Divine Exemplar (Cleric/Paladin)
Somewhere between the clergyman and the crusader lies the divine exemplar. He rarely operates in concert with a church, as the cleric does; neither does he devote himself to holy combat as the paladin does. He foregoes much of both clerical and paladinic lifestyles in order to pursue something closer to his god. He casts spells, but only those granted by his deity's domains. He smites whatever his god frowns upon with the same vigor as a paladin, but he lacks the paladin's combat training. His channeling is weaker than a cleric's, but the good divine exemplar can heal as mercifully as the best paladin and the evil divine exemplar can harm as cruelly as the worst antipaladin, while neutral divine exemplars are gifted by their gods with the power to maintain balance. Divine exemplars are far more closely-linked to their patron deities than clerics or paladins, and it is in this link that they specialize. (Original Concept by Flak)
Primary Class: Cleric.
Secondary Class: Paladin.
Alignment: Any.
Hit Dice: d8.
Bonus Skills and Ranks: The divine exemplar may select three paladin skills to add to his class skills in addition to the normal cleric class skills. The divine exemplar gains a number of ranks at each level equal to 2 + Int modifier.
Weapon and Armor Proficiency: The divine exemplar is proficient with all simple weapons, light armor, medium armor, and shields (except tower shields). The divine exemplar is also proficient with the favored weapon of their deity.
Code of Conduct: A divine exemplar must adhere to his deity's exact alignment as a strict moral code, and loses all class features except proficiencies if he ever willingly breaks this code. Additional restrictions on the divine exemplar's behavior may be derived from his deity's rules, preferences, etc.
Aura (Su): A divine exemplar's aura is more potent than that of an ordinary cleric. At 1st level, a divine exemplar's aura detects as both aspects of his alignment, and has the same strength as that of a paladin of his level. Thus, a chaotic good divine exemplar has an aura of chaos and an aura of good.
In addition, as the divine exemplar gains levels, his aura provides him with additional effects, according to his alignment. A good or evil aligned divine exemplar gains aura effects that functions as a paladin’s or antipaladin’s aura of the same name, while a neutral divine exemplar may select one of the four magic circle effects listed below, but cannot select a type that wards against an aspect of his alignment. For example, a chaotic neutral divine exemplar cannot select magic circle against chaos. The DC for a magic circle effect is equal to 10 + 1/2 the divine exemplar's level + the divine exemplar's Charisma bonus. This ability otherwise functions as and replaces the cleric's aura ability.
At 6th level, a divine exemplar gains the following initial aura effect according to his alignment.