TEXT: New Build : The Mounted Paladin
  The Mounted 
  Paladin
  A New Character Build for the Paladin Class
   Christopher Ng Wai Chung
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  Page : 1 of 13
  
  New Build : The Mounted Paladin
  The Mounted Paladin
  “So where's your high horse, Paladin?” asked the 
  bandit  leader  with  the  eye-patch,  brandishing  a 
  wicked-looking spear. “Eaten by an owlbear? Or sold 
  off to feed the carnal excesses of your priests?”
  Surrounded by bandits, the paladin decided that it was 
  time to even the odds. Sir Peleus whispered a prayer to 
  the Sun God.
  “Now Durandal!”
  There was a flash of radiance, and before Peleus stood 
  a celestial steed, a destrier that looked larger than any  
  horse the bandits had seen, replete with a shining suit 
  of chain barding.
  The  bandits  began  to  panic  and scatter  as Peleus 
  mounted his destrier and readied his weapon of choice, 
  a sturdily-built dire lance.
  “Now Durandal, it’s time for these sheep to scatter to 
  the four winds. Strike with thunder!”
  Durandal reared backwards, and, once infused with 
  divine might, planted its hooves firmly onto the ground.
  A thunderclap was heard as the ground shook with the 
  Sun God's wrath. The bandits who survived the tremor  
  had to pick themselves up from the ground.
  “Your move,” said Peleus as he calmly rode towards  
  the bandit leader, pointing the tip of his dire lance at  
  his throat.
  The paladin in older editions of D&D was never found 
  without his trusty mount. This product introduces a 
  new build that allows paladins to, once again, be able 
  to adventure with their trusty chargers.
  This product is designed to fill out some gaps in the 4e 
  system, so it also presents statistics for the mounted 
  warrior’s favored melee weapons, lances. 
  New Weapons: Lances
  This section introduces three new weapons for the 4e 
  game: the light lance, the heavy lance and the dire 
  lance, and a new weapon property: mount.
  When you use a weapon with the mount property on a 
  mounted charge attack, you gain a +1 bonus to attack 
  rolls and deal +1[W] damage.
  All lances are one-handed weapons that belong to the 
  polearm and spear weapon groups. All lances have the 
  mount property.
  Light Lance 
  Simple Melee, +2, 1d8, 6gp, 7lb, Mount
  A light lance is easy to learn and is the first weapon 
  that is taught to most squires.
  Heavy Lance 
  Millitary Melee, +2, 1d10, 12gp, 9lb, Mount, Reach
  The weapon of choice for a knight in shining armor, a 
  heavy lance is clumsy to someone not trained in its use, 
  but packs a heavy wallop when used while mounted.
  Dire Lance
  Superor Melee, +2, 1d12, 25gp. 12lb, Mount, Reach
  A terrifying weapon developed by dragonborn smiths 
  in  their  battles  of  attrition  against  the  tiefling 
  hegemony, a dire lance was designed to be carried by a 
  dragonsteed rider and can puncture the heaviest armor 
  when used at the end of a charge.
  Mounted Paladin
  The gods have granted you the use of a celestial steed, 
  a destrier born in one of the domains of the Astral 
  plane, in battle.
  Suggested Class Feature: Celestial Steed
  Suggested Feat: Mounted Combat (Human feat : 
  Leaping Charge)
  Suggested Skills: Religion, Athletics, Nature, Heal 
  Suggested At-Will Powers: Spirited Charge, Mounted 
  Strike 
  Suggested Encounter Powers: Ride-by Attack
  Suggested Daily Power: Thunderclap Strike
  New Class Feature : Celestial Steed
  If you choose this new class feature, you lose your lay 
  on hands class feature. In addition, you lose Insight as 
  a class skill and gain Nature as a class skill instead.
  A number  of times a  day  equal  to  your Charisma 
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  New Build : The Mounted Paladin
  modifier, you may call upon a celestial steed in battle. 
  However, you may only do so once per encounter.
  Celestial Steed                     Paladin Class Feature
  You summon a Celestial steed to join you in battle
  Daily
  Divine
  Minor Action
  Personal
  Effect:  You summon a Large celestial steed in an 
  unoccupied space adjacent to you. 
  The celestial steed has a speed of 8, hit points equal 
  to your bloodied value, and the following defenses: 
  AC 15 + level; Fortitude 14 + your level; Reflex 12 
  + your level; Will 12 + your level.
  You and your celestial steed act on your initiative 
  count  and  have  one  combined  set  of  actions:  a 
  standard action, a move action, and a minor action. 
  You  and  your  celestial  steed  also  share  a  single 
  immediate action each round and a single opportunity 
  action each turn.
  The  celestial  steed  lacks  healing  surges,  but  if  a 
  power allows it to spend a healing surge, you may 
  spend a healing surge on its behalf. You do not regain 
  hit points, and the celestial steed benefits from the 
  power as if it had spent a healing surge. The celestial 
  steed's healing surge value is equal to yours.
  You  may  direct  your  celestial  steed  to  make  the 
  following attacks:
  Kick (standard; at-will): your level + 4 vs. AC; 1d8 
  + half your level damage. This attack may be used as 
  a melee basic attack. 
  Trample (standard; at-will): The celestial steed may 
  move up to its speed and enter enemies’ spaces. This 
  movement  provokes  opportunity  attacks,  and  the 
  celestial steed must end its move in an unoccupied 
  space. When it enters an enemy’s space, it makes a 
  trample attack: your level + 2 vs. Reflex; 1d8 + half 
  your level damage, and the target is knocked prone.
  While you are mounted on your celestial steed, you 
  gain a bonus to damage rolls on charge attacks 
  equal to your level. When your celestial steed is 
  required  to  make  an  Acrobatics,  Athletics  or 
  Endurance check, you make a Nature check in place 
  of it.
  The steed returns to Astral Plane at the end of the 
  encounter. You may only have one celestial steed at 
  any time.
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  New Build : The Mounted Paladin
  Paladin Feats
  The screams of sailors could be heard as alchemist’s  
  fire detonated on the deck of the merchant ship.
  “It is no use. The pirates have superior range and will 
  happily burn us down even before we can put up a  
  fight.  We  should  surrender  our  goods  before  we 
  drown,” said the despondent ship captain.
  Sir Peleus responded with a whistle. With a flash of 
  light, Durandal the celestial steed appeared, equipped 
  in glowing plate mail barding.
  “Fear  not,  captain.  I  will  run  the  pirate  captain 
  through with my lance. The pirates will flee once they 
  find their leader has been defeated,” said Peleus as he 
  mounted his horse and rode off.
  What happened next was a tale which would be told 
  over and over again as the sailors visited port after 
  port.
  Durandal, bearing Sir Peleus, leapt onto the surface of 
  the ocean and began trotting towards the pirate ship as 
  if it was moving on solid ground.
  They now had a way to fight back against the pirates.
  The scales had tipped in their favor.
  Leaping Charge [Heroic]
  Prerequisite: Paladin,  Str  13,  Celestial  Steed  class 
  feature, Mounted Combat
  Benefit:  While  you  are  mounted  on  your  celestial 
  steed, you can perform a charge even if you move only 
  one square away from your starting position.
  Resilient Mount [Heroic]
  Prerequisite:  Paladin, Cha 13, Celestial Steed class 
  feature
  Benefit:  Your  celestial  steed  gains  5 additional  hit 
  points per tier.
  Celestial Barding [Heroic]
  Prerequisite:  Paladin, Cha 13, Celestial Steed class 
  feature
  Benefit: Your celestial steed gains a +1 bonus to all 
  defenses.
  Crusading Steed [Heroic]
  Prerequisite: Paladin, Cha 13, Celestial Steed class 
  feature
  Benefit: Your celestial steed gains a +1 bonus to attack 
  rolls and damage rolls.
  Celestial Charger [Paragon]
  Prerequisite: 11th level, Paladin, Cha 15, Celestial 
  Steed class feature
  Benefit:  Your celestial steed ignores difficult terrain 
  and can move across any solid or liquid surface. It also 
  gains a +5 bonus to saving throws against fear effects. 
  In addition, you may choose for the bonus damage that 
  you deal on charge attacks while mounted on your 
  celestial steed to be radiant damage. 
  Aerial Charge [Paragon]
  Prerequisite: 11th  level,  Paladin,  Str  15,  Celestial 
  Steed class feature, Knight's Charge
  Benefit: While  you  are  mounted  on  your  celestial 
  steed, you can perform a charge even if you do not 
  move from your starting position.
  Pegasus Steed [Epic]
  Prerequisite: 21st  level, Paladin, Cha 17, Celestial 
  Steed class feature, Celestial Charger feat
  Benefit: Your celestial steed gains a fly speed of 8.
  Page : 4 of 13
  
  New Build : The Mounted Paladin
  Paladin Powers
  Even with his deft handling of his steed on the ocean 
  surface, Peleus was unable to dodge all the alchemist’s  
  fire and crossbow bolts that were aimed his way, so he 
  invoked the Rays of the Salubrious Sun, a prayer that 
  called upon the Sun God to bless his warriors with the  
  ability to regenerate.
  As his wounds began to heal, it became clear that the 
  pirate captain was within reach.
  Peleus invoked the most powerful of his prayers.
  With the Sun God's grace, the gates to the Astral Plane 
  burst  open,  and  both  Peleus  and  Durandal  were 
  carried into the skies by the divine winds of the Sun 
  God's dominion.
  As paladin and mount thundered towards the pirate 
  captain, the Astral winds reshaped themselves into a 
  horizontal  tornado  that  pointed  towards  the  pirate 
  captain's heart.
  Thus began the Legend of the Astral Tornado.
  Power Keywords
  The  Mounted keyword  indicates  that  the  power  is 
  enhanced if the user is mounted. The power can still be 
  used if the user is not mounted, but it will have a lesser 
  effect.
  Level 1 At-Will Prayers
  Spirited Charge                               Paladin Attack 1
  With  a  fierce  battle-cry,  you  charge  your  enemy, 
  allowing the momentum of your charge to lend weight 
  to your devastating attack.
  At-will ♦ Martial, Weapon, Mounted
  Standard Action
  Melee weapon
  Target: One creature
  Attack: Charisma vs. AC
  Hit: 1[W] + Charisma modifier + 2 damage. If you 
  are mounted, you may add half the number of squares 
  moved as part of the charge to the damage roll.
  21st Level: 2[W] + Charisma modifier + 4 damage. If 
  you are mounted, you may add the number of squares 
  moved as part of the charge to the damage roll. 
  Mounted Strike                             Paladin Attack 1
  With a silent prayer, you rear your mount backwards 
  before unleashing a forceful blow at your enemy.
  At-will ♦ Divine, Weapon, Mounted
  Standard Action
  Melee weapon
  Target: One creature
  Attack: Strength vs. AC
  Hit: 1[W] + Strength modifier damage, and you push 
  the target 1 square. If you are mounted, you may push 
  the target 1 additional square.
  21st level: If you are mounted, the enemy falls prone 
  in addition to being pushed and taking damage.
  Special: When charging, you may use this power in 
  place of a melee basic attack.
  Level 1 Encounter Prayers
  Ride by Attack                        Paladin Attack 1
  You ride by your opponent and strike them while they 
  are within your reach.
  Encounter ♦ Divine, Weapon, Mounted
  Standard Action
  Melee Weapon
  Effect: Move up to your speed. If you are mounted, 
  you may shift up to your speed instead. At any point 
  during the movement, you may make the following 
  attack:
    Target: One creature.
    Attack: Strength vs. AC
    Hit: 2[W] + Strength modifier damage.
  Level 1  Daily Prayer
  Thunderclap Stride                        Paladin Attack 1
  The earth shakes as your mount plants a thunderous 
  stomp on the ground.
  Daily ♦ Divine, Implement, Mounted, Thunder
  Standard Action
  Close Burst 2
  Special: If you are mounted, you may center the burst 
  on your mount.
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  New Build : The Mounted Paladin
  Target: Each Enemy in Burst
  Attack: Charisma vs. Reflex
  Hit: 1d10 + Charisma modifier thunder damage and 
  the target falls prone.
  Miss: Half damage, and the target falls prone.
  Level 2 Utility Prayers
  Divine Restoration                       Paladin Utility 2
  You channel the power of your god to heal yourself 
  and your mount.
  Daily ♦ Divine, Mounted
  Minor Action
  Personal
  Effect: You  spend  a  healing  surge.  If  you  are 
  mounted, your mount also regains a number of hit 
  points equal to your healing surge value.
  Special:  You may regain this power by expending 
  one daily use of your celestial steed class feature 
  during a short rest.
  Level 3  Encounter Prayer
  Follow-up Strike                             Paladin Attack 3
  You and your mount attack a target simultaneously.
  Encounter ♦ Divine, Weapon, Mounted
  Standard Action
  Melee weapon
  Target: One creature
  Attack: Strength vs. AC
  Hit: 1[W] + Strength modifier damage.
  Effect: If you are mounted, your mount  makes a 
  secondary attack against the target. 
  Secondary Attack: Charisma vs. AC 
  Hit: 1d8 + Charisma modifier damage.
  Special: When charging, you may use this power in 
  place of a melee basic attack.
  Level 5  Daily Prayer
  Sun Stroke                                      Paladin Attack 5
  Your god infuses your weapon and your mount with a 
  radiant aura.
  Daily ♦ Divine, Mounted, Radiant, Weapon
  Standard Action
  Melee weapon
  Target: One creature
  Attack: Strength vs. Reflex
  Hit:  2[W] + Strength modifier radiant damage, and 
  the target is blinded (save ends)
  Miss: Half damage, and the target is blinded until end 
  of your next turn.
  Effect: Until the end of the encounter, melee attacks 
  made by you or your mount deal extra radiant damage 
  equal to your Charisma modifier.
  Special: When charging, you may use this power in 
  place of a melee basic attack.
  Level 6 Utility Prayers
  Defensive Riding                            Paladin Utility 6
  The rapport between you and your mount allows you 
  to survive a deadly attack.
  Daily ♦ Divine, Mounted
  Immediate Reaction
  Personal
  Trigger: You or your mount take damage from an 
  attack. 
  Effect:  Make a Nature check. Reduce the damage 
  from  the  attack  by  the  check  result.  If  you  are 
  mounted, and you and your mount both take damage 
  from the attack, the damage is reduced for you and 
  your mount.
  Special:  You may regain this power by expending 
  one daily use of your celestial steed class feature 
  during a short rest.
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  New Build : The Mounted Paladin
  Level 7 Encounter Prayer
  Trampling Fury                              Paladin Attack 7
  You order your mount to run over any enemy that 
  stands in your way.
  Encounter ♦ Divine, Weapon, Mounted
  Standard Action
  Melee weapon
  Effect: Move up to your speed. If you are mounted, 
  you may shift up to your speed instead. You may 
  move into enemy spaces, but you must end your move 
  in an unoccupied space. 
  Target:  Each  creature  whose  space  you  moved 
  through
  Attack: Strength vs. AC
  Hit: 1d8 + Strength modifier damage. 
  Level 9 Daily Prayer
  Astral Tornado                               Paladin Attack 9
  Astral winds carry you and your mount towards your 
  enemy  and  coalesce  into  a  tornado-shaped  force 
  which surrounds your weapon.
  Daily ♦ Divine, Mounted, Force, Weapon
  Standard Action
  Melee weapon
  Effect:  If you are mounted, you may fly up to 10 
  squares before making the attack.
  Target: One Creature
  Attack: Strength vs. Reflex
  Hit: 3[W] + Strength modifier force damage, and the 
  target is pushed a number of squares equal to your 
  Charisma modifier.
  Miss: Half damage, and the target is pushed 1 square.
  Effect: Until the end of the encounter, melee attacks 
  made by you or your mount deal extra force damage 
  equal to your Charisma modifier.
  Level 10 Utility Prayer
  Rays of the Salubrious Sun         Paladin Utility 10
  You invoke the gentle rays of the sun to shine upon  
  you and your mount, bringing relief to your wounds 
  and injuries.
  Daily ♦ Divine, Mounted
  Minor Action
  Close Burst 5
  Effect: Until the end of the encounter, you and your 
  mount  gain  regeneration  equal  to  your  Charisma 
  modifier.
  Special: You may regain this power by expending one 
  daily use of your celestial steed class feature during a 
  short rest.
  Level 13 Encounter Prayer
  Tsunami Strike                           Paladin Attack 13
  You ride towards your opponent, and like a huge 
  wave of water, strike them once they are within reach. 
  As you ride away, you leave them lying prone on the 
  ground.
  Encounter ♦ Divine, Weapon, Mounted
  Standard Action
  Melee Weapon
  Effect: Move up to your speed. If you are mounted, 
  you may shift up to your speed instead. At any point 
  during the movement, you may make the following 
  attack:
  Target: One creature.
  Attack: Strength vs. AC
  Hit: 3[W] + Strength modifier damage, and the target 
  falls prone.
  Level 15 Daily Prayer
  Wrath of the Thunder Dragon    Paladin Attack 15
  Your mount leaps into the air and comes crashing 
  down upon the enemy from the sky.
  Daily ♦ Divine, Mounted, Thunder, Implement
  Standard Action
  Close Burst 2
  Special: If you are mounted, you may center the burst 
  on your mount 
  Target: Enemies in burst
  Effect:  If you are mounted, you may fly up to 3 
  squares, but you must land in an unoccupied space 
  before making the attack.
  Attack: Cha vs. Reflex
  Hit: 2d10 + Charisma modifier thunder damage, and 
  the target falls prone and is dazed until the end of 
  your next turn.
  Page : 7 of 13
  
  New Build : The Mounted Paladin
  Miss: Half damage.  Target is dazed until the end of 
  turn.
  Level 16 Utility Prayer
  Purge Affliction                             Paladin Utility 16
  You invoke a silent prayer to purge yourself and your  
  mount from an affliction.
  Daily ♦ Divine, Mounted
  Minor Action
  Personal
  Effect: You may remove any one condition that is 
  currently affecting you. If you are mounted and your 
  mount has the same condition, you may also remove 
  that condition from your mount.
  Special: You may regain this power by expending one 
  daily use of your celestial steed class feature during a 
  short rest.
  Level 17 Encounter Prayer
  Cadence of Hoof and Steel           Paladin Attack 17
  You and your mount launch into a flurry of blows  
  against all surrounding opponents.
  Encounter ♦ Divine, Weapon, Mounted
  Standard Action
  Close Burst 1
  Special: If you are mounted, you may center the burst 
  on your mount.
  Target: Each enemy in burst.
  Attack: Strength vs. AC
  Hit: 2[W] + Strength modifier damage, and the target 
  is marked until the end of your next turn.
  Effect: If you are mounted, make the following 
  secondary attack: 
  Secondary Target: Each target of your primary 
  attack
  Secondary Attack: Charisma vs. AC
  Hit: 1d12 + Charisma modifier damage.
  Level 19 Daily Prayer
  Bolt of Heaven's Justice              Paladin Attack 19
  The power of your god coalesces into a bolt of pure 
  sunlight which reinvigorates you and devastates your 
  enemies.
  Daily ♦ Divine, Mounted, Radiant, Fire, 
  Implement 
  Standard Action
  Range 20
  Target: One Creature
  Attack: Charisma vs. Reflex
  Hit:   4d10  +  Charisma  modifier  radiant  and  fire 
  damage, and the target is blinded and marked by you 
  (save ends both).
  Miss:  Half damage, and the target  is blinded and 
  marked by you until the end of your next turn.
  Effect: You may spend a healing surge. If you do so, 
  and  you  are  mounted,  your  mount  also  regains  a 
  number  of  hit  points  equal  to  your  healing  surge 
  value.
  Level 22 Utility Prayer
  Chivalrous Resolve                      Paladin Utility 22
  Your resolve allows you to shake off the most dire  
  hindrances  preventing  you  from  fulfilling  your 
  mission for your God.Personal
  Daily ♦ Divine, Mounted
  Minor Action
  Personal
  Effect: You may make a saving throw against each 
  condition  that  is  currently  affecting  you.  If  you 
  succeed  on  the  saving  throw,  the  condition  is 
  removed.  If  you  are  mounted,  your  mount  may 
  similarly make a saving throw against each condition 
  that is currently affecting it.
  Special: You may regain this power by expending one 
  daily use of your celestial steed class feature during a 
  short rest.
  Page : 8 of 13
  
  New Build : The Mounted Paladin
  Level 23 Encounter Prayer
  Fist of the Heavens                      Paladin Attack 23
  You  channel  the  fist  of  your  God,  striking  your 
  enemies and pushing them in the direction of their 
  eventual retreat.
  Encounter ♦ Divine, Weapon, Mounted
  Standard Action
  Close Blast 3
  Target: All enemies in blast.
  Attack: Strength vs. AC
  Hit: 2[W] + Strength modifier damage, and you push 
  the target a number of squares equal to your Charisma 
  modifier. If you are mounted, the enemy is also dazed 
  until the end of your next turn.
  Special: When charging, you may use this power in 
  place of a melee basic attack.
  Level 25 Daily Prayer
  Star of Justice                             Paladin Attack 25
  Together with your mount, you leap into the skies. 
  Your god transforms you into a radiant star before 
  you  crash  onto  the  ground,  creating  a  zone  of  
  devastation.
  Daily
   ♦
   Divine,  Mounted,  Radiant,  Fire, 
  Implement
  Standard Action
  Close Burst 2
  Special: If you are mounted, you may center the burst 
  on your mount
  Target: Each enemy in burst
  Effect: If you are mounted, you may fly up to 5 
  squares, but you must land in an unoccupied space 
  before making the attack.
  Attack: Charisma vs. Reflex
  Hit: 4d10 + Charisma modifier fire and radiant 
  damage, and the target is stunned until the end of your 
  next turn.
  Miss: Half damage, and the target is dazed until the 
  end of your next turn.Effect: If you are mounted, you 
  may  fly  up  to  5  squares.  You  must  land  in  an 
  unoccupied square. 
  Level 27 Encounter Prayer
  Bastion of the Faith                     Paladin Attack 27
  Radiant energy surrounds you and your mount as you 
  stand firm against the ceaseless assault of the enemy.
  Encounter ♦ Divine, Mounted, Weapon
  Standard Action
  Melee weapon
  Target: One creature
  Attack: Strength vs. AC
  Hit: 4[W] + Strength modifier damage, and the target 
  is marked until the end of your next turn.
  Effect: You and your mount  gain resist 10 to all 
  damage until the end of your next turn. 
  Level 29 Daily Prayer
  Eternal Retribution                      Paladin Attack 29
  Your  god  passes  judgment  on  your  enemies  and 
  allows  you  to  retaliate  against  every  blow  struck 
  against you or your mount.
  Daily ♦ Divine, Mounted, Stance
  Minor Action
  Personal
  Effect: Until the stance ends, you may make a melee 
  basic  attack  as  an  opportunity  action  against  any 
  enemy that attacks you or your mount.
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  New Build : The Mounted Paladin
  Paragon Paths
  The death knight invoked a prayer of thanks to the God 
  of War as a small gaggle of Imps pranced around the 
  fallen Inner Sanctum of Temple of the Indomitable Sun, 
  mocking the now beheaded statue of the Sun God and 
  occasionally defecating on the altar dedicated to his 
  worship. Every acolyte, priest and paladin of the Sun 
  God had died in the final struggle against the forces of 
  the God of War in this temple raid.
  The celebration was interrupted by a message from 
  barbed devil. “My Lord, you need to come into the 
  guest chamber and take a look at this.”
  The  death  knight  was  taken  to  a  room  where  a 
  wounded chain devil, its eyes burnt and with one arm 
  missing, lay dying on the floor.
  “My lord, you must flee! They are here! The Sun God's 
  Crusaders are here to retake the temple!”
  But as the sound of horns was heard from outside the 
  temple, the death knight knew that it was too late to 
  flee.
  Knight Crusader
  No archetype is more noble than the knight in shining 
  armour,  defending  the  fair  maiden's  honour  and 
  rescuing the damsel in distress.
  The knight crusader is a knight on a mission from his 
  god. He could be sent on a faraway mission to protect a 
  group of missionaries or to re-conquer lands that have 
  been lost to the enemies of his faith.
  Prerequisite:  Paladin  Class,  Celestial  Steed  class 
  feature
  Knight Crusader Path Features
  Smite the Infidel (11th level): When you spend an 
  action point  to take  an  extra action while  you are 
  mounted, your mount may make a melee basic attack 
  against an adjacent enemy.
  Enemy of the Faith (11th level): After each extended 
  rest, you may designate one of the following as an 
  enemy of the faith: worshippers of a god which is 
  opposed to your own, devils, demons, or undead (at the 
  DM’s discretion, the DM may allow you to select other 
  creature types if your god is particularly opposed to 
  them).  You gain a bonus +1 to attack rolls and damage 
  rolls when attacking an enemy of the faith.
  Redemption through Death (16th level): When you 
  make an attack roll against an enemy of the faith, you 
  score a critical hit on a natural roll of 19 or 20 when 
  using paladin or Knight Crusader powers.
  Knights Crusader Prayers
  Counter Charge                     Knight Crusader 11
  You declare a charge in response to an enemy who 
  attempts to charge you.
  Encounter ♦ Divine, Weapon
  Immediate Interrupt
  Close burst 10
  Trigger: An enemy within 10 squares of you charges 
  you.
  Effect: You may charge the triggering enemy at any 
  point during the enemy’s movement as part of the 
  charge. The enemy stops moving and loses the charge 
  attack, but it may make a melee basic attack against 
  you after you resolve your charge attack.
  Mark the Infidel           Knight Crusader Utility 12
  You call upon the enemies of your faith to face you in  
  battle.
  Daily ♦ Divine
  Minor Action
  Close Burst 10
  Effect:  All enemies of your faith are marked by you. 
  (save ends)
  Unyielding Faith          Crusader Knight  Attack 20
  You never yield to the enemies of your faith and carry  
  on fighting to the very end in the name of your god.
  Daily ♦ Divine, Weapon, Mounted
  Immediate Reaction
  Personal
  Trigger:  You or your mount are reduced to 0 hit 
  points.
  Attack: Strength vs. AC
  Hit: 3[W] + Strength modifier damage, and you may 
  remove one condition currently affecting you. If you 
  are mounted and your mount has the same condition, 
  you may also remove that condition from your mount.
  Miss: Half damage. 
  Effect: You may spend a healing surge. If you do so, 
  and you are mounted, your mount also regains hit 
  points equal to your healing surge value.
  Page : 10 of 13
  
  New Build : The Mounted Paladin
  Epic Destiny
  The end of the Universe is now at hand.
  Present  in  Elysium  are  all  the  Gods  of  Creation, 
  Children of the Titans and Architects of the Universe.
  “It is with great sadness that this council be convened 
  to determine what  needs to be done to ensure the 
  survival  of  our  precious  creations,”  said  the  All-
  Father.
  “This strange beast from the Far Realms has devoured  
  world after world and there does not seem to be any 
  means to stop it. It is an insatiable beast of utter 
  blackness  and  annihilation,”  said  the  Goddess  of 
  Wisdom.
  “The situation may seem hopeless but I have faith in 
  the power of Humanity. Mortals have demonstrated 
  ingenuity and cunning when even we have failed. I 
  suggest we call upon the most powerful mortals to aid  
  us in this battle for survival,” said the Sun God.
  “Very well,” said the All-Father, “in this dark hour of 
  our need, let us call upon the Knights of Gods.”
  Knight of the Gods
  When an entire Pantheon of Gods require justice to be 
  meted out against forces which are out to destroy all 
  Creation, they send their very own knights to right the 
  biggest wrongs in the multiverse.
  The  Knights  of  the  Gods  are  paladins  of  such 
  exemplary power that they are called to serve entire 
  pantheons.
  Prerequisites: 21st level, Strength 19, Charisma 19, 
  Training in Religion, Celestial Steed class feature
  Your flawless service to your God has garnered the 
  attention of the rest of the Pantheon and you have been 
  invited to join the ranks of the Knights of the Gods.
  The Knights of the Gods are called upon to deal with 
  threats  which  threaten  the  very  existence  of  the 
  Universe itself or to become generals in the final battle 
  between  the  Gods  that  will  determine  the  fate  of 
  Reality.
  Immortality
  A Knight of the Gods who has performed extraordinary 
  deeds is asked by the Gods to join their ranks. When 
  this happens, all traces of mortality are stripped from 
  the Knight and his mount, and he joins the ranks of the 
  Gods as a peer.
  Knight of the Gods Features
  The  Universe  is  One  (21st  level): While  you  are 
  mounted, you and your mount share a single hit point 
  pool. Add your hit points together. Your bloodied value 
  and your healing surge value change accordingly based 
  on your new number of hit points. When you dismount, 
  you may distribute the hit points remaining in the pool 
  between you and your mount in any way that you want.
  Exalted Steed (24th level):  When you use an action 
  point to take an extra action, your mount may take a 
  full round worth of actions.
  Neverending  Justice  (30th  level): When  you 
  successfully hit an enemy with a paladin or paladin 
  paragon path encounter attack power, you may use 
  another  paladin  or  paladin  paragon  path  encounter 
  attack power as a free action. You may continue using 
  paladin  and  paladin  paragon  path  encounter  attack 
  powers until you miss or you have expended all of your 
  paladin  and  paladin  paragon  path  encounter  attack 
  powers.
  Knight of the Gods Power
  Herald of the Apocalypse 
  Kight of the Gods Utility 26
  You  call  upon  the  powers  of  your  Pantheon  to 
  reinvigorate  yourself  and remind  your  enemies  of 
  their mortality.
  Daily ♦ Divine
  Minor Action
  Close Burst 10
  Effect:  The target gains vulnerable 10 to all damage 
  (save ends). You and your mount regain all your hit 
  points.
  Page : 11 of 13
  
  New Build : The Mounted Paladin
  Paladin Rituals
  The Lightning Sage, a storm giant scholar who is an  
  expert in abominations from the Far Realms, lives in a 
  castle  that  floats  in  the  sky  in  the  middle  of  a  
  permanent storm cloud.
  Sir Peleus, Knight of the Gods, needs to consult him to  
  discover the weaknesses of the Eater of Worlds, but the 
  lightning that crackles through the cloud would cause 
  most mounts to perish long before they are able reach 
  the castle. With a fistful of astral diamonds in hand, Sir 
  Peleus sought out a legendary beast that would survive 
  the journey to consult the Lightning Sage.
  The following ritual allows the introduction of more 
  exotic mounts into the game.
  Summon Exotic Mount
  You call upon a mount to serve you for the duration of 
  an adventure.
  Level: 4 
  Component Cost: Your level * the level of the mount 
  * 50 gp
  Category: Binding 
  Time: 1 day Market Price: 100 gp
  Duration: Special 
  Key Skill: Nature
  Using this ritual, you hire, bribe or summon a creature 
  to serve you as a mount for duration of one adventure. 
  This creature must have the Mount keyword, cannot be 
  an elite or solo monster, and its level must be at least 3 
  less than yours.
  This mount replaces the usual celestial steed that you 
  summon with your class ability for the duration of this 
  adventure.
  Your should check with your DM to determine which 
  mounts are suitable for his campaign.
  Page : 12 of 13
  
  New Build : The Mounted Paladin
  Acknowledgements
  The Mounted Paladin would not have been possible 
  without the assistance of my gaming group. 
  I'd like to specially thank Alvin 'Firelance' Neo for 
  providing a lot of valuable advice on designing powers 
  for this character build and performing the bulk of the 
  editing work. 
  Alvin Neo is a also a 4e accessory developer and you 
  can find his products in RPGNow.
  ( Artwork is royalty free art from www.clipart.com )
  Page : 13 of 13
  
SOURCE: textdata/thevault/Dungeons & Dragons [multi]/3rd Party/4th Edition/Modeus Publications/The Mounted Paladin - A New Character Build for the Paladin Class.pdf