The might of the divine, the righteousness of a cause, the authority of law—all these are wielded by the Paladin, a holy warrior dedicated to a sacred oath. Paladins are bound by their oaths, which are sworn with solemnity and gravitas. Whether pledged before an altar in the presence of a priest, in a sacred grove amongst nature spirits and fey beings, or in a moment of despair with only the deceased as witnesses, a Paladin’s oath is a potent bond. It transforms a devout warrior into a blessed champion, a force to be reckoned with in a world teeming with darkness and light.
Adventures: Paladins take their adventures seriously and have a penchant for referring to them as quests. Even a mundane mission is, in the heart of the paladin, a personal test — an opportunity to demonstrate purpose, to develop martial skills, to learn tactics, and to find ways to fulfill their destiny. Still, the paladin really comes into her own when leading a mighty campaign against enemies, not when merely looting ruins.
Characteristics: Divine power protects the paladin and gives her special powers. It wards off harm, protects her from disease, lets her heal herself, and guards her heart against fear. The paladin can also direct this power to help others, healing their wounds or curing diseases. Finally, the paladin can use this power to destroy evil.
Even the least experienced paladin can detect enemies, and more experienced paladins can smite foes and turn away undead. In addition, this power draws a mighty steed to the paladin and imbues that mount with strength, intelligence, and magical protection.
Evil paladins seek power for powers sake, harms their enemies and spread diseases. They are the enemy of good.
Alignment: Paladins must follow the alignment of their oath, and they lose their divine powers if they deviate from that alignment. Additionally, paladins swear to follow a code of conduct that is in line with the oath.
Religion: Paladins need not devote themselves to a single deity—devotion to the oath is enough. Those who align themselves with particular religions prefer Nayila (god of law) over all others, but some paladins follow Tsar-Korol (the god of nobility). Paladins devoted to a god are scrupulous in observing religious duties and are welcome in every associated temple.
Background: No one ever chooses to be a paladin. Becoming a paladin is answering a call, accepting one’s destiny. No one, no matter how diligent, can become a paladin through practice. The nature is either within one or not, and it is not possible to gain the paladin’s nature by any act of will. It is possible, however, to fail to recognize one’s own potential, or to deny one’s destiny. Occasionally, one who is called to be a paladin denies that call and pursues some other life instead. Most paladins answer the call and begin training as adolescents. Typically, they become squires or assistants to experienced paladins, train for years, and finally set off on their own to further the causes of law. Other paladins, however, find their calling only later in life, after having pursued some other career. All paladins of an oath, regardless of background, recognize in each other an eternal bond that transcends culture, race, and even religion. Any two paladins, even from opposite sides of the world, consider themselves comrades.
Races: Humans, with their ambitious souls, make great paladins. Half-elves, who often have human ambition, may also find themselves called into service as paladins. Dwarves are sometimes paladins, but becoming a paladin may be hard on a dwarf because it means putting the duties of the paladin’s life before duties to family, clan, and king. Elf paladins are few, and they tend to follow quests that take them far and wide because their lawful bent puts them out of synch with life among the elves. Members of the other common races rarely hear the call to become paladins.
Among the savage humanoids, paladins are all but unheard of.
Other Classes: Even though paladins are in some ways set apart from others, they eagerly team up with those whose skills and capabilities complement their own. They work well with clerics of the same alignment, and they appreciate working with those who share principles with their code of conduct. While they cannot abide acts by their companions against their oath, they are otherwise willing to work with a variety of people quite different from themselves. Charismatic, trustworthy, and well respected, the paladin makes a fine leader for a team.
Role: The paladin’s chief role in most groups is as a melee combatant, but she contributes other useful support as well. She makes a good secondary healer, and her high Charisma opens up fine leadership opportunities.
| Level | Base Attack Bonus | Fort Save | Ref Save | Will Save | Special | Spells per day | |||
|---|---|---|---|---|---|---|---|---|---|
| 1 | 2 | 3 | 4 | ||||||
| 1 | +1 | +2 | +0 | +0 | Path of the Oath, Smite 1/day | — | — | — | — |
| 2 | +2 | +3 | +0 | +0 | Divine grace, lay on hands/deadly touch | — | — | — | — |
| 3 | +3 | +3 | +1 | +1 | Divine health | — | — | — | — |
| 4 | +4 | +4 | +1 | +1 | Turn undead/Rebuke undead, Smite 2/day | 0 | — | — | — |
| 5 | +5 | +4 | +1 | +1 | Special mount | 0 | — | — | — |
| 6 | +6/+1 | +5 | +2 | +2 | Improved Smite, Purifying Hands/Corrupting Touch | 1 | — | — | — |
| 7 | +7/+2 | +5 | +2 | +2 | — | 1 | — | — | — |
| 8 | +8/+3 | +6 | +2 | +2 | Smite 3/day | 1 | 0 | — | — |
| 9 | +9/+4 | +6 | +3 | +3 | Divine Inspiration 1/day | 1 | 0 | — | — |
| 10 | +10/+5 | +7 | +3 | +3 | — | 1 | 1 | — | — |
| 11 | +11/+6/+1 | +7 | +3 | +3 | — | 1 | 1 | 0 | — |
| 12 | +12/+7/+2 | +8 | +4 | +4 | Smite 4/day | 1 | 1 | 1 | — |
| 13 | +13/+8/+3 | +8 | +4 | +4 | — | 1 | 1 | 1 | — |
| 14 | +14/+9/+4 | +9 | +4 | +4 | — | 2 | 1 | 1 | 0 |
| 15 | +15/+10/+5 | +9 | +5 | +5 | — | 2 | 1 | 1 | 1 |
| 16 | +16/+11/+6/+1 | +10 | +5 | +5 | Smite 5/day | 2 | 2 | 1 | 1 |
| 17 | +17/+12/+7/+2 | +10 | +5 | +5 | Awesome Smite | 2 | 2 | 2 | 1 |
| 18 | +18/+13/+8/+3 | +11 | +6 | +6 | Divine Inspiration 2/day | 3 | 2 | 2 | 1 |
| 19 | +19/+14/+9/+4 | +11 | +6 | +6 | — | 3 | 2 | 2 | 2 |
| 20 | +20/+15/+10/+5 | +12 | +6 | +6 | Divine Champion, Smite 6/day | 3 | 3 | 3 | 3 |
Game rule Information
Paladins have the following game statistics.
Abilities: Charisma enhances a paladin’s healing, self-protective capabilities, and undead turning ability. Strength is important for a paladin because of its role in combat. A Wisdom score of 14 or higher is required to get access to the most powerful paladin spells, and a score of 11 or higher is required to cast any paladin spells at all.
Alignment: Any lawful (see Oaths)
Hit Die: d10.
Class Skills
The paladin’s class skills (and the key ability for each skill) are Concentration (Con), Craft (Int), Diplomacy (Cha), Handle Animal (Cha), Heal (Wis), Intimidate (Cha), Knowledge (history) (Int), Knowledge (religion) (Int), Profession (Wis), Ride (Dex), and Sense Motive (Wis). See Chapter 4: Skills for skill descriptions.
Skill Points at 1st Level: (2 + Int modifier) × 4.
Skill Points at Each Additional Level: 2 + Int modifier.
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).
Path of the Oath: Based on a Paladin’s oath, he receives abilities from Table 3-X in the matching levels as she progresses.
At 5th level, and at every five levels thereafter, the paladin may smite evil one additional time per day, as indicated on Table 3–12: The Paladin, to a maximum of five times per day at 20th level.
Smite (Su): Once per day, a paladin may attempt to smite 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. For example, a 13th-level paladin armed with a longsword would deal 1d8+13 points of damage, plus any additional bonuses for high Strength or magical affects that would normally apply.
A paladin can only smite creatures of a specific alignment based on her oath. If she accidentally smites a creature that is not this alignment, the smite has no effect, but the ability is still used up for that day.
At 4th level, and at every four levels thereafter, the paladin may smite evil one additional time per day, as indicated on Table 3–X: Path of the Oath, to a maximum of six 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 or Deadly Touch (Su): Beginning at 2nd level, a good paladin (or a neutral paladin who worships a good deity) gains Lay on Hands. An evil paladin (or a neutral paladin who worships an evil deity) instead gains Deadly Touch. The paladin must have a Charisma score of 12 or higher to use the ability.
If your character is a neutral paladin of a neutral deity, you must choose whether he has Lay on Hands as that of a good paladin or Deadly Touch as of an evil paladin. Once you make this choice, it cannot be reversed. This decision also determines whether the paladin receives Turn Undead or Rebuke Undead and Purifying Hands or Corrupting Touch.
Lay on Hands heals 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 × her Charisma bonus.
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.
Deadly Touch cause wounds with a successful touch attack. Each day she can deal a total number of hit points of damage equal to her paladin level her Charisma bonus. An opponent subjected to this attack can make a Will save (DC 10 + 1/2 paladin level + paladin’s Cha modifi er) to halve the damage dealt.
Alternatively, a paladin of slaughter can use any or all of this power to cure damage to undead creatures, just as an inflict wounds spell does. This power otherwise functions identically to the paladin’s lay on hands ability.
For example, a 7th-level paladin with a 16 Charisma (+3 bonus) can heal or damage 21 points of damage per day depending on his alignment. A paladin may choose to divide these points among multiple recipients, and she doesn’t have to use it all at once. Using lay on hands is a standard action.
Divine Health (Ex): At 3rd level, a paladin gains immunity to all diseases, including supernatural and magical diseases (such as mummy rot and lycanthropy).
Turn or Rebuke Undead (Su): When a paladin reaches 4th level, she gains the supernatural ability to turn undead (if she has Lay on Hands) or rebuke undead (if she has Deadly Touch). She may use this ability a number of times per day equal to 3 + her Charisma modifier. She turns or rebuke undead as a cleric of three levels lower would. (See Turn or Rebuke Undead, page 159.)
Spells: Beginning at 4th level, a paladin gains the ability to cast a small number of divine spells (the same type of spells available to the cleric, druid, and ranger), which are drawn from the paladin spell list (page 191). A paladin must choose and prepare her spells in advance.
To prepare or cast a spell, a paladin must have a Charisma score equal to at least 10 + the spell level (Cha 11 for 1st-level spells, Cha 12 for 2nd-level spells, and so forth). The Difficulty Class for a saving
throw against a paladin’s spell is 10 + the spell level + the paladin’s Charisma 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 3–12: The Paladin. In addition, she receives bonus spells per day if she has a high Charisma score (see Table 1–1: Ability Modifiers and Bonus Spells, page 8). When Table 3–12 indicates that the paladin gets 0 spells per day of a given spell level (for instance, 1st-level spells for a 4th-level paladin), she gains only the bonus spells she would be entitled to based on her Charisma 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 and uses Charisma as her casting ability. A paladin may prepare and cast spells on the paladin spell list (page 191), provided that she can cast spells of that level, but she must choose which spells to prepare during her daily meditation. She can prepare and cast any spell from the general list as well as spells from her associated oath.
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 the sidebar). 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 outer realms in which it resides. 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 (if it has grown too old to join her crusade, for instance). 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) including barding, saddle, saddlebags, and the like). Calling a mount is a conjuration (calling) effect. Equal to a spell level 1/3 the paladin level.
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.
The Paladin’s Mount
The paladin’s mount is superior to a normal mount of its kind and has special powers, as described below. The standard mount for a Medium paladin is a heavy warhorse, and the standard mount for a Small paladin is a warpony (see below for statistics). Your DM may work with you to select another kind of mount, such as a riding dog (for a halfling paladin) or a Large shark (for a paladin in an aquatic campaign). A paladin’s mount is treated as a magical beast, not an animal, for the purpose of all effects that depend on its type (though it retains an animal’s HD, base attack bonus, saves, skill points, and feats).
| Paladin Level | Bonus HD | Natural Armor Adj. | Str. Adj. | Int | Special |
|---|---|---|---|---|---|
| 5th-7th | +2 | +4 | +1 | 6 | Empathic link, improved evasion, share spells, share saving throws |
| 8th-10th | +4 | +6 | +2 | 7 | Improved speed |
| 11th-14th | +6 | +8 | +3 | 8 | Command creatures of its kind |
| 15th-20th | +8 | +10 | +4 | 9 | Spell resistance |
Paladin’s Mount Basics: Use the base statistics for a creature of the mount’s kind, as given in the Monster Manual, but make changes to take into account the attributes and characteristics summarized on the table and described below.
Bonus HD: Extra eight-sided (d8) Hit Dice, each of which gains a Constitution modifier, as normal. Extra Hit Dice improve the mount’s base attack and base save bonuses. A special mount’s base attack bonus is equal to that of a cleric of a level equal to the mount’s HD. A mount has good Fortitude and Reflex saves (treat it as a character whose level equals the animal’s HD). The mount gains additional skill points or feats for bonus HD as normal for advancing a monster’s Hit Dice (see the Monster Manual).
Natural Armor Adj.: The number on the table is an improvement to the mount’s existing natural armor bonus. It represents the preternatural toughness of a paladin’s mount.
Str Adj.: Add this figure to the mount’s Strength score.
Int: 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 empathically. Note that even intelligent mounts see the world differently from humans, so misunderstandings are always possible. Because of this empathic link, the paladin has the same connection to an item or place that her mount does, just as with a master and his familiar (see Familiars, page 52).
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 beast).
Share Saving Throws: For each of its saving throws, the mount uses its own base save bonus or the paladin’s, whichever is higher. The mount applies its own ability modifiers to saves, and it doesn’t share any other bonuses on saves that the master might have (such as from magic items or feats).
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 (in combat, for instance). 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 + ½ paladin’s level + paladin’s Cha modifier) to negate the effect.
Spell Resistance (Ex): A mount’s spell resistance equals its master’s paladin level + 5. To affect the mount with a spell, a spellcaster must get a result on a caster level check (1d20 + caster level; see Spell Resistance, page 177) that equals or exceeds the mount’s spell resistance.
SAMPLE PALADIN’S MOUNTS
The statistics below are for normal creatures of the appropriate kinds; they do not include the modifications given on the table above.
Heavy Warhorse: CR 2; Large animal; HD 4d8+12; hp 30; Init +1; Spd 50 ft.; AC 14, touch 10, flat-footed 13; Base Atk +3; Grp +11; Atk +6 melee (1d6+4, hoof); Full Atk +6/+6 melee (1d6+4, 2 hooves) and +1 melee (1d4+2, bite); Space/Reach 10 ft./5 ft.; SQ low- light vision, scent; SV Fort +7, Ref +5, Will +2; Str 18, Dex 13, Con 17, Int 2, Wis 13, Cha 6.
Skills and Feats: Jump +12, Listen +5, Spot +4; Endurance, Run.
Warpony: CR 1/3; Medium animal; HD 2d8+4; hp 13; Init +1; Spd 40 ft.; AC 13, touch 11, flat-footed 12; Base Atk +1; Grp +3; Atk +3 melee (1d3+2, hoof); Full Atk +3/+3 melee (1d3+2, 2 hooves); Space/Reach 5 ft./5 ft.; SQ low-light vision, scent; SV Fort +5, Ref +4, Will +0; Str 15, Dex 13, Con 14, Int 2, Wis 11, Cha 4.
Skills and Feats: Jump +6, Listen +5, Spot +5; Endurance.
See page 85 of the Dungeon Master’s Guide for more information on how to read a creature’s statistics block-
Improved Smite: From level 6, a paladin deals 2 extra point of damage per paladin level when using her smite ability instead of 1.
Purifying Hands or Corrupting Touch: When a paladin reaches 6th level, she gains Purifying Hands (if she has Lay on Hands) or Corrupting Touch (if she has Deadly Touch).
Purifying Hands: A paladin can choose to spend five points from her Lay on Hands-pool to produce a Remove Disease effect as a part of her lay on hands effect. She does not need to heal hit points to use this effect.
Corrupting Touch: A paladin can choose to spend five points from her Deadly Touch-pool to produce a Contagion effect as a part of her deadly touch effect. She does not need to inflict hit points to use this effect.
Divine Inspiration (Su): From level 9, once per day a paladin can choose a skill or attack check roll made by him or an ally to reroll. He must declare this before the check is resolved. Divine Inspiration cannot be used on ally of an opposite alignment than the paladin.
At level 18 this is increased to twice per day.
Awesome Smite: From level 17, a paladin deals 3 extra point of damage per paladin level when using her smite ability instead of 2.
Divine Champion (Su): At 20th level, a paladin becomes a conduit for the power of her god. Whenever she uses her smite ability and successfully strikes an outsider, the outsider is also subject to a banishment, using her paladin level as the caster level (her weapon and holy symbol automatically count as objects that is distateful to the subject). The damage from the attack is resolved after the banishment effect. In addition, lay on hands or deadly touch is improved as follows:
Lay on hands: She heals a creature double the amount of points spend. If the target healed is shaken, the effect is suspended for 1 hour. If the effect would not have lasted 1 hour, it is removed instead.
Deadly touch: She damages a creature double the amount of points spend and the target becomes shaken for 1 hour.
Ex-Paladins
A paladin who commits an act of miconduct 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, page 201), 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 abilities. The path of the paladin requires a constant heart. If a character adopts this class, she must pursue it to the exclusion of all other careers. Once she has turned off the path, she may never return.
Oaths
An oath is a sworn set of rules a paladin must follow. At first level, a paladin selects an oath from this sidebar that affects the code of conduct and abilities he gains.
| Level | Oath of Honor | Oath of Judgement | Oath of Tyranny |
|---|---|---|---|
| 1 | Aura of good, detect evil, smite evil | Aura of law, detect chaos, smite chaos | Aura of evil, detect good, smite good |
| 2 | — | — | — |
| 3 | Aura of courage | Aura of reason | Aura of despair |
| 4 | — | — | — |
| 5 | — | — | — |
| 6 | — | — | — |
| 7 | — | — | — |
| 8 | — | — | — |
| 9 | Aura of protection | Aura of retribution | Aura of dread |
| 12 | — | — | — |
| 11 | — | — | — |
| 12 | — | — | — |
| 13 | Weapon of Glory | Weapon of Order | Weapon of Triump |
| 14 | — | — | — |
| 15 | Celestial Mount | Axiomatic Mount | Fiendish Mount |
Aura of Good (Ex): The power of a paladin’s aura of good (see the detect good spell) is equal to her paladin level, just like the aura of a cleric of a good deity.
Detect Evil (Sp): At will, a paladin can use detect evil, as the spell.
Smite Evil: A paladin of honor can only use smite against evil creatures.
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.
Aura of protection (Su): Beginning at 9th level, a paladin radiates an aura that provides herself and allies within 10 feet of her a +2 Divine bonus to their Armor Class. This ability otherwise functions identically to the Oath of Honor’s aura of courage class feature.
Weapon of Glory (Su): Beginning from 13th level, a paladin’s weapon is always considered good if it is not already has an alignment.
Celestial Mount: From level 15, a paladin’s special mount gains the Celestial template. This does not do count as gaining a new mount.
Code of Conduct: A paladin of honor must be of lawful good alignment and loses all class abilities if she ever willingly commits an evil act. Additionally, a paladin’s code requires that she respect legitimate authority, act with honor (not lying, not cheating, not using poison, and so forth), help those in need (provided they do not use the help for evil or chaotic ends), and punish those who harm or threaten innocents.
Associates: While she may adventure with characters of any good or neutral alignment, a paladin 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.
Acts of misconduct: Ceases to be lawful good, willfully commits an evil act, or grossly violates the code of conduct.
Oath of Judgement
Through law and order comes balance, and through balance the paladin of judgement is rewarded with power the control its foe and remove chaos wherever it is found. As an agent of vengeance, he seeks to upright the unjust and enforce the law of the land.
Aura of Law (Ex): The power of a paladin’s aura of law (see the detect good spell) is equal to her paladin level, just like the aura of a cleric of a lawful deity.
Detect Chaos (Sp): At will, a paladin can use detect chaos, as the spell.
Smite Chaos (Su): A paladin of judgement can only use smite against chaotic creatures.
Aura of reason (Su): Beginning at 3rd level, a paladin is immune to figment and pattern effects. Each ally within 10 feet of him gains a +4 morale bonus on saving throws against figment and pattern effects. This ability otherwise functions identically to the paladin’s aura of courage class feature.
Aura of retribution (Su): Beginning at 9th level, a paladin radiates a focusing aura that provides herself and allies within 10 feet of her a +2 Divine bonus to their attack rolls. This ability otherwise functions identically to the Oath of Honor’s aura of courage class feature.
Weapon of Order (Su): Beginning from 13th level, a paladin’s weapon is always considered lawful if it is not already has an alignment.
Axiomatic Mount: From level 15, a paladin’s special mount gains the Axiomatic template. This does not do count as gaining a new mount.
Code of Conduct: A paladin of judgement must be of lawful neutral alignment and loses all class abilities if she ever willingly commits a chaotic act. Additionally, a paladin’s code requires that she respect authority for the sake of order, act with integrity (not lying, not avoiding orders from superior, and so forth), help those who enforce order (provided they do not use the help for chaotic ends), and punish those who breaks the law.
Associates: While she may adventure with characters of any alignment, a paladin will never knowingly associate with chaotic 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 neutral.
Acts of misconduct: Ceases to be lawful, willfully commits a chaotic act, or grossly violates the code of conduct.
Oath of Tyranny
Bent on dominating those weaker than she, the paladin of tyranny is a lawful evil villain hungry for power. In its wake, the paladin leaves disease, death and despair. Following this path, the paladin is destined for control and power, but at the cost of unimportant innocents.
Aura of Evil (Ex): The power of a paladin’s aura of evil (see the detect good spell) is equal to her paladin level, just like the aura of a cleric of an evil deity.
Detect Good (Sp): At will, a paladin can use detect good, as the spell.
Smite Good (Su): A paladin of tyranny can only use smite against good creatures.
Aura of Despair (Su): Beginning at 3rd level, a paladin of tyranny radiates a malign aura that causes enemies within 10 feet of him to take a –2 penalty on all saving throws. This ability otherwise functions identically to the Oath of Honor’s aura of courage class feature.
Aura of Dread (Su): Beginning at 9th level, a paladin radiates a vicious aura that causes enemies within 10 feet of him to take a –2 penalty on all attack rolls. This ability otherwise functions identically to the Oath of Honor’s aura of courage class feature.
Weapon of Triumph (Su): Beginning from 13th level, a paladin’s weapon is always considered evil if it is not already has an alignment.
Fiendish Mount: From level 15, a paladin’s special mount gains the Fiendish template. This does not do count as gaining a new mount.
Code of Conduct: A paladin of tyranny must be of lawful evil alignment and loses all class abilities if he ever willingly commits a good act. Additionally, a paladin of tyranny’s code requires that he respect authority figures as long as they have the strength to rule over the weak, act with discipline (not engaging in random slaughter, keeping firm control over those beneath his station, and so forth), help only those who help him maintain or improve his status, and punish those who challenge authority (unless, of course, such challengers prove more worthy to hold that authority).
Associates: While he may adventure with characters of any evil or neutral alignment, a paladin of tyranny will never knowingly associate with good characters unless it serves his needs, nor will he continue an association with someone who consistently offends his moral code. A paladin of tyranny may accept henchmen and followers of any alignment, but may only accept cohorts who are lawful evil.
Acts of misconduct: Ceases to be evil, willfully commits a good act, or grossly violates the code of conduct.