(Fluff Incomplete)

Adventures: The first paladin orders trace their beginnings back to Artur Pendraegon himself, the High King of the Knights' Mandate and founder of the Knights of the Round Table. Artur and his knights are the center of a series of chivalric romances. Artur, rumored to stand eight feet tall and of enormous strength, was a promoter of education and justice. His greatest Knights of the Round were the Twelve Peers, and all the kingdoms of the Mandate have continued the tradition. Twelve Good Men and True belong to each nation's court, the heads of orders of paladins called the Peer Knights. They administer justice and oversee courts in the Mandate, dedicating their lives to travelling the lands to administer justice and vanquish enemies. They meet once a year in the castle of their lord to a gathering of the Round Table to tell their fellow knights of their quests.
The orders of the Knights of the Flame prize the temples of the Celestials above all things. Each of the Great Twelve except Myrddin Moonwhisperer has a sect of these paladins devoted to them, as do many other Celestials. The Knights of the Flame seek to protect the holy shrines, holy images, and the holy houses while spreading the faith. Their adventures are often quests in the service of the Flame, protecting missionaries or rooting out an evil threatening a church or shrine.
The Covenant of the Hallowed Doctrine is a secret order, hidden from the public eye and charged with the mission of protecting the Mortal Realms from the corruption of the Netherworld. A Knight of the Covenant rarely even gives his name ("I am no-one of consequence"), and they bear no trappings beyond those of a reasonably well-armed warrior. Each bears on his body a brand of Nevron's holy symbol, though it is often in an inconspicuous place like the inside of his upper arm. They are a humble order, never seeking glory, and indeed many Knights fear fame, for the only way the world would know of their existence is through their failure.
(Female knights - valkyrie/shield-maiden)
(Generic paladin)
(Unwillingly called paladins)

Characteristics: Peer Knights bear a hammer of office known as the Lord's Gavel (a masterwork warhammer). They wear crimson, the only ones besides royalty permitted to wear the color, and always carry great tomes to record the justice they administer. As such, they always have a scribe assistant known as the Clerk of the Peer, though many of the Peer Knights of lesser renown report back to the scribe rather than have him follow them around through messy situations. Peer Knights are often most concerned with matters of the Mortal Realm, dispensing the King's justice throughout the Mandate. The Peer Knights are responsible for maintaining the Knights' Mandate, and are rarely found outside the Mandate except when dealing with external affairs that affect the Mandate. They are exclusively male, but can be either humans or dwarves of noble heritage.
The Knights of the Flame are missionaries out to convert those too ignorant to see the light. They love nothing more than blessing new believers, sitting in silent prayer in their temples, and creating roadside shrines. They roam far and wide, traveling singly or in groups,
A Knight of the Covenant gives no outward indication that he is anything but an ordinary, if well-armed, warrior. They are often dour and grim, rarely evincing anything of a sense of humor. Though most of them are human or dwarven men, they allow any into their ranks.
(Maiden knights)
(Generic paladin)
(Unwillingly called paladins)

Alignment: Paladins must not simply be lawful good, they must be exemplars of justice.

Religion: All paladins, in some form or another, revere the Argent Flame and the Celestials. The exact form of this worship varies from paladin to paladin.

Background: Almost all paladins have spent some time in study, and all paladins have received extensive martial training. Most who bear the title of Knight undergo a ritualized training phase. The exact details of this training vary by the paladin's order, but the basic framework remains the same.

Races: Humans are the most common paladins, but Manitorns are a close second.

Other Classes: (Fluff)

Game Rule Information

Paladins have the following game statistics.
Abilities: A paladin must have a Charisma score of 12 or higher for many of her abilities to function. Strength and Constitution are important for her as a melee fighter, while Dexterity is useful for riding her special mount and avoiding attacks. Wisdom provides the paladin with added willpower and empowers his spellcasting.
Alignment: A paladin must be Lawful Good.
Hit Die: d10.
Starting Gold: 6d4x10 (150 gp).
Starting Age: Complex.
Experience: Complex.

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), Intimidate (Cha), Knowledge (nobility and royalty) (Int), Knowledge (religion) (Int), Listen (Wis), Profession (Wis), Ride (Dex), Sense Motive (Wis), and Spot (Wis).
In addition, a Knight of the Cathedral gains Perform (oratory) as a bonus class skill.
Skill Points at 1st Level: (4 + Int modifier) x 4.
Skill Points at Each Level: 4 + Int modifier

Level
Base
Attack
Bonus
Defense
Bonus
Rep
Bonus
Fort
Save
Ref
Save
Will
Save
Class Features
Daily
Mana
Points
Max
Spell
Level
1st
+1
+2
+
+2
+0
+2
Aura of Good, detect evil, smite evil, challenge
0
-
2nd
+2
+2
+
+3
+0
+3
Bonus feat, divine grace, lay on hands
0
-
3rd
+3
+2
+
+3
+1
+3
Aura of courage, divine health
0
-
4th
+4
+3
+
+4
+1
+4
Spellcasting
0
1st
5th
+5
+3
+
+4
+1
+4
Smite evil +2/+2, special mount
0
1st
6th
+6
+3
+
+5
+2
+5
Bonus feat, remove disease 1/week
1
1st
7th
+7
+3
+
+5
+2
+5
Aura of grace
1
1st
8th
+8
+4
+
+6
+2
+6

1
2nd
9th
+9
+4
+
+6
+3
+6
Aura of health, remove disease 2/week
1
2nd
10th
+10
+4
+
+7
+3
+7
Bonus feat, smite evil +4/+4
4
2nd
11th
+11
+4
+
+7
+3
+7
Divine touch
4
3rd
12th
+12
+5
+
+8
+4
+8
Remove disease 3/week
9
3rd
13th
+13
+5
+
+8
+4
+8
Tongues
9
3rd
14th
+14
+5
+
+9
+4
+9
Bonus feat
10
4th
15th
+15
+5
+
+9
+5
+9
Smite evil +6/+6, remove disease 4/week
17
4th
16th
+16
+6
+
+10
+5
+10

20
4th
17th
+17
+6
+
+10
+5
+10
Aura of menace
25
4th
18th
+18
+6
+
+11
+6
+11
Bonus feat, remove disease 5/week
26
4th
19th
+19
+6
+
+11
+6
+11
Transfiguration
41
4th
20th
+20
+7
+
+12
+6
+12
Smite evil +8/+8
48
4th

(NOTE: Has the normal Paladin spell list.)

Class Features

All of the following are class features of the paladin base class.
Starting Feats: Paladins receive Basic Weapon Proficiency and five feats at 1st level.

Aura of Good (Ex): The power of a paladin's aura of good (see the detect good spell) is equal to her paladin level, just like the aura of a cleric of a good deity. Good-aligned creatures find this aura comforting, granting the paladin a +2 sacred bonus on Diplomacy checks against them. Similarly, evil-aligned creatures find this aura uncomfortable, granting the paladin a +2 sacred bonus on Intimidate checks against them.

Detect Evil (Su): A paladin constantly functions as though he were using detect evil (caster level equal to his paladin level). However, he is much more judicious about this ability than someone who merely casts it as a spell, as for him it's another sense as much as sight or taste. He immediately knows the presence and relative strength of any evil auras within sight, including those of creatures or objects hidden to his other senses. By concentrating on a target for one round, he is able to determine whether the evil stems from a subtype, item, magic, personality, or other source.

Smite Evil (Su): A paladin may attempt to smite evil by spending an action point. She adds her Charisma bonus (if any) to her attack roll and her paladin level to her damage roll in addition to the normal bonuses for all attacks until her next turn. If the paladin accidentally smites a creature that is not evil, the smite has no effect but the action point is still spent.
At 5th level and every five levels thereafter, the paladin's smite gains an additional +2 bonus to attack and damage.

Challenge (Ex): The paladin may spend an action point to issue a challenge to evil foes. These foes must be worthy opponents (typically of CR no less than 2 lower than the paladin's HD and a martial threat). If the paladin's foe accepts the challenge, then the paladin adds one-half his Charisma bonus to his attack roll and +1 damage/4 levels against that foe. If the paladin's foe does not accept the challenge, then every attack the paladin makes against that foe counts as a free smite evil attack.
At 6th level, all of the paladin's enemies within 30 ft must make a Will save (DC Charisma-based) or be shaken whenever he issues a challenge.
At 11th level, if the paladin defeats his challenged foe then all of its allies within 30 ft must make Will saves or be panicked for 1d4+paladin's Cha modifier rounds.

Bonus Feat: At 2nd level and every fourth level after that, the paladin gains a bonus feat. This may be any feat the paladin meets the prerequisites for, but it must be on the Fighter list or have smite, turn undead, or divine spellcasting as a prerequisite.
Note: Someday I'll be arsed to come up with a list.

Divine Grace (Su): At 2nd level, a paladin with a Charisma score of 12 or higher adds her Charisma bonus as a sacred bonus to all her saving throws.

Lay on Hands (Su): Beginning at 2nd level, a paladin with a Charisma score of 12 or higher can heal wounds (her own or those of others) by touch. Each day she can heal a total number of hit points of damage equal to her paladin level x her Charisma bonus. A paladin 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 can use any or all of this healing power to deal damage to undead creatures and outsiders with the Evil subtype. Using lay on hands in this way requires a successful melee touch attack and doesn't provoke an attack of opportunity. This use of lay on hands can be combined with a normal melee attack, including a smite evil attack. The paladin decides how many of her daily allotment of points to use as damage after successfully attacking a creature. This use can be combined with the paladin's smite evil attack.

Shield Warder (Ex): A 2nd level paladin may designate any allies within his unarmed reach. They share his shield bonus to AC. Thus, a paladin wielding a tower shield grants his allies a +4 shield bonus to AC. If that ally is attacked in combat, the paladin may choose to take the attack for him. Doing so uses up one of the paladin's action points. This effect lasts for the duration of the encounter.

Aura of Courage (Su): Beginning at 3rd level, a paladin 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. At 8th level the radius increases to 20 feet.
This ability functions while the paladin is conscious, but not if she is unconscious or dead. The paladin can spend an action point to render allies within the aura immune to fear for 1 minute.

Divine Health (Ex): At 3rd level, a paladin gains immunity to all diseases, including supernatural and magical diseases (such as mummy rot and lycanthropy).

Turn Undead (Su): When a paladin reaches 4th level, she gains the supernatural ability to turn undead. She may use this ability a number of times per day equal to 3 + her Charisma modifier. She turns undead as a cleric of three levels lower would.

Spellcasting: Beginning at 4th level, a paladin gains the ability to cast a small number of divine spells, which are drawn from the paladin spell list. A paladin casts her spells spontaneously.
To prepare or cast a spell, a paladin must have a Wisdom score equal to at least 10 + the spell level. The Difficulty Class for a saving throw against a paladin’s spell is 10 + 1/2 paladin's caster level + the paladin’s Wisdom modifier. The requisite skill for casting is Concentration, and the DC is 10 + spell level + spell's casting level. Thus, a paladin casting cure light wounds at 1st casting level would have to make a DC 12 Concentration check. The paladin's spells are subject to magical fumbles.
Like other spellcasters, a paladin can cast only a certain number of spells of each spell level per day. Her base daily spell point allotment is given on the table above. In addition, she receives bonus spell points per day if she has a high Wisdom score. When the table indicates that the paladin gets 0 spell points per day of a given spell level, she gains only the bonus spell points she would be entitled to based on her Wisdom score for that spell level. The paladin does not have access to any domain spells or granted powers, as a cleric does.
A paladin casts spells without preparing them in advance the way a cleric does. A paladin may cast any spell on the paladin spell list, provided that she can cast spells of that level, but she must meditate for four hours a day in order to regain her mana points.
Through 3rd level, a paladin has no caster level. At 4th level and higher, her caster level is her paladin level -2.

Celestial Companion (Su): Upon reaching 5th level, a paladin gains the service of a lesser Celestial to aid him in his quests. It may be a Paladin's Mount, Celestial Ally, or Holy Avenger (see tables, below).
The paladin must undergo a special ritual to ascertain the location of this companion. This ritual involves fasting and praying for three days and nights. On morning of the third night, the paladin receives a vision telling him where his companion is. He must then undertake a quest to capture and tame this companion, release it from imprisonment, or similar struggle. Once found and bonded, the companion remains with the paladin loyally, though the paladin may release a particular companion from service (if it has grown too old to join her crusade, for instance).
Should the paladin's companion be destroyed it immediately disappears, leaving behind any equipment it was carrying. The paladin may not call another companion for thirty days or until she gains a paladin level, whichever comes first. During this period the paladin takes a -1 penalty on attack and weapon damage rolls. Once re-formed, the celestial companion returns to the mortal realms and the paladin must quest anew to gain its services once more.

Remove Disease (Sp): At 6th level, a paladin 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 on).

Aura of Grace (Su): Beginning at 7th level, all allies within 10 feet of a paladin with a Charisma score of 12 or higher gain a bonus to their saving throws equal to half her Charisma bonus (minimum +1). At 12th level the radius increases to 20 feet.
This ability functions while the paladin is conscious, but not if she is unconscious or dead.

Aura of Health (Su): Beginning at 9th level, all allies within 10 feet of the paladin gain immunity to mundane disease and a +4 bonus to save against supernatural diseases. While simple proximity to the paladin will not cure a disease, it will arrest its progression and grant a +4 bonus to shake off the illness. At 14th level the radius increases to 20 feet.
This ability functions regardless of the paladin's current state, so long as his physical body remains.

Divine Touch (Ex): Beginning at 11th level, the paladin may treat all weapons she wields as good-aligned for purposes of overcoming damage reduction.

Tongues (Su): A 13th-level or higher paladin can speak with any creature that has a language as though using a tongues spell (caster level equal to the paladin's class level). This ability is always active.

Aura of Menace (Su): A righteous aura surrounds a paladin of 17th level or higher drawn to wrath. Any hostile creature within a 20-foot radius of the paladin must succeed on a Will save (DC 10 + 1/2 the paladin's class level + paladin's Charisma modifier) to resist its effects. Those who fail take a -2 penalty on attacks, AC, and saves for 24 hours or until they successfully damage the paladin. A creature that has resisted or broken the effect cannot be affected again by the same paladin's aura of menace for 24 hours.

Transfiguration: By 19th level the paladin has become such an exemplar of justice and honor that she is something akin to a mortal celestial. Her Charisma score increases by +4, and all weapons she wields are treated as having the holy property (dealing +2d6 damage to evil creatures). Against attacks made or effects created by evil creatures, this ability provides a +4 deflection bonus to AC and a +4 resistance bonus on saving throws to the paladin and anyone within 20 feet of her. Otherwise, it functions as a magic circle against evil effect and a lesser globe of invulnerability, both with a radius of 20 feet (caster level equals paladin's class level). This aura can be dispelled, but the paladin can create it again as a free action on her next turn.
Should the paladin be slain, her body fades away as she joins the Argent Flame in the Celestial Realms. She becomes a new celestial, one of the many who fight against the encroaching darkness of the Ebon Flame. The paladin cannot be resurrected, but any attempts to do so certainly gain the attention of the celestial she has become.

Code of Conduct: A paladin must maintain a lawful good alignment and adhere to the code of conduct in order to advance in paladin levels and loses all class abilities (but not bonus feats) if she ever willingly commits an evil act. A paladin who strays from the lawful good alignment, but remains good, retains her abilities. 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. Most orders have a more specific code outlined for their members to follow.


Peer Knight: Artur Pendraegon himself handed down the Code to the Knights of the Round.
  • To fear the Flame and maintain its Church.
  • To serve a liege lord in valor and faith.
  • To protect the weak and defenseless.
  • To aid widows and orphans.
  • To refrain from the wanton giving of offence.
  • To live by honor and for glory.
  • To despise pecuniary reward.
  • To fight for the welfare of all.
  • To obey those placed in authority.
  • To guard the honor of fellow knights.
  • To eschew unfairness, meanness, and deceit.
  • To keep faith.
  • At all times to speak the truth.
  • To persevere to the end in any enterprise begun.
  • To respect the honor of women and the dignity of men.
  • Never refuse a challenge from an equal.
  • Never turn the back upon a foe.

Knight of the Cathedral: The Argent Codex was drawn from scripture, prophecy, and religious laws over the years.
  • Pay homage at any temple, shrine, or altar to the Flame and the Celestials before all things. At any image, temple, or place of worship, from the humblest roadside shrine to Elladonna in rural Dunador to the Cathedral of the Argent Flame in Draegoncrest, they must spend at least one minute per level in prayer.
  • Seek, by purity and deed, to spread the word of his patron - on arrival at any new settlement, the paladin must spread the word of the Flame on the next holy day by holding a sermon.
  • Teach others the will of the Flame by spreading its image - once per level, the paladin must create a shrine to his patron Celestial. The cost of this shrine shall be 100 marks at first level, 200 and 2nd, 400 at 3rd, 800 at 4th, and so on. The paladin must bless this shrine with his own sweat and toil by succeeding in at least a DC 10 +2/level Craft or Profession skill check (maximum DC 40) in constructing the shrine. The resulting shrine gains the effects of a hallow spell at the paladin's level.
  • Never knowingly lie.
  • Never strike the defenseless.
  • Never abandon his comrades, his servants, or his mount.
  • Spread the holy word through deed.
  • Spend the last hour of the day in prayer.
  • Be as brave as a lion.
  • Be as strong as an ox.
  • Be as wise as an owl.
  • Offer succor and tending to all Knights of the Cathedral or their associates who suffer any ill.
  • Offer service to any lord who owns a castle or stronghold who worships the same Celestial patron. The service is one day per level, providing it is in keeping with the order's beliefs, from the humblest and most menial task to the most glorious and demanding.
Inspiration: Knights Templar, Knights Hospitaler

Knight of the Covenant: Referring to their code as the Hallowed Doctrine, the Covenant's histories record that Nevron the Protector handed the first copy to the order's founder.
  • Fight the Enemy wherever it may lurk. Anyone or anything could be its servant; be ever watchful and vigilant for those who seek to summon it.
  • Never give up the quest to drive out the Enemy. The merest foothold in this reality could be the undoing of all that is.
  • Protect the people. The Enemy constantly seeks to destroy them completely; saving them does no good if they have already died by bandit's blade or want of food.
  • Never do wrong or dishonest deeds. Though permissible to lie in the service of the greater good, lying for personal gain or ease is forbidden. Theft or wanton assault are both forbidden; forcing burdens on others runs counter to Nevron's tenets.
  • Shun glory, and to be humble in all words and actions. Never give offense by word; if offense is required, let it be mortal or not at all. Refuse excessive wealth; the only use for gold is as a weapon and protection against the Enemy.
  • Give no quarter to the Enemy. It is inhuman and incapable of understanding humanity; showing it mercy is a failure of judgment.
  • Ask no quarter. Neither the Enemy nor evil know mercy or compassion; waste not breath best saved for striking them down.
  • Never fail the quest. Should the Covenant fail, it would be the ending of all.
Inspiration - secret order dedicated to protecting the world.

Maiden Knight:
  • Remain pure in the eyes of the Flame.
  • Protect those who cannot protect themselves.
  • Obey the just authority of the land; if the authority is unjust, tear it down and build anew.
Inspiration - valkyries, amazons to a lesser extent. This one is fairly incomplete.

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

Ex-Paladins

A paladin who ceases to be Good, who willfully commits an evil act, or who grossly violates the code of conduct loses all supernatural and spell-like abilities of the paladin class (including the service of her special mount). She may not progress any farther in levels as a paladin. She regains her abilities and advancement potential if she atones for her violations as appropriate.
Multiclass paladins suffer no special restrictions, provided they keep to the code of conduct.


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 paladin is a heavy warhorse with the celestial template. Unlike most celestial creatures, it is a native outsider rather than an extraplanar outsider. It is an extraordinary destrier, and as such receives the rage ability.
Options: Other mounts are available for paladins. A paladin can use an Avalonian charget or coureur, strider bird, a dire wolf, felldraeder warhorse, hippocampus, hippogriff, Large monstrous spider, mamlambo, red elk, Shaggrelund elk, Large shark, unicorn, warpony, dire bat, dire badger, dire weasel, or giant lizard as a mount.
Paladins of 7th level or higher may receive a Brindine Duna warhorse, bull swine, dire boar, dire lisk, dire wolverine, Derote Lowlander warhorse, emela-ntouka, giant eagle, giant owl, pegasus, rhinoceros, sea cat, spike-tailed sand turtle. His level for determining his mount's abilities is his paladin level -2.
Paladins of 8th level or higher can use a dire lion, dragon horse, elephant, griffon, Imperial mammoth, nightmare, or pack mammoth as a mount. Alternatively, he may instead apply the Monster of Legend template to a mount available at 5th level. His level for determining his mount's abilities is his paladin level -3.
A majerai paladin treats his jerai as his special mount.
All alternate mounts that begin as animals receive the celestial template and are native outsiders with a lawful good alignment. Magical beasts and outsiders do not receive the template, but have a lawful good alignment (and in the case of the nightmare, the Good subtype instead of the Evil subtype).

Paladin
Level
Bonus
HD
Natural
Armor
Phys.
Ability
Adj.
Ment.
Ability
Adj.
DR
Special Abilities
5-7
+2
+1
+2/+2/+0
+2/+1
5/+2
Empathic link, improved evasion, share spells, share saving throws, unearthly grace
8-10
+4
+2
+4/+4/+2
+3/+1
10/+2
Improved speed, flight
11-14
+6
+3
+6/+6/+4
+4/+2
10/+3
Command creatures of its kind
15-19
+8
+4
+8/+8/+6
+5/+2
15/+4
Spell resistance
20
+10
+5
+10/+10/+6
+6/+3
15/+5
Legend
Paladin's Mount Basics: Use the base statistics for a creature of the mount's kind as given in the Bestiary, but make changes to take into account the attributes and characteristics summarized on the table and described below.

Bonus HD: The mount's Hit Dice increase by the listed amount. It gains all the usual benefits of increased HD. These are typically outsider or magical beast Hit Dice.

Natural Armor: The mount's natural armor bonus increases by the listed amount.

Physical Ability Adjustment: Add these numbers to the mount's physical ability scores (Strength, Dexterity, and Constitution) as the paladin sees fit. For example, a 7th-level paladin may assign the +2 bonuses to his horse's Strength and Constitution score. When he achieves 8th level, the bonuses increase to a +4 bonus to the horse's Strength and Constitution, while his Dexterity bonus increases to +2. Another paladin is 10th level with a griffon mount and decides that Constitution and Dexterity are more important, so he assigns the larger bonuses there and leaves Strength at +0. When he gains another level, the bonuses to Con and Dex increase to +4 each while the Str bonus increases to +2.

Mental Ability Adjustment: The mount's Intelligence score increases by the first bonus, while the mount's Wisdom and Charisma scores increase by the second bonus.

Damage Reduction (Su): Evil and magic weapons with the listed enhancement bonus can bypass a mount's damage reduction.

Empathic Link (Su): The paladin has an empathic link with her mount out to a distance of up to one mile. The paladin cannot see through the mount's eyes, but they can communicate empathically. Note that even intelligent mounts see the world differently from humans, so misunderstandings are always possible.
Because of this empathic link, the paladin has the same connection to an item or place as her mount.

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 or spell-like ability she casts on herself also affect her mount. The mount must be within five 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 five feet away and will not affect the mount again even if it returns to the paladin before the duration expires. Additionally, the paladin may cast a spell with a target of "you" on her mount (as a touch range spell) instead of on herself. A paladin and her mount can share spells even if the spells normally do not affect creatures of the mount's type (magical beast).

Share Saving Throws: For each of its saving throws, the mount uses its own base save bonus or the paladin's, whichever is higher. The mount applies its own ability modifiers to saves, but it doesn't share any other bonuses on saves that the master might have (such as from magic items or feats).

Unearthly Grace (Su): The mount adds the paladin's or its own Charisma modifier (whichever is better) as a bonus to all its saving throws and as a deflection bonus to its Armor Class. The mount is also under the effects a protection from evil spell. This may be dispelled, but the mount may resume it as a free action. The mount extends the protection from evil effect to anyone riding it, but not the other benefits of the unearthly grace.

Improved Speed (Ex): The mount's speed increases by 10 feet.

Flight (Su): The mount gains the ability to fly at twice its base land speed with average maneuverability. If it already had the ability to fly, its flight speed instead multiplies by x1.5 and its maneuverability improves a step.

Command (Sp): Once per day per two paladin levels of its master, a mount can use this ability to command any normal animal or magical beast 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 (in combat, for instance). If the check fails, the ability does not work but still counts against the mount's daily uses. Each target may attempt a Will save (DC 10 + 1/2 paladin's level + paladin's Cha modifier) to negate the effect.

Spell Resistance (Ex): A mount's spell resistance equals its master's paladin level +5. The mount may raise or lower its spell resistance as a free action. The mount extends this spell resistance to anyone riding it.

Legend: A 20th level paladin's mount ascends just as he does. It gains the half-celestial template.


The Celestial Ally

Not all paladins are knights in shining armor. Some, in fact, don't even know how to ride a horse. Some simply do not elect to have a celestial mount serve them. These paladins receive guardian angels to protect them, minor Celestials who take animal form but are temporarily able to reveal their full splendor. Where a mount serves as a steed and sometimes as a guardian, the celestial ally serves as a sentry, guardian, scout, and advisor. Most celestial allies take the form of a riding dog with the sidereal and celestial templates.
Options: Other creatures are available as celestial allies. Ordinary animals receive the sidereal and celestial templates (making them native outsiders), while magical beasts and other creature types receive only the sidereal template. They are all lawful good in alignment. Most celestial allies are Medium-sized or smaller and make poor mounts.
A paladin may receive a badger, black bear, boar, cheetah, crocodile, leopard, goblin terrier, hunting cheetah, hunting frog, lantern archon, monitor lizard, wolverine, krenshar, pseudodragon, or war mastiff.
A paladin of 7th level or higher may receive a blink dog, brown bear, dire wolf, giant crocodile, hound archon, deinonychus, or lion. His level for determining his ally's abilities is his paladin level -2.
A paladin of 8th level or higher may receive a gynosphinx, polar bear, tiger, sabertooth lion, or winter wolf for an ally. His level for determining his ally's abilities is his paladin level -3.

Paladin
Level
Bonus
HD
Natural
Armor
Ability
Adj.
Int
Adj.
Special
5-7
+2
+1
+2/+2/+0
+4
Empathic link, improved evasion, share spells, share saving throws, unearthly grace
8-10
+4
+2
+4/+4/+2
+6
Improved flanking, true seeing
11-14
+6
+3
+6/+6/+4
+8
Warder
15-19
+8
+4
+8/+8/+6
+10
Spell resistance
20+
+10
+5
+10/+10/+8
+12
Legend


Celestial Ally Basics: Use the base statistics for a creature of the mount's kind as given in the Bestiary, but make changes to take into account the attributes and characteristics summarized on the table and described below.

Bonus HD: The ally's Hit Dice increase by the listed amount. It gains all the usual benefits of increased HD.

Natural Armor: The ally's natural armor bonus increases by the listed amount.

Ability Adjustment: Add these numbers to the ally's physical ability scores (Strength, Dexterity, and Constitution) as the paladin sees fit. For example, a 7th-level paladin may assign the +2 bonuses to his hound's Strength and Constitution score. When he achieves 8th level, the bonuses increase to a +4 bonus to the hound's Strength and Constitution, while his Dexterity bonus increases to +2.

Intelligence Adjustment: The ally's Intelligence score increases by the listed amount. Celestial allies are significantly more intelligent than a paladin's mount.

Empathic Link (Su): The paladin has an empathic link with her ally out to a distance of up to one mile. The paladin cannot see through the ally's eyes, but they can communicate empathically. Note that even intelligent mounts see the world differently from humans, so misunderstandings are always possible.
Because of this empathic link, the paladin has the same connection to an item or place as her ally.

Improved Evasion (Ex): When subjected to an attack that normally allows a Reflex saving throw for half damage, an ally 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 or spell-like ability she casts on herself also affect her ally. The ally must be within five 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 ally if it moves farther than five feet away and will not affect the mount again even if it returns to the paladin before the duration expires. Additionally, the paladin may cast a spell with a target of "you" on her mount (as a touch range spell) instead of on herself. A paladin and her ally can share spells even if the spells normally do not affect creatures of the ally's type (usually magical beast).

Share Saving Throws: For each of its saving throws, the ally uses its own base save bonus or the paladin's, whichever is higher. The ally applies its own ability modifiers to saves, but it doesn't share any other bonuses on saves that the master might have (such as from magic items or feats).

Unearthly Grace (Su): The ally adds the paladin's or its own Charisma modifier (whichever is better) as a bonus to all its saving throws and as a deflection bonus to its Armor Class. The ally is also under the effects a protection from evil spell. This may be dispelled, but the ally may resume it as a free action.

Improved Flanking (Ex): The celestial ally increases the bonus to attack rolls from flanking to +4 while flanking an opponent with the paladin.

True Seeing (Su): The celestial ally functions as though it were constantly under the affect of a true seeing spell.

Warder (Ex): The celestial ally is able to protect those around it. If the celestial ally fights defensively or takes the total defense action, friendly creatures adjacent to it also gain the benefit of the AC boost (+2 and +4, respectively).

Spell Resistance (Ex): A celestial ally's spell resistance equals its master's paladin level +5. The ally may raise or lower its spell resistance as a free action. The ally extends this spell resistance to any friend in physical contact with it.

Legend: A 20th level paladin's ally ascends just as he does. It gains the half-celestial template.


The Holy Avenger

When he first finds it, the paladin's holy avenger is simply a +2 cold iron longsword. It awakens to sentience after he spends eight hours meditating over the blade, and after that it is inextricably bound to him, even to the point of magically reappearing at his side should they be forcibly separated. The weapon's personality is always a complement to the paladin's, with a Lawful Good alignment and the same code of conduct as the paladin. Unlike other celestial allies, the holy avenger retains at least a portion of its power and remains on the Mortal Realms even after the paladin's death; all holy avengers were once the weapons of a great paladin.
Options: Some paladins have short swords, broadswords, sabers, halberds, two-handed swords, war-hammers, or other weapons instead of longswords. Some paladins have even used firearms as holy avengers, though firearms treat the paladin's level at a -2 for determining abilities and bonuses. Other materials are also possible, such as auroral coronite or blessed gold.

Paladin
Level
lllMentallll
Scores
Comm.
Mode
Hardness/
HP
Powers
___
Special Abilities
5-7
12, 12, 10
Empathy
+5
1 lesser
+2, holy property
8-10
14, 14, 12
Speech
+10
2 lesser
+3, dispel magic
11-14
16, 16, 12
Speech
+15
3 lesser
+4, greater dispel magic
15-19
18, 18, 14
Telepathy
+20
3 lesser, 1 greater
+5, spell resistance
20
20, 20, 14
Telepathy
+30
4 lesser, 2 greater
+6, justice and honor

Hardness/HP: The paladin's holy avenger gains the listed bonus to its hardness and hit points, making it more durable than even other magic weapons.

Powers: The holy avenger gains special powers from the intelligent magic item list. The player selects them. All holy avengers grant their wielder a permanent protection from evil effect.

Spell Resistance (Ex): The paladin and adjacent allies gain SR equal to 5 + paladin's level whenever he wields the holy avenger. The holy avenger may suppress and raise this as a move action once per round each without any action from the paladin.

Justice and Honor: As he ascends, the paladin's holy avenger gains a special purpose and dedicated power as well as the abilities of an amulet of pure good.