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

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

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<strong>Call</strong> <strong>of</strong> <strong>Duty</strong> – A <strong>Paladin</strong>’s Sourcebook: Chapter 1: <strong>Class</strong>es and Feats<br />

Special Mount (Su): Upon reaching 4 th level<br />

or higher, you can call a special mount. This<br />

ability is the same as the core paladin’s ability (see<br />

the Player’s Handbook, Chapter 3: <strong>Class</strong>es,<br />

<strong>Paladin</strong>).<br />

Instead <strong>of</strong> calling a special mount, you may<br />

instead choose to be able to use your smite evil<br />

ability an additional time per day. You can change<br />

your mind later and give up the second use <strong>of</strong><br />

smite evil to call your special mount when you<br />

need it.<br />

Constant Heart (Su): Your dedication to the<br />

Code is faultless and the divine truly favor you.<br />

Once per day, whenever you fail a saving throw,<br />

you may reroll the result.<br />

Ex-<strong><strong>Paladin</strong>s</strong>: Prestige paladins who are no<br />

longer lawful good, who willfully commit an evil act,<br />

or who grossly violate the code <strong>of</strong> conduct suffer<br />

the same fate as ex-paladins. They lose all<br />

special abilities and spells, and may no longer<br />

progress as paladins. They may atone for their<br />

actions with the atonement spell as appropriate.<br />

Prestige paladins who become ex-paladins are<br />

treated the same as core ex-paladins for taking<br />

classes such as the blackguard.<br />

Ex-blackguards who become paladins do not<br />

gain any special powers. The powers <strong>of</strong> law and<br />

good are most reluctant to recruit such characters,<br />

as it is easy to fall from grace, yet difficult to<br />

redeem oneself.<br />

Sample NPC<br />

“Stand your ground. We can defeat them.”<br />

Lord Lairden, male human Ftr5/Prestige<br />

<strong>Paladin</strong> 6: CR 11; Medium-sized Humanoid<br />

(human); HD 11d10+11; hp 71; Init +1; Spd 20ft;<br />

AC 26 (+1 Dex, +9 full plate, +2 ring <strong>of</strong> protection,<br />

+4 large shield); Melee +1 holy bastard sword<br />

+15/+10/+5 (1d10+4/crit 19-20), +1 heavy lance<br />

+16/+11/+6 (1d8+4/crit x3); Ranged mw composite<br />

longbow (mighty +3) +13/+8/+3 (1d8+3/crit x3);SA<br />

smite evil 1/day, turn undead; SQ detect evil, lay<br />

on hands, aura <strong>of</strong> courage, remove disease 1/day;<br />

AL LG; SV Fort +13, Ref +7, Will +10; Str 16, Dex<br />

13, Con 12, Int 10, Wis 14, Cha 16.<br />

Skills and Feats: Climb +7(4), Concentration<br />

+7(4), Handle Animal +7(4), Knowledge (religion)<br />

+2, Ride +15(14); Exotic Weapon Pr<strong>of</strong>iciency<br />

(bastard sword), Knowing Gaze*, Mounted<br />

Combat, Power Attack, Ride-by Attack, Salute <strong>of</strong><br />

8<br />

Honor*, Spirited Charge, Weapon Focus (heavy<br />

lance).<br />

* New feat, see next section.<br />

<strong>Paladin</strong> Spells Prepared (2/2): 1-bless<br />

weapon, divine favor; 2-remove paralysis, shield<br />

other<br />

SA–Turn Undead (Su): Lord Lairden turns<br />

undead as a 6 th level cleric up to 6 times per day.<br />

SA–Smite Evil (Su): Once per day, Lord<br />

Lairden may add +3 to an attack roll against an<br />

evil opponent and add +6 to the damage.<br />

SQ–Detect Evil (Sp): Lord Lairden may detect<br />

evil at will. He may use the first round <strong>of</strong> detect<br />

evil as with a move equivalent action due to his<br />

Knowing Gaze feat (new feat, see next section).<br />

SQ–Lay on Hands (Sp): Lord Lairden may<br />

heal up to 18 points <strong>of</strong> damage per day, divided up<br />

among any number <strong>of</strong> creatures.<br />

SQ–Aura <strong>of</strong> Courage (Su): Allies within 10ft.<br />

<strong>of</strong> Lord Lairden gain +4 morale bonus against fear<br />

effects; Lord Lairden is immune to fear.<br />

Equipment: +1 holy bastard sword, +1 heavy<br />

lance, mw composite longbow (mighty +3), 20<br />

arrows, mw dagger, +1 full plate armor <strong>of</strong> comfort<br />

with a divine mark(+0) **, +2 ring <strong>of</strong> protection, +2<br />

large steel shield.<br />

**New armor special abilities, see Chapter 4.<br />

Heracles, male heavy warhorse: Large<br />

Magical Beast (warhorse);HD 6d8+18; hp 45; Init<br />

+1;Spd 50ft; AC 23 (-1 size, +1 Dex, +8 natural, +5<br />

chain barding); Melee +6 hooves (x2) (1d6+4,<br />

1d6+4), +1 bite (1d4+2); SQ Scent, Improved<br />

Evasion, Share Spells, Empathic Link, Share<br />

Saving Throws; Saves Fort +13, Ref +7, WIll +10;<br />

Str 19, Dex 13, Con 17, Int 6, Wis 13, Cha 6.<br />

Skills: Listen +7, Spot +7.<br />

Equipment: Military saddle, mw chain barding,<br />

saddlebags, bit and bridle.<br />

History: Lairden was born a noble and raised<br />

to become a knight <strong>of</strong> the realm.<br />

Appearance. Lord Lairden is the archetypical<br />

heroic knight and might be considered the iconic<br />

prestige paladin. He is famous for his long<br />

mustaches and highly polished gear.<br />

Personality: Lord Lairden is extremely polite<br />

and cultured. He is generous to the poor,<br />

respectful <strong>of</strong> authority, surprisingly tolerant <strong>of</strong> the<br />

beliefs <strong>of</strong> others, yet unmerciful to evil. He roams<br />

the land protecting the innocent from evil while<br />

upholding the virtues <strong>of</strong> honor, chivalry, and<br />

compassionate justice.

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