are third party paladins a thing?


Advice and Rules Questions


so a game is starting up rather soon that i am participating in and i'm going to be playing a paladin. from the start i knew the game would be a high-powered game and recently we've been informed that we will be allowed to use third party material and may eventually gain mythic tiers. this has thrown the game onto a whole new level of power with mythic alone.
my main questions are:

1. is there any paladin specific mythic abilities i should pay special attention to.

2. is there any third party stuff for paladins i should pay attention to (within reason).

3. is there any third party paladin stuff i should pay attention to (outside of reason).

the GM is a pretty allowing guy, so if its just a bit over the top its probably fine. i ask for the crazy stuff just out of curiosity.

currently the character is a two handed high STR/CHA front-liner that i'm focusing on being hard to kill with feats like fey founding and the tiefling alternate racial trait

were starting off at lvl 2 with an extra feat so have at it friends!

Scarab Sages

You might want to look at this book for the section on the Paladin code, the rules for redemption and corruption, the update to the detect/protect from alignment spells, etc. Some of the feats might be of interest to you as well.


Champion path
Any mythic paladin should take mythic smite. It allows you to spend a mythic point to regain a smite evil. This is probably the best mythic ability for a paladin. This also means if you want something from another path you need to take the mythic feat dual path.

Marshall Path
Clarion Call allows you to grant your active smite to all allies within 30’ against the same target. Smiting Aura allows you to damage all evil creatures with 20’ of you. It does damage equal to your tier and last 1 round per tier.

Hierophant Path (Not paladin specific but still good)
Relentless Healing allow you to bring someone back from the dead with normal healing. Divine Countenance makes creatures within one step of your alignment attitude one step better.

Universal Path (Obviously not paladin specific)
Legendary Item to make your weapon a minor artifact, and get unstoppable strike.


For paladin stuff, I recommend this:

Lords of the Night actually has a paladin archetype. The Nightguard's fluff explains Nightguard's as protectors of civilizations, only requiring lawful alignment and not good alignment. They get extra abilities fornhunting down monsters in exchange for spellcasting. I think Lords of the Night also has some good spells for paladins, but I need to check.

Spheres of Power has a paladin archetype to give a paladin sphere casting. Spheres of Power Expanded has a Mage Knight archetype that has access to smite, lay on hands, and generally feels like a less restricted paladin. It also gets sphere casting, so its easy to give it angel wings or other fun stuff.

Path of War Expanded is going to have a paladin archetype. If you are allowed to use playtest material that archetype is very fun. It replaces Lay On Hands with being able to place large, short lasting temporary hit point shields on its friends while it fights. It does lose access to smite though, gaining slowed initiating progression in return.

For alternate class choice that really fit, I recommend these:

The Warlord class from the current Path of War, as it is a charisma focused fighting class. The Knight Chandler Mystic archetype is a light and hope themed archetype that is also an excellent candidate. Warder can do a lot of party defense and support. By taking the Empyreal Knight tradition, you can get access to the good aligned martial discipline and gain a paladin-like oath. All aforementioned classes can join that tradition (any class can actually).

The Guru from Akashic Mysteries has access to a class path focused on sunlight. With good self healing, good aligned veils, and the ability to deal BUNCHES of nonlethal damage (ideal for capturing badguys and reforming them. Or stopping mind controlled friends), it is quite easy to pretend to be a paladin. The daevic can also make use of good aligned veils, though the Loyal Spear of the Paladin veil I recommend for it is a playtest material right now.

In Ultimate Battle Lord there is a Battle Lord archetype that can channel enorgy and gives the class a divine flavor. The class itself is more of a commander than a smiter, though it still has full BAB. It gives out teamwork feats like nobodies business and even has group buff for out of combat situations.


Legendary Games Legendary Paladin should fit the bill.


The Mythic Hero's Handbook has Mythic Class Abilities, which can supercharge the normal class abilities a Paladin gets. (It's a lot like taking a Mythic Feat, really.)

It's an interesting alternative if you really want to play up the Paladin-ness of the character. ^^ Especially because you pick them instead of Path Abilities, so if there are only so many path abilities you want to begin with...


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If you are considering using mythic rules, the Mythic Hero's Handbook is highly recommended, and possibly required. Mythic Adventures is essentially a buggy feature-incomplete alpha version of the mythic rules, and the MHH is the real deal.

One of the things it adds is "Mythic Class Features". For each class feature, there is an upgraded version you can get by spending either a mythic feat or a mythic universal path ability. They have mythic class features for every Paizo class written prior to the Advanced Class Guide, and a handful of non-Paizo classes. So, those are some nice options for paladins. The book also has other mythic path abilities which play nicely with paladins.

You might also consider the Mythic Spell Compendium, which has mythic versions of all Paizo spells prior to the ACG which don't appear in Mythic Adventures, as well as many non-Paizo mythic spells. As a spellcaster, paladins can benefit from it.

Legendary Paladins also has some good options for paladins.

Rite Publishing also has a lot of great options for paladins. Their three Secrets of the Divine supplements are useful to all divine casters, and give a lot of insight into their upcoming campaign setting Questhaven. The Secrets of Adventuring also has a fair number of paladin-friendly options.
Note: you can get all of Rite Publishing's "Secrets of ___" PDFs for a heavily discounted bundle.

On the cheaper side, Rite Publishing also has 10 Paladin Magic Items. 101 Simple Archetypes contains 5 paladin archetypes, and 1001 Spells contains hundreds of paladin spells.

Hrmm, it seems a bit odd using this alias when less than half of the products I am recommending are Legendary Games. Maybe I need a Legendary and Rite alias?

EDIT: Ah, right, and Spheres of Power has archetypes converting each of the core spellcasters to use SoP.

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