DnD/Class Handbooks/Paladins/Call of Duty - Paladin

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DnD/Class Handbooks/Paladins/Call of Duty - Paladin

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.

However, it is 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.

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

Chapter One: Feats and Prestige Classes....... 2

New Feats ............................................................. 2

Prestige Classes ................................................... 5

The Paladin as a Prestige Class .................... 5

Archon ............................................................ 9

Chaos Knight ................................................ 13

Forge Avenger.............................................. 16

Golden Pride Hunter..................................... 19

Merseus ........................................................ 22

Penitent Sniper ............................................. 25

Seelie Knight................................................. 28

Sensate......................................................... 32

Sword Saint .................................................. 35

Chapter 2: Roleplaying Paladins .................... 38

Answering the Call .............................................. 38

Paladins and Alignment ...................................... 40

The Code of Conduct .......................................... 40

The Fall from Grace ............................................ 45

Chapter 3: A Variety of Paladins ..................... 46

Multiclassing........................................................ 46

Paladin Orders .................................................... 50

Variant: Customizing Paladins ........................... 53

Chapter 4: New Magic....................................... 55

Spells................................................................... 55

Magic Items......................................................... 59

This book uses the d20 Standard Stat block from www.d20statblock.org.

For help with this product see: www.chainmailbikini.com/files/cod-errata-faq.pdf

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

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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.

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Call of Duty and Chainmail Bikini Games are trademarks of Chainmail Bikini Games, Ltd. All Your Base Are Belong To Us.


Chapter One: Feats and Prestige Classes

New Feats

All of these feats are 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 an honorable

rogue would not take Salute of Honor.

Feats listed as “Fighter” feats may be taken by

fighters as bonus feats.

You may only take “Paladin” feats if you have

certain paladin class abilities, such as lay on

hands. These feats are supernatural and

can be powerful, but if you lose your

paladinhood, they become useless.

Divine feats are supernatural

feats that allow those with the

ability to turn undead to channel

positive energy for other

purposes..

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]

2

Your aura of courage glows like daylight.

Prerequisites: Paladin’s aura of courage

ability, Wis 13+, Cha 15+

Benefits: As a move equivalent 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.


Call of Duty – A Paladin’s Sourcebook: Chapter 1: Classes and Feats

Prerequisites: Divine spellcaster 3 rd level,

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.

This ability does not require an action, other

than that required to cast the spell. Even though

this is a metamagic feat, spellcasters who prepare

their spells must choose to use it at the time of

casting. It does not increase the casting time of

the spell.

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 [Paladin]

You triumph when needed the most.

Prerequisites: Paladin’s divine grace ability,

Cha 13+

Benefits: Once per day, before rolling, you

may choose to add your paladin 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 +9 luck bonus to her attack roll.

Inspire Mount [Fighter, General]

With a whisper or nudge, you can urge your mount

to great speed.

Prerequisites: Mounted Combat, Handle

Animal skill 5 ranks, Ride skill 5 ranks

Benefits: As a move equivalent 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, or use some other detect spell, as a spell-like

ability

Benefits: You can use your ability to detect

evil as a move equivalent 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 equivalent 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. You cannot discern information

that normally takes more than one round to detect

with this feat.

This feat does not affect the casting time of

any spell, only the use of the above spell-like

abilities permanently gained through a class ability,

racial ability, or feat.

You can gain this feat more than once. Each

time you take this feat it applies to a different spelllike

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+

3


Call of Duty – A Paladin’s Sourcebook: Chapter 1: Classes and Feats

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.

You cannot avoid taking Constitution damage

from this feat by any means, but it heals 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.

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, and

you gain a +2 bonus to all Diplomacy skill checks.

Salute of Honor [Fighter, General]

Your sense of fair play unsettles your enemies.

4

Prerequisites: Cha 13+, must be lawful

Benefits: If you use a move equivalent action

to salute your opponents before attacking, they

receive a –1 morale penalty to attack and damage

rolls against you. 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 demons as his first choice for favored enemy.

When he uses smite evil against a demon, he

does 14 additional points of damage with smite evil

(5 levels of ranger + 9 levels of paladin), plus the

normal +2 points of damage for the favored enemy

ability for a total of +16 points of damage.

Stunning Smite [Paladin]

Your divine power stuns evil foes.

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, on the following

round the lingering visible aura gives you a +10

insight bonus to your attack roll against that

opponent when using smite evil.


Call of Duty – A Paladin’s Sourcebook: Chapter 1: Classes and Feats

Prestige Classes

Most of the following prestige classes are

designed for paladins.

Two of these classes are exceptions. The

prestige paladin is a variant class designed to

replace the core paladin class presented in the

Player’s Handbook. The chaos knight is presented

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 Player’s Handbook. 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 paladins 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. In addition, 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 end. Players often have difficulty roleplaying

paladins correctly, and this class forces them to

earn the privilege of playing a paladin by

roleplaying like one. Finally, using this variant

gives paladins a prestigious reputation in your

campaign world, since they are all at least midlevel

characters of some power.

Hit Dice: d10

Requirements

Alignment: Lawful good

Base attack bonus: +5 or higher

as a paladin-like 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.

Special: You may not take this prestige class

on a whim. You must earn it by roleplaying like a

paladin.

To become a prestige paladin, you must first

possess the Call of Duty feat (see boxed text)

while advancing one full character level. This feat

is no longer need upon becoming a paladin, and is

discarded.

The DM 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 DM 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/

paladin 1.

Call of Duty [Special]

A deity, abstract force, or philosophy has called you to

become a paladin, but you 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

DM 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, you lose this feat

forever and can never be a paladin. If you 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


Call of Duty – A Paladin’s Sourcebook: Chapter 1: Classes and Feats

6


Lvl Base

Attack

Bonus

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 (religion) (Int), Profession (Wis),

and Ride (Dex).

Skill Points at Each Additional Level: 2 + Int

modifier.

Class Features

Fort

Save

Ref

Save

Will

Save

Weapon and Armor Proficiency: The

prestige paladin is proficient with all simple and

martial weapons, as well as all types of armor and

shields.

Code of Conduct and Associates: Prestige

paladins have the same Code of Conduct and

restrictions on their associates as core paladins.

Detect Evil (Sp): You can detect evil at will.

Divine Grace (Su): You may add your

Charisma bonus, if any, to all your saving throws.

Divine Health (Su): You are immune to all

diseases, including magical diseases.

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.

Aura of Courage (Su): You are immune to

fear, both magical and otherwise, and any allies

Call of Duty – A Paladin’s Sourcebook: Chapter 1: Classes and Feats

Special Spells per day

1 2 3 4

1 +1 +2 +0 +2 Detect Evil, Divine Grace, Divine Health,

Lay on Hands

0 - - -

2 +2 +3 +0 +3 Aura of Courage, Smite Evil 1/day 1 - - -

3 +3 +3 +1 +3 Remove Disease 1/day, Turn Undead 1 0 - -

4 +4 +4 +1 +4 Special Mount 1 1 - -

5 +5 +4 +1 +4 1 1 -

6 +6 +5 +2 +5 1 1 0 -

7 +7 +5 +2 +5 2 1 1 -

8 +8 +6 +2 +6 Smite Evil 2/day 2 1 1 -

9 +9 +6 +3 +6 2 2 1 0

10 +10 +7 +3 +7 2 2 1 1

11 +11 +7 +3 +7 2 2 2 1

12 +12 +8 +4 +8 3 2 2 1

13 +13 +8 +4 +8 3 2 2 1

14 +14 +9 +4 +9 Smite Evil 3/day 3 3 2 1

15 +15 +9 +5 +9 Constant Heart 3 3 3 2

Table 1-1, theTrue Paladin prestige class

within 10ft. gain a +4 morale bonus to saving

throws against fear effects.

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

(maximum +15). 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 8 th level you gain the ability to smite evil

twice per day, and at 14 th level you may smite evil

3 times per day.

Remove Disease (Sp): Beginning at 3 rd level,

you can remove disease once per day.

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 feat slots.

Spells: You can cast a small number of divine

spells. Prestige paladins use the paladin spell list

(see the Player’s Handbook, Chapter 11:Spells),

and prepare and cast spells in the same manner

as a cleric. You must have a Wisdom of 10 plus

the spell level to be able to cast a spell, and

therefore cannot cast any spells if your Wisdom is

less than 11. You may choose any spell on your

spell list to cast but cannot spontaneously cast as

a cleric can. Your caster level equals your paladin

level, up to a maximum of 10 th level.

7


Call of Duty – A Paladin’s Sourcebook: Chapter 1: Classes and Feats

Special Mount (Su): Upon reaching 4 th level

or higher, you can call a special mount. This

ability is the same as the core paladin’s ability (see

the Player’s Handbook, Chapter 3: Classes,

Paladin).

Instead of calling a special mount, you may

instead choose to be able to use your smite evil

ability an additional time per day. You can change

your mind later and give up the second use of

smite evil to call your special mount when you

need it.

Constant Heart (Su): Your dedication to the

Code is faultless and the divine truly favor you.

Once per day, whenever you fail a saving throw,

you may reroll the result.

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 paladins. They may atone for their

actions with the atonement spell as appropriate.

Prestige paladins who become ex-paladins are

treated the same as core ex-paladins for taking

classes such as the blackguard.

Ex-blackguards who become paladins do not

gain any special powers. The powers of law and

good are most reluctant to recruit such characters,

as it is easy to fall from grace, yet difficult to

redeem oneself.

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 large shield); Melee +1 holy bastard sword

+15/+10/+5 (1d10+4/crit 19-20), +1 heavy 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 (religion)

+2, Ride +15(14); Exotic Weapon Proficiency

(bastard sword), Knowing Gaze*, Mounted

Combat, Power Attack, Ride-by Attack, Salute of

8

Honor*, Spirited Charge, Weapon Focus (heavy

lance).

* New feat, see next section.

Paladin Spells Prepared (2/2): 1-bless

weapon, divine favor; 2-remove paralysis, shield

other

SA–Turn Undead (Su): Lord Lairden turns

undead as a 6 th level cleric up to 6 times per day.

SA–Smite Evil (Su): Once per day, Lord

Lairden may add +3 to an attack roll against an

evil opponent and add +6 to the damage.

SQ–Detect Evil (Sp): Lord Lairden may detect

evil at will. He may use the first round of detect

evil as with a move equivalent 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.

Equipment: +1 holy bastard sword, +1 heavy

lance, mw composite longbow (mighty +3), 20

arrows, mw dagger, +1 full plate armor of comfort

with a divine mark(+0) **, +2 ring of protection, +2

large steel shield.

**New armor special abilities, see Chapter 4.

Heracles, male heavy warhorse: Large

Magical Beast (warhorse);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.

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.


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 borderlands of wilderness and

civilized areas. They also sometimes

frequent cities with high crime rates, but

rarely stay in the same place for long.

Governments usually welcome

archons as additional enforcers of the

law, but sometimes regard them 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 law that unduly restricts

their behavior. They follow the laws of

mortals, but only when such laws 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 are generally not

very pleasant.

Good and evil are concepts

that may or may not be

important to the archon.

Paladins who become

Lvl Base

Attack

Bonus

Fort

Save

Ref

Save

Will

Save

Call of Duty – A Paladin’s Sourcebook: Chapter 1: Classes and Feats

archons tend to have a lawful neutral tilt (see

Chapter 2), but are still good. 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 Dice: 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

Special Spells per day

1 2 3 4

1 +1 +2 +0 +2 Detect Chaos, Clean Kill 0 - - -

2 +2 +3 +0 +3 Judge, Smite Chaos 1 -

3 +3 +3 +1 +3 Aura of Truth 1 0

4 +4 +4 +1 +4 Quick Kill 1 1

5 +5 +4 +1 +4 1 1 0

6 +6 +5 +2 +5 Verdict 1 1 1

7 +7 +5 +2 +5 2 1 1 0

8 +8 +6 +2 +6 Jury 2 1 1 1

9 +9 +6 +3 +6 Effortless Kill 2 2 1 1

10 +10 +7 +3 +7 Executioner, True Seeing 2 2 2 1

Table 1-2, the Archon

9


Call of Duty – A Paladin’s Sourcebook: Chapter 1: Classes and Feats

(Con), Diplomacy (Cha), Gather Information (Cha),

Intimidate (Cha), Intuit Direction (Wis), Jump (Str),

Knowledge (laws of the land) (Int), Knowledge

(religion) (Int), Ride (Dex), Spot (Wis), Swim (Str),

Wilderness Lore (Wis).

10

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.

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 fair, as

long as it does not rely primarily on deception.

For an archon, legitimate authority is defined

as those who are 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. Archons might be proponents of the concepts

of chivalry (see boxed text on page 44).

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 less than 11 cannot cast

spells. When you get 0 spells of a given level, you

receive only bonus spells, if applicable. 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 bane*, speak

with dead

4 th level: death ward, dispel chaos, greater

command, 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): 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 your opponent. You still use up

one of your chances to judge when you miss.

The mark glows softly and remains until you

choose to dismiss it, or if removed by a wish or

miracle. You may only mark one creature at a

time, and no creature may bear more than one

mark from you, 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.

At any distance from the mark, you may use

the Intuit Direction skill to determine the direction

of the marked creature. You automatically know if

they have 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): 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): A zone of truth spell

surrounds you with a 10ft radius at all times. 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 minute 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.


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 of existence.

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 halfelven

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 or not they are guilty

of the crime is irrelevant.

Instead of a scarring wound, this judge 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 black, the other white),

armored figures wielding greatswords. When

passing judgment, they draw back their hoods to

reveal smooth, featureless, vaguely human faces.

They never speak, but instead use telepathy within

60ft.

Faceless jurors follow the archon’s nonchaotic

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/+1,

Spell resistance 12, natural armor +4, flight 60ft

(good), Telepathy.

Equipment: greatsword +1, half-plate +1

Effortless Kill (Su): You may perform a coup

de grace as a move equivalent action.

Call of Duty – A Paladin’s Sourcebook: Chapter 1: Classes and Feats

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 increases 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,

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.

An archon who slays a judge marked creature

(see Judge ability) while knowing that the accused

is innocent of the stated crime becomes an exarchon

forever.

Sample NPC

“Trial? You’ll get one in the afterlife.”

Pale, male human Rgr 6/Archon 4: CR 10;

Medium-sized Humanoid (human); HD 10d10+10;

hp 65; Init +0; Spd 20ft; AC 22 (+10 full plate, +2

ring); Melee +1 lawful greatsword +16/+11

(2d6+5/crit 17-20); Ranged crossbow, hvy +10

(1d10/crit 19-20); AL LE; SV Fort +10, Ref +4, Will

+7; Str 18, Dex 10, Con 12, Int 13, Wis 12, Cha

14.

Skills and Feats: Diplomacy +9(7), Hide +9,

Intuit Direction +9, Intimidate +5(3), Knowledge

(laws of the land) +5(4), Listen +9, Move Silently

+9, Spot +13, Wilderness Lore +13; Expertise,

Improved Critical (greatsword), Iron Will, Power

Attack, Track, Weapon Focus (greatsword).

Ranger Spells Prepared (1): 1– entangle

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 bonuses to track the

creature.

SA–Quick Kill (Ex): Pale can perform a coup

de grace as a standard action, instead of a full

round action.

SQ–Favored Enemy (Ex): Pale gains a +2

bonus to Bluff, Listen, Sense Motive, Spot and

11


Call of Duty – A Paladin’s Sourcebook: Chapter 1: Classes and Feats

Wilderness Lore checks against humans, and a +2

bonus to damage against humans.

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 lawful greatsword, +2 full

plate, +2 ring of protection, potion of cure

moderate wounds x2

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

an early age that caused him to

dedicate his life to hunting

alleged criminals.

Pale is a knight of the

realm, and has the power to

enforce the laws as a proxy of

its lawful neutral ruler.

Pale enforces the law with a

savage cruelty that shocks most

around him into hiding. He once

decapitated a man for

committing arson. The man

was burning leaves in the fall.

At his trial, Pale argued his case

with no emotion, and despite the

dead man’s honest intentions,

Pale was found innocent of any

wrongdoing since the man did

not get a permit to burn leaves

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.

12

Law vs. Chaos

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 when dealing with 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 causing an economic

crisis that hurts everyone. 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.

A campaign based around law vs.

chaos tends to have many shades of gray,

rather than the black and white morality of a

campaign based on good vs. evil.

Using Pale: You should use Pale 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. The lawful

neutral kingdom he protects fears and respects

him. 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, that is, 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 doubleedged

sword. He can be 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.


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 the

oppressed.

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 to 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 body piercings.

Despite their devotion to chaos, chaos knights

can work well with others who share their interests.

They can see the value of a battle plan that is not

Lvl Base

Attack

Bonus

Fort

Save

Ref

Save

Will

Save

Call of Duty – A Paladin’s Sourcebook: Chapter 1: Classes and Feats

Special

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 Dice: 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).

1 +1 +2 +0 +0 Spike Expertise, Uncontrollable Rage, Smell Oppression

2 +2 +3 +0 +0 Smite Law, Winds of Change

3 +3 +3 +1 +1 Additional Rage

4 +4 +4 +1 +1 Aura of Aggression

5 +5 +4 +1 +1 Incite Panic

6 +6 +5 +2 +2 Additional Rage

7 +7 +5 +2 +2

8 +8 +6 +2 +2 Incite Panic (+4 to DC)

9 +9 +6 +3 +3 Additional Rage

10 +10 +7 +3 +3 Immune to Transformation, Primal Rage

Table 1-3, the Chaos Knight

13


Call of Duty – A Paladin’s Sourcebook: Chapter 1: Classes and Feats

14

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.

Spike Expertise (Ex): Most chaos knights

cannot resist the appearance 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.

This is in addition to any other actions you take

Paladin

Level

Extra ability

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

7-8

alignment. You may use this ability

while raging.

Summon Slaad (Sp): You have an

inherent connection to the chaotic

planes. Once per day, you may

summon a red slaad, 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.

In fact, if you do so, you summon a

more powerful blue slaad instead.

9-10 Polymorph Self (Sp): Once per day,

you can use polymorph self. 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

other abilities on this table.

Table 1-4, Fallen Paladin Chaos Knight Abilities

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 barbarian rage ability. 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.

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.

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 are

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. This bonus stacks with all other

bonuses, except the aura of aggression of another

chaos knight.

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.

You are immune to any spell that changes

your form. Polymorph other 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 exchaos

knight and lose all spell-like and

supernatural abilities of this class. Returning to a

chaotic alignment restores all lost abilities.

Changing to a lawful alignment causes you to

become an ex-chaos knight forever.

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

chaotic spiked chain +16/+11 (2d4+6, +2d6

against lawful opponents); SA rage, spike

expertise, smite law, winds of change; SQ fast

movement, half-orc traits, uncanny dodge,

uncontrollable rage, 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), Wilderness Lore +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 Str, +4 Con, and a +2 morale bonus vs.

fear, but suffers -2 to AC. After the rage, Bedlam is

fatigued.

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–Uncanny Dodge: Dex bonus to AC, can't

be flanked.

SQ–Uncontrollable Rage (Ex): Whenever

Bedlam takes damage, there is a 50% chance he

will be forced to use his rage ability if possible.

SQ–Smell Oppression (Su): Bedlam can

detect law at will using his sense of smell.

SQ–Aura of Aggression (Su): All of Bedlam’s

allies within 10ft. gain a +2 bonus to initiative.

Call of Duty – A Paladin’s Sourcebook: Chapter 1: Classes and Feats

Equipment: +1 chaotic spiked chain (named

“Wildcat”), breastplate, armor spikes, large sack

with stolen food, dice bag with bone dice.

* New feat, see page 3.

History: Durgut was born as 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 humiliation in battle by anyone weaker

than he is. 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 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 a mere annoyance or 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.

Someone who can beat him might impress him.

Bedlam may even befriend such a person for a

while.

15


Call of Duty – A Paladin’s Sourcebook: Chapter 1: Classes and Feats

Forge Avenger

“My faith is forged in the hottest fires.”

Sometimes the spirits of long dead dwarven

ancestors call dwarves who epitomize the virtues

of their race to become forge avengers. Forge

avengers 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.

Forge avengers receive their powers

from the spirits of their ancestors

rather than a deity or philosophical

force.

16

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: Exotic Weapon

Proficiency and 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

Lvl Base

Attack

Bonus

Fort

Save

Ref

Save

Will

Save

Special

1 +1 +2 +0 +0 Smite Dwarven Enemies

2 +2 +3 +0 +0 Summon Ancestral Heroes

3 +3 +3 +1 +1 Aura of Dwarven Justice

4 +4 +4 +1 +1 Reach of the Dwarves

5 +5 +4 +1 +1 Armor of Faith (light fortification)

6 +6 +5 +2 +2 Living Forge

7 +7 +5 +2 +2

8 +8 +6 +2 +2 Armor of Faith (moderate fortification)

9 +9 +6 +3 +3

10 +10 +7 +3 +3 Ironbeard

Table 1-5, the Forge Avenger

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 (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: A 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 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 dwarves with one melee attack.

Dwarven enemies include racial enemies such as

giants, orcs, half-orcs, and goblinoids (goblins,

hobgoblins, and bugbears), and evil dwarves,

including most derro and duergar. The DM 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.

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. You should only summon them for

combat. They will follow any of 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.

Ancestral Hero, celestial dwarf Ftr6: CR 7;

Medium-size Humanoid (dwarf); HD 6d10+12; hp

45; Init +0; Spd 15 ft; AC 21 (+8 half-plate, +3

large shield); Melee +1 battleaxe +10 (1d8+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, Sunder, Weapon

Focus (battleaxe), Weapon Specialization

(battleaxe), Iron Will.

Call of Duty – A Paladin’s Sourcebook: Chapter 1: Classes and Feats

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.

SQ–Celestial Traits (Ex): Acid, Cold and

Electricity resistance 10, Damage Reduction 5/+1,

Spell resistance 12.

Equipment: battleaxe +1, large shield +1, halfplate

+1

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 suggested list of

these creature types).

Reach of the Dwarves (Su): Any nonthrowing

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): At 5 th level, any

masterwork or magical heavy armor of dwarvenmake

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 8 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

15/+1.

Immune to Poison (Ex): You are immune to all

natural, but not magical, poisons.

Spell Resistance (Su): You gain spell

resistance equal to 18.

Smite Dwarven Enemies (Su): You may smite

dwarven enemies one additional time per day.

Ex-Forge Avengers: A forge avenger who is

no longer lawful good or who grossly violates his

Code of Conduct becomes an ex-forge avenger

and loses all class abilities. Returning to a lawful

good alignment and receiving the benefits of an

atonement spell recovers these class abilities.

17


Call of Duty – A Paladin’s Sourcebook: Chapter 1: Classes and Feats

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.

A forge avenger who willingly commits an evil

act becomes an ex-forge avenger forever, with no

chance to atone. 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 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 15 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

(2/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,

Cleave, Exotic Weapon Proficiency (Dwarven

Waraxe), Weapon Focus (Dwarven Waraxe), Craft

Divine Weapon*

*New feat, see page 3.

SA–Turn Undead (Su): 2/day, Farrus

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): 1/day, if the target of a

normal melee attack is evil, Farrus Stoneglaive

gains a +7 damage bonus.

SA–Smite Dwarven Enemies (Su): 1/day, if the

target of a normal melee attack is a traditional

dwarven enemy, Farrus Stoneglaive gains a +4

bonus to the attack roll and a +6 damage bonus.

SA–Reach of the Dwarves (Su): While Farrus

wields it, Orc’s Lament gains the throwing and

returning special ability.

SA–Living Forge (Su): While Farrus wields it,

Orc’s Lament gains the flaming special ability.

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.

18

SQ–Aura of Dwarven Justice (Su): Farrus 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

Farrus 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 large shield “Wall of Truth”, +2 ring

of protection, boots of speed.

Note: Farrus forged Orc’s Lament and

enhanced it with the Craft Divine Weapon feat.

Therefore he gains a +1 bonus to attack and

damage rolls while using the axe. This is

accounted for in the stats above.

History: Farrus 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 deep 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: Farrus 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: Farrus never laughs and never

jokes. Farrus is a pessimist. He is grim and dour,

and more stubborn than the armor he forges.

Farrus is accustomed to military order and

discipline, and disdains those who are not. Farrus

does not hate half-orcs, but has a particularly

annoying habit of patronizing them with

sympathetic pity over their mixed heritage.

Using Farrus: Farrus 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. Farrus 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.


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 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. Myrcelon does not

accept those with no

human blood as a Golden

Pride 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.

Call of Duty – A Paladin’s Sourcebook: Chapter 1: Classes and Feats

Hit Dice: d10

Requirements

Alignment: Lawful Good

Race: Human, Half-Elf or Half-Orc

Skills: Animal Empathy 2 ranks or Handle

Animal 8 ranks

Feats: 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

Golden Pride hunter

of at least 6 th level.

You must not have

a paladin’s special

mount.

Class Skills

The golden

pride hunter class

skills (and the key

ability for each

skill) are: Animal

Empathy (Cha),

Craft (Int), Diplomacy (Cha), Handle

Animal (Cha), Heal (Wis), Hide (Dex), Listen (Wis),

Knowledge (religion) (Int), Move Silently (Dex),

Ride (Dex), Spot (Wis), Wilderness Lore (Wis).

Skill Points at each level: 4 + Int modifier.

Class Features

Code of Conduct: The paladin’s code of

conduct applies in all ways to a Golden Pride

hunter.

Nobility and duty are 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

19


Call of Duty – A Paladin’s Sourcebook: Chapter 1: Classes and Feats

as perfected by the lion is considered an

honorable practice against a known enemy. The

Pride uses ranged weapons only as a last resort.

Weapon and Armor Proficiency: You gain

no new proficiency with any weapons or armor.

Animal Senses (Ex): Your eyes shift to

slightly resemble those of a cat and you gain an

animal’s awareness of your 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.

Roar of Myrcelon (Su): A number of times

per day equal to half your Golden Pride hunter

class level, 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).

Enemies are unaffected if they make a Will save

(DC 10 plus your Golden Pride hunter class level).

The positive sonic energy of the roar magically

deafens undead creatures within 50ft. for 1d4

rounds (20% chance of arcane spell failure with

spells that have a verbal component, -4 penalty to

Initiative rolls, automatically fail Listen checks).

Your caster level is your Golden Pride hunter

class level, and the duration of the bless and bane

effects is one minute/level. You can roar once per

round as a free action.

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 and thick fur. Your creature

type is now both humanoid and shapechanger.

20

Lvl Base

Attack

Bonus

Fort

Save

Ref

Save

Will

Save

Special

1 +1 +2 +2 +0 Animal Senses, Speak with Cats

2 +2 +3 +3 +0 Roar of Myrcelon, Hunter Form 1/day,

3 +3 +3 +3 +1 Lion Form 1/day, Stalk

4 +4 +4 +4 +1 Blind Fight

5 +5 +4 +4 +1 Hunter Form 2/day, Lion Form 2/day

6 +6 +5 +5 +2 Pounce

7 +7 +5 +5 +2

8 +8 +6 +6 +2 Hunter Form 3/day, Lion Form 3/day

9 +9 +6 +6 +3

10 +10 +7 +7 +3 True Hunter

Table 1-6, the Golden Pride Hunter

Beginning this shape shifting process is a free

action, but the shift itself is not complete until next

round at the beginning of your turn. During the

shape shifting 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 3: Running the Game,

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 with a normal weapon

at 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 twice per day starting at 5 th level, and three

times per day at 8 th level. Shifting back to your

original 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 hunter in lion 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 twice

per day, and at 8 th level it can be used 3 / day.

Pounce (Ex): 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.

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 be in hunter form first.

You heal as if resting for one day when

shifting, up to 6 times per day.

Finally, you gain the scent ability at all times.

(See the DMG, Chapter 3: Running the Game,

Special Abilities)

Ex-Golden Pride Hunters: If a hunter grossly

violates the Code of Conduct or changes to a nonlawful

good alignment, they lose all supernatural

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.

Golden Pride hunters who willingly commit an

act of evil become ex-Golden Pride hunters

forever. Their ex-hunter levels are treated exactly

like levels of ex-paladin for the purpose of classes

such as the blackguard.

Hunters who are also paladins may not call a

special mount. The ability does not work for them.

Sample NPC

“Trouble is nearby.”

Ser Nathan Blackclaw, male human

Ftr2/Pal4/Golden Pride Hunter7: CR 13;

Medium-size Humanoid (human); HD 13d10+42;

hp 113; Init +1; Spd 20 ft; AC 23 (+7 chainmail, +3

large steel shield, +1 Dex, +2 ring of protection);

Melee 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, remove disease (1/week), 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 +11 (9), Knowledge (religion) +6

Call of Duty – A Paladin’s Sourcebook: Chapter 1: Classes and Feats

(6), Listen +9 (7), Ride +17 (16), Search +2 (0),

Spot +6 (4); Blind Fight, Exotic Weapon

Proficiency (bastard sword), Power Attack,

Weapon Focus (bastard sword), Cleave, Sunder,

Toughness, Mounted Combat, Improved Critical

(bastard sword).

SA–Turn Undead (Su): 5/day, Ser Nathan

Blackclaw 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 Blackclaw

gains a +2 attack bonus and a +4 damage bonus.

SQ–Lay on Hands (Sp): Ser Nathan Blackclaw

can heal up to 8 hit points per day, divided among

any number of creatures.

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): Twice per day Ser

Nathan Blackclaw 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 large steel 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 of the oaths taken by the

Pride. Nathan accepted the call and became a

Golden Pride hunter.

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 who do. He prefers to

lead in battle.

Using Ser Nathan: Ser Nathan will join forces

with a party if their cause has been 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 orders. It is very

possible that someone who knows him will need to

intervene on his behalf to explain that he truly is a

good person, despite his dour and direct persona.

21


Call of Duty – A Paladin’s Sourcebook: Chapter 1: Classes and Feats

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 who

recruit paladins. Her goal is to win battles while

preventing the death of her allies.

All mersi (MUR-sigh, plural) are paladins,

but may be multiclassed as clerics or fighters.

Mersi can fight like a paladin, and heal

nearly as well as a cleric. Adventurers and

the armies of good value their services.

They tend to travel the world in search of

those who need their skills the most.

Mersi 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.

Adventurers most often view mersi

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 Dice: d10

Requirements

3)

22

Alignment: Lawful good

Feats: Combat Healing (New feat, see page

Lvl Base

Attack

Bonus

Fort

Save

Ref

Save

Will

Save

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

paladin’s Code of Conduct, and pledge to heal

their allies and captured enemies whenever

Special Spells per day

1 2 3 4

1 +1 +2 +0 +2 Paladin Abilities, Enhanced Lay on Hands 0 - - -

2 +2 +3 +0 +3 Aura of Hope 1 -

3 +3 +3 +1 +3 Purging Hands 1/day 1 0

4 +4 +4 +1 +4 Enhanced Recovery 1 1

5 +5 +4 +1 +4 Aura of Life 1 1 0

6 +6 +5 +2 +5 Purging Hands 2/day 1 1 1

7 +7 +5 +2 +5 Heal 2 1 1 0

8 +8 +6 +2 +6 Revive 2 1 1 1

9 +9 +6 +3 +6 Purging Hands 3/day 2 2 1 1

10 +10 +7 +3 +7 Returning Soul 2 2 2 1

Table 1-7, the Merseus


possible.

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,

neutralize poison, restoration

Spontaneous Casting (Su): You may

exchange a prepared spell for a “cure” of the same

level, just as a good aligned 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, while

using lay on hands you may also use one of these

spell-like abilities on a target creature:

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 use 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. (The Heal skill cannot accelerate this

Call of Duty – A Paladin’s Sourcebook: Chapter 1: Classes and Feats

healing.) 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.

have a 50% chance to become stabilized and stop

losing hit points each round, instead of 10%. 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, and without any material

component. 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. Afterwards you are fatigued (See DMG,

Chapter 3: 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, 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. If you willingly

commit an evil act, you become an ex-merseus

forever.

An ex-merseus loses all supernatural, spelllike,

and spellcasting abilities, and is treated like

an ex-paladin 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 half-plate); 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

(2/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).

23


Call of Duty – A Paladin’s Sourcebook: Chapter 1: Classes and Feats

* New feat, see page 3.

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):

1/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.

SQ–Enhanced Recovery

(Su): Darsi recovers from

injury very quickly. She

recovers 10 hit points per hour

normally.

Paladin Spells Prepared:

1- divine favor x2

Merseus Spells Prepared:

1- detect poison, remove fear,

2- 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, 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.

24

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

your entire allotment of lay on hands for the day;

you must be able to heal at least one point of

damage.

This system does 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 spelllike

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

playing clerics.

Appearance: Darsi wears her hair short to

avoid problems in a fight, and wears shining halfplate

when in battle.

When not fighting, she is

fond of wearing feminine

clothing and sweet perfume, and

is quite lovely. Her breathtaking

beauty sometimes takes

her comrades-in-arms aback

and they often find themselves

speechless, much to her

amusement.

Personality: On the

battlefield, Darsi is unforgiving to

her enemies 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 is more

likely to repeat the mistake that

caused their wound in the first

place.

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.


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. These

orders are usually obsessed with

honor and feel that ranged

weapons, particularly crossbows,

require no skill to use, and are

therefore beneath them.

But 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. Common

folk do not often see penitent snipers as

heroes. Indeed, penitent snipers 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 wandering

bowmen, or as humble servants 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 restrictive

“rules”. Nevertheless, many penitent snipers are

lawful good, or even paladins, and fight as

honorably as anyone. They just do not believe

Lvl Base

Attack

Bonus

Fort

Save

Ref

Save

Will

Save

Call of Duty – A Paladin’s Sourcebook: Chapter 1: Classes and Feats

Special

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 goodness,

protection, or war. Religious members of the class

usually 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 “good aligned” snipers from

various movies, and on some real-life

heroic sharpshooters, with some added

religious flavor.

Hit Dice: d8

Requirements

Alignment: Any

good

Base

higher

attack bonus: +6 or

Skills: Knowledge: Religion 2

ranks

Feats: Point Blank Shot, Far

Shot, Weapon Focus with any bow

or crossbow.

Class Skills

1 +1 +2 +0 +0 Detect Distant Evil, Paladin Abilites

2 +2 +3 +0 +0 Wisdom Grants Strength, Ranged Smite Evil

3 +3 +3 +1 +1 Aura of Accuracy, Call Celestial Spotter

4 +4 +4 +1 +1 Arrow of Healing

5 +5 +4 +1 +1 Pierce Evil

6 +6 +5 +2 +2 Ranged Smite Evil 2/day

7 +7 +5 +2 +2 Blessed Arrows

8 +8 +6 +2 +2

9 +9 +6 +3 +3 Greater Pierce Evil

10 +10 +7 +3 +3 Holy Arrows, Ranged Smite Evil 3/day

Table 1-8, the Penitent Sniper

The class skills of a penitent sniper,

25


Call of Duty – A Paladin’s Sourcebook: Chapter 1: Classes and Feats

and the key abilities for each, are Climb (Str), Craft

(Int), Hide (Dex), Jump (Str), Knowledge (religion)

(Int), Move Silently (Dex), Ride (Dex), Spot (Wis),

Swim (Str)

26

Skill Points per Level: 2+ Int modifier

Class Features

Weapon and Armor Proficiency: Penitent

snipers are proficient with simple weapons and all

ranged martial weapons. They gain no proficiency

with armor or shields.

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 also gives a +2 bonus

to Spot checks when looking for evil creatures.

Paladin abilities (Su): You gain the paladin’s

lay on hands ability. Your effective level for using

this ability equals your penitent sniper class level

plus your paladin levels, if any.

Wisdom Grants Strength (Su): When using

a mighty composite bow, you may use your

Wisdom instead of your Strength to determine your

damage bonus, 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. At 6 th level,

you may use this ability 2/day, and at 10 th level you

may use it 3/day.

If you have the paladin’s smite evil ability, your

paladin levels stack with your penitent sniper

levels for this ability.

Pierce Evil (Su): Whenever an evil creature

is killed or rendered unconscious 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 with 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.

They can also act as a diversion. Treat this ability

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.

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 into a healing

dust. 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 spell-like ability, which is a standard action

that provokes an attack of opportunity.

Blessed Arrows (Su): Every arrow or bolt

you fire is treated as though bless weapon were

cast on it. This ability, like the spell, cannot affect

arrows or bolts with magical enhancements that

affect critical hits, such as keen arrows.

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 is enhanced with the holy special ability (see

the DMG, Chapter 8, Magic Items, Weapons).

Holy weapons cause an additional +2d6 to evil

creatures.

Ex-Penitent Snipers: Changing to a nongood

alignment or grossly violating your Code of

Conduct will cause you to become an ex-penitent

sniper until your alignment becomes good again,

or you have a cleric cast atonement for you. If you

willingly commit an evil act, you become an expenitent

sniper forever.

An ex-penitent sniper loses all supernatural

and spell-like abilities. They are treated like expaladins

with regard to classes like the blackguard

who seek to corrupt good to evil.


Sample NPC

“And Siditherus let loose a volley of death...”


“And slew the hosts of Gurgamesh..”


“And drove back the foul man-beasts of Rodizz”


Sarevus, male elf Ftr6/Penitent Sniper 5:

CR 11; Medium-size Humanoid (elf); HD

6d10+6+5d8+5; hp 66; 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 +19/+14 (1d8+5/crit x3); SQ elven traits;

AL LG; SV Fort +10, Ref +5, Will +5; Str 12, Dex

15, Con 13, Int 10, Wis 14, Cha 12.

Skills and Feats: Climb +9 (7), Knowledge

(religion) +2, Ride +9 (7), Spot +12 (10); Alertness,

Point Blank Shot, Far Shot, Mounted Combat,

Mounted Archery, Weapon Focus (composite

longbow), Weapon Specialization (composite

longbow).

SQ–Elven Traits (Ex): Sleep immunity, +2

save vs. Enchantment, low-light vision, proficient:

longsword or rapier, proficient: longbows and

shortbows.

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–Ranged Smite Evil (Su): Once per day,

Sarevus has a +1 bonus to a ranged attack roll

and a +5 bonus to damage against an evil

opponent.

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): Sarevus can fire

arrows to deliver his lay on hands healing.

Equipment: +1 holy composite longbow

(mighty +2), mw rapier, bracers of archery, +2

chain shirt, wooden holy symbol, several holy

books.

History: A nomadic tribe of elves raised

Sarevus as a horse warrior. He was not the most

skilled archer or rider among his people, but was

talented at both disciplines.

Sarevus spent long hours with the tribal

clerics, and longed to become a holy man, but his

Call of Duty – A Paladin’s Sourcebook: Chapter 1: Classes and Feats

father, one of the chieftains, would not allow it.

Therefore, 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 usually wears riding boots, and when in

the wilderness rides 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 cavalry saber, a long curved

blade, and is usually in a scabbard on his horse.

Personality: Sarevus 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, and 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. Succeeding would gain the order a

powerful new member who would complement the

existing paladins quite well.

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.

One or two narrow-minded paladins in the order

may need to be convinced to help the sometimes

chaotic elves instead of defending others or going

on some other quest.

27


Call of Duty – A Paladin’s Sourcebook: Chapter 1: Classes and Feats

Seelie Knight

“Once upon a time…”

Somewhere in between reality and illusion lies the

realm of the Pixie Queen, the beautiful ruler of all

fey, and leader of the seelie court.

The seelie court is far removed from the lives

of most common people. Nevertheless, its

intrigues and struggles often touch the lives of

many without them ever knowing it. Still, there are

often times when the Pixie Queen needs the direct

help of elves or men. The players in the court

have long known that those of the mortal races

can be a powerful tool. To fill this role, the Pixie

Queen sometimes selects a capable character as

a seelie knight to represent her interests in the

affairs of 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

occasionally selects humans or elves. 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.

Seelie knights will always have an

adventurous life. They forever are at battle with

swords and with words, often at the same time.

Seelie knights live with one foot in each of two

wildly separate worlds. Few are worthy of the

task, but seelie knights dread the thought of a

different life.

28

Hit Dice: d8

Requirements

Alignment: Any Good

Base Attack Bonus: 5+

Feats: Choose any one of the following:

Weapon Focus (Shortbow), Weapon Finesse

(Rapier), Weapon Finesse (Dagger), Skill Focus

(Diplomacy)

Skills: Perform (storytelling and singing must

be two of your chosen) 4 ranks, Diplomacy 6 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.

Class Features

Weapon and Armor Proficiency: Seelie

knights are proficient with all simple and martial

weapons, and with all types of armor and shields.

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 evil.

• Commit no evil act.

• Remain celibate, unless with the Pixie

Queen.

Weapon and Armor Proficiency: A seelie

knight gains no new proficiency with any weapons


or armor.

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 non-evil fey.

Clear Mind (Ex): The

experience of close

mental contact with the

Pixie Queen strengthens

your mind. You gain a +4

bonus to all saves against

enchantment, illusion and

mind influencing magic,

as well as against fear

effects from any source.

At 5 th level, this bonus

increases to +8.

Detect Evil (Su): You

can detect evil in the

same manner as a

paladin. Further, if the

source of evil is of the fey

type, or an item strongly

associated with the fey,

you will also know this

during the first round of

concentration. This ability

tends to quickly alert you

to unseelie involvement.

Fey Blood (Su): Your soul becomes more

The Seelie Court

The Seelie Court is a

benevolent collection of

fairies and other fey that

desire to exist peacefully

along with the mortal world.

As fey, they are

strongly associated with

nature, as well as the

supernatural. They are

often found in natural

settings of special value,

such as secluded glens or

ancient forests. Sometimes

they are associated with

ancient barrow mounds.

The actual homes of the

members of the court may

be hidden within these

areas. Or they may actually

live in a completely separate

plane or pocket dimension,

which can only be accessed

through entrances at these

locations.

Virtually any of the fey

presented in the MM may be

found amongst the Seelie

Court. Many other types of

fey may also be

represented.

While the fey of the

Seelie Court are generally of

good intentions, they often

exhibit some of the worst

attributes of mankind. Pride,

vanity and lust are the flaws

most commonly associated

with them.

magical and you gain Spell Resistance equal to 12

+ your seelie knight class level.

Pixie Shot (Su): You gain the knowledge of

how to craft sleep arrows as used by pixies.

Lvl Base

Attack

Bonus

Fort

Save

Ref

Save

Will

Save

Call of Duty – A Paladin’s Sourcebook: Chapter 1: Classes and Feats

Special

1 +1 +0 +2 +2 Fey Friend, Clear Mind

2 +2 +0 +3 +3 Detect Evil, Fey Blood

3 +3 +1 +3 +3 Pixie Shot, Court Intrigue

4 +4 +1 +4 +4 Invisibility

5 +5 +1 +4 +4

6 +6 +2 +5 +5 Minor Image

7 +7 +2 +5 +5

8 +8 +2 +6 +6 Polymorph Self

9 +9 +3 +6 +6 Major Image

10 +10 +3 +7 +7 Fey Lord

Table 1-9, the Seelie Knight

Crafting one 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, or if used by a non-fey creature other

than you.

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: 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 you fail the skill check, you

have lost standing within the court.

You may regain your lost standing by

performing a special quest or favor for the Pixie

Queen. The exact details of the quest are up to

the DM, 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 any one Charisma or Charisma

based skill check within the next two weeks.

In all cases, at least one court intrigue check

29


Call of Duty – A Paladin’s Sourcebook: Chapter 1: Classes and Feats

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

game, this may be an expedient way to get back to

the action, or a clumsy replacement for roleplaying.

In many campaigns it may be either

depending on the current events.

The DM should maintain full control of this

class feature and use the mechanics as little or as

much as desired. If the DM wants to maintain the

full role-playing 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 roleplay everything out,

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 self: 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 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

spell-like 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 become a Fey Lord. If she

refuses, you must either gain a level in some other

class, or choose not to advance until you have

30

proven yourself worthy by

completing additional favors

for the Queen.

Ex-Seelie Knights: A

seelie knight who is no longer

of good alignment, or who

grossly violates the Oath of

the Pixie Queen 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. This is always a

difficult task that your political

enemies will try to sabotage.

A seelie knight who

willingly commits an evil act

becomes an ex-seelie knight

forever.

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. However, 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

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.

However, 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. For example, an

evil pixie might be able to

use arrows that bestow

curse.

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 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. The Seelie Court often

tasks seelie knights 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

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.

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 small steel 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, Diplomacy +18, Gather Information

+9, Handle Animal +8, Hide +11, Move Silently

+11, Perform +11, Use Magic Device +8; Improved

Initiative, Weapon Finesse: Rapier, Weapon

Call of Duty – A Paladin’s Sourcebook: Chapter 1: Classes and Feats

Focus: Rapier, Dodge, Skill Focus: Diplomacy,

Improved Critical: Rapier, Mobility.

SA–Sneak Attack: +2d6 damage when

flanking target or when the target is denied their

Dex bonus to AC

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, +1 bonus to Search, Spot and Listen

checks, Eleven Blood

SQ–Fey Friend (Ex): +4 bonus to Charisma

and Charisma 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 small steel 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.

Stunned by her beauty, he 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 is dedicated only to

the Pixie Queen. The people he meets today are

friends and the people he met yesterday are

acquaintances. He is fun to be around, but is

never around long enough to know.

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


Call of Duty – A Paladin’s Sourcebook: Chapter 1: Classes and Feats

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.

Long term exposure to creatures and items with

auras of evil causes them anxiety or even pain.

Destroying evil relieves these

symptoms and provides a sense of

peace.

Most sensates are

paladin/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

philosophies of law and good, but their

minds always augment these granted

powers.

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.

32

Lvl Base

Attack

Bonus

Fort

Save

Ref

Save

Will

Save

Special

Hit Dice: 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

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

1 +0 +2 +0 +2 Evil Sensitivity, Psionic Smite, Restoring Hands, Retribution (+1)

2 +1 +3 +0 +3 +1 Manifester Level, Defense Against Evil

3 +2 +3 +1 +3 Dodge Evil (dodge bonus), Mobility Against Evil (+4)

4 +3 +4 +1 +4 +1 Manifester Level, Detect Evil Thoughts

5 +3 +4 +1 +4 +1 Manifester Level, Retribution (+2)

6 +4 +5 +2 +5 +1 Manifester Level, Dodge Evil (cannot be flanked by evil)

7 +5 +5 +2 +5 Mobility Against Evil (+8)

8 +6 +6 +2 +6 +1 Manifester Level

9 +6 +6 +3 +6 +1 Manifester Level, Retribution (+3)

10 +7 +7 +3 +7 +1 Manifester Level, Psionic Karma, Perfect Mobility Against Evil

Table 1-10, the Sensate


associate with evil creatures over long periods.

After an hour in close proximity 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 score damage rolled against an

evil psionic creature.

Non-psionic evil creatures

subjected to a psionic smite are

stunned for one additional round

instead.

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.

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

warriors. Each level you gain “manifester level

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. High-level

divination spells can unravel

plots very quickly.

There are two

approaches a DM 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. A

villain using detect good may

spot the party as a threat

before they spot him, and may

take steps to avoid them…or to

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.

+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): Your sensitivity

to evil causes you to never lose your

dodge bonuses to AC against evil

creatures for being flat-footed or

unaware.

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.

Mobility Against Evil (Su): At 3 rd

level you gain a +4 dodge bonus to AC

against attacks of opportunity

provoked from evil creatures 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 only to read the mind of evil

creatures.

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 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,

33


Call of Duty – A Paladin’s Sourcebook: Chapter 1: Classes and Feats

and loses all supernatural and spell-like abilities of

the class (except they keep their manifester levels,

bonus feats, evil sensitivity, and their dodge evil

ability). An ex-sensate 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 psionic smite 1/day, psionics,

retribution (+1); SQ: detect evil, lay on hands, evil

sensitivity, restoring hands, dodge evil; AL LG; SV

Fort +12, Ref +10, Will +8; 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, 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–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–Lay on hands (Sp): Delos can heal up to

2 points of damage per day, and does not need to

heal it all at one time.

SQ–Restoring hands (Sp): Delos may heal up

to 3 points of ability score damage per day, and

can divine 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.),

34

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 his selflessness, the order accepted Delos as

a member.

Some time later, when his liege died 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.

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’ personality is like that of

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.


Sword Saint

“Battle is righteous.”

A sword saint is a type of paladin who channels

divine power into a holy blade.

Sword saints usually do not refer to

themselves as such, but typically call

themselves paladins. Only the most

powerful (usually level 7+) members

of the class 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 Dice: 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, or 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

Lvl Base

Attack

Bonus

Fort

Save

Ref

Save

Will

Save

Call of Duty – A Paladin’s Sourcebook: Chapter 1: Classes and Feats

Special

each) are Craft (Int), Diplomacy (Cha), Handle

Animal (Cha), Heal (Wis), Knowledge (religion)

(Int), Profession (Wis), and Ride (Dex).

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. In addition, sword

saints may use smite evil one additional time

per day.

Code of Conduct: As paladins,

sword saints follow the same Code of

Conduct and associate restrictions.

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 it 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 while you

wield it. Putting down the blade returns it to

normal.

If the sword already had the righteous, holy or

holy burst special ability, then this class ability has

1 +1 +2 +0 +0 Paladin Abilities, Heal Blade, Righteous Blade

2 +2 +3 +0 +0

3 +3 +3 +1 +1 My Blade is My Life

4 +4 +4 +1 +1 Holy Blade

5 +5 +4 +1 +1 Bonus Feat

6 +6 +5 +2 +2

7 +7 +5 +2 +2 Holy Burst Blade

8 +8 +6 +2 +2

9 +9 +6 +3 +3 Bonus Feat

10 +10 +7 +3 +3 Call Holy Avenger

Table 1-11, the Sword Saint

35


Call of Duty – A Paladin’s Sourcebook: Chapter 1: Classes and Feats

no effect. Swords with the blasphemous, unholy,

or unholy burst special abilities or with an evil

alignment cannot be affected with this ability. You

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 sword

saint class level. Your effective level for using this

ability equals your sword saint class 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 by you 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 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 8, Magic Item Descriptions, Weapons) for

as long as you hold it.

Bonus Feat: Sword saints 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, or

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

DM 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.

36

Blades summoned in this manner may also be

intelligent, if the DM 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

smite evil ability by atoning.

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 weapons, 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. In addition,

deathblades do not need to be able to smite evil.

They only need to be evil, to have a base attack

bonus of +6 or higher, 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 ex-sword 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. Like ex-sword saints, exdeathblades

lose all their special abilities.

Sample NPC

“Time to send you back.”

Katrina Hellbane, female human

Rng3/Pal3/Sword Saint 5: CR11; Medium-size

Humanoid (human); HD 11d10+22; HP 71; Init +3;

Spd 30ft; AC 18 (+3 Dex, +5 large 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, remove disease 1/week,

turn undead, heal blade, my blade is my life, holy

blade; AL LG; SV Fort +15, Ref +9, Will +7;Str 10,

Dex 16, Con 14, Int 13, Wis 12, Cha 16.

Skills and Feats: Animal Empathy +9(6), Heal

+4(3), Hide +7(6), Knowledge (the planes) +7(6),

Listen +7(6), Move Silently +7(6), Ride +12(9),

Spot +7(6), Wilderness Lore +7(6); Bolster Smite,

Improved Critical (longsword), Expertise, Smite

Favored Enemy*, Track, Weapon Focus (rapier),

Weapon Focus (longsword).

* New feat, see page 4.

SA–Virtual Feats (Ex): As long as she wears

nothing heavier than light armor, Katrina may use

the Two Weapon Fighting and Ambidexterity feats.


She sometimes uses this ability to bash with her

shield when faced with multiple, weak foes.

SA-Favored Enemies (Ex): Katrina has

selected devils as her favored enemy. She gains

a +1 bonus to Bluff, Listen, Sense Motive, Spot

and Wilderness Lore checks

regarding devils and deals +1 point

of damage in melee to devils.

SA–Smite Evil (Su): Three

times per 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 a

devil, she does +11 damage

instead, plus the damage from the

favored enemy ability. One of her

smites for the day can only be used

against devils.

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–Turn Undead (Su): Katrina

turns undead as a 1 st level cleric up

to 6 times per day.

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 large steel shield, mw

shortsword, mw chainmail bikini

History: Tired of fighting a

guerrilla war from the wild jungles of

their island, Katrina’s older sister, a

powerful wizard, 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 sink 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 fiery doom.

She remembers well the torture she suffered.

Shortly after her foolish attack, a raiding party of

solars rescued her. They healed her and showed

Call of Duty – A Paladin’s Sourcebook: Chapter 1: Classes and Feats

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 and

Knowledge (the planes) (crossclass)

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 female warriors.

(cultural/tactical)

Alignment (Tilt): LG (NG)

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 that 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.

Recently, Katrina accepted

leadership of the Sisters of Far

Isle, a paladin order spanning the

island archipelago 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 a focus in

life. 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 of her islands.

What she does not realize is

that her sister Elena is now a

powerful succubus 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 is looking for recruits to join the forces

of hell for the blood war.

37


Chapter 2: Roleplaying Paladins

Three things define a paladin:

1. Paladins are called into service. No

character chooses to become a paladin.

The player may choose to have his

character multiclass as 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

class that can lose their class abilities

forever because of a roleplaying

restriction.

The goal of this chapter is not to tell anyone

how they should play paladins, or to give definitive

rules on what is “Good”, “Evil”, or even

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.”

You and the DM 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

challenge of paladinhood defines

how a paladin will operate.

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, but not always. 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 “thieves guild”

that operates to thwart an evil

government. 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.

“Honorable”. The DM’s interpretation of alignment

and the Code of Conduct is the only one that

matters, not what it says in this book.

The main goal of the chapter is to get the DM

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 DM and player.

Take some time to talk about the issues in this

chapter between game sessions, and fewer

problems will pop up during play.

Following are some motivations,

with examples, and 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.

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. A higher

power drafts these reluctant souls

into service, and forces them 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

is certainly no blessing to you.

Revelation

Call of Duty – A Paladin’s Sourcebook: Chapter 2: Roleplaying Paladins

Planning to Fail

Motivation: You have recently been divinely

inspired.

Examples: Your faith in your patron deity is

new and sudden. You may have witnessed a

miracle, may have been healed or raised by a

cleric of your deity, or may have even spoken faceto-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 DMs 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 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. 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


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 keep your

word and follow the laws of legitimate

authority. You see the value of

organization and teamwork.

However strict paladins may be,

they sometimes commit acts that are

not purely lawful good. Typically,

paladins and organizations of paladins

lean in one of two directions when

straying from the perfect 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 they atone. A tilt

merely defines which way a paladin

errs when confronted with a 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.

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

The Code of Conduct

“You must understand that the Code is more than

a set of guidelines, rules, or even religious laws. It

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 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

40

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 DM. You

choose your starting

alignment, but after that, the

DM decides what it is, based

on your behavior.

In other words, the DM

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 DM feels you have

committed an evil act, you

could end up playing an expaladin.

If that seems too

restricting, do not play a

paladin. The class is

subjective and challenging to

play, and may not be fun for

you.

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. They

never lie, even if innocents might be

hurt, but might stay stubbornly silent.

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.

This tilt is more common, because

the paladin’s Code of Conduct

promotes good behavior more

vigorously than lawful behavior.

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.

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 DM’s view, so be sure to

talk to your DM 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 DM may

change it to reflect your actions (see the Player’s


Handbook, Chapter 6: 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 DM’s point of view on

your alignment is the only one that

counts.

Talk with the DM before play

about alignment changes. There

is no hard rule on when a DM can

change your alignment, so when

playing a paladin you need to

know how strict your DM 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 DM, 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.”

This is perhaps the most

misunderstood part of the code.

To truly understand it, you must

Call of Duty – A Paladin’s Sourcebook: Chapter 2: Roleplaying Paladins

Evil Player Characters

also reference the atonement spell description:

“A paladin who has lost her class features due

to unwillingly or unwittingly committing an evil act

may have her paladinhood restored to her by this

Where does it say you can’t play an

evil character? According to the Player’s

Handbook, “The first six alignments, lawful

good through chaotic neutral, are the

standard alignments for player characters.

The three evil alignments are for monsters

and villains.” So if the DM allows evil player

characters, understand that you’re playing a

variant, and not the standard rules.

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.

spell. Note: A paladin who willingly and

deliberately commits an evil act can never regain

her paladinhood.”

“Unwillingly”, “unwittingly”,

and “deliberately” are the key

words here. Committing evil

acts because of the influence of

a magical item or spell is not a

willing violation. Being tricked

into performing an evil act is

also not “willingly” committing an

evil act.

Acts of evil performed

unwillingly or unwittingly 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; the

DM may rule that they leave a

stain on the soul and still cause

a paladin to lose his special

abilities until the paladin atones.

Note that 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.

Committing an evil act while

under duress is still considered

to be willingly and deliberately

committing evil. Paladins of 2 nd

level and higher are immune to

fear, so tactics such as

intimidation, threats or torture

have no direct effect on them.

However, they may be tempted

to go astray to save innocents.

For example, a paladin harming

innocents under the order of an

enemy holding his companions

hostage would become an expaladin.

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.

All it takes is one willing, deliberate act of evil

to turn a paladin into an ex-paladin forever, no

41


Call of Duty – A Paladin’s Sourcebook: Chapter 2: Roleplaying Paladins

matter the severity of the evil. Even if the paladin’s

alignment does not change from lawful good, and

even if the end seems to justify the means, one

small act of evil is all it takes. No one said being a

paladin was easy.

“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 DM. 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 avoiding taxes 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.

Also, 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 any

respect due to authority.

“act with honor (not lying, not

cheating, not using poison, etc.)”

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 have to speak at all. 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 DM probably should

42

The Culture Trap

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

DM. Rescuing the princess

might not be the lawful good

thing to do at all.

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.

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

deceive.

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

themselves 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 DM 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 or fleeing foe might be an appropriate

action, if the paladin believes the foe is able and

willing to escape and harm innocents, 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 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 that 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 slain”. 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.

Call of Duty – A Paladin’s Sourcebook: Chapter 2: Roleplaying Paladins

Punishing Paladins

You are the DM 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.

Getting back to what this part of the Code

does say, the word “punish” is probably the most

ambiguous 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 creature.

Often, lethal force is not required

or advisable. 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 ruler.

The word “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,

since they have committed acts that

have 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 villains from fates

that even they did not deserve, and

have even managed to redeem such

souls.

Of course, the most evil

offenders, the types 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

who 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.

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Call of Duty – A Paladin’s Sourcebook: Chapter 2: Roleplaying Paladins

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.

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 DM 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.

Note that 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 atone.

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 equivalent 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 dilutes the paladin class.

However, adding to the Code to reflect a religious

or cultural aspect of your paladin is a good idea, if

done in moderation. Additions to the Code of

Conduct are called tenets.

The tenets of your organization may change

over time. For instance, an invasion of

undead might prompt a paladin order

to adopt a tenet requiring paladins to

always destroy any undead

encountered before any other

enemies.

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

before any other enemies.

(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, or tactical if food is

scarce)

• 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

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)

The Fall from Grace

Becoming an ex-paladin is more than just losing

your powers. It is a painful experience.

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

Call of Duty – A Paladin’s Sourcebook: Chapter 2: Roleplaying Paladins

• Only a specific weapon type or types,

(swords and lances, 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.

even letting you ride him. 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 only

possible for those who violated the Code

but did not commit an evil act. Those who

can atone usually do. The physical pain of

losing your powers and the all-encompassing

fear can drive an ex-paladin to great lengths

to atone.

“Fallen paladins” are those who cannot

atone. They 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, even though it is

futile. Others shift the blame for their fall

on the deity or force that called them and turn

to chaos or evil, even becoming blackguards or

chaos knights.

45


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 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 room

for 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.

Characters who stop advancing as a

paladin, in order to pursue other skills,

still consider themselves paladins

above all else.

Multiclassed paladins treat their

other classes as skill sets, 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

about multiclassing paladins. Advice

46

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.

is given on both the game play 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 can be a 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? However, such a god


would likely prefer that the cleric gain 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 vice

versa. The deaths of many paladins or clerics

might create openings that need to be filled, or

maybe the character has just reconsidered his

faith 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 a special mount. 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 as if you

have 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

Call of Duty – A Paladin’s Sourcebook: Chapter 3: A Variety of Paladins

Paladins using Sneak

Attack?

Gameplay: Monks do not multiclass well.

They have the same multiclassing restriction as

paladins, but even if your DM 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 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 single level of monk might be worth it to

gain evasion, +2 bonuses to every saving throw,

Improved Unarmed Strike, and a stunning attack

that will help you smite evil the following round.

Roleplay: During their meditations, monks

may be seeking enlightenment, but may instead

receive the call of duty. These types of paladins

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. The same

thing can be accomplished by firing

a bow from a distance at a creature

that has only melee weapons.

Simply put, sneak attacks do not

explicitly violate the Code of

Conduct. (See Chapter 2).

However, this is really up to

the DM. The DM may decide that

paladins should not sneak attack at

all, may only use sneak attacks

gained by flanking. Different

paladin orders in the campaign may

have different rules as well. Find

out what your DM thinks before

playing a rogue/paladin.

may find that the best way to fight evil is to look

inward and develop their own abilities by

harnessing ki.

Since paladins and monks must both be

lawful, it is likely that paladin/monks are very lawful

and may prefer to fight chaotic foes.

Ranger/Paladin: Protector of the Wild Lands

Gameplay: This is a 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 demons or

devils. Remember that the favored

enemy ability does not work well

against undead, so rely on your

ability to turn undead, smite evil, and

spellcasting to defeat these foes

instead.

It is probably best to simply take

a level of ranger, then concentrate

on being a paladin, but taking even

levels of each class is fine if you are

not interested in spellcasting. Also,

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. In

addition, being able to track with a

high Wilderness Lore 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 avenging the dead, they hunt it down

and slay it in its lair. Favoring light armor, they

tend to be quicker than most paladins and often

gain their paladin abilities from some abstract

force, rather than a deity. Rumor has it 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 many 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, Open Locks, or Pick Pockets without

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Call of Duty – A Paladin’s Sourcebook: Chapter 3: A Variety of Paladins

violating the Code of Conduct? You may never

use these skills, but might use them quite often,

especially if there is an evil government to fight.

Consider the campaign world.

Roleplaying: The rogue/paladin is sometimes

considered a curious combination. However, not if

you remember what a rogue really is. From the

Player’s Handbook: “Rogues don’t have much in

common with each other. Some are stealthy

thieves. Others are silver-tongued 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.

This is exactly the purpose of the undetectable

alignment spell.

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.

Some 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 just 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,

48

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 single level

of paladin gives the sorcerer a great bonus to

saving throws with divine grace, and a boost to hit

points at low levels.

Roleplaying: Force of personality is likely to

be the most outstanding trait of this character.

Arcane magic comes naturally to him, and yet the

forces of good called him to a different path.

Conservative orders of paladins may regard his

sorcerous 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 serve to

counter enemy magic for paladin orders during

large conflicts.

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 is not

recommended from a powergaming

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 ex-bards. Luckily, this really 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. In addition,

their bardic music depends on their Perform skill,

not their level as a bard. Finally, a high Charisma

is useful to both classes. The questions you

should consider are:

• How many levels do you progress as

a bard before changing alignment?

• Will your DM be willing to change your

alignment?

It is up to you on how many levels you want to

gain as a bard, but some stopping points are

whenever you’ve gained enough levels to cast a

new spell level (1 st , 4 th , 7 th , etc). Try to get a high

Intelligence so that later you can easily gain ranks

in Perform as a cross-class skill when taking

paladin levels.

Alignment changes are up to the DM, not you,

so ask what it would take. Some DMs 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. Take two levels as a neutral good

barbarian, and then ask your DM what you need to

do to change to a lawful good alignment. Usually

Call of Duty – A Paladin’s Sourcebook: Chapter 3: A Variety of Paladins

a pattern of behavior is what is required. You

should probably avoid using rage at this point; you

are 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

DM allows you to play a lawful good druid.

Even if the DM lets you play a druid/paladin

without losing your druid abilities, you have to

follow the druid’s weapon and armor restrictions,

unless those restrictions 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 can be great at fighting evil in

the wilderness. If you have mostly paladin levels,

and are allowed to keep your druidic abilities, 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 do not 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 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 your druidic and paladin powers.

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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 church or kingdom. 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:

50

• 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 be destroyed, it may still be

active, or it may be dormant. Perhaps it

has been sealed away beneath the order’s

headquarters.

• General Defense: The paladins are there

to protect the land from invasions of any

sort.

• 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).

• 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).

• 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 ex-paladin 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.

• 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 task

force. Violating the commands of a priest

may 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.

• 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 define an

entire knighthood, for example, while other

orders may be elite units within a larger

organization of knights.

• Camaraderie: 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

camaraderie may be loosely organized to

enable members to come and go as they

need to, or it might even be mobile.

• Prestige: Paladins are rarely proponents

of pride, and usually let personal glory

take a backseat to protecting the innocent

and fighting evil. Nevertheless, 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.

After you have decided what prompted the

creation of the order, you need to answer some

critical questions about the order.


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. Even 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? What does

the organization chart look

like? Where does one start in

the organization, and how

does one 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. Therefore, 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.

Call of Duty – A Paladin’s Sourcebook: Chapter 3: A Variety of Paladins

• 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 Hand

Our organization will be called the Silver Hand.

Its members include 25 paladins, 2 cleric/paladins,

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Call of Duty – A Paladin’s Sourcebook: Chapter 3: A Variety of Paladins

a paladin/merseus, and a paladin/penitent sniper.

Most are humans, but other races are free to join.

The Silver Hand works tirelessly to defend the

laws of the temple of the Silver Lady, goddess of

paladins and hope. The local Duke, the latest in a

long line of nobles who worship the Lady,

endorses the temple’s laws.

Any paladin is free to join the Silver Hand.

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. Paladins who can cast discern

lies are ranked 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 any of the Duke’s horses 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. Members are expected to pay

for spell components, and to take on quests as

ordered.

Drow in the region are trying to plant human

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 Hand, but are patient.

Several monasteries bordering other lands are

allied with the Silver Hand 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, just as many clerics are neutral to

them, or even hostile.

The Silver Hand has 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 mid-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

52

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.

Two paladin/clerics who claim the title of

Warrior Saint lead the Silver Hand. These Warrior

Saints are Celest Diada and Dapre Montegue.

Celest is a rogue 2/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 rigidly follow the edicts of the Silver Lady.

The Silver Hand is about to be tested. An

army of spies from foreign lands who are intent on

discrediting the order by planting false evidence is

invading the Duchy. The drow have hired some of

these spies, though not directly, and some are

working for other nations of their own accord.

In addition, a blackguard is rallying a mixed

force of undead and gnolls near the western

border. Instead of invading, he is goading the

Silver Hand into attacking him by taking hostages.

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. Moreover, start small. The

above example is large, and you really do not

need this much information to start with.


Variant: Customizing 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, you cannot be give up abilities if

do not 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

DM should feel free to limit the amount of

substitution that players can do. Too much rulebending

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 in this book, do not allow players to

give up any spellcasting ability, since the prestige

paladin variant gains spells more quickly.

Abilities you may sacrifice

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 may lay on

hands as a paladin two levels higher.

Lay on Hands: At 1 st level you may sacrifice lay

on hands to gain one of the following abilities.

Note that you must have a Charisma of 12 or

Call of Duty – A Paladin’s Sourcebook: Chapter 3: A Variety of Paladins

higher to do this, since a lower score means you

do not really have the ability to 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: At 2 nd 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 could gain remove disease 1/week

later, as soon as 6 th level.

Your caster level is half your paladin level

(maximum 10):

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.

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Call of Duty – A Paladin’s Sourcebook: Chapter 3: A Variety of Paladins

Turn Undead: At 3 rd 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.

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 5 th level,

you may give up your ability to

call a special mount in

exchange for one of the

following special abilities:

Call Celestial Destrier (Sp):

Once per day, you may

summon a celestial war horse,

complete with riding equipment.

The celestial destrier

communicates with you

telepathically, and follows your commands. This

ability is like a summon monster I spell; your caster

level is half your paladin level, but the duration

equals your paladin level in hours. See the text

box for more about celestial destriers. Instead of a

celestial warhorse, your DM may allow a more

exotic creature, or one more appropriate to the

campaign. Possibilities include celestial

hippogriffs, pegasi, rhinos, unicorns, or any other

suitable mount with a CR of 4 or less. For such

creatures, only allow this ability once per week

instead of once per day.

54

Celestial Destriers

These noble steeds once were

special mounts to long dead

paladins, and now stand by, ready to

serve paladins in need of a

temporary mount. The advantage of

being able to call a celestial destrier

is that the paladin need not worry

about the beast’s safety. It reforms

on the celestial planes after death,

and can be summoned again in a

week. Celestial destriers do not

need constant care, and can be

summoned when needed, even

deep in a dungeon, on a distant

plane, or anywhere else that a

special mount may have trouble

getting to safely.

Celestial Destrier CR 3;Large

Magical Beast; HD 4d8+12 (Animal);

hp 30; Init +1; Spd 35; AC 22; Atk +1

base melee, -2 base ranged; +1/-4

(1d6+4, 2 Hooves; 1d4+2, Bite); SQ:

Scent(Ex); AL LG; SV Fort +7, Ref

+5, Will +2; STR 18, DEX 13, CON

17, INT 3, WIS 13, CHA 6.

SA – Smite Evil (Su): Once per

day the celestial destrier can make a

normal attack to deal +4 damage

against an evil opponent.

SQ – Celestial Traits (Su):

Darkvision 60ft.,Acid, Cold,

Electricity resistance 10, SR 8.

Equipment: Full plate, Barding,

MW; Bit and bridle; Saddle, military.

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.

Spellcasting: Upon reaching

4 th , 8 th , 11 th , or 14 th level as a

paladin, you may decide to give up

the use of spell slots of the new spell

level gained, and instead, may use

smite evil one additional time per

day.

Note that you must have enough

Wisdom to cast any spells

sacrificed. For instance, if you have

a Wisdom of only 12, you cannot

“sacrifice” the casting of 3 rd level

spells when reaching 11 th level,

because you were never able to cast

them in the first place.

For example, Darius

Brightshield belongs to a militaristic

order of paladins who disdain

spellcasting. At 4 th level, Darius

chooses to gain the ability to smite

evil a second time per day, and

cannot use 1 st level paladin spell

slots. At 8 th , 11 th and 14 th levels he

gains additional smites so that at

14 th level he can smite evil up to 5

times per day, but cannot cast any

paladin spells.

Vardi also belongs to a

militaristic order, but has a Wisdom

of only 12. He chooses to gain an

additional smite evil attempt per day

at 4 th level instead of 1 st level spell

slots. At 8 th level he decides to gain

the ability to cast 2 nd level spells (but

gains no 1 st level spell slots). Vardi

can still cast 1 st level paladin spells at 8 th level by

using his 2 nd level spell slots, since higher level

slots can be used to prepare lower level spells. He

cannot give up spells at 11 th level because he has

no 3 rd level spells to give up, due to his low

Wisdom, and therefore may not opt to gain an

additional smite instead.

If Vardi’s Wisdom were to increase to 13 after

reaching 11 th level, then he could choose to gain

3 rd level spell slots or an additional chance to smite

evil. Once the choice is made, the decision cannot

be changed.


Chapter 4: New Magic

Spells

Divine Spell Lists

Divine spellcasters have significant advantages

over arcane spellcasters. They do not have to

worry about having to rest to prepare spells or

casting failure due to armor, and

they have a larger and more

diverse spell list in some ways.

When adding divine spells to a

caster’s spell list, we suggest that

for each spell added to the list,

one is removed.

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.

The in-game reasoning for

such a limitation is that whoever

grants these spells to the paladin

can only offer so many, due to the

limitations of mortals to grasp the

powerful magic of the divine. The

real reason is that having an

unlimited list of spells is unfair to

the arcane casters and makes

choosing spells for divine casters

a slower process.

You may want to customize

the spell list of paladins based on

their membership in a paladin

order, or based on their patron

deity. It would make sense if the

members of an order or religion

had a certain spell list, preferably

with spells that aid in the goals of the order or god.

Spell Descriptions

Battle Prayer

Conjuration (Creation)

Level: Pal 4

Components: V, S, DF, XP

Casting Time: 1 action

Range: 30ft.

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 for 1 hour 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: Your Strength

increases by your Wisdom bonus.

(Minimum +2)

Shadow Bane: Sneak attacks against

you to 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.

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

Casting Time: 1 action

Range: 10ft.

Area: All allies within a 10ft.

radius, centered on you.

Duration: 1 hour and see text

“To answer your question plainly: I

predict we will be completely

wiped out by dawn.”


“So who’s with me?”


Every ally within 10ft. gains

the paladin’s immunity to fear for 1

hour, 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

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Call of Duty – A Paladin’s Sourcebook: Chapter 4: New Magic

bonus to attack rolls. It also causes 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 on the smite, 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

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 DM

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 more general

matters than religion and alignment.

The DM should roleplay the mentor as an NPC

with a Wisdom of 18 and Knowledge (religion)

+10. It is suggested that the DM 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

56

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.

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)

“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 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 hour / 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 equal to your

current Wisdom bonus, whichever is greater.

Call of Duty – A Paladin’s Sourcebook: Chapter 4: New Magic

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.

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

Shadow Bane

Abjuration

Level: Pal 3

Components: V, S, DF

Casting Time: 1 action

Range: Personal

Effect: see text

Duration: 1 round/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 failing a Reflex saving throw to avert

their eyes. The blindness lasts for 1d4 rounds.

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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 (good maneuverability). 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 DM 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)

58

“Godspeed.”

Your mount’s speed is doubled. If it is a

paladin’s special mount, this spell has an

additional effect: The mount’s jumps are no longer

limited by its height, and it gains a +30

circumstance 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 take a partial action

each round.

Vigilant Sleep

Abjuration

Level: Pal 1, Rgr 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.


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

DM, who is of course also free to change the

historical background as they see fit. With the

DM’s permission, player characters can create

these items with the appropriate item creation

feat. The costs were calculated using the rules

in the DMG, Chapter 8: Magic Items, but note

that some numbers were 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. A gnoll chieftain

wielded the blade until adventurers recovered it.

The blade was lost again when they never

returned from a dungeon expedition.

Caster Level: 5th; Prerequisites: Craft Magic

Arms and Armor; Market Price: 2,315 gp; Cost to

Create: 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,

Call of Duty – A Paladin’s Sourcebook: Chapter 4: New Magic

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 more interesting

than a disruption mace +1.

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.

Caster Level: 5 th ;

Prerequisites: Craft Magic Arms

and Armor, cure light wounds;

Market 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 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.

Caster Level: varies; Prerequisites: Craft

Magic Arms and Armor, consecrate or desecrate;

Market Price: varies (See Table 4-1, Divine Mark

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Call of Duty – A Paladin’s Sourcebook: Chapter 4: New Magic

for the market price. 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 paladin is dismounted, their

special mount can leap into the shield as a move

equivalent 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

equivalent 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 unharmed by the event, as long as there is

room for the mount in the area. If there is no room

for the mount, such as if the shield is destroyed

while in a very small room, the mount is also

destroyed and never seen again.

Bucklers are too small for this enhancement.

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 old-fashioned sensibilities if it has

been in stasis for a long time.

Shields may not have both a divine mark and

a mount sanctum enhancement.

Caster Level: 5 th , Prerequisites: Craft Magic

Arms and Armor, sanctuary; Market Price:

+6,000gp

60

Turn or Rebuke Caster Market

Undead Bonus Level Price

+0 6 th +300gp

+2 10 th +3,000gp

+4 14 th +12,000gp

+6 18 th Table 4-1, Divine Mark

+24,000gp

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.

Caster Level: 10 th , Prerequisites: Craft Magic

Arms and Armor, enthrall; Market Price: +5,000gp

New Specific Magical Armor

Crescent Shield: Crescent shields were

forged for a remote paladin order constantly under

attack by hostile werewolves. Images of howling

wolves often adorn these silvery,

crescent moon-shaped shields. The

shields are the enemy of

lycanthropes everywhere.

The shield is normally a small

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: Appendix 3: Templates, Lycanthropes).

The shield is mirror-like in appearance, and if

anyone looks closely, the true form of a

shapechanger can be seen in its reflection. It is a

move equivalent 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.

Caster Level: 15 th , Prerequisites: Craft Magic

Arms and Armor, true seeing; Market Price:

20,000gp.

New Weapon Special Abilities

Note that righteous, holy or holy burst

weapons cannot also be blasphemous, unholy, or

unholy burst. The first three are “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.


Caster Level: 5 th ; Prerequisites: Craft Magic

Arms and Armor, consecrate; Market 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.

Caster Level: 12 th ; Prerequisites: Craft Magic

Arms and Armor, holy smite; Market Price: +3

bonus

Blasphemous: A blasphemous weapon is a

weaker type of unholy weapon. This special

ability functions 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.

Caster Level: 5 th ; Prerequisites: Craft Magic

Arms and Armor, desecrate; Market 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.

Caster Level: 12 th ; Prerequisites: Craft

Magic Arms and Armor, unholy blight; Market

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

hobgoblin pikemen. The hobgoblins ransomed

the lance to a temple, where a mysterious warrior

stole it.

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. The

temple never caught the thief, who owned the

lance until he died years later in a tavern brawl.

The current location of the lance is unknown.

This righteous heavy lance +3 is engraved

with the image of a cavalry charge against some

indistinguishable dark foe. The lance grants

anyone wielding it a +10 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,

Call of Duty – A Paladin’s Sourcebook: Chapter 4: New Magic

the lance reforms next to the body.

Caster Level: 12th; Prerequisites: Craft

Magic Arms and Armor, consecrate, shrink item,

speak with animals, creator must be of good

alignment; Market Price: 44,310 gp; Cost to

Create: 22,310 gp + 1,760 XP.

Newal’s Vengeance: This blade was

originally a long sword +1 called Newal’s Folly.

Newal’s Vengeance has 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. A

gnoll chieftain wielded the blade

until adventurers recovered it.

The blade was 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 rumor has it that the sword

is missing again, so the gnolls may yet return.

Caster Level: 12th; Prerequisites: Craft

Magic Arms and Armor, detect evil, holy smite,

summon monster I creator must be of good

alignment; Market Price: 100,315 gp; Cost to

Create: 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

61


Call of Duty – A Paladin’s Sourcebook: Chapter 4: New Magic

the god or powerful mortal who created it so long

ago reforges it when necessary. 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

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.

Caster Level: 20th; Prerequisites: Craft Magic

Arms and Armor, holy smite, shield of faith, creator

must be of lawful good alignment; Market Price:

258,335 gp; Cost to Create: 129,335 gp + 10,320

XP.

Saber of Adqua: This keen righteous rapier

+2 features an ivory hilt and basket, and a

gleaming blade. The saber 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

62

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.

Caster Level: 6th; Prerequisites:

Craft Magic Arms and Armor,

consecrate, keen edge, creator must be

an elf of good alignment; Market Price:

40,000 gp; Cost to Create: 19,695 gp +

1550 XP.

There are rumored to be several

lesser sabers of Adqua without the keen

enhancement:

Caster Level: 6th; Prerequisites:

Craft Magic Arms and Armor,

consecrate, creator must be an elf of

good alignment; Market Price: 25,000 gp;

Cost to Create: 12,695 gp + 990 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. A dragon too haughty to

destroy it may guard the blade in its

hoard.

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 six-foot 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.

Caster Level: 12th; Prerequisites: Craft Magic

Arms and Armor, holy smite, divination, protection

from elements, summon monster I, creator must

be good; Market Price: 100,350 gp; Cost to

Create: 50,350 gp + 4,000 XP.

New Rods and Wondrous Items

Boots of the Equestrian: These boots were

first crafted for a particularly high-ranking paladin

who could simply not ride a warhorse with any

measure of grace. His order

was so embarrassed that 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, allow you to

mount and dismount using a

free action without a skill

check, and you always land on

your feet when falling from a

non-flying mount thus suffering

no damage.

Caster Level: 3 rd ,

Prerequisites: Craft

Wondrous Item, cat’s

grace; Market 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 first 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

Call of Duty – A Paladin’s Sourcebook: Chapter 4: New Magic

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 DM, 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.

Caster Level: 10 th ;

Prerequisites: Craft

Wondrous Item, divine

power, endurance,

Knowledge (religion) 8

ranks; Market 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

63


Call of Duty – A Paladin’s Sourcebook: Chapter 4: New Magic

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 particular character may only use a healing

sprinkler 3 /day, so it is usually used by groups of

paladins for maximum effect, and is rarely owned

by a single paladin.

Caster Level: 6 th ; Prerequisites: Craft Rod,

bless water, cure serious

wounds; Market Price:

2,600 gp; Weight:

5lbs.

Saddles of the Circle of Light: Once, when

paladins were common in the land, a paladin’s

warhorse sacrificed itself to save its master. That

is not an uncommon event, but for that particular

paladin, a half-elf named Keenan who loved his

mount and leader of a legendary order of

paladins, known as the Circle of Light, it was

devastating. He commissioned elven

craftsman and spellcasters to build saddles

to protect all the mounts in the order, and to

help his paladins in mounted combat. Ironically,

he never called another mount himself.

The saddles he created came in a variety of

types. The less powerful types were given to

lower level members of the order. Most are

military saddles of masterwork quality, and have

a distinctly elven design.

There is a 10% chance that any of these

saddles found is exotic, and designed for griffons

or pegasi. Double the market price on such items

because the rarity of these saddles.

Initiate’s Saddle: These saddles were

designed for the inexperienced rider and grant a

+10 competence bonus to Ride skill checks.

These are quite common.

Caster Level: 5 th ; Prerequisites: Craft

Wondrous Item, animal friendship; Market Price:

2,200gp; Weight: 30lb.

Defender’s Saddle: These saddles were

issued to paladins who had proven themselves in

many battles and had called a special mount. As

the initiate’s saddle, plus this saddle has the

ability to cast heal mount once per day as an 11 th

level paladin. This ability is activated

64

automatically, whenever the mount is reduced to

zero hit points or less, but only works on a

paladin’s special mount.

Caster Level: 11 th , Prerequisites: Craft

Wondrous Item, animal friendship, heal mount;

Market Price: 14,000gp; Weight: 30lb.

Captain’s Saddle: These saddles are quite

rare and were given only to the leaders of the

order. They have all the abilities of the defender’s

saddle, plus they strengthened the bond between

a paladin and his special mount. A special mount

with this saddle gains abilities as if the paladin

were 3 levels higher.

Caster Level: 12 th , Prerequisites: Craft

Wondrous Item, animal friendship, heal mount,

prayer; Market Price: 24,000gp; Weight: 30lb.

Lesser Artifacts

Unholy Destroyer: These foul blades were

once holy avengers, but became corrupted by

centuries of immersion in the same pits of the

Abyss that spawn balors. Demons give these

blades to blackguards as payment for a great

service. They appear to be longswords with

twisted holy symbols embedded in the hilt.

A character with an alignment other than

chaotic evil who so much as picks up an unholy

destroyer immediately gains two 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.

To any character other than a

blackguard, a deathblade, or chaos knight

an unholy destroyer functions as a longsword +2.

(See Chapter 1 for information on the deathblade

or chaos knight.)

In the hands of a character with one of the

above classes, unholy destroyers are chaotic

unholy longswords +5, and glow like a greenish

torch (20ft radius) when a paladin is within 1 mile.

Blackguards wielding an unholy destroyer

gain the ability to smite good one additional time

per day with the weapon. Chaos knights instead

gain the ability to smite law an additional time per

day. Deathblades gain no additional special

abilities, but may be able to summon an unholy

destroyer. (See Chapter 1 about deathblades.)

Unholy destroyers have a rudimentary

Intelligence (2), and are telepathically aware of

their surroundings. They use this knowledge to

planeshift, with their wielder, back to a random

level of the Abyss whenever they feel they are in

serious danger. Usually this is when they have

taken damage, or when held by someone with

good alignment.

Caster Level: 20th; Weight 4lb.


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