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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 />

15

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