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2 Call of Duty Preface The paladin class has captured the imagination of players since its introduction. The paladin is the most difficult class to play, not because of a lack of combat power, but because of its roleplaying restrictions. Many players would like to play one, but are afraid to try. However, a well played paladin is worth the extra effort. Why is this? The other classes are fun to play because of what they can do. The paladin is fun to play because of how they do it. The call of duty sets paladins apart. But it s also something else. In the real world, we could use a few wizards to make our lives easier or clerics to heal our sick. However, we need heroes more than anything, and paladins are the epitome of heroic fantasy. In those dreary times of real life that happen in between games, try to live your life a little more like a paladin. Focus on how you accomplish your goals a bit more, rather than the bottom line. Don t let fear run your life. And never make a deal with a dragon; smite the beast. Chapter One: Feats and Prestige Classes... 2 New Feats... 2 Prestige Classes... 4 The Paladin as a Prestige Class... 5 Archon... 9 Chaos Knight Forge Avenger Golden Pride Hunter Merseus Penitent Sniper Seelie Knight Sensate Sword Saint Chapter 2: Roleplaying Paladins Answering the Call Paladins and Alignment The Code of Conduct The Fall from Grace Chapter 3: A Variety of Paladins Multiclassing Paladin Orders Variant: Customizing Paladins Chapter 4: New Magic Spells Magic Items James Gargoyle Garr james@chainmailbikini.com Game Designer Credits Designer: James Garr Additional Design by: Bryon Dahlgren Design and Copy Editor: Heather J. Garr Art Direction: Heather J. Garr Cover Art: Rob Katkowski Interior Art: Brian England David Zenz This book uses the d20 Standard Stat block from For help with this product see: Version 2.0: This version is compatible with the revised 3.5 rules. Internal Playtesting: Heather J. Garr, Andrew Greer, Monty J. Llama, Mark Mullaney, Brad Shea, a blind Celestial Half-Llama Half-Kobold Commoner 1/Ex-Bard 3/Paladin 6/Sword Saint 6/Martial Artist 4 named Fred External Playtesting: (Nobody s Friends): Bryon Dahlgren, Linda Dahlgren, T.J. Lofgren, Brian Smith, A Thousand Llamas in Tu-Tus Call of Duty requires the use of the Dungeons & Dragons Third Edition Core Books, and the Psionics Handbook, published by Wizards of the Coast Dungeons & Dragons and Wizards of the Coast are registered trademarks of Wizards of the Coast and are used with permission. This product is published under both the Open Gaming License (OGL) and the D20 system license. More information about the D20 system license can be found at: More information about the OGL can be found at: A copy of the OGL can be found on the last page of this book. Open Content is material that is solely rules related, and can be redistributed as long as you follow the conditions of the Open Gaming License. Product Identity is material that is copyright 2002 by Chainmail Bikini Games, Ltd. and may not be duplicated without written permission. Terms derived from the d20 System Reference Document are all Open Content. All artwork in this book including the cover art is copyright 2002 by Chainmail Bikini Games, Ltd. and is not considered Open Content. This product is 100% Open Content with the exception of the interior and cover artwork. If you have questions about what is Open Content or any other questions about Call of Duty, please contact us at help@chainmailbikini.com. 'd20 System' and the 'd20 System' logo are Trademarks owned by Wizards of the Coast and are used according to the terms of the d20 System License version 3.0. A copy of this License can be found at Call of Duty and Chainmail Bikini Games are trademarks of Chainmail Bikini Games, Ltd. All Your Base Are Belong To Us.

3 Chapter One: Feats and Prestige Classes New Feats All of these feats were designed with paladins in mind, but some are perfectly appropriate for other classes as well. There is no reason why a cleric could not take Bolster Spell, or why a lawful rogue with a sense of honor would not take Salute of Honor. Feats listed as Fighter feats may be taken by fighters as bonus feats. Feats listed as Paladin feats may only be taken by paladins, or those with certain paladin class abilities, such as lay on hands. These feats can be powerful, but if you lose your paladinhood they become useless, and cannot be traded in for something different. Divine feats are those that require the ability to turn creatures, an ability that allows one to channel positive energy. Aura of Healing [Paladin] Your aura of courage accelerates healing. Prerequisites: Paladin s aura of courage ability, Wis 13+, Cha 15+ Benefits: Any use of cure spells cast on you or your allies within your aura of courage heals an additional +2 damage. Cure spells may only be affected by one aura of healing at a time. Aura of Protection [Paladin] Your aura of courage protects you and your allies. Prerequisites: Paladin s aura of courage ability, Wis 13+, Cha 15+ Benefits: You and all allies within your aura of courage gain a +1 sacred bonus to all saving throws. Aura of Strength [Paladin] Your aura of courage grants power. Prerequisites: Paladin s aura of courage ability, Wis 13+, Cha 15+ Benefits: You and all allies within your aura of courage gain a +2 sacred bonus to the roll whenever performing one of the following tasks: making a Strength ability score check, using a Strength based skill, or making a grapple check. Aura of the Sun [Paladin] Your aura of courage glows like daylight. Prerequisites: Paladin s aura of courage ability, Wis 13+, Cha 15+ Benefits: As a move action, on your turn you may cause your aura of courage to glow like curtains of bright daylight. This illuminates an area up to a 30ft. radius from you. Creatures who suffer penalties from bright light suffer from this effect. Undead creatures within the light suffer a 2 penalty to attack rolls. Magical darkness can suppress this effect, and you can dismiss it as a free action. Bolster Lay on Hands [Divine, Paladin] By channeling positive energy into your lay on hands ability, you may heal more damage per day. Prerequisites: Paladin s lay on hands ability, ability to turn undead, Wis 13+, Cha 13+ Benefits: While using lay on hands, you may give up one of your chances to turn undead in order to heal an additional amount of damage up to your Wisdom bonus. This ability does not require an action, other than the action required to lay on hands. Bolster Smite Evil [Divine, Paladin] By channeling more positive energy into your smite, you cause more damage. Prerequisites: Paladin s ability to smite evil, ability to turn undead, Cha 13+ Benefits: By giving up a chance to turn undead before making the attack roll, when using smite evil you may add an additional +1d6 holy (good) damage. If your opponent is undead, add an additional +2d6 holy (good) damage instead. This ability does not require an action, other than your attack. Bolster Spell [Divine, Metamagic] By channeling positive energy into your divine spells, you may make them more powerful. Prerequisites: Divine spellcaster 3 rd level, 2

4 ability to turn or rebuke undead Benefits: By giving up one of your chances to turn or rebuke undead for the day, you may cast one of your divine spells at +2 caster level. Special: The casting time of a bolstered spell is always at least 1 full round, but you choose to use this metamagic feat when the spell is cast, not when prepared. Combat Healing [Paladin] You are good at healing while in close combat. Prerequisites: Paladin s lay on hands ability, Cha 13+ Benefits: You no longer provoke an attack of opportunity when using lay on hands. Craft Divine Arms [Item Creation, Paladin] You can enhance weapons with divine power. Prerequisites: Ability to cast bless weapon Benefits: You may craft righteous*, holy, or holy burst* weapons, or holy avengers without meeting any of the listed prerequisites except for caster level. Your caster level for this feat is equal to your paladin class level. Crafting such weapons costs the normal amount of gold and experience points, and is done as if you had the Craft Magic Arms and Armor feat. As always, special ability enhancements can only be added to weapons with a +1 enhancement bonus or higher, but you cannot use this feat to craft a weapon without one of these special abilities. For example, a 12 th level paladin could create a holy longsword +4, but not a longsword +4 or a flaming longsword +1. A 7 th level paladin would be able to create a holy longsword +1 or +2. (the holy special ability requires a 7 th level caster, while 6 th level is needed for a +2 weapon) Special: If you are using the prestige paladin class (see page 5), your caster level for this feat is equal to double your paladin level, (maximum 20), and you must be at least a 3 rd level prestige paladin to take this feat. *New weapon special abilities, see Chapter 4. Heroic Effort [General] You triumph when needed the most. Prerequisites: Cha 13+ Benefits: Once per day, before rolling you may choose to add your character level as a luck bonus to a saving throw or attack roll. For example, Keda, a fighter 2/paladin 9 with the Heroic Effort feat really needs to make an attack roll in order to smite a dangerous foe. She adds a +11 luck bonus to her attack roll. Inspire Mount [Fighter, General] With a whisper or nudge, you can urge your mount to great speed. Prerequisites: Animal Affinity Benefits: As a move action, you may attempt to use the Handle Animal skill at DC 15 to inspire your mount. Inspired mounts add +10 ft to their speed, and when charging on an inspired mount, you gain a +6 bonus to melee attack rolls that replaces, and does not stack with, the normal +2 bonus for charging. Your mount is inspired until the end of the encounter. Knowing Gaze [General] You can sense evil in a heartbeat. Prerequisites: You must be able to detect evil as a spell-like ability Benefits: You can use your ability to detect evil as a move action, without provoking an attack of opportunity. You may only use detect evil once per round. Only the presence or absence of evil (the first round use of detect evil) may be detected. Special: This feat can be taken to use other 0 or 1 st level spell-like detect abilities instead of detect evil as a move action, including: detect animals or plants, detect chaos, detect good, detect law, detect magic, detect poison, detect secret doors, detect snares and pits, or detect undead. Information that normally takes more than one round to detect cannot be discerned with this feat. Knowing Gaze cannot be used to affect the casting time of any spell, only the use of the above spell-like abilities that were permanently gained through a class ability, racial ability, or feat. This feat can be taken more than once. Each time it is taken, it applies to a different spell-like ability from the above list. Lend Life [Paladin] You can sacrifice your own health to heal others. Prerequisites: Paladin s lay on hands ability, Cha 13+ Benefits: If you have used up your lay on hands ability for the day, you may continue to use the ability by taking temporary Constitution damage. For every two points of Constitution damage you choose to take, you may heal an amount of hit points equal to your Charisma bonus. The Constitution damage you take cannot be reduced or avoided by any means, but it does heal normally. Your Constitution score cannot be reduced by this feat to less than 3. Once your Constitution score is at 3 or less, you can no longer use this feat. 3

5 Martyr [Paladin] You meet death willingly and go down fighting. Prerequisites: Paladin s smite evil ability Benefits: Whenever an enemy brings you to 1 hit points or less in melee, it provokes an attack of opportunity from you. You strike immediately before your condition changes to dying, and may use your smite evil ability with this attack, if appropriate, even if you have already expended all uses of that ability for the day. Master s Mark [Fighter, General] You fight more skillfully with weapons you have forged and enhanced. Prerequisites: Craft (bowmaking) or Craft (weaponsmithing) Benefits: Whenever you wield a masterwork or magical weapon that you created with a Craft skill, you gain a +1 circumstance bonus to attack rolls with that weapon. If you have magically enhanced that weapon with an Item Creation feat such as Craft Magic Arms and Armor or Craft Divine Arms*, then you also gain a +1 circumstance bonus to damage with that weapon. For ranged weapons, this damage bonus is only gained against targets within 30ft. *New feat in this book Natural Leader [General] You were born to command. Prerequisites: Must be taken at 1 st level, Cha 15+ Benefits: You may purchase the Leadership feat at 3 rd level. Your cohorts and followers obtained through the Leadership feat within 10ft. gain a +2 morale bonus to their saving throws. Furthermore, you gain a +2 bonus to all Diplomacy skill checks. Salute of Honor [Fighter, General] Your sense of fair play unsettles your enemies. Prerequisites: Cha 13+, must be lawful Benefits: If you use a move action to salute your opponents before attacking, you gain both a +1 morale bonus to melee attack rolls against them and a +1 morale bonus to your AC against their attacks until the end of the combat. This feat may only be used once per combat on a particular opponent or group of opponents and only before attacking them. The salute itself is a respectful gesture, usually a raised open hand, combined with a battle cry in a strong voice. The opponents must have an Intelligence of 3+ and must be able to hear or see you for the Salute of Honor to have any effect, but need not understand the language spoken. Smite Favored Enemy [Paladin] You hunt a particular type of evil creature. Prerequisites: Paladin s smite evil ability, ranger s favored enemy ability Benefits: You may use smite evil one additional time per day, as long as that use is against one of your favored enemies. Furthermore, whenever you use your smite evil ability against a favored enemy, count your ranger levels as paladin levels when determining the amount of smite damage. For example, Julius is a ranger 5/paladin 9 with a +4 bonus to damage against his favored enemy of evil outsiders. When he uses smite evil against an evil outsider, he does 14 additional points of damage with smite evil (5 levels of ranger + 9 levels of paladin), plus the normal +4 points of damage for the favored enemy ability for a total of +18 points of damage. Stunning Smite [Paladin] You are a terrible foe of evil. Prerequisites: Paladin s smite evil ability, Cha 13+ Benefits: Whenever you cause extra damage with your smite evil ability, your opponent must make a Fortitude saving throw (DC equal to 10 + your paladin class level) or is stunned for one round. Special: Multiclassed paladin/monks also add their monk level to the save DC. True Smite [Paladin] Your attacks against evil rarely fail. Prerequisites: Paladin s detect evil and smite evil abilities Benefits: If you use your detect evil ability to confirm that an enemy is evil, for 1 round the lingering visible aura gives you a +10 insight bonus to your attack roll against that opponent when using smite evil. 4

6 Prestige Classes Most of the following prestige classes are designed for paladins to take. Two of these classes are exceptions. The prestige paladin is a variant class designed to replace the core paladin class presented in the PHB. The chaos knight is presented as a paladinlike class that can make an interesting villain, rival, or ally to a paladin. Remember that no matter what other classes, prestige or otherwise, that a paladin obtains, their primary class will always be paladin. For a paladin, that is prestigious enough. The Paladin as a Prestige Class Protecting the innocent is my sacred privilege, not a burden. This variant prestige class replaces the core paladin class in the PHB. If you allow players to take this class, then you should not allow the core paladin class in your campaign. Prestige paladins of 1 st level differ from 1 st level core paladin in that they have proven they are effective at fighting evil before they are called. Otherwise, their outlook and role in the campaign is the same. They have the same Code of Conduct and restrictions on associates, and exist to defend the innocent and to thwart evil. Like most prestige classes, prestige paladins may multiclass freely. In the campaign world, prestige paladins are referred to simply as paladins. They are designated as prestige paladins here to avoid confusion with the core paladin class. Design Notes: Using this variant class has several side effects that you should be aware of. First, it may take a while for a campaign to reach a high enough level to take the class, meaning you may not have paladins in your group for a long time. Also, the absence of the core paladin class means that certain other prestige classes may be more difficult to enter. However, using this variant can be very fun in the long run. Players often have difficulty roleplaying paladins correctly, and this class forces them to earn the privilege of playing a paladin by roleplaying like one. Also, paladins will gain a prestigious reputation in your campaign world, since they are all at least mid-level characters of some power. Hit Die: d10 Requirements Alignment: Lawful good Base attack bonus: +5 or higher Special: This prestige class may not be taken on a whim. It must be earned by roleplaying like a paladin. To become a prestige paladin, you must first possess the special Call of Duty feat (see boxed text) while advancing one full character level. Upon becoming a paladin, the feat is no longer needed, and is discarded. The GM may require you to go on a special quest during this time, or to join an order of paladins as a squire or initiate member. For example, Daren is a lawful good 7 th level fighter. The player wants Daren to become a prestige paladin and the GM agrees, so he takes the Call of Duty feat at no cost, and Daren is called. Daren lives according to the paladin s Code for several months while traveling across the land and fighting evil. He also joins the Brothers of Kandar paladin order as an initiate member. Upon advancing to 9 th character level, he has retained the Call of Duty feat over one full character level (8 th level) and becomes a fighter 8/ prestige paladin 1. Call of Duty [Special] You have been called by a deity, abstract force, or philosophy to become a paladin, but have not yet answered the call. Prerequisites: You must be lawful good Benefits: This feat is a prerequisite for the prestige paladin class, and has no other benefit. If the prestige paladin is not used in your campaign, then this feat cannot be taken. Special: Call of Duty does not cost a feat slot, but instead is taken for free whenever the player and GM agree that the character has received the call to become a prestige paladin. To keep this feat, you must follow the core paladin s Code of Conduct and associate restrictions. If you willingly commit an act of evil or grossly violate the Code of Conduct, then you lose this feat, but may receive it again with the help of an atonement spell. Before taking the prestige paladin class, you must retain this feat while advancing one full character level. After becoming a prestige paladin, this feat is no longer needed and is lost. 5

7 6

8 Lvl Base Attack Bonus Fort Save Ref Save Will Save Special Spells per day Aura of Good, Detect Evil, Divine Health, Smite Evil 1/day Divine Grace, Lay on Hands Aura of Courage, Turn Undead Smite Evil 2/day Special Mount Remove Disease 1/day Smite Evil 3/day Smite Evil 4/day Constant Heart Table 1-1, the Paladin as a Prestige Class Class Skills The prestige paladin s skills (and the key abilities for each) are Concentration (Con), Craft (Int), Diplomacy (Cha), Handle Animal (Cha), Heal (Wis), Knowledge (nobility and royalty) (Int), Knowledge (religion) (Int), Profession (Wis), Ride (Dex), and Sense Motive (Wis). Skill Points at Each Additional Level: 2 + Int modifier. Class Features Weapon and Armor Proficiency: The prestige paladin is proficient with all simple and martial weapons, as well as all types of armor and shields, except tower shields. Code of Conduct and Associates: Prestige paladins have the same Code of Conduct and restrictions on their associates as core paladins. Aura of Good (Su): The power of a paladin s aura of good (see the detect good spell), is equal to his paladin level, just like the aura of a cleric of a good deity. Detect Evil (Sp): You can detect evil at will. Divine Health (Su): You are immune to all diseases, including magical diseases. Smite Evil (Su): Once per day, you may attempt to smite evil with one standard melee attack (choose which one before attacking). You may add your Charisma bonus, if any, to your attack roll, and deal 1 extra point of damage per paladin level when striking an evil creature. If you attempt to smite a non-evil creature, the attack roll and damage bonuses are negated and this ability is still used up for the day. At 4 th level and every five levels afterward, you may smite evil an additional time per day. Divine Grace (Su): You may add your Charisma bonus, if any, to all your saving throws. Lay on Hands (Sp): You may heal a number of hit points up to your Charisma bonus times your paladin level, if any, per day. You can cure yourself or others, and do not have to use it all at once. Turn Undead (Su): You may turn the undead a number of times equal to 3 plus your Charisma modifier. You turn undead as a cleric two levels lower than your prestige paladin level. You may take the Extra Turning feat by spending one of your existing feat slots. Aura of Courage (Su): You are immune to fear, both magical and otherwise, and any allies within 10ft. gain a +4 morale bonus to saving throws against fear effects. Remove Disease (Sp): Beginning at 6 th level, you can remove disease once per day. Spells: You can cast a small number of divine spells. Prestige paladins use the paladin spell list (see the PHB), and prepare and cast spells in the same manner as a cleric. You must have a Wisdom of 10 + the spell level to be able to cast a spell, and therefore cannot cast any spells if your Wisdom is less than 10. You can choose any spell on your spell list to cast but cannot spontaneously cast as a cleric can. Your caster level equals your paladin level. Special Mount (Su): On reaching 5 th level or 7

9 higher, you can call a special mount. This ability is the same as the core paladin s ability (see the PHB, Chapter 3: Classes, Paladin). Constant Heart (Su): You are a favored champion of the forces of good. By giving up one of your attempts to smite evil for the day, you may instead reroll one roll that you have just made before the GM declares the roll a success or failure. You must accept the results of the second roll. Ex-Paladins: Prestige paladins who are no longer lawful good, who willfully commit an evil act, or who grossly violate the code of conduct suffer the same fate as ex-paladins. They lose all special abilities and spells, and may no longer progress as prestige paladins. They may atone for their actions with the atonement spell as appropriate. Prestige paladins who become ex-paladins are treated the same as normal ex-paladins for taking classes such as the blackguard. Sample NPC Stand your ground. We can defeat them. Lord Lairden, male human Ftr5/Prestige Paladin 6: CR 11; Medium-sized Humanoid (human); HD 11d10+11; hp 71; Init +1; Spd 20ft; AC 26 (+1 Dex, +9 full plate, +2 ring of protection, +4 heavy shield); Melee +1 holy bastard sword +15/+10/+5 (1d10+4/crit 19-20), +1 lance +16/+11/+6 (1d8+4/crit x3); Ranged mw composite longbow (mighty +3) +13/+8/+3 (1d8+3/crit x3);sa smite evil 1/day, turn undead;sq detect evil, lay on hands, aura of courage, remove disease 1/day; AL LG; SV Fort +13, Ref +7, Will +10; Str 16, Dex 13, Con 12, Int 10, Wis 14, Cha 16. Skills and Feats: Climb +7(4), Concentration +7(4), Handle Animal +7(4), Knowledge (nobility and royalty) +2, Ride +15(14); Exotic Weapon Proficiency (bastard sword), Knowing Gaze*, Mounted Combat, Power Attack, Ride-by Attack, Salute of Honor*, Spirited Charge, Weapon Focus (lance). * New feat, see page 4. Paladin Spells Prepared (2/2): 1-bless weapon, divine favor; 2-remove paralysis, shield other SA Smite Evil (Su): 2x/day, Lord Lairden may add +3 to an attack roll against an evil opponent and add +6 to the damage. SA Turn Undead (Su): Lord Lairden turns undead as a 6 th level cleric up to 6 times per day. SQ Detect Evil (Sp): Lord Lairden may detect evil at will. He may use the first round of detect evil as with a move action due to his Knowing Gaze feat (new feat, see next section). SQ Lay on Hands (Sp): Lord Lairden may heal up to 18 points of damage per day, divided up among any number of creatures. SQ Aura of Courage (Su): Allies within 10ft. of Lord Lairden gain +4 morale bonus against fear effects; Lord Lairden is immune to fear. SQ Remove Disease (Sp): 1/day Equipment: +1 holy bastard sword, +1 lance, mw composite longbow (+3 Str bonus), 20 arrows, mw dagger, +1 full plate armor of comfort with a divine mark(+0) **, +2 ring of protection, +2 heavy shield. **New armor special abilities, see Chapter 4. Heracles, male heavy warhorse: Large Animal (warhorse) (also counts as a magical beast); HD 6d8+18; hp 45; Init +1;Spd 50ft; AC 23 (-1 size, +1 Dex, +8 natural, +5 chain barding); Melee +6 hooves (x2) (1d6+4, 1d6+4), +1 bite (1d4+2); SQ Scent, Improved Evasion, Share Spells, Empathic Link, Share Saving Throws; Saves Fort +13, Ref +7, WIll +10; Str 19, Dex 13, Con 17, Int 6, Wis 13, Cha 6. Skills: Listen +7, Spot +7; Endurance, Run. Equipment: Military saddle, mw chain barding, saddlebags, bit and bridle. History: Lairden was born a noble and raised to become a knight of the realm. Appearance. Lord Lairden is the archetypical heroic knight and might be considered the iconic prestige paladin. He is famous for his long mustaches and highly polished gear. Personality: Lord Lairden is extremely polite and cultured. He is generous to the poor, respectful of authority, surprisingly tolerant of the beliefs of others, yet unmerciful to evil. He roams the land protecting the innocent from evil while upholding the virtues of honor, chivalry, and compassionate justice. Epic Prestige Paladins The epic prestige paladin is a legendary foe of evil and defender of the innocent. Hit Die: d10 Skill Points at Each Additional Level: 2 + Int modifier Lay on Hands (Su): Each day the epic paladin can cure a number of hit points equal to his Charisma bonus if any) times his class level. Smite Evil (Su): The epic paladin adds his class level to damage with any smite evil attack, as normal. He can smite one additional time per day for every five levels higher than 15 th. (6/day at 20 th, 7/day at 25 th, and so on). Special Mount: The epic paladin s special mount continues to gain power. Every five levels higher than 15 th (20 th, 25 th, and so on), the special mount gains +2 bonus Hit Dice, its natural armor increases by +2, and its Intelligence increase by +1. The mount s spell resistance equals the paladin s class level +5. Bonus Feat: The epic paladin gains a bonus feat every three levels higher than 15 th (18 th, 21 st, 24 th, and so on). 8

10 Archon Everyone is guilty of something. Even I will face judgment eventually. The archon (AR kon) is a traveling judge and executioner of justice. Archons are called, much like a paladin, by a lawful neutral deity or by the philosophy of justice itself to bring order to the wilderness and less civilized settlements. They also sometimes frequent cities with high crime rates, but rarely stay in the same place for long. Archons are usually welcomed by governments as additional enforcers of the law, but sometimes are regarded as vigilantes. Archons regard laws that promote chaotic behavior as illegitimate, and ignore them. Therefore, they ignore any laws prohibiting their own vigilante activities, or any other law that unduly restricts their behavior. In other words, they follow the laws of mortals, but only when they do not conflict with the higher laws set by those forces who called them into service. Regardless of any support or endorsement given to them by the local government, most people are uncomfortable around archons, particularly those with an active aura of truth. Archons tend to be suspicious and disapproving of everyone, and generally not a lot of fun to be around. Good and evil are concepts that may or may not be important to the archon. Paladins who become archons tend to have a lawful neutral tilt (see Chapter 2), but are still good. Therefore, they believe laws are needed to promote benevolent behavior. Lawful evil archons tend to believe that law and order are needed to give power to those who deserve it, and may include blackguards in their ranks (again, with a lawful neutral tilt). Most archons are lawful neutral, however, and try to be as impartial as possible. Archons can be of any race, but humans and dwarves are the most common. Rangers most commonly take the class, but fighters, paladins, and monks sometimes do so as well. A particularly lawful cleric sometimes takes the class, and can be a frightening enforcer of the law. Hit Die: d10 Requirements Alignment: Any lawful Base attack bonus: +6 Feats: Iron Will, Track Special: You must swear to follow a Code of Conduct that is similar to that of paladins, but more focused on lawful behavior. Class Skills The class skills of the archon (and key abilities for each) are Climb (Str), Concentration Lvl Base Attack Bonus Fort Save Ref Save Will Save Special Spells per day Detect Chaos, Clean Kill Judge, Smite Chaos Aura of Truth Quick Kill Verdict Jury Effortless Kill Executioner, True Seeing Table 1-2, the Archon 9

11 (Con), Diplomacy (Cha), Gather Information (Cha), Intimidate (Cha), Jump (Str), Knowledge (local) (Int), Knowledge (nobility and royalty) (Int), Ride (Dex), Sense Motive (Wis), Spot (Wis), Survival (Wis), Swim (Str). Skill Points at Each Level: 2 + Int modifier Class Features Weapon and armor proficiency: Archons are proficient with all simple and martial weapons, and with all types of armor and shields, except tower shields. Code of Conduct: Archons must be lawful. They must swear to uphold their personal honor and the edicts of legitimate authority. Examples of dishonorable behavior include: lying, cheating, the use of disguises or other extreme trickery, disloyalty, or disobeying the letter or spirit of the laws set by legitimate authority. Archons have no reservations about striking a helpless opponent or using ambushes or sneak attacks, ranged weapons, or poison (when allowed by laws of the land). Almost any tactic is seen as fair, as long as it does not rely on deception. For an archon, legitimate authority is defined as those most capable of bringing order to the land. Often, an order of archons will add several tenets to this code (see tenets in Chapter 2). For example, a particular order of archons might be forbidden from using crossbows, from eating a meal that is not properly prepared, or eating without proper utensils. Or they may be proponents of the concepts of chivalry (see boxed text on page 42). Associates: You may not associate with chaotic creatures or known criminals, and you may not have hirelings of a chaotic alignment. Spells: Beginning at 1 st level the archon gains the ability to cast a small number of divine spells. To cast a spell, you must have a Wisdom score of at least 10 + the spell s level, so an archon with a Wisdom of 10 or lower cannot cast these spells. When you get 0 spells of a given level, you get only bonus spells. You prepare and cast spells as a cleric, but use the following spell list. You have access to every spell on the list. 1 st level: command, divine favor, mending, protection from chaos, remove fear, vigilant sleep* 2 nd level: calm emotions, dispel fear*, hold person, make whole, silence 3 rd level: discern lies, dispel magic, magic circle against chaos, shadow s bane*, speak with dead 4 th level: death ward, dispel chaos, status *New spell in this book, see Chapter 4. Detect Chaos (Sp): You may detect chaos at will. Clean Kill (Su): Whenever you perform a coup de grace, you may also add your archon class level to the damage. Judge (Su): Starting at 2 nd level, a number of times per day equal to half your archon class level rounded down, when attacking a creature in melee you may choose to judge that creature by stating the crime they have committed. This ability is a free action. For example, before rolling a melee attack at a rogue caught picking a pocket, Baron Fornst, a ranger 6/archon 6, declares You are guilty of theft. Judging a creature inflicts a judge mark, a scar caused by the damage of your attack, if you successfully strike them. If you miss, one of your chances to judge is still used up for the day. The mark glows softly and remains until you choose to dismiss it, and can only be otherwise removed by a wish or miracle. You may only mark one creature at a time, and no creature may bear more than one mark, so the mark disappears if you judge another. The judge mark gives you certain bonuses against the creature. When tracking a judge marked creature, you gain a competence bonus equal to your archon class level. You have an intuitive idea of where a marked creature may be hiding. You gain a +4 bonus to Survival skill checks to track a marked creature, and a +4 bonus to Spot checks against a marked creature who is hiding. You automatically know if a marked creature has left the plane of existence you are on, but not where they went. If you have the aura of truth ability, a marked creature has a penalty to their saving throw equal to your archon class level. Finally, you gain a circumstance bonus equal to your archon class level to melee attack rolls against the marked creature. Smite Chaos (Su): At 2 nd level, you gain the ability to smite chaos. Once per day, you can smite chaotic opponents with one melee attack. When smiting chaos, you add your Charisma bonus, if any, to your attack roll and deal 1 extra point of damage per archon class level. If you attempt to use your smite ability against an opponent who is not actually chaotic, it has no effect and is wasted for the day. Aura of Truth (Su): Beginning at 3 rd level you are constantly surrounded by a zone of truth spell effect, with a 10ft radius. Your caster level is equal to 10 plus your archon class level. Creatures subjected to this aura get a saving throw when first entering the area of effect, and every hour afterwards. You can suppress or reactivate this aura as a free action at the beginning of your turn. Quick Kill (Ex): You may perform a coup de grace as a standard action, instead of a full round action. 10

12 Verdict (Sp): Once per week, you may attempt to place a judge mark on a distant creature that you know of. The range of this ability is unlimited, except that the target creature must be on the same plane. You need only know the creature s name, history, appearance, and an alleged criminal act well enough to distinguish them from anyone else. For instance, I proclaim Jarek the Unclean, a half-elven blacksmith of the Omral village, guilty of murdering his elven brother. The target creature described is judge marked as if you used your Judge ability, unless it makes a Will save at DC 15. Whether he is guilty of the crime or not is irrelevant. Instead of a scarring wound, this mark causes the creature s body to glow softly. Using this ability takes 10 minutes of contemplation, ending with your stated verdict. Jury (Sp): Once per week, beginning at 8 th level you may use lesser planar ally to summon two faceless jurors. Your caster level is equal to your archon class level. These outsiders are named Mercy and Vengeance, and require no payment for their services. They are both lawful neutral, however Mercy leans toward lawful good, while Vengeance leans toward lawful evil. They appear as cloaked (one white, the other black), armored figures armed with greatswords. If their hoods are somehow drawn back, a smooth, featureless, vaguely human face is revealed. They never speak, but instead use telepathy within 60ft. Faceless jurors follow the archon s non-chaotic orders to the letter. They can be used to help in combat, to assist in tracking criminals, or as a jury if the archon needs help making a decision. Faceless Jurors, Ftr6: CR 7; (Medium-size Outsider); HD 6d10+12; hp 45; Init +0; Spd 20 ft, 60ft fly (good); AC 22 (+8 half-plate, +4 natural armor); Melee +1 greatsword +10 (2d6+6/crit 19-20,x2); SQ faceless juror traits; AL LN; SV Fort +7, Ref +2, Will +8; Str 14, Dex 10, Con 14, Int 10, Wis 18, Cha 10. Skills and Feats: Knowledge (law) +10, Wilderness Lore +10; Power Attack, Cleave, Great Cleave, Track, Weapon Focus (greatsword), Weapon Specialization (greatsword), Iron Will. SA Smite Chaos (Su): Once per day, the faceless jurors can make a normal attack to deal an additional +6 damage against a chaotic foe. SQ Faceless Juror Traits (Ex): Acid, cold and electricity resistance 10, damage reduction 5/magic, spell resistance 12, natural armor +4, flight 60ft (good), telepathy 60ft. Equipment: greatsword +1, half-plate +1 Effortless Kill (Su): You may perform a coup de grace as a move action. Executioner (Su): Whenever you score a critical hit in melee against a non-lawful creature, your opponent must make a Fortitude save (DC 15) or die. The DC is increased to 18 for chaotic creatures, or 20 for those bearing your judgment mark (see Judge ability). True Sight (Su): You have permanent true seeing, as the divine version of the spell, and can see the aura (alignment) of creatures at a glance. Ex-Archon: If your alignment becomes nonlawful, you slay a judge marked creature (see Judge ability) while knowing that the accused is innocent of the stated crime, or you willingly commit an act of extreme chaos, you become an ex-archon. Ex-archons lose all supernatural and spell-like abilities of the class. They may regain their abilities by returning to a lawful alignment or seeking atonement from a lawful cleric as appropriate. Sample NPC Trial? You ll get one in the afterlife. Pale, male human Ftr 6/Archon 4: CR 10; Medium-sized Humanoid (human); HD 10d10+10; hp 69; Init +0; Spd 20ft; AC 22 (+10 full plate, +2 ring); Melee +1 axiomatic greatsword +16/+11 (2d6+7/crit 17-20); Ranged crossbow, hvy +10 (1d10/crit 19-20); SA smite chaos, clean kill, judge, quick kill; SQ: aura of truth; AL LE; SV Fort +10, Ref +4, Will +6; Str 18, Dex 10, Con 12, Int 13, Wis 10, Cha 14. Skills and Feats: Handle Animal +4 (2), Initmidate +6 (13), Knowledge (local) +5 (4), Ride +9, Spot +8, Survival +8; Cleave, Combat Expertise, Great Cleave, Improved Critical (greatsword), Iron Will, Power Attack, Track, Weapon Focus (greatsword), Weapon Specialization (greatsword). Archon Spells Prepared (1/1): 1 command, 2 hold person SA Smite Chaos (Su): Once per day, Pale can add +2 to an attack roll against a chaotic creature, and if he hits, cause an additional +4 damage. SA Clean Kill (Ex): Pale causes an additional +4 damage when performing a coup de grace. SA Judge (Su): When attacking in melee, Pale can put his judge mark on a creature twice per day. The mark allows him to gain a +2 circumstance bonus on future attack rolls against that creature, as well as a +4 bonus to Survival and Spot checks to track or find the creature. SA Quick Kill (Ex): Pale can perform a coup de grace as a standard action, instead of a full round action. SQ Aura of Truth (Su): When he activates it, this aura acts as a zone of truth spell with a DC of 14 and a radius of 10ft. Equipment: +1 axiomatic greatsword, +2 full plate, +2 ring of protection, potion of cure moderate wounds x2 11

13 History: Pale is the name given to this creature years ago, because he spends all his time encased in armor and an executioner s hood. He is technically still human, but something happened to him at Law vs. Chaos an early age that caused him to dedicate his life to hunting alleged criminals. Since that time, he has not laughed or even smiled, and is certainly insane. Pale is a knight of the realm, and has the power to enforce the laws as a proxy of its lawful neutral ruler. All that is really known about him is that he enforces the law with a savage cruelty that shocks most around him into hiding. It is said that he once decapitated a man for For a twist, your campaign can feature a struggle between law and chaos instead of good vs. evil. The villains of such a campaign can be either lawful or chaotic. Lawful villains tend to use legitimate governments or religious organizations (or both at the same time in the case of a theocracy) to gather wealth or power at the expense of others. They may even be lawful good, except with respect to a minority of the population. For example, they might persecute those of a certain race or religion. Paladin player characters might find themselves opposed to such an establishment for their sins against certain parts of the populace. Chaotic villains tend to be more destructive than cruel. A chaotic good villain might rob the rich to give to the poor, but could end up accidentally causing a crisis that hurts everyone. If the treasury is empty, the army cannot be paid, and enemies across the border might take that opportunity to attack. Barbarians might raid civilized lands, but only take what they need to survive, and may even protect their victims from even greater threats. The struggle between law and chaos can be tangible rather than philosophical. Lawful and chaotic outsiders might choose the prime material plane as recruiting grounds, a neutral zone, or even as a battleground for their endless struggle. committing arson. The man was burning leaves in the fall. At the king s trial, Pale argued his case with no emotion, and despite the dead man s honest intentions, the execution upheld in court since the man did not get a permit from the court, and the penalty for arson was death. The court received hundreds of applications for burning permits the next day. Despite his reputation, some consider Pale a hero for defeating various criminals and chaotic monsters rampaging through the countryside. Appearance: He only takes his executioner s hood off in public in places where it is against the law to conceal your face with masks or helms, or when speaking to someone of higher authority. When he does, it reveals a gaunt, albino man with blackened teeth and dead, staring eyes. Personality: Cold as a dead fish, Pale is rumored to be undead. If he were to become undead, it is doubtful anyone would notice without magic. He only speaks to those who have committed crimes, or who obstruct justice. Using Pale: It is suggested that Pale be used as an enforcer of the law in a lawful neutral kingdom besieged by chaotic threats such as barbarian hordes or monster ridden wastelands. Pale can present difficult moral and ethical dilemmas for paladins. He is certainly evil, but never breaks the laws of the land. He is feared, but also respected in the strict lawful neutral kingdom that he protects, and many say that he does more good than harm by defeating numerous chaotic evil invaders. Paladins who oppose Pale directly may break their Code by ignoring legitimate authority (the lawful neutral king who has given Pale his right to enforce the law). It would certainly pit the commoners who respect Pale against the paladin and his order. This is a rare situation where chaos can be a greater threat than evil. A better way to oppose Pale might be in the courts. Getting the king to create more benevolent (i.e. good) laws would certainly tie Pale s hands and may force him to fight the paladin directly. Pale will follow the law to the letter, but if the laws are overly benevolent, he may declare the king s laws as weak and seek to overthrow him and take control of the throne. Stopping Pale at this point would be seen as heroic, as most people respect the king and his laws even more than they fear Pale or the dangers that he protects them from. A good way to get them to oppose Pale is to have the party falsely accused of some crime. Pale comes after them, and they must avoid capture or execution while trying to prove their innocence. After shown evidence of their innocence, Pale may ally with them to destroy whoever framed them. Pale is a double-edged sword and can be used as either an enemy or ally of the player characters. You can also change Pale s alignment to lawful neutral or lawful good. In this case, the party may seek him for help, or he may need their help in quelling some chaotic threat. His personality does not need to change, just his reputation and history. 12

14 Chaos Knight This is boring. Let s go kill something. Chaos knights have a loose alliance with nameless forces of change and turmoil. They swear allegiance to no deity, though they respect any god that promotes freedom and diversity. The most important thing to a chaos knight is change. They despise stagnation, and often fight for the underdog or those who have been oppressed, regardless of the morality of their deeds. Chaos knights do not refer to themselves as such. They disdain labels of any sort, and just refer to themselves as warriors or wanderers, or by simple names designed to inspire terror. Often hiring themselves out as mercenaries, chaos knights enjoy the sheer confusion of battle. They thrive on personal combat and often challenge others to duels for no reason other than to test themselves and feel the rush of victory. Chaos knights prefer to wear outlandish clothes and armor, and usually wield exotic weapons. They thrive on expressing their individuality, and often sport tattoos and piercings. Despite their devotion to chaos, chaos knights can work well with others who share their interests and see the value of a battle plan that is not too complex. However, do not expect them to take orders all the time, or to stick to a plan. Half-orc barbarians are the most likely to become chaos knights, but paladins have been known to lose their faith in the idea of law and order, and take this class out of rebellion. Hit Die: d12 Requirements Alignment: Any chaotic Base Attack Bonus: +6 Feats: Exotic Weapon Proficiency (any), Toughness Skills: Intimidate 5 ranks Special: You must have the barbarian s ability to rage, or you must be an ex-paladin. Chaos knights swear to no Code of Conduct, except to oppose law and order, but are called by chaotic neutral outsiders. Class Skills The class skills of a chaos knight (and key ability scores of each) are Climb (Str), Intimidate (Cha), Jump (Str), Ride (Dex), Swim (Str). Lvl Base Attack Bonus Fort Save Ref Save Will Save Special Spike Expertise, Uncontrollable Rage, Smell Oppression Smite Law 1/day, Winds of Change Additional Rage Aura of Aggression Incite Panic Additional Rage Smite Law 2/day Incite Panic (+4 to DC) Additional Rage Immune to Transformation, Primal Rage Table 1-3, the Chaos Knight 13

15 Skill Points at Each Level: 2 + Int modifier Class Features Weapon and Armor Proficiency: Chaos knights are proficient with all simple and martial weapons, and all armor and shields except tower shields. Spike Expertise (Ex): Most chaos knights cannot resist the look of spiked armor and spiked gauntlets, but they do not don such equipment just for looks. Whenever you are in a grapple, you gain a free attack with armor spikes or spiked gauntlets at the beginning of your turn at your highest base attack Paladin Extra ability Level 1-2 Rage (Ex): You gain the ability to use the rage ability once per day as if a 1 st level barbarian. If you have this ability already, you may rage one extra time per day. 3-4 Smite Law (Su): Once per day, in addition to the ability granted to all chaos knights at second level. 5-6 Lay on hands (Sp): You may use the paladin s lay on hands ability to heal a number of points of damage up to your Charisma bonus multiplied by your chaos knight class level, but only for yourself or those of non-lawful alignment. You may use this ability while raging. 7-8 Summon Chaotic Servant (Sp): You have an inherent connection to the chaotic planes. Once per day, you may summon a chaotic creature, as if casting a summon monster VI spell with a 40% chance of success. Your caster level is 5 plus your chaos knight class level. You can use this ability while in a rage Polymorph (Sp): Once per day, you can use the spell polymorph on yourself. You may use this ability while raging. 11+ Anarchist. You are a true champion of chaos. You may immediately trade levels of ex-paladin for an equal number of levels of chaos knight, becoming up to a tenth level chaos knight. Any ex-paladin levels traded in this way do not count toward gaining abilities on this table. Table 1-4, Fallen Paladin Chaos Knight Abilities bonus. This is in addition to any other actions you take when grappling, and does not count as an action. Uncontrollable Rage (Ex): Your devotion to chaos has required you to give up some control of your rage. Whenever you take damage from any source while not using rage, there is a 50% chance that you will lose control and must use your rage ability, if possible. You may not voluntarily end a rage brought on this way. Uncontrollable rages are more powerful than standard rages, and give you an additional +2 bonus to Strength and Constitution. Damage from allies or from yourself cannot provoke an uncontrollable rage. Smell Oppression (Sp): At will, you can detect law as a spell-like ability. This ability works just like the spell, but utilizes your sense of smell. Smite Law (Su): Once per day, you can smite lawful opponents with one melee attack. When smiting law, you add your Charisma bonus, if any, to your attack roll and deal 1 extra point of damage per chaos knight class level. If you attempt to use your smite ability against an opponent who is not actually lawful, it has no effect and is wasted for the day. At 7 th level, you may smite law an additional time per day. Winds of Change (Su): You can bend the laws of probability to give you an edge. A number of times equal to half your chaos knight class level, rounded down, you may reroll the result of a single melee attack. This ability can only be used once per round, and the results of the second roll always count, even if they were worse than the first. This ability may only be used while raging. For example, Bedlam, a barbarian 6/chaos knight 4, can reroll a melee attack twice per day when enraged. Aura of Aggression (Su): Act first, plan later. You and all allies within 10ft. gain a +2 luck bonus to initiative rolls. Incite Panic (Su): While raging, whenever you strike someone in melee with a critical hit, your target is automatically affected as if you had cast a cause fear spell. Your chaos knight class level is your caster level. At 8 th level the saving throw DC for this ability increases by +4. Additional Rage (Ex): You may use your barbarian rage ability one additional time per day. Primal Rage (Su): Whenever you rage, you transform into a mass of shifting primal matter. While raging you gain damage reduction 5/+5, fast healing 3, resistance 5 to all energy types, and your twisting features and equipment are unrecognizable. Immune to Transformation (Su): Your sense of individuality suppresses the supernatural. 14

16 You are immune to any spell that changes your form. Polymorph or petrification may change your form for a moment, but as a free action, you can resume your normal form. Ex-Chaos knights: If your alignment changes to become non-chaotic, then you become an ex-chaos knight and lose all spell-like and supernatural abilities of this class. Returning to a chaotic alignment and receiving atonement from a chaotic cleric restores all lost abilities. Ex-Paladins: Those who lost their paladinhood by changing to a chaotic alignment make powerful chaos knights. Ex-paladins who become chaos knights gain extra powers as shown on Table 1-4. Ex-paladins who become chaos knights can never regain their paladinhood. Sample NPC Let s party. Bedlam, male half-orc Bbn 6/Chaos knight 4: CR 10; Medium-size Humanoid (orc); HD 10d12+33; hp 95; Init +2 (+2 aura of aggression); Spd 40 ft; AC 15 (+5 breastplate); Melee +1 anarchic spiked chain +16/+11 (2d4+6, +2d6 against lawful opponents); SA rage, uncontrollable rage, spike expertise, smite law, winds of change; SQ fast movement, half-orc traits, improved uncanny dodge, smell oppression, aura of aggression; AL CN; SV Fort +12, Ref +2, Will +1; Str 20, Dex 10, Con 16, Int 8, Wis 8, Cha 12. Skills and Feats: Intimidate +14(13), Listen +3(4), Survival +4 (5); Exotic Weapon Proficiency (spiked chain), Knowing Gaze (detect law)*, Power Attack, Toughness. SA Rage (Ex): 3/day, Bedlam can fly into a screaming blood frenzy for 8 rounds. Bedlam gains +4 Strength, +4 Constitution, and a +2 morale bonus vs. fear, but suffers -2 to AC. After the rage, Bedlam is fatigued. SA Uncontrollable Rage (Ex): Whenever Bedlam takes damage, there is a 50% chance he will be forced to use his rage ability if possible. If he does so, his rage gives him a +6 bonus to Strength and Constitution, instead of +4. SA Spike Expertise (Ex): While grappling, Bedlam gains an additional attack each round with his armor spikes. SA Smite Law (Su): Once per day, Bedlam can strike a lawful creature with an attack bonus of +1, and a damage bonus of +4. SA Winds of Change (Su): While raging, Bedlam can reroll melee attack rolls twice per day. SQ Half-Orc Traits (Ex): 60 foot darkvision, orc blood. SQ Improved Uncanny Dodge: Bedlam retains his Dex bonus to AC when flatfooted and cannot be flanked. SQ Smell Oppression (Su): Bedlam can detect law at will using his sense of smell, and can do so as a move action. SQ Aura of Aggression (Su): All of Bedlam s allies within 10ft. gain a +2 bonus to initiative. Equipment: +1 anarchic spiked chain (named Wildcat ), breastplate, armor spikes, large sack with stolen food, dice bag with bone dice. * New feat, see page 3. History: Bedlam was born Durgut, a slave deep under the ground. Forced to mine for silver, he finally escaped his orcish family and lived off the wilderness as a savage for many years. While hunting, a patrol of knights attempted to capture him for stealing livestock. The sight of manacles unleashed a fury unlike any he had felt, and Durgut slew them all with the chains they tried to shackle him with and became a chaos knight in the heat of battle. He discarded the name his hateful family gave him, and took the name whispered to him in his dreams: Bedlam. Now he wanders the world as a mercenary, and sometimes attracts followers, usually low level rogues or warriors who help him rob travelers or who just want to be on the winning side of a fight. Appearance: Bedlam wears a patchwork of armor pieces lodged with daggers, arrows, and spear points equivalent to a breastplate with armor spikes. He has piercings and crude tattoos, some of them obscene, all over his large, muscled body. Despite his startling appearance, he has excellent personal hygiene and speaks eloquently. Unfortunately, while his vocabulary may be broad, he often uses large words incorrectly. Personality: Like all chaos knights, Bedlam thrives on battle, and roams the world looking for the next big fight. The best way to sum up Bedlam s personality is that he is a bully. He loves to fight those weaker than himself, and is secretly afraid of being humiliated in battle by anyone weaker than he. He has no desire for accumulating wealth, but loves to gamble and waste money on human women and ale. Using Bedlam: Bedlam can be a major henchman of one of your campaign s villains, but is not really clever enough to be a long term villain himself. He is extremely deadly in a melee against lawful characters, and can be used to challenge paladins, monks, or others of lawful alignment. However, as a direct opponent of the party, he will not last long, so you might have more fun with him by making him more of an annoyance or a rival. Setting up a non-lethal fight with him is a good idea. In a city setting, he might come into conflict with the player characters at a gambling table, or in a tavern brawl. Remember that Bedlam is not really evil or cruel, but is definitely out for himself. He might be impressed by someone who can beat him and may even befriend such a person for a while. 15

17 Forge Avenger My faith is forged in the hottest fires. Sometimes dwarves who epitomize the virtues of their race are called to defend and represent all dwarves against the forces of evil and chaos. Forge avengers are much like paladins, but they have a more specific code of conduct requiring them to favor dwarven interests over all others. Dwarves place a high value on their families and homes, and revere their ancestors religiously. Forge avengers receive their powers from the spirits of their ancestors rather than a deity or philosophical force. Hit Dice: d10 Requirements Alignment: Lawful good Base attack bonus: +7 Skills: Knowledge (religion) 2 ranks, and any one of the following: Craft (armorsmithing) 5 ranks, Craft (stonemasonry) 5 ranks, Craft (weaponsmithing) 5 ranks, or Knowledge (history) 5 ranks Feats: Weapon Focus with any dwarven weapon such as the dwarven war axe Race: You must be a dwarf. Special: Forge avengers must swear to abide by the same Code of Conduct that a paladin follows, with a few extra tenets. (See Code of Conduct, below) Class Skills The forge avenger s class skills (and the key ability scores of each) are Climb (Str), Concentration (Con), Craft (Int), Heal (Wis), Intimidate (Cha), Jump (Str), Knowledge (nobility and royalty) (Int), Knowledge (religion) (Int), Ride (Dex), Sense Motive (Wis). Skill Points per Level: 2 + Int modifier Class Features Weapon and Armor Proficiencies: The forge avenger is proficient with all simple and martial weapons, and with all types of armor and shields. Code of Conduct: A forge avenger has the same Code of Conduct as a paladin, but must also: Respect his ancestors and avenge any slight on their honor. Favor dwarves over all other races. This Code does not mean that forge avengers do not protect or respect other races, only that given the choice, they will defend dwarves and their interests first. Associates: The forge avenger has the same restrictions on associates as a paladin, but additionally may not associate with dwarven enemies such as giants or orcs, unless they have proven themselves Lvl Base Attack Bonus Fort Save Ref Save Will Save Special Smite Dwarven Enemies 1/day Summon Ancestral Heroes Aura of Dwarven Justice Reach of the Dwarves Smite Dwarven Enemies 2/day Armor of Faith (light fortification) Living Forge Armor of Faith (moderate fortification) Ironbeard, Smite Dwarven Enemies 3/day Table 1-5, the Forge Avenger 16

18 friends of dwarves. Half-orcs are acceptable, though some forge avengers stubbornly refer to them as half-humans. Smite Dwarven Enemies (Su): Once per day, forge avengers can smite the common enemies of dwarf-kind with one melee attack. Dwarven enemies include racial enemies such as giants, orcs, half-orcs, and goblinoids (goblins, hobgoblins, and bugbears), and also evil dwarves, including most derro and duergar. The GM is encouraged to add or subtract from this list to suit the campaign. When smiting dwarven enemies, you add your Constitution bonus, if any, to your attack roll and deal 1 extra point of damage per forge avenger class level. If you attempt to use your smite ability against an opponent who is not actually a dwarven enemy, it has no effect and is wasted for the day. This ability may be used at the same time as smite evil or any other smite ability, if appropriate. At 5 th level you may smite dwarven enemies 2/day, and at 10 th level you may do so 3/day. Summon Ancestral Heroes (Sp): Once per week, you may summon a number of lawful good celestial dwarven fighters up to half your forge avenger class level. Treat this spell-like ability as lesser planar ally except that the casting time is 1 action, and there is no payment required. Your caster level is your forge avenger class level. These dwarves are the spirits of your ancestors and should only be summoned to fight. They will follow your orders, however summoning them to perform some task other than guarding someone or combat is disrespectful and violates your Code of Conduct. They are willing and eager to die for you, and sending them into a suicidal fight is not disrespectful, or even unexpected by them. Their spirits simply reform on a higher plane of existence. The player is encouraged to give these heroes names, personalities and backgrounds, to make them more interesting. Ancsestral Hero, celestial dwarf Ftr6: CR 7; Medium-size Humanoid (dwarf); HD 6d10+12; hp 45; Init +0; Spd 20 ft; AC 21 (+8 half-plate, +3 large shield); Melee +1 dwarven war axe +10 (1d10+6/crit x3); SQ dwarven traits, celestial traits; AL LG; SV Fort +7, Ref +2, Will +4; Str 14, Dex 10, Con 14, Int 10, Wis 10, Cha 8. Skills and Feats: Climb +9, Jump +9; Power Attack, Cleave, Great Cleave, Improved Sunder, Weapon Focus (dwarven war axe), Weapon Specialization (dwarven war axe), Iron Will. SA Smite Evil (Su): Once per day, the ancestral hero can make a normal attack to deal an additional +6 damage against an evil foe. SQ Dwarven Traits (Ex): 60 foot darkvision, stonecunning, +2 save vs. poison, +2 save vs. spells or spell-like abilities, +1 attack vs. goblinoids or orcs, +4 dodge vs. giants, +2 craft with stone or metal, +4 bonus against bull rush or trip attacks. SQ Celestial Traits (Ex): Acid, Cold and Electricity resistance 10, Damage Reduction 5/magic, Spell resistance 12. Equipment: +1 dwarven war axe, +1 heavy shield, +1 half-plate Aura of Dwarven Justice (Su): You and all allies within 10ft. gain a +2 morale bonus to attack rolls against dwarven enemies (see the smite dwarven enemies ability for a list of creatures considered to be dwarven enemies). Reach of the Dwarves (Su): Any non-throwing masterwork or magical melee weapon of dwarven make that you wield gains the throwing and returning special abilities. This ability goes away if others hold it. A side effect of this ability is that your shoulders appear wider and your arms appear more muscular. This ability has no effect if the weapon already has the throwing and returning abilities. Armor of Faith (Su): Any masterwork or magical heavy armor of dwarven-make gains the fortification (light) special ability while you wear it, causing a 25% chance that the effects of any critical hit or sneak attack damage are negated. A side effect of this ability is that your armor looks thicker and heavier than normal. At 9 th level, this ability grants moderate (75% chance) fortification. Living Forge (Su): Any masterwork or magical melee weapon of dwarven make gains the flaming special ability while you wield it. A side effect of this ability is that sparks show in your eyes. This ability has no effect if the weapon already has the flaming ability. Ironbeard: You are the epitome of the dwarven race. You gain the following abilities: Stony Skin (Ex): You gain damage reduction 10/magic. Immune to Poison (Ex): You are immune to all natural, non-magical, poisons. Spell Resistance (Su): You gain spell resistance equal to 18. Ex-Forge Avengers: A forge avenger who is no longer lawful good, who willingly commits an evil act, or who grossly violates his Code of Conduct, becomes an ex-forge avenger and loses all special class abilities. An atonement spell can be used to recover these class abilities, in the same way as an ex-paladin. Dwarven ex-paladins/ex-forge avengers need only use the atonement spell once to recover the abilities of both classes, if a single act caused them to lose the abilities of both classes. Treat levels of ex-forge avenger the same as levels of ex-paladin for the purposes of classes such as the blackguard. Sample NPC Ach, leave him alone. He can t help it; it be the orc 17

19 blood in him wot tainted his mind and soul. Farrús Stoneglaive, male dwarf Pal 7/Forge Avenger 6: CR 13; Medium-size Humanoid (dwarf); HD 13d10+52; hp 123; Init +0; Spd 20 ft; AC 23 (+7 adamantine breastplate, +2 ring of protection, +4 large shield); Melee +1 holy dwarven waraxe of mighty cleaving (adamantine) +19/+14/+9 (1d10+7/crit x3); SA smite evil, spells, turn undead, smite dwarven enemies, reach of the dwarves, living forge; SQ aura of courage, detect evil, divine health, dwarven traits, remove disease (1/week), special mount, aura of dwarven justice, summon ancestral heroes; AL LG; SV Fort +14, Ref +4, Will +6; Str 14, Dex 10, Con 18, Int 13, Wis 14, Cha 8. Skills and Feats: Craft (armorsmithing) +17(16), Craft (weaponsmithing) +17(16), Knowledge (religion) +17(16); Power Attack, Exotic Weapon Proficiency (dwarven waraxe), Weapon Focus (dwarven waraxe), Craft Divine Weapon*, Master s Mark. *New feat, see page 3. SA Turn Undead (Su): 2/day, Farrús Stoneglaive can attempt to turn undead creatures. He can turn undead with no more than (1d20+4)/3 HD. Each attempt, he turns 2d6+4 total HD. Undead with 2 or fewer HD are destroyed instead. SA Smite Evil (Su): 2/day, if the target of a normal melee attack is evil, Farrús Stoneglaive gains a +7 damage bonus. SA Smite Dwarven Enemies (Su): 2/day, if the target of a normal melee attack is a traditional dwarven enemy, Farrús Stoneglaive gains a +4 bonus to the attack roll and a +6 damage bonus. SA Reach of the Dwarves (Su): While Farrús wields it, Orc s Lament gains the throwing and returning special abilty. SA Living Forge (Su): While Farrús wields it, Orc s Lament gains the flaming special abilty. SQ Dwarven Traits (Ex): 60 foot darkvision, stonecunning, +2 save vs. poison, +2 save vs. spells or spell-like abilities, +1 attack vs. goblinoids or orcs, +4 dodge vs. giants, +2 craft with stone or metal, +4 bonus against overrun and trip attacks. SQ Aura of Dwarven Justice (Su): Farrús and all allies within 10ft. gain a +2 morale bonus to attacks against traditional dwarven enemies. SQ Summon Ancestral Heroes (Sp): Once per week, Farrús can summon up to 3 ancestral heroes. SQ Armor of Faith (Ex): The dwarven armor Farrús wears grants a 25% chance to negate damage from critical hits or sneak attacks. Paladin Spells Prepared: cure light wounds, divine might Equipment: +1 holy dwarven waraxe of mighty cleaving Orc s Lament (adamantine), adamantine breastplate, +2 heavy shield Wall of Truth, +2 ring of protection, boots of speed. Note: Farrús forged Orc s Lament and enhanced it with the Craft Divine Weapon feat. Therefore, because of his Master s Mark feat, he gains a +1 bonus to attack and damage rolls while using the axe, this is reflected in the stats above. History: Farrús heard the call of duty at a young age. He was always a serious child, and stayed that way as he grew up. As an adult, he served in his clan s elite guard, and constantly pushed his father, a powerful thane, for more aggressive patrols, deeper and deeper into enemy territory. Unfortunately, one such deep patrol left the palace too lightly defended. A horde of enemies swept on the palace and slew half his clansmen before being repelled, including his father. Appearance: Farrús wears adamantine armor decorated with his family crest, a lion slaying a wyrm. His beard is gray beyond his years and his wrinkles are deep. His voice is quite loud and harsh. Personality: Farrús never laughs and never jokes. At first, most people do not notice, and merely assume he is simply a grumpy old dwarf. Farrús is a pessimist. He is grim and dour, and more stubborn than the armor he forges. Farrús is accustomed to military order and discipline, and disdains those who are not. Farrús does not hate half-orcs, but has a particularly annoying habit of patronizing them with sympathetic pity over their mixed heritage. Using Farrús : Farrús Stoneglaive can be an excellent, if gloomy, mentor for paladins, dwarven defenders, or even dwarven fighters. He is an excellent craftsman, and skilled at forging holy adamantine weapons. Farrús is only likely to help dwarves or those allied with dwarves. He will only forge weapons for dwarves or those willing to go on a quest of his choosing. 18

20 Golden Pride Hunter What lion wants to lie down with a lamb? The lamb is best served while the lion stands guard. Ser Nathan Myrcelon is a powerful warrior and brilliant combat leader. A 7- foot tall, lion-headed celestial, he is truly awe-inspiring to behold. Myrcelon keeps a close eye on those warriors that fight for the cause of honor and righteousness. When he finds a truly worthy warrior, he will often appear to them and offer to show them the ways of the Golden Pride. Those selected are called hunters, and are charged with defending the weak, destroying evil, and recruiting others. Almost all hunters are humans or half-elves. Though half-orcs of sufficient noble nature and dedication are rare, when found, they often make the most overwhelming and dedicated of hunters because they seem to relate naturally to the animal aspect of their powers. No member of any other race has ever been called by Myrcelon to be a hunter. Because of Myrcelon s affinity for the lion form, he tends to select members from those who revere the lion. As such, most Prides are found amongst chivalric knights who claim the nobility of the lion or among the leaders of primitive people of great savannahs and forests where lions are seen as the apex of power. In the wilderness, a Pride is usually very small. Two or three hunters usually account for the entire order. These hunters serve as the guardians for a single tribe or a small collection of allied tribes. In other areas, the Prides tend to be much more structured, with clear chains of command and formal honoraries for higher ranking members. These formal Prides often have as many as a dozen or more hunters, as well as numerous fighters, clerics and paladins who serve the cause of the order, but are not themselves called hunters. Hit Die: d10 Requirements Alignment: Lawful Good Race: Human, Half-Elf or Half-Orc Feats: Animal Affinity, Power Attack Base Attack Bonus: 6+ Special: You must be accepted into the Golden Pride, which includes accepting the appropriate vows. An invitation into the Pride may only be offered from the archangel Myrcelon, or another hunter of at least 6 th level. Int modifier. Class Features Class Skills The golden pride hunter class skills (and the key ability for each skill) are: Craft (Int), Diplomacy (Cha), Handle Animal (Cha), Heal (Wis), Hide (Dex), Listen (Wis), Knowledge (religion) (Int), Move Silently (Dex), Ride (Dex), Spot (Wis), Survival (Wis). Skill Points at each level: 4 + Code of Conduct: The paladin s code of conduct applies in all ways to a Golden Pride hunter. Nobility and duty are considered to be of utmost importance. Duty applies both to their leaders in the church and the righteous nobility, as well as to the flocks of common people whom they are responsible to defend. The Pride disdains dirty fighting tactics, such as sneak attacks. However, the art of the ambush as perfected by the lion is considered an honorable practice against a known enemy. Ranged weapons are only to be used as a last resort. Weapon and Armor Proficiency: You gain no new proficiency with any weapons or armor. 19

21 Lvl Base Attack Bonus Fort Save Ref Save Will Save Special Animal Senses, Speak with Cats, Wild Empathy Roar of Myrcelon, Hunter Form 1/day Lion Form 1/day, Stalk Blind Fight Hunter Form 2/day, Lion Form 2/day Pounce Hunter Form 3/day, Lion Form 3/day Noble Rage Hunter Form 4/day, Lion Form 4/day True Hunter Table 1-6, the Golden Pride Hunter Animal Senses (Ex): Your eyes shift to slightly resemble those of a cat and you gain an animal s awareness of his surroundings. You receive a +2 bonus for all Spot, Listen and Search checks. You also gain low-light vision, allowing you to see twice as far as a normal human under low light conditions. Speak with Cats (Su): A Golden Pride hunter can speak with cats of all types. Wild Empathy (Ex): You gain the ranger s wild empathy ability. Your Golden Pride hunter levels stack with any ranger levels you may have when using wild empathy. Furthermore, you gain a +2 bonus when using this ability with any type of cat. Roar of Myrcelon (Su): A number of times per day equal to half your Golden Pride hunter class level, rounded down, as a free action, you may roar with awe-inspiring volume. A roar of Myrcelon causes all allies within 50ft to be affected as if you had cast bless (+1 morale bonus to attack rolls and saving throws against fear), and all enemies within 50ft. to be affected as if you had cast bane (-1 morale penalty to attack rolls and saving throws against fear), if they fail a Will save (DC 10 plus your golden pride hunter class level). Undead within 50ft. are magically deafened for 1d4 rounds from the positive sonic energy. (20% chance of arcane spell failure with spells that have a verbal component, -4 penalty to Initiative rolls, fail Listen checks). Your caster level is your Golden Pride hunter class level, and the duration is one minute/level. Hunter Form (Su): Starting at 2 nd level, once per day you may change into a hybrid lion/human form (or hybrid lion/half-orc or lion/half-elf) with prehensile lion claws, a mane, and thick fur. Beginning this shapeshifting process is a free action, but the shift itself is not complete until next round at the beginning of your turn. During the shapeshifting you may take actions normally. When you change into this form, you regain hit points as if you had rested for a day. Any gear carried by you, including weapons and armor, shifts to match your new form and remains functional. Your size does not change. In hunter form, you gain the following benefits: Ability Score bonuses: + 2 bonus to Strength (at 5 th level this bonus is increased to +4, and at 8 th level it becomes +6). Natural Armor bonus to AC: +2. Hyper Senses: You gain a +4 racial bonus to Listen, Search, and Spot skills. Scent: You gain the Scent special ability (See the DMG, Chapter 8: Special Abilities). Attacks: Claw attack for 1d4+Strength bonus damage, Bite attack for 1d8+half your Strength bonus damage. You may attack with both claws or a normal weapon with no penalty. If you attack with a normal weapon and a claw, the usual penalties for two weapon fighting apply. Hunter form lasts for up to 1 hour and may be used 2/day starting at 5 th level, 3/day at 7 th, and 4/day at 9 th level. At 10 th level, your hunterform becomes your natural form and you may shift at will (See True Hunter). Shifting back to your natural form takes one round, but starting the change is a free action. Stalk (Ex): You gain a +2 racial bonus to Hide and Move Silently checks whenever you are in tall grass or areas of heavy undergrowth. Blind Fight (Ex): You gain the Blind Fight feat for free. Lion Form (Sp): Beginning at 3 rd level, once per day you may shift into a powerful dire lion (see the MM) from hunter form. This ability is like polymorph self, except no other forms may be chosen. Like the spell, you heal an amount of damage equal to your hit points as if you had rested for the day. When shifting to lion form, you gain a Strength bonus equal to your golden pride hunter class level. For example, a 5 th level golden pride hunter in lion 20

22 form would have a 30 Strength, not 25. Shifting back to your original form takes one round. At 5 th level, this ability may be used 2/day, 3/day at 7 th level, and 4/day at 9 th level. You may use it at will at 10 th level (see True Hunter). Hunters who are also paladins may not summon a special mount while in lion form. The ability does not work for them. Pounce (Ex): At 6 th level, you gain the pounce ability of a lion at all times, not just when in lion form, allowing you to make a full attack during the first round of combat, even if you have already moved. Noble Rage (Ex): Once per day, whenever witnessing an act of evil, you may succumb to a righteous fury. You gain a +4 bonus to Strength and Constitution for 3 rounds plus your Charisma modifier, if any. You automatically begin to shift into lion form, if possible, at the beginning of your rage. At the end of the rage, you are fatigued (-2 to Strength and Dexterity, cannot run). The GM decides if an evil act is vile enough to set off your rage, but the player decides whether to use the ability or to control their temper. Though it may seem like it, using this ability is not a chaotic act. True Hunter (Su): At 10 th level, the hunter form becomes your natural form. You may still shift into your original form and back again at will using the hunter form ability. You may also shift to lion form at will for as long as you like, but must shift from hunter form. You heal as if resting for one day when shifting into your old form, up to 6 times per day. Finally, you gain the scent ability at all times. (See the DMG, Chapter 8: Special Abilities) Ex-Golden Pride Hunters: If a hunter grossly violates the Code of Conduct, changes to a nonlawful good alignment, or commits an evil act they lose all supernatural special abilities of the class. Their class abilities may be regained if their alignment changes back to lawful good and they seek atonement from a cleric of their faith. Sample NPC Trouble is nearby. Ser Nathan Blackclaw, male human Ftr2/Pal4/Golden Pride Hunter7: CR 13; Mediumsize Humanoid (human); HD 13d10+39; hp 110; Init +1; Spd 20 ft; AC 23 (+7 chainmail, +3 heavy shield, +1 Dex, +2 ring of protection); Melee +2 bastard sword +18/+13/+8 (1d10+5/crit 17-20); SA smite evil, turn undead; SQ aura of courage, detect evil, divine grace, divine health, lay on hands, animal senses, speak with cats, roar of Myrcelon, hunter form, lion form; AL LG; SV Fort +20, Ref +9, Will +8; Str 17, Dex 12, Con 16, Int 10, Wis 10, Cha 14. Skills and Feats: Craft (weaponsmith) +6 (6), Handle Animal +13 (9), Knowledge (religion) +6 (6), Listen +9 (7), Ride +19 (16), Search +2 (0), Spot +6 (4); Animal Affinity, Blind Fight, Exotic Weapon Proficiency (bastard sword), Power Attack, Weapon Focus (bastard sword), Cleave, Sunder, Mounted Combat, Improved Critical (bastard sword). SA Turn Undead (Su): 5/day, Ser Nathan can attempt to turn undead as a 2 nd level cleric up to 5 times per day. SA Smite Evil (Su): 1/day, if the target of a normal melee attack is evil, Ser Nathan gains a +2 attack bonus and a +4 damage bonus. SQ Lay on Hands (Sp): Ser Nathan can heal up to 8 hit points per day, divided among any number of creatures. SQ Wild Empathy (Ex): Ser Nathan may attempt to improve the attitude of an animal as if using Diplomacy with a +9 bonus to the roll, or +11 if the animal is a type of cat. SQ Roar of Myrcelon (Su): 3/day, Ser Nathan Blackclaw may roar. Allies within 50 feet gain the benefits of the bless spell and all enemies within 50 ft. must make a will save against a DC of 13 or suffer the effects of a bane spell. SQ Hunter Form (Su): 2/day Ser Nathan may change into a hunter form. His Strength increase is +4. SQ Lion Form (Sp): Ser Nathan may shift into a dire lion form twice per day from his hunter form. Equipment: +2 bastard sword, +2 chainmail, +1 heavy shield, cloak of resistance +3, amulet of health +2, ring of protection +2. History: As a paladin, Nathan became frustrated at his inability to perform the most basic divine spells. Just as he prepared to abandon his vows, Myrcelon appeared to him. He spoke of bravery and honor and the many oaths of service. Nathan accepted the call and joined the Pride. Appearance: Nathan is a tall, strong man. His hair is long and blond. He wears gleaming chainmail, with a rampant lion emblazoned in mithral across his chest. In a battle with a minor demon several years ago, Ser Nathan was forced to rip out the throat of the creature with his claws. The fur and talons on his left paw in hunter and lion form have been permanently blackened as a result. He took his surname after this event. Personality: Ser Nathan is a pragmatic and somber man. He is loyal and dedicated, but has never had time for simple pleasures or humor, and does not understand those that do. Using Ser Nathan: Ser Nathan will join forces with a party if the cause can be presented to him in a convincing manner. He is not likely to lead until actual battle starts. Then he will expect quick and certain response to his instructions. It is very possible that one or more of his followers may need to intervene on his behalf to explain that he truly is a good person, despite his dour and direct persona. 21

23 Merseus We still need you. Don t walk into the light yet. Sometimes a warrior has seen too many comrades fall in battle, and pledges their lives to saving others. The merseus (mur-see-us) is a combat healer called by the same types of powers as a paladin. Her primary goal is to win battles while minimizing the death of her companions. All mersi (mur-sigh, plural) are paladins, but may be multiclassed as clerics or fighters. Mersi can fight like a paladin, heal nearly as well as a cleric, and are greatly appreciated by adventuring parties and the armies of good. They tend to travel the world in search of those who need their skills the most. Mersi have been known to do more than merely heal the body. They work tirelessly to boost the morale of their allies, as well as their spiritual health. They are a combination of combat medic, paladin and priest. Mersi are most often viewed as specialized paladins. They fit in well with paladin orders, and seldom feel the need to create their own organizations. Tactically, they work well as a supporting warrior, perhaps as a second or third fighter type to round out the group. However, they are not a replacement for the cleric when it comes to healing, especially at high levels. Hit Die: d10 Requirements Alignment: Lawful good Feats: Combat Healing (New feat, see page 3) Skills: Heal 9 ranks, Knowledge (religion) 2 ranks Special: You must have the paladin s lay on hands ability. Mersi take a vow that is very close to that of paladins. Class Skills The merseus class skills are Concentration (Con), Diplomacy (Cha), Heal (Wis), Knowledge (nature) (Int), Profession (herbalism) (Wis), Ride (Dex). Skill Points at Each Level: 2 + Int modifier Class Features Weapon and armor proficiency: Mersi are proficient with all simple and martial weapons, and with all types of armor and shields. Paladin Abilities: You gain the paladin s divine health ability if you do not have it already, making you immune to disease. Code of Conduct: Mersi vow to follow the same Code that paladins pledge to, and pledge to heal their allies and captured enemies whenever possible. Lvl Base Attack Bonus Fort Save Ref Save Will Save Special Spells per day Paladin Abilities, Enhanced Lay on Hands Aura of Hope Purging Hands 1/day Enhanced Recovery Aura of Life Purging Hands 2/day Heal Revive Purging Hands 3/day Returning Soul Table 1-7, the Merseus 22

24 Associates: Mersi follow the same restrictions regarding associates that paladins follow. Spells: Beginning at 1 st level the merseus gains the ability to cast a small number of divine spells. To cast a spell, you must have a Wisdom score of at least 10 + the spell s level, so a merseus with a Wisdom of 10 or lower cannot cast these spells. When you receive 0 spells of a given level, you gain only bonus spells. You prepare and cast spells as a cleric, but use the following spell list. You have access to every spell on the list. 1 st level spells: cure light wounds, detect poison, purify food and drink, remove fear 2 nd level spells: cure moderate wounds, delay poison, lesser restoration, remove paralysis 3 rd level spells: cure serious wounds, remove blindness/deafness, remove disease, shield other 4 th level spells: cure critical wounds, mass cure light wounds, neutralize poison, restoration Spontaneous Casting (Su): You may exchange a prepared spell for a cure of the same level, just as a good cleric can. Enhanced Lay on Hands (Sp): You have the paladin s ability to lay on hands, and your paladin levels stack with your merseus levels. However, each merseus level you have counts as two paladin levels for the purpose of determining how many points you may heal per day. Aura of Hope (Su): Beginning at 2 nd level, you radiate an aura of hope and comfort that causes you and all allies within 10ft. to gain a +2 morale bonus to all saving throws. Purging Hands (Sp): Once per day, beginning at 3 rd level, while using lay on hands you may also use one of these spell-like abilities on a target creature without using an action: delay poison lesser restoration remove blindness/deafness remove disease remove fear remove paralysis This ability does not require an additional action or by itself provoke an attack of opportunity. It happens the same time you are using lay on hands. You may lay on hands for 0 points of healing, if you just want the effect of purging hands. Your caster level is your merseus class level. You may use this ability twice per day at 6 th level, and three times per day at 9 th level. Enhanced Recovery (Su): You begin to heal quickly, so that you may concentrate on healing others instead of yourself. You heal 1 point of damage per character level every hour instead of every day. (This cannot be aided by the Heal skill). Subdual damage heals at the rate of 1 point of damage per level every 5 minutes. Aura of Life (Su): All dying allies within 10ft. immediately become stabilized and stop losing hit points each round. This ability does not require an action. Your aura of life does not function if you are dying, and thus does not help you stabilize. Heal (Sp): Once per day, you can cast heal. Your caster level equals 10 plus your merseus level. Revive (Sp): Once per day, you may cast raise dead with a caster level of 10 plus your merseus class level. Unlike the raise dead spell, the target creature must have died within the last minute, and loses no levels or Constitution. Using this ability is taxing. After using revive you are fatigued (See DMG, Chapter 8: Condition Summary). Returning Soul (Su): If you die, and have not yet used your revive ability for the day, you are automatically raised from the dead, targeted by your own revive ability. This requires no action and uses up your ability to revive for the day. You have no choice about using this ability; it is automatic and always functions immediately after your death unless you have already used revive for the day. Ex-Mersi: If you change from a lawful good alignment, commit an evil act, or grossly violate your Code of Conduct, you become an ex-merseus until your alignment changes back to lawful good and a cleric casts atonement for you An ex-merseus loses all supernatural, spell-like, and spellcasting abilities, and is treated like an expaladin with regard to classes like the blackguard who seek to corrupt good to evil. Sample NPC This is going to sting. A lot. Darsi Phaedron, female human Pal 6/Merseus 4: CR 10; Medium-size Humanoid (human); HD 10d10+30; hp 85; Init +1; Spd 20 ft; AC 19 (+9 halfplate); Melee +1 longsword +12/+7 (1d8+1/crit 19-20); SA smite evil, spells, turn undead; SQ aura of courage, detect evil, divine grace, divine health, lay on hands, remove disease (1/week), special mount, aura of hope, purging hands 1/day, enhanced recovery; AL LG; SV Fort +18, Ref +9, Will +12; Str 11, Dex 12, Con 16, Int 10, Wis 12, Cha 19. Skills and Feats: Concentration +16(13), Heal +14(13), Ride +14(13); Bolster Lay on Hands, Combat Healing*, Mounted Combat, Rapid Healer, Weapon Focus (longsword). * New feat, see page 3. 23

25 SA Turn Undead (Su): Darsi can attempt to turn undead creatures 7/day. She turns undead as a 4 th level cleric. SA Smite Evil (Su): 2/day, if the target of a normal melee attack is evil, Darsi gains a +4 attack bonus and a +6 damage bonus. SQ Lay on Hands (Sp): Darsi can heal up to 56 hit points per day, divided among any number of creatures. SQ Purging Hands (Sp): 1/day, Darsi can use any of the following spell-like abilities: delay poison, lesser restoration, remove blindness/deafness, remove disease, remove fear, or remove paralysis. SQ Aura of Hope (Su): Darsi and all allies within 10ft. gain a +2 morale bonus to all saving throws (already added to her saving throws above). SQ Enhanced Recovery (Su): Darsi recovers from injury very quickly. She recovers 10 hit points per hour normally. Paladin Spells Prepared: divine favor x2 Merseus Spells Prepared: detect poison, remove fear, remove paralysis Equipment: +1 longsword (called Silencer), +2 shining** half-plate, +2 amulet of health, boots of speed, potion of cure serious wounds x2. ** New armor special ability, see Chapter 4. History: Darsi became a paladin to end the suffering of her people, mostly commoners threatened by bandits. After years of fighting off threat after threat, she grew tired of seeing her comrades die, and after a week of fasting and meditation, became the first merseus of her order. Appearance: Darsi wears her hair short to avoid problems in a fight, and wears shining half-plate when in battle. When not fighting, she is fond of wearing feminine clothing and sweet perfume, and is quite lovely. Her comrades-in-arms are sometimes taken aback by her breath-taking beauty when she is not fighting, and often find themselves speechless, much to her amusement. Personality: Darsi is unforgiving to her enemies on the battlefield, and gruff with her allies. Like all mersi, she is an expert at healing, but Darsi chooses not to be careful about causing undue pain to her patients. Some believe she goes out of her way to inflict a bit of pain as she binds wounds, and even when laying on hands. She does not deny this if asked directly. Her opinion is that if she makes healing painless, then the one she heals will more easily make the same mistake that got them the wound. Variant: Alternatives for Lay on Hands Lay on hands is a method of channeling positive energy, much like turning undead. Conceivably, paladins could use the ability for other effects that use positive energy. Below are some ideas on using the positive energy from lay on hands to do more than just heal. All of these abilities require you to spend half your current allotment of lay on hands healing, with a minimum cost of 1 point of healing. For example, Yarath is a paladin 10 with a Charisma of 14. He can heal up to 20 points of damage per day. At the beginning of the day, he can spend 10 points of his healing ability to gain any of the below abilities one time. Later, when he only has 2 points of healing ability left, the same ability costs him only 1 point. This variant does not discourage paladins from using their lay on hands ability, but makes the ability useful even when there is no one to heal, even if the cleric is doing all the healing, and even if the paladin s Charisma isn t very high. Bolster Smite (Su): You gain a +2 sacred bonus to your attack roll when using smite evil. Bolster Attack (Su): You gain a +1 sacred bonus to a single (non-smite) attack roll. Bolster Defense (Su): You gain a +1 sacred bonus to your AC for one round. Bolster Paladin Spell (Su): You can cast a paladin spell you have prepared at +2 caster level. Light (Sp): You may cast light as a spell-like ability, with half your paladin level as your caster level. Turning Touch (Su): When using lay on hands as a touch attack against an undead creature, the paladin may decide to turn the touched creature instead of dealing damage, and gains a +2 bonus to the turning check. This is useful for paladins who have expended all their regular turn attempts, or who need to turn a powerful undead creature. Using this variant increases the power of the paladin class slightly because it gives them more options for no cost. This rule may encourage paladins not to use lay on hands as much, and may cause some resentment from other players, particularly those who play clerics. Off the battlefield, Darsi is quite gentle and kind, and not ambitious at all. She spends much of her time flirting with commoners, going to formal dances or anything else that lets her dress up, and just having fun. Unlike most paladins, when times are peaceful she makes it a point to enjoy life. She has seen it slip away all too often. Using Darsi: Darsi makes a great support NPC for a party with only a few members. The PCs might not realize she is a paladin if they meet her in a city due to her carefree nature. They might be surprised when she dons her plate and charges to the front lines during a battle. 24

26 Penitent Sniper Thou shalt kill. Paladins use ranged weapons, but they are not exactly famous for it. Some strict (and probably foolish) orders of paladins actually forbid the use of ranged weapons on the field of battle, particularly the use of crossbows which are thought by some to require little to no skill, and unfair to a skilled knight. However, whether a ranged attack is seen as honorable or not, the forces of good sometimes need someone who can kill evil at a thousand yards with one shot, and call a penitent sniper into service to do just that. A penitent sniper is much like a paladin. No one decides to become one; they are called by deities or mysterious forces of good. A penitent sniper is not often seen as heroic by common folk. Indeed, they try not to be famous, and are rarely the member of an organized church or order. More often, they operate as loners, or as part of a motley group of good adventurers, and provide combat support from a distance. Typically, they refer to themselves only as a wandering bowman, or as a humble servant of their deity. Most penitent snipers are neutral good or chaotic good, and feel that the virtuous should fight evil however they can, without any rules. Nevertheless, some penitent snipers are lawful good,, and fight as honorably as anyone. A few are even paladins. Lawful penitent snipers do not believe that something as difficult to use as a bow is dishonorable in combat. Penitent snipers usually have a patron deity, but not always. When they do, it is always of good alignment, and usually a deity of protection or war. Religious members of the class often offer a quiet prayer with every shot. Elves, half-elves, and humans are the most common members of this class, and most of them are fighters or rogues. The class has a religious tilt, however, so a surprising number are paladins and clerics. Design Notes: This class is loosely based on various good aligned snipers from various movies, and on some reallife heroic sharpshooters like Alvin York and Chuck Mawhinney, with some added religious flavor. Class Skills Requirements Hit Die: d8 Alignment: Any good Base attack bonus: +6 or higher Skills: Knowledge: Religion 2 ranks Feats: Point Blank Shot, Far Shot, Weapon Focus with any bow or crossbow. The class skills of a penitent sniper, and the key abilities for each, are Climb (Str), Craft (Int), Hide (Dex), Jump (Str), Knowledge (religion) (Int), Move Silently Lvl Base Attack Bonus Fort Save Ref Save Will Save Special Detect Distant Evil, Paladin Abilities, Ranged Smite Evil 1/day Wisdom Grants Strength, Arrow of Healing Aura of Accuracy, Call Celestial Spotter Pierce Evil Ranged Smite Evil 2/day Blessed Arrows Greater Pierce Evil Holy Arrows, Ranged Smite Evil 3/day Table 1-8, the Penitent Sniper 25

27 (Dex), Ride (Dex), Spot (Wis), Swim (Str) Skill Points per Level: 2+ Int modifier Class Features Weapon and Armor Proficiency: Penitent snipers are proficient with all light and medium armor, and with all simple weapons and all ranged martial weapons. Code of Conduct: Penitent snipers have their own Code of Conduct, similar to that of paladins. A penitent sniper must be of good alignment and must never willingly commit an evil act. They must protect the innocent, and punish those who threaten or harm innocents. Associates: Penitent snipers follow the same restrictions regarding associates that paladins follow, except that they may hire anyone who is good. Detect Distant Evil (Sp): You may use detect evil at will, with a range equal to your line of sight. At a distance of farther than 60ft., you can only detect the presence or absence of evil, and only in that general direction. You must still use a Spot check to find a distant or hiding target, but this ability can tell you where to start looking, and gives a +2 bonus to Spot checks when looking for evil creatures. Paladin abilities (Su): You gain the paladin s aura of good and lay on hands ability. Your effective level for using lay on hands equals your penitent sniper class level plus your paladin levels, if any. Ranged Smite Evil (Su): Once per day, penitent snipers can smite evil opponents with one ranged attack. When smiting evil, you add your Charisma bonus, if any, to your attack roll and deal 1 extra point of damage per penitent sniper class level. If you attempt to use your smite ability against an opponent who is not actually evil, it has no effect and is wasted for the day. If you have the paladin s smite evil ability, your paladin levels stack with your penitent sniper levels for this ability. At 5 th level, you may use this ability 2/day, and at 10 th level you may do so 3/day. Wisdom Grants Strength (Su): When using a composite bow designed to require a higher than normal Strength, you may use your Wisdom bonus instead of your Strength bonus to determine your damage bonus, if any. Arrow of Healing (Sp): You may launch a single arrow or bolt at an ally. If it hits, it magically does no damage, but instead turns to a healing dust, and you may use your lay on hands ability on the target as if touching them. Shooting the arrow or bolt is not a separate action, but is instead part of the spelllike ability, which is a standard action that provokes an attack of opportunity. Pierce Evil (Su): Whenever an evil creature is reduced to less than 0 hit points by one of your arrows or bolts, and another evil creature is directly behind them, the arrow or bolt will continue in its path, giving you an extra attack at the same attack bonus against that creature. This works much like the Cleave feat, except that the second target must be directly behind the first target and within range. If the creature struck was not evil, or there are no evil creatures directly beyond, this ability will not activate. Aura of Accuracy (Su): You project an aura that helps your allies with ranged attacks. You and all allies within 10ft. gain a +1 sacred bonus to all ranged attack rolls. Call Celestial Spotter (Sp): Once per day you can summon a lantern archon. Penitent snipers usually use lantern archons as spotters. These archons can seek out targets and illuminate them for the sniper to fire at, spoiling concealment, and act as a diversion. They can also do any other task within their abilities, as long as it clearly and directly benefits the cause of good. This spell-like ability is treated like a lesser planar ally spell, but you need not pay the lantern archon for its services. Your caster level is 10 plus your penitent sniper class level. Blessed Arrows (Su): Every arrow or bolt you fire is treated as though bless weapon were cast on it. Greater Pierce Evil (Su): This feat works much like the Great Cleave feat. You may now use pierce evil to fire through even more evil creatures. Every time an evil creature falls from one of your arrows and there is an evil creature directly beyond and in range, you get to attack that creature with the same arrow or bolt, until the maximum range of the arrow or bolt is reached. Holy Arrows (Su): Every arrow or bolt you fire may be treated as though it were enhanced with the holy special ability (see the DMG, Chapter 7, Magic Items, Weapons). Holy weapons cause an additional +2d6 to evil creatures. Ex-Penitent Snipers: Changing to a non-good alignment, grossly violating your Code of Conduct, or committing an evil act will cause you to become an expenitent sniper until your alignment becomes good again, or you have a cleric cast atonement for you. An ex-penitent sniper loses all supernatural and spell-like abilities. They are treated like ex-paladins with regard to classes like the blackguard who seek to corrupt good to evil. 26

28 Sample NPC And Siditherus let loose a volley of death... <TWANG> And slew the hosts of Gurgamesh.. <TWANG> And drove back the foul man-beasts of Rodizz <TWANG> Sarevus, male elf Rgr6/Penitent Sniper 5: CR 11; Medium-size Humanoid (elf); HD 11d8+11; hp 64; Init +2; Spd 30 ft; AC 18 (+6 chain shirt, +2 Dex); Melee rapier +12/+7 (1d6+2/crit 18-20); Ranged +1 holy composite longbow +20/+15 (1d8+3/crit x3); SQ elven traits, wild empathy, favored enemies, animal companion; AL LG; SV Fort +10, Ref +8, Will +5; Str 12, Dex 15, Con 13, Int 10, Wis 14, Cha 12. Skills and Feats: Craft (bowyer) +9, Hide +7 (5), Knowledge (religion) +7, Listen +11 (9), Move Silently +7 (5), Ride +11 (9), Spot +11 (9), Survival +11 (9); Endurance, Point Blank Shot, Far Shot, Manyshot, Rapid Shot, Weapon Focus (composite longbow and longbow). SA Ranged Smite Evil (Su): 2/day, Sarevus may gain a +1 bonus to a ranged attack roll and a +5 bonus to damage against an evil opponent. SA Pierce Evil (Su): If Sarevus reduces an evil opponent to less than 0 hit points with an arrow, and there is another evil opponent directly beyond, his arrow passes through and he gains a free attack agaisnt the second opponent. SQ Elven Traits (Ex): Sleep immunity, +2 save vs. enchantment, low-light vision, proficient: longsword, rapier, longbows, and shortbows. SQ Favored Enemies: Against evil outsiders, Sarevus has a +4 bonus on Bluff, Listen, Sense Motive, Spot, and Survival skill checks, and a +4 bonus to damage rolls. Against goblinoids, Sarevus has a +2 bonus on Bluff, Listen, Sense Motive, Spot, and Survival skill checks, and a +2 bonus to damage rolls. SQ Wild Empathy: Sarevus may attempt to influence the reactions of animals as if using Diplomacy with a +7 bonus. SQ Distant Detect Evil (Sp): May detect evil at will with line of sight range. SQ Lay on Hands (Sp): Sarevus may heal up to 5 points of damage per day, divided up among any number of uses. SQ Aura of Accuracy (Su): Sarevus and all allies gain a +1 sacred bonus to all ranged attack rolls. SQ Call Celestial Spotter (Sp): Once per day, Sarevus may summon a lantern archon ally. SQ Arrow of Healing (Sp): As a standard action, Sarevus can fire an arrow to deliver his lay on hands healing. SQ Animal companion: Sarevus has a hawk named Dash as his animal companion. Dash, male hawk: Tiny Animal (hawk); HD 3d8; hp 17; Init +3; Spd 10ft, Fly 60ft; AC 20 (+2 Size, +4 Dex, +4 natural); Melee +7 claws (1d4-2); SQ: link, share spells, evasion, tricks; Saves Fort +2, Ref +6, Will +2; Str 7, Dex 18, Con 10, Int 2, Wis 14, Cha 6. Skills: Listen +6, Spot +6; Weapon Finesse. SQ Tricks (Ex): Dash knows the heel and fetch tricks. Equipment: +1 holy composite longbow (+2 Str bonus), mw rapier, bracers of archery, +2 chain shirt, wooden holy symbol, several holy books. History: Sarevus was raised as a warrior in a nomadic tribe of elves who traveled the plains. He was not the most skilled archer or rider among his people, but was fairly talented at both disciplines. He spent long hours with the tribal clerics, and longed to become a holy man, but his father, one of the chieftains, would not allow it. So with a heavy heart, he left his tribe, taking several copies of his tribe s holy books, a combination of history textbooks and spiritual guides. Appearance: Sarevus has long black hair, never cut, as is his family tradition. He prefers chain shirts and leathers, and is never without his bow. He is usually wearing riding boots, and when in the wilderness is always mounted on a fine riding horse. His bracers of archery were a gift from his father, and have scenes from his village carved into them. His rapier is actually a calvary saber, a long curved blade, and usually in a scabbard on his horse. Personality: Sarevus is a stern-looking elf who makes friends slowly, but keeps them for life. He particularly enjoys the company of humans, but finds all races very interesting. Sarevus is not the type of archer to shoot from hiding, but prefers to fire from horseback, canter away, then fire again. He is not afraid of melee, but knows what his capabilities are. Sarevus has a habit of quoting his tribe s holy books while in combat. He claims that it helps him aim. He has no patron deity, but instead reveres the neutral good philosophies of his tribe. Sarevus has great respect for paladins, and enjoys adventuring with them, as he usually finds a great deal of synergy between their abilities. Using Sarevus: Sarevus makes a great cohort or hireling for a paladin or other good character. He can stay back out of the majority of danger, and still be quite effective. Sarevus might join an order of paladins at some point as a ranged attack specialist, or may even multiclass into paladin. This might require a change in his religious beliefs, which despite his alignment are mostly neutral good. Converting Sarevus to the faith of a paladin order with the intention of getting him to join might be part of an adventure. If his tribe were in danger, Sarevus would return to defend it, and the player characters may wish to help. Paladins trying to get Sarevus to join them would go a long way by aiding his village, and may even gain other elven allies in doing so. 27

29 Seelie Knight Once upon a time The Seelie court is far removed from the lives of most common people. But its intrigues and struggles often touch the lives of many people without them ever knowing it. Still, there are often times when the Pixie Queen needs the direct help of elves or men for some purpose. The players in the court have long known that a member of one of the outside races can be a powerful tool. To fill this role, the Pixie Queen may, from time to time, select a capable character as a seelie knight to represent her interests in the affairs of the mortals. The Pixie Queen selects any hero whom she believes to be worthy and attractive. She prefers half-elves more often than any other race, but humans and elves are also occasionally selected. For a member of any other race to be called is a rare event. Seelie knights are usually male, but not always. The seelie knight must play a difficult balancing game at all times between the mortal and fey realms. And so the seelie knight will always have an adventurous life. They forever are at battle with swords and with words, often at the same time. All the while living with one foot in each of two wildly separate worlds. Few are worthy of the task, but those who are dread the thought of a lesser life. Class Features Weapon and Armor Proficiency: A seelie knight gains no new proficiency with any weapons or armor. Pixie Queen s Oath: A seelie knight must accept the Pixie Queen s Oath during a solemn and mystical ceremony. During this magical event the Pixie Queen gains an empathic connection to the knight. She can determine if the knight has abandoned the oath simply by concentrating, regardless of range. The Oath requires the following of the seelie knight: Help the poor with small favors. Serve the Seelie Court. Punish the evil. Commit no evil act. Remain celibate, unless with the Pixie Queen. Fey Friend (Ex): You are a member of the Pixie Queen s court, in good standing. As a result, you gain a bonus equal to your class level to all Charisma and Charisma based skill checks when dealing with Hit Die: d8 Requirements Alignment: Any good Base Attack Bonus: 5+ Feats: Choose any one of the following: Weapon Focus (Shortbow), Weapon Finesse, Skill Focus (Diplomacy) Skills: Diplomacy 6 ranks, Perform (oratory) 4 ranks, Perform (singing) 4 ranks Special: Must be selected by the Pixie Queen and accept the Pixie Queens Oath. Class Skills The seelie knight s class skills (and the key ability for each skill) are: Craft (Int), Diplomacy (Cha), Handle Animal (Cha), Knowledge (nature) (Int), Knowledge: Arcana (Int), Listen (Wis), Perform (Cha), Ride (Dex), Sense Motive (Wis), Profession (Wis) and Use Magic Device (Cha). Skill Points at each level: 2 + Int modifier. 28

30 non-evil fey. The Seelie Court Clear Mind (Ex): The experience of close mental The Seelie Court is a contact with the Pixie Queen benevolent collection of fairies and other fey that strengthens your mind. You desire to exist peacefully gain a +4 bonus to all saves along with the mortal world. against all enchantment, As fey, they are illusion and mind influencing strongly associated with nature, as well as the magic, as well as against supernatural. They are fear effects from any source. often found in natural This bonus increases to +8 settings of special value, at 5 th level. such as secluded glens or ancient forests. Sometimes Detect Evil (Su): You they are associated with can detect evil in the same ancient barrow mounds. manner as a paladin. The actual homes of the Further, if the source of evil members of the court may be hidden within these is of the fey type, or an item areas. Or they may actually strongly associated with the live in a completely separate fey, you will also know this plane or pocket dimension, during the first round of which can only be accessed through entrances at these concentration. This ability locations. tends to quickly alert you to Virtually any of the fey Unseelie involvement. presented in the MM may be Fey Blood (Su): Your found amongst the Seelie Court. And many other soul becomes more magical types of fey may also be and you gain Spell represented. Resistance equal to 12 + While the fey of the your seelie knight class Seelie Court are generally of good intentions, they often level. exhibit some of the worst Pixie Shot (Su): attributes of mankind. Pride, Starting at 3 rd level, you gain vanity and lust are the flaws the knowledge of how to most commonly associated with them. But these are craft sleep arrows as used certainly not the only flaws by pixies. Crafting one to be found. arrow requires an hour and a Craft: Bowmaking check DC:20. The arrow may be crafted as a masterwork arrow first if desired, but the extra hour and skill check are still required. A failed check to make a sleep arrow does not harm the arrow. Only one attempt may be made per day. Sleep arrows revert to normal after ten days if not used. Sleep arrows turn to dust on impact (even if they miss) and deal no damage. However, the target, regardless of hit dice, must make a Fortitude save (DC 15) or be affected as though by a sleep spell. Court Intrigue: By the time you obtain 3 rd level, your presence begins to attract a significant level of scrutiny from other members of the court. At least once per month, you must make a Diplomacy check against a DC of 20 plus your seelie knight class level. A successful Sense Motive check against the same DC provides a +2 bonus to the check. If the check is failed, you have lost standing within the court. The lost standing may only be regained by performing a special quest or favor for the Pixie Queen. The exact details of the quest are left up to the GM, but should include the defeat of an appropriately challenging Unseelie opponent, either in direct combat, or in some sort of competition or mental challenge. Until the service is complete, you lose any benefits from the Fey Friend, Clear Mind and Fey Mind abilities. Further, a seelie knight in disfavor may not advance to a higher level in the class. If the check is made by ten or more, you have actually enhanced your favor within the court. You gain a +4 bonus to be used on any one Charisma or Charisma based skill check within the next two weeks. In all cases, at least one court intrigue check must be made before you may gain each new class level, starting with fourth level. The enhanced favor bonus may only be gained once per level. Design Notes: Court Intrigue is an attempt to capture the complicated politics of the fey within a game mechanic. Depending on the nature of the Lvl Base Attack Bonus Fort Save Ref Save Will Save Special Fey Friend, Clear Mind Detect Evil, Fey Blood Pixie Shot, Court Intrigue Invisibility Minor Image Polymorph Self Major Image Fey Lord Table 1-9, the Seelie Knight 29

31 game, this may be an expedient way to get back to the action, or a clumsy replacement for role-playing. In many games it may be either depending on the current events. The GM should maintain full control of this class feature and use the mechanics as little or as much as desired. If the GM wants to maintain the full roleplaying potential of the class, political intrigue should be played out as much as possible. If the player meets the challenges set before them, allow the character to take 10 on the Diplomacy skill check. Give the character the enhance favor bonus, only if he really earns it. If the flow of the game makes it difficult to work in the full intrigue you would like for a particular level, just make the roll and move on. Spell Like Abilities (Sp): You gain several spell-like abilities as you advance in level. These abilities are the same as or similar to the spell like abilities of pixies. They all function as spells cast by an 8 th level sorcerer. Invisibility: cast 1/day at 4 th level and 2/day at 7 th level Minor image: cast 1/day at 6 th level Polymorph: cast 1/day at 8 th level Major image: cast 1/day at 9 th level Fey Lord: While a 9 th level seelie knight, you must make a special visit to the Pixie Queen before you can advance to 10 th level. During this visit you re-affirm your vows in a formal ceremony. At the conclusion of the ceremony you become a Fey Lord (or Lady). A Fey Lord is a powerful member of the Court, and is considered a proxy for the Queen herself. This promotion grants significant political and magical power to you, but also greatly increases the political complications of your life. As a Fey Lord, you may use each of your spelllike abilities one additional time per day. You may also summon 1d4+1 pixies once per day, as if casting a summon monster VII spell. Your caster level for this ability is your character level. One out of ten pixies summoned have the ability to cast irresistible dance (roll a d10 for each pixie, on a 1, the pixie can cast the spell as an 8 th level sorcerer). These pixies are relatives of the Pixie Queen, and their safety is important. The death of any of them causes your next court intrigue Diplomacy check to be at a 2 penalty. Rarely, the Pixie Queen may refuse to allow one to advance to Fey Lord. If she refuses, you must either gain a level in some other class, or choose not to advance until you have proven yourself worthy by completing additional favors for the Queen. Ex-Seelie Knights: A seelie knight who is no longer of good alignment, who grossly violates the Oath of the Pixie Queen, or who commits an evil act becomes an ex-seelie knight. The only way to regain your class abilities is to return to a good alignment, or perform some special favor for the Pixie Queen, a quest of a difficult nature that your political enemies will certainly try to sabotage. Ex-seelie knights cannot use any of their supernatural or spell-like class abilities. About the Oath The Oath as presented is simple and complete. It can be used as is with no further complications. But if you want to present the Seelie Court as a deeply intricate and fickle society, a more complicated take on the code may be considered. Help the Poor with small favors: This is in keeping with the philosophy of the Pixie Queen and does not require great charity or sacrifice, but sincere modest aid. A basic judgment of worthiness may be included, and in some cases the help provided may come in the form of a lesson in character. The lesson may be one that the pupil may not always be glad to receive. Serve the Seelie Court: This requirement is vague, and keeping it often demands great skill in the area of The Unseelie Court The Unseelie Court is in many ways a mirror of the Seelie. They share many of the same supernatural traits and abilities. The flaws such as pride and lust are also found within the Unseelie. But they are often exaggerated to a vile extent. The members of the Unseelie court seek to harm and torment mortals as much as possible. Their preferred activities include the destruction of crops and material goods and the theft of children. They are resentful and spiteful towards the Seelie. They will attempt to bring harm, sorrow or shame to their Seelie cousins at any opportunity. It is worth pointing out that no evil fey are presented in the core rules. One simple way to create the Unseelie is to simply ignore the alignment recommendations for the available fey. A chaotic evil pixie or dryad is a simple and practical representative of the Unseelie court. Feel free to substitute alternate spell-like and supernatural abilities to complement the evil nature of these creatures. Or use evil fey from other sources. Diplomacy. Skill in Sense Motive and Perform are also valuable in managing the complicated politics of the Seelie Court. A basic task that may be required of a seelie knight is the simple delivery of messages or goods to mortals or other fey. Seelie knights are also frequently tasked with defending areas of special importance from goblins or men. They may also be required to disrupt the plans of the Unseelie. The real complications of these tasks come when various members of the seelie court engage in efforts to gain prestige. A pixie may send the seelie knight to bless the birth of a royal child. The task may be important to maintaining the relations between the mortal kingdom and the Seelie. Or it may simply be a ploy to draw him away from the protection of a grove sacred to a dryad who is a rival of the pixie. The seelie knight must determine which task is the most important to those currently in power as well as those who may be gaining in power. Punish Evil: The Seelie Court considers humiliation to be the greatest form of punishment. But the knight is given significant latitude in 30

32 determining the best course, so long as the intent remains true. Commit No Evil Act: The only tenet of the Oath that is clear. Usually. Remain Celibate (unless with the Pixie Queen) The most direct sounding promise is always the most complicated in reality. In general, the knight must remain celibate. However, like the Pixie Queen, many of the highest members of her court are known to take human or elf form on regular occasion. Perhaps, at these times, it may not only be allowed, but also assumed that the knight s duties of service to the Court come before the oath of celibacy. The seelie knight must determine the political cost of disappointing a high member of the court versus the risk of upsetting the Pixie Queen. And they must always be careful to maintain the highest appearance of propriety, regardless of other necessities. Further, many lower members of the seelie (as well as the unseelie) community consider it a great political victory to seduce a seelie knight. All seelie knights know better than to risk being alone with a nymph. Sample NPC Pardon me, is that your nose or do you need healing? Ternallav, male half-elf Ftr3/Rog3/Seelie Knight6: CR12; Medium-size Humanoid (half-elf); HD 3d10+3d6+6d8+24; hp 73; Init +9; Spd 30 ft; AC 24 (+5 mithral shirt, +2 light shield, +1 ring of protection, +5 Dex, +1 dodge); Melee: +1 rapier +18/+13/+8 (1d6+2/crit 15-20); Ranged: +1 dagger +17 (1d4+2/crit 19); SA sneak attack, pixie shot; SQ half-elf traits, evasion, uncanny dodge, fey friend, clear mind, fey blood, spell-like abilities; AL NG; SV Fort +8, Ref +13, Will +7; Str 12, Dex 21, Con 14, Int 12, Wis 10, Cha 16. Skills and Feats: Bluff +9, Climb +10, Craft (bowyer) +16 (15), Diplomacy +21 (13), Gather Information +11 (6), Handle Animal +8 (5), Hide +11 (6), Listen +1 (0), Move Silently +11 (6), Perform (oratory) +7 (4), Perform (singing) +7 (4), Search +1 (0), Spot +1 (0), Use Magic Device +8 (5); Improved Initiative, Weapon Finesse, Weapon Focus (rapier), Dodge, Skill Focus (Diplomacy), Improved Critical (rapier), Mobility. SA Sneak Attack: +2d6 damage when flanking target or target is denied their dex bonus to armor class SA Pixie Shot: Target must make a Fort DC 15 save or sleep when shot. SQ Half-Elf Traits (Ex): Immunity to sleep, +2 Save vs. enchantment spells and effects, low light vision. SQ Fey Friend (Ex): +4 bonus to Chr and Chr based skill checks when dealing with non-evil Fey SQ Clear Mind (Su): +4 bonus to saves vs. enchantment and mind influencing magic SQ Fey Blood (Su): SR 18 SQ Invisibility (Sp) As spell 1/day SQ Minor Image (Sp) As spell 1/day. Equipment: +2 cloak of charisma, +2 gloves of dexterity, +1 mithral shirt, +1 light shield, +1 ring of protection, +1 rapier, +1 dagger. History: Several years ago Ternallav happened upon a clearing where a beautiful girl knelt, crying in terror as a pair of orcs hacked at a lone tree with their crude blades. Ternallav leapt upon the orcs and quickly dispatched them. He soon discovered the beautiful woman was, in fact, a dryad, and the orcs were attempting to steal her tree, in hopes of taking her captive as well. Ternallav soon found himself greatly enamored with the dryad, and stayed with her. Ternallav soon became a friend of all the dryads of the wood. Eventually, the Pixie Queen herself heard of his bravery and summoned him. Upon meeting her, Ternallav was stunned by her beauty and immediately dedicated himself to her service. Appearance: Ternallav wears bright clothing and is always smiling. He wears his hair in a variety of braids and styles, often adding feathers or a bright, exotic leaf for flair. He is thin and athletic, but not muscular. His open, charming face makes people trust him before he ever says a word. Personality: Ternallav does not lie, but might not tell everything. He is very good at saying just the right thing near the right ear. But he is dedicated only to the Pixie Queen. The people he meets today are friends and the people he met yesterday are acquaintances. Using Ternallav: Ternallav can be very useful if the party has any business with the Pixie Queen. Or he can be a good way to introduce the Pixie Queen and her court into the adventures of the party. If the party is working for the side of a good cause, it is likely Ternallav will aid them, unless a service to his Queen demands him elsewhere. He is not likely to stick around for long. 31

33 Sensate Blessing? I suppose. Sometimes I just wish it would go away. Sensates, sometimes known as mind knights, are psionic characters so repulsed by evil that they find the mere presence of evil to be discomforting. Creatures and items with a powerful aura of evil cause them anxiety or even pain. Destroying evil relieves these symptoms and provides a sense of peace. Most sensates are paladins/psychic warriors, but some are paladin/psions. Becoming a sensate is a natural process. One is not called to become a sensate, but the path is not taken by choice, either. Often, the class is taken subconsciously, with the character merely thinking of themselves as psionic paladins. Experienced sensates realize what they are and sometimes form organizations of their own. The powers of sensates are both divine and psionic. They may get their divine power from a patron deity, or it may be absorbed from the philsophies of law and good, but it is always augmented by their minds. Most sensates are humans, but there are sensates from all races. Design Notes: This class uses the rules from the Psionics Handbook, and is appropriate only for campaigns that use those rules. Hit Die: d8 Requirements Alignment: Lawful good Base attack bonus: 5+ Base power points/day: 2+ Psionic Powers: You must have at least one psionic attack mode and the combat prescience power. Special: You must be able to detect evil at will as a spell-like ability. Class Skills The class skills of a sensate (and the key abilities of each) are Autohypnosis (Wis), Balance (Dex), Climb (Str), Concentration (Con), Heal (Wis), Knowledge (religion) (Int), Ride (Dex), Stabilize Self (Con), Swim (Str), Tumble (Dex), and Use Psionic Device (Cha). Skill Points at Each Level: 2 + Int modifier Class Features Weapon and Armor Proficiency: Sensates gain no new proficiencies with weapons or armor. Evil Sensitivity (Su): Whenever you are attacked by a creature, you automatically sense whether the attacking creature is evil or not, and which direction the attack is coming from. This ability makes it impossible for sensates to Lvl Base Attack Bonus Fort Save Ref Save Will Save Special Evil Sensitivity, Psionic Smite, Restoring Hands, Retribution (+1) Manifester Level, Defense Against Evil Dodge Evil (dodge bonus), Mobility Against Evil (+4) Manifester Level, Detect Evil Thoughts Manifester Level, Retribution (+2) Manifester Level, Improved Dodge Evil Mobility Against Evil (+8) Manifester Level, Improved Combat Prescience Manifester Level, Retribution (+3) Manifester Level, Perfect Mobility Against Evil, Psionic Karma Table 1-10, the Sensate 32

34 associate with evil creatures over long periods of time. After an hour with an evil creature, you gain a headache and suffer a 1 circumstance penalty to all attacks, skill checks and saving throws. This penalty only goes away when you have been away from evil creatures for at least an hour. Effects that disguise or hide alignment, such as an undetectable alignment spell, can fool this ability. Psionic Smite (Sp): Once per day, before using a psionic attack mode against an evil creature, you may choose to make the attack a psionic smite with a bonus to your psionic attack roll equal to your Charisma bonus, if any. A psionic smite adds half your sensate level, rounded down, to the ability damage rolled against an evil psionic creature. Non-psionic evil creatures subjected to a psionic smite are stunned for one additional round. If the attack is unsuccessful, or the target creature was not evil, your use of psionic smite is wasted for the day. You may perform a psionic smite twice per day at 5 th level and three times per day at 9 th level. Restoring Hands (Sp): With a touch, you may heal a number of ability score points per day equal to your sensate class level. You may heal up to this amount all at once, or spread it out over the day. You can use this ability to attack undead foes. Whenever succeeding with a melee touch attack against an undead creature, you may cause temporary ability score damage to their Strength score, up to the same amount that you can heal. A Will save at DC 15 halves this damage. Retribution (Su): Whenever you attack a creature that you have determined to be evil through the use of your detect evil or evil sensitivity abilities, you gain a +1 insight bonus to attack rolls against that creature for the rest of the combat. Unlike other insight bonuses, this insight bonus stacks with that granted by your combat prescience or improved combat prescience power. This bonus increases to +2 at 5 th level, and +3 at 9 th level. Manifester Level +1: Sensates continue to develop their psionic powers as psions or psychic Call of Duty A Paladin s Sourcebook: Chapter 1: Classes and Feats Dealing with Detection The paladin s detect evil ability, and the sensate s detect evil thoughts can present problems for those attempting to run a campaign with lots of hidden villains. A mystery adventure is no fun when the players figure out that the butler did it within 5 minutes. And higher level divination spells can unravel plots very quickly. There are two approaches a GM can take to makes such adventures challenging without taking away abilities from the player characters: Fight fire with fire: The bad guys can use spells too. Undetectable alignment can foil detect alignment spells. Nondetection can be adequate protection from scrying. And a villain using detect good may spot the party as a threat before they spot him, and may take steps to avoid them or take them out first. Give them lots to detect: Perhaps a city is filled with mildly evil people, or the masquerade ball the paladin is attending has mostly evil guests. This works best in civilized settings where paladins cannot just go around slaying everyone who shows up on their radar without breaking the law. If all the suspects are evil, then the paladin must do some detective work. However, do not forget that paladins were given the ability to detect evil for a reason: to find the enemy. Let them benefit from it most of the time without complications. warriors. Each level you gain manifester level +1, you acquire new power points per day and access to discovered powers and psionic combat modes as if you had gained a level in your psionic class (psion or psychic warrior). You gain no other benefits from those classes. Defense Against Evil (Su): You have an uncanny intuition about how an evil creature will attack you. You gain a dodge bonus to AC equal to half your sensate class level, rounded down, against attacks from evil creatures. Dodge Evil (Su): You are so good at sensing the presence of evil creatures that you never lose your dodge bonus to AC against evil creatures for being flat-footed or unaware. Mobility Against Evil (Su): At 3 rd level you gain a +4 dodge bonus to AC against attacks of opportunity from evil creatures provoked by moving through their threatened areas. At 7 th level this bonus increases to +8. Detect Evil Thoughts (Sp): You may manifest detect thoughts (the psionic power) with no power point cost, but may only to read the mind of an evil creature. Improved Dodge Evil (Su): At 7 th level, evil creatures surrounding you no longer effectively flank you. Evil rogues 4 levels higher than your character level ignore this ability. Improved Combat Prescience (Sp): Whenever you manifest combat prescience, your insight bonus to attack rolls is +4 instead of +2. Perfect Mobility Against Evil (Su): You never let your guard down against evil. When an evil creature makes attacks of opportunity against you that are provoked by movement through their threatened areas, they always miss you. Psionic Karma (Su): This ability may be used once per round when you take damage from an evil creature in melee, and does not require an action. Pay half your power points (minimum 2 points) to use psionic karma. You may attempt to cause a wound inflicted on you by an evil creature in melee to also inflict your attacker. Make a free attack with any psionic attack mode against your attacker. If successful, instead of causing psionic damage, your opponent takes the same amount of melee damage 33

35 you have just taken. Ex-Sensates: A sensate who willingly commits an act of evil or takes on an alignment other than lawful good becomes an ex-sensate, and loses all supernatural and spell-like abilities of the class (note that they keep their manifester levels, bonus feats, evil sensitivity, and their dodge evil ability). An exsensate may regain its abilities by receiving atonement from a good cleric. Sample NPC Evil destroys itself; our struggle is an easy one. Delos Ranthoon, male human Psychic Warrior 6/Pal 1/Sensate 3: CR 10; Medium Humanoid (human);hd 9d8+1d10; hp 59; Init +4; Spd 30ft; AC 23 (+5 Dex, +4 mithral shirt, +4 Inertial Armor); Melee +1 impact quarterstaff +10/+5 (1d6+6); SA smite evil 1/day, psionic smite 1/day, psionics, retribution (+1); SQ: aura of good, detect evil, evil sensitivity, restoring hands, dodge evil; AL LG; SV Fort +10, Ref +8, Will +6; Str 13, Dex 20, Con 10, Int 11, Wis 13, Cha 14. Skills and Feats: Autohypnosis +11(10), Heal +11(10), Stabilize Self +11(10), Use Psionic Device +11(9); Inertial Armor, Great Sunder, Power Attack, Speed of Thought, Improved Sunder, Weapon Focus (quarterstaff), Weapon Specialization (quarterstaff). Power Points: 16 /day Powers known: 0 level-burst, catfall, detect psionics; 1 st level- biofeedback, call weaponry, hustle; 2 nd level- body equilibrium, combat prescience; 3 rd level - displacement Psionic Combat Modes known: empty mind, id insinuation, ego whip, mind blast SA Smite Evil (Su): 1/day, Delos may add +2 to an attack roll against an evil opponent, and if he hits, adds +1 to the damage. SA Psionic Smite (Su): Once per day, Delos can add +2 bonus to a psionic attack roll, and a +1 bonus to the ability damage done by his psionic attack modes to evil psionic creatures, or stun an evil non-psionic creature for an additional round. SQ Restoring hands (Sp): Delos may heal up to 3 points of ability score damage per day, and can divide this healing up. He can also using these points to cause temporary Strength damage to undead creatures with a melee touch attack. SQ Retribution (Su): Delos gains a +1 insight bonus to attack rolls against creatures he has detected as evil. SQ Dodge Evil (Ex): Delos never loses his Dexterity bonus to AC against evil creatures. Equipment: mithral shirt, impact quarterstaff +1 (Named Sorrow, this staff is mentally audible. It telepathically weeps every time it slays anything.),, cloak of resistance +2, psionic tattoos: body adjustment (x4), time hop (x4), mindlink (x4) History: Early in life, Delos was small for his age and often chased by bullies through the streets of the large city he called home. He got in fights every day and finally left home as a teenager to seek his fortune. Soon, he came upon a small village terrorized by an ogre named Garik. Garik regularly raided the village, taking what he wanted and beating anyone opposing him to death. Delos stood up to the huge creature and fought him off with a tree branch. A wandering paladin, also responding to the village s plight, witnessed this bravery and Delos incredible speed, and offered to take him into his order as a squire. After traveling with the paladin and becoming impressed with the knight s selflessness, Delos was accepted into the order and became a paladin himself. Some time later, when his liege was killed in battle, Delos began to feel pain whenever evil came near, and became a sensate. He has left the paladin order, and now wanders the world, looking for a powerful psion to help him deal with his abilities. So far, none have been able to help, but he has gained numerous contacts in the psionic underworld, and has a mentor of sorts who occasionally scribes psionic tattoos for him. Delos dislikes cities, but haunts them anyway, always in search of someone who can explain his abilities, and possibly offer a cure. Appearance: Delos is a thin man, appearing over thirty even though he is in his twenties, who nearly always wears a pained expression when in populated areas, due to his sensitivity to evil. The presence of a particularly good aura dampens the pain, and always brings a smile to his face. Delos conceals his mithral shirt under voluminous cloaks and robes, and often poses as a traveling wizard or sage. His numerous tattoos are more difficult to conceal, and often mark him as a stranger. Personality: Delos is like a kind, cheerful man who happens to have a headache. Fits of irritability and impatience spoil his otherwise benevolent nature. He is always fighting to suppress the constant pain of evil auras. Using Delos: Delos can be used as a cohort by a psion or paladin, or as a source of information in a city. He is especially good at finding strong sources of tangible evil, such as evil outsiders or spellcasters. Delos might come to the player characters for help if an evil too powerful for him to fight is nearby. Such a danger would cause him great pain, and he may even reward someone who vanquished it. 34

36 Sword Saint A paladin is a warrior, not a cleric. Move aside. A sword saint is a type of paladin who channels divine power into a holy blade. They are usually paladins, but sometimes non-paladins who have answered the call of duty become sword saints. Sword saints usually do not refer to themselves as such, but typically call themselves paladins. Only the most high level (usually level 7+) sword saints ever dare to use the title sword saint. Design Notes: This class is primarily for paladins who do not like casting spells. Some paladin players just like to fight, and this class gives them the opportunity to be very good at it without taking levels of fighter. Hit Die: d10 Requirements Alignment: Lawful good Base attack bonus: +6 or higher Feats: Weapon Focus with any two of the following: bastard sword, great sword, long sword, rapier, scimitar, short sword, two-bladed sword Special: You must have the paladin s smite evil ability. Class Skills The sword saint s class skills (and key abilities for each) are Craft (Int), Diplomacy (Cha), Handle Animal (Cha), Heal (Wis), Knowledge (religion) (Int), Profession (Wis), Ride (Dex), and Sense Motive (Wis). Skill Points per Level: 2+ Int modifier Class Features Paladin abilities (Su): Your effective level for using the following abilities equals your sword saint level plus your paladin levels, if any: lay on hands and smite evil. Also, sword saints may use smite evil one additional time per day. Heal Blade (Sp): You may use your lay on hands ability to cure damage dealt to a righteous, holy, or holy burst sword, including a sword that gained its ability from one of your sword saint class abilities or one summoned by you with the call holy avenger ability. Righteous Blade (Su): After meditating and attuning yourself to the blade for a full 24 hours, any single magical sword (including any of the following: bastard sword, great sword, long sword, rapier, scimitar, short sword, two-bladed sword) you wield gains the righteous special ability (See Chapter 4) but only when you wield it. If the sword already had the righteous, holy or holy burst special ability, then this class ability has no effect. Swords with the blasphemous, unholy, or unholy burst special abilities or with an evil alignment cannot be affected with this ability. You Lvl Base Attack Bonus Fort Save Ref Save Will Save Special Paladin Abilities, Heal Blade, Righteous Blade My Blade is My Life Holy Blade Bonus Feat Holy Burst Blade Bonus Feat Call Holy Avenger Table 1-11, the Sword Saint 35

37 may only enhance two blades in this manner at any one time, one for each hand, and may remove the effect as a free action, if you wish to enhance a different blade. Smite Evil Blade (Sp): The corruption of steel cannot be tolerated. Once per day, whenever you are attacking a magical weapon, you may add your Charisma bonus to the attack roll, and deal 1 extra point of damage per level. Your effective level for using this ability equals your sword saint level plus your paladin level. My Blade is My Life (Su): Any time a sword enhanced by your sword saint class abilities takes damage, you may choose instead to take the damage yourself. Damage absorbed in this manner is not affected by damage reduction or spell effects, and must be taken. Using this ability is not an action. For example, Katrina, a sword saint, is battling Garog, an evil ogre fighter with the Improved Sunder feat. Garog smashes his Huge greatclub down on Katrina s holy rapier +2 with a critical hit for 40 points of damage. To the ogre s amazement, the sword holds true and does not even show a nick, but Katrina winces as blood trickles out of her mouth. Holy Blade (Su): This ability works the same as the righteous blade ability, except that the sword gains the holy special ability (see the DMG, Chapter 7, Magic Item Descriptions, Weapons) for as long as you hold it. Bonus Feat: Sword saints Organization Statblocks See Chapter 2 and 3 for more information on tenets and paladin orders. By summarizing organizations into a statblock-like format, you can give players information on your campaign at a glance. Sisters of the Far Isle: Paladin Order Summary: The Sisters of the Far Isle are an all female order of ranger/paladins, some of which are sword saints. They were originally formed when a magical plague killed most of the men on the islands. Recently, the order has not been active, but an invasion of devils has caused them to rally. Note that they have no prejudices against males, but there are very few males on the Far Isles and none have been called to duty in recorded history. Race: Any, but humans are the most common. All are female. Patron Deity: none, the Sisters are secular Common Feat Progression: Bolster Smite, Weapon Focus, Improved Critical, Smite Favored Enemy. Skills: Max out Heal May freely multiclass as: Rangers Tenets: Must never surrender, though they may retreat. (tactical) Must not have a patron deity. All Sisters of the Far Isle worship their ancestors and gain their powers from the spirits of long dead female warriors. (cultural/tactical) Alignment (Tilt): LG (NG) gain bonus feats at 5 th and 9 th levels. They may choose any feat they meet the prerequisite for that requires them to specify a weapon type or that has the paladin s smite evil ability as a prerequisite. The weapon type they specify must be a sword (including any of the following: bastard sword, greatsword, katana, longsword, rapier, scimitar, shortsword, two-bladed sword). Holy Burst Blade (Su): This ability works the same as the righteous blade ability, except that the sword gains the holy burst special ability (see Chapter 4) while you wield it. Call Holy Avenger (Sp): Once per day, as a standard action you may summon an ancient blade used by a legendary paladin. The blade appears in your hand for a number of rounds equal to the sum of your paladin and sword saint levels. The blade is usually a holy avenger, but the GM may choose a different weapon with a good alignment of equal or lesser value if it better fits the situation. For example, a sword saint facing a horde of undead may receive a sun blade. Blades summoned in this manner may also be intelligent, if the GM so chooses, and can offer advice or knowledge, and not just serve as a weapon. Ex-Sword Saint: If you ever lose the ability to smite evil, for instance by becoming an ex-paladin, then you become an ex-sword saint and lose the use of all your special abilities until you regain the ability. Deathblade: A deathblade is an evil prestige class with abilities similar to that of a sword saint, except they gain no paladin abilities, and instead of righteous, holy and holy burst blades, the deathblade imbues his blades as blasphemous, unholy, or unholy burst, respectively. Instead of smite evil blade, they can smite good blades, and can call an unholy destroyer (see Chapter 4) instead of a holy avenger. Also, deathblades do not need to be able to cast bless weapon or to smite evil. They only need to be evil and to swear an oath to serve an evil outsider in exchange for their powers, the same as a blackguard. Ex-sword saints who take this dark path exchange all of their exsword saint levels for deathblade levels. Returning to the sword saint class after taking this oath is impossible. Deathblades who violate their oath or become non-evil lose all class abilities and become ex- deathblades forever. Sample NPC Time to send you back. Katrina Hellbane, female human Rng3/Pal3/Sword Saint 5: CR11; Medium-size Humanoid (human); HD 3d8+8d10+22; HP 68; Init +3; Spd 30ft; AC 18 (+3 Dex, +5 heavy shield); Melee +2 keen longsword +14/+9/+4 (1d8+2/crit 15-20/x2);SA smite evil 3/day, favored enemy; SQ detect evil, divine grace, divine health, lay on hands, aura of courage, heal blade, my blade is my life, holy blade; AL LG;SV Fort +15, Ref +12, Will +7;Str 10, Dex 16, Con 14, Int 13, Wis 12, Cha

38 Skills and Feats: Climb +9, Diplomacy +8 (5), Heal +15 (14), Knowledge (planes) +5 (4), Knowledge (religion) +6 (5), Listen +7 (6), Search +7 (6), Sense Motive +12 (11), Spot +7 (6), Survival +7 (6), Swim +6; Bolster Smite, Combat Expertise, Improved Critical (longsword), Smite Favored Enemy*, Track, Weapon Focus (rapier), Weapon Focus (longsword). * new feat, see page 4. SA-Favored Enemies (Ex): Against evil outsiders, Katrina gains a +2 bonus to Bluff, Listen, Sense Motive, Spot and Survival checks and deals +2 points of damage in melee. SA Smite Evil (Su): 3/day, Katrina may add +3 to an attack roll against an evil opponent, and if she hits, adds +8 to the damage. If the opponent is an evil outsider, she does +11 damage instead, plus the +2 damage from the favored enemy ability. One of her smites for the day can only be used against evil outsiders. SQ Lay on Hands (Sp): Katrina may heal up to 33 points of damage per day. She can divide his healing up as she likes. SQ My Blade is My Life (Su): Katrina may take any damage inflicted on a blade she wields. SQ Holy Blade (Su): Any sword Katrina wields gains the holy special ability (+2d6 holy damage against evil creatures). Equipment: +2 keen longsword, +3 heavy steel shield, mw shortsword, mw chainmail bikini History: Tired of fighting a guerrila war from the wild jungles of their island, Katrina s older sister summoned fiends to protect their tropical island home from invaders. Though her sister s intentions were good, she made one pact too many with a pit fiend and lost her soul to darkness. Katrina watched her sister s soul get sucked into hell, and was forever changed. At the age of 20 she picked up her mother s sword and charged through the still open portal into a dark place of firey doom. She remembers well the torture she suffered. Shortly after her foolish attack, she was rescued by a raiding party of solars. They healed her and showed her the paradise she would someday visit. The experience overwhelmed her, and she answered the call of duty with a proud heart. Now the same creatures who killed her sister are conquering her land, and she searches for a way to fight them while hoping to rescue her sister from hell itself, even though she has been advised repeatedly that her sister chose her fate willingly, and could not be redeemed. Recently, Katrina accepted leadership of the Sisters of Far Isle, a paladin order spanning the island archipeligo she calls home. Appearance: Katrina shuns armor, preferring warmer climates and as little clothing as possible, and even going topless when the local culture allows it. Her body is toned and deeply tanned. She likes jewelry, but seldom wears much when fighting. She usually carries a magical longsword, and sometimes a backup weapon, usually a masterwork shortsword. Personality: Katrina is driven to fight the fiends of hell on their own ground. She knows she cannot confront them directly, at least not yet, and is content to merely thwart their plans on the prime material plane. Being a paladin is a source of great pride to Katrina; it gives her the purpose in life she missed after her children were killed. She does not think of herself as a sword saint, but simply as a paladin who disdains spellcasting. Using Katrina: Katrina is likely to be encountered away from her homeland on a quest to find allies against the diabolic invaders who are spreading disease to the children of her islands. What she does not realize is that her sister Elena s corrupt soul has become a powerful diabolic wizard and a key part of the invading force. Rather than destroying Katrina, Elena seeks to corrupt her into becoming a deathblade. Elena will attempt to seduce any paladin helping Katrina with the same goal in mind: corruption. Elena does not want to destroy anyone; she wants as many as possible to fall from grace and join her side. 37

39 Chapter 2: Roleplaying Paladins There are three things that define a paladin: 1. Paladins are called into service. No character chooses to become a paladin. The player may choose to have his character become a paladin, but the character cannot choose this path. 2. They must be of lawful good alignment. 3. They swear to follow a strict Code of Conduct and not to associate with those of evil alignment. The paladin is the only non-prestige class that balances class abilities with roleplaying restrictions. Other classes may have alignment restrictions and guidelines on roleplaying, but the paladin has the most heavy-handed limits in the game, and is the hardest class to play. The goal of this chapter is not to tell anyone how they should play paladins. The GM s interpretation of alignment and the Code of Conduct is the only one that matters, not what it says in this book. The goal of the chapter (and the main goal of this book) is to get the GM and paladin player thinking and talking about these issues before playing the game. The biggest problem with playing paladins is the potential for misunderstandings between the GM and player. Take some time to talk about the issues in this chapter between game sessions, and fewer problems will pop up during play. Answering the Call I remember when I first saw the unicorn beckoning me to follow him into a verdant forest. At first it was merely in my dreams, and I convinced myself that I had merely eaten too much rich food, even though never before had I dreamed in color or smelled such sweet air. I ran away from the noble beast. I was afraid, not of the creature, but to accept such responsibility. After some time, the wicked deeds of others and the cries of the victims hurt like a splinter in my heart, and the nighttime dreams became daytime visions. Walking to the unicorn gave me peace and took the pain away. I am no longer afraid. When taking the paladin class, you and the GM should decide who has called your paladin into service and why. Picking up a level of paladin is not like taking a level of rogue or fighter. It is much more than a skill set or a style of fighting. Becoming a paladin is a serious life event that starts with the call. Paladins have all answered the call of duty, but not all do so for the same reasons. Choosing the motivation for your paladin s drive is essential. The reason for taking on the 38 Paladins and Religion There are a couple of myths regarding paladins and religion. The first myth is that paladins are called by and must follow a patron deity. This is not always the case. Paladins can be called by the philosophy of righteousness, by a powerful abstract force, or a powerful creature that is not quite a god. The second myth is that paladins always gain their powers from a patron deity. There is no need for a paladin to follow a specific deity, and even if a paladin chooses to do so, that god may not be the source of their powers. Usually, whatever called the paladin in the first place grants the paladin s powers. Gods or creatures who grant powers to paladins must have levels as paladins themselves, and are therefore lawful good and follow the same Code of Conduct. The fact is that some paladins are not very religious at all. These secular paladins may swear allegiance to a good government, an honorable conclave of wizards, or even a benevolent thieve s guild that operates to thwart an evil government. Or they may answer to no one except their conscience and operate independently. However, secular paladins are the exception in most campaigns. Paladins rely on clerics, most of whom have a patron deity with an organized religion. They need clerics for their wisdom, their healing power, and sometimes for their ability to cast atonement. challenge of paladinhood defines how a paladin will operate. Following are some motivations and the implications of each. You can choose one or more for your character: Benevolent Motivation: You have a deep caring for others. Examples: You have seen too many innocents die, perhaps in a war or massacre. Implications: Your main goal is to prevent the plans of evil from succeeding and save as many lives as possible. Given the choice of rescuing captives or killing their oppressors, you will not hesitate to choose the former. Justice Motivation: You have been wronged by evil and you want innocents to have justice. And yes, perhaps you want vengeance as well. Examples: A loved one was murdered, you were enslaved, something you created was destroyed, or perhaps you grew up in an evil land where all of these things happened, or worse.

40 Implications: You focus on punishing evil for wrongdoing. Given the choice of defending a ravaged town from further attacks or hunting down the raiders in a preemptive strike, you will choose the latter every time. Lawfully Inclined Motivation: You want the power to enforce the law of the land. Examples: You are in a land that has descended into anarchy, or have been victimized by criminals. Implications: You focus on fighting chaotic enemies and working with legitimate authority. Redemption Motivation: You have committed terrible acts in your past, and hope to redeem your soul with acts of goodness. Examples: You may have done a series of evil acts, or perhaps only one terrible thing. It may or may not be a secret. You may have enemies who were once allies, mentors, or students. Implications: You tend to fight those who committed evil acts similar to your crimes. Reluctant Motivation: You did not really want to be a paladin, but the calling was too strong to ignore. Examples: Sometimes the need for a paladin is so great that it is forced on a creature. They are drafted into service by a higher power, and forced to become paladins. Implications: Even though you did not want to answer the call, you have a great sense of responsibility and now that you are a paladin, you find it difficult to reject the burden. You are cynical about the whole situation, and tend to disdain other paladins and religious organizations. You do not exactly think of paladinhood as a curse, but it s certainly no blessing to you. Revelation Motivation: You have recently been divinely inspired. Examples: Your faith in your patron deity is new and sudden. You may have witnessed a miracle, Call of Duty A Paladin s Sourcebook: Chapter 2: Roleplaying Paladins Planning to Fail may have been healed or raised by a cleric of your deity, or may have even spoken face-to-face with your god. Implications: Religion is a cornerstone of your paladinhood. You are likely to take the advice of clerics of your faith, and spend a great deal of time studying religion and defending your church. You focus on defeating foes that follow opposing faiths. Tradition When planning to play a paladin, there is an option that many players and GMs overlook. You can plan to play a paladin who violates the Code of Conduct and eventually becomes an expaladin. Why would you want to do this? You may be interested a prestige class that rewards expaladin levels, such as the chaos knight or blackguard. However, do not forget the roleplaying opportunities gained by playing a character with expaladin levels. If the focus of your game is on roleplaying instead of combat, playing a fallen paladin can be great fun. Imagine the angst and uncertainty of such a character, the relationships with those he may have betrayed, and the temptations he will face from those trying to get him to ally with evil as a blackguard. Motivation: You were raised to fight evil. Examples: Your father was a paladin and so was his. You learned to wield a sword as soon as you could walk, and could ride a horse before that. Implications: All of your life you have known that you would answer the call. Doing so came as naturally as breathing, and you know little else. You have a hard time relating to non-paladins, and tend to Zealous fight the same forces of evil that your elders faced. Pride Motivation: You have a craving for power, and believe it should go to the righteous, that is, you. Examples: You might be a religious leader, noble, or politician. You have a lot of confidence, and are probably successful and respected in the community by many. Implications: Paladins motivated by pride may be righteous warriors of law and good, but also wish to make themselves more powerful because they believe they are more worthy than others. If you are interested in a holier than thou personality, or plan to play an ex-paladin (see boxed text) this is one way to go. Motivation: You are simply driven to fight evil. It is an addiction for you. Examples: Defeating evil gives you an emotional high, almost like a drug, or you feel physically sick if you allow evil to win, or both. Implications: You tend to fight evil wherever you find it, and as quickly as possible. If given the choice between traveling for a week to slay a great source of evil like a demon, or traveling overnight to fight a lesser evil, you would choose the latter, then would do a forced march to defeat the demon while hoping to run into bandits along the way. 39

41 Call of Duty A Paladin s Sourcebook: Chapter 2: Roleplaying Paladins Paladins and Alignment Being lawful good means that you are honorable and compassionate. You are willing to risk yourself to protect the innocent and to fight evil in an honorable way. You tell the truth, keep your promises, and follow the laws of legitimate authority. You see the value of organization and teamwork, and are likely to swear loyalty to a just ruler. However, no matter how strict a paladin may be, they sometimes commit acts that are not purely lawful good. Paladins and organizations of paladins typically lean in one of two directions when straying from the narrow path of lawful good: They lean towards lawful neutral or neutral good. These leanings are the tilt of a paladin or paladin organization. Remember that if a paladin s alignment actually changes to one of these alignments, then they violate their Code of Conduct and become ex-paladins until a cleric casts Does Alignment Determine Behavior? Remember that you are not required to roleplay in accordance with your alignment. Instead, your alignment should be determined by the way you play your character, as interpreted by the GM. You choose your starting alignment, but after that, the GM decides what it is based on your behavior. In other words, the GM should never say You re lawful good, you can t do that!, but could say Are you sure you want to do that, it may affect your alignment?. If the GM feels you have committed an evil act, you could end up playing an ex- atonement. A tilt merely defines paladin. which way a paladin errs when confronted with an ethical or moral dilemma requiring him to choose between the ideals of law and good. Some paladins do not have a tilt, or go back and forth between the two ideals, and a few paladins (but almost no organizations of paladins) are beyond reproach and tread the difficult path of law and good with perfection. If that seems too restrictive, don t play a paladin. The class is subjective and challenging to play, and may not be fun for you. Lawful Neutral Tilt: A paladin with a lawful neutral tilt is sometimes more concerned about law and order than the well being of others. Such a paladin might prefer to fight a chaotic evil monster on a rampage rather than topple the regime of a lawful evil ruler. They tend to prefer open combat rather than tactics requiring stealth, ranged weapons, or deception. Lying is forbidden, even if innocents might be hurt by the truth, although staying stubbornly silent is allowed. Orders that have this tilt may place a heavy emphasis on honor and tradition, and often promote the ideals of chivalry. Neutral Good Tilt: Paladins with this tilt sometimes go with the belief that the end justifies the means. To a paladin with this tilt, service to the forces of good is slightly more important than a dedication to law. Paladins with this tilt are more likely to use deception, sneak attacks, and disguises to protect the innocent and fight evil. They still do not lie or defy legitimate authority. However, such paladins have been known to use loopholes in the law, omit certain facts, and ask for forgiveness rather than permission. Orders of paladins with a neutral good tilt tend to place more importance on individuality and occasionally go on covert missions, frequently using the undetectable alignment spell. The Code of Conduct You must understand that the Code is more than a set of guidelines, rules, or even religious laws. The Code of Conduct is our strategic plan for defeating the forces of evil. You may win a few battles without the Code. However, those who are called must rise above our enemies; only by fighting from a higher ethical and moral ground can we hope to win the war. - an unnamed mentor The paladin is one of the few examples in the d20 system of using roleplaying restrictions to balance game mechanics. That is because the paladin is a special class, and worthy of such an exception. The fantasy genre would not be complete without them. Unfortunately, the Code makes the paladin hard to play. Its interpretation is subjective. The goal of this section is to explain the paladin s Code of Conduct in detail. It is one view of the Code, and not necessarily your GM s view, so be sure to talk to your GM about their interpretation before play. The paladin s restrictions on associates technically are not part of the Code of Conduct, but are a part of the Code in spirit and so are commented on here. The Code, Line-by-Line A paladin must be of lawful good alignment Remember that while the player chooses the initial alignment of a character, the GM may change it to reflect your actions (see the PHB, Chapter 6: 40

42 Description, Alignment). Lawful good means that you are both honorable and compassionate. It does not mean following the rules just because you don t want to be punished, or being good to others when it is convenient for you. Being lawful good means that you go out of your way to uphold the best ideals of society in order to make things better for others. All of this is subjective. Others often view people who think they are lawful good in real life as neutral good or even neutral. In fact, even the most notorious villains, in both fiction and real life, rarely think of themselves as evil, and often consider themselves righteous. However, this is not real life; it is a fantasy roleplaying game. In the game, the GM s point of view on your alignment is the only one that counts. Talk with the GM before play about alignment changes. There is no hard rule on when a GM can change your alignment, so when playing a paladin you need to know how strict your GM will be. Will they change your alignment at the slightest infraction, after a series of violations, or somewhere in-between? Alternatively, will they give you a warning, or even leave alignment changes up to you? Any of these methods are within the rules and perfectly acceptable, and since this directly affects the game play of your character, you should know how it will be handled. If you are the GM, go out of your way to let players of alignment based classes (paladins, monks, etc) know how you handle these issues. and loses all special abilities if she ever willingly commits an act of evil. A paladin s abilities can be recovered through the use of an atonement spell. Remember, however, that the spell states in the case of a creature atoning for deliberate misdeeds and acts of a knowing and willful nature, you must intercede with your deity (requiring you to expend 500 XP) in order to expunge the subject s burden. Clerics may not be willing to cast Call of Duty A Paladin s Sourcebook: Chapter 2: Roleplaying Paladins Evil Player Characters According to the PHB, Most player characters are good or neutral rather than evil. In general, evil alignments are for villains and monsters. Therefore, the rules allow evil player characters. However, an evil player character in the party presents a problem. It limits the class choices of the other players. You cannot effectively play a paladin if there is an evil player character in the group because of the paladin s restrictions on associates, and the evil character also cannot be effectively played, at least not without potentially disruptive conflicts between the characters, or even the players. Paladins don t look the other way with regard to the behavior of their companions. There are several solutions to this problem: 1. Do not allow evil player characters. This is the simplest solution, and is recommended. Many evil character concepts, especially grim anti-heroes out for vengeance can be portrayed with a neutral alignment just fine, and a neutral character can commit an evil act now and then without becoming evil. 2. Modify the paladin s associates restriction so that she can adventure with evil characters for limited times. This is not recommended, since it cheapens the paladin class and is not logical. But perhaps the evil character is trying to change his ways, and the paladin is trying to convert him. This shouldn t go on forever though. If the evil character does not change alignments, the paladin should stop associating with him. 3. Do not allow paladins as player characters. This is obviously not recommended; since you are reading this book, it is unlikely that this option interests you. There may be other solutions, but it really boils down to this: If you re running a heroic campaign, then evil player characters don t belong, and if you re not running a heroic campaign, then paladins don t belong. atonement for a paladin who has committed an evil act, or may require a special quest first. Since paladins cannot cast atonement, most paladins have close ties to clerics. The temple or church may have quite a bit of influence over paladins in the campaign world. A paladin who belongs to an order without religious ties may have difficulty in finding a cleric willing to atone him. Acts of evil performed unknowingly or unwillingly are not truly evil, just as forcing or tricking a demon into doing something good would not truly be a good act on the part of the demon. However, evil acts committed unwillingly may be considered dishonorable and therefore a gross violation of the Code; the GM may rule that they leave a stain on the soul and still cause a paladin to lose his special abilities until the paladin atones with the atonement spell, but no XP cost should be required in this case. Committing an evil act while under duress or because of a threat to your well-being or that of an innocent is still considered to be knowingly and willingly committing evil. Paladins with an aura of courage are immune to fear, and cannot be intimidated or threatened into doing something against their beliefs. Even those without an aura of courage are still responsible for their actions when afraid. However, even a paladin with an aura of courage may be tempted to go astray to save innocents, not out of fear, but out of benevolence. For example, a paladin who allows innocents to be harmed when ordered to by an enemy holding his companions hostage would become an ex-paladin. This may seem unfair, but to a paladin, evil should not be dealt with, it should be defeated, and giving into the demands of those who take hostages merely encourages more hostage-taking. The worldview of a paladin with respect to good and evil is black and white, with no shades of gray to hide in. 41

43 Call of Duty A Paladin s Sourcebook: Chapter 2: Roleplaying Paladins Additionally, a paladin s code requires that she respect legitimate authority, Here, the code shifts gears. Beginning with this line, only gross violations of the code can cause a paladin to lose their special abilities and become an ex-paladin. The definition of a gross violation is subjective and up to the GM. It could mean only clear and flagrant violations such as openly refusing the direct orders of a good king, or it could mean repeated violations, like consistently telling white lies and half-truths over the course of a year or more. Legitimate authority can be taken to mean a non-evil leader or organization of a leader respected by the majority of the beings they have influence over. If the majority of the people want to overthrow an unpopular monarch, then the current government might not be considered the legitimate authority by the Code. Religion can help here. A paladin s church usually specifies the legitimate political authority in a region. Please note that paladins need not respect evil authority. A truly evil government, such as a land ruled by a devil, a wicked king who uses terror to enforce his authority, or an evil temple or clerical order can be openly opposed. Evil is never considered legitimate, and the fight against evil takes priority over the fight against chaos. act with honor (not lying, not cheating, not using poison, and so forth) The Culture Trap Honor can be quite subjective and often depends on culture. This aspect of the Code should never restrict the paladin so much that they cannot effectively and vigorously fight evil. It is clear that not lying means that paladins should always tell the truth. Lying to your allies and those in legitimate authority is clearly against the Code. However, not lying does not mean that you must speak the truth. Remaining silent when questioned is quite acceptable. In addition, not lying does not mean that deceptive tactics like disguising yourself to infiltrate an enemy fortress are forbidden. Even if you do lie, remember that it would take a gross violation of this part of the Code to lose your powers. If lying to an enemy saves the lives of innocents or otherwise thwarts evil, your GM probably should not consider that a gross violation of the Code unless the tactic is repeated often or when alternatives are available. Remember that paladins are heroes. Fighting against terrible odds is always considered a valid alternative, and risking your life is not an option, it is expected. People in different times and lands often have vastly different values. Concepts considered barbaric in the real world in the 21 st century (at least in most of it, thankfully), such as slavery, torture, and human sacrifice were not considered to be all that bad by some in medieval times, and just another part of a very rough place where life had little value. Take a fresh look at your campaign world and decide how it is socially the same, and how it is different from the real world. Players of paladins need to know what is considered good and evil by the forces that grant them their powers, and more importantly, by the GM. Rescuing the princess might not be the lawful good thing to do at all. Using surprise, attacking with a ranged weapon, using the Bluff skill to feint, attacking an unaware enemy, or attacking a fleeing villain is perfectly acceptable and does not violate the Code. Remember that deception is part of the art of war, and a paladin is a warrior class. In fact, one of the spells on the paladin spell list is undetectable alignment, a spell designed to conceal. The abilities of other classes are not automatically dishonorable. A multiclassed rogue/paladin can use sneak attack in combat without violating the Code. Sneak attacks represent striking a vital spot when an enemy is not in a position to protect themself effectively, and are not necessarily the same as a stab in the back. Likewise, a sorcerer/paladin or cleric/paladin could use non-evil spells such as charm person, harm or hold person in combat without violating the Code. Such spells might seem unfair, but so is stabbing someone with a sword and wearing armor, from a certain point of view. Attacking a helpless foe, slaying someone for committing a minor act of evil, or not showing mercy to a surrendering foe could be considered dishonorable. Using poison is clearly prohibited. Nevertheless, it is ultimately up to the GM what dishonorable means. Remember that it takes a gross violation of this part of the Code for a paladin to lose their abilities. Slaying a surrendering evil foe might be an appropriate action, if the paladin believes the foe is able and willing to escape and commit more evil, or if the paladin has no means of taking prisoners. Using poison against a foe immune to your normal attacks might be the only way to save innocent lives. For reasons such as this, the Code is not as strict on matters of honor as it is on committing acts of evil. In any case, remember that the paladin is a fighting class, and perfectly capable of winning against evil in a fair fight, and sometimes when the odds are stacked against them. Paladins should always try to win with honor. help those who need help (provided they do not use the help for evil or chaotic ends) Refusing to help an innocent is only acceptable if the paladin has prior obligations that are more critical in the overall fight against evil. This is a judgment call that the paladin must make. Should he stay and help protect the village against an impending attack by ogres that might not 42

44 come for a week or more, or continue on his quest to slay the evil troll lord, thereby saving many villages? Perhaps a preemptive strike on the ogres on the way to the troll lord s fortress would be possible. Balancing the needs of the many with the needs of the few is difficult. Ultimately, the paladin must accept that he cannot help everyone and must make a choice. A wise paladin will realize that when someone asks for help, what they say they need and what they really need are not necessarily the same things. Staying a day to teach the villagers how to defend against the ogres might be more helpful to them in the long run than waiting around and helping in the actual fight. The spirit of this part of the Code is that the paladin does whatever is possible to help others. He must go the extra mile and do beyond what others would do. Every waking hour is spent upholding the ideals of the Code, and a paladin should never deny others aid just because it is inconvenient or dangerous. and punish those who harm or threaten innocents. This section of the Code of Conduct has great meaning, not because of what it says, but because of what it omits. There is no mention in the Code that evil must be punished, or that evil needs to be slayed. Being evil is not enough to warrant a paladin s attention. A creature must be a threat to innocents to incur a paladin s wrath. Paladins do not go hunting red dragons or attacking tribes of ogres just because they are almost always evil, nor do they use their detect evil ability like a police radar designed to catch speeders. Paladins exist to thwart the plans of evil in order to prevent suffering and to deter future acts of evil. Getting back to what this part of the Code does say, the word punish is probably the vaguest word in the Code, and for good reason. Paladins are empowered, and indeed required, to use force to protect and avenge the innocent. The type of force, or punishment, depends on the threat. They are the judge, jury and executioner of those who harm or seek to harm an innocent. Often, lethal force is not required or advisable. Call of Duty A Paladin s Sourcebook: Chapter 2: Roleplaying Paladins Punishing Paladins You are the GM and one of the player characters, a paladin, has just done something that you find questionable. Should you take away his powers? Force him to seek atonement? Give him some subtle warnings? Talk to him out of character? There are many ways to handle the situation, but always consider the following: The paladin isn t much different from a lawful good fighter/cleric as far as role-playing considerations or abilities. In most campaigns, a lawful good fighter/cleric almost never loses his class abilities for infractions or even highly questionable actions. Consider how you would treat a lawful good fighter/cleric who committed the same act. Would you do anything? If not, then consider giving the paladin a break. Whoever or whatever in your campaign granted the paladin his powers would be loath to take them away. As long as the paladin is performing, that is, effectively protecting the innocent and fighting evil, a few minor infractions on the Code of Conduct will likely be overlooked by those powers, and should be overlooked by you. The focus of the game is on heroic fantasy, not morals and ethics in the real world. Paladins should be held to a higher standard than lawful good fighter/clerics, and as long as the moral challenges the players face are fun, it is ok. But try not to be too strict. Let the paladin get away with a few mistakes if the action was borderline. No matter what type of ruling you re making, it s generally better for the campaign to err on the side of the players. They only control one character, and taking away that character s powers is an extreme measure. For example, slaying an evil king who tortures his subjects might seem like the correct thing to do, but if it throws the land into a chaotic civil war where many more innocents will suffer, another course of action may be advisable. Punishment in this case may be simply finding a righteous ruler and imprisoning the current despot. The term innocents is also subject to interpretation. A simple definition of an innocent is someone who is not guilty of committing or planning to commit an evil act. This includes those of neutral alignment who have not committed evil acts and do not intend to do so. Some neutral creatures are certainly not innocent and have evil inclinations. Evil creatures are not innocent; they have committed acts that caused their alignment to shift to evil, or are simply evil by nature. In any case, a paladin should consider a creature to be innocent until they prove otherwise. Remember, however, that a paladin is not restricted from aiding an evil creature. The most benevolent paladins have been known to save even the most vile villain from fates that they didn t deserve, and have even managed to redeem such souls. Of course, the most evil offenders, the type that paladins seek out with the most vigor, must be destroyed, and a paladin should not hesitate to carry out that sentence. Clerics of evil deities, evil outsiders, and undead are examples of creatures that radiate a palpable form of evil that must be banished. Granting mercy to such a foe is inadvisable, as it is unlikely they will change their ways. Associates: While she may adventure with characters of any good or neutral alignment, a paladin will never knowingly associate with evil characters. A paladin will not continue an association with someone who consistently offends her moral code. A paladin may only hire henchmen or accept followers who are lawful good. Simply put, paladins only ally with heroes. Paladins will use their detect evil ability on prospective companions, and so will not foolishly ally with evil creatures. 43

45 Call of Duty A Paladin s Sourcebook: Chapter 2: Roleplaying Paladins Nothing, however, prevents a paladin from having friends of good or neutral, or even chaotic, alignments. Many paladins will respect the opinions and advice of such friends, even if they disagree on some or many points. Paladins will never approve of dishonorable or chaotic behavior, and will not tolerate evil. They will not conveniently walk away when the party s chaotic neutral rogue is interrogating prisoners or pilfering the temple coffers. Lawful good does not mean lawful stupid; roleplay paladins according to their Intelligence scores, but do not compromise their integrity. If the other player characters consistently and flagrantly violate your moral code, talk to them and the GM out of the game, and try to find a solution. Paladins belong in heroic campaigns, and if that is not the type of game you are in, there will be problems. On the other hand, you cannot expect the other characters, even if they are lawful good, to follow the Code like a paladin, so try to show some tolerance, especially if the party is helping you fight evil and protect the innocent. Keep in mind that the paladin never considers a good ending to justify questionable means. For instance, infiltrating an evil organization over a matter of weeks to get to the leader might seem like a good way to a lawful good fighter to get a tactical advantage, but to a paladin, associating with evil for that length of time, even as a pretense, would be tantamount to inviting corruption. Most paladins would seek a more direct route, like gathering forces to assault the organization directly, or sneaking into the fortress in a rapid manner to gain a tactical advantage, then quickly attacking from within. Although paladins can detect evil, they have no magical way of determining whether a potential henchman is lawful good. It can be assumed that they only hire those that they know personally or by reputation, or depend greatly on detect good and detect law spells cast by a friendly clerical order. Violating the paladin s rules on associates should be treated like a gross violation of the Code of Conduct. Paladins who do so should lose their special abilities until they receive the benefits of an atonement spell. 44 Paladins and Chivalry Paladin orders (particularly those with a lawful neutral tilt) sometimes promote the ideals of chivalry. Chivalry is defined as The qualities idealized by knighthood, such as bravery, courtesy, honor, and gallantry toward women. It is best represented by the use of tenets. Suggested tenets for an order committed to chivalry include: Always show courtesy to women (or men if you are female and your culture perceives men as the weaker sex) (cultural) Always offer a salute to your enemy before going into battle. A salute is a respectful gesture that takes a move action to perform (It is probably a good idea to take the Salute of Honor feat, see chapter 1). (tactical) Never surrender to the enemy (tactical) Never run from the enemy unless the odds are overwhelming. (tactical) Show proper respect for authority by always following formal rules of etiquette. (cultural) Always wear brightly polished heavy armor of the highest quality and appearance. (tactical) Adding to the Code with Tenets Because the Code is part of the game balance for the paladin class, we do not recommend changing it. Making it less strict is certainly a bad idea, and dilutes the class. However, adding to the Code to reflect a religious or cultural aspect of your paladin is a good idea, if it is not over done. Additions to the Code of Conduct are called tenets. The tenets of your organization may change over time. An invasion of undead might prompt a paladin order to adopt a tenet that requires them to attack undead on sight. Alternatively, your order may experience a schism, dividing into two sides with different tenets. They need not become sworn enemies or attempt to destroy one another, but may simply be rival churches with irreconcilable philosophical differences. Even lawful good organizations can bitterly disagree on some points. Tenets can be cultural or tactical in nature. Tactical tenets are the most restrictive, and include anything that restricts how the paladin behaves in combat or when adventuring. Cultural tenets are usually more religious in nature and impact roleplaying instead of combat. Some examples of tenets that could be added to the Code of Conduct might include: Undead (or some other specific foe, such as evil outsiders, drow, evil giants, blackguards, etc.) must be destroyed at every opportunity. (tactical) Paladins must tithe to the temple or church (that is, you must donate 10% or more of your wealth). (tactical) Paladins may only own a certain amount of wealth. (tactical) You may only own one or two magic items of each type. (tactical) A paladin must remain celibate. (cultural) A paladin must not eat meat, or a certain type of meat. (cultural) Mercy must always be offered to a surrendering foe. (tactical) Mercy must never be shown to an evil opponent. (tactical) Paladins may not attack an unaware opponent, or use sneak attacks. (tactical) Paladins must pray for at least 1 minute at

46 Call of Duty A Paladin s Sourcebook: Chapter 2: Roleplaying Paladins dawn or some other specific time. (cultural, but may have tactical implications Hold them off while I pray! ) Ranged weapons, or certain types of ranged weapons such as crossbows, are dishonorable and must never be used. (tactical) Senior paladins or clerics of the faith must always be obeyed. (both cultural and tactical) Only a specific weapon type, (swords, bludgeoning weapons, etc.). or perhaps only a god s favored weapon, may be used (tactical) Remember that adding to the Code of Conduct can make an already difficult class to play even more so. Do not make the paladin class unplayable. Adding one or two additional requirements to the Code to customize it to your campaign is more than enough. The Code should not be so strict that paladins cannot vigorously fight evil. The Fall from Grace Becoming an ex-paladin is more than just losing your powers. It is emotionally, physically, and spiritually painful. First, imagine that you are a fearless paladin with the power of good coursing through your veins like ice water. Every step you take and every word you speak are deliberate and full of conviction. Others notice the confidence of your stride, and a quiet calm surrounds you, even when the most horrible evil approaches. Your mind is full of determination and your spirit brimming with hope. You have been touched by the divine, and know what it is to be blessed. It is no wonder that even the most cynical, self-centered adventurers are willing to follow a paladin into battle. Now, imagine that you have violated the Code and have lost your powers. The first thing to leave you is your immunity to fear. Doubts worm their way into your mind. You begin to falter and become uncertain of your actions. Others notice the subtle signs: the sweat on your brow, the shaking of your sword arm, and your inability to look them in the eye. In battle, you attempt to smite your foe, but your ability to smite evil has left you, making the fight a desperate one. Your noble warhorse smells the taint on your soul and refuses your orders, eventually not even heeding your summoning. As you walk, you grow tired from your wounds, but cannot heal them, and feel a cold coming on. However, worst of all is the feeling of loneliness. As a paladin, you were never alone. The power of the divine was always there, like a comforting friend, a suit of impregnable armor, or the sun at your back. It whispered advice, both in times of combat and peace, and urged you on in times of sorrow or doubt. It was more than a good feeling; it was tangible, as real as your now aching heart. The realization of what you have lost always leaves a hollow space in your heart, and a heavy burden on your mind. Atonement for an ex-paladin is usually only possible for those who violated the Code or committed an act of minor evil. Those who can atone usually do. The physical pain of losing your powers and the all-encompassing fear can drive an expaladin to great lengths to atone. Fallen paladins are those who cannot atone. These paladins have committed evil acts so heinous that no cleric is willing to spend the XP to cast atonement for them, or perhaps their former patron deity has forbidden atonement. Fallen paladins cope with this loss in different ways. Most simply bear it until their deaths, and look forward to experiencing the same bliss in the afterlife. Some refuse to simply accept their fall and endlessly try to redeem themselves. To the delight of the forces of corruption a few fallen paladins shift the blame for their failure on the deity or force that called them to duty. The fear, sorrow, and pain of falling from grace combined with personal pride can fester into jealousy, anger, and hate. These tarnished souls become blackguards or chaos knights. They fight against the benevolent forces they once swore to champion with a sense of cruelty that could make a demon shudder. 45

47 Chapter 3: A Variety of Paladins A paladin can be defined simply as a heroic knight. However, do not let the stereotype of a knight in shining armor blind you to what a paladin can be in your campaign. A heroic knight need not wear armor or wield a sword. A paladin can be a lightly armed swashbuckler, a sharpshooter, or even a spell-slinging wizard. The skill set of a paladin is less important than their dedication to fighting evil and protecting the innocent. Below are some ways to make individual paladins more unique. Multiclassing Even if you enforce the rule that paladins cannot multiclass then return to gaining paladin levels (see the boxed text for other ways to handle it) there is still the possiblity of a multiclassed paladin. Many paladins pursued other careers before answering the call of duty. Most were fighters or clerics, but many started as sorcerers or even monks. Sometimes paladins choose to stop advancing as a paladin and take up other paths. However, being a paladin is more than having a set of skills and abilities, and just because a character has stopped advancing as a paladin, it does not mean that they do not consider themselves paladins anymore. Multiclassed paladins treat their other classes as skillsets, not as identities, no matter how many levels they have of each class. Suppose you encounter a high level group containing a sorcerer 1/paladin 19, a rogue18/paladin 2, a fighter7/dwarven defender 10/paladin 3, a cleric 19/paladin 1, and a monk19/paladin 1. If you ask them Who are you?, they would respond with one answer: We are paladins. Multiclass Archetypes Listed below are some ideas Variant Rule: Multiclassing Paladins Paladins are not allowed to multiclass and then return to the paladin class. Once multiclassed, they can never return. But it doesn t have to be that way in your campaign. The paladin s multiclassing restriction (and the same restriction on monks) is not there for game balance, it is for flavor. You can rule that in your campaign, paladins can freely multiclass with certain other classes, or any class. Allowing them to freely multiclass with only certain classes encourages certain character types in your campaign. For instance, you could rule that a paladin multiclassing as a cleric or with certain prestige classes may return to the paladin class later. A paladin/cleric could be a combat healer, or have a more religious role in her paladin s order. An order of dwarven paladins may include many paladin/dwarven defenders. The best option, however, is to allow paladins to multiclass just like other classes. Players have more fun if they have more choices. about multiclassing paladins. Advice is given on both the gameplay and roleplaying aspects of each choice. Many of the prestige classes in this book reward or require multiclassing from the paladin class. Cleric/Paladins: The Hospitaller Gameplay: Multiclassed cleric/paladins are a fairly weak choice if you are not careful. Either put only one level into the paladin class to gain divine grace, or put one level into cleric to gain clerical domain powers and a few extra spells. Putting equal levels into both classes ensures that you will not be as good in melee as single-classed paladins, and will never gain the high level spells of a single-classed cleric. However, such a character is good in a support role for a large party of adventurers. If you have at least four other players in the group, it can be an effective path. Roleplaying: Cleric/paladins make sense in a way; why would a holy man not be called by his god to serve in a more martial manner? But should not such a god prefer that the cleric gain 46

48 more clerical levels and gain access to the more powerful spells? There should be a good reason why the cleric has decided to change the way he serves, or why a paladin takes on clerical duties. The deaths of many paladins or clerics might create openings in an organization that need to be filled, or maybe the character has just had a change of heart and has become the cleric or paladin of another god friendly to his original patron deity. This type of paladin is most likely to focus on a patron deity s agenda and to have a formal relationship or position within an organized religion. Fighter/Paladins: The Crusader Gameplay: This combination has strong potential if you plan to use your special mount frequently. Take a couple of levels as a fighter for a few extra feats, preferably riding feats. Stay away from Weapon Specialization and other weapon related feats so that you can use any type of holy weapon without feeling like you ve wasted a feat. There are some nice 4 th level paladin spells, so remember that you may never get them if you take too many fighter levels. Roleplaying: Fighter/paladins are usually ex-soldiers or adventurers who have found a more noble use for their abilities. This type of paladin is the most likely to be secular, maybe even a noble, and may have sworn fealty to a king or other ruler. He may be regarded as a knight and may have some legal authority in the land. Monk/Paladins: The Disciple Gameplay: Monks do not really multiclass well. They have the same multiclassing restriction as paladins, but even if your GM ignores that rule most of the best monk abilities are gained at high levels. However, the monk s good saving throws and evasion combined with the paladin s divine grace means that you will avoid the effects of a lot of spells, if you have a good Charisma and wear only light armor. A couple of levels of monk might be worth it to gain evasion, +3 bonuses to every saving throw, Improved Unarmed Strike, and Stunning Fist that will help you smite evil the following round. Roleplay: During their meditations, monks may be seeking enlightenment, but may instead hear the call of duty. These type of paladins may find that the best way to fight evil is to look inward and develop Call of Duty A Paladin s Sourcebook: Chapter 3: A Variety of Paladins Paladins using Sneak Attack? In earlier versions of the game, the thief class had an ability called backstab. Now, the thief has been replaced with the more respectable rogue, and the backstab has given way to the more honorable sneak attack. A sneak attack is merely striking someone where it hurts the most while they cannot defend themselves effectively. In a way, the same thing can be accomplished by firing a bow from a distance at a creature who has only melee weapons. Simply put, sneak attacks do not explicitly violate the Code of Conduct. (see Chapter 2). However, ultimately this is up to the GM. The GM may decide that paladins should not sneak attack at all, may only use sneak attacks gained by flanking, or may only use sneak attack against opponents aware of them. Different paladin orders in the campaign may have different rules as well. Find out what your GM thinks before playing a rogue/paladin. their own abilities by harnessing ki. Since paladins and monks must both be lawful, it is likely that paladin/monks have a lawful neutral tilt (see Chapter 2, Paladins and Alignments) and may prefer to fight chaotic foes. Ranger/Paladin: Protector of the Wildlands Gameplay: This is a fairly good combination since both classes are warrior-like. The ranger s favored enemy ability works well with the paladin s outlook on life and can focus the paladin in a particular direction. Choose something inherently evil for a favored enemy, such as evil outsiders or undead. It is probably best to simply take a couple of levels of ranger, then concentrate on being a paladin, but taking even levels of each class is fine if you are not interested in spellcasting. Additionally, do not discount the importance of the ranger s skills at higher levels. Having a great Spot and Listen check can be priceless when faced with an assassin, and can save you from being surprised many times. The ability to track with a high Survival skill check can help you find evil to smite. Roleplaying: Ranger/paladins are the protectors of the innocent in rural or wilderness areas. They are also the hunters of evil, and tend to be more proactive. Instead of waiting for an evil creature to strike then avenge the dead, they hunt it down and slay it in its lair. Favoring light armor, they tend to be smarter and quicker than most paladins and often gain their paladin abilities from some abstract force, rather than a deity. It is rumored that many organizations of rangers who protect the innocent in the wilderness were started by paladin/rangers. Rogue/Paladin: The Divine Agent Gameplay: Take a level of rogue first. You can stick with the rogue class for a while to gain a good sneak attack ability and lots of skills, or just take a couple of levels to get evasion. Picking the proper skills is important. How often will a rogue/paladin be able to use Bluff, Forgery, or Open Locks without violating the Code of Conduct? Maybe never, but possibly quite often, especially if there is an evil government to fight against. Consider the campaign world. 47

49 Call of Duty A Paladin s Sourcebook: Chapter 3: A Variety of Paladins Roleplaying: The rogue/paladin is sometimes considered a curious combination. But not if you remember what a rogue really is. From the PHB: Rogues don t have much in common with each other. Some are stealthy thieves. Others are silvertongued tricksters. Still others are scouts, infiltrators, spies, diplomats or thugs. A paladin who is also a scout or diplomat is very reasonable, and some paladins could even be infiltrators or spies against evil organizations. The paladin is an identity class and is as far away from being a skill set as possible, while the rogue is the definition of a skill set class. Some rogue/paladins may be scoundrels turned good guy, but others may have been pretty good guys all along, and just possess some skills more appropriate for a spy, diplomat, or scout than for a warrior. Rogue/paladins tend to skirt the edge of the Code, and sometimes seek atonement quite a bit for bending or breaking the rules. Some players may see this as a weakness; others see it as an endless opportunity for fun as you try to find how far you can go. However, your rogue/paladin might be an honorable knight who shuns armor and uses only light weapons. The rogue levels are used just to define his style of fighting. It takes a rogue to catch a rogue, and this type of character might focus on fighting evil rogues and assassins. Interaction with old friends from a shady past could be interesting. Sorcerer/Paladin: The Arcane Defender Gameplay: High Charisma anyone? This combination has a lot of potential as long as the levels are not taken evenly. One level of sorcerer can be a big help to paladins by giving them useful spells like shield and true strike (cast before smiting evil, just to be sure) and a familiar to scout around, preferably a raven or other flyer. More levels of sorcerer can grant spells like bull s strength, but this is probably not the optimal path. A couple of paladin levels gives the sorcerer a great bonus to saving throws with divine grace, as wells as a boost to hit points and Roleplaying: Force of personality is likely to be the most outstanding characteristic of this character. Arcane magic comes naturally to him, and yet he was called down another path. Conservative orders of paladins may regard his sorcererous abilities as strange and unbefitting, so this type of character might wish to work outside such a group (maybe with a motley party of adventurers...). However, characters with more sorcerer levels than paladin levels may be trusted by orders of paladins to serve as battlemagi during large conflicts to counter the magic of the enemy. This archetype might be especially repulsed by evil magic, and seek to defeat evil sorcerers and wizards before all other enemies. Wizard/Paladin: The Other Arcane Defender Gameplay: The sorcerer/paladin is a better choice than this if you want just one or two spellcasting levels, but if you want to have more spellcasting levels than paladin levels, this option gives you access to higher level spells and more feats. Unfortunately, paladins and wizards require completely different ability scores. To a wizard, Intelligence, Dexterity and Constitution are most important, while the opposite is true for paladins. This combination isn t really recommended from a power-gaming point of view. Roleplay: Paladins who feel like they can serve the forces of good more by studying magic would logically multiclass into wizard as soon as possible. Wizards may hear the call to become a paladin early in their career and abandon their studies, probably upsetting their masters and whoever funded their education, if anyone. The dichotomy of this class combination makes this a cool roleplaying choice. Wizard/paladins and sorcerer/paladins share many of the same motivations. Odd Combinations: Ex-Bard/Paladin: Glory Singer Gameplay: Bards must have some element of neutrality, so to multiclass into paladin, they must become exbards. Luckily, this really 48

50 Call of Duty A Paladin s Sourcebook: Chapter 3: A Variety of Paladins is not much of a problem, and is not even such an odd combination from a gameplay point of view. Exbards can no longer progress in level as a bard, but retain all of their special abilities. More importantly, a high Charisma is useful to both classes. The questions you have to ask are: how many levels do you progress as a bard before changing alignment, and will your GM being willing to change your alignment? It is up to you on how many levels you want to gain as a bard, but some good ones to stop at are whenever you ve gained enough levels to cast a new spell level (1 st, 4 th, 7 th, etc). Go for a high Intelligence to get some bonus skill points to gain ranks in Perform as a cross-class skill when taking paladin levels. Alignment changes are up to the GM, not you, so ask what it would take. Some GMs require a lot, some very little. It is best if you try to roleplay into the alignment smoothly and in a logical way. Roleplay: An ex-bard/paladin is probably the most inspiring character in the game. With an aura of courage and bardic music, their ability to raise the morale of troops can be unbelievable. Such a character would probably focus on supporting others, rather than taking a front-line role. They are certainly team players (if not leaders), and would never be loners. The motivation of an ex-bard/paladin could be that they became tired of telling tales of legend and jumped at the chance to become one. Ex-Barbarian/Paladin: Primitive Champion Gameplay: Barbarians who become lawful lose the ability to rage, so this would be a rare combination indeed, particularly for a higher level barbarian. A lower level barbarian does not lose much however. Being able to rage once per day is nice, but the barbarian s initial d12 hit die, fast movement, skills, and uncanny dodge are quite good by themselves. Take two levels as a neutral good barbarian, then ask your GM what you need to do to change to a lawful good alignment. Usually a pattern of behavior is what is required. You should probably avoid using rage at this point; you re going to lose it anyway. Roleplay: This combination makes a lot of sense from a certain point of view. The barbarian is more of a culturally based class, and not really a skill set like the rogue class. As the barbarian begins to see more of the world and interact with more civilized people, then his views may change to become lawful. Doing so may separate him from his own culture. His family and old friends may see him as weak or tainted by civilized thinking, but this represents a logical character development. Ex-barbarian/paladins may choose to strike at the evil enemies of their homelands, in an attempt to keep some connection with home. Ex-Druid/Paladin Forsaker of Nature Gameplay: Ex-druids lose all their abilities, making this a very weak combination unless the GM allows you to play a lawful good druid. Even if the GM lets you play a druid/paladin without losing your druid abilities, you have to follow the druid s armor restrictions, unless those are also ignored in your game. You will also lose a lot of great spellcasting and wildshape abilities at high levels by multiclassing. However, a paladin who cannot be tracked through the wilderness, can wildshape, and who casts druid spells is pretty cool. If you have mostly paladin levels, and are allowed by the GM to keep your druidic abilities as a lawful good character, this archetype can be ok. Roleplay: This combination represents a real shift in a character s outlook on life and has a lot of roleplaying potential. It does not necessarily mean that the druid has forsaken nature to the point where they don t care about it at all, but it does mean that they have expanded their priorities to also include protecting innocents from evil. An ex-druid/paladin would probably defend the wilderness as well as the innocents who travel through it. Your interactions with single-classed druids and paladins are certainly going to have some conflicts of interest, and you may find yourself becoming the reconciler or liaison between two such groups, or may just as easily become disliked or disdained by both sides. If you are allowed by the GM to keep your druidic powers, the roleplaying aspects become easier. Both paladins and druids are forced to recognize that your philosophy of nature living in harmony with good creatures is a valid one, shared by those who grant you your druidic and paladin powers. 49

51 Call of Duty A Paladin s Sourcebook: Chapter 3: A Variety of Paladins Paladin Orders Paladins, due to their lawful nature, usually belong to some type of organization. Most paladin organizations are called orders. Orders can be secular or religious, and may be part of a larger organization, such as a kingdom or church. Some orders are autonomous and take commands only from the divine. Orders are typically well organized with a military-like hierarchy. Everyone knows their place in the chain of command, and understands their responsibilities to the letter. Some orders are not like this at all, however. Some are loosely organized associations of paladins adventuring in the same geographical area, and may not even have a formal name, headquarters, or leader. These types of orders are commonly referred to as brotherhoods (for those with male and female members) or sisterhoods (for all female groups). The first step to creating a customized paladin order is to decide why the order exists in the first place. You can pick more than one, and the order s purpose may have changed over time. Even if you pick several purposes, choose one as its primary function in current times. Some Purposes for a Paladin Order: 1. Specific Enemy: Long ago, a great evil threatened the land. Many paladins united in an order dedicated to destroying that evil, and the organization still exists. The ancient threat that catalyzed the birth of the order may have been long destroyed, it may still be active, or it may be dormant. Perhaps it has been sealed away beneath the order s headquarters. 2. General Defense: The paladins are there to protect the land from invasions of any sort. 3. Law Enforcement: The order is there to enforce the laws of legitimate authority. This could be the laws of a king (secular) or of a church (religious). 4. Tradition: The order has been around so long that no one knows why it was formed, but it has a grand history and joining brings much prestige. These types of orders usually have a lawful neutral tilt. (see Chapter 2 about alignment tilts). 5. Source of Power: In some campaign worlds, it may be that a god of paladins requires them to join the order. Being expelled from the order results in a becoming an expaladin until you are allowed to rejoin. Instead of a god, it might be the presence of the other paladins that is it the source of their power, or some mysterious artifact that the paladin order guards. 6. Religion: Paladins may be required to take a vow of loyalty to an organized church or temple. The paladin order may be merely a department within a large church hierarchy. It may be a department with much freedom, or it may serve the priests. The paladin order could be answerable only to the highest religious leader or leaders, and could act as their right hand as a sort of elite divine force. Violating the commands of a priest might be considered a gross violation of the Code, but it is likely that paladins in such an organization would know their chain of command very well, and would certainly know who has the right to order them around. 7. Cadre: Paladins sometimes form the core of a larger military organization. They are often the elite fighting force within a lawful good military. Some orders may be thought of as knights, while others may be elite units within a larger unit of knights. 8. Camraderie: Paladins share an uncommon bond. They enjoy each other s company and want to adventure with each other. Paladins have a strong sense of duty, however, and go where they are needed. An organization based on camraderie may be loosely organized to enable members to come and go as they need to, or it might even be mobile. 9. Prestige: Paladins are rarely proponents of pride, and usually let personal glory take a backseat to protecting the innocent and fighting evil. But there are those who take great pride in simply being paladins, and see others as less worthy. Such individuals often band together in very formal knighthoods to revel in their own godliness. Unfortunately, orders of this type sometimes fall into corruption as a whole, creating powerful legions of blackguards. Example: We will create a religious order that now exists primarily for law enforcement, but was originally created to defeat an invasion of drow many years ago, a threat vanquished long ago. (or so the paladins think.) After you have decided what prompted the creation of the order, you need to answer some critical questions about the order. 50

52 Call of Duty A Paladin s Sourcebook: Chapter 3: A Variety of Paladins Answer some questions about the order: What is the name of the order? How many members does it have? How much territory does the order influence? How do you become a member? Some orders may require that you take on a quest for the order, or that you are capable of casting a particular paladin spell. Others welcome any paladin into their ranks. Is there a rank structure or hierarchy? How is rank determined? Often the top leaders are elected or ascend because of right of birth. Though your exact level probably cannot be determined by NPCs, your ability to cast certain paladin spells may be used to determine your particular rank in the order. Who is in charge? And what does the organization chart look like? Where does one start in the organization, and how do you advance? What are the benefits of being a member? Usually the benefits of a paladin order are that the resources of all the paladins are pooled, with the exception of personal equipment. So if you have need of a place to stay, a meal, or healing, the order is usually a good place to go. Who are the order s enemies? Evil creatures, obviously, but this could also include corrupt governments, or even a corrupt church. This could also be an individual, such as a powerful lich or devil. Who are the order s allies? Monks and clerics are commonly allies of paladins, but so are governments, and other lawful good organizations. Celestial creatures, good rangers, or even a good rogue s guild might be allies. Allies might aid the order from outside the ranks, or they may be allowed in the order as honorary members. What are the order s assets? Does the order have strongholds? Treasure? How does a member get to use any of it? Does the order have any legal authority in the land? A lawful good king might grant a paladin order within his realm the ability to arrest, or even the power to execute lawbreakers. Does the order add to the Code of Conduct with tenets? (See Chapter 2 about tenets.) Is there a tilt to the order s alignment? (See Chapter 2 for information about alignment tilts.) Sample Order: The Silver Hands Our organization will be called the Silver Hands. Its members include 25 paladins, 2 cleric/paladins, a paladin/merseus, and one paladin/penitent sniper. 51

53 Call of Duty A Paladin s Sourcebook: Chapter 3: A Variety of Paladins Most are humans, but other races are free to join. The Silver Hands work tirelessly to defend the laws of the temple of the Silver Lady, goddess of paladins and hope. The temple s laws are endorsed by the local Duke, the latest in a long line of nobles who worship the Lady. Any paladin or anyone with the Silver Lady s gogmark is free to join the Silver Hands. They must reside in the Brigham Duchy, and agree to enforce the laws within. There is an interview process, and an internship. The Silver Hands travel freely within the duchy, and report their activities The paladin/clerics in the order are very wise and act as leaders of the order. Paladins who can cast discern lies are revered as captains. Everyone else is simply titled Paladin or Silver Hand. Silver Hands may request basic equipment (up to 500gp per year) from the quartermaster and may use the king s mounts until they call a special mount. They have the ability to enforce the laws, with lethal force if necessary. The order heals its members at no charge, and raises any member from the dead with a resurrection spell whenever possible. The member is expected to pay for components, if possible. Members are expected to take on quests for the order on request. The drow are trying to plant spies within the order, but are having a difficult time of it. They are also working hard to corrupt high level members without tipping them off that the drow are still around. Finally, they have paid humanoids such as ogres and orcs to make raids on the Duchy in order to collect intelligence about defense plans and capabilities. They want their revenge on the Silver Hands, but are going to be patient. There are several monasteries that border other lands. These monks are allied with the Silver Hands and often work with the paladins against bandits and marauding humanoids. There are many clerics of other gods in the area that ally with the paladins in times of need. However, there are just as many clerics that are neutral to them, or even hostile. The Silver Hands have a small, but well defended, castle near the Duke s main city, and also have access to the towers near the Duchy borders. They have nine +1 holy swords (Known as the Laws of Silver ) that they sometimes lend to low level paladins. They also guard a single holy avenger that is prophesized to be the savior of the order in some future conflict. The Silver Hand has a few tenets. They believe that prisoners should always be taken whenever possible, so that they can be given a trial before being punished. Paladins more than a day s ride from the castle are not expected to take prisoners, however, unless it is a person of some importance. All Silver Hands are expected to donate a full 20% of their wealth to the order. The Silver Hand leadership has a lawful neutral tilt, but most members have a neutral good tilt. They tend to be more benevolent in their enforcement of the laws of the land than the Duke s militia, who are sometimes harsh. Finally, you need to add details as necessary. Stats for every member do not need to be created, but you should develop the main NPCs that player characters will interact with and hear about. Detail the following: 1. Create personalities and motivations for major NPCs in the order. These include the main leaders, and anyone else in the chain of command to the player characters. Creating basic stats for these characters is a good idea to give the organization some scale. For instance, you may decide that the leader of an order is a 15 th level human paladin. 2. Decide on some campaign events that are happening or will happen that affect the members of the order. The Silver Hand is led by two paladin/clerics who claim the title of Warrior Saint. These Warrior Saints are Celest Diada and Dapre Montegue. Celest is a rogue2/paladin 3/cleric 10 and Dapre is a cleric 2 / paladin 13. They share the leadership of the church, but Celest, a pickpocket in her youth, takes more of an interest in law enforcement, while the more militaristic Dapre is concerned with defending the Duchy s borders. Both are primarily concerned with following the edicts of the Silver Lady. The captains are all single-classed paladins of 11 th level or higher. The Silver Hand is about to be tested. The Duchy is being invaded by an army of spies from foreign lands who are intent on discrediting the order by planting false evidence. Some of these spies are hired by the drow, though not directly, and some are working for other nations of their own accord. Also, a blackguard is rallying an mixed force of undead and gnolls near the western border. Instead of invading, he is goading the Silver Hand into attacking him. There is dissent within the order, as some wish to ride out and meet this challenge, while others see it as a trap or diversion. Making up your own paladin orders is easy. Just answer the questions with whatever you think is interesting and fun. And start small. The above example is large, and you really do not need this much information to start with. 52

54 Variant: Customizing Paladins Call of Duty A Paladin s Sourcebook: Chapter 3: A Variety of Paladins Paladins have some great class abilities, but wouldn t it be nice if a paladin from a particularly lawful order could smite chaos instead of evil? Or if a paladin who finds himself crawling in dungeons could have something instead of a special mount? Or if you could do something besides turn undead in a campaign world with few undead to turn? Below are some variant rules for customizing the paladin class to suit your campaign. Instead of customizing all paladins, you can just customize your individual character, or can have all the paladins in an order customized the same way. The concept is that each paladin ability can be sacrificed for one of several other abilities of roughly equal value. Some combinations do not work; and you have to use some common sense. For example, you obviously should not sacrifice the ability to turn the undead to gain some other benefit, then sacrifice something else to gain better turning ability. Abilities given up can never be regained, and abilities gained in this manner can never be sacrificed to gain new ones. No ability may be taken more than once unless specified otherwise. Additionally, abilities cannot be given up if you don t have them. You must wait until you are able to use an ability to sacrifice it. Finally, some abilities define the class and should not be sacrificed. All paladins should have an aura of courage and divine health, for instance. In any case, moderation is the best policy. The GM should feel free to limit the amount of substitution that players can do. Too much rule-bending can make the game difficult to run, particularly if there are multiple paladins (NPC or otherwise) with different abilities. Note that this variant is designed for use with the core paladin class. If you use the prestige paladin class, do not allow players to give up any spellcasting ability, since the prestige paladin variant gains spells more quickly. Detect Evil: At 1 st level you may give up your ability to detect evil in order to gain any one of the following abilities: Detect Chaos (Sp): As the spell, at will. Detect Undead (Sp): As the spell, at will. Improved Lay on Hands (Su): You gain the lay on hands at 1 st level, and use it as if a paladin two levels higher. Lay on Hands: At 2 nd level you may sacrifice lay on hands to gain one of the following abilities. Note that you must have a Charisma of 12 or higher to do this, since a lower score means you do not really have the ability to use lay on hands, and therefore could not sacrifice it. This option is still good for paladins who do not have a very high Charisma: Improved Smite (Su): Whenever using the smite evil ability, you gain a +3 bonus to damage. Clerical Turning: You turn the undead as a cleric of the same level. Smite Evil: You may smite evil an additional time per day. Smite Evil: At 1 st level, you may give up your ability to smite evil in order to gain any one of the following abilities: Clerical Turning (Su): You turn the undead as a cleric of the same level. Extra Spells (Su): You may cast paladin spells as if you were 2 paladin levels higher. At 18 th level, you gain the ability to cast one additional 1 st level paladin spell per day. At 19 th level you gain an extra 2 nd level spell slot, and at 20 th level you gain an extra 3 rd level spell slot. For example, a 20 th level paladin with this ability would be able to cast four 1 st level spells, four 2 nd level spells, four 3 rd level spells, and three 4 th level spells, plus any bonus spells. Improved Lay on Hands (Su): You may lay on hands as a paladin two levels higher. Smite Chaos (Su): You may smite chaotic creatures, instead of evil creatures. This ability works the same as smite evil, except that only chaotic creatures are affected. Remove Disease: At 3 rd level, or at any level that you gain the ability to remove disease one additional time per week, you may give up that use of remove disease to gain one of the following abilities. Each weekly use of remove disease is considered a separate ability, so you can give it up more than once to gain more than one of the following. For example, at 3 rd level, you may decide to give up remove disease for remove paralysis, but would gain remove disease 1/week at 6 th level: Delay Poison (Sp): 1 / week. Lesser Restoration (Sp): 1 / week. Remove Blindness/Deafness (Sp): 1 / week. Remove Curse (Sp): 1 / week. Remove Fear (Sp): 1 / day. Remove Paralysis (Sp): 1 / week. Turn Undead: At 4 th level, you may give up your ability to turn the undead in order to gain one of the following abilities. Improved Smite Evil (Su): Whenever using the smite evil ability, you gain a +3 bonus to damage. 53

55 Call of Duty A Paladin s Sourcebook: Chapter 3: A Variety of Paladins Extra Spells (Su): You may cast paladin spells as if you were a paladin 2 levels higher. At 18 th level, you gain the ability to cast one additional 1 st level paladin spell per day. At 19 th level you gain an extra 2 nd level spell slot, and at 20 th level you gain an extra 3 rd level spell slot. For example, a 20 th level paladin with this ability would be able to cast four 1 st level spells, four 2 nd level spells, four 3 rd level spells, and three 4 th level spells, plus any bonus spells. Improved Lay on Hands (Su): You may lay on hands as a paladin two levels higher. Special Mount: At level 5 th level, you may give up your ability to call a special mount in exchange for one of the following special abilities: Extra Smite (Su): You may use your smite evil ability one additional time per day. Improved Lay on Hands (Su): You may lay on hands as a paladin two levels higher. Extra Spells (Su): You may cast paladin spells as if you were a paladin 2 levels higher. At 18 th level, you gain the ability to cast one additional 1 st level paladin spell per day. At 19 th level you gain an extra 2 nd level spell slot, and at 20 th level you gain an extra 3 rd level spell slot. For example, a 20 th level paladin with this ability would be able to cast four 1 st level spells, four 2 nd level spells, four 3 rd level spells, and three 4 th level spells, plus any bonus spells. Spellcasting: At 4 th, 8 th, 11 th, or 14 th level, you may choose to give up your ability to cast more paladin spells. Every level you would have gained access to a new spell level (levels 4, 8, 11, and 14), you gain one of the following abilities. If you give up your spellcasting ability, you cast paladin spells as a paladin as if you were one level lower than the level that you gained your first bonus feat. Once you decide to give up spellcasting, you must take one of these abilities at later levels that you would have gained access to a new spell level. For example, Darius Brightshield belongs to an order of paladins that encourages combat skill, not spellcraft. Instead of learning to cast spells, he increases his smite evil at 4 th, 8 th, 11 th and 14 th level, so that at 14 th level he can smite evil for a bonus of +30 points of damage. Phara Zhair also belongs to a militaristic order of paladins, but is not quite as extreme as Darius. She learns to cast 1 st level paladin spells as a 4 th level paladin, but at 8 th level decides to stop learning new spells and takes Improved Divine Grace instead. Her spellcasting no longer improves, so forever after she can only cast spells as a 7 th level paladin. At 11 th level, she takes Clerical Turning, and takes Improved Lay on Hands at 14 th level. Improved Smite Evil (Su): Whenever using the smite evil ability, you gain a +3 bonus to damage. This can be taken more than once. Each time it is taken, you gain an additional +3 bonus to damage when smiting evil, up to a maximum bonus of +12 at 14 th level. Clerical Turning (Su): You turn the undead as a cleric of the same level. Improved Divine Grace (Su): You gain an additional +2 bonus to all saving throws. Improved Lay on Hands (Su): You may lay on hands as a paladin of two levels higher. 54

56 Chapter 4: New Magic Spells Variant: Custom Spell Lists The GM may want to customize the spell list of paladins and clerics based on their membership in a paladin order or patron deity. It makes sense when the members of an order or religion have a unique spell list, preferably with spells that aid in the goals of the order or god. As a variant rule, consider removing one divine spell of the same level from a caster s spell list for each new spell added. For instance, if Dapre Montegue wants to add vigilant sleep to his spell list, he might remove bless water from the list of spells he is allowed to cast. Changing your spell list should only be done when a new spell is introduced into the campaign. Removed spells should never be allowed back on your spell list, and spells added should never be removed. Spell Descriptions Battle Prayer Conjuration (Creation) Level: Pal 4 Components: V, S, DF, XP Casting Time: 1 action Range: 30ft. Area: All allies and foes within a 30-ft. radius burst centered on you Duration: 1 round / level Saving Throw: None Spell Resistance: Yes Grant us the power to thwart your enemies. This spell grants your allies a +2 luck bonus to attack rolls, weapon damage rolls, saves, and skill checks, and a 2 luck penalty on all these rolls to your enemies. XP Cost: 100XP Dispel Fear Abjuration Level: Pal 2 Components: V, S Call of Duty A Paladin s Sourcebook: Chapter 4: New Magic Summary of New Paladin Spells 1 st Level Paladin Spells Speed Mount: Your mount moves at double speed. Vigilant Sleep: You can stand guard while resting. 2 nd Level Paladin Spells Dispel Fear: Makes allies immune to fear or gives another chance to resist fear effects. Drums of the Righteous: Allies gain +1 to attack rolls; enemies gain 1 penalty to attack rolls. Smiting evil enhances the effect. Mentor: Calls on the spirit of a long dead paladin for advice. Unstoppable: Instead of being immobilized by effects like a web or paralysis, you are merely slowed. 3 rd Level Paladin Spells Pious Strength: Strength increases by your Wisdom bonus, minimum +2. Recall Mount: Summon your special mount for a short period of time. Shadow s Bane: Sneak attacks against you provoke an attack of opportunity. Shield Flash: Holy light shines from your shield and blinds evil creatures. Silver Beacon: A silvery spirit flies off in search of innocents in danger. 4 th Level Paladin Spells Battle Prayer: Allies gain +2 on most rolls, enemies suffer 2. One Soul: You share hit points with your special mount. Rally: You and your allies are affected by several helpful spells at once. Casting Time: 1 action Range: 10ft. Area: All allies within a 10ft. radius, centered on you. Duration: 1 hour / level To answer your question plainly: I predict we will be completely wiped out by dawn. <silence> So who s with me? <thunderous cheering> Every ally within 10ft. gains the paladin s immunity to fear, making them immune to normal and magical fear. If cast while an ally within 10ft. is suffering from a magical fear effect, that ally instead gets a new saving throw with a +8 bonus to the roll. Dispel fear counters and dispels cause fear or fear. Drums of the Righteous Enchantment [Good, Sonic] Level: Brd 2, Pal 2 Component: V, S, F/DF Casting Time: 1 action Range: 30ft. Area: All allies within 30ft. Duration: 1 round/level Saving Throw: None Spell Resistance: Yes (harmless) The heart beats still. When you cast drums of the righteous, a steady beat of drums begins, emanating from you. The drums grant all allies within 30ft. a +1 luck bonus to attack rolls and all evil creatures within 30ft. to gain a 1 luck penalty to attack rolls. If a paladin within the area of effect successfully smites evil, they gain a +2 luck bonus to damage, the drums get louder, and the bonus and penalty to attack rolls granted by this spell is increased by 1, up to a maximum of +4/-4. The bard version of this spell is called drums of victory. Arcane Focus: A small drum. Mentor Conjuration (Calling) [Good] Level: Pal 2 55

57 Call of Duty A Paladin s Sourcebook: Chapter 4: New Magic Component: V, S, DF Casting Time: 1 hour Range: 30ft. Effect: One summoned spirit (see text) Duration: 1 round/level Saving Throw: None Spell Resistance: No I can t do this alone. You may summon the spirit of a long dead paladin to give you advice. The mentor is the spirit of a lawful good paladin of 10 th level or higher and must be summoned within sight. This ancient spirit can only be seen and heard by the caster, and is incorporeal. It cannot attack or be attacked, even by incorporeal creatures, and cannot move from the spot where it was summoned. The GM may have the same mentor appear each time the spell is cast, or a different one may respond. The mentor speaks all languages the caster speaks. The mentor can give advice that is similar to the effect of a phylactery of faithfulness, but also has the ability to impart advice on matters more general than religion and alignment. The GM should roleplay the mentor as an NPC with a Wisdom of 18 and Knowledge (religion) +10. It is suggested that the GM develop the personality of the mentor, and that it be different in some way from that of the caster. For example, a very serious paladin might gain a light-hearted mentor. The mentor answers any questions as best it can, but may instead choose to use its time to lecture the caster on some matter, ignoring any questions put to it. It usually takes one round to ask a question and one round for the mentor to answer. The mentor knows nothing of modern times or recent history, but much about paladins and their enemies, and has some knowledge of the paladin who summoned it, having watched the caster from the time the spell was prepared to the time it was cast. Thus, it is often more useful to prepare this spell some time in advance of casting it, so that the mentor can learn more about you and your situation before granting advice. The mentor always answers truthfully, but may choose not to reply or may be incorrect. Partners? No, we are more than that. You cannot prepare this spell unless you have a paladin s special mount, and must be riding your special mount when casting it. Add your special mount s hit points to your hit point total. For the duration of the spell your mount has no hit points, and uses your total instead. Whenever you or your mount take damage, your hit point total is reduced. If your hit points are reduced to zero, you and your mount are both disabled. If your hit points are reduced to less than 0 hp, you and your mount are dying. If your hit points are reduced to -10 hp, both you and your mount are dead. Dismounting ends the spell immediately. Whenever the spell ends, you each get half of your current hit point total, rounded down, with any hit points over the normal maximum going to the other creature. This spell only affects normal hit point damage. Effects like poison or death spells function normally. For example, Sir Harus normally has 100 hp, and his warhorse, Bolt, has 50 hp. After casting one soul, Harus has 150 hit points. When Bolt suffers a critical hit for 39 points of damage, Sir Harus One Soul Abjuration Level: Pal 4 Components: V, S, DF Casting Time: 1 action Range: Touch Target: Special Mount touched Duration: 1 minute / level (D) Saving Throw: Will negates (harmless) Spell Resistance: Yes (harmless) 56

58 is reduced to 111 hp, the wound magically appearing on him, while Bolt remains unscathed. A fireball causes 15 points of fire damage to each of them, so Harus takes 15 points twice for 30 more points of damage, reducing him to 81 hp, while Bolt has no hit point total, but is feeling fine. Sir Harus lays on hands on himself for 36 hp, bringing him up to 117 hp. A few minutes later, Sir Harus dismounts and ends the spell. They each would get 58 hp, but Bolt only gets his maximum, 50, and Harus gets 66 hp. Even though Bolt took more damage than his maximum hit points, Harus ends up suffering the effects, but they both survived. Pious Strength Transmutation Level: Pal 3 Components: V, S, DF Casting Time: 1 action Range: Personal Target: You Duration: 1 minute / level Saving Throw: Will negates (harmless) Spell Resistance: Yes (harmless) My faith grants me strength when I need it. Your Strength ability score gains an enhancement bonus equal to +2 or to your current Wisdom bonus, whichever is greater, up to a maximum of +6. Rally Evocation Level: Pal 4 Components: V, XP (see text) Casting Time: 1 action Range: 60ft. Target: You and all allies Duration: See text Saving Throw: Will negates (harmless) Spell Resistance: Yes (harmless) We. are. Not. FINISHED. You and all allies within 60ft. are affected by the following spells, as if cast by you: bless, cure light wounds, divine favor, remove fear, and remove paralysis. The bless and divine favor last for one minute, the other spells are instantaneous. XP Cost: 250XP Call of Duty A Paladin s Sourcebook: Chapter 4: New Magic Recall Mount Conjuration (Summoning) [Good] Level: Pal 3 Components: V, S Casting Time: Full Round Action Range: Personal Effect: see text Duration: 10 minutes / level (D) Saving Throw: None Spell Resistance: No Paladin Spellcasting Paladins are divine warriors, not clerics. Their spells do not need to be worded as pious prayers, or unintelligible mumblings. Paladins stand for truth, and cast their spells loudly and plainly. A paladin with the patron deity of Thor casting holy sword on his war hammer might bellow, By the Hammer of Thor!! while banging his hammer against his shield. A paladin might use a commanding tone of conversation for spells not used in battle. A paladin slowly waving one hand and saying Your words will be as a sword, true and sharp. might be casting discern lies. This does not disguise the spellcasting; anyone watching will notice the raising of the paladin s voice and the concentration. It simply adds style. Try making up phrases that fit your character s style and beliefs, and use them consistently. Before long, everyone will know that when your paladin cries Celestial hosts, grant me your might!!, you re actually casting divine favor, and that Damn the darkness! Charge on!! means you are casting bless. I need you once again, old friend. Only paladins with special mounts may cast this spell. With this spell you may summon your special mount from its celestial home for a short time, even if you have already summoned it today. Other than the duration, this spell is exactly like the paladin s class ability to summon their special mount. Shadow s Bane Abjuration Level: Pal 3 Components: V, S, DF Casting Time: 1 action Range: Personal Effect: see text Duration: 1 minute/level Saving Throw: None Spell Resistance: No I walk proudly with no regard for the shadows. While this spell is in effect, whenever you are attacked by a sneak attack in melee, the attacker provokes an attack of opportunity from you, even if you are flat-footed. Shield Flash Evocation Level: Pal 3 Components: V, DF Casting Time: 1 action Range: 60ft. Target: Evil creatures Duration: Instantaneous, see text Saving Throw: Reflex negates Spell Resistance: Yes Those with dark hearts cannot bear the light. This spell causes a cone of holy light to shine momentarily from your shield. This light blinds any evil creatures who fail a Reflex save to avert their eyes. The blindness lasts for 1d4 rounds. 57

59 Call of Duty A Paladin s Sourcebook: Chapter 4: New Magic Blind creatures suffer a 50% miss chance in combat, lose any Dexterity bonuses to AC, grant a +2 bonus to any opponent attack rolls, move at half speed, and suffer a 4 penalty to Search skill checks, and most Strength and Dexterity based skill checks. Divine Focus: A highly polished shield. Silver Beacon Conjuration (Calling) [Good] Level: Pal 3 Component: V, S, DF Casting Time: 1 minute Range: 5 miles Effect: Guiding spirit Duration: 1 hour/level (D) Saving Throw: None Spell Resistance: No Just follow the silver stag when in danger. A paladin casting a silver beacon summons a silvery, incorporeal spirit that flies at a speed of up to 240ft. This guiding spirit seeks out innocents in danger within a 5 mile radius, and leads them back to the paladin. It can automatically tell the difference between the truly innocent in need, and those pretending. If they do not follow, the beacon disappears and telepathically informs the caster of its direction. It can communicate no other information. The GM determines how long it takes or even if the spirit finds innocents in danger, however, they may use the times in the helping hand spell as a guide. The spirit has no way of attacking, and cannot be damaged. It can pass through walls and other obstructions, but does not choose to do so except to get back to the caster. The form of the silver beacon is usually that of a silvery sphere, but it can also appear in the form of a silvery creature, a beckoning hand, or a symbol of the paladin s deity. Paladins typically use this spell when patrolling large regions, or when expecting trouble. Speed Mount Transmutation Level: Pal 1 Components: V, S, DF Casting Time: 1 action Range: Touch Target: One touched mount up to one size category larger than the caster Duration: 1 minute/level (D) Saving Throw: Will negates (harmless) Spell Resistance: Yes (harmless) a paladin s special mount, the mount also gains a +10 bonus to Jump checks. You must be riding the target mount for this spell to have any effect. Unstoppable Abjuration Level: Clr2, Drd 2, Pal 2, Rgr 2 Component: V, S Casting Time: 1 action Range: Personal or touch Target: You or creature touched Duration: 10 minutes / level Saving Throw: None Spell Resistance: No You might slow me down, but you ll never stop me. When your movement is negated by magic such as hold person, or web or by effects such as paralysis, you are not immobilized. Instead, your force of will enables you to still take a single standard or move action each round. Vigilant Sleep Abjuration Level: Pal 1 Component: V,S,DF Casting Time: 1 action Range: Touch Target: Creature Touched Duration: 8 hours (D) Saving Throw: Will negates (harmless) Spell Resistance: Yes (harmless) I am forever on duty. You must be in a relatively peaceful and quiet place for this spell to function. You fall asleep immediately after casting this spell, but your eyes remain open and active. While in this magical sleep, you remain conscious of your surroundings as if fully awake, can see in every direction, and gain the use of the Alertness feat. Also, you can wake up whenever you wish, and are not fatigued from sleeping in armor. Otherwise, this is a normal sleep. You may not move around. Loud noises or rough contact will wake you up. Waking up for any reason ends the spell. A creature under the effect of this spell with no need to sleep or who is immune to sleep spells, such as an elf, gains the Alertness feat for 8 hours, but is otherwise unaffected. Godspeed. Your mount s speed is increased by +40ft. If it is 58

60 Call of Duty A Paladin s Sourcebook: Chapter 4: New Magic Magic Items Creating Memorable Magic Items Some of the following items are unique, while others have been created in relatively large numbers. The number of such an item is up to the GM, who is of course also free to change the historical background as they see fit. Players characters can, with the GM s permission, create these items with the appropriate item creation feat. The costs were calculated using the rules in the DMG, Chapter 7: Magic Items, but note that some numbers may have been rounded off or adjusted. Creating magic items is not an exact science, and particularly powerful or useful items may warrant a higher price than normal, while items of limited use may be a little cheaper. All of these items are useful to paladins, but some are quite good for almost any character. The important thing to remember when creating a new magic item, or even when using a standard one, is to personalize it with a description and a historical background. Even a low powered item should have a name, short description and history. For instance, would you rather wield a longsword +1, or Newal s Folly: This blade, a long sword +1, was crafted with a rippled appearance to the blade and a bronze plated hilt. This weapon was one of many such swords crafted by a local wizard to help repel a gnoll invasion of the Brighton villages 30 years ago. Newal, a brave squire, fought valiantly but was slain when he refused to flee the overwhelming numbers of gnolls. The blade was wielded by a gnoll chieftain until recovered by adventurers, and then lost again when they never returned from a dungeon expedition. Faint transmutation; CL: 5th; Craft Magic Arms and Armor; Price: 2,315 gp; Cost: 1,315 gp + 80 XP. Notice that the description covers several points of interest: A name is given, it is physically described, the reason for its creation given, and its history is summarized. (See later for an enhanced version of this weapon, Newal s Vengeance). The players can learn this information from NPCs interested in buying the item, or from those who know of the item s reputation. Or you may just tell them the information and explain that it is common knowledge around the player character s region, and that they heard bedtime tales of the item as children. If you make an item special, players will enjoy using it much more and will often enhance it with an item creation feat rather than simply replacing it. This adds a sense of history to your campaign. Feel free to apply the same method to items other than weapons and armor. The Mace of Evendryl, created in the moonlight by the Evendryl clan of elves for their greatest clerics, is much more interesting than a disruption mace +1, and may even affect the plot of your campaign when the Evendryl elves meet the player character wielding such a weapon. New Armor Special Abilities Comfort: A suit of armor enhanced with this ability can be slept in without any ill effects, even if it has a 5 armor check penalty or higher. Barding can also be crafted with this ability, enabling a mount to remain armored through the night. Faint Abjuration; CL 5 th ; Craft Magic Arms and Armor, cure light wounds; Price: +2000gp. Divine Mark: This special ability can enhance any magical shield, breastplate, half-plate, or plate mail armor. A divinely marked item is magically emblazoned with the symbol of a deity or a special mark that is associated with a particular alignment in the campaign world. The mark can glow dimly (not bright enough to give off useful light) or merely be engraved or carved; the choice is up to the crafter. The basic benefit of this ability is that a divinely marked shield can serve as a divine focus, but more powerful marks can grant a sacred or profane bonus to the wielder s ability to turn or rebuke the undead. Good marks gain sacred bonuses, and evil marks gain profane bonuses. Neutral marks can gain one or the other, chosen at the time of creation. The mark itself has an alignment that is the same as the Abjuration Aura Turn or Rebuke Undead Bonus Caster Level Price Faint +0 6 th +300gp Moderate th +3,000gp Strong th +12,000gp Strong th +24,000gp Table 4-1, Divine Mark 59

61 Call of Duty A Paladin s Sourcebook: Chapter 4: New Magic alignment it is associated with, or the same as the alignment of the deity it represents. Only one divine mark can adorn an item, and the mark cannot be removed without destroying the item. Abilities with alignments that conflict with the alignment of the mark cannot enhance such a shield. This ability cannot enhance a buckler; it is too small to hold a proper divine mark. Abjuration, aura strength varies; CL: varies; Craft Magic Arms and Armor, consecrate or desecrate; Price: varies (See Table 4-1, Divine Mark for the price and other variable qualities. This price is added to the cost of the item.) Mount Sanctum: A mount sanctum enhancement can only be placed upon steel shields larger than bucklers. Paladins with special mounts holding such shields immediately learn of this ability. While the rider is dismounted, their special mount can leap into the shield as a move action, passing into a special pocket dimension where time does not pass, as if in a temporal stasis spell. The shield immediately displays an intricate engraving resembling the paladin s mount. No other types of creatures may enter a mount sanctum shield, and only one special mount may be inside such a shield at a time. The paladin can recall the mount as a move action, as long as he wields the shield and there is enough room for the mount in the area. The mount leaps out of the shield, and the engraving disappears. The mount can enter the shield and be recalled any number of times per day. If a mount sanctum shield is destroyed while a special mount is inside, that mount immediately returns to its home celestial plane, unharmed by the event. A small shield can store a Medium-sized mount, a large shield can store up to a Large-sized mount, and a tower shield can store a mount of up to Huge size. Paladins calling their special mounts sometimes find mount sanctum shields instead, with the mount of a long dead paladin waiting within. Such a mount is willing to serve its new master, but may be concerned about its old one, and may have oldfashioned sensibilities if it has been in stasis for a long time. Shields may not have both a divine mark and a mount sanctum enhancement. Moderate abjuration; CL: 7 th ; Craft Magic Arms and Armor, sanctuary; Price: +6,000gp. Shining: This enhancement can only be placed on metallic armor polished to a mirror-like finish, such as banded mail, breastplate, half-plate, or plate mail armor. Anyone wearing shining armor has a 5 circumstance penalty to Hide skill checks. When worn by a paladin, shining armor grants a +2 enhancement bonus to Charisma. Moderate enchantment; CL: 10 th, Craft Magic Arms and Armor, enthrall; Price: +5,000gp. New Specific Magical Armor Crescent Shield: Crescent shields were forged for a remote paladin order constantly under attack by hostile werewolves. This silvery, crescent moon-shaped shield is often adorned with images of howling wolves. The shield is the enemy of lycanthropes everywhere. The shield is normally a light shield +2, but in the hands of someone with a lawful good alignment who is immune to lycanthropy (usually a paladin), it instead has a +5 enhancement bonus instead against the attacks of lycanthropes. Such a wielder can also force a lycanthrope to change involuntarily back to its original shape up to 3 times per day by using a command word. The lycanthrope must make a Control Shape skill check at DC 25 to resist. (See the MM: Lycanthropes). The shield is mirror-like in appearance, and if anyone looks closely, the true form of a shapeshifter can be seen in its reflection. It is a move action to look at the reflection of someone in the shield. Both the viewer and the target must be within 30ft. of the shield, and there must be adequate lighting. Strong divination; CL: 15 th, Craft Magic Arms and Armor, true seeing; Price: 20,159gp; Cost 10,159gp + 800XP. New Weapon Special Abilities Note that righteous, holy or holy burst weapons cannot also be blasphemous, unholy, or unholy burst. The first three are considered to be good aligned weapons, the last three are evil aligned weapons. Righteous: A righteous weapon is a weaker type of holy weapon. This special ability functions the same as the holy ability in the DMG, except it causes only +1d6 holy (good) damage when striking evil creatures. A weapon can only have one of the following special abilities: righteous, holy, or holy burst. Faint evocation [good]; CL: 5 th ; Craft Magic Arms and Armor, consecrate; Price: +1 bonus. Holy Burst: A holy burst weapon is a holy weapon (+2d6 holy damage to evil creatures) that also stuns evil creatures for one round on a critical hit. A weapon can only have one of the following special abilities: righteous, holy, or holy burst. Strong evocation [good]; CL: 12 th ; Craft Magic Arms and Armor, holy smite; Price: +3 bonus. 60

62 Call of Duty A Paladin s Sourcebook: Chapter 4: New Magic Blasphemous: A blasphemous weapon is a weaker type of unholy weapon. This special ability functions exactly the same as the unholy ability in the DMG, except it causes only +1d6 unholy (evil) damage when striking good creatures. A weapon can only have one of the following special abilities: blasphemous, unholy, or unholy burst. Faint evocation [evil]; CL: 5 th ; Craft Magic Arms and Armor, desecrate; Price: +1 bonus. Unholy Burst: An unholy burst weapon is a unholy weapon (+2d6 unholy damage to good creatures) that also stuns good creatures for one round on a critical hit. A weapon can only have one of the following special abilities: blasphemous, unholy, or unholy burst. Strong evocation [evil]; CL 12 th ; Craft Magic Arms and Armor, unholy blight; Price: +3 bonus New Specific Magical Weapons Dulan s Surprise: Dulan was a paladin who favored mounted combat over all else. He charged carelessly into battle with this lance, which he named Dulan s Charge, and ultimately met his doom when attacking a line of elite goblin pikemen. The lance was held by the goblins for a ransom, and finally recovered recently by a temple, then stolen by a mysterious warrior. The warrior had the famous lance magically enhanced to become a tattoo, so that he could smuggle it around without suspicion. The lance became known as Dulan s Surprise for the way the warrior would activate it while charging. He was never caught by the temple and owned the lance until he died years later in a tavern brawl. The current location of the lance is unknown. This righteous lance +3 is engraved with the image of a cavalry charge against some indistinguishable dark foe. The lance grants anyone wielding it a +5 competence bonus to his or her Ride skill. Once per round, on command as a free action, the lance transforms into a large tattoo on the wielder s body or back to a lance. If the wearer dies while the lance is in tattoo form, the lance reforms next to the body. Moderate evocation and transmutation [good]; CL: 12th; Craft Magic Arms and Armor, consecrate, shrink item, speak with animals, creator must be of good alignment; Price: 44,310 gp; Cost: 22,310 gp + 1,760 XP. Newal s Vengeance: This blade was originally a long sword +1 called Newal s Folly. It was crafted with a rippled appearance to the blade and a bronze plated hilt. This weapon was one of many such swords forged by a local wizard to help repel a gnoll invasion of the Brighton villages 30 years ago. Newal, a brave squire, fought valiantly with the blade but was slain when he refused to flee the overwhelming numbers of gnolls. The blade was wielded by a gnoll chieftain until recovered by adventurers, and then lost again when they never returned from a dungeon expedition. Years later a temple built near the massacred villages was given the sword as a donation by a mysterious wanderer, and the clerics have enhanced it to be a worthy weapon of good. It is now a holy gnoll-bane long sword +3, and vibrates slightly whenever a gnoll is within 60ft. Fear of the temple and the sword has kept the gnolls away, but it is rumored that the sword is missing again, so the gnolls may yet return. Strong evocation [good]; CL: 12th; Craft Magic Arms and Armor, detect evil, holy smite, summon monster I, creator must be of good alignment; Price: 100,315 gp; Cost: 50,315 gp + 4,000 XP. Pinnacle: Pinnacle is more than a weapon; it is a powerful NPC. It cannot remember its ancient beginnings, but is very wise. Pinnacle prefers to be used by higher level paladins, (16 th level +), but its purpose is to protect all paladins and it may serve a lower level one for a short time before convincing or forcing them to give the blade up. Its personality can be thought of as fatherly or motherly. Instead of pressing paladins on into great danger, it urges wisdom, restraint, and careful planning. It never encourages cowardice, but always questions its wielder if his intentions seem rash. Pinnacle seems to speak with an ancient accent of whatever language its wielder speaks, and never uses contractions or a simple word when a complex one will work. Pinnacle has been destroyed many times, but seems to be a favored weapon of the gods. It always mysteriously returns to the mortal realm, usually after several years. It theorizes that it is resurrected/reforged by a god or powerful mortal who created it so long ago. It has also wondered aloud whether there are multiple Pinnacles in different parts of the world, but does not know. This holy burst defending bastard sword +5 has its hilt styled as a winged celestial flying to heaven, or charging into hell, depending on your point of view. Pinnacle is highly intelligent, and some consider it an actual saint or lesser artifact, or both. It is lawful good, has a Wisdom of 23, Intelligence of 16, and a Charisma of 16. A character with an alignment other than lawful good 61

63 Call of Duty A Paladin s Sourcebook: Chapter 4: New Magic who so much as picks up Pinnacle immediately gains three negative levels. These levels never result in actual level loss, but can never be avoided or restored. Putting down the weapon removes the negative levels. Pinnacle s ego score is 35, but it prefers not to dominate its wielder as long as they are attempting to do the right thing, that is, being rigidly lawful good. It will not hesitate to dominate a wielder considering a chaotic or evil act. Pinnacle communicates telepathically, and can read languages and read magic. Its wielder does not need to sleep or breathe, and gains free use of the rogue s evasion ability. The wielder can also fly twice per day for up to 30 minutes at a time, and has true seeing at will. These powers can only be used when Pinnacle is held and drawn. Pinnacle s purpose is to defend paladins. It has the ability to cast true resurrection on its wielder one time, but will usually only do so if the wielder is a paladin. Upon doing so, it will petition its owner to find a new owner for it, or dominate them and force them to do so if necessary. Pinnacle has the ability to act as a phylactery of faithfulness. Whenever consulted, it always gives the correct advice to avoid a course of action that might adversely affect the wielder s alignment or displease a lawful good patron deity. Pinnacle also has Knowledge (religion) at 20 ranks and can answer most questions of a religious nature. Strong evocation [good]; CL: 20th; Craft Magic Arms and Armor, holy smite, shield of faith, true resurrection, creator must be of lawful good alignment; Price: 258,335 gp; Cost: 129,335 gp + 10,320 XP. Sabre of Adqua: This keen righteous rapier +2 features an ivory hilt and basket, and a gleaming blade. The sabre is of elven design and is clearly marked as the property of the Adqua family, but no one seems to know where that clan of elves may be today. It is believed that a wizard hired by a rogue who recovered the blade placed the keen enhancement on it. The blade is a favorite of elven paladins. Any elves of good alignment gain a +2 enhancement bonus to Constitution as long as they wield the weapon or wear it on their person. Moderate transmutation [good]; CL: 6th; Craft Magic Arms and Armor, consecrate, keen edge, creator must be an elf of good alignment; Price: 40,000 gp; Cost: 19,695 gp XP. There are rumored to be several lesser sabres of Adqua without the keen enhancement: Faint transmutation [good]; CL: 6th; Craft Magic Arms and Armor, consecrate, creator must be an elf of good alignment; Price: 25,000 gp; Cost: 12,695 gp XP. Wyrmseeker: Wyrmseeker is a sword feared by all evil dragon-kind. The blade was created by the cleric Verao for the paladin/ranger Nemmon many years ago. Nemmon slew dragon after dragon with wyrmseeker, until his recent disappearance. The blade may have been destroyed, or guarded in a hoard by a dragon too haughty to destroy it. In the hands of anyone other than a paladin, this plain-looking weapon performs as an ordinary greatsword +1. When wielded by a paladin, the sixfoot blade begins to glow like gold (light radius 20ft) revealing scrolling runes in draconic that list the names of all the dragons it has slain, and performs as a holy dragon-bane greatsword +3. It also bestows resistance 15 against all types of evil dragon breath to its wielder. Wyrmseeker received its name because of its unique ability to find dragons. When thrusting the blade point down into the ground, the blade churns the ground as it bends and the hilt slowly leans in the direction of the nearest dragon. This effect has unlimited range, but it can be fooled by mislead, nondetection, and polymorph spells. You cannot determine the distance to the dragon or the type of dragon, only the general direction. This ability takes a full round action to use. While the blade is not intelligent, wyrmseeker has a subtle effect on paladins that wield it. Whenever in a combat that includes dragon foes, paladins wielding wyrmseeker must make a Will save at DC 15 or be compelled to attack any dragon opponents they can reach instead of taking any other actions. Any paladin wielding wyrmseeker learns all of the abilities of this blade empathically. Strong evocation and moderate divination [good]; CL 12th; Craft Magic Arms and Armor, holy smite, divination, protection from elements, summon monster I, creator must be good; Price: 100,350 gp; Cost: 50,350 gp + 4,000 XP. New Rods and Wondrous Items Boots of the Equestrian: It is rumored that these boots were crafted for a particularly high ranking paladin who 62

64 Call of Duty A Paladin s Sourcebook: Chapter 4: New Magic could simply not ride a warhorse with any measure of grace. His order was so embarrassed, they had these boots custom made. Whenever worn, these thigh-high, always magically clean, polished leather boots grant a +5 competence bonus to the Ride skill and allow you to mount and dismount using a free action without a skill check. Furthermore, you always land on your feet when falling from a non-flying mount thus suffering no damage. Faint enchantment; CL: 3 rd ; Craft Wondrous Item, cat s grace; Price: 3,200gp; Weight: 2lb. Fasting Chalice: These large drinking goblets and books were created by an order of clerics and paladins besieged for decades by demonic armies. These paladins had little food, and lots of time. Fasting chalices sometimes appear ornate, sometimes plain, but are always chained to a book holy to a specific deity or religion. The fasting chalice is used to prepare for a fight against a deadly foe. The instructions for its use are in the first few pages of the book. To unlock the power of the chalice, you must fast for a full day. Then fill it with either your own blood, or the fresh blood of a creature of the same type that you wish to fight. After filling the cup and holding it with one hand, you must read the holy book (or unholy book if the chalice is dedicated to some evil god or faith) attached with the chain. Every word must be read aloud, and the chalice cannot be dropped or set down, nor can any blood be spilled from it during the reading. This test of dedication takes approximately 24 hours, and requires six Concentration checks (DC 15) and Strength checks (DC 8), one every 4 hours just before an allowed minute-long break. After the reading, if all the skill and ability checks are made, the blood in the chalice changes to fine wine. Drinking the wine satisfies your hunger as if it were an entire day s worth of rations, and for the next 24 hours or until you eat something, you gain a +4 sacred bonus (or profane bonus, if the chalice is evil) to Strength and Constitution. If the blood placed in the chalice was from a creature other than you, you also gain a a +2 sacred (or profane) bonus to damage against that specific type off creature. You may only be under the effect of one fasting chalice at a time. You must be literate to use a fasting chalice; the language the book is written in is up to the GM, but is usually Common, as these books are meant for holy warriors, not scholars. Fasting chalices have the same alignment as the deity or religion they are dedicated to, and are only effective when used by characters of the same alignment. If the fragile chain connecting the chalice to the book is broken, (a standard action by anyone with a Strength score of 3 or higher), the fasting chalice ceases to work. Typically, due to the fragility of these items, and because of their limited use during travel, they are kept in temples. Donating such items to temples or religious fortresses is especially appropriate. Moderate enchantment; CL: 10 th ; Craft Wondrous Item, divine power, endurance, Knowledge (religion) 8 ranks; Price: 30,000gp; Weight 5lb. Healing Sprinkler Rod: These rods were first employed during a siege against a remote mountain chapel. All three of the chapel s clerics were killed during a surprise attack at the start of the assault. A group of young, inexperienced paladins at the chapel for training were left to lead the meager staff in the defense. A pair of hound archons appeared to the paladins, provided them with the first of these items, and passed along the knowledge of crafting more. With these rods, the small force was able to withstand the assault in time for a rescuing force to arrive. The sprinkler is a light mace +1 or light flail +1 with a hollowed out headpiece. The hollow chamber is sufficient to hold one flask of holy water. A single flask of holy water can be poured into the hollow chamber. Creatures struck by a sprinkler loaded with holy water are also struck by the holy water as it splashes on them. Using the sprinkler to heal involves shaking it and splashing holy water over the wound. This increases the time required to use the lay on hands ability to one full round, and heals an additional amount of damage equal to the paladin s Charisma bonus during each use. One vial of holy water can provide up to three rounds of use. A healing sprinkler may only be used by a particular character 3 times per day, so it is usually used by groups of paladins for maximum effect, and is rarely owned by a single paladin. Faint conjuration; CL: 6 th ; Craft Rod, bless water, cure serious wounds; Price: 2,600 gp; Weight: 5lbs. Saddles of the Circle of Light: Once, when paladins were common in the land, a paladin s 63

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