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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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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