Hospitaler

''' is an archetype of the paladin class in '.

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

Class Role
Paladins are known for their charity and tending to the sick. The Hospitaler takes to this calling above all others, spending much of her time healing the poor, and giving aid and succor to those in need.

What differs from a normal paladin is that its Channel Positive Energy gets its own usage pool equal to 3 + her Charisma modifier without spending Lay On Hands uses. It gets less additional uses of Smite Evil, +1 every six levels instead of every 3 levels. And at level 11 it trades Mark of Justice for Aura of Life which gives immunity to death effects for the hospitaler and a +4 bonus to saving throws against death effects for allies in a 10 foot radius.

Alignment: Lawful good

Hit Die: d10

Skill Ranks per Level: 2 + 1/2 Int modifier

Base Features
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 * rowspan="2" |PaladinProficiencies.png

Paladin Proficiencies
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 * Paladins are proficient with all simple and martial weapons, with all types of armor (heavy, medium, and light), and with shields (except tower shields).
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 * rowspan="2" |AlignmentRestriction.png

Alignment Restriction

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

A paladin who changes to a prohibited alignment loses all spells and paladin abilities (including her Lay on Hands, but not including weapon, armor, and shield proficiencies). She cannot thereafter gain levels as a paladin until she changes the alignment back. {| class="wikitable"
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 * rowspan="3" |PaladinDeitySelection.png

Deity Selection
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 * 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).
 * Abadar
 * Erastil
 * Iomedae
 * Irori
 * Sarenrae
 * Shelyn
 * Torag
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 * Shelyn
 * Torag
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 * rowspan="2" |SmiteEvil.png

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.
 * 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 7th level, and at every six levels thereafter, the hospitaler may smite evil one additional time per day. {| class="wikitable"
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 * rowspan="2" |DivineGrace.png

Divine Grace
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 * At 2nd level, a paladin gains a bonus equal to her Charisma bonus (if any) on all Saving Throws.
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 * rowspan="2" |LayOnHands—Others.png

Lay On Hands — Self/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.
 * 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. {| class="wikitable"
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 * rowspan="2" |AuraofCourage.png

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.
 * 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. {| class="wikitable"
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 * rowspan="2" |DivineHealth.png

Divine Health
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 * At 3rd level, a paladin is immune to all diseases, including supernatural and magical diseases, including mummy rot.
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 * rowspan="3" |Mercy.png

Mercy

 * At 3rd level, and every three levels thereafter, a paladin can select one 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. {| class="wikitable"
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 * rowspan="2" |ChannelPositiveEnergy—HealLiving.png

Channel Positive Energy (Heal Living/Damage Undead)

 * When a hospitaler reaches 4th level, she gains the supernatural ability to channel positive energy like a cleric. She can use this ability a number of times per day equal to 3 + her Charisma modifier. Using this ability does not expend uses of lay on hands, as it does with other paladins. This energy can be used to cause or heal damage, depending on the creatures targeted.
 * When a hospitaler reaches 4th level, she gains the supernatural ability to channel positive energy like a cleric. She can use this ability a number of times per day equal to 3 + her Charisma modifier. Using this ability does not expend uses of lay on hands, as it does with other paladins. This energy can be used to cause or heal damage, depending on the creatures targeted.

A hospitaler 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 hospitaler. The amount of damage dealt or healed is equal to 1d6 points of damage at 4th level plus 1d6 points of damage for every two hospitaler levels beyond 4th (2d6 at 6th, 3d6 at 8th, 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 hospitaler's level + the hospitaler'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.
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 * rowspan="2" |DivineWeaponBond.png

Divine Weapon Bond

 * 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.
 * 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. {| class="wikitable"
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 * rowspan="2" |AuraofResolve.png

Aura of Resolve

 * At 8th level, a paladin 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.
 * At 8th level, a paladin 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 is conscious, not if she is unconscious or dead. {| class="wikitable"
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 * rowspan="2" |AuraofCourage.png

Aura of Life
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 * At 11th level, a hospitaler is immune to death effects. Each ally within 10 feet of her gains a +4 morale bonus on saving throws against death effects. This ability functions only while the paladin is conscious, not if she is unconscious or dead.
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 * rowspan="2" |AuraofFaith.png

Aura of Faith

 * At 14th level, a paladin's weapons are treated as good-aligned for the purposes of overcoming Damage Reduction. Any attack made against an enemy within 10 feet of her is treated as good-aligned for the purposes of overcoming Damage Reduction.
 * At 14th level, a paladin's weapons are treated as good-aligned for the purposes of overcoming Damage Reduction. Any attack made against an enemy within 10 feet of her is treated as good-aligned for the purposes of overcoming Damage Reduction.

This ability functions only while the paladin is conscious, not if she is unconscious or dead. {| class="wikitable"
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 * rowspan="2" |AuraofRighteousness.png

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.
 * 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. {| class="wikitable"
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 * rowspan="2" |HolyChampion.png

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.
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