DnD/Class Handbooks/Paladins/Call of Duty - Paladin
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 />
(Con), Diplomacy (Cha), Gather Information (Cha),<br />
Intimidate (Cha), Intuit Direction (Wis), Jump (Str),<br />
Knowledge (laws <strong>of</strong> the land) (Int), Knowledge<br />
(religion) (Int), Ride (Dex), Spot (Wis), Swim (Str),<br />
Wilderness Lore (Wis).<br />
10<br />
Skill Points at Each Level: 2 + Int modifier<br />
<strong>Class</strong> Features<br />
Weapon and armor pr<strong>of</strong>iciency: Archons<br />
are pr<strong>of</strong>icient with all simple and martial weapons,<br />
and with all types <strong>of</strong> armor and shields.<br />
Code <strong>of</strong> Conduct: Archons must be lawful.<br />
They must swear to uphold their personal honor<br />
and the edicts <strong>of</strong> legitimate authority. Examples <strong>of</strong><br />
dishonorable behavior include: lying, cheating, the<br />
use <strong>of</strong> disguises or other extreme trickery,<br />
disloyalty, or disobeying the letter or spirit <strong>of</strong> the<br />
laws set by legitimate authority.<br />
Archons have no reservations about striking a<br />
helpless opponent or using ambushes or sneak<br />
attacks, ranged weapons, or poison (when allowed<br />
by laws <strong>of</strong> the land). Almost any tactic is fair, as<br />
long as it does not rely primarily on deception.<br />
For an archon, legitimate authority is defined<br />
as those who are most capable <strong>of</strong> bringing order to<br />
the land. Often, an order <strong>of</strong> archons will add<br />
several tenets to this code (see tenets in Chapter<br />
2. Archons might be proponents <strong>of</strong> the concepts<br />
<strong>of</strong> chivalry (see boxed text on page 44).<br />
Associates: You may not associate with<br />
chaotic creatures or known criminals, and you may<br />
not have hirelings <strong>of</strong> a chaotic alignment.<br />
Spells: Beginning at 1 st level, the archon<br />
gains the ability to cast a small number <strong>of</strong> divine<br />
spells. To cast a spell, you must have a Wisdom<br />
score <strong>of</strong> at least 10 + the spell’s level, so an<br />
archon with a Wisdom <strong>of</strong> less than 11 cannot cast<br />
spells. When you get 0 spells <strong>of</strong> a given level, you<br />
receive only bonus spells, if applicable. You<br />
prepare and cast spells as a cleric, but use the<br />
following spell list. You have access to every spell<br />
on the list.<br />
1 st level: command, divine favor, mending,<br />
protection from chaos, remove fear, vigilant<br />
sleep*<br />
2 nd level: calm emotions, dispel fear*, hold<br />
person, make whole, silence<br />
3 rd level: discern lies, dispel magic, magic<br />
circle against chaos, shadow bane*, speak<br />
with dead<br />
4 th level: death ward, dispel chaos, greater<br />
command, status<br />
*New spell in this book, see Chapter 4.<br />
Detect Chaos (Sp): You may detect chaos at<br />
will.<br />
Clean Kill (Su): Whenever you perform a<br />
coup de grace, you may also add your archon<br />
class level to the damage.<br />
Judge (Su): A number <strong>of</strong> times per day equal<br />
to half your archon class level rounded down,<br />
when attacking a creature in melee you may<br />
choose to judge that creature by stating the crime<br />
they have committed. This ability is a free action.<br />
For example, before rolling a melee attack at a<br />
rogue caught picking a pocket, Baron Fornst, a<br />
ranger 6/archon 6, declares “You are guilty <strong>of</strong><br />
theft.”<br />
Judging a creature inflicts a “judge mark”, a<br />
scar caused by the damage <strong>of</strong> your attack, if you<br />
successfully strike your opponent. You still use up<br />
one <strong>of</strong> your chances to judge when you miss.<br />
The mark glows s<strong>of</strong>tly and remains until you<br />
choose to dismiss it, or if removed by a wish or<br />
miracle. You may only mark one creature at a<br />
time, and no creature may bear more than one<br />
mark from you, so the mark disappears if you<br />
judge another.<br />
The judge mark gives you certain bonuses<br />
against the creature. When tracking a judge<br />
marked creature, you gain a competence bonus<br />
equal to your archon class level.<br />
At any distance from the mark, you may use<br />
the Intuit Direction skill to determine the direction<br />
<strong>of</strong> the marked creature. You automatically know if<br />
they have left the plane <strong>of</strong> existence you are on,<br />
but not where they went.<br />
If you have the aura <strong>of</strong> truth ability, a marked<br />
creature has a penalty to their saving throw equal<br />
to your archon class level.<br />
Finally, you gain a circumstance bonus equal<br />
to your archon class level to melee attack rolls<br />
against the marked creature.<br />
Smite Chaos (Su): You gain the ability to<br />
smite chaos. Once per day, you can smite chaotic<br />
opponents with one melee attack. When smiting<br />
chaos, you add your Charisma bonus, if any, to<br />
your attack roll and deal 1 extra point <strong>of</strong> damage<br />
per archon class level. If you attempt to use your<br />
smite ability against an opponent who is not<br />
actually chaotic, it has no effect and is wasted for<br />
the day.<br />
Aura <strong>of</strong> Truth (Su): A zone <strong>of</strong> truth spell<br />
surrounds you with a 10ft radius at all times. Your<br />
caster level is equal to 10 plus your archon class<br />
level. Creatures subjected to this aura get a<br />
saving throw when first entering the area <strong>of</strong> effect,<br />
and every minute afterwards. You can suppress<br />
or reactivate this aura as a free action at the<br />
beginning <strong>of</strong> your turn.<br />
Quick Kill (Ex): You may perform a coup de<br />
grace as a standard action, instead <strong>of</strong> a full round<br />
action.