DnD/Class Handbooks/Paladins/Call of Duty - Paladin
DnD/Class Handbooks/Paladins/Call of Duty - Paladin
DnD/Class Handbooks/Paladins/Call of Duty - Paladin
You also want an ePaper? Increase the reach of your titles
YUMPU automatically turns print PDFs into web optimized ePapers that Google loves.
<strong>Call</strong> <strong>of</strong> <strong>Duty</strong> – A <strong>Paladin</strong>’s Sourcebook: Chapter 3: A Variety <strong>of</strong> <strong><strong>Paladin</strong>s</strong><br />
Turn Undead: At 3 rd level, you may give up<br />
your ability to turn the undead in order to gain one<br />
<strong>of</strong> the following abilities.<br />
Improved Smite Evil (Su):<br />
Whenever using the smite evil<br />
ability, you gain a +3 bonus to<br />
damage.<br />
Extra Spells (Su): You may<br />
cast paladin spells as if you<br />
were a paladin 2 levels higher.<br />
At 18 th level, you gain the ability<br />
to cast one additional 1 st level<br />
paladin spell per day. At 19 th<br />
level you gain an extra 2 nd level<br />
spell slot, and at 20 th level you<br />
gain an extra 3 rd level spell slot.<br />
For example, a 20 th level paladin<br />
with this ability would be able to<br />
cast four 1 st level spells, four 2 nd<br />
level spells, four 3 rd level spells,<br />
and three 4 th level spells, plus<br />
any bonus spells.<br />
Improved Lay on Hands<br />
(Su): You may lay on hands as<br />
a paladin two levels higher.<br />
Special Mount: At 5 th level,<br />
you may give up your ability to<br />
call a special mount in<br />
exchange for one <strong>of</strong> the<br />
following special abilities:<br />
<strong>Call</strong> Celestial Destrier (Sp):<br />
Once per day, you may<br />
summon a celestial war horse,<br />
complete with riding equipment.<br />
The celestial destrier<br />
communicates with you<br />
telepathically, and follows your commands. This<br />
ability is like a summon monster I spell; your caster<br />
level is half your paladin level, but the duration<br />
equals your paladin level in hours. See the text<br />
box for more about celestial destriers. Instead <strong>of</strong> a<br />
celestial warhorse, your DM may allow a more<br />
exotic creature, or one more appropriate to the<br />
campaign. Possibilities include celestial<br />
hippogriffs, pegasi, rhinos, unicorns, or any other<br />
suitable mount with a CR <strong>of</strong> 4 or less. For such<br />
creatures, only allow this ability once per week<br />
instead <strong>of</strong> once per day.<br />
54<br />
Celestial Destriers<br />
These noble steeds once were<br />
special mounts to long dead<br />
paladins, and now stand by, ready to<br />
serve paladins in need <strong>of</strong> a<br />
temporary mount. The advantage <strong>of</strong><br />
being able to call a celestial destrier<br />
is that the paladin need not worry<br />
about the beast’s safety. It reforms<br />
on the celestial planes after death,<br />
and can be summoned again in a<br />
week. Celestial destriers do not<br />
need constant care, and can be<br />
summoned when needed, even<br />
deep in a dungeon, on a distant<br />
plane, or anywhere else that a<br />
special mount may have trouble<br />
getting to safely.<br />
Celestial Destrier CR 3;Large<br />
Magical Beast; HD 4d8+12 (Animal);<br />
hp 30; Init +1; Spd 35; AC 22; Atk +1<br />
base melee, -2 base ranged; +1/-4<br />
(1d6+4, 2 Hooves; 1d4+2, Bite); SQ:<br />
Scent(Ex); AL LG; SV Fort +7, Ref<br />
+5, Will +2; STR 18, DEX 13, CON<br />
17, INT 3, WIS 13, CHA 6.<br />
SA – Smite Evil (Su): Once per<br />
day the celestial destrier can make a<br />
normal attack to deal +4 damage<br />
against an evil opponent.<br />
SQ – Celestial Traits (Su):<br />
Darkvision 60ft.,Acid, Cold,<br />
Electricity resistance 10, SR 8.<br />
Equipment: Full plate, Barding,<br />
MW; Bit and bridle; Saddle, military.<br />
Extra Smite (Su): You may use your smite evil<br />
ability one additional time per day.<br />
Improved Lay on Hands (Su): You may lay on<br />
hands as a paladin two levels higher.<br />
Spellcasting: Upon reaching<br />
4 th , 8 th , 11 th , or 14 th level as a<br />
paladin, you may decide to give up<br />
the use <strong>of</strong> spell slots <strong>of</strong> the new spell<br />
level gained, and instead, may use<br />
smite evil one additional time per<br />
day.<br />
Note that you must have enough<br />
Wisdom to cast any spells<br />
sacrificed. For instance, if you have<br />
a Wisdom <strong>of</strong> only 12, you cannot<br />
“sacrifice” the casting <strong>of</strong> 3 rd level<br />
spells when reaching 11 th level,<br />
because you were never able to cast<br />
them in the first place.<br />
For example, Darius<br />
Brightshield belongs to a militaristic<br />
order <strong>of</strong> paladins who disdain<br />
spellcasting. At 4 th level, Darius<br />
chooses to gain the ability to smite<br />
evil a second time per day, and<br />
cannot use 1 st level paladin spell<br />
slots. At 8 th , 11 th and 14 th levels he<br />
gains additional smites so that at<br />
14 th level he can smite evil up to 5<br />
times per day, but cannot cast any<br />
paladin spells.<br />
Vardi also belongs to a<br />
militaristic order, but has a Wisdom<br />
<strong>of</strong> only 12. He chooses to gain an<br />
additional smite evil attempt per day<br />
at 4 th level instead <strong>of</strong> 1 st level spell<br />
slots. At 8 th level he decides to gain<br />
the ability to cast 2 nd level spells (but<br />
gains no 1 st level spell slots). Vardi<br />
can still cast 1 st level paladin spells at 8 th level by<br />
using his 2 nd level spell slots, since higher level<br />
slots can be used to prepare lower level spells. He<br />
cannot give up spells at 11 th level because he has<br />
no 3 rd level spells to give up, due to his low<br />
Wisdom, and therefore may not opt to gain an<br />
additional smite instead.<br />
If Vardi’s Wisdom were to increase to 13 after<br />
reaching 11 th level, then he could choose to gain<br />
3 rd level spell slots or an additional chance to smite<br />
evil. Once the choice is made, the decision cannot<br />
be changed.