Arch-Paladin

Description: The selected few followers of Talad who exhibit the most pristine souls are granted extra ability and strength from their god.
Hit Die: d12
Requirements: Priest of Talad level 8, or Paladin of Talad level 8; have defeated a great evil
Class Skills: all cleric and paladin
Skill Points per Level: 4+int
Class Features
Class Level BAB Fort Save Ref Save Will Save Special
1 +1 +1 +1 +1 +1 level of divine spells; +1 bonus vs evil; turn undead
2 +2 +2 +1 +2 +1 level of divine spells; protection from evil 1ft
3 +3 +2 +2 +2 +1 level of divine spells; smite evil 3/day
4 +4 +3 +2 +3 +1 level of divine spells; protection from evil 5 ft
5 +5 +3 +2 +3 +1 level of divine spells; +2 bonus to AC vs evil
6 +6 +4 +3 +4 +1 level of divine spells; protection from evil 10 ft
7 +7 +4 +3 +4 +1 level of divine spells; smite evil 5/day
8 +8 +5 +3 +5 +1 level of divine spells; protection from evil 20 ft
9 +9 +5 +4 +5 +1 level of divine spells; immunity to death magic
10 +10 +6 +4 +6 +1 level of divine spells; aura of divine goodness
+1 level of divine spells: when gaining a new Arch-Paladin level, the character gains the spellcasting abilities as if they leveled in their cleric or paladin class
+1 bonus vs evil: this unnamed bonus applies to anything the Arch-Paladin does against evil (attack rolls, damage, saving throws, spell resistance checks, etc).
turn undead: when gaining a new Arch-Paladin level, the character's undead turning ability increases as if they leveled in their cleric or paladin class
protection from evil: the Arch-Paladin is surrounded by a protection from evil spell to the distance specified. This is a supernatural ability.
smite evil: the character adds their charisma or wisdom bonus to their attack role and their level (cleric + paladin + arch-paladin) to their damage.
+2 bonus to AC vs evil: against evil opponents, the Arch-Paladin gains a +2 dodge bonus to AC.
immunity to death magic: any spell or spell like ability that has a save or die effect is ineffective against the Arch-Paladin.
aura of divine goodness: An aura of goodness, that can be sensed and pinpointed by anyone within it, extends in a circle from the Arch-Paladin with a radius of 20 ft. Anyone evil who enters it must make a will vs DC 15 or become disoriented, and a fortitude save vs DC 20 or take 1d6 points of divine damage. The Arch-paladin automatically knows when ayone within 20 ft is lying or even thinkin of commiting an evil act.