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