Classes Paladin

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Through a select, worthy few shines the power of the divine. Called paladins, these noble souls dedicate their swords and lives to the battle against evil. Knights, crusaders, and law-bringers, paladins seek not just to spread divine justice but to embody the teachings of the virtuous deities they serve. In pursuit of their lofty goals, they adhere to ironclad laws of morality and discipline. As reward for their righteousness, these holy champions are blessed with boons to aid them in their quests: powers to banish evil, heal the innocent, and inspire the faithful. Although their convictions might lead them into conflict with the very souls they would save, paladins weather endless challenges of faith and dark temptations, risking their lives to do right and fighting to bring about a brighter future.

Role: Paladins serve as beacons for their allies within the chaos of battle. While deadly opponents of evil, they can also empower goodly souls to aid in their crusades. Their magic and martial skills also make them well suited to defending others and blessing the fallen with the strength to continue fighting.

Alignment: Lawful good

Hit Die d10

Starting Wealth: 5d6 × 10 gp (average 175 gp.) In addition, each character begins play with an outfit worth 10 gp or less.

Class Skills

The paladin‘s class skills (and the key ability for each skill) are Concentration (Constitution), Craft (Intelligence), Diplomacy (Charisma), Handle Animal (Charisma), Heal (Wisdom), Knowledge (Nobility and Royalty) (Intelligence), Knowledge (religion) (Intelligence), Profession (Wisdom), Ride (Dexterity), and Sense Motive (Wisdom).

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

Skill Points at Each Additional Level 2 + Intelligence modifier.

The Paladin
per Day-
Level Base Attack
Fort Save Ref Save Will Save Special 1st 2nd 3rd 4th
1st +1 +2 +0 +0 Aura of good, detect evil, smite evil 1/day
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 2/day, 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 3/day 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 4/day 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 5/day
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 level.

Detect evil (Sp) : At will, a paladin can use detect evil, as the spell.

Smite Evil (Su) : Once per day, a paladin 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 level. If the paladin accidentally smites a creature that is not evil, the smite has no effect, but the ability is still used up for that day.

At 5th level, and at every five levels thereafter, the paladin 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 gains a bonus equal to her Charisma bonus (if any) on all 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. Using lay on hands in this way requires a successful melee touch attack and doesn’t provoke an attack of opportunity. The paladin decides how many of 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 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 is conscious, but not if she is unconscious or dead.

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

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.

Paladin Spells

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 must choose and prepare her spells in advance.

To prepare or cast a spell, a paladin must have a Wisdom score equal to at least 10 + the spell level. The Difficulty Class for a saving throw against a paladin’s spell is 10 + the spell level + the paladin’s Wisdom modifier.

Like other spellcasters, a paladin can cast only a certain number of spells of each spell level per day. 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 indicates that the paladin 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 does not have access to any domain spells or granted powers, as a cleric does.

A paladin prepares and casts spells the way a cleric does, though she cannot lose a prepared spell to spontaneously cast a cure spell in its place. A paladin may prepare and cast any spell on the paladin spell list, provided that she can cast spells of that level, but she must choose which spells to prepare during her daily meditation.

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

Special Mount (Sp) : Upon reaching 5th level, a paladin 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 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 and remains for 2
hours per paladin level; it may be dismissed at any time as a free action. The mount is the same creature each time it is summoned, though the paladin may release a particular mount from service.

Each time the mount is called, it appears in full health, regardless of any damage it may have taken previously. The mount also appears wearing or carrying any gear it had when it was last dismissed. Calling a mount is a conjuration (calling) effect.

Should the paladin’s mount die, it immediately disappears, leaving behind any equipment it was carrying. The paladin may not summon another mount for thirty days or until she gains a paladin level, whichever comes first, even if the mount is somehow returned from the dead. During this thirty-day period, the paladin takes a -1 penalty on attack and weapon damage rolls.

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 forth).

Code of Conduct

Overthrowing of the Rusty Knight Date 1908 Arthur Hughes (1832-1915) 
Overthrowing of the Rusty Knight Date 1908 Arthur Hughes (1832-1915) 

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


A paladin who ceases to be lawful good, who willfully commits an evil act, or who grossly violates the code of conduct loses all paladin 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 may be a multiclass character, but multiclass paladins face a special restriction. A paladin who gains a level in any class other than paladin may never again raise her paladin level, though she retains all her paladin

The Paladin’s

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 is a heavy warhorse,
and the standard mount for a Small paladin is a warpony. Another kind of mount,
such as a riding dog (for a halfling paladin) or a Large shark (for a paladin
in an aquatic campaign) may be allowed as well.

A paladin’s mount is treated
as a magical
, 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).

Adj. Intelligence Special
5th-7th +2 +4 +1 6 Empathic
link, improved evasion, share spells, share saving throws
8th-10th +4 +6 +2 7 Improved
11th-14th +6 +8 +3 8 Command
creatures of its kind
15th-20th +8 +10 +4 9 Spell

Paolo Uccello Drei Gemälde zur Schlacht von Romano für den Medici-Palast in Florenz, Szene: Der Sieg über Bernardino della Ciarda Year 1438

Paolo Uccello Drei Gemälde zur Schlacht von Romano für
den Medici-Palast in Florenz, Szene: Der Sieg über Bernardino della
Ciarda Year 1438

Mount Basics

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

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

Strength Adj : Add
this figure to the mount’s Strength score.

Intelligence: The
mount’s Intelligence score.

Empathic Link (Su) : The paladin has an empathic link with her mount out to a distance of up to 1
mile. The paladin cannot see through the mount’s eyes, but they can communicate

Note that even intelligent mounts see the world
differently from humans, so misunderstandings are always possible.

of this empathic link, the paladin 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 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

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

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

Command (Sp) : Once per day per two paladin 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 Charisma modifier) to
negate the effect.

: A mount’s Spell
equals its master’s paladin 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


Gentile da Fabriano Anbetung der Heiligen Drei Könige, Haupttafel: Anbetung der Könige, Detail: Pferde Year 1423

Gentile da Fabriano Anbetung der Heiligen Drei Könige, Haupttafel:
Anbetung der Könige, Detail: Pferde Year 1423

Quintessential PaladinAuthor Alejandro Melchor

Series Quintessential Series

Publisher Mongoose

Publish date 2002

Pages 128

ISBN 1-903980-79-8

OGL Section 15 qpal

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can call a special mount when they reach 5th level. The SRD gives the details
on how this mount grows in power and mentions that a paladin may receive a mount
other than a war horse, but it does not address matters of game balance or how
the mount may develop if it is weaker or stronger than a regular war horse. Advancement
tiers allow players and Games Masters to determine quickly what powers a stronger
or weaker mount would have when its paladin master is of certain level, by comparing
the advancement tier each belongs to.

paladin’s advancement tier is determined by his level according to the table
below, while a mount’s is determined by a tier rating. The mount’s tier
rating not only measures its power, but also its usefulness as a special mount,
and is calculated as follows:

Tier Rating = Challenge Rating + 3 + other modifiers.

Rating Modifier

Mount Modifier
Can fly +1
Has Intelligence equal or higher than 6 +1
Is an Animal, Beast
or vermin
Is an Aberration, fey* or magical
Is a Construct or outsider** +2
Is a Dragon +1

* fey creature
must be capable and willing to bear the rider

** ‘Natural’ outsiders only, creatures who become outsiders because of a template do not apply this modifier.


Tier Paladin
Level / Tier Rating
0 1-4*
1 5-7
2 8-10
3 11-14
4 15-19
5 20-25*

* Tier Rating only.

a mount’s tier rating is equal to the highest rating for a tier, the paladin
cannot call the mount until he is one level higher than the lowest level in that
tier for Tiers 1 and 2, and two levels higher for Tiers 3 and 4.

example, a 5th level paladin (Tier 1) wishes to call a dire boar as his special
mount. The dire boar has a Tier Rating of 7 (CR 4 + 3 + 0 animal), which is the
highest rating in Tier 1, which means that the paladin cannot call it until he
is 6th level, one level higher than 5th level, the lowest level in Tier 1.

Tier Summary

can first call mount at
Tier 5th 6th 7th 8th 9th 10th
1 5th-7th 6th-8th 7th-9th 8th-10th 9th-11th 10th-12th
2 8th-10th 9th-11th 10th-12th 11th-13th 12th-14th 13th-15th
3 11th-14th 12th-15th 13th-16th 14th-17th 15th-18th 16th-19th
4 15th-20th 16th-21st* 17th-22nd* 18th-23rd* 19th-24th* 20th-25th*

* Should the Games
Master wish to continue his campaign beyond 20th level.

Tier Power

paladin’s mount gains special bonuses and abilities as the paladin advances
in level but, if the mount was naturally stronger or weaker than a normal war
horse before becoming a special mount, it may not gain the same bonuses and abilities.
The effective tier power of a mount depends on both its own and the paladin’s
tiers. It determines the corresponding powers it can have to compensate for its
natural special abilities or lack thereof.

the paladin’s tier with the mount’s in the following table. The number
in the matching row and column indicates the special mount abilities that the
mount receives from the paladin’s tier. The next section applies the advancement
tier system to the special mount’s advancement table found in the SRD as
well as providing more options of advancement.

Tier Power

0 1 2 3 4 5
1 2 1 0
2 3 2 1 0
3 4 3 2 1 0
4 4 4 3 2 1 0

For example, a
12th level paladin (Tier 3) calls a new war horse mount (Tier 1); according to
the table, the horse receives the bonuses and abilities that correspond to a Tier
3 (11th to 14th levels) paladin. If the same paladin were to call a griffon (Tier
2), the griffon would receive the bonus and abilities of a Tier 2 (8th to 10th
level) paladin instead.

Alexander Andreyevich Ivanov: Bellerophon is sent to the campaign against the Chimera Date1829Alexander Andreyevich Ivanov: Bellerophon is sent to the campaign
against the Chimera Date1829

Exotic Mounts

or war ponies are not the only mounts that a paladin may call to service. If the
divine forces will it, he may be soaring the skies atop a mighty griffon, or razing
battlefields astride a divine war machine. The advancement tier system above provides
a tool for the paladin to call upon the service of more exotic mounts.

serve as a mount, the creature must be at least one size category larger than
the paladin and must be suitable for riding. The only creatures that a paladin
may call as mounts are some aberrations, animals, dragon cohorts (as per the Leadership feat), beasts, magical
, fey, adequately built constructs and certain outsiders.
A deinonychus dinosaur is certainly an unlikely choice for a mount but it is feasible.
A clay golem is not an option. In the end, the Games Master has the final authority
as to the availability of a specific creature as a paladin’s special mount.

Alignments: The creature that is to become a special mount cannot be of chaotic or evil
alignments in its natural form. Neutral creatures become either lawful or good
when entering service as a paladin’s special mount.

fey Mounts: Some fey creatures may serve as mounts if they are quadrupeds or with
a horizontal configuration. Intelligent fey (Intelligence 12+) must be convinced to serve
as mounts before the paladin can ride them.

Constructs: An iron
golem warhorse sent by a deity of the forge is a fearsome mount indeed. The
fact it is a special mount sets it apart from other constructs. Consider that
it has animal Intelligence (score
of 2) before applying any Intelligence adjustment from a mount purpose template as described in the next section.

Dragons: Dragons
are very special creatures and it takes extra effort to persuade one to serve
as a mount. The paladin must possess the Leadership feat and must first have the dragon as a cohort before it will enter into a
bond with the paladin as a special mount.

outsiders: A particularly pious paladin may receive a celestial creature to serve as
his mount. The advantage of having such a creature is that it does not die when
reduced to 0 hit points. The paladin may call it again from its extra-planar home
the following day. The disadvantage is that it is vulnerable to all the magic
that affects outsiders; a magic circle can imprison it, it can be expelled from
the material plane with dismissal and banishment and it is considered a lawful
good creature, vulnerable to damaging chaotic and evil spells. If the mount is
killed while on its home plane, it is destroyed permanently.

Mount’s Purpose

the primary purpose of a mount is to transport its rider, and that of a battle
mount to give him advantage on the battlefield. A paladin’s mount, however,
is a divinely-blessed beast, magical in nature, and does not exist in this world
before it is created by the paladin’s need, ceasing to exist when he needs
it no longer.

special mount is a normal member of its species in all regards except for its
powers and its creature type, which is ‘magical
’. The powers it
gains as the paladin increases in level reflect its role as the paladin’s
comrade in arms, enabling them to fight as if they were one.

mount’s purpose is a template that defines the abilities the mount has, with
the warmount template being the most common, as seen in SRD. Each purpose template
can replace the warmount, with the special mount gaining different abilities at
a different pace depending on its role. Once a paladin has called a mount with
a special purpose template, he is stuck with it unless he dismisses his old mount
or it dies for whatever cause, at which point the paladin can call for a mount
with a different purpose. The mount that arrives does not start from the beginning,
but conforms to the characteristics that correspond to the paladin’s level,
with all abilities and statistics as described in the corresponding table.

tables for the different purpose templates list a tier column, for use with the
advancement tier system for exotic mounts in the previous sections.


This is the most common
special mount that paladins receive, geared for battle and growing in strength
and resistance to keep apace with his rider’s combat prowess. All abilities
and bonuses are described above.


When the divine
forces sent the mount, they decided that the paladin did not need something to
help him fight, but someone to help him follow the path of righteousness without
deviation. The counsel mount is the paladin’s compass when he finds himself
mired in moral ambiguity, and a beacon of light when darkness threatens to overwhelm
him. The counsel is more than simply a mount, it is a friend.

Empathic Link: The telepathic communication that the paladin can maintain
with his mount extends for far longer distances. He remains in touch with his
mount up to one mile per level away.

Warning: When the paladin is about to commit an act that would cause him to
become an ex-paladin, or to make him break a vow or an oath, the counsel warns
him of the consequences of his actions. If he is being manipulated, the counsel
grants him a +4 synergy bonus to any skill check to resist or discover the manipulation,
and a +2 inherent bonus to Will saves if the manipulation is magical in nature.

Share Spell
: When the paladin is riding his mount, he enjoys the protection
of its Spell

Atonement: The counsel may intercede in the paladin’s favour if he incurred any
penalty that makes him lose his paladin abilities. Not only does the counsel remain
at his side when other mounts would leave, but he can also cast Atonement on the


Sometimes, the
purpose of the special mount is not helping the paladin in battle; just getting
him there. A traveller special mount may still fight as if it was trained for
combat thanks to its intelligence, but it is not as resistant as a warmount and
may get killed more easily if it does enter combat. Traveller mounts have a special
knack of finding their way to where the paladin is most needed, and have the endurance
necessary to withstand long travels.

Endurance: The mount gains the advantages of the Endurance feat, gaining a +4 bonus for performing
a physical action that extends over a period of time (running, swimming, forced
marching, and so on).

Sense: The mount has a +10 inherent bonus to Intuit
and Wilderness
checks used to find the way.

Serendipity: For every day of overland travel, there is a 2% chance per paladin level that
he will come across a situation where his help is needed before he reaches his

League March: Once per week, the mount can engage in a high-speed mode of
travel, covering seven times the distance it would cover in normal overland travel.
It can maintain this supernaturally-fast pace for as long as 8 hours but if it
stops before that, it cannot resume this ability until a week has passed.


Like the paladin,
a mount can serve a higher power than its rider, complying with his wishes but
really answering to a worthier authority. The overseer mount is almost undistinguishable
from the warmount, and gives most of the same benefits, but it was sent to keep
an eye on the paladin, not to be his unquestioningly loyal servant. The overseer
is loyal and will never betray the paladin, but it has permission from whatever
force the paladin serves to act counter to his interests if they deviate from
their true path, or even to call in reinforcements.

commune: The mount can communicate with the deity or divine force that sent it to serve
the paladin. It can do this once per day and incurs in no experience cost as it
delivers its observations on the paladin’s behaviour to the deity. It can
ask questions on behalf of the paladin, but the paladin pays the spell’s
cost as if he were casting the spell.

Hold: The mount may cast a focused version of Hold Person on the paladin as an 8th
level cleric. The paladin may move freely if he fails his Will save, but he cannot
dismount until the mount dispels the effect. The paladin can be knocked from the
saddle, however.

Reinforcements: The first version of this ability allows the mount to use Summon
Monster V
call a celestial creature to help the paladin in battle. The second version allows
the mount to cast lesser
planar ally
. It can use either ability once per week.


Not all paladins
have the benefit of belonging to an order. The ones who are answering the call
from within their hearts often find themselves learning the ropes of paladinhood
by trial and error, trusting the strength of their faith to carry them through.
When they finally call a mount to fight by their side, their predicament has been
taken into consideration, and they receive a creature that will guide their growth
as well as help them in their mission. The mentor mount is a wellspring of knowledge,
a teacher that will show the paladin the correct use of his powers.

Spellcasting: The mount is a minor spellcaster in its own right, but uses his knowledge
to complement the paladin’s. Only when riding the mount, the paladin gains
an extra spell slot of the level where his own spells per day table indicates

of Learning: The paladin chooses a Knowledge skill per his own Wisdom modifier.
From now on, that skill is considered a class skill.

Instruction: From 11th to 14th level, the paladin has 2 extra skill points
when he gains a new level.

Mount – Warmount

Tier Paladin Level Bonus HD Natural Armour Strength
Intelligence Adj. Special
1 5-7 +2 4 +1 +4 Improved evasion,
share spells, share saving throws
2 8-10 +4 6 +2 +5  
3 11-14 +6 8 +3 +6 Command
creatures of its kind
4 15-20 +8 10 +4 +7 Spell

Mount – Counsel

Tier Paladin
1 5-7 +2 1 +5 +1 Improved
empathic link, share spells, share saving throws
2 8-10 +3 2 +6 +2 Moral
3 11-14 +4 4 +7 +3 Spell
4 15-20 +5 6 +8 +4 Share Spell
, Atonement

Mount – Traveller

Tier Paladin
Bonus HD Natural Armour Strength
1 5-7 +2 2 +0 +2 Endurance,
share spells, share saving throws
2 8-10 +4 4 +1 +3 Wanderer sense
3 11-14 +6 6 +1 +4 Serendipity
4 15-20 +8 8 +2 +5 Seven league march

Mount – Overseer

Tier Paladin
Strength Adj. Intelligence
1 5-7 +1 2 +0 +6 Improved evasion, share spells, commune
2 8-10 +2 4 +1 +7 Hold
3 11-14 +4 6 +2 +8 Reinforcements
4 15-20 +6 8 +3 +9 Reinforcements II

Mount – Mentor

Tier Paladin Level Bonus HD Natural
Intelligence Adj. Special
1 5-7 +2 2 +0 +9 Spellcasting,
share spells, share saving throws
2 8-10 +4 4 +1 +10 Gift of
3 11-14 +6 6 +1 +11 Superior Instruction
4 15-20 +8 8 +2 +12 Spell

* If the creature’s Intelligence is above 10 before becoming a mount, use the Counsel’s adjustment.


Tricks of
the Trade

The Quintessential

Author Alejandro Melchor

Series Quintessential Series

Publisher Mongoose

Publish date 2002

Pages 128

ISBN 1-903980-79-8

OGL Section 15 qpal

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There is a great
difference between a mounted knight and a paladin. While both fight on horseback
to gain advantages, the knight cannot communicate his wishes directly to his mount’s
mind. The paladin’s special mount is no ordinary animal either; it is an
intelligent and powerful ally. Mounted
is thus a bit different for the
paladin than for any other character.

The Ride Skill

The Ride skill works in a slightly different way for paladins and their empathetically
linked mounts. While the paladin still needs to take ranks in Ride so he can take full advantage of being mounted, there are some tasks that
work differently when the rider has a continuous empathic link with an intelligent
mount. For paladins riding their special mounts, use the following DCs for the Ride check instead of the ones in the SRD. If
a task is not listed, it uses the same DC as the normal check.

Mount in Battle
with Warhorse
with Knees
in Saddle
Leap 10
Cover 10

Mount in Battle: Given that the special mount is a warhorse or is at least
intelligent and trusting of the rider’s judgement, it does not need to be
calmed down to enter combat.

with Warhorse: No check is necessary. The paladin simply gives his mount the
command to attack as a free action, while he uses his own attacks normally at
the same time.

with Knees: A paladin can use both hands in combat while mounted without needing
to make a Ride (Dexterity)check. The empathic link and telepathic communication replace the
guidance he would provide with the knees.

in Saddle, Soft Fall and Leap: Mount and rider react as one to any sudden
movement because they just know what the other is doing.

Cover: The mount runs and moves to compliment the rider’s movement so as to
help him get cover behind its own body. Paladins rarely do this, however; they
respect their mounts too much to expose them to such danger.

If the player has 5 or
more ranks in Handle Animal, he gains
a +2 synergy bonus to Ride checks as normal.
If the Games Master allows it, the empathic link gives an additional synergy
bonus equal to the character’s Charisma modifier.

Riding Feats

Even though paladins can
communicate with their more intelligent mounts, they do not receive training
for free. The special mounted attacks represented in the feats Mounted
, Mounted Archery, Trample, Ride-by Attack and Spirited
still need to be taken for the paladin, and his mount, to enjoy their


The following are new actions
that a mounted character can attempt. They are a combination of existing tactics
and feats into new forms of attack that do not require the character to learn
new feats. Like normal riding tasks, Mounted
manoeuvres require the character to make a Ride check with varying DCs. Any character can attempt these actions if he has
the necessary feats and succeeds at the Ride check,
although some are exclusive to the paladin’s unique relationship with his
mount. The manoeuvres’ entries read as follows:

Feat: Lists the feats a manoeuvre requires the character to possess. If the character
does not have the feat, he cannot perform this manoeuvre.

Ride (Dexterity)check DC: Gives the DC for the Ride (Dexterity)check the character makes to prepare his
mount for the manoeuvre. If the ‘empathic’ descriptor appears with a
bonus, it means that a character with an empathic link with his mount adds this
number as a synergy bonus to the Ride (Dexterity)check. If there is no bonus listed for the
empathic descriptor, such riders do not need to make a Ride (Dexterity) check.

Action: This entry describes what kind of action the rider and mount perform
when using the manoeuvre. This is useful for determining what else each of them
can do during the rest of their turn. The first definition before the slash pertains
to the rider, and the second to the mount.

Effect: Describes what results from the manoeuvre, as well as gives any additional
skill check needed, plus exceptions to the general rules.



Feat: Mounted
Ride check DC: 20 (empathic +5).

Rider/Mount Action: Move-equivalent/Full-round.

Effect: The character leaps
from his mount to land on another moving mount or vehicle. The mount’s
makes a full-round action to attempt to catch up and match speed with the other
moving target, usingthe doublemove action, and possibly the run option too.
The character’s Ride check implies guiding
his mount so that there is enough distance to leap and not break his neck. The
target can make an opposed Ride (for mount targets), Handle Animals (for carts and beast-driven
vehicles) or other relevant check to try to manoeuvre away. If the leaping character
beats both his DC and the opposed check, he successfully leaps onto the target,
requiring a Balance check (DC 15) if he wants to take his remaining standard
action doing something else other than keeping his footing. If the Balance check
fails, the character may fall off the target or into a prone position on top
of it, depending on the target’s nature.


Feat: Mounted
, Ride-By Attack.
Ride check DC: 20 (empathic +5).

Action: Free/Special.

The mount makes a short but powerful jump in order to reach an enemy. The mount
can leap 10 feet, and such movement counts as if it had taken a 5-foot step for
purposes of determining attacks of opportunity. As per the normal leap, the Ride (Dexterity)check is meant to determine if the rider remains in the saddle after the leap.
It also allows the mount to take a fullround action after it jumps. If they are
leaping over an obstacle, make a Jump or Ride (Dexterity)check (whichever is lower) with
a DC determined by the GM.


Feat: Mounted
Ride check DC: 15 (empathic).

Rider/Mount Action: Standard
or Full-round/Fullround.

The mount and rider attack in rapid succession for devastating effect. As mount
and rider attack on the same initiative order, the rider lets the mount go first
with both hooves (no bite). If it hits, the rider gains a +2 synergy bonus to
all his attack rolls for this turn against the same target, in addition to the
+1 bonus for being mounted. The rider can use all of his attacks or just one and
perform another partial action. If all of the attacks hit, the target must make
a Fortitude save (DC 10 + damage inflicted) or fall prone as if tripped.


Feat: Mounted
, Trample.
Ride check DC: None.

Rider/Mount Action: Move-equivalent/Full-round.

The rider guides the mount into the target in order to trip it. The mount charges
against the target but, instead of attempting an overrun, it performs a trip attack
with the aid of its rider. The mount uses its own base attack bonus, its rider’s
or his full Ride (Dexterity) modifier, whichever is greater. The attack roll gains the normal
+2 bonus for the charge, plus another +2 competence check because of the rider’s
Trample feat. To oppose the target’s Strength or Dexterity check, the mount
uses a second Ride (Dexterity) check from its rider instead of its own Strength.

the mount beats the target’s check result, the target is tripped and is now
in a prone position and the rider can now proceed to attack with his remaining
standard action with all the pertinent bonuses. The rider must have a reach weapon
in order to attack a prone target.


Feat: Mounted
, Ride-By Attack.
Ride (Dexterity)check DC: 15 (empathic).

Action: Standard/Full-round.

The rider jumps from the mount to tackle the target. The rider uses the speed
from a charge to make a combination of a trip and a grapple attack. The rider
makes a normal attack roll adding +2 for the charge action, with the Ride (Dexterity)check
meaning that he let go of the mount at the right moment. If the check fails, the
rider takes 1d6 points of damage and falls short of the target and must make a
Reflex save (DC 15) to get up. If both check and attack roll succeed, the rider
slams the target for 1d6 points of damage, taking 1d4 hit points damage himself.
The rider has a +4 bonus to his Strength check to trip the target. Whether the
target is tripped or not, the rider automatically starts a grapple and both combatants
make a grapple check. If the trip was successful, the rider gains a +4 bonus to
his grapple check. If the trip was unsuccessful, the target may attempt to trip
the rider in response or let grapple check proceed normally. The mount moves on
after the rider leaps and, if intelligent, circles around to return to help its


Feat: Mounted
Ride (Dexterity)check DC: None.

Rider/Mount Action: Standard/Special.

The rider pins a prone target to the ground with either a reach weapon or with
the mount itself. The rider must start his action while next to a target that
is already prone, either because the mount moved in and he still has actions left
or because they started their turn in such a position. The rider makes a touch
attack against the prone target using his normal attack bonuses or, if using the
mount, a normal Ride (Dexterity) check to put a hoof, paw or claw over a sensitive area. The
target is considered pinned and risks injury if it tries to escape, automatically
suffering appropriate damage regardless of the attempt’s success. The rider
or mount can attempt to push the target back down with an opposed Strength check,
but the rider adds his base attack bonus.


Feat: Mounted
, Trample.
Ride (Dexterity)check DC: Special (empathic +2).

Action: Full-round/Full-round.

The rider guides the mount to smash a prone target into bloody pulp. As with the
Pin Down manoeuvre, rider and mount must start their action while next to a target
that is already prone. The rider does nothing but guide his mount’s attacks,
granting it a +2 synergy bonus to attack and damage rolls. The Ride (Dexterity)check determines
how successful the Pounding is, as the check result becomes the target DC to either
a Reflex save or an Escape Artist or Tumble check, whichever is higher. A successful
check or save means that the target rolled out of the way and can try to stand
up. For every round after the first that the mount deals damage, the target also
suffers 1d4 points of ability damage to Strength, Dexterity or Constitution (rider’s
choice) as its limbs are smashed into the ground. If Dexterity or Strength are
reduced to 0, the target cannot move any more. If Constitution is reduced to 0,
the target dies.


Feat: Mounted
Ride (Dexterity)check DC: 18 (empathic).

Rider/Mount Action: Standard/Standard.

The mount rears and slams down, giving momentum to its rider’s attack. Essentially,
the mount uses the Aid Another action but does not roll to attack, as the Ride (Dexterity)check or empathic link provides it with enough guidance and co-ordination with
the rider’s efforts. The rider gains a +2 bonus to his next attack roll.


Feat: Mounted
, Ride-By Attack, Spirited
Ride (Dexterity)check DC: 20 (empathic

Rider/Mount Action: Standard/Full-round.

The rider runs a target through with a lance. As part of a normal charge action,
the rider may impose a -2 penalty to the attack roll in order to skewer his target
with the lance, manoeuvring the mount for better effect. If the attack is successful,
the damage is multiplied by one factor less than the Spirited
allows (normal
damage for melee weapons, double damage for lances), but the weapon is embedded
in the target’s body. If the damage is resisted by damage reduction, the
attack was not strong enough and the weapon falls to the ground. Every subsequent
round, the target has a -2 penalty on every die roll and suffers 1d6 points of
automatic damage until he removes the weapon with a successful Strength check
(DC 15). Removing the weapon deals double the weapon’s damage if it is a
melee weapon, and triple if it is a lance. Even with the weapon removed, the target
loses 1 hit point every round until the wound is closed by any curing magic or
a successful Heal check (DC 10).


Hans Baldung (1485–1545) Title The Knight, the Young Girl, and Death Date ca. 1505

Hans Baldung (1485–1545) Title The Knight, the Young Girl, and Death
Date ca. 1505

Feat: Mounted
, Ride-By Attack.
Ride (Dexterity)check DC: 10 (empathic).

Action: Standard/Move-equivalent or full-round.

The rider snatches another creature and props it behind him in the saddle. The
mount runs past a creature as its rider leans down to grab it. The target creature
must be of the same size or one size smaller than the rider (usually a damsel
in distress). The rider makes a touch attack to grab hold of the creature. If
the creature is willing and waiting to be snatched, the rider gains a +2 synergy
bonus. If the creature is not aware of the attempt but would not resist it, the
rider gains no bonus to the touch attack roll, but he automatically picks the
creature up if successful. If the creature resists, both make a Grapple check.
If the creature wins, the rider speeds by and out of range without provoking attacks
of opportunity but, if the rider succeeds, he picks the creature up. He pins the
creature but cannot attack it. The rider can prop the creature face down over
the saddle with a second successful Grapple check, and all of the creature’s
efforts suffer a -2 penalty for the mount’s violent movements. If the creature
escapes or is released while the mount is moving, it suffers damage depending
on the mount’s movement as follows:

Mount Moves Damage
Walk speed, move-equivalent 1d6 nonlethal
Walk speed, double-move 1d6
Run speed, move-equivalent 2d6
Run speed, double-move 3d6

Unseat Rider

Feat: Mounted
, Ride-By Attack.
Ride (Dexterity)check DC: Special (empathic +2).

Rider/Mount Action: Standard/Full-round.

The rider uses speed and precision to dismount an enemy rider. Rather than dealing
damage, the character uses the momentum from a charge to knock a mounted opponent
to the ground. The character makes a touch attack roll with a -4 penalty and rolls
for damage if successful. The target rider does not suffer the damage as hit point
loss, but instead must make a successful Ride (Dexterity)check (DC 10 + damage) or fall from
his mount, suffering 1d6 points of subdual damage. If the weapon used is a lance,
the virtual damage is doubled before it is added to the Ride (Dexterity)check’s DC.


at 1st level, paladins gain the ability to detect evil at will. The difference
between having this power as a spell and as a spell-like ability resides in the
fact that, without a daily limit on the number of uses, paladins can practice.
Paladins who wish to become better at locating evil can fine-tune their ability
with dedication and perseverance, something that they have in spades.

following options are alternate uses for the detect evil spell-like ability that
paladins can use as many times and for as long as they want. Some of them work
like metamagic feats and others are simply fine-tuning. Learning a new use for detect evil costs the character an amount of experience points that he can pay
at any time, provided that he does not lose a level. Once he pays the experience
points, he can apply the new use at all times. Some of the new uses require that
the paladin activate his ability and make either a Wisdom or a skill check. The
check is a free action performed as part of the detect evil activation. If the
check fails, the paladin does not activate his detect evil ability, although he
may try the next round at +1 to DC. The paladin may use his ability normally if
he so desires; he is not forced to apply any new use he might have learned.

Active sense 400 XP Concentration (DC 20)
300 XP Sense
Enlarge 250 XP Concentration (DC 16)
Fighting invisible
evil opponents
450 XP Wisdom (DC 15)
Maintain 400 XP Concentration (DC 15+)
Pin-point location 250 XP Search (DC 16)
Skip to a stage 150 XP Concentration (varies)
Tracking 300 XP Concentration (varies)

Sense: Paladins are always vigilant, and they can train to sense the approach
of impending danger while they sleep. Before laying down to rest, the paladin
makes a Concentration check (DC 20) and activates detect evil. For as long as
he remains asleep, any evil creature approaching within 60 feet of him will trigger
his senses. He makes a Will save with a base DC 15 minus the creature’s evil
power (see the detect evil description for how to calculate evil power). If he
succeeds, he awakens instantly knowing that something wicked is coming. The effect
is broken whenever he wakes up.

discern lies: The paladin fine-tunes his ability to sense evil so that he can perceive
the minor evil caused by the act of lying, even if the subject is lying for a
good cause. The character activates his ability and makes a Sense Motive check
with an insight bonus equal to +2 plus his Charisma modifier, opposed by the subject’s Bluff check.

Enlarge: When the paladin activates his detect evil ability and succeeds at a Concentration check (DC 16), the ability’s range extends to 120 feet away from him.

Invisible Evil Opponents: If the paladin is beset by an invisible evil opponent,
he can send out magical ‘pings’ every round to locate it with a successful Wisdom check (DC 15) and short bursts of his detect evil ability rather than a
sustained duration. If the creature is within the ability’s area of effect
in that round, the paladin’s chance to miss with a melee attack is reduced
by 20% and he keeps his Dexterity modifier to AC. Using his spell-like ability
in this way is a move-equivalent action, which allows the paladin to attack the
creature, but not perform a full-round action.

Maintain: The character can keep his magical senses alert while performing other actions,
such as fighting. He concentrates for the number of rounds needed to reach the
desired precision of the detect evil effect and locks his senses there. Every
round after the first, he makes a Concentration check (DC 15 for the 1st round’s
effect, DC 16 for the 2nd round’s effect and dc 18 for the 3rd round’s
effect), if he succeeds, he maintains the effect as a free action. If he fails,
his Concentration breaks and he must reactivate his ability. The effect works
normally and, while the paladin maintains it, he cannot use any other spell, spell-like
ability or activate any spell trigger magical item. If he uses detect evil in
this way to fight against invisible evil opponents, he must use the effects of
the 3rd round of Concentration, and even then it only lets him guess where the
creature might be, without reducing any of its advantages due to invisibility.

Location: By concentrating for at least 3 rounds and making a Search check
(DC 16), the paladin can pin-point the location of any evil aura, even if it is
outside his line of sight (although it must still be within the ability’s
range). This use takes a standard action.

to a Stage: Rather than waiting for an extra couple of rounds to achieve an
effect, the paladin can skip directly to the 2nd or 3rd round effects of Concentration for the detect evil ability. He must succeed at a Concentration check (DC 17 for
the 2nd round’s effect, DC 19 for the 3rd round’s effect) in order to
skip directly to that stage when activating his ability.

Tracking: Evil leaves a trail, and strong evil practically leaves a map. Paladins can use
their familiarity with evil auras to track their owners. The character detects
the lingering aura of evil according to the guidelines in the detect evil description
and makes a Concentration check (DC varies according to the table). If he succeeds,
the paladin determines where the aura is heading. He makes a Concentration check
for every mile and, if he is travelling faster than his quarry, the lingering
aura gets stronger and is easier to follow, with the paladin gaining a cumulative
+1 competence bonus for every successful check. If he fails a check, it means
that he misread the aura and is heading the wrong way. A successful check will
tell him there is no aura present and he must backtrack, losing all the bonuses
he accumulated for previous successful checks. Unlike tracking by footprints,
the paladin can even travel at a hustle, since he is detecting the aura, not carefully
looking for physical traces of the creature’s passage.

Aura Strength Check
Dim 30
Faint 25
Moderate 20
Strong 15
Overwhelming 10

Power of Faith

paladins take on special quests to discover new ways to channel the power of their
faith, finding new weapons in their never-ending fight against darkness and sharing
their discoveries with organised orders and lone warriors alike.

following abilities use the paladin’s ability to channel positive and divine
energy through the strength of their faith alone. Divine intervention grants the
paladin additional dice to bolster his rolls, for those times when he calls upon
his deity or to grant him strength to defeat his enemies, or avoid an untimely
end that would leave unprotected the people he cares about. Combat prayers are
an alternate form of magic that paladins use in lieu of their very limited spellcasting
ability, channelling their capacity for divine magic in weaker but ultimately
more useful ways for them.

both of these abilities have not been fully explored, paladins draw from their
other gifts to use them, converting their faith into raw power that they can channel
in different ways. To represent this, the paladin can convert into Faith Points
the hit points he cures with his lay on hands ability, his turn undead attempts
and his smite evil attempt. He can use these faith points to call for divine intervention
or utter a combat prayer, and the ability he used to gain them is considered spent
for the day, as if he had activated the ability normally.


Ability Faith Points
Lay on Hands 1 per hp*
Turn undead 3 per
remove disease 10

The paladin does not need to convert all the hit points he can cure in a day at
the same time.

faith points is a free action and happens at the same time that the paladin uses
an alternate ability. The paladin can spend as many ability uses as he needs to
pay for an alternate ability, but he can only spend one kind of power in the same
turn. For example, he wants to get a d10 intervention die (see below), which costs
8 faith points. He could use up 8 hit points from lay on hands to pay for the
exact amount, or use up three turn undead attempts or his one smite evil attempt
and have one unused faith point left. He cannot use two turn undead attempts and
2 hit points from lay on hands, since they are different powers.


heroes have a way of either twisting fate in their favour or having their life
twisted back to accommodate the whims of destiny. A paladin has the attention
of divine forces, fate included, and may call for their intervention in subtle
yet significant ways. This intervention does not manifest in a glowing hand descending
from the sky to help the paladin out. It is a helpful push so slight that many
paladins argue that it is simple a manifestation of their own conviction, giving
them strength to prevail where others fall short.

role that a paladin’s faith and conviction plays in the game is represented
by intervention dice. This mechanic is meant to add a more epic sense to an adventure,
where characters can sometimes go beyond their limits to achieve a great feat
of heroism. The rules for divine intervention should only be applied to player
characters. Even if they are not the most important characters in the campaign
world, they are the centre of the story, plain and simple.

paladin gains intervention dice by exchanging faith points. Depending on the number
of faith points spent he gains a single die he can use in different ways; from
adding to his own checks to gaining temporary hit points, as described below.
Beginning characters are limited to calling for divine intervention once per game
session, but as they grow in power by gaining levels, they can squeeze more effort
out of themselves. When the character is of sufficient level to use more than
one intervention die per session, he is free to use as many as he can to empower
the same action.


Die Faith Points
1d4 3
1d6 4
1d8 6
1d10 8

per Session
1-5 1
6-10 2
11-15 3
16-20 4

Uses of
Intervention Dice

dice represent the extra effort that a paladin is capable of thanks to his unwavering
faith and strength of character. Mechanics-wise, the player rolls the intervention
die and applies the result in different ways:

to rolls: This is the most common use of an intervention dice, as the paladin
draws from his inner reserves of strength and conviction. After rolling the die,
the character can apply the result as a sacred bonus to any skill, ability, caster,
turning or combat action check, to any saving throw or attack or damage roll.
The player can decide to spend faith points and roll the intervention dice before
or after his original roll, so that he can either get a better result or avoid
a narrow failure.

from the Games Master’s rolls: Sometimes, fate smiles upon the paladin
and affects the actions of others, instead of his own. In terms of the game, the
player can roll the intervention die and deduct the result from any one die roll
from the Games Master who must first approve of this use of intervention dice
before letting them affect his rolls. The only condition for this is that the
player cannot use a higher die type than the one the Games Master is rolling.
For example, the paladin cannot use a d10 to reduce the damage from a 2d4+2 magic missile from a Non Player Character sorcerer. He can only use one or more d4s.

Temporary Hit Points: At any point during an encounter, the paladin can roll
an intervention die to gain temporary hit points. He adds his Charisma modifier
to the total temporary hit points he gains, which last for one round per paladin
level and then disappear with no ill effect.

protection: Marked by destiny, the paladin can pray for protection when he
cannot afford to be hurt accomplishing his mission. He can add the result from
only one intervention die to his AC. If he can roll more than one die, he can
choose the result that best suits him. This divine protection lasts for one round

guidance: The paladin has faith in the righteousness of his motives, and lets
that confidence guide his sword. If an attack roll is successful, the paladin
can add the result from intervention dice to turn that success into a threat,
which gives him the possibility to score a critical hit. If the result of the
original roll plus the intervention dice is equal or higher than the threat range
of his weapon, the attack is now considered a threat and he can roll again to
try for a critical. The cost of the intervention dice for this use is as if it
was one die category higher. For example, if the paladin wants to roll a d6 to
add to his already successful attack roll, he must spend 6 faith points as if
he were exchanging them for a d8. He spends 10 faith points to get a d10. If the
character can use an additional intervention die because of his level, he can
use it to add to his second attack roll to increase the chances of a critical


are extremely limited when it comes to spellcasting, mostly because their strength
lies in using the Divine Favour they enjoy in more direct and specific ways. Combat
prayers are a middle point between actual spells and the paladin’s basic
abilities, for they are spell-like abilities that channel the positive energy
that the paladin is already capable of using through his faith.

prayers are very easy to use, although, unless taught during a paladin’s
training, they often go undiscovered until a paladin prays in earnest during a
time of all-but-certain defeat. They are uttered as a move-equivalent action and
are usually followed by attacks. The effects of a combat prayer last for one round
per the paladin’s caster level (which is half his actual class level) unless
defined otherwise. The paladin must pay a number of faith points extracted from
his other abilities as described earlier in this chapter, with costs listed under
each prayer’s description. Also, the paladin cannot be under the effects
of more combat prayers than his Wisdom modifier during a single encounter, although
he can utter prayers that affect others as many times as he can afford.

Prayer Descriptions

whence you came

Cost: 6 faith points.
Effect: The paladin gains an extra +1d6 damage on his
next turn undead attempt. He can spend extra faith points to add more d6 to the
turning damage, to a maximum of +3d6 (18 faith points).

my blade

Cost: 4 faith points.
Effect: The paladin gains +1 sacred bonus to all
damage rolls with a melee weapon for the duration of the prayer’s effects.

Cleanse this

Cost: 10 faith points.
Effect: By touching the victim of a negative energy
attack or effect and pouring divine energy into him, the paladin grants the character
an extra saving throw. If the effect already took place and is affecting the target,
it gets a second save to throw off the effects. If the negative energy is still
present and has not elicited a saving throw, such as when gaining negative levels,
the target can make a pre-emptive save, and may still make his normal save if
this extra one fails.

me from treachery

Cost: 8 faith points.
Effect: The paladin feels a divine will watching his
back, with opponents not gaining the +2 bonus for flanking him. He cannot be the
target of a sneak attack caused by flanking.

this soul

Cost: 8 faith points.
Effect: By touching the victim of a mind-affecting
ability or spell and pouring divine energy into him or her, the paladin grants
the character a second saving throw.

me speed

Cost: 4 faith points.
Effect: The paladin’s walk speed is increased
by 10 feet. He can choose to target his mount rather than himself.

life to this person

Cost: 2 faith points.
Effect: Useful for times when the paladin already
spent his lay on hands and is out of spells, he can stabilise a dying character
with a simple touch.

me strength

Cost: 3 faith points.
Effect: The paladin gains a +2 sacred bonus to
Fortitude saves.

my heart

Cost: 3 faith points.
Effect: The paladin gains a +2 sacred bonus to Will

my hand

Cost: 2 faith points.
Effect: The paladin gains a +2 morale bonus on
his next attack roll.

my words

Cost: 4 faith points.
Effect: For the duration of the prayer’s effect,
the paladin gains a +4 morale bonus to Concentration checks as if he possessed
the Combat Casting feat. This bonus stacks if the paladin actually has the feat.

Let me be
your vessel

Cost: 4 faith points.
Effect: The character gains a +2 sacred bonus to
his next caster check.

me from my enemies

Cost: 4 faith points.
Effect: The character gains a +1 deflection bonus
to his Armour Class.

my enemies

Cost: 6 faith points.
Effect: The character has a chance to miss concealed
opponents 5% less than normal. The paladin cannot target incorporeal or ethereal creatures unless he has a weapon with a +1 or better enhancement.

me the way

Cost: 3 faith points.
Effect: The paladin gains a +2 sacred bonus to
Reflex saves.


Cost: 6 faith points.
Effect: The paladin can transfer all damage from a
single melee attack suffered by a creature within 30 feet plus 10 feet per caster
level from him. The damage must be enough to reduce the creature below 0 hit points,
or the prayer will not work. Unlike other combat prayers, this takes a move-equivalent
action as the paladin must intercept the blow, moving to stand in front, or alongside
the creature struck, being subject to attacks of opportunity for this move as

and Vows

a paladin says he is going to do something, it can be safely assumed that he will
do his best to do it. The paladins’ fame for honesty is well-deserved, for
their code of conduct demands of them a strict adherence to truthfulness and fair
dealings. They are supposed to be a beacon of light in the darkness, showing the
power of good by example. However, there are times when the paladin wishes the
heavens to witness him pledge his very soul to a task. Such a severe commitment
twists the strings of fate and creates a holy obligation that goes beyond a mere
promise, for the paladin is putting all he is to the task.

oaths and vows are never taken lightly and are very serious matters indeed. The
paladin sacrifices a bit of his being by swearing them, but in exchange he can
count on aid from above when fulfilling the terms he gave his word to. Oaths are
akin to a self-imposed geas, giving advantages for following them as well as penalties
for violating their terms. Vows are more long-term promises that define the way
the paladin behaves, altering the way he interacts with his own capabilities as
well as with his surroundings.


a paladin takes an oath, it is not rare to hear a crack of thunder or see a soft
glow in the room as the divine forces acknowledge his words and seal his promise.
An oath binds the paladin to fulfil a certain task or comply with certain terms.
Most oaths only involve the paladin in a two-sided contract with the celestial
powers, but a few are sworn between two or more individuals, and it is the paladin
who acts as heaven’s proxy by sanctifying the oath. Paladins cannot be under
the effects of more than one oath at a time, with some exceptions. Oaths have
the following characteristics:

Rating: A paladin may swear to defeat an enemy, or make it his life’s
purpose to destroy that enemy. All oaths have a severity rating ranging from 1
(light oaths) to 5 (mortal oaths). This rating determines how much of an advantage
the oath provides when it is being fulfilled, as well as the difficulty of ignoring
its mandates and suffering the penalties for doing so. The player chooses the
severity of his oath at the moment of taking it.

the character wishes to go against an oath, he must make a Will save (DC 15 +
severity rating). If he succeeds, he can go about his business, suffering a basic
penalty for some time based on the oath’s severity. If he fails the save,
he can choose to comply with the terms of the oath or suffer the full effects
of the violation as described under each oath in addition to the basic penalty.

Light Severity: Light oaths are not too taxing to the paladin, requiring little
attention. He only has to make a Will save when willingly and directly violating
the terms of the oath and he is not forced to comply with the terms at all times.
The basic violation penalty is a -1 to either attack and damage rolls, to skill
checks or to saves (player’s choice). The penalty lasts for a day.

Moderate Severity: Moderate oaths require a little more commitment from the
paladin. He must make a Will save even if the violation is accidental and indirect,
as well as for willing and direct violations. The basic violation penalty is a
-2 to either attack and damage rolls, to skill checks or to saves (Games Master’s
choice). The penalty lasts for a day.

Serious Severity: As the name implies, a serious oath marks the paladin and
shows his conviction. At the end of every month that he spent doing other things
not related to the oath, he must make the Will save. The basic violation penalty
is a -3 to attack and damage rolls and to either skill checks or to saves (player’s
choice). The penalty lasts for three days.

Critical Severity: For deadly-serious undertakings, the paladin makes a critical
oath. At the end of every week that he spent doing other things not related to
the oath, he must make a Will save. The basic violation penalty is a -4 to attack
and damage rolls and to either skill checks or to saves (Games Master’s choice)
as well as suffering 2d6 points of damage that cannot be healed in any way until
he resumes complying with the oath’s terms. The penalty lasts for a week.

Mortal Severity: Mortal oaths are taken only when the paladin is going to
spend every waking moment in pursuit of the oath. For every day that he spent
doing other things not related to the oath, he must make the Will save. The basic
violation penalty is a -5 to attack and damage rolls and to either skill checks
or to saves (Games Master’s choice) as well as suffering 3d6 points of damage
that cannot be healed in any way until he resumes complying with the oath’s
terms. The penalty lasts for a week.

Severity Observance

Severity Effect
1. Light Penalties
only apply in direct and willing violation
apply in accidental violation
save each month
save each week
save each morning

Cost: Swearing an oath takes something out of the paladin, giving the words
the power to bind him and any other oath-takers in order to enjoy the benefits,
as well as endure the obligations. Each type of oath has a different cost in experience
points, which can be reduced by the oath’s duration as described below.

Duration: An oath’s duration is also determined by the paladin at the moment he takes
it, and it affects the experience cost depending on when the oath’s effects
are supposed to end. When the duration ends, the character does not enjoy the
oath’s benefits any more, but he is no longer bound by its terms and any
penalties he may have accrued disappear.

Definite Durations: An oath can last an entire week, a year and a day, a decade
or any other specific duration from the moment of its swearing.

Event Durations: The oath’s obligations can be set to end when a specific
event comes to pass, such as the birth of the oathbound’s first child, the
next equinox or by the crowning of a new king in a realm. These event-driven durations
may impose their obligations for an indefinite amount of time, but they have a
clear end.

Conditional Durations: Other durations are condition-driven; they have no
specified duration and the paladin cannot simply count the days, for he will be
released from the oath when certain conditions are met, such as the defeat of
an opponent. These oaths are the ones more common to task-resolution oaths.

Eternal: Eternal oaths last until the paladin’s death and sometimes beyond.
The danger and virtue of an eternal oath is that, depending on its nature, there
is a chance that the paladin will become a ghost upon his death, bound to continue
with his duties. Each oath lists the chance to become undead for eternal durations.
Note that ‘until death’ is a valid conditional duration that does not
risk undeath.

oath’s duration alters the experience cost of an oath in the following ways:

Advantages: Depending on the type of oath, the paladin can get a sacred bonus equal to the
oath’s severity to certain kinds of actions. Some oaths grant the character
other benefits not related with numerical bonuses, but all of them are affected
by the severity rating in one way or another.

Violation: When the paladin goes against his oath, he faces the punishment of heaven
in the form of the violation penalty. As described under the severity ratings,
the paladin suffers from a basic penalty when going against an oath, but only
when he fails his Will save does he suffer the full violation penalty described
here. Unlike the basic penalty, the violation penalty does not go away until the
paladin atones for his breach of conduct either by actively undertaking the terms
of the oath, with an Atonement spell or when the oath’s duration ends.


of Fealty

Cost: 100 x Severity Rating.
Chance of Undeath: 40%.

paladin swears that he will lay down his life in service to a ruler or figure
of authority. This oath is most often taken during a paladin’s initiation
if he belongs to an order sponsored by a church or the crown. Terms of obligations
include serving in an army, obeying orders as long as they do not go against the
character’s or church’s morals, being on call at all times, etc. Although
some more loosely-termed oaths give the paladin more freedom of movement, the
core of an oath of fealty is that the paladin now owes allegiance to a person.

Advantages: The character gains a morale bonus to Will saves and skill checks equal to
the oath’s severity rating when a mind-affecting power or mundane manipulation
would put him at odds with his liege. Any message from his liege will reach him
in half the time that it normally would or has double the chance to get to him,
be it by courier, animal
or magical means. Also, the paladin can discern
where his liege is once per day per severity rating, as if under the effects of
a locate person spell; the liege gains this ability as well.

Violation: Lose the morale bonus and the ability to locate the liege, but messages still
reach him and his liege can locate him, although he can no longer locate his liege.
Suffer a morale penalty to all Will saves equal to the severity rating.

of Alliance

Cost: 200 x Severity Rating.
Chance of Undeath: 20%.

oath of alliance is a two-way version of the oath of fealty, where both parties
agree to aid each other in times of need. An oath of alliance can be sworn by
more than two persons, with each paying the experience cost. A good-aligned adventuring
party with a paladin present often swears this oath, for it represents their commitment
to long-term association and mutual support.

Advantages: Every oath-taker is more or less aware of his companions’ states. Every member
of the oath circle is instantly aware when one of their number is damaged, and
knows his general direction after receiving such an alert. With a Wisdom check
(DC 15), a character can concentrate on a single one of his companions and get
a sense of him as if using the status spell, but it also lets him know how many
hit points his target has left as well as the uses of his abilities remaining
(such as spells, turn undead attempts, bardic music and barbarian rages). Additionally,
oath-takers have an inherent bonus equal to the severity rating +2 to Sense Motive checks to know if one of them is lying, and have a morale bonus to Will saves
against mind-affecting magic that would set them against their fellows equal to
the severity rating.

Violation: The penalties only affect the person guilty of violating the oath’s terms,
who is branded with an indelible sigil on his forehead, marking him as an oath-breaker
and traitor. He suffers a -2 morale penalty to attack rolls and to all Charisma based checks, with all NPC attitudes starting at one stage worse than they normally
would. Every member of the oath circle is aware of the character’s treason
the moment he commits it and gains a +2 morale bonus on all dice rolls made against

of Guardianship

Cost: 150 x Severity Rating.
Chance of Undeath: 80%.

the paladin takes this oath, he is basically giving his life, and possibly his
soul, in guarantee that a person, object or place in his care will not be harmed.
He may be a bodyguard, an escort, a sentinel, a guardian or serve in any official
or extra-official capacity to protect someone or something. A guardianship oath
frequently has a set duration, such as ‘protect the princess until she is
married’, but it is sworn for all eternity with more frequency than any other
kind of oath, creating ghostly guardians for a king’s tomb or holy relic.

Advantages: Whenever the recipient is standing in harm’s way between a threat and
his ward, he gains a sacred bonus to AC and to all saves equal to the oath’s
severity rating. If the paladin drops below 0 hit points while protecting his
charge, he is instantly stabilised and does not lose any more hit points. If he
is separated from his charge, he can make a Wisdom check (DC 15) once per day
to locate it as if by a locate person or locate object spell.

Violation: The penalty for violating this oath comes in two parts: by willingly abandoning
his charge, the paladin incurs a percentage chance to miss any target he tries
to hit equal to severity rating multiplied by 10. If his charge was harmed, stolen
or tampered with as a direct result of the paladin’s actions, he suffers
temporary Constitution damage equal to the oath’s severity. The damage becomes
permanent if his charge is killed or destroyed. Note that if the paladin did his
best to protect his charge and it was still harmed, he did not violate his oath,
although he may embark on a quest to repair the damage done.

of Questing

Cost: 500 x Severity Rating.
Chance of Undeath: 40%.

paladin swears by all that is holy that he will retrieve a holy relic from an
evil temple, hunt down and destroy a monster that has been terrorising the countryside
or go to the most foul of planes to destroy an evil artefact. These are examples
of quests that paladins are fond of undertaking, and they give holy sanction to
them by taking the oath of questing, a promise not only to the divine forces,
but also to himself, that he will not rest easy until he has achieved his objective.
This oath can be taken in private or in front of witnesses, it matters not to
the final effects, for the paladin is devoting all his drive to succeed or die
trying. Most oaths of questing have a condition-based duration, which is the completion
of the quest, but many include a ‘failure clause’ that will free them
of the oath if they have not completed the quest in a certain time or when given
conditions apply, such as somebody else achieving the objective.

Advantages: While actively pursuing the object of his quest, the paladin can call upon divine
help three times per day plus one per Charisma modifier. This help takes the form
of a sacred bonus to any kind of dice roll equal to the oath’s severity.
If you are using the rules for intervention dice, the paladin can use an extra
die per session (although he must still pay for it normally).

Violation: Upon first violation of the oath, the paladin suffers 3d6 points of damage and
a Strength and Dexterity decrease equal to the oath’s severity rating. Each
day he must make a Fortitude save (DC 12 + severity rating) or sicken. He heals
damage at one-tenth his normal rate and cannot benefit from any magical healing

of Friendship

Cost: 300 x Severity Rating.
Chance of Undeath: 20%.

oath is taken between the paladin and another person, who swear to be friends
and support each other at all times. Friendship oaths with a duration less than
eternal are rare, and thus is one of the oaths that allow the paladin to take
on other oaths, but neither may take a second oath of friendship with somebody
else. Also, this oath cannot be taken with a severity lighter than 3 (serious),
else the motives of the oathtakers are suspect and the divine forces ignore the
oath. Both participants pay the experience amount in order to enjoy the benefits
and share the obligations. Both advantages and violation penalties stack with
those of other oaths.

Advantages: The oath-takers are empathically linked like the paladin and his special mount.
They know the other’s state of mind and emotions. They cannot perceive through
each other’s senses and, although they cannot communicate telepathically
either, they can target a single emotion so that the other knows that emotion
is directed at him specifically. In addition, they can protect each other from
a distance by taking the damage the other takes similar to a shield
but every round each character decides how much damage he will suffer that his
oath-friend will not take.

Violation: The breaking of the empathic link is a sure way to tell the other that the
oath has been broken, and it is perfectly clear that it was not due to unexpected
death. The oath-breaker suffers a penalty to all saves equal to the oath’s
severity and he shares the full damage from three different attacks in a day that
his once-oath-friend takes (the other character’s choice), although his friend
does not take any of the damage that he incurs. Atonement must always include
forgiveness by the slighted oath-friend.

of Binding

Cost: 400 x Severity Rating.
Chance of Undeath: 60% (special).

paladin binds his life-force to another person in ties that go beyond friendship.
Paladins usually limit this oath to their lovers or spouses (yes, paladins have
a life too), but some truly devoted ones can do this with a revered member of
their religion or another personage. The other person is not forced to take the
oath, but it is also rare that he or she does not do so, paying the experience
cost too. Unlike the oath of friendship, this oath can be taken with any severity
rating, but it does not allow the participants to take any other sacred oath.
Spouses can take the oath with a condition limit, which is the possible, even
if unlikely, end of their union.

Advantages: Like with the oath of friendship, the oath-bound have an empathic link, but this
one allows them to send telepathic messages with a successful Wisdom check (DC
16) for each short message, and they get to add the other’s Wisdom modifier
and a bonus equal to the severity rating. When they both sleep they can share
the same dream and communicate more freely, spending time together or one watching
over the other, unobtrusively. Also, the subject of the oath may use the other
character’s Constitution, Dexterity or Wisdom modifiers to his corresponding
Fortitude, Reflex and Will saves, with a maximum bonus equal to the oath’s
severity rating. Finally, an oath-bound character may freely choose to become
a ghost independently of the oath’s chance of undeath, so he or she can remain
protecting the other.

Violation: Like breaking the oath of friendship, the oath-breaker suffers a penalty to
all saves equal to the oath’s severity rating. He also suffers a streak of
bad luck. On every skill check, roll two dice and apply the lowest result to the
check. Also, if the oath-breaker dies without having atoned for his violation
and while the oath is still in effect, he immediately becomes a ghost that cannot
rest until he finally atones.

of Enmity

Cost: 300 x Severity Rating.
Chance of Undeath: 40%.

can drive a man to excess, and paladins are not above such base feelings. The
oath of enmity is like throwing a gauntlet at someone’s face, and paladins
take it directly in front of the subject when they can, and go to extreme lengths
to let him know if they cannot. The paladin literally becomes his target’s
sworn enemy, and the oath may end under such extreme conditions as the target’s
death. This oath is almost exclusively reserved for use against evil creatures
or characters, but the paladin may determine that otherwise just people deserve
to be opposed at every turn. The oath of enmity always includes a special condition,
regardless of the paladin’s wishes: if he ever ceases to consider his target
an enemy, he is free from the oath.

Advantages: The paladin gains a sacred bonus equal to the oath’s severity rating
to Listen, Sense Motive and Spot checks when using these skills against his sworn
enemy. He also adds the same bonus to weapon damage rolls against his enemy, and
the bonus doubles when applied to a valid smite evil attack (if the enemy is indeed
of evil alignment).

Violation: Violating an oath of enmity is hard, which is why the penalties are far greater.
Violation of an oath of enmity consists of letting the enemy go when capture is
possible, or letting his plans and influence continue when they can be thwarted.
The Games Master should be creative when determining what constitutes a violation
of this oath. The character suffers a penalty to all skill checks equal to the
oath’s severity, and to saves against attacks from his enemy or his allies.
Also, his enemy, as well as his minions, allies or retainers, gain a bonus to
attack and damage rolls against the paladin equal to the oath’s severity


an oath, a vow does not follow strict guidelines. It is more like a pointer to
how the paladin behaves than swearing to fulfil a certain task or defining his
obligations towards another person. A paladin can take as many vows as he wishes,
but he must abide by all of them.

a Sacred
involves a full night of meditation as the paladin considers why
he is taking such a restriction on his conduct, suffering 1d4 points of temporary
ability damage to his Constitution and Wisdom. The following day, the paladin
is under the full conditions of the vow, enjoying all its benefits as well as
its restrictions.

conditions to break a vow are very clear and have dire effects. If a paladin violates
a vow, he loses all his paladin special abilities and spells, not only those granted
by the vow, he loses the service of his mount and can no longer gain levels as
a paladin. Only after he atones does he regain all his powers. Unlike the conditions
for ex-paladinhood, a paladin who wilfully violates a vow may remain a paladin
after he is forgiven.

paladin may abandon a vow with a similar ritual as when he undertook it. He prays
for an entire night and suffers 1d6 points of temporary ability damage to Constitution and Wisdom and pays 500 XP, but the following morning he is free from the vow,
exempt from its obligations but also lacking its benefits.

Vows: Secular vows are a special case, as they are minor conditions for the
character’s behaviour such as dress code, vocabulary, daily routine, etc.
These minor vows only provide a single +1 bonus per day to Will saves against
a mind-affecting spell, ability or effects, as the paladin reinforces his will
by such selfaffirming practices. A paladin can take a maximum of three secular
vows and enjoy either the added bonus to a single save, or spread the bonuses
on different rolls in any proportion (three +1 bonuses, one +2 and one +1 bonus
or a single +3 bonus). Breaking a secular vow is not as serious as breaking other
vows: the paladin merely suffers a -1 morale penalty to the same Will saves until
he resumes his practice. A paladin constantly washing his tabard is not vain,
but probably under a vow to present the tabard as a symbol of his deity or cause.
Abandoning a secular vow does not elicit an experience cost, but still incurs
the ability damage for the ritual.

of Truthfulness: A paladin under this vow may never lie or use deceit
even when it suits the cause of good. He may never gain ranks in the Bluff or
Innuendo skills, nor use them at all. Whenever he is called for a Bluff or Innuendo
check, he must forfeit and fail automatically. Also, he may never use Diplomacy checks to hide the truth. If he does not wish to speak honestly, the paladin prefers
not to speak at all and, if asked directly, he must answer honestly and not evade
the question. Additionally, he will refuse to disguise himself by any mundane
or magical means, although being unwittingly disguised by surreptitious magic
does not count as a violation of the vow as long as he reacts in anger when discovering
that he was disguised against his will. He may still ambush as a tactical advantage,
but he cannot use feints in combat.

Advantage: The paladin gains a +2 insight bonus on all Sense Motive checks to detect
falsehood as well as to saves against illusion magic.

of Mercy: A paladin must spare any and all fallen enemies he can, using potions,
Heal checks, spells or his lay on hands ability to keep them from reaching -10
hit points and dying. He is not obliged to care for all opponents in a large combat,
but at least he must care for the opponents he downs personally, spending a round
to check if they are alive and stabilise them if the combat is not over. When
the combat does end, he must check all the fallen enemies and stabilise them,
after making sure his own companions are alright, of course. He will defend prisoners’
lives to the extreme of drawing his weapon against his allies if they prove too
intent on killing them. undead, constructs, outsiders (especially evil ones),
oozes and vermin are not subject to this vow.

Advantage: The paladin can use the deathwatch and Sanctuary spells as spell-like abilities
a combined number of times equal to once per day per Wisdom modifier. He adds
his Wisdom modifier to all his curing abilities and magic, whether it is to amount
of damage cured, Heal checks to remove
or the effects of poison, or caster
checks to defeat curses and enchantments.

of Poverty: The paladin may not own riches. He can keep enough gold to feed
himself and his mount and give regular maintenance to his equipment, but he cannot
hoard money for any other purpose. He will refuse his part of the loot except
enough money for those basic necessities, or he can take his part and give it
away within a day of arriving at a town or any other settlement. If he has magical
equipment, it is because he found it or it was given to him, not because he bought
it. Even then, if he finds magical items that are not immediately useful to him,
he must give them away. He tends to sleep in the stables because he cannot afford
a room at an inn, but his own virtue often saves him from this as innkeepers offer
him board and food for free or in exchange of services.

Advantages: The paladin’s resolve is much greater by disdaining material wealth and
focusing on the spiritual. He casts spells at +1 his normal caster level, and
enjoys a +2 sacred bonus to his turning checks and damage when turning undead.

Vow of Silence: The
paladin swears never to utter a word either as penance or as special commitment
to a deity or cause. He cannot cast spells with verbal components or activate
magical items that require command words, not to mention that he cannot communicate
with any other person through verbal means.

Advantage: Living in silence has the merit of granting the paladin a +4 insight bonus to Concentration and Listen checks and a +2 bonus to saves against sonic and language-dependent
effects. If he has the Silent Spell feat, the level of affected spells does not
increase (if he abandons his vow, the feat functions normally).

Vow of Abstinence: The paladin is not allowed to imbibe any intoxicating substance, be it Alcohol,
drugs or even ceremonial herbs. Additionally, he is not allowed to drink any
potion of transmutation magic. If someone slips such a substance into his normal
drink without the paladin noticing, it does not count as violating the vow.

Advantage: The character gains a +2 morale bonus to Fortitude saves against toxins and poisons.

Vow of Celibacy: The paladin abstains from sexual intercourse, period. The character cannot
marry while under this vow, nor lay with members of the opposite sex (or same,
depending on inclinations), regardless of species. Contrary to other vows, even
having sex unintentionally (as per the effects of magic) does count as violating
the vow, although the Atonement quest carries
mitigating circumstances.

Advantage: The character is immune to mundane seduction attempts, and gains a +4 bonus
to saves against magical seduction, and +2 against general enchantment magic.

of Conduct

The Quintessential

Author Alejandro Melchor

Series Quintessential Series

Publisher Mongoose

Publish date 2002

Pages 128

ISBN 1-903980-79-8

OGL Section 15 qpal

Content Puller {$content}

can be found on the following website

Grand OGL Wiki

material below is designated as Open Game Content

paladin follows a ‘code of conduct’ that limits his actions and defines
his philosophy. Bound by honour and his inherent nobility, the paladin stands
straight while his morals are tested time after time, for it is his virtue that
connects him to the source of his divine power.

a paladin decides on his code, he makes a most solemn oath to follow its tenets
to their letter and spirit, sacrificing his general well-being and determining
the boundaries of his conduct. The things that he will not do, and those that
he will give his life trying to accomplish. A paladin that breaks his code loses
his power, as it is his code that supports his faith in the righteousness of his

A code
of honour is a way for a player to flesh out the paladin’s outlook on life
and how he sees his role in the world as a holy warrior. It expands and builds
on the general description of Lawful Good behaviour to grant the paladin some
advantages when his code is called into question, but also restricts his conduct
for risk of losing his paladin abilities. It also gives the Games Master a more
concise list of guidelines to watch out for when posing challenges for the paladin
character, allowing his evil elven seductress Non Player Character to target a
specific virtue in the paladin’s code.

code is composed of several tenets, small pledges of conduct that a paladin observes
as part of his everyday life. These tenets form the core of his ideology, and
he learns them either from his training with a paladin order or a church, or develops
them naturally in the course of his life. Similar to the oaths in the Tricks of
the Trade chapter, the tenets of a code of honour are measured in degrees of adherence,
depending on how essential each tenet is in the paladin’s philosophy. The
higher the adherence, the more advantages it provides for the paladin, but the
greater the consequences of him breaking the tenet’s principles.


code’s strength is defined by its tenets, and the tenets’ power is measured
by the paladin’s adherence to them. A code may be composed of many tenets,
but the character is not as committed to following all of them as if his code
only had a few on which he can concentrate better.

tenet’s strength is measured by an adherence bonus, ranging from +0 (it is
part of the code, but has no serious repercussions) to +3 (a vital part of the
code). These bonuses apply to skill checks or saving throws that directly relate
to the principles of the tenet. A paladin may use his code of honour’s adherence
bonuses in the following ways:

Use Limit: A paladin can only invoke a tenet’s adherence bonus once per Wisdom modifier in a single session.

When trying to fulfil a tenet: When the paladin is trying to fulfil the principles
of a tenet in an active manner, he can invoke that tenet’s adherence bonus
to a skill check or attack roll.

When avoiding the violation of a tenet: If the paladin is the target of magic
or special abilities whose results would cause him to violate one of his tenets,
he can invoke the tenet’s adherence bonus to a skill check or saving throw
to resist the attempt.

Adherence Weakness: If a clever opponent uses magic or an ability to get something
out of a paladin by appealing to his code’s tenets, the paladin suffers a
penalty to resist equal to the bonus he would normally receive. He can invoke
one use of the tenet’s bonus to cancel the penalty. For example, a vampire
uses its charm ability and appeals to a paladin’s tenet of generosity, asking
him to give a valuable item away, the paladin suffers a penalty equal to his adherence
to the principle of generosity within his code, but he can opt to invoke the true
spirit of the tenet to cancel the penalty.


measures how strong a tenet is in the mind of the paladin, which gives him a bonus
to dealing with some situations, but also marks the pace at which he risks losing
his paladin abilities due to transgressions against his code’s tenets.

the Code

build a character’s personal code of honour, write down all its tenets, either
choosing them from the list of sample tenets later in this chapter or making up
your own with the Games Master’s approval. A code can have any number of
tenets up to the character’s Wisdom modifier, and they all start at a +0

When first
adopting a code of honour, the paladin gets a number of adherence points equal
to his Wisdom score plus his level. Each point buys a +1 adherence bonus for a
single tenet, up to the maximum of +3. He is not forced to spend all the points
to purchase bonuses, but any unused points are lost. At each level, the paladin
gains 2 + Wisdom modifier extra points to represent his growing conviction. He
can add new tenets at +0 bonus for one adherence point, and he is not forced to
spend all his new adherence points but, like at the time of first taking the code,
unused points are lost.


are best defined as a short sentence that specifies a single action like ‘give
money to the poor’ or ‘accept an honourable surrender’. Tenets
like ‘uphold justice’ and ‘be generous’ are very general,
covering a wider spread of situations. General tenets cost two adherence points
per bonus, and the Games Master has the final word on whether any given tenet
is general or specific.

tenets apply to more situations so that the paladin has more opportunities to
invoke their bonus, but they are likewise weaker in their commitment, thus providing
a smaller bonus for the same amount of dedication.


down side of a code of honour is that it can be broken. Unlike the oaths in the
Tricks of the Trade chapter, the paladin does not need to roll to break a code’s
tenet, he simply does. Breaking a code’s tenet does not carry an immediate
and harsh punishment, but it sets off the counter for the paladin’s downfall.
The more the paladin breaks his self-imposed promises, the more his righteousness
is cracked and the closer he is to losing all faith in himself or in the divine
power that grants him its favour, eventually losing his status as a paladin.

the paladin breaks his code of honour, he creates a transgression score equal
to the violated tenet’s adherence bonus. Further lapses add the tenet’s
bonuses to the original transgression score and, when the sum of his transgressions
equals his Wisdom score, the paladin cannot stand the weight of his guilt and
loses all his paladin abilities.

are three kinds of transgressions:

Involuntary: When a paladin unwittingly breaks his code, he commits an involuntary transgression.
He can be duped into breaking one of his code’s tenets or acting wrongly
simply because he did not know all the facts in a given situation. When committing
an involuntary transgression, the paladin can roll a Will save (DC 15 + tenet’s
bonus); if he fails, he cannot invoke that tenet’s bonus until he atones
(see below), and he adds the violated tenet’s bonus to his transgression
score. Success means that he can still invoke the bonus, but his transgression
score still increases.

Voluntary: Knowingly breaking a tenet carries automatic punishment. The paladin adds
the tenet’s bonus to his transgression score, and immediately loses the ability
to invoke that tenet’s bonus with no saving throw allowed.

Necessary: Sometimes, Good must stand above Law. If the paladin broke his code with full
knowledge of the consequences, accepting his responsibility and punishment with
grace and honour, the Games Master may determine that the paladin’s intentions
supported the cause of Good and allow a Will save (DC 20 + tenet’s bonus).
If the paladin succeeds, he loses the ability to invoke the tenet’s bonus
for 1d4+1 days, and he does not add the bonus to his transgression score. Failing
the save carries the same consequences as a voluntary transgression.


against his code of honour puts the paladin at risk of losing his abilities. However,
he can atone for his misbehaviours before their weight overwhelms him and he is
forced to undergo a quest to recover his Divine Favour.

for a tenet violation is relatively easy, if the paladin is sincere. He must perform
a small sacrifice in accordance with one of the violated tenets, showing his continuing
devotion to its principles. The sacrifice consists of an act of devotion and the
expenditure of experience points equal to the violated tenet’s bonus multiplied
by 5. The act of devotion depends entirely on the nature of the tenet and, although
the paladin may receive some divine guidance through prayer, it is up to him to
decide what his peace of mind is worth.

he successfully atones, he subtracts the atoned tenet’s bonus from his transgression
score and regains the ability to invoke it if he lost it.

Champion of a Cause

The Quintessential

Author Alejandro Melchor

Series Quintessential Series

Publisher Mongoose

Publish date 2002

Pages 128

ISBN 1-903980-79-8

OGL Section 15 qpal

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are devoted to upholding the law and protecting good and they follow a strict
code of honour that regulates their behaviour, but very few paladins wander the
land aimlessly in search of wrongs to right. They become paladins because there
is something they want to accomplish, or they quickly find a goal to focus their
efforts upon if paladinhood was thrust upon them. This is the cause, and the cause
can give a paladin the strength he needs to prevail when evil threatens to overwhelm

A cause
is to a paladin what Domains are to a cleric; it defines his role in the fight
against darkness and sets him apart from other paladins who are doing the same
thing. Devoting all his efforts towards a specific cause marks the paladin in
many ways: he gains abilities he would not have access to otherwise, learns new
skills or opens new doors to his future.

and Following a Cause

paladin may adventure freely from the moment he dons the mantle of paladinhood,
pursuing whatever goals he deems worthy. He has several opportunities to decide
on a specific cause to serve, though and once he does, he cannot go back on that
decision, nor can he branch out and pursue other causes with the same dedication.

paladin can choose a cause in place of a feat, at any level in which he would
gain a feat as a character (1st, 3rd, 6th, 9th, etc). By choosing the cause in
this manner, he gains a number of advantages related to his cause, some of which
get better as he gains in level as described under each cause. In general, the
abilities the paladin gains from focusing his dedication improve at every level
at which he would gain a feat. He does not need to spend additional feats for
this. Since concentrating his attention on a narrower cause than the broad protection
of law and good focuses his efforts, the paladin neglects certain other areas
of his advancement, gaining disadvantages also described under each cause. Note
that since these are paladin abilities, the character can lose them under the
same circumstances by which he loses the rest of his abilities.

are divided in the two main pursuits of a paladin’s ethos: Law and Good.
Causes of Law are those that pursue order and discipline, and Causes of Good revolve
around ensuring the well-being of others.

of Law


cause of defending law from chaotic forces gives the paladin an insight into the
strengths and weaknesses of those who follow each of the ethical paths. A paladin
pursuing the defence of law as his lifelong cause understands how its servants
and enemies work. He knows of the demons who seek the destruction of all, and
of the darker realms of the lower planes where the only stability to be found
is the one strong spirits carry with them.

Advantage: The paladin can use his smite evil ability as smite chaos instead. At each
level at which he gains a feat, he gains two bonus skill points to assign between Knowledge (the planes), Knowledge (Arcana) and Spellcraft, which are considered
class skills only for distributing the bonus skill points.

Disadvantage: When using his smite evil ability to target lawful evil creatures, the paladin
only deals half his level in bonus damage. Also, his conditioning and devotion
to Law leave him vulnerable to lawful spells, suffering a -1 penalty to saving
throws against them.


a paladin, Discipline is of paramount importance as he struggles to maintain his
code of conduct and keep his ethics pure. Paladins who pursue Discipline as a
cause are strong in conviction and not easily swayed from their path. They try
to inculcate in others the same orderly and disciplined life they lead themselves,
opposing chaos from the bottom of their hearts.

Advantage: The character gains a +3 bonus to Will saves against mind-affecting magic and
effects. The next time he gains a feat, this bonus also applies to Illusion spells
and spell-like abilities. The next time, it extends to all spells with the chaotic
descriptor. After that, the bonus increases by +1 at each level at which the paladin
gains a feat.

Disadvantage: The paladin focuses so much on his inner perfection that he loses touch with
the people around him. He gains a -2 penalty to all Charisma based skill checks
as his tolerance for others’ faults erodes. He also suffers a -2 penalty
to saves against lawful spells.


it comes to Judgement, it is hard to find a more impartial arbiter than a paladin.
He is committed to safeguarding the laws at the same time that he advocates fairness,
and thus seeks the best resolution possible in any given conflict. He concentrates
on keeping his moral compass working correctly, so that he has the moral authority
to pass judgement over his peers. This contemplation makes paladins who embrace
the cause of Judgement good judges of character, and not easily deceived.

Advantage: The paladin gains a +2 bonus to Sense Motive checks, and he may use three turn undead attempts to cast discern lies once per day. At every third level, the bonus
to his Sense Motive checks increases by +1. Lastly, Knowledge (law) becomes a
class skill.

Disadvantage: Keeping himself impartial and focused upon the rightness of the law makes the
paladin a poor liar. He does not lie and, even when forced to do so, suffers from
a -6 penalty to his Bluff checks. Also, by concentrating on his knowledge of law
and good government, the paladin loses focus on other skills, with Heal and Knowledge (religion) becoming crossclass skills.


who turn their minds to philosophy often end up taking the cause of pure Law.
They ponder on the nature of order and chaos and understand their role as agents
of the former, staunch opponents of the latter. Their mind is open to the ways
of Law both as an abstract concept and a universal force, with their conclusions
filling them with purpose and strength, because they are well-reasoned and thoroughly
thought about, rather than based solely on faith.

Advantage: The paladin adds the spells of the Law domain to his spell list (up to 4th level)
and, once per week, he can sacrifice spell slots that add to five spell levels
to cast dispel chaos.

Disadvantage: The paladin must have a Wisdom score of 15 or higher in order to understand
the magic of Law. This focus robs him of a bit of creative spark, imposing a -1
penalty to all Wisdom-based skill checks and -2 to initiative rolls.


peaceful society is an ordered society, and its citizens have time to prosper
and concentrate on matters beyond survival. A paladin following the cause of Peace
seeks a quick and painless resolution to conflicts he stumbles across. Although
he believes that things can be solved through peaceful means, he knows when the
line has been crossed and only swift and merciful violence can solve a situation,
although it is always his last resort.

Advantage: When first taking up the cause of peace, the paladin gains a +2 bonus to Diplomacy checks and adds calm emotion and Hold Person to his 2nd level spell list. At every
level where he gains a feat, the bonus increases by +1.

Disadvantage: The paladin is not exactly naïve and trusting, but his keenness to reach
a peaceful solution sometimes gets the better of him. Even after he takes an action
in combat, he is still considered to be flatfooted during his first round. If
battle breaks out when he is trying to negotiate, he suffers a -4 morale penalty
to initiative.


people are safe is the most important goal for the paladin; safe to go out at
nights, safe to travel through a forest, safe to lead a normal life. He is always
watchful of incoming threats and is always ready to confront them and deal with
them so the people he protects do not even notice they were threatened. The paladin
is the perfect watchman, as he is ever on the lookout.

Advantage: The paladin’s senses are always on alert, and he gains a +1 bonus to Spot and Listen checks. This bonus increases by +1 on every level when the paladin
gains a feat. He is not considered to be flatfooted in a surprise round (although
he still does not get an action), and his detect evil ability extends for an extra
30 feet beyond its normal range.

Disadvantage: Being on alert at all times is tiring for mind and body alike. The paladin
only cures a number of hit points equal to half his level when he rests, although
magical healing works normally. In addition, enemies may take advantage of his
suspicious nature, as he suffers a -1 penalty on Will saves against Illusion magic.

of Good


their role as holy warriors, many paladins still find it in their hearts to make
mercy and Compassion the cause they will defend with their lives. Forgiveness
and redemption are the hallmarks of the Compassion cause, and paladins who follow
it believe there is no such thing as irredeemable evil when it comes to mortals.
They will protect the lives of prisoners with as much zeal as they protect those
of innocents, and will take upon themselves the task to lead others to save themselves.

Advantage: The paladin adds remove
and lesser geas to his 3rd level spell list, and Atonement to his 4th level spell list. The same day he loses his paladin abilities
due to transgression of his code, he can cast Atonement to plead his case.

Disadvantage: Compassionate paladins are often the victims of deceit, for their trust in
the good in others never wavers, even in the light of constant disappointment.
They suffer a -2 penalty on Sense Motive rolls, and their detect evil ability
is limited to 5 times per day plus their Charisma modifier.


cause of defending good from evil gives the paladin an insight into the strengths
and weaknesses of those who follow each of the moral paths. A paladin pursuing
the Defence of good as his lifelong cause understands how its servants and its
enemies work. He understands better how fiends, undead and other servants of darkness
work and of the vile realms of the lower planes where the only light to be found
is within one’s own heart.

Advantage: The paladin gains an additional use of his smite evil ability. At every level
at which he gains a feat, he gains two bonus skill points to assign between Knowledge (the planes), Knowledge (Arcana) and Spellcraft, which are considered class skills
for the bonus skill points only.

Disadvantage: As a servant of good, there is a chance equal to 5% per character level (maximum
60%) that at the end of any given week, a celestial envoy will appear before the
character and ask for a minor service. The paladin cannot refuse.


paladins ponder the true nature of Good so they might fully understand their role.
They consider the nuances in the eternal battle of good against evil and understand
their role as agents of the former, staunch opponents of the latter. Their minds
are open to the ways of Good both as an abstract concept and a universal force,
with their conclusions filling them with purpose and strength, their faith strengthened
by enlightenment.

Advantage: The paladin adds the spells of the Good domain to his spell list (up to 4th level)
and, once per week, he can sacrifice spell slots that add up to five spell levels
to cast blade barrier. He casts protection from evil, magic
circle against evil
and Dispel Evil as if his caster level were equal to his paladin level.

Disadvantage: The paladin must have a Wisdom score of 15 or higher in order to understand
the magic of Good with greater depth. This stronger allegiance makes the character
vulnerable to certain magic. He is considered an outsider in respect to the protection
from good and magic
circle against good
. The paladin saves against spells that
target good creatures with a +2 DC.


pain and suffering is one of the core values of the good morality, and few activities
embody that ideal better than healing. Paladins, with their direct connection
with the divine, can channel positive energy without resorting to magic, although,
of course, they can also use the cure spells clerics have access to. Paladins
dedicated to healing are a boon to their companions and indirectly a major threat
to the undead, for they are even better than other paladins at channelling positive
energy into healing power.

Advantage: Cure serious wounds is added to the paladin’s 3rd level spell list and cure critical wounds to his 4th level spell list. At every level when he would
gain a feat, the paladin can cure +1 additional hit point with his curing abilities,
including lay on hands. He also can use his remove disease ability one additional
time per week.

Disadvantage: The paladin is reluctant to use deadly force, as he has dedicated his life to
healing. When he is fighting non-evil living creatures, he suffers a -2 penalty
to damage rolls. If he deals subdual damage, he suffers no penalty.


combat training paladins go through allows them to last longer in battle –
much longer than some of their companions. More than just taking the fighting
role in a party, the paladin is the protector, the one who is always looking over
his shoulder in the middle of a battle to make sure everybody else is alright,
or at least holding their ground. And, if they must come between a fatal strike
and a friend or an innocent, they will do so gladly.

Advantage: When casting protection from evil and magic
circle against evil
on targets other
than himself, the bonuses to AC and saving throws is +3 instead of +2. Also, if
an ally would be hit within the paladin’s run distance and he has not acted
in that round, he can jump in initiative to interrupt the attacker and move between
it and his ally. The paladin cannot do anything else in that round except execute
a full defence action and his rescuing movement does not provoke attacks of opportunity.

Disadvantage: The paladin who follows the cause of protection pays more attention to the
safety of others than his own. When he casts protection from evil and magic
circle against evil
on himself, the bonuses to AC and saves is +1 instead of +2. Also,
whenever he is fighting adjacent to an ally, he suffers a -2 Dodge penalty to
his Armour Class and the ally gains a +1 synergy bonus to his own Armour Class,
as the paladin watches over him. The character only suffers the effect of one
adjacent ally.


than follow an abstract cause, many paladins pledge their allegiance to a divine
patron. Although most often a deity, the patron need not be so high in the celestial
hierarchy. Paladins may serve a god, demigod or powerful denizen of the higher
planes, or even an abstract force. High-ranking celestials, the concept of Light
or the First Silver Dragon are examples of viable patrons that a paladin might

A greater
being offers patronage to individual paladins who shine above their brethren,
whom it provides with their usual allotment of magic and divine power. Depending
on the patron’s nature, the paladin so honoured might gain great advantages,
but they come with equally great obligations. Weaker patrons demand less of their
servants, but they also provide lesser gifts.

paladin character may choose a patron or a cause as detailed above, but not both;
he either serves his patron’s interests, his own personal focus, or goes
about with neither, adapting his focus as the present situation requires, not
beholden to a greater being’s inscrutable whims or the ethical demands of
a focused cause.

causes, the paladin may ask or be offered patronage at any point in his career,
but most potential patrons ask that the paladin possess certain powers on his
own before bestowing more on him.


and goddesses compose the bulk of beings that sponsor paladins beyond supplying
them with their limited magic and other abilities. The deity must either be lawful
or good in alignment (preferably both) in order for the connection between it
and the paladin to work. Greater deities do not accept paladins of less than 14th
level, while intermediate deities start at 11th and lesser deities at 8th.

Patronage: To earn the patronage of a deity, a paladin must sacrifice part
of his life force so that he can accept the deity’s essence and act as its
agent. If the character is asking for patronage, he spends a full night in prayer
and meditation, spending experience points as an offering. The deity answers and,
if it deems the character worthy, he accepts the offering. If not, he gives the
experience back and the paladin cannot ask for patronage until a year and a day
later to any deity of equal or higher rank. The costs for each type of deity are
detailed in the table at the end of this section.

Advantage: A paladin
who becomes the agent of a deity is in for great power. When first gaining a
deity as a patron, the paladin can choose one of the deity’s Domains (other
than Law or Good).
He gains the domain granted power and a Bonus
spell per level, up to
their 4th level maximum. Depending on the deity’s rank, the paladin gains
access to higher level spells from the Domain at the expense of a spell slot
of the levels he can cast, and a temporary point of Wisdom damage. The paladin
cannot use up Bonus
spells to power higher level domain spells. The levels
available and their cost are detailed in the table at the end of this section.

Obligations: In exchange for the additional divine power the paladin wields, he is beholden
to his patron’s needs and wants. He speaks for the deity and his actions
reflect the deity. He must make a monthly offering of a value that befits the
deity’s rank. The offering must be in the form of a donation to the deity’s
temples, leaving it on a shrine or giving it away to charities in the deity’s
name. In addition, the paladin swears an oath of fealty as described in the Tricks
of the Trade chapter (severity +1 for lesser deities, +2 for intermediate and
+3 for greater). The oath costs the paladin no experience, does not grant any
of the advantages for the oath, but does carry the consequences for its violation.

Patronage: Disobeying the deity’s orders is the most direct way to lose
its patronage, but also transgressions that would cause the paladin to lose his
status as one. He suffers the effects of violating the oath of fealty and loses
his spellcasting and turn undead abilities, if the cause of the loss is not becoming
an ex-paladin. The deity’s orders might be transmitted through another agent,
but the paladin is always certain when an order is coming from the deity. To end
the patronage peacefully, the deity asks for a final quest from the paladin.


domain Spells
Offering Value
Lesser Paladin’s
level x 250XP
None 100 gp
Intermediate Paladin’s level x 500 XP 5th level 200 gp
Greater Paladin’s level x750 5th
and 6th

Domain Spells
to cast
5th 4th level
+ 1 Wisdom
level + 1 Wisdom
6th 4th
level + 1 Wisdom


the deities proper, there are a score of divine beings that do not shatter mountains
in a single blow, nor raise them again at a whim. Demigods and powerful celestials
like high-level solar lords are less demanding patrons than their betters in the
celestial hierarchy. Celestial creatures must have a Challenge Rating higher than
20 in order to be able to act as patrons. Demigods and other celestials accept
paladins of any level.

Patronage: Asking or receiving patronage from one of the lesser celestials
is easier than gaining the attention of a deity. The sacrifice of experience points
is equal to the character’s level multiplied by 100.

Advantage: If the patron is a demigod, the paladin can choose one of its Domains. He
gains the free use of the domain granted power. Other celestial creatures grant
the paladin with a bonus feat from among their own repertoire plus a +2 sacred
bonus to a single skill of the patron’s choosing. As these beings are closer
to the Material Plane than the deities, the paladin may ask for assistance. He
adds summon monster I through IV to his appropriate spell level lists, but he
may only prepare each once per week, and the creatures arriving are always celestial.

Obligations: Very similar to those for the deities, the paladin is obligated to follow
his patron’s orders. These patrons are not as demanding, though. They ask
for an oath of fealty (severity +1), but the paladin does enjoy the benefits.
He must offer a monthly prayer to the patron, informing him of his progress. Performing
this prayer so that it pierces the planar barriers causes 1 point of temporary Wisdom damage.

Patronage: Failing to report or follow direct orders gets the patrons angry
at the paladin. They end the patronage at that moment, but the paladin does not
suffer any ill consequence except the loss of the abilities the patron granted.
Demigods and lesser celestials are more forgiving, since they are using the paladin
for minor jobs anyway, and may agree to end patronage peacefully.


An abstract force serving
as a patron pushes the paladin closer to druids and rangers, who serve an abstract force themselves in the form of Nature. Abstract
forces are concepts of creation such as light, darkness, justice or even death.
Choosing this kind of patron is very similar to choosing a cause, except that
the abstract force is somehow sentient enough to understand the paladin’s
needs and the power comes from outside, not from the paladin’s own conviction.

Earning Patronage: Earning the patronage of an abstract force is more a matter of happenstance, moreso if the paladin has no idea that the abstract force exists as a sentient entity or ideal that he could plead with. It is often the being that manifests before the paladin, offering its assistance and striking a deal. The paladin sacrifices an amount of experience points equal to his level multiplied by 50 to link with the force, and the deal is set.

Advantage: An abstract force is the sentient expression of a cleric Domain. The player should choose which Domain it is that he will serve, but any Domain with evil or chaotic spells in its list are not allowed. The paladin gains the domain granted power, and the abstract force grants him the use of the Domain’s 1st level spell as a spell-like ability, usable once per week.

Obligations: The paladin must act out the Domain’s philosophy. The Games Master and the player should agree on what kind of behaviour the paladin should have, but a good way to characterise this is to use the code of honour system in the previous chapter,creating tenets that agree with the Domain’s philosophy.

Losing Patronage: Failing to follow the Domain’s philosophy for three consecutive days causes the paladin to lose his patron’s benefits, but not his favour. A simple and sincere Diplomacy check (DC 18) should patch things up, but three such transgressions end the patronage definitely. The abstract force bestows a curse on the paladin as it leaves him, usually a reverse version of the domain granted power (acting as a bestow curse spell as if cast by a 15th level cleric).

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