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 (
Skill
Points at 1st Level: (2
+ Int modifier) x4.
Skill
Points at Each Additional Level: 2 + Int modifier.
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Table:
The Paladin |
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— Spells per Day — |
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|
Level |
Base
Attack Bonus |
|
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).
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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 |
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8th–10th |
+4 |
+6 |
+2 |
7 |
Improved
speed |
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11th–14th |
+6 |
+8 |
+3 |
8 |
Command creatures of its kind |
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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.
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Table:
The Paladin |
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— Spells per Day — |
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Level |
Base
Attack Bonus |
Fort
Save |
Ref Save |
Will
Save |
Special |
1st |
2nd |
3rd |
4th |
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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 |
|
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
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.