Astral Arts(Su/Ex): The paladin begins to gain more control of their powers. At 2nd level, and every two levels after second, the paladin can choose an Astral Art from a list of Arts. Some Astral Arts require the paladin to use certain abilities. Astral Arts that require the use of blessings have an Asterisk next to them. If an Astral Art that forces a target to make a saving throw, the DC of the save is equal to 10 + half the paladin’s level + their Charisma modifier:

Astral Art Prerequisite Benefit
Martial Defense(Ex) None While total defense, fighting defensively, or using the Combat Expertise feat, the paladin gains a +1 bonus to CMD against all combat maneuvers used against him. If the paladin is caught unaware of the maneuver or is denied his dexterity modifier to AC, he loses this benefit. This bonus increases by +1 for every four levels of paladin you possess(maximum of +5).
Mercy for Thine Enemies (Ex) none The paladin no longer takes a penalty to hit in order to deal nonlethal damage with a weapon and may choose for any additional damage on their weapon to also be treated as nonlethal. At 6th level, they may choose to have any damaging spell they cast deal nonlethal damage. Created by @Reame on Discord.
Brightest Day, Darkest Night (Su)* none After an ally within 30ft has failed their saving throw against a spell that would inflict a harmful condition or a penalty to the ally, the Paladin may spend one blessing and an attack of opportunity to change themselves to the target of the spell. They are considered to have automatically failed their saving throw against the spell. This ability bypasses any spell resistance the paladin may have. Created by @Reame on Discord.
Oblivion (Su)* Paladin 8 When a Paladin is reduced to negative hit points they may spend a blessing as an immediate action before falling unconscious to unleash a wave of holy resolve upon their enemies All enemies within 60ft circle spread must make a Reflex save or suffer 1d10 points of Non-elemental damage per paladin level. A Success halves this damage. A Paladin cannot use this ability again for 24 hours even if they’re returned above negative hit points. Created by @Reame on Discord.
We Band of Brothers (Su)* none By spending a blessing as a standard action a Paladin may inspire their fellow warriors to do great deeds. All allies within 30ft gain a +1 morale bonus to attack rolls for a number of rounds equal to the Paladin’s Charisma Modifier. At 4th level and every 4 levels thereafter this bonus increases by +1. Created by @Reame on Discord.
Remember Us (Ex) none A Paladin may pay their respects to the fallen, honoring the beliefs and convictions even of their enemies. Over 10 minutes a Paladin may perform respectful rights or a burial for a creature or group of creatures. Once those 10 minutes are over the Paladin gains a +5 circumstance bonus to diplomacy checks against individuals belonging to the same organization or race as the individuals buried. If the Paladin chooses to, they may also treat all creatures they perform this ritual on as having the Gentle Repose spell cast on them. Created by @Reame on Discord.
Be Not afraid of Falling Stars (Su)* Paladin 4 When the Paladin is targeted with an AoE spell, they may spend a blessing as an immediate action to grant all other allies within the range of the spell a sacred bonus to their saving throw equal to the Paladin’s Charisma Modifier. Created by @Reame on Discord.
Clemency (Su)* None As a standard action, The paladin can spend a blessing to heal himself for 1d6 + an additional 1d6 hit points for every 4 levels in paladin you possess after first.
Greater Clemency(Su)* Clemency The paladin’s clemency can now heal himself or an allied creature within 30ft.
Widespread Clemency(Su)* Clemency, Greater Clemency The paladin can spend two blessings to heal all allied creatures within 30ft(including himself) with Clemency. In addition, if the paladin spends 3 MP while using any version of Clemency, both he and any allied creatures healed by Clemency gain fast healing equal to the number of d6s he currently has in clemency. This fast healing lasts for a number of rounds equal to the paladin's charisma modifier.
Heart of Light(Su)* Constitution of 15, Light's Blessing Blessed by astral powers, the paladin grows more resistance to physical harm for a short period. When the paladin has 3 or more blessings, he gains an amount of DR/magic equal to his Constitution modifier. This benefit lasts for as long as the paladin retains three or more blessings. Going below this amount results in the loss of this benefit. This damage reduction increases by 1 per 4 levels in paladin you possess. This damage reduction can stack with other sources of damage reduction from feats, spells, and magic items but not other class features.
Gracious Heart(Su)* Heart of Light, Constitution Score of 17 The damage reduction from Heart of Light upgrades from being overcome by magic to cold Iron and requires the paladin to retain at least 2 blessings instead of three to maintain the ability.
Paladin’s Stride (Ex) None The paladin’s presence can inspire or shake the confidence of his friends and foes alike. The paladin gains a +2 bonus on Intimidate and Diplomacy checks.
Rancorous Stride Paladin’s Stride The paladin gains the Antagonise feat as a bonus feat. If you already have this feat, you instead extend the Intimidate use of Antagonise from 1 round on a success to a number of rounds equal to your Charisma modifier.
Improved Cover (Ex) Cover, Paladin 8 Whenever the paladin uses Cover he can spend 5 MP to grant himself or another ally (aside from the triggering ally) within 15ft 1 charge of Guard for 1 round.
Greater Cover(Ex) Cover, Improved Cover Paladin 12 Whenever the paladin uses Cover against a melee or ranged attack, any armor or clothing the allied creature wears is treated as being made of force (like Mage Armor) for the duration of the Guard.
Aura of Faith(Su) Aura of Courage or Aura of Resolve, Paladin 6 The paladin gains immunity to compulsion effects. In addition, each ally within 10ft of the paladin gains a +2 morale bonus to saves against compulsion effects. If the paladin is in Convalescence, this bonus is doubled. This effect only functions if the paladin is conscious, not if he is unconscious or dead.
Holy Tactics (Ex) None The paladin begins to adopt more synergistic methods with his allies. The paladin gains a single teamwork feat as a bonus feat of his choosing. The paladin must still meet the prerequisites of the chosen feat. This talent can be taken multiple times, granting a different teamwork feat each time.
Celestial Heart(Su)* Convalescence, Heart of Light, Gracious heart, Paladin 10 The damage reduction from Heart of Light upgrades to DR/Adamantine. In addition, the paladin gains elemental resistance to light and shadow damage equal to the amount of damage reduction provided by Heart of Light. This elemental resistance is constant however, and does not dissipate should of Heart of Light expire.
Sin Eater’s Heart(Su)* Convalescence, Heart of Light, Gracious Heart, Celestial Heart The amount damage reduction given by Heart of Light doubles and it is now DR/-. In addition, the paladin need only retain one blessing to maintain this benefit.
Shelltron(Su)* None The paladin surrounds himself and allies in a small barrier of magicks. When the paladin or an ally within 15ft are subject to a saving throw from a spell, spell-like, or supernatural ability, the paladin can spend two blessings as an immediate action to grant the Shelled status to himself and all allies in range for 1 round.
Spelltron(Su)* Shelltron, Paladin 10 When using Shelltron, the paladin can spend an additional 6 MP to bestow an amount of Spell Resistance equal to 5 + the paladin's level for 1 round, instead of Shelled.
The Spirit Within(Su)* Paladin 4 The paladin can instill a portion of his power into his weapon. Granting him the power to harm the intangible. As a move action, the paladin can spend 4 MP to grant the weapons they wield the ghost touch special weapon property for 3 rounds. The paladin can touch an ally’s weapon as a standard action to temporarily grant the ghost touch quality for the same duration.
The Spirits Condemned (Su) The Spirit Within, Righteous Bane class feature or Bane Class Feature When the paladin uses their Righteous Bane Class feature, instead of gaining the bane special quality their weapon can receive the following: disruption, planar, or summon bane qualities. Any extra damage given by any of these weapon qualities do not stack with the extra damage provided by Righteous Bane. The paladin can grant these weapon qualities to the weapons of an ally by touching it as a standard action. The benefit of this ability lasts for a number of rounds equal to half the paladin’s level.
Rage of Halone (Su) None The paladin can let loose a wave of light to slam against his foes. As a standard action, the paladin emits a 15ft cone of light. Creatures caught in the area must make a Reflex save or take 1d6 holy damage plus an additional 1d6 holy damage per three paladins levels you possess after first. A Success halves this damage. If the paladin spends a blessing as part of the action, the range is increased by 5ft. If the paladin spends 2 MP and a blessing , the range is increased by an additional 15ft and the paladin may add his charisma modifier to the damage roll. A paladin may use this ability 3 times per day.
Holy Scorn (Su) Paladin 4 The paladin blankets an area with erratic light, causing pain to those around him. As a full round action, the paladin explodes in holy energy in a 30ft radius around him. Creatures caught within the area must make a Will save or take 1d6 points of holy damage, plus an additional 1d6 holy damage per four levels of paladin you possess after first. If the paladin spends 4MP when using this ability, creatures who fail the save must also take the paladin’s Charisma modifier as holy damage at the start of their next turn. This lasts for 3 rounds. If the paladin spends a use of Sanctity as part of the ability, he may only affect enemy creatures within the area. The paladin may use this ability 3 times per day.
Sanctimonious Scorn(Ex) Holy Scorn The paladin no longer affects allies with Holy Scorn and may use Holy Scorn up to 5 times per day.
Ravaging Light (Su)* None The paladin can send a beam of focused light at distant enemies. The paladin can spend a blessing as a standard action to fire a bolt of light at a target within 60ft as a ranged attack. Should he hit, the target takes 1d6 points of holy damage per two levels in paladin you possess. If the paladin is in Convalescence or spends an additional use of Sanctity as part of the action, the ranged attack is instead a ranged touch attack. The paladin may use this ability a number of times per day equal to his Charisma modifier.
Surging Light (Su) Ravaging Light, Paladin 6 The paladin can choose to spend a Full round action and three blessings to turn Ravaging light from a ranged attack to a 30ft line in front of the Paladin. Creatures caught in the area must make a Reflex save or take Ravaging Light’s damage + the Paladin’s Charisma modifier as holy damage. A success halves the damage.
Gallantry (Su) Luminous Magicks or Spellcasting, Paladin 4 The paladin’s gallantry gives him better insight into the secrets of protective magicks. Allowing the paladin to better protect his allies with a focus on protective incantations. Choose one of the Following schools of magic: Conjuration, Transmutation, or Abjuration. Whenever you cast a spell of 1MP or higher from that school and apply a metamagic to it, reduce the mp cost of the metamagic by 1. After casting the spell, regardless if the effect succeeds or fails, you cannot use this ability again for 1d4+1 rounds. You may only apply this benefit to one spell cast in a round. You can take this talent multiple times, applying it to a different school each time.
Boundless Chivalry (Su) Luminous Magicks or Spellcasting, must have a single metamagic feat, Paladin 6 A Paladin’s inner purity allows them to better control and refresh their magical resources. A Paladin with this talent can, as a move action, reduce the magic point cost of a single metamagic they know to 1MP for 1 round. A Paladin may only use this ability twice per day, regaining uses after an 8-hour, uninterrupted rest.
Paladin’s Rampart (Ex) None The paladin combines grit and resolve when lethal blows strike him. Whenever the paladin uses the total defense action, he may choose to gain the Immobilized condition until the start of his next turn. Should he do so, any attack that hits the paladin reduces any physical damage dealt by 1 per die of damage. This benefit lasts for the duration of the total defense action. The paladin cannot use this ability in conjunction with their Cover ability.
Divine Sentinel (Ex) Paladin 6, Paladin’s Rampart The paladin can use their Cover ability in conjunction with Paladin’s Rampart. This talent allows the paladin to ignore the Immobilized condition inflicted by Paladin’s Rampart for the purposes of movement for their Cover ability; However, a Paladin can move no more than 10ft when using Cover in this manner.
Celestial Guardian (Ex) Paladin’s Rampart, Divine Sentinel, Paladin 10 The paladin may now use Paladin’s Rampart in conjunction with Cover for up to 20ft. In addition, the paladin reduces physical damage dealt to him by 2 per die of damage dealt, instead of 1.
Palisade (Su) Luminous Magicks, or Spellcasting, Paladin 6 and one item creation feat (such as Craft Wonderous Items or Craft Arms and Armor) The paladin mingles minor incantations of white magic into his trusty shield for extra protection. The Paladin can spend 30 minutes to endow one shield or suit armor with a small layer of magic. The paladin grants the spellstoring (magic armor and shields) special ability to his chosen armor or shield. The paladin can store a single spell with a base MP cost no higher than 1. A stored spell can be augmented with an amount of MP no higher than 1/4th of your caster level (minimum 1, rounded down). This benefit lasts for 1 hour per four paladin levels or until the spell is discharged. A paladin can have no more than a total of 3 suits of armor or shields to gain this benefit.
Clash of Light and Fire (Su) None Whenever a paladin casts a spell or uses an ability that deals holy damage, they may spend a free action to convert an amount of holy damage , up to their paladin level, into fire damage (this does not affect abilities or spells that deal holy on subsequent turns) . This gives the ability or spell the fire descriptor for the purposes of resistances, feats, and ability interactions. This benefit lasts for 1 round. After using this ability, the paladin cannot perform it again for 1d3+1 rounds.
Scalding Fury (Su) Clash of Light and Fire When the paladin uses the Clash of Light and Fire ability, one melee weapon they are wielding (paladin’s choice) gains the flaming special ability for the duration of Clash of Light and Fire’s cooldown. The use of this ability does not count against the weapon’s maximum enchanting bonus limit.
Divine Fire (Su/Sp) Clash of Light and Fire, Scalding Fury, Paladin 12 The paladin can summon the divine flames that sparked in the primordial creation of the world. When casting a spell or supernatural ability that deals holy, fire, or both holy and fire damage, that ability or spell ignores an amount of elemental resistance equal to your paladin level. The paladin gains an amount of fire and holy resistance equal to your paladin level. In addition, the flaming special weapon ability granted by Scalding fury increases it’s damage from 1d6 - 1d10 fire damage.