ngilop
2012-12-25, 02:33 PM
Paladin
{table=head]Level|BAB|Fort|Ref|Will|Special |1st|2nd|3rd|4th|5th
1st|+1|+2|+0|+0|Smite Evil 1/day, Aura of Good, Detect Evil|—|—|—|—
2nd|+2|+3|+0|+0|Divine Grace, Lay on Hands|—|—|—|—
3rd|+3|+3|+1|+1|Aura of Courage, Divine Health|1|—|—|—
4th|+4|+4|+1|+1|Turn Undead, Justice|1|—|—|—
5th|+5|+4|+1|+1|Smite Evil 2/day, Special Mount|1|—|—|—
6th|+6/+1|+5|+2|+2|Remove Disease 1/day|2|—|—|—
7th|+7/+2|+5|+2|+2|Heroic Presence|2|1|—|—
8th|+8/+3|+6|+2|+2|Halo of Light|2|1|—|—
9th|+9/+4|+6|+3|+3|Righteous Warrior|2|1|—|—
10th|+10/+5|+7|+3|+3|Smite Evil 3/day|3|2|1|—
11th|+11/+6/+1|+7|+3|+3||3|2|1|—
12th|+12/+7/+2|+8|+4|+4|Remove Disease 2/day|3|2|1|—
13th|+13/+8/+3|+8|+4|+4|Aura of Sanctification|3|3|2|1
14th|+14/+9/+4|+9|+4|+4||4|3|2|1
15th|+15/+10/+5|+9|+5|+5| Smite Evil 4/day|4|3|2|1
16th|+16/+11/+6/+1|+10|+5|+5||4|4|3|2|1
17th|+17/+12/+7/+2|+10|+5|+5|Zeal|4|4|3|2|1
18th|+18/+13/+8/+3|+11|+6|+6|Remove Disease 3/day|5|4|3|2|1
19th|+19/+14/+9/+4|+11|+6|+6||5|5|4|3|2
20th|+20/+15/+10/+5|+12|+6|+6|Smite Evil 5/day Angelic Being|5|5|4|3|2
[/table]
Alignment: Lawful Good
Hit Die: 1d10
Class Skills:
Concentration (Con), Craft (Int), Diplomacy (Cha), Handle Animal (Cha), Heal (Wis), Knowledge(nobility and royalty) (Int), Knowledge(religion) (Int), Profession (Wis), Ride (Dex),and Sense Motive (Wis).
Skill Points at 1st Level: (4 + Int modifier) × 4
Skill Points at Each Additional Level: 4 + Int modifier
Weapon and Armor Proficiency: Paladins are proficient with all simple and martial weapons, with all types of armor (heavy, medium, and light), and with shields (except tower shields).
Aura of Good (Ex): The power of a paladin’s aura of good (see the detect good spell) is equal to her paladin level.
Detect Evil (Sp): At will, a paladin can use detect evil, as the spell.
Smite Evil (Su): Once per day plus an additional times per day equal to her Constitution modifier, as a swift action, a paladin may attempt to smite evil with her melee attacks. She adds her Charisma bonus (if any) to her attack roll and deals 3 extra point of damage per paladin level. these bonus last untill the end of the round. If the paladin accidentally smites a creature that is not evil, the smite has no effect, but the ability is still used up for that day.
At 5th level, and at every five levels thereafter, the paladin may smite evil one additional time per day, as indicated on Table: The Paladin, to a maximum of five times per day at 20th level.
Divine Grace (Su): At 2nd level, a paladin gains a bonus equal to her Charisma bonus (if any) on all saving throws.
Lay on Hands (Su): Beginning at 2nd level, a paladin with a Charisma score of 12 or higher can heal wounds (her own or those of others) by touch. Healing a total number of hit points of damage equal to her paladin level times her (Wisdom modifier plus her Charisma modifier) Using lay on hands is a standard action. A paladin may Lay on Hands an additional time per day at 6th level and every 6th levels thereafter.
Alternatively, a paladin can use any or all of this healing power to deal damage to undead creatures. Using lay on hands in this way requires a successful melee touch attack and doesn’t provoke an attack of opportunity.
Aura of Courage (Su): Beginning at 3rd level, a paladin is immune to fear (magical or otherwise). Each ally within 20 feet of her gains a +4 morale bonus on saving throws against fear effects. This ability functions while the paladin is conscious, but not if she is unconscious or dead. At 9th level the radius increases to 30 feet. The bonus to saves increases by 1 every 5th level after 3rd.
Divine Health (Ex): At 3rd level, a paladin gains immunity to all diseases, including supernatural and magical diseases.
Turn Undead (Su): When a paladin reaches 4th level, she gains the supernatural ability to turn undead. She may use this ability a number of times per day equal to 3 + her Charisma modifier. She turns undead as a cleric of three levels lower would.
Spells: Beginning at 3rd level, a paladin gains the ability to cast a small number of divine spells, which are drawn from the paladin spell list. A paladin must choose and prepare her spells in advance.
To prepare or cast a spell, a paladin must have a Wisdom score equal to at least 10 + the spell level. The Difficulty Class for a saving throw against a paladin’s spell is 10 + the spell level + the paladin’s Wisdom modifier.
Like other spellcasters, a paladin can cast only a certain number of spells of each spell level per day. Her base daily spell allotment is given on Table: The Paladin. In addition, she receives bonus spells per day if she has a high Wisdom score. In addition The paladin does have access to any one domain from the following selection, gaining the spells as well as the the domain ability; Community, Courage, Glory, Good, Healing, Inquisition, Law, Nobility, Protection, Purification, Retribution, Strength, or War. The paladin cast domain spells at the following levels
{table=head]Domain Spell Level|Paladin Level
1st| 3rd
2nd| 4th
3rd| 6th
4th| 8th
5th| 10th
6th| 12th
7th| 14th
8th| 16th
9th| 18th
[/table]
A paladin prepares and casts spells the way a cleric does, though she cannot lose a prepared spell to spontaneously cast a cure spell in its place. A paladin may prepare and cast any spell on the paladin spell list, provided that she can cast spells of that level, but she must choose which spells to prepare during her daily meditation.
Through 2nd level, a paladin has no caster level. At 3rd level and higher, her caster level is equal to her paladin level -3 (minimum one).
Additional Spells for the paladin's Spell List
1st Command, Deific Vengeance, Foundation of Stone, Shield of Faith,
2nd Aid, Consecrate, Demon Dirge, Devil Blight, Lesser Restoration, Lesser Visage of the Deity, Spiritual Weapon
3rd Divien Power, Magic Vestment, Mass Aid, Protection from Energy, Mass Resist Energy
4th Dismissal, Divine Agility, Visage of the Deity, Mass Shield of Faith, Righteous Might, Sheltered Vitality
5th Bolt of Glory, Cure Critical Wounds, Greater Command, Greater Visage of the Deity, Heroe's Feast, Holy Word, Life's Grace, Righteous Might, Righteous Wrath of the Faithful, Superior Resistance.
Special Mount (Sp): Upon reaching 5th level, a paladin gains the service of an unusually intelligent, strong, and loyal steed to serve her in her crusade against evil (see below). This mount is usually a heavy warhorse (for a Medium paladin) or a warpony (for a Small paladin). If a paladin so choses, she may wait until later levels to aquire a more powerful mount. A paladin may wait untill 7th level to gain the service of a Pegasus or a Unicorn(if female). Or untill 8th to gain the service of a Griffon. A paladins level for determining a mount's special ability for a griffon is considered 3 less, while for a pegasus or Unicorn it is 2 less.
Once per day, as a full-round action, a paladin may magically call her mount from the celestial realms in which it resides. This ability is the equivalent of a spell of a level equal to one-third the paladin’s class level. The mount immediately appears adjacent to the paladin and remains for 2 hours per paladin level; it may be dismissed at any time as a free action. The mount is the same creature each time it is summoned, though the paladin may release a particular mount from service.
Each time the mount is called, it appears in full health, regardless of any damage it may have taken previously. The mount also appears wearing or carrying any gear it had when it was last dismissed. Calling a mount is a conjuration (calling) effect.
Should the paladin’s mount die, it immediately disappears, leaving behind any equipment it was carrying. The paladin may not summon another mount for thirty days or until she gains a paladin level, whichever comes first, even if the mount is somehow returned from the dead. During this thirty-day period, the paladin takes a –1 penalty on attack and weapon damage rolls.
Justice (Su): A paladin may sacrifice 2 uses of her Smite Evil to grant all of her allies the ability to make their next attack made within 3 rounds to act as a smite evil, using the paladin's level for damage and Charisma for attack bonus.
Remove Disease (Sp): At 6th level, a paladin can produce a remove disease effect, as the spell, once per day. She can use this ability one additional time per day for every 6th level afterwards.
Code of Conduct: A paladin must be of lawful good alignment and loses all class abilities if she ever willingly commits an evil act. Additionally, a paladin’s code requires that she respect legitimate authority, act with honor (not lying, not cheating, not using poison, and so forth), help those in need (provided they do not use the help for evil or chaotic ends), and punish those who harm or threaten innocents.
Associates: While she may adventure with characters of any good or neutral alignment, a paladin will never knowingly associate with evil characters, nor will she continue an association with someone who consistently offends her moral code. A paladin may accept only henchmen, followers, or cohorts who are lawful good.
Ex-Paladins
A paladin who ceases to be lawful good, who willfully commits an evil act, or who grossly violates the code of conduct loses all paladin spells and abilities (including the service of the paladin’s mount, but not weapon, armor, and shield proficiencies). She may not progress any farther in levels as a paladin. She regains her abilities and advancement potential if she atones for her violations (see the atonement spell description), as appropriate.
Like a member of any other class, a paladin may be a multiclass character, but multiclass paladins face a special restriction. A paladin who gains a level in any class other than paladin may never again raise her paladin level, though she retains all her paladin abilities.
THE PALADIN’S MOUNT
The paladin’s mount is superior to a normal mount of its kind and has special powers, as described below. The standard mount for a Medium paladin is a heavy warhorse, and the standard mount for a Small paladin is a warpony. Another kind of mount, such as a riding dog (for a halfling paladin) or a Large shark (for a paladin in an aquatic campaign) may be allowed as well. A paladin’s mount is treated as a magical beast, not an animal, for the purpose of all effects that depend on its type (though it retains an animal’s HD, base attack bonus, saves, skill points, and feats).
{table]Paladin Level|Bonus HD|Natural Armor Adj.|Str Adj.|Int|Special
5th–7th|+3|+4|+1|6|Empathic link, improved evasion, share spells, share saving throws
8th–10th|+6|+6|+2|7|Improved speed, Command creatures of its kind
11th–14th|+9|+8|+3|8|Spell resistance
15th–17th|+12|+10|+4|9| Fast Healing, Celestial creature.
18th-20th|+15|+12|+5|10| Improved Spell Reistance, Spell-Like Abilities.
[/table]
Paladin’s Mount Basics: Use the base statistics for a creature of the mount’s kind, but make changes to take into account the attributes and characteristics summarized on the table and described below.
Bonus HD: Extra eight-sided (d8) Hit Dice, each of which gains a Constitution modifier, as normal. Extra Hit Dice improve the mount’s base attack and base save bonuses. A special mount’s base attack bonus is equal to that of a cleric of a level equal to the mount’s HD. A mount has good Fortitude and Reflex saves (treat it as a character whose level equals the animal’s HD). The mount gains additional skill points or feats for bonus HD as normal for advancing a monster’s Hit Dice.
Natural Armor Adj.: The number on the table is an improvement to the mount’s existing natural armor bonus.
Str Adj.: Add this figure to the mount’s Strength score.
Int: The mount’s Intelligence score.
Empathic Link (Su): The paladin has an empathic link with her mount out to a distance of up to 1 mile. The paladin cannot see through the mount’s eyes, but they can communicate empathically. Note that even intelligent mounts see the world differently from humans, so misunderstandings are always possible.
Because of this empathic link, the paladin has the same connection to an item or place that her mount does, just as with a master and his familiar (see Familiars).
Improved Evasion (Ex): When subjected to an attack that normally allows a Reflex saving throw for half damage, a mount takes no damage if it makes a successful saving throw and half damage if the saving throw fails.
Share Spells: At the paladin’s option, she may have any spell (but not any spell-like ability) she casts on herself also affect her mount. The mount must be within 5 feet at the time of casting to receive the benefit. If the spell or effect has a duration other than instantaneous, it stops affecting the mount if it moves farther than 5 feet away and will not affect the mount again even if it returns to the paladin before the duration expires. Additionally, the paladin may cast a spell with a target of “You” on her mount (as a touch range spell) instead of on herself. A paladin and her mount can share spells even if the spells normally do not affect creatures of the mount’s type (magical beast).
Share Saving Throws: For each of its saving throws, the mount uses its own base save bonus or the paladin’s, whichever is higher. The mount applies its own ability modifiers to saves, and it doesn’t share any other bonuses on saves that the master might have.
Improved Speed (Ex): The mount’s speed increases by 10 feet.
Command (Sp): Once per day per two paladin levels of its master, a mount can use this ability to command other any normal animal of approximately the same kind as itself (for warhorses and warponies, this category includes donkeys, mules, and ponies), as long as the target creature has fewer Hit Dice than the mount. This ability functions like the command spell, but the mount must make a DC 21 Concentration check to succeed if it’s being ridden at the time. If the check fails, the ability does not work that time, but it still counts against the mount’s daily uses. Each target may attempt a Will save (DC 10 + 1/2 paladin’s level + paladin’s Cha modifier) to negate the effect.
Spell Resistance (Ex): A mount’s spell resistance equals its master’s paladin level + 5. To affect the mount with a spell, a spellcaster must get a result on a caster level check (1d20 + caster level) that equals or exceeds the mount’s spell resistance.
Fast Healing (Ex): The mount gains Fast Healing 2
Celestial Creature: The mount gains the Celestial Creature template.
Improved Spell Resistance (Ex): The mount's spell resistance increases by an amount equal to the paladins Charisma Modifier.
Spell-Like Abilities (Sp): The mount gains the following spell-like abilities
Bless 2/day, Sanctuary 2/day, Cure Light Wounds 1/day, Aid 1/day Lesser Restoration 1/day
Heroic Presence (Ex): At 7th level all allies within the paladin's Aura of Courage gain a bonus to saves against charm and compulsion effects and spells with the [Evil] descriptor equal to the paladin’s Charisma modifier.
Halo of Light {Su}: At 8th level the paladin can radiate light as a torch. Supressing or activating the light is a swift action. In addition the paladin is able to burst forth the inherent light surrounding illuminating her giving allies a bonus to attacks equal to the paladin's Charisma modifier and blinding evil enimies within 30 feet of the paladin. The blind lasts for 1 round while the bonus to attack last 1 minute. The blind is overcome with a succesful Reflex save at DC 10 + 1/2 the paladin's level + the paladin's Charisma modifier. Halo of Light is suppressed for 5 rounds after using it in this way.
Righteous Warrior {Su}: An evil outsider that is damaged by the paladin's Smite Evil suffers from a Banishment effect; the DC to resist is 10+1/2 the paladin's level+ the paladin's Charisma modifier. An Undead that is damaged by the paladin's smite is subject to a Disruption effect; the DC to resist is 10+1/2 the paladin's level+ the paladin's CHarisma modifier.
Aura of Sanctification {Su}: At 13th level all those affected by the paladin's Aura of Courage also are under the effects of a double strength Protection from Evil. In addition the paladin's aura of good dispels hostile magic from an evil source as if affected by greater dispel magic cast at the paladins level.
Zeal {Ex}: At 17th level as a full round action a paladin can make multiple attacks. The first attack is at his full Base Attack Bonus and each successive attack after the first suffers a cumulative -2 penalty. A paladin may make any number of attacks untill he either misses or there are no more oppoents. Each successful attack while under the effects of zeal deal an extra 2d8 holy damage, 1d4 fire damage, 1d4 cold damage, and 1d4 Electrical damage.
Angelic Being {Ex}: At 20th level a paladin gains the good subtype and the following abilities. Darkvision 60 feet, DR 8/-, Resistance to acid, cold and electricity 15, and spell resistance 25 + Charisma modifier. All attacks the paladin attempts are treated as good aligned.
{table=head]Level|BAB|Fort|Ref|Will|Special |1st|2nd|3rd|4th|5th
1st|+1|+2|+0|+0|Smite Evil 1/day, Aura of Good, Detect Evil|—|—|—|—
2nd|+2|+3|+0|+0|Divine Grace, Lay on Hands|—|—|—|—
3rd|+3|+3|+1|+1|Aura of Courage, Divine Health|1|—|—|—
4th|+4|+4|+1|+1|Turn Undead, Justice|1|—|—|—
5th|+5|+4|+1|+1|Smite Evil 2/day, Special Mount|1|—|—|—
6th|+6/+1|+5|+2|+2|Remove Disease 1/day|2|—|—|—
7th|+7/+2|+5|+2|+2|Heroic Presence|2|1|—|—
8th|+8/+3|+6|+2|+2|Halo of Light|2|1|—|—
9th|+9/+4|+6|+3|+3|Righteous Warrior|2|1|—|—
10th|+10/+5|+7|+3|+3|Smite Evil 3/day|3|2|1|—
11th|+11/+6/+1|+7|+3|+3||3|2|1|—
12th|+12/+7/+2|+8|+4|+4|Remove Disease 2/day|3|2|1|—
13th|+13/+8/+3|+8|+4|+4|Aura of Sanctification|3|3|2|1
14th|+14/+9/+4|+9|+4|+4||4|3|2|1
15th|+15/+10/+5|+9|+5|+5| Smite Evil 4/day|4|3|2|1
16th|+16/+11/+6/+1|+10|+5|+5||4|4|3|2|1
17th|+17/+12/+7/+2|+10|+5|+5|Zeal|4|4|3|2|1
18th|+18/+13/+8/+3|+11|+6|+6|Remove Disease 3/day|5|4|3|2|1
19th|+19/+14/+9/+4|+11|+6|+6||5|5|4|3|2
20th|+20/+15/+10/+5|+12|+6|+6|Smite Evil 5/day Angelic Being|5|5|4|3|2
[/table]
Alignment: Lawful Good
Hit Die: 1d10
Class Skills:
Concentration (Con), Craft (Int), Diplomacy (Cha), Handle Animal (Cha), Heal (Wis), Knowledge(nobility and royalty) (Int), Knowledge(religion) (Int), Profession (Wis), Ride (Dex),and Sense Motive (Wis).
Skill Points at 1st Level: (4 + Int modifier) × 4
Skill Points at Each Additional Level: 4 + Int modifier
Weapon and Armor Proficiency: Paladins are proficient with all simple and martial weapons, with all types of armor (heavy, medium, and light), and with shields (except tower shields).
Aura of Good (Ex): The power of a paladin’s aura of good (see the detect good spell) is equal to her paladin level.
Detect Evil (Sp): At will, a paladin can use detect evil, as the spell.
Smite Evil (Su): Once per day plus an additional times per day equal to her Constitution modifier, as a swift action, a paladin may attempt to smite evil with her melee attacks. She adds her Charisma bonus (if any) to her attack roll and deals 3 extra point of damage per paladin level. these bonus last untill the end of the round. If the paladin accidentally smites a creature that is not evil, the smite has no effect, but the ability is still used up for that day.
At 5th level, and at every five levels thereafter, the paladin may smite evil one additional time per day, as indicated on Table: The Paladin, to a maximum of five times per day at 20th level.
Divine Grace (Su): At 2nd level, a paladin gains a bonus equal to her Charisma bonus (if any) on all saving throws.
Lay on Hands (Su): Beginning at 2nd level, a paladin with a Charisma score of 12 or higher can heal wounds (her own or those of others) by touch. Healing a total number of hit points of damage equal to her paladin level times her (Wisdom modifier plus her Charisma modifier) Using lay on hands is a standard action. A paladin may Lay on Hands an additional time per day at 6th level and every 6th levels thereafter.
Alternatively, a paladin can use any or all of this healing power to deal damage to undead creatures. Using lay on hands in this way requires a successful melee touch attack and doesn’t provoke an attack of opportunity.
Aura of Courage (Su): Beginning at 3rd level, a paladin is immune to fear (magical or otherwise). Each ally within 20 feet of her gains a +4 morale bonus on saving throws against fear effects. This ability functions while the paladin is conscious, but not if she is unconscious or dead. At 9th level the radius increases to 30 feet. The bonus to saves increases by 1 every 5th level after 3rd.
Divine Health (Ex): At 3rd level, a paladin gains immunity to all diseases, including supernatural and magical diseases.
Turn Undead (Su): When a paladin reaches 4th level, she gains the supernatural ability to turn undead. She may use this ability a number of times per day equal to 3 + her Charisma modifier. She turns undead as a cleric of three levels lower would.
Spells: Beginning at 3rd level, a paladin gains the ability to cast a small number of divine spells, which are drawn from the paladin spell list. A paladin must choose and prepare her spells in advance.
To prepare or cast a spell, a paladin must have a Wisdom score equal to at least 10 + the spell level. The Difficulty Class for a saving throw against a paladin’s spell is 10 + the spell level + the paladin’s Wisdom modifier.
Like other spellcasters, a paladin can cast only a certain number of spells of each spell level per day. Her base daily spell allotment is given on Table: The Paladin. In addition, she receives bonus spells per day if she has a high Wisdom score. In addition The paladin does have access to any one domain from the following selection, gaining the spells as well as the the domain ability; Community, Courage, Glory, Good, Healing, Inquisition, Law, Nobility, Protection, Purification, Retribution, Strength, or War. The paladin cast domain spells at the following levels
{table=head]Domain Spell Level|Paladin Level
1st| 3rd
2nd| 4th
3rd| 6th
4th| 8th
5th| 10th
6th| 12th
7th| 14th
8th| 16th
9th| 18th
[/table]
A paladin prepares and casts spells the way a cleric does, though she cannot lose a prepared spell to spontaneously cast a cure spell in its place. A paladin may prepare and cast any spell on the paladin spell list, provided that she can cast spells of that level, but she must choose which spells to prepare during her daily meditation.
Through 2nd level, a paladin has no caster level. At 3rd level and higher, her caster level is equal to her paladin level -3 (minimum one).
Additional Spells for the paladin's Spell List
1st Command, Deific Vengeance, Foundation of Stone, Shield of Faith,
2nd Aid, Consecrate, Demon Dirge, Devil Blight, Lesser Restoration, Lesser Visage of the Deity, Spiritual Weapon
3rd Divien Power, Magic Vestment, Mass Aid, Protection from Energy, Mass Resist Energy
4th Dismissal, Divine Agility, Visage of the Deity, Mass Shield of Faith, Righteous Might, Sheltered Vitality
5th Bolt of Glory, Cure Critical Wounds, Greater Command, Greater Visage of the Deity, Heroe's Feast, Holy Word, Life's Grace, Righteous Might, Righteous Wrath of the Faithful, Superior Resistance.
Special Mount (Sp): Upon reaching 5th level, a paladin gains the service of an unusually intelligent, strong, and loyal steed to serve her in her crusade against evil (see below). This mount is usually a heavy warhorse (for a Medium paladin) or a warpony (for a Small paladin). If a paladin so choses, she may wait until later levels to aquire a more powerful mount. A paladin may wait untill 7th level to gain the service of a Pegasus or a Unicorn(if female). Or untill 8th to gain the service of a Griffon. A paladins level for determining a mount's special ability for a griffon is considered 3 less, while for a pegasus or Unicorn it is 2 less.
Once per day, as a full-round action, a paladin may magically call her mount from the celestial realms in which it resides. This ability is the equivalent of a spell of a level equal to one-third the paladin’s class level. The mount immediately appears adjacent to the paladin and remains for 2 hours per paladin level; it may be dismissed at any time as a free action. The mount is the same creature each time it is summoned, though the paladin may release a particular mount from service.
Each time the mount is called, it appears in full health, regardless of any damage it may have taken previously. The mount also appears wearing or carrying any gear it had when it was last dismissed. Calling a mount is a conjuration (calling) effect.
Should the paladin’s mount die, it immediately disappears, leaving behind any equipment it was carrying. The paladin may not summon another mount for thirty days or until she gains a paladin level, whichever comes first, even if the mount is somehow returned from the dead. During this thirty-day period, the paladin takes a –1 penalty on attack and weapon damage rolls.
Justice (Su): A paladin may sacrifice 2 uses of her Smite Evil to grant all of her allies the ability to make their next attack made within 3 rounds to act as a smite evil, using the paladin's level for damage and Charisma for attack bonus.
Remove Disease (Sp): At 6th level, a paladin can produce a remove disease effect, as the spell, once per day. She can use this ability one additional time per day for every 6th level afterwards.
Code of Conduct: A paladin must be of lawful good alignment and loses all class abilities if she ever willingly commits an evil act. Additionally, a paladin’s code requires that she respect legitimate authority, act with honor (not lying, not cheating, not using poison, and so forth), help those in need (provided they do not use the help for evil or chaotic ends), and punish those who harm or threaten innocents.
Associates: While she may adventure with characters of any good or neutral alignment, a paladin will never knowingly associate with evil characters, nor will she continue an association with someone who consistently offends her moral code. A paladin may accept only henchmen, followers, or cohorts who are lawful good.
Ex-Paladins
A paladin who ceases to be lawful good, who willfully commits an evil act, or who grossly violates the code of conduct loses all paladin spells and abilities (including the service of the paladin’s mount, but not weapon, armor, and shield proficiencies). She may not progress any farther in levels as a paladin. She regains her abilities and advancement potential if she atones for her violations (see the atonement spell description), as appropriate.
Like a member of any other class, a paladin may be a multiclass character, but multiclass paladins face a special restriction. A paladin who gains a level in any class other than paladin may never again raise her paladin level, though she retains all her paladin abilities.
THE PALADIN’S MOUNT
The paladin’s mount is superior to a normal mount of its kind and has special powers, as described below. The standard mount for a Medium paladin is a heavy warhorse, and the standard mount for a Small paladin is a warpony. Another kind of mount, such as a riding dog (for a halfling paladin) or a Large shark (for a paladin in an aquatic campaign) may be allowed as well. A paladin’s mount is treated as a magical beast, not an animal, for the purpose of all effects that depend on its type (though it retains an animal’s HD, base attack bonus, saves, skill points, and feats).
{table]Paladin Level|Bonus HD|Natural Armor Adj.|Str Adj.|Int|Special
5th–7th|+3|+4|+1|6|Empathic link, improved evasion, share spells, share saving throws
8th–10th|+6|+6|+2|7|Improved speed, Command creatures of its kind
11th–14th|+9|+8|+3|8|Spell resistance
15th–17th|+12|+10|+4|9| Fast Healing, Celestial creature.
18th-20th|+15|+12|+5|10| Improved Spell Reistance, Spell-Like Abilities.
[/table]
Paladin’s Mount Basics: Use the base statistics for a creature of the mount’s kind, but make changes to take into account the attributes and characteristics summarized on the table and described below.
Bonus HD: Extra eight-sided (d8) Hit Dice, each of which gains a Constitution modifier, as normal. Extra Hit Dice improve the mount’s base attack and base save bonuses. A special mount’s base attack bonus is equal to that of a cleric of a level equal to the mount’s HD. A mount has good Fortitude and Reflex saves (treat it as a character whose level equals the animal’s HD). The mount gains additional skill points or feats for bonus HD as normal for advancing a monster’s Hit Dice.
Natural Armor Adj.: The number on the table is an improvement to the mount’s existing natural armor bonus.
Str Adj.: Add this figure to the mount’s Strength score.
Int: The mount’s Intelligence score.
Empathic Link (Su): The paladin has an empathic link with her mount out to a distance of up to 1 mile. The paladin cannot see through the mount’s eyes, but they can communicate empathically. Note that even intelligent mounts see the world differently from humans, so misunderstandings are always possible.
Because of this empathic link, the paladin has the same connection to an item or place that her mount does, just as with a master and his familiar (see Familiars).
Improved Evasion (Ex): When subjected to an attack that normally allows a Reflex saving throw for half damage, a mount takes no damage if it makes a successful saving throw and half damage if the saving throw fails.
Share Spells: At the paladin’s option, she may have any spell (but not any spell-like ability) she casts on herself also affect her mount. The mount must be within 5 feet at the time of casting to receive the benefit. If the spell or effect has a duration other than instantaneous, it stops affecting the mount if it moves farther than 5 feet away and will not affect the mount again even if it returns to the paladin before the duration expires. Additionally, the paladin may cast a spell with a target of “You” on her mount (as a touch range spell) instead of on herself. A paladin and her mount can share spells even if the spells normally do not affect creatures of the mount’s type (magical beast).
Share Saving Throws: For each of its saving throws, the mount uses its own base save bonus or the paladin’s, whichever is higher. The mount applies its own ability modifiers to saves, and it doesn’t share any other bonuses on saves that the master might have.
Improved Speed (Ex): The mount’s speed increases by 10 feet.
Command (Sp): Once per day per two paladin levels of its master, a mount can use this ability to command other any normal animal of approximately the same kind as itself (for warhorses and warponies, this category includes donkeys, mules, and ponies), as long as the target creature has fewer Hit Dice than the mount. This ability functions like the command spell, but the mount must make a DC 21 Concentration check to succeed if it’s being ridden at the time. If the check fails, the ability does not work that time, but it still counts against the mount’s daily uses. Each target may attempt a Will save (DC 10 + 1/2 paladin’s level + paladin’s Cha modifier) to negate the effect.
Spell Resistance (Ex): A mount’s spell resistance equals its master’s paladin level + 5. To affect the mount with a spell, a spellcaster must get a result on a caster level check (1d20 + caster level) that equals or exceeds the mount’s spell resistance.
Fast Healing (Ex): The mount gains Fast Healing 2
Celestial Creature: The mount gains the Celestial Creature template.
Improved Spell Resistance (Ex): The mount's spell resistance increases by an amount equal to the paladins Charisma Modifier.
Spell-Like Abilities (Sp): The mount gains the following spell-like abilities
Bless 2/day, Sanctuary 2/day, Cure Light Wounds 1/day, Aid 1/day Lesser Restoration 1/day
Heroic Presence (Ex): At 7th level all allies within the paladin's Aura of Courage gain a bonus to saves against charm and compulsion effects and spells with the [Evil] descriptor equal to the paladin’s Charisma modifier.
Halo of Light {Su}: At 8th level the paladin can radiate light as a torch. Supressing or activating the light is a swift action. In addition the paladin is able to burst forth the inherent light surrounding illuminating her giving allies a bonus to attacks equal to the paladin's Charisma modifier and blinding evil enimies within 30 feet of the paladin. The blind lasts for 1 round while the bonus to attack last 1 minute. The blind is overcome with a succesful Reflex save at DC 10 + 1/2 the paladin's level + the paladin's Charisma modifier. Halo of Light is suppressed for 5 rounds after using it in this way.
Righteous Warrior {Su}: An evil outsider that is damaged by the paladin's Smite Evil suffers from a Banishment effect; the DC to resist is 10+1/2 the paladin's level+ the paladin's Charisma modifier. An Undead that is damaged by the paladin's smite is subject to a Disruption effect; the DC to resist is 10+1/2 the paladin's level+ the paladin's CHarisma modifier.
Aura of Sanctification {Su}: At 13th level all those affected by the paladin's Aura of Courage also are under the effects of a double strength Protection from Evil. In addition the paladin's aura of good dispels hostile magic from an evil source as if affected by greater dispel magic cast at the paladins level.
Zeal {Ex}: At 17th level as a full round action a paladin can make multiple attacks. The first attack is at his full Base Attack Bonus and each successive attack after the first suffers a cumulative -2 penalty. A paladin may make any number of attacks untill he either misses or there are no more oppoents. Each successful attack while under the effects of zeal deal an extra 2d8 holy damage, 1d4 fire damage, 1d4 cold damage, and 1d4 Electrical damage.
Angelic Being {Ex}: At 20th level a paladin gains the good subtype and the following abilities. Darkvision 60 feet, DR 8/-, Resistance to acid, cold and electricity 15, and spell resistance 25 + Charisma modifier. All attacks the paladin attempts are treated as good aligned.