Fax Celestis
2007-01-29, 09:16 PM
The Paladin
Requirements
Alignment: Lawful good.
Specifications
HD: d10
Class Skills (2 + Int, x4 at 1st level): Concentration, Craft, Diplomacy, Handle Animal, Heal, Knowledge (nobility and royalty), Knowledge (religion), Profession, Ride, Sense Motive
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).
Spells: Beginning at 1st 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 his 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. His base daily spell allotment is given on Table: The Paladin. In addition, he receives bonus spells per day if he has a high Wisdom score. When Table: The Paladin indicates that the Paladin gets 0 spells per day of a given spell level, he gains only the bonus spells he would be entitled to based on his Wisdom score for that spell level The Paladin does not have access to any domain spells or granted powers, as a cleric does.
A Paladin prepares and casts spells the way a cleric does, though he 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 he can cast spells of that level, but he must choose which spells to prepare during his daily meditation.
Aura of Good (Ex): The power of a Paladin’s aura of good (see the detect good spell) is equal to his Paladin level.
Lay on Hands (Su): A Paladin with a Charisma score of 12 or higher can heal wounds (his own or those of others) by touch. Each day he can heal a total number of hit points of damage equal to his Paladin level × his Charisma bonus. A Paladin may choose to divide his healing among multiple recipients, and he doesn’t have to use it all at once. Using lay on hands is a standard action. The caster level for Lay on Hands (if required) is equal to the Paladin's level.
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. The Paladin decides how many of his daily allotment of points to use as damage after successfully touching an undead creature.
Mantle of Faith (Su): A Paladin receives gifts from his patron deity according to his faith. Starting at second level, and again at fourth level and every three levels thereafter, the Paladin receives blessings from his patron deity in exchange for a stricter code of conduct. In this way, the higher level a Paladin becomes, the stricter his vows are and the more trust his deity has in him. A Paladin can select any mantle of faith from the list following the class table upon leveling up. The effects of Mantles of Faith generated by multiple Paladins stack with other Mantles of different types.
Divine Grace (Su): At 2nd level, a Paladin gains a bonus equal to his Charisma bonus (if any) on all saving throws.
Smite Evil (Su): Starting at 3rd level, once per day, a Paladin may attempt to smite evil with one normal melee attack. He adds his Charisma bonus (if any) to his attack roll and deals 1 extra point of damage per Paladin level. 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 three levels thereafter, the Paladin may smite evil one additional time per day, to a maximum of seven times per day at 20th level.
Special Mount (Sp): Upon reaching 5th level, a Paladin gains the service of an unusually intelligent, strong, and loyal steed to serve his in his crusade against evil. This mount is usually a heavy warhorse (for a Medium Paladin) or a warpony (for a Small Paladin). See the PHB for how to handle a Paladin's mount.
Once per day, as a full-round action, a Paladin may magically call his 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 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 he 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.
Divine Transformation (Su): Through dedicated and exceptional service to your deity, you have gained their personal favor, which manifests as follows. At twentieth level, you gain the ability to sprout great, translucent and intangible wings at will. These grant you the ability to fly at a speed of 60 feet (good maneuverability). The wings may be white, feathered, flaming, shimmering or of any other traits that represent the nature of your deity. In addition, you gain damage reduction 10/silver and your type changes to Outsider (Native, Good). Sprouting wings is a swift action that does not provoke attacks of opportunity, but you cannot fly on the same turn in which you sprout them.
Alternatively, the Paladin's mount may sprout the wings, with the same statistics.
Paladin Progression
{table=head]Level | BAB | Fort Save | Ref Save | Will Save | Special | 0 | 1 | 2 | 3 | 4
1st | +1 | +2 | +0 | +2 | Lay on Hands, Aura of Good| 0 | - | - | - | - | -
2nd | +2 | +3 | +0 | +3 | Divine Grace, Mantle of Faith | 0 | - | - | - | -
3rd | +3 | +3 | +1 | +3 | Smite Evil 1/day | 1 | - | - | - | -
4th | +4 | +4 | +1 | +4 | Mantle of Faith | 1 | - | - | - | -
5th | +5 | +4 | +1 | +4 | Smite Evil 2/day, Mount | 1 | 0 | - | - | -
6th | +6/+1 | +5 | +2 | +5 | - | 2 | 0 | - | - | -
7th | +7/+2 | +5 | +2 | +5 | Mantle of Faith | 2 | 1 | - | - | -
8th | +8/+3 | +6 | +2 | +6 | Smite Evil 3/day | 2 | 1 | - | - | -
9th | +9/+4 | +6 | +3 | +6 | - | 2 | 1 | 0 | - | -
10th | +10/+5 | +7 | +3 | +7 | Mantle of Faith | 2 | 2 | 0 | - | -
11th | +11/+6/+1 | +7 | +3 | +7 | Smite Evil 4/day | 3 | 2 | 1 | - | -
12th | +12/+7/+2 | +8 | +4 | +8 | - | 3 | 2 | 1 | - | -
13th | +13/+8/+3 | +8 | +4 | +8 | Mantle of Faith | 3 | 2 | 1 | 0 | -
14th | +14/+9/+4 | +9 | +4 | +9 | Smite Evil 5/day | 3 | 2 | 2 | 0 | -
15th | +15/+10/+5 | +9 | +5 | +9 | - | 3 | 3 | 2 | 1 | -
16th | +16/+11/+6/+1 | +10 | +5 | +10 | Mantle of Faith | 3 | 3 | 2 | 1 | -
17th | +17/+12/+7/+2 | +10 | +5 | +10 | Smite Evil 6/day | 3 | 3 | 2 | 1 | 1
18th | +18/+13/+8/+3 | +11 | +6 | +11 | - | 4 | 3 | 2 | 2 | 1
19th | +19/+14/+9/+4 | +11 | +6 | +11 | Mantle of Faith | 4 | 3 | 3 | 2 | 1
20th | +20/+15/+10/+5 | +12 | +6 | +12 | Smite Evil 7/day, Divine Transformation | 4 | 3 | 3 | 2 | 2[/table]
Mantles of Faith
Abstinence
The Paladin has foresworn the use of drugs, alcohol, and other similar substances. He loses all aspects of this mantle if he ever willingly imbibes any drug, alcohol, or similar.
The Paladin receives immunity to various effects according to his level. At first level, he is immune to non-magical poison. At fifth level, he becomes immune to non-magical disease and receives a +1 bonus to saves to resist mind-affecting effects. At tenth level, he becomes immune to magical poison, and his bonus to resist mind-affecting effects increases to +2. At fifteenth level, he becomes immune to magical disease, and his bonus to resist mind-affecting effects increases to +3. At twentieth level, he becomes completely immune to harmful mind-affecting effects.
In addition, once per day for a number of rounds equal to his Charisma modifier, the Paladin can provide to all allies within 5' + 5'/3 Paladin levels a sacred bonus to saves to resist mind-affecting effects equal to his Charisma modifier.
Charity
The Paladin has sworn to tithe at least 20% of all his earnings (including treasure) to charity and the church. He loses all aspects of this mantle if he fails to tithe that amount.
The Paladin receives a sacred bonus to Diplomacy checks equal to 1/2 his class level (rounded up). In addition, once per day for a number of rounds equal to his Charisma modifier, the Paladin can use charm person (as the spell). At seventh level, this changes to charm monster. At fourteenth level, the Paladin can either perform a charm monster or a mass charm person, and can use this ability twice per day.
Conviction
The Paladin is certain of himself and his actions, so much so that his unswerving faith augments his martial prowess. The Paladin loses all aspects of this mantle if he ever questions his faith, attacks another member of his faith, or smites a non-evil (or non-chaotic, with the Justice mantle) creature.
The Paladin's attacks are considered bludgeoning, slashing, and piercing for the purposes of overcoming damage reduction. At tenth level, all his attacks are also considered magical, lawful, and silver for the purposes of overcoming damage reduction. At fifteenth level, all his attacks are also considered adamantine, mithral, and holy for the purposes of overcoming damage reduction. At twentieth level, the Paladin ignores the first ten points of his foe's damage reduction.
Diligence
The Paladin has sworn to examine his opponents and his surroundings thoroughly. He loses all aspects of this mantle if he does not attempt every legitimate action before giving up.
The Paladin can detect evil (as the spell) at will. At fifth level, the Paladin gains Darkvision 30'. At tenth level, the Paladin gains Low-Light Vision. At fifteenth level, the Paladin gains Scent 30'. At twentieth level, the Paladin gains Blindsight 15'.
Grace
The Paladin has sworn to protect his allies, with his life should the need arise. He loses all aspects of this mantle if an ally of his within 60' falls in combat before the Paladin falls.
The Paladin, and all allies within 30', gain a sacred bonus to Reflex saves equal to 1/4 the Paladin's class level. At fifth level, the Paladin and all allies within 5' + 5'/3 class levels gain the benefits of Evasion while in light or no armor. At tenth level, the Paladin gains the benefits of Evasion in medium armor. At fifteenth level, the Paladin gains the benefits of Improved Evasion while in light or no armor. At twentieth level, the Paladin gains the benefits of Improved Evasion while in medium armor.
Honesty
The Paladin has foresworn lying, for any reason. He loses all aspects of this mantle if he ever willingly makes a Bluff check for any reason other than to feint in combat, if he ever uses the Forgery skill, or if he ever lies.
The Paladin receives a sacred bonus to Sense Motive checks equal to 1/2 his class level (rounded up). In addition, once per day for a number of rounds equal to his Charisma modifier, the Paladin can see invisibility (as the spell). At seventh level, this changes to invisibility purge. At fourteenth level, the Paladin can either perform an invisibility purge or can see as if affected by true seeing, and can use this ability twice per day.
Honor
The Paladin holds himself to honorable standards of combat set down by his god. He loses all aspects of this mantle if he ever feints, trips, or gains the benefits of flanking in combat.
The Paladin receives a sacred bonus to melee attack rolls equal to his Charisma modifier.
Humility
The Paladin understands that, to be truly great, one must remain humble. He loses all aspects of this mantle if he ever boasts or exaggerates about his accomplishments or uses social status to influence another.
The Paladin, and all allies within 30', gain a sacred bonus to Will saves equal to 1/4 the Paladin's class level. At fifth level, the Paladin also receives a sacred bonus to AC equal to his Charisma modifier.
Justice
The Paladin is an agent of justice and must uphold the law to its fullest extent. He loses all aspects of this mantle if he ever willingly breaks a law or associates with lawbreakers.
The Paladin can detect chaos (as the spell) at will. At fifth level, the Paladin's smite ability can be used against chaotic creatures to equal effect. If used against a creature who is both chaotic and evil, the smite's damage is doubled and automatically confirms a threatened critical.
Mercy
The Paladin has sworn an oath to never willingly harm non-evil creatures. He loses all aspects of this mantle if he ever knowingly kills a non-evil creature or performs a Coup de Grace attack.
The Paladin can deal non-lethal damage with any weapon without receiving a -4 penalty. In addition, whenever he deals non-lethal damage to a target, he deals +1d6 extra non-lethal damage for each three Paladin levels and can deal non-lethal damage with a Smite Evil attack.
Patience
The Paladin has sworn an oath to never rush in without thinking and to always consider all courses of action. He loses all aspects of this mantle if he ever acts without considering the consequences or attacks in the first round of combat.
The Paladin only needs four hours of sleep a night. At seventh level, the Paladin does not need to eat more than one meal a week. At fourteenth level, the Paladin no longer needs to breathe. At twentieth level, the Paladin no longer needs to eat or sleep.
Peace
The Paladin holds himself to a peaceful standard in accordance with his god's wishes. He loses all aspects of this mantle if he ever willingly enters into combat without trying to prevent it, or if he witnesses conflict without trying to prevent it.
The Paladin receives as a spell-like ability, usable a number of times per day equal to his Charisma modifier (with a caster level equal to his class level), the hold person spell. At fifth level, he may expend two uses to use hold monster. At tenth level, he may expend three uses to use mass hold person. At fifteenth level, he may expend four uses to use mass hold monster. If a creature perishes while held by any form of this spell, the Paladin loses all aspects of this mantle.
In addition, creatures around the Paladin in a 5' radius (plus 5' for every 3 Paladin levels) are affected as if by a calm emotions spell.
Perseverance
A Paladin must never falter and never sway on his chosen path. He holds himself to a resolute and stoic standard in accordance with his god's wishes. He loses all aspects of this mantle if he ever willingly stands down from a fight he knows he can win, or if he gives up in the face of adversity.
All allies within a 5' radius (plus 5' for every 3 Paladin levels) gain DR 1/-, plus 1/- for every five class levels of the Paladin. In addition, once per day for a number of rounds equal to his Charisma modifier, a Paladin can surround himself and his allies with an aura of magical resilience. This aura grants his allies SR equal to his class level plus his Charisma modifier.
Piety
A Paladin must pray to his deity, and those with the Piety Mantle of Faith must pray exceptionally. He holds himself to a standard where he must pray at least five times per day, for at least an hour per prayer session. He loses all aspects of his mantle if he goes one day without praying five times, with at least one hour of time between periods of prayer.
The Paladin receives a sacred bonus to all saving throws equal to 1/4 his class level. In addition, all allies within 5' + 5'/3 Paladin levels receive a sacred bonus to saving throws equal to the Paladin's Charisma modifier.
Prudence
A Paladin is aware of the strength of both his allies and his foes, and never places his allies into a situation where they could be greatly harmed or even slain. He loses all aspects of this mantle if he ever willingly allows an ally to put themselves in great danger without first attempting to find a less dangerous solution.
The Paladin--and all allies within 5' + 5'/2 Paladin levels--receives an insight bonus to Armor Class equal to his Wisdom modifier.
Purity
A Paladin must stand against the forces of evil without becoming evil himself. He holds himself to a strict standard: do no evil, lest ye become like one of them. He loses all aspects of this mantle if he ever willingly commits an evil act or associates with evil or undead creatures.
The Paladin gains the ability to turn undead as a Cleric of four levels lower than his own level does. If this would result in an effective Cleric level of 0 or less, the Paladin cannot turn undead.
Redemption
A Paladin must redeem others who do not adhere to faith as vehemently as the Paladin. He loses all aspects of this mantle if he does not forgive those who err in the name of good.
The Paladin's Lay on Hands ability gains new functions. It can remove disease (as the spell) by spending 15 points of healing, remove curse (as the spell) by spending 20 points, and create an atonement effect (as the spell) by spending 40 points. The atonement effect cannot affect the Paladin, only other creatures.
Temperance
A Paladin must display self-restraint in all their actions. He loses all aspects of this mantle if he attacks in the first round of combat.
The Paladin and all allies within 5' + 5'/2 Paladin levels receive a sacred bonus to ranged attack rolls equal to his Charisma modifier.
Valor
A Paladin must be regal and valorous to combat the forces of evil. He loses all aspects of this mantle if he attempts to coerce or influence anyone through Intimidation.
The Paladin becomes immune to fear effects. In addition, all allies within a 5' radius + 5'/2 Paladin levels receive a sacred bonus to saving throws against fear effects equal to 1/2 the Paladin's class level.
Zeal
A Paladin must always accept an honorable challenge. He loses all aspects of this mantle if he ever does not accept an honorable challenge or if he smites a non-evil (or non-chaotic, with the Justice mantle) creature.
The Paladin gains +1d6 sacred damage when performing smite attacks. This improves to +2d6 at 5th level, +3d6 at 10th level, +4d6 at 15th level, and +5d6 at 20th level.
Regaining Mantles of Faith
A Paladin who ceases to be lawful good or who violates the codes of conduct set down in his Mantles of Faith loses all Paladin spells and the abilities granted by the affected Mantles. He may not progress any farther in levels as a Paladin. He regains his abilities and advancement potential if he atones for his violations (see the atonement spell description), as appropriate.
Requirements
Alignment: Lawful good.
Specifications
HD: d10
Class Skills (2 + Int, x4 at 1st level): Concentration, Craft, Diplomacy, Handle Animal, Heal, Knowledge (nobility and royalty), Knowledge (religion), Profession, Ride, Sense Motive
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).
Spells: Beginning at 1st 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 his 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. His base daily spell allotment is given on Table: The Paladin. In addition, he receives bonus spells per day if he has a high Wisdom score. When Table: The Paladin indicates that the Paladin gets 0 spells per day of a given spell level, he gains only the bonus spells he would be entitled to based on his Wisdom score for that spell level The Paladin does not have access to any domain spells or granted powers, as a cleric does.
A Paladin prepares and casts spells the way a cleric does, though he 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 he can cast spells of that level, but he must choose which spells to prepare during his daily meditation.
Aura of Good (Ex): The power of a Paladin’s aura of good (see the detect good spell) is equal to his Paladin level.
Lay on Hands (Su): A Paladin with a Charisma score of 12 or higher can heal wounds (his own or those of others) by touch. Each day he can heal a total number of hit points of damage equal to his Paladin level × his Charisma bonus. A Paladin may choose to divide his healing among multiple recipients, and he doesn’t have to use it all at once. Using lay on hands is a standard action. The caster level for Lay on Hands (if required) is equal to the Paladin's level.
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. The Paladin decides how many of his daily allotment of points to use as damage after successfully touching an undead creature.
Mantle of Faith (Su): A Paladin receives gifts from his patron deity according to his faith. Starting at second level, and again at fourth level and every three levels thereafter, the Paladin receives blessings from his patron deity in exchange for a stricter code of conduct. In this way, the higher level a Paladin becomes, the stricter his vows are and the more trust his deity has in him. A Paladin can select any mantle of faith from the list following the class table upon leveling up. The effects of Mantles of Faith generated by multiple Paladins stack with other Mantles of different types.
Divine Grace (Su): At 2nd level, a Paladin gains a bonus equal to his Charisma bonus (if any) on all saving throws.
Smite Evil (Su): Starting at 3rd level, once per day, a Paladin may attempt to smite evil with one normal melee attack. He adds his Charisma bonus (if any) to his attack roll and deals 1 extra point of damage per Paladin level. 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 three levels thereafter, the Paladin may smite evil one additional time per day, to a maximum of seven times per day at 20th level.
Special Mount (Sp): Upon reaching 5th level, a Paladin gains the service of an unusually intelligent, strong, and loyal steed to serve his in his crusade against evil. This mount is usually a heavy warhorse (for a Medium Paladin) or a warpony (for a Small Paladin). See the PHB for how to handle a Paladin's mount.
Once per day, as a full-round action, a Paladin may magically call his 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 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 he 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.
Divine Transformation (Su): Through dedicated and exceptional service to your deity, you have gained their personal favor, which manifests as follows. At twentieth level, you gain the ability to sprout great, translucent and intangible wings at will. These grant you the ability to fly at a speed of 60 feet (good maneuverability). The wings may be white, feathered, flaming, shimmering or of any other traits that represent the nature of your deity. In addition, you gain damage reduction 10/silver and your type changes to Outsider (Native, Good). Sprouting wings is a swift action that does not provoke attacks of opportunity, but you cannot fly on the same turn in which you sprout them.
Alternatively, the Paladin's mount may sprout the wings, with the same statistics.
Paladin Progression
{table=head]Level | BAB | Fort Save | Ref Save | Will Save | Special | 0 | 1 | 2 | 3 | 4
1st | +1 | +2 | +0 | +2 | Lay on Hands, Aura of Good| 0 | - | - | - | - | -
2nd | +2 | +3 | +0 | +3 | Divine Grace, Mantle of Faith | 0 | - | - | - | -
3rd | +3 | +3 | +1 | +3 | Smite Evil 1/day | 1 | - | - | - | -
4th | +4 | +4 | +1 | +4 | Mantle of Faith | 1 | - | - | - | -
5th | +5 | +4 | +1 | +4 | Smite Evil 2/day, Mount | 1 | 0 | - | - | -
6th | +6/+1 | +5 | +2 | +5 | - | 2 | 0 | - | - | -
7th | +7/+2 | +5 | +2 | +5 | Mantle of Faith | 2 | 1 | - | - | -
8th | +8/+3 | +6 | +2 | +6 | Smite Evil 3/day | 2 | 1 | - | - | -
9th | +9/+4 | +6 | +3 | +6 | - | 2 | 1 | 0 | - | -
10th | +10/+5 | +7 | +3 | +7 | Mantle of Faith | 2 | 2 | 0 | - | -
11th | +11/+6/+1 | +7 | +3 | +7 | Smite Evil 4/day | 3 | 2 | 1 | - | -
12th | +12/+7/+2 | +8 | +4 | +8 | - | 3 | 2 | 1 | - | -
13th | +13/+8/+3 | +8 | +4 | +8 | Mantle of Faith | 3 | 2 | 1 | 0 | -
14th | +14/+9/+4 | +9 | +4 | +9 | Smite Evil 5/day | 3 | 2 | 2 | 0 | -
15th | +15/+10/+5 | +9 | +5 | +9 | - | 3 | 3 | 2 | 1 | -
16th | +16/+11/+6/+1 | +10 | +5 | +10 | Mantle of Faith | 3 | 3 | 2 | 1 | -
17th | +17/+12/+7/+2 | +10 | +5 | +10 | Smite Evil 6/day | 3 | 3 | 2 | 1 | 1
18th | +18/+13/+8/+3 | +11 | +6 | +11 | - | 4 | 3 | 2 | 2 | 1
19th | +19/+14/+9/+4 | +11 | +6 | +11 | Mantle of Faith | 4 | 3 | 3 | 2 | 1
20th | +20/+15/+10/+5 | +12 | +6 | +12 | Smite Evil 7/day, Divine Transformation | 4 | 3 | 3 | 2 | 2[/table]
Mantles of Faith
Abstinence
The Paladin has foresworn the use of drugs, alcohol, and other similar substances. He loses all aspects of this mantle if he ever willingly imbibes any drug, alcohol, or similar.
The Paladin receives immunity to various effects according to his level. At first level, he is immune to non-magical poison. At fifth level, he becomes immune to non-magical disease and receives a +1 bonus to saves to resist mind-affecting effects. At tenth level, he becomes immune to magical poison, and his bonus to resist mind-affecting effects increases to +2. At fifteenth level, he becomes immune to magical disease, and his bonus to resist mind-affecting effects increases to +3. At twentieth level, he becomes completely immune to harmful mind-affecting effects.
In addition, once per day for a number of rounds equal to his Charisma modifier, the Paladin can provide to all allies within 5' + 5'/3 Paladin levels a sacred bonus to saves to resist mind-affecting effects equal to his Charisma modifier.
Charity
The Paladin has sworn to tithe at least 20% of all his earnings (including treasure) to charity and the church. He loses all aspects of this mantle if he fails to tithe that amount.
The Paladin receives a sacred bonus to Diplomacy checks equal to 1/2 his class level (rounded up). In addition, once per day for a number of rounds equal to his Charisma modifier, the Paladin can use charm person (as the spell). At seventh level, this changes to charm monster. At fourteenth level, the Paladin can either perform a charm monster or a mass charm person, and can use this ability twice per day.
Conviction
The Paladin is certain of himself and his actions, so much so that his unswerving faith augments his martial prowess. The Paladin loses all aspects of this mantle if he ever questions his faith, attacks another member of his faith, or smites a non-evil (or non-chaotic, with the Justice mantle) creature.
The Paladin's attacks are considered bludgeoning, slashing, and piercing for the purposes of overcoming damage reduction. At tenth level, all his attacks are also considered magical, lawful, and silver for the purposes of overcoming damage reduction. At fifteenth level, all his attacks are also considered adamantine, mithral, and holy for the purposes of overcoming damage reduction. At twentieth level, the Paladin ignores the first ten points of his foe's damage reduction.
Diligence
The Paladin has sworn to examine his opponents and his surroundings thoroughly. He loses all aspects of this mantle if he does not attempt every legitimate action before giving up.
The Paladin can detect evil (as the spell) at will. At fifth level, the Paladin gains Darkvision 30'. At tenth level, the Paladin gains Low-Light Vision. At fifteenth level, the Paladin gains Scent 30'. At twentieth level, the Paladin gains Blindsight 15'.
Grace
The Paladin has sworn to protect his allies, with his life should the need arise. He loses all aspects of this mantle if an ally of his within 60' falls in combat before the Paladin falls.
The Paladin, and all allies within 30', gain a sacred bonus to Reflex saves equal to 1/4 the Paladin's class level. At fifth level, the Paladin and all allies within 5' + 5'/3 class levels gain the benefits of Evasion while in light or no armor. At tenth level, the Paladin gains the benefits of Evasion in medium armor. At fifteenth level, the Paladin gains the benefits of Improved Evasion while in light or no armor. At twentieth level, the Paladin gains the benefits of Improved Evasion while in medium armor.
Honesty
The Paladin has foresworn lying, for any reason. He loses all aspects of this mantle if he ever willingly makes a Bluff check for any reason other than to feint in combat, if he ever uses the Forgery skill, or if he ever lies.
The Paladin receives a sacred bonus to Sense Motive checks equal to 1/2 his class level (rounded up). In addition, once per day for a number of rounds equal to his Charisma modifier, the Paladin can see invisibility (as the spell). At seventh level, this changes to invisibility purge. At fourteenth level, the Paladin can either perform an invisibility purge or can see as if affected by true seeing, and can use this ability twice per day.
Honor
The Paladin holds himself to honorable standards of combat set down by his god. He loses all aspects of this mantle if he ever feints, trips, or gains the benefits of flanking in combat.
The Paladin receives a sacred bonus to melee attack rolls equal to his Charisma modifier.
Humility
The Paladin understands that, to be truly great, one must remain humble. He loses all aspects of this mantle if he ever boasts or exaggerates about his accomplishments or uses social status to influence another.
The Paladin, and all allies within 30', gain a sacred bonus to Will saves equal to 1/4 the Paladin's class level. At fifth level, the Paladin also receives a sacred bonus to AC equal to his Charisma modifier.
Justice
The Paladin is an agent of justice and must uphold the law to its fullest extent. He loses all aspects of this mantle if he ever willingly breaks a law or associates with lawbreakers.
The Paladin can detect chaos (as the spell) at will. At fifth level, the Paladin's smite ability can be used against chaotic creatures to equal effect. If used against a creature who is both chaotic and evil, the smite's damage is doubled and automatically confirms a threatened critical.
Mercy
The Paladin has sworn an oath to never willingly harm non-evil creatures. He loses all aspects of this mantle if he ever knowingly kills a non-evil creature or performs a Coup de Grace attack.
The Paladin can deal non-lethal damage with any weapon without receiving a -4 penalty. In addition, whenever he deals non-lethal damage to a target, he deals +1d6 extra non-lethal damage for each three Paladin levels and can deal non-lethal damage with a Smite Evil attack.
Patience
The Paladin has sworn an oath to never rush in without thinking and to always consider all courses of action. He loses all aspects of this mantle if he ever acts without considering the consequences or attacks in the first round of combat.
The Paladin only needs four hours of sleep a night. At seventh level, the Paladin does not need to eat more than one meal a week. At fourteenth level, the Paladin no longer needs to breathe. At twentieth level, the Paladin no longer needs to eat or sleep.
Peace
The Paladin holds himself to a peaceful standard in accordance with his god's wishes. He loses all aspects of this mantle if he ever willingly enters into combat without trying to prevent it, or if he witnesses conflict without trying to prevent it.
The Paladin receives as a spell-like ability, usable a number of times per day equal to his Charisma modifier (with a caster level equal to his class level), the hold person spell. At fifth level, he may expend two uses to use hold monster. At tenth level, he may expend three uses to use mass hold person. At fifteenth level, he may expend four uses to use mass hold monster. If a creature perishes while held by any form of this spell, the Paladin loses all aspects of this mantle.
In addition, creatures around the Paladin in a 5' radius (plus 5' for every 3 Paladin levels) are affected as if by a calm emotions spell.
Perseverance
A Paladin must never falter and never sway on his chosen path. He holds himself to a resolute and stoic standard in accordance with his god's wishes. He loses all aspects of this mantle if he ever willingly stands down from a fight he knows he can win, or if he gives up in the face of adversity.
All allies within a 5' radius (plus 5' for every 3 Paladin levels) gain DR 1/-, plus 1/- for every five class levels of the Paladin. In addition, once per day for a number of rounds equal to his Charisma modifier, a Paladin can surround himself and his allies with an aura of magical resilience. This aura grants his allies SR equal to his class level plus his Charisma modifier.
Piety
A Paladin must pray to his deity, and those with the Piety Mantle of Faith must pray exceptionally. He holds himself to a standard where he must pray at least five times per day, for at least an hour per prayer session. He loses all aspects of his mantle if he goes one day without praying five times, with at least one hour of time between periods of prayer.
The Paladin receives a sacred bonus to all saving throws equal to 1/4 his class level. In addition, all allies within 5' + 5'/3 Paladin levels receive a sacred bonus to saving throws equal to the Paladin's Charisma modifier.
Prudence
A Paladin is aware of the strength of both his allies and his foes, and never places his allies into a situation where they could be greatly harmed or even slain. He loses all aspects of this mantle if he ever willingly allows an ally to put themselves in great danger without first attempting to find a less dangerous solution.
The Paladin--and all allies within 5' + 5'/2 Paladin levels--receives an insight bonus to Armor Class equal to his Wisdom modifier.
Purity
A Paladin must stand against the forces of evil without becoming evil himself. He holds himself to a strict standard: do no evil, lest ye become like one of them. He loses all aspects of this mantle if he ever willingly commits an evil act or associates with evil or undead creatures.
The Paladin gains the ability to turn undead as a Cleric of four levels lower than his own level does. If this would result in an effective Cleric level of 0 or less, the Paladin cannot turn undead.
Redemption
A Paladin must redeem others who do not adhere to faith as vehemently as the Paladin. He loses all aspects of this mantle if he does not forgive those who err in the name of good.
The Paladin's Lay on Hands ability gains new functions. It can remove disease (as the spell) by spending 15 points of healing, remove curse (as the spell) by spending 20 points, and create an atonement effect (as the spell) by spending 40 points. The atonement effect cannot affect the Paladin, only other creatures.
Temperance
A Paladin must display self-restraint in all their actions. He loses all aspects of this mantle if he attacks in the first round of combat.
The Paladin and all allies within 5' + 5'/2 Paladin levels receive a sacred bonus to ranged attack rolls equal to his Charisma modifier.
Valor
A Paladin must be regal and valorous to combat the forces of evil. He loses all aspects of this mantle if he attempts to coerce or influence anyone through Intimidation.
The Paladin becomes immune to fear effects. In addition, all allies within a 5' radius + 5'/2 Paladin levels receive a sacred bonus to saving throws against fear effects equal to 1/2 the Paladin's class level.
Zeal
A Paladin must always accept an honorable challenge. He loses all aspects of this mantle if he ever does not accept an honorable challenge or if he smites a non-evil (or non-chaotic, with the Justice mantle) creature.
The Paladin gains +1d6 sacred damage when performing smite attacks. This improves to +2d6 at 5th level, +3d6 at 10th level, +4d6 at 15th level, and +5d6 at 20th level.
Regaining Mantles of Faith
A Paladin who ceases to be lawful good or who violates the codes of conduct set down in his Mantles of Faith loses all Paladin spells and the abilities granted by the affected Mantles. He may not progress any farther in levels as a Paladin. He regains his abilities and advancement potential if he atones for his violations (see the atonement spell description), as appropriate.