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    Call of DutyPreface

    The paladin class has captured theimagination of players since its introduction. Thepaladin is the most difficult class to play, notbecause of a lack of combat power, but because of

    its roleplaying restrictions. Many players wouldlike to play one, but are afraid to try.

    However, a well-played paladin is worth theextra effort. Why is this? The other classes arefun to play because of what they can do. Thepaladin is fun to play because ofhowthey do it.

    The call of duty sets paladins apart.However, it is also something else. In the real

    world, we could use a few wizards to make ourlives easier or clerics to heal our sick. However,we need heroes more than anything, and paladinsare the epitome of heroic fantasy.

    In those dreary times of real life that happen in

    between games, try to live your life a little morelike a paladin.Focus on how you accomplish your goals a bit

    more, rather than the bottom line.Dont let fear run your life.

    And never make a deal with a dragon; smitethe beast.

    James Gargoyle [email protected] Designer

    Chapter One: Feats and Prestige Classes.......2New Feats ............................................................. 2Prestige Classes ................................................... 5

    The Paladin as a Prestige Class ....................5

    Archon ............................................................ 9Chaos Knight ................................................13Forge Avenger ..............................................16Golden Pride Hunter .....................................19Merseus........................................................ 22Penitent Sniper ............................................. 25Seelie Knight................................................. 28Sensate.........................................................32Sword Saint .................................................. 35

    Chapter 2: Roleplaying Paladins....................38Answering the Call ..............................................38Paladins and Alignment ......................................40The Code of Conduct .......................................... 40

    The Fall from Grace ............................................45Chapter 3: A Variety of Paladins ..................... 46Multiclassing........................................................46Paladin Orders .................................................... 50Variant: Customizing Paladins ...........................53Chapter 4: New Magic....................................... 55Spells................................................................... 55Magic Items.........................................................59

    Call of Duty requires the use of the Dungeons & Dragons Third Edition Core Books, and the Psionics Handbook, published by Wizards of the CoastDungeons & Dragons and Wizards of the Coast are registered trademarks of Wizards of the Coast and are used with permission.

    This product is published under both the Open Gaming License (OGL) and the D20 system license. More information about the D20 system license canbe found at: http://www.wizards.com/D20/

    More information about the OGL can be found at: http://www.opengamingfoundation.org

    A copy of the OGL can be found on the last page of this book.

    Open Content is material that is solely rules related, and can be redistributed as long as you follow the conditions of the Open Gaming License.Product Identity is material that is copyright 2002 by Chainmail Bikini Games, Ltd. and may not be duplicated without written permission.

    Terms derived from the d20 System Reference Document are all Open Content.

    All artwork in this book including the cover art is copyright 2002 by Chainmail Bikini Games, Ltd. and is notconsidered Open Content.

    This product is 100% Open Content with the exception of the interior and cover artwork. If you have questions about what is Open Content or any

    other questions about Call of Duty, please contact us at [email protected].'d20 System' and the 'd20 System' logo are Trademarks owned by Wizards of the Coast and are used according to the terms of the d20 System License

    version 3.0. A copy of this License can be found at www.wizards.com.

    Call of Duty and Chainmail Bikini Games are trademarks of Chainmail Bikini Games, Ltd. All Your Base Are Belong To Us.

    Credits

    Designer: James GarrAdditional Design by: Bryon DahlgrenDesign and Copy Editor: Heather J. Garr

    Art Direction: Heather J. GarrCover Art: Rob KatkowskiInterior Art: Brian England

    David Zenz

    Internal Playtesting: Heather J. Garr, Andrew Greer, Monty J. Llama, Mark Mullaney,Brad Shea, a blind Celestial Half-Llama Half-Kobold Commoner 1/Ex-Bard 3/Paladin6/Sword Saint 6/Martial Artist 4 named Fred

    External Playtesting: (Nobodys Friends): Bryon Dahlgren, Linda Dahlgren, T.J.Lofgren, Brian Smith, A Thousand Llamas in Tu-Tus

    This book uses the d20 Standard Stat block from www.d20statblock.org.

    For help with this product see: www.chainmailbikini.com/files/cod-errata-faq.pdf

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    2

    Chapter One: Feats and Prestige Classes

    New Feats

    All of these feats are designed with paladins inmind, but some are perfectly appropriate for otherclasses as well. There is no reason why a cleric

    could not take Bolster Spell, or why an honorablerogue would not take Salute of Honor.

    Feats listed as Fighter feats may be taken byfighters as bonus feats.

    You may only take Paladin feats if you havecertain paladin class abilities, such as lay onhands. These feats are supernatural andcan be powerful, but if you lose yourpaladinhood, they become useless.

    Divine feats are supernaturalfeats that allow those with theability to turn undead to channelpositive energy for other

    purposes..

    Aura of Healing [Paladin]

    Your aura of courage accelerateshealing.

    Prerequisites: Paladinsaura of courage ability, Wis 13+,Cha 15+

    Benefits: Any use of curespells cast on you or your allieswithin your aura of courage healsan additional +2 damage. Cure

    spells may only be affected by oneaura of healing at a time.

    Aura of Protection [Paladin]

    Your aura of courage protects youand your allies.

    Prerequisites: Paladins aura ofcourage ability, Wis 13+, Cha 15+

    Benefits: You and all allies withinyour aura of courage gain a +1 sacredbonus to all saving throws.

    Aura of Strength [Paladin]

    Your aura of courage grants power.Prerequisites: Paladins aura of courage

    ability, Wis 13+, Cha 15+Benefits: You and all allies within your aura

    of courage gain a +2 sacred bonus to the rollwhenever performing one of the following tasks:making a Strength ability score check, using aStrength based skill, or making a grapple check.

    Aura of the Sun [Paladin]

    Your aura of courage glows like daylight.Prerequisites: Paladins aura of courage

    ability, Wis 13+, Cha 15+Benefits: As a move equivalent action, on

    your turn you may cause your aura of courage toglow like curtains of bright daylight. Thisilluminates an area up to a 30ft. radius from you.Creatures who suffer penalties from bright lightsuffer from this effect. Undead creatures withinthe light suffer a 2 penalty to attack rolls. Magical

    darkness can suppress this effect, and you candismiss it as a free action.

    Bolster Lay on Hands [Divine,Paladin]

    By channeling positive energy into

    your lay on hands ability, you mayheal more damage per day.

    Prerequisites: Paladins layon hands ability, ability to turnundead, Wis 13+, Cha 13+

    Benefits: While using lay onhands, you may give up one ofyour chances to turn undead inorder to heal an additional amountof damage up to your Wisdombonus. This ability does notrequire an action, other than theaction required to lay on hands.

    Bolster Smite Evil [Divine,Paladin]

    By channeling more positive energyinto your smite, you cause moredamage.

    Prerequisites: Paladins abilityto smite evil, ability to turn undead, Cha

    13+Benefits: By giving up a chance to

    turn undead before making the attack roll,when using smite evil you may add an additional

    +1d6 holy (good) damage. If your opponent isundead, add an additional +2d6 holy (good)damage instead.

    This ability does not require an action, otherthan your attack.

    Bolster Spell [Divine, Metamagic]

    By channeling positive energy into your divinespells, you may make them more powerful.

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    Call of Duty A Paladins Sourcebook: Chapter 1: Classes and Feats

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    Prerequisites: Divine spellcaster 3rd

    level,ability to turn or rebuke undead

    Benefits: By giving up one of your chances toturn or rebuke undead for the day, you may castone of your divine spells at +2 caster level.

    This ability does not require an action, otherthan that required to cast the spell. Even thoughthis is a metamagic feat, spellcasters who preparetheir spells must choose to use it at the time ofcasting. It does not increase the casting time ofthe spell.

    Combat Healing [Paladin]

    You are good at healing while in close combat.Prerequisites: Paladins lay on hands ability,

    Cha 13+Benefits: You no longer provoke an attack of

    opportunity when using lay on hands.

    Craft Divine Arms [Item Creation, Paladin]

    You can enhance weapons with divine power.Prerequisites: Ability to cast bless weaponBenefits: You may craft righteous*, holy, or

    holy burst* weapons, or holy avengers withoutmeeting any of the listed prerequisites except forcaster level.

    Your caster level for this feat is equal to yourpaladin class level. Crafting such weapons coststhe normal amount of gold and experience points,and is done as if you had the Craft Magic Armsand Armor feat.

    As always, special ability enhancements can

    only be added to weapons with a +1 enhancementbonus or higher, but you cannot use this feat tocraft a weapon without one of these specialabilities.

    For example, a 12th

    level paladin could createa holy longsword +4, but not a longsword +4 or aflaming longsword +1. A 7

    thlevel paladin would be

    able to create a holy longsword +1 or +2. (the holyspecial ability requires a 7

    thlevel caster, while 6

    th

    level is needed for a +2 weapon)Special: If you are using the prestige paladin

    class (see page 5), your caster level for this feat isequal to double your paladin level, (maximum 20),

    and you must be at least a 3rd

    level prestigepaladin to take this feat.

    *New weapon special abilities, see Chapter 4.

    Heroic Effort [Paladin]

    You triumph when needed the most.Prerequisites: Paladins divine grace ability,

    Cha 13+

    Benefits: Once per day, before rolling, youmay choose to add your paladin level as a luckbonus to a saving throw or attack roll.

    For example, Keda, a fighter 2/paladin 9 withthe Heroic Effort feat really needs to make anattack roll in order to smite a dangerous foe. Sheadds a +9 luck bonus to her attack roll.

    Inspire Mount [Fighter, General]

    With a whisper or nudge, you can urge your mountto great speed.

    Prerequisites: Mounted Combat, HandleAnimal skill 5 ranks, Ride skill 5 ranks

    Benefits: As a move equivalent action, youmay attempt to use the Handle Animal skill at DC15 to inspire your mount.

    Inspired mounts add +10 ft to their speed, andwhen charging on an inspired mount, you gain a+6 bonus to melee attack rolls that replaces, anddoes not stack with, the normal +2 bonus for

    charging. Your mount is inspired until the end ofthe encounter.

    Knowing Gaze [General]

    You can sense evil in a heartbeat.Prerequisites: You must be able to detect

    evil, or use some other detect spell, as a spell-likeability

    Benefits: You can use your ability to detectevilas a move equivalent action, without provokingan attack of opportunity. You may only use detectevilonce per round.

    Only the presence or absence of evil (the firstround use ofdetect evil) may be detected.

    Special: This feat can be taken to use other 0or 1

    stlevel spell-like detect abilities instead of

    detect evilas a move equivalent action, including:detect animals or plants, detect chaos, detectgood, detect law, detect magic, detect poison,detect secret doors, detect snares and pits, ordetect undead. You cannot discern informationthat normally takes more than one round to detectwith this feat.

    This feat does not affect the casting time ofany spell, only the use of the above spell-like

    abilities permanently gained through a class ability,racial ability, or feat.

    You can gain this feat more than once. Eachtime you take this feat it applies to a different spell-like ability from the above list.

    Lend Life [Paladin]

    You can sacrifice your own health to heal others.Prerequisites: Paladins lay on hands ability,

    Cha 13+

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    Benefits: If you have used up your lay onhands ability for the day, you may continue to usethe ability by taking temporary Constitutiondamage. For every two points of Constitutiondamage you choose to take, you may heal anamount of hit points equal to your Charismabonus.

    You cannot avoid taking Constitution damagefrom this feat by any means, but it heals normally.Your Constitution score cannot be reduced by thisfeat to less than 3. Once your Constitution scoreis at 3 or less, you can no longer use this feat.

    Martyr [Paladin]

    You meet death willingly and go down fighting.Prerequisites: Paladins smite evil abilityBenefits: Whenever an enemy brings you to

    1 hit points or less in melee, it provokes an attackof opportunity from you. You strike immediatelybefore your condition changes to dying, and may

    use your smite evil ability with this attack, ifappropriate, even if you have already expended alluses of that ability for the day.

    Masters Mark [Fighter, General]

    You fight more skillfully with weapons you haveforged and enhanced.

    Prerequisites: Craft (bowmaking) or Craft(weaponsmithing)

    Benefits: Whenever you wield a masterworkor magical weapon that you created with a Craftskill, you gain a +1 circumstance bonus to attack

    rolls with that weapon.If you have magically enhanced that weapon

    with an Item Creation feat such as Craft MagicArms and Armor or Craft Divine Arms*, then youalso gain a +1 circumstance bonus to damage withthat weapon. For ranged weapons, this damagebonus is only gained against targets within 30ft.

    *New feat in this book

    Natural Leader [General]

    You were born to command.Prerequisites: Must be taken at 1

    stlevel, Cha

    15+Benefits: You may purchase the Leadership

    feat at 3rd

    level. Your cohorts and followersobtained through the Leadership feat within 10ft.gain a +2 morale bonus to their saving throws, andyou gain a +2 bonus to all Diplomacy skill checks.

    Salute of Honor [Fighter, General]

    Your sense of fair play unsettles your enemies.

    Prerequisites: Cha 13+, must be lawfulBenefits: If you use a move equivalent action

    to salute your opponents before attacking, theyreceive a 1 morale penalty to attack and damagerolls against you. This feat may only be used onceper combat on a particular opponent or group ofopponents and only before attacking them.

    The salute itself is a respectful gesture, usuallya raised open hand, combined with a battle cry in astrong voice. The opponents must have anIntelligence of 3+ and must be able to hear or seeyou for the Salute of Honor to have any effect, butneed not understand the language spoken.

    Smite Favored Enemy [Paladin]

    You hunt a particular type of evil creature.Prerequisites: Paladins smite evil ability,

    rangers favored enemy abilityBenefits: You may use smite evil one

    additional time per day, as long as that use is

    against one of your favored enemies.Furthermore, whenever you use your smite

    evil ability against a favored enemy, count yourranger levels as paladin levels when determiningthe amount of smite damage.

    For example, Julius is a ranger 5/paladin 9with demons as his first choice for favored enemy.When he uses smite evil against a demon, hedoes 14 additional points of damage with smite evil(5 levels of ranger + 9 levels of paladin), plus thenormal +2 points of damage for the favored enemyability for a total of +16 points of damage.

    Stunning Smite [Paladin]

    Your divine power stuns evil foes.Prerequisites: Paladins smite evil ability,

    Cha 13+Benefits: Whenever you cause extra damage

    with your smite evil ability, your opponent mustmake a Fortitude saving throw (DC equal to 10 +your paladin class level) or is stunned for oneround.

    Special: Multiclassed paladin/monks also addtheir monk level to the save DC.

    True Smite [Paladin]

    Your attacks against evil rarely fail.Prerequisites: Paladins detect eviland smite

    evil abilitiesBenefits: If you use yourdetect evilability to

    confirm that an enemy is evil, on the followinground the lingering visible aura gives you a +10insight bonus to your attack roll against thatopponent when using smite evil.

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    Call of Duty A Paladins Sourcebook: Chapter 1: Classes and Feats

    5

    Prestige Classes

    Most of the following prestige classes aredesigned for paladins.

    Two of these classes are exceptions. Theprestige paladin is a variant class designed toreplace the core paladin class presented in the

    Players Handbook. The chaos knight is presented

    as a paladin-like class that can make aninteresting villain, rival, or ally to a paladin.

    Remember that no matter what other classes,prestige or otherwise, that a paladin obtains, theirprimary class will always be paladin. For a

    paladin, that is prestigious enough.

    The Paladin as a Prestige Class

    Protecting the innocent is my sacred privilege, nota burden.

    This variant prestige class replaces the corepaladin class in the Players Handbook. If youallow players to take this class, then you shouldnot allow the core paladin class in your campaign.

    Prestige paladins of 1st

    level differ from 1st

    level core paladins in that they have proven theyare effective at fighting evil before they are called.Otherwise, their outlook and role in the campaignis the same. They have the same Code ofConduct and restrictions on associates, and existto defend the innocent and to thwart evil.

    Like most prestige classes, prestige paladinsmay multiclass freely. In the campaign world,prestige paladins are referred to simply aspaladins. They are designated as prestigepaladins here to avoid confusion with the corepaladin class.

    Design Notes: Using this variant class hasseveral side effects that you should be aware of.First, it may take a while for a campaign to

    reach a high enough level to take the class,meaning you may not have paladins in your groupfor a long time. In addition, the absence of thecore paladin class means that certain otherprestige classes may be more difficult to enter.

    However, using this variant can be very fun inthe end. Players often have difficulty roleplayingpaladins correctly, and this class forces them toearn the privilege of playing a paladin byroleplaying like one. Finally, using this variantgives paladins a prestigious reputation in yourcampaign world, since they are all at least mid-level characters of some power.

    Hit Dice: d10

    Requirements

    Alignment: Lawful goodBase attack bonus: +5 or higher

    Special: You may not take this prestige classon a whim. You must earn it by roleplaying like apaladin.

    To become a prestige paladin, you must firstpossess the Call of Duty feat (see boxed text)while advancing one full character level. This featis no longer need upon becoming a paladin, and isdiscarded.

    The DM may require you to go on a special

    quest during this time, or to join an order ofpaladins as a squire or initiate member.For example, Daren is a lawful good 7

    thlevel

    fighter. The player wants Daren to become aprestige paladin and the DM agrees, so he takesthe Call of Duty feat at no cost, and Daren iscalled. Daren lives according to the paladinsCode for several months while traveling across theland and fighting evil. He also joins the Brothers ofKandar paladin order as an initiate member.

    Upon advancing to 9th

    character level, he hasretained the Call of Duty feat over one fullcharacter level (8

    thlevel) and becomes a fighter 8/

    paladin 1.

    Call of Duty [Special]

    A deity, abstract force, or philosophy has called you tobecome a paladin, but you have not yet answered thecall.

    Prerequisites: You must be lawful goodBenefits: This feat is a prerequisite for the

    prestige paladin class, and has no other benefit. Ifthe prestige paladin is not used in your campaign,then this feat cannot be taken.

    Special: Call of Duty does not cost a feat slot,but instead is taken for free whenever the player andDM agree that the character has received the call tobecome a prestige paladin.

    To keep this feat, you must follow the corepaladins Code of Conduct and associate restrictions.If you willingly commit an act of evil, you lose this featforever and can never be a paladin. If you grosslyviolate the Code of Conduct, then you lose this feat,but may receive it again with the help of an atonementspell.

    Before taking the prestige paladin class, youmust retain this feat while advancing one fullcharacter level. After becoming a prestige paladin,this feat is no longer needed and is lost.

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    Special Mount (Su): Upon reaching 4th

    levelor higher, you can call a special mount. Thisability is the same as the core paladins ability (seethe Players Handbook, Chapter 3: Classes,Paladin).

    Instead of calling a special mount, you mayinstead choose to be able to use your smite evilability an additional time per day. You can change

    your mind later and give up the second use ofsmite evil to call your special mount when youneed it.

    Constant Heart (Su): Your dedication to theCode is faultless and the divine truly favor you.Once per day, whenever you fail a saving throw,you may reroll the result.

    Ex-Paladins: Prestige paladins who are nolonger lawful good, who willfully commit an evil act,or who grossly violate the code of conduct sufferthe same fate as ex-paladins. They lose allspecial abilities and spells, and may no longerprogress as paladins. They may atone for their

    actions with the atonementspell as appropriate.Prestige paladins who become ex-paladins are

    treated the same as core ex-paladins for takingclasses such as the blackguard.

    Ex-blackguards who become paladins do notgain any special powers. The powers of law andgood are most reluctant to recruit such characters,as it is easy to fall from grace, yet difficult toredeem oneself.

    Sample NPC

    Stand your ground. We can defeat them.

    Lord Lairden, male human Ftr5/PrestigePaladin 6: CR 11; Medium-sized Humanoid(human); HD 11d10+11; hp 71; Init +1; Spd 20ft;

    AC 26 (+1 Dex, +9 full plate, +2 ring of protection,+4 large shield); Melee +1 holy bastard sword+15/+10/+5 (1d10+4/crit 19-20), +1 heavy lance+16/+11/+6 (1d8+4/crit x3); Ranged mw compositelongbow (mighty +3) +13/+8/+3 (1d8+3/crit x3);SAsmite evil 1/day, turn undead; SQ detect evil, layon hands, aura of courage, remove disease 1/day;

    AL LG; SV Fort +13, Ref +7, Will +10; Str 16, Dex13, Con 12, Int 10, Wis 14, Cha 16.

    Skills and Feats: Climb +7(4), Concentration

    +7(4), Handle Animal +7(4), Knowledge (religion)+2, Ride +15(14); Exotic Weapon Proficiency(bastard sword), Knowing Gaze*, MountedCombat, Power Attack, Ride-by Attack, Salute of

    Honor*, Spirited Charge, Weapon Focus (heavylance).

    * New feat, see next section.Paladin Spells Prepared (2/2): 1-bless

    weapon, divine favor; 2-remove paralysis, shieldother

    SATurn Undead (Su): Lord Lairden turnsundead as a 6

    thlevel cleric up to 6 times per day.

    SASmite Evil (Su): Once per day, LordLairden may add +3 to an attack roll against anevil opponent and add +6 to the damage.

    SQDetect Evil (Sp): Lord Lairden may detectevilat will. He may use the first round ofdetectevil as with a move equivalent action due to hisKnowing Gaze feat (new feat, see next section).

    SQLay on Hands (Sp): Lord Lairden mayheal up to 18 points of damage per day, divided upamong any number of creatures.

    SQAura of Courage (Su): Allies within 10ft.of Lord Lairden gain +4 morale bonus against feareffects; Lord Lairden is immune to fear.

    Equipment: +1 holy bastard sword, +1 heavylance, mw composite longbow (mighty +3), 20arrows, mw dagger, +1 full plate armor of comfortwith a divine mark(+0) **, +2ring of protection, +2large steel shield.

    **New armor special abilities, see Chapter 4.Heracles, male heavy warhorse: Large

    Magical Beast (warhorse);HD 6d8+18; hp 45; Init+1;Spd 50ft; AC 23 (-1 size, +1 Dex, +8 natural, +5chain barding); Melee +6 hooves (x2) (1d6+4,1d6+4), +1 bite (1d4+2); SQ Scent, ImprovedEvasion, Share Spells, Empathic Link, ShareSaving Throws; Saves Fort +13, Ref +7, WIll +10;

    Str 19, Dex 13, Con 17, Int 6, Wis 13, Cha 6.Skills: Listen +7, Spot +7.Equipment: Military saddle, mw chain barding,

    saddlebags, bit and bridle.History: Lairden was born a noble and raised

    to become a knight of the realm.Appearance. Lord Lairden is the archetypical

    heroic knight and might be considered the iconicprestige paladin. He is famous for his longmustaches and highly polished gear.

    Personality: Lord Lairden is extremely politeand cultured. He is generous to the poor,respectful of authority, surprisingly tolerant of thebeliefs of others, yet unmerciful to evil. He roamsthe land protecting the innocent from evil whileupholding the virtues of honor, chivalry, andcompassionate justice.

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    Archon

    Everyone is guilty of something. Even I will facejudgment eventually.

    The archon (AR kon) is a traveling judge andexecutioner of justice. Archons are called, much

    like a paladin, by a lawful neutral deity or bythe philosophy of justice itself to bring orderto the borderlands of wilderness andcivilized areas. They also sometimesfrequent cities with high crime rates, butrarely stay in the same place for long.

    Governments usually welcomearchons as additional enforcers of thelaw, but sometimes regard them asvigilantes. Archons regard laws thatpromote chaotic behavior as illegitimate,and ignore them. Therefore, they ignoreany laws prohibiting their own vigilanteactivities, or any law that unduly restrictstheir behavior. They follow the laws ofmortals, but only when such laws do notconflict with the higher laws set bythose forces who called them intoservice.

    Regardless of any support orendorsement given to them by thelocal government, most people areuncomfortable around archons,particularly those with an activeaura of truth. Archons tend to besuspicious and disapproving ofeveryone, and are generally not

    very pleasant.Good and evil are concepts

    that may or may not beimportant to the archon.Paladins who become

    archons tend to have a lawful neutral tilt (seeChapter 2), but are still good. They believe lawsare needed to promote benevolent behavior.Lawful evil archons tend to believe that law andorder are needed to give power to those who

    deserve it, and may include blackguards in theirranks (again, with a lawful neutral tilt). Mostarchons are lawful neutral, however, and try

    to be as impartial as possible.Archons can be of any race, but

    humans and dwarves are the mostcommon. Rangers most commonly takethe class, but fighters, paladins, andmonks sometimes do so as well. Aparticularly lawful cleric sometimestakes the class, and can be afrightening enforcer of the law.

    Hit Dice: d10

    Requirements

    Alignment: Any lawfulBase attack bonus: +6

    Feats: Iron Will, TrackSpecial: You must swear to

    follow a Code of Conduct that issimilar to that of paladins, but more

    focused on lawful behavior.

    Class Skills

    The class skills of thearchon (and key abilities

    for each) are Climb(Str), Concentration

    Lvl BaseAttackBonus

    FortSave

    RefSave

    WillSave

    Special Spells per day

    1 2 3 4

    1 +1 +2 +0 +2 Detect Chaos, Clean Kill 0 - - -

    2 +2 +3 +0 +3 Judge, Smite Chaos 1 -

    3 +3 +3 +1 +3 Aura of Truth 1 0

    4 +4 +4 +1 +4 Quick Kill 1 15 +5 +4 +1 +4 1 1 0

    6 +6 +5 +2 +5 Verdict 1 1 1

    7 +7 +5 +2 +5 2 1 1 0

    8 +8 +6 +2 +6 Jury 2 1 1 1

    9 +9 +6 +3 +6 Effortless Kill 2 2 1 1

    10 +10 +7 +3 +7 Executioner, True Seeing 2 2 2 1Table 1-2, the Archon

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    (Con), Diplomacy (Cha), Gather Information (Cha),Intimidate (Cha), Intuit Direction (Wis), Jump (Str),Knowledge (laws of the land) (Int), Knowledge(religion) (Int), Ride (Dex), Spot (Wis), Swim (Str),Wilderness Lore (Wis).

    Skill Points at Each Level: 2 + Int modifier

    Class Features

    Weapon and armor proficiency: Archonsare proficient with all simple and martial weapons,and with all types of armor and shields.

    Code of Conduct: Archons must be lawful.They must swear to uphold their personal honorand the edicts of legitimate authority. Examples ofdishonorable behavior include: lying, cheating, theuse of disguises or other extreme trickery,disloyalty, or disobeying the letter or spirit of thelaws set by legitimate authority.

    Archons have no reservations about striking a

    helpless opponent or using ambushes or sneakattacks, ranged weapons, or poison (when allowedby laws of the land). Almost any tactic is fair, aslong as it does not rely primarily on deception.

    For an archon, legitimate authority is definedas those who are most capable of bringing order tothe land. Often, an order of archons will addseveral tenets to this code (see tenets in Chapter2. Archons might be proponents of the conceptsof chivalry (see boxed text on page 44).

    Associates: You may not associate withchaotic creatures or known criminals, and you maynot have hirelings of a chaotic alignment.

    Spells: Beginning at 1st

    level, the archongains the ability to cast a small number of divinespells. To cast a spell, you must have a Wisdomscore of at least 10 + the spells level, so anarchon with a Wisdom of less than 11 cannot castspells. When you get 0 spells of a given level, youreceive only bonus spells, if applicable. Youprepare and cast spells as a cleric, but use thefollowing spell list. You have access to every spellon the list.

    1st

    level: command, divine favor, mending,protection from chaos, remove fear, vigilantsleep*

    2

    nd

    level: calm emotions, dispel fear*, holdperson, make whole, silence3

    rdlevel: discern lies, dispel magic, magic

    circle against chaos, shadow bane*, speakwith dead4

    thlevel: death ward, dispel chaos, greater

    command, status*New spell in this book, see Chapter 4.Detect Chaos (Sp): You may detect chaos at

    will.

    Clean Kill (Su): Whenever you perform acoup de grace, you may also add your archonclass level to the damage.

    Judge (Su): A number of times per day equalto half your archon class level rounded down,when attacking a creature in melee you maychoose to judge that creature by stating the crimethey have committed. This ability is a free action.

    For example, before rolling a melee attack at arogue caught picking a pocket, Baron Fornst, aranger 6/archon 6, declares You are guilty oftheft.

    Judging a creature inflicts a judge mark, ascar caused by the damage of your attack, if yousuccessfully strike your opponent. You still use upone of your chances to judge when you miss.

    The mark glows softly and remains until youchoose to dismiss it, or if removed by a wish ormiracle. You may only mark one creature at atime, and no creature may bear more than onemark from you, so the mark disappears if you

    judge another.The judge mark gives you certain bonuses

    against the creature. When tracking a judgemarked creature, you gain a competence bonusequal to your archon class level.

    At any distance from the mark, you may usethe Intuit Direction skill to determine the directionof the marked creature. You automatically know ifthey have left the plane of existence you are on,but not where they went.

    If you have the aura of truth ability, a markedcreature has a penalty to their saving throw equalto your archon class level.

    Finally, you gain a circumstance bonus equalto your archon class level to melee attack rollsagainst the marked creature.

    Smite Chaos (Su): You gain the ability tosmite chaos. Once per day, you can smite chaoticopponents with one melee attack. When smitingchaos, you add your Charisma bonus, if any, toyour attack roll and deal 1 extra point of damageper archon class level. If you attempt to use yoursmite ability against an opponent who is notactually chaotic, it has no effect and is wasted forthe day.

    Aura of Truth (Su): A zone of truth spellsurrounds you with a 10ft radius at all times. Yourcaster level is equal to 10 plus your archon classlevel. Creatures subjected to this aura get asaving throw when first entering the area of effect,and every minute afterwards. You can suppressor reactivate this aura as a free action at thebeginning of your turn.

    Quick Kill (Ex): You may perform a coup degrace as a standard action, instead of a full roundaction.

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    Verdict (Sp): Once per week, you mayattempt to place a judge mark on a distant creaturethat you know of. The range of this ability isunlimited, except that the target creature must beon the same plane of existence.

    You need only know the creatures name,history, appearance, and an alleged criminal actwell enough to distinguish them from anyone else.

    For instance, I proclaim Jarek the Unclean, a half-elven blacksmith of the Omral village, guilty ofmurdering his elven brother.

    The target creature described is judge markedas if you used your Judge ability, unless it makes aWill save at DC 15. Whether or not they are guiltyof the crime is irrelevant.

    Instead of a scarring wound, this judge markcauses the creatures body to glow softly. Usingthis ability takes 10 minutes of contemplation,ending with your stated verdict.

    Jury (Sp): Once per week, beginning at 8th

    level you may use lesser planar ally to summon

    two faceless jurors. Your caster level is equal toyour archon class level. These outsiders arenamed Mercy and Vengeance, and require nopayment for their services. They are both lawfulneutral, however Mercy leans toward lawful good,while Vengeance leans toward lawful evil. Theyappear as cloaked (one black, the other white),armored figures wielding greatswords. Whenpassing judgment, they draw back their hoods toreveal smooth, featureless, vaguely human faces.They never speak, but instead use telepathy within60ft.

    Faceless jurors follow the archons non-

    chaotic orders to the letter. They can be used tohelp in combat, to assist in tracking criminals, or asa jury if the archon needs help making a decision.

    Faceless Jurors, Ftr6: CR 7; (Medium-sizeOutsider); HD 6d10+12; hp 45; Init +0; Spd 20 ft,60ft fly (good); AC 22 (+8 half-plate, +4 naturalarmor); Melee +1 greatsword +10 (2d6+6/crit 19-20,x2); SQ faceless jurortraits; AL LN; SV Fort +7,Ref +2, Will +8; Str 14, Dex 10, Con 14, Int 10, Wis18, Cha 10.

    Skills and Feats: Knowledge (law) +10,Wilderness Lore +10; Power Attack, Cleave, GreatCleave, Track, Weapon Focus (greatsword),Weapon Specialization (greatsword), Iron Will.

    SASmite Chaos (Su): Once per day, thefaceless jurors can make a normal attack to dealan additional +6 damage against a chaotic foe.

    SQFaceless Juror Traits (Ex):Acid, Cold andElectricity resistance 10, Damage Reduction 5/+1,Spell resistance 12, natural armor +4, flight 60ft(good), Telepathy.

    Equipment:greatsword +1, half-plate +1Effortless Kill (Su): You may perform a coup

    de grace as a move equivalent action.

    Executioner (Su): Whenever you score acritical hit in melee against a non-lawful creature,your opponent must make a Fortitude save (DC15) or die. The DC increases to 18 for chaoticcreatures, or 20 for those bearing your judgmentmark (see Judge ability).

    True Sight (Su): You have permanent trueseeing, as the divine version of the spell, and can

    see the aura (alignment) of creatures at a glance.Ex-Archon: If your alignment becomes non-

    lawful, or you willingly commit an act of extremechaos, you become an ex-archon.

    Ex-archons lose all supernatural and spell-likeabilities of the class. They may regain theirabilities by returning to a lawful alignment orseeking atonement from a lawful cleric.

    An archon who slays a judge marked creature(see Judge ability) while knowing that the accusedis innocent of the stated crime becomes an ex-archon forever.

    Sample NPC

    Trial? Youll get one in the afterlife.Pale, male human Rgr 6/Archon 4: CR 10;

    Medium-sized Humanoid (human); HD 10d10+10;hp 65; Init +0; Spd 20ft; AC 22 (+10 full plate, +2ring); Melee +1 lawful greatsword +16/+11(2d6+5/crit 17-20); Ranged crossbow, hvy +10(1d10/crit 19-20); AL LE; SV Fort +10, Ref +4, Will+7; Str 18, Dex 10, Con 12, Int 13, Wis 12, Cha14.

    Skills and Feats: Diplomacy +9(7), Hide +9,Intuit Direction +9, Intimidate +5(3), Knowledge

    (laws of the land) +5(4), Listen +9, Move Silently+9, Spot +13, Wilderness Lore +13; Expertise,Improved Critical (greatsword), Iron Will, Power

    Attack, Track, Weapon Focus (greatsword).Ranger Spells Prepared (1): 1entangle

    Archon Spells Prepared (1/1): 1 command,2hold person

    SASmite Chaos (Su): Once per day, Palecan add +2 to an attack roll against a chaoticcreature, and if he hits, cause an additional +4damage.

    SAClean Kill (Ex): Pale causes an additional+4 damage when performing a coup de grace.

    SAJudge (Su): When attacking in melee,Pale can put his judge mark on a creature twiceper day. The mark allows him to gain a +2circumstance bonus on future attack rolls againstthat creature, as well as bonuses to track thecreature.

    SAQuick Kill (Ex): Pale can perform a coupde grace as a standard action, instead of a fullround action.

    SQFavored Enemy (Ex): Pale gains a +2bonus to Bluff, Listen, Sense Motive, Spot and

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    Wilderness Lore checks against humans, and a +2bonus to damage against humans.

    SQAura of Truth (Su): When he activates it,this aura acts as a zone of truth spell with a DC of14 and a radius of 10ft.

    Equipment: +1 lawful greatsword, +2 fullplate, +2 ring of protection, potion of curemoderate wounds x2

    History: Pale is the name given to thiscreature years ago, because he spends all his timeencased in armor and an executioners hood. Heis technically still human, butsomething happened to him atan early age that caused him todedicate his life to huntingalleged criminals.

    Pale is a knight of therealm, and has the power toenforce the laws as a proxy ofits lawful neutral ruler.

    Pale enforces the law with a

    savage cruelty that shocks mostaround him into hiding. He oncedecapitated a man forcommitting arson. The manwas burning leaves in the fall.

    At his trial, Pale argued his casewith no emotion, and despite thedead mans honest intentions,Pale was found innocent of anywrongdoing since the man didnot get a permit to burn leavesfrom the court, and the penaltyfor arson was death. The court

    received hundreds ofapplications for burning permitsthe next day.

    Despite his reputation,some consider Pale a hero fordefeating various criminals andchaotic monsters rampagingthrough the countryside.

    Appearance: He onlytakes his executioners hood offin public in places where it is against the law toconceal your face with masks or helms, or whenspeaking to someone of higher authority. Whenhe does, it reveals a gaunt, albino man withblackened teeth and dead, staring eyes.

    Personality: Cold as a dead fish, Pale isrumored to be undead. If he were to becomeundead, it is doubtful anyone would notice withoutmagic. He only speaks to those who havecommitted crimes, or who obstruct justice.

    Using Pale: You should use Pale as anenforcer of the law in a lawful neutral kingdombesieged by chaotic threats such as barbarianhordes or monster ridden wastelands.

    Pale can present difficult moral and ethicaldilemmas for paladins. He is certainly evil, butnever breaks the laws of the land. The lawfulneutral kingdom he protects fears and respects

    him. Many say that he does more good than harmby defeating numerous chaotic evil invaders.Paladins who oppose Pale directly may break their

    Code by ignoring legitimateauthority, that is, the lawful neutralking who has given Pale his rightto enforce the law. It wouldcertainly pit the commoners whorespect Pale against the paladinand his order. This is a raresituation where chaos can be agreater threat than evil.

    A better way to oppose Pale

    might be in the courts. Getting theking to create more benevolent(i.e. good) laws would certainly tiePales hands and may force him tofight the paladin directly. Pale willfollow the law to the letter, but ifthe laws are overly benevolent, hemay declare the kings laws asweak and seek to overthrow himand take control of the throne.Stopping Pale at this point wouldbe seen as heroic, as most peoplerespect the king and his laws even

    more than they fear Pale or thedangers that he protects themfrom.

    A good way to get them tooppose Pale is to have the partyfalsely accused of some crime.Pale comes after them, and theymust avoid capture or executionwhile trying to prove theirinnocence. After shown evidence

    of their innocence, Pale may ally with them todestroy whoever framed them. Pale is a double-edged sword. He can be an enemy or ally of theplayer characters.

    You can also change Pales alignment tolawful neutral or lawful good. In this case, theparty may seek him for help, or he may need theirhelp in quelling some chaotic threat. Hispersonality does not need to change, just hisreputation and history.

    Law vs. Chaos

    For a twist, your campaign can featurea struggle between law and chaos insteadof good vs. evil. The villains of such acampaign can be either lawful or chaotic.

    Lawful villains tend to use legitimategovernments or religious organizations (orboth at the same time in the case of atheocracy) to gather wealth or power at theexpense of others. They may even belawful good, except when dealing with aminority of the population. For example,they might persecute those of a certain raceor religion. Paladin player characters mightfind themselves opposed to such anestablishment for their sins against certainparts of the populace.

    Chaotic villains tend to be moredestructive than cruel. A chaotic goodvillain might rob the rich to give to the poor,but could end up causing an economiccrisis that hurts everyone. Barbariansmight raid civilized lands, but only take whatthey need to survive, and may even protecttheir victims from even greater threats.

    The struggle between law and chaos

    can be tangible rather than philosophical.Lawful and chaotic outsiders might choosethe prime material plane as recruitinggrounds, a neutral zone, or even as abattleground for their endless struggle.

    A campaign based around law vs.chaos tends to have many shades of gray,rather than the black and white morality of acampaign based on good vs. evil.

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    Chaos Knight

    This is boring. Lets go kill something.

    Chaos knights have a loose alliance with namelessforces of change and turmoil. They swearallegiance to no deity, though they respect any

    god that promotes freedom and diversity. Themost important thing to a chaos knight ischange. They despise stagnation, andoften fight for the underdog or theoppressed.

    Chaos knights do not refer tothemselves as such. Theydisdain labels of any sort, and

    just refer to themselves aswarriors or wanderers, or bysimple names designed to inspireterror.

    Often hiring themselves out asmercenaries, chaos knights enjoythe sheer confusion of battle.They thrive on personalcombat and oftenchallenge others toduels for no reasonother than to testthemselves and to feelthe rush of victory.

    Chaos knights preferto wear outlandish clothesand armor, and usually wieldexotic weapons. They thriveon expressing their

    individuality, and often sporttattoos and body piercings.

    Despite their devotion to chaos, chaos knightscan work well with others who share their interests.They can see the value of a battle plan that is not

    too complex. However, do not expect them to takeorders all the time, or to stick to a plan.

    Half-orc barbarians are the most likely tobecome chaos knights, but paladins have been

    known to lose their faith in the idea of law and

    order, and take this class out of rebellion.

    Hit Dice: d12

    Requirements

    Alignment: Any chaoticBase Attack Bonus: +6

    Feats: Exotic WeaponProficiency (Any),Toughness

    Skills: Intimidate 5ranks

    Special: You musthave the barbarians abilityto rage, or you must be anex-paladin. Chaosknights swear to noCode of Conduct,

    except to oppose lawand order, but are called

    by chaotic neutraloutsiders.

    Class Skills

    The class skills of a chaos knight(and key ability scores of each) areClimb (Str), Intimidate (Cha), Jump

    (Str), Ride (Dex), Swim (Str).

    Lvl BaseAttackBonus

    FortSave

    RefSave

    WillSave

    Special

    1 +1 +2 +0 +0 Spike Expertise, Uncontrollable Rage, Smell Oppression

    2 +2 +3 +0 +0 Smite Law, Winds of Change

    3 +3 +3 +1 +1 Additional Rage

    4 +4 +4 +1 +1 Aura of Aggression5 +5 +4 +1 +1 Incite Panic

    6 +6 +5 +2 +2 Additional Rage

    7 +7 +5 +2 +2

    8 +8 +6 +2 +2 Incite Panic (+4 to DC)

    9 +9 +6 +3 +3 Additional Rage

    10 +10 +7 +3 +3 Immune to Transformation, Primal Rage

    Table 1-3, the Chaos Knight

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    Ex-Chaos knights: If your alignment changesto become non-chaotic, then you become an ex-chaos knight and lose all spell-like andsupernatural abilities of this class. Returning to achaotic alignment restores all lost abilities.

    Changing to a lawful alignment causes you tobecome an ex-chaos knight forever.

    Ex-Paladins: Those who lost their

    paladinhood by changing to a chaotic alignmentmake powerful chaos knights. Ex-paladins whobecome chaos knights gain extra powers asshown on Table 1-4. Ex-paladins who becomechaos knights can never regain their paladinhood.

    Sample NPC

    Lets party.Bedlam, male half-orc Bbn 6/Chaos knight

    4: CR 10; Medium-size Humanoid (orc); HD10d12+33; hp 95; Init +2 (+2 aura of aggression);Spd 40 ft; AC 15 (+5 breastplate); Melee +1

    chaotic spiked chain +16/+11 (2d4+6, +2d6against lawful opponents); SA rage, spikeexpertise, smite law, winds of change; SQ fastmovement, half-orc traits, uncanny dodge,uncontrollable rage, smell oppression, aura ofaggression; AL CN; SV Fort +12, Ref +2, Will +1;Str 20, Dex 10, Con 16, Int 8, Wis 8, Cha 12.

    Skills and Feats: Intimidate +14(13), Listen+3(4), Wilderness Lore +4 (5); Exotic WeaponProficiency (Spiked Chain), Knowing Gaze (detectlaw)*, Power Attack, Toughness.

    SARage (Ex): 3/day, Bedlam can fly into ascreaming blood frenzy for 8 rounds. Bedlam

    gains +4 Str, +4 Con, and a +2 morale bonus vs.fear, but suffers -2 to AC. After the rage, Bedlam isfatigued.

    SASpike Expertise (Ex): While grappling,Bedlam gains an additional attack each round withhis armor spikes.

    SASmite Law (Su): Once per day, Bedlamcan strike a lawful creature with an attack bonus of+1, and a damage bonus of +4.

    SAWinds of Change (Su): While raging,Bedlam can reroll melee attack rolls twice per day.

    SQHalf-Orc Traits (Ex): 60 foot darkvision,orc blood.

    SQUncanny Dodge: Dex bonus to AC, can'tbe flanked.SQUncontrollable Rage (Ex): Whenever

    Bedlam takes damage, there is a 50% chance hewill be forced to use his rage ability if possible.

    SQSmell Oppression (Su): Bedlam candetect lawat will using his sense of smell.

    SQAura of Aggression (Su): All of Bedlamsallies within 10ft. gain a +2 bonus to initiative.

    Equipment: +1 chaotic spiked chain (namedWildcat), breastplate, armor spikes, large sackwith stolen food, dice bag with bone dice.

    * New feat, see page 3.History: Durgut was born as a slave deep

    under the ground. Forced to mine for silver, hefinally escaped his orcish family and lived off thewilderness as a savage for many years. While

    hunting, a patrol of knights attempted to capturehim for stealing livestock. The sight of manaclesunleashed a fury unlike any he had felt, andDurgut slew them all with the chains they tried toshackle him with, and became a chaos knight inthe heat of battle. He discarded the name hishateful family gave him, and took the namewhispered to him in his dreams: Bedlam.

    Now he wanders the world as a mercenary,and sometimes attracts followers, usually low levelrogues or warriors who help him rob travelers orwho just want to be on the winning side of a fight.

    Appearance: Bedlam wears a patchwork of

    armor pieces lodged with daggers, arrows, andspear points equivalent to a breastplate with armorspikes. He has piercings and crude tattoos, someof them obscene, all over his large, muscled body.

    Despite his startling appearance, he hasexcellent personal hygiene and speaks eloquently.Unfortunately, while his vocabulary may be broad,he often uses large words incorrectly.

    Personality: Like all chaos knights, Bedlamthrives on battle, and roams the world looking forthe next big fight. The best way to sum upBedlams personality is that he is a bully. He lovesto fight those weaker than himself, and is secretly

    afraid of humiliation in battle by anyone weakerthan he is. He has no desire for accumulatingwealth, but loves to gamble and waste money onhuman women and ale.

    Using Bedlam: Bedlam can be a majorhenchman of one of your campaigns villains, butis not clever enough to be a long-term villainhimself. He is extremely deadly in a melee againstlawful characters, and can be used to challengepaladins, monks, or others of lawful alignment.

    However, as a direct opponent of the party, hewill not last long, so you might have more fun withhim by making him a mere annoyance or rival.Setting up a non-lethal fight with him is a goodidea. In a city setting, he might come into conflictwith the player characters at a gambling table, orin a tavern brawl. Remember that Bedlam is notreally evil or cruel, but is definitely out for himself.Someone who can beat him might impress him.Bedlam may even befriend such a person for awhile.

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    Forge Avenger

    My faith is forged in the hottest fires.

    Sometimes the spirits of long dead dwarvenancestors call dwarves who epitomize the virtuesof their race to become forge avengers. Forge

    avengers defend and represent all dwarvesagainst the forces of evil and chaos. Forgeavengers are much like paladins, but they have amore specific code of conduct requiring them tofavor dwarven interests over all others.

    Dwarves place a high value on their familiesand homes, and revere their ancestors.Forge avengers receive their powersfrom the spirits of their ancestorsrather than a deity or philosophicalforce.

    Hit Dice: d10

    Requirements

    Alignment: Lawful goodBase attack bonus: +7Skills: Knowledge

    (religion) 2 ranks, and any oneof the following: Craft(armorsmithing) 5 ranks, Craft(stonemasonry) 5 ranks, Craft(weaponsmithing) 5 ranks, orKnowledge (history) 5 ranks

    Feats: Exotic WeaponProficiency and Weapon Focus

    with any dwarven weapon suchas the dwarven war axe

    Race: You must be a dwarf.Special: Forge avengers must swear to abide

    by the same Code of Conduct that a paladin

    follows, with a few extra tenets. (See Code ofConduct, below)

    Class Skills

    The forge avengersclass skills (and the keyability scores of each)are Climb (Str),Concentration (Con),Craft (Int), Heal (Wis),Intimidate (Cha), Jump

    (Str), Knowledge (religion)(Int), Ride (Dex), Sense Motive

    (Wis).

    Skill Points per Level: 2 + Intmodifier

    Class Features

    Weapon and ArmorProficiencies: The forge avenger is

    proficient with all simple and martialweapons, and with all types ofarmor and shields.

    Code of Conduct: A forgeavenger has the same Code ofConduct as a paladin, but must also:

    Respect his ancestors andavenge any slight on theirhonor.

    Favor dwarves over all otherraces.

    This Code does not mean that forge avengersdo not protect or respect other races, only that

    Lvl BaseAttackBonus

    FortSave

    RefSave

    WillSave

    Special

    1 +1 +2 +0 +0 Smite Dwarven Enemies

    2 +2 +3 +0 +0 Summon Ancestral Heroes

    3 +3 +3 +1 +1 Aura of Dwarven Justice

    4 +4 +4 +1 +1 Reach of the Dwarves5 +5 +4 +1 +1 Armor of Faith (light fortification)

    6 +6 +5 +2 +2 Living Forge

    7 +7 +5 +2 +2

    8 +8 +6 +2 +2 Armor of Faith (moderate fortification)

    9 +9 +6 +3 +3

    10 +10 +7 +3 +3 IronbeardTable 1-5, the Forge Avenger

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    given the choice, they will defend dwarves andtheir interests first.

    Associates: A forge avenger has the samerestrictions on associates as a paladin, butadditionally may not associate with dwarvenenemies such as giants or orcs, unless they haveproven themselves friends of dwarves. Half-orcsare acceptable, though some forge avengers

    stubbornly refer to them as half-humans.Smite Dwarven Enemies (Su): Once per

    day, forge avengers can smite the commonenemies of dwarves with one melee attack.Dwarven enemies include racial enemies such asgiants, orcs, half-orcs, and goblinoids (goblins,hobgoblins, and bugbears), and evil dwarves,including most derro and duergar. The DM isencouraged to add or subtract from this list to suitthe campaign.

    When smiting dwarven enemies, you add yourConstitution bonus, if any, to your attack roll anddeal 1 extra point of damage per forge avenger

    class level. If you attempt to use your smite abilityagainst an opponent who is not actually a dwarvenenemy, it has no effect and is wasted for the day.This ability may be used at the same time as smiteevil or any other smite ability, if appropriate.

    Summon Ancestral Heroes (Sp): Once perweek, you may summon a number of lawful goodcelestial dwarven fighters up to half your forgeavenger class level. Treat this spell-like ability aslesser planar allyexcept that the casting time is 1action, and there is no payment required. Yourcaster level is your forge avenger class level.

    These dwarves are the spirits of your

    ancestors. You should only summon them forcombat. They will follow any of your orders,however summoning them to perform some taskother than guarding someone or combat isdisrespectful and violates your Code of Conduct.They are willing and eager to die for you, andsending them into a suicidal fight is notdisrespectful, or even unexpected by them. Theirspirits simply reform on a higher plane ofexistence. The player is encouraged to give theseheroes names, personalities and backgrounds, tomake them more interesting.

    Ancestral Hero, celestial dwarf Ftr6: CR 7;Medium-size Humanoid (dwarf); HD 6d10+12; hp45; Init +0; Spd 15 ft; AC 21 (+8 half-plate, +3large shield); Melee +1 battleaxe +10 (1d8+6/critx3); SQ dwarven traits, celestial traits; AL LG; SVFort +7, Ref +2, Will +4; Str 14, Dex 10, Con 14,Int 10, Wis 10, Cha 8.

    Skills and Feats: Climb +9, Jump +9; PowerAttack, Cleave, Great Cleave, Sunder, WeaponFocus (battleaxe), Weapon Specialization(battleaxe), Iron Will.

    SASmite Evil (Su): Once per day, theancestral hero can make a normal attack to dealan additional +6 damage against an evil foe.

    SQDwarven Traits (Ex): 60 foot darkvision,stonecunning, +2 save vs. poison, +2 save vs.spells or spell-like abilities, +1 attack vs. goblinoidsor orcs, +4 dodge vs. giants, +2 craft with stone ormetal.

    SQCelestial Traits (Ex): Acid, Cold andElectricity resistance 10, Damage Reduction 5/+1,Spell resistance 12.

    Equipment:battleaxe +1, large shield +1, half-plate +1

    Aura of Dwarven Justice (Su): You and allallies within 10ft. gain a +2 morale bonus to attackrolls against dwarven enemies (see the smitedwarven enemies ability for a suggested list ofthese creature types).

    Reach of the Dwarves (Su): Any non-throwing masterwork or magical melee weapon ofdwarven make that you wield gains the throwing

    and returning special abilities. This ability goesaway if others hold it. A side effect of this ability isthat your shoulders appear wider and your armsappear more muscular. This ability has no effect ifthe weapon already has the throwingand returningabilities.

    Armor of Faith (Su): At 5th

    level, anymasterwork or magical heavy armor of dwarven-make gains the fortification (light) special abilitywhile you wear it, causing a 25% chance that theeffects of any critical hit or sneak attack damageare negated. A side effect of this ability is thatyour armor looks thicker and heavier than normal.

    At 8

    th

    level, this ability grants moderate (75%chance) fortification.Living Forge (Su): Any masterwork or

    magical melee weapon of dwarven make gains theflaming special ability while you wield it. A sideeffect of this ability is that sparks show in youreyes. This ability has no effect if the weaponalready has the flamingability.

    Ironbeard: You are the epitome of thedwarven race. You gain the following abilities:

    Stony Skin (Ex): You gain damage reduction15/+1.

    Immune to Poison (Ex): You are immune to allnatural, but not magical, poisons.

    Spell Resistance (Su): You gain spellresistance equal to 18.

    Smite Dwarven Enemies (Su): You may smitedwarven enemies one additional time per day.

    Ex-Forge Avengers: A forge avenger who isno longer lawful good or who grossly violates hisCode of Conduct becomes an ex-forge avengerand loses all class abilities. Returning to a lawfulgood alignment and receiving the benefits of anatonement spell recovers these class abilities.

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    Dwarven ex-paladins/ex-forge avengers need onlyuse the atonement spell once to recover theabilities of both classes, if a single act causedthem to lose the abilities of both classes.

    A forge avenger who willingly commits an evilact becomes an ex-forge avenger forever, with nochance to atone. Treat levels of ex-forge avengerthe same as levels of ex-paladin for the purposes

    of classes such as the blackguard.

    Sample NPC

    Ach, leave him alone. He cant help it; it bethe orc blood in him wot tainted his mind and soul.

    Farrs Stoneglaive, male dwarf Pal 7/ForgeAvenger 6: CR 13; Medium-size Humanoid(dwarf); HD 13d10+52; hp 123; Init +0; Spd 15 ft;

    AC 23 (+7 adamantine breastplate, +2 ring ofprotection, +4 large shield); Melee +1 holydwarven waraxe of mighty cleaving (adamantine)+19/+14/+9 (1d10+7/crit x3); SA smite evil, spells,

    turn undead, smite dwarven enemies, reach of thedwarves, living forge; SQ aura of courage, detectevil, divine health, dwarven traits, remove disease(2/week), special mount, aura of dwarven justice,summon ancestral heroes; AL LG; SV Fort +14,Ref +4, Will +6; Str 14, Dex 10, Con 18, Int 13, Wis14, Cha 8.

    Skills and Feats: Craft (armorsmithing)+17(16), Craft (weaponsmithing) +17(16),Knowledge (religion) +17(16); Power Attack,Cleave, Exotic Weapon Proficiency (DwarvenWaraxe), Weapon Focus (Dwarven Waraxe), CraftDivine Weapon*

    *New feat, see page 3.SATurn Undead (Su): 2/day, Farrus

    Stoneglaive can attempt to turn undead creatures.He can turn undead with no more than (1d20+4)/3HD. Each attempt, he turns 2d6+4 total HD.Undead with 2 or fewer HD are destroyed instead.

    SASmite Evil (Su): 1/day, if the target of anormal melee attack is evil, Farrus Stoneglaivegains a +7 damage bonus.

    SASmite Dwarven Enemies (Su): 1/day, if thetarget of a normal melee attack is a traditionaldwarven enemy, Farrus Stoneglaive gains a +4bonus to the attack roll and a +6 damage bonus.

    SAReach of the Dwarves (Su): While Farruswields it, Orcs Lament gains the throwing andreturningspecial ability.

    SALiving Forge (Su): While Farrus wields it,Orcs Lamentgains the flamingspecial ability.

    SQDwarven Traits (Ex): 60 foot darkvision,stonecunning, +2 save vs. poison, +2 save vs.spells or spell-like abilities, +1 attack vs. goblinoidsor orcs, +4 dodge vs. giants, +2 craft with stone ormetal.

    SQAura of Dwarven Justice (Su): Farrus andall allies within 10ft. gain a +2 morale bonus toattacks against traditional dwarven enemies.

    SQSummon Ancestral Heroes (Sp): Onceper week, Farrs can summon up to 3 ancestralheroes.

    SQArmor of Faith (Ex): The dwarven armorFarrus wears grants a 25% chance to negate

    damage from critical hits or sneak attacks.Paladin Spells Prepared: cure light wounds,

    divine mightEquipment:+1 holy dwarven waraxe of mighty

    cleaving Orcs Lament (adamantine), adamantinebreastplate, +2 large shield Wall of Truth, +2 ringof protection, boots of speed.

    Note: Farrus forged Orcs Lament andenhanced it with the Craft Divine Weapon feat.Therefore he gains a +1 bonus to attack anddamage rolls while using the axe. This isaccounted for in the stats above.

    History: Farrus heard the call of duty at a

    young age. He was always a serious child, andstayed that way as he grew up. As an adult, heserved in his clans elite guard, and constantlypushed his father, a powerful thane, for moreaggressive patrols deep into enemy territory.Unfortunately, one such deep patrol left the palacetoo lightly defended. A horde of enemies swept onthe palace and slew half his clansmen beforebeing repelled, including his father.

    Appearance: Farrus wears adamantinearmor decorated with his family crest, a lionslaying a wyrm. His beard is gray beyond hisyears and his wrinkles are deep. His voice is quite

    loud and harsh.Personality: Farrus never laughs and neverjokes. Farrus is a pessimist. He is grim and dour,and more stubborn than the armor he forges.

    Farrus is accustomed to military order anddiscipline, and disdains those who are not. Farrusdoes not hate half-orcs, but has a particularlyannoying habit of patronizing them withsympathetic pity over their mixed heritage.

    Using Farrus: Farrus Stoneglaive can be anexcellent, if gloomy, mentor for paladins, dwarvendefenders, or even dwarven fighters. He is anexcellent craftsman, and skilled at forging holyadamantine weapons. Farrus is only likely to helpdwarves or those allied with dwarves. He will onlyforge weapons for dwarves or those willing to goon a quest of his choosing.

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    Golden Pride Hunter

    What lion wants to lie down with a lamb? Thelamb is best served while the lion stands guard. Ser Nathan

    Myrcelon is a powerful warrior and

    brilliant combat leader. A 7-foottall, lion-headed celestial, he istruly awe-inspiring to behold.Myrcelon keeps a close eye onthose warriors that fight for thecause of honor andrighteousness. When hefinds a truly worthywarrior, he will appearto them and offer toshow them the waysof the Golden Pride.Those selected arecalled hunters, andare charged withdefending theweak, destroyingevil, and recruitingothers.

    Almost all huntersare humans or half-elves.Though half-orcs of sufficientnoble nature and dedication arerare, when found, they oftenmake the most overwhelming anddedicated of hunters becausethey seem to relate naturally to

    the animal aspect of theirpowers. Myrcelon does notaccept those with nohuman blood as a GoldenPride hunter.

    Because of Myrcelons affinity for the lionform, he tends to select members from those whorevere the lion. As such, most Prides are foundamongst chivalric knights who claim the nobility ofthe lion or among the leaders of primitive people ofgreat savannahs and forests where lions are seenas the apex of power.

    In the wilderness, a Pride is usually very small.

    Two or three hunters usually account for the entireorder. These hunters serve as the guardians for asingle tribe or a small collection of allied tribes.

    In other areas, the Prides tend to be muchmore structured, with clear chains of commandand formal honoraries for higher-ranking members.These formal Prides often have as many as adozen or more hunters, as well as numerousfighters, clerics and paladins who serve the causeof the order, but are not themselves called hunters.

    Hit Dice: d10

    Requirements

    Alignment: Lawful Good

    Race: Human, Half-Elf or Half-OrcSkills: Animal Empathy 2 ranks or Handle

    Animal 8 ranksFeats: Power Attack

    Base Attack Bonus:6+

    Special: Youmust be acceptedinto the GoldenPride, whichincludes acceptingthe appropriatevows. An invitation

    into the Pride mayonly be offered fromthe archangel

    Myrcelon, or anotherGolden Pride hunter

    of at least 6th

    level.You must not have

    a paladins specialmount.

    Class Skills

    The goldenpride hunter classskills (and the keyability for eachskill) are: Animal

    Empathy (Cha),Craft (Int), Diplomacy (Cha), Handle

    Animal (Cha), Heal (Wis), Hide (Dex), Listen (Wis),Knowledge (religion) (Int), Move Silently (Dex),Ride (Dex), Spot (Wis), Wilderness Lore (Wis).

    Skill Points at each level: 4 + Int modifier.

    Class Features

    Code of Conduct: The paladins code ofconduct applies in all ways to a Golden Pridehunter.

    Nobility and duty are of utmost importance.Duty applies both to their leaders in the church andthe righteous nobility, as well as to the flocks ofcommon people whom they are responsible todefend.

    The Pride disdains dirty fighting tactics, suchas sneak attacks. However, the art of the ambush

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    as perfected by the lion is considered anhonorable practice against a known enemy. ThePride uses ranged weapons only as a last resort.

    Weapon and Armor Proficiency: You gainno new proficiency with any weapons or armor.

    Animal Senses (Ex): Your eyes shift toslightly resemble those of a cat and you gain ananimals awareness of your surroundings. Youreceive a +2 bonus for all Spot, Listen and Searchchecks. You also gain low-light vision, allowingyou to see twice as far as a normal human underlow light conditions.

    Speak with Cats (Su): A Golden Pride huntercan speak with cats of all types.

    Roar of Myrcelon (Su): A number of timesper day equal to half your Golden Pride hunter

    class level, you may roar with awe-inspiringvolume. A roar of Myrcelon causes all allies within50ft to be affected as if you had cast bless (+1morale bonus to attack rolls and saving throwsagainst fear), and all enemies within 50ft. to beaffected as if you had cast bane (-1 morale penaltyto attack rolls and saving throws against fear).Enemies are unaffected if they make a Will save(DC 10 plus your Golden Pride hunter class level).

    The positive sonic energy of the roar magicallydeafens undead creatures within 50ft. for 1d4rounds (20% chance of arcane spell failure withspells that have a verbal component, -4 penalty to

    Initiative rolls, automatically fail Listen checks).Your caster level is your Golden Pride hunterclass level, and the duration of the bless and baneeffects is one minute/level. You can roaronce perround as a free action.

    Hunter Form (Su): Starting at 2nd

    level, onceper day you may change into a hybrid lion/humanform (or hybrid lion/half-orc or lion/half-elf) withprehensile lion claws and thick fur. Your creaturetype is now both humanoid and shapechanger.

    Beginning this shape shifting process is a freeaction, but the shift itself is not complete until nextround at the beginning of your turn. During the

    shape shifting you may take actions normally.When you change into this form, you regain hit

    points as if you had rested for a day. Any gearcarried by you, including weapons and armor,shifts to match your new form and remainsfunctional. Your size does not change.

    In hunter form, you gain the following benefits:Ability Score bonuses: + 2 bonus to Strength

    (at 5th

    level this bonus is increased to +4,and at 8

    thlevel it becomes +6).

    Natural Armor bonus to AC: +2.Hyper Senses: You gain a +4 racial bonus to

    Listen, Search, and Spot skills.

    Scent: You gain the Scent special ability (Seethe DMG, Chapter 3: Running the Game,Special Abilities).

    Attacks: Claw attack for 1d4 + Strength bonusdamage, Bite attack for 1d8 + half yourStrength bonus damage. You may attackwith both claws or with a normal weaponat no penalty. If you attack with a normalweapon and a claw, the usual penalties fortwo weapon fighting apply.

    Hunter form lasts for up to 1 hour and may beused twice per day starting at 5

    thlevel, and three

    times per day at 8th

    level. Shifting back to your

    original form takes one round, but starting thechange is a free action.Stalk (Ex): You gain a +2 racial bonus to Hide

    and Move Silently checks whenever you are in tallgrass or areas of heavy undergrowth.

    Blind Fight (Ex): You gain the Blind Fightfeat for free.

    Lion Form (Sp): Beginning at 3rd

    level, onceper day you may shift into a powerful dire lion (seethe MM) from hunter form. This ability is like

    polymorph self, except no other forms may be

    Lvl BaseAttackBonus

    FortSave

    RefSave

    WillSave

    Special

    1 +1 +2 +2 +0 Animal Senses, Speak with Cats

    2 +2 +3 +3 +0 Roar of Myrcelon, Hunter Form 1/day,

    3 +3 +3 +3 +1 Lion Form 1/day, Stalk

    4 +4 +4 +4 +1 Blind Fight5 +5 +4 +4 +1 Hunter Form 2/day, Lion Form 2/day

    6 +6 +5 +5 +2 Pounce

    7 +7 +5 +5 +2

    8 +8 +6 +6 +2 Hunter Form 3/day, Lion Form 3/day

    9 +9 +6 +6 +3

    10 +10 +7 +7 +3 True Hunter

    Table 1-6, the Golden Pride Hunter

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    * New feat, see page 3.SATurn Undead (Su): Darsi can attempt to

    turn undead creatures 7/day. She turns undeadas a 4

    thlevel cleric.

    SASmite Evil (Su):1/day, if the target of a normalmelee attack is evil, Darsigains a +4 attack bonus and a

    +6 damage bonus.SQLay on Hands (Sp):

    Darsi can heal up to 56 hitpoints per day, divided amongany number of creatures.

    SQPurging Hands (Sp):1/day, Darsi can use any ofthe following spell-likeabilities: delay poison, lesserrestoration, removeblindness/deafness, removedisease, remove fear, orremove paralysis.

    SQAura of Hope (Su):Darsi and all allies within 10ft.gain a +2 morale bonus to allsaving throws.

    SQEnhanced Recovery(Su): Darsi recovers frominjury very quickly. Sherecovers 10 hit points per hournormally.

    Paladin Spells Prepared:1- divine favor x2

    Merseus Spells Prepared:1- detect poison, remove fear,

    2- remove paralysisEquipment: +1 longsword(called Silencer), +2 shining**half-plate, +2 amulet of health,boots of speed,potion of cureserious wounds x2.** New armor special ability,see Chapter 4.

    History: Darsi became apaladin to end the suffering ofher people, commonersthreatened by bandits. Afteryears of fighting off threatafter threat, she grew tired ofseeing her comrades die, and after a week offasting and meditation, became the first merseusof her order.

    Appearance: Darsi wears her hair short toavoid problems in a fight, and wears shining half-

    plate when in battle.When not fighting, she is

    fond of wearing feminineclothing and sweet perfume, andis quite lovely. Her breath-taking beauty sometimes takes

    her comrades-in-arms abackand they often find themselvesspeechless, much to heramusement.

    Personality: On thebattlefield, Darsi is unforgiving toher enemies and gruff with herallies. Like all mersi, she is anexpert at healing, but Darsichooses not to be careful aboutcausing undue pain to herpatients. Some believe shegoes out of her way to inflict a

    bit of pain as she binds wounds,and even when laying on hands.She does not deny this if askeddirectly. Her opinion is that ifshe makes healing painless,then the one she heals is morelikely to repeat the mistake thatcaused their wound in the firstplace.

    Off the battlefield, Darsi isquite gentle and kind, and notambitious at all. She spendsmuch of her time flirting with

    commoners, going to formaldances or anything else that letsher dress up, and just havingfun. Unlike most paladins, whentimes are peaceful she makes ita point to enjoy life. She hasseen it slip away all too often.

    Using Darsi: Darsi makesa great support NPC for a partywith only a few members. ThePCs might not realize she is apaladin if they meet her in a citydue to her carefree nature.They might be surprised when

    she dons her plate and charges to the front linesduring a battle.

    Variant: Alternatives for Lay on Hands

    Lay on hands is a method of channeling

    positive energy, much like turning undead.Conceivably, paladins could use the ability forother effects that use positive energy. Below aresome ideas on using the positive energy from layon hands to do more than just heal.

    All of these abilities require you to spendyour entire allotment oflay on hands for the day;you must be able to heal at least one point ofdamage.

    This system does discourage paladins fromusing their lay on hands ability, but makes theability useful even when there is no one to heal,even if the cleric is doing all the healing, andeven if the paladins Charisma isnt very high.

    Bolster Smite (Su): You gain a +2 sacredbonus to your attack roll when using

    smite evil.Bolster Attack (Su): You gain a +1 sacred

    bonus to a single (non-smite) attackroll.

    Bolster Defense (Su): You gain a +1sacred bonus to your AC for oneround.

    Bolster Paladin Spell (Su): You can cast apaladin spell you have prepared at +2caster level.

    Light (Sp): You may cast light as a spell-like ability, with half your paladin levelas your caster level.

    Turning Touch (Su): When using lay onhands as a touch attack against anundead creature, the paladin maydecide to turn the touched creatureinstead of dealing damage, and gainsa +2 bonus to the turning check. Thisis useful for paladins who haveexpended all their regular turnattempts, or who need to turn apowerful undead creature.

    Using this variant increases the power ofthe paladin class slightly because it gives themmore options for no cost.

    This rule may encourage paladins not touse lay on hands as much, and may cause someresentment from other players, particularly thoseplaying clerics.

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    and the key abilities for each, are Climb (Str), Craft(Int), Hide (Dex), Jump (Str), Knowledge (religion)(Int), Move Silently (Dex), Ride (Dex), Spot (Wis),Swim (Str)

    Skill Points per Level: 2+ Int modifier

    Class Features

    Weapon and Armor Proficiency: Penitentsnipers are proficient with simple weapons and allranged martial weapons. They gain no proficiencywith armor or shields.

    Code of Conduct: Penitent snipers have theirown Code of Conduct, similar to that of paladins.

    A penitent sniper must be of good alignment andmust never willingly commit an evil act. They mustprotect the innocent, and punish those whothreaten or harm innocents.

    Associates: Penitent snipers follow the samerestrictions regarding associates that paladins

    follow, except that they may hire anyone who isgood.

    Detect Distant Evil (Sp): You may use detectevilat will, with a range equal to your line of sight.

    At a distance of farther than 60ft., you can onlydetect the presence or absence of evil, and only inthat general direction.

    You must still use a Spot check to find adistant or hiding target, but this ability can tell youwhere to start looking, and also gives a +2 bonusto Spot checks when looking for evil creatures.

    Paladin abilities (Su): You gain the paladinslay on hands ability. Your effective level for using

    this ability equals your penitent sniper class levelplus your paladin levels, if any.

    Wisdom Grants Strength (Su): When usinga mighty composite bow, you may use yourWisdom instead of your Strength to determine yourdamage bonus, if any.

    Ranged Smite Evil (Su): Once per day,penitent snipers can smite evil opponents with oneranged attack. When smiting evil, you add yourCharisma bonus, if any, to your attack roll and deal1 extra point of damage per penitent sniper classlevel. If you attempt to use your smite abilityagainst an opponent who is not actually evil, it has

    no effect and is wasted for the day. At 6

    th

    level,you may use this ability 2/day, and at 10th

    level youmay use it 3/day.

    If you have the paladins smite evil ability, yourpaladin levels stack with your penitent sniperlevels for this ability.

    Pierce Evil (Su): Whenever an evil creatureis killed or rendered unconscious by one of yourarrows or bolts, and another evil creature isdirectly behind them, the arrow or bolt will continue

    in its path, giving you an extra attack with sameattack bonus against that creature.

    This works much like the Cleave feat, exceptthat the second target must be directly behind thefirst target and within range. If the creature struckwas not evil, or there are no evil creatures directlybeyond, this ability will not activate.

    Aura of Accuracy (Su): You project an aura

    that helps your allies with ranged attacks. You andall allies within 10ft. gain a +1 sacred bonus to allranged attack rolls.

    Call Celestial Spotter (Sp): Once per dayyou can summon a lantern archon. Penitentsnipers usually use lantern archons as spotters.These archons can seek out targets and illuminatethem for the sniper to fire at, spoiling concealment.They can also act as a diversion. Treat this abilitylike a lesser planar allyspell, but you need not paythe lantern archon for its services. Your casterlevel is 10 plus your penitent sniper class level.

    Arrow of Healing (Sp): You may launch a

    single arrow or bolt at an ally. If it hits, it magicallydoes no damage, but instead turns into a healingdust. You may use your lay on hands ability onthe target as if touching them. Shooting the arrowor bolt is not a separate action, but is instead partof the spell-like ability, which is a standard actionthat provokes an attack of opportunity.

    Blessed Arrows (Su): Every arrow or boltyou fire is treated as though bless weapon werecast on it. This ability, like the spell, cannot affectarrows or bolts with magical enhancements thataffect critical hits, such as keen arrows.

    Greater Pierce Evil (Su): This feat works

    much like the Great Cleave feat. You may nowuse pierce evil to fire through even more evilcreatures. Every time an evil creature falls fromone of your arrows and there is an evil creaturedirectly beyond and in range, you get to attack thatcreature with the same arrow or bolt, until themaximum range of the arrow or bolt is reached.

    Holy Arrows (Su): Every arrow or bolt youfire is enhanced with the holy special ability (seethe DMG, Chapter 8, Magic Items, Weapons).Holy weapons cause an additional +2d6 to evilcreatures.

    Ex-Penitent Snipers: Changing to a non-good alignment or grossly violating your Code ofConduct will cause you to become an ex-penitentsniper until your alignment becomes good again,or you have a cleric cast atonementfor you. If youwillingly commit an evil act, you become an ex-penitent sniper forever.

    An ex-penitent sniper loses all supernaturaland spell-like abilities. They are treated like ex-paladins with regard to classes like the blackguardwho seek to corrupt good to evil.

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    Sample NPC

    And Siditherus let loose a volley of death...And slew the hosts of Gurgamesh..And drove back the foul man-beasts of Rodizz

    Sarevus, male elf Ftr6/Penitent Sniper 5:CR 11; Medium-size Humanoid (elf); HD6d10+6+5d8+5; hp 66; Init +2; Spd 30 ft; AC 18(+6 chain shirt, +2 Dex); Melee rapier +12/+7(1d6+2/crit 18-20); Ranged +1 holy compositelongbow+19/+14 (1d8+5/crit x3); SQ elven traits;

    AL LG; SV Fort +10, Ref +5, Will +5; Str 12, Dex15, Con 13, Int 10, Wis 14, Cha 12.

    Skills and Feats: Climb +9 (7), Knowledge(religion) +2, Ride +9 (7), Spot +12 (10); Alertness,Point Blank Shot, Far Shot, Mounted Combat,Mounted Archery, Weapon Focus (composite

    longbow), Weapon Specialization (compositelongbow).

    SQElven Traits (Ex): Sleep immunity, +2save vs. Enchantment, low-light vision, proficient:longsword or rapier, proficient: longbows andshortbows.

    SQDistant Detect Evil (Sp): May detect evilat will with line of sight range.

    SQLay on Hands (Sp): Sarevus may heal upto 5 points of damage per day, divided up amongany number of uses.

    SQRanged Smite Evil (Su): Once per day,Sarevus has a +1 bonus to a ranged attack roll

    and a +5 bonus to damage against an evilopponent.

    SQAura of Accuracy (Su): Sarevus and allallies gain a +1 sacred bonus to all ranged attackrolls.

    SQCall Celestial Spotter (Sp): Once per day,Sarevus may summon a lantern archon ally.

    SQArrow of Healing (Sp): Sarevus can firearrows to deliver his lay on hands healing.

    Equipment: +1 holy composite longbow(mighty +2), mw rapier, bracers of archery, +2chain shirt, wooden holy symbol, several holybooks.

    History: A nomadic tribe of elves raisedSarevus as a horse warrior. He was not the mostskilled archer or rider among his people, but wastalented at both disciplines.

    Sarevus spent long hours with the tribalclerics, and longed to become a holy man, but his

    father, one of the chieftains, would not allow it.Therefore, with a heavy heart, he left his tribe,taking several copies of his tribes holy books, acombination of history textbooks and spiritualguides.

    Appearance: Sarevus has long black hair,never cut, as is his family tradition. He preferschain shirts and leathers, and is never without his

    bow. He usually wears riding boots, and when inthe wilderness rides a fine riding horse. Hisbracers of archerywere a gift from his father, andhave scenes from his village carved into them. Hisrapier is actually a cavalry saber, a long curvedblade, and is usually in a scabbard on his horse.

    Personality: Sarevus makes friends slowly,but keeps them for life. He particularly enjoys thecompany of humans, but finds all races veryinteresting. Sarevus is not the type of archer toshoot from hiding, but prefers to fire fromhorseback, canter away, and then fire again. He isnot afraid of melee, but knows what his capabilities

    are.Sarevus has a habit of quoting his tribes holy

    books while in combat. He claims that it helps himaim. He has no patron deity, but instead reveresthe neutral good philosophies of his tribe.

    Sarevus has great respect for paladins, andenjoys adventuring with them, as he usually finds agreat deal of synergy between their abilities.

    Using Sarevus: Sarevus makes a greatcohort or hireling for a paladin or other goodcharacter. He can stay back out of the majority ofdanger, and still be quite effective.

    Sarevus might join an order of paladins at

    some point as a ranged attack specialist, or mayeven multiclass into paladin. This might require achange in his religious beliefs, which despite hisalignment are mostly neutral good. ConvertingSarevus to the faith of a paladin order with theintention of getting him to join might be part of anadventure. Succeeding would gain the order apowerful new member who would complement theexisting paladins quite well.

    If his tribe were in danger, Sarevus wouldreturn to defend it, and the player characters maywish to help. Paladins trying to get Sarevus to jointhem would go a long way by aiding his village,and may even gain other elven allies in doing so.One or two narrow-minded paladins in the ordermay need to be convinced to help the sometimeschaotic elves instead of defending others or goingon some other quest.

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    Seelie Knight

    Once upon a time

    Somewhere in between reality and illusion lies therealm of the Pixie Queen, the beautiful ruler of allfey, and leader of the seelie court.

    The seelie court is far removed from the livesof most common people. Nevertheless, itsintrigues and struggles often touch the lives ofmany without them ever knowing it. Still, there areoften times when the Pixie Queen needs the directhelp of elves or men. The players in the courthave long known that those of the mortal racescan be a powerful tool. To fill this role, the PixieQueen sometimes selects a capable character asa seelie knight to represent her interests in theaffairs of mortals.

    The Pixie Queen selects any hero whom shebelieves to be worthy and attractive. She prefershalf-elves more often than any other race, butoccasionally selects humans or elves. Seelieknights are usually male, but not always.

    The seelie knight must play a difficultbalancing game at all times between the mortaland fey realms.

    Seelie knights will always have anadventurous life. They forever are at battle withswords and with words, often at the same time.Seelie knights live with one foot in each of twowildly separate worlds. Few are worthy of thetask, but seelie knights dread the thought of adifferent life.

    Hit Dice: d8

    Requirements

    Alignment: Any GoodBas