| AnonMD |
These Paladins are more than just rare, they are near the same status as a holy relic. The personification of self sacrifice, these men and women were bartered from Pharasma by their respective gods to continue to serve them on the mortal plane. However, death and the presence of the divine has left it's mark on these individuals, instilling within them techniques that very well could lead to their death once more.
Alignment: Choose whichever is closest to your god's alignment from the following: Lawful Good, Neutral Good, Lawful Neutral.This alters Alignment and the Code of Conduct.
Consume Evil:(Su) 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 heals for 1/2 Con + their level on each successful attack that deals lethal damage. If the target of consume evil is an outsider with the evil subtype, an evil-aligned dragon, or an undead creature, the healing increases to Con + Damage Dealt. Regardless of the target, consume evil attacks automatically bypass any DR the creature might possess.
The consume evil effect remains until the target 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 consume evil one additional time per day, to a maximum of seven times per day at 19th level. This replaces Smite Evil.
Bleed New Blood:(Su) Beginning at 2nd level, a Bloodied Beacon can heal the wounds of others by touch. Each day she can use this ability a number of times equal to 1/2 her paladin level plus her Constitution modifier. With one use of this ability, a paladin can heal 1d6 hit points of damage for every two paladin levels she possesses, but takes an equal amount of damage. Using this ability is a standard action. A Bloodied Beacon needs at least one free hand to use this ability. This replaces Lay on Hands.
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, while only taking half that damage. Using Bleed New Blood 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.
Divine Ichor:(Su) At 3rd level, the Bloodied Beacon gains Regeneration (Ex). While this keeps the Beacon from dying, they will only ever heal to 1 hit point and remain unconscious when below 0. In place of fire or acid, the only damage capable of killing the Beacon must be evil aligned, or have the evil type. The Beacon's Class Level in Paladin must be equal to Character Level, or the Beacon loses this ability. This replaces Divine Grace, Mercies*, and Divine Health.
Channel Positive Energy:(Su)The Bloodied Beacon's Channel Positive Energy is based off of their Con, not their Cha. This modifies CPE.
Bleed for the Gods: At fourth level, the Beacon gains no spellcasting ability, and instead can cast the following as SLA's at the indicated level for the indicated amount of hit points, which increase by one die every four levels(1d6-2d6)*. Treat the Beacon's Class Levels as his Caster Level for these abilities:
Level 4:*
Bless - 1d6
Challenge Evil - 1d4
Cure Light Wounds - 1d8
Level 6:*
Protection from Evil -1d6
Divine Favor - 1d6
Level 7:*
Paladin's Sacrifice - 1d4
Martyr's Bargain - 1d4
Level 9:*
Angelic Aspect, Lesser - 1d8
* = Liable to change
(That's all I've got time for right now, but let me know what you think! I know the lore is... bad, and the numbers are all wonky, but I'm in a bit of a rush, so once I get some feedback I'll be more than happy to change it!)