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James "Gargoyle" Garr - Call of Duty - A Paladin Sourcebook-Core Books PDF
James "Gargoyle" Garr - Call of Duty - A Paladin Sourcebook-Core Books PDF
Preface
The paladin class has captured the
imagination of players since its introduction. The
paladin is the most difficult class to play, not
because of a lack of combat power, but because of
its roleplaying restrictions. Many players would
like to play one, but are afraid to try.
However, a well played paladin is worth the
extra effort. Why is this? The other classes are
fun to play because of what they can do. The
paladin is fun to play because of how they do it.
The call of duty sets paladins apart.
But its also something else. In the real world,
we could use a few wizards to make our lives
easier or clerics to heal our sick. However, we
need heroes more than anything, and paladins are
the epitome of heroic fantasy.
In those dreary times of real life that happen in
between games, try to live your life a little more
like a paladin.
Focus on how you accomplish your goals a bit
more, rather than the bottom line.
Dont let fear run your life.
And never make a deal with a dragon; smite
the beast.
Credits
Designer: James Garr
Additional Design by: Bryon Dahlgren
Design and Copy Editor: Heather J. Garr
Art Direction: Heather J. Garr
Cover Art: Rob Katkowski
Interior Art: Brian England
David Zenz
This book uses the d20 Standard Stat block from www.d20statblock.org.
For help with this product see: www.chainmailbikini.com/files/cod-errata-faq.pdf
Version 2.0: This version is compatible with the revised 3.5 rules.
Internal Playtesting: Heather J. Garr, Andrew Greer, Monty J. Llama, Mark Mullaney,
Brad Shea, a blind Celestial Half-Llama Half-Kobold Commoner 1/Ex-Bard 3/Paladin
6/Sword Saint 6/Martial Artist 4 named Fred
External Playtesting: (Nobodys Friends): Bryon Dahlgren, Linda Dahlgren, T.J.
Lofgren, Brian Smith, A Thousand Llamas in Tu-Tus
Call of Duty requires the use of the Dungeons & Dragons Third Edition Core Books, and the Psionics Handbook, published by Wizards of the Coast
Dungeons & Dragons and Wizards of the Coast are registered trademarks of Wizards of the Coast and are used with permission.
This product is published under both the Open Gaming License (OGL) and the D20 system license. More information about the D20 system license can
be found at: http://www.wizards.com/D20/
More information about the OGL can be found at: http://www.opengamingfoundation.org
A copy of the OGL can be found on the last page of this book.
Open Content is material that is solely rules related, and can be redistributed as long as you follow the conditions of the Open Gaming License.
Product Identity is material that is copyright 2002 by Chainmail Bikini Games, Ltd. and may not be duplicated without written permission.
Terms derived from the d20 System Reference Document are all Open Content.
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'd20 System' and the 'd20 System' logo are Trademarks owned by Wizards of the Coast and are used according to the terms of the d20 System License
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Call of Duty and Chainmail Bikini Games are trademarks of Chainmail Bikini Games, Ltd. All Your Base Are Belong To Us.
Martyr [Paladin]
You meet death willingly and go down fighting.
Prerequisites: Paladins smite evil ability
Benefits: Whenever an enemy brings you to 1
hit points or less in melee, it provokes an attack of
opportunity from you. You strike immediately before
your condition changes to dying, and may use your
smite evil ability with this attack, if appropriate, even
if you have already expended all uses of that ability
for the day.
Prestige Classes
Most of the following prestige classes are
designed for paladins to take.
Two of these classes are exceptions. The
prestige paladin is a variant class designed to
replace the core paladin class presented in the
PHB. The chaos knight is presented as a paladin-
Requirements
Alignment: Lawful good
Base attack bonus: +5 or higher
Special: This prestige class may not be taken
on a whim. It must be earned by roleplaying like a
paladin.
To become a prestige paladin, you must first
Fort
Save
Base
Attack
Bonus
+1
Ref
Save
Will
Save
+2
+0
+2
2
3
4
5
6
7
8
9
10
11
12
13
14
15
+2
+3
+4
+5
+6
+7
+8
+9
+10
+11
+12
+13
+14
+15
+3
+3
+4
+4
+5
+5
+6
+6
+7
+7
+8
+8
+9
+9
+0
+1
+1
+1
+2
+2
+2
+3
+3
+3
+4
+4
+4
+5
+3
+3
+4
+4
+5
+5
+6
+6
+7
+7
+8
+8
+9
+9
Special
1
0
2
-
3
-
4
-
1
1
1
1
1
2
2
2
2
2
3
3
3
3
0
1
1
1
1
1
2
2
2
2
2
3
3
0
1
1
1
1
1
2
0
1
1
1
1
2
2
2
2
3
Class Skills
The prestige paladins skills (and the
for each) are Concentration (Con),
Diplomacy (Cha), Handle Animal (Cha),
Knowledge (nobility and royalty) (Int),
(religion) (Int), Profession (Wis), Ride
Sense Motive (Wis).
key abilities
Craft (Int),
Heal (Wis),
Knowledge
(Dex), and
Class Features
Weapon and Armor Proficiency: The prestige
paladin is proficient with all simple and martial
weapons, as well as all types of armor and shields,
except tower shields.
Code of Conduct and Associates: Prestige
paladins have the same Code of Conduct and
restrictions on their associates as core paladins.
Aura of Good (Su): The power of a paladins
aura of good (see the detect good spell), is equal to
his paladin level, just like the aura of a cleric of a
good deity.
Detect Evil (Sp): You can detect evil at will.
Divine Health (Su): You are immune to all
diseases, including magical diseases.
Smite Evil (Su): Once per day, you may attempt
to smite evil with one standard melee attack (choose
which one before attacking). You may add your
Charisma bonus, if any, to your attack roll, and deal 1
extra point of damage per paladin level when striking
Sample NPC
Stand your ground. We can defeat them.
Lord Lairden, male human Ftr5/Prestige
Paladin 6: CR 11; Medium-sized Humanoid
(human); HD 11d10+11; hp 71; Init +1; Spd 20ft; AC
26 (+1 Dex, +9 full plate, +2 ring of protection, +4
heavy shield); Melee +1 holy bastard sword
+15/+10/+5 (1d10+4/crit 19-20), +1 lance +16/+11/+6
(1d8+4/crit x3); Ranged mw composite longbow
(mighty +3) +13/+8/+3 (1d8+3/crit x3);SA smite evil
1/day, turn undead;SQ detect evil, lay on hands, aura
of courage, remove disease 1/day; AL LG; SV Fort
+13, Ref +7, Will +10; Str 16, Dex 13, Con 12, Int 10,
Wis 14, Cha 16.
Skills and Feats: Climb +7(4), Concentration
+7(4), Handle Animal +7(4), Knowledge (nobility and
royalty) +2, Ride +15(14); Exotic Weapon Proficiency
(bastard sword), Knowing Gaze*, Mounted Combat,
Power Attack, Ride-by Attack, Salute of Honor*,
Spirited Charge, Weapon Focus (lance).
* New feat, see page 4.
Paladin Spells Prepared (2/2): 1-bless weapon,
divine favor; 2-remove paralysis, shield other
SASmite Evil (Su): 2x/day, Lord Lairden may
add +3 to an attack roll against an evil opponent and
add +6 to the damage.
SATurn Undead (Su):
Lord Lairden turns
undead as a 6th level cleric up to 6 times per day.
SQDetect Evil (Sp): Lord Lairden may detect
evil at will. He may use the first round of detect evil
as with a move action due to his Knowing Gaze feat
(new feat, see next section).
SQLay on Hands (Sp): Lord Lairden may heal
up to 18 points of damage per day, divided up among
any number of creatures.
SQAura of Courage (Su): Allies within 10ft. of
Lord Lairden gain +4 morale bonus against fear
8
Archon
Everyone is guilty of something. Even I will face
judgment eventually.
The archon (AR kon) is a traveling judge and
executioner of justice. Archons are called, much
like a paladin, by a lawful neutral deity or by
the philosophy of justice itself to bring order
to the wilderness and less civilized
settlements.
They also sometimes
frequent cities with high crime rates, but
rarely stay in the same place for long.
Archons are usually welcomed by
governments as additional enforcers of
the law, but sometimes are regarded as
vigilantes. Archons regard laws that
promote chaotic behavior as illegitimate,
and ignore them. Therefore, they ignore
any laws prohibiting their own vigilante
activities, or any other law that unduly
restricts their behavior. In other words,
they follow the laws of mortals, but only
when they do not conflict with the
higher laws set by those forces who
called them into service.
Regardless of any support or
endorsement given to them by the
local government, most people are
uncomfortable around archons,
particularly those with an active
aura of truth. Archons tend to be
suspicious and disapproving of
everyone, and generally not a lot
of fun to be around.
Good and evil are concepts
that may or may not be
important to the archon.
Paladins
who
become
Lvl
1
2
3
4
5
6
7
8
9
10
Base
Attack
Bonus
+1
+2
+3
+4
+5
+6
+7
+8
+9
+10
Fort
Save
Ref
Save
Will
Save
Special
+2
+3
+3
+4
+4
+5
+5
+6
+6
+7
+0
+0
+1
+1
+1
+2
+2
+2
+3
+3
+2
+3
+3
+4
+4
+5
+5
+6
+6
+7
Requirements
Alignment: Any lawful
Base attack bonus: +6
Feats: Iron Will, Track
Special:
You must swear to
follow a Code of Conduct that is
similar to that of paladins, but more
focused on lawful behavior.
Class Skills
The class skills of the
archon (and key abilities
for each) are Climb
(Str),
Concentration
Spells per day
1
0
1
1
1
1
1
2
2
2
2
2
0
1
1
1
1
1
2
2
3
-
4
-
0
1
1
1
1
2
0
1
1
1
Class Features
Weapon and armor proficiency: Archons are
proficient with all simple and martial weapons, and
with all types of armor and shields, except tower
shields.
Code of Conduct: Archons must be lawful.
They must swear to uphold their personal honor and
the edicts of legitimate authority. Examples of
dishonorable behavior include: lying, cheating, the
use of disguises or other extreme trickery, disloyalty,
or disobeying the letter or spirit of the laws set by
legitimate authority.
Archons have no reservations about striking a
helpless opponent or using ambushes or sneak
attacks, ranged weapons, or poison (when allowed
by laws of the land). Almost any tactic is seen as
fair, as long as it does not rely on deception.
For an archon, legitimate authority is defined as
those most capable of bringing order to the land.
Often, an order of archons will add several tenets to
this code (see tenets in Chapter 2). For example, a
particular order of archons might be forbidden from
using crossbows, from eating a meal that is not
properly prepared, or eating without proper utensils.
Or they may be proponents of the concepts of
chivalry (see boxed text on page 42).
Associates: You may not associate with chaotic
creatures or known criminals, and you may not have
hirelings of a chaotic alignment.
Spells: Beginning at 1st level the archon gains
the ability to cast a small number of divine spells. To
cast a spell, you must have a Wisdom score of at
least 10 + the spells level, so an archon with a
Wisdom of 10 or lower cannot cast these spells.
When you get 0 spells of a given level, you get only
bonus spells. You prepare and cast spells as a
cleric, but use the following spell list. You have
access to every spell on the list.
1st level:
command, divine favor, mending,
protection from chaos, remove fear, vigilant
sleep*
2nd level: calm emotions, dispel fear*, hold
person, make whole, silence
3rd level: discern lies, dispel magic, magic circle
against chaos, shadows bane*, speak with dead
4th level: death ward, dispel chaos, status
*New spell in this book, see Chapter 4.
Detect Chaos (Sp): You may detect chaos at
will.
10
Sample NPC
Trial? Youll get one in the afterlife.
Pale, male human Ftr 6/Archon 4: CR 10;
Medium-sized Humanoid (human); HD 10d10+10; hp
69; Init +0; Spd 20ft; AC 22 (+10 full plate, +2 ring);
Melee +1 axiomatic greatsword +16/+11 (2d6+7/crit
17-20); Ranged crossbow, hvy +10 (1d10/crit 19-20);
SA smite chaos, clean kill, judge, quick kill; SQ: aura
of truth; AL LE; SV Fort +10, Ref +4, Will +6; Str 18,
Dex 10, Con 12, Int 13, Wis 10, Cha 14.
Skills and Feats:
Handle Animal +4 (2),
Initmidate +6 (13), Knowledge (local) +5 (4), Ride +9,
Spot +8, Survival +8; Cleave, Combat Expertise,
Great Cleave, Improved Critical (greatsword), Iron
Will, Power Attack, Track, Weapon Focus
(greatsword), Weapon Specialization (greatsword).
Archon Spells Prepared (1/1): 1 command, 2
hold person
SASmite Chaos (Su): Once per day, Pale can
add +2 to an attack roll against a chaotic creature,
and if he hits, cause an additional +4 damage.
SAClean Kill (Ex): Pale causes an additional
+4 damage when performing a coup de grace.
SAJudge (Su): When attacking in melee, Pale
can put his judge mark on a creature twice per day.
The mark allows him to gain a +2 circumstance
bonus on future attack rolls against that creature, as
well as a +4 bonus to Survival and Spot checks to
track or find the creature.
SAQuick Kill (Ex): Pale can perform a coup de
grace as a standard action, instead of a full round
action.
SQAura of Truth (Su): When he activates it,
this aura acts as a zone of truth spell with a DC of 14
and a radius of 10ft.
Equipment: +1 axiomatic greatsword, +2 full
plate, +2 ring of protection, potion of cure moderate
wounds x2
11
12
Chaos Knight
This is boring. Lets go kill something.
Chaos knights have a loose alliance with
nameless forces of change and turmoil. They
swear allegiance to no deity, though they respect
any god that promotes freedom and diversity.
The most important thing to a chaos knight is
change. They despise stagnation, and
often fight for the underdog or those who
have been oppressed, regardless of
the morality of their deeds.
Chaos knights do not refer to
themselves as such.
They
disdain labels of any sort, and
just refer to themselves as
warriors or wanderers, or by
simple names designed to inspire
terror.
Often hiring themselves out as
mercenaries, chaos knights
enjoy the sheer confusion
of battle. They thrive
on personal combat
and often challenge
others to duels for no
reason other than to
test themselves and feel
the rush of victory.
Chaos knights prefer to
wear outlandish clothes and
armor, and usually wield
exotic weapons. They thrive
on
expressing
their
individuality, and often sport tattoos and piercings.
Despite their devotion to chaos, chaos knights
can work well with others who share their interests
and see the value of a battle plan that is not too
Lvl
1
2
3
4
5
6
7
8
9
10
Base
Attack
Bonus
+1
+2
+3
+4
+5
+6
+7
+8
+9
+10
Requirements
Alignment: Any chaotic
Base Attack Bonus: +6
Feats: Exotic Weapon
Proficiency
(any),
Toughness
Skills:
Intimidate 5
ranks
Special:
You must
have the barbarians ability
to rage, or you must be an
ex-paladin.
Chaos
knights
swear to no Code of
Conduct,
except
to
oppose law and order,
but are called by chaotic
neutral outsiders.
Class Skills
The class skills of a chaos knight
(and key ability scores of each) are
Climb (Str), Intimidate (Cha), Jump
(Str), Ride (Dex), Swim (Str).
Fort
Save
Ref
Save
Will
Save
Special
+2
+3
+3
+4
+4
+5
+5
+6
+6
+7
+0
+0
+1
+1
+1
+2
+2
+2
+3
+3
+0
+0
+1
+1
+1
+2
+2
+2
+3
+3
13
Class Features
Weapon and Armor Proficiency:
Chaos
knights are proficient with all simple and martial
weapons, and all armor and shields except tower
shields.
Spike Expertise (Ex): Most chaos knights
cannot resist the look of spiked armor and spiked
gauntlets, but they do not don such equipment just
for looks. Whenever you are in a grapple, you gain a
free attack with armor spikes or spiked gauntlets at
the beginning of your turn at your highest base attack
Paladin
Level
1-2
3-4
5-6
7-8
9-10
11+
Extra ability
Rage (Ex): You gain the ability to use
the rage ability once per day as if a 1st
level barbarian. If you have this ability
already, you may rage one extra time
per day.
Smite Law (Su): Once per day, in
addition to the ability granted to all
chaos knights at second level.
Lay on hands (Sp): You may use the
paladins lay on hands ability to heal a
number of points of damage up to your
Charisma bonus multiplied by your
chaos knight class level, but only for
yourself or those of non-lawful
alignment. You may use this ability
while raging.
Summon Chaotic Servant (Sp): You
have an inherent connection to the
chaotic planes. Once per day, you
may summon a chaotic creature, as if
casting a summon monster VI spell
with a 40% chance of success. Your
caster level is 5 plus your chaos knight
class level. You can use this ability
while in a rage.
Polymorph (Sp): Once per day, you
can use the spell polymorph on
yourself. You may use this ability
while raging.
Anarchist. You are a true champion of
chaos. You may immediately trade
levels of ex-paladin for an equal
number of levels of chaos knight,
becoming up to a tenth level chaos
knight. Any ex-paladin levels traded in
this way do not count toward gaining
abilities on this table.
14
Sample NPC
Lets party.
Bedlam, male half-orc Bbn 6/Chaos knight 4:
CR 10; Medium-size Humanoid (orc); HD 10d12+33;
hp 95; Init +2 (+2 aura of aggression); Spd 40 ft; AC
15 (+5 breastplate); Melee +1 anarchic spiked chain
+16/+11 (2d4+6, +2d6 against lawful opponents); SA
rage, uncontrollable rage, spike expertise, smite law,
winds of change; SQ fast movement, half-orc traits,
improved uncanny dodge, smell oppression, aura of
aggression; AL CN; SV Fort +12, Ref +2, Will +1; Str
20, Dex 10, Con 16, Int 8, Wis 8, Cha 12.
Skills and Feats: Intimidate +14(13), Listen +3(4),
Survival +4 (5); Exotic Weapon Proficiency (spiked
chain), Knowing Gaze (detect law)*, Power Attack,
Toughness.
SARage (Ex): 3/day, Bedlam can fly into a
screaming blood frenzy for 8 rounds. Bedlam gains
+4 Strength, +4 Constitution, and a +2 morale bonus
vs. fear, but suffers -2 to AC. After the rage, Bedlam
is fatigued.
SAUncontrollable Rage (Ex):
Whenever
Bedlam takes damage, there is a 50% chance he will
be forced to use his rage ability if possible. If he
does so, his rage gives him a +6 bonus to Strength
and Constitution, instead of +4.
SASpike Expertise (Ex):
While grappling,
Bedlam gains an additional attack each round with
his armor spikes.
SASmite Law (Su): Once per day, Bedlam can
strike a lawful creature with an attack bonus of +1,
and a damage bonus of +4.
SAWinds of Change (Su):
While raging,
Bedlam can reroll melee attack rolls twice per day.
SQHalf-Orc Traits (Ex): 60 foot darkvision, orc
blood.
SQImproved Uncanny Dodge: Bedlam retains
his Dex bonus to AC when flatfooted and cannot be
flanked.
SQSmell Oppression (Su): Bedlam can detect
Forge Avenger
My faith is forged in the hottest fires.
Class Skills
Alignment:
Lawful
good
Base attack bonus: +7
Skills:
Knowledge
(religion) 2 ranks, and any
one of the following: Craft
(armorsmithing) 5 ranks, Craft
(stonemasonry) 5 ranks, Craft
(weaponsmithing) 5 ranks, or
Knowledge (history) 5 ranks
Feats: Weapon Focus with
any dwarven weapon such as
the dwarven war axe
Race: You must be a dwarf.
Special: Forge avengers must swear to abide
by the same Code of Conduct that a paladin
follows, with a few extra tenets. (See Code of
Conduct, below)
1
2
3
4
5
6
7
8
9
10
Base
Attack
Bonus
+1
+2
+3
+4
+5
+6
+7
+8
+9
+10
Weapon
and
Armor
Proficiencies: The forge avenger is
proficient with all simple and martial
weapons, and with all types of armor
and shields.
Code of Conduct: A forge avenger
has the same Code of Conduct as a
paladin, but must also:
Respect his ancestors and
avenge any slight on their
honor.
Favor dwarves over all other
races.
This Code does not mean that
forge avengers do not protect or respect other races,
only that given the choice, they will defend dwarves and
their interests first.
Associates: The forge avenger has the same
restrictions on associates as a paladin, but additionally
may not associate with dwarven enemies such as
giants or orcs, unless they have proven themselves
Fort
Save
Ref
Save
Will
Save
Special
+2
+3
+3
+4
+4
+5
+5
+6
+6
+7
+0
+0
+1
+1
+1
+2
+2
+2
+3
+3
+0
+0
+1
+1
+1
+2
+2
+2
+3
+3
16
Class Features
Requirements
Lvl
Sample NPC
Ach, leave him alone. He cant help it; it be the orc
17
18
Requirements
Alignment: Lawful Good
Race: Human, Half-Elf or Half-Orc
Feats: Animal Affinity, Power Attack
Base Attack Bonus: 6+
Special:
You must be
accepted into the Golden
Pride, which includes
accepting
the
appropriate
vows.
An invitation into the
Pride may only be
offered from the
archangel Myrcelon,
or another hunter of
at least 6th level.
Class Skills
The golden pride
hunter class skills (and
the key ability for each
skill) are: Craft (Int),
Diplomacy
(Cha),
Handle Animal (Cha),
Heal
(Wis),
Hide
(Dex), Listen (Wis),
Knowledge (religion)
(Int), Move Silently
(Dex), Ride (Dex),
Spot
(Wis),
Survival (Wis).
Skill Points at each level: 4 +
Int modifier.
Class Features
Code of Conduct:
The paladins code of
conduct applies in all ways to a Golden Pride hunter.
Nobility and duty are considered to be of utmost
importance. Duty applies both to their leaders in the
church and the righteous nobility, as well as to the
flocks of common people whom they are responsible
to defend.
The Pride disdains dirty fighting tactics, such as
sneak attacks. However, the art of the ambush as
perfected by the lion is considered an honorable
practice against a known enemy. Ranged weapons
are only to be used as a last resort.
Weapon and Armor Proficiency: You gain no
new proficiency with any weapons or armor.
19
1
2
3
4
5
6
7
8
9
10
Base
Attack
Bonus
+1
+2
+3
+4
+5
+6
+7
+8
+9
+10
Fort
Save
Ref
Save
Will
Save
Special
+2
+3
+3
+4
+4
+5
+5
+6
+6
+7
+2
+3
+3
+4
+4
+5
+5
+6
+6
+7
+0
+0
+1
+1
+1
+2
+2
+2
+3
+3
Sample NPC
Trouble is nearby.
Ser
Nathan
Blackclaw,
male
human
Ftr2/Pal4/Golden Pride Hunter7: CR 13; Mediumsize Humanoid (human); HD 13d10+39; hp 110; Init
+1; Spd 20 ft; AC 23 (+7 chainmail, +3 heavy shield,
+1 Dex, +2 ring of protection); Melee +2 bastard
sword +18/+13/+8 (1d10+5/crit 17-20); SA smite evil,
turn undead; SQ aura of courage, detect evil, divine
grace, divine health, lay on hands, animal senses,
speak with cats, roar of Myrcelon, hunter form, lion
form; AL LG; SV Fort +20, Ref +9, Will +8; Str 17,
Dex 12, Con 16, Int 10, Wis 10, Cha 14.
Skills and Feats: Craft (weaponsmith) +6 (6),
Handle Animal +13 (9), Knowledge (religion) +6 (6),
Merseus
We still need you. Dont walk into the light yet.
Sometimes a warrior has seen too many comrades
fall in battle, and pledges their lives to saving others.
The merseus (mur-see-us) is a combat healer called
by the same types of powers as a paladin. Her
primary goal is to win battles while minimizing
the death of her companions.
All mersi (mur-sigh, plural) are
paladins, but may be multiclassed as
clerics or fighters. Mersi can fight like a
paladin, heal nearly as well as a cleric,
and
are
greatly
appreciated
by
adventuring parties and the armies of
good. They tend to travel the world in
search of those who need their skills the
most.
Mersi have been known to do more
than merely heal the body. They work
tirelessly to boost the morale of their
allies, as well as their spiritual health.
They are a combination of combat
medic, paladin and priest.
Mersi are most often viewed
as specialized paladins. They fit in
well with paladin orders, and seldom feel
the need to create their own organizations.
Tactically, they work well as a supporting
warrior, perhaps as a second or third fighter
type to round out the group. However, they
are not a replacement for the cleric when it
comes to healing, especially at high levels.
Hit Die: d10
Lvl
1
2
3
4
5
6
7
8
9
10
Base
Attack
Bonus
+1
+2
+3
+4
+5
+6
+7
+8
+9
+10
Class Skills
The merseus class skills are
Concentration (Con), Diplomacy (Cha),
Heal (Wis), Knowledge (nature) (Int),
Profession (herbalism) (Wis), Ride
(Dex).
Skill Points at Each
Level: 2 + Int modifier
Class Features
Weapon
and
armor
proficiency: Mersi
are proficient with all simple and
martial weapons, and with all types of
armor and shields.
Paladin Abilities: You gain the paladins
divine health ability if you do not have it already,
making you immune to disease.
Code of Conduct: Mersi vow to follow the same
Code that paladins pledge to, and pledge to heal
their allies and captured enemies whenever possible.
Fort
Save
Ref
Save
Will
Save
Special
+2
+3
+3
+4
+4
+5
+5
+6
+6
+7
+0
+0
+1
+1
+1
+2
+2
+2
+3
+3
+2
+3
+3
+4
+4
+5
+5
+6
+6
+7
1
0
1
1
1
1
1
2
2
2
2
22
Requirements
2
0
1
1
1
1
1
2
2
3
-
4
-
0
1
1
1
1
2
0
1
1
1
Sample NPC
This is going to sting. A lot.
Darsi Phaedron, female human Pal 6/Merseus
4: CR 10; Medium-size Humanoid (human); HD
10d10+30; hp 85; Init +1; Spd 20 ft; AC 19 (+9 halfplate); Melee +1 longsword +12/+7 (1d8+1/crit 1920); SA smite evil, spells, turn undead; SQ aura of
courage, detect evil, divine grace, divine health, lay
on hands, remove disease (1/week), special mount,
aura of hope, purging hands 1/day, enhanced
recovery; AL LG; SV Fort +18, Ref +9, Will +12; Str
11, Dex 12, Con 16, Int 10, Wis 12, Cha 19.
Skills and Feats: Concentration +16(13), Heal
+14(13), Ride +14(13); Bolster Lay on Hands,
Combat Healing*, Mounted Combat, Rapid Healer,
Weapon Focus (longsword).
* New feat, see page 3.
23
24
Penitent Sniper
Thou shalt kill.
Paladins use ranged weapons,
but they are not exactly famous for
it.
Some strict (and probably
foolish) orders of paladins actually
forbid the use of ranged weapons
on the field of battle, particularly the
use of crossbows which are thought by
some to require little to no skill, and unfair
to a skilled knight.
However, whether a ranged attack is
seen as honorable or not, the forces of
good
sometimes
need
someone who can kill evil at
a thousand yards with one
shot, and call a penitent sniper into
service to do just that.
A penitent sniper is much like a
paladin. No one decides to become one;
they are called by deities or mysterious
forces of good. A penitent sniper is not often
seen as heroic by common folk. Indeed, they
try not to be famous, and are rarely the
member of an organized church or order.
More often, they operate as loners, or as part
of a motley group of good adventurers, and
provide combat support from a distance.
Typically, they refer to themselves only as a
wandering bowman, or as a humble servant of
their deity.
Most penitent snipers are neutral good or
chaotic good, and feel that the virtuous should
fight evil however they can, without any rules.
Nevertheless, some penitent snipers are lawful
good, , and fight as honorably as anyone. A few
are even paladins. Lawful penitent snipers do not
believe that something as difficult to use as a bow
Lvl
1
2
3
4
5
6
7
8
9
10
Base
Attack
Bonus
+1
+2
+3
+4
+5
+6
+7
+8
+9
+10
is dishonorable in combat.
Penitent snipers usually have a patron deity, but
not always. When they do, it is always of good
alignment, and usually a deity of protection or war.
Religious members of the class often offer a
quiet prayer with every shot.
Elves, half-elves, and humans are
the most common members of this class,
and most of them are fighters or rogues.
The class has a religious tilt, however, so
a surprising number are paladins and
clerics.
Design Notes: This class is loosely
based on various good aligned snipers
from various movies, and on some reallife heroic sharpshooters like Alvin York
and Chuck Mawhinney, with some
added religious flavor.
Hit Die: d8
Requirements
Alignment: Any good
Base attack bonus: +6 or
higher
Skills: Knowledge: Religion 2
ranks
Feats: Point Blank Shot, Far Shot,
Weapon Focus with any bow or
crossbow.
Class Skills
The class skills of a penitent sniper, and the key
abilities for each, are Climb (Str), Craft (Int), Hide (Dex),
Jump (Str), Knowledge (religion) (Int), Move Silently
Fort
Save
Ref
Save
Will
Save
Special
+2
+3
+3
+4
+4
+5
+5
+6
+6
+7
+0
+0
+1
+1
+1
+2
+2
+2
+3
+3
+0
+0
+1
+1
+1
+2
+2
+2
+3
+3
25
Class Features
Weapon and Armor Proficiency: Penitent
snipers are proficient with all light and medium
armor, and with all simple weapons and all ranged
martial weapons.
Code of Conduct: Penitent snipers have their
own Code of Conduct, similar to that of paladins.
A penitent sniper must be of good alignment and
must never willingly commit an evil act. They must
protect the innocent, and punish those who
threaten or harm innocents.
Associates: Penitent snipers follow the same
restrictions regarding associates that paladins
follow, except that they may hire anyone who is
good.
Detect Distant Evil (Sp): You may use detect
evil at will, with a range equal to your line of sight.
At a distance of farther than 60ft., you can only
detect the presence or absence of evil, and only in
that general direction.
You must still use a Spot check to find a
distant or hiding target, but this ability can tell you
where to start looking, and gives a +2 bonus to
Spot checks when looking for evil creatures.
Paladin abilities (Su): You gain the paladins
aura of good and lay on hands ability. Your
effective level for using lay on hands equals your
penitent sniper class level plus your paladin levels,
if any.
Ranged Smite Evil (Su): Once per day,
penitent snipers can smite evil opponents with one
ranged attack. When smiting evil, you add your
Charisma bonus, if any, to your attack roll and deal
1 extra point of damage per penitent sniper class
level. If you attempt to use your smite ability
against an opponent who is not actually evil, it has
no effect and is wasted for the day.
If you have the paladins smite evil ability, your
paladin levels stack with your penitent sniper
levels for this ability.
At 5th level, you may use this ability 2/day, and
at 10th level you may do so 3/day.
Wisdom Grants Strength (Su): When using
a composite bow designed to require a higher than
normal Strength, you may use your Wisdom bonus
instead of your Strength bonus to determine your
damage bonus, if any.
Arrow of Healing (Sp): You may launch a
single arrow or bolt at an ally. If it hits, it magically
does no damage, but instead turns to a healing
26
dust, and you may use your lay on hands ability on the
target as if touching them. Shooting the arrow or bolt is
not a separate action, but is instead part of the spelllike ability, which is a standard action that provokes an
attack of opportunity.
Pierce Evil (Su): Whenever an evil creature is
reduced to less than 0 hit points by one of your arrows
or bolts, and another evil creature is directly behind
them, the arrow or bolt will continue in its path, giving
you an extra attack at the same attack bonus against
that creature.
This works much like the Cleave feat, except that
the second target must be directly behind the first target
and within range. If the creature struck was not evil, or
there are no evil creatures directly beyond, this ability
will not activate.
Aura of Accuracy (Su): You project an aura that
helps your allies with ranged attacks. You and all allies
within 10ft. gain a +1 sacred bonus to all ranged attack
rolls.
Call Celestial Spotter (Sp): Once per day you can
summon a lantern archon. Penitent snipers usually use
lantern archons as spotters. These archons can seek
out targets and illuminate them for the sniper to fire at,
spoiling concealment, and act as a diversion. They can
also do any other task within their abilities, as long as it
clearly and directly benefits the cause of good.
This spell-like ability is treated like a lesser planar
ally spell, but you need not pay the lantern archon for
its services. Your caster level is 10 plus your penitent
sniper class level.
Blessed Arrows (Su): Every arrow or bolt you fire
is treated as though bless weapon were cast on it.
Greater Pierce Evil (Su): This feat works much
like the Great Cleave feat. You may now use pierce
evil to fire through even more evil creatures. Every time
an evil creature falls from one of your arrows and there
is an evil creature directly beyond and in range, you get
to attack that creature with the same arrow or bolt, until
the maximum range of the arrow or bolt is reached.
Holy Arrows (Su): Every arrow or bolt you fire
may be treated as though it were enhanced with the
holy special ability (see the DMG, Chapter 7, Magic
Items, Weapons). Holy weapons cause an additional
+2d6 to evil creatures.
Ex-Penitent Snipers: Changing to a non-good
alignment, grossly violating your Code of Conduct, or
committing an evil act will cause you to become an expenitent sniper until your alignment becomes good
again, or you have a cleric cast atonement for you.
An ex-penitent sniper loses all supernatural and
spell-like abilities. They are treated like ex-paladins
with regard to classes like the blackguard who seek to
corrupt good to evil.
Sample NPC
And Siditherus let loose a volley of death...
<TWANG> And slew the hosts of Gurgamesh..
<TWANG> And drove back the foul man-beasts of
Rodizz <TWANG>
Sarevus, male elf Rgr6/Penitent Sniper 5: CR
11; Medium-size Humanoid (elf); HD 11d8+11; hp
64; Init +2; Spd 30 ft; AC 18 (+6 chain shirt, +2 Dex);
Melee rapier +12/+7 (1d6+2/crit 18-20); Ranged +1
holy composite longbow +20/+15 (1d8+3/crit x3); SQ
elven traits, wild empathy, favored enemies, animal
companion; AL LG; SV Fort +10, Ref +8, Will +5; Str
12, Dex 15, Con 13, Int 10, Wis 14, Cha 12.
Skills and Feats: Craft (bowyer) +9, Hide +7 (5),
Knowledge (religion) +7, Listen +11 (9), Move
Silently +7 (5), Ride +11 (9), Spot +11 (9), Survival
+11 (9); Endurance, Point Blank Shot, Far Shot,
Manyshot, Rapid Shot, Weapon Focus (composite
longbow and longbow).
SARanged Smite Evil (Su): 2/day, Sarevus
may gain a +1 bonus to a ranged attack roll and a +5
bonus to damage against an evil opponent.
SAPierce Evil (Su): If Sarevus reduces an evil
opponent to less than 0 hit points with an arrow, and
there is another evil opponent directly beyond, his
arrow passes through and he gains a free attack
agaisnt the second opponent.
SQElven Traits (Ex): Sleep immunity, +2 save
vs. enchantment, low-light vision, proficient:
longsword, rapier, longbows, and shortbows.
SQFavored Enemies: Against evil outsiders,
Sarevus has a +4 bonus on Bluff, Listen, Sense
Motive, Spot, and Survival skill checks, and a +4
bonus to damage rolls. Against goblinoids, Sarevus
has a +2 bonus on Bluff, Listen, Sense Motive, Spot,
and Survival skill checks, and a +2 bonus to damage
rolls.
SQWild Empathy: Sarevus may attempt to
influence the reactions of animals as if using
Diplomacy with a +7 bonus.
SQDistant Detect Evil (Sp): May detect evil at
will with line of sight range.
SQLay on Hands (Sp): Sarevus may heal up to
5 points of damage per day, divided up among any
number of uses.
SQAura of Accuracy (Su): Sarevus and all
allies gain a +1 sacred bonus to all ranged attack
rolls.
SQCall Celestial Spotter (Sp): Once per day,
Sarevus may summon a lantern archon ally.
SQArrow of Healing (Sp): As a standard action,
Sarevus can fire an arrow to deliver his lay on hands
healing.
SQAnimal companion: Sarevus has a hawk
named Dash as his animal companion.
Dash, male hawk: Tiny Animal (hawk); HD 3d8;
hp 17; Init +3; Spd 10ft, Fly 60ft; AC 20 (+2 Size, +4
Seelie Knight
Once upon a time
Class Features
Hit Die: d8
Requirements
Alignment: Any good
Base Attack Bonus: 5+
Feats:
Choose any one of the following:
Weapon Focus (Shortbow), Weapon Finesse, Skill
Focus (Diplomacy)
Skills: Diplomacy 6 ranks, Perform (oratory) 4
ranks, Perform (singing) 4 ranks
Special: Must be selected by the Pixie Queen
and accept the Pixie Queens Oath.
Class Skills
The seelie knights class skills (and the key
ability for each skill) are: Craft (Int), Diplomacy
(Cha), Handle Animal (Cha), Knowledge (nature)
(Int), Knowledge: Arcana (Int), Listen (Wis), Perform
(Cha), Ride (Dex), Sense Motive (Wis), Profession
(Wis) and Use Magic Device (Cha).
Skill Points at each level: 2 + Int modifier.
28
Lvl
1
2
3
4
5
6
7
8
9
10
Base
Attack
Bonus
+1
+2
+3
+4
+5
+6
+7
+8
+9
+10
Fort
Save
Ref
Save
Will
Save
Special
+0
+0
+1
+1
+1
+2
+2
+2
+3
+3
+2
+3
+3
+4
+4
+5
+5
+6
+6
+7
+2
+3
+3
+4
+4
+5
+5
+6
+6
+7
29
Sample NPC
Pardon me, is that your nose or do you need
healing?
Ternallav, male half-elf Ftr3/Rog3/Seelie
Knight6: CR12; Medium-size Humanoid (half-elf);
HD 3d10+3d6+6d8+24; hp 73; Init +9; Spd 30 ft; AC
24 (+5 mithral shirt, +2 light shield, +1 ring of
protection, +5 Dex, +1 dodge); Melee: +1 rapier
+18/+13/+8 (1d6+2/crit 15-20); Ranged: +1 dagger
+17 (1d4+2/crit 19); SA sneak attack, pixie shot; SQ
half-elf traits, evasion, uncanny dodge, fey friend,
clear mind, fey blood, spell-like abilities; AL NG; SV
Fort +8, Ref +13, Will +7; Str 12, Dex 21, Con 14, Int
12, Wis 10, Cha 16.
Skills and Feats: Bluff +9, Climb +10, Craft
(bowyer) +16 (15), Diplomacy +21 (13), Gather
Information +11 (6), Handle Animal +8 (5), Hide +11
(6), Listen +1 (0), Move Silently +11 (6), Perform
(oratory) +7 (4), Perform (singing) +7 (4), Search +1
(0), Spot +1 (0), Use Magic Device +8 (5); Improved
Initiative, Weapon Finesse, Weapon Focus (rapier),
Dodge, Skill Focus (Diplomacy), Improved Critical
(rapier), Mobility.
SASneak Attack: +2d6 damage when flanking
target or target is denied their dex bonus to armor
class
SAPixie Shot: Target must make a Fort DC 15
save or sleep when shot.
SQHalf-Elf Traits (Ex): Immunity to sleep, +2
Save vs. enchantment spells and effects, low light
vision.
SQFey Friend (Ex): +4 bonus to Chr and Chr
based skill checks when dealing with non-evil Fey
SQClear Mind (Su): +4 bonus to saves vs.
enchantment and mind influencing magic
SQFey Blood (Su): SR 18
SQInvisibility (Sp) As spell 1/day
SQMinor Image (Sp) As spell 1/day.
Equipment: +2 cloak of charisma, +2 gloves of
dexterity, +1 mithral shirt, +1 light shield, +1 ring of
protection, +1 rapier, +1 dagger.
History: Several years ago Ternallav happened
upon a clearing where a beautiful girl knelt, crying in
terror as a pair of orcs hacked at a lone tree with
their crude blades. Ternallav leapt upon the orcs and
quickly dispatched them. He soon discovered the
beautiful woman was, in fact, a dryad, and the orcs
were attempting to steal her tree, in hopes of taking
her captive as well. Ternallav soon found himself
greatly enamored with the dryad, and stayed with
her.
Ternallav soon became a friend of all the dryads
of the wood. Eventually, the Pixie Queen herself
heard of his bravery and summoned him. Upon
meeting her, Ternallav was stunned by her beauty
and immediately dedicated himself to her service.
Appearance: Ternallav wears bright clothing
and is always smiling. He wears his hair in a variety
of braids and styles, often adding feathers or a bright,
exotic leaf for flair. He is thin and athletic, but not
muscular. His open, charming face makes people
trust him before he ever says a word.
Personality: Ternallav does not lie, but might
not tell everything. He is very good at saying just the
right thing near the right ear. But he is dedicated
only to the Pixie Queen. The people he meets today
are friends and the people he met yesterday are
acquaintances.
Using Ternallav: Ternallav can be very useful if
the party has any business with the Pixie Queen. Or
he can be a good way to introduce the Pixie Queen
and her court into the adventures of the party. If the
party is working for the side of a good cause, it is
likely Ternallav will aid them, unless a service to his
Queen demands him elsewhere. He is not likely to
stick around for long.
31
Sensate
Blessing? I suppose.
would go away.
Lvl
1
2
3
4
5
6
7
8
9
10
Base
Attack
Bonus
+0
+1
+2
+3
+3
+4
+5
+6
+6
+7
Class Skills
The class skills of a sensate (and the
key
abilities
of
each)
are
Autohypnosis (Wis), Balance (Dex),
Climb (Str), Concentration (Con),
Heal (Wis), Knowledge (religion)
(Int), Ride (Dex), Stabilize Self
(Con), Swim (Str), Tumble (Dex),
and Use Psionic Device (Cha).
Skill Points at Each Level: 2 +
Int modifier
Class Features
Weapon and Armor
Proficiency: Sensates gain
no new proficiencies with weapons or
armor.
Evil Sensitivity (Su):
Whenever you are
attacked by a creature, you automatically sense
whether the attacking creature is evil or not, and
which direction the attack is coming from.
This ability makes it impossible for sensates to
Fort
Save
Ref
Save
Will
Save
Special
+2
+3
+3
+4
+4
+5
+5
+6
+6
+7
+0
+0
+1
+1
+1
+2
+2
+2
+3
+3
+2
+3
+3
+4
+4
+5
+5
+6
+6
+7
32
Requirements
Sample NPC
Evil destroys itself; our struggle is an easy one.
Delos Ranthoon, male human Psychic
Warrior 6/Pal 1/Sensate 3:
CR 10; Medium
Humanoid (human);HD 9d8+1d10; hp 59; Init +4;
Spd 30ft; AC 23 (+5 Dex, +4 mithral shirt, +4 Inertial
Armor); Melee +1 impact quarterstaff +10/+5
(1d6+6); SA smite evil 1/day, psionic smite 1/day,
psionics, retribution (+1); SQ: aura of good, detect
evil, evil sensitivity, restoring hands, dodge evil; AL
LG; SV Fort +10, Ref +8, Will +6; Str 13, Dex 20,
Con 10, Int 11, Wis 13, Cha 14.
Skills and Feats: Autohypnosis +11(10), Heal
+11(10), Stabilize Self +11(10), Use Psionic Device
+11(9); Inertial Armor, Great Sunder, Power Attack,
Speed of Thought, Improved Sunder, Weapon Focus
(quarterstaff), Weapon Specialization (quarterstaff).
Power Points: 16 /day
Powers known: 0 level-burst, catfall, detect
psionics; 1st level- biofeedback, call weaponry,
hustle; 2nd level- body equilibrium, combat
prescience; 3rd level - displacement
Psionic Combat Modes known: empty mind, id
insinuation, ego whip, mind blast
SASmite Evil (Su): 1/day, Delos may add +2 to
an attack roll against an evil opponent, and if he hits,
adds +1 to the damage.
SAPsionic Smite (Su): Once per day, Delos
can add +2 bonus to a psionic attack roll, and a +1
bonus to the ability damage done by his psionic
attack modes to evil psionic creatures, or stun an evil
non-psionic creature for an additional round.
SQRestoring hands (Sp): Delos may heal up to
3 points of ability score damage per day, and can
divide this healing up. He can also using these
points to cause temporary Strength damage to
undead creatures with a melee touch attack.
SQRetribution (Su): Delos gains a +1 insight
bonus to attack rolls against creatures he has
detected as evil.
SQDodge Evil (Ex): Delos never loses his
Dexterity bonus to AC against evil creatures.
Equipment: mithral shirt, impact quarterstaff +1
(Named Sorrow, this staff is mentally audible. It
34
Sword Saint
A paladin is a warrior, not a cleric. Move aside.
A sword saint is a type of paladin who channels
divine power into a holy blade. They are usually
paladins, but sometimes non-paladins who have
answered the call of duty become
sword saints.
Sword saints usually do not refer
to themselves as such, but typically
call themselves paladins. Only the
most high level (usually level 7+)
sword saints ever dare to use the
title sword saint.
Design Notes: This class is
primarily for paladins who do not
like casting spells. Some paladin
players just like to fight, and this
class gives them the opportunity
to be very good at it without taking
levels of fighter.
Hit Die: d10
Requirements
Alignment: Lawful good
Base attack bonus: +6 or higher
Feats: Weapon Focus with any
two of the following: bastard sword,
great sword, long sword, rapier,
scimitar, short sword, two-bladed sword
Special:
You must have the
paladins smite evil ability.
Class Skills
The sword saints class skills (and key abilities for
Lvl
1
2
3
4
5
6
7
8
9
10
Base
Attack
Bonus
+1
+2
+3
+4
+5
+6
+7
+8
+9
+10
Class Features
Paladin abilities (Su): Your effective level
for using the following abilities equals your
sword saint level plus your paladin levels, if
any: lay on hands and smite evil. Also,
sword saints may use smite evil one
additional time per day.
Heal Blade (Sp): You may use your
lay on hands ability to cure damage
dealt to a righteous, holy, or holy
burst sword, including a sword that
gained its ability from one of your
sword saint class abilities or one
summoned by you with the call holy
avenger ability.
Righteous Blade (Su):
After
meditating and attuning yourself to the
blade for a full 24 hours, any single
magical sword (including any of the
following: bastard sword, great sword,
long sword, rapier, scimitar, short sword,
two-bladed sword) you wield gains the
righteous special ability (See Chapter 4)
but only when you wield it.
If the sword already had the righteous,
holy or holy burst special ability, then this class ability
has no effect. Swords with the blasphemous, unholy,
or unholy burst special abilities or with an evil
alignment cannot be affected with this ability. You
Fort
Save
Ref
Save
Will
Save
Special
+2
+3
+3
+4
+4
+5
+5
+6
+6
+7
+0
+0
+1
+1
+1
+2
+2
+2
+3
+3
+0
+0
+1
+1
+1
+2
+2
+2
+3
+3
35
37
Benevolent
Motivation: You have a deep
caring for others.
Examples: You have seen
too many innocents die, perhaps
in a war or massacre.
Implications: Your main goal
is to prevent the plans of evil from
succeeding and save as many
lives as possible.
Given the
choice of rescuing captives or
killing their oppressors, you will
not hesitate to choose the former.
Justice
Motivation: You have been
wronged by evil and you want
innocents to have justice. And
yes, perhaps you want vengeance
as well.
Examples: A loved one was
murdered, you were enslaved,
something you created was
destroyed, or perhaps you grew
up in an evil land where all of
these things happened, or worse.
Lawfully Inclined
Motivation: You want the power to enforce the
law of the land.
Examples:
You are in a land that has
descended into anarchy, or have been victimized by
criminals.
Implications: You focus on fighting chaotic
enemies and working with legitimate authority.
Redemption
Motivation:
You
have
committed terrible acts in your past,
and hope to redeem your soul with
acts of goodness.
Examples: You may have done
a series of evil acts, or perhaps only
one terrible thing. It may or may not
be a secret.
You may have
enemies who were once allies,
mentors, or students.
Implications: You tend to fight
those who committed evil acts
similar to your crimes.
Reluctant
Tradition
Revelation
Motivation: You have recently been divinely
inspired.
Examples: Your faith in your patron deity is new
and sudden. You may have witnessed a miracle,
Pride
Motivation: You have a craving
for power, and believe it should go to
the righteous, that is, you.
Examples:
You might be a
religious leader, noble, or politician.
You have a lot of confidence, and are
probably successful and respected in
the community by many.
Implications: Paladins motivated
by pride may be righteous warriors of
law and good, but also wish to make
themselves more powerful because
they believe they are more worthy
than others. If you are interested in a
holier than thou personality, or plan
to play an ex-paladin (see boxed text)
this is one way to go.
Zealous
Motivation: You are simply driven to fight evil.
It is an addiction for you.
Examples:
Defeating evil gives you an
emotional high, almost like a drug, or you feel
physically sick if you allow evil to win, or both.
Implications: You tend to fight evil wherever
you find it, and as quickly as possible. If given the
choice between traveling for a week to slay a great
source of evil like a demon, or traveling overnight to
fight a lesser evil, you would choose the latter, then
would do a forced march to defeat the demon while
hoping to run into bandits along the way.
39
45
Multiclassing
Even if you enforce the rule
that paladins cannot multiclass
then return to gaining paladin
levels (see the boxed text for other
ways to handle it) there is still the
about multiclassing paladins. Advice is given on both
possiblity of a multiclassed paladin.
the gameplay and roleplaying aspects of each
Many paladins pursued other careers before choice.
answering the call of duty. Most were fighters or
Many of the prestige classes in this book reward
clerics, but many started as sorcerers or even or require multiclassing from the paladin class.
monks.
Sometimes paladins
choose to stop advancing as a
Cleric/Paladins: The Hospitaller
Variant
Rule:
Multiclassing
paladin and take up other paths.
Paladins
However, being a paladin is
Gameplay:
Multiclassed
more than having a set of skills
cleric/paladins are a fairly weak
Paladins are not allowed to
and abilities, and just because a
choice if you are not careful.
multiclass and then return to the paladin
character has stopped advancing
Either put only one level into the
class.
Once multiclassed, they can
never return. But it doesnt have to be
as a paladin, it does not mean that
paladin class to gain divine grace,
that way in your campaign.
The
they do not consider themselves
or put one level into cleric to gain
paladins multiclassing restriction (and
paladins anymore.
clerical domain powers and a few
the same restriction on monks) is not
Multiclassed paladins treat
extra spells. Putting equal levels
there for game balance, it is for flavor.
You can rule that in your campaign,
their other classes as skillsets, not
into both classes ensures that you
paladins can freely multiclass with certain
as identities, no matter how many
will not be as good in melee as
other classes, or any class. Allowing
levels they have of each class.
single-classed paladins, and will
them to freely multiclass with only certain
Suppose you encounter a high
never gain the high level spells of
classes encourages certain character
types in your campaign. For instance,
level group containing a sorcerer
a single-classed cleric. However,
you could rule that a paladin
1/paladin 19, a rogue18/paladin 2,
such a character is good in a
multiclassing as a cleric or with certain
a
fighter7/dwarven
defender
support role for a large party of
prestige classes may return to the
10/paladin 3, a cleric 19/paladin 1,
adventurers. If you have at least
paladin class later. A paladin/cleric could
be a combat healer, or have a more
and a monk19/paladin 1. If you
four other players in the group, it
religious role in her paladins order. An
ask them Who are you?, they
can be an effective path.
order of dwarven paladins may include
would respond with one answer:
Roleplaying:
Cleric/paladins
many paladin/dwarven defenders.
We are paladins.
make sense in a way; why would
The best option, however, is to
allow paladins to multiclass just like other
a holy man not be called by his
classes. Players have more fun if they
god to serve in a more martial
Multiclass Archetypes
have more choices.
manner? But should not such a
god prefer that the cleric gain
Listed below are some ideas
46
The
Arcane
Odd Combinations:
Ex-Bard/Paladin: Glory
Singer
Gameplay:
Bards must have
some element of
neutrality,
so
to
multiclass into paladin,
they must become exbards. Luckily, this really
49
Paladin Orders
Paladins, due to their lawful nature, usually
belong to some type of organization. Most paladin
organizations are called orders. Orders can be
secular or religious, and may be part of a larger
organization, such as a kingdom or church. Some
orders are autonomous and take commands only
from the divine.
Orders are typically well organized with a
military-like hierarchy. Everyone knows their place in
the chain of command, and understands their
responsibilities to the letter. Some orders are not like
this at all, however. Some are loosely organized
associations of paladins adventuring in the same
geographical area, and may not even have a formal
name, headquarters, or leader. These types of
orders are commonly referred to as brotherhoods (for
those with male and female members) or sisterhoods
(for all female groups).
The first step to creating a customized paladin
order is to decide why the order exists in the first
place. You can pick more than one, and the orders
purpose may have changed over time. Even if you
pick several purposes, choose one as its primary
function in current times.
6.
7.
8.
2.
3.
4.
5.
50
9.
51
54
Spells
Variant: Custom Spell Lists
Battle Prayer
Conjuration (Creation)
Level: Pal 4
Components: V, S, DF, XP
Casting Time: 1 action
Range: 30ft.
Area: All allies and foes within a
30-ft. radius burst centered on you
Duration: 1 round / level
Saving Throw: None
Spell Resistance: Yes
Dispel Fear
Abjuration
Level: Pal 2
Components: V, S
of +4/-4.
The bard version of this spell is called drums of
victory.
Arcane Focus: A small drum.
Mentor
Conjuration (Calling) [Good]
Level: Pal 2
55
One Soul
Abjuration
Level: Pal 4
Components: V, S, DF
Casting Time: 1 action
Range: Touch
Target: Special Mount touched
Duration: 1 minute / level (D)
Saving Throw: Will negates (harmless)
Spell Resistance: Yes (harmless)
56
Silver Beacon
Conjuration (Calling) [Good]
Level: Pal 3
Component: V, S, DF
Casting Time: 1 minute
Range: 5 miles
Effect: Guiding spirit
Duration: 1 hour/level (D)
Saving Throw: None
Spell Resistance: No
Just follow the silver stag when in danger.
A paladin casting a silver beacon summons a
silvery, incorporeal spirit that flies at a speed of up to
240ft. This guiding spirit seeks out innocents in
danger within a 5 mile radius, and leads them back to
the paladin. It can automatically tell the difference
between the truly innocent in need, and those
pretending.
If they do not follow, the beacon
disappears and telepathically informs the caster of its
direction. It can communicate no other information.
The GM determines how long it takes or even if
the spirit finds innocents in danger, however, they
may use the times in the helping hand spell as a
guide.
The spirit has no way of attacking, and cannot be
damaged. It can pass through walls and other
obstructions, but does not choose to do so except to
get back to the caster.
The form of the silver beacon is usually that of a
silvery sphere, but it can also appear in the form of a
silvery creature, a beckoning hand, or a symbol of
the paladins deity. Paladins typically use this spell
when patrolling large regions, or when expecting
trouble.
Speed Mount
Transmutation
Level: Pal 1
Components: V, S, DF
Casting Time: 1 action
Range: Touch
Target: One touched mount up to one size category
larger than the caster
Duration: 1 minute/level (D)
Saving Throw: Will negates (harmless)
Spell Resistance: Yes (harmless)
Godspeed.
Your mounts speed is increased by +40ft. If it is
58
Unstoppable
Abjuration
Level: Clr2, Drd 2, Pal 2, Rgr 2
Component: V, S
Casting Time: 1 action
Range: Personal or touch
Target: You or creature touched
Duration: 10 minutes / level
Saving Throw: None
Spell Resistance: No
You might slow me down, but youll never stop me.
When your movement is negated by magic such
as hold person, or web or by effects such as
paralysis, you are not immobilized. Instead, your
force of will enables you to still take a single standard
or move action each round.
Vigilant Sleep
Abjuration
Level: Pal 1
Component: V,S,DF
Casting Time: 1 action
Range: Touch
Target: Creature Touched
Duration: 8 hours (D)
Saving Throw: Will negates (harmless)
Spell Resistance: Yes (harmless)
I am forever on duty.
You must be in a relatively peaceful and quiet
place for this spell to function. You fall asleep
immediately after casting this spell, but your eyes
remain open and active. While in this magical sleep,
you remain conscious of your surroundings as if fully
awake, can see in every direction, and gain the use
of the Alertness feat. Also, you can wake up
whenever you wish, and are not fatigued from
sleeping in armor.
Otherwise, this is a normal sleep. You may not
move around. Loud noises or rough contact will
wake you up. Waking up for any reason ends the
spell.
A creature under the effect of this spell with no
need to sleep or who is immune to sleep spells, such
as an elf, gains the Alertness feat for 8 hours, but is
otherwise unaffected.
Magic Items
Creating Memorable Magic Items
Some of the following items are unique, while
others have been created in relatively large numbers.
The number of such an item is up to the GM, who is
of course also free to change the historical
background as they see fit. Players characters can,
with the GMs permission, create these items with
the appropriate item creation feat. The costs
were calculated using the rules in the DMG,
Chapter 7: Magic Items, but note that some
numbers may have been rounded off or
adjusted. Creating magic items is not
an exact science, and particularly
powerful or useful items may warrant
a higher price than normal, while
items of limited use may be a little
cheaper.
All of these items are useful to
paladins, but some are quite good
for almost any character.
The
important
thing
to
remember when creating a new
magic item, or even when using a
standard one, is to personalize it
with a description and a historical
background. Even a low powered item
should have a name, short description and
history. For instance, would you rather
wield a longsword +1, or
Newals Folly: This blade, a long
sword +1, was crafted with a rippled
appearance to the blade and a bronze
plated hilt. This weapon was one of many
such swords crafted by a local wizard to
help repel a gnoll invasion of the Brighton
villages 30 years ago. Newal, a brave
squire, fought valiantly but was slain when
he refused to flee the overwhelming
numbers of gnolls. The blade was wielded
by a gnoll chieftain until recovered by adventurers,
and then lost again when they never returned from a
dungeon expedition.
Faint transmutation; CL: 5th; Craft Magic Arms
and Armor; Price: 2,315 gp; Cost: 1,315 gp + 80 XP.
Notice that the description covers several points
of interest:
A name is given, it is physically
described, the reason for its creation given, and its
history is summarized. (See later for an enhanced
version of this weapon, Newals Vengeance). The
players can learn this information from NPCs
interested in buying the item, or from those who
know of the items reputation. Or you may just tell
them the information and explain that it is common
knowledge around the player characters region, and
that they heard bedtime tales of the item as children.
Faint
Moderate
Strong
Strong
Turn or
Rebuke
Undead
Bonus
+0
+2
+4
+6
Caster
Level
Price
6th
10th
14th
18th
+300gp
+3,000gp
+12,000gp
+24,000gp
59
64
Lesser Artifacts
Unholy Destroyer: These foul blades were
once holy avengers, but became corrupted by
centuries of immersion in the same pits of the Abyss
that spawn balors. Demons give these blades to
blackguards as payment for a great service. They
appear to be longswords with twisted holy symbols
embedded in the hilt.
A character with an alignment other than
chaotic evil who so much as picks up an unholy
destroyer immediately gains two negative levels.
These levels never result in actual level loss, but
can never be avoided or restored. Putting
down the weapon removes the negative
levels.
To any character other than a blackguard, a
deathblade, or a chaos knight
an unholy
destroyer functions as a longsword +2. (See
Chapter 1 for information on the deathblade or
chaos knight.)
In the hands of a character with one of the
above classes, unholy destroyers are chaotic
unholy longswords +5, and glow like a greenish
torch (20ft radius) when a paladin is within 1 mile.
Blackguards wielding an unholy destroyer gain
the ability to smite good one additional time per
day with the weapon. Chaos knights instead gain
the ability to smite law an additional time per day.
Deathblades gain no additional special abilities, but
may be able to summon an unholy destroyer. (See
Chapter 1 about deathblades.)
Unholy destroyers have a rudimentary
Intelligence (2), and are telepathically aware of their
surroundings.
They use this knowledge to
planeshift, with their wielder, back to a random level
of the Abyss whenever they feel they are in serious
danger. Usually this is when they have taken
damage, or when held by someone with good
alignment. Unwilling wielders are only planeshifted
in this way if they fail a Will save (DC 15).
CL: 20th; Weight 4lb.