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

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

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Caster Level: 5 th ; Prerequisites: Craft Magic<br />

Arms and Armor, consecrate; Market Price: +1<br />

bonus<br />

Holy Burst: A holy burst weapon is a holy<br />

weapon (+2d6 holy damage to evil creatures) that<br />

also stuns evil creatures for one round on a critical<br />

hit. A weapon can only have one <strong>of</strong> the following<br />

special abilities: righteous, holy, or holy burst.<br />

Caster Level: 12 th ; Prerequisites: Craft Magic<br />

Arms and Armor, holy smite; Market Price: +3<br />

bonus<br />

Blasphemous: A blasphemous weapon is a<br />

weaker type <strong>of</strong> unholy weapon. This special<br />

ability functions the same as the unholy ability in<br />

the DMG, except it causes only +1d6 unholy<br />

(evil) damage when striking good<br />

creatures. A weapon can only have<br />

one <strong>of</strong> the following special abilities:<br />

blasphemous, unholy, or unholy burst.<br />

Caster Level: 5 th ; Prerequisites: Craft Magic<br />

Arms and Armor, desecrate; Market Price: +1<br />

bonus<br />

Unholy Burst: An unholy burst weapon is a<br />

unholy weapon (+2d6 unholy damage to good<br />

creatures) that also stuns good creatures for one<br />

round on a critical hit. A weapon can only have<br />

one <strong>of</strong> the following special abilities:<br />

blasphemous, unholy, or unholy burst.<br />

Caster Level: 12 th ; Prerequisites: Craft<br />

Magic Arms and Armor, unholy blight; Market<br />

Price: +3 bonus<br />

New Specific Magical Weapons<br />

Dulan’s Surprise: Dulan was a paladin who<br />

favored mounted combat over all else. He<br />

charged carelessly into battle with this lance,<br />

which he named Dulan’s Charge, and ultimately<br />

met his doom when attacking a line <strong>of</strong> elite<br />

hobgoblin pikemen. The hobgoblins ransomed<br />

the lance to a temple, where a mysterious warrior<br />

stole it.<br />

The warrior had the famous lance magically<br />

enhanced to become a tattoo, so that he could<br />

smuggle it around without suspicion. The lance<br />

became known as Dulan’s Surprise for the way<br />

the warrior would activate it while charging. The<br />

temple never caught the thief, who owned the<br />

lance until he died years later in a tavern brawl.<br />

The current location <strong>of</strong> the lance is unknown.<br />

This righteous heavy lance +3 is engraved<br />

with the image <strong>of</strong> a cavalry charge against some<br />

indistinguishable dark foe. The lance grants<br />

anyone wielding it a +10 competence bonus to his<br />

or her Ride skill. Once per round, on command<br />

as a free action, the lance transforms into a large<br />

tattoo on the wielder’s body or back to a lance. If<br />

the wearer dies while the lance is in tattoo form,<br />

<strong>Call</strong> <strong>of</strong> <strong>Duty</strong> – A <strong>Paladin</strong>’s Sourcebook: Chapter 4: New Magic<br />

the lance reforms next to the body.<br />

Caster Level: 12th; Prerequisites: Craft<br />

Magic Arms and Armor, consecrate, shrink item,<br />

speak with animals, creator must be <strong>of</strong> good<br />

alignment; Market Price: 44,310 gp; Cost to<br />

Create: 22,310 gp + 1,760 XP.<br />

Newal’s Vengeance: This blade was<br />

originally a long sword +1 called Newal’s Folly.<br />

Newal’s Vengeance has a rippled appearance<br />

to the blade and a bronze plated hilt. This<br />

weapon was one <strong>of</strong> many such swords forged<br />

by a local wizard to help repel a gnoll invasion<br />

<strong>of</strong> the Brighton villages 30 years ago. Newal, a<br />

brave squire, fought valiantly with the blade but<br />

was slain when he refused to flee the<br />

overwhelming numbers <strong>of</strong> gnolls. A<br />

gnoll chieftain wielded the blade<br />

until adventurers recovered it.<br />

The blade was lost again when<br />

they never returned from a dungeon<br />

expedition.<br />

Years later a temple built near the<br />

massacred villages was given the sword as a<br />

donation by a mysterious wanderer, and the<br />

clerics have enhanced it to be a worthy<br />

weapon <strong>of</strong> good. It is now a holy gnoll-bane<br />

long sword +3, and vibrates slightly whenever<br />

a gnoll is within 60ft.<br />

Fear <strong>of</strong> the temple and the sword has kept<br />

the gnolls away, but rumor has it that the sword<br />

is missing again, so the gnolls may yet return.<br />

Caster Level: 12th; Prerequisites: Craft<br />

Magic Arms and Armor, detect evil, holy smite,<br />

summon monster I creator must be <strong>of</strong> good<br />

alignment; Market Price: 100,315 gp; Cost to<br />

Create: 50,315 gp + 4,000 XP.<br />

Pinnacle: Pinnacle is more than a<br />

weapon; it is a powerful NPC. It cannot<br />

remember its ancient beginnings, but is very<br />

wise. Pinnacle prefers to be used by higher<br />

level paladins, (16 th level +), but its purpose is<br />

to protect all paladins and it may serve a lower<br />

level one for a short time before convincing or<br />

forcing them to give the blade up. Its<br />

personality can be thought <strong>of</strong> as fatherly or<br />

motherly. Instead <strong>of</strong> pressing paladins on into<br />

great danger, it urges wisdom, restraint, and<br />

careful planning. It never encourages<br />

cowardice, but always questions its wielder if<br />

his intentions seem rash. Pinnacle seems to<br />

speak with an ancient accent <strong>of</strong> whatever<br />

language its wielder speaks, and never uses<br />

contractions or a simple word when a complex<br />

one will work.<br />

Pinnacle has been destroyed many times,<br />

but seems to be a favored weapon <strong>of</strong> the gods.<br />

It always mysteriously returns to the mortal<br />

realm, usually after several years. It theorizes that<br />

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