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<blockquote data-quote="RangerWickett" data-source="post: 106764" data-attributes="member: 63"><p>I use this option in my modern game, since horses aren't very common (and neither is armor). Since you probably are using armor, some of these abilities might be overpowered.</p><p></p><p><span style="font-size: 12px"><strong>Paladins and Alernatives to Special Mounts:</strong></span> At 5th level, Paladins can choose to receive a special mount, or they can gain an alternative power from the following list. Note, this list is tenative and has not been playtested.</p><ul> <li data-xf-list-type="ul">Manifestation. If the Paladin has a bonded spirit, that spirit can become manifest, as the Ghost template ability, for a number of hours per day equal to the Paladin's level. This is in addition to normal manifestation time that would be gained at 9th level. The manifested spirit gains some of the same abilities as a bonded mount.</li> <li data-xf-list-type="ul">Divine Defense. The Paladin adds her Charisma bonus, if positive, to her Armor Class, even while flat footed. Additionally, she may expend one of her turn undead usages for the day to instead gain damage reduction x/+3 (where x is her Charisma bonus) for one round per level.</li> <li data-xf-list-type="ul">Celestial speed. At 5th level, the Paladin's movement speed increases by +10 feet. It increases again at 10th level +20 feet, +30 feet at 15th level, and +40 feet at 20th level.</li> <li data-xf-list-type="ul">Hospitaler. For the purposes of determining how much the Paladin can heal per day with her Lay Hands ability, treat her Charisma modifier as if it were increased by +2. She may Lay Hands as a free action to any ally she can touch, but for herself it is still a standard action.</li> <li data-xf-list-type="ul">Favored Enemy. This functions as the Ranger ability of the same name, but only functions for a single creature type ever. This bonus is +1 at 5th level, +2 at 10th, +3 at 15th, and +4 at 20th. Additionally, the Paladin's detect evil ability can function instead to detect cratures of this type.</li> </ul></blockquote><p></p>
[QUOTE="RangerWickett, post: 106764, member: 63"] I use this option in my modern game, since horses aren't very common (and neither is armor). Since you probably are using armor, some of these abilities might be overpowered. [size=3][b]Paladins and Alernatives to Special Mounts:[/b][/size] At 5th level, Paladins can choose to receive a special mount, or they can gain an alternative power from the following list. Note, this list is tenative and has not been playtested. [list][*]Manifestation. If the Paladin has a bonded spirit, that spirit can become manifest, as the Ghost template ability, for a number of hours per day equal to the Paladin's level. This is in addition to normal manifestation time that would be gained at 9th level. The manifested spirit gains some of the same abilities as a bonded mount. [*]Divine Defense. The Paladin adds her Charisma bonus, if positive, to her Armor Class, even while flat footed. Additionally, she may expend one of her turn undead usages for the day to instead gain damage reduction x/+3 (where x is her Charisma bonus) for one round per level. [*]Celestial speed. At 5th level, the Paladin's movement speed increases by +10 feet. It increases again at 10th level +20 feet, +30 feet at 15th level, and +40 feet at 20th level. [*]Hospitaler. For the purposes of determining how much the Paladin can heal per day with her Lay Hands ability, treat her Charisma modifier as if it were increased by +2. She may Lay Hands as a free action to any ally she can touch, but for herself it is still a standard action. [*]Favored Enemy. This functions as the Ranger ability of the same name, but only functions for a single creature type ever. This bonus is +1 at 5th level, +2 at 10th, +3 at 15th, and +4 at 20th. Additionally, the Paladin's detect evil ability can function instead to detect cratures of this type.[/list] [/QUOTE]
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