The Paladins

 

There are four types of paladins: Paladin of Freedom (CG), Paladin of Honor (LG), Paladin of Slaughter (CE), & Paladin of Tyranny (LG).

PALADIN OF FREEDOM

Alignment: Chaotic good.

Hit Die: d10.

 

Class Skills

The paladin’s class skills (and the key ability for each skill) are Bluff (Cha), Concentration (Con), Craft (Int), 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: (2 + Int modifier) x4.

Skill Points at Each Additional Level: 2 + Int modifier.

 

Table: The Paladin

 

 

 

 

 

 

— Spells per Day —

Level

Base Attack Bonus

Fort Save

Ref Save

Will Save

Special

1st

2nd

3rd

4th

1st

+1

+2

+0

+0

Aura of good, detect evil,

smite evil 1d6

2nd

+2

+3

+0

+0

Divine grace, lay on hands

3rd

+3

+3

+1

+1

Aura of resolve, divine health

4th

+4

+4

+1

+1

Turn undead

0

5th

+5

+4

+1

+1

Smite evil 2d6, special mount

0

6th

+6/+1

+5

+2

+2

Remove disease 1/week

1

7th

+7/+2

+5

+2

+2

 

1

8th

+8/+3

+6

+2

+2

 

1

0

9th

+9/+4

+6

+3

+3

Remove disease 2/week

1

0

10th

+10/+5

+7

+3

+3

Smite evil 3d6

1

1

11th

+11/+6/+1

+7

+3

+3

 

1

1

0

12th

+12/+7/+2

+8

+4

+4

Remove disease 3/week

1

1

1

13th

+13/+8/+3

+8

+4

+4

 

1

1

1

14th

+14/+9/+4

+9

+4

+4

 

2

1

1

0

15th

+15/+10/+5

+9

+5

+5

Remove disease 4/week,

smite evil 4d6

2

1

1

1

16th

+16/+11/+6/+1

+10

+5

+5

 

2

2

1

1

17th

+17/+12/+7/+2

+10

+5

+5

 

2

2

2

1

18th

+18/+13/+8/+3

+11

+6

+6

Remove disease 5/week

3

2

2

1

19th

+19/+14/+9/+4

+11

+6

+6

 

3

3

3

2

20th

+20/+15/+10/+5

+12

+6

+6

Smite evil 5d6

3

3

3

3

 

Class Features

All of the following are class features of the paladin.

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 of Freedom level.

Detect Evil (Sp): At will, a Paladin of Freedom can use detect evil, as the spell.

Smite Evil (Su): Once per day, a Paladin of Freedom may attempt to smite evil with one normal melee attack. She adds her Charisma bonus (if any) to her attack roll and deals 1 extra point of damage per Paladin of Freedom level. If the Paladin of Freedom 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 of Freedom 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 of Freedom gains a bonus equal to her Charisma bonus (if any) on all saving throws.

Lay on Hands (Su): Beginning at 2nd level, a Paladin of Freedom with a Charisma score of 12 or higher can heal wounds (her own or those of others) by touch. Each day she can heal a total number of hit points of damage equal to her Paladin of Freedom level x her Charisma bonus. A Paladin of Freedom may choose to divide her healing among multiple recipients, and she doesn’t have to use it all at once. Using lay on hands is a standard action.

Alternatively, a Paladin of Freedom 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 of Freedom decides how many of her daily allotment of points to use as damage after successfully touching an undead creature.

Aura of Resolve (Su): Beginning at 3rd level, a Paladin of Freedom is immune to compulsion (magical or otherwise). Each ally within 10 feet of her gains a +4 morale bonus on saving throws against complusion effects.

This ability functions while the Paladin of Freedom is conscious, but not if she is unconscious or dead.

Divine Health (Ex): At 3rd level, a Paladin of Freedom gains immunity to all diseases, including supernatural and magical diseases.

Turn Undead (Su):When a Paladin of Freedom 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 4th level, a Paladin of Freedom gains the ability to cast a small number of divine spells, which are drawn from the Paladin of Freedom spell list. A Paladin of Freedom must choose and prepare her spells in advance.

To prepare or cast a spell, a Paladin of Freedom 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 of Freedom 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. When Table: The Paladin of Freedom indicates that the Paladin of Freedom gets 0 spells per day of a given spell level, she gains only the bonus spells she would be entitled to based on her Wisdom score for that spell level The Paladin of Freedom does not have access to any domain spells or granted powers, as a cleric does.

A Paladin of Freedom 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 of Freedom may prepare and cast any spell on the Paladin of Freedom spell list, provided that she can cast spells of that level, but she must choose which spells to prepare during her daily meditation.

Through 3rd level, a Paladin of Freedom has no caster level. At 4th level and higher, her caster level is one-half her Paladin of Freedom level.

Special Mount (Sp): Upon reaching 5th level, a Paladin of Freedom 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).

Once per day, as a full-round action, a Paladin of Freedom 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 level. The mount immediately appears adjacent to the Paladin of Freedom and remains for 2 hours per Paladin of Freedom 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 of Freedom 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 of Freedom may not summon another mount for thirty days or until she gains a Paladin of Freedom level, whichever comes first, even if the mount is somehow returned from the dead. During this thirty-day period, the Paladin of Freedom takes a –1 penalty on attack and weapon damage rolls.

Remove Disease (Sp): At 6th level, a Paladin of Freedom can produce a remove disease effect, as the spell, once per week. She can use this ability one additional time per week for every three levels after 6th (twice per week at 9th, three times at 12th, and so forth).

Code of Conduct: A Paladin of Freedom must be of chaotic 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 freedom  (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 of Freedom will never knowingly associate with evil characters, nor will she continue an association with someone who consistently offends her moral code. A Paladin of Freedom may accept only henchmen, followers, or cohorts who are chaotic good.

 

Ex-Paladins

A Paladin of Freedom who ceases to be chaotic good, who willfully commits an evil act, or who grossly violates the code of conduct loses all Paladin of Freedom 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 of Freedom may be a multiclass character, but multiclass paladins face a special restriction. A Paladin of Freedom who gains a level in any class other than Paladin of Freedom may never again raise her Paladin of Freedom level, though she retains all her Paladin of Freedom 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 of Freedom is a heavy warhorse, and the standard mount for a Small Paladin of Freedom is a warpony. Another kind of mount, such as a riding dog (for a halfling paladin) or a Large shark (for a Paladin of Freedom 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).

 

Paladin of Freedom Level

Bonus HD

Natural Armor Adj.

Str Adj.

Int

Special

5th–7th

+2

+4

+1

6

Empathic link, improved evasion, share spells, share saving throws

8th–10th

+4

+6

+2

7

Improved speed

11th–14th

+6

+8

+3

8

Command creatures of its kind

15th–20th

+8

+10

+4

9

Spell resistance

 

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 of Freedom has an empathic link with her mount out to a distance of up to 1 mile. The Paladin of Freedom 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 of Freedom 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 of Freedom before the duration expires. Additionally, the Paladin of Freedom may cast a spell with a target of “You” on her mount (as a touch range spell) instead of on herself. A Paladin of Freedom 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 of Freedom 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 of Freedom 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.

 

PALADIN OF HONOR

Alignment: Lawful good.

Hit Die: d10.

 

Class Skills

The paladin’s class skills (and the key ability for each skill) are 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: (2 + Int modifier) x4.

Skill Points at Each Additional Level: 2 + Int modifier.

 

Table: The Paladin

 

 

 

 

 

 

— Spells per Day —

Level

Base Attack Bonus

Fort Save

Ref Save

Will Save

Special

1st

2nd

3rd

4th

1st

+1

+2

+0

+0

Aura of good, detect evil,

smite evil 1d6

2nd

+2

+3

+0

+0

Divine grace, lay on hands

3rd

+3

+3

+1

+1

Aura of courage, divine health

4th

+4

+4

+1

+1

Turn undead

0

5th

+5

+4

+1

+1

Smite evil 2d6, special mount

0

6th

+6/+1

+5

+2

+2

Remove disease 1/week

1

7th

+7/+2

+5

+2

+2

 

1

8th

+8/+3

+6

+2

+2

 

1

0

9th

+9/+4

+6

+3

+3

Remove disease 2/week

1

0

10th

+10/+5

+7

+3

+3

Smite evil 3d6

1

1

11th

+11/+6/+1

+7

+3

+3

 

1

1

0

12th

+12/+7/+2

+8

+4

+4

Remove disease 3/week

1

1

1

13th

+13/+8/+3

+8

+4

+4

 

1

1

1

14th

+14/+9/+4

+9

+4

+4

 

2

1

1

0

15th

+15/+10/+5

+9

+5

+5

Remove disease 4/week,

smite evil 4d6

2

1

1

1

16th

+16/+11/+6/+1

+10

+5

+5

 

2

2

1

1

17th

+17/+12/+7/+2

+10

+5

+5

 

2

2

2

1

18th

+18/+13/+8/+3

+11

+6

+6

Remove disease 5/week

3

2

2

1

19th

+19/+14/+9/+4

+11

+6

+6

 

3

3

3

2

20th

+20/+15/+10/+5

+12

+6

+6

Smite evil 5d6

3

3

3

3

 

Class Features

All of the following are class features of the paladin.

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 of Honor level.

Detect Evil (Sp): At will, a Paladin of Honor can use detect evil, as the spell.

Smite Evil (Su): A Paladin of Honor may attempt to smite evil with a melee attack made as a standard action. She adds her Charisma bonus (if any) to her attack roll and deals 1d6 extra point of damage Paladin of Honor level. If the Paladin of Honor 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 of Honor may add one additional d6, 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 of Honor gains a bonus equal to her Charisma bonus (if any) on all saving throws.

Lay on Hands (Su): Beginning at 2nd level, a Paladin of Honor with a Charisma score of 12 or higher can heal wounds (her own or those of others) by touch. Each day she can heal a total number of hit points of damage equal to her Paladin of Honor level x her Charisma bonus. A Paladin of Honor may choose to divide her healing among multiple recipients, and she doesn’t have to use it all at once. Using lay on hands is a standard action.

Alternatively, a Paladin of Honor 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 of Honor decides how many of her daily allotment of points to use as damage after successfully touching an undead creature.

Aura of Courage (Su): Beginning at 3rd level, a Paladin of Honor is immune to fear (magical or otherwise). Each ally within 10 feet of her gains a +4 morale bonus on saving throws against fear effects.

This ability functions while the Paladin of Honor is conscious, but not if she is unconscious or dead.

Divine Health (Ex): At 3rd level, a Paladin of Honor gains immunity to all diseases, including supernatural and magical diseases.

Turn Undead (Su):When a Paladin of Honor 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 4th level, a Paladin of Honor gains the ability to cast a small number of divine spells, which are drawn from the Paladin of Honor spell list. A Paladin of Honor must choose and prepare her spells in advance.

To prepare or cast a spell, a Paladin of Honor 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 of Honor 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. When Table: The Paladin of Honor indicates that the Paladin of Honor gets 0 spells per day of a given spell level, she gains only the bonus spells she would be entitled to based on her Wisdom score for that spell level The Paladin of Honor does not have access to any domain spells or granted powers, as a cleric does.

A Paladin of Honor 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 of Honor may prepare and cast any spell on the Paladin of Honor spell list, provided that she can cast spells of that level, but she must choose which spells to prepare during her daily meditation.

Through 3rd level, a Paladin of Honor has no caster level. At 4th level and higher, her caster level is one-half her Paladin of Honor level.

Special Mount (Sp): Upon reaching 5th level, a Paladin of Honor 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).

Once per day, as a full-round action, a Paladin of Honor 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 level. The mount immediately appears adjacent to the Paladin of Honor and remains for 2 hours per Paladin of Honor 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 of Honor 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 of Honor may not summon another mount for thirty days or until she gains a Paladin of Honor level, whichever comes first, even if the mount is somehow returned from the dead. During this thirty-day period, the Paladin of Honor takes a –1 penalty on attack and weapon damage rolls.

Remove Disease (Sp): At 6th level, a Paladin of Honor can produce a remove disease effect, as the spell, once per week. She can use this ability one additional time per week for every three levels after 6th (twice per week at 9th, three times at 12th, and so forth).

Code of Conduct: A Paladin of Honor 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 of Honor will never knowingly associate with evil characters, nor will she continue an association with someone who consistently offends her moral code. A Paladin of Honor may accept only henchmen, followers, or cohorts who are lawful good.

 

Ex-Paladins

A Paladin of Honor who ceases to be lawful good, who willfully commits an evil act, or who grossly violates the code of conduct loses all Paladin of Honor 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 of Honor may be a multiclass character, but multiclass paladins face a special restriction. A Paladin of Honor who gains a level in any class other than Paladin of Honor may never again raise her Paladin of Honor level, though she retains all her Paladin of Honor 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 of Honor is a heavy warhorse, and the standard mount for a Small Paladin of Honor is a warpony. Another kind of mount, such as a riding dog (for a halfling paladin) or a Large shark (for a Paladin of Honor 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).

 

Paladin of Honor Level

Bonus HD

Natural Armor Adj.

Str Adj.

Int

Special

5th–7th

+2

+4

+1

6

Empathic link, improved evasion, share spells, share saving throws

8th–10th

+4

+6

+2

7

Improved speed

11th–14th

+6

+8

+3

8

Command creatures of its kind

15th–20th

+8

+10

+4

9

Spell resistance

 

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 of Honor has an empathic link with her mount out to a distance of up to 1 mile. The Paladin of Honor 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 of Honor 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 of Honor before the duration expires. Additionally, the Paladin of Honor may cast a spell with a target of “You” on her mount (as a touch range spell) instead of on herself. A Paladin of Honor 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 of Honor 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 of Honor 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.

 

PALADIN OF SLAUGHTER

Alignment: Chaotic evil.

Hit Die: d10.

 

Class Skills

The paladin’s class skills (and the key ability for each skill) are Concentration (Con), Craft (Int), Handle Animal (Cha), Heal (Wis), Intimidate (Cha), Knowledge (nobility and royalty) (Int), Knowledge (religion) (Int), Profession (Wis), Ride (Dex), and Sense Motive (Wis).

Skill Points at 1st Level: (2 + Int modifier) x4.

Skill Points at Each Additional Level: 2 + Int modifier.

 

Table: The Paladin

 

 

 

 

 

 

— Spells per Day —

Level

Base Attack Bonus

Fort Save

Ref Save

Will Save

Special

1st

2nd

3rd

4th

1st

+1

+2

+0

+0

Aura of evil, detect good,

smite good 1d6

2nd

+2

+3

+0

+0

Divine grace, deadly touch

3rd

+3

+3

+1

+1

Aura of terror, divine health

4th

+4

+4

+1

+1

Rebuke undead

0

5th

+5

+4

+1

+1

Smite good 2d6, special mount

0

6th

+6/+1

+5

+2

+2

Contagion 1/week

1

7th

+7/+2

+5

+2

+2

 

1

8th

+8/+3

+6

+2

+2

 

1

0

9th

+9/+4

+6

+3

+3

Contagion 2/week

1

0

10th

+10/+5

+7

+3

+3

Smite good 3d6

1

1

11th

+11/+6/+1

+7

+3

+3

 

1

1

0

12th

+12/+7/+2

+8

+4

+4

Contagion 3/week

1

1

1

13th

+13/+8/+3

+8

+4

+4

 

1

1

1

14th

+14/+9/+4

+9

+4

+4

 

2

1

1

0

15th

+15/+10/+5

+9

+5

+5

Contagion 4/week,

smite good 4d6

2

1

1

1

16th

+16/+11/+6/+1

+10

+5

+5

 

2

2

1

1

17th

+17/+12/+7/+2

+10

+5

+5

 

2

2

2

1

18th

+18/+13/+8/+3

+11

+6

+6

Contagion 5/week

3

2

2

1

19th

+19/+14/+9/+4

+11

+6

+6

 

3

3

3

2

20th

+20/+15/+10/+5

+12

+6

+6

Smite good 5d6

3

3

3

3

 

Class Features

All of the following are class features of the paladin.

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 Evil (Ex): The power of a paladin’s aura of evil (see the detect evil spell) is equal to her Paladin of Slaughter level.

Detect Good (Sp): At will, a Paladin of Slaughter can use detect good, as the spell.

Smite Good (Su): Once per day, a Paladin of Slaughter may attempt to smite good with one normal melee attack. She adds her Charisma bonus (if any) to her attack roll and deals 1 extra point of damage per Paladin of Slaughter level. If the Paladin of Slaughter accidentally smites a creature that is not good, 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 of Slaughter may smite good 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 of Slaughter gains a bonus equal to her Charisma bonus (if any) on all saving throws.

Death Touch (Su): Beginning at 2nd level, a Paladin of Slaughter with a Charisma score of 12 or higher can inflict wounds (her own or those of others) by touch. Each day she can inflict a total number of hit points of damage equal to her Paladin of Slaughter level x her Charisma bonus. A Paladin of Slaughter may choose to divide her inflicting among multiple recipients, and she doesn’t have to use it all at once. Using deadly touch is a standard action.

Alternatively, a Paladin of Slaughter can use any or all of this inflicting power to heal damage to undead creatures. Using deadly touch in this way requires a successful melee touch attack and doesn’t provoke an attack of opportunity. The Paladin of Slaughter decides how many of her daily allotment of points to use as damage after successfully touching an undead creature.

Aura of terror (Su): Beginning at 3rd level, any one with 10ft of the Paladin of Slaughter, must make a will save DC 10+1/2 level+Cha Mod or else suffer a -2 penalty to attack rolls. This is a fear affect.

This ability functions while the Paladin of Slaughter is conscious, but not if she is unconscious or dead.

Divine Health (Ex): At 3rd level, a Paladin of Slaughter gains immunity to all diseases, including supernatural and magical diseases.

Rebuke undead (Su):When a Paladin of Slaughter reaches 4th level, she gains the supernatural ability to rebuke 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 4th level, a Paladin of Slaughter gains the ability to cast a small number of divine spells, which are drawn from the Paladin of Slaughter spell list. A Paladin of Slaughter must choose and prepare her spells in advance.

To prepare or cast a spell, a Paladin of Slaughter 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 of Slaughter 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. When Table: The Paladin of Slaughter indicates that the Paladin of Slaughter gets 0 spells per day of a given spell level, she gains only the bonus spells she would be entitled to based on her Wisdom score for that spell level The Paladin of Slaughter does not have access to any domain spells or granted powers, as a cleric does.

A Paladin of Slaughter 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 of Slaughter may prepare and cast any spell on the Paladin of Slaughter spell list, provided that she can cast spells of that level, but she must choose which spells to prepare during her daily meditation.

Through 3rd level, a Paladin of Slaughter has no caster level. At 4th level and higher, her caster level is one-half her Paladin of Slaughter level.

Special Mount (Sp): Upon reaching 5th level, a Paladin of Slaughter gains the service of an unusually intelligent, strong, and loyal steed to serve her in her crusade against good (see below). This mount is usually a heavy warhorse (for a Medium paladin) or a warpony (for a Small paladin).

Once per day, as a full-round action, a Paladin of Slaughter 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 level. The mount immediately appears adjacent to the Paladin of Slaughter and remains for 2 hours per Paladin of Slaughter 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 of Slaughter 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 of Slaughter may not summon another mount for thirty days or until she gains a Paladin of Slaughter level, whichever comes first, even if the mount is somehow returned from the dead. During this thirty-day period, the Paladin of Slaughter takes a –1 penalty on attack and weapon damage rolls.

Contagion (Sp): At 6th level, a Paladin of Slaughter can produce a contagion effect, as the spell, once per week. She can use this ability one additional time per week for every three levels after 6th (twice per week at 9th, three times at 12th, and so forth).

Code of Conduct: A Paladin of Slaughter must be of chaotic evil alignment and loses all class abilities if she ever willingly commits an good act.

Additionally, a paladin’s code requires that she respect legitimate authority, act with slaughter  (not lying, not cheating, not using poison, and so forth), help those in need (provided they do not use the help for good or chaotic ends), and punish those who harm or threaten innocents.

Associates: While she may adventure with characters of any evil or neutral alignment, a Paladin of Slaughter will never knowingly associate with good characters, nor will she continue an association with someone who consistently offends her moral code. A Paladin of Slaughter may accept only henchmen, followers, or cohorts who are chaotic evil.

 

Ex-Paladins

A Paladin of Slaughter who ceases to be chaotic evil, who willfully commits an good act, or who grossly violates the code of conduct loses all Paladin of Slaughter 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 of Slaughter may be a multiclass character, but multiclass paladins face a special restriction. A Paladin of Slaughter who gains a level in any class other than Paladin of Slaughter may never again raise her Paladin of Slaughter level, though she retains all her Paladin of Slaughter 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 of Slaughter is a heavy warhorse, and the standard mount for a Small Paladin of Slaughter is a warpony. Another kind of mount, such as a riding dog (for a halfling paladin) or a Large shark (for a Paladin of Slaughter 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).

 

Paladin of Slaughter Level

Bonus HD

Natural Armor Adj.

Str Adj.

Int

Special

5th–7th

+2

+4

+1

6

Empathic link, improved evasion, share spells, share saving throws

8th–10th

+4

+6

+2

7

Improved speed

11th–14th

+6

+8

+3

8

Command creatures of its kind

15th–20th

+8

+10

+4

9

Spell resistance

 

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 evil 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 of Slaughter has an empathic link with her mount out to a distance of up to 1 mile. The Paladin of Slaughter 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 of Slaughter 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 of Slaughter before the duration expires. Additionally, the Paladin of Slaughter may cast a spell with a target of “You” on her mount (as a touch range spell) instead of on herself. A Paladin of Slaughter 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 of Slaughter 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 of Slaughter 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.

 

PALADIN OF TYRANNY

Alignment: Lawful evil.

Hit Die: d10.

 

Class Skills

The paladin’s class skills (and the key ability for each skill) are 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: (2 + Int modifier) x4.

Skill Points at Each Additional Level: 2 + Int modifier.

 

Table: The Paladin

 

 

 

 

 

 

— Spells per Day —

Level

Base Attack Bonus

Fort Save

Ref Save

Will Save

Special

1st

2nd

3rd

4th

1st

+1

+2

+0

+0

Aura of evil, detect good, smite good 1d6

2nd

+2

+3

+0

+0

Divine grace, deadly touch

3rd

+3

+3

+1

+1

Aura of oppression, divine health

4th

+4

+4

+1

+1

Rebuke undead

0

5th

+5

+4

+1

+1

Smite good 2d6, special mount

0

6th

+6/+1

+5

+2

+2

Contagion 1/week

1

7th

+7/+2

+5

+2

+2

 

1

8th

+8/+3

+6

+2

+2

 

1

0

9th

+9/+4

+6

+3

+3

Contagion 2/week

1

0

10th

+10/+5

+7

+3

+3

Smite good 3d6

1

1

11th

+11/+6/+1

+7

+3

+3

 

1

1

0

12th

+12/+7/+2

+8

+4

+4

Contagion 3/week

1

1

1

13th

+13/+8/+3

+8

+4

+4

 

1

1

1

14th

+14/+9/+4

+9

+4

+4

 

2

1

1

0

15th

+15/+10/+5

+9

+5

+5

Contagion 4/week, smite good 4d6

2

1

1

1

16th

+16/+11/+6/+1

+10

+5

+5

 

2

2

1

1

17th

+17/+12/+7/+2

+10

+5

+5

 

2

2

2

1

18th

+18/+13/+8/+3

+11

+6

+6

Contagion 5/week

3

2

2

1

19th

+19/+14/+9/+4

+11

+6

+6

 

3

3

3

2

20th

+20/+15/+10/+5

+12

+6

+6

Smite good 5d6

3

3

3

3

 

Class Features

All of the following are class features of the paladin.

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 Evil (Ex): The power of a paladin’s aura of evil (see the detect evil spell) is equal to her Paladin of Tyranny level.

Detect Good (Sp): At will, a Paladin of Tyranny can use detect good, as the spell.

Smite Good (Su): Once per day, a Paladin of Tyranny may attempt to smite good with one normal melee attack. She adds her Charisma bonus (if any) to her attack roll and deals 1 extra point of damage per Paladin of Tyranny level. If the Paladin of Tyranny accidentally smites a creature that is not good, 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 of Tyranny may smite good 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 of Tyranny gains a bonus equal to her Charisma bonus (if any) on all saving throws.

Death Touch (Su): Beginning at 2nd level, a Paladin of Tyranny with a Charisma score of 12 or higher can inflict wounds (her own or those of others) by touch. Each day she can inflict a total number of hit points of damage equal to her Paladin of Tyranny level x her Charisma bonus. A Paladin of Tyranny may choose to divide her inflicting among multiple recipients, and she doesn’t have to use it all at once. Using deadly touch is a standard action.

Alternatively, a Paladin of Tyranny can use any or all of this inflicting power to heal damage to undead creatures. Using deadly touch in this way requires a successful melee touch attack and doesn’t provoke an attack of opportunity. The Paladin of Tyranny decides how many of her daily allotment of points to use as damage after successfully touching an undead creature.

Aura of oppression (Su): Beginning at 3rd level, any one with 10ft of the Paladin of Tyranny, must make a will save DC 10+1/2 level+Cha Mod or else suffer a -2 to all saves. This is a compulsion effect.

This ability functions while the Paladin of Tyranny is conscious, but not if she is unconscious or dead.

Divine Health (Ex): At 3rd level, a Paladin of Tyranny gains immunity to all diseases, including supernatural and magical diseases.

Rebuke undead (Su):When a Paladin of Tyranny reaches 4th level, she gains the supernatural ability to rebuke 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 4th level, a Paladin of Tyranny gains the ability to cast a small number of divine spells, which are drawn from the Paladin of Tyranny spell list. A Paladin of Tyranny must choose and prepare her spells in advance.

To prepare or cast a spell, a Paladin of Tyranny 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 of Tyranny 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. When Table: The Paladin of Tyranny indicates that the Paladin of Tyranny gets 0 spells per day of a given spell level, she gains only the bonus spells she would be entitled to based on her Wisdom score for that spell level The Paladin of Tyranny does not have access to any domain spells or granted powers, as a cleric does.

A Paladin of Tyranny 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 of Tyranny may prepare and cast any spell on the Paladin of Tyranny spell list, provided that she can cast spells of that level, but she must choose which spells to prepare during her daily meditation.

Through 3rd level, a Paladin of Tyranny has no caster level. At 4th level and higher, her caster level is one-half her Paladin of Tyranny level.

Special Mount (Sp): Upon reaching 5th level, a Paladin of Tyranny gains the service of an unusually intelligent, strong, and loyal steed to serve her in her crusade against good (see below). This mount is usually a heavy warhorse (for a Medium paladin) or a warpony (for a Small paladin).

Once per day, as a full-round action, a Paladin of Tyranny 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 level. The mount immediately appears adjacent to the Paladin of Tyranny and remains for 2 hours per Paladin of Tyranny 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 of Tyranny 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 of Tyranny may not summon another mount for thirty days or until she gains a Paladin of Tyranny level, whichever comes first, even if the mount is somehow returned from the dead. During this thirty-day period, the Paladin of Tyranny takes a –1 penalty on attack and weapon damage rolls.

Contagion (Sp): At 6th level, a Paladin of Tyranny can produce a contagion effect, as the spell, once per week. She can use this ability one additional time per week for every three levels after 6th (twice per week at 9th, three times at 12th, and so forth).

Code of Conduct: A Paladin of Tyranny must be of lawful evil alignment and loses all class abilities if she ever willingly commits an good act.

Additionally, a paladin’s code requires that she respect legitimate authority, act with tyranny  (not lying, not cheating, not using poison, and so forth), help those in need (provided they do not use the help for good or lawful ends), and punish those who harm or threaten innocents.

Associates: While she may adventure with characters of any evil or neutral alignment, a Paladin of Tyranny will never knowingly associate with good characters, nor will she continue an association with someone who consistently offends her moral code. A Paladin of Tyranny may accept only henchmen, followers, or cohorts who are lawful evil.

 

Ex-Paladins

A Paladin of Tyranny who ceases to be lawful evil, who willfully commits an good act, or who grossly violates the code of conduct loses all Paladin of Tyranny 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 of Tyranny may be a multiclass character, but multiclass paladins face a special restriction. A Paladin of Tyranny who gains a level in any class other than Paladin of Tyranny may never again raise her Paladin of Tyranny level, though she retains all her Paladin of Tyranny 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 of Tyranny is a heavy warhorse, and the standard mount for a Small Paladin of Tyranny is a warpony. Another kind of mount, such as a riding dog (for a halfling paladin) or a Large shark (for a Paladin of Tyranny 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).

 

Paladin of Tyranny Level

Bonus HD

Natural Armor Adj.

Str Adj.

Int

Special

5th–7th

+2

+4

+1

6

Empathic link, improved evasion, share spells, share saving throws

8th–10th

+4

+6

+2

7

Improved speed

11th–14th

+6

+8

+3

8

Command creatures of its kind

15th–20th

+8

+10

+4

9

Spell resistance

 

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 evil 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 of Tyranny has an empathic link with her mount out to a distance of up to 1 mile. The Paladin of Tyranny 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 of Tyranny 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 of Tyranny before the duration expires. Additionally, the Paladin of Tyranny may cast a spell with a target of “You” on her mount (as a touch range spell) instead of on herself. A Paladin of Tyranny 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 of Tyranny 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 of Tyranny 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.

 

 

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