Paladin

Paladin Class

Level BAB Fort Ref Will Special Maneuvers Known Maneuvers Readied Stances Known Spells Per Day
1 1 2 0 0 Aura of Good, Smite Evil 1/day 4 4 1
2 2 3 0 0 Divine Grace, Lay on Hands 4 4 2
3 3 3 1 1 Aura of Courage, Divine Health 5 4 2
4 4 4 1 1 Turn Undead 5 4 2 0
5 5 4 1 1 Smite Evil 2/day, Special Mount 6 4 2 0
6 6/1 5 2 2 6 4 2 1
7 7/2 5 2 2 7 4 2 1
8 8/3 6 2 2 7 4 3 1/0
9 9/4 6 3 3 8 4 3 1/0
10 10/5 7 3 3 Smite Evil 3/day 8 5 3 1/1
11 11/6/1 7 3 3 9 5 3 1/1/0
12 12/7/2 8 4 4 9 5 3 1/1/1
13 13/8/3 8 4 4 10 5 3 1/1/1
14 14/9/4 9 4 4 10 5 4 2/1/1/0
15 15/10/5 9 5 5 Smite Evil 4/day 11 5 4 2/1/1/1
16 16/11/6/1 10 5 5 11 5 4 2/2/1/1
17 17/12/7/2 10 5 5 12 5 4 2/2/2/1
18 18/13/8/3 11 6 6 12 5 4 3/2/2/1
19 19/14/9/4 11 6 6 13 5 4 3/3/2/2
20 20/15/10/5 12 6 6 Smite Evil 5/day 13 6 4 3/3/3/2

Alignment – Lawful Good
Hit Dice – d10
Class Skills – 4+Int (already includes the additional 2) Concentration, Craft (All), Diplomacy, Handle Animal, Heal, Intimidate, Knowledge (History), Knowledge (Nobility), Knowledge (Religion), Profession (any), Ride, Sense Motive, Martial Lore
Code of Conduct – A paladin must maintain Lawful Good alignment. The exact code must be agreed upon before the character may come into play.

Maneuvers - You can learn maneuvers from the Devoted Spirit, Diamond Mind, Stone Dragon, and White Raven schools. At 4th level and every even level after, you can choose to learn a new maneuver in place of one you already know.

Maneuvers Readied - You can ready maneuvers by praying for five minutes. The maneuvers you choose remain readied until you decide to pray again and change them. You begin an encounter with all of your readied maneuvers unexpended. When you initiate a maneuver, you expend it for the current encounter. You can recover an expended maneuver by using a full-round action to quickly pray. This does not provoke an attack of opportunity.
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Mantle Feats

A paladin can take a mantle feat and gain additional abilities through his code of conduct. The effects of the mantle are lost if the paladin violates the code of conduct, but can be regained through the listed atonement method.

Good Mantles

Abstinence

The Paladin has foresworn the use of drugs, alcohol, and other similar substances. He loses all aspects of this mantle if he ever willingly imbibes any drug, alcohol, or similar.

The Paladin receives immunity to various effects according to his level. At first level, he is immune to non-magical poison. At fifth level, he becomes immune to non-magical disease and receives a +1 bonus to saves to resist mind-affecting effects. At tenth level, he becomes immune to magical poison, and his bonus to resist mind-affecting effects increases to +2. At fifteenth level, he becomes immune to magical disease, and his bonus to resist mind-affecting effects increases to +3. At twentieth level, he becomes completely immune to harmful mind-affecting effects.

In addition, once per day for a number of rounds equal to his Charisma modifier, the Paladin can provide to all allies within 5' + 5'/3 Paladin levels a sacred bonus to saves to resist mind-affecting effects equal to his Charisma modifier.

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

Charity

The Paladin has sworn to tithe at least 20% of all his earnings (including treasure) to charity and the church. He loses all aspects of this mantle if he fails to tithe that amount.

The Paladin receives a sacred bonus to Diplomacy checks equal to 1/2 his class level (rounded up). In addition, once per day for a number of rounds equal to his Charisma modifier, the Paladin can use charm person (as the spell). At seventh level, this changes to charm monster. At fourteenth level, the Paladin can either perform a charm monster or a mass charm person, and can use this ability twice per day.

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

Grace

The Paladin has sworn to protect his allies, with his life should the need arise. He loses all aspects of this mantle if an ally of his within 60' falls in combat before the Paladin falls.

The Paladin, and all allies within 30', gain a sacred bonus to Reflex saves equal to 1/4 the Paladin's class level. At fifth level, the Paladin and all allies within 5' + 5'/3 class levels, gain the benefits of Evasion while in light or no armor. At tenth level, the Paladin gains the benefits of Evasion in medium armor. At fifteenth level, the Paladin gains the benefits of Improved Evasion while in light or no armor. At twentieth level, the Paladin gains the benefits of Improved Evasion while in medium armor.

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

Humility

The Paladin understands that, to be truly great, one must remain humble. He loses all aspects of this mantle if he ever boasts or exaggerates about his accomplishments or uses social status to influence another.

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

Atonement Method: A Paladin who violates the Humility mantle can atone by offering his services to a great leader for one month.

Mercy

The Paladin has sworn an oath to never willingly harm non-evil creatures. He loses all aspects of this mantle if he ever knowingly kills a non-evil creature or performs a Coup de Grace attack.

The Paladin can deal non-lethal damage with any weapon without receiving a -4 penalty. In addition, whenever he deals non-lethal damage to a target, he deals +1d6 extra non-lethal damage for each three Paladin levels and can deal non-lethal damage with a Smite attack.

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

Peace

The Paladin holds himself to a peaceful standard in accordance with his god's wishes. He loses all aspects of this mantle if he ever willingly enters into combat without trying to prevent it, or if he witnesses conflict without trying to prevent it.

The Paladin receives as a spell-like ability, usable a number of times per day equal to his Charisma modifier (with a caster level equal to his class level), the hold person spell. At fifth level, he may expend two uses to use hold monster. At tenth level, he may expend three uses to use mass hold person. At fifteenth level, he may expend four uses to use mass hold monster. If a creature perishes while held by any form of this spell, the Paladin loses all aspects of this mantle.

In addition, creatures around the Paladin in a 5' radius (plus 5' for every 3 Paladin levels) are affected as if by a calm emotions spell.

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

Prudence

A Paladin is aware of the strength of both his allies and his foes, and never places his allies into a situation where they could be greatly harmed or even slain. He loses all aspects of this mantle if he ever willingly allows allies to put themselves in great danger without first attempting to find a less dangerous solution.

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

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

Redemption

A Paladin must redeem others who do not adhere to faith as vehemently as the Paladin. He loses all aspects of this mantle if he does not forgive those who err in the name of good.

The Paladin's Lay on Hands ability gains new functions. It can remove disease (as the spell) by spending 15 points of healing, remove curse (as the spell) by spending 20 points, and create an atonement effect (as the spell) by spending 40 points. The atonement effect cannot affect the Paladin, only other creatures.

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

Temperance

A Paladin must display self-restraint in all their actions. He loses all aspects of this mantle if he attacks in the first round of combat.

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

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

Valor

A Paladin must be regal and valorous to combat the forces of evil. He loses all aspects of this mantle if he attempts to coerce or influence anyone through Intimidation.

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

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

Lawful Mantles

Conviction

The Paladin is certain of himself and his actions, so much so that his unswerving faith augments his martial prowess. The Paladin loses all aspects of this mantle if he ever questions his faith, attacks another member of his faith, or smites a creature that is unaffected by the smite attack.

The Paladin's attacks are considered bludgeoning, slashing, and piercing for the purposes of overcoming damage reduction. At tenth level, all his attacks are also considered magical, lawful, and silver for the purposes of overcoming damage reduction. At fifteenth level, all his attack are also considered adamantine, mithral, and holy for the purposes of overcoming damage reduction. At twentieth level, the Paladin ignores the first ten points of his foe's damage reduction.

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

Diligence

The Paladin has sworn to examine his opponents and his surroundings thoroughly. He loses all aspects of this mantle if he does not attempt every legitimate action before giving up.

The Paladin can detect evil (as the spell) at will. At fifth level, the Paladin gains Darkvision 30'. At tenth level, the Paladin gains Low-Light Vision. At fifteenth level, the Paladin gains Scent 30'. At twentieth level, the Paladin gains Blindsight 15'.

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

Honesty

The Paladin has foresworn lying, for any reason. He loses all aspects of this mantle if he ever willingly makes a Bluff check for any reason other than to feint in combat, if he ever uses the Forgery skill, or if he ever lies.

The Paladin receives a sacred bonus to Sense Motive checks equal to 1/2 his class level (rounded up). In addition, once per day for a number of rounds equal to his Charisma modifier, the Paladin can see invisibility (as the spell). At seventh level, this changes to invisibility purge. At fourteenth level, the Paladin can either perform an invisibility purge or can see as if affected by true seeing, and can use this ability twice per day.

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

Honor

The Paladin holds himself to honorable standards of combat set down by his god. He loses all aspects of this mantle if he ever feints, trips, or gains the benefits of flanking in combat.

The Paladin receives a sacred bonus to melee attack rolls equal to his Charisma modifier.

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

Justice

The Paladin is an agent of justice and must uphold the law to its fullest extent. He loses all aspects of this mantle if he ever willingly breaks a law or associates with lawbreakers.

The Paladin can detect chaos (as the spell) at will. At fifth level, the Paladin's smite ability can be used against chaotic creatures to equal effect. If used against a creature who is both chaotic and of the appropriate alignment for the Paladin's smite ability, the smite's damage is doubled and automatically confirms a threatened critical.

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

Patience

The Paladin has sworn an oath to never rush in without thinking and to always consider all courses of action. He loses all aspects of this mantle if he ever acts without considering the consequences or attacks in the first round of combat.

The Paladin only needs four hours of sleep a night. At seventh level, the Paladin does not need to eat more than one meal a week. At fourteenth level, the Paladin no longer needs to breathe. At twentieth level, the Paladin no longer needs to eat or sleep.

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

Perseverance

A Paladin must never falter and never sway on his chosen path. He holds himself to a resolute and stoic standard in accordance with his god's wishes. He loses all aspects of this mantle if he ever willingly stands down from a fight he knows he can win, or if he gives up in the face of adversity.

All allies within a 5' radius (plus 5' for every 3 Paladin levels) gain DR 1/-, plus 1/- for every five class levels of the Paladin. In addition, once per day for a number of rounds equal to his Charisma modifier, a Paladin can surround himself and his allies with an aura of magical resilience. This aura grants his allies SR equal to his class level plus his Charisma modifier.

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

Piety

A Paladin must pray to his deity, and those with the Piety Mantle of Faith must pray exceptionally. He holds himself to a standard where he must pray at least five times per day, for at least an hour per prayer session. He loses all aspects of his mantle if he goes one day without praying five times, with at least one hour of time between periods of prayer.

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

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

Zeal

A Paladin must always accept an honorable challenge. He loses all aspects of this mantle if he ever does not accept an honorable challenge or if he smites a creature that is unaffected by the smite attack.

The Paladin gains +1d6 sacred damage when performing smite attacks. This improves to +2d6 at 5th level, +3d6 at 10th level, +4d6 at 15th level, and +5d6 at 20th level.

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

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