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Forgotten Heroes:

PALADIN

PDF edition, published 2002 by Malladin’s Gate Press Credits:


457 Prettywood, Bury, Lancs, United Kingdom.
www.malladinsgate.com Designed by Nigel McClelland and Ben Redmond
Written by: Ben Redmond, Nigel McClelland and Matthew Sims
copyright © Ben Redmond and Nigel McClelland , 2002
Edited by Heidi Redmond
Published under the Open Game Licence. Book design by Ben Redmond
Designation of Open Game Material and Product Identity: All
material in this book is declared open game content excluding the Play-testers: Mark Fair, Matt Finn, Annmarie Ingram, Beatty
fiction found in grey boxes (although game information in similar Osbourne, Phil Morris and Robert Smith.
boxes is still Open Game Material).
Additional Thanks to Gary Templeman and Oliver Redmond.
TABLE OF CONTENTS

HEART OF MIGHT (PALADIN) 31


INTRODUCTION 2 HEART OF THE PILGRIM (PALADIN) 31
HEART OF THE RIGHTEOUS (PALADIN) 31
FORGOTTEN HEROES 2 HEART OF SWIFT ACTION (PALADIN) 31
FORGOTTEN HEROES: PALADIN 2 HEART OF VIGOUR (PALADIN) 31
RALLY CRY (GENERAL) 31
PATHS OF THE RIGHTEOUS 4 RELENTLESS (GENERAL) 31
SHIELD EXPERTISE (GENERAL) 31
SUB-CLASSES 4 SHIELD OF THE FAITHFUL (PALADIN) 31
CRUSADER 4 STRIKE OF THE RIGHTEOUS (PALADIN) 32
Table 1.1 The Crusader 5 TESTS OF FAITH 32
DEFENDER 5
TESTS OF FAITH SUMMARY: 32
Table 1.2 The Defender 6
HORSE KNIGHT 7
Table 1.3 The Horse Knight 7 POWERS OF THE FAITHFUL 33
Table 1.3a The Horse Knight’s Mount 8 PALADIN SPELLS 33
LORD 8 AVENGERS MIGHT 34
Table 1.4 The Lord 9 BLESSINGS OF INSIGHT 35
WARRIOR MONK 10 CHANNEL HEALING 35
Table 1.5 The Warrior Monk 10 DEFIANCE 35
PRESTIGE CLASSES 11 DIVINE AURA 35
AVENGER 11 DIVINE PURSUIT 35
Table 2.1 The Avenger 11 DIVINE WARDING 35
CHAMPION 12 EXORCISE THE DAMNED 36
Table 2.2 The Champion 13 HOLY MEDITATION 36
CHEVALIER 13 HOLY SHIELD 36
Table 2.3 The Chevalier 14 PURGE THE SOUL 37
DAUNTLESS HERO 15 PURIFYING FLAME 37
Table 2.4 The Dauntless Hero 15 PURIFY MOUNT 37
DEVOUT 16 SAFE PASSAGE 37
Table 2.5a Devout Bonus Spells 16 STAND TOGETHER 37
Table 2.5 The Devout 16 SOUL BURN 37
GALLANT 17 DIVINE SMITES 38
Table 2.6 The Gallant 18 WHAT IS A SMITE? 38
HOLY DRAGOON 18 POSITIVE ENERGY 38
Table 2.7 The Holy Dragoon 19 NEW SMITE EVIL RULES 38
JUDICIAL CHAMPION 19 CURSE SMITES 38
Table 2.8 The Judicial Champion 20 GLORY SMITES 38
JUSTICAR 21 REDEMPTION SMITES 39
Table 2.9 the Justicar 22 Table 3.1 Valour Smite Bonus Damage 40
MUSKETEER 22 COMBINING ADVANCED SMITES 40
Table 2.10 The Musketeer 23 DIVINE CHANNELLING 40
PEACEBRINGER 23
THE DIVINE WITH-OUT 41
Table 2.11 The Peacebringer 24
THE WHOLE: DIVINE CHANNELLING 41
ROAD KNIGHTS 24
COMPASSIONATE FOCUS 41
Table 2.12 The Road Knight 25
DEVOTIONAL FOCUS 42
SEEKER 25
INSPIRATIONAL FOCUS 42
Table 2.13 The Seeker 26
MARTIAL FOCUS 43
SLAYER 27
Table 2.14 The Slayer 27 SOUL WEAPONS 43
CREATING SOUL WEAPONS 44
METHODS OF THE JUST 28 ENHANCING SOUL WEAPONS 45
SOUL WEAPON ABILITIES 45
NEW USES FOR OLD SKILLS 28 VOW QUESTS 46
DIPLOMACY (CHA) 28 VOW QUEST POWERS 47
HANDLE ANIMAL (CHA) 28 GEAS 47
HEAL (WIS) 28
KNOWLEDGE: RELIGION (INT) 29
RIDE (DEX) 29
GAMES MASTERS’ SECTION 50
FEATS 29 SUB-CLASSES 50
ARMOUR OF THE JUST (PALADIN) 29 PRESTIGE CLASSES 52
BATTLE CRY: COURAGE (GENERAL) 30 NEW USES FOR OLD SKILLS 52
BATTLE CRY: FEAR (GENERAL) 30
DIVINE BENEVOLENCE (DIVINE) 30
PALADIN FEATS 52
DIVINE COURAGE (DIVINE) 30 PALADIN SPELLS 52
DIVINE EMPOWERMENT (DIVINE) 30 DIVINE SMITES 52
DIVINE GUARD (DIVINE) 30 DIVINE CHANNELLING 53
EXPERT HORSEMAN (GENERAL) 30
HEART OF COMPASSION (PALADIN) 30 USING THE PRAYER BOOK 53
HEART OF GLORY (PALADIN) 30

-1-
INTRODUCTION

Imagine, if you will, the armoured knight, riding forth to slay the evil FORGOTTEN HEROES: PALADIN
dragon. Picture the inspirational warrior, rallying his troops to face
another attack from the orcish horde. Dwell for a brief moment on Using the ideas and rules presented in this sourcebook, players will
an image of a holy warrior, striving to rid the land of evil and the be able to explore new options and capabilities for their characters,
healer bringing and end to suffering in lands stricken by plague or thus greatly enhancing their role-playing experience. In Paths of the
war. You have pictured just a few of the many faces of the paladin, a Righteous sub-classes are introduced, allowing players to define and
class that combines a unique balance of martial prowess and a emphasise the focus of their paladin and enabling them to explore
faithful devotion. Forgotten Heroes: Paladin is a sourcebook designed the often hidden depths of their character. The prestige classes
to expand this often overlooked class, making the paladin a presented in this chapter provide ways to specialise your paladin as
versatile champion of Good. they carve out their destiny. Both consider the nature of the paladin
within any fantasy world and discuss the variety to paladin
Of all the classes featured in the d20 system it is the paladin that philosophy, considering its importance in determining your
stands out as the hero amongst heroes. They are the ones who will character’s place in the universe.
fight evil when others are afraid to act. If tyranny rules the land it is
the paladin who will champion the people. If darkness lurks in Methods of the Just focuses upon new options for skills and talents used
hidden corners the paladin will hunt it down. In an adventuring by paladins. The new feats enable paladin characters to draw upon
party the paladin will always return for a fallen comrade or hold a both their powers and abilities in new and varied ways. New skill
doorway while their companions retreat from danger. The path of uses enable paladins to utilise their training in valuable new ways.
the paladin is reserved for the bravest of heroes. It is not for those A new system, Tests of Faith , offers your paladin to put their god to
who seek reward or glory. The road the paladin must follow is long the test. All of these new abilities have been created with the
and dangerous and not for the faint-hearted. Within these pages guiding influence of the unique aspects of the paladin class and will
are new concepts and abilities that will make the paladin’s journey add flavour to any paladin character.
an unforgettable experience. It is a guidebook and toolkit for those
of faith and courage, taking the first step to bringing about a better Faith grants the paladin many powers. This supplement explores the
world. many aspects specific to the beliefs of a paladin. Understanding
their own nature brings them new ways to focus their divine
energies. Powers of the Faithful examines this aspect of the paladins’
FORGOTTEN HEROES spirit and provides new systems to represent their divine powers.
Devotion to their divine patrons provides the paladin with powerful
is a range of core class sourcebooks from Malladin’s
Forgotten Heroes magical abilities. An understanding of how to combine these
Gate Press designed to greatly widen a player’s options for his powers when facing the greatest of evils can grant the paladin a new
character within the d20 games system. Fitting seamlessly into any range of abilities. Faith itself can provide the paladin with a way to
fantasy-based campaign, each book will provide a comprehensive overcome adversity. In times of desperate needs paladins may even
guide to one character class that is often neglected by other receive direct aid from their god. However, such aid comes with
supplements. Both players and Games Masters are presented with price, for even the divine powers have laws they must obey. Such is
options to approach old character types in a completely new way, the power of faith.
without unbalancing or overpowering the game as a whole.
Forgotten Heroes will not necessarily allow players to create a Finally, Games Masters are presented with advice on how to
better character, but they will find many more options than they integrate these new systems into games, and an insight into the ideas
ever thought possible. behind their design. Imagination is the greatest asset any role-
player possesses. The ideas presented in this book are designed to
stimulate the imagination and bring new possibilities to your game.
[ Enjoy.

-2-
MICHAEL

Michael looked up from his book. There was a disturbance in the orchard.

Quietly he folded the prayer book closed and placed it in his tunic pocket. He swallowed what remained of the
apple he was chewing and placed its unfinished core neatly between two roots of his ‘reading tree.’ Brushing
himself down, he set off towards the source of the disturbance.

When he arrived the scene saddened him. Cowering on the floor lay a pitiful wretch, a beggar and whore from
the town. The landowner towered above her repeatedly beating her with a sharp cane, berating her act of
thievery.

‘Ho, neighbour,’ Michael called out.

‘Ah, Sir Michael,’ replied the orchard keeper, dragging the girl off the floor by her knotted hair, ‘found me a
thief. Why don’t you take her down into the town and put her in the stocks?’

‘I think not. The poor wretch is starving.’ Michael rested his hand on his rapier, to show his resolve on the
issue. ‘How much will it cost you to feed her empty belly? Will this cover it?’

The man examined the coin and quickly pocketed it. ‘Make sure she doesn’t come back. Charity is a happy
virtue for those who can afford it.’ With that he turned on his heal, leaving Michael alone with the girl.

Michael turned to the girl and pulled a ring from his hand. ‘Take this to the Abbey. The will wash and feed
you. Tell them that Sir Michael sent you to learn an honest trade.’

The girl looked up into his dark blue eyes, considering his proposition. Then she turned and fled back to the
town.

* * *

SARAH

Sarah placed a single white lily on the lone grave. Sir Michael will never know what she became, what he made
of her.

She was a thief and a whore, busted for stealing apples to sell on the streets. Sir Michael had taken pity on her.
He told her to go to the Abbey and find herself an honest trade. He gave her his ring, so that the monks might
know it was indeed he who sent her.

She had looked into his eyes that day and her life had changed. She could have sold that ring and lived the life of
a fat baron for months. It was the look in his eye that changed everything. It was as if he looked into her soul
and dragged out the courage to help her face the world.

And now here she was, a Church Knight herself. Taken the sacred oath and travelled the world protecting the
weak.

A single tear paved a line down her cheek as she bent down. She had loved him and he never knew. He had left
town that same night. He had made her world complete and given her the greatest purpose in the world. She
could only hope that what she made from her life would do justice to his.

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Forgotten Heroes: PALADIN Paths of the Righteous

PATHS OF THE RIGHTEOUS

As a class, paladins are one of the most formidable characters Abilities:


available to play. Although they lack the versatility of a fighter The Crusader is much more a martial combatant than a spiritual
and the raw divine power of a cleric, a paladin’s combination of the knight or defender. As such they are more inclined towards the
combat prowess and divine might creates a uniquely powerful physical; strength, dexterity and constitution. Charisma is also the
character. Yet they are capable of so much more than a multiclass seat of many of their powers, and as such many crusaders are
fighter/cleric can ever be. However the paladin is often seen as a powerful characters with strong personalities. Unlike other paladin
one-dimensional character class and is often shied away from by all subclasses they do not have the ability to cast spells and so have a
but its biggest fans. At Malladin’s Gate, we believe that the paladin significantly reduced need for wisdom and intelligence.
has the potential to be as versatile and rewarding a character to
play as any in the game. Hit dice: d10
Alignment: Must be Lawful Good.

Class Skills:
SUB-CLASSES The following (and their associated ability score) are class skills for
This chapter is designed to enable you to expand your ideas and the crusader: Craft (Int), Handle Animal (Cha), Knowledge
understanding of the paladin class. It introduces a host of prestige (religion) (Int), Intimidate (Cha), Profession (Wis), Ride (Dex) and
classes designed to multiclass smoothly with the paladin class and Wilderness Lore (Wis).
expand the flavour of your character. But first we need to introduce
sub-classes. Sub-classes are a common concept to most Malladin’s Skill Points:
Gate sourcebooks – they are an idea we like and often use in our At first level: (2 + Int modifier) x 4.
own games. They were inspired by two brief notes in the d20 system At subsequent levels: 2 + Int modifier.
core rulebooks. Firstly there is the fighter concept for a thug who
works for the Thieves Guild, modifying the class’s proficiencies and Class Features:
skills to add individuality to the character class. Secondly there is a All of the Following are class features of the crusader. The class
description of how to modify the ranger class to create a Demon progression is depicted in table 1.1
Hunter base class.
Weapon and armour proficiencies: Crusaders are proficient with all
This is the core idea behind sub-classes as published in all simple and martial weapons, with all types of armour and with
Malladin's Gate books. They are presented as new basic classes, but shields.
essentially they are little more than a few tweaks on the basic
character class, allowing you to choose the direction you want to Detect evil: As with the basic paladin, the crusader can detect evil
take your character in. If you choose to play a paladin subclass as a spell like ability at will.
presented here, it is considered a completely separate class to that of
paladin and can multiclass with the paladin. However the usual Divine grace: The crusader applies any positive charisma bonus to
multiclassing restrictions for the paladin class apply to multiclassing all their saving throws.
with these subclasses as with any other basic class.
Smite Evil: At first level the crusader can smite evil in the same
manner as a paladin, albeit a level earlier. As they progress in levels
CRUSADER the crusader gains additional daily uses of the Smite Evil ability,
gaining an extra use per day at levels six, twelve and eighteen. In
Description: addition, at fifteenth level, the crusader applies their charisma
There are many characters that fight against the forces of evil, but bonus (if positive) both to the attack roll and to the damage caused.
few are as well equipped as the Paladin to deal with such foes. The
paladin has many powers and abilities that give them an edge over Aura of courage: This ability functions in exactly the same way as
fighters and barbarians when fighting the undead and other the usual paladin ability.
supernatural evil. The crusader is yet more specialised than the
paladin. They are the strong arm of their patron power, striving out Favoured Enemy: At third level the crusader has become a
into the darkest lands and facing the most evil of enemies with their specialist slayer of a certain kind of evil creature that they have had
faith and power. However, this martial power comes at a price. The most exposure to. This provides them with the Favoured Enemy class
crusader gives up many of the spiritual trappings of the Paladin, ability that functions in the same manner as that of the Ranger core
making them much more focussed warriors of good. character class (see Core Rulebook I). The crusader may only choose
Aberrations, Undead or a specific type of evil outsider. All other
creatures lack the sheer strength of evil to gain the crusaders’ ire.

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Forgotten Heroes: PALADIN Paths of the Righteous

Table 1.1 The Crusader


Level Base Attack Fort Save Ref Save Will Save Special
1 +1 +2 +0 +0 Detect evil , divine grace, smite evil
2 +2 +3 +0 +0 Aura of Courage
3 +3 +3 +1 +1 Favoured enemy, turn undead
4 +4 +4 +1 +1
5 +5 +4 +1 +1 Special Mount
6 +6/+1 +5 +2 +2 Smite evil (2/day)
7 +7/+2 +5 +2 +2
8 +8/+3 +6 +2 +2
9 +9/+4 +6 +3 +3
10 +10/+5 +7 +3 +3
11 +11/+6/+1 +7 +3 +3
12 +12/+7/+2 +8 +4 +4 Smite evil (3/day)
13 +13/+8/+3 +8 +4 +4
14 +14/+9/+4 +9 +4 +4
15 +15/+10/+5 +9 +5 +5 Greater smite
16 +16/+11/+6/+1 +10 +5 +5
17 +17/+12/+7/+2 +10 +5 +5
18 +18/+13/+8/+3 +11 +6 +6 Smite evil (4/day)
19 +19/+14/+9/+4 +11 +6 +6
20 +20/+15/+10/+5 +12 +6 +6

learn many unique abilities that enable them to better protect the
Turn undead: This ability functions in exactly the same way as the weak.
paladin’s turn undead ability.
Abilities:
Special mount: At fifth level, the crusader gains their special mount The defender emphasises the spiritual over the martial, thus making
that is a gift from their divine patron. This mount follows all the Wisdom and Charisma their primary concerns. They are also a
usual rules for a paladin’s mount. skilled class and require the use of intelligence much more than
many paladin characters. Finally, as a secondary fighter they need
Code of Conduct: the physical abilities of dexterity and constitution to make them
The crusader must follow the same strict code of conduct as the more able to defend their wards. Strength is of little concern as
paladin. If they ever commit an evil act they will be stripped of all many defenders hope that their attackers will tire and give up
special powers. They must also uphold laws and authority and rather than continue in a fruitless attack against their stalwart
punish those who threaten innocents. They are also restricted in who defences.
they may associate with in the same manner as the paladin. They
will not knowingly associate with evil characters or those who Hit dice: d8
continually offend their moral code. In addition the crusader must Alignment: Must be Lawful Good or Neutral Good.
never turn down the opportunity to destroy a powerful evil force
they encounter. If they discover that the force is too powerful they Class Skills:
are sensible enough to bide their time and grow in strength and The following (and their associated ability score) are class skills for
power to eventually one day defeat their foe. the defender: Appraise (Int), Bluff (Cha), Concentration (Con), Craft
(Int), Diplomacy (Cha), Disguise (Cha), Gather Information (Cha),
Multiclassing: Heal (Wis), Hide (Dex), Innuendo (Wis), Intimidate (Cha), Intuit
The crusader is subject to the same strict multiclassing rules as the Direction (Wis), Knowledge (religion) (Int), Knowledge (all skills)
paladin. A crusader who breaks their code of conduct may not (Int), Move Silently (Dex), Profession (Wis), Search (Int), Sense Motive
advance any further as a crusader or any other paladin subclass. (Wis), Spellcraft (Int) Spot (Wis) and Wilderness Lore (Wis).
The path of the crusader is as focussed as that of the paladin: if they
take a level of another basic class they may no longer progress as a Skill Points:
crusader. At first level: (4 + Int modifier) x 4.
At subsequent levels: 4 + Int modifier.

DEFENDER Class Features:


All of the Following are class features of the defender. The class
Description: progression is depicted in table 1.2
The defender is a divine protector of the weak and helpless. They
travel from town to town or city to city looking for ways to protect Weapon and armour proficiencies: defenders are proficient with all
the downtrodden, bringing peace to war-trodden lands. They look simple and martial weapons, with all types of armour and with
to fight injustice and are often found working against tyrannical shields.
regimes. They often work under cover or use other covert tactics to
defeat the evil oppressors. The defender is well travelled, perhaps Detect evil: As with the basic paladin, the defender can detect evil
more so than other paladin classes, and they pick up many useful as a spell like ability at will.
abilities on their journeys. Defenders are perhaps the least martial
of the paladin classes, preferring to use violence only as a last resort. Divine grace: The defender applies any positive charisma bonus to
But that does not mean that they are not formidable warriors, and all their saving throws.

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Forgotten Heroes: PALADIN Paths of the Righteous

Divine health: The defender is also immune to all forms of disease against the character protected by the guardian ability, the defender
including magical diseases, such as lycanthropy and mummy rot. can swap places with the protected character and the attack is
resolved against them instead of the original target of the attack.
Lay on hands: This ability functions in exactly the same manner as This is an extraordinary ability.
the paladin ability.
Shield expertise: At fourteenth level the defenders defensive
Expertise: as a master of fighting defensively and protecting others, combat ability improves yet further, as they gain the shield
the defender gains the expertise feat at second level. expertise feat. This feat is described in Methods of the Just.

Domain Spells: In addition to the normal spell allotment for Divine Guard: At seventeenth level the defender learns the Divine
paladins, defenders gain an additional spell per day that must be Guard feat. This feat is described in Methods of the Just.
cast from the healing domain. This is marked on the character
progression chart by a ‘d’. The defender does not gain the domains Aura of protection: At twentieth level the defender exudes an aura
granted power. that makes all evil creatures quake with feat. This aura can be
switched on and off at the defenders will. The aura of protection
Aura of courage: This ability functions in exactly the same way as functions in the same manner as the Magic Circle against Evil spell, but
the usual paladin ability. has a permanent duration and can only be dispelled by the
defender’s will.
Remove disease: This ability functions in exactly the same way as
the usual paladin ability. Code of Conduct:
The defender must follow a strict code of conduct, similar in many
Turn Undead: This ability functions in exactly the same way as the ways to that of the paladin. If they ever commit an evil act they will
usual paladin ability. be stripped of all special powers. The defender’s moral code is
different to the paladin in that the emphasis is put on protecting
Improved Aid: When you take an action to aid another (see Core innocents above upholding laws and punishing evil doers. The
Rulebook I for more details) you take a move equivalent action rather defender should not directly seek to slay anything, unless there is
than a standard action. This is an extraordinary ability. the only remaining option. They should use force only as a final
resort and act to prevent suffering where possible. They are more
Protection from Evil: At fifth level the defender gains the ability accepting in their dealings with others, and will be willing to
to cast the protection from evil spell a number of times per day knowingly associate with evil characters, provided it would achieve
equal to their wisdom modifier. This is a spell-like ability. a greater good and lessen any potential suffering.

Improved Disarm: as a master of fighting defensively the defender Multiclassing:


learns to disarm opponents and thus remove the threat of their The defender is subject to the same strict multiclassing rules as the
attacks. They gain the Improved Disarm feat at eighth level. paladin. A defender who breaks their code of conduct may not
advance any further as a defender or any other subclass of paladin.
Guardian: At eleventh level the defender becomes able to throw The path of the defender is as focussed as that of the paladin: if they
their body instinctively in the way of an attack intended for take a level of another basic class they may no longer progress as a
another. At the start of each combat round the defender must select defender.
a character within 5 feet that they wish to protect with this ability.
At any point during that combat round, when an attack is declared

Table 1.2 The Defender


Base Fort Ref Will Spells/day
Level Attack Save Save Save Special 1 2 3 4
1 +0 +2 +0 +0 Detect evil, divine grace, lay on hands , divine health - - - -
2 +1 +3 +0 +0 Aura of Courage, Expertise d* - - -
3 +2 +3 +1 +1 Remove disease , turn undead d* - - -
4 +3 +4 +1 +1 0+d - - -
5 +3 +4 +1 +1 Protection from Evil , Improved aid 0+d - - -
6 +4 +5 +2 +2 Remove disease 2/week 1+d d* - -
7 +5 +5 +2 +2 1+d d* - -
8 +6/+1 +6 +2 +2 Improved Disarm 1+d 0+d - -
9 +6/+1 +6 +3 +3 Remove disease 3/week 1+d 0+d d* -
10 +7/+2 +7 +3 +3 1+d 1+d d* -
11 +8/+3 +7 +3 +3 Harms way 1+d 1+d 0+d -
12 +9/+4 +8 +4 +4 Remove disease 4/week 1+d 1+d 1+d d*
13 +9/+4 +8 +4 +4 1+d 1+d 1+d d*
14 +10/+5 +9 +4 +4 Shield Expertise 2+d 1+d 1+d 0+d
15 +11/+6/+1 +9 +5 +5 Remove disease 5/week 2+d 1+d 1+d 1+d
16 +12/+7/+2 +10 +5 +5 2+d 2+d 1+d 1+d
17 +12/+7/+2 +10 +5 +5 Divine Guard 2+d 2+d 2+d 1+d
18 +13/+8/+3 +11 +6 +6 Remove disease 6/week 3+d 2+d 2+d 1+d
19 +14/+9/+4 +11 +6 +6 3+d 3+d 3+d 2+d
20 +15/+10/+5 +12 +6 +6 Aura of protection. 3+d 3+d 3+d 3+d
d: this is a domain spell (see class description). d*: these spells can only be prepared at this level if the character has a bonus spell of the spell level.

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Forgotten Heroes: PALADIN Paths of the Righteous

HORSE KNIGHT Detect evil: As with the basic paladin, the horse knight can detect
evil as a spell like ability at will.
Description:
The paladin shares a special bond with their mount. The horse is a Divine grace: The horse knight applies any positive charisma bonus
symbol of the paladin’s status and is a gift from their patrol. The to all their saving throws.
paladin’s special relationship with their horse enables them to
better champion their patron’s causes in battle. The horse knight Special mount: The horse knight starts the game with a special
class represents a paladin who specialises in fighting from their mount that is a gift from their divine patron. This mount follows all
mount and fighting back the forces of evil. They are the most similar the usual rules for a paladin’s mount, however the levels at which
to the standard paladin in their roles and philosophy, but sacrifice a they receive their given powers are different (see table 1.3a). As the
lot of their holy powers in order to better serve as a mounted horse knight is specifically a horse bound warrior it is not
champion of their patron deity. appropriate for them to have any other steed than the basic war-
horse or war-pony, although other setting specific horse-like
Abilities: The horse knight requires very similar abilities to the creatures may be appropriate. The rules for building a special
standard paladin class. Many of their powers are still linked with mount and the descriptions for most of these abilities can be found in
Charisma. They are more of a warrior than many other paladins and Core Rulebook I, under the class description for Paladin. Only the
as such require dexterity, strength and constitution, perhaps to a Celestial ability, which is unique to the mounts of horse knights, is
greater degree than others. Finally, as a divine spell caster they described blow.
require wisdom to fuel their spell casting powers.
Celestial: The mount no longer counts as magical beast and instead
Hit Dice: d12 is classed as a celestial. Use the ‘Celestial Creature’ template
Alignment: Must be Lawful Good described in Core Rulebook III and apply all changes to the mount.

Class Skills: Mounted combat: The horse knight has many years of training in
The following skills (and their associated ability score) are class combat from the saddle, and as such is highly proficient at mounted
skills for the horse knight: Concentration (Con), Craft (Int), combat. In addition they share a special understanding with their
Diplomacy (Cha), Handle Animal (Cha), Knowledge (religion) (Int), mount that they can draw upon in battle. The horse knight gains the
Profession (Wis) and Ride (Dex). use of the mounted combat feat provided that they are riding their
special mount.
Skill Points:
At first level: (2 + Int modifier) x 4. Aura of courage: This ability functions in much the same way as the
At subsequent levels: 2 + Int modifier usual paladin ability, however the horse knight will only affect the
morale of their allies if they are mounted upon their special mount.
Class Features:
All of the Following are class features of the horse knight. The class Divine health: Form third level, the horse knight is also immune to
progression is depicted in table 1.3 all forms of disease including magical diseases, such as lycanthropy
and mummy rot.
Weapon and armour proficiencies: Horse knights are proficient
with all simple and martial weapons, with all types of armour and Turn undead: This ability functions in exactly the same way as the
with shields. paladin’s turn undead ability.

Table 1.3 The Horse Knight


Base Fort Ref Will Spells/day
Level Attack Save Save Save Special 1 2 3 4
1 +1 +2 +0 +0 Detect evil, divine grace, special mount, mounted combat - - - -
2 +2 +3 +0 +0 Aura of Courage - - - -
3 +3 +3 +1 +1 Divine health, turn undead - - - -
4 +4 +4 +1 +1 0 - - -
5 +5 +4 +1 +1 Smite evil 0 - - -
6 +6/+1 +5 +2 +2 1 - - -
7 +7/+2 +5 +2 +2 1 - - -
8 +8/+3 +6 +2 +2 1 0 - -
9 +9/+4 +6 +3 +3 1 0 - -
10 +10/+5 +7 +3 +3 1 1 - -
11 +11/+6/+1 +7 +3 +3 1 1 0 -
12 +12/+7/+2 +8 +4 +4 1 1 1 -
13 +13/+8/+3 +8 +4 +4 1 1 1 -
14 +14/+9/+4 +9 +4 +4 2 1 1 0
15 +15/+10/+5 +9 +5 +5 2 1 1 1
16 +16/+11/+6/+1 +10 +5 +5 2 2 1 1
17 +17/+12/+7/+2 +10 +5 +5 2 2 2 1
18 +18/+13/+8/+3 +11 +6 +6 3 2 2 1
19 +19/+14/+9/+4 +11 +6 +6 3 3 3 2
20 +20/+15/+10/+5 +12 +6 +6 3 3 3 3

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Forgotten Heroes: PALADIN Paths of the Righteous

Table 1.3a The Horse Knight’s Mount


Horse Knight Level Bonus HD Natural Armour Str. Adj. Int. Special
1-5 +2 4 +1 6 Improved evasion, share spells, empathic link, share saving throws
6-8 +4 6 +2 7
9-12 +6 8 +3 8 Command other horses (including donkeys mules and ponies)
13-19 +8 10 +4 9 Spell resistance
20 +10 12 +5 15 Celestial

Smite Evil: At fifth level the horse knight can begin to smite their
evil foes. This ability functions in the same manner as the paladin LORD
ability.
Description:
Code of Conduct: The Lord is the inspirational leader. They are the just and noble
The horse knight must follow the same strict code of conduct as the warrior who protects their lands and leads their troops with equal
paladin. If they ever commit an evil act they will be stripped of all authority and discipline. They are both powerful warriors and
special powers, including their horse. They must also uphold laws expert tacticians. In many ways they are the embodiment of the
and authority and punish those who threaten innocents. They are noble warrior aspect of the paladin. The lord is not a holy warrior as
also restricted in who they may associate with in the same manner as most paladins. Instead they represent the paladin who sees their
the paladin and will not knowingly associate with evil characters or nation as a church and their king as their patron. The lord is a loyal
those who continually offend their moral code. servant of their liege and gains a strength of purpose and purity of
soul from following a god a righteous king. The lord will not stand
Multiclassing: for a weak or cruel king and will often spend time in the wilderness
The horse knight is subject to the same strict multiclassing rules as as an exile for the duration of an evil ruler’s reign. Often in such
the paladin. A horse knight who breaks their code of conduct may times they can be found working against the king, whose father they
not advance any further as a horse knight or any other subclass of probably once served. They will be found helping rebels and
paladin. The path of the horse knight is as focussed as that of the seeking out new heirs to regain a lost hope in the office of monarch.
paladin: if they take a level of another basic class they may no They are the very embodiment of chivalry and must remain true to
longer progress as a horse knight. their ideals as well as loyal to the crown.

Benorin surveyed the crowds. They were baying for blood. It was the response of fear. There was no justice in
this, only hatred and anger.

“People of Ty Librar, we have been betrayed!’’

The shouts from the crowd intensified. “These priests have offended us all with their false promises. Many of
your have lost everything to their coffers. The king himself has lost his own son to these false prophets, and
many of you have been led to civil disorder at their behest’’

The cheers grew. They knew he was on their side now. He continued: “They thrive from causing chaos and
disorder, in leaving peoples lives in ruins. They drive you to commit crimes that your conscience will be unable
to forgive. Even now that they have been broken, still their deception brings destruction to our lives.’’

They were calmer now, listening to his every word.

“And that is why we must let them leave peacefully.’’

He braced himself for the jeers and taunts, but none came. Maybe he was starting to win them round. But, he
knew, there would surely be a response. Feeling ran too high for everyone to be converted.

Then there it was, one lone voice in the crowd: “But we want Justice!’’

“And that is their goal. These are religious fanatics who would lay down their lives for their demon-god. It is
their goal to have you slip into rage and riot across the city.’’ He paused, weighing their mood.

Satisfied he had opened their minds he continued: “Do not give then that satisfaction!’’

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Forgotten Heroes: PALADIN Paths of the Righteous

Table 1.4 The Lord


Level Base Attack Fort Save Ref Save Will Save Special
1 +1 +2 +0 +0 Aura of courage, detect evil
2 +2 +3 +0 +0 Bonus feat
3 +3 +3 +1 +1 Lay on hands .
4 +4 +4 +1 +1
5 +5 +4 +1 +1 Aura of courage 15’, bonus feat, special mount
6 +6/+1 +5 +2 +2 Remove Disease .
7 +7/+2 +5 +2 +2
8 +8/+3 +6 +2 +2 Bonus feat
9 +9/+4 +6 +3 +3
10 +10/+5 +7 +3 +3 Aura of courage 20’
11 +11/+6/+1 +7 +3 +3 Bonus feat
12 +12/+7/+2 +8 +4 +4 Remove Disease 2/week
13 +13/+8/+3 +8 +4 +4
14 +14/+9/+4 +9 +4 +4 Bonus feat
15 +15/+10/+5 +9 +5 +5 Aura of courage 20’
16 +16/+11/+6/+1 +10 +5 +5
17 +17/+12/+7/+2 +10 +5 +5 Bonus feat
18 +18/+13/+8/+3 +11 +6 +6 Remove Disease 3/week
19 +19/+14/+9/+4 +11 +6 +6
20 +20/+15/+10/+5 +12 +6 +6 Aura of courage 25’, bonus feat

Abilities: Cleave), Rally Cry*, Relentless*, Shield Expertise*, Shield of the


The lord is foremost a leader. Above all else they require a high Faithful*, Skill Focus, Toughness and Weapon Focus
charisma. Secondly they are a warrior, requiring strength, *These feats are described in Methods of the Just .
constitution and dexterity to ready them for battle. Finally they The lord must fulfil all the usual requirements to develop the feat,
must be wise and intelligent leaders and you will find few with low including base attack bonus, ability scores and prerequisite feats.
scores in either of these two abilities. Note:: These feats are in addition to the usual character level
awarded feats and the lord is not limited to the above list when
Hit Dice: d10 selecting feats for these levels.
Alignment: Must be Lawful Good
Lay on hands: From Third level the Paladin gains the ability to
Class Skills: heal by the touch of their hands. This ability functions in almost
The following skills (and their associated ability score) are class exactly the same way as the paladin ability, except that the number
skills for the lord: Craft (Int), Diplomacy (Cha), Handle Animal of hit points the lord can heal is equal to half their class level
(Cha), Heal (Wis), Intimidate (Cha), Knowledge (history) (Int), (rounded down), multiplied by their charisma modifier.
Knowledge (nobility and royalty) (Int), Listen (Wis), Profession (Wis),
Ride (Dex), Sense Motive (Wis) and Spot (Wis). Special mount: At fifth level the lord gains a special mount as a gift
from their patron, which in this case will be the ruler of the domain.
Skill Points: This mount functions in much the same manner as the paladin class
At first level: (2+ Int modifier) x 4. feature of the same name. The only difference is that the mount’s
At subsequent levels: 2 + Int modifier intelligence does not improve as the lord advances in levels and
remains at intelligence 4 from fifth level through to twentieth.
Class Features:
All of the Following are class features of the lord. The class Remove disease: This ability is subject to the same rules as the
progression is depicted in table 1.4. paladin remove disease ability. However the lord is much less
proficient at healing than a paladin. They do not receive this ability
Weapon and armour proficiencies: lords are proficient with all until sixth level and receive their additional weekly uses of the
simple and martial weapons, with all types of armour and with ability every six levels instead of every three levels.
shields.
Code of Conduct:
Aura of courage: This ability functions in much the same way as the The lord’s code is similar to that of the paladin; however it is
usual paladin ability, however the lord is much more powerful a important to note any distinctions that may arise due to the lord not
leader and possesses a mighty aura. The lord gains access to this having a divine patron. The lord must also make sure that they
ability at first level and the range of the aura extends by five feet at publicly refuse to accept any tyrannical ruler and must work to
level five and every five subsequent levels. overthrow them wherever possible, whilst still remaining as true as
possible to their other rules of conduct such as allying themselves
Detect evil: As with the basic paladin, the lord can detect evil as a with evil characters and upholding the rule of law. This can create
spell like ability at will. some interesting dilemmas for the lord character to role-play, and
the GM should discuss such matters openly with the player so that
Bonus feats: At second level and every three subsequent levels the they are not tricked into losing their abilities.
lord gains a bonus feat that must be selected from the following list:
Alertness, Armour of the Just*, Battle Cry (Courage)*, Endurance, Multiclassing:
Expertise (Improved Disarm, Improved Trip), Great Fortitude, Heart of The lord is equally focused a follower of their liege as a paladin is of
Glory*, Heart of the Pilgrim*, Heart of the Righteous*, Iron Will, their God and they cannot continue to gain levels as a lord if they
Leadership, Mounted Combat (Trample, Ride-By Attack, Spirited
Charge), Power Attack (Cleave, Improved Bull Rush, Sunder, Great

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Forgotten Heroes: PALADIN Paths of the Righteous

take a level of any other class, including the paladin class and any Weapon and armour proficiencies: warrior monks are proficient
other sub-classes presented in this chapter. with all simple and martial weapons, with all types of armour and
with shields.

WARRIOR MONK Spells: Warrior monks cast their spells in much the same way as a
paladin, except for the fact that they have access to more of them
Description: than the usual paladin class. The warrior monk has an unusual spell
The warrior monk is a tool of the church. Many organised religions list from which to prepare their spells. They can choose to prepare
set up monasteries where they specifically train priests in the art of any spell from the paladin list and they must select two domains
warfare. They are thought of as the martial arm of the church, doing from the clerical spell list. Although they do not gain the granted
the bidding of its hierarchy. However these orders often become power for these domains, they can choose to prepare a spell from the
powerful political forces in their own right and have the power to list, provided that they have the ability to cast a spell of that level.
thwart the church hierarchy if it falls short of their view of their This spell is prepared using up one of the warrior monk’s normal
Patron’s teachings. Unlike the typical paladin, warrior monks are spell slots – they have no bonus spell slots for casting domain spells.
much less a lone warrior who gains inner strength and purpose from The Warrior monk can also cast level 0 spells from the cleric list and
an individual mission from God and much more a soldier of the level 5 and 6 spells from all of their patrons domains .
church, working for a chain of command and respecting the orders
and status quo of the church. Lay on hands: This ability functions in exactly the same manner as
the paladin ability of the same name. However, he Warrior Monk’s
Abilities: healing ability comes from a learned practice of spiritual discipline
The warrior monk is much less interested in charisma and much rather than their purity of soul and as such they can heal a number
more interested in wisdom than the typical paladin. They have of hit points equal to their level multiplied by two rather than being
fewer abilities that work off their charisma ability score and have based on their charisma modifier.
more levels of spells available to them, thus wisdom becomes a
primary concern. They are still a powerful warrior and prise the Smite Evil: This ability works in exactly the same way as the
physical abilities of strength, dexterity and constitution very highly. paladin smite evil ability, adding their charisma modifier to hit and
their class level to the damage inflicted by the smite attack.
Hit Dice: d10
Alignment: Must be either Lawful Good or Lawful Neutral and Turn undead: The warrior monk turns undead with the same
worship a deity of one of these alignments. efficiency as the paladin.

Class Skills: Remove disease: This ability functions in exactly the same way as
The following skills (and their associated ability score) are class the paladin ability of the same name.
skills for the warrior monk: Concentration (Con), Craft (Int),
Diplomacy (Cha), Knowledge (religion) (Int), Profession (Wis) and Code of Conduct
Spellcraft (Int). The warrior monk has a very different code of conduct to that of the
paladin. They do not have any general obligation to protect the
Skill Points: weak and downtrodden. Instead they must follow the teachings of
At first level: (2+ Int modifier) x 4. their patron. Any warrior monk who takes an action that is in strict
At subsequent levels: 2 + Int modifier violation of their deity’s laws and morals looses all their class
features and may not progress further as a warrior monk or cleric of
Class Features: that deity until their sins are atoned. Interestingly, this does not
All of the Following are class features of the warrior monk. The class prevent them from going on to take levels as a paladin or other
progression is depicted in table 1.5. paladin subclass, if they can find a new patron, unless the action
would also violate the code of conduct of that class.
Table 1.5 The Warrior Monk Spells/day
Level Base Attack Fort Save Ref Save Will Save Special 0 1 2 3 4 5 6
1 +1 +2 +0 +2 Lay on Hands 2 - - - - - -
2 +2 +3 +0 +3 Smite evil 3 0 - - - - -
3 +3 +3 +1 +3 Turn undead, remove disease 3 1 - - - - -
4 +4 +4 +1 +4 3 2 0 - - - -
5 +5 +4 +1 +4 3 3 1 - - - -
6 +6/+1 +5 +2 +5 Remove Disease 2/week 3 3 2 0 - - -
7 +7/+2 +5 +2 +5 3 3 3 1 - - -
8 +8/+3 +6 +2 +6 3 3 3 2 0 - -
9 +9/+4 +6 +3 +6 Remove Disease 3/week 3 3 3 3 1 - -
10 +10/+5 +7 +3 +7 3 3 3 3 2 0 -
11 +11/+6/+1 +7 +3 +7 3 3 3 3 3 1 -
12 +12/+7/+2 +8 +4 +8 Remove Disease 4/week 3 3 3 3 3 2 0
13 +13/+8/+3 +8 +4 +8 3 3 3 3 3 3 1
14 +14/+9/+4 +9 +4 +9 4 3 3 3 3 3 2
15 +15/+10/+5 +9 +5 +9 Remove Disease 5/week 4 4 3 3 3 3 3
16 +16/+11/+6/+1 +10 +5 +10 4 4 4 3 3 3 3
17 +17/+12/+7/+2 +10 +5 +10 4 4 4 4 3 3 3
18 +18/+13/+8/+3 +11 +6 +11 Remove Disease 6/week 4 4 4 4 4 3 3
19 +19/+14/+9/+4 +11 +6 +11 4 4 4 4 4 4 3
20 +20/+15/+10/+5 +12 +6 +6 4 4 4 4 4 4 4

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Forgotten Heroes: PALADIN Paths of the Righteous

Multiclassing:
The warrior monk is as focused as any paladin sub-class. The warrior As specialist investigators avengers are methodical and organised
monk who takes a level of a different character class may no longer in their work. They never act without gathering sufficient evidence
advance as a warrior monk. sufficient to prove guilt to a judicial court, even if the judiciary are
unable to act. When they become certain of their cause, few can
divert the avenger from the path of justice. Avengers, however, are
a sorry rarity in the world. Most paladins focus upon the battle
against supernatural evil, leaving local legal matters to the sheriffs
PRESTIGE CLASSES and constables of the towns. Avengers on the other hand can be
found wherever injustice festers. Their combination of divine
Paladins are a mighty character class. They have the powers and abilities and investigative skills often leads local authorities to seek
abilities to outstrip all other classes when combating the powers of an avenger’s aid. They work tirelessly, investigating unsolved crimes
evil. Such power requires their complete devotion; the main and bringing the corrupt to justice. It is work that the avenger finds
balancing characteristic of the class is their inability to freely interesting, satisfying and useful in honing their skills.
multiclass. This can be frustrating for those who choose to play this
class. Paladins represent a group whose shared values comprise Hit Dice: d10
many different individuals with a wide variety of approaches to
their calling. The basic paladin class provides some scope for Requirements:
expanding and individualising a character but some players require To qualify to become an avenger, a character must fulfil the
more. following criteria:
This section provides options for expanding the concept and role of Base Attack Bonus: +4
the paladin. These prestige classes are not exclusively for paladins, Alignment: Lawful Good
but that class will gain most from adopting one or more of these Feats: Iron Will
classes. They are designed to compliment a paladin’s existing Skills: Diplomacy 4 ranks,
abilities, allowing players to broaden or focus their character Gather Information 2 ranks,
concept. By selecting one of these prestige classes players can Knowledge (law) 2 ranks,
maintain the defining principles and abilities of paladins while Sense Motive 2 ranks
customising their character to suit a variety of role-playing Spells: Must be able to cast divine spells
concepts and positions within an adventuring party.
Class Skills:
Each of the prestige classes presented does not make a paladin any The avenger skills, and their key abilities, are Concentration (Con),
more powerful. Rather, they present opportunities to bring unique Diplomacy (Cha), Gather Information (Cha), Heal (Wis), Knowledge
perspectives, powers and abilities to a paladin’s battle against evil. (law) (Int), Knowledge (religion) (Int), Profession (Wis) Ride (Dex),
Players who adopt these classes can use them to make their Search (Wis), Sense Motive (Wis) and Scry (Int). See Core Rulebook I
character a unique champion of good. It is heroes such as these that for skill descriptions
the legends of paladins are built upon. By adapting your paladin
with one of these prestige classes you can begin to create your own Skill points at each level: 4 + Int modifier
legends.
Class Features:
All of the Following are class features of the avenger. The class
AVENGER progression is depicted in table 2.1
In any society there exist individuals who are above the law. These
criminals use their wealth and position to ensure they never pay for Weapons and Armour Proficiency: An avenger is proficient with all
their crimes. They will stop at nothing to avoid justice. Violence and simple and martial weapons, all types of armour and with shields.
deceit, murder and intimidation; nothing will prevent them from Note that armour check penalties for armour heavier than leather
obtaining their goals. All paladins despise such injustice. To the apply to the skills Balance, Climb, Escape Artist, Hide, Jump, Move
Avenger such criminals are an intolerable blight upon society. Silently, Pick Pocket and Tumble.
Avengers ensure that the guilty pay for their crimes according to Spell Casting: At the levels indicated the character gains spells per
the law. All are experts in investigating injustice and exposing the day, and spells known if applicable, as though they had advanced a
guilt of those involved. Avengers seek irrefutable proof of a person’s level in their previous spell-casting class. He or she does not gain
guilt to present legitimate authorities, enabling them to ensure any other benefits from a level increase in his previous class. If the
justice is carried out. Failing this, the avenger will take the action character had multiple spell-casting classes previously they select
upon them self. They will use a range of tactics: from sting type which class to apply this increase to, although it must be a class that
operations to provoking honourable combat. At all costs they will casts divine spells.
ensure the guilty suffer the just punishment as prescribed by law.

Table 2.1 The Avenger


Level Base Attack For Ref Will Class Features Spell Casting
1 +1 +2 +0 +0 Uncover Crime, Divine Investigator + 1 level of existing class
2 +2 +3 +0 +0 Just Cause + 1 level of existing class
3 +3 +3 +1 +1 Truth-seeker + 1 level of existing class
4 +4 +4 +1 +1 Hand of Justice + 1 level of existing class
5 +5 +4 +1 +1 Hide no secrets + 1 level of existing class

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Forgotten Heroes: PALADIN Paths of the Righteous

Uncover Crime: The nature of the avenger’s quest for justice draws place where the character is in combat with guilty enemies. This is a
support from the powers that grant his divine abilities. Avengers supernatural ability.
receive a + 2 competency bonus Gather Information and Sense
Motive when investigating crimes involving injustice. No Secrets Hidden: At this level the avenger gains an extraordinary
ability to discern hidden truths. This ability represents a
Divine Investigator: The divine patrons of the avenger grant combination of experience, instinct, divine guidance and skill. Any
increased access to magic that aids the avenger’s investigations. The character attempting to lie to the avenger must make a Willpower
character gains access to the following spells if they cannot already saving throw at a DC of ten plus the avenger’s Charisma ability
select them: modifier. If this check fails, the avenger is aware that the character
1st level: comprehend languages is concealing the truth.
2nd level: augury, zone of truth
3rd level: discern lies, locate object
Special: A character who enters the avenger class can continue to
4th level: divination, scrying
These spells are added to the spell list for the divine spell casting take levels as a paladin.
class that the avenger has chosen to gain their additional levels in.
As such they can be cast even if the character finishes progressing as
an avenger. CHAMPION

Just Cause: Divine inspiration guides an avenger’s quest to Description:


eradicate injustice, making them extremely difficult to divert from The presence of evil causes a dark, constant menace in the world.
their investigations. They receive a + 2 divine bonus to resist any From bandit gangs and orcish raiding parties to armies of undead
attempts to avert the avengers investigation. This ability operates at serving a dark master, evil must be confronted and defeated.
the GM’s discretion and can affect any roll that the avenger makes Foremost within the armies of paladins that take up arms against
in reaction to such efforts to subvert them. This can include anything dark forces stands the champion. They are a holy fighter, their faith
from saving throws to skill checks. Just Cause is a supernatural focused through martial discipline to battle against evil.
ability.
Champions specialise in leading the armies of good in battle. They
Truth-seeker: The avenger is driven by the belief that his are formidable heavy infantry warriors specialising with the
investigations are a pure expression of the search for truth and weapon and shield style of common troops. Most feel their place is
justice. He or she receives a divine bonus equal to his avenger class with common warriors who do the hardest fighting. The champion
level on any skill checks made during the course of an investigation. values their ability in leadership, to inspiration and the skill to
Characters may use this power a number of times per day equal to overcome advisories in combat, above all other virtues. They pray to
their Wisdom ability modifier. The use of this power is considered their gods for the courage and ability to lead.
an extraordinary ability. Note that as this is also a divine bonus, it
will not stack with any bonus gained from Just Cause. As military leaders, champions are bold and confident. They expect
others to follow their orders in combat explicitly. However, they are
Hand of Justice: While they always seek legitimate authorities to tactically astute and value any counsel when planning strategy.
bring the guilty to justice, there are times when the avenger must Those who have fought alongside a champion appreciate the
create their own. At such times the avenger finds that the personal combat skill, tactical awareness and confidence they bring
righteousness of their cause empowers them. When facing those to a fighting unit. When not leading the forces of good for a church,
guilty of a crime the avenger is aware of in combat the avenger kingdom or organisation, champions can often be found
gains a + 2 enchantment bonus to armour class and attack and adventuring. They favour adventures that involve destroying the
damage rolls against the criminal. These modifiers are always in sources and minions of evil or the recovery of lost knowledge or
artefacts of their god. Such adventures match a champion’s morality
and serve to enhance their already formidable combat skills.

From the corner of the tavern Ulric watched the young noble laughing and drinking with his friends.

It took a moment to control his anger; such emotion only clouded judgement. The boy was guilty of the attack
on the peasant girl. Ulric could not doubt it. All the evidence confirmed it: the witnesses from the village, the
boy’s own horse and the blacksmith all pointed suspicion towards Owen. His guilt was yet further
compounded by the weak alibis from his friends and family.

A pity – the Baron was a good man, but ignored his sons’ vices. Ulric sympathised with the Baron’s position,
his love for his son, but this would not deter his course of action. The boy relied on his father’s protection and
while he thought himself above the law others would suffer to provide his pleasures.

Tonight Ulric would ensure the young noble learned that all actions have consequences and no one was above
the law.

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Forgotten Heroes: PALADIN Paths of the Righteous

Table 2.2 The Champion


Level Base Attack For Ref Will Class Features
1 +1 +2 +0 +0 Master at Arms, Increased Smiting, Turn Undead
2 +2 +3 +0 +0 Champions Aura
3 +3 +3 +1 +1 Bonus Feat, Shieldman
4 +4 +4 +1 +1 Champions Might
5 +5 +4 +1 +1 Armoured Force, Bonus Feat

Requirements: Bonus Feat: At third and fifth levels the characters regular
To qualify to become a champion, a character must fulfil the exposure to battle grants a bonus feat representing the champion’s
following criteria: increasing combat prowess. These feats are selected from the
restricted list of feats available to fighters as class based bonus feats.
Base Attack Bonus: +7
Alignment: Lawful Good, Neutral Good Shieldman: Constant fighting teaches the champion to make
Feats: Expertise, maximum use of protection from their shield. Champions usually
Leadership, engage in close quarter melee, making mobility a secondary
Power Attack, concern usually sacrificed for protection. They use their shield to
Weapon Focus (any single-handed) provide one-quarter cover (granting a + 2 cover bonus to armour
Skills: Craft (armourer) 2 ranks, class and Reflex saving throws) . Shielding themselves in this way is
Craft (weapon smith) 2 ranks, a free action whose benefits end as soon as they move, or is moved,
Diplomacy 6 ranks more than 5ft in a single round.
Special: Character must possess the ability to turn undead.
Champions Might: Upon reaching this level the champion has
Class Skills: learnt to focus his strength of purpose into the blows he or she strikes.
The champion skills, and their key abilities, are Concentration This power can be used only once per day. To activate the power
(Con), Craft (Int), Diplomacy (Cha), Heal (Wis), Knowledge that champion must make a standard action. For all subsequent
(warfare) (Int), Knowledge (religion) (Int), Profession (Wis), Ride attacks, the champion can add their Charisma ability modifier to all
(Dex), and Sense Motive (Wis). See Core Rulebook I for skill damage rolls they make. This affect lasts for a number of rounds
descriptions equal to their Charisma ability modifier and is considered a
supernatural ability. This modifier will stack with additional
Skill points at each level: 2 + Int modifier damage modifiers gained from a smite evil attack.

Class Features Armoured Force: Years of battle make the champion almost as
All of the Following are class features of the champion. The class comfortable in armour as in normal clothing. This familiarity means
progression is depicted in table 2.2 the champion has a better understanding of his armours limitations
and strengths, instinctually makes use of this knowledge. When
Hit Dice: d10 wearing medium or heavy armour the champion gains +1 to its
armour bonus, +1 to the armour’s maximum dexterity rating, reduces
Weapons and Armour Proficiency: A champion is proficient with the armours skill check penalty by 1 and can move an additional 5ft
all simple and martial weapons, all types of armour and with shields. per round (this bonus will not take the character over their normal
Note that armour check penalties for armour heavier than leather maximum movement).
apply to the skills Balance, Climb, Escape Artist, Hide, Jump, Move
Silently, Pick Pocket and Tumble. Special: A character who enters the champion class can continue to
take levels as a paladin.
Master at Arms: The champion is constantly testing his skill at arms
in combat and making him as familiar weapons as any fighter. The
character may choose to take Weapon Specialisation with any feat CHEVALIER
they gain when taking a new level as a champion. Nowhere is the chivalric ideal more apparent than with the
mounted knights. The power and unity of man and beast
Increased Smiting: The champion can add their class level to any demonstrate the wonders that can be achieved through skill and
levels of the class that grant the champion the smite evil ability when dedication. Heavy mounted cavalry usually represent the elite
determining additional damage from a smite attack. If the military force in fantasy societies. Chevaliers represent the ultimate
character cannot smite evil they do not gain the ability. embodiment of both the symbolic and practical aspects of the
mounted knight.
Turn Undead: Undead are commonly selected to serve the forces of
darkness. Champions become experts in employing their divine Chevaliers ride into battle with a divine certainty. No one has
power tactically against the undead. Levels of the champion class greater control or understanding of their mount. In every way they
add to previous class levels that granted the turn undead ability strive to represent the best of chivalry. By their very actions they
when determining its effect. demonstrate the greatness possible in all beings. The chevalier’s
presence upon a battlefield bolsters the morale of allies and
Champions Aura: Allies of the champion are empowered with hope provides them with a formidable military asset. Evil beings truly
and inspiration from witnessing the champion’s courage and dread a chevalier, for the powerful combination of warrior and
conviction in battle. While engaged in combat the champion’s mount can threaten even the mightiest of horrors.
allies within a 20ft radius receive a +1 morale bonus to attack,
damage and saving throws against fear effects. This is an Most chevaliers can be found among the armies of good and the
extraordinary ability retinues of powerful and just leaders. Among this class there exists a
tendency for questing, which they view as both a test and a

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Forgotten Heroes: PALADIN Paths of the Righteous

Table 2.3 The Chevalier


Level Base Attack For Ref Will Class Features
1 +1 +2 +0 +0 Improved Mount, Mounted Symbol, Superb Horseman
2 +2 +3 +0 +0 Glorious Charge
3 +3 +3 +1 +1 Advantageous Position
4 +4 +4 +1 +1 Master Horseman, Mounted Icon
5 +5 +4 +1 +1 Full mounted Attack

demonstration of their beliefs. It is for this reason that itinerant


chevaliers join adventuring parties. Jousts and Tourneys are also a Weapons and Armour Proficiency: A chevalier is proficient with all
good place to find and enlist the aid of chevaliers, as few can resist simple and martial weapons, all types of armour and with shields.
the opportunity to demonstrate their skills. Wherever they are Note that armour check penalties for armour heavier than leather
found the chevalier stands as an icon to inspire others to greatness. apply to the skills Balance, Climb, Escape Artist, Hide, Jump, Move
Silently, Pick Pocket and Tumble.
Hit Dice: d12
Improved Mount: The chevalier may add their class levels to the
Requirements: level of another class that provides them with their special mount
To qualify to become a chevalier, a character must fulfil the when determining the extra bonuses the mount receives. For
following criteria: example, a level 7/2 paladin/chevalier counts as a ninth level
paladin when determining their mount’s bonuses.
Base Attack Bonus: +7
Alignment: Lawful Good Mounted Symbol: Chevalier already possess the ability to inspire
Feats: Inspired Charge, others; however they learn to use the prominence and symbolic
Leadership, nature of their mounted position to extend their aura of courage.
Mounted Combat, While mounted, the character’s aura of courage radius extends to 15ft.
Ride-By Attack
Skills: Handle Animal 4 ranks, Superb Horseman: Only among cavaliers, horse nomads and other
Ride 8 ranks chevaliers can riders of the character’s calibre be found. Chevaliers
Special: Charisma 15+, are so confident and comfortable with mounts they make take a 10
possess the aura of courage ability, on any Riding task check (see Core Rulebook I for details).
have a special mount with which they share an empathic
link. Glorious Charge: The sight of a chevalier certain in the saddle and
charging fearlessly forward can inspire even the most despondent
Class Skills: warrior to greater effort. Treat this attack as an inspired charge with
The chevalier skills, and their key abilities, are Concentration (Con), all relevant bonuses. If successful, all allies within a 30ft radius
Craft (Int), Diplomacy (Cha), Handle Animal (Cha), Heal (Wis), receive + 2 to attack rolls and saves against fear for the next five
Knowledge (religion) (Int), Profession (Wis), Ride (Dex), and Sense rounds. A character may use this ability a number of times per day
Motive (Wis). See Core Rulebook I for skill descriptions equal to their Charisma ability modifier.

Skill points at each level: 2 + Int modifier Advantageous Position: Chevaliers use the power and presence of a
mount in fighting gaining considerable advantage against those
Class Features who do not share their privileged position. While mounted the
All of the Following are class features of the chevalier. The class
progression is depicted in table 2.3

We stood there nervous and still with fear. Atop the hillock, trenches dug in. The enemy swarmed toward us.
We could smell their foul stench from where we stood. The odds were unsurpassable. Over twenty thousand
aberrations against our column: two hundred soldiers, dug in to the side of the mound.

Fear swept over me. My weapon drooped in my hands. I looked back and so the fear in the faces of my
companions. We were ready to flee.

But then it all changed. Just one command, ‘Stand fast’ he said, from the back of his powerful horse.

‘Stand fast.’ he said and the fear was washed away.

Weapons at the ready we faced the enemy’s charge.

Stand Fast.

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Forgotten Heroes: PALADIN Paths of the Righteous
character gains + 1 to all attacks and opponents suffer a – 1 penalty Requirements:
to any attacks targeted at the chevalier. These bonuses stack with To qualify to become a dauntless hero, a character must fulfil the
any gained from the character’s height advantage while mounted following criteria.
against small and medium opponents.
Base Attack Bonus: +6
Master Horseman: At this stage the chevalier and his mount act in Alignment: Any Good
almost perfect unison protecting each other during combat. A Feats: Iron Will,
chevalier may always take a 10 on any Ride skill check when using Leadership
the mounted combat feat. Special: Charisma 15+,
possess aura of courage ability.
Mounted Icon: Nothing matches the inspirational effect of seeing
an experienced chevalier and mount ride into to battle. Few Class Skills:
experiences capture the nobility, courage and harmony within The dauntless hero skills, and their key abilities, are Concentration
chivalry as a chevalier fighting in unison with their animal (Con), Craft (Int), Diplomacy (Cha), Handle Animal (Cha), Heal
companion. At fourth level their aura of courage extends to 20ft (Wis), Knowledge (religion) (Int), Profession (Wis) and Ride (Dex).
when they are mounted. See Core Rulebook I for skill descriptions

Full Mounted Attack: Using this ability is an expression of the Skill points at each level: 2 + Int modifier
chevalier’s mastery of mounted combat. Rather than being limited
to partial actions if their mount moves more than 5ft in a round, the Class Features:
chevalier is now able to attack as a standard action even if their All of the Following are class features of the dauntless hero. The
mount moves full distance. class progression is depicted in table 2.4

Special: A character who enters the chevalier class can continue to Weapons and Armour Proficiency: A dauntless hero is proficient
take levels as a paladin. with all simple and martial weapons, all types of armour and with
shields. Note that armour check penalties for armour heavier than
leather apply to the skills Balance, Climb, Escape Artist, Hide,
DAUNTLESS HERO Jump, Move Silently, Pick Pocket and Tumble
Many beings fear death. Only the truly immortal see no end to
their existence. This fear causes even the greatest of mortals to Dauntless Stance: Dauntless heroes defy those who would crush
perform shameful actions. Heedless of the consequences to others them with fear. Their fighting style reflects this attitude,
they act simply to save themselves. Dauntless heroes understand concentrating on determined and purposeful action. This ability is
death is nothing to fear, only another stage on the soul’s journey. an extraordinary fighting style adopted by the dauntless hero.
These heroes live their lives to the full, showing all men how to live While using this stance the character may not move more than 5ft
without fear. per round. The application of this style grants the dauntless hero
the following technique bonuses: +2 to armour class, +2 to
Dauntless heroes are the champions of those too afraid to defend opposing disarm attempts and a + 4 to resist trip attacks or
themselves. Holding no fear of death the threats and intimidation knockdowns.
of others are inconsequential. It is often a dauntless hero who
opposes evil nobles and criminals who exploit those too scared to Increased Smiting: The champion can add their class level to any
fight back. Their very presence can incite hope and bravery in even levels of the class that grant the champion the smite evil ability
the most terrified of hearts. In combat they are the rock to which when determining additional damage from a smite attack. If the
others anchor themselves, for the dauntless hero never surrenders or character cannot smite evil they do not gain the ability.
flees a good cause.
Stand Ground: Few actions cause the dauntless hero even a
Most dauntless heroes die early, yet noble and heroic, deaths. Those moment’s hesitation. They fear nothing. This unflinching approach
that survive count themselves among the most tireless crusaders means dauntless heroes are able to concentrate against opponents
against evil. They will not rest until fear is no longer used to using intimidating attacks, such as a charge. Once per round a
dominate others. Hence they will readily join adventures that dauntless hero may take an attack of opportunity against an
involve freeing people from oppression or removing an ancient evil opponent who charges him. This attack counts towards the
hold. Given their fearless nature any task considered too characters maximum number of attacks of opportunity in a round.
dangerous by others has a chance of catching their attention. Many If no attacks of opportunity remain this ability cannot be used.
tales tell of dauntless heroes who led battles against overwhelming
odds and improved the lives of those they fought for. To the Dauntless Aura: The character’s sense of fearlessness extends to
dauntless hero there can be no more noble an endeavour than this. others in their vicinity. This fearlessness can be felt to a greater
extent than other paladin’s auras due to the strength of the
Hit Dice: d10 dauntless hero’s courage. Aura of courage permanently extends in a
15ft radius around the character. In addition, allies within 10ft
become immune to fear effects.
W
Table 2.4 The Dauntless Hero
Level Base Attack For Ref Will Class Features
1 +1 +2 +0 +2 Dauntless Stance, Increased Smiting
2 +2 +3 +0 +3 Stand Ground
3 +3 +3 +1 +3 Dauntless Aura
4 +4 +4 +1 +4 Inspiring Defiance
5 +5 +4 +1 +4 United In Defiance

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Forgotten Heroes: PALADIN Paths of the Righteous

tenets of the devout, but no one doubts the power faith enables them
Inspiring Defiance: True fearlessness allows the dauntless hero to to wield.
oppose any evil no matter the danger. When joining with others to
fight evil the dauntless hero can share his defiant strength with Hit Dice: d10
them. This supernatural ability can be used Charisma ability
modifier times per day. When activated the character inspires Requirements:
defiant strength in others. Activating Inspiring Defiance is a To qualify to become a devout, a character must fulfil the following
standard action and affects all allies within the character’s dauntless criteria.
aura. All affected characters receive a morale bonuses of +1 to
attack and damage rolls and + 3 to saving throw checks against Alignment: Lawful Good
fear. These bonuses last for a number of rounds equal to the Feats: Skill Focus: Knowledge (religion),
dauntless hero’s Charisma ability modifier. Skill Focus: Concentration
Skills: Concentration 10 ranks,
United In Defiance: There is no greater achievement for a dauntless Knowledge (religion) 10 ranks,
hero than to lead others away from fear. This ability enables the Spells: Character must be able to cast divine spells of 2 nd level or
dauntless hero to completely remove all fear from their allies. higher.
When activating this supernatural ability, the dauntless hero must
make a standard action and select an evil enemy within 30ft of the Class Skills
character. As long as the defiant hero remains conscious or until the The devout skills, and their key abilities, are Concentration (Con),
evil they face is destroyed, all allies in a 30ft radius of the character Craft (Int), Diplomacy (Cha), Handle Animal (Cha), Heal (Wis),
are immune to fear and gain a bonus to all saving throw checks Knowledge (religion) (Int), Profession (Wis) and Ride (Dex). See Core
equal to the dauntless hero’s Charisma ability modifier. This ability Rulebook I for skill descriptions
can be used only once per day.
Skill points at each level: 2 + Int modifier
Special: A character who enters the dauntless hero class can
continue to take levels as a paladin. Class Features
All of the Following are class features of the devout. The class
progression is depicted in table 2.5
DEVOUT
Faith is an important part of every paladin’s life. It gives them Weapons and Armour Proficiency: The devout is proficient with all
strength, courage, hope, purpose and understanding. Through simple and martial weapons, all types of armour and with shields.
prayer paladins draw upon the power of their patrons, thus gaining Note that armour check penalties for armour heavier than leather
their divine magic. The devout embrace faith as the defining apply to the skills Balance, Climb, Escape Artist, Hide, Jump, Move
characteristic of their calling, enabling them to draw upon divine Silently, Pick Pocket and Tumble.
power more easily.
Spell Casting: At the levels indicated the character gains spells per
The devout prestige class embodies the best of their Faith. They day, and spells known if applicable, as though they had advanced a
embody the caring, merciful and benevolent aspects of any lawful level in their previous spell-casting class. He or she does not gain
good religion. When facing evil it is the righteous, just and any other benefits from a level increase in his previous class. If the
courageous aspects of their faith that comes to the fore. These character had multiple spell-casting classes previously they select
paladins worship their Gods through prayer and deed. The devout which class to apply this increase to.
never lack purpose for faith leads them where needed. Nor does the
devout suffer from uncertainty for faith contains all answers. These Bonus Spells: Devout possess a close relationship with their divine
champions constantly strive for deeper understanding of the tenets patron. This manifests as an increased access to the divine power
of their faith, believing that by doing so they gain understanding of used to cast spells. Table 2.5a indicates the number of additional
themselves and the world around them. spells the character can cast per day at each level of this prestige
class. These spells are in addition to those gained from spell caster
Of all paladins, the devout maintain the strongest links to the level increases this class provides.
organised aspects of their religion. They can be found praying or
working at a temple when not engaged questing. Often they seek Table 2.5a Devout Bonus Spells
out wise men of their faith for guidance and wisdom. Adventuring is Level 0 1 2 3 4
viewed as a journey of faith, testing the character’s beliefs and 1 2 1 - - -
demonstrating them to others. Missions to defeat evil beings and 2 2 2 1 - -
worshipers of dark gods can also gain the devout’s participation. As 3 3 2 2 - -
agents of the divine, the devout are rarely deterred by the beliefs of 4 3 3 2 1 -
others. They will not let peace or compromise stand in the way of 5 4 3 2 2 1
achieving what is right. This places the devout among the most
militant and vocal of all paladins. Many cannot agree with the Level 0 Spells: If they do not already possess the ability from their
previous class, the devout become able to cast 0 level spells,

Table 2.5 The Devout


Level Base Attack For Ref Will Class Features Spell Casting
1 +1 +2 +0 +0 Bonus Spells, level 0 spells + 1 level of existing class
2 +2 +3 +0 +0 Holy Empowerment + 1 level of existing class
3 +3 +3 +1 +1 Domain + 1 level of existing class
4 +4 +4 +1 +1 Greater Holy Empowerment + 1 level of existing class
5 +5 +4 +1 +1 Greater Domain + 1 level of existing class

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Forgotten Heroes: PALADIN Paths of the Righteous

representing the characters patron aiding them, even in small tasks.


Below are listed the spells available. The number of spells they may Special: a character that enters the devout class may continue to
cast each day is detailed in the above table. gain paladin levels.

Level 0 – cure minor wounds, guidance, purify food and drink,


resistance and virtue GALLANT
In most peoples minds, a paladin is a heavily armoured knight upon
Holy Empowerment: At this stage the devout’s understanding of the a war-horse. This is often the case, as strong protection and mounted
divine power they are granted enables him to strengthen his magic attacks are often beneficial when combating creatures of evil. Some
with faith. All spells cast by the character receive a + 2 divine paladins, however, reject the concept that heavy arms and armour
bonus to resist being dispelled. are needed against the forces of evil. They believe that skill,
mobility and intelligence provide the best assets in a paladin’s
Domain: Through his close connection with his patron the character crusade. Gallants are the epitome of this philosophy.
is granted a domain of divine power. The character may select any
domain his deity possess and uses it in exactly the same way as a Gallants are among the most strategically minded of paladins. They
cleric (see Core Rulebook 1). realise many evil beings are too powerful to defeat by force of arms
alone. From this belief they have developed a philosophy that
Greater Holy Empowerment: As the devout’s faith becomes eschews reliance upon heavy arms and armour to emphasise the
exemplary, their holy power grows ten-fold. The devout add their abilities of the individual. Their fighting style reflects this attitude
Charisma ability modifier to their effective spell caster level when and takes advantage of the mobility of an unencumbered fighter
calculating the range, duration and number of targets for a spell, if and precisely timed attacks with precision weapons. The dangers
applicable. Note that this does not apply to the saving throw they face coupled with the perception that a lack armour equates to
difficulty class of the spell. a lack of protection has gained the gallant the reputation of a bold
and daring hero. Most embrace this role as it helps them inspire
Greater Domain: Such is the characters devotion to their deity that faith and hope in others.
they may reach gifts normally unobtainable to a simple paladin. As
they progress through their domain they learn how to cast spells of a Among adventuring parties the gallant’s tactical approach and
level greater than those normally available to Paladins. When the different perspective on many situations are valuable assets. Any
character receives the ability to cast a second of subsequent fourth foe underestimating a gallant’s combat prowess is making a grave
level spell, they may instead gain the ability to cast the next spell on error for they are no weaker than other warriors, merely different.
their domain list. For example Brother Varis the paladin/devout They relish the challenges faced and opportunities for good
receives a new fourth level spell. Instead of being able to pray for provided through adventuring and undertake a broad variety of
and select an additional fourth level spell each day he opts to quests. Gallants find their combination of friendly nature and
expand his understanding War domain. He does not gain an daring reputation open many social opportunities to them, allowing
additional fourth level spell slot but is now able to cast flame strike,
the fifth level spell of the War domain.

Michael moved in on his enemy.

The black guard was prepared for him. A venom-dripping axe blade met Michael’s advance.

He deftly parried the blow with his dagger and sent the dark knight a warning strike with his rapier. His blow
connected, slicing into the black armour. Suddenly the armour came to life, oozing over his sword and
threatening to pull it from his grasp. The black guard cackled a hollow laugh from under his helmet. Michael
yanked his rapier free. He would need to find a hole through the knight’s armour.

After what seemed like an age Michael finally noticed a weakness. It had taken many testing passes to find the
weak spot. The dark knight was a skilled fighter and his venomous battleaxe was an ever-present danger. But
Michael was up to the task. He kept on his toes and kept the black guard moving, always ducking and rolling
out of harms way, ever vigilant for a weakness in his enemy’s defences.

Now he knew what to do. He worked the knight around until he was below the stairs. Then Michael leaped
over the black guard’s head and somersaulted over the balcony. As the evil warrior smashed down on the
staircase, splintering the wood, Michael leapt again, this time thrusting out his sword.

He found the hole in the knight’s armour. His rapier thrust between the back of the guard’s helmet and his
back-plate and sung out in holy praise as it sunk deep into the flesh of a dark soul.

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Forgotten Heroes: PALADIN Paths of the Righteous

Table 2.6 The Gallant


Level Base Attack For Ref Will Class Features
1 +1 +2 +2 +0 Heroic Agility I, Increased smiting, Mobile fighter.
2 +2 +3 +3 +0 Precision Attack
3 +3 +3 +3 +1 Heroic Agility II
4 +4 +4 +4 +1 Positional Awareness
5 +5 +4 +4 +1 Heroic Agility III

access to useful information. In each victory against evil they level the gallant gains Dodge and Mobility as virtual feats that can
achieve gallants know their reputation grows and brings the better only be used when the character is not wearing any armour and is
world they fight for closer. not carrying a shield other than a buckler.

Hit Dice: d10 Precision Attack: Using an opponent’s own armour against them,
the gallant learns to take advantage of the restrictions, blind spots
Requirements: and encumbrance that wearing armour creates. A gallant gains a
To qualify to become a gallant, a character must fulfil the following bonus to attack rolls equal to the skill check penalty of his
criteria. opponent’s armour. This skill is classed as an extraordinary ability.
Base Attack Bonus: +5
Alignment: Any Good Positional Awareness: Experienced gallants acquire a remarkable
Feats: Improved Initiative, awareness of all that occurs around them during combat. They also
Weapon Finesse (rapier), learn to take advantage of relative immobility in others to fully
Weapon Focus (rapier) exploit the environment. As a result gallants may not be flanked
Special: ability to smite evil, and receive an armour class bonus against opponents equal to the
immunity to fear, skill check penalty of each opponents armour, if any. These bonuses
a divine bonus to their saving throws, are lost if the character is flat footed and this is an extraordinary
Charisma 15+, ability.
Dexterity 15+.
Special: a character that enters the gallant class may continue to
Class Skills: gain paladin levels.
The gallant skills, and their key abilities, are Balance (Dex),
Concentration (Con), Craft (Int), Diplomacy (Cha), Gather
Information (Wis), Heal (Wis), Jump (Str), Knowledge (religion) (Int), HOLY DRAGOON
Profession (Wis), Ride (Dex), Sense Motive (Wis) and Tumble (Dex).
See Core Rulebook I for skill descriptions The paladin class specialises in mounted combat more than any
other character class. They receive a powerful mount that allows
Skill points at each level: 2 + Int modifier them to fight as an expert from horseback. This can lead many
paladin characters to fall into the typical knight in shining armour
Class Features mould. However, as times change and the medieval period enters
All of the Following are class features of the gallant. The class the dawn of renaissance, gunpowder weapons start to appear. The
progression is depicted in table 2.6 heavy knight is rapidly replaced by a lighter mounted warrior who
uses the new technologies to fight their enemies.
Weapons and Armour Proficiency: A gallant is proficient with all
simple and martial weapons, light armour and with shields. Note This type of warrior is the dragoon. Although not necessarily a holy
that armour check penalties for armour heavier than leather apply warrior, they are a disciplined and focused horseman and will add
to the skills Balance, Climb, Escape Artist, Hide, Jump, Move depth to any mounted warrior character in a world where firearms
Silently, Pick Pocket and Tumble are available. As such the equestrian focus of the paladin makes
them prime candidates for this class. The dragoon class represented
Heroic Agility: The Gallant is the epitome of mobility and daring. here is an example of a holy dragoon, a paladin who follows the path
They are blessed by the gods and receive the luck of heroes when of the dragoon to further the goals of their patron.
leaping and dodging heroically. As such they gain bonuses to
Dexterity based feats equal to their Charisma ability score modifier. Dragoons are usually military warriors and are often found amongst
These anilities require freedom of movement; as such none of these the elite forces of an army. However they are frequently from a
abilities will work if the Gallant wears any armour or carries a position of wealth and privilege and have a hunger for adventure.
shield other than a buckler. At first level they gain may add their They fit in easily with any existing party in the same way as any
Charisma modifier to their armour class. At third level they may fighter who specialised in mounted combat. Holy dragoons are
also add their Charisma bonus to their Initiative. At fifth level the more focussed than others of their ilk and must fit into a party that
Gallant can add their Charisma modifier to any attack roll that is does not betray their strict moral code. However many characters
modified by their Dexterity bonus. All these enhancements are will grow to admire the dragoon’s ability as much as any other
Divine bonuses and therefore do not stack with other divine bonuses. paladin they may have known.

Increased Smiting: The champion can add their class level to any Designer’s note: The class presented here is very definitely a
levels of the class that grant the champion the smite evil ability when paladin class, but by removing the holy elements of the class, along
determining additional damage from a smite attack. If the with any requirements that are specific to the paladin, it can be used
character cannot smite evil they do not gain the ability. as a general character class for a mounted firearms fighter.

Mobile Fighter: The Gallant is emphasises manoeuvrability over Hit Dice: d10
armour and make some of the most mobile fighters around. At first

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Forgotten Heroes: PALADIN Paths of the Righteous

Table 2.7 The Holy Dragoon


Level Base Attack For Ref Will Class Features
1 +1 +2 +0 +0 Improved Mount, Mounted Reload, Turn Undead
2 +2 +3 +0 +0 Mounted Symbol, Change Weapons
3 +3 +3 +1 +1 Mounted Marksman
4 +4 +4 +1 +1 Mounted Icon, Quick Reload
5 +5 +4 +1 +1 Full Mounted Attack (Firearms)

Requirements:
To qualify to become a holy dragoon, a character must fulfil the Mounted Marksman: At third level the dragoon learns true mastery
following criteria: of their firearm. The penalties for shooting from horseback are
halved again, on top of any bonus gained from their Mounted
Base Attack Bonus: +8 Archery feat. Thus the penalty is -1 if the mount is making a double
Alignment: Lawful Good move and -2 if the mount is running. This ability only works with
(a non-holy dragoon may be of any lawful alignment). firearms.
Feats: Exotic Weapon Proficiency (firearms),
Mounted Combat, Mounted Icon: Holy dragoons already possess the ability to inspire
Mounted Archery. others; however they learn to use the prominence and symbolic
Skills: Ride 8 ranks nature of their mounted position to extend their aura of courage.
Special: Aura of courage ability, While mounted, the character’s aura of courage radius extends to 15ft.
the ability turn undead,
a special mount with which they share an empathic link.. Quick Reload: At this level the dragoon becomes expert at
reloading their firearms. As such they reduce the number of actions
Class Skills: required to reload a firearm by one action. If the normal time to
The holy dragoon’s skills, and their key abilities, are Craft (Int), reload the weapon is a full round action it is reduced to a move
Diplomacy (Cha), Handle Animal (Cha), Heal (Wis), Knowledge equivalent. This ability can be used even when not mounted.
(religion) (Int), Profession (Wis), Ride (Dex) and Wilderness Lore
(Wis). See Core Rulebook I for skill descriptions Full Mounted Attack (Firearms): At fifth level the dragoon can
make full attacks with firearms when their mount moves more the
Skill points at each level: 2 + Int modifier five feet in the round.

Class Features Special: a character that enters the holy dragoon class may continue
All of the Following are class features of the holy dragoon. The class to gain paladin levels.
progression is depicted in table 2.7

Weapons and Armour Proficiency: A dragoon is proficient with all JUDICIAL CHAMPION
simple and martial weapons, light and medium armour and with In many societies an accused criminal may prove their innocence
shields. Note that armour check penalties for armour heavier than through ritualised judicial combat. Winners of such combat are
leather apply to the skills Balance, Climb, Escape Artist, Hide, believed defended by the gods and declared innocent. Rich and
Jump, Move Silently, Pick Pocket and Tumble powerful individuals have an advantage hiring experienced
warriors to champion their cause. Some cannot find or afford a
Improved Mount: The holy dragoon may add their class levels to the champion. This fact is often played upon by the powerful to falsely
level of another class that provides them with their special mount accuse such people or dismiss their accusations. Injustice is the
when determining the extra bonuses the mount receives. For paladins’ enemy and it is the judicial champion who seeks to ensure
example, a level 7/2 paladin/holy dragoon counts as a ninth level the use of judicial combat serves the innocent and not the corrupt.
paladin when determining their mount’s bonuses.
Judicial champions travel where judicial combat is used, seeking
Mounted Reload: A dragoon is expert at reloading their firearms those in need. As knights they can demand the right of combat for
from the saddle. As such they can make move equivalent actions others. Where people use wealth, privilege, or status to corrupt the
with their mount and reload their firearm in the same action. system the paladin will oppose their champions. Possessing
formidable man-to-man combat skills and purity of purpose,
Turn Undead: Holy dragoons are bastions of good and charge in judicial champions are respected opponents. By their nature
against all manner of evil, including the undead. Levels of the holy judicial champions are lawful and dedicated to justice. Many seek
dragoon class add to previous class levels that granted the turn these heroes to serve as a champion, but they will only fight for those
undead ability when determining its effect. with a just cause. When not engaged in a trial, judicial champions'
find work helping authorities maintain law and order. They have a
Mounted Symbol: Whilst already possessing the ability to inspire reputation for opposing criminal organisations, ridding towns of any
others, the holy dragoon uses the prominence and symbolic nature undesirable elements. Among adventuring parties, a judicial
of his mounted position to extend this affect. While mounted, the champion’s formidable combat skills are highly valued. Similarly,
character’s aura of courage radius extends to 15ft. their knowledge of the law comes as a great advantage to troupes
finding they need to deal with the authorities. Judicial combat
Change Weapons: The dragoon is expert at switching from their normally favours the powerful, as the judicial champion’s fights for
firearm to a melee weapon when the time comes for the charge. disadvantaged causes this makes them popular with the common
They are also known to tool themselves up with a large number of man. These wandering heroes respect discipline, honesty and
pistols and fire each one off whilst holstering and drawing the next courage and view these as their foremost virtues. Anybody who has
loaded pistol. At second level they gain the ability to holster one seen a judicial fight champion understands the power that comes
weapon and draw another as a free action whilst mounted.

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Forgotten Heroes: PALADIN Paths of the Righteous

from their adherence to these qualities and the purpose it grants Judicial Combat:
them.
Judicial combat takes place in a 30ft square cordoned arena. Both
Hit Dice: d12 competitors begin 5ft apart in the centre of ring. Each participant is
allowed their own choice of weapons and armour. Combat proceeds
Requirements: according to the standard rules in the Core Rulebook I. The combat is
To qualify to become a judicial champion, a character must fulfil the resolved when one competitor forces the other to yield. A fighter
following criteria. may yield any time they take damage. After one participant yields
Base Attack: + 4 both return to the starting position and begin a new combat. When
Alignment: Lawful Good one combatant forces a set number of yields from their opponent,
Feats: Endurance, usually three or five, he is adjudged the winner and judgement is
Toughness, rendered in his favour. If a participant is killed or knocked
Weapon Focus (any) unconscious without yielding their opponent is automatically
Skills: Knowledge (law) 3 ranks, victorious
Special: The character must be recognised by a court or ruler as a
knight of honour to be granted the right to champion in Most strategies involve trying to place an opponent in a
Judicial combat. disadvantaged position where repeated blows will force them to
yield. Trip, overrun and bull rush attacks are all popular although
Class Skills: disarming an opponent is forbidden as it is seen as denying a fighters
The judicial champion’s skills, and their key abilities, are right of arms. Using the boundary of the arena to trap an opponent
Concentration (Con), Craft (Int), Diplomacy (Cha), Handle Animal is also common. A fighter who has their back to the arena wall is –1
(Cha), Heal (Wis), Knowledge (law), Knowledge (religion) (Int), to all combat rolls due to lack of space, this penalty rises to –2 if a
Profession (Wis) and Ride (Dex). See Core Rulebook I for skill character is positioned in the arena’s corner. The successful judicial
descriptions . fighter is tough, skilled and tactical.

Skill points at each level: 2 + Int modifier cripple lesser warriors. At 2 nd level the character may ignore one
point of damage from all non-magical attacks. Upon reaching 4th
Class Features: level this reduction increases to 2 points. This is considered an
All of the Following are class features of the judicial champion. The extraordinary ability
class progression is depicted in table 2.8.
Toughness: The constant injuries, wounds and bruising judicial
Weapons and Armour Proficiency: A judicial champion is champions receive during combat makes them extremely tough
proficient with all simple and martial weapons, all types of armour individuals. At 2nd and 4th levels treat the character as though they
and with shields. Note that armour check penalties for armour had received the toughness feat, granting them an additional 3 hit
heavier than leather apply to the skills Balance, Climb, Escape points each time.
Artist, Hide, Jump, Move Silently, Pick Pocket and Tumble.
Drive Back: A frequent tactic in judicial combat is to drive an
Man-to-Man: Fighting against single opponents in the confined opponent to the edge of the arena where his mobility is limited.
space of a judicial combat arena makes the judicial champion an Judicial champions are experts at this learning how to land rapid
expert against individual enemies. The judicial champion receives blows upon an opponent forcing them on the defensive and driving
+ 2 competency bonus on all contested attack rolls against an them backwards. As a full attack action the character may attempt
enemy if there are no other combatants within a 10 ft radius of their to drive back their opponent. The judicial champion makes an
opponent. opposed attack roll with his opponent, if successful the champion
drives their opponent back. Their enemy is driven back a distance of
Champion (all): Judicial champions are recognised as champions of 5ft plus an additional 5ft for every five points the judicial champion
the innocent. This grants them the right to demand a trial by combat exceeded their opponent on the roll. The character may not drive an
for another person, even if that person is not entitled to it. They can opponent back beyond their base movement. This is an
invoke this privilege for a person from any social class. In such extraordinary ability.
situations the judicial champion themselves must champion the
accused character. They put their own honour and judgement on Trap opponents: In judicial combat a participant who is forced into a
the line and if the champion fails to meet the challenge the court corner can be trapped there and repeatedly struck if his attacker
will assume the suspect is guilty. This is a special legal privilege and possesses sufficient skill. Judicial champions certainly possess the
should be a right that is bestowed upon the character by a figure of skill necessary for such manoeuvres and also know how to apply
authority. As such it can be taken away from the character if they them in general combat. If an opponent ever has two of their facings
are felt to have abused this privilege. blocked the character may make an attack of opportunity if they
move through any squares they threatens, even if the opponent uses
Damage Reduction: In the close quarters and brutal style of judicial an action, skill, feat, power or ability that normally prevents such
combat the character soon learns to shrug off blows that would

Table 2.8 The Judicial Champion


Level Base Attack For Ref Will Class Features
1 +1 +2 +0 +0 Man-to-Man, Champion (all)
2 +2 +3 +0 +0 Damage Reduction 1/-, Toughness
3 +3 +3 +1 +1 Drive Back
4 +4 +4 +1 +1 Damage Reduction 2/-, Toughness
5 +5 +4 +1 +1 Trap Opponent

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Forgotten Heroes: PALADIN Paths of the Righteous

attacks of opportunity. Note this still counts towards the characters


total attacks of opportunity in a combat round and if none remain Weapons and Armour Proficiency: A justicar is proficient with all
this technique cannot be used. simple and martial weapons, all types of armour and with shields.
Note that armour check penalties for armour heavier than leather
Special: Characters entering the judicial champion class may apply to the skills Balance, Climb, Escape Artist, Hide, Jump, Move
continue to gain paladin levels Silently, Pick Pocket and Tumble.

Law Enforcement: As the representative of legitimate authority, the


JUSTICAR justicar possess the right to arrest and prosecute or judge individuals
All societies need laws to protect society as a whole. Wherever within their assigned territory. This class feature uses a simple
there are laws there are also lawbreakers who reject or think they system for legal powers. All people are defined as three simple
can escape the rule of law. Nobles, guilds, town watches and knights classes of political and social status within a typical
all enforce law, but each can be prone to corruption, bias or the fantasy/medieval setting: Peasant, Freeman and Noble.
simple lack of resources. The Justicar suffers none of these
weaknesses. They are incorruptible and judge only according to the Peasants are effectively owned by a lord and have few rights under
law. It is little wonder that criminals and the corrupt fear these the law. In many ways they are similar to slaves, however their lord
agents of law. has no right to exact justice upon them, and they must be brought
before a court if they are suspected of committing a crime.
Justicars are chosen from those who have shown a devotion to the
law and a practical understanding of its application. Their Freemen are the simple merchants and trades-people of the world
characters must be above reproach and they must be dedicated to who are beholden to none but their liege. However a freeman has no
bringing law and justice to all. Once invested with authority they special privilege of status and the law defines little definition
answer only to those who granted the position. Usually a justicar between them and a peasant.
will patrol a territory, opposing evildoers and enforcing the law.
Their methods and punishments must be lawful other than this they Nobles are the privileged few in society who have a position, title
operate autonomously. As justicar become experienced they are and land. Often the ability to own land is a special right of the
granted greater territories and legal powers. Nobility. They are often given many rights and benefits under the
law and in many cases may have a special ‘high court’ that will only
Few justicar ever abuse their power, such is their devotion to the law. deal with the crimes of nobles, whereas a ‘low court’ will deal with
Those that fall are hunted by their brethren with an unparalleled the trials of freemen and peasants.
zeal. The justicar is feared, resented and disliked by many people
with power and status for the power they wield. Such people often There are also other broad groupings of legal powers that define the
attempt to obstruct their activities. More dangerous are the known character. These are Arrest, Prosecute and Judge.
or unknown criminals who often seek to end a justicar’s life before he
confronts them. Justicars themselves care little how people regard Arrest indicates and ability to charge a character on suspicion of a
them or the dangers of their undertaking; their belief in the law and crime. This will probably involve the legal right to imprison the
its benefit to society sustains them in all things. While rare, it is not suspect and question them. There may be limitations applied to
unknown for justicars to ally themselves with adventurers, usually these rights as determined by the game world you are playing in.
seeking their aid as deputies. Truth, justice and duty are the
justicar’s tenets and every action they take embodies these values. A character with the ability to prosecute has the ability to accuse
someone before a court of law and press that court for a guilty
Hit Dice: d10 judgement on the character. This may involve a presentation of
evidence and testimony in the manner of the legal courts we know
Requirements: today (which is historically very appropriate as this general model
To qualify to become a justicar, a character must fulfil the following has changed very little since it was introduced in the thirteenth
criteria. century). Alternatively it could involve a challenge of combat or
any other form of trial.
Base Attack: + 6
Alignment: Lawful Good, Lawful Neutral The judge ability allows the character to pass judgement on a
Feats: Iron Will character, thus declaring whether they are guilty or innocent of the
Skills: Knowledge (law) 8 ranks crimes they have been accused. They also have the ability to
Special: The character must be granted his status by a legitimate sentence the character to whatever punishment they feel
authority, such as a ruler, church or guild, with jurisdiction appropriate. There are likely to be many restrictions to these
over the areas the justicar operates in. powers. For example, the judge may have to accept the verdict of a
jury, but still retain the power to sentence the accused if they are
Class Skills: found guilty. The limitations of this power should be determined by
The justicar’s skills, and their key abilities, are Concentration (Con), the Games Master.
Craft (Int), Diplomacy (Cha), Handle Animal (Cha), Heal (Wis),
Intimidate (Cha), Knowledge (law), Knowledge (religion) (Int), In addition, the number of people that the justicar polices increases
Profession (Wis), Ride (Dex) and Sense Motive (Wis). See Core as the develop levels. The Territory column represents the number of
Rulebook I for skill descriptions people over which the justicar has authority. This should be used in
conjunction with the world building information in Core Rulebook II
Skill points at each level: 2 + Int modifier to determine the number and size of settlements the justicar polices.
For example, a second level justicar, with 1500 souls within their
Class Features: territory could have jurisdiction over a small town of that number or
All of the Following are class features of the Justicar. The class a number of villages with a combined population of around 1500.
progression is depicted in table 2.9. The exact details are up to the Games Master. It is possible to allow

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Forgotten Heroes: PALADIN Paths of the Righteous

Table 2.9 the Justicar


Level Base Attack For Ref Will Class Features Territory
1 +1 +2 +0 +2 Arrest Peasant, Arrest Freeman, Imposing Presence, Judge Peasant 750 souls
2 +2 +3 +0 +3 Judge Freeman, Resolute Purpose I 1500 Souls
3 +3 +3 +1 +3 Break the Chain, Arrest Noble 2000 Souls
4 +4 +4 +1 +4 Prosecute Noble, Resolute Purpose II 3000 Souls
5 +5 +4 +1 +4 Judge Noble, Confound Conspiracy 5000 Souls

a character to have a territory that includes only a district within a Musketeers, combining a love of God with their ability with sword
larger city, and then as they develop their justicar levels they can and pistol. This class emphasises the ability to remain calm under
gain authority over more neighbourhoods. pressure and to channel holy power and devotion through firearms.

Designers note: The powers listed here are designed to be as The musketeer is often a sought after companion. Their
general as possible so that they can be easily slotted in to most understanding of new technologies enables them much more
fantasy campaigns. However, if your campaign has some unique flexibility than many other paladins. They have an inner calm that
legal system you may have to tweak the system slightly to fit this many find a helpful presence in the party. They seek out adventure
class in. As a web supported product we will be happy to provide more than many other paladins, looking to advance their learning
you with modified rules ourselves. Simply put a description of your through new experiences and challenges.
world’s legal system on the message board at our website and we’ll
reply as soon as we can. Hit Dice: d10

Imposing Presence: The reputation of justicar as unswerving lawmen Requirements:


precedes them and even the most confident of criminals becomes To qualify to become a musketeer, a character must fulfil the
uneasy in their presence. The criminals’ guilt weighs upon their following criteria.
mind when confronted by a justicar’s examination. Those guilty of a
crime suffer a –4 penalty in all contested social rolls against the Alignment: Lawful Good or Lawful Neutral.
justicar. This is an extraordinary ability. Base Attack: +6
Feats: Exotic Weapon Proficiency (Firearms),
Resolute Purpose: Such is their dedication to the law that little can Weapon Focus (Pistol)
sway the justicar from his duty. At 2nd level the character becomes Skills: Balance 2 ranks,
immune to all charm spells, effects and abilities. Upon reaching 4th Concentration 4 ranks,
level this immunity extends to compulsion spells, effects and Jump 2 ranks,
abilities. Both these sets of immunities are considered extraordinary Tumble 2 ranks.
abilities. Special: Immunity to the effects of fear,
Ability to turn undead.
Break the Chain: Justicar are experts in breaking the influence
criminals and wrongdoers have over the innocent. During a Class Skills:
questioning if the person being questioned is under any sort of The musketeer’s class skills, and their key abilities, are Balance
compulsion, magical or mundane, not to reveal the truth they (Dex), Concentration (Con), Craft (Int), Diplomacy (Cha), Handle
immediately make a Willpower saving throw DC 20. If successful Animal (Cha), Heal (Wis), Jump (Str), Knowledge (religion) (Int),
the individual immediately reveals what they has been hiding and Profession (Wis), Ride (Dex) and Tumble (Dex). See Core Rulebook I for
why. skill descriptions

Confound Conspiracy: Justicars make many enemies who Skill points at each level: 4 + Int modifier
constantly seek their downfall. Somehow few of these schemes
succeed, as justicars seem to possess an innate ability to discover Class Features:
such plots before they reach fruition. Once per session the player All of the Following are class features of the musketeer. The class
may ask the GM if someone specific they have met during the progression is depicted in table 2.10.
adventure is actively involved in a plot against them. The GM must
answer yes or no but is obliged to reveal any further information. Weapons and Armour Proficiency: A musketeer is proficient with
all simple and martial weapons, light armour and with shields. Note
Special: a character that enters the justicar class may continue to that armour check penalties for armour heavier than leather apply
gain paladin levels. to the skills Balance, Climb, Escape Artist, Hide, Jump, Move
Silently, Pick Pocket and Tumble

MUSKETEER Blessed Shot: The musketeer emphasises spirituality in al things, but


The advent of firearms in a game world brings about a significant especially when using their pistol. The musketeer has the ability to
change for the paladin character class. As mounted knights become enchant their pistol by empowering it with positive energy. When
less and less common, the major role of the paladin becomes lost to making a full attack with a pistol the musketeer may expend a turn
society. As such the paladin needs to reinvent themselves in these undead attempt to be able to add 1d6 holy damage to the damage
changing times. Those who choose to retain their equestrian habits caused by the shot, should it hit.
take on the holy dragoon class, where as those who wish to find a
completely new attitude to their divine nature may find the Turn Undead: Musketeers are holy characters and retain their
musketeer a more appropriate class. ability to channel positive forces. Levels of the musketeer class add
to previous class levels that granted the turn undead ability when
The musketeer is a devout soldier who specialises in the use of determining its effect.
firearms. In many ways they are similar to Aremis of Dumas’ Three .

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Forgotten Heroes: PALADIN Paths of the Righteous

Table 2.10 The Musketeer


Level Base Attack For Ref Will Class Features
1 +1 +2 +2 +0 Blessed Shot, Turn Undead
2 +2 +3 +3 +0 Divine Insight
3 +3 +3 +3 +1 Panache
4 +4 +4 +4 +1 Meditative Aim
5 +5 +4 +4 +1 Freedom of Movement (1/day)

Divine Insight: The musketeer’s focus and spiritual devotion enables innocent and tend to the injured. They will even enforce the rules of
them to gain a greater understanding of the world around them. warfare among the participants, should all else fail. They can also
They are blessed with the ability to foresee attacks a split second be found adventuring, especially on quests that might uncover plots
before they actually take place, thus allowing them to react to start wars or overcome evil warlords and tyrants. In all things the
accordingly. At second level the musketeer adds their wisdom peacebringer tries to be understanding and fair hoping to settle all
modifier to their armour class. This is a foresight bonus. This ability disputes without violence. Interference in politics and plots earn the
requires freedom of movement and, as such, it will not work if the peacebringer many powerful enemies just as their tolerance and
musketeer is wearing any armour. understanding gain them dedicated allies. Peacebringers are the
least combative of paladins; this is not a weakness but the source of
Panache: The musketeer emphasises flexibility and freedom of the tremendous powers they use for good.
movement in their fighting style. As they develop their ability to
fight without armour they learn how to channel their holy aura into Hit Dice: d8
emphasising their agility. As such they gain their charisma bonus as
a Divine bonus to any balance, jump or tumble skill checks. This Requirements:
ability requires freedom of movement and, as such, it will not work if To qualify to become a peacebringer, a character must fulfil the
the musketeer is wearing any armour. following criteria.

Meditative Aim: By focussing their aim the musketeer can find an Alignment: Lawful Good, Neutral Good
unnatural level of accuracy with their pistol. By making a full Feats: Skill Focus (diplomacy)
attack action with their pistol they can make a concentration check Skills: Diplomacy 10 ranks
at a DC of 25. If the skill check is successful they may add their Knowledge (law) 5 ranks
wisdom bonus to hit and to the threat range of the weapon (this Spells: Must be able to cast divine healing spells.
bonus is applied after any other bonuses to threat range, such as
improved critical). Special: possess the lay on hands ability,
Charisma 16+
Freedom of movement: once per day the musketeer may activate
this power as a free action. For a number of rounds equal to their Class Skills:
charisma modifier they act as if under the effects of the freedom of The peacebringer’s class skills, and their key abilities, are
movement spell. See Core Rulebook I for the description of this spell Concentration (Con), Craft (Int), Diplomacy (Cha), Handle Animal
and its effects (Cha), Heal (Wis), Knowledge (law), Knowledge (religion) (Int),
Profession (Wis), and Ride (Dex). See Core Rulebook I for skill
Special: Characters entering the musketeer prestige class may descriptions.
continue to gain levels as paladins.
Skill points at each level: 4 + Int modifier

PEACEBRINGER Class Features:


Conflicts take place for many reasons. Some are caused by greed All of the Following are class features of the peacebringer. The class
and others caused by an ideology of hatred and misunderstanding. progression is depicted in table 2.11.
Some wars come out of a misguided necessity and others out of petty
politics. The consequences of such conflicts are destroyed kingdoms Weapons and Armour Proficiency: A peacebringer gains no armour
and ruined lives or futures. Peacebringers seek to prevent conflict or weapon proficiencies when entering this prestige class
and attempt to foster respect and co-operation. They are
consummate diplomats and negotiators who feel warfare brings Spell Casting: At the levels indicated the character gains spells per
ruin. As such, they seek ways to bring people together to prosper in day, and spells known if applicable, as though they had advanced a
peace. level in their previous spell-casting class. He or she does not gain
any other benefits from a level increase in his previous class. If the
Peacebringers realise that some battles, against evil and oppression, character had multiple spell-casting classes previously they selects
are necessary. These champions of peace do not hesitate to take up which class to apply this increase to, although it must be a class that
arms in a just cause. Experience has taught the peacebringer that is capable of casting divine healing spells.
most conflicts are caused by the frailty of mortals. A peacebringer
wonders how many future leaders and heroes will die on the field of Lay on Hands: Peacebringers devote themselves to easing the
battle. They are concerned with the suffering of those who pay the suffering of casualties and victims of conflicts. Levels of this class
costs of warfare. The peacebringer’s believes that through tolerance, add to existing levels for calculating the number of healing points
understanding and humility, all can live in harmony. Although available from the lay on hands ability.
peacebringers know they are unlikely to see this vision of the world
within their lifetime, this does not make the quest any less valid. Skilled Communicator: Through negotiation peacebringers achieve
their greatest successes. There are few match them in the field of
Wherever there is conflict peacebringers can be found. If they diplomacy. Their Skill Focus feat in diplomacy provides with a +3
cannot prevent conflicts from occurring they will seek to protect the

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Forgotten Heroes: PALADIN Paths of the Righteous

Table 2.11 The Peacebringer


Level Base Attack For Ref Will Class Features Spell Casting
1 +0 +2 +0 +0 Lay on Hands, Skilled Negotiator + 1 level of existing class
2 +1 +3 +0 +0 Voice of Reason
3 +2 +3 +1 +1 Aura of Peace + 1 level of existing class
4 +3 +4 +1 +1 Voice of Peace
5 +3 +4 +1 +1 Calm the Storm + 1 level of existing class

bonus rather than a plus two bonus. In addition the peacebringer ideas of others and the needs of the working people. Spending long
may purchase the Skill Focus (diplomacy) feat multiple times. periods away from civilisation gains them an appreciation and
respect for nature. This earns road knights the support and trust of
Voice of Reason: Through the strength of their beliefs, the rangers and druids, the more lawful-minded of whom occasionally
peacebringer’s words carry a conviction that can cause others to take up the role themselves.
consider their position carefully. The character can add their level
in this prestige class to any social skill used with the purpose of The road knights’ wandering nature coupled with the dangers of the
preventing conflict. This is an extraordinary ability. road provides them with many quests to fulfil. Through these quests
road knights become involved with adventuring and strong
Aura of Peace: Even the most violent and bloodthirsty of creatures friendships are often formed. Road knights make excellent
have difficulties overcoming the characters peaceful nature and travelling companions; they are gregarious and open and have tales
find it difficult to attack them. If the peacebringer is unarmed and to tell from their travels. Road knights favour simple, natural
making no threatening actions, those wishing to attack him must solutions to problems. Their martial skill, wilderness knowledge and
succeed at Willpower saving throw DC 10 + the peacebringer’s divine abilities have kept many nations from falling into ruin and
class level + their Charisma ability modifier, or be unable to do so. road knights hold a position of respect in the hearts of many.
This is an extraordinary ability.
Hit Dice: d10
Voice of Peace: In times of need the peacebringer focuses their
desire for peace through their voice, compelling others around them Requirements:
to cease fighting. All combatants in a 20ft radius of the character To qualify to become a road knight, a character must fulfil the
must make a Willpower saving throw DC 10 + half the characters following criteria.
level + their Charisma ability modifier. If unsuccessful they must
immediately cease fighting and will not initiate combat for the Base Attack Bonus: +4
duration of this ability. They are free to defend themselves during Alignment: Any non-evil, non-chaotic.
this time, and may strike back at an enemy who has first attacked Feats: Mounted Combat,
them. This power lasts for one minute. This supernatural ability Track
takes a standard action to activate and can be used only once per Skills: Handle Animal 6 ranks,
day. Intuit Direction 2 ranks,
Ride 6 ranks,
Calm in the Storm: This power represents the divine expression of Wilderness Lore 4 ranks
the peacebringers’ beliefs. The character may cast calm emotions Spells: Must be able to cast divine spells
attheir normal spell caster level. This spell-like ability can be used Equipment: Must own a trained war-horse
number of times per day equal to the characters Charisma ability
modifier.. Class Skills:
The road knight’s class skills, and their key abilities, are
Special: a character that enters the peacebringer class may continue Concentration (Con), Craft (Int), Diplomacy (Cha), Handle Animal
to gain paladin levels. (Cha), Heal (Wis), Intuit Direction (Wis), Knowledge (religion) (Int),
Knowledge (local area) (Int), Profession (Wis) Ride (Dex), Search
(Wis), Sense Motive (Wis) and Scry (Int). See Core Rulebook 1 for skill
ROAD KNIGHTS descriptions
To a paladin, a lawful and ordered society ensures the safety and
well-being of its people. As such, they serve rulers and governments Skill points at each level: 4 + Int modifier
in protecting their lands, in the belief that doing so will protect the
people. Trade is vital to a prosperous society; without it resources Class Features:
become scarce, people starve and self-interest replaces communal All of the Following are class features of the road knight. The class
spirit. Roads and rivers are vital to trade and, as the merchants know progression is depicted in table 2.12.
all too well - even in the most civilised kingdom - travel by either
route carries dangers. Road knights are the guardians of a Weapons and Armour Proficiency: A road knight is proficient with
kingdom’s travel routes ensuring its prosperity. all simple and martial weapons, all types of armour and with shields.
Note that armour check penalties for armour heavier than leather
Road knights travel with their loyal mounts seeking dangers apply to the skills Balance, Climb, Escape Artist, Hide, Jump, Move
threatening travellers and trade. Outlaws, highwaymen, goblinoid Silently, Pick Pocket and Tumble.
raiding parties wandering monsters all bring danger. Their almost
constant travelling means that road knights usually operate under Spell Casting: At the levels indicated the character gains spells per
their own discretion. Hardships of nature make the road knight a day, and spells known if applicable, as though they had advanced a
tough and rugged individual, often lacking the refined natures of level in their previous spell-casting class. He or she does not gain
‘civilised’ knights. Their journeying brings them in contact with any other benefits from a level increase in his previous class. If the
both fellow travellers and the commoner man. This gives the road character had multiple spell-casting classes previously they select
knight a great understanding and openness for the customs and which class to apply this increase to.

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Forgotten Heroes: PALADIN Paths of the Righteous
Table 2.12 The Road Knight
Level Base Attack For Ref Will Class Features Spell Casting
1 +1 +2 +0 +0 Divine Nature, Way of the Road
2 +2 +3 +0 +0 Desperate Journey + 1 level of existing class
3 +3 +3 +1 +1 Travelling Companions
4 +4 +4 +1 +1 Long Rider + 1 level of existing class
5 +5 +4 +1 +1 All Roads Lead….

Divine Nature: As they travel, a road knight opens himself to the Seekers believe each being has the capacity for divinity within but
forces of nature. They become able to draw upon nature magic. that unlocking this power is rarely achieved. Paladin seekers
Road knights may pray for and receive the following spells in believe their divine patrons invest part of their own essence within
addition to those already available to him them to enable then to unlock their internal power. The drive to
1st: Endure elements, know direction understand the nature of this essence leads seekers to release their
2nd: Consecrate, resist elements own power. When they were called to walk the path of the paladin,
3rd : Protection from elements
they revealed the divine essence within themselves. Seekers believe
that by becoming the embodiment of paladin virtues they accept
Way of the Road: Their constant travelling and wilderness their patron’s guidance and are enabled discover their inner self.
experiences teach the road knight soon learn the skills needed to Seekers believe the challenges presented in the world are vital to
survive. Characters gain a competency bonus of + 2 to all intuit their quest and relish experience. They seek perfection in every
direction and wilderness lore skill checks. action, believing perfect actions lead to a perfect life and so perfect
understanding.
Desperate Journey: Given the mobile nature his duties, the road
knight often needs to reach locations quickly. Experience teaches True seekers act because it is right to act, respect others because
the road knight to get the best from their mount while causing the they respect themselves and show understanding as they seek to
animal the least amount of suffering. When hustling for extra travel understand. Physical and spiritual perfection is viewed as a whole.
distance while mounted, the characters mount is treated as a player Their ideal is to do rather than to decide, making seekers among the
character rather than an animal for determining exhaustion most active and renowned of paladins. Adventuring brings
damage. See Core Rulebook I. experience of the world and seekers relish it. Only the most
dedicated paladins master the esoteric philosophies and practices of
Travelling Companions: Over the course of their adventures the the seeker. Those who find and travel this spiritual path become
road knight and his mount develop a close bond enabling them to respected teachers and guides to all paladins.
react to each others movements in combat. As a free action at the
start of each melee round a road knight may make a Ride skill Hit Dice: d8
check DC 20. If successful the rider and mount may use the highest
armour class of the two for the remainder of the round. Requirements:
To qualify to become a seeker, a character must fulfil the following
Long Rider: Road knights spend long periods of time in the saddle criteria.
covering vast stretches of wilderness. They achieve this without
seriously exhausting their mount. When using forced march for extra Base Attack Bonus: +6
travel distance while mounted, the characters mount is treated as a Alignment: Lawful Good
player character rather than an animal for determining exhaustion Feats: Great Fortitude,
damage. See Core Rulebook I. Iron Will,
Lightning Reflexes
All Roads Lead…: Road knights of great experience seem to be able Skills: Concentration 10 ranks,
to travel where they are needed no matter the obstacles nature Knowledge (religion) 12 ranks
provides. With this ability the character automatically succeeds Spells: Must be able to cast 2nd level divine spells
any intuit direction or wilderness lore skill checks to avoid Special: immunity to fear and disease
becoming lost, adds 10% to all their mounted travel distances and Healing as a class ability
reduce the penalties for poor weather conditions by 25%. All roads The ability to remove disease as a class ability,
lead… is considered an extraordinary ability.
Charisma15+,
Wisdom 15+,
Special: Characters entering the road knight class may continue to Constitution 13+
gain paladin levels. Dexterity 13+.

Class Skills:
SEEKER The seeker skills, and their key abilities, are Concentration (Con),
Every paladin feels the touch of a divine presence. They know the Craft (Int), Diplomacy (Cha), Handle Animal (Cha), Heal (Wis),
power of their god as they channel their spells and powers. Knowledge (religion) (Int), Profession (Wis) and Ride (Dex). See Core
Experience teaches that through developing a greater Rulebook I for skill descriptions
understanding of this power and what it represents the paladin’s
inner being is shaped by their God. It is also apparent that the Skill points at each level: 2 + Int modifier
divine power is only part of their being and without their own inner
power they could not be walk the path of the paladin. Those who Class Features:
choose to delve into the mysteries of their inner divinity are known All of the Following are class features of the seeker. The class
as seekers. progression is depicted in table 2.13.

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Forgotten Heroes: PALADIN Paths of the Righteous

Table 2.13 The Seeker


Level Base Attack For Ref Will Class Features
1 +0 +2 +2 +2 Follow the Path, Focus Will
2 +1 +3 +3 +3 Bonus Ability Score
3 +2 +3 +3 +3 Focus Essence
4 +3 +4 +4 +4 Bonus Ability Score
5 +3 +4 +4 +4 Divine Purity
6 +4 +5 +5 +5 Bonus Ability Score
7 +5 +5 +5 +5 Divine Soul
8 +6 +6 +6 +6 Wholeness of Being
9 +6 +6 +6 +6 Bonus Ability score
10 +7 +7 +7 +7 Divine Self

Weapons and Armour Proficiency: A seeker is proficient with all Wisdom and Charisma), whereas the bonuses gained at fourth and
simple and martial weapons, all types of armour and with shields. ninth level can be taken from any of the six ability scores.
Note that armour check penalties for armour heavier than leather
apply to the skills Balance, Climb, Escape Artist, Hide, Jump, Move Focus Essence: With this stage of understanding comes the
Silently, Pick Pocket and Tumble. realisation that the mind and body are both manifestations of the
same essence. Once per day, as a standard action, the character may
Follow the Path: Seeker characters do not abandon their former increase one of their ability scores by 1D4 + 1. This bonus lasts for a
focus, they merely turn it inwards. Levels in this prestige class number of hours equal to the seeker’s Wisdom ability modifier and
combine with existing levels when determining the effects of any is considered a spell-like ability.
divinely granted supernatural abilities, such as turn undead or lay on
hands, the character already posses. Divine Purity: Control of the body through the spirit is now natural
to the seeker. The divine energies within the character instantly
Focus Will: By drawing upon willpower, seekers learn to focus their purify the physical body whenever needed. The seeker becomes
absolute attention to any task. As a supernatural ability the immune to all poisons.
character may add their Wisdom ability modifier to any roll they
make. Focus will may be used once a day for each level of seeker the Divine Soul: The powerful spirit within the seeker now extends to
character achieves. protect him from harmful metaphysical energies. The character
gains spell resistance equal to 10 + seeker level + Charisma ability
Bonus Ability Score: The seeker strives for perfection of mind, body modifier.
and soul. As such they develop their abilities beyond those
normally available to man. At second, fourth sixth and ninth levels Wholeness of Being: Harmony between the seeker’s physical form
the seeker gains a bonus level in an ability score. At second and and their divine essence combine preserving the wholeness of the
sixth level these can only be mental ability scores (Intelligence, seekers being. Seekers no longer suffer ability penalties for ageing

Sarah surveyed the battlefield.

So much devastation, so much death. Was there any meaning to the carnage?

She bent to her knee, hand on sword, and offered up a prayer. She had dedicated her long, long life to her
beliefs, moulder herself into her idea of spiritual perfection. What was the purpose if mankind spills so much
blood in petty conflict?

Suddenly she felt a hand on her shoulder. She turned to a face she had not seen in over a century.

‘Michael,’ she said. Her dead mentor’s spirit stood smiling down at her.

‘The time has come,’ he said, ‘you have proved yourself worthy.’

‘No. I have failed.’

‘The quest is to discover thyself, not the failings of man. You have come from being the last amongst men to
being the first. The time has come for you to reach the end of your path.’ He took her hand and she rose, her
body filled with the warmth of his love.

‘Yes.’ She said, and they ascended into the heavens.

- 26 -
Forgotten Heroes: PALADIN Paths of the Righteous

and cannot be magically aged. Bonuses still accrue and the seeker Special: Ability to turn dead
still dies of old age when their time comes. smite evil class ability.

Divine Self: Reaching the pinnacle of their inner divinity the Class Skills:
seeker’s body transforms to a state beyond the merely human. They The slayer skills, and their key abilities, are Concentration (Con),
are forevermore treated as outsiders rather than mortals. Spells and Craft (Int), Diplomacy (Cha), Handle Animal (Cha), Heal (Wis),
abilities that target people no longer affect them but they are Knowledge (law), Knowledge (religion) (Int), Profession (Wis), Ride
affected by anything that targets outsiders. (Dex) and Wilderness Lore (Wis). See Core Rulebook I for skill
descriptions
Special: The path of the seeker requires even more devotion than
that of the Paladin. If they multiclass with any other class, including Skill points at each level: 2 + Int modifier
paladin, they may not take any further levels as a seeker. In
addition, if they take a level of any class other than paladin, seeker Class Features:
or a prestige class that allows further paladin levels to be taken they All of the Following are class features of the slayer. The class
will loose all class features for the seeker class, although they will progression is depicted in table 2.14.
retain the base attack, saving throws and bonus ability scores
gained from this class. Weapons and Armour Proficiency: A slayer is proficient with all
simple and martial weapons, all types of armour and with shields.
Note that armour check penalties for armour heavier than leather
SLAYER apply to the skills Balance, Climb, Escape Artist, Hide, Jump, Move
Many choose the path of the as a means to fight evil. These Silently, Pick Pocket and Tumble.
characters usually take up arms in response to witnessing an act of
utter evil. This could be stumbling across a horrific massacre, or Chosen Foe: The slayer chooses a foe using the favoured enemy
being forced to watch their loved ones tortured to death. This fills chart of the ranger class (see Core Rulebook I). Note that characters
the paladin with a righteous ire, and they vow to fight such evil to may not choose a race or group who are classed as predominantly
prevent it from happening again. Such paladins often take up the good. The slayer’s knowledge of their chosen foe grants a + 1
path of the Slayer. familiarity bonus to all attacks and a + 1 divine bonus to all saves.

Slayers are the hunters of the paladin ranks. They devote their lives Track Foe: Slayers are experts in locating and pursuing their chosen
to ridding the world of one particular flavour of evil. The slayer foe. The character is considered to possess the track feet when
chooses one enemy and dedicates their life to hunting them down attempting to discern and follow the trails of his chosen foe.
and destroying them. Enemies they choose can vary greatly, but all
are creatures that pose a threat to ordered society. As such the Smite Foe: Such is the slayer’s purity of purpose that they become
slayer’s mission is often questioned by other paladins, questioning capable of turning his righteous fury against his chosen foe. This
their virtues. Therefore the slayer leads their life as a model of grants the slayer an extra use of their smite evil ability per day. In
virtue and discipline, not giving anyone any reason to doubt their addition, these attacks may be used against the slayers chosen foe,
faith or motive. provided they are not of good alignment. The slayer’s class level
adds to their paladin level when determining the bonus damage for
Most slayers work well with adventuring parties. They never know both smite attacks.
where they might encounter their chosen foe, and often will journey
into a dark dungeon more for the fight than for any higher purpose. Repel Foe: Possessing the ability to channel high levels of positive
Slayers choose to hunt rather than to quest, thus making them fit in energy, the slayer learns to focus its force against his chosen foe. The
with neutral parties much better than a paladin with strong views of character may expend two turn undead attempts, and then apply the
inner virtue. However, some good aligned companions can often results of a standard turn undead attempt against his chosen foe. On a
find them a little blood thirsty. The slayer does not concern result that indicates undead creatures would be destroyed, the
themselves with the affairs of others and concentrates on the job in characters foes are stunned for a number of rounds equal to his
hand. Charisma ability modifier. If the slayer’s chosen foe is the undead
the slayer can opt to burn two turn undead attempts in this way.
Hit Dice: d10 When doing so they receive a + 2 modifier to all rolls when
resolving his attempt.
Requirements:
To qualify to become a slayer, a character must fulfil the following Slayers Fury: Few can match the power a slayer focuses when
criteria. combating his chosen foe. When attacking his chosen foe the slayer
receives an extra attack at his highest attack bonus against that foe.
Base Attack Bonus: + 5
Alignment: Lawful Good or Lawful Neutral. Special: Characters entering the slayer prestige class may continue
Feats: Extra Turning to gain levels as paladins.
Skills: Knowledge (chosen foe) 4 ranks

Table 2.14 The Slayer


Level Base Attack For Ref Will Class Features
1 +1 +2 +0 +0 Chosen Foe
2 +2 +3 +0 +0 Track Foe
3 +3 +3 +1 +1 Smite Foe
4 +4 +4 +1 +1 Repel Foe
5 +5 +4 +1 +1 Slayer’s Fury

- 27 -
Forgotten Heroes: PALADIN Methods of the Just

METHODS OF THE JUST

Paladins are called upon to fulfil many different duties in the course HANDLE ANIMAL (CHA)
of their adventuring. While lacking the variety of skills available to
rogues and bards, they are specialists in areas such as religious Normal Use: Training animal to perform tricks, controlling teams of
knowledge, negotiation and equestrianism. As such, their comrades working animals and rearing animals from birth as companions.
often rely upon their expertise in these fields. Paladins are focused
combatants of evil and strive forward against the odds. When others New Use: Select Quality Animal.
feel overwhelmed by obstacles challenging them, it is the resolve of When purchasing animals, whether for work or riding, the character
the paladin that drives them onwards. Therefore the paladin must can attempt to select the best or most suitable from those available.
utilise all of their abilities to the full. This requires a 5 minute inspection followed by a Handle Animal
skill check DC 20. If successful the character may select an animal
This chapter provides many new options, allowing paladins to with one of the following characteristics plus one additional
optimise their potential. New uses for their class skills are presented, characteristic per 5 points by which the check exceeds 20. These
giving paladins more choices in their areas of expertise. Likewise, characteristics improve upon the average statistics listed for animals
feats selected by paladins emphasise their holy and military natures in Core Rulebook III:
as well as complimenting their existing capabilities. This is
especially important as the paladin’s limited number of feats slots + 1 hit point per hit die
make every choice crucial to defining your character. The feats + 1 to chosen attribute
+ 1 to creature’s natural attack
presented in this chapter are designed with these principles in mind. + 2 to creature’s natural damage
Finally, there are new rules for tests of faith , allowing your character + 1 to creatures armour class
to use their strength of belief to overcome adversity. Together these
systems will add new depth and variety to playing a paladin Use of this skill also allows the character to discern if an animal has
character. injuries or illness the seller has attempted to disguise. Make an
opposed Handle Animal check against the seller in order to
recognise the signs of tampering. Referees have the final say as to
whether any animals of exceptional quality are available from
NEW USES FOR OLD SKILLS specific merchants.

DIPLOMACY (CHA)
HEAL (WIS)
Normal Use: This skill covers a wide range of social interactions
including creating the right impression, influencing others and Normal Use: This skill allows the character to treat minor wounds
negotiating successfully. and characters infected with disease or poison.

New Use: Requisition Aid. New Use: Diagnosis.


When in need of supplies, information or assistance, paladins can Paladins and other priests have a special innate understanding of
attempt to use their reputation and perception as heroes of the injuries and diseases. Those who have the ability to cast remove
people to acquire what they need. By explaining their situation and disease, either the spell itself or the class ability of the paladin, may
making a heartfelt plea, the paladin connects to the better nature of make special check to gain an in-depth understanding of the
individuals. This only works on good and neutral individuals who disease or poison the sick character is suffering from. This check will
are not hostile to the character and only if the paladin genuinely have a variable result depending upon the roll made:
needs help, it is not an ability used to avoid paying for a round of
drinks in the tavern. The character must make a Diplomacy check DC Effect
based on the following conditions 15 Determine whether the disease or poison is magical in origin.
20 Know the name and effects of the disease or poison. (This
DC Effect provides a +2 competence bonus to further heal checks
15 Request is easy for the giver to fulfil against this disease)
20 Request is moderately difficult for the giver to fulfil. 25 Gain an insight into the circumstances under which the
25 Request is difficult to fulfil or creates a moderate risk for the character became infected.
giver +5 If the disease is unique or significant to the game plot.
30 Request is extremely difficult to fulfil, creates a substantial risk
for the giver or places them in immediate danger. Z
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Forgotten Heroes: PALADIN Methods of the Just

KNOWLEDGE: RELIGION (INT) FEATS


Normal Use: Allows characters to recognise and remember the Paladins are noted for the unique abilities they wield in the service
rituals, mythology, canon and trappings associated with organised of the divine powers. These abilities are a reflection of the nature
religions and cults. and beliefs of the paladin, and the forces they represent, enabling
them to fulfil their calling. Selection and use of these feats allow
New Use: Inspire Followers. players to emphasise the inner nature of their paladin and specialise
By preaching the teachings of a religion to followers of their faith a the abilities they bring to a group. This is intended to provide
paladin can inspire them to join him in a specific course of action. greater depth and enjoyment for players in role-playing their
This is achieved by convincing listeners that such a course of action paladin characters.
is called for within the religion’s doctrines. These are typically such
things as boycotting a merchant who is exploiting customers, Feats marked Paladin are only available to characters who have just
marching upon the local noble’s mansion to demand better field taken a level of paladin when they acquire the feat, as they are
rights or organising a group to burn down the old mansion that dependent upon the focus and inherent capabilities of the class.
harbours the undead count. To succeed, the character must pass a Divine feats are available to any characters possessing the turn
knowledge (religion) skill check at DC 20 to affect groups of up to undead ability. The Divine feats presented here are more suitable for
25 people. Add + 5 to the DC for each additional 15 people to be enhancing the roles paladins fulfil within an adventuring party than
affected. other characters; however they may suit some fighter/cleric
characters. General feats may be selected by any character
fulfilling the requirements and are suitable for use by both paladins
RIDE (DEX) and other character classes.

Normal Use: Allows characters to perform a number of riding feats ARMOUR OF THE JUST (PALADIN)
and maintain control of their mount. Few can match the awesome abilities paladins bring to the fight
against evil. ‘Armour of the just’ draws upon the paladin’s focus
New Use: Lancer Charge. against evil and the divine power flowing through them, to protect
Characters that are proficient with the lance and are expert against the blows of evil creatures. Divine energies reinforce any
horsemen learn how to lock their lance and keep it steady when armour the paladin is wearing, turning aside blows that would
charging, thus giving them greater freedom to manoeuvre their seriously injure the paladin.
shield and control their horse. With a successful Ride check against
a DC of 25, a mounted character with the Weapon Focus (lance) Requirements: Constitution 15+, Sense Evil class ability
feat may make a charge action and not suffer the -2 penalty to their
AC. When they perform this action they must attack with the
lance.
Y
As on every market day, the narrow cobbled streets teemed with both buyers and sellers of all – from the most
basic of goods to the exotic and bizarre. As Henrik walked down the street he saw both the stares of admiration
and the looks of fear and disgust that a paladin always drew in a city such as this.

He left the narrow street of Market Lane he turned onto Merchants Way a much larger, busier road where
many a noble would lose their purse today.

He cautioned himself away from the hustle and bustle in the centre of the road. He crossed to the far side pf the
thoroughfare, where the cacophony of sound was still deafening but where he could walk in a straight line.

He hated market days.

As he moved along the heaving road and past a small dimly lit side street, a movement caught his eye. He
stopped for a moment and looked.

At the corner of the side street, where it joined Merchants Way was a small child, a girl, looking lost and
clutching a grubby, tattered blanket. A tear ran down her dirty face leaving a small clean line.

As Henrik watched he saw her looking at a fruit stall, licking her lips at the sight of food. Henrik's heart
lurched. He walked over to the fruit stall and bought a bag with apples, pears and grapes. He then walked over
to the small child and handed her the bag.

The look of surprise and joy on her face lifted his heart and he knew that vision would stay with him forever.

- 29 -
Forgotten Heroes: PALADIN Methods of the Just

Benefits: When wearing armour the character’s armour is abilities or effects causing morale penalties. The bonus gained is
considered to possess the light fortification magical ability (see Core equal to the character’s Charisma ability modifier. These bonuses
Rulebook II ) when they are attacked by evil creatures. This means last for a number of rounds equal to the paladin’s Charisma ability
there is a 25% chance of any sneak attacks or critical hits from evil modifier.
beings against the paladin being negated.

DIVINE EMPOWERMENT (DIVINE)


BATTLE CRY: COURAGE (GENERAL) Unleashing a wave of positive energy around them, the character
Characters possessing this feat are able to summon up their invigorates all allies nearby. Those affected feel energy
empowering their blows with righteous force.
courage and release it through a mighty battle cry. This has
Requirements: Charisma 15+. Strength 15+, Extra Turning, Turn
the effect of bolstering the determination and morale of nearby Undead ability

allies. Benefits: The character must expend one of their turn undead
attempts for that day, thus using a standard action. All allies with a
30ft radius receive a bonus to their damage rolls equal to the
character’s Charisma ability modifier. These bonuses last until the
Requirements: Charisma 15+, Diplomacy 2 ranks end of the paladin’s action in the following round.
Benefits: Unleashing the battle cry is a standard action. All allies
with a 15 ft radius receive a + 1 morale bonus to attack and saving DIVINE GUARD (DIVINE)
throws against fear. Through the use of positive energy, characters can protect their
allies. Allies within range of the energy wave released through this
feat are surrounded by force that protects them from physical harm.
BATTLE CRY: FEAR (GENERAL)
Characters possessing this feat are able to summon their fury and Requirements: Constitution 13+, Expertise, Toughness, Turn Undead
release it through a terrifying battle cry. This has the effect of ability
demoralising nearby enemies.
Benefits: The character must expend one of their turn undead
Requirements: Charisma 15+, Intimidation 2 ranks. attempts for that day, thus using a standard action. All allies with a
30ft radius receive a bonus to their armour class equal to the
Benefits: Unleashing the battle cry is a standard action. All enemies characters Charisma ability modifier. These bonuses last for a
within a 15ft radius must make a Willpower saving throw DC 10 + number of rounds equal to the characters Charisma ability modifier.
half the characters level (round down) + the characters Charisma
ability modifier. If this saving throw is failed they suffer a –1 morale
penalty to attacks and Willpower saves against fear. EXPERT HORSEMAN (GENERAL)
Those possessing this feat are among the finest horsemen in the
world. They are confident controlling their mount both during and
DIVINE BENEVOLENCE (DIVINE) outside of combat.
This feat enables characters to unleash positive energy in a wave
that infuses nearby allies with the benevolent energy of the gods. Requirements: Mounted Combat, Ride 8 ranks, Skill Focus (ride)
Characters affected are protected against harmful energies and
effects. Benefits: The character gains a + 4 competency bonus to all Ride
task checks (see Core Rulebook I) and a + 2 competency bonus to Ride
Requirements: Constitution 15+, Divine Guard, Extra Turning, Turn checks when using the mounted combat feat.
Undead ability

Benefits: The character must expend one of their turn undead HEART OF COMPASSION (PALADIN)
attempts for that day, thus using a standard action. All allies with a Characters possessing this feat are filled with kindness and
30ft radius receive a bonus to all their saving throws equal to the sensitivity to the suffering of others. This inner calm makes them a
character’s Charisma ability modifier. These bonuses last for a natural healer and caregiver.
number of rounds equal to the character’s Charisma ability
modifier. Requirements: Charisma 17+

Benefits: Heart of compassion grants a character a +2 bonus to all Heal


DIVINE COURAGE (DIVINE) skill checks and +2 to the total number of hit points that are
The energies released using this feat infuses allies in range with restored from the use of any cure spells the character casts. This does
divine courage. Characters affected feel confident and are less not affect the paladin’s lay on hands ability.
prone to panic and fear.

Requirements: Charisma 13+, Extra Turning, Turn Undead ability HEART OF GLORY (PALADIN)
Characters possessing this feat have great personal energy and an
Benefits: The character must expend one of their turn undead ability to inspire others. This strength of spirit leads them to excel at
attempts for that day, thus using a standard action. All allies with a leadership and motivating others in times of adversity.
60ft radius receive a bonus to their saving throws against spells,

- 30 -
Forgotten Heroes: PALADIN Methods of the Just

Requirements: Charisma 17+


Benefits: Heart of vigour grants a + 2 bonus against level drain
Benefits: Heart of glory allows characters to gain the leadership feat attacks, adding to both rolls to avoid receiving negative levels and
from 4 th level. In addition, they gain a +2 bonus to their leadership to those made when recovering lost levels. The character also
score and a +1 bonus to Diplomacy skill checks relating to leading receives a + 1 saving throw bonus against death based attacks and
and motivating others. magic.
HEART OF MIGHT (PALADIN) RALLY CRY (GENERAL)
Divine might and strength of purpose drive characters possessing Force of will and personal courage can win battles. Characters with
this feat. This blessing makes these characters formidable warriors this feat possess both qualities, and can use them to counter fear and
against the forces of evil, overcoming their enemies through panic in their fellow warriors.
powerful resolve.
Requirements: Charisma 15+, Wisdom 15+, Leadership
Requirements: Strength 17+
Benefits: Using this feat requires a full round action. Any allies
Benefits: Heart of might grants the character a +1 bonus to all damage within a 20ft radius suffering morale penalties are immediately
rolls and a +3 to all opposed strength check against evil creatures. allowed another saving throw against the effect that caused the
penalties. This saving throw is made with the same DC as the
original saving throw. If the effect did not allow a saving throw
HEART OF THE PILGRIM (PALADIN) characters may make a Willpower saving throw DC 20 to negate
Characters with this feat possess an insatiable appetite for the penalties.
knowledge and understanding. They travel the journey of life
taking in all they see and feel. Thus the character becomes a natural
scholar and student of life and learns much from their travels on the RELENTLESS (GENERAL)
road of the pilgrim. Those who possess this feat are driven to achieve their goals despite
any obstacles. Such characters possess amazing reserves of energy,
Requirements: Intelligence 17+ enabling them to keep going when others falter.

Benefits: The character may select two knowledge skills that they Requirements: Endurance, Wisdom 13+
may now treat as class skills. In addition they gain a +1 bonus to all
knowledge skills possessed. Benefits: Relentless characters gain a + 1 bonus to all Willpower
saving throws and a + 2 bonus when saving against damage from
attempting a forced march or hustle to increase their movement, this
HEART OF THE RIGHTEOUS (PALADIN) bonus stacks with that granted by endurance.
Understanding and determination are the core characteristics of a
character possessing this feat. Additionally, his focus leads to a
certainty of belief that allows them to accept and understand the SHIELD EXPERTISE (GENERAL)
beliefs of others. This feat focuses on learning how to defend with a shield while
attacking with a one-handed weapon. Those possessing shield
Requirements: Wisdom 17+ expertise learn to gain maximum protection from their shield, thus
opening their guard only briefly to make an attack.
Benefits: Characters possessing a heart of righteousness gain a +1 to all
willpower saving throws, a +1 to all knowledge (religion) skill Requirements: Base Attack Bonus 6+, Expertise, Weapon Focus
checks and a +1 to any diplomacy or sense motive skill checks (with any melee weapon the character can use in one hand)
relating to any religion.
Benefits: When characters possessing this feat use their expertise
while fighting with a weapon and shield, add + 2 to the number of
HEART OF SWIFT ACTION (PALADIN) points the character reduces their attack by to determine the
Certainty of their cause and a desire to act characterise those who armour class bonus they receive.
possess this feat. This enables those who possess it to act quickly and
are rarely caught unprepared. However, such characters become Special: Fighters may take shield expertise as a bonus feat.
known for their occasional rashness when things require a more
considered approach.
SHIELD OF THE FAITHFUL (PALADIN)
Requirements: Dexterity 17+ Paladins possessing this feat subconsciously use their ability to sense
evil to protect themselves from the attacks of evil foes. The paladin
Benefits: Those possessing heart of swift action gain a +1bonus to all uses their shield instinctively to block the incoming blows.
Reflex saving throws and a + 2 bonus to initiative. Their rashness,
however, causes them to suffer a – 1 penalty to all Concentration Requirements: Dexterity 15+, Detect Evil class ability.
skill checks.
Benefits: There is a 10% chance that any blow striking the character
from an evil opponent is instinctively deflected using the character’s
HEART OF VIGOUR (PALADIN) shield. If this occurs, resolve damage against the shield using the
Vitality and strong life energies empower characters possessing this normal rules for damaging objects (see Core Rulebook I).
feat. Such a spirit makes these characters highly resistant to the
negative forces that oppose life.

Requirements: Constitution 17+

- 31 -
Forgotten Heroes: PALADIN Methods of the Just

STRIKE OF THE RIGHTEOUS (PALADIN)


By focusing the righteousness they feel into their attacks paladins To simulate this, in game terms, a player may declare they are using
can strike fearsome blows against the followers of evil. a test of faith to overcome an appropriate condition (GM’s have the
final say as to whether or not a test of faith is appropriate). The
Requirements: Power Attack, Strength 15+. character makes a faith check using a roll of 1d20 + their paladin
level + their Wisdom ability modifier. This roll is made against a
Benefits: By taking a full round action the character may strike a DC equal to the original cause of the condition + 5. Therefore, if the
blow that causes evil beings such pain that they are momentarily paladin had failed a Fortitude saving throw DC 15 to avoid
overwhelmed. Any evil creature struck using this feat must make a paralysis, overcoming the condition with a test of faith would have a
Fortitude saving throw DC 15+ or lose their next action. DC of 20. Testing faith in such a way is a drastic action and should
not be taken lightly. Characters undertaking the test feel this
weight heavily on their shoulders. As such, to make a test, of faith
you must first expend a number of XP equal to 50 x your paladin
TESTS OF FAITH level.

Skills, abilities and equipment are all valuable assets in a Paladin’s When a test of faith is successfully made not only does the paladin
quest to defeat evil and bring order to the world. However, these overcome their negative condition but is also filled with the strength
things pale in comparison to a paladin’s most valuable asset; his of conviction. This translates in game to a + 1 bonus all rolls for 1
faith. Faith defines the paladin, his actions and his beliefs. It gains minute. However, failing a test of faith greatly disturbs the
him his divine powers and sustains him through the darkest hours. character’s self-confidence in both the short and long term.
In times of great need a paladin may draw upon his faith for aid. Characters failing a test of faith suffer a – 1 penalty to all rolls for 1
This is not done lightly, for the consequences of finding your own minute and permanently lose 500xp. Careful consideration should
faith lacking are serious indeed - especially for an individual so be given on whether a situation warrants the use of a test of faith. At
grounded in faith as a paladin. the GM’s discretion this ability may be applied to Clerics.

Paladins may call upon their faith to overcome any condition TESTS OF FAITH SUMMARY:
preventing them from acting as they wish and in accordance with
their beliefs. This is true whether the source of their impairment is Roll: 1d20 + Paladin Level + Wis mod.
magical or mundane, physical or mental. Faith can only be used in DC: Original DC + 5.
this way if there is no physical component to the paladin’s restrictive Cost: (50 x Paladin level) XP.
condition. For example a paladin who immobilised by a poison as
companions are attacked could draw upon their faith to negate the Success: effects negated,
poisons effects enabling them to help their friends. Equally +1 to all rolls for 1 minute.
appropriate a situation would be if a hold person was preventing Failure: effects remain,
them from aiding others. Likewise, a paladin under the effects of a -1 to all roll for 1 minute.
vampire’s dominate ability ordered to attack an innocent could use
their faith to overcome the controlling effect. If a paladin were
bound with ropes while his friends were attacked, calling upon faith
would not be appropriate, as it would involve acting on an external
component – the ropes. Using faith in this way is referred to as a test
U
of faith .

The sun was rising in the east. The first rays of the dawn light gleamed off his shield, which lay on the ground
next to him.

He was knelt in prayer outside the tomb from which so much misery had been unleashed.

The vampire inside would be sleeping now. This was a task that must be done.

His head lifted, his prayer finished and from his pack he drew the equipment that he needed.

He laid the three wooden stakes, the wooden mallet, his iron cross and his small phial of holy water on the floor
next to each other. Then, picking each one up in turn, he closed his eyes and bestowed upon each the holiest of
blessings to help protect him from the hellish beast he was about to encounter.

He packed away his other belongings. He hung his cross around his neck, attached the phial to his belt and held
the hammer and stakes in his hand.

Fearlessly and with his faith supporting him he opened the large stone door of the tomb.

- 32 -
Forgotten Heroes: PALADIN Powers of the Faithful

POWERS OF THE FAITHFUL

Paladins are a character class blessed with a wide variety of special PALADIN SPELLS
powers. They are far from being just a simple warrior, having many
powers and class features that make them a powerful magically One of the paladin’s most interesting roles is that of a spell caster.
attuned fighter. Not only are they a spell-casting class with a wide More than any other class, the paladin’s spells directly focus upon
variety of spells, but also they have the ability to channel positive the beliefs, principals and undertakings that define them. However,
energy, heal the sick and wounded and smite evil with deadly paladins lack the extensive spell lists available to many magic users
blows. and can only cast a moderate number of spells per day, even at high
level. They are denied access to the most powerful spells and can, in
This chapter concentrates on the magical nature of the paladin. It many ways, appear a very weak spell-caster. This is compensated
provides a host of new spells that emphasise the diversity present for through a spell casting ability focusing on spells that enhance
within the paladin class. There is a section that discusses the Smite and compliment their existing capabilities. Thus their spells should
Evil ability, both considering its role-playing implications and be seen a flexible bonus system instead of a limited ability that is not
providing you with a variety of new techniques to flavour this worth developing. As the paladin can be called upon to fulfil a
powerful ability. There is an array of new uses for divine number of roles within an adventuring party, this integration of
channelling, allowing you to use your turn undead attempts to mundane and magical ability is of great value to both the paladin
bolster your other powers and abilities. Finally the chapter closes and the troupe.
with a number of sections of completely new systems. This includes
soul weapons, a new system that allows a paladin character to bond The spells presented in this book are designed to build upon this
with a magical sword and develop its power as they progress in principle enhancing the uniqueness, focus and capabilities of the
levels and vow quests, where your paladin garners aid from their paladin class. There are spells that enhance your combat ability and
god for a spiritual quest. others that help you heal the wounded and suffering. Some spells ill
make you a better leader and others will help develop your divine
The aim of this chapter is to provide your character with new ideas nature. In all, this list of spells builds upon the existing paladin spell
that will expand the depth of your character and new systems to list to provide a solid base of spells to develop and adapt you
make playing them more enjoyable. character to the changing world around them.

A PALADIN’S PRAYER

Lord my God, Protector of the Weak and Defender of the Poor;


Bless my shield with fortitude that I may protect those in danger,
Bless my heart with courage that I may face your enemies without fear.

Lord my God, Merciful and Benevolent;


Bless my hands with healing that I may tend to those in need,
Bless my heart with compassion that I may spread your mercy.

Lord my God, Destroyer of Evil;


Bless my sword with justice that I may wipe out cruelty,
Bless my heart with strength that I may cut through the minions of Evil

Lord my God, Powerful and Mighty;


Bless my voice with conviction that I may carry your message,
Bless my heart with faith that I may follow your word.

Lord my God, my Father and Master


This I ask in your name. Amen.

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Forgotten Heroes: PALADIN Powers of the Faithful

Below is a complete summary list of all paladin spells, including 3RD LEVEL SPELLS
those provided here, those listed in Core Rulebook I and those
presented in Relics and Rituals from Sword and Sorcery Studios. Channel Healing. Allows use of lay on hands at range.
Cure Moderate Wounds. Cures 2d8+1/level (max +10).
Discern Lies. Reveals deliberate falsehoods.
1ST LEVEL SPELLS Dispel Magic. Cancels magical spells and effects.
Divine Warding. Cancel half damage from evil sources (max. Cha
Bless. Ally gains +1 attack and +1 on saves against fear. bonus/level).
Blessings of Insight. Add Wis bonus to AC against evil Greater Magic Weapon. +1 Bonus/three levels (max +5)
opponents. Heal Mount. As Heal on warhorse or other mount.
Bless Water. Makes holy water. Heart of Valour. Augments aura of courage, grants attack bonuses,
Bless Weapon. Weapon gains a +1 bonus. causes fear in opponents.
Create Water. Creates 2 gallons/level of pure water. Magic Circle against Evil. As Protection from Evil, but 10 ft radius and
Cure light wounds. Cures 1d8+1/level damage (max. +5) 10 min/level.
Detect Poison. Detect poison in one creature or small object. Prayer. Allies gain +1 on most rolls, enemies suffer -1.
Detect Undead. Reveals undead within 60 ft. Remove Blindness/Disease. Cures normal or magical conditions
Endure Elements. Ignores 5 damage/round from one energy type. Stand Together. Allies can use the paladin’s saving throws instead
Ephod of Melee. Creates a magical vest that protects against missile of their own.
attacks and ranged spells. Soul Burn. Causes 1d4 damage per 2 levels to evil creatures and
Exorcise the Damned. Adds 1d4 effective levels for turn undead double damage to evil outsiders.
attempts.
Gaze of Truth. Detects mind controlling enchantments.
Holy Beacon. Signals paladins that another paladin is in danger. 4TH LEVEL SPELLS
Inspirational Charge. Cast as making a charge, if you hit allies
gain +2 bonus to attack and damage. Avenger’s Might. Add Cha bonus to damage and strength checks.
Magic Weapon. Weapon gains +1 bonus. Brothers in Arms. Allies exchange hit points and strength between
Minor Symbol of Divinity. Creates minor magical protection within themselves.
small area. Cloak of Righteousness. Creates shining raiment, blinding
Poultice. Enhances heal skill effects; double normal recovery rate opponents and encouraging allies.
and Cha bonus to resist poison/disease. Cure Serious Wounds. Cures 3d8+1/level (max +15).
Purifying Flame. Produces a small flame that does 1d4 damage to Death Ward. Grants immunity to death spells and effects.
evil creatures, lasts for 1 round/level (max 10). Dispel Evil. +4 bonus against attacks by evil creatures.
Protection from Evil. +2 AC and saves, counter mind control, hedge Divine Aura. 1d4/2 levels damage and turns all evil creatures
out elementals and outsiders. within 60ft.
Read Magic. Read scrolls and spellbooks. Freedom of Movement. Subject moves normally despite
Resistance. Subject gains +1 on saving throws. impediments.
Smite. Invokes the paladin smite power. Hand of Justice. Enables the paladin to mete out tremendous
Virtue. Subject gains 1 temporary hit point. damage in combat.
Holy Beacon’s Answer. Allows paladins to answer the call of a Holy
Beacon.
2ND LEVEL SPELLS Holy Sword. Weapon becomes +5, does double damage against evil.
Ironheart. Grants recipient +5 bonus that can be distributed among
Commanding Presence. Subject gains +1d4 Cha for 1 hour/level. future saving throws.
Defiance. Subject will not flee due to the effects of Fear. Life Force Transfer. Heal others by harming yourself.
Delay Poison. Stops poison from harming subject for 1 hour/level. Neutralise Poison. Detoxifies venom in or on subject.
Divine Pursuit. Make a Knowledge (religion) skill check to track Purge the Soul. Restore the alignment of a good character who has
an evil being. been turned to evil.
Divine Wisdom. Subject gains 1d4+1 Wis for 1 hr/level. Sacred Journey. Enhances a paladin’s innate abilities.
Holy Meditation. Mediate for 2 hours for full 8 hours rest. Safe Passage. Enemies must make a will save to attack the paladin
Holy Shield. Target shield gains Wis bonus +1 to AC. and a designated charge.
Limbs of Endurance. Cures fatigue, improves fortitude save, reduces Soul of Mercy. Enhances the paladin’s combat ability when
need to rest. attacking to subdue.
Purify Mount. Remove poisons from your mount and cure any
damage caused by poisons.
Remove Paralysis. Frees one or more creatures from paralysis, hold AVENGERS MIGHT
or slow. Transmutation
Resist Elements. Ignores 12 damage/round from one energy type. Level: Paladin 4
Shield Other. You take half of subject’s damage. Components: V, S
Undetectable Alignment. Conceals alignment for 24 hours. Casting Time: 1 action
Range: Personal
Duration: 2 rounds/level

W
Saving Throw: None
Spell Resistance: Yes

When fighting for a just cause, a paladin is a truly formidable -


driven onwards by the sense of righteousness within him. Avengers

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Forgotten Heroes: PALADIN Powers of the Faithful
might enables the paladin to draw forth this spiritual might and its strength. While so affected, the recipient of this spell will not flee
infuse his body with it. For the duration of the spell the paladin as the result of a failed Willpower saving throw against any fear
receives his Charisma ability modifier as an enhancement bonus to effect. The character still suffers any penalties from the failed
his damage rolls and any tests of strength he is involved in, such as saving throw but is free to choose their actions normally.
forcing a door or opposing a grapple attempt.

DIVINE AURA
BLESSINGS OF INSIGHT Abjuration
Enchantment Level: Paladin 4
Level: Paladin 1 Components: V, S, DF
Components: V, S Casting Time: 1 action
Casting Time: 1 action Range: 60ft radius from caster
Range: Personal Target: All eligible targets within radius (see below)
Duration: 1 round/level Duration: Instantaneous
Saving Throw: None Saving Throw: None
Spell Resistance: Yes Spell Resistance: No

Many believe it is important to understand the nature of evil in One of a paladin’s greatest powers is the ability to channel positive
order that we may better defend against it and oppose its minions. energy to turn undead . Calling upon the divine source of his powers a
Using blessings of insight, a paladin is able to draw upon his divine paladin can extend this ability so that all evil creatures feel the
knowledge of evil in order to achieve this goal. When facing an evil effects of the energy the paladin wields. Divine aura is cast
opponent the paladin receives a bonus to his armour class for the simultaneously to the paladin using a turn undead attempt. This turn
spell’s duration equal to his Wisdom ability modifier. undead attempt is resolved normally except that it affects all evil
creatures within the spell’s radius. Non-undead cannot be
destroyed by this effect. Instead any creatures with hit dice less
CHANNEL HEALING than half the highest hit dice that can be affected by the turn
Transmutation (Healing) attempt suffer holy damage equalling 1D4 points/2 levels the
Level: Paladin 3 paladin posses.
Components: V, S
Casting Time: 1 action Divine focus: the paladin must be wielding a holy symbol or
Range: Close (25ft + 5ft/level) weapon of his deity in order to cast this spell
Duration: 1 minute/level
Saving Throw: Will (if resisting)
Spell Resistance: Yes DIVINE PURSUIT
Divination
As both a healer and a warrior, the paladin is often unable to reach Level: Paladin 2
and heal fallen comrades in battle due to their own involvement in Components: V, S
combat. This can cause of both distress and distraction to a paladin Casting Time: 1 full round
when they need their fullest concentration. Channel healing was Range: Self
created by the divine powers in order to spare their champions this Target: one evil creature
hindrance. Once cast, a paladin can use his lay on hands ability at Duration: Variable (see below)
the stated range for the spell’s duration. As normal this use of lay on Saving Throw: None
hands requires a standard action to perform and provokes an attack Spell Resistance: No
of opportunity if the paladin is threatened. The paladin must make
a ranged touch attack to hit their intended target, but a willing The enemies of good may be able to hide physically from their
recipient may choose to forsake their dexterity bonus to armour hunters but they rarely possess sufficient ability to hide from the
class without it affecting their AC against any other attacks this powers of good themselves. Divine pursuit enables paladins to draw
round. This can be used to channel healing as damage against upon divine knowledge to locate their enemies. After casting the
undead creatures. If used as such it does not provoke an attack of spell the paladin is able to use a Knowledge (religion) skill check
opportunity but they must resolve to hit as a ranged touch attack. DC 20 in order to track an evil being to their current location.
Information gained includes the targets general direction, distance
from the caster and if they are moving. This ability cannot be
DEFIANCE physically prevented but any spell or ability that prevents
Enchantment divinations on the target likewise blocks this spell. Upon a failed
Level: Paladin 2 skill check the spell ends and must be cast again in order to continue
Components: V, S tracking the target.
Casting Time: 1 action
Range: Touch
Target: Creature touched DIVINE WARDING
Duration: 1 minute Abjuration
Saving Throw: Will (if resisting) Level: Paladin 3, Cleric 4, War 3
Spell Resistance: Yes Components: V, S
Casting Time: 1 full round
Their faith renders paladins immune to the fearsome presence of Range: Personal
evil. While the paladin’s physical presence can bolster his allies Duration: Until used (max 1 hour/level)
they cannot always remain at everyone’s side. Defiance allows the Saving Throw: None
paladin to share part of his faith with others so that they too will feel Spell Resistance: No

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Forgotten Heroes: PALADIN Powers of the Faithful
Components: V, S, DF
In times of great need a paladin may call upon their patron to Casting Time: 1 action
protect them from the forces of darkness. After reciting a short Range: Touch
prayer, the paladin is granted protection from damage received in Target: One item
combat from evil opponents. During the spell’s duration, 50% of all Duration: 1 minute/level
damage the paladin receives from evil sources, including spells cast Saving Throw: None
by those of evil alignments, is stopped by divine protection. The Spell Resistance: No
maximum total damage stopped in this way is equal to the paladin’s
Charisma ability modifier/level. After this limit is passed the At the core of the paladins code is the belief that it is their duty to
protection ends and the spell must be cast again. Any damage defend others. Unsurprisingly many paladins incorporate shield use
taken from a blow that ends the spell and exceeds the amount of into their fighting styles due to its utility as a protective item. Holy
protection left on the spell is absorbed in total before the spell ends. shield enables paladins to better defend themselves and others.
As an example Kalin the paladin has 4 points of divine warding Under this spell’s effect, a shield gains an enchantment bonus equal
remaining when an ogre strikes him for 14 points of damage, the to the casters Wisdom ability modifier + 1, as long as it is being held
spell absorbs all 7 (50% of 14) points of damage before expiring and ready or used. Removing the shield from the wielder’s person
Kalin has to deal with the remaining 7 damage as normal. automatically ends the spell.

Divine focus: a shield which is ready for combat use.


EXORCISE THE DAMNED
Enchantment
Level: Paladin 1 INSPIRATIONAL CHARGE
Components: V, S, DF Enchantment
Casting Time: 1 action Level: Paladin 1, War 1
Range: Self Components: V
Duration: 5 rounds/level Casting Time: 1 action
Saving Throw: None Range: 20ft radius centred on caster
Spell Resistance: No Target: All allies within range
Duration: 2 hours
By drawing upon the source of their powers a paladin is able to Saving Throw: None
enhance their standard abilities. Exorcise the damned is a good Spell Resistance: No
example of this. Using prayer, a paladin calls upon their patron’s
strength to bolster their power when channelling positive energy. Few who have fought alongside a paladin can deny their ability to
The effect is that for the duration of the spell the paladin uses their inspire allies. Inspirational charge focuses this natural ability into
turn undead power as though he were 1D4 character levels higher. an action that raises allies’ morale. The paladin lets out a battle cry,
invoking their patrons blessing, at the beginning of a charge action.
Divine focus: the paladin must be wielding a holy symbol or While moving the paladin is considered to be casting the spell,
weapon of his deity in order to cast this spell. which is completed when the paladin attempts to strike his foe. If
the attack is successful, whether or not it causes damage, allies
receive a + 2 morale bonus to attack and damage on any attacks
HOLY MEDITATION they make until your action turn in the next round.
Evocation
Level: Paladin 2, Cleric 3
Components: V, S, M POULTICE
Casting Time: 1 minute Transmutation (Healing)
Range: Personal Level: Druid 1, Paladin 1, Ranger 1
Duration: 2 hours Components: V, S, DF
Saving Throw: None Casting Time: 1 minute
Spell Resistance: No Range: Touch
Target: One individual
Few experiences can match the peace, certainty and restfulness that Duration: 24 hours/level
a paladin feels when in communication with their patron. As Saving Throw: Yes (if resisting)
paladins, and some adventuring clerics, rarely have the time to Spell Resistance: Yes
commune with their patron that their temple bound brethren
possess, holy meditation exists to fulfil their need for spiritual solace. Even though they are renowned destroyers of evil, paladins hold all
While casting the spell the paladin prays in front of a portable life sacred and seek to ease pain and suffering wherever they find it.
shrine and burns sacred incense. During the spell’s duration the Lacking the healing powers of a cleric, paladins often practice the
paladin is filled with the presence and divine power of their patron healing arts extensively. The poultice spell allows the paladin to use
and greatly replenished by it. Upon the completion of the ritual the his divine power to compliment his skills. When performing a Heal
character enjoys the benefits of a full eight hours rest. skill check a paladin may enhance the materials used to aid the
healing process. Upon the successful completion of the Healing task
Material Component: specially prepared sacred incense worth at check the injured character gains double their normal healing rate
least 10gp and adds the paladin’s Charisma ability modifier to any attempts to
resist disease for the duration of the spell.

HOLY SHIELD Divine focus: the caster must use one charge from a healing kit in
Enchantment order to cast this spell.
Level: Paladin 2

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Forgotten Heroes: PALADIN Powers of the Faithful
PURGE THE SOUL spell instantly removes all poisons from its system and cures any
Abjuration damage such poisons have caused up to the time of casting.
Level: Paladin 4
Components: V, S, DF
Casting Time: 1 hour SAFE PASSAGE
Range: Touch Abjuration
Target: One being of formerly good alignment Level: Paladin 4, Protection 6
Duration: Permanent Components: V, S
Saving Throw: None Casting Time: 1 action
Spell Resistance: No Range: 5ft radius from caster
Target: caster and one other individual
There is little that the paladin feels more sympathy for than an Duration: 1 round/level
innocent being tainted with evil. This can happen in many ways, for Saving Throw: None
example those who have seen their alignment alter to evil as the Spell Resistance: No
result of possession or have been returned from an undead state but
are marked with evil from the experience. Unable to atone, such To a paladin, few actions are as worthy as defending someone
beings may find hope in a paladin. Using purge the soul, a paladin unable to defend himself or herself. Through the use of this spell a
calls upon divine power to reach into a being and return them to paladin is able to carry out this sacred task and lead another to
their original state, in game terms restoring the original alignment of safety. Once safe passage has been cast anyone attempting to harm
any previously good creature. This process is extremely taxing on the paladin or their charge must make a Willpower saving throw
the paladin and for 24 hours following its casting they suffer a – 1 with a DC of 10 + half the casters level + the casters Charisma
fatigue penalty to all rolls. ability modifier in order to carry out such action. This includes
casting area affect magic whose area would encompass the paladin
Divine focus: a holy relic worth at least 5000gp and an item that or his charge. While under the spell’s affect the paladin and his
belonged to the target before their change of alignment charge must remain within 5ft of each other. Additionally, the
paladin’s charge may take no actions other than movement. The
paladin may continue to act normally, if he initiates an attack the
PURIFYING FLAME recipient of the attack receives a + 2 modifier on any further saves
Conjuration in order to attack the paladin, though not his charge.
Level: Cleric 1, Paladin 1
Components: V, S
Casting Time: 1 action STAND TOGETHER
Range: Touch Enchantment
Target: One object or character Level: Paladin 3
Duration: 1 round/level (up to a maximum of 10 rounds) Components: V, S
Saving Throw: Will negates Casting Time: 1 full round
Spell Resistance: No Range: 25ft radius centred on caster
Target: All allies within radius
This spell conjures up a small (hand-sized) brilliant white flame that Duration: 1 round/2 levels
burns brightly and illuminates a 10’ radius from the target. If the Saving Throw: Yes (if resisting)
target is an inanimate object it will not be consumed by the flames, Spell Resistance: Yes
even if is highly flammable. If the target is a character, or the flame
is touched by a character it will do 1d4 points of damage for every Loyalty and sacrifice are natural concept to a paladin. Calling
round the flame is in contact with the character. This damage will upon his deity, a paladin uses stand together to allow him to share his
only affect evil creatures. Neutral creatures are not affected by the divine empowerment with allies. Throughout the spell’s duration,
fire and will probably think it an illusion. Good characters will feel allies are able to use the paladins saving throws instead of their own,
a comforting feeling and warmth from the flames (although with no if they are superior. This is not two-way link as the paladin is giving
game affect) but will not be burned by them. The flames can be of himself for the greater good and the Paladin cannot gain the
extinguished by normal means. benefit of other’s saving throws. Given the nature of this experience,
paladins use stand together only for the noblest of purposes.

PURIFY MOUNT
Transmutation (Healing) SOUL BURN
Level: Paladin 2 Evocation
Components: V, S Level: Cleric 3, Paladin 3
Casting Time: 1 minute Components: V, S, DF
Range: Touch Casting Time: 1 action
Target: One mount Range: medium (100ft. + 10 ft/level)
Duration: Instantaneous Target: 1 character
Saving Throw: None Duration: 1 round (see text).
Spell Resistance: No Saving Throw: Fortitude half
Spell Resistance: No
Few non-paladins can understand the bond that develops between
a paladin and their mount. A mount is more of a companion than a The character casting this spell invokes a powerful holy judgement
creature, and a paladin does all he can to ensure its well-being. against the character. Holy flame burst forth from the target
Purify mount aids in achieving this. When cast upon a mount the character wherever it can get out, burning them from the inside.
Often it will appear that someone’s eyes and mouth set on fire,

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Forgotten Heroes: PALADIN Powers of the Faithful
whereas a more spectacular effect will set the target’s skin on fire. directed way of channelling positive energy; visualising damaged
The fire burns for only a short period of time (one round) but the areas and manifesting additional energy within them speeding up
character is paralysed for the duration. The spell ends at the start of the body’s natural healing. Smiting is just another way of
the caster’s next action. The target character, if of evil alignment, channelling positive energy, and as such it can be manipulated and
suffers 1d4 holy damage for every two caster level to a maximum of controlled to produce a variety of effects
6d4. However if the character is an evil outsider they will suffer a
double the normal damage. The damage is not applied until the
spell duration is completed. If the spell is dispelled before its NEW SMITE EVIL RULES
duration is reached it will do half damage, with a successful Each sub-section below has a description and a basic and advanced
fortitude save reducing this by a further half, to a quarter of the full system for using these new smite systems. The basic system provides
damage. This spell invokes the energy from the target’s soul, as the a slight alteration to the existing mechanics, granting a minor bonus
character is destroyed by their inner evil. As such it has no affect on and penalty to the basic smite evil rules. Any characters with the
undead creatures as they have no soul, where as outsiders are ability smite evil can use these rules. The advanced rules provide
considered to have a naturally more potent soul and suffer a greater enhanced powers that allow even more flexibility and variety in the
affect from the spell. effects of smite evil attacks. These abilities are controlled by a
number of different minimum criteria, much the same as the
Divine focus: the paladin must be wielding a holy symbol of his requisites for a feat or a prestige class, which must be met before the
deity in order to cast this spell power can be used. All the effects listed are considered to be
supernatural abilities. Since these effects are generated as part of a
smite evil attempt they only work against evil opponents and, unless
stated specifically under each powers description, the usual benefits
DIVINE SMITES of the standard smite evil attack are gained. The five types of smite
presented below are curse smites, glory smites, redemption smites,
WHAT IS A SMITE? retribution smites and valour smites. You can either choose one type
Everyone who plays a paladin knows what their smite evil ability is, of smite that suits your paladin’s characterisation and concentrate
don’t they? It’s an attack that gives you a nice big bonus to hit and on that ability, or use them as a flexible tool to enable you to get
damage. But why does this happen? Where does this power come more options from your smite attacks. You will also find below rules
from? This section aims to explore the source, style and use of the that allow you to blend different types of advanced smite together,
paladin’s smite evil ability. thus providing you with much more powerful smiting options.

Smite evil is much more than a simple bonus attack, enabling you to
kill off the really big monster that’s been threatening you. It is never CURSE SMITES
fully defined other than in game statistics. Are you blighting the Paladins who choose to curse their enemies are using an enemy’s
evildoer with your righteous indignation or are you relieving them dark soul against them. By channelling positive energy through
of their sins, allowing them to pass to a better place? What force is their attack and directing it at the evildoer’s corrupted soul their
being invoked and what is its source? Is it an act of direct enemy suffers pain and torment as the force of the attack disrupts
intervention on the part of your deity or does it stem from the purity the negative energy of evil within them.
of your soul? Perhaps it’s both of these. There are so many questions,
so many ideas, but no real answers… This smite evil attack utilises the controlled channelling of positive
energy similar to that used in healing magic. Instead of visualising
…Until now. energy within a wound or targeting a disease, the paladin reaches
into their enemy’s body and touches their soul with the energy.
So let’s start with the basics. Essentially, the ability to smite evil is When the power is released into the heart of an evil character it
divinely given power channelled through the individual weakens them from within.
understanding of its user. We can add more diversity to the ability,
thus providing us with more opportunities to personalise our Basic System: Declare a smite evil attack as a curse smite before you
characters. A number of simple mechanisms can be applied, make the roll. You do not gain the charisma bonus to the attack roll,
enabling smite evil abilities to suit the individual nature of each but instead gain it as an additional damage bonus.
paladin’s manifestation of this power. Below are five different Attack: No bonus
descriptions for how you can flavour your smite evil ability along Damage: bonus damage equals class level + Charisma ability
with new systems to make different ideas come to life. They will modifier.
make you think about your character’s reason and justification for
smiting their enemies as well as a providing a range of different Advanced System: Make an attack roll using smite evil as per normal.
effects for the smite evil ability. If the attack is successful, you can spend a remove disease attempt to
affect the target with a contagion spell. This attack does bonus
damage equal to half the paladin’s class level, rounded up.
POSITIVE ENERGY Requirements: Heal skill (7 Ranks), Constitution 15+, Wisdom 13+
Crucial to the smite evil ability is an understanding positive energy. and the remove disease class ability.
It is raw energy that the divine powers make available for their Damage: bonus damage equalling half the characters level +
servants and champions. Most users of this energy are trained in contagion.
visualising and manifesting this energy in certain ways. Paladin’s
manifest positive energy in two ways on a regular basis: healing and
turning undead. Both powers are manifested using differing GLORY SMITES
visualisations. Turning undead is visualised and manifests as a large Paladins can also manifest their smite evil ability by visualising the
expulsion of energy. Unnatural creatures are destroyed as the fabric more powerful positive energies. This works by channelling positive
of negative energy that sustains them is expelled from their being energy through their weapon, enabling them to temporarily convert
by the force of positive energy. Healing is a more controlled and their sword into a divine tool.

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Forgotten Heroes: PALADIN Powers of the Faithful
When the character makes a turn undead attempt they are emitting understanding of such feelings. When used by the most powerful
positive energy into the general vicinity. When the Paladin paladins this can cause insanity in evil creatures as they struggle to
channels this expulsive energy through a smite evil attack, their accept the consequences of their own depravation. Even low level
weapon focuses this energy into a powerful force. At basic levels paladins possess such compassion that their smite evil attack and
this enhances the paladin’s ability to cut through the armour and cause opponents extreme mental turmoil.
defences of evil beings, thus disabling any protection that has been
granted to them by their dark powers. As the Paladin becomes more At higher levels this power becomes detached from the need to
proficient in focusing the energy they learn to produce a beam of attack opponents. Redemption smites become a mental power rather
holy power that cuts into the soul of their enemy. Gallants, who than a physical one. More spiritual paladin classes, such as the
favour ranged combat, commonly manifest this ability. Devout and the Seeker, favour this ability.

Basic System: Basic System:


Make a smite evil attack declaring it as a glory smite . The attack Declare a redemption smite when attempting a smite evil attack. The
affects evil creatures with damage resistance as if the paladin’s character does not gain the normal additional bonus to hit with this
weapon possessed magical a bonus equal to half their Charisma attack. Bonus damage from the attack is linked to the paladin’s
modifier ability rounded up. This does not confer any additional strength of mind rather than their spirit and is calculated using their
bonus to attack or damage. The bonus damage dealt by this attack Will saving throw. Damage bonus equals the paladin’s permanent
is equal to half you class level rounded up. Will saving throw bonus ignoring any temporary modifiers, such as
Damage: bonus damage equals half class level. those generated by magical items or temporary spell effects. At this
Special: ignore damage reduction as if using magic weapon early stage the paladin has not learned to detach their smite ability
with a bonus equalling half the characters Charisma ability from a weapon attack, and must make a melee attack as usual.
modifier. Attack: no bonus
Damage: bonus damage equals the characters Will saving
Advanced System: throw
This glory smite attack enables your attack to be made as a ranged
touch attack. This power manifests as a beam of positive energy that Advanced System:
slams into your enemy. This attack does not get any bonuses To use this attack the character must have focused their detect evil
resulting from the weapon used including overcoming damage ability upon the target for three rounds. No roll is made to attack,
reduction. However the same bonus for overcoming damage instead the victim must make a Will save at DC 10 + the paladin’s
resistance is applied as with the basic system. permanent Will saving throw (not including temporary or item
Requirements: Extra Turning feat, Dexterity 13+ and Charisma modifiers). Failure causes the target to suffer temporary Wisdom
15+. drain equalling the paladin’s Charisma ability modifier, take the
Special: ranged touch attack, ignore damage reduction as if paladin’s level as subdual damage and become stunned by the
using magic weapon with a bonus equalling half the characters attack. A character who passes this saving throw will still take the
Charisma ability modifier, do not add normal bonuses of the full amount of damage, but not suffer from the Wisdom drain. In
weapon to this attack addition, they will be shaken for the powers duration. These affects
last for a number of rounds equal to the Paladin’s Wisdom modifier.
Requirements: Concentration skill (10 ranks), Willpower saving
REDEMPTION SMITES throw +8 (including Wis and Cha ability modifiers).
Sympathy for their enemy’s pain and anguish enables a paladin to Attack: Automatic
treat their smite evil attack as an act of compassion. By tuning in to Damage: Charisma modifier Wisdom drain, Class level
the darkest recesses of the evildoer’s mind they can drag out the subdual damage, stunned.
buried conscience and give it release. Saving throw: Will (DC 10 + Paladin’s Will Save)
Saved roll: cancels Wisdom drain and character is shaken
Redemption smitesinvolve the Paladin surrounding their enemy’s instead of stunned.
dark soul with the love and protection that they reserve for the Duration: Wisdom ability modifier in rounds
righteous or downtrodden. So overwhelming is their compassion, it
causes torment within those of a black heart who have no

As he walked into the chapel he felt the warm glow of recognition and safety wash over him.

He strode down to the altar at the end of the centre aisle and knelt on the thick red cushion before it.

Clasping his hands together and bowing his head, his shoulder length hair fell over his face. He felt all the
weights of his responsibilities lifted as he focused on his meditation.

Through his prayer he spoke to his god, asking for the strength of mind and character to continue, so that he
may be able to confront adversity and right wrong wherever it was needed.

As his prayer finished he rose steadily to his feet. With his vigour and belief renewed, he confidently strode out
of the chapel and back into the world where he had so much to do.

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Forgotten Heroes: PALADIN Powers of the Faithful
RETRIBUTION SMITES manifest. The level of this spell determines the additional damage
This ability utilises the paladin’s aura of courage, channelling their caused depicted in table 3.1.
divine power through the paladin’s presence and bravery. Their Requirements: Concentration skill (7 ranks), Cast Paladin
opponents feel the power granted by the character’s aura, causing a spells, Wisdom 15+ and Charisma 13+.
great fear in their evil hearts. Damage: bonus damage equals characters class level + bonus
dice (determined by spell level used up in attack).
A paladin’s focus and protective nature provides them with
immunity to fear and the ability to protect those around them. Such Table 3.1 Valour Smite Bonus Damage
power comes from the ability of positive energy to dispel and Spell Level Damage Bonus
replace the natural chaotic evil energies present in supernatural 1 +1d4
fear. This force can be seen as a null-effect to the dark forces focused 2 +1d6
by evil characters creating these negative energies. Retribution 3 +2d4
smites use this process to strip away the physical, magical and 4 +2d6
psychological manifestations of negative energy within evil beings.
This ability strengthens an attack as well as causing a deep
penetrating fear in those of a dark soul. Thus the target is made COMBINING ADVANCED SMITES
easier to hit they are partially paralysed with fear as the holy power As a paladin grows more powerful and reaches the requirements for
cuts through their armour. However, this drains some of the multiple advanced smite abilities, they may wish to combine the
paladin’s spiritual energy, and it is unavailable to bolster the differing affects of these powers. For example, a Gallant/Paladin
damage caused as their normal smite evil would. may want to sacrifice one of their spells to gain bonus damage and
use the ranged attack ability of the glory smite . Such a task is
Basic System: complicated, as the character must learn how to visualise and
You must declare your intent to use this type of attack when you manifest multiple uses of positive energy simultaneously. Paladins
declare that you are using the smite evil ability. This attack gives an must meet additional criteria before being able to use multiple
additional plus-two bonus to hit, but the damage of the attack is affects during the same smite evil attack .
reduced by the same amount.
Attack: add your Charisma ability modifier + 2. These criteria are determined by the character’s level plus their
Damage: bonus damage from the attack equals the characters Wisdom ability modifier, signifying both practice and mental
class level – 2. control over positive energy. If the character’s class level plus
Wisdom modifier is greater then seventeen they can begin to
Advanced System: combine two advanced smiting abilities. When this total reaches
Retribution smites are resolved as normal for a smite evil attack. If greater than twenty-four they can combine three different abilities
successful only half the normal damage bonus is received, but the in a single smite attack. These levels may seem demanding, but only
target is affected as if hit by a Cause Fear spell. This will affect the the truly powerful paladins should be able to achieve the
character even if they are normally immune to fear. The target must tremendous effects produced by unleashing multiple forms of
make a Willpower saving throw at a DC of five plus the paladin’s positive energy within a smite evil attack.
class level to avoid the affects of the spell.
Requirements: Iron Will feat, the ability to cast Cause Fear ,
Charisma 17+ and Strength 13+.
Damage: the attack gains bonus damage equal to half the DIVINE CHANNELLING
paladin’s level, round up, + fear (save DC = 5 + paladin level).
It is easy to think of paladins as simply a set ideals, rather than a
mortal soul with its inherent weaknesses. Like all mortals, paladins
VALOUR SMITES fight some of their greatest battles against the demons within. These
This ability uses the paladin’s divine presence to strike against those battles reveal much to the paladin about their true nature, creating
opposed to the greater good. By visualising their resolve and great inner focus and strength. Combining this inner focus with
authority a paladin generates a divine energy, channelled through their ability to draw upon divine energy, and their faith, paladins
their attack. This attack cuts though armour and flesh alike, causing learn the powers of divine channelling .
great agony and serious wounds to beings of evil. As the paladin
becomes more powerful they gain the ability to spend the power In this section the nature, methods and affects of a paladin’s divine
used to fuel spells through their smite attack. Instead of praying for channelling potential will be discussed. This builds upon rules
divine power in the form of a spell, the paladin channels that energy already presented in other D20 System supplements, that suggest
through their attack, causing great damage. systems for the channelling of positive energy as an alternative use
for the turn undead class feature of paladins and clerics. Although
Basic System: the system presented below will theoretically work for any
This ability is the default smite evil power as described in the Core character class that can turn undead, the flavour of the abilities
Rulebook I. The Paladin adds their Charisma bonus to hit and their described are very specific to the roles of the paladin. Although
class level to the damage caused. they may be useful to some clerics, you may wish to use this basic
framework to develop your own set of powers to fit the clerics of
Advanced System: your own game world.
When the paladin makes a smite evil attack they can draw upon the
energy contained in an unused divine spell they have. The paladin
burns one of their prepared spells for the day that has not yet been THE DIVINE WITHIN
used up. This spell has been effectively cast and it may not be used The soul of paladin is a unique thing. Even the most diverse of
again. The paladin must choose which spell they are sacrificing to paladins, however, share an instinctive inner strength that sustains
power this smite attack when they make the attack. Only one spell them along the long and difficult path of their lives. Their many
can be sacrificed per smite action and no affects of that spell battles against both the forces of evil and their own inner frailties

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Forgotten Heroes: PALADIN Powers of the Faithful
leads paladins to understand themselves in a way others rarely Optional Rules:
manage. This allows them to draw upon the strength within their This system of Divine Channelling has numerous applications to the
soul to meet the countless challenges they face. Paladins call this larger d20 system. A few ideas detailing ways in which a GM may
ability their inner focus . integrate this into their games are provided below:

Inner focus is used instinctively by paladins in all the actions they Simple Use:
undertake. In many ways it is the source of the almost superhuman The system presented here allows for the player to select one inner
virtues attributed to paladins, such as resolve, compassion and focus for their character, thus restricting the variety of powers they
courage. Using game terms, inner focus is divided into four can achieve with their focus and requiring the character to have
categories. These groupings represent broad areas of focus, suitable high scores in certain abilities and skills. Considered alongside the
to the kinds of beliefs paladins possess, and that guide their actions. cost of using a turn undead attempt to access the channelling power
Each of these categories has an associated ability score. This serves it presents itself as a balanced system.
to represent the inner strength the character possesses within their
soul. These categories (and associated ability scores) are: Channelling Feats:
Compassionate Focus (Con), Devotional Focus (Wis), Inspirational Some publishers have already provided rules suggesting that a feat
Focus (Cha) and Martial Focus (Str). is required to a player to be able to channel positive (or negative)
energy. Although many may not find this necessary it can enable
you to give players access to multiple inner foci. You can consider
THE DIVINE WITH-OUT each inner focus as a separate feat that must be taken in order for
Other powers make paladins the unique agents of good. Most the character to develop the ability to channel positive energy in
notable are their faith in the source of their divine power and the each manner.
divine, or positive, energy that a paladin’s patron makes available to
their champion. Faith forms the cornerstone of what a paladin Clerics:
believes and helps a paladin in understanding the capabilities she These rules can be applied equally easily to clerics. However, the
possesses. Paladins are granted access to divine energy to inner foci in this chapter will probably not be appropriate to many
strengthen them in their fight against evil. While this energy grants cleric characters. Therefore it will probably take some work to
paladins many powers, its limitations demonstrate the mortal soul develop your own foci that suit the gods of your own game world.
can only harness a finite amount of this power. Although not You will also find that the rules here are designed to work around
infinite, a paladin’s faith - and hence the flow of divine energy the paladin’s class features, rather than those of the cleric. For
through their body - is a natural part of their being. example, most good or neutral Clerics can benefit from the
compassionate focus, but lack the Lay on Hands ability to get the full
Faith is hard to define, involving both the GM’s and player’s concept benefit of the system. Again, work will be required to get these
of religion. However, for game purposes, the characters paladin ideas close to something that clerics can use. There is a discussion
level will be used to represent their ability to draw upon faith, raw topic in our on-line Forum where we have posted some other foci of
capacity to understand spiritual concepts and progression in divine our own design and called for our readers to post the same.
understanding. A paladin’s turn undead ability shows how much Hopefully this should provide a resource for everyone. Check out
divine energy can be channelled and the strain it places upon the www.maladinsgate.com for more details
individual. The number of turn undead attempts a paladin can make
in a given day serves as an excellent representation of how much
This represents the paladin applying their faith so as to understand
divine energy they can draw upon.
how divine energy can be used. If the attempt is unsuccessful the
turn undead attempts are still expended; the character has still
placed a spiritual strain upon themselves, while being unable to
THE WHOLE: DIVINE CHANNELLING
sufficiently focus the energy. Each attempt to activate a divine
Experienced paladins learn that the soul can be used to channel
channelling power is a standard action that provokes an attack of
divine energy in the same way willpower is used to channel this
opportunity. All divine channelling powers are considered
energy when they turn undead . Once understood it becomes a
supernatural effects. The following powers are available.
natural process for a paladin to combine his inner strength with the
divine power. Inner focus allows the paladin the control he needs for
such combinations. Still required is an understanding of how the
COMPASSIONATE FOCUS
divine energy may be used, without violating a paladin’s
These paladins’ souls possess the power stemming from true
responsibility to their divine patron. As in many such situations, the
compassion and the desire to end all suffering. Paladins possessing a
paladin relies upon the guidance of faith. Combined inner focus,
compassionate inner focus become renowned for their acts of mercy,
faith and divine power allow the paladin to create new
kindness, generosity and care of the sick. Constitution is their
manifestations of divine energy, representing the characters soul
associated statistic as it represents the powerful life energies that
and his beliefs. Paladins refer to this process as divine channelling .
exist within them.
In game terms the player permanently selects a single inner focus Ability Score: Constitution
that most fits their character concept. Each inner focus makes
available five effects that they can attempt to manifest by Prestige Classes: Compassionate classes like defenders, devouts and
channelling divine energy through their soul, guided by faith.
peacebringers most commonly develop this inner focus. It does
These powers have two requirements. Firstly, the character must however suit some of the more just-minded warriors of the prestige
expend a number of their available daily turn undead attempts, classes, such as the judicial champion and Avenger.
representing the strain of using divine energy. Secondly, they must
succeed a Difficulty Check based on a given value for each power. Restored Healing Touch: Concentrating upon the desire to ease
The formula for this check is; suffering, the paladin is able to use divine energy to restore the
1d20 + paladin level + inner focus ability score modifier
healing energies used in the lay on hands ability. Using this power

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Forgotten Heroes: PALADIN Powers of the Faithful
enables the paladin to restore used lay on hands healing points, up to to any rolls made to overcome the spell resistance, or dispel
the maximum for the day. Each successful use of this power restores attempts, made by evil beings. The paladin can choose the level of
points totalling the characters Constitution ability modifier + spell power they wish to summon, to a maximum equal to the caster’s
character level Wisdom ability modifier.
Cost: 1 turn undead attempt Cost: 1 turn undead attempt
DC: 15 DC: 10 +5 per spell power level (a +1 spell power is DC 15)

Enhanced Healing: Through greater understanding and focus, a Lesser Mystical Replenishment: As a paladin begins to understand
paladin can generate healing energy from raw divine energy. This the relationship between the mystical energy contained in divine
power adds a number of healing points, beyond the normal spells and unfocused divine energy they use when channelling.
maximum to any healing spells the character casts. This power is They discover that these energies supplement one another. With
used as the character casts a healing spell. The number of hit points sufficient energy and concentration the paladin learns to replenish
healed is increased by the character’s Constitution ability modifier the power they have used in casting a spell. Upon a successful use of
multiplied by the spell level. this ability the character is able replenish one of their expended
Cost: 2 turn undead attempts spell slots and will be able to cast the spell the slot held again. At
DC: 15 this level the character may only replenish first level spell slots.
Cost: 2 turn undead attempts
Restored Purification: Paladins with this inner focus may also DC: 20
channel divine energy to replenish the energy used to remove disease ..
A successful use of this power restores one of the paladin’s expended Mystical Replenishment: As with Lesser Mystical Replenishment ,
remove disease ability. except this power may be used to replenish second level spell slots
Cost: 3 turn undead attempts Cost: 3 turn undead attempts
DC: 20 DC: 20

Extended Purification: The pinnacle of the compassionate inner Greater Mystical Replenishment: At this level the paladin can
focus allows the paladin to channel divine energy through their soul replenish a third level spell slot.
and use its purity to cleanse others. A successful use of this power Cost: 4 turn undead attempts
grants the character the ability to neutralise poison as the spell. This DC: 25
ability remains until used but a paladin only hold one neutralise
poison at a time. Mystical Empowerment: With sufficient energy and faith, a paladin
Cost: 4 turn undead attempts with mystical inner focus channels the flow of divine through them
DC: 20 into every aspect of their divine nature. This power can be activated
at any time. If successful, for a number of rounds equal to their
Restorative Touch: By using this power the paladin reaches into the Wisdom bonus, the paladin counts as a higher level when
soul of their patient and uses their healing energy to purge the determining spell effects and class features, such as smite evil, lay on
lasting damage of negative levels and ability score drain. When hands and remove disease attempts. For the duration, the paladin is
using this ability the paladin must also expend a Remove Disease treated as though their level equals their current level plus their
attempt. The target character is treated as if subject to a Restoration Wisdom ability modifier. The paladin does not gain access to more
spell, as if cast be a cleric of equal level to the paladin, and recovers spells because of this power.
lost ability scores and removes any negative levels. Cost: 5 turn undead attempts
Cost: 5 turn undead attempts, 1 Remove Disease attempt. DC: 25
DC: 20

INSPIRATIONAL FOCUS
DEVOTIONAL FOCUS The souls of these individuals possess a power gained from
Those with a soul possessing mystical strength gain their power from understanding the great capacities within each being, and holding
a desire to emulate the perfection of the divine. They seek to bring a desire for a world where everyone recognises their own worth and
this blissful state to others, that all may know joy and contentment. respects that of others. Tales of paladins who have freed slaves from
Where paladins have brought great comfort with words alone, oppression, overthrown tyrants, lead great armies of good and
prevented conflict with great understanding or wielded great holy turned men from darkness are often of individuals with inspirational
power against dark forces, those with a devotional inner focus have inner focus. Charisma is the associated statistic as it represents the
stood. Wisdom is associated with this inner focus as it represents the inner spirit of the paladin as much as exterior appearance or charm.
ability of the paladin to understand the teachings of higher beings.
Ability Score: Charisma
Ability Score: Wisdom
Prestige Classes: This inner focus is particularly favoured by the
Prestige Classes: Only the most religiously focussed paladins may leaders amongst the paladin classes; lords, champions, justicars and
take this focus. Many seekers and devouts display these abilities. It gallants are renowned for possessing this inner focus. It is also
is also favoured by the holy fighter classes, such as the warrior monk favoured by many warriors who find themselves in battle and use its
and crusader sub-classes and the musketeer and road knight. abilities to keep themselves and their allies alive and pushing for
victory. As such it is favoured by dauntless heroes, chevaliers and
Devout Strength: Against evil opponents, divine energy is a holy dragoons.
powerful tool. Paladins with devotional inner focus quickly learn to
use this to enhance their own mystical powers, particularly when Encompass Allies: Using this power allows paladins to extend the
facing evil adversaries. This power is used as when casting a divine radius of their aura of courage by projecting confidence through
spell. The spell cast gains bonus spell power . This is a modifier applied waves of divine energy. While there is technically no limit to how

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Forgotten Heroes: PALADIN Powers of the Faithful
far these waves can extend faith and the strain of the process Crusaders. There are few paladin classes that would not gain some
provide limits to the powers extent. This effect lasts for a number of benefit from this focus, as all are Warriors of Light.
rounds equal to the characters level + Charisma ability modifier.
Cost: 1 turn undead attempt Empower Weapon: The paladin infuses his weapon with divine
DC: 10 +5 for every +5 ft to the radius (a +5 ft radius is DC 15). energy enabling it to bypass the physical defences of evil creatures.
If successful the weapons damage is classed as holy and, as such, only
Residual Courage: Rather than trying to extend their aura of courage affects evil creature. This attack, however, inflicts a maximum
a paladin can use this power to cause the divine energy carrying damage equal to the paladin’s level plus their Strength ability
their confidence and resolution to linger in others. A successful use modifier for any one blow. Hence should a third level paladin with
of this power means those who leave the area of an aura of courage strength sixteen use this ability their attack will do a maximum of
will still benefit from its effects for a number of rounds equal to half six damage. The character’s weapon remains charged for a number
the paladin’s Charisma ability modifier, round up. This power has of rounds equal to their strength modifier.
the same duration as encompass allies . Cost: 1 turn undead attempt.
Cost: 2 turn undead attempts DC: 10
DC: 15
Reinforce Shield: Using this ability reinforces a shield with divine
Supportive Aura: This power uses divine energy to bolster the power. This force protects against negative energy allowing the
effects of an aura of courage, providing allies with support when shield’s armour class bonus to count against magical touch and
they need it most. Rather than being constantly active, the divine incorporeal attacks from negative energy creature, such as undead.
energy channelled by the paladin is only expended when their Cost: 2 turn undead attempts
allies own reserves of courage fail. This power lasts a number of DC: 20
rounds equal to the characters level + Charisma ability modifier.
While active, any allies within a paladin’s aura of courage who fail Righteous Weapon: With this power the paladin can channel the
a Will saving throw that results in morale penalties are immediately positive energy though their weapon, enabling it to bypass magical
granted another saving throw attempt. This may be taken using the defences possessed by evil creatures. Weapons charged in this way
paladin’s saving throw score if this is better than the character’s own. grant a divine bonus for overcoming damage resistance; the
Cost: 3 turn undead attempts paladin’s weapon counts as a magical weapon for the purposes of
DC: 15 damage reduction, in a similar manner to the Monk’s Ki Strike
ability. This bonus is restricted to a maximum of the character’s
Limitless Courage: Requiring massive amounts of divine energy to Strength ability modifier. As with Ki Strike, this bonus stacks with
activate, this power floods a paladin’s allies with divine energy any bonuses the weapon already possess for overcoming damage
which carries the characters own fearlessness. This affect lasts for a resistance but does not add to attack and damage rolls
number of rounds equal to the characters Charisma ability modifier Cost: 3 turn undead attempts
+ half the characters level. During this period any allies within the DC: 10 +5 for every +1 (a +1 bonus is DC 15), max. Str Bonus.
paladin’s aura of courage are totally immune to fear and fear based
effects. Just Weapon: The concept of justice applies to all equally. Paladin’s
Cost: 4 turn undead attempts use this knowledge to fight those incorporeal monsters that avoid
DC: 20 physical justice. A paladin may channel divine energy into their
weapon making it effective against all foes. If successfully
Power of Right: This ability represents the ultimate expression of the channelled, the divine energy infuses the weapon allowing it to be
inspirational inner focus. Using this power a paladin not only used to strike incorporeal and ethereal enemies normally.
bolsters the courage of others with his own bravery he also uses Cost: 4 turn undead attempts
divine energy to fill others with the righteousness. Lasting until DC: 20
either the combat ends or the paladin becomes unconscious, all
allies within 30ft of the character receive a +2 divine bonus to Reinforce Armour: As with shields, divine energy can be used to
attack, damage and AC after this power has been activated, as they reinforce armour against dark energies. This requires great religious
are filled with divine might. focus and energy expenditure, but the protection granted can be
Cost: 5 turn undead attempts lifesaving. Reinforced armour’s armour class bonus counts against
DC: 20 magic touch and incorporeal attacks from negative energy
creatures
Cost: 5 turn undead attempts
MARTIAL FOCUS DC: 20
Within the soul of the paladin are the power of righteous anger and
the fury of justice. Martial paladins become famous for their
destruction of terrible beasts, great battles with evildoers and
ceaseless struggles against evil or incredible courage. Strength is SOUL WEAPONS
their associated statistic for it represents the might of the paladin in
a righteous cause. All martial focus powers have a duration equal to Central to a paladin’s existence and purpose is the battle against
the characters level plus their Strength ability modifier. evil. Although they use words and charitable deeds to drive back
the influence of evil in the hearts of mortals, they are most active in
Ability Score: Strength combating the servants of darkness as defenders of the innocent,
warriors of good and hunters of evil. Combat is a way of life for
Prestige Classes: This inner focus appeals to the most martial of the paladins and their skills and training reflect this. They may lack the
paladin classes. Judicial Champions and Slayers often possess a versatility of the fighter, the manoeuvrability of the ranger or the
martial inner focus. It is also common amongst Horse Knights and destructive power of the barbarian but their class abilities make
them more suited to withstand the powers wielded by servants of

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Forgotten Heroes: PALADIN Powers of the Faithful
evil. Combined with their divine gifts, this makes paladin the patron although wandering paladins use other holy sights, where
foremost warrior in the war against evil. the binding ritual is performed. This involves praying over the
weapon and focusing the characters spirit and divine energy into it.
After a period between two and four hours the paladin feels the link
Given their combat focus, the paladin’s arms and armour shape their
between himself and the weapon open and lets part of his energy
ability to carry out their duties. Most take advantage of their
infuse it. Such an expenditure of energy greatly fatigues the
extensive martial training to utilise the heaviest armours, shields
character. It is advised the character rest immediately afterwards,
and a variety of weapons. This enables them to gain maximum
although for wandering paladins this is sometimes not possible.
protection and versatility in combat. Their focus on combating evil
Instinctively the paladin feels his connection to the soul weapon and
means it is little surprise that many paladins have learnt to imbue
this bond serves to strengthen his resolve the weapon reflecting his
their own spiritual and divine powers within a single weapon. That
purity of purpose to him. In addition the weapon now possesses
weapon then becomes an extension of the wielder and a versatile
enchantments allowing it to overcome supernatural resistance to
force against evil. These items are the legendary paladin soul
damage and inflicts additional damage based upon the divine
weapons.
energies.

Each soul weapon is a direct extension of paladins’ own beliefs, System:


desires, ideals and experiences. They are not simply inanimate To create a soul weapon, a paladin character must be of at least third
objects they become more akin to a companion, like the paladins’ level. The type of weapon is the player’s choice; the only restriction
mount, accompanying the character in their crusade against evil. is the chosen weapon cannot be enchanted in any way - however it
While not sentient in the strictest sense, as an extension of the is recommended that the player choose the weapon that suits their
paladins’ divine nature the force within the blade serves to keep the character’s concept and background. As always, the GM has final
paladin true to their calling. Soul weapons can and will deny their say on what weapon the paladin may use for this procedure.
powers to a creator who attempts to use them in an unfitting manner
or who has strayed from the righteous path. By viewing a paladin
Creating the weapon is automatic if the ritual outlined above is
using their soul weapon, much can be learnt as to the nature and
followed. At the end of the ceremony the character must
goals of the wielder. Paladins are proud for others to see such
permanently sacrifice either two of their daily turn undead attempts
displays – to them the soul weapon symbolises all that is pure, just
or one of their weekly remove disease attempts in order to provide
and necessary in battle, and serves to remind and inspire others of
the energy that powers the weapon and links it to the character.
the power of good.
Until the character receives a full eight hours rest they are treated
as fatigued (see Core Rulebook I).
This section will examine how soul weapons are created, function
and can grow in power as their creator advances in understanding of The weapon created has a + 1 enchantment bonus and inflicts + 1D6
themselves and their holy task. Rules will be presented allowing the holy damage against evil opponents. Additionally, once per day, for
character to create a unique item that is part of their character and 10 rounds, the weapon acts as a + 5 weapon for overcoming damage
changes to reflect their concept and role-playing experience. resistance (no bonus to attack and damage) of evil opponents and
permanently provides the paladin with a + 1 saving throw bonus to
all mind affecting attacks from evil creatures.
CREATING SOUL WEAPONS
Upon reaching a sufficient understanding of themselves and the Only the paladin who created it may use the soul weapon; it
divine forces they wield, a paladin may select a weapon to become functions as if an ordinary item when wielded by others. The
their soul weapon. The choice of weapon is usually the favoured paladin can sense its general direction and distance as long as the
weapon of a paladin’s divine patron, although weapons with weapon is not on another plane of existence. Should the character
hereditary or symbolic meaning to the individual may also be ever lose his paladin abilities, from a change of alignment or an
chosen. Once the weapon is selected the paladin must choose a unlawful act, his soul weapon ceases to function until such time as
location strong in positive energy, usually a temple of the paladin’s his powers are restored.

As the cheers of the angry mob intensified he realized that time for him to act was running out. He knew this
was an injustice. This woman had done nothing more than to reject the approaches of the leader of the town
council, and now she had been accused of witchcraft.

As he rushed towards the lake at the end of the brook, he could see the stool go down under the surface of the
water. Strapped in it was the daughter of the innkeeper. He ran as fast as he could, his plate armour hindering
his speed, bursting through the crowd at the side of the lake.

“I will vouch for this woman. She is a lady of good heart and soul and has never dabbled with the black arts of
which she is accused.” He offered breathlessly. The jeers of the onlookers silenced, the priest stepped forward.

“Your word good sir knight, is enough for us.” He bowed his head, hands together as the stool was raised and
the spluttering young maiden was released from the dunking stool.

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Forgotten Heroes: PALADIN Powers of the Faithful

ENHANCING SOUL WEAPONS Bane: Bane weapons inflict + 1D6 and gains a + 2 enchantment
As the paladin grows in power and understanding, she may reflect bonus against a designated foe (see Core Rulebook II).. The foe selected
this by sharing more of herself with her soul weapon. Even as must be a predominantly evil creature.
powerful an artefact as a soul weapon cannot contain the entirety of Minimum level: 7th
a mortal soul - such artefacts are forged within the realm of more Cost: 500xp
sinister powers. Rather, paladins share their strongest and deepest
held beliefs with the weapon. This serves to express the values truest Holy Damage: Adds + 1D6 holy damage to the damage the weapon
to the paladin when he wields the soul weapon and allows it to inflicts upon evil beings (see Core Rulebook II).
continue strengthening the paladins resolve. The process for Minimum level: 7th
enhancing the soul weapon is much less intensive than that Cost: 550xp
undertaken to create it. Once again a place of strong positive
energy is needed for the ritual. To enhance their weapon the Increased Enchantment Bonus: Increases the weapons enchantment
paladin need only pray and focus upon the aspect of themselves bonus to + 2.
they wish to share with their weapon for one hour. At the end of this Minimum level: 7th
period a small fragment of the paladin’s essence is transferred into Cost: 300xp
the blade completing the ritual. By this point the bond between the
paladin and the blade is such that the transferral is a natural process Protector: Reduces the damage the wielder suffers from all physical
and he suffers no ill effects from it. As each paladin possess unique attacks by 3 points.
souls each soul weapon exhibits unique powers. Minimum level: 8th
Cost: 650xp
System:
Resisting: Reduces all damage the wielder takes from energy
The character may begin investing new abilities in their soul
attacks by 3 points.
weapon at the rate of one per level, beginning at their fourth
Minimum level: 8th
paladin level. The maximum number of abilities a soul weapon can
Cost: 650xp
hold is equal to the character’s Charisma ability modifier plus one.
If this modifier drops below the number of abilities invested in the
Increased Enchantment Bonus 2: Increases the weapons
weapon, no abilities are lost. Conversely, if the character gains an
enchantment bonus to + 3.
increase in their Charisma ability modifier then their soul weapons
Minimum level: 9 th
become eligible to receive an additional power. Below are listed a
Cost: 700xp
selection of powers that can be invested within a soul weapon. Each
has a minimum level requirement, representing the characters
Inspiring: Increases the Charisma ability of the wielder by 2 points
spiritual progression, and an experience point cost that the
when worn.
character must sacrifice, representing the piece of their soul
Minimum level: 9 th
invested in the weapon. Players should choose abilities that
Cost: 750xp
represent the nature and attitudes of their character, rather than
which abilities are most useful. Note that increasing the weapon’s
Defiant: Grants the wielder a + 2 enchantment bonus to Will saving
enchantment bonus must be done sequentially, e.g. a character
throws and makes them immune to uses of the Intimidation skill.
cannot select Increased Enhancement Bonus 2 unless they have already
Minimum level: 10th
invested the weapon with the Increased Enchantment Bonus power.
Cost: 800xp
SOUL WEAPON ABILITIES
Divine Smiting: Empowers the wielder with an additional smite evil
per day and adds + 1 to the attack and damage when using the smite
Defending: As a free action the character may transfer some or all
evil ability (see Core Rulebook I).
the weapons enchantment bonus to add to their armour class (see
Minimum level: 10th
Core Rulebook II).
Cost: 850xp
Minimum level: 4th
Experience cost: 200xp
Empowering: The wielder of the weapon casts all divine spells as
though they were a spell caster two levels higher than they are. This
Peacemaker: Wielder may opt, as a free action to deliver the
is used for determining spell effects only and does not grant the
weapons damage as subdual with no penalty to attack (usually – 4
wielder any additional spell slots.
penalty is applied). If subdual damage is chosen, the characters
Minimum level: 11th
Charisma ability modifier is added to the total as bonus damage.
Cost: 900xp
Minimum level: 5 th
Experience cost: 250xp
Brilliant Energy: Creates an energy weapon that ignores non-living
matter. Armour and enchantment bonuses are ignored when
Healing: The weapon can be used to cure up to 20 hit points of
attacking with the weapon. This is ineffective against constructs,
damage per day by touching the injured character with the weapon.
undead and objects (see Core Rulebook II). Soul weapon users may
These healing points restore at dawn each day.
activate and deactivate this feature as a move equivalent action.
Minimum level: 6th
Minimum level: 12th
Experience cost: 400xp
Cost: 950xp
Lawful: The weapon inflicts + 1D6 lawful damage against beings of
Increased Enchantment Bonus 3: Increases the weapons
chaotic alignment (see Core Rulebook II).
enchantment bonus to + 4.
Minimum level: 6th
Minimum level: 12th
Cost: 450xp
Cost: 950xp

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Forgotten Heroes: PALADIN Powers of the Faithful

Dispel Magic 10ft Radius: Once per round the wielder may cast a Other Character Classes and Vow Quests
dispel magic, using their paladin level for the dispel roll, in a 10 ft This system is very general and will work quite happily for other
radius around the caster. character classes. However, the gods are less likely to listen to a lay
Minimum level: 13th person or wizard than their own personal servants. As such other
Cost: 1000xp character classes find it difficult to petition their deities for aid in
this manner. To represent this, any time a character who is not a
Increased Enchantment Bonus 4: Increases the weapons paladin makes a vow quest Contact or Quest check (see below) they
enchantment bonus to + 5 do not add their class level to the roll, this is a specific advantage to
Minimum level: 14th being a paladin. Clerics are also familiar with contacting their
Cost: 1250xp Gods, but they are considered valuable servants in other areas and
most gods would prefer their clerics to stay in the temple and tend
Spell Resistance: Grants the weapons owner Spell Resistance of 10 + their flock. This means that clerics often find it difficult to persuade
character level. their god that their quest is worthy. Hence clerics may add their
Minimum level: 15 th level to the contact check, but not to the quest check. As this process
involves directly petitioning your deity for aid, it can only be
Players are encouraged to discuss other options for their character achieved by characters who actively worship a given deity.
and its soul weapon with the GM. Remember the GM has the final
say as to whether a power is suitable or not for the game. 3.2 details the bonuses to the check that can be gained. Sacrificing
material goods must be of an appropriate type to garner your
patron’s favour. Such goods may not be readily available in the
shops, the GM should determine how what goods must be sacrificed
VOW QUESTS and its availability. The maximum bonus that can be gained from
this sacrifice is +5. A character who is joined in prayer by others
The paladin’s relationship with their patron is different from that of must be joined by those who believe in their cause and their quest.
a priest. In many ways, clerics can be seen as the mouth of their god. The maximum bonus that can be gained is equal to the character’s
The paladin, however, is perhaps better thought of as their hands. charisma bonus.
Paladins travel the land performing tasks of great bravery and
exacting them with wisdom and divine power. Their role as a Roll: 1d20 + Wisdom bonus + class levels
servant of their patron can lead paladins to many places as they
help to defeat evil and bring peace and an end to suffering. The Table 3.2 Vow Quest Check Modifiers
paladin, however, has a great power over their own destiny, and Modifier Value
often they choose their own quests, and their God allows them to Formal Ritual (with successful Knowledge [religion] +2
follow their own desires. Patrons have a great faith in their paladin’s skill check at DC 15)
sense of commitment to their holy cause and leave them to follow Sacrifice (per 2500gp value. Maximum +5) +1
their quests. However, sometimes the paladin will attempt a quest Performed in a temple +1
that challenges the limits of their abilities, and feels that they need Performed in major temple +2
an extra helping hand. In these situations the paladin makes a pact Performed on a holy site +1
with their God, promising to fulfil their mission at all costs. Their Joined in prayer (per individual cleric or paladin. +1
patron returns the favour and grants them new powers to aid them in Maximum Charisma bonus).
their task.

QUEST
CONTACT
The first stage on their quest is to contact their patron for aid. This is Once the paladin has made contact with their patron they must
achieved by the character praying and making appropriate petition them for aid. This is done by making a Quest check . A quest
sacrifices and performing the correct rituals to attract their deity’s check is modified in much the same way as the Contact check , however
attention. To attempt this, the paladin must spend at least an hour in
there are a number of differences. Firstly the paladin must choose
prayer. At the end of this period the character makes a Contact check how long the quest will take to complete. They must be very careful
to determine whether they have been successful. If they have not about this length, as if they fail to complete their quest in the time
been successful they may not request their patron’s aid and do not allowed they will suffer a large experience penalty. The length of
go any further with the Vow Quest process. If successful they can
the quest determines the base difficulty class of the check (see table
determine the nature of their quest and must make an additional 3.3).
check to determine whether their god will grant the quest (see
below). As with the Contact check the roll made is a wisdom ability check.
Paladins, but not clerics in this case, may add their class level to the
Contact Check:
roll. The same modifiers apply as with the contact check (see table
A contact check is a wisdom ability check made against a difficulty 3.2).
of twenty five. There are a number of positive modifiers that the
character may add to this roll. Firstly, if they are a paladin or a Table 3.3 Quest Check DC.
cleric, they may add their class level to the roll, adding levels in Length of Quest DC
both classes together. They may also make a Knowledge (religion)
One week 10
skill check against a difficulty class of fifteen to know of the
One Month 15
appropriate ritual to make contact. They also can make sacrifices to
One Year 20
their god of material goods. Performing the ritual in a temple or
other holy site will also provide them with additional bonuses to the
Powers and Geas: In addition, the questing character must request
roll, as will being joined in prayer by other paladins or clerics. Table
of their deity the specific powers that they think will aid them in

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Forgotten Heroes: PALADIN Powers of the Faithful

their mission. These powers also modify the Quest check, acting as Extra Turning:
negative modifiers to the roll. Also, quest powers must be countered This ability provides the paladin with an improved ability to turn
by Geas placed upon the character by their patron. Geas are undead. It can be used to buy both additional daily turn undead
compulsions that the paladin must comply with whilst upon their attempts and bonus levels for determining the results of a turn
quest. If these Geas are broken the character has failed their quest check.
and loses all powers and suffers the quest failure experience penalty Cost:
(see below). However, these are a subconscious compulsion, and the Each extra Turn undead attempt/day +5
GM must warn the character before they attempt an action that it Each extra effective tuning level +5
will result in the failure of their vow quest. The GM must select a
number of Geas from the list (table 3.5) equal to the cost of the Physical Damage Resistance:
powers the character has requested for their quest (see table 3.4). The paladin with this power suffers much less from the blows of
The paladin has the opportunity to refuse the quest after hearing physical weapons. They take half damage from all physical attacks.
the Geas they will be under. If they refuse at this time it does not The paladin with this power cannot also take Energy Resistance , Brittle
count as having failed the quest. This can be role-played as the or Tough.
deity granting the quest, but making requests for penance and Cost:
devotion during its duration to prove their worth. ½ damage from physical attacks 15

Saving Throw bonus:


VOW QUEST POWERS This ability provides the paladin with a simple +1 bonus to any
The powers described below are summarised in table 3.4. The Cost given saving throw.
represents both the negative modifier made to the Quest check and Cost:
the total level of Geas that must be taken whilst on the quest. +1 to specific saving throw 5

Bonus Smiting: Spell-like abilities:


This ability improves the character’s smite evil ability. This can The paladin can also gain access to spell-like abilities. These can be
provide them with both additional smite attempts and access to the taken as at will abilities, permanent abilities or be given a number of
greater smite ability of the Crusader class (see Paths of the Righteous ). daily uses. The spells can be chosen from the paladin list, the cleric
Cost: list or a relevant domain of the deity in question. The cost is based on
Each additional Smite attempt +10 the level of the spell and the frequency of its use. This system
Greater Smite 15 considers permanent and at will abilities to be the same for costing
purposes. It will more likely depend on the description of the spell
Brittle: than any game mechanic as to whether the spell is appropriate to be
This ability makes the paladin’s skin hard and brittle to the touch. at will or permanent. The GM should decide which is most
They take no damage from piercing weapons and half damage from appropriate.
slashing weapons. The paladin with this power cannot also take Cost:
Energy Resistance, Physical Damage Resistance or Tough. Permanent/at will abilities:
Cost: Level 0 Spell 10
Brittle 15 Each +1 spell level +5
Once per day abilities:
Damage Resistance: Level 0 Spell 5
The paladin with this ability becomes much tougher and becomes Each +1 spell level +2
resistant to all but the mightiest of weapons. The character gains a Each additional daily use x2*
damage resistance ability as described in Core Rulebook III. This ability [*The multiplier is applied after the total spell level is determined,
starts at 5/Silver, but can be increased at a greater cost. thus 3 daily uses of a level 3 spell will cost (5 + 2 + 2) x 2 x 2 = 44.]
Cost:
DR 5/Silver 10 Spell Resistance:
Each extra +5/- +5 This ability helps paladins on vow quests to protect themselves from
Each extra -/+1. +5 evil sorcerers and wizards. This provides a base Spell Resistance of
10, but can be increased for a greater cost.
Energy Resistance: Cost:
The Paladin with this ability becomes resistant to damage from SR 10 10
energy attacks. This provides 5 damage resistance against any one Each +1 +2
given energy type, but can be increased to include multiple energy
types and provide greater protection. A character may not take this Tough:
ability and the Physical Damage Resistance power. This ability makes the paladin’s skin thick and rubbery. They take
Cost: no damage from bludgeoning weapons and half damage from
ER 5 vs. 1 type 5 slashing weapons. The paladin with this power cannot also take
Each +5 ER +5 Energy Resistance, Physical Damage Resistance or Brittle.
Each additional type +5 Cost:
Tough 15
Enhanced Healing:
This power improves the paladin’s existing healing abilities. They
can use it to gain both additional lay on hands points per day and to GEAS
gain additional weekly remove disease attempts. The Geas compulsions the deity may request of their follower can be
Cost: quite varied. The descriptions below will provide you with a
Each +1 lay on hands HP +1 number of ideas and sample levels for power balance, but do not feel
Each additional remove disease attempt +5 afraid to manipulate them to fit in with your own game as you see fit.

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Forgotten Heroes: PALADIN Powers of the Faithful

The Liche-King lay dead at he feet, his power source destroyed. Javier fell to his knees in exhaustion.

He had devoted the last five years of his life to ending the reign of this foul aberration. Five years of pain and
misery as he failed to find even a chink in the creatures armour.

And he had the scars to bear witness to his efforts. He felt them throb now. Every bone in his body ached.

It was the Liche-King’s arrogance that defeated him in the end. He had made many attempt to slay the beast,
but failed each time. If only the creature had spent the time to kill him, he would be still ruling his reign of
tyranny.

Javier holstered his pistols; they had served him well. Maybe now the Darkwood would be free. With the Liche-
King dead the hold of Ysgaroth, the god of the Undead, would be greatly reduced. The elves would be able to
rebuild their home and return to their nature magic and traditional ways.

Wearily he rose to his feet and sent a silent prayer to his secret god. He would have to move quickly. No one
must know of his presence. The Elves would not take kindly to owing the freedom of their homeland to a
human and his human God.

Morilth was the true heir, he had broken Ysgaroth’s spell and was marching upon the Darkwood with his elven
army. Let him have his victory, Javier thought as he silently slipped through the secret passage and our into the
wood beyond.

The GM chooses Geas for the character, and should take care to more favourably upon those acts that are symbolically similar to
choose those that will truly restrict the character, and not simply those attributed to the deity or their servants in their religious
make use out of the character’s style so that they can get away with doctrines. Performing a quest with strong symbolic links to their
having as many powers as possible for as little cost. Geas are also God will also gain favour for the quest. Please note that for non-
summarised in table 3.5. paladin characters petitioning deities of other alignments the GM
could, if they desire, substitute ‘Good’ for a different alignment of
that god.
Free Geas: Not all Geas are compulsions. Sometimes, if the deity
Geas Level
considers a quest particularly worthy they will not put as strong
Extends the influence of Good (Free) 5
stipulations on the paladin. To represent these cases there are a
Extends the influence of Deity (Free) 10
number of Geas that can be taken that do not provide a restriction or
Symbolically similarity (Free) +5
compulsion to the questing character. These free Geas may be chosen
by the GM if he feels they are appropriate to the mission the player
Destroy Enemy: If a specific evil enemy of the God’s will be
has chosen.
destroyed or significantly weakened by the quest, the deity will be
favourably disposed towards the quest. As such this free Geas can
Level: All Geas have a level, which is usually a multiple of five. The
be given to the paladin to represent this.
total Geas levels placed upon the questing character must be equal
Geas Level
to the total cost of their powers chosen. GMs should note that the Destroys enemy of the Deity (Free) 10
Minor Behavioural Compulsion has only one level and multiple of these
can be taken to make up the differences when there is a cost total of
Armour Restrictions: Requests for penance by restricting the
powers which does not nicely divide by five. armour the character may wear on the quest are common. The
combinations of armour the paladin can be restricted to are many
The Geas that can be placed upon the paladin are described below:
and varied in their application. GMs should avoid giving this Geas
to characters who typically choose to wear restricted armour
Extends Influence: This is a free Geas. If the quest will specifically selections, such as the Gallant.
extend the influence of the deity or the general influence of good
the God will look favourably upon the endeavour. Gods also look

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Forgotten Heroes: PALADIN Powers of the Faithful

Geas Level accept magical aid from others. They may wish to encourage the
Wear no armour 15 character’s generosity by preventing them from healing themselves.
Wear up to light armour 10 Geas Level
Wear up to medium armour 5 Cast no spells 10
Do not use a shield 5 Do not use magical abilities 10
Do not use magic items 10
Behavioural Compulsions: It is common for the questing character’s Do not heal thyself 5
deity to place upon them certain behavioural restrictions. These can Accept no beneficial spells from others 10
vary greatly, and include such things as the inability to lie, dietary Accept no healing from others 20
restrictions or the requirement to pray at specific given times. The Accept no healing during combat 15
level of the Geas depends upon how likely it is to affect the
character in game-play. A character who may never tell a lie is at a Weapon Restrictions: It is common for the deity to place certain
significant disadvantage, as is one who will not take any share of the restrictions to the variety of weapons the character may use. As
treasure, whereas a character who is only allowed to drink water, or with armour it is important to make sure that a Geas is not placed
must pray every night before they sleep, is much less affected. There upon a character who already acts under the restriction willingly,
are two types of behavioural compulsions: minor and major. The GM such as a character who uses their deity’s favoured weapon.
should determine whether the compulsion they choose will interfere Geas Level
with the character during the game, if it will it should be a major Always carry main weapon 5
compulsion, if not it is a minor one. Do not use ranged weapons 10
Geas Level Make only subdual attacks 20
Major Behavioural Compulsion 5 Always offer opponent chance to yield 5
Minor Behavioural Compulsion 1 Use deity’s favoured weapon:
Weapon is simple: 10
Magic Restrictions: Often a deity will place specific restrictions on Weapon is martial: 5
the paladin with regards to the amount of magic that they can use. Weapon is light: +5
This may be for a variety of reasons. They may wish to encourage
the character’s self reliance by placing a Geas upon them not to

Table 3.4 Vow Quest Powers Table 3.5 Geas


Power Cost Geas Level
Each additional Smite attempt +10 Extends the influence of Good (Free) 5
Greater Smite 15 - Symbolically similarity (Free) +5
Brittle 15 Extends the influence of Deity (Free) 10
DR 5/Silver 10 - Symbolically similarity (Free) +5
- Each extra +5/- +5 Destroys enemy of the Deity (Free) 10
- Each extra -/+1. +5 Wear no armour 15
ER 5 vs. 1 type 5 Wear up to Light armour 10
- Each +5 ER +5 Wear up to medium armour 5
- Each additional type +5 Do not use a shield 5
Each +1 lay on hands HP +1 Major Behavioural Compulsion 5
Each additional remove disease attempt +5 Minor Behavioural Compulsion 1
Each extra Turn undead attempt/day +5 Cast no spells 10
Each extra effective tuning level +5 Do not use magical abilities 10
½ damage from physical attacks 15 Do not use magic items 10
+1 to specific saving throw 5 Do not heal thyself 5
Permanent/at will spell-like abilities Accept no beneficial spells from others 10
- Level 0 Spell 10 Accept no healing from others 20
- Each +1 spell level +5 Accept no healing during combat 15
Once per day spell-like abilities: Always carry main weapon 5
- Level 0 Spell 5 Do not use ranged weapons 10
- Each +1 spell level +2 Make only subdual attacks 20
- Each additional daily use x2* Always offer opponent chance to yield 5
SR 10 10 Use deity’s favoured weapon:
- Each +1 +2 - Weapon is simple: 10
Tough 15 - Weapon is martial: 5
- Weapon is light: +5

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Forgotten Heroes: PALADIN Games Masters’ Section

GAMES MASTERS’ SECTION

In this final chapter we will discuss information for games masters. we hope to drag them off their warhorses and out of their heavy
This isn’t the usual part with all the nasty horrible secrets that armour kicking and screaming…
payers shouldn’t read, but do anyway. Instead, it includes ideas and
notes on how to incorporate all the new rules and systems presented … Only to put them back in it again if they choose.
here into your game. It is likely that there will be some parts of the
book you have read and thought, “I’m not having that in my game.’’ What follows in this chapter will be a breakdown of the ideas of the
After all, we can’t please all of the people all of the time. However, book, progressed through in the logical order that they were set out
we believe that everything we’ve put in this book can be used by in the book itself.
GMs to enrich the quality of their gaming sessions. Therefore, in this
final chapter, we aim to provide you with an insight into our ideas
and how we have incorporated them into our own games, in order SUB-CLASSES
that you might see the true benefit of the new mechanics. Call it our Sub-classes are a new idea, or at least a new way of looking at an old
case for the defence. one. With these we want to explore the themes that are central to
the character class. The paladin sub-classes follow the broad
themes that we have chosen for the book: worship, healing, combat,
THE OPENNING… leadership and equestrianism. These primarily allow a player to
Let’s get straight to the point. This book falls into the category of specialise their paladin in one of these areas. However, there is
RPG supplements that have become known as splat books. It’s a enough individuality in each class to make them worthy additions
book full of new rules and powers to make a certain character class to the basic classes of your campaigns.
‘better’. There’s no way of avoiding this description, so we’ll make no
bones over it. However, this is not (we hope) a book that simply Sub-classes have also been added as a tool for games masters. The
provides new powers that make paladins bigger and better than all paladin is a difficult class to fit in to many game worlds, and is often
other classes. They key phrase used in the introduction is ‘more discarded. The sub-classes of paladin allow the GM to choose
options’. We don’t want to make the paladin a class apart from the different options for the paladin model in their world, so that they
others; we just want them to be as flexible and varied a character can fit with the flavour of their setting. For example, a land without
class as fighters and rogues. That is what we hope we have achieved. any gods would find it difficult to house a paladin, whereas a Lord
will fit right in. This section will look at each class and consider the
We’ve built this book around a number of themes that are central to various different themes and settings that they are suited to as well
the paladin class: their holy purpose, healing and compassion, as discussing the ideas and concepts behind their design.
martial prowess, inspirational leadership and ability in the saddle.
We’ve tried to provide a range of features that support these Crusader:
different aspects of the paladin. There are prestige classes and sub- The crusader is the most out-and-out fighter of the set. Albeit they
classes to support each theme. There are feats, spells and powers to don’t have the d12 hit dice of the Horse Knight, but they are superior
aid the paladin in each of these endeavours. We’ve tried to steer in almost every other way. The concept behind this class was to strip
away from seeing the paladin simply as a fighter in shining armour, out the spells and healing and tone the paladin up into a killing
who is particularly good at killing undead. Instead, we’ve provided machine.
ideas that can be used by players to, hopefully, build a more
interesting and detailed paladin character. Okay, so they may want The crusader is a warrior who fights evil, not just a fighter with a
to play a fighter in shining armour who is particularly good at magic horse and the ability to turn undead. The crusader is
killing undead, but now they will have a better idea of why their modelled loosely on the barbarian. It was an important
character is driven to that cause and a wider variety of means to consideration that the crusader should not outstrip the fighter at the
reach that end. Not only that, but players can become holy knights top of the combat pile. The barbarian can be seen as a basic warrior
or expert horsemen. They can choose to be travelling healers, with a couple of tricks that give them an edge, but essentially
protecting the weak and oppressed. We’ve called this line of lacking the fighter’s combat versatility. That is the design principal
supplements Forgotten Heroes, because we feel there is a wealth of behind the crusader. Their main ‘trick’ – their rage, if you will – is
untapped potential for many of the ‘secondary’ character classes in their smite ability, making them into a specialist slayer of evil.
the game. The paladin is a prime example of this, and with this book Individual flavour can be added through the favoured enemy
feature, allowing the crusader to become the class for all wannabe

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Forgotten Heroes: PALADIN Games Masters’ Section
demon slayers, undead reapers and aberrant hunters (what, Jake This character class again emphasises the martial over the spiritual
Danger, where??). aspects of the paladin class. At d12 hit dice and with bonus mounted
combat feats at first level, the horse knight is a brick of a warrior,
The theme of the crusader is easy to fit into most campaigns where provided they are on horseback. The horse companion is also more
evil has a strong presence. For them to remain true to the lawful powerful than those of comparative paladins. It is also important to
good ideal they should not be hunting down weak and insignificant note the spiritual nature of the mount. This is a divine gift, and when
outcroppings of evil in a largely good-dominated world. They the horse knight reaches twentieth level they are rewarded by their
thrive on danger and hunt down evil with a passion. Their lack of mount becoming a true celestial creature.
spells makes them suitable for a campaign where there are no, or
limited, gods or divine magic. They fit well with multiple fantasy This character class is perhaps more difficult to fit into a wide
genres, from the grizzled vampire hunter of renaissance (or indeed, variety of campaigns. They have a strong medieval European feel
contemporary) to the pure and chaste knight of old. They can add and are therefore limited only to very traditional fantasy
an element of passion and danger to a world where evil is hidden. campaigns. They will even seem out of place in Celtic-influenced
There are many uses for crusaders and they are likely to be a settings, as the knightly aspects will work against the magical
popular choice with players who enjoy a bit of holy hack-and-slash. nature of the game. However, in the right campaign they can be the
perfect way to bring across a stern but heroic knight, a force for law
Defender: as much as for good.
The core concept behind the defender was one of a weaker, more
sympathetic character who concentrated on healing. This idea Lord:
became secondary, however, to the defensive combat abilities that The lord was designed to cover the aspects of a paladin that can be
grew up around the class. This class was conceived as a holy gained without a divine patron. The lord represents the noble
protector, travelling from town to town offering aid and protecting warrior who swears faithfully to defend their land and their king.
the weak where ever they found suffering. The key concept is that As such they are light on mystical powers, but retain those abilities
they will only choose to use combat as a last resort. However, in a that have a grounding in the character’s devotion and strength of
fantasy role-playing game, there will undoubtedly be occasions will.
where they will be needed to protect others through using their
strength of arms. Therefore the class has a number of unique combat The lord is defined more by what they cannot do than by what they
abilities that enables them to better protect and defend others in can. They loose many of the abilities available to other paladin
combat. classes. They have no spells, no smiting ability and no divine
protection. Their healing ability is also much less potent than true
The defender is perhaps the closest in abilities of the classes to the paladins. However, they are skilled warriors and mighty leaders,
original paladin character class. They have all the normal class inspiring courage and awe in all. This is represented through an
features of the paladin except for their special mount and the ability improved aura of courage and the use of bonus feats, which includes
to smite evil. These two abilities are offensive-minded to suit the both those combat feats (although from a restricted range when
defender’s ethos. However, it is important that the Defender is not as compared with the fighter) and leadership feats.
competent a warrior as other paladin subclasses, having a weaker
hit dice and base attack progression. The warrior nature of the The lord will fit into a large number of campaigns. This class will
defender comes not from their ability to attack, but from the make an excellent ‘mundane’ paladin for campaigns without, or
additional defensive combat feats that the defender specialises in. with limited, Gods or magic. Their aura and feat selection is likely to
This leaves the class somewhat similar to the cleric in as a base, but make them stand out from fighters and rangers, and emphasise their
with the feats and abilities to give them an edge over other classes of unique calling and nobility. They are not simply restricted to these
that tier, such as clerics and rogues. non-magical campaigns, however. The lord class will fit in to high
fantasy games, emphasising the role of just rulers and abiding by a
The defender is probably the easiest of the classes to fit into a lawful life.
campaign. Their general nature and emphasis on travel and
compassion can fit into most fantasy worlds. The mysterious stranger
who comes to town is a fantasy classic. This class allows you to Warrior Monk:
emphasise the true ideals of goodness within the world. Even in a The final subclass represents the life of a priest who gives up their
world dominated by evil, the defender can represent the lonely flock and strives to fight evil in the world. As such they are not a
light of hope and kindness that is central to the human condition, true paladin and servant of their deity. The warrior monk has a
and as such can bring a lot of depth to the campaign. They are also a different calling, one they must fulfil with a different set of tools to
very versatile class and will work in many different genres; those of the paladin.
contemporary and wild-west fantasy worlds are particularly well
suited and it can even work with oriental settings. They fit in best The warrior monk loses the divine boons of the paladin class. They
with games with a horror element. Their lone struggle can enhance cannot detect evil and they do not gain a special mount. However
the mood of any fantasy-horror setting. they are more in tune with the teachings of their god, as opposed to
the paladin who understands the will of their god. As such they are
Horse Knight: better spell casters, learning more of the lore and wisdom of their
The horse knight is the embodiment of the mounted holy warrior. order. This is represented through their increased access to spells
They are the typical knight-in-shining-armour, riding a snowy and their improved spell casting ability.
white horse and protecting the lands from incursions of evil. They
have limited powers, but make up for this by being granted their The warrior monk must be carefully integrated into a campaign. In
special mount from first level. The theme of the horse knight many settings they can be used to represent the holy orders of
concentrates on the spiritual link between the paladin and their knights found frequently in literature, such as Sparhawk’s Pandions
horse. This is a strong bond and one that can reap many role- or the Knights of Solamnia. They can also be used as an alternative
playing rewards. cleric for a very martial god or goddess. However if not carefully
integrated they can become little more than a fighter/cleric.

- 51 -
Forgotten Heroes: PALADIN Games Masters’ Section
PALADIN FEATS
Many of the feats presented in this book are paladin specific. Each
PRESTIGE CLASSES has been designed to emphasise the unique aspects of those who
One powerful balancing factor of the paladin class is its inability to follow the paladin’s path. It is not recommended that these feats are
multiclass and return to paladin progression. While a suitable opened to other classes. The ‘Heart Of…’ feats represent aspects of a
penalty for the class, it can be frustrating for players who wish to character’s inner being, focused by their calling and manifested in
expand the scope or capabilities of their character. Prestige classes their individual through ability scores. As such other characters
provide an ideal way to solve this problem representing areas of with equally high ability scores would not manifest similar powers
focus for the broad based core classes. Within this book the paladin as their focus is different to that of the paladin. The paladin-only
prestige classes are designed with this idea in mind. This approach feats are designed to draw upon the powers available to those who
to their design and use, representing differing aspects of a paladins wholly embrace the guiding ideals behind the paladin class. This is
calling and beliefs, allows the creation of prestige classes the again an unlikely occurrence in non paladins possessing the same
paladin can multiclass with without abusing the privilege of their feats and ability scores. Applying these paladin feats as unique to
class restriction. GMs are encouraged to view characters entering the class allows players to represent the unique nature of the
these classes as the continuation of a paladin’s natural progression, paladin in relation to their world, and use it as a base to explore this
as opposed to specific new careers. This approach maintains the relationship through role-playing.
unique flavour and demands of the paladin class. while allowing
players options to achieve a wider variety of character concepts.
This approach also allows characters to react to events in their lives. TEST OF FAITH
For example, a paladin who loses their family to an Orc attack can Tests of faith represent a significantly powerful ability. GMs should
become a slayer while remaining true to the paladin’s core beliefs. therefore be very strict in its application. The mechanism was
Taking this approach will allow you and your players to examine designed to provide a material way to represent the tremendous
the many facets of the paladin as an individual within the broad power of religious belief and righteous action, important concepts
belief system they operate under. for paladin characters. Such a mechanism we feel greatly enhances
the flavour of divine power and the idea of faith overcoming all
obstacles. To work properly, tests of faith must be viewed as
Legal powers: something that occurs from conviction and genuine need, not a
Central to the idea of the paladin concept is the concept of power power that is employed at will. GMs must always feel certain that
tied to responsibility, in this case the paladin’s powers relying on his there is sufficient justification for a test of faith check before
adherence to alignment and code restrictions. However, within allowing it – these are minor miracles and should be treated as such.
societies, other controls are needed to ensure power is used Remember also, the gods generally want servants who are strong
responsibly. This invariably involves the creation of a system of enough to survive by themselves, and will often abandon a follower
justice. Several prestige classes emphasise the paladins’ role within to survive without aid where it is normally available. The Gods see
existing justice systems. This is deliberately to encourage the use of this as a good test of the character’s faith in them. As long as they
the law in fantasy games. Having such systems in place provides a are used in the correct context, tests of faith provide an excellent
means to remind players of the consequences of their actions, good way to broaden and de-standardise the powers of faith.
or bad. In addition, a kingdom’s laws allow for scenarios revolving
around injustice, corruption, conflict between law and justice, false
accusations and abuses of power. Given the nature of the paladins’ PALADIN SPELLS
calling each of these themes can make for great role-playing The spells presented need little discussion. A spell is a spell. The
possibilities for any group containing a paladin. Such abilities must spells we’ve put into this book highlight the unique aspects of the
be carefully integrated into a campaign setting. The legal powers of paladin over the cleric. There only a few of the spells presented that
the justicar and judicial champion are designed upon simple can be utilised by any cleric. The spells also follow the themes of the
principals, but in the wrong campaign the can cause some problems. book, there are some healing spells, some combat spells, some
It is best if the GM seriously considers the powers presented before devotional spells and some that concentrate on the paladin’s mount
allowing such character classes into their game. and travel. Integrating these spells into your campaign should leave
you little problems as they are designed to easily slot into any
campaign.
NEW USES FOR OLD SKILLS
As characters with a comparatively limited selection of skills and
skill points, paladins must carefully select the areas in which they DIVINE SMITES
are competent. Within each skill there are myriad possible One of the first things that comes to mind when reading the smite
applications. Not all of these are appropriate for everybody who rules in Core Rulebook I is the question; ‘how does it work’. The Divine
posses the skill, as much is acquired through experience. The new Smites section is built around answering this question. It considers
uses for old skills represent applications that paladins are likely to the various different ways in which positive energy could
practice as part of their day-to-day life, and become familiar with. conceptually be employed to damage living creatures. Even
We encourage GMs and players to carefully consider all characters’ without the new rules, there is a wealth of interesting ideas for
uses of skills, particularly with regard to character background, players to build their characters around. Including the rules, it
training and practical application. In this way players get the provides in-game rewards for characters who choose to flavour their
opportunity to define themselves by how they apply their skills as character towards one of the styles. GMs can either use the whole
well as the number and levels of skills they possess. This adds depth system presented, adding extra variety and options to the paladins
to characters and brings them to life if the groups mind. of their world, or select a restricted number of styles which represent
the ways in which they see smites operating in their setting. The
basic system provides the paladin character with a toolkit to help
them out against evil creatures. They can use the varied smites to
give them an extra impetus on attack rolls or damage rolls. The

- 52 -
Forgotten Heroes: PALADIN Games Masters’ Section
advanced smites provide additional options above and beyond whether or not aid is for a specific quest is available preventing
simple attack and damage bonuses, including completely different overuse and maintaining the powers uniqueness and rarity.
forms of attack, such as mental attacks and ranged attacks.
Geas are vital to maintaining the flavour of vow quests. They are not
merely a balancing mechanism, but are designed to emphasise the
DIVINE CHANNELLING relationship between gods and mortals. In undertaking a Geas, a
character is symbolically re-enacting the actions of his god. As such
This section considers rules for using the energy from turn undead the choice of Geas highlights the character’s nature and aspects of
attempts for other purposes. This is not a particularly original idea, their personality. GMs should ensure that players treat their Geas in
but we have tried to create a general system that captures a certain this way. The potential for role-playing opportunities generated by
level of flavour and character. Instead of the character being able to this approach are numerous and provide ample opportunity to
use their turn undead for any number of different effects, the explore a characters faith and beliefs. Such opportunities expand
character must choose a speciality. This inner focus is therefore used the range of experiences for characters as well as helping players
as a tool for defining and adding variety to paladin characters. The better define their character.
foci provided here are deliberately flavoured to the paladin
character. They contain powers that work through the paladin’s When used within the correct context, Vow Quests can add a
existing class features and follow the themes of the class. Through legendary quality to the deeds of characters without having to heap
this, the system can be used to add flavour to individual paladin items and experience upon characters. While the inclusion of Vow
characters, thus allowing for more variety and flexibility between Quests requires careful thought the benefits of their use in a
paladins. campaign are well worth the effort.

As discussed in the chapter, this system can also be used for other USING THE PRAYER BOOK
character classes that have the ability to turn undead, but you will Once you have finished this final chapter of the book you will no
likely have to build your own inner foci. Each inner focus path has doubt turn to the character sheets provided in the final pages. The
five levels of power, each requiring the expenditure of an paladin character sheet will need no introduction, as you were no
increasingly greater number turn attempts. When designing your doubt expecting it. However beside the character sheet is a Paladin
own inner foci you should retain this principal as this will facilitate Prayerbook sheet to help you organise and maintain your spell
maintaining the balance of these abilities between character selection.
classes. Each power should also have a channelling check required
as this represents the difficulty in focusing the character’s This sheet is quite simple to use and should hopefully be fairly
channelling energy to the precise effects of the power in question. instinctive. The sheet contains a list of all the spells a paladin may
By following these two simple guidelines you should be able to choose. They are listed out along with a short description and easy
easily create your own inner foci for use by clerics and others in your references for range, duration, saving throws and components.
own game world. Along side these details are two rows of tick-boxes. The circles
should be filled in at the start of the day as you prepare your spells.
The guide at the top of the page will tell you how many spells you
SOUL WEAPONS can prepare.
Equipment, especially if it is magical, is an integral part of a
character and how it interacts with the environment. Indeed items To use the sheet, just fill in the circles for the spells you wish to cast at
often become part of a character’s defining features. Within fantasy the start of the day. As the game progresses and you cast your spells,
literature, heroes are often associated with specific weapons, steeds tick them of by putting a line through the square boxes below. This
and the like. Soul weapons provide another avenue for paladins to allows you to simply and easily maintain track of your spells and
define themselves. Breaking away from the randomness of acquired makes a quick reference when trying to work out the effects, thus
treasure, soul weapons enable the character to express their nature reducing the time you have to spend with your nose in the book and
through their equipment. This allows them to represent their own maximising the time spend enjoying the game.
image of the character through a weapon they have built
themselves. Weapons were chosen as the paladin’s role as a warrior
and champion of good logically focuses their energies on their
weapons. Players should always be reminded that soul weapons are If you’ve enjoyed Forgotten Heroes: Paladin check out or up and
part of the character and referees should feel confident in denying coming products at our website: www.malladinsgate.com.
any enhancements he feels are unsuitable or having the weapon
withhold its powers if they are ignoring this aspect of the system.
Coming soon from Malladin’s Gate Press…

VOW QUESTS
These were designed with epic/high fantasy traditions in mind.
Tales of great heroes gifted by the gods are a staple of fantasy St. John’s College of Abjuration
literature. As champions of the gods, paladins make an excellent and defence against the Offensive Arts
option for portraying the sources of such tales. The rules allow
players to undertake epic tasks and experience new powers, both
proved very popular with play-testers. Additionally, the system
offers players the opportunity to explore relationships between the Book 1 of the Academy Handbook series
character, his patron and their roles in the world; all of which are A combined setting and class book for abjuration specialists.
great role-playing themes that help establish the characters place
in the world. For the GM, epic quests offer many interesting scenario
opportunities. They also offer a good means to bring groups Preview downloads available soon from www.malladinsgate.com
together, and keep them that way. As a referee you can decide

- 53 -
MALLADIN’S GATE PRESS
____________________________________ ____________________________________

PALADIN
Character Name Player

____ ____ ____ _____ ____ ____ _____ ______________ ___________ _________
Size Age Height Weight Gender Eyes Hair Race Deity Alignment Character Sheet

STR qq q q DEX qq q q
Strength Score Modifier Temp Modifier Dexterity Score Modifier Temp Modifier KNOWLEDGES Ranks Misc. Total
SKILL NAME Ranks Misc. Total SKILL NAME Ranks Misc. Total _______________ ___ ___ ___
q q
Climb ___ ___ ___ Balance ___ ___ ___ _______________ ___ ___ ___
q q
Jump ___ ___ ___ Escape Artist ___ ___ ___ _______________ ___ ___ ___
q q
Swim ___ ___ ___ Hide ___ ___ ___ _______________ ___ ___ ___
q
_______________ ___ ___ ___ Move Silently ___ ___ ___ _______________ ___ ___ ___
q
_______________ ___ ___ ___ Open Lock ___ ___ ___ _______________ ___ ___ ___
q
Pick Pocket ___ ___ ___ _______________ ___ ___ ___
q
Ride ___ ___ ___
q
Tumble ___ ___ ___
CON qq q q
Constitution Score Modifier Temp Modifier
q
Use Rope ___ ___ ___ LANGUAGES Total: q
SKILL NAME Ranks Misc. Total _________________ ___ ___ ___ _______________ ______________
q
Concentration ___ ___ ___ _________________ ___ ___ ___ _______________ ______________
_______________ ___ ___ ___ _________________ ___ ___ ___ _______________ ______________
_______________ ___ ___ ___ _________________ ___ ___ ___ _______________ ______________

INT qq q q WIS qq q q CHA qq q q


Intelligence Score Modifier Temp Modifier Wisdom Score Modifier Temp Modifier Charisma Score Modifier Temp Modifier

SKILL NAME Ranks Misc. Total SKILL NAME Ranks Misc. Total SKILL NAME Ranks Misc. Total
q q q
Appraise ___ ___ ___ Heal ___ ___ ___ Animal Empathy ___ ___ ___
q q q
Craft __________ ___ ___ ___ Innuendo ___ ___ ___ Bluff ___ ___ ___
q q q
Decipher Script ___ ___ ___ Intuit Direction ___ ___ ___ Diplomacy ___ ___ ___
q q q
Disable Device ___ ___ ___ Listen ___ ___ ___ Disguise ___ ___ ___
q q q
Forgery ___ ___ ___ Profession ________ ___ ___ ___ Gather Info. ___ ___ ___
q q q
Read Lips ___ ___ ___ Sense Motive ___ ___ ___ Handle Animal ___ ___ ___
q q q
Scry ___ ___ ___ Spot ___ ___ ___ Intimidate ___ ___ ___
q q q
Search ___ ___ ___ Wilderness Lore ___ ___ ___ Perform ___ ___ ___
q q
Spellcraft ___ ___ ___ _________________ ___ ___ ___ Use Magic Dev. ___ ___ ___
_______________ ___ ___ ___ _________________ ___ ___ ___ ________________ ___ ___ ___
_______________ ___ ___ ___ _________________ ___ ___ ___ ________________ ___ ___ ___

FEATS TURN UNDEAD SAVING THROWS


FEAT NAME Description Total Base
Ability
Mod
Mogic
Mod Misc Mod

___________ ___________________ Turning Level ____ Fortitude


___________ ___________________ Turning Check modifier (Cha) ____
___________ ___________________ Turning damage 2d6 + ____ Reflex
___________ ___________________
___________ ___________________ Turning Attempts Used Will
___________ ___________________ Base: OOO qqq
___________ ___________________ Cha Bonus OOOOO qqqqq
___________ ___________________ Extra Turning: OOOO qqqq Gear
___________ ___________________ OOOO qqqq ITEM ITEM
___________ ___________________ OOOO qqqq ________________ ________________
___________ ___________________ OOOO qqqq ________________ ________________
___________ ___________________ ________________ ________________
___________ ___________________ Channelling ________________ ________________
___________ ___________________ INNER FOCUS ____________________ ________________ ________________
___________ ___________________ 1 attempt ____________________ ________________ ________________
___________ ___________________ 2 attempts ____________________ ________________ ________________
___________ ___________________ 3 attempts ____________________ ________________ ________________
___________ ___________________ 4 attempts ____________________ ________________ ________________
___________ ___________________ 5 attempts ____________________ ________________ ________________
MALLADIN’S GATE PRESS
____________________________________ ____________________________________

PALADIN
Character Name Player

____ ____ ____ _____ ____ ____ _____ ______________ ___________ _________
Size Age Height Weight Gender Eyes Hair Race Deity Alignment Character Sheet

INITIATIVE ARMOUR CLASS


Dexterity Bonus Base 10

Miscellaneous Modifiers Total Armour Bonus

Dexterity Modifier
BASE ATTACK
Bonus Miscellaneous Modifiers
Active
MELEE RANGED q Protective Item Type Armour Bonus Check Penalty
Attack Bonus Attack Bonus

Base Attack Bonus


Max Dex Spell Failure Speed Weight Special Properties

STR/DEX Mod
Active
Size Mod q Protective Item Type Armour Bonus Check Penalty

Misc Mod
Max Dex Spell Failure Speed Weight Special Properties

TOTAL

Attack Total Attack Bonus Damage Critical Active


q Protective Item Type Armour Bonus Check Penalty

Range Weight Size Type Special Properties


Max Dex Spell Failure Speed Weight Special Properties

Attack Total Attack Bonus Damage Critical


Active
q Protective Item Type Armour Bonus Check Penalty
Range Weight Size Type Special Properties

Max Dex Spell Failure Speed Weight Special Properties

Attack Total Attack Bonus Damage Critical

Range Weight Size Type Special Properties


SPEED
Base
Attack Total Attack Bonus Damage Critical
Total Armour Penalty

Range Weight Size Type Special Properties


HIT POINTS total

Damage
Attack Total Attack Bonus Damage Critical

Range Weight Size Type Special Properties

Attack Total Attack Bonus Damage Critical


Subdual

Range Weight Size Type Special Properties


MALLADIN’S GATE PRESS
____________________________________ 1ST LEVEL SPELLS
PALADIN
Character Name
Spells/day: mmmmmm mm
Class Level Wis Bonus
____________________________________
Player Spellcaster Level: ____ Save DC: __ ( 11 + Wis mod) Prayerbook
Spell Name Range Duration Target Save Components Prepared/Cast

Bless 50 ft. 1 minute/level All allies in range None V, S, DF mmmmmmmm


Ally gains +1 attack and +1 on saves against fear. qqqqqqqq
Spell Name Range Duration Target Save Components Prepared/Cast

Blessings of insight Personal 1 round/level Self None V, S mmmmmmmm


Add Wis bonus to AC against evil opponents. qqqqqqqq
Spell Name Range Duration Target Save Components Prepared/Cast

Bless Water Touch Instantaneous Flask of water touched None V, S, M mmmmmmmm


Makes holy water. qqqqqqqq
Spell Name Range Duration Target Save Components Prepared/Cast

Bless Weapon Touch 1 minute/level Weapon touched None V, S mmmmmmmm


Weapon gains a +1 bonus. qqqqqqqq
Spell Name Range Duration Target Save Components Prepared/Cast

Create Water 25 ft + 5 ft/level Instantaneous n/a None V, S mmmmmmmm


Creates 2 gallons/level of pure water. qqqqqqqq
Spell Name Range Duration Target Save Components Prepared/Cast

Cure Light Wounds Touch Instantaneous Creature touched Will V, S mmmmmmmm


Cures 1d8+1/level damage (max. +5). qqqqqqqq
Spell Name Range Duration Target Save Components Prepared/Cast

Detect Poison 25 ft + 5 ft/level Instantaneous One creature, object or 5ft Cube None V, S mmmmmmmm
Detect poison in one creature or small object. qqqqqqqq
Spell Name Range Duration Target Save Components Prepared/Cast

Detect Undead 60 ft. Concentration, up to 1 min/level Quarter circle area None V, S,DF mmmmmmmm
Reveals undead within 60 ft. qqqqqqqq
Spell Name Range Duration Target Save Components Prepared/Cast

Endure Elements Touch 24 hours Creature touched None V, S mmmmmmmm


Ignores 5 damage/round from one energy type. qqqqqqqq
Spell Name Range Duration Target Save Components Prepared/Cast

Ephod of Melee Personal 2 rounds/level Self None V, S,M, DF mmmmmmmm


Creates a magical vest that protects against missile attacks and ranged spells. qqqqqqqq
Spell Name Range Duration Target Save Components Prepared/Cast

Exorcise the Damned Personal 5 rounds/level Self None V, S, DF mmmmmmmm


Adds 1d4 effective levels for turn undead attempts. qqqqqqqq
Spell Name Range Duration Target Save Components Prepared/Cast

Gaze of Truth Personal Instantaneous Self None V, S, DF mmmmmmmm


Detects mind controlling enchantments. qqqqqqqq
Spell Name Range Duration Target Save Components Prepared/Cast

Holy Beacon 1 mile/level squared. 1 Day Self None V, S,M, DF mmmmmmmm


Signals paladins that another paladin is in danger. qqqqqqqq
Spell Name Range Duration Target Save Components Prepared/Cast

Inspirational Charge 20 ft. 2 hours All allies in range None V mmmmmmmm


Cast as making a charge, if you hit allies gain +2 bonus to attack and damage. qqqqqqqq
Spell Name Range Duration Target Save Components Prepared/Cast

Magic Weapon Touch 1 minute/level Weapon touched None V, S, F, DF mmmmmmmm


Weapon gains +1 bonus. qqqqqqqq
Spell Name Range Duration Target Save Components Prepared/Cast

Minor symbol of divinity 5 ft. / level 1 day/level 5 ft radius from caster None V, S, DF mmmmmmmm
Creates minor magical protection within small area. qqqqqqqq
Spell Name Range Duration Target Save Components Prepared/Cast

Poultice Touch 24 hours/level Creature touched None V, S, DF mmmmmmmm


Enhances heal skill effects; double normal recovery rate and Cha bonus to resist poison/disease. qqqqqqqq
Spell Name Range Duration Target Save Components Prepared/Cast

Purifying Flame Touch. 1 minute/level (max 10) Creature or object touched Will V, S mmmmmmmm
Produces a small flame that does 1d4 damage to evil creatures, lasts for 1 round/level (max 10). qqqqqqqq
Spell Name Range Duration Target Save Components Prepared/Cast

Protection from evil Touch 1 minute/level Creature touched Will V, S, DF mmmmmmmm


+2 AC and saves, counter mind control, hedge out elementals and outsiders. qqqqqqqq
Spell Name Range Duration Target Save Components Prepared/Cast

Read magic Personal 10 minutes/level Self None V, S, F mmmmmmmm


Read scrolls and spellbooks. qqqqqqqq
Spell Name Range Duration Target Save Components Prepared/Cast

Resistance Touch 1 minute Creature touched Will V, S, DF mmmmmmmm


Subject gains +1 on saving throws. qqqqqqqq
Spell Name Range Duration Target Save Components Prepared/Cast

Smite Personal Discharge Self None V, S, DF mmmmmmmm


Invokes the paladin smite power. qqqqqqqq
Spell Name Range Duration Target Save Components Prepared/Cast

Virtue Touch 1 minute Creature touched None V, S, DF mmmmmmmm


Subject gains 1 temporary hit point. qqqqqqqq
Spell Name Range Duration Target Save Components Prepared/Cast

mmmmmmmm
qqqqqqqq
Spell Name Range Duration Target Save Components Prepared/Cast

mmmmmmmm
qqqqqqqq
MALLADIN’S GATE PRESS
____________________________________ 2nd LEVEL SPELLS
PALADIN
Character Name
Spells/day: mmmmmm mm
Class Level Wis Bonus
____________________________________
Player Spellcaster Level: ____ Save DC: __ ( 12 + Wis mod) Prayerbook
Spell Name Range Duration Target Save Components Prepared/Cast

Commanding Presence Touch 1 hour/level Creature touched None V, S, DF mmmmmmmm


Subject gains +1d4 Cha for 1 hour/level. qqqqqqqq
Spell Name Range Duration Target Save Components Prepared/Cast

Defiance Touch 1 minute Creature touched Will V, S mmmmmmmm


Subject will not flee due to the effects of Fear. qqqqqqqq
Spell Name Range Duration Target Save Components Prepared/Cast

Delay Poison Touch 1 hour/level Creature touched Fortitude V, S, DF mmmmmmmm


Stops poison from harming subject for 1 hour/level. qqqqqqqq
Spell Name Range Duration Target Save Components Prepared/Cast

Divine Pursuit Self See text One evil creature None V, S mmmmmmmm
Make a Knowledge (religion) skill check to track an evil being. qqqqqqqq
Spell Name Range Duration Target Save Components Prepared/Cast

Divine Wisdom Touch 1 hour/level Creature touched None V, S, DF mmmmmmmm


Subject gains 1d4+1 Wis for 1 hr/level. qqqqqqqq
Spell Name Range Duration Target Save Components Prepared/Cast

Holy Meditation Personal 2 Hours Self None V, S, M mmmmmmmm


Mediate for 2 hours for full 8 hours rest. qqqqqqqq
Spell Name Range Duration Target Save Components Prepared/Cast

Holy Shield Touch 1 minute/level Shield Touched None V, S, DF mmmmmmmm


Target shield gains Wis bonus +1 to AC. qqqqqqqq
Spell Name Range Duration Target Save Components Prepared/Cast

Limbs of Endurance Personal 1 hour/level Self None V, S, DF mmmmmmmm


Cures fatigue, improves fortitude save by +1 , reduces need to rest. qqqqqqqq
Spell Name Range Duration Target Save Components Prepared/Cast

Purify Mount Touch Instantaneous Mount touched None V, S mmmmmmmm


Remove poisons from your mount and cure any damage caused by poisons. qqqqqqqq
Spell Name Range Duration Target Save Components Prepared/Cast

Remove Paralysis 25 ft + 5 ft/level Instantaneous Up to 4 creatures in range Will V, S mmmmmmmm


Frees one or more creatures from paralysis, hold or slow. qqqqqqqq
Spell Name Range Duration Target Save Components Prepared/Cast

Resist Elements Touch 1 minute/level Creature touched None V, S, DF mmmmmmmm


Ignores 12 damage/round from one energy type. qqqqqqqq
Spell Name Range Duration Target Save Components Prepared/Cast

Shield Other 25 ft + 5 ft/level 1 hour/level One creature Will V, S, F mmmmmmmm


You take half of subject’s damage. qqqqqqqq
Spell Name Range Duration Target Save Components Prepared/Cast

Undetectable Alignment 25 ft + 5 ft/level 24 hours One creature or object Will V, S mmmmmmmm


Conceals alignment for 24 hours. qqqqqqqq
Spell Name Range Duration Target Save Components Prepared/Cast

mmmmmmmm
qqqqqqqq
Spell Name Range Duration Target Save Components Prepared/Cast

mmmmmmmm
qqqqqqqq
Spell Name Range Duration Target Save Components Prepared/Cast

mmmmmmmm
qqqqqqqq
Spell Name Range Duration Target Save Components Prepared/Cast

mmmmmmmm
qqqqqqqq
Spell Name Range Duration Target Save Components Prepared/Cast

mmmmmmmm
qqqqqqqq
Spell Name Range Duration Target Save Components Prepared/Cast

mmmmmmmm
qqqqqqqq
Spell Name Range Duration Target Save Components Prepared/Cast

mmmmmmmm
qqqqqqqq
Spell Name Range Duration Target Save Components Prepared/Cast

mmmmmmmm
qqqqqqqq
Spell Name Range Duration Target Save Components Prepared/Cast

mmmmmmmm
qqqqqqqq
Spell Name Range Duration Target Save Components Prepared/Cast

mmmmmmmm
qqqqqqqq
Spell Name Range Duration Target Save Components Prepared/Cast

mmmmmmmm
qqqqqqqq
Spell Name Range Duration Target Save Components Prepared/Cast

mmmmmmmm
qqqqqqqq
MALLADIN’S GATE PRESS
____________________________________ 3rd LEVEL SPELLS
PALADIN
Character Name
Spells/day: mmmmmm mm
Class Level Wis Bonus
____________________________________
Player Spellcaster Level: ____ Save DC: __ ( 13 + Wis mod) Prayerbook
Spell Name Range Duration Target Save Components Prepared/Cast

Channel Healing 25 ft + 5 ft/level 1 minute/level One creature Will V, S mmmmmmmm


Allows use of lay on hands at range. qqqqqqqq
Spell Name Range Duration Target Save Components Prepared/Cast

Cure Moderate Wounds Touch Instantaneous Creature touched Will V, S mmmmmmmm


Cures 2d8+1/level (max +10). qqqqqqqq
Spell Name Range Duration Target Save Components Prepared/Cast

Discern Lies 25 ft + 5 ft/level Concentration, up to 1 rnd/level 1 creature/level Will V, S, DF mmmmmmmm


Reveals deliberate falsehoods. qqqqqqqq
Spell Name Range Duration Target Save Components Prepared/Cast

Dispel Magic 100 ft. + 10 ft./level Instantaneous One spellcatser, creature, object or None V, S mmmmmmmm
30 ft. radius area.
Cancels magical spells and effects. qqqqqqqq
Spell Name Range Duration Target Save Components Prepared/Cast

Divine Warding Personal 1 minute/level Until used (max 1 hour/level) None V, S mmmmmmmm
Cancel half damage from evil sources (max. Cha bonus/level). qqqqqqqq
Spell Name Range Duration Target Save Components Prepared/Cast

Greater Magic Weapon Touch 1 hour/level Weapon touched None V, S, DF mmmmmmmm


+1 Bonus/three levels (max +5) qqqqqqqq
Spell Name Range Duration Target Save Components Prepared/Cast

Heal Mount Touch Instantaneous Mount touched None V, S mmmmmmmm


As Heal on warhorse or other mount. qqqqqqqq
Spell Name Range Duration Target Save Components Prepared/Cast

Heart of Valour Personal 1 round Allies within 5 ft. None V, S, DF mmmmmmmm


Augments aura of courage, grants attack bonuses, causes fear in opponents. qqqqqqqq
Spell Name Range Duration Target Save Components Prepared/Cast

Magic Circle against Evil. Touch 10 minutes/level Area 10 ft radius from touched Will V, S mmmmmmmm
creature
Augments aura of courage, grants attack bonuses, causes fear in opponents. qqqqqqqq
Spell Name Range Duration Target Save Components Prepared/Cast

Prayer 30 ft. 1 round/level All allies and foes in range None V, S, DF mmmmmmmm
Allies gain +1 on most rolls, enemies suffer -1. qqqqqqqq
Spell Name Range Duration Target Save Components Prepared/Cast

Remove Disease/Blindness Touch Instantaneous Creature touched None V, S, DF mmmmmmmm


Cures normal or magical conditions qqqqqqqq
Spell Name Range Duration Target Save Components Prepared/Cast

Stand Together 25 ft. 1 round/2 levels All allies in range Will V, S, F mmmmmmmm
Allies can use the paladin’s saving throws instead of their own. qqqqqqqq
Spell Name Range Duration Target Save Components Prepared/Cast

Soul Burn 100 ft. + 10 ft./level 1 round (see text) One evil creature Fortitude V, S mmmmmmmm
Causes 1d4 damage per 2 levels to evil creatures and double damage to evil outsiders. qqqqqqqq
Spell Name Range Duration Target Save Components Prepared/Cast

mmmmmmmm
qqqqqqqq
Spell Name Range Duration Target Save Components Prepared/Cast

mmmmmmmm
qqqqqqqq
Spell Name Range Duration Target Save Components Prepared/Cast

mmmmmmmm
qqqqqqqq
Spell Name Range Duration Target Save Components Prepared/Cast

mmmmmmmm
qqqqqqqq
Spell Name Range Duration Target Save Components Prepared/Cast

mmmmmmmm
qqqqqqqq
Spell Name Range Duration Target Save Components Prepared/Cast

mmmmmmmm
qqqqqqqq
Spell Name Range Duration Target Save Components Prepared/Cast

mmmmmmmm
qqqqqqqq
Spell Name Range Duration Target Save Components Prepared/Cast

mmmmmmmm
qqqqqqqq
Spell Name Range Duration Target Save Components Prepared/Cast

mmmmmmmm
qqqqqqqq
Spell Name Range Duration Target Save Components Prepared/Cast

mmmmmmmm
qqqqqqqq
Spell Name Range Duration Target Save Components Prepared/Cast

mmmmmmmm
qqqqqqqq
MALLADIN’S GATE PRESS
____________________________________ 4th LEVEL SPELLS
PALADIN
Character Name
Spells/day: mmmmmm mm
Class Level Wis Bonus
____________________________________
Player Spellcaster Level: ____ Save DC: __ ( 14 + Wis mod) Prayerbook
Spell Name Range Duration Target Save Components Prepared/Cast

Avenger’s Might Personal 2 rounds/level Self None V, S mmmmmmmm


Add Cha bonus to damage and strength checks. qqqqqqqq
Spell Name Range Duration Target Save Components Prepared/Cast

Brothers in Arms 25 ft + 5 ft/level 1 round/level One creature/3 levels Will V, S mmmmmmmm


Allies exchange hit points and strength between themselves. qqqqqqqq
Spell Name Range Duration Target Save Components Prepared/Cast

Cloak of Righteousness Personal 1 round/level Self None V, S, DF mmmmmmmm


Creates shining raiment, blinding opponents and encouraging allies. qqqqqqqq
Spell Name Range Duration Target Save Components Prepared/Cast

Cure Serious Wounds Touch Instantaneous Creature touched Will V, S mmmmmmmm


Cures 3d8+1/level (max +15). qqqqqqqq
Spell Name Range Duration Target Save Components Prepared/Cast

Death Ward Touch 10 minutes/level Living creature touched None V, S, DF mmmmmmmm


Grants immunity to death spells and effects qqqqqqqq
Spell Name Range Duration Target Save Components Prepared/Cast

Dispel Evil Touch 1 hour/level You and an evil creature touched See text V, S, DF mmmmmmmm
+4 bonus against attacks by evil creatures. qqqqqqqq
Spell Name Range Duration Target Save Components Prepared/Cast

Divine Aura 60 ft. Instantaneous All evil creatures in range None V, S mmmmmmmm
1d4/2 levels damage and turns all evil creatures within 60ft. qqqqqqqq
Spell Name Range Duration Target Save Components Prepared/Cast

Freedom of Movement Personal or Touch 10 minutes/level Self or touched creature None V, S, M, DF mmmmmmmm
Subject moves normally despite impediments. qqqqqqqq
Spell Name Range Duration Target Save Components Prepared/Cast

Hand of Justice Personal 1 round/level Self None V, S, DF mmmmmmmm


Enables the paladin to mete out tremendous damage in combat.. qqqqqqqq
Spell Name Range Duration Target Save Components Prepared/Cast

Holy Beacon’s Answer Special 1 round One paladin None V, S, DF mmmmmmmm


Allows paladins to answer the call of a Holy Beacon. qqqqqqqq
Spell Name Range Duration Target Save Components Prepared/Cast

Holy Weapon Touch 1 round/level Weapon touched None V, S mmmmmmmm


Weapon becomes +5, does double damage against evil. qqqqqqqq
Spell Name Range Duration Target Save Components Prepared/Cast

Ironheart Touch See text One living creature Will V, S, DF mmmmmmmm


Grants recipient +5 bonus that can be distributed among future saving throws. qqqqqqqq
Spell Name Range Duration Target Save Components Prepared/Cast

Life Force transfer Touch Instantaneous Creature touched Will V, S mmmmmmmm


Heal others by harming yourself. qqqqqqqq
Spell Name Range Duration Target Save Components Prepared/Cast

Neutralise Poison Touch Instantaneous Creature or object touched Will V, S, DF mmmmmmmm


Detoxifies venom in or on subject. qqqqqqqq
Spell Name Range Duration Target Save Components Prepared/Cast

Purge the Soul Touch Permanent Creature touched Will V, S, DF mmmmmmmm


Restore the alignment of a good character who has been turned to evil. qqqqqqqq
Spell Name Range Duration Target Save Components Prepared/Cast

Sacred Journey Personal 8 hours/level Self None V, S, M, DF mmmmmmmm


Enhances a paladin’s innate abilities. qqqqqqqq
Spell Name Range Duration Target Save Components Prepared/Cast

Safe Passage 5 ft 1 round/ level Caster and on creature in range None V, S mmmmmmmm
Enemies must make a will save to attack the paladin and a designated charge. qqqqqqqq
Spell Name Range Duration Target Save Components Prepared/Cast

Soul of Mercy Personal 1 round Self None V, S, DF mmmmmmmm


Enhances the paladin’s combat ability when attacking to subdue. qqqqqqqq
Spell Name Range Duration Target Save Components Prepared/Cast

mmmmmmmm
qqqqqqqq
Spell Name Range Duration Target Save Components Prepared/Cast

mmmmmmmm
qqqqqqqq
Spell Name Range Duration Target Save Components Prepared/Cast

mmmmmmmm
qqqqqqqq
Spell Name Range Duration Target Save Components Prepared/Cast

mmmmmmmm
qqqqqqqq
Spell Name Range Duration Target Save Components Prepared/Cast

mmmmmmmm
qqqqqqqq
Spell Name Range Duration Target Save Components Prepared/Cast

mmmmmmmm
qqqqqqqq
MALLADIN’S GATE PRESS
____________________________________ Additional Spells
PALADIN
Character Name Spell Level: ____
Spells/day: mmmmmm mm
Class Level Wis Bonus
____________________________________
Player Spellcaster Level: ____ Save DC: __ ( 10 + __ + Wis mod) Prayerbook
Spell Name Range Duration Target Save Components Prepared/Cast

mmmmmmmm
qqqqqqqq
Spell Name Range Duration Target Save Components Prepared/Cast

mmmmmmmm
qqqqqqqq
Spell Name Range Duration Target Save Components Prepared/Cast

mmmmmmmm
qqqqqqqq
Spell Name Range Duration Target Save Components Prepared/Cast

mmmmmmmm
qqqqqqqq
Spell Name Range Duration Target Save Components Prepared/Cast

mmmmmmmm
qqqqqqqq
Spell Name Range Duration Target Save Components Prepared/Cast

mmmmmmmm
qqqqqqqq
Spell Name Range Duration Target Save Components Prepared/Cast

mmmmmmmm
qqqqqqqq
Spell Name Range Duration Target Save Components Prepared/Cast

mmmmmmmm
qqqqqqqq
Spell Name Range Duration Target Save Components Prepared/Cast

mmmmmmmm
qqqqqqqq
Spell Name Range Duration Target Save Components Prepared/Cast

mmmmmmmm
qqqqqqqq
Spell Name Range Duration Target Save Components Prepared/Cast

mmmmmmmm
qqqqqqqq
Spell Name Range Duration Target Save Components Prepared/Cast

mmmmmmmm
qqqqqqqq
Spell Name Range Duration Target Save Components Prepared/Cast

mmmmmmmm
qqqqqqqq
Spell Name Range Duration Target Save Components Prepared/Cast

mmmmmmmm
qqqqqqqq
Spell Name Range Duration Target Save Components Prepared/Cast

mmmmmmmm
qqqqqqqq
Spell Name Range Duration Target Save Components Prepared/Cast

mmmmmmmm
qqqqqqqq
Spell Name Range Duration Target Save Components Prepared/Cast

mmmmmmmm
qqqqqqqq
Spell Name Range Duration Target Save Components Prepared/Cast

mmmmmmmm
qqqqqqqq
Spell Name Range Duration Target Save Components Prepared/Cast

mmmmmmmm
qqqqqqqq
Spell Name Range Duration Target Save Components Prepared/Cast

mmmmmmmm
qqqqqqqq
Spell Name Range Duration Target Save Components Prepared/Cast

mmmmmmmm
qqqqqqqq
Spell Name Range Duration Target Save Components Prepared/Cast

mmmmmmmm
qqqqqqqq
Spell Name Range Duration Target Save Components Prepared/Cast

mmmmmmmm
qqqqqqqq
Spell Name Range Duration Target Save Components Prepared/Cast

mmmmmmmm
qqqqqqqq
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