View Single Post

Thread: The How-It-Should-Be Paladin, v2.0

  1. - Top - End - #1
    Titan in the Playground
    Join Date
    Jun 2006
    Location
    Fairfield, CA
    Gender
    Male

    Default The How-It-Should-Be Paladin, v2.0

    This Paladin class incorporates most suggestions from the first How-It-Should-Be Paladin and opens the class to different alignments. Thanks to TheOOB for his creation of the Evil mantles.

    The Paladin
    Requirements
    Alignment: Lawful Good, Lawful Evil, Chaotic Good, or Chaotic Evil

    Note: Lawful Good Paladins are called Paladins; Lawful Evil are called Tyrants; Chaotic Good are called Rebels; Chaotic Evil are called Reavers. This class refers to all types as "Paladin" for ease of use.

    Specifications
    HD: d10

    Skills: A paladin chooses two skill sets. 2 + Int skill points per level, x4 at first level.

    Prowess: A paladin gains six points of prowess per level.

    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. A lawful good or chaotic good Paladin uses the spell list provided in the PHB, while a lawful evil or chaotic evil Paladin uses the spell list for Blackguards provided in the DMG. Paladins of either alignment may cast any orison off of the Cleric spell list, as long as it does not conflict with their alignment.

    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 (Ex): The power of a Paladin’s aura of good (if good) or evil (if evil) is equal to his Paladin level. See the detect good and detect evil spells for details.

    Lay on Hands (Su): A good 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 good 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.

    An evil Paladin with a Charisma score of 12 or higher can heal his own wounds by touch. Each day he can heal a total number of hit points of damage equal to his Paladin level x his Charisma bonus. A Paladin may choose to divide his healing among multiple uses, 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, an evil Paladin can use any or all of this healing power to deal damage to living 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 a creature.

    Mantle of Faith (Su): A Paladin receives gifts from his patron deity according to his faith. Starting at second level, again at fourth level, and then again 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 lists following the class table upon leveling up, as long as they match the Paladin's current alignment. Effects of Mantles of Faith generated by multiple Paladins stack with other Mantles of different types. If a Paladin ceases to be of an alignment in accordance with his Mantles, he loses access to them until he regains an appropriate alignment.

    Divine Grace (Su): At 2nd level, a Paladin gains a bonus equal to his Charisma bonus (if any) on all saving throws.

    Smite (Su): Starting at 3rd level, once per day, a good 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.

    An evil Paladin instead smites good, following the rules above.

    At 5th level, and at every three levels thereafter, the Paladin may smite one additional time per day, to a maximum of seven times per day at 20th level.

    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, bat-like, or 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). You also gain subtypes in accordance with your alignment: Good for good Paladins, Evil for evil ones. 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 (if applicable) may sprout 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 1/day | 1 | - | - | - | -
    4th | +4 | +4 | +1 | +4 | Mantle of Faith | 1 | - | - | - | -
    5th | +5 | +4 | +1 | +4 | Smite 2/day | 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 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 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 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 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 7/day, Divine Transformation | 4 | 3 | 3 | 2 | 2 [/table]

    Mantles of Faith
    Good Mantles
    Spoiler
    Show
    Abstinence
    The Paladin has foresworn the use of drugs, alcohol, potions, 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.

    Atonement Method: A Paladin who violates the Abstinence mantle can atone by fasting for one week's time.

    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.

    Atonement Method: A Paladin who violates the Charity mantle can atone by giving away at least 50% of his assets.

    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.

    Atonement Method: A Paladin who violates the Grace mantle can atone by either finding the means to return his fallen comrades to life or providing them with proper and honorable burials.

    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.

    Atonement Method: A Paladin who violates the Humility mantle can atone by offering his services to a person of no significant social status for one month.

    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 attack.

    Atonement Method: A Paladin who violates the Mercy mantle can atone by offering his services to a hospital or other medical organization for one month.

    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.

    Atonement Method: A Paladin who violates the Peace mantle can atone by preventing a major conflict (such as a battle or gang war).

    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 allies 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.

    Atonement Method: A Paladin who violates the Prudence mantle can atone by spending a week in solitary meditation and reflection.

    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.

    Atonement Method: A Paladin who violates the Purity mantle can atone by seeking out and destroying a group of undead of difficulty equal to his CR or higher.

    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.

    Atonement Method: A Paladin who violates the Redemption mantle can atone by seeking out and obtaining a full pardon for a wrongly accused criminal.

    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.

    Atonement Method: A Paladin who violates the Temperance mantle can atone by not acting for ten rounds of combat.

    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.

    Atonement Method: A Paladin who violates the Valor mantle can atone by offering his services to a local temple for a period of at least 1 week.


    Lawful Mantles
    Spoiler
    Show
    Alliance
    The Paladin has contracted a subordinate creature to further his cause. He loses all aspects of this mantle if his mount dies.

    The 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 extrapalanar 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 takes a -1 penalty on attack and weapon damage rolls for a period of 30 days.

    Atonement: The Paladin must seek a course of resurrection for the deceased creature.

    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 creature that is unaffected by the smite attack.

    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 attack are also considered adamantine, mithral, and holy (or evil, depending on your alignment) for the purposes of overcoming damage reduction. At twentieth level, the Paladin ignores the first ten points of his foe's damage reduction.

    Atonement Method: In order to atone for violating the conviction mantle, a Paladin must take on a dangerous quest from a powerful figure of their faith and complete the quest without promise of compensation.

    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 or detect good (as the spell, and detecting alignment opposite to his own) 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'.

    Atonement Method: A Paladin who violates the Diligence mantle can atone by willingly subjecting himself to blindness (temporary or permanent) for at least a day.

    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.

    Atonement Method: A Paladin who breaks the Honesty mantle can atone by declaring what he is and who he worships in the middle of a medium sized or larger city of an average alignment that he does not share.

    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.

    Atonement Method: A Paladin who violates the Honor mantle can atone by offering his services to a judge or similar ruling authority for a month.

    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 of the appropriate alignment for the Paladin's smite ability, the smite's damage is doubled and automatically confirms a threatened critical.

    Atonement Method: A Paladin who violates the Justice mantle must seek out and bring to justice a lawbreaker in a public form in order to atone.

    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.

    Atonement Method: In order to atone for violating the Patience mantle, the Paladin must spend the first 5 rounds of combat analyzing the situation and taking no actions.

    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.

    Atonement Method: A Paladin who violates the Perseverance mantle must complete a nearly impossible task (cutting down a great tree with a dagger, translating a huge ancient text, etc.) over the course of several days. During that time the Paladin can perform no other actions except those needed to survive.

    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 an axiomatic bonus to all saving throws equal to 1/4 his class level. In addition, all allies within 5' + 5'/3 Paladin levels receive an axiomatic bonus to saving throws equal to the Paladin's Charisma modifier.

    Atonement Method: In order to atone for violating a Piety mantle, a Paladin must spend a week in intense prayer, during which time they make take no other actions except what is needed to survive (eating, sleeping, breathing, etc.).

    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 creature that is unaffected by the smite attack.

    The Paladin gains +1d6 axiomatic 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.

    Atonement Method: A Paladin who violates the Zeal mantle can atone by challenging another warrior of at least equal power to them to a fair duel.


    Evil Mantles
    Spoiler
    Show
    Audacity
    A Paladin must never show any fear. They lose all benefits of this mantle if they ever allow someone to Intimidate them or prevent them from doing/force them to do something through threats or display of arms.

    The Paladin becomes immune to fear effects. In addition, all allies within a 5' radius + 5'/2 Paladin levels receive a profane bonus to saving throws against fear effects equal to 1/2 the Paladin's class level.

    Atonement Method: A Paladin who violates the Audacity mantle can atone by defeating a creature of CR higher than his ECL in single combat.

    Authority
    A Paladin is always right, and those who do not agree with him usually end up dead. He loses the benefits of this mantle if he takes orders from anyone other then a servant of his deity.

    The Paladin gains the ability to rebuke 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 rebuke undead.

    Atonement Method: In order to atone for violating the Authority mantle, a Paladin must slaughter the one whom he took orders from.

    Conflict
    The Paladin thrives on conflict, and loses all benefit of this mantle if they fail to try and escalates a conflict into violence.

    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 rage spell. At fifth level, he may expend two uses to use heroism. At tenth level, he may expend three uses to use mass heroism. At fifteenth level, he may expend four uses to use greater shout.

    Atonement Method: In order to atone for violating the conflict mantle the Paladin must single-handedly cause a great conflict involving at least a dozen people--other than himself.

    Deceit
    The lengths that a Paladin will go to protect himself knows no bounds. You lose all benefits of this mantle if you ever put yourself in direct danger without first trying to a safer alternative (of course, putting allies in danger is fine, especially if it gets you out of danger).

    The Paladin--and all allies within 5' + 5'/2 Paladin levels--receives an insight bonus to Armor Class equal to his Wisdom modifier.

    Atonement Method: A Paladin who violates the Deceit mantle must spend at least a day making at least 5 elaborate contingency plans to protect himself in dangerous situations and must enact at least 3 of those plans to atone.

    Discretion
    A Paladin must protect themselves and not rush into combat. He loses all aspects of this mantle if he takes damage in the first round of combat.

    The Paladin and all allies within 5' + 5'/2 Paladin levels receive a profane bonus to ranged attack rolls equal to his Charisma modifier.

    Atonement Method: A Paladin may atone for violating the Discretion mantle by not taking damage for 10 consecutive rounds of combat.

    Extravagance
    A Paladin will only ingest things he perceives as worthy of him. He loses all aspects of this mantle if he consumes less than two meals a day worth less than 10gp a piece.

    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 profane bonus to saves to resist mind-affecting effects equal to his Charisma modifier.

    Atonement Method: In order to atone for breaking the Extravagance mantle, the Paladin must ingest something rare and of unparalleled value, such as the heart of a great wyrm dragon, or wine fermented by elves for 4,000 years.

    Greed
    The Paladin is overcome by greed and must spend at least 20% of all earnings (including treasure) on valuables or art objects which have no value as adventuring equipment (or alternatively the Paladin could just hoard all the gold). The Paladin loses all benefit of this mantle if they fail to buy this amount, or if they use this treasure to buy any adventuring equipment.

    The Paladin receives a profane 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.

    Atonement Method: A Paladin who violates the Greed mantle can atone by acquiring treasure equal to 30% of his current assets.

    Merciless
    Mercy is a tool of the weak to protect the weak. The Paladin loses all benefits of this mantle if they ever purposefully deal non-lethal damage with an attack, or lets one of their enemies live through combat without hunting them down and killing them.

    The Paladin gains a +1 to all attack and damage rolls vs. an opponent they hit in the previous round of combat. This bonus increases to +2 at 5th level, +3 at 10th level, +4 at 15th level, and +5 at 20th level.

    Atonement Method: In order to atone for violating the Merciless mantle a Paladin must show their lack of mercy by publicly execute someone for some minor slight (bumping into them, speaking to them with disrespect, etc.).

    Pride
    A Paladin is superior to all around them, and does not take slights easily. He loses all aspects of this mantle if he ever allows someone to insult him without replying in kind, or if he shows reverence (bowing, saluting, kneeling) to anyone other then an agent of his deity.

    The Paladin, and all allies within 30', gain a profane bonus to Will saves equal to 1/4 the Paladin's class level. At fifth level, the Paladin also receives a profane bonus to AC equal to his Charisma modifier.

    Atonement Method: A Paladin who violates the Pride mantle must publicly belittle a powerful figure (such as a king, emperor, or god) while surrounded by followers of said figure.

    Survival
    A Paladin's survival takes precedence over the survival of all others. He loses all aspects of this mantle if he ever aids an ally (whether through healing, beneficial spells, or the aid another action) when he himself is not at full hp.

    The Paladin, and all allies within 30', gain a profane 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.

    Atonement Method: A Paladin atones for violating the Survival mantle only when the ally they aided to break the mantle dies (the mantle is not broken again if the ally is resurrected in one way or another: the ally only need die, not stay dead).

    Vengeance
    A Paladin does not take lightly to those who oppose him. He loses all benefit of this mantle if he refuses to kill a member of an opposing faith given the opportunity.

    The Paladin's Lay on Hands ability gains new functions. He can use contagion (as the spell) by spending 15 points of healing, bestow curse (as the spell) by spending 20 points, and create a slay living effect (as the spell) by spending 40 points. The save DC for these abilities is equal to 10 + 1/2 Paladin level + Cha mod.

    Atonement Method: A Paladin who violates the Vengeance mantle can atone by killing another creature with his Lay on Hands ability.


    Chaotic Mantles
    Spoiler
    Show
    Anarchy
    The Paladin has taken a vow to resist authority and promote the freedom of the individual. He loses all aspects of this mantle if he submits to someone on the grounds of their authority.

    The Paladin--and all allies within 5'+5'/2 Paladin levels--roll two dice per die when determining damage and select the higher die.

    Atonement Method: A Paladin who has violated the Anarchy mantle can atone by overthrowing an authoritative group.

    Bravado
    The Paladin is certain of himself and his actions, and will not back down to others' authority. More often, his powerful self-assurance sways others to his cause. He loses all aspects of this mantle if he fails an Intimidate check, becomes frightened, shaken, or panicked, or smites a creature that is unaffected by his smite attack.

    The Paladin adds Intimidate to his class skills and receives an anarchic bonus to Intimidate checks equal to 1/2 his class level (rounded up). At fifth level, the Paladin's smite ability can be used against lawful creatures to equal effect. If used against a creature who is both lawful and of the appropriate alignment for the Paladin's smite ability, the smite's damage is doubled and automatically confirms a threatened critical.

    Atonement Method: A Paladin who has violated the Bravado mantle can atone by defeating a creature of higher CR than his ECL in single combat.

    Communion
    The Paladin has sworn a sacred vow of union with a creature of great import to his cause. A Paladin loses all aspects of this mantle if his mount dies.

    The 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 extraplanar 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.

    Atonement: The Paladin must seek a course of resurrection for the deceased creature.

    Discord
    The Paladin is dedicated to sowing chaos and discord in his wake. He loses all aspects of this mantle if he ever tells the whole truth or rolls a natural 1 on a Bluff check.

    The Paladin adds Bluff to his class skills and receives a sacred bonus to Bluff checks equal to 1/2 his class level (rounded up). In addition, the Paladin can spend 20 points of his Lay on Hands ability to inflict a confusion effect (as the spell) to a creature he touches.

    Atonement Method: The Paladin must succeed on a Bluff check with a natural 20.


    Entropy
    The Paladin becomes a living force of the eventual destruction of all things. He loses all aspects of this mantle if he ever leaves a combative foe alive.

    The Paladin emenates an aura of entropy. All opponents within 10' + 5'/2 Paladin levels receive a -1 penalty to Armor Class, attack rolls, damage rolls, saving throws, and skill checks. This increases to -2 at fifth level, -3 at tenth level, -4 at fifteenth level, and -5 at twentieth level.

    Atonement Method: A Paladin who violates the Entropy mantle can atone by pursuing and slaying the foe that caused him to violate the mantle.

    Freedom
    The Paladin commits himself to freeing all creatures from magical constraints across the planes. He loses all aspects of this mantle if he ever uses magic to arrest or command another creature.

    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 dispel magic spell. At fifth level, he may expend two uses to use freedom of movement. At tenth level, he may expend three uses to use break enchantment. At fifteenth level, he may expend four uses to use freedom. If a creature perishes while held by any form of this spell, the Paladin loses all aspects of this mantle.

    Atonement Method: To atone for violating the Freedom mantle, the Paladin must free a group of imprisoned people from captors with a combined CR of the Paladin's level or greater.

    Liberty
    The Paladin is committed to freeing all creatures from needless rules and regulations. He loses all aspects of this mantle if he does not fight for justice and equality among all beings, or if he prejudices against another being.

    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.

    Atonement Method: A Paladin who violates the Liberty mantle can atone by successfully overthrowing a corrupt leadership organization.

    Luck
    The Paladin receives the blessing of his deity in the form of lucky breaks. He loses all aspects of this mantle if he ever rolls a 1 on a d20 roll without using a reroll.

    The Paladin can reroll a number of d20 rolls per day equal to his Charisma modifier.

    Atonement Method: A Paladin who violates the Luck mantle can atone by rolling a natural 20 and voluntarily reducing it to a 1.

    Triumph
    The Paladin is certain of his inevitable victory, so much so that his unswerving faith augments his martial prowess. The Paladin loses all aspects of this mantle if he ever stands down from an opponent, attacks another member of his faith, or smites a creature that is unaffected by the smite attack.

    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, chaotic, and silver for the purposes of overcoming damage reduction. At fifteenth level, all his attacks are also considered adamantine, mithral, and holy (or evil, depending on your alignment) for the purposes of overcoming damage reduction. At twentieth level, the Paladin ignores the first ten points of his foe's damage reduction.

    Atonement Method: In order to atone for violating the Triumph mantle, a Paladin must take on a dangerous quest of their own devising and complete the quest.

    Vision
    The Paladin receives the blessing of his deity in the form of extra-sensory perception. He loses all aspects of this mantle if he is rendered blind, deaf, or mute.

    The Paladin can detect law (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 the ability to cast moment of prescience (as the spell) once per day.

    Atonement Method: A Paladin who violates the Vison mantle can atone by curing the ailments of at least ten people.


    Regaining Mantles of Faith
    A Paladin who ceases to be of proper alignment for his Mantles of Faith 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 as appropriate.

    Conversely, upon leveling up, a Paladin may trade Mantles of Faith that he no longer meets the alignment restrictions for on a one-for-one basis, though this should be worked out with the DM.

    Metamantle Feats
    Spoiler
    Show

    Surge of Faith
    Requirements: Two Mantles of Faith

    Benefit: Once per day, you may sacrifice a prepared divine spell to augment one of your Mantles of Faith. Your effective Paladin level for one Mantle of Faith increases by an amount equal to the level of the sacrificed spell. This effect lasts for a number of rounds equal to your Wisdom modifier plus your Charisma modifier (minimum 1).

    Special: You may take this feat up to three times. Each time, it adds one daily use.

    Surge of Glory
    Requirements: Two Mantles of Faith

    Benefit: Once per day, you may sacrifice a prepared divine spell to augment one of your Mantles of Faith. All numeric effects for one Mantle of Faith increase by an amount equal to the level of the sacrificed spell. This effect lasts for a number of rounds equal to your Wisdom modifier plus your Charisma modifier (minimum 1).

    Special: You may take this feat up to three times. Each time, it adds one daily use.

    Surge of Grandeur
    Requirements: Two Mantles of Faith

    Benefit: Once per day, you may sacrifice a prepared divine spell to augment one of your Mantles of Faith. The effective radius for one Mantle of Faith increases by an amount equal to the level of the sacrificed spell times 5'. This effect lasts for a number of rounds equal to your Wisdom modifier plus your Charisma modifier (minimum 1).

    Special: You may take this feat up to three times. Each time, it adds one daily use.
    Last edited by Fax Celestis; 2008-12-26 at 02:38 PM.