Divine Hunter

''' is an Archetype of the Paladin class in '.

Class Role
Most paladins rush into battle, meeting evil toe to toe. The divine hunter prefers to engage evil from afar, striking down her foes before they can threaten her allies.

Class Skills
Knowledge (Arcana), Knowledge (World), Lore (Nature), Lore (Religion), Persuasion

Alignment: Lawful good

Hit Die: d10

Skill Ranks per Level: 1 + Int modifier

Divine Hunter Proficiencies
Divine hunters are proficient with all simple and martial weapons, with light and medium armor, and with shields (except tower shields).

Alignment Restriction
A paladin who ceases to be lawful good loses all paladin spells and class features.

A druid who changes to a prohibited alignment loses all spells and druid abilities (including her animal companion, but not including weapon, armor, and shield proficiencies). She cannot thereafter gain levels as a druid until she changes the alignment back.

Deity Selection
A deity, also known as a god or goddess, is a being or force of incredible power capable of granting its power to mortal beings through divine magic. A deity is strongly associated with a specific alignment, several domains, and a plane (typically an Outer Sphere plane).

Smite Evil
Once per day, a paladin can call out to the powers of good to aid her in her struggle against evil. As a swift action, the paladin chooses one target within sight to smite. If this target is evil, the paladin adds her Charisma bonus (if any) to her attack rolls and adds her paladin level to all damage rolls made against the target of her smite. If the target of smite evil is an outsider with the evil subtype, an evil-aligned dragon, or an undead creature, the bonus to damage on the first successful attack increases to 2 points of damage per level the paladin possesses. Regardless of the target, smite evil attacks automatically bypass any DR the creature might possess.

In addition, while smite evil is in effect, the paladin 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 targets a creature that is not evil, the smite is wasted with no effect.

The smite evil effect remains until the target of the smite is dead or the next time the paladin rests and regains her uses of this ability. At 4th level, and at every three levels thereafter, the paladin may smite evil one additional time per day.

Precise Shot
You can shoot or throw ranged weapons at an opponent engaged in melee without taking the standard -4 penalty on your attack roll.

Shared Precision
At 3rd level, when a divine hunter hits a creature with a ranged attack, she grants her allies within 10 feet of her the benefit of the Precise Shot feat against the target for 1 round. Her allies must remain within 10 feet of her, and must be able both to see and hear the divine hunter to gain this benefit.

Divine Grace
At 2nd level, a paladin gains a bonus equal to her Charisma bonus (if any) on all Saving Throws.

Lay On Hands — Others
Beginning at 2nd level, a paladin can heal wounds (her own or those of others) by touch. Each day she can use this ability a number of times equal to 1/2 her paladin level plus her Charisma modifier. With one use of this ability, a paladin can heal 1d6 hit points of damage for every two paladin levels she possesses. Using this ability is a standard action, unless the paladin targets herself, in which case it is a swift action.

Alternatively, a paladin can use this healing power to deal damage to undead creatures, dealing 1d6 points of damage for every two levels the paladin 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.

Aura of Clearsight
At 8th level, a paladin is immune to blindness (magical or otherwise). Each ally within 10 feeet of her gains a +4 morale bonus on saving throws against blindness effects.

Divine Health
At 3rd level, a paladin is immune to all diseases, including supernatural and magical diseases, including mummy rot.

Mercy
At 3rd level, and every three levels thereafter, a paladin can select one mercy.

Each mercy adds an effect to the paladin's lay on hands ability. Whenever the paladin uses lay on hands to heal damage to one target, the target also receives the additional effects from all of the mercies possessed by the paladin.

Channel Positive Energy
When a paladin reaches 4th level, she gains the supernatural ability to channel positive energy like a cleric. Using this ability consumes two uses of her lay on hands ability. This energy can be used to cause or heal damage, depending on the creatures targeted.

Paladin channels positive energy and can choose to deal damage to undead creatures or to heal living creatures.

Channeling positive energy causes a burst that affects all creatures of one type (either undead or living) in a 30-foot radius centered on the paladin. The amount of damage dealt or healed is equal to 1d6 points of damage plus 1d6 points of damage for every two paladin levels beyond 1st (2d6 at 3rd, 3d6 at 5th, and so on). Creatures that take damage from channeled energy receive a Will save to halve the damage. The DC of this save is equal to 10 + 1/2 the paladin's level + the paladin's Charisma modifier. Creatures healed by channel energy cannot exceed their maximum hit point total—all excess healing is lost.

This is a standard action that does not provoke an attack of opportunity.

Divine Weapon Bond (+1)
Upon reaching 5th level, a paladin forms a divine bond with her weapon. As a standard action she can call upon the aid of a celestial spirit for 1 minute per paladin level.

At 5th level, this spirit 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.

Alternatively, they can be used to add any of the following weapon properties: axiomatic, brilliant energy, defending, disruption, flaming, flaming burst, holy, keen, and speed. Adding these properties consumes an amount of bonus equal to the property's cost. These bonuses are added to any properties the weapon already has, but duplicate abilities do not stack.

A paladin 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.

Divine Hunter Bond
Upon reaching 5th level, a divine hunter forms a divine bond with her ranged weapon. As a standard action, she can call upon the aid of a celestial spirit for 1 minute per paladin level.

At 5th level, this spirit grants the weapon a +1 enchantment bonus. For every three levels beyond 5th, the weapon gains another +1 enchantment bonus, to a maximum of +6 at 20th level. These bonuses can be added to the weapon, stacking with existing bonuses to a maximum of +5.

Alternatively, they can be used to add any of the following properties: axiomatic, brilliant energy, flaming, flaming burst, holy, keen, merciful, and speed. Adding these properties consumes an amound of bonus equal to the property's cost. These bonuses are added to any properties the weapon already has, but duplicate abilities do not stack.

A paladin can use this ability once per day at 5th level, and one additional time per day for every four levels beyond 5th, for a total of four times per day at 17th level.

Distant Mercy
At 6th level, a divine hunter can expend two uses of her lay on hands ability to use her lay on hands ability on a target within 5 feet per paladin level. A paladin can heal the wounds of others by touch. With one use of this ability, a paladin can heal 1d6 hit points of damage for every two paladin levels she possesses. Using this ability is a standard action.

Alternatively, a paladin can use this healing power to deal damage to undead creatures, dealing 1d6 points of damage for every two levels the paladin 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.

Hunter's Blessing
At 11th level, a divine hunter can expend a use of her smite evil ability as a swift action to grant herself and all allies within 10 feet the Deadly Aim, Precise Shot, and Improved Precise Shot feats, even if they lack the prerequisites. The effects last for 1 minute. Evil creatures gain no benefit from this ability.

Righteous Hunter
At 14th level, a divine hunter's ranged weapons are treated as good-aligned for the purposes of overcoming damage reduction. Any ranged attacks made by an ally within 10 feet of her are likewise treated as good-aligned for the purposes of overcoming damage reduction. This ability functions only while the divine hunter is conscious.

Aura of Righteousness
At 17th level, a paladin gains DR 5/evil 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 is conscious, not if she is unconscious or dead.

Holy Champion
At 20th level, a paladin becomes a conduit for the power of her god. Her DR increases to 10/evil and whenever she channels positive energy or uses lay on hands to heal a creature, she heals the maximum possible amount.