Code of conduct: See the Paragon Code
Paladins who are members of the Paragons, begin as one of the Pride of the Paragons and having completed their training properly receive two (2) ranks in the following as bonus skills:
- Knowledge: Code of Honor (Paragons gain +1 ranks to this skill each level)
- Knowledge: Ethics & Philosophy
- Read/Write Language (Native Tongue)
- Speak Language (Native Tongue)
In addition, Paragons having completed their training properly receive two (2) ranks in two of the following of their choice as bonus skills:
- Knowledge: Religion
- Knowledge: History
- Knowledge: Law
- Knowledge: Nobility & Royalty
- Perform: Voice
- Knowledge: Heraldry
- Sense Motive
Each time a level is gained as a paladin a new ability is granted (from 1st through 10th; after 10th each even level). This ability may be chosen by the player, but the character does not choose it, it is bestowed upon him by divine providence. You may chose any power from the lists equal to or below your level.
Some of these abilities use up divine energy. This energy is known as Blessings. A paladin has one Blessing per paladin level + WIS modifier per day. For example, a 5th level Paladin with a wisdom bonus of +2 would have 7 Blessings per day. If a power uses up Blessings, the number it uses will be noted in brackets after the power's name. Blessings are restored at dawn, after the completion of brief morning prayers. Some of these abilities are always functioning or do not require the expendeture of Blessings, and will not have a cost listed.
All blessings which use divine energy are considered to be spell-like abilitites unless otherwise noted.
Feats which are based on gaining or spending a number of turning attempts can be used with this divine energy on a 1:2 basis. For example, the feat Extra Turning, which grants +4 Turning Attempts, would grant the paladin 8 more blessings per day. A feat which requires you to spend 2 Turning Attempts to channel energy for some other use would require the expenditure of 4 Blessings.
The following abilities are granted to all paladins of Estereal at 1st level:
The Gift of Cleanliness (Su)
This ability is much like the clean and polish cantrips, except that it is always under effect. The Paladin's shield, helm, armor, and swords are always shining and his clothes clean and wrinkle free. These articles get dirty as normal, but upon leaving a filthy or muddy environment, his personal effects become clean in 2d4 minutes. As long as the paladin continues to walk the path of Truth and Justice he will be blessed with this special gift.
Estereal's Glow 
With this ability the paladin can call upon a divine light (equivalent to a single torch) which centers about himself. This light has the ability to activate itself, when the paladin is in the presence of extreme evil. This light can also be used to rally his compatriots in battle. When the paladin calls upon Estereal's blessings before a battle this ability grants a +1 Sacred Bonus to hit evil creatures. Recipients of this bonus must be able to see and hear the paladin when his pray is uttered. The duration is one minute / level.
In addition, a fledgling Paladin of Estereal may choose one of the following powers:
At will the paladin can duplicate the effects of the spell Detect Evil, with the following changes. There is no verbal component. It is a full-round action. Duration is 'concentration' but the paladin can not move from his spot (though he can pivot) while concentrating. The paladin must grasp his holy symbol with one hand and with his eyes closed, extend his other hand to arms length, fingers outstretched and palm facing downward at about a 45° angle.
The way the paladin gets the information is through pain, as if the paladin were actually allergic to the evil. A dim evil aura might merely cause a pricking sensation in the fingertips, a moderate one might send jolts of slight pain up the arm to the shoulder. A strong evil aura will stun the character as described under the Detect Evil entry if the paladin is not of at least the level of the evil that caused the aura. Any overwhelming aura of greater strength than the paladin's level will cause him to be knocked to the ground unable to act for 2 rounds.
Lay On Hands (PH)
(Cha bonus times level) points / day.
At 2nd level, a Paladin of Estereal may choose one power from any proceeding level's list or choose one of the following powers:
Audible Whisper (BoHM) 
Everyone within 100' can hear everything you say for one minute / level.
As a bonus feat
Smite Evil (PH) 
Add Cha mod to attack roll and level to dmg
At 3rd level, a Paladin of Estereal may choose one power from any proceeding level's list or choose one of the following powers:
Divine Favor (PH) 
You gain an attack and damage luck bonus of +1 / 3 levels for one minute
Divine Grace (Ex) (PH)
Apply Cha bonus to saves.
Name of the Law 
By firmly speaking, "Halt in the name of Estereal!" you require a target creature within 25' of you and that can understand you to make a Will save (DC 12 + Cha). On a failed save the creature stops in its tracks for a full minute. The target will take no action but can respond if engaged in conversation—though it has no compulsion to react differently than it normally would. Any attack or offensive spell effecting the target breaks the effect.
At 4th level, a Paladin of Estereal may choose one power from any proceeding level's list or choose one of the following powers:
Divine Sacrifice (DotF) 
For 1 round/level, you can sacrifice life force to increase the damage you deal. Once each round, as a free action, you can sacrifice up to 10 of your hit points (doing this does not trigger an attack of opportunity). For every 2 hit points you sacrifice, on your next successful attack you deal +1d6 damage, to a maximum of +5d6 on that attack. Your ability to deal this additional damage ends when you successfully attack or when the spell duration ends. You can make as many sacrifices as the spell duration allows. Sacrificed hit points count as normal damage.
Shield Other (PH) 
You take half of subject's hit point damage for one hour. If you are ever more than 25'+5'/lvl away from the target the effect is ended immediately.
Strategic Charge (MoF) 
For 1 round/level, the paladin gets a +4 dodge bonus to Armor Class against attacks of opportunity caused when the character moves out of or within a threatened area. Note: A condition that makes the character lose the Dexterity bonus to Armor Class (if any) also makes the character lose dodge bonuses. Also, dodge bonuses stack with each other, unlike most types of bonuses. The one exception is that this ability does not stack with the Mobility feat.
At 5th level, a Paladin of Estereal may choose one power from any proceeding level's list or choose one of the following powers:
Illuminated Weapon (BoHM) 
For one round / level, your weapon glows from within. It imposes -2 sacred penalty to attacks, save & checks of undead struck if the undead strucks fails a Will save (DC 13+Wis). This penalty lasts for one round / level.Note, this power does not work with an improvised weapon.
Special Mount (PH)
The paladin gains a special warhorse. Alternatively, the paladin can choose any type of domesticated dog instead of the mount. Use the same table as the Special Mount to determine the stats and abilities of a dog companion.
At 6th level, a Paladin of Estereal may choose one power from any proceeding level's list or choose one of the following powers:
Aura of Glory (MoF) 
As a full action, the paladin may activate an intangible aura about himself. For one minute / level, the paladin receives a +2 sacred bonus on CHA-based skill checks. During that time all allies within 10' receive a similiar bonus vs Fear. When the aura is first activated, it heals the paladin and all allies within 10' one hit point.
Discern Lies (PH) 
Revels deliberate falsehoods as the PH spell. The paladin must only present his holy symbol and plainly ask the subject to speak truth in order to Discern Lies. This is a full-round action.
Pull Blow © (NBoF)
You can choose to leave your victims alive when they would otherwise fall. To use this feat you must be wielding a weapon for which you have weapon focus. When you damage an opponent and the damage dealt would take them below zero hit points you may pull your blow and deal exactly enough damage to take them to -1, where they will be unconscious but stable (not taking bleeding damage). You cannot use this feat on a critical strike.
At 7th level, a Paladin of Estereal may choose one power from any proceeding level's list or choose one of the following powers:
Blast of Castigation (BoHM) 
A ray of violet sacred energy emanates from your presented holy symbol. This energy attack inflicts 1d8 dmg / 3 caster levels and continues to blast foe. As long as you concentrate, don't lose a ine of sight with the target and the target remains within range (100') you may continue to blast the target for 1 round / level of sacred energy. Note this attack will not damage non-evil targets.
Missle Proof © (NBoF)
You may block projectiles easily with your shield. You must be using a Small Shield or Large Shield when using this feat. Once per round when you or someone immediately behind you would normally be hit with a ranged weapon, you may make a Reflex saving throw against a DC of 20 (if the ranged weapon has a magical bonus to attack, the DC increases by that amount). You add a the shield’s armor bonus, and enhancement bonus if applicable, to your Reflex roll for purposes of this feat. If you succeed, you deflect the weapon. You must be aware of the attack and not flat-footed. You may block an incoming missile attack with your shield only once per round. This feat also allows the character to block magical projectile attacks (e.g. Melf ’s acid arrow, fire arrow), but the shield will sustain any damage from the spell that exceeds its hardness. Against special attacks with splash damage (e.g. acid, alchemist’s fire, etc.), if the Reflex saving throw is successful, the shield takes the primary damage and you take only the splash damage.
Special: You may take this feat multiple times. Its effects do not stack. Each time you take this feat, you may block an additional missile attack with your shield. You may not block more attacks in a round than 1 + your Dexterity bonus (minimum of one attack).
At 8th level, a Paladin of Estereal may choose one power from any proceeding level's list or choose one of the following powers:
Armed Deflect Arrows © (NBoF)
You can deflect arrows, including crossbow bolts, spears and other shot or thrown weapons with a weapon. You must have Weapon Focus for that weapon. Once per round when the character would normally be hit with a ranged weapon, the character may make a Reflex saving throw against a DC of 20 (if the ranged weapon has a magical bonus to attack, the DC increases by that amount). If the character succeeds, the character deflects the weapon. The character must be aware of the attack and not flat-footed. Attempting to deflect a ranged weapon doesn’t count as an action. Exceptional ranged weapons can’t be deflected.
Notes: You can learn later feats for which Deflect Arrows is a prerequisites based on the ‘virtual’ feat learned with Armed Deflect Arrows, but you can then only use those feats when armed with a melee weapon that you have Weapon Focus with.
At 9th level, a Paladin of Estereal may choose one power from any proceeding level's list or choose one of the following powers:
Damage Reduction (Ex) (DotF)
The paladin has the ability to shrug off some amount of injury from each blow or attack. Subtract 1 from the damage the paladin takes each time she is dealt damage. At 12th level, this damage reduction rises to 2, and at 15th level, it rises to 3.
Godspeed (BoHM) 
For one minute/level , your movement rate increases to 60' and adds +2 haste bonus to AC.
At 10th level, a Paladin of Estereal may choose one power from any proceeding level's list or choose one of the following powers:
Halo of Shelter (BoHM) 
For one minute/level a halo surrounds the paladin with an energy shield that absorbs 5 hp per paladin level. Spells or items of 7th level or higher bypass this halo, as do +5 weapons.
True Strike (PH) 
Adds +20 insight bonus to your first attack roll in the next round. Additionally, you are not affected by the effects of a target's concealment.
At 12th level, a Paladin of Estereal may choose one power from any proceeding level's list or choose one of the following powers:
Blazing Light (BoHM) 
A ray of searing daylight projects from your presented holy symbol and strikes one target creature. This ray inflicts 1d8 dmg / paladin level (max 15d8); undead suffer 2d8 additional damage. A Reflex save (DC 16 + Wis) reduces the damage by half.
Heal Mount (PH) 
As heal on special mount or animal companion.
Know Greatest Enemy (MoF) 
Determines relative power level of foes in the immediate area.
At 14th level, a Paladin of Estereal may choose one power from any proceeding level's list or choose one of the following powers:
Celestial Companion (DotF under Holy Liberator prestige class)
The paladin can call a celestial dog or horse as a companion. (See Appendix 1 of the Monster Manual for these creatures' basic statistics and Appendix 3 for the celestial template.) This replaces any current companion or mount the paladin may currently have. See DotF for more details.
Loyal Vassal (MoF) [?]
Ally gains +3 against Mind Affecting effects and cannot be compelled to harm you.
Zeal (DotF) 
You invoke a divine shield to protect you as you close with a chosen opponent. Choose a foe as you cast this spell. For one round/level, you gain a +4 deflection bonus to your AC against all attacks of opportunity from opponents other than the chosen foe. Also, you can move through enemies as if they were allies for the duration of this blessing, as long as you finish your movement closer to your chosen foe than when you began it.
At 16th level, a Paladin of Estereal may choose one power from any proceeding level's list or choose one of the following powers:
Favor of Ilmater (Favor of Estereal) (MoF) [?]
Target becomes immune to subdual dmg & pain or you switch HP totals with target.
Righteous Fury (MoF) [?]
Gain temp HPs, +2 Natural Armor, +2 STR, +2 DEX; undead that strike you take 1 point dmg.
At 18th level, a Paladin of Estereal may choose one power from any proceeding level's list or choose one of the following powers:
Glory of the Martyr (MoF) [?]
As Shield Other, but effecting multiple creatures and healing them if you die.
They have some extraordinary ability to be self-sacrificing --- to go without food and sleep for long periods of time. To endure pain, the elements, etc.
At 20th level, a Paladin of Estereal may choose one power from any proceeding level's list or choose one of the following powers:
Confutation of the Demon (BoHM) [?]
Destroys evil outsider or inflicts 10d6 dmg.
Holy Sight [?]
some sort of True Seeing type ability for the high level Esterealans
Positive Energy Burst (DotF - Hunter of the Dead prestige class) [?]
In lieu of two normal turning attempts, a paladin can create a positive energy burst that deals 1d6 points of damage to all undead creatures within 100 feet of the character per his paladin level minus seven. Undead are allowed a Reflex save (DC 10 + paladin level minus seven) for half damage.