Some paladins are champions of order, pledging to battle the hordes of goblinoids, orcs, hostile barbarians, and similar savages that nip at the heels of civilization, as well as those who gnaw on society from within, such as thieves’ and assassins’ guilds. More so than other paladins, those who take this oath expect to fight many creatures at once, and develop special abilities to deal with these numbers.
This ability replaces divine grace.
At 11th level, when the paladin hits an evil humanoid with an attack of opportunity, she deals an additional 1d6 points of damage. When using holy reach, the paladin may make a number of additional attacks of opportunity per round equal to her Charisma bonus. This increase stacks with similar increases from other sources such as Combat Reflexes.
This ability replaces aura of justice.
Always heed the call of a community in danger from savages. Be the first in line to defend a settlement and the last to retreat.