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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 />

(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.

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