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

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

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given the choice, they will defend dwarves and<br />

their interests first.<br />

Associates: A forge avenger has the same<br />

restrictions on associates as a paladin, but<br />

additionally may not associate with dwarven<br />

enemies such as giants or orcs, unless they have<br />

proven themselves friends <strong>of</strong> dwarves. Half-orcs<br />

are acceptable, though some forge avengers<br />

stubbornly refer to them as “half-humans”.<br />

Smite Dwarven Enemies (Su): Once per<br />

day, forge avengers can smite the common<br />

enemies <strong>of</strong> dwarves with one melee attack.<br />

Dwarven enemies include racial enemies such as<br />

giants, orcs, half-orcs, and goblinoids (goblins,<br />

hobgoblins, and bugbears), and evil dwarves,<br />

including most derro and duergar. The DM is<br />

encouraged to add or subtract from this list to suit<br />

the campaign.<br />

When smiting dwarven enemies, you add your<br />

Constitution bonus, if any, to your attack roll and<br />

deal 1 extra point <strong>of</strong> damage per forge avenger<br />

class level. If you attempt to use your smite ability<br />

against an opponent who is not actually a dwarven<br />

enemy, it has no effect and is wasted for the day.<br />

This ability may be used at the same time as smite<br />

evil or any other smite ability, if appropriate.<br />

Summon Ancestral Heroes (Sp): Once per<br />

week, you may summon a number <strong>of</strong> lawful good<br />

celestial dwarven fighters up to half your forge<br />

avenger class level. Treat this spell-like ability as<br />

lesser planar ally except that the casting time is 1<br />

action, and there is no payment required. Your<br />

caster level is your forge avenger class level.<br />

These dwarves are the spirits <strong>of</strong> your<br />

ancestors. You should only summon them for<br />

combat. They will follow any <strong>of</strong> your orders,<br />

however summoning them to perform some task<br />

other than guarding someone or combat is<br />

disrespectful and violates your Code <strong>of</strong> Conduct.<br />

They are willing and eager to die for you, and<br />

sending them into a suicidal fight is not<br />

disrespectful, or even unexpected by them. Their<br />

spirits simply reform on a higher plane <strong>of</strong><br />

existence. The player is encouraged to give these<br />

heroes names, personalities and backgrounds, to<br />

make them more interesting.<br />

Ancestral Hero, celestial dwarf Ftr6: CR 7;<br />

Medium-size Humanoid (dwarf); HD 6d10+12; hp<br />

45; Init +0; Spd 15 ft; AC 21 (+8 half-plate, +3<br />

large shield); Melee +1 battleaxe +10 (1d8+6/crit<br />

x3); SQ dwarven traits, celestial traits; AL LG; SV<br />

Fort +7, Ref +2, Will +4; Str 14, Dex 10, Con 14,<br />

Int 10, Wis 10, Cha 8.<br />

Skills and Feats: Climb +9, Jump +9; Power<br />

Attack, Cleave, Great Cleave, Sunder, Weapon<br />

Focus (battleaxe), Weapon Specialization<br />

(battleaxe), Iron Will.<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 />

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

ancestral hero can make a normal attack to deal<br />

an additional +6 damage against an evil foe.<br />

SQ–Dwarven Traits (Ex): 60 foot darkvision,<br />

stonecunning, +2 save vs. poison, +2 save vs.<br />

spells or spell-like abilities, +1 attack vs. goblinoids<br />

or orcs, +4 dodge vs. giants, +2 craft with stone or<br />

metal.<br />

SQ–Celestial Traits (Ex): Acid, Cold and<br />

Electricity resistance 10, Damage Reduction 5/+1,<br />

Spell resistance 12.<br />

Equipment: battleaxe +1, large shield +1, halfplate<br />

+1<br />

Aura <strong>of</strong> Dwarven Justice (Su): You and all<br />

allies within 10ft. gain a +2 morale bonus to attack<br />

rolls against dwarven enemies (see the smite<br />

dwarven enemies ability for a suggested list <strong>of</strong><br />

these creature types).<br />

Reach <strong>of</strong> the Dwarves (Su): Any nonthrowing<br />

masterwork or magical melee weapon <strong>of</strong><br />

dwarven make that you wield gains the throwing<br />

and returning special abilities. This ability goes<br />

away if others hold it. A side effect <strong>of</strong> this ability is<br />

that your shoulders appear wider and your arms<br />

appear more muscular. This ability has no effect if<br />

the weapon already has the throwing and returning<br />

abilities.<br />

Armor <strong>of</strong> Faith (Su): At 5 th level, any<br />

masterwork or magical heavy armor <strong>of</strong> dwarvenmake<br />

gains the fortification (light) special ability<br />

while you wear it, causing a 25% chance that the<br />

effects <strong>of</strong> any critical hit or sneak attack damage<br />

are negated. A side effect <strong>of</strong> this ability is that<br />

your armor looks thicker and heavier than normal.<br />

At 8 th level, this ability grants moderate (75%<br />

chance) fortification.<br />

Living Forge (Su): Any masterwork or<br />

magical melee weapon <strong>of</strong> dwarven make gains the<br />

flaming special ability while you wield it. A side<br />

effect <strong>of</strong> this ability is that sparks show in your<br />

eyes. This ability has no effect if the weapon<br />

already has the flaming ability.<br />

Ironbeard: You are the epitome <strong>of</strong> the<br />

dwarven race. You gain the following abilities:<br />

Stony Skin (Ex): You gain damage reduction<br />

15/+1.<br />

Immune to Poison (Ex): You are immune to all<br />

natural, but not magical, poisons.<br />

Spell Resistance (Su): You gain spell<br />

resistance equal to 18.<br />

Smite Dwarven Enemies (Su): You may smite<br />

dwarven enemies one additional time per day.<br />

Ex-Forge Avengers: A forge avenger who is<br />

no longer lawful good or who grossly violates his<br />

Code <strong>of</strong> Conduct becomes an ex-forge avenger<br />

and loses all class abilities. Returning to a lawful<br />

good alignment and receiving the benefits <strong>of</strong> an<br />

atonement spell recovers these class abilities.<br />

17

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