as described in the second effect of protection from evil). Use the Paladin of Freedom’s level as the caster level.

* Staggered: The target is no longer staggered, unless the target is at exactly 0 hit points.

At 9th level, a paladin adds the following Liberties to the list of those that can be selected.

* Cursed: The paladin of Freedom’s Lay on Hands ability also acts as remove curse, using the paladin of Freedom’s Level in place of CL
* Frightened: The target is no longer frightened. The paladin must have the shaken Liberty before selecting this Liberty.
* Nauseated: The target is no longer nauseated. The paladin of freedom must have the sickened Liberty before selecting this mercy.
* Poisoned: The paladin of Freedom’s lay on hands ability also acts as neutralize poison, using the paladin’s level as the caster level.
* Restorative: The target heals 1d4 points of ability damage from a single ability score of the paladin’s choosing. The paladin must have the enfeebled Liberty before selecting this Liberty.
* Trapped: The target gains a bonus on STR checks to break or escape manacles and bonds equal to 1/2 the Paladin of Freedom's class level.
* Shielded: Any excess healing the target receives persists as temporary hit points for up to one minute. This temporary HP can never exceed an amount equal to the Paladin of Freedom's total number of hit die.
* Imprisoned: The paladin’s lay on hands ability also acts as Freedom of Movement, and the effects persist for 10 minutes per Paladin of Freedom level the Paladin of Freedom possesses. The target must select the Limping Liberty before selecting this Liberty

At 12th level, a paladin adds the following Liberties to the list of those that can be selected.

* Panicked: The target is no longer panicked and gains the Paladin of Freedom’s immunity to Fear & Fear effects for a number of rounds equal to his or her CHA mod. The Paladin of Freedom must have selected the frightened Liberty before selecting this Liberty.
* Blinded: The target is no longer blinded.
* Deafened: The target is no longer deafened.
* Ensorcelled: The paladin’s lay on hands also acts as dispel magic, using the paladin’s level as her caster level (maximum 20)
* Energy Drained: The target is affected as per Restoration, but only for the purposes of removing temporary negative levels.
* Enchanted: The target is affected as per Break Enchantment; using the Paladin of Freedom's class level, and CHA mod in place of their caster level for the purposes of caster level checks made to break enchantments. The Paladin also receives a Sacred bonus on aforementioned caster level checks equal to 1/2 their class level.

### **Divine Health:**

The paladin becomes immune to all diseases, including supernautral ones.

### **Aura of Courage:**

At 3rd level, a paladin is immune to fear (magical or otherwise). Each ally within 10 feet of her gains a +4 morale bonus on saving throws against fear effects. This ability functions only while the paladin is conscious, not if she is unconscious or dead.

### **Channel Positive Energy**

At 4th level the Paladin of Freedom can Channel Positive Energy a as cleric of their Paladin of Freedom level, by expending two uses of Lay on Hands.

### **Spellcasting**

Beginning at 4th level, a paladin of freedom gains the ability to cast a small number of divine spells which are drawn from the paladin spell list (see below). A paladin of freedom must choose and prepare her spells in advance.

To prepare or cast a spell, a paladin of freedom must have a Charisma score equal to at least 10 + the spell level. The Difficulty Class for a saving throw against a paladin of freedom’s spell is 10 + the spell level + the paladin of freedom’s Charisma modifier.

Like other spellcasters, a paladin of freedom can cast only a certain number of spells of each spell level per day. Her base daily spell allotment is given on Table: Paladin of Freedom. In addition, she receives bonus spells per day if she has a high Charisma score (see Table: Ability Modifiers and Bonus Spells). When Table: Paladin of Freedom indicates that the paladin of freedom gets 0 spells per day of a given spell level, she gains only the bonus spells she would be entitled to based on her Charisma score for that spell level.

A paladin of freedom must spend 1 hour each day in quiet prayer and meditation to regain her daily allotment of spells. A paladin of freedom may prepare and cast any spell on the paladin spell list (see changed spell list below), provided that she can cast spells of that level, but she must choose which spells to prepare during her daily meditation.

Through 3rd level, a paladin of freedom has no caster level. At 4th level and higher, her caster level is equal to her paladin of freedom level – 3.

Remove the following spells from the standard paladin’s spell list:

·          discern lies, dispel chaos, magic circle against chaos, protection from chaos

Add the following spells to the form the paladin of freedom’s spell list:

* 1st—protection from law
* 3rd—magic circle against law
* 4th—dispel law, freedom of movement

### **Divine Bond (Sp)**

Upon reaching 5th level, a paladin of freedom forms a divine bond with her god. This bond has two forms; but neither involve a mount or companion, as a Paladin of freedom refuses to bind another creature into servitude in the name of their Crusade. This bond can take one of two forms. Once the form is chosen, it cannot be changed.

***Unleashed Divinity***

The first type of bond occurs when a boon of celestial power infuses the paladin of freedom's weaponry, granting it special abilities due to the Paladin of Freedom's strong connection to the tenets of freedom and goodness. The paladin of freedom may ask her deity to aid her as a standard action, and when it does, it empowers the Paladin of Freedom's weaponry for 1 minute per paladin of freedom level. When the divine power enters her weapon, the weapon sheds a multi-colored light (as a torch). The paladin may opt not to cause the weapon to shed light. Additionally, while this boon of divinity occupies the weapon, attacks made against bonds or restraints of any kind (manacles, ropes, prison bars, chains, etc.) that are restraining a sentient creature; ignore the hardness of the bonds.

At 5th level, the bond grants the weapon a +1 enhancement bonus. For every three levels beyond 5th, the weapon gains another +1 enhancement bonus, to a maximum of +6 at 20th level. These bonuses can be added to the weapon, stacking with existing weapon bonuses to a maximum of +5, or they can be used to add any of the following weapon properties: *anarchic, brilliant energy, defending, dispelling, disruption, flaming, flaming burst, holy, keen, merciful, and speed.*

Adding these properties consumes an amount of bonus equal to the property’s cost (see Table: Melee Weapon Special Abilities). These bonuses are added to any properties the weapon already has, but duplicate abilities do not stack. If the weapon is not magical, at least a +1 enhancement bonus must be added before any other properties can be added. The bonus and properties granted by the spirit are determined when the spirit is called and cannot be changed until the power is called again. The divinity imparts no bonuses if the weapon is held by anyone other than the paladin of freedom but resumes giving bonuses if returned to the paladin of freedom. These bonuses apply to only one end of a double weapon. A paladin of freedom can use this ability once per day at 5th level, and one additional time per day for every four levels beyond 5th, to a total of four times per day at 17th level.

If the weapon the power is inhabiting is destroyed while the spirit is active, the unchained spirit may not aid the paladin of freedom again for 30 days, or until she gains a level, whichever comes first. During this period, the paladin of freedom suffers a –1 penalty on attack and weapon damage rolls.

***Unleashed Cooperation***

Instead of an unchained spirit, a Paladin can choose to form a bond with their Party members and fellow crusaders against Tyranny. Whenever the Paladin of Freedom uses Smite Tyranny; they may choose to grant their Smite bonuses to both allies within 30 feet, and themselves. Doing so requires a Standard Action. This Smite must be used by allies within 1 round or it loses all effect; though it functions for the Paladin of Freedom normally. A paladin of freedom can use this ability once per day at 5th level, and one additional time per day for every four levels beyond 5th, to a total of four times per day at 17th level.

### **Aura of Resolve (Su)**

At 8th level, a paladin of freedom is immune to charm spells and spell-like abilities. Each ally within 10 feet of her gains a +4 morale bonus on saving throws against charm effects. This ability functions only while the paladin of freedom is conscious, not if she is unconscious or dead.

### **Aura of Freedom (Su)**

At 11th level, a paladin of freedom grants all of her allies within 10 feet of her the effects of a *Freedom of Movement* spell. Allies only enjoy the benefit of this ability while they remain within 10 feet of the paladin of freedom, as the effect is mobile and centered on the paladin. Evil creatures gain no benefit from this ability. This ability functions only while the paladin of freedom is conscious, not if she is unconscious or dead.

### **Aura of Chaos (Su)**

At 14th level, a paladin of freedom’s weapons are treated as chaotic-aligned for the purposes of overcoming DR. Any attack made against an enemy within 10 feet of her is treated as chaotic-aligned for the purposes of overcoming DR. This ability functions only while the paladin of freedom is conscious, not if she is unconscious or dead.

### **Aura of Righteousness (Su)**

At 17th level, a paladin of freedom gains DR 5/law and immunity to compulsion spells and spell-like abilities. Each ally within 10 feet of her gains a +4 morale bonus on saving throws against compulsion effects. This ability functions only while the paladin of freedom is conscious, not if she is unconscious or dead.

### **Champion of Freedom (Su)**

At 20th level, a paladin of freedom becomes a true force for liberation. She is permanently under the effects of the freedom spell.

In addition, whenever she uses Lay on Hands or Channel Energy to heal a creature, they are are also targeted by freedom (as the spell); and healed for the Maximum possible amount. Only a single creature within the area of effect may be targeted by the Freedom spell in the case of channel energy; though all targeted creatures still receive the maximum possible amount of healing.

## **Code of Conduct**

While a Paladin of Freedom doesn’t follow as strict a code as their Lawful counterparts, they still receive divine power from deities that expect certain principles to be upheld above all. The Paladin of Freedom's code requires that he respect individual liberty, help those in need (especially those who suffer under oppressive rule, provided they do not use the help for lawful or evil ends), and punish those who threaten or curtail personal liberty.

A paladin of freedom who fails to uphold these tenets, or who willfully commits evil acts, loses access to all supernatural and spell-like class features, as well as their Spellcasting abilities. Further, they may not gain further levels as a paladin (of freedom, or otherwise). She regains her abilities and advancement potential if she properly atones for her violations (Per the Atonement spell) or as deemed by the GM.

## **Archetypes**

The Paladin of Freedom is an alternate class for the paladin core class. Making use of and altering numerous facets of the paladin core class, this freedom fighter can’t truly be considered a new character class by its own right. By the changes made here, though, the details and tones of the paladin class are shifted in a completely opposite direction and captures an entirely different fantasy theme, without needlessly designing an entire new class. While a redesign of sorts, this alternate class can be used just as any of the other base classes.

That being said; this class was designed with archetypes in mind; and while some may not continue to work thematically; most, if not all base Paladin archetypes still work 100% fine mechanically with no conversion whatsoever. While you may need to consult with your game master; this class was designed for seamless use with existing paladin archetypes.