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Forgotten Heroes:

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

TABLE OF CONTENTS

INTRODUCTION
FORGOTTEN HEROES FORGOTTEN HEROES: PALADIN

2
2 2

PATHS OF THE RIGHTEOUS


SUB-CLASSES
CRUSADER Table 1.1 The Crusader DEFENDER Table 1.2 The Defender HORSE KNIGHT Table 1.3 The Horse Knight Table 1.3a The Horse Knights Mount LORD Table 1.4 The Lord WARRIOR MONK Table 1.5 The Warrior Monk

4
4
4 5 5 6 7 7 8 8 9 10 10

HEART OF MIGHT (PALADIN) HEART OF THE PILGRIM (PALADIN) HEART OF THE RIGHTEOUS (PALADIN) HEART OF SWIFT ACTION (PALADIN) HEART OF VIGOUR (PALADIN) RALLY CRY (GENERAL) RELENTLESS (GENERAL) SHIELD EXPERTISE (GENERAL) SHIELD OF THE FAITHFUL (PALADIN) STRIKE OF THE RIGHTEOUS (PALADIN)

31 31 31 31 31 31 31 31 31 32

TESTS OF FAITH
TESTS OF FAITH SUMMARY:

32
32

POWERS OF THE FAITHFUL


PALADIN SPELLS
AVENGERS MIGHT BLESSINGS OF INSIGHT CHANNEL HEALING DEFIANCE DIVINE AURA DIVINE PURSUIT DIVINE WARDING EXORCISE THE DAMNED HOLY MEDITATION HOLY SHIELD PURGE THE SOUL PURIFYING FLAME PURIFY MOUNT SAFE PASSAGE STAND TOGETHER SOUL BURN

33
33
34 35 35 35 35 35 35 36 36 36 37 37 37 37 37 37

PRESTIGE CLASSES
AVENGER Table 2.1 The Avenger CHAMPION Table 2.2 The Champion CHEVALIER Table 2.3 The Chevalier DAUNTLESS HERO Table 2.4 The Dauntless Hero DEVOUT Table 2.5a Devout Bonus Spells Table 2.5 The Devout GALLANT Table 2.6 The Gallant HOLY DRAGOON Table 2.7 The Holy Dragoon JUDICIAL CHAMPION Table 2.8 The Judicial Champion JUSTICAR Table 2.9 the Justicar MUSKETEER Table 2.10 The Musketeer PEACEBRINGER Table 2.11 The Peacebringer ROAD KNIGHTS Table 2.12 The Road Knight SEEKER Table 2.13 The Seeker SLAYER Table 2.14 The Slayer

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11 11 12 13 13 14 15 15 16 16 16 17 18 18 19 19 20 21 22 22 23 23 24 24 25 25 26 27 27

DIVINE SMITES
WHAT IS A SMITE? POSITIVE ENERGY NEW SMITE EVIL RULES CURSE SMITES GLORY SMITES REDEMPTION SMITES Table 3.1 Valour Smite Bonus Damage COMBINING ADVANCED SMITES

38
38 38 38 38 38 39 40 40

DIVINE CHANNELLING
THE DIVINE WITH-OUT THE WHOLE: DIVINE CHANNELLING COMPASSIONATE FOCUS DEVOTIONAL FOCUS INSPIRATIONAL FOCUS MARTIAL FOCUS

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41 41 41 42 42 43

SOUL WEAPONS
CREATING SOUL WEAPONS ENHANCING SOUL WEAPONS SOUL WEAPON ABILITIES

43
44 45 45

METHODS OF THE JUST


NEW USES FOR OLD SKILLS
DIPLOMACY (CHA) HANDLE ANIMAL (CHA) HEAL (WIS) KNOWLEDGE: RELIGION (INT) RIDE (DEX)

28
28
28 28 28 29 29

VOW QUESTS
VOW QUEST POWERS GEAS

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47 47

GAMES MASTERS SECTION


SUB-CLASSES PRESTIGE CLASSES NEW USES FOR OLD SKILLS PALADIN FEATS PALADIN SPELLS DIVINE SMITES DIVINE CHANNELLING USING THE PRAYER BOOK

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50 52 52 52 52 52 53 53

FEATS
ARMOUR OF THE JUST (PALADIN) BATTLE CRY: COURAGE (GENERAL) BATTLE CRY: FEAR (GENERAL) DIVINE BENEVOLENCE (DIVINE) DIVINE COURAGE (DIVINE) DIVINE EMPOWERMENT (DIVINE) DIVINE GUARD (DIVINE) EXPERT HORSEMAN (GENERAL) HEART OF COMPASSION (PALADIN) HEART OF GLORY (PALADIN)

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29 30 30 30 30 30 30 30 30 30

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INTRODUCTION

Imagine, if you will, the armoured knight, riding forth to slay the evil dragon. Picture the inspirational warrior, rallying his troops to face another attack from the orcish horde. Dwell for a brief moment on an image of a holy warrior, striving to rid the land of evil and the healer bringing and end to suffering in lands stricken by plague or war. You have pictured just a few of the many faces of the paladin, a class that combines a unique balance of martial prowess and a faithful devotion. Forgotten Heroes: Paladin is a sourcebook designed to expand this often overlooked class, making the paladin a versatile champion of Good. Of all the classes featured in the d20 system it is the paladin that stands out as the hero amongst heroes. They are the ones who will 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 hidden corners the paladin will hunt it down. In an adventuring party the paladin will always return for a fallen comrade or hold a doorway while their companions retreat from danger. The path of the paladin is reserved for the bravest of heroes. It is not for those who seek reward or glory. The road the paladin must follow is long and dangerous and not for the faint-hearted. Within these pages are new concepts and abilities that will make the paladins journey an unforgettable experience. It is a guidebook and toolkit for those of faith and courage, taking the first step to bringing about a better world.

FORGOTTEN HEROES: PALADIN


Using the ideas and rules presented in this sourcebook, players will be able to explore new options and capabilities for their characters, thus greatly enhancing their role-playing experience. In Paths of the Righteous sub-classes are introduced, allowing players to define and emphasise the focus of their paladin and enabling them to explore the often hidden depths of their character. The prestige classes presented in this chapter provide ways to specialise your paladin as they carve out their destiny. Both consider the nature of the paladin within any fantasy world and discuss the variety to paladin philosophy, considering its importance in determining your characters place in the universe.
Methods of the Just focuses upon new options for skills and talents used

by paladins. The new feats enable paladin characters to draw upon both their powers and abilities in new and varied ways. New skill uses enable paladins to utilise their training in valuable new ways. A new system, Tests of Faith , offers your paladin to put their god to the test. All of these new abilities have been created with the guiding influence of the unique aspects of the paladin class and will add flavour to any paladin character. Faith grants the paladin many powers. This supplement explores the 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 spirit and provides new systems to represent their divine powers. Devotion to their divine patrons provides the paladin with powerful magical abilities. An understanding of how to combine these powers when facing the greatest of evils can grant the paladin a new range of abilities. Faith itself can provide the paladin with a way to overcome adversity. In times of desperate needs paladins may even receive direct aid from their god. However, such aid comes with price, for even the divine powers have laws they must obey. Such is the power of faith. Finally, Games Masters are presented with advice on how to integrate these new systems into games, and an insight into the ideas behind their design. Imagination is the greatest asset any roleplayer possesses. The ideas presented in this book are designed to stimulate the imagination and bring new possibilities to your game. Enjoy.

FORGOTTEN HEROES
is a range of core class sourcebooks from Malladins Gate Press designed to greatly widen a players options for his character within the d20 games system. Fitting seamlessly into any fantasy-based campaign, each book will provide a comprehensive guide to one character class that is often neglected by other supplements. Both players and Games Masters are presented with options to approach old character types in a completely new way, without unbalancing or overpowering the game as a whole. Forgotten Heroes will not necessarily allow players to create a better character, but they will find many more options than they ever thought possible.
Forgotten Heroes

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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 dont 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 doesnt 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 available to play. Although they lack the versatility of a fighter and the raw divine power of a cleric, a paladins combination of the combat prowess and divine might creates a uniquely powerful character. Yet they are capable of so much more than a multiclass fighter/cleric can ever be. However the paladin is often seen as a one-dimensional character class and is often shied away from by all but its biggest fans. At Malladins Gate, we believe that the paladin has the potential to be as versatile and rewarding a character to play as any in the game.

Abilities: The Crusader is much more a martial combatant than a spiritual knight or defender. As such they are more inclined towards the physical; strength, dexterity and constitution. Charisma is also the seat of many of their powers, and as such many crusaders are powerful characters with strong personalities. Unlike other paladin subclasses they do not have the ability to cast spells and so have a significantly reduced need for wisdom and intelligence. Hit dice: d10 Alignment: Must be Lawful Good. Class Skills: The following (and their associated ability score) are class skills for the crusader: Craft (Int), Handle Animal (Cha), Knowledge (religion) (Int), Intimidate (Cha), Profession (Wis), Ride (Dex) and Wilderness Lore (Wis). Skill Points: At first level: At subsequent levels: (2 + Int modifier) x 4. 2 + Int modifier.

SUB-CLASSES
This chapter is designed to enable you to expand your ideas and understanding of the paladin class. It introduces a host of prestige classes designed to multiclass smoothly with the paladin class and expand the flavour of your character. But first we need to introduce sub-classes. Sub-classes are a common concept to most Malladins Gate sourcebooks they are an idea we like and often use in our own games. They were inspired by two brief notes in the d20 system core rulebooks. Firstly there is the fighter concept for a thug who works for the Thieves Guild, modifying the classs proficiencies and skills to add individuality to the character class. Secondly there is a description of how to modify the ranger class to create a Demon Hunter base class. This is the core idea behind sub-classes as published in all Malladin's Gate books. They are presented as new basic classes, but essentially they are little more than a few tweaks on the basic character class, allowing you to choose the direction you want to take your character in. If you choose to play a paladin subclass presented here, it is considered a completely separate class to that of paladin and can multiclass with the paladin. However the usual multiclassing restrictions for the paladin class apply to multiclassing with these subclasses as with any other basic class. CRUSADER Description: There are many characters that fight against the forces of evil, but 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 fighters and barbarians when fighting the undead and other supernatural evil. The crusader is yet more specialised than the paladin. They are the strong arm of their patron power, striving out into the darkest lands and facing the most evil of enemies with their faith and power. However, this martial power comes at a price. The crusader gives up many of the spiritual trappings of the Paladin, making them much more focussed warriors of good.

Class Features: All of the Following are class features of the crusader. The class progression is depicted in table 1.1 Weapon and armour proficiencies: Crusaders are proficient with all simple and martial weapons, with all types of armour and with shields.
Detect evil: As with the basic paladin, the crusader can detect evil

as a spell like ability at will. Divine grace: The crusader applies any positive charisma bonus to all their saving throws. 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 the crusader gains additional daily uses of the Smite Evil ability, gaining an extra use per day at levels six, twelve and eighteen. In addition, at fifteenth level, the crusader applies their charisma bonus (if positive) both to the attack roll and to the damage caused. Aura of courage: This ability functions in exactly the same way as the usual paladin ability. Favoured Enemy: At third level the crusader has become a specialist slayer of a certain kind of evil creature that they have had most exposure to. This provides them with the Favoured Enemy class ability that functions in the same manner as that of the Ranger core 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. -4-

Forgotten Heroes: PALADIN Table 1.1 The Crusader Level Base Attack 1 +1 2 +2 3 +3 4 +4 5 +5 6 +6/+1 7 +7/+2 8 +8/+3 9 +9/+4 10 +10/+5 11 +11/+6/+1 12 +12/+7/+2 13 +13/+8/+3 14 +14/+9/+4 15 +15/+10/+5 16 +16/+11/+6/+1 17 +17/+12/+7/+2 18 +18/+13/+8/+3 19 +19/+14/+9/+4 20 +20/+15/+10/+5 Fort Save +2 +3 +3 +4 +4 +5 +5 +6 +6 +7 +7 +8 +8 +9 +9 +10 +10 +11 +11 +12 Ref Save +0 +0 +1 +1 +1 +2 +2 +2 +3 +3 +3 +4 +4 +4 +5 +5 +5 +6 +6 +6 Will Save +0 +0 +1 +1 +1 +2 +2 +2 +3 +3 +3 +4 +4 +4 +5 +5 +5 +6 +6 +6 Special

Paths of the Righteous

Detect evil , divine grace, smite evil

Aura of Courage Favoured enemy, turn undead Special Mount Smite evil (2/day)

Smite evil (3/day) Greater smite Smite evil (4/day)

Turn undead: This ability functions in exactly the same way as the paladins turn undead ability. Special mount: At fifth level, the crusader gains their special mount that is a gift from their divine patron. This mount follows all the usual rules for a paladins mount. Code of Conduct: The crusader must follow the same strict code of conduct as the paladin. If they ever commit an evil act they will be stripped of all special powers. They must also uphold laws and authority and punish those who threaten innocents. They are also restricted in who they may associate with in the same manner as the paladin. They will not knowingly associate with evil characters or those who continually offend their moral code. In addition the crusader must never turn down the opportunity to destroy a powerful evil force they encounter. If they discover that the force is too powerful they are sensible enough to bide their time and grow in strength and power to eventually one day defeat their foe. Multiclassing: The crusader is subject to the same strict multiclassing rules as the paladin. A crusader who breaks their code of conduct may not advance any further as a crusader or any other paladin subclass. 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 crusader. DEFENDER Description: 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 the downtrodden, bringing peace to war-trodden lands. They look to fight injustice and are often found working against tyrannical regimes. They often work under cover or use other covert tactics to defeat the evil oppressors. The defender is well travelled, perhaps more so than other paladin classes, and they pick up many useful abilities on their journeys. Defenders are perhaps the least martial of the paladin classes, preferring to use violence only as a last resort. But that does not mean that they are not formidable warriors, and -5-

learn many unique abilities that enable them to better protect the weak. Abilities: The defender emphasises the spiritual over the martial, thus making Wisdom and Charisma their primary concerns. They are also a skilled class and require the use of intelligence much more than many paladin characters. Finally, as a secondary fighter they need the physical abilities of dexterity and constitution to make them more able to defend their wards. Strength is of little concern as many defenders hope that their attackers will tire and give up rather than continue in a fruitless attack against their stalwart defences. Hit dice: d8 Alignment: Must be Lawful Good or Neutral Good. Class Skills: The following (and their associated ability score) are class skills for the defender: Appraise (Int), Bluff (Cha), Concentration (Con), Craft (Int), Diplomacy (Cha), Disguise (Cha), Gather Information (Cha), Heal (Wis), Hide (Dex), Innuendo (Wis), Intimidate (Cha), Intuit Direction (Wis), Knowledge (religion) (Int), Knowledge (all skills) (Int), Move Silently (Dex), Profession (Wis), Search (Int), Sense Motive (Wis), Spellcraft (Int) Spot (Wis) and Wilderness Lore (Wis). Skill Points: At first level: At subsequent levels: (4 + Int modifier) x 4. 4 + Int modifier.

Class Features: All of the Following are class features of the defender. The class progression is depicted in table 1.2 Weapon and armour proficiencies: defenders are proficient with all simple and martial weapons, with all types of armour and with shields.
Detect evil: As with the basic paladin, the defender can detect evil

as a spell like ability at will. Divine grace: The defender applies any positive charisma bonus to all their saving throws.

Forgotten Heroes: PALADIN Divine health: The defender is also immune to all forms of disease including magical diseases, such as lycanthropy and mummy rot.
Lay on hands: This ability functions in exactly the same manner as

Paths of the Righteous

against the character protected by the guardian ability, the defender can swap places with the protected character and the attack is resolved against them instead of the original target of the attack. This is an extraordinary ability. Shield expertise: At fourteenth level the defenders defensive combat ability improves yet further, as they gain the shield expertise feat. This feat is described in Methods of the Just. Divine Guard: At seventeenth level the defender learns the Divine Guard feat. This feat is described in Methods of the Just. Aura of protection: At twentieth level the defender exudes an aura that makes all evil creatures quake with feat. This aura can be switched on and off at the defenders will. The aura of protection functions in the same manner as the Magic Circle against Evil spell, but has a permanent duration and can only be dispelled by the defenders will. Code of Conduct: The defender must follow a strict code of conduct, similar in many ways to that of the paladin. If they ever commit an evil act they will be stripped of all special powers. The defenders moral code is different to the paladin in that the emphasis is put on protecting innocents above upholding laws and punishing evil doers. The defender should not directly seek to slay anything, unless there is the only remaining option. They should use force only as a final resort and act to prevent suffering where possible. They are more accepting in their dealings with others, and will be willing to knowingly associate with evil characters, provided it would achieve a greater good and lessen any potential suffering. Multiclassing: The defender is subject to the same strict multiclassing rules as the paladin. A defender who breaks their code of conduct may not advance any further as a defender or any other subclass of paladin. The path of the defender is as focussed as that of the paladin: if they take a level of another basic class they may no longer progress as a defender.

the paladin ability. Expertise: as a master of fighting defensively and protecting others, the defender gains the expertise feat at second level. Domain Spells: In addition to the normal spell allotment for paladins, defenders gain an additional spell per day that must be cast from the healing domain. This is marked on the character progression chart by a d. The defender does not gain the domains granted power. Aura of courage: This ability functions in exactly the same way as the usual paladin ability. Remove disease: This ability functions in exactly the same way as the usual paladin ability. Turn Undead: This ability functions in exactly the same way as the usual paladin ability. Improved Aid: When you take an action to aid another (see Core Rulebook I for more details) you take a move equivalent action rather than a standard action. This is an extraordinary ability.
Protection from Evil: At fifth level the defender gains the ability

to cast the protection from evil spell a number of times per day equal to their wisdom modifier. This is a spell-like ability. Improved Disarm: as a master of fighting defensively the defender learns to disarm opponents and thus remove the threat of their attacks. They gain the Improved Disarm feat at eighth level. Guardian: At eleventh level the defender becomes able to throw their body instinctively in the way of an attack intended for another. At the start of each combat round the defender must select 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 d* Remove disease , turn undead 4 +3 +4 +1 +1 0+d 5 +3 +4 +1 +1 0+d Protection from Evil , Improved aid 6 +4 +5 +2 +2 1+d d* Remove disease 2/week 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 1+d 0+d d* Remove disease 3/week 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 1+d 1+d 1+d d* Remove disease 4/week 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 2+d 1+d 1+d 1+d Remove disease 5/week 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 3+d 2+d 2+d 1+d Remove disease 6/week 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 HORSE KNIGHT Description: The paladin shares a special bond with their mount. The horse is a symbol of the paladins status and is a gift from their patrol. The paladins special relationship with their horse enables them to better champion their patrons causes in battle. The horse knight class represents a paladin who specialises in fighting from their mount and fighting back the forces of evil. They are the most similar to the standard paladin in their roles and philosophy, but sacrifice a lot of their holy powers in order to better serve as a mounted champion of their patron deity. Abilities: The horse knight requires very similar abilities to the standard paladin class. Many of their powers are still linked with Charisma. They are more of a warrior than many other paladins and as such require dexterity, strength and constitution, perhaps to a greater degree than others. Finally, as a divine spell caster they require wisdom to fuel their spell casting powers. Hit Dice: d12 Alignment: Must be Lawful Good Class Skills: The following skills (and their associated ability score) are class skills for the horse knight: Concentration (Con), Craft (Int), Diplomacy (Cha), Handle Animal (Cha), Knowledge (religion) (Int), Profession (Wis) and Ride (Dex). Skill Points: At first level: At subsequent levels: (2 + Int modifier) x 4. 2 + Int modifier evil as a spell like ability at will.

Paths of the Righteous

Detect evil: As with the basic paladin, the horse knight can detect

Divine grace: The horse knight applies any positive charisma bonus to all their saving throws. Special mount: The horse knight starts the game with a special mount that is a gift from their divine patron. This mount follows all the usual rules for a paladins mount, however the levels at which they receive their given powers are different (see table 1.3a). As the horse knight is specifically a horse bound warrior it is not appropriate for them to have any other steed than the basic warhorse or war-pony, although other setting specific horse-like creatures may be appropriate. The rules for building a special mount and the descriptions for most of these abilities can be found in Core Rulebook I, under the class description for Paladin. Only the Celestial ability, which is unique to the mounts of horse knights, is described blow. Celestial: The mount no longer counts as magical beast and instead is classed as a celestial. Use the Celestial Creature template described in Core Rulebook III and apply all changes to the mount. Mounted combat: The horse knight has many years of training in combat from the saddle, and as such is highly proficient at mounted combat. In addition they share a special understanding with their mount that they can draw upon in battle. The horse knight gains the use of the mounted combat feat provided that they are riding their special mount. Aura of courage: This ability functions in much the same way as the usual paladin ability, however the horse knight will only affect the morale of their allies if they are mounted upon their special mount. Divine health: Form third level, the horse knight is also immune to all forms of disease including magical diseases, such as lycanthropy and mummy rot. Turn undead: This ability functions in exactly the same way as the paladins turn undead ability.

Class Features: All of the Following are class features of the horse knight. The class progression is depicted in table 1.3 Weapon and armour proficiencies: Horse knights are proficient with all simple and martial weapons, with all types of armour and with shields. Table 1.3 The Horse Knight Base Level Attack 1 +1 2 +2 3 +3 4 +4 5 +5 6 +6/+1 7 +7/+2 8 +8/+3 9 +9/+4 10 +10/+5 11 +11/+6/+1 12 +12/+7/+2 13 +13/+8/+3 14 +14/+9/+4 15 +15/+10/+5 16 +16/+11/+6/+1 17 +17/+12/+7/+2 18 +18/+13/+8/+3 19 +19/+14/+9/+4 20 +20/+15/+10/+5

Fort Save +2 +3 +3 +4 +4 +5 +5 +6 +6 +7 +7 +8 +8 +9 +9 +10 +10 +11 +11 +12

Ref Save +0 +0 +1 +1 +1 +2 +2 +2 +3 +3 +3 +4 +4 +4 +5 +5 +5 +6 +6 +6

Will Save +0 +0 +1 +1 +1 +2 +2 +2 +3 +3 +3 +4 +4 +4 +5 +5 +5 +6 +6 +6

Special
Detect evil , divine grace, special mount, mounted combat

Aura of Courage Divine health, turn undead Smite evil

1 0 0 1 1 1 1 1 1 1 1 2 2 2 2 3 3 3

Spells/day 2 3 0 0 1 1 0 1 1 1 1 1 1 1 1 2 1 2 2 2 2 3 3 3 3

4 0 1 1 1 1 2 3

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Forgotten Heroes: PALADIN Table 1.3a The Horse Knights Mount Horse Knight Level Bonus HD 1-5 +2 6-8 +4 9-12 +6 13-19 +8 20 +10 Natural Armour 4 6 8 10 12 Str. Adj. +1 +2 +3 +4 +5 Int. 6 7 8 9 15

Paths of the Righteous

Special Improved evasion, share spells, empathic link, share saving throws
Command other horses (including donkeys mules and ponies)

Spell resistance Celestial LORD Description: The Lord is the inspirational leader. They are the just and noble warrior who protects their lands and leads their troops with equal authority and discipline. They are both powerful warriors and expert tacticians. In many ways they are the embodiment of the noble warrior aspect of the paladin. The lord is not a holy warrior as most paladins. Instead they represent the paladin who sees their nation as a church and their king as their patron. The lord is a loyal 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 for a weak or cruel king and will often spend time in the wilderness as an exile for the duration of an evil rulers reign. Often in such times they can be found working against the king, whose father they probably once served. They will be found helping rebels and seeking out new heirs to regain a lost hope in the office of monarch. They are the very embodiment of chivalry and must remain true to their ideals as well as loyal to the crown.

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 ability. Code of Conduct: The horse knight must follow the same strict code of conduct as the paladin. If they ever commit an evil act they will be stripped of all special powers, including their horse. They must also uphold laws and authority and punish those who threaten innocents. They are also restricted in who they may associate with in the same manner as the paladin and will not knowingly associate with evil characters or those who continually offend their moral code. Multiclassing: The horse knight is subject to the same strict multiclassing rules as the paladin. A horse knight who breaks their code of conduct may not advance any further as a horse knight or any other subclass of paladin. The path of the horse knight is as focussed as that of the paladin: if they take a level of another basic class they may no longer progress as a horse knight.

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 Table 1.4 The Lord Level Base Attack 1 +1 2 +2 3 +3 4 +4 5 +5 6 +6/+1 7 +7/+2 8 +8/+3 9 +9/+4 10 +10/+5 11 +11/+6/+1 12 +12/+7/+2 13 +13/+8/+3 14 +14/+9/+4 15 +15/+10/+5 16 +16/+11/+6/+1 17 +17/+12/+7/+2 18 +18/+13/+8/+3 19 +19/+14/+9/+4 20 +20/+15/+10/+5 Fort Save +2 +3 +3 +4 +4 +5 +5 +6 +6 +7 +7 +8 +8 +9 +9 +10 +10 +11 +11 +12 Ref Save +0 +0 +1 +1 +1 +2 +2 +2 +3 +3 +3 +4 +4 +4 +5 +5 +5 +6 +6 +6 Will Save +0 +0 +1 +1 +1 +2 +2 +2 +3 +3 +3 +4 +4 +4 +5 +5 +5 +6 +6 +6 Special Aura of courage, detect evil Bonus feat Lay on hands .

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Aura of courage 15, bonus feat, special mount Remove Disease . Bonus feat Aura of courage 20 Bonus feat Remove Disease 2/week Bonus feat Aura of courage 20 Bonus feat
Remove Disease

3/week

Aura of courage 25, bonus feat

Abilities: The lord is foremost a leader. Above all else they require a high charisma. Secondly they are a warrior, requiring strength, constitution and dexterity to ready them for battle. Finally they must be wise and intelligent leaders and you will find few with low scores in either of these two abilities. Hit Dice: d10 Alignment: Must be Lawful Good Class Skills: The following skills (and their associated ability score) are class skills for the lord: Craft (Int), Diplomacy (Cha), Handle Animal (Cha), Heal (Wis), Intimidate (Cha), Knowledge (history) (Int), Knowledge (nobility and royalty) (Int), Listen (Wis), Profession (Wis), Ride (Dex), Sense Motive (Wis) and Spot (Wis). Skill Points: At first level: At subsequent levels: (2+ Int modifier) x 4. 2 + Int modifier

Cleave), Rally Cry*, Relentless*, Shield Expertise*, Shield of the Faithful*, Skill Focus, Toughness and Weapon Focus *These feats are described in Methods of the Just .

The lord must fulfil all the usual requirements to develop the feat, including base attack bonus, ability scores and prerequisite feats. Note:: These feats are in addition to the usual character level awarded feats and the lord is not limited to the above list when selecting feats for these levels.
Lay on hands: From Third level the Paladin gains the ability to

heal by the touch of their hands. This ability functions in almost exactly the same way as the paladin ability, except that the number of hit points the lord can heal is equal to half their class level (rounded down), multiplied by their charisma modifier. 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. This mount functions in much the same manner as the paladin class feature of the same name. The only difference is that the mounts intelligence does not improve as the lord advances in levels and remains at intelligence 4 from fifth level through to twentieth.
Remove disease: This ability is subject to the same rules as the

Class Features: All of the Following are class features of the lord. The class progression is depicted in table 1.4. Weapon and armour proficiencies: lords are proficient with all simple and martial weapons, with all types of armour and with shields. Aura of courage: This ability functions in much the same way as the usual paladin ability, however the lord is much more powerful a leader and possesses a mighty aura. The lord gains access to this ability at first level and the range of the aura extends by five feet at level five and every five subsequent levels.
Detect evil: As with the basic paladin, the lord can detect evil as a

paladin remove disease ability. However the lord is much less proficient at healing than a paladin. They do not receive this ability until sixth level and receive their additional weekly uses of the ability every six levels instead of every three levels. Code of Conduct: The lords code is similar to that of the paladin; however it is important to note any distinctions that may arise due to the lord not having a divine patron. The lord must also make sure that they publicly refuse to accept any tyrannical ruler and must work to overthrow them wherever possible, whilst still remaining as true as possible to their other rules of conduct such as allying themselves with evil characters and upholding the rule of law. This can create some interesting dilemmas for the lord character to role-play, and the GM should discuss such matters openly with the player so that they are not tricked into losing their abilities. Multiclassing: The lord is equally focused a follower of their liege as a paladin is of their God and they cannot continue to gain levels as a lord if they

spell like ability at will. Bonus feats: At second level and every three subsequent levels the lord gains a bonus feat that must be selected from the following list:
Alertness, Armour of the Just*, Battle Cry (Courage)*, Endurance, Expertise (Improved Disarm, Improved Trip), Great Fortitude, Heart of Glory*, Heart of the Pilgrim*, Heart of the Righteous*, Iron Will, Leadership, Mounted Combat (Trample, Ride-By Attack, Spirited Charge), Power Attack (Cleave, Improved Bull Rush, Sunder, Great

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Forgotten Heroes: PALADIN take a level of any other class, including the paladin class and any other sub-classes presented in this chapter. WARRIOR MONK Description: The warrior monk is a tool of the church. Many organised religions set up monasteries where they specifically train priests in the art of warfare. They are thought of as the martial arm of the church, doing the bidding of its hierarchy. However these orders often become powerful political forces in their own right and have the power to thwart the church hierarchy if it falls short of their view of their Patrons teachings. Unlike the typical paladin, warrior monks are much less a lone warrior who gains inner strength and purpose from an individual mission from God and much more a soldier of the church, working for a chain of command and respecting the orders and status quo of the church. Abilities: The warrior monk is much less interested in charisma and much more interested in wisdom than the typical paladin. They have fewer abilities that work off their charisma ability score and have more levels of spells available to them, thus wisdom becomes a primary concern. They are still a powerful warrior and prise the physical abilities of strength, dexterity and constitution very highly. Hit Dice: d10 Alignment: Must be either Lawful Good or Lawful Neutral and worship a deity of one of these alignments. Class Skills: The following skills (and their associated ability score) are class skills for the warrior monk: Concentration (Con), Craft (Int), Diplomacy (Cha), Knowledge (religion) (Int), Profession (Wis) and Spellcraft (Int). Skill Points: At first level: At subsequent levels: (2+ Int modifier) x 4. 2 + Int modifier

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Weapon and armour proficiencies: warrior monks are proficient with all simple and martial weapons, with all types of armour and with shields. 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 than the usual paladin class. The warrior monk has an unusual spell list from which to prepare their spells. They can choose to prepare any spell from the paladin list and they must select two domains from the clerical spell list. Although they do not gain the granted power for these domains, they can choose to prepare a spell from the list, provided that they have the ability to cast a spell of that level. This spell is prepared using up one of the warrior monks normal spell slots they have no bonus spell slots for casting domain spells. The Warrior monk can also cast level 0 spells from the cleric list and level 5 and 6 spells from all of their patrons domains .
Lay on hands: This ability functions in exactly the same manner as

the paladin ability of the same name. However, he Warrior Monks healing ability comes from a learned practice of spiritual discipline rather than their purity of soul and as such they can heal a number of hit points equal to their level multiplied by two rather than being based on their charisma modifier. Smite Evil: This ability works in exactly the same way as the paladin smite evil ability, adding their charisma modifier to hit and their class level to the damage inflicted by the smite attack. Turn undead: The warrior monk turns undead with the same efficiency as the paladin.
Remove disease: This ability functions in exactly the same way as

the paladin ability of the same name. Code of Conduct 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 weak and downtrodden. Instead they must follow the teachings of their patron. Any warrior monk who takes an action that is in strict violation of their deitys laws and morals looses all their class features and may not progress further as a warrior monk or cleric of that deity until their sins are atoned. Interestingly, this does not prevent them from going on to take levels as a paladin or other paladin subclass, if they can find a new patron, unless the action would also violate the code of conduct of that class. Spells/day Special 0 1 2 3 4 5 6 Lay on Hands 2 Smite evil 3 0 3 1 Turn undead, remove disease 3 2 0 3 3 1 3 3 2 0 Remove Disease 2/week 3 3 3 1 3 3 3 2 0 3 3 3 3 1 Remove Disease 3/week 3 3 3 3 2 0 3 3 3 3 3 1 3 3 3 3 3 2 0 Remove Disease 4/week 3 3 3 3 3 3 1 4 3 3 3 3 3 2 4 4 3 3 3 3 3 Remove Disease 5/week 4 4 4 3 3 3 3 4 4 4 4 3 3 3 4 4 4 4 4 3 3 Remove Disease 6/week 4 4 4 4 4 4 3 4 4 4 4 4 4 4

Class Features: All of the Following are class features of the warrior monk. The class progression is depicted in table 1.5. Table 1.5 The Warrior Monk Level Base Attack 1 +1 2 +2 3 +3 4 +4 5 +5 6 +6/+1 7 +7/+2 8 +8/+3 9 +9/+4 10 +10/+5 11 +11/+6/+1 12 +12/+7/+2 13 +13/+8/+3 14 +14/+9/+4 15 +15/+10/+5 16 +16/+11/+6/+1 17 +17/+12/+7/+2 18 +18/+13/+8/+3 19 +19/+14/+9/+4 20 +20/+15/+10/+5 Fort Save +2 +3 +3 +4 +4 +5 +5 +6 +6 +7 +7 +8 +8 +9 +9 +10 +10 +11 +11 +12 Ref Save +0 +0 +1 +1 +1 +2 +2 +2 +3 +3 +3 +4 +4 +4 +5 +5 +5 +6 +6 +6 Will Save +2 +3 +3 +4 +4 +5 +5 +6 +6 +7 +7 +8 +8 +9 +9 +10 +10 +11 +11 +6

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Forgotten Heroes: PALADIN Multiclassing: The warrior monk is as focused as any paladin sub-class. The warrior monk who takes a level of a different character class may no longer advance as a warrior monk.

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PRESTIGE CLASSES
Paladins are a mighty character class. They have the powers and abilities to outstrip all other classes when combating the powers of evil. Such power requires their complete devotion; the main balancing characteristic of the class is their inability to freely multiclass. This can be frustrating for those who choose to play this class. Paladins represent a group whose shared values comprise many different individuals with a wide variety of approaches to their calling. The basic paladin class provides some scope for expanding and individualising a character but some players require more. This section provides options for expanding the concept and role of the paladin. These prestige classes are not exclusively for paladins, but that class will gain most from adopting one or more of these classes. They are designed to compliment a paladins existing abilities, allowing players to broaden or focus their character concept. By selecting one of these prestige classes players can maintain the defining principles and abilities of paladins while customising their character to suit a variety of role-playing concepts and positions within an adventuring party. Each of the prestige classes presented does not make a paladin any more powerful. Rather, they present opportunities to bring unique perspectives, powers and abilities to a paladins battle against evil. Players who adopt these classes can use them to make their character a unique champion of good. It is heroes such as these that the legends of paladins are built upon. By adapting your paladin with one of these prestige classes you can begin to create your own legends. AVENGER In any society there exist individuals who are above the law. These criminals use their wealth and position to ensure they never pay for their crimes. They will stop at nothing to avoid justice. Violence and deceit, murder and intimidation; nothing will prevent them from obtaining their goals. All paladins despise such injustice. To the Avenger such criminals are an intolerable blight upon society. Avengers ensure that the guilty pay for their crimes according to the law. All are experts in investigating injustice and exposing the guilt of those involved. Avengers seek irrefutable proof of a persons guilt to present legitimate authorities, enabling them to ensure justice is carried out. Failing this, the avenger will take the action upon them self. They will use a range of tactics: from sting type operations to provoking honourable combat. At all costs they will ensure the guilty suffer the just punishment as prescribed by law. Table 2.1 The Avenger Level Base Attack 1 +1 2 +2 3 +3 4 +4 5 +5 For +2 +3 +3 +4 +4 Ref +0 +0 +1 +1 +1 Will +0 +0 +1 +1 +1

As specialist investigators avengers are methodical and organised in their work. They never act without gathering sufficient evidence 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 and constables of the towns. Avengers on the other hand can be found wherever injustice festers. Their combination of divine abilities and investigative skills often leads local authorities to seek an avengers aid. They work tirelessly, investigating unsolved crimes and bringing the corrupt to justice. It is work that the avenger finds interesting, satisfying and useful in honing their skills. Hit Dice: d10 Requirements: To qualify to become an avenger, a character must fulfil the following criteria: Base Attack Bonus: +4 Alignment: Lawful Good Feats: Iron Will Skills: Diplomacy 4 ranks, Gather Information 2 ranks, Knowledge (law) 2 ranks, Sense Motive 2 ranks Spells: Must be able to cast divine spells Class Skills: The avenger skills, and their key abilities, are Concentration (Con), Diplomacy (Cha), Gather Information (Cha), Heal (Wis), Knowledge (law) (Int), Knowledge (religion) (Int), Profession (Wis) Ride (Dex), Search (Wis), Sense Motive (Wis) and Scry (Int). See Core Rulebook I for skill descriptions Skill points at each level: 4 + Int modifier Class Features: All of the Following are class features of the avenger. The class progression is depicted in table 2.1 Weapons and Armour Proficiency: An avenger 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 apply to the skills Balance, Climb, Escape Artist, Hide, Jump, Move Silently, Pick Pocket and Tumble. Spell Casting: At the levels indicated the character gains spells per day, and spells known if applicable, as though they had advanced a 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 character had multiple spell-casting classes previously they select which class to apply this increase to, although it must be a class that casts divine spells.

Class Features Uncover Crime, Divine Investigator Just Cause Truth-seeker Hand of Justice Hide no secrets

Spell Casting + 1 level of existing class + 1 level of existing class + 1 level of existing class + 1 level of existing class + 1 level of existing class

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Forgotten Heroes: PALADIN Uncover Crime: The nature of the avengers quest for justice draws support from the powers that grant his divine abilities. Avengers receive a + 2 competency bonus Gather Information and Sense Motive when investigating crimes involving injustice. Divine Investigator: The divine patrons of the avenger grant increased access to magic that aids the avengers investigations. The character gains access to the following spells if they cannot already select them:
1st level: comprehend languages 2nd level: augury, zone of truth 3rd level: discern lies, locate object 4th level: divination, scrying

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place where the character is in combat with guilty enemies. This is a supernatural ability. No Secrets Hidden: At this level the avenger gains an extraordinary ability to discern hidden truths. This ability represents a combination of experience, instinct, divine guidance and skill. Any character attempting to lie to the avenger must make a Willpower saving throw at a DC of ten plus the avengers Charisma ability modifier. If this check fails, the avenger is aware that the character is concealing the truth. Special: A character who enters the avenger class can continue to take levels as a paladin. CHAMPION Description: The presence of evil causes a dark, constant menace in the world. From bandit gangs and orcish raiding parties to armies of undead serving a dark master, evil must be confronted and defeated. Foremost within the armies of paladins that take up arms against dark forces stands the champion. They are a holy fighter, their faith focused through martial discipline to battle against evil. Champions specialise in leading the armies of good in battle. They are formidable heavy infantry warriors specialising with the weapon and shield style of common troops. Most feel their place is with common warriors who do the hardest fighting. The champion values their ability in leadership, to inspiration and the skill to overcome advisories in combat, above all other virtues. They pray to their gods for the courage and ability to lead. As military leaders, champions are bold and confident. They expect others to follow their orders in combat explicitly. However, they are tactically astute and value any counsel when planning strategy. Those who have fought alongside a champion appreciate the personal combat skill, tactical awareness and confidence they bring to a fighting unit. When not leading the forces of good for a church, kingdom or organisation, champions can often be found adventuring. They favour adventures that involve destroying the sources and minions of evil or the recovery of lost knowledge or artefacts of their god. Such adventures match a champions morality and serve to enhance their already formidable combat skills.

These spells are added to the spell list for the divine spell casting 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. Just Cause: Divine inspiration guides an avengers quest to eradicate injustice, making them extremely difficult to divert from their investigations. They receive a + 2 divine bonus to resist any attempts to avert the avengers investigation. This ability operates at the GMs discretion and can affect any roll that the avenger makes in reaction to such efforts to subvert them. This can include anything from saving throws to skill checks. Just Cause is a supernatural ability. Truth-seeker: The avenger is driven by the belief that his investigations are a pure expression of the search for truth and justice. He or she receives a divine bonus equal to his avenger class level on any skill checks made during the course of an investigation. Characters may use this power a number of times per day equal to their Wisdom ability modifier. The use of this power is considered an extraordinary ability. Note that as this is also a divine bonus, it will not stack with any bonus gained from Just Cause. Hand of Justice: While they always seek legitimate authorities to bring the guilty to justice, there are times when the avenger must create their own. At such times the avenger finds that the righteousness of their cause empowers them. When facing those guilty of a crime the avenger is aware of in combat the avenger gains a + 2 enchantment bonus to armour class and attack and damage rolls against the criminal. These modifiers are always in

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 boys 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 Barons position, his love for his son, but this would not deter his course of action. The boy relied on his fathers 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 Table 2.2 The Champion Level Base Attack 1 +1 2 +2 3 +3 4 +4 5 +5 For +2 +3 +3 +4 +4 Ref +0 +0 +1 +1 +1 Will +0 +0 +1 +1 +1

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Class Features Master at Arms, Increased Smiting, Turn Undead Champions Aura Bonus Feat, Shieldman Champions Might Armoured Force, Bonus Feat

Requirements: To qualify to become a champion, a character must fulfil the following criteria: Base Attack Bonus: +7 Alignment: Lawful Good, Neutral Good Feats: Expertise, Leadership, Power Attack, Weapon Focus (any single-handed) Skills: Craft (armourer) 2 ranks, Craft (weapon smith) 2 ranks, Diplomacy 6 ranks Special: Character must possess the ability to turn undead . Class Skills: The champion skills, and their key abilities, are Concentration (Con), Craft (Int), Diplomacy (Cha), Heal (Wis), Knowledge (warfare) (Int), Knowledge (religion) (Int), Profession (Wis), Ride (Dex), and Sense Motive (Wis). See Core Rulebook I for skill descriptions Skill points at each level: 2 + Int modifier Class Features All of the Following are class features of the champion. The class progression is depicted in table 2.2 Hit Dice: d10 Weapons and Armour Proficiency: A champion 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 apply to the skills Balance, Climb, Escape Artist, Hide, Jump, Move Silently, Pick Pocket and Tumble. 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 they gain when taking a new level as a champion. Increased Smiting: The champion can add their class level to any levels of the class that grant the champion the smite evil ability when determining additional damage from a smite attack. If the character cannot smite evil they do not gain the ability. Turn Undead: Undead are commonly selected to serve the forces of darkness. Champions become experts in employing their divine power tactically against the undead. Levels of the champion class add to previous class levels that granted the turn undead ability when determining its effect. Champions Aura: Allies of the champion are empowered with hope and inspiration from witnessing the champions courage and conviction in battle. While engaged in combat the champions allies within a 20ft radius receive a +1 morale bonus to attack, damage and saving throws against fear effects. This is an extraordinary ability

Bonus Feat: At third and fifth levels the characters regular exposure to battle grants a bonus feat representing the champions increasing combat prowess. These feats are selected from the restricted list of feats available to fighters as class based bonus feats. Shieldman: Constant fighting teaches the champion to make maximum use of protection from their shield. Champions usually engage in close quarter melee, making mobility a secondary concern usually sacrificed for protection. They use their shield to provide one-quarter cover (granting a + 2 cover bonus to armour class and Reflex saving throws) . Shielding themselves in this way is a free action whose benefits end as soon as they move, or is moved, more than 5ft in a single round. Champions Might: Upon reaching this level the champion has learnt to focus his strength of purpose into the blows he or she strikes. This power can be used only once per day. To activate the power that champion must make a standard action. For all subsequent attacks, the champion can add their Charisma ability modifier to all damage rolls they make. This affect lasts for a number of rounds equal to their Charisma ability modifier and is considered a supernatural ability. This modifier will stack with additional damage modifiers gained from a smite evil attack. Armoured Force: Years of battle make the champion almost as comfortable in armour as in normal clothing. This familiarity means the champion has a better understanding of his armours limitations and strengths, instinctually makes use of this knowledge. When wearing medium or heavy armour the champion gains +1 to its armour bonus, +1 to the armours maximum dexterity rating, reduces the armours skill check penalty by 1 and can move an additional 5ft per round (this bonus will not take the character over their normal maximum movement). Special: A character who enters the champion class can continue to take levels as a paladin. CHEVALIER Nowhere is the chivalric ideal more apparent than with the mounted knights. The power and unity of man and beast demonstrate the wonders that can be achieved through skill and dedication. Heavy mounted cavalry usually represent the elite military force in fantasy societies. Chevaliers represent the ultimate embodiment of both the symbolic and practical aspects of the mounted knight. Chevaliers ride into battle with a divine certainty. No one has greater control or understanding of their mount. In every way they strive to represent the best of chivalry. By their very actions they demonstrate the greatness possible in all beings. The chevaliers presence upon a battlefield bolsters the morale of allies and provides them with a formidable military asset. Evil beings truly dread a chevalier, for the powerful combination of warrior and mount can threaten even the mightiest of horrors. Most chevaliers can be found among the armies of good and the 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 Table 2.3 The Chevalier Level Base Attack 1 +1 2 +2 3 +3 4 +4 5 +5

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For +2 +3 +3 +4 +4

Ref +0 +0 +1 +1 +1

Will +0 +0 +1 +1 +1

Class Features Improved Mount, Mounted Symbol, Superb Horseman Glorious Charge Advantageous Position Master Horseman, Mounted Icon Full mounted Attack Weapons and Armour Proficiency: A chevalier 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 apply to the skills Balance, Climb, Escape Artist, Hide, Jump, Move Silently, Pick Pocket and Tumble. Improved Mount: The chevalier may add their class levels to the level of another class that provides them with their special mount when determining the extra bonuses the mount receives. For example, a level 7/2 paladin/chevalier counts as a ninth level paladin when determining their mounts bonuses. Mounted Symbol: Chevalier already possess the ability to inspire others; however they learn to use the prominence and symbolic nature of their mounted position to extend their aura of courage. While mounted, the characters aura of courage radius extends to 15ft. Superb Horseman: Only among cavaliers, horse nomads and other chevaliers can riders of the characters calibre be found. Chevaliers are so confident and comfortable with mounts they make take a 10 on any Riding task check (see Core Rulebook I for details). Glorious Charge: The sight of a chevalier certain in the saddle and charging fearlessly forward can inspire even the most despondent warrior to greater effort. Treat this attack as an inspired charge with all relevant bonuses. If successful, all allies within a 30ft radius receive + 2 to attack rolls and saves against fear for the next five rounds. A character may use this ability a number of times per day equal to their Charisma ability modifier. Advantageous Position: Chevaliers use the power and presence of a mount in fighting gaining considerable advantage against those who do not share their privileged position. While mounted the

demonstration of their beliefs. It is for this reason that itinerant chevaliers join adventuring parties. Jousts and Tourneys are also a good place to find and enlist the aid of chevaliers, as few can resist the opportunity to demonstrate their skills. Wherever they are found the chevalier stands as an icon to inspire others to greatness. Hit Dice: d12 Requirements: To qualify to become a chevalier, a character must fulfil the following criteria: Base Attack Bonus: +7 Alignment: Lawful Good Feats: Inspired Charge, Leadership, Mounted Combat, Ride-By Attack Skills: Handle Animal 4 ranks, Ride 8 ranks Special: Charisma 15+, possess the aura of courage ability, have a special mount with which they share an empathic link. Class Skills: The chevalier skills, and their key abilities, are Concentration (Con), Craft (Int), Diplomacy (Cha), Handle Animal (Cha), Heal (Wis), Knowledge (religion) (Int), Profession (Wis), Ride (Dex), and Sense Motive (Wis). See Core Rulebook I for skill descriptions Skill points at each level: 2 + Int modifier Class Features 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 enemys charge. Stand Fast.

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Forgotten Heroes: PALADIN character gains + 1 to all attacks and opponents suffer a 1 penalty to any attacks targeted at the chevalier. These bonuses stack with any gained from the characters height advantage while mounted against small and medium opponents. Master Horseman: At this stage the chevalier and his mount act in almost perfect unison protecting each other during combat. A chevalier may always take a 10 on any Ride skill check when using the mounted combat feat. Mounted Icon: Nothing matches the inspirational effect of seeing an experienced chevalier and mount ride into to battle. Few experiences capture the nobility, courage and harmony within chivalry as a chevalier fighting in unison with their animal companion. At fourth level their aura of courage extends to 20ft when they are mounted. Full Mounted Attack: Using this ability is an expression of the chevaliers mastery of mounted combat. Rather than being limited to partial actions if their mount moves more than 5ft in a round, the chevalier is now able to attack as a standard action even if their mount moves full distance. Special: A character who enters the chevalier class can continue to take levels as a paladin. DAUNTLESS HERO Many beings fear death. Only the truly immortal see no end to their existence. This fear causes even the greatest of mortals to perform shameful actions. Heedless of the consequences to others they act simply to save themselves. Dauntless heroes understand death is nothing to fear, only another stage on the souls journey. These heroes live their lives to the full, showing all men how to live without fear. Dauntless heroes are the champions of those too afraid to defend themselves. Holding no fear of death the threats and intimidation of others are inconsequential. It is often a dauntless hero who opposes evil nobles and criminals who exploit those too scared to fight back. Their very presence can incite hope and bravery in even the most terrified of hearts. In combat they are the rock to which others anchor themselves, for the dauntless hero never surrenders or flees a good cause. Most dauntless heroes die early, yet noble and heroic, deaths. Those that survive count themselves among the most tireless crusaders against evil. They will not rest until fear is no longer used to dominate others. Hence they will readily join adventures that involve freeing people from oppression or removing an ancient evil hold. Given their fearless nature any task considered too dangerous by others has a chance of catching their attention. Many tales tell of dauntless heroes who led battles against overwhelming odds and improved the lives of those they fought for. To the dauntless hero there can be no more noble an endeavour than this. Hit Dice: d10

Paths of the Righteous

Requirements: To qualify to become a dauntless hero, a character must fulfil the following criteria. Base Attack Bonus: +6 Alignment: Any Good Feats: Iron Will, Leadership Special: Charisma 15+, possess aura of courage ability. Class Skills: The dauntless hero skills, and their key abilities, are Concentration (Con), Craft (Int), Diplomacy (Cha), Handle Animal (Cha), Heal (Wis), Knowledge (religion) (Int), Profession (Wis) and Ride (Dex). See Core Rulebook I for skill descriptions Skill points at each level: 2 + Int modifier Class Features: All of the Following are class features of the dauntless hero. The class progression is depicted in table 2.4 Weapons and Armour Proficiency: A dauntless hero 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 apply to the skills Balance, Climb, Escape Artist, Hide, Jump, Move Silently, Pick Pocket and Tumble Dauntless Stance: Dauntless heroes defy those who would crush them with fear. Their fighting style reflects this attitude, concentrating on determined and purposeful action. This ability is an extraordinary fighting style adopted by the dauntless hero. While using this stance the character may not move more than 5ft per round. The application of this style grants the dauntless hero the following technique bonuses: +2 to armour class, +2 to opposing disarm attempts and a + 4 to resist trip attacks or knockdowns. Increased Smiting: The champion can add their class level to any levels of the class that grant the champion the smite evil ability when determining additional damage from a smite attack. If the character cannot smite evil they do not gain the ability. Stand Ground: Few actions cause the dauntless hero even a moments hesitation. They fear nothing. This unflinching approach means dauntless heroes are able to concentrate against opponents using intimidating attacks, such as a charge. Once per round a dauntless hero may take an attack of opportunity against an opponent who charges him. This attack counts towards the characters maximum number of attacks of opportunity in a round. If no attacks of opportunity remain this ability cannot be used. Dauntless Aura: The characters sense of fearlessness extends to others in their vicinity. This fearlessness can be felt to a greater extent than other paladins auras due to the strength of the dauntless heros 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 1 +1 2 +2 3 +3 4 +4 5 +5 For +2 +3 +3 +4 +4 Ref +0 +0 +1 +1 +1 - 15 -

Will +2 +3 +3 +4 +4

Class Features Dauntless Stance, Increased Smiting Stand Ground Dauntless Aura Inspiring Defiance United In Defiance

Forgotten Heroes: PALADIN Inspiring Defiance: True fearlessness allows the dauntless hero to oppose any evil no matter the danger. When joining with others to fight evil the dauntless hero can share his defiant strength with them. This supernatural ability can be used Charisma ability modifier times per day. When activated the character inspires defiant strength in others. Activating Inspiring Defiance is a standard action and affects all allies within the characters dauntless aura. All affected characters receive a morale bonuses of +1 to attack and damage rolls and + 3 to saving throw checks against fear. These bonuses last for a number of rounds equal to the dauntless heros Charisma ability modifier. United In Defiance: There is no greater achievement for a dauntless hero than to lead others away from fear. This ability enables the dauntless hero to completely remove all fear from their allies. When activating this supernatural ability, the dauntless hero must make a standard action and select an evil enemy within 30ft of the character. As long as the defiant hero remains conscious or until the evil they face is destroyed, all allies in a 30ft radius of the character are immune to fear and gain a bonus to all saving throw checks equal to the dauntless heros Charisma ability modifier. This ability can be used only once per day. Special: A character who enters the dauntless hero class can continue to take levels as a paladin. DEVOUT Faith is an important part of every paladins life. It gives them strength, courage, hope, purpose and understanding. Through prayer paladins draw upon the power of their patrons, thus gaining their divine magic. The devout embrace faith as the defining characteristic of their calling, enabling them to draw upon divine power more easily. The devout prestige class embodies the best of their Faith. They embody the caring, merciful and benevolent aspects of any lawful good religion. When facing evil it is the righteous, just and courageous aspects of their faith that comes to the fore. These paladins worship their Gods through prayer and deed. The devout never lack purpose for faith leads them where needed. Nor does the devout suffer from uncertainty for faith contains all answers. These champions constantly strive for deeper understanding of the tenets of their faith, believing that by doing so they gain understanding of themselves and the world around them. Of all paladins, the devout maintain the strongest links to the organised aspects of their religion. They can be found praying or working at a temple when not engaged questing. Often they seek out wise men of their faith for guidance and wisdom. Adventuring is viewed as a journey of faith, testing the characters beliefs and demonstrating them to others. Missions to defeat evil beings and worshipers of dark gods can also gain the devouts participation. As agents of the divine, the devout are rarely deterred by the beliefs of others. They will not let peace or compromise stand in the way of achieving what is right. This places the devout among the most militant and vocal of all paladins. Many cannot agree with the Table 2.5 The Devout Level Base Attack 1 +1 2 +2 3 +3 4 +4 5 +5

Paths of the Righteous

tenets of the devout, but no one doubts the power faith enables them to wield. Hit Dice: d10 Requirements: To qualify to become a devout, a character must fulfil the following criteria. Alignment: Lawful Good Feats: Skill Focus: Knowledge (religion), Skill Focus: Concentration Skills: Concentration 10 ranks, Knowledge (religion) 10 ranks, Spells: Character must be able to cast divine spells of 2 nd level or higher. Class Skills The devout skills, and their key abilities, are Concentration (Con), Craft (Int), Diplomacy (Cha), Handle Animal (Cha), Heal (Wis), Knowledge (religion) (Int), Profession (Wis) and Ride (Dex). See Core Rulebook I for skill descriptions Skill points at each level: 2 + Int modifier Class Features All of the Following are class features of the devout. The class progression is depicted in table 2.5 Weapons and Armour Proficiency: The devout 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 apply to the skills Balance, Climb, Escape Artist, Hide, Jump, Move Silently, Pick Pocket and Tumble. Spell Casting: At the levels indicated the character gains spells per day, and spells known if applicable, as though they had advanced a 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 character had multiple spell-casting classes previously they select which class to apply this increase to. Bonus Spells: Devout possess a close relationship with their divine patron. This manifests as an increased access to the divine power used to cast spells. Table 2.5a indicates the number of additional 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 level increases this class provides. Table 2.5a Devout Bonus Spells Level 0 1 2 2 2 3 3 4 3 5 4 1 1 2 2 3 3 2 1 2 2 2 3 1 2 4 1

Level 0 Spells: If they do not already possess the ability from their previous class, the devout become able to cast 0 level spells, Class Features Bonus Spells, level 0 spells Holy Empowerment Domain Greater Holy Empowerment Greater Domain Spell Casting + 1 level of existing class + 1 level of existing class + 1 level of existing class + 1 level of existing class + 1 level of existing class

For +2 +3 +3 +4 +4

Ref +0 +0 +1 +1 +1

Will +0 +0 +1 +1 +1

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Forgotten Heroes: PALADIN representing the characters patron aiding them, even in small tasks. Below are listed the spells available. The number of spells they may cast each day is detailed in the above table.
Level 0 cure minor wounds, guidance, purify food and drink, resistance and virtue

Paths of the Righteous

Special: a character that enters the devout class may continue to gain paladin levels. GALLANT In most peoples minds, a paladin is a heavily armoured knight upon a war-horse. This is often the case, as strong protection and mounted attacks are often beneficial when combating creatures of evil. Some paladins, however, reject the concept that heavy arms and armour are needed against the forces of evil. They believe that skill, mobility and intelligence provide the best assets in a paladins crusade. Gallants are the epitome of this philosophy. Gallants are among the most strategically minded of paladins. They realise many evil beings are too powerful to defeat by force of arms alone. From this belief they have developed a philosophy that eschews reliance upon heavy arms and armour to emphasise the abilities of the individual. Their fighting style reflects this attitude and takes advantage of the mobility of an unencumbered fighter and precisely timed attacks with precision weapons. The dangers they face coupled with the perception that a lack armour equates to 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 faith and hope in others. Among adventuring parties the gallants tactical approach and different perspective on many situations are valuable assets. Any foe underestimating a gallants combat prowess is making a grave error for they are no weaker than other warriors, merely different. They relish the challenges faced and opportunities for good provided through adventuring and undertake a broad variety of quests. Gallants find their combination of friendly nature and daring reputation open many social opportunities to them, allowing

Holy Empowerment: At this stage the devouts understanding of the divine power they are granted enables him to strengthen his magic with faith. All spells cast by the character receive a + 2 divine bonus to resist being dispelled. Domain: Through his close connection with his patron the character 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 cleric (see Core Rulebook 1). Greater Holy Empowerment: As the devouts faith becomes exemplary, their holy power grows ten-fold. The devout add their Charisma ability modifier to their effective spell caster level when calculating the range, duration and number of targets for a spell, if applicable. Note that this does not apply to the saving throw difficulty class of the spell. Greater Domain: Such is the characters devotion to their deity that they may reach gifts normally unobtainable to a simple paladin. As they progress through their domain they learn how to cast spells of a level greater than those normally available to Paladins. When the character receives the ability to cast a second of subsequent fourth level spell, they may instead gain the ability to cast the next spell on their domain list. For example Brother Varis the paladin/devout receives a new fourth level spell. Instead of being able to pray for and select an additional fourth level spell each day he opts to expand his understanding War domain. He does not gain an 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 Michaels 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 knights 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 enemys defences. Now he knew what to do. He worked the knight around until he was below the stairs. Then Michael leaped over the black guards 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 knights armour. His rapier thrust between the back of the guards 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 Table 2.6 The Gallant Level Base Attack 1 +1 2 +2 3 +3 4 +4 5 +5 For +2 +3 +3 +4 +4 Ref +2 +3 +3 +4 +4 Will +0 +0 +1 +1 +1

Paths of the Righteous

Class Features Heroic Agility I, Increased smiting, Mobile fighter. Precision Attack Heroic Agility II Positional Awareness Heroic Agility III level the gallant gains Dodge and Mobility as virtual feats that can only be used when the character is not wearing any armour and is not carrying a shield other than a buckler. Precision Attack: Using an opponents own armour against them, the gallant learns to take advantage of the restrictions, blind spots and encumbrance that wearing armour creates. A gallant gains a bonus to attack rolls equal to the skill check penalty of his opponents armour. This skill is classed as an extraordinary ability. Positional Awareness: Experienced gallants acquire a remarkable awareness of all that occurs around them during combat. They also learn to take advantage of relative immobility in others to fully exploit the environment. As a result gallants may not be flanked and receive an armour class bonus against opponents equal to the skill check penalty of each opponents armour, if any. These bonuses are lost if the character is flat footed and this is an extraordinary ability. Special: a character that enters the gallant class may continue to gain paladin levels. HOLY DRAGOON The paladin class specialises in mounted combat more than any other character class. They receive a powerful mount that allows them to fight as an expert from horseback. This can lead many paladin characters to fall into the typical knight in shining armour mould. However, as times change and the medieval period enters the dawn of renaissance, gunpowder weapons start to appear. The heavy knight is rapidly replaced by a lighter mounted warrior who uses the new technologies to fight their enemies. This type of warrior is the dragoon. Although not necessarily a holy warrior, they are a disciplined and focused horseman and will add depth to any mounted warrior character in a world where firearms are available. As such the equestrian focus of the paladin makes them prime candidates for this class. The dragoon class represented here is an example of a holy dragoon, a paladin who follows the path of the dragoon to further the goals of their patron. Dragoons are usually military warriors and are often found amongst the elite forces of an army. However they are frequently from a position of wealth and privilege and have a hunger for adventure. They fit in easily with any existing party in the same way as any fighter who specialised in mounted combat. Holy dragoons are more focussed than others of their ilk and must fit into a party that does not betray their strict moral code. However many characters will grow to admire the dragoons ability as much as any other paladin they may have known.
Designers note: The class presented here is very definitely a

access to useful information. In each victory against evil they achieve gallants know their reputation grows and brings the better world they fight for closer. Hit Dice: d10 Requirements: To qualify to become a gallant, a character must fulfil the following criteria. Base Attack Bonus: +5 Alignment: Any Good Feats: Improved Initiative, Weapon Finesse (rapier), Weapon Focus (rapier) Special: ability to smite evil, immunity to fear, a divine bonus to their saving throws, Charisma 15+, Dexterity 15+. Class Skills: 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), Profession (Wis), Ride (Dex), Sense Motive (Wis) and Tumble (Dex). See Core Rulebook I for skill descriptions Skill points at each level: 2 + Int modifier Class Features All of the Following are class features of the gallant. The class progression is depicted in table 2.6 Weapons and Armour Proficiency: A gallant is proficient with all simple and martial weapons, light armour and with shields. Note that armour check penalties for armour heavier than leather apply to the skills Balance, Climb, Escape Artist, Hide, Jump, Move Silently, Pick Pocket and Tumble Heroic Agility: The Gallant is the epitome of mobility and daring. They are blessed by the gods and receive the luck of heroes when leaping and dodging heroically. As such they gain bonuses to Dexterity based feats equal to their Charisma ability score modifier. These anilities require freedom of movement; as such none of these abilities will work if the Gallant wears any armour or carries a shield other than a buckler. At first level they gain may add their Charisma modifier to their armour class. At third level they may also add their Charisma bonus to their Initiative. At fifth level the Gallant can add their Charisma modifier to any attack roll that is modified by their Dexterity bonus. All these enhancements are Divine bonuses and therefore do not stack with other divine bonuses. Increased Smiting: The champion can add their class level to any levels of the class that grant the champion the smite evil ability when determining additional damage from a smite attack. If the character cannot smite evil they do not gain the ability. Mobile Fighter: The Gallant is emphasises manoeuvrability over armour and make some of the most mobile fighters around. At first

paladin class, but by removing the holy elements of the class, along with any requirements that are specific to the paladin, it can be used as a general character class for a mounted firearms fighter. Hit Dice: d10

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Forgotten Heroes: PALADIN Table 2.7 The Holy Dragoon Level Base Attack 1 +1 2 +2 3 +3 4 +4 5 +5 For +2 +3 +3 +4 +4 Ref +0 +0 +1 +1 +1 Will +0 +0 +1 +1 +1

Paths of the Righteous

Class Features Improved Mount, Mounted Reload, Turn Undead Mounted Symbol, Change Weapons Mounted Marksman Mounted Icon, Quick Reload Full Mounted Attack (Firearms)

Requirements: To qualify to become a holy dragoon, a character must fulfil the following criteria: Base Attack Bonus: +8 Alignment: Lawful Good (a non-holy dragoon may be of any lawful alignment). Feats: Exotic Weapon Proficiency (firearms), Mounted Combat, Mounted Archery. Skills: Ride 8 ranks Special: Aura of courage ability, the ability turn undead, a special mount with which they share an empathic link.. Class Skills: The holy dragoons skills, and their key abilities, are Craft (Int), Diplomacy (Cha), Handle Animal (Cha), Heal (Wis), Knowledge (religion) (Int), Profession (Wis), Ride (Dex) and Wilderness Lore (Wis). See Core Rulebook I for skill descriptions Skill points at each level: 2 + Int modifier Class Features All of the Following are class features of the holy dragoon. The class progression is depicted in table 2.7 Weapons and Armour Proficiency: A dragoon is proficient with all simple and martial weapons, light and medium armour and with shields. Note that armour check penalties for armour heavier than leather apply to the skills Balance, Climb, Escape Artist, Hide, Jump, Move Silently, Pick Pocket and Tumble Improved Mount: The holy dragoon may add their class levels to the level of another class that provides them with their special mount when determining the extra bonuses the mount receives. For example, a level 7/2 paladin/holy dragoon counts as a ninth level paladin when determining their mounts bonuses. Mounted Reload: A dragoon is expert at reloading their firearms from the saddle. As such they can make move equivalent actions with their mount and reload their firearm in the same action. Turn Undead: Holy dragoons are bastions of good and charge in against all manner of evil, including the undead. Levels of the holy dragoon class add to previous class levels that granted the turn undead ability when determining its effect. Mounted Symbol: Whilst already possessing the ability to inspire others, the holy dragoon uses the prominence and symbolic nature of his mounted position to extend this affect. While mounted, the characters aura of courage radius extends to 15ft. Change Weapons: The dragoon is expert at switching from their firearm to a melee weapon when the time comes for the charge. They are also known to tool themselves up with a large number of pistols and fire each one off whilst holstering and drawing the next loaded pistol. At second level they gain the ability to holster one weapon and draw another as a free action whilst mounted.

Mounted Marksman: At third level the dragoon learns true mastery of their firearm. The penalties for shooting from horseback are halved again, on top of any bonus gained from their Mounted Archery feat. Thus the penalty is -1 if the mount is making a double move and -2 if the mount is running. This ability only works with firearms. Mounted Icon: Holy dragoons already possess the ability to inspire others; however they learn to use the prominence and symbolic nature of their mounted position to extend their aura of courage. While mounted, the characters aura of courage radius extends to 15ft. Quick Reload: At this level the dragoon becomes expert at reloading their firearms. As such they reduce the number of actions required to reload a firearm by one action. If the normal time to reload the weapon is a full round action it is reduced to a move equivalent. This ability can be used even when not mounted. Full Mounted Attack (Firearms): At fifth level the dragoon can make full attacks with firearms when their mount moves more the five feet in the round. Special: a character that enters the holy dragoon class may continue to gain paladin levels. JUDICIAL CHAMPION In many societies an accused criminal may prove their innocence through ritualised judicial combat. Winners of such combat are believed defended by the gods and declared innocent. Rich and powerful individuals have an advantage hiring experienced warriors to champion their cause. Some cannot find or afford a champion. This fact is often played upon by the powerful to falsely accuse such people or dismiss their accusations. Injustice is the paladins enemy and it is the judicial champion who seeks to ensure the use of judicial combat serves the innocent and not the corrupt. Judicial champions travel where judicial combat is used, seeking those in need. As knights they can demand the right of combat for others. Where people use wealth, privilege, or status to corrupt the system the paladin will oppose their champions. Possessing formidable man-to-man combat skills and purity of purpose, judicial champions are respected opponents. By their nature judicial champions are lawful and dedicated to justice. Many seek these heroes to serve as a champion, but they will only fight for those with a just cause. When not engaged in a trial, judicial champions' find work helping authorities maintain law and order. They have a reputation for opposing criminal organisations, ridding towns of any undesirable elements. Among adventuring parties, a judicial champions formidable combat skills are highly valued. Similarly, their knowledge of the law comes as a great advantage to troupes finding they need to deal with the authorities. Judicial combat normally favours the powerful, as the judicial champions fights for disadvantaged causes this makes them popular with the common man. These wandering heroes respect discipline, honesty and courage and view these as their foremost virtues. Anybody who has seen a judicial fight champion understands the power that comes

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Forgotten Heroes: PALADIN from their adherence to these qualities and the purpose it grants them. Hit Dice: d12 Requirements: To qualify to become a judicial champion, a character must fulfil the following criteria. Base Attack: + 4 Alignment: Lawful Good Feats: Endurance, Toughness, Weapon Focus (any) Skills: Knowledge (law) 3 ranks, Special: The character must be recognised by a court or ruler as a knight of honour to be granted the right to champion in Judicial combat. Class Skills: The judicial champions skills, and their key abilities, are Concentration (Con), Craft (Int), Diplomacy (Cha), Handle Animal (Cha), Heal (Wis), Knowledge (law), Knowledge (religion) (Int), Profession (Wis) and Ride (Dex). See Core Rulebook I for skill descriptions . Skill points at each level: 2 + Int modifier Class Features: All of the Following are class features of the judicial champion. The class progression is depicted in table 2.8. Weapons and Armour Proficiency: A judicial champion 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 apply to the skills Balance, Climb, Escape Artist, Hide, Jump, Move Silently, Pick Pocket and Tumble. Man-to-Man: Fighting against single opponents in the confined space of a judicial combat arena makes the judicial champion an expert against individual enemies. The judicial champion receives + 2 competency bonus on all contested attack rolls against an enemy if there are no other combatants within a 10 ft radius of their opponent. Champion (all): Judicial champions are recognised as champions of the innocent. This grants them the right to demand a trial by combat for another person, even if that person is not entitled to it. They can invoke this privilege for a person from any social class. In such situations the judicial champion themselves must champion the accused character. They put their own honour and judgement on the line and if the champion fails to meet the challenge the court will assume the suspect is guilty. This is a special legal privilege and should be a right that is bestowed upon the character by a figure of authority. As such it can be taken away from the character if they are felt to have abused this privilege. Damage Reduction: In the close quarters and brutal style of judicial combat the character soon learns to shrug off blows that would Table 2.8 The Judicial Champion Level Base Attack 1 +1 2 +2 3 +3 4 +4 5 +5 For +2 +3 +3 +4 +4 Ref +0 +0 +1 +1 +1
Judicial Combat:

Paths of the Righteous

Judicial combat takes place in a 30ft square cordoned arena. Both competitors begin 5ft apart in the centre of ring. Each participant is allowed their own choice of weapons and armour. Combat proceeds according to the standard rules in the Core Rulebook I. The combat is resolved when one competitor forces the other to yield. A fighter may yield any time they take damage. After one participant yields both return to the starting position and begin a new combat. When one combatant forces a set number of yields from their opponent, usually three or five, he is adjudged the winner and judgement is rendered in his favour. If a participant is killed or knocked unconscious without yielding their opponent is automatically victorious Most strategies involve trying to place an opponent in a disadvantaged position where repeated blows will force them to yield. Trip, overrun and bull rush attacks are all popular although disarming an opponent is forbidden as it is seen as denying a fighters right of arms. Using the boundary of the arena to trap an opponent is also common. A fighter who has their back to the arena wall is 1 to all combat rolls due to lack of space, this penalty rises to 2 if a character is positioned in the arenas corner. The successful judicial fighter is tough, skilled and tactical. cripple lesser warriors. At 2 nd level the character may ignore one point of damage from all non-magical attacks. Upon reaching 4th level this reduction increases to 2 points. This is considered an extraordinary ability Toughness: The constant injuries, wounds and bruising judicial champions receive during combat makes them extremely tough individuals. At 2nd and 4th levels treat the character as though they had received the toughness feat, granting them an additional 3 hit points each time. Drive Back: A frequent tactic in judicial combat is to drive an opponent to the edge of the arena where his mobility is limited. Judicial champions are experts at this learning how to land rapid blows upon an opponent forcing them on the defensive and driving them backwards. As a full attack action the character may attempt to drive back their opponent. The judicial champion makes an opposed attack roll with his opponent, if successful the champion drives their opponent back. Their enemy is driven back a distance of 5ft plus an additional 5ft for every five points the judicial champion exceeded their opponent on the roll. The character may not drive an opponent back beyond their base movement. This is an extraordinary ability. Trap opponents: In judicial combat a participant who is forced into a corner can be trapped there and repeatedly struck if his attacker possesses sufficient skill. Judicial champions certainly possess the skill necessary for such manoeuvres and also know how to apply them in general combat. If an opponent ever has two of their facings blocked the character may make an attack of opportunity if they move through any squares they threatens, even if the opponent uses an action, skill, feat, power or ability that normally prevents such

Will +0 +0 +1 +1 +1

Class Features Man-to-Man, Champion (all) Damage Reduction 1/-, Toughness Drive Back Damage Reduction 2/-, Toughness Trap Opponent

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Forgotten Heroes: PALADIN attacks of opportunity. Note this still counts towards the characters total attacks of opportunity in a combat round and if none remain this technique cannot be used. Special: Characters entering the judicial champion class may continue to gain paladin levels JUSTICAR All societies need laws to protect society as a whole. Wherever there are laws there are also lawbreakers who reject or think they can escape the rule of law. Nobles, guilds, town watches and knights all enforce law, but each can be prone to corruption, bias or the simple lack of resources. The Justicar suffers none of these weaknesses. They are incorruptible and judge only according to the law. It is little wonder that criminals and the corrupt fear these agents of law. Justicars are chosen from those who have shown a devotion to the law and a practical understanding of its application. Their characters must be above reproach and they must be dedicated to bringing law and justice to all. Once invested with authority they answer only to those who granted the position. Usually a justicar will patrol a territory, opposing evildoers and enforcing the law. Their methods and punishments must be lawful other than this they operate autonomously. As justicar become experienced they are granted greater territories and legal powers. Few justicar ever abuse their power, such is their devotion to the law. Those that fall are hunted by their brethren with an unparalleled zeal. The justicar is feared, resented and disliked by many people with power and status for the power they wield. Such people often attempt to obstruct their activities. More dangerous are the known or unknown criminals who often seek to end a justicars life before he confronts them. Justicars themselves care little how people regard them or the dangers of their undertaking; their belief in the law and its benefit to society sustains them in all things. While rare, it is not unknown for justicars to ally themselves with adventurers, usually seeking their aid as deputies. Truth, justice and duty are the justicars tenets and every action they take embodies these values. Hit Dice: d10 Requirements: To qualify to become a justicar, a character must fulfil the following criteria. Base Attack: + 6 Alignment: Lawful Good, Lawful Neutral Feats: Iron Will Skills: Knowledge (law) 8 ranks Special: The character must be granted his status by a legitimate authority, such as a ruler, church or guild, with jurisdiction over the areas the justicar operates in. Class Skills: The justicars skills, and their key abilities, are Concentration (Con), Craft (Int), Diplomacy (Cha), Handle Animal (Cha), Heal (Wis), Intimidate (Cha), Knowledge (law), Knowledge (religion) (Int), Profession (Wis), Ride (Dex) and Sense Motive (Wis). See Core Rulebook I for skill descriptions Skill points at each level: 2 + Int modifier Class Features: All of the Following are class features of the Justicar. The class progression is depicted in table 2.9.

Paths of the Righteous

Weapons and Armour Proficiency: A justicar 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 apply to the skills Balance, Climb, Escape Artist, Hide, Jump, Move Silently, Pick Pocket and Tumble. Law Enforcement: As the representative of legitimate authority, the justicar possess the right to arrest and prosecute or judge individuals within their assigned territory. This class feature uses a simple system for legal powers. All people are defined as three simple classes of political and social status within a typical fantasy/medieval setting: Peasant, Freeman and Noble. Peasants are effectively owned by a lord and have few rights under the law. In many ways they are similar to slaves, however their lord has no right to exact justice upon them, and they must be brought before a court if they are suspected of committing a crime. Freemen are the simple merchants and trades-people of the world who are beholden to none but their liege. However a freeman has no special privilege of status and the law defines little definition between them and a peasant. Nobles are the privileged few in society who have a position, title and land. Often the ability to own land is a special right of the 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 deal with the crimes of nobles, whereas a low court will deal with the trials of freemen and peasants. There are also other broad groupings of legal powers that define the character. These are Arrest, Prosecute and Judge. indicates and ability to charge a character on suspicion of a crime. This will probably involve the legal right to imprison the suspect and question them. There may be limitations applied to these rights as determined by the game world you are playing in.
Arrest

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 judgement on the character. This may involve a presentation of evidence and testimony in the manner of the legal courts we know today (which is historically very appropriate as this general model has changed very little since it was introduced in the thirteenth century). Alternatively it could involve a challenge of combat or any other form of trial. The judge ability allows the character to pass judgement on a character, thus declaring whether they are guilty or innocent of the crimes they have been accused. They also have the ability to sentence the character to whatever punishment they feel appropriate. There are likely to be many restrictions to these 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 found guilty. The limitations of this power should be determined by the Games Master. In addition, the number of people that the justicar polices increases as the develop levels. The Territory column represents the number of people over which the justicar has authority. This should be used in conjunction with the world building information in Core Rulebook II to determine the number and size of settlements the justicar polices. For example, a second level justicar, with 1500 souls within their territory could have jurisdiction over a small town of that number or a number of villages with a combined population of around 1500. The exact details are up to the Games Master. It is possible to allow

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Forgotten Heroes: PALADIN Table 2.9 the Justicar Level Base Attack 1 +1 2 +2 3 +3 4 +4 5 +5 For +2 +3 +3 +4 +4 Ref +0 +0 +1 +1 +1 Will +2 +3 +3 +4 +4

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Class Features Arrest Peasant, Arrest Freeman, Imposing Presence, Judge Peasant Judge Freeman, Resolute Purpose I Break the Chain, Arrest Noble Prosecute Noble, Resolute Purpose II Judge Noble, Confound Conspiracy

Territory 750 souls 1500 Souls 2000 Souls 3000 Souls 5000 Souls

a character to have a territory that includes only a district within a larger city, and then as they develop their justicar levels they can gain authority over more neighbourhoods.
Designers note: The powers listed here are designed to be as general as possible so that they can be easily slotted in to most fantasy campaigns. However, if your campaign has some unique legal system you may have to tweak the system slightly to fit this class in. As a web supported product we will be happy to provide you with modified rules ourselves. Simply put a description of your worlds legal system on the message board at our website and well reply as soon as we can.

Musketeers, combining a love of God with their ability with sword and pistol. This class emphasises the ability to remain calm under pressure and to channel holy power and devotion through firearms. The musketeer is often a sought after companion. Their understanding of new technologies enables them much more flexibility than many other paladins. They have an inner calm that many find a helpful presence in the party. They seek out adventure more than many other paladins, looking to advance their learning through new experiences and challenges. Hit Dice: d10 Requirements: To qualify to become a musketeer, a character must fulfil the following criteria. Alignment: Lawful Good or Lawful Neutral. Base Attack: +6 Feats: Exotic Weapon Proficiency (Firearms), Weapon Focus (Pistol) Skills: Balance 2 ranks, Concentration 4 ranks, Jump 2 ranks, Tumble 2 ranks. Special: Immunity to the effects of fear, Ability to turn undead. Class Skills: The musketeers class skills, and their key abilities, are Balance (Dex), Concentration (Con), Craft (Int), Diplomacy (Cha), Handle Animal (Cha), Heal (Wis), Jump (Str), Knowledge (religion) (Int), Profession (Wis), Ride (Dex) and Tumble (Dex). See Core Rulebook I for skill descriptions Skill points at each level: 4 + Int modifier Class Features: All of the Following are class features of the musketeer. The class progression is depicted in table 2.10. Weapons and Armour Proficiency: A musketeer is proficient with all simple and martial weapons, light armour and with shields. Note that armour check penalties for armour heavier than leather apply to the skills Balance, Climb, Escape Artist, Hide, Jump, Move Silently, Pick Pocket and Tumble Blessed Shot: The musketeer emphasises spirituality in al things, but especially when using their pistol. The musketeer has the ability to enchant their pistol by empowering it with positive energy. When making a full attack with a pistol the musketeer may expend a turn undead attempt to be able to add 1d6 holy damage to the damage caused by the shot, should it hit. Turn Undead: Musketeers are holy characters and retain their ability to channel positive forces. Levels of the musketeer class add to previous class levels that granted the turn undead ability when determining its effect. .

Imposing Presence: The reputation of justicar as unswerving lawmen precedes them and even the most confident of criminals becomes uneasy in their presence. The criminals guilt weighs upon their mind when confronted by a justicars examination. Those guilty of a crime suffer a 4 penalty in all contested social rolls against the justicar. This is an extraordinary ability. Resolute Purpose: Such is their dedication to the law that little can sway the justicar from his duty. At 2nd level the character becomes immune to all charm spells, effects and abilities. Upon reaching 4th level this immunity extends to compulsion spells, effects and abilities. Both these sets of immunities are considered extraordinary abilities. Break the Chain: Justicar are experts in breaking the influence criminals and wrongdoers have over the innocent. During a questioning if the person being questioned is under any sort of compulsion, magical or mundane, not to reveal the truth they immediately make a Willpower saving throw DC 20. If successful the individual immediately reveals what they has been hiding and why. Confound Conspiracy: Justicars make many enemies who constantly seek their downfall. Somehow few of these schemes succeed, as justicars seem to possess an innate ability to discover such plots before they reach fruition. Once per session the player may ask the GM if someone specific they have met during the adventure is actively involved in a plot against them. The GM must answer yes or no but is obliged to reveal any further information. Special: a character that enters the justicar class may continue to gain paladin levels. MUSKETEER The advent of firearms in a game world brings about a significant change for the paladin character class. As mounted knights become less and less common, the major role of the paladin becomes lost to society. As such the paladin needs to reinvent themselves in these changing times. Those who choose to retain their equestrian habits take on the holy dragoon class, where as those who wish to find a completely new attitude to their divine nature may find the musketeer a more appropriate class. The musketeer is a devout soldier who specialises in the use of firearms. In many ways they are similar to Aremis of Dumas Three

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Forgotten Heroes: PALADIN Table 2.10 The Musketeer Level Base Attack 1 +1 2 +2 3 +3 4 +4 5 +5 For +2 +3 +3 +4 +4 Ref +2 +3 +3 +4 +4 Will +0 +0 +1 +1 +1 Class Features Blessed Shot, Turn Undead Divine Insight Panache Meditative Aim Freedom of Movement (1/day)

Paths of the Righteous

Divine Insight: The musketeers focus and spiritual devotion enables them to gain a greater understanding of the world around them. They are blessed with the ability to foresee attacks a split second before they actually take place, thus allowing them to react accordingly. At second level the musketeer adds their wisdom modifier to their armour class. This is a foresight bonus. This ability requires freedom of movement and, as such, it will not work if the musketeer is wearing any armour. Panache: The musketeer emphasises flexibility and freedom of movement in their fighting style. As they develop their ability to fight without armour they learn how to channel their holy aura into emphasising their agility. As such they gain their charisma bonus as a Divine bonus to any balance, jump or tumble skill checks. This ability requires freedom of movement and, as such, it will not work if the musketeer is wearing any armour. Meditative Aim: By focussing their aim the musketeer can find an unnatural level of accuracy with their pistol. By making a full attack action with their pistol they can make a concentration check at a DC of 25. If the skill check is successful they may add their wisdom bonus to hit and to the threat range of the weapon (this bonus is applied after any other bonuses to threat range, such as improved critical). Freedom of movement: once per day the musketeer may activate this power as a free action. For a number of rounds equal to their charisma modifier they act as if under the effects of the freedom of movement spell. See Core Rulebook I for the description of this spell and its effects Special: Characters entering the musketeer prestige class may continue to gain levels as paladins. PEACEBRINGER Conflicts take place for many reasons. Some are caused by greed and others caused by an ideology of hatred and misunderstanding. Some wars come out of a misguided necessity and others out of petty politics. The consequences of such conflicts are destroyed kingdoms and ruined lives or futures. Peacebringers seek to prevent conflict and attempt to foster respect and co-operation. They are consummate diplomats and negotiators who feel warfare brings ruin. As such, they seek ways to bring people together to prosper in peace. Peacebringers realise that some battles, against evil and oppression, are necessary. These champions of peace do not hesitate to take up arms in a just cause. Experience has taught the peacebringer that most conflicts are caused by the frailty of mortals. A peacebringer wonders how many future leaders and heroes will die on the field of battle. They are concerned with the suffering of those who pay the costs of warfare. The peacebringers believes that through tolerance, understanding and humility, all can live in harmony. Although peacebringers know they are unlikely to see this vision of the world within their lifetime, this does not make the quest any less valid. Wherever there is conflict peacebringers can be found. If they cannot prevent conflicts from occurring they will seek to protect the

innocent and tend to the injured. They will even enforce the rules of warfare among the participants, should all else fail. They can also be found adventuring, especially on quests that might uncover plots to start wars or overcome evil warlords and tyrants. In all things the peacebringer tries to be understanding and fair hoping to settle all disputes without violence. Interference in politics and plots earn the peacebringer many powerful enemies just as their tolerance and understanding gain them dedicated allies. Peacebringers are the least combative of paladins; this is not a weakness but the source of the tremendous powers they use for good. Hit Dice: d8 Requirements: To qualify to become a peacebringer, a character must fulfil the following criteria. Alignment: Lawful Good, Neutral Good Feats: Skill Focus (diplomacy) Skills: Diplomacy 10 ranks Knowledge (law) 5 ranks Spells: Must be able to cast divine healing spells. Special: possess the lay on hands ability, Charisma 16+ Class Skills: The peacebringers class skills, and their key abilities, are Concentration (Con), Craft (Int), Diplomacy (Cha), Handle Animal (Cha), Heal (Wis), Knowledge (law), Knowledge (religion) (Int), Profession (Wis), and Ride (Dex). See Core Rulebook I for skill descriptions. Skill points at each level: 4 + Int modifier Class Features: All of the Following are class features of the peacebringer. The class progression is depicted in table 2.11. Weapons and Armour Proficiency: A peacebringer gains no armour or weapon proficiencies when entering this prestige class Spell Casting: At the levels indicated the character gains spells per day, and spells known if applicable, as though they had advanced a 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 character had multiple spell-casting classes previously they selects which class to apply this increase to, although it must be a class that is capable of casting divine healing spells. Lay on Hands: Peacebringers devote themselves to easing the suffering of casualties and victims of conflicts. Levels of this class add to existing levels for calculating the number of healing points available from the lay on hands ability. Skilled Communicator: Through negotiation peacebringers achieve their greatest successes. There are few match them in the field of diplomacy. Their Skill Focus feat in diplomacy provides with a +3

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Forgotten Heroes: PALADIN Table 2.11 The Peacebringer Level Base Attack 1 +0 2 +1 3 +2 4 +3 5 +3 For +2 +3 +3 +4 +4 Ref +0 +0 +1 +1 +1 Will +0 +0 +1 +1 +1 Class Features Lay on Hands, Skilled Negotiator Voice of Reason Aura of Peace Voice of Peace Calm the Storm

Paths of the Righteous

Spell Casting + 1 level of existing class + 1 level of existing class + 1 level of existing class

bonus rather than a plus two bonus. In addition the peacebringer may purchase the Skill Focus (diplomacy) feat multiple times. Voice of Reason: Through the strength of their beliefs, the peacebringers words carry a conviction that can cause others to consider their position carefully. The character can add their level in this prestige class to any social skill used with the purpose of preventing conflict. This is an extraordinary ability. Aura of Peace: Even the most violent and bloodthirsty of creatures have difficulties overcoming the characters peaceful nature and find it difficult to attack them. If the peacebringer is unarmed and making no threatening actions, those wishing to attack him must succeed at Willpower saving throw DC 10 + the peacebringers class level + their Charisma ability modifier, or be unable to do so. This is an extraordinary ability. Voice of Peace: In times of need the peacebringer focuses their desire for peace through their voice, compelling others around them to cease fighting. All combatants in a 20ft radius of the character must make a Willpower saving throw DC 10 + half the characters level + their Charisma ability modifier. If unsuccessful they must immediately cease fighting and will not initiate combat for the duration of this ability. They are free to defend themselves during this time, and may strike back at an enemy who has first attacked them. This power lasts for one minute. This supernatural ability takes a standard action to activate and can be used only once per day. Calm in the Storm: This power represents the divine expression of the peacebringers beliefs. The character may cast calm emotions attheir normal spell caster level. This spell-like ability can be used number of times per day equal to the characters Charisma ability modifier.. Special: a character that enters the peacebringer class may continue to gain paladin levels. ROAD KNIGHTS To a paladin, a lawful and ordered society ensures the safety and well-being of its people. As such, they serve rulers and governments in protecting their lands, in the belief that doing so will protect the people. Trade is vital to a prosperous society; without it resources become scarce, people starve and self-interest replaces communal spirit. Roads and rivers are vital to trade and, as the merchants know all too well - even in the most civilised kingdom - travel by either route carries dangers. Road knights are the guardians of a kingdoms travel routes ensuring its prosperity. Road knights travel with their loyal mounts seeking dangers threatening travellers and trade. Outlaws, highwaymen, goblinoid raiding parties wandering monsters all bring danger. Their almost constant travelling means that road knights usually operate under their own discretion. Hardships of nature make the road knight a tough and rugged individual, often lacking the refined natures of civilised knights. Their journeying brings them in contact with both fellow travellers and the commoner man. This gives the road knight a great understanding and openness for the customs and

ideas of others and the needs of the working people. Spending long periods away from civilisation gains them an appreciation and respect for nature. This earns road knights the support and trust of rangers and druids, the more lawful-minded of whom occasionally take up the role themselves. The road knights wandering nature coupled with the dangers of the road provides them with many quests to fulfil. Through these quests road knights become involved with adventuring and strong friendships are often formed. Road knights make excellent travelling companions; they are gregarious and open and have tales to tell from their travels. Road knights favour simple, natural solutions to problems. Their martial skill, wilderness knowledge and divine abilities have kept many nations from falling into ruin and road knights hold a position of respect in the hearts of many. Hit Dice: d10 Requirements: To qualify to become a road knight, a character must fulfil the following criteria. Base Attack Bonus: +4 Alignment: Any non-evil, non-chaotic. Feats: Mounted Combat, Track Skills: Handle Animal 6 ranks, Intuit Direction 2 ranks, Ride 6 ranks, Wilderness Lore 4 ranks Spells: Must be able to cast divine spells Equipment: Must own a trained war-horse Class Skills: The road knights class skills, and their key abilities, are Concentration (Con), Craft (Int), Diplomacy (Cha), Handle Animal (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 descriptions Skill points at each level: 4 + Int modifier Class Features: All of the Following are class features of the road knight. The class progression is depicted in table 2.12. Weapons and Armour Proficiency: A road knight 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 apply to the skills Balance, Climb, Escape Artist, Hide, Jump, Move Silently, Pick Pocket and Tumble. Spell Casting: At the levels indicated the character gains spells per day, and spells known if applicable, as though they had advanced a 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 character had multiple spell-casting classes previously they select which class to apply this increase to.

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Forgotten Heroes: PALADIN Table 2.12 The Road Knight Level Base Attack 1 +1 2 +2 3 +3 4 +4 5 +5

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For +2 +3 +3 +4 +4

Ref +0 +0 +1 +1 +1

Will +0 +0 +1 +1 +1

Class Features Divine Nature, Way of the Road Desperate Journey Travelling Companions Long Rider All Roads Lead.

Spell Casting + 1 level of existing class + 1 level of existing class

Divine Nature: As they travel, a road knight opens himself to the forces of nature. They become able to draw upon nature magic. Road knights may pray for and receive the following spells in addition to those already available to him
1st: Endure elements, know direction 2nd: Consecrate, resist elements 3rd : Protection from elements

Way of the Road: Their constant travelling and wilderness experiences teach the road knight soon learn the skills needed to survive. Characters gain a competency bonus of + 2 to all intuit direction and wilderness lore skill checks. Desperate Journey: Given the mobile nature his duties, the road knight often needs to reach locations quickly. Experience teaches the road knight to get the best from their mount while causing the animal the least amount of suffering. When hustling for extra travel distance while mounted, the characters mount is treated as a player character rather than an animal for determining exhaustion damage. See Core Rulebook I. Travelling Companions: Over the course of their adventures the road knight and his mount develop a close bond enabling them to 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 check DC 20. If successful the rider and mount may use the highest armour class of the two for the remainder of the round. Long Rider: Road knights spend long periods of time in the saddle covering vast stretches of wilderness. They achieve this without seriously exhausting their mount. When using forced march for extra travel distance while mounted, the characters mount is treated as a player character rather than an animal for determining exhaustion damage. See Core Rulebook I. All Roads Lead: Road knights of great experience seem to be able to travel where they are needed no matter the obstacles nature provides. With this ability the character automatically succeeds any intuit direction or wilderness lore skill checks to avoid becoming lost, adds 10% to all their mounted travel distances and reduce the penalties for poor weather conditions by 25%. All roads lead is considered an extraordinary ability. Special: Characters entering the road knight class may continue to gain paladin levels. SEEKER Every paladin feels the touch of a divine presence. They know the power of their god as they channel their spells and powers. Experience teaches that through developing a greater understanding of this power and what it represents the paladins inner being is shaped by their God. It is also apparent that the 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 choose to delve into the mysteries of their inner divinity are known as seekers.

Seekers believe each being has the capacity for divinity within but that unlocking this power is rarely achieved. Paladin seekers believe their divine patrons invest part of their own essence within them to enable then to unlock their internal power. The drive to understand the nature of this essence leads seekers to release their own power. When they were called to walk the path of the paladin, they revealed the divine essence within themselves. Seekers believe that by becoming the embodiment of paladin virtues they accept their patrons guidance and are enabled discover their inner self. Seekers believe the challenges presented in the world are vital to their quest and relish experience. They seek perfection in every action, believing perfect actions lead to a perfect life and so perfect understanding. True seekers act because it is right to act, respect others because they respect themselves and show understanding as they seek to understand. Physical and spiritual perfection is viewed as a whole. Their ideal is to do rather than to decide, making seekers among the most active and renowned of paladins. Adventuring brings experience of the world and seekers relish it. Only the most dedicated paladins master the esoteric philosophies and practices of the seeker. Those who find and travel this spiritual path become respected teachers and guides to all paladins. Hit Dice: d8 Requirements: To qualify to become a seeker, a character must fulfil the following criteria. Base Attack Bonus: +6 Alignment: Lawful Good Feats: Great Fortitude, Iron Will, Lightning Reflexes Skills: Concentration 10 ranks, Knowledge (religion) 12 ranks Spells: Must be able to cast 2nd level divine spells Special: immunity to fear and disease Healing as a class ability The ability to remove disease as a class ability, Charisma15+, Wisdom 15+, Constitution 13+ Dexterity 13+. Class Skills: The seeker skills, and their key abilities, are Concentration (Con), Craft (Int), Diplomacy (Cha), Handle Animal (Cha), Heal (Wis), Knowledge (religion) (Int), Profession (Wis) and Ride (Dex). See Core Rulebook I for skill descriptions Skill points at each level: 2 + Int modifier Class Features: All of the Following are class features of the seeker. The class progression is depicted in table 2.13.

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Forgotten Heroes: PALADIN Table 2.13 The Seeker Level Base Attack 1 +0 2 +1 3 +2 4 +3 5 +3 6 +4 7 +5 8 +6 9 +6 10 +7 For +2 +3 +3 +4 +4 +5 +5 +6 +6 +7 Ref +2 +3 +3 +4 +4 +5 +5 +6 +6 +7 Will +2 +3 +3 +4 +4 +5 +5 +6 +6 +7

Paths of the Righteous

Class Features Follow the Path, Focus Will Bonus Ability Score Focus Essence Bonus Ability Score Divine Purity Bonus Ability Score Divine Soul Wholeness of Being Bonus Ability score Divine Self

Weapons and Armour Proficiency: A seeker 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 apply to the skills Balance, Climb, Escape Artist, Hide, Jump, Move Silently, Pick Pocket and Tumble. Follow the Path: Seeker characters do not abandon their former focus, they merely turn it inwards. Levels in this prestige class combine with existing levels when determining the effects of any divinely granted supernatural abilities, such as turn undead or lay on hands, the character already posses. Focus Will: By drawing upon willpower, seekers learn to focus their absolute attention to any task. As a supernatural ability the 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 character achieves. Bonus Ability Score: The seeker strives for perfection of mind, body and soul. As such they develop their abilities beyond those normally available to man. At second, fourth sixth and ninth levels the seeker gains a bonus level in an ability score. At second and sixth level these can only be mental ability scores (Intelligence,

Wisdom and Charisma), whereas the bonuses gained at fourth and ninth level can be taken from any of the six ability scores. Focus Essence: With this stage of understanding comes the realisation that the mind and body are both manifestations of the same essence. Once per day, as a standard action, the character may increase one of their ability scores by 1D4 + 1. This bonus lasts for a number of hours equal to the seekers Wisdom ability modifier and is considered a spell-like ability. Divine Purity: Control of the body through the spirit is now natural to the seeker. The divine energies within the character instantly purify the physical body whenever needed. The seeker becomes immune to all poisons. Divine Soul: The powerful spirit within the seeker now extends to protect him from harmful metaphysical energies. The character gains spell resistance equal to 10 + seeker level + Charisma ability modifier. Wholeness of Being: Harmony between the seekers physical form and their divine essence combine preserving the wholeness of the 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 mentors 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.

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Forgotten Heroes: PALADIN and cannot be magically aged. Bonuses still accrue and the seeker still dies of old age when their time comes. Divine Self: Reaching the pinnacle of their inner divinity the seekers body transforms to a state beyond the merely human. They are forevermore treated as outsiders rather than mortals. Spells and abilities that target people no longer affect them but they are affected by anything that targets outsiders. Special: The path of the seeker requires even more devotion than that of the Paladin. If they multiclass with any other class, including 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 or a prestige class that allows further paladin levels to be taken they will loose all class features for the seeker class, although they will retain the base attack, saving throws and bonus ability scores gained from this class. SLAYER Many choose the path of the as a means to fight evil. These characters usually take up arms in response to witnessing an act of utter evil. This could be stumbling across a horrific massacre, or being forced to watch their loved ones tortured to death. This fills the paladin with a righteous ire, and they vow to fight such evil to prevent it from happening again. Such paladins often take up the path of the Slayer. Slayers are the hunters of the paladin ranks. They devote their lives to ridding the world of one particular flavour of evil. The slayer chooses one enemy and dedicates their life to hunting them down and destroying them. Enemies they choose can vary greatly, but all are creatures that pose a threat to ordered society. As such the slayers mission is often questioned by other paladins, questioning their virtues. Therefore the slayer leads their life as a model of virtue and discipline, not giving anyone any reason to doubt their faith or motive. Most slayers work well with adventuring parties. They never know where they might encounter their chosen foe, and often will journey into a dark dungeon more for the fight than for any higher purpose. Slayers choose to hunt rather than to quest, thus making them fit in with neutral parties much better than a paladin with strong views of inner virtue. However, some good aligned companions can often find them a little blood thirsty. The slayer does not concern themselves with the affairs of others and concentrates on the job in hand. Hit Dice: d10 Requirements: To qualify to become a slayer, a character must fulfil the following criteria. Base Attack Bonus: + 5 Alignment: Lawful Good or Lawful Neutral. Feats: Extra Turning Skills: Knowledge (chosen foe) 4 ranks Table 2.14 The Slayer Level Base Attack 1 +1 2 +2 3 +3 4 +4 5 +5 For +2 +3 +3 +4 +4 Ref +0 +0 +1 +1 +1 Special: Ability to turn dead smite evil class ability.

Paths of the Righteous

Class Skills: The slayer skills, and their key abilities, are Concentration (Con), Craft (Int), Diplomacy (Cha), Handle Animal (Cha), Heal (Wis), Knowledge (law), Knowledge (religion) (Int), Profession (Wis), Ride (Dex) and Wilderness Lore (Wis). See Core Rulebook I for skill descriptions Skill points at each level: 2 + Int modifier Class Features: All of the Following are class features of the slayer. The class progression is depicted in table 2.14. 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 apply to the skills Balance, Climb, Escape Artist, Hide, Jump, Move Silently, Pick Pocket and Tumble. Chosen Foe: The slayer chooses a foe using the favoured enemy chart of the ranger class (see Core Rulebook I). Note that characters may not choose a race or group who are classed as predominantly good. The slayers knowledge of their chosen foe grants a + 1 familiarity bonus to all attacks and a + 1 divine bonus to all saves. Track Foe: Slayers are experts in locating and pursuing their chosen foe. The character is considered to possess the track feet when attempting to discern and follow the trails of his chosen foe. Smite Foe: Such is the slayers purity of purpose that they become capable of turning his righteous fury against his chosen foe. This grants the slayer an extra use of their smite evil ability per day. In addition, these attacks may be used against the slayers chosen foe, provided they are not of good alignment. The slayers class level adds to their paladin level when determining the bonus damage for both smite attacks. Repel Foe: Possessing the ability to channel high levels of positive energy, the slayer learns to focus its force against his chosen foe. The character may expend two turn undead attempts, and then apply the results of a standard turn undead attempt against his chosen foe. On a result that indicates undead creatures would be destroyed, the characters foes are stunned for a number of rounds equal to his Charisma ability modifier. If the slayers chosen foe is the undead the slayer can opt to burn two turn undead attempts in this way. When doing so they receive a + 2 modifier to all rolls when resolving his attempt. Slayers Fury: Few can match the power a slayer focuses when combating his chosen foe. When attacking his chosen foe the slayer receives an extra attack at his highest attack bonus against that foe. Special: Characters entering the slayer prestige class may continue to gain levels as paladins.

Will +0 +0 +1 +1 +1

Class Features Chosen Foe Track Foe Smite Foe Repel Foe Slayers Fury

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Forgotten Heroes: PALADIN

Methods of the Just

METHODS OF THE JUST

Paladins are called upon to fulfil many different duties in the course of their adventuring. While lacking the variety of skills available to rogues and bards, they are specialists in areas such as religious knowledge, negotiation and equestrianism. As such, their comrades often rely upon their expertise in these fields. Paladins are focused combatants of evil and strive forward against the odds. When others feel overwhelmed by obstacles challenging them, it is the resolve of the paladin that drives them onwards. Therefore the paladin must utilise all of their abilities to the full. This chapter provides many new options, allowing paladins to optimise their potential. New uses for their class skills are presented, giving paladins more choices in their areas of expertise. Likewise, feats selected by paladins emphasise their holy and military natures as well as complimenting their existing capabilities. This is especially important as the paladins limited number of feats slots make every choice crucial to defining your character. The feats presented in this chapter are designed with these principles in mind. Finally, there are new rules for tests of faith , allowing your character to use their strength of belief to overcome adversity. Together these systems will add new depth and variety to playing a paladin character.

HANDLE ANIMAL (CHA) Normal Use: Training animal to perform tricks, controlling teams of working animals and rearing animals from birth as companions. New Use: Select Quality Animal. When purchasing animals, whether for work or riding, the character can attempt to select the best or most suitable from those available. This requires a 5 minute inspection followed by a Handle Animal skill check DC 20. If successful the character may select an animal with one of the following characteristics plus one additional characteristic per 5 points by which the check exceeds 20. These characteristics improve upon the average statistics listed for animals in Core Rulebook III:
+ 1 hit point per hit die + 1 to chosen attribute + 1 to creatures natural attack + 2 to creatures natural damage + 1 to creatures armour class

NEW USES FOR OLD SKILLS


DIPLOMACY (CHA) Normal Use: This skill covers a wide range of social interactions including creating the right impression, influencing others and negotiating successfully. New Use: Requisition Aid. When in need of supplies, information or assistance, paladins can attempt to use their reputation and perception as heroes of the people to acquire what they need. By explaining their situation and making a heartfelt plea, the paladin connects to the better nature of individuals. This only works on good and neutral individuals who are not hostile to the character and only if the paladin genuinely 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 based on the following conditions DC 15 20 25 Effect Request is easy for the giver to fulfil Request is moderately difficult for the giver to fulfil. Request is difficult to fulfil or creates a moderate risk for the giver 30 Request is extremely difficult to fulfil, creates a substantial risk for the giver or places them in immediate danger. - 28 -

Use of this skill also allows the character to discern if an animal has 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 specific merchants. HEAL (WIS) Normal Use: This skill allows the character to treat minor wounds and characters infected with disease or poison. New Use: Diagnosis. Paladins and other priests have a special innate understanding of injuries and diseases. Those who have the ability to cast remove disease, either the spell itself or the class ability of the paladin, may make special check to gain an in-depth understanding of the disease or poison the sick character is suffering from. This check will have a variable result depending upon the roll made: DC Effect 15 Determine whether the disease or poison is magical in origin. 20 Know the name and effects of the disease or poison. (This provides a +2 competence bonus to further heal checks against this disease) 25 Gain an insight into the circumstances under which the character became infected. +5 If the disease is unique or significant to the game plot.

Forgotten Heroes: PALADIN KNOWLEDGE: RELIGION (INT) Normal Use: Allows characters to recognise and remember the rituals, mythology, canon and trappings associated with organised religions and cults. New Use: Inspire Followers. By preaching the teachings of a religion to followers of their faith a paladin can inspire them to join him in a specific course of action. This is achieved by convincing listeners that such a course of action is called for within the religions doctrines. These are typically such things as boycotting a merchant who is exploiting customers, marching upon the local nobles mansion to demand better field rights or organising a group to burn down the old mansion that harbours the undead count. To succeed, the character must pass a knowledge (religion) skill check at DC 20 to affect groups of up to 25 people. Add + 5 to the DC for each additional 15 people to be affected. RIDE (DEX) Normal Use: Allows characters to perform a number of riding feats and maintain control of their mount. New Use: Lancer Charge. Characters that are proficient with the lance and are expert horsemen learn how to lock their lance and keep it steady when charging, thus giving them greater freedom to manoeuvre their shield and control their horse. With a successful Ride check against a DC of 25, a mounted character with the Weapon Focus (lance) 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.

Methods of the Just

FEATS
Paladins are noted for the unique abilities they wield in the service of the divine powers. These abilities are a reflection of the nature and beliefs of the paladin, and the forces they represent, enabling them to fulfil their calling. Selection and use of these feats allow players to emphasise the inner nature of their paladin and specialise the abilities they bring to a group. This is intended to provide greater depth and enjoyment for players in role-playing their paladin characters. Feats marked Paladin are only available to characters who have just taken a level of paladin when they acquire the feat, as they are dependent upon the focus and inherent capabilities of the class. Divine feats are available to any characters possessing the turn undead ability. The Divine feats presented here are more suitable for enhancing the roles paladins fulfil within an adventuring party than 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 and other character classes. ARMOUR OF THE JUST (PALADIN) Few can match the awesome abilities paladins bring to the fight against evil. Armour of the just draws upon the paladins focus against evil and the divine power flowing through them, to protect against the blows of evil creatures. Divine energies reinforce any armour the paladin is wearing, turning aside blows that would seriously injure the paladin. Requirements: Constitution 15+, Sense Evil class ability

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.

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Forgotten Heroes: PALADIN Benefits: When wearing armour the characters armour is considered to possess the light fortification magical ability (see Core Rulebook II ) when they are attacked by evil creatures. This means there is a 25% chance of any sneak attacks or critical hits from evil beings against the paladin being negated. BATTLE CRY: COURAGE (GENERAL) Characters possessing this feat are able to summon up their courage and release it through a mighty battle cry. This has the effect of bolstering the determination and morale of nearby allies.

Methods of the Just

abilities or effects causing morale penalties. The bonus gained is equal to the characters Charisma ability modifier. These bonuses last for a number of rounds equal to the paladins Charisma ability modifier. DIVINE EMPOWERMENT (DIVINE) Unleashing a wave of positive energy around them, the character invigorates all allies nearby. Those affected feel energy empowering their blows with righteous force. Requirements: Charisma 15+. Strength 15+, Extra Turning, Undead ability
Turn

Requirements: Charisma 15+, Diplomacy 2 ranks 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 throws against fear. BATTLE CRY: FEAR (GENERAL) Characters possessing this feat are able to summon their fury and release it through a terrifying battle cry. This has the effect of demoralising nearby enemies. Requirements: Charisma 15+, Intimidation 2 ranks. Benefits: Unleashing the battle cry is a standard action. All enemies within a 15ft radius must make a Willpower saving throw DC 10 + 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. DIVINE BENEVOLENCE (DIVINE) This feat enables characters to unleash positive energy in a wave that infuses nearby allies with the benevolent energy of the gods. Characters affected are protected against harmful energies and effects. Requirements: Constitution 15+, Divine Guard, Extra Turning, Turn Undead ability 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 all their saving throws equal to the characters Charisma ability modifier. These bonuses last for a number of rounds equal to the characters Charisma ability modifier. DIVINE COURAGE (DIVINE) The energies released using this feat infuses allies in range with divine courage. Characters affected feel confident and are less prone to panic and fear. Requirements: Charisma 13+, Extra Turning, Turn Undead ability Benefits: The character must expend one of their turn undead attempts for that day, thus using a standard action. All allies with a 60ft radius receive a bonus to their saving throws against spells,

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 characters Charisma ability modifier. These bonuses last until the end of the paladins action in the following round. DIVINE GUARD (DIVINE) 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. Requirements: Constitution 13+, Expertise, Toughness, ability
Turn Undead

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 armour class equal to the characters Charisma ability modifier. These bonuses last for a number of rounds equal to the characters Charisma ability modifier. EXPERT HORSEMAN (GENERAL) Those possessing this feat are among the finest horsemen in the world. They are confident controlling their mount both during and outside of combat. Requirements: Mounted Combat, Ride 8 ranks, Skill Focus (ride) Benefits: The character gains a + 4 competency bonus to all Ride task checks (see Core Rulebook I) and a + 2 competency bonus to Ride checks when using the mounted combat feat. HEART OF COMPASSION (PALADIN) Characters possessing this feat are filled with kindness and sensitivity to the suffering of others. This inner calm makes them a natural healer and caregiver. Requirements: Charisma 17+ Benefits: Heart of compassion grants a character a +2 bonus to all Heal skill checks and +2 to the total number of hit points that are restored from the use of any cure spells the character casts. This does not affect the paladins lay on hands ability. HEART OF GLORY (PALADIN) Characters possessing this feat have great personal energy and an ability to inspire others. This strength of spirit leads them to excel at leadership and motivating others in times of adversity.

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Forgotten Heroes: PALADIN Requirements: Charisma 17+ Benefits: Heart of glory allows characters to gain the leadership feat from 4 th level. In addition, they gain a +2 bonus to their leadership score and a +1 bonus to Diplomacy skill checks relating to leading and motivating others. HEART OF MIGHT (PALADIN) Divine might and strength of purpose drive characters possessing this feat. This blessing makes these characters formidable warriors against the forces of evil, overcoming their enemies through powerful resolve. Requirements: Strength 17+ Benefits: Heart of might grants the character a +1 bonus to all damage rolls and a +3 to all opposed strength check against evil creatures. HEART OF THE PILGRIM (PALADIN) Characters with this feat possess an insatiable appetite for 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 road of the pilgrim. Requirements: Intelligence 17+ Benefits: The character may select two knowledge skills that they may now treat as class skills. In addition they gain a +1 bonus to all knowledge skills possessed. HEART OF THE RIGHTEOUS (PALADIN) 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 beliefs of others. Requirements: Wisdom 17+ Benefits: Characters possessing a heart of righteousness gain a +1 to all willpower saving throws, a +1 to all knowledge (religion) skill checks and a +1 to any diplomacy or sense motive skill checks relating to any religion. HEART OF SWIFT ACTION (PALADIN) Certainty of their cause and a desire to act characterise those who possess this feat. This enables those who possess it to act quickly and are rarely caught unprepared. However, such characters become known for their occasional rashness when things require a more considered approach. Requirements: Dexterity 17+ Benefits: Those possessing heart of swift action gain a +1bonus to all Reflex saving throws and a + 2 bonus to initiative. Their rashness, however, causes them to suffer a 1 penalty to all Concentration skill checks. HEART OF VIGOUR (PALADIN) Vitality and strong life energies empower characters possessing this feat. Such a spirit makes these characters highly resistant to the negative forces that oppose life. Requirements: Constitution 17+

Methods of the Just

Benefits: Heart of vigour grants a + 2 bonus against level drain attacks, adding to both rolls to avoid receiving negative levels and to those made when recovering lost levels. The character also receives a + 1 saving throw bonus against death based attacks and magic. RALLY CRY (GENERAL) Force of will and personal courage can win battles. Characters with this feat possess both qualities, and can use them to counter fear and panic in their fellow warriors. Requirements: Charisma 15+, Wisdom 15+, Leadership Benefits: Using this feat requires a full round action. Any allies within a 20ft radius suffering morale penalties are immediately 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 characters may make a Willpower saving throw DC 20 to negate the penalties. RELENTLESS (GENERAL) Those who possess this feat are driven to achieve their goals despite any obstacles. Such characters possess amazing reserves of energy, enabling them to keep going when others falter. Requirements: Endurance, Wisdom 13+ 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 bonus stacks with that granted by endurance. SHIELD EXPERTISE (GENERAL) This feat focuses on learning how to defend with a shield while attacking with a one-handed weapon. Those possessing shield expertise learn to gain maximum protection from their shield, thus opening their guard only briefly to make an attack. Requirements: Base Attack Bonus 6+, Expertise, Weapon Focus (with any melee weapon the character can use in one hand) Benefits: When characters possessing this feat use their expertise while fighting with a weapon and shield, add + 2 to the number of points the character reduces their attack by to determine the armour class bonus they receive. Special: Fighters may take shield expertise as a bonus feat. SHIELD OF THE FAITHFUL (PALADIN) Paladins possessing this feat subconsciously use their ability to sense evil to protect themselves from the attacks of evil foes. The paladin uses their shield instinctively to block the incoming blows. Requirements: Dexterity 15+, Detect Evil class ability. Benefits: There is a 10% chance that any blow striking the character from an evil opponent is instinctively deflected using the characters shield. If this occurs, resolve damage against the shield using the normal rules for damaging objects (see Core Rulebook I).

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Forgotten Heroes: PALADIN STRIKE OF THE RIGHTEOUS (PALADIN) By focusing the righteousness they feel into their attacks paladins can strike fearsome blows against the followers of evil. Requirements: Power Attack, Strength 15+. Benefits: By taking a full round action the character may strike a blow that causes evil beings such pain that they are momentarily overwhelmed. Any evil creature struck using this feat must make a Fortitude saving throw DC 15+ or lose their next action.

Methods of the Just

TESTS OF FAITH Skills, abilities and equipment are all valuable assets in a Paladins quest to defeat evil and bring order to the world. However, these things pale in comparison to a paladins most valuable asset; his faith. Faith defines the paladin, his actions and his beliefs. It gains him his divine powers and sustains him through the darkest hours. In times of great need a paladin may draw upon his faith for aid. This is not done lightly, for the consequences of finding your own faith lacking are serious indeed - especially for an individual so grounded in faith as a paladin. Paladins may call upon their faith to overcome any condition preventing them from acting as they wish and in accordance with their beliefs. This is true whether the source of their impairment is magical or mundane, physical or mental. Faith can only be used in this way if there is no physical component to the paladins restrictive condition. For example a paladin who immobilised by a poison as companions are attacked could draw upon their faith to negate the poisons effects enabling them to help their friends. Equally appropriate a situation would be if a hold person was preventing them from aiding others. Likewise, a paladin under the effects of a vampires 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 of faith .

To simulate this, in game terms, a player may declare they are using a test of faith to overcome an appropriate condition (GMs have the final say as to whether or not a test of faith is appropriate). The character makes a faith check using a roll of 1d20 + their paladin level + their Wisdom ability modifier. This roll is made against a DC equal to the original cause of the condition + 5. Therefore, if the paladin had failed a Fortitude saving throw DC 15 to avoid paralysis, overcoming the condition with a test of faith would have a 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 level. When a test of faith is successfully made not only does the paladin overcome their negative condition but is also filled with the strength of conviction. This translates in game to a + 1 bonus all rolls for 1 minute. However, failing a test of faith greatly disturbs the characters self-confidence in both the short and long term. Characters failing a test of faith suffer a 1 penalty to all rolls for 1 minute and permanently lose 500xp. Careful consideration should be given on whether a situation warrants the use of a test of faith. At the GMs discretion this ability may be applied to Clerics. TESTS OF FAITH SUMMARY: Roll: DC: Cost: 1d20 + Paladin Level + Wis mod. Original DC + 5. (50 x Paladin level) XP.

Success: effects negated, +1 to all rolls for 1 minute. Failure: effects remain, -1 to all roll for 1 minute.

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.

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Forgotten Heroes: PALADIN

Powers of the Faithful

POWERS OF THE FAITHFUL

Paladins are a character class blessed with a wide variety of special powers. They are far from being just a simple warrior, having many powers and class features that make them a powerful magically attuned fighter. Not only are they a spell-casting class with a wide variety of spells, but also they have the ability to channel positive energy, heal the sick and wounded and smite evil with deadly blows. This chapter concentrates on the magical nature of the paladin. It provides a host of new spells that emphasise the diversity present within the paladin class. There is a section that discusses the Smite Evil ability, both considering its role-playing implications and providing you with a variety of new techniques to flavour this powerful ability. There is an array of new uses for divine channelling, allowing you to use your turn undead attempts to bolster your other powers and abilities. Finally the chapter closes with a number of sections of completely new systems. This includes soul weapons, a new system that allows a paladin character to bond with a magical sword and develop its power as they progress in levels and vow quests, where your paladin garners aid from their god for a spiritual quest. The aim of this chapter is to provide your character with new ideas that will expand the depth of your character and new systems to make playing them more enjoyable.

PALADIN SPELLS
One of the paladins most interesting roles is that of a spell caster. More than any other class, the paladins spells directly focus upon the beliefs, principals and undertakings that define them. However, paladins lack the extensive spell lists available to many magic users 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 many ways, appear a very weak spell-caster. This is compensated for through a spell casting ability focusing on spells that enhance and compliment their existing capabilities. Thus their spells should be seen a flexible bonus system instead of a limited ability that is not worth developing. As the paladin can be called upon to fulfil a number of roles within an adventuring party, this integration of mundane and magical ability is of great value to both the paladin and the troupe. The spells presented in this book are designed to build upon this principle enhancing the uniqueness, focus and capabilities of the paladin class. There are spells that enhance your combat ability and others that help you heal the wounded and suffering. Some spells ill make you a better leader and others will help develop your divine nature. In all, this list of spells builds upon the existing paladin spell list to provide a solid base of spells to develop and adapt you character to the changing world around them.

A PALADINS 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 Below is a complete summary list of all paladin spells, including those provided here, those listed in Core Rulebook I and those presented in Relics and Rituals from Sword and Sorcery Studios. 1ST LEVEL SPELLS Bless. Ally gains +1 attack and +1 on saves against fear. Blessings of Insight. Add Wis bonus to AC against evil opponents. Bless Water. Makes holy water. Bless Weapon. Weapon gains a +1 bonus. Create Water. Creates 2 gallons/level of pure water. Cure light wounds. Cures 1d8+1/level damage (max. +5) Detect Poison. Detect poison in one creature or small object. Detect Undead. Reveals undead within 60 ft. Endure Elements. Ignores 5 damage/round from one energy type. Ephod of Melee. Creates a magical vest that protects against missile attacks and ranged spells. Exorcise the Damned. Adds 1d4 effective levels for turn undead attempts. Gaze of Truth. Detects mind controlling enchantments. Holy Beacon. Signals paladins that another paladin is in danger. Inspirational Charge. Cast as making a charge, if you hit allies gain +2 bonus to attack and damage. Magic Weapon. Weapon gains +1 bonus. Minor Symbol of Divinity. Creates minor magical protection within small area. Poultice. Enhances heal skill effects; double normal recovery rate and Cha bonus to resist poison/disease. Purifying Flame. Produces a small flame that does 1d4 damage to evil creatures, lasts for 1 round/level (max 10). Protection from Evil. +2 AC and saves, counter mind control, hedge out elementals and outsiders. Read Magic. Read scrolls and spellbooks. Resistance. Subject gains +1 on saving throws. Smite. Invokes the paladin smite power. Virtue. Subject gains 1 temporary hit point. 2ND LEVEL SPELLS Commanding Presence. Subject gains +1d4 Cha for 1 hour/level. Defiance. Subject will not flee due to the effects of Fear. Delay Poison. Stops poison from harming subject for 1 hour/level. Divine Pursuit. Make a Knowledge (religion) skill check to track an evil being. Divine Wisdom. Subject gains 1d4+1 Wis for 1 hr/level. Holy Meditation. Mediate for 2 hours for full 8 hours rest. Holy Shield. Target shield gains Wis bonus +1 to AC. Limbs of Endurance. Cures fatigue, improves fortitude save, reduces need to rest. Purify Mount. Remove poisons from your mount and cure any damage caused by poisons. Remove Paralysis. Frees one or more creatures from paralysis, hold or slow. Resist Elements. Ignores 12 damage/round from one energy type. Shield Other. You take half of subjects damage. Undetectable Alignment. Conceals alignment for 24 hours. 3RD LEVEL SPELLS

Powers of the Faithful

Channel Healing. Allows use of lay on hands at range.

Cure Moderate Wounds . Cures 2d8+1/level (max +10). Discern Lies. Reveals deliberate falsehoods. Dispel Magic. Cancels magical spells and effects. Divine Warding. Cancel half damage from evil sources (max. Cha bonus/level). Greater Magic Weapon. +1 Bonus/three levels (max +5) Heal Mount. As Heal on warhorse or other mount. Heart of Valour. Augments aura of courage, grants attack bonuses, causes fear in opponents. Magic Circle against Evil. As Protection from Evil, but 10 ft radius and 10 min/level. Prayer. Allies gain +1 on most rolls, enemies suffer -1. Remove Blindness/Disease. Cures normal or magical conditions Stand Together. Allies can use the paladins saving throws instead of their own. Soul Burn. Causes 1d4 damage per 2 levels to evil creatures and double damage to evil outsiders. 4TH LEVEL SPELLS
Avengers Might. Add Cha bonus to damage and strength checks.

Brothers in Arms. Allies exchange hit points and strength between themselves. Cloak of Righteousness. Creates shining raiment, blinding opponents and encouraging allies. Cure Serious Wounds. Cures 3d8+1/level (max +15). Death Ward. Grants immunity to death spells and effects. Dispel Evil. +4 bonus against attacks by evil creatures. Divine Aura . 1d4/2 levels damage and turns all evil creatures within 60ft. Freedom of Movement. Subject moves normally despite impediments. Hand of Justice. Enables the paladin to mete out tremendous damage in combat. Holy Beacons Answer. Allows paladins to answer the call of a Holy
Beacon.

Holy Sword. Weapon becomes +5, does double damage against evil. Ironheart. Grants recipient +5 bonus that can be distributed among future saving throws. Life Force Transfer. Heal others by harming yourself. Neutralise Poison. Detoxifies venom in or on subject. Purge the Soul . Restore the alignment of a good character who has been turned to evil. Sacred Journey. Enhances a paladins innate abilities. Safe Passage. Enemies must make a will save to attack the paladin and a designated charge. Soul of Mercy. Enhances the paladins combat ability when attacking to subdue. AVENGERS MIGHT Transmutation Level: Paladin 4 Components: V, S Casting Time: 1 action Range: Personal Duration: 2 rounds/level 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 - 34 -

Forgotten Heroes: PALADIN might enables the paladin to draw forth this spiritual might and infuse his body with it. For the duration of the spell the paladin receives his Charisma ability modifier as an enhancement bonus to his damage rolls and any tests of strength he is involved in, such as forcing a door or opposing a grapple attempt. BLESSINGS OF INSIGHT Enchantment Level: Paladin 1 Components: V, S Casting Time: 1 action Range: Personal Duration: 1 round/level Saving Throw: None Spell Resistance: Yes Many believe it is important to understand the nature of evil in order that we may better defend against it and oppose its minions. Using blessings of insight, a paladin is able to draw upon his divine knowledge of evil in order to achieve this goal. When facing an evil opponent the paladin receives a bonus to his armour class for the spells duration equal to his Wisdom ability modifier. CHANNEL HEALING Transmutation (Healing) Level: Paladin 3 Components: V, S Casting Time: 1 action Range: Close (25ft + 5ft/level) Duration: 1 minute/level Saving Throw: Will (if resisting) Spell Resistance: Yes As both a healer and a warrior, the paladin is often unable to reach and heal fallen comrades in battle due to their own involvement in combat. This can cause of both distress and distraction to a paladin when they need their fullest concentration. Channel healing was created by the divine powers in order to spare their champions this hindrance. Once cast, a paladin can use his lay on hands ability at the stated range for the spells duration. As normal this use of lay on hands requires a standard action to perform and provokes an attack of opportunity if the paladin is threatened. The paladin must make a ranged touch attack to hit their intended target, but a willing recipient may choose to forsake their dexterity bonus to armour class without it affecting their AC against any other attacks this round. This can be used to channel healing as damage against undead creatures. If used as such it does not provoke an attack of opportunity but they must resolve to hit as a ranged touch attack. DEFIANCE Enchantment Level: Paladin 2 Components: V, S Casting Time: 1 action Range: Touch Target: Creature touched Duration: 1 minute Saving Throw: Will (if resisting) Spell Resistance: Yes Their faith renders paladins immune to the fearsome presence of evil. While the paladins physical presence can bolster his allies they cannot always remain at everyones side. Defiance allows the paladin to share part of his faith with others so that they too will feel - 35 -

Powers of the Faithful

its strength. While so affected, the recipient of this spell will not flee as the result of a failed Willpower saving throw against any fear effect. The character still suffers any penalties from the failed saving throw but is free to choose their actions normally. DIVINE AURA Abjuration Level: Paladin 4 Components: V, S, DF Casting Time: 1 action Range: 60ft radius from caster Target: All eligible targets within radius (see below) Duration: Instantaneous Saving Throw: None Spell Resistance: No One of a paladins greatest powers is the ability to channel positive energy to turn undead . Calling upon the divine source of his powers a paladin can extend this ability so that all evil creatures feel the effects of the energy the paladin wields . Divine aura is cast simultaneously to the paladin using a turn undead attempt. This turn undead attempt is resolved normally except that it affects all evil creatures within the spells radius. Non-undead cannot be destroyed by this effect. Instead any creatures with hit dice less than half the highest hit dice that can be affected by the turn attempt suffer holy damage equalling 1D4 points/2 levels the paladin posses. Divine focus: the paladin must be wielding a holy symbol or weapon of his deity in order to cast this spell DIVINE PURSUIT Divination Level: Paladin 2 Components: V, S Casting Time: 1 full round Range: Self Target: one evil creature Duration: Variable (see below) Saving Throw: None Spell Resistance: No The enemies of good may be able to hide physically from their hunters but they rarely possess sufficient ability to hide from the powers of good themselves. Divine pursuit enables paladins to draw upon divine knowledge to locate their enemies. After casting the spell the paladin is able to use a Knowledge (religion) skill check 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 physically prevented but any spell or ability that prevents divinations on the target likewise blocks this spell. Upon a failed skill check the spell ends and must be cast again in order to continue tracking the target. DIVINE WARDING Abjuration Level: Paladin 3, Cleric 4, War 3 Components: V, S Casting Time: 1 full round Range: Personal Duration: Until used (max 1 hour/level) Saving Throw: None Spell Resistance: No

Forgotten Heroes: PALADIN In times of great need a paladin may call upon their patron to protect them from the forces of darkness. After reciting a short prayer, the paladin is granted protection from damage received in combat from evil opponents. During the spells duration, 50% of all damage the paladin receives from evil sources, including spells cast by those of evil alignments, is stopped by divine protection. The maximum total damage stopped in this way is equal to the paladins Charisma ability modifier/level. After this limit is passed the protection ends and the spell must be cast again. Any damage taken from a blow that ends the spell and exceeds the amount of protection left on the spell is absorbed in total before the spell ends. As an example Kalin the paladin has 4 points of divine warding remaining when an ogre strikes him for 14 points of damage, the spell absorbs all 7 (50% of 14) points of damage before expiring and Kalin has to deal with the remaining 7 damage as normal. EXORCISE THE DAMNED Enchantment Level: Paladin 1 Components: V, S, DF Casting Time: 1 action Range: Self Duration: 5 rounds/level Saving Throw: None Spell Resistance: No By drawing upon the source of their powers a paladin is able to enhance their standard abilities. Exorcise the damned is a good example of this. Using prayer, a paladin calls upon their patrons strength to bolster their power when channelling positive energy. The effect is that for the duration of the spell the paladin uses their turn undead power as though he were 1D4 character levels higher.
Divine focus: the paladin must be wielding a holy symbol or

Powers of the Faithful

Components: V, S, DF Casting Time: 1 action Range: Touch Target: One item Duration: 1 minute/level Saving Throw: None Spell Resistance: No At the core of the paladins code is the belief that it is their duty to defend others. Unsurprisingly many paladins incorporate shield use into their fighting styles due to its utility as a protective item. Holy shield enables paladins to better defend themselves and others. Under this spells effect, a shield gains an enchantment bonus equal to the casters Wisdom ability modifier + 1, as long as it is being held ready or used. Removing the shield from the wielders person automatically ends the spell.
Divine focus: a shield which is ready for combat use.

INSPIRATIONAL CHARGE Enchantment Level: Paladin 1, War 1 Components: V Casting Time: 1 action Range: 20ft radius centred on caster Target: All allies within range Duration: 2 hours Saving Throw: None Spell Resistance: No Few who have fought alongside a paladin can deny their ability to inspire allies. Inspirational charge focuses this natural ability into an action that raises allies morale. The paladin lets out a battle cry, invoking their patrons blessing, at the beginning of a charge action. While moving the paladin is considered to be casting the 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 they make until your action turn in the next round. POULTICE Transmutation (Healing) Level: Druid 1, Paladin 1, Ranger 1 Components: V, S, DF Casting Time: 1 minute Range: Touch Target: One individual Duration: 24 hours/level Saving Throw: Yes (if resisting) Spell Resistance: Yes Even though they are renowned destroyers of evil, paladins hold all life sacred and seek to ease pain and suffering wherever they find it. Lacking the healing powers of a cleric, paladins often practice the healing arts extensively. The poultice spell allows the paladin to use his divine power to compliment his skills. When performing a Heal skill check a paladin may enhance the materials used to aid the healing process. Upon the successful completion of the Healing task check the injured character gains double their normal healing rate and adds the paladins Charisma ability modifier to any attempts to resist disease for the duration of the spell.
Divine focus: the caster must use one charge from a healing kit in

weapon of his deity in order to cast this spell. HOLY MEDITATION Evocation Level: Paladin 2, Cleric 3 Components: V, S, M Casting Time: 1 minute Range: Personal Duration: 2 hours Saving Throw: None Spell Resistance: No Few experiences can match the peace, certainty and restfulness that a paladin feels when in communication with their patron. As paladins, and some adventuring clerics, rarely have the time to commune with their patron that their temple bound brethren possess, holy meditation exists to fulfil their need for spiritual solace. While casting the spell the paladin prays in front of a portable shrine and burns sacred incense. During the spells duration the paladin is filled with the presence and divine power of their patron and greatly replenished by it. Upon the completion of the ritual the character enjoys the benefits of a full eight hours rest. Material Component: specially prepared sacred incense worth at least 10gp HOLY SHIELD Enchantment Level: Paladin 2 - 36 -

order to cast this spell.

Forgotten Heroes: PALADIN PURGE THE SOUL Abjuration Level: Paladin 4 Components: V, S, DF Casting Time: 1 hour Range: Touch Target: One being of formerly good alignment Duration: Permanent Saving Throw: None Spell Resistance: No There is little that the paladin feels more sympathy for than an innocent being tainted with evil. This can happen in many ways, for example those who have seen their alignment alter to evil as the result of possession or have been returned from an undead state but are marked with evil from the experience. Unable to atone, such beings may find hope in a paladin. Using purge the soul, a paladin calls upon divine power to reach into a being and return them to their original state, in game terms restoring the original alignment of any previously good creature. This process is extremely taxing on the paladin and for 24 hours following its casting they suffer a 1 fatigue penalty to all rolls.
Divine focus: a holy relic worth at least 5000gp and an item that

Powers of the Faithful

spell instantly removes all poisons from its system and cures any damage such poisons have caused up to the time of casting. SAFE PASSAGE Abjuration Level: Paladin 4, Protection 6 Components: V, S Casting Time: 1 action Range: 5ft radius from caster Target: caster and one other individual Duration: 1 round/level Saving Throw: None Spell Resistance: No To a paladin, few actions are as worthy as defending someone unable to defend himself or herself. Through the use of this spell a paladin is able to carry out this sacred task and lead another to safety. Once safe passage has been cast anyone attempting to harm the paladin or their charge must make a Willpower saving throw with a DC of 10 + half the casters level + the casters Charisma ability modifier in order to carry out such action. This includes casting area affect magic whose area would encompass the paladin or his charge. While under the spells affect the paladin and his charge must remain within 5ft of each other. Additionally, the paladins charge may take no actions other than movement. The paladin may continue to act normally, if he initiates an attack the recipient of the attack receives a + 2 modifier on any further saves in order to attack the paladin, though not his charge. STAND TOGETHER Enchantment Level: Paladin 3 Components: V, S Casting Time: 1 full round Range: 25ft radius centred on caster Target: All allies within radius Duration: 1 round/2 levels Saving Throw: Yes (if resisting) Spell Resistance: Yes Loyalty and sacrifice are natural concept to a paladin. Calling upon his deity, a paladin uses stand together to allow him to share his divine empowerment with allies. Throughout the spells duration, allies are able to use the paladins saving throws instead of their own, if they are superior. This is not two-way link as the paladin is giving of himself for the greater good and the Paladin cannot gain the benefit of others saving throws. Given the nature of this experience, paladins use stand together only for the noblest of purposes. SOUL BURN Evocation Level: Cleric 3, Paladin 3 Components: V, S, DF Casting Time: 1 action Range: medium (100ft. + 10 ft/level) Target: 1 character Duration: 1 round (see text). Saving Throw: Fortitude half Spell Resistance: No The character casting this spell invokes a powerful holy judgement against the character. Holy flame burst forth from the target character wherever it can get out, burning them from the inside. Often it will appear that someones eyes and mouth set on fire, - 37 -

belonged to the target before their change of alignment PURIFYING FLAME Conjuration Level: Cleric 1, Paladin 1 Components: V, S Casting Time: 1 action Range: Touch Target : One object or character Duration: 1 round/level (up to a maximum of 10 rounds) Saving Throw: Will negates Spell Resistance: No This spell conjures up a small (hand-sized) brilliant white flame that burns brightly and illuminates a 10 radius from the target. If the target is an inanimate object it will not be consumed by the flames, 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 round the flame is in contact with the character. This damage will only affect evil creatures. Neutral creatures are not affected by the fire and will probably think it an illusion. Good characters will feel a comforting feeling and warmth from the flames (although with no game affect) but will not be burned by them. The flames can be extinguished by normal means. PURIFY MOUNT Transmutation (Healing) Level: Paladin 2 Components: V, S Casting Time: 1 minute Range: Touch Target : One mount Duration: Instantaneous Saving Throw: None 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 creature, and a paladin does all he can to ensure its well-being. Purify mount aids in achieving this. When cast upon a mount the

Forgotten Heroes: PALADIN whereas a more spectacular effect will set the targets skin on fire. The fire burns for only a short period of time (one round) but the character is paralysed for the duration. The spell ends at the start of the casters next action. The target character, if of evil alignment, suffers 1d4 holy damage for every two caster level to a maximum of 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 duration is reached it will do half damage, with a successful fortitude save reducing this by a further half, to a quarter of the full damage. This spell invokes the energy from the targets soul, as the character is destroyed by their inner evil. As such it has no affect on undead creatures as they have no soul, where as outsiders are considered to have a naturally more potent soul and suffer a greater affect from the spell.
Divine focus: the paladin must be wielding a holy symbol of his

Powers of the Faithful

directed way of channelling positive energy; visualising damaged areas and manifesting additional energy within them speeding up the bodys natural healing. Smiting is just another way of channelling positive energy, and as such it can be manipulated and controlled to produce a variety of effects NEW SMITE EVIL RULES Each sub-section below has a description and a basic and advanced system for using these new smite systems. The basic system provides a slight alteration to the existing mechanics, granting a minor bonus and penalty to the basic smite evil rules. Any characters with the ability smite evil can use these rules. The advanced rules provide enhanced powers that allow even more flexibility and variety in the effects of smite evil attacks. These abilities are controlled by a number of different minimum criteria, much the same as the requisites for a feat or a prestige class, which must be met before the 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 of the standard smite evil attack are gained. The five types of smite presented below are curse smites, glory smites, redemption smites, retribution smites and valour smites. You can either choose one type of smite that suits your paladins characterisation and concentrate on that ability, or use them as a flexible tool to enable you to get more options from your smite attacks. You will also find below rules that allow you to blend different types of advanced smite together, thus providing you with much more powerful smiting options. CURSE SMITES Paladins who choose to curse their enemies are using an enemys dark soul against them. By channelling positive energy through their attack and directing it at the evildoers corrupted soul their enemy suffers pain and torment as the force of the attack disrupts the negative energy of evil within them. This smite evil attack utilises the controlled channelling of positive energy similar to that used in healing magic. Instead of visualising energy within a wound or targeting a disease, the paladin reaches into their enemys body and touches their soul with the energy. When the power is released into the heart of an evil character it weakens them from within. Basic System: Declare a smite evil attack as a curse smite before you make the roll. You do not gain the charisma bonus to the attack roll, but instead gain it as an additional damage bonus. Attack: No bonus Damage: bonus damage equals class level + Charisma ability modifier. Advanced System: Make an attack roll using smite evil as per normal. 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 paladins class level, rounded up. Requirements: Heal skill (7 Ranks), Constitution 15+, Wisdom 13+ and the remove disease class ability. Damage: bonus damage equalling half the characters level + contagion. GLORY SMITES Paladins can also manifest their smite evil ability by visualising the more powerful positive energies. This works by channelling positive energy through their weapon, enabling them to temporarily convert their sword into a divine tool. - 38 -

deity in order to cast this spell

DIVINE SMITES
WHAT IS A SMITE? Everyone who plays a paladin knows what their smite evil ability is, dont they? Its an attack that gives you a nice big bonus to hit and damage. But why does this happen? Where does this power come from? This section aims to explore the source, style and use of the paladins smite evil ability.
Smite evil is much more than a simple bonus attack, enabling you to

kill off the really big monster thats been threatening you. It is never fully defined other than in game statistics. Are you blighting the evildoer with your righteous indignation or are you relieving them of their sins, allowing them to pass to a better place? What force is being invoked and what is its source? Is it an act of direct intervention on the part of your deity or does it stem from the purity of your soul? Perhaps its both of these. There are so many questions, so many ideas, but no real answers Until now. So lets start with the basics. Essentially, the ability to smite evil is divinely given power channelled through the individual understanding of its user. We can add more diversity to the ability, thus providing us with more opportunities to personalise our characters. A number of simple mechanisms can be applied, enabling smite evil abilities to suit the individual nature of each paladins manifestation of this power. Below are five different descriptions for how you can flavour your smite evil ability along with new systems to make different ideas come to life. They will make you think about your characters reason and justification for smiting their enemies as well as a providing a range of different effects for the smite evil ability. POSITIVE ENERGY Crucial to the smite evil ability is an understanding positive energy. It is raw energy that the divine powers make available for their servants and champions. Most users of this energy are trained in visualising and manifesting this energy in certain ways. Paladins manifest positive energy in two ways on a regular basis: healing and turning undead. Both powers are manifested using differing visualisations. Turning undead is visualised and manifests as a large expulsion of energy. Unnatural creatures are destroyed as the fabric of negative energy that sustains them is expelled from their being by the force of positive energy. Healing is a more controlled and

Forgotten Heroes: PALADIN When the character makes a turn undead attempt they are emitting positive energy into the general vicinity. When the Paladin channels this expulsive energy through a smite evil attack, their weapon focuses this energy into a powerful force. At basic levels this enhances the paladins ability to cut through the armour and defences of evil beings, thus disabling any protection that has been granted to them by their dark powers. As the Paladin becomes more proficient in focusing the energy they learn to produce a beam of holy power that cuts into the soul of their enemy. Gallants, who favour ranged combat, commonly manifest this ability. Basic System: Make a smite evil attack declaring it as a glory smite . The attack affects evil creatures with damage resistance as if the paladins weapon possessed magical a bonus equal to half their Charisma modifier ability rounded up. This does not confer any additional bonus to attack or damage. The bonus damage dealt by this attack is equal to half you class level rounded up. Damage: bonus damage equals half class level. Special: ignore damage reduction as if using magic weapon with a bonus equalling half the characters Charisma ability modifier. Advanced System: 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 slams into your enemy. This attack does not get any bonuses resulting from the weapon used including overcoming damage reduction. However the same bonus for overcoming damage resistance is applied as with the basic system. Requirements: Extra Turning feat, Dexterity 13+ and Charisma 15+. Special: ranged touch attack, ignore damage reduction as if using magic weapon with a bonus equalling half the characters Charisma ability modifier, do not add normal bonuses of the weapon to this attack REDEMPTION SMITES Sympathy for their enemys pain and anguish enables a paladin to treat their smite evil attack as an act of compassion. By tuning in to the darkest recesses of the evildoers mind they can drag out the buried conscience and give it release. involve the Paladin surrounding their enemys dark soul with the love and protection that they reserve for the righteous or downtrodden. So overwhelming is their compassion, it causes torment within those of a black heart who have no
Redemption smites

Powers of the Faithful

understanding of such feelings. When used by the most powerful paladins this can cause insanity in evil creatures as they struggle to accept the consequences of their own depravation. Even low level paladins possess such compassion that their smite evil attack and cause opponents extreme mental turmoil. At higher levels this power becomes detached from the need to attack opponents. Redemption smites become a mental power rather than a physical one. More spiritual paladin classes, such as the Devout and the Seeker, favour this ability. Basic System: Declare a redemption smite when attempting a smite evil attack. The character does not gain the normal additional bonus to hit with this attack. Bonus damage from the attack is linked to the paladins strength of mind rather than their spirit and is calculated using their Will saving throw. Damage bonus equals the paladins permanent Will saving throw bonus ignoring any temporary modifiers, such as those generated by magical items or temporary spell effects. At this early stage the paladin has not learned to detach their smite ability from a weapon attack, and must make a melee attack as usual. Attack: no bonus Damage: bonus damage equals the characters Will saving throw Advanced System: To use this attack the character must have focused their detect evil ability upon the target for three rounds. No roll is made to attack, instead the victim must make a Will save at DC 10 + the paladins permanent Will saving throw (not including temporary or item modifiers). Failure causes the target to suffer temporary Wisdom drain equalling the paladins Charisma ability modifier, take the paladins level as subdual damage and become stunned by the attack. A character who passes this saving throw will still take the full amount of damage, but not suffer from the Wisdom drain. In addition, they will be shaken for the powers duration. These affects last for a number of rounds equal to the Paladins Wisdom modifier. Requirements: Concentration skill (10 ranks), Willpower saving throw +8 (including Wis and Cha ability modifiers). Attack: Automatic Damage: Charisma modifier Wisdom drain, Class level subdual damage, stunned. Saving throw: Will (DC 10 + Paladins Will Save) Saved roll : cancels Wisdom drain and character is shaken instead of stunned. Duration: Wisdom ability modifier in rounds

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 RETRIBUTION SMITES This ability utilises the paladins aura of courage, channelling their divine power through the paladins presence and bravery. Their opponents feel the power granted by the characters aura, causing a great fear in their evil hearts. A paladins focus and protective nature provides them with immunity to fear and the ability to protect those around them. Such power comes from the ability of positive energy to dispel and replace the natural chaotic evil energies present in supernatural fear. This force can be seen as a null-effect to the dark forces focused by evil characters creating these negative energies. Retribution smites use this process to strip away the physical, magical and 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 easier to hit they are partially paralysed with fear as the holy power cuts through their armour. However, this drains some of the paladins spiritual energy, and it is unavailable to bolster the damage caused as their normal smite evil would. Basic System: You must declare your intent to use this type of attack when you declare that you are using the smite evil ability. This attack gives an additional plus-two bonus to hit, but the damage of the attack is reduced by the same amount. Attack: add your Charisma ability modifier + 2. Damage: bonus damage from the attack equals the characters class level 2. Advanced System: Retribution smites are resolved as normal for a smite evil attack. If successful only half the normal damage bonus is received, but the target is affected as if hit by a Cause Fear spell. This will affect the character even if they are normally immune to fear. The target must make a Willpower saving throw at a DC of five plus the paladins 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 paladins level, round up, + fear (save DC = 5 + paladin level). VALOUR SMITES This ability uses the paladins divine presence to strike against those opposed to the greater good. By visualising their resolve and authority a paladin generates a divine energy, channelled through their attack. This attack cuts though armour and flesh alike, causing great agony and serious wounds to beings of evil. As the paladin becomes more powerful they gain the ability to spend the power used to fuel spells through their smite attack. Instead of praying for divine power in the form of a spell, the paladin channels that energy through their attack, causing great damage. Basic System: This ability is the default smite evil power as described in the Core Rulebook I. The Paladin adds their Charisma bonus to hit and their class level to the damage caused. Advanced System: 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 used up. This spell has been effectively cast and it may not be used again. The paladin must choose which spell they are sacrificing to power this smite attack when they make the attack. Only one spell can be sacrificed per smite action and no affects of that spell - 40 -

Powers of the Faithful

manifest. The level of this spell determines the additional damage caused depicted in table 3.1. Requirements: Concentration skill (7 ranks), Cast Paladin spells, Wisdom 15+ and Charisma 13+. Damage: bonus damage equals characters class level + bonus dice (determined by spell level used up in attack). Table 3.1 Valour Smite Bonus Damage Spell Level 1 2 3 4 Damage Bonus +1d4 +1d6 +2d4 +2d6

COMBINING ADVANCED SMITES As a paladin grows more powerful and reaches the requirements for multiple advanced smite abilities, they may wish to combine the differing affects of these powers. For example, a Gallant/Paladin 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 complicated, as the character must learn how to visualise and manifest multiple uses of positive energy simultaneously. Paladins must meet additional criteria before being able to use multiple affects during the same smite evil attack . These criteria are determined by the characters level plus their Wisdom ability modifier, signifying both practice and mental control over positive energy. If the characters class level plus Wisdom modifier is greater then seventeen they can begin to combine two advanced smiting abilities. When this total reaches greater than twenty-four they can combine three different abilities in a single smite attack. These levels may seem demanding, but only the truly powerful paladins should be able to achieve the tremendous effects produced by unleashing multiple forms of positive energy within a smite evil attack.

DIVINE CHANNELLING
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 fight some of their greatest battles against the demons within. These battles reveal much to the paladin about their true nature, creating great inner focus and strength. Combining this inner focus with their ability to draw upon divine energy, and their faith, paladins learn the powers of divine channelling . In this section the nature, methods and affects of a paladins divine channelling potential will be discussed. This builds upon rules already presented in other D20 System supplements, that suggest systems for the channelling of positive energy as an alternative use for the turn undead class feature of paladins and clerics. Although the system presented below will theoretically work for any character class that can turn undead, the flavour of the abilities described are very specific to the roles of the paladin. Although 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 your own game world. THE DIVINE WITHIN The soul of paladin is a unique thing. Even the most diverse of paladins, however, share an instinctive inner strength that sustains them along the long and difficult path of their lives. Their many battles against both the forces of evil and their own inner frailties

Forgotten Heroes: PALADIN leads paladins to understand themselves in a way others rarely manage. This allows them to draw upon the strength within their soul to meet the countless challenges they face. Paladins call this ability their inner focus . Inner focus is used instinctively by paladins in all the actions they undertake. In many ways it is the source of the almost superhuman virtues attributed to paladins, such as resolve, compassion and courage. Using game terms, inner focus is divided into four categories. These groupings represent broad areas of focus, suitable to the kinds of beliefs paladins possess, and that guide their actions. Each of these categories has an associated ability score. This serves to represent the inner strength the character possesses within their soul. These categories (and associated ability scores) are: Compassionate Focus (Con), Devotional Focus (Wis), Inspirational Focus (Cha) and Martial Focus (Str). THE DIVINE WITH-OUT Other powers make paladins the unique agents of good. Most notable are their faith in the source of their divine power and the divine, or positive, energy that a paladins patron makes available to their champion. Faith forms the cornerstone of what a paladin believes and helps a paladin in understanding the capabilities she possesses. Paladins are granted access to divine energy to strengthen them in their fight against evil. While this energy grants paladins many powers, its limitations demonstrate the mortal soul can only harness a finite amount of this power. Although not infinite, a paladins faith - and hence the flow of divine energy through their body - is a natural part of their being. Faith is hard to define, involving both the GMs and players concept of religion. However, for game purposes, the characters paladin level will be used to represent their ability to draw upon faith, raw capacity to understand spiritual concepts and progression in divine understanding. A paladins turn undead ability shows how much divine energy can be channelled and the strain it places upon the individual. The number of turn undead attempts a paladin can make in a given day serves as an excellent representation of how much divine energy they can draw upon. THE WHOLE: DIVINE CHANNELLING Experienced paladins learn that the soul can be used to channel divine energy in the same way willpower is used to channel this energy when they turn undead . Once understood it becomes a 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 divine energy may be used, without violating a paladins responsibility to their divine patron. As in many such situations, the paladin relies upon the guidance of faith. Combined inner focus, faith and divine power allow the paladin to create new manifestations of divine energy, representing the characters soul and his beliefs. Paladins refer to this process as divine channelling . In game terms the player permanently selects a single inner focus that most fits their character concept. Each inner focus makes available five effects that they can attempt to manifest by channelling divine energy through their soul, guided by faith. These powers have two requirements. Firstly, the character must expend a number of their available daily turn undead attempts, representing the strain of using divine energy. Secondly, they must succeed a Difficulty Check based on a given value for each power. The formula for this check is;
1d20 + paladin level + inner focus ability score modifier

Powers of the Faithful

Optional Rules: This system of Divine Channelling has numerous applications to the larger d20 system. A few ideas detailing ways in which a GM may integrate this into their games are provided below: Simple Use: The system presented here allows for the player to select one inner focus for their character, thus restricting the variety of powers they can achieve with their focus and requiring the character to have high scores in certain abilities and skills. Considered alongside the cost of using a turn undead attempt to access the channelling power it presents itself as a balanced system. Channelling Feats: Some publishers have already provided rules suggesting that a feat 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 each inner focus as a separate feat that must be taken in order for the character to develop the ability to channel positive energy in each manner. Clerics: These rules can be applied equally easily to clerics. However, the inner foci in this chapter will probably not be appropriate to many cleric characters. Therefore it will probably take some work to develop your own foci that suit the gods of your own game world. You will also find that the rules here are designed to work around the paladins class features, rather than those of the cleric. For example, most good or neutral Clerics can benefit from the compassionate focus, but lack the Lay on Hands ability to get the full benefit of the system. Again, work will be required to get these ideas close to something that clerics can use. There is a discussion topic in our on-line Forum where we have posted some other foci of our own design and called for our readers to post the same. Hopefully this should provide a resource for everyone. Check out www.maladinsgate.com for more details This represents the paladin applying their faith so as to understand 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 sufficiently focus the energy. Each attempt to activate a divine channelling power is a standard action that provokes an attack of opportunity. All divine channelling powers are considered supernatural effects. The following powers are available. COMPASSIONATE FOCUS These paladins souls possess the power stemming from true compassion and the desire to end all suffering. Paladins possessing a compassionate inner focus become renowned for their acts of mercy, kindness, generosity and care of the sick. Constitution is their associated statistic as it represents the powerful life energies that exist within them. Ability Score: Constitution Prestige Classes: Compassionate classes like defenders, devouts and peacebringers most commonly develop this inner focus. It does however suit some of the more just-minded warriors of the prestige classes, such as the judicial champion and Avenger. Restored Healing Touch: Concentrating upon the desire to ease suffering, the paladin is able to use divine energy to restore the healing energies used in the lay on hands ability. Using this power

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Forgotten Heroes: PALADIN enables the paladin to restore used lay on hands healing points, up to the maximum for the day. Each successful use of this power restores points totalling the characters Constitution ability modifier + character level Cost: 1 turn undead attempt DC: 15 Enhanced Healing: Through greater understanding and focus, a paladin can generate healing energy from raw divine energy. This power adds a number of healing points, beyond the normal maximum to any healing spells the character casts. This power is used as the character casts a healing spell. The number of hit points healed is increased by the characters Constitution ability modifier multiplied by the spell level. Cost: 2 turn undead attempts DC: 15 Restored Purification: Paladins with this inner focus may also channel divine energy to replenish the energy used to remove disease .. A successful use of this power restores one of the paladins expended remove disease ability. Cost: 3 turn undead attempts DC: 20 Extended Purification: The pinnacle of the compassionate inner focus allows the paladin to channel divine energy through their soul and use its purity to cleanse others. A successful use of this power grants the character the ability to neutralise poison as the spell. This ability remains until used but a paladin only hold one neutralise poison at a time. Cost: 4 turn undead attempts DC: 20 Restorative Touch: By using this power the paladin reaches into the soul of their patient and uses their healing energy to purge the lasting damage of negative levels and ability score drain. When using this ability the paladin must also expend a Remove Disease attempt. The target character is treated as if subject to a Restoration spell, as if cast be a cleric of equal level to the paladin, and recovers lost ability scores and removes any negative levels. Cost: 5 turn undead attempts, 1 Remove Disease attempt. DC: 20 DEVOTIONAL FOCUS Those with a soul possessing mystical strength gain their power from a desire to emulate the perfection of the divine. They seek to bring this blissful state to others, that all may know joy and contentment. Where paladins have brought great comfort with words alone, prevented conflict with great understanding or wielded great holy power against dark forces, those with a devotional inner focus have stood. Wisdom is associated with this inner focus as it represents the ability of the paladin to understand the teachings of higher beings. Ability Score: Wisdom Prestige Classes: Only the most religiously focussed paladins may take this focus. Many seekers and devouts display these abilities. It is also favoured by the holy fighter classes, such as the warrior monk and crusader sub-classes and the musketeer and road knight. Devout Strength: Against evil opponents, divine energy is a powerful tool. Paladins with devotional inner focus quickly learn to use this to enhance their own mystical powers, particularly when facing evil adversaries. This power is used as when casting a divine spell. The spell cast gains bonus spell power . This is a modifier applied - 42 -

Powers of the Faithful

to any rolls made to overcome the spell resistance, or dispel attempts, made by evil beings. The paladin can choose the level of spell power they wish to summon, to a maximum equal to the casters Wisdom ability modifier. Cost: 1 turn undead attempt DC: 10 +5 per spell power level (a +1 spell power is DC 15) Lesser Mystical Replenishment: As a paladin begins to understand the relationship between the mystical energy contained in divine spells and unfocused divine energy they use when channelling. They discover that these energies supplement one another. With sufficient energy and concentration the paladin learns to replenish the power they have used in casting a spell. Upon a successful use of this ability the character is able replenish one of their expended spell slots and will be able to cast the spell the slot held again. At this level the character may only replenish first level spell slots. Cost: 2 turn undead attempts DC: 20 Mystical Replenishment: As with Lesser Mystical Replenishment , except this power may be used to replenish second level spell slots Cost: 3 turn undead attempts DC: 20 Greater Mystical Replenishment: At this level the paladin can replenish a third level spell slot. Cost: 4 turn undead attempts DC: 25 Mystical Empowerment: With sufficient energy and faith, a paladin with mystical inner focus channels the flow of divine through them 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 Wisdom bonus, the paladin counts as a higher level when determining spell effects and class features, such as smite evil, lay on hands and remove disease attempts. For the duration, the paladin is treated as though their level equals their current level plus their Wisdom ability modifier. The paladin does not gain access to more spells because of this power. Cost: 5 turn undead attempts DC: 25 INSPIRATIONAL FOCUS The souls of these individuals possess a power gained from understanding the great capacities within each being, and holding a desire for a world where everyone recognises their own worth and respects that of others. Tales of paladins who have freed slaves from oppression, overthrown tyrants, lead great armies of good and turned men from darkness are often of individuals with inspirational inner focus. Charisma is the associated statistic as it represents the inner spirit of the paladin as much as exterior appearance or charm. Ability Score: Charisma Prestige Classes: This inner focus is particularly favoured by the leaders amongst the paladin classes; lords, champions, justicars and gallants are renowned for possessing this inner focus. It is also favoured by many warriors who find themselves in battle and use its abilities to keep themselves and their allies alive and pushing for victory. As such it is favoured by dauntless heroes, chevaliers and holy dragoons. Encompass Allies: Using this power allows paladins to extend the radius of their aura of courage by projecting confidence through waves of divine energy. While there is technically no limit to how

Forgotten Heroes: PALADIN far these waves can extend faith and the strain of the process provide limits to the powers extent. This effect lasts for a number of rounds equal to the characters level + Charisma ability modifier. Cost: 1 turn undead attempt DC: 10 +5 for every +5 ft to the radius (a +5 ft radius is DC 15). Residual Courage: Rather than trying to extend their aura of courage a paladin can use this power to cause the divine energy carrying their confidence and resolution to linger in others. A successful use of this power means those who leave the area of an aura of courage will still benefit from its effects for a number of rounds equal to half the paladins Charisma ability modifier, round up. This power has the same duration as encompass allies . Cost: 2 turn undead attempts DC: 15 Supportive Aura: This power uses divine energy to bolster the effects of an aura of courage, providing allies with support when they need it most. Rather than being constantly active, the divine energy channelled by the paladin is only expended when their allies own reserves of courage fail. This power lasts a number of rounds equal to the characters level + Charisma ability modifier. While active, any allies within a paladins aura of courage who fail a Will saving throw that results in morale penalties are immediately granted another saving throw attempt. This may be taken using the paladins saving throw score if this is better than the characters own. Cost: 3 turn undead attempts DC: 15 Limitless Courage: Requiring massive amounts of divine energy to activate, this power floods a paladins allies with divine energy which carries the characters own fearlessness. This affect lasts for a number of rounds equal to the characters Charisma ability modifier + half the characters level. During this period any allies within the paladins aura of courage are totally immune to fear and fear based effects. Cost: 4 turn undead attempts DC: 20 Power of Right: This ability represents the ultimate expression of the inspirational inner focus. Using this power a paladin not only bolsters the courage of others with his own bravery he also uses divine energy to fill others with the righteousness. Lasting until either the combat ends or the paladin becomes unconscious, all allies within 30ft of the character receive a +2 divine bonus to attack, damage and AC after this power has been activated, as they are filled with divine might. Cost: 5 turn undead attempts DC: 20 MARTIAL FOCUS 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 their associated statistic for it represents the might of the paladin in a righteous cause. All martial focus powers have a duration equal to the characters level plus their Strength ability modifier. Ability Score: Strength Prestige Classes: This inner focus appeals to the most martial of the paladin classes. Judicial Champions and Slayers often possess a martial inner focus. It is also common amongst Horse Knights and

Powers of the Faithful

Crusaders. There are few paladin classes that would not gain some benefit from this focus, as all are Warriors of Light. Empower Weapon: The paladin infuses his weapon with divine energy enabling it to bypass the physical defences of evil creatures. If successful the weapons damage is classed as holy and, as such, only affects evil creature. This attack, however, inflicts a maximum damage equal to the paladins level plus their Strength ability modifier for any one blow. Hence should a third level paladin with strength sixteen use this ability their attack will do a maximum of six damage. The characters weapon remains charged for a number of rounds equal to their strength modifier. Cost: 1 turn undead attempt. DC: 10 Reinforce Shield: Using this ability reinforces a shield with divine power. This force protects against negative energy allowing the shields armour class bonus to count against magical touch and incorporeal attacks from negative energy creature, such as undead. Cost: 2 turn undead attempts DC: 20 Righteous Weapon: With this power the paladin can channel the positive energy though their weapon, enabling it to bypass magical defences possessed by evil creatures. Weapons charged in this way grant a divine bonus for overcoming damage resistance; the paladins weapon counts as a magical weapon for the purposes of damage reduction, in a similar manner to the Monks Ki Strike ability. This bonus is restricted to a maximum of the characters Strength ability modifier. As with Ki Strike, this bonus stacks with any bonuses the weapon already possess for overcoming damage resistance but does not add to attack and damage rolls Cost: 3 turn undead attempts DC: 10 +5 for every +1 (a +1 bonus is DC 15), max. Str Bonus. Just Weapon: The concept of justice applies to all equally. Paladins use this knowledge to fight those incorporeal monsters that avoid physical justice. A paladin may channel divine energy into their weapon making it effective against all foes. If successfully channelled, the divine energy infuses the weapon allowing it to be used to strike incorporeal and ethereal enemies normally. Cost: 4 turn undead attempts DC: 20 Reinforce Armour: As with shields, divine energy can be used to reinforce armour against dark energies. This requires great religious focus and energy expenditure, but the protection granted can be lifesaving. Reinforced armours armour class bonus counts against magic touch and incorporeal attacks from negative energy creatures Cost: 5 turn undead attempts DC: 20

SOUL WEAPONS
Central to a paladins existence and purpose is the battle against 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 combating the servants of darkness as defenders of the innocent, warriors of good and hunters of evil. Combat is a way of life for paladins and their skills and training reflect this. They may lack the versatility of the fighter, the manoeuvrability of the ranger or the destructive power of the barbarian but their class abilities make them more suited to withstand the powers wielded by servants of - 43 -

Forgotten Heroes: PALADIN evil. Combined with their divine gifts, this makes paladin the foremost warrior in the war against evil. Given their combat focus, the paladins arms and armour shape their ability to carry out their duties. Most take advantage of their extensive martial training to utilise the heaviest armours, shields and a variety of weapons. This enables them to gain maximum protection and versatility in combat. Their focus on combating evil means it is little surprise that many paladins have learnt to imbue their own spiritual and divine powers within a single weapon. That weapon then becomes an extension of the wielder and a versatile force against evil. These items are the legendary paladin soul weapons. Each soul weapon is a direct extension of paladins own beliefs, desires, ideals and experiences. They are not simply inanimate objects they become more akin to a companion, like the paladins mount, accompanying the character in their crusade against evil. While not sentient in the strictest sense, as an extension of the paladins divine nature the force within the blade serves to keep the paladin true to their calling. Soul weapons can and will deny their 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 using their soul weapon, much can be learnt as to the nature and goals of the wielder. Paladins are proud for others to see such displays to them the soul weapon symbolises all that is pure, just and necessary in battle, and serves to remind and inspire others of the power of good. This section will examine how soul weapons are created, function and can grow in power as their creator advances in understanding of themselves and their holy task. Rules will be presented allowing the character to create a unique item that is part of their character and changes to reflect their concept and role-playing experience.

Powers of the Faithful

patron although wandering paladins use other holy sights, where 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 between himself and the weapon open and lets part of his energy infuse it. Such an expenditure of energy greatly fatigues the character. It is advised the character rest immediately afterwards, although for wandering paladins this is sometimes not possible. Instinctively the paladin feels his connection to the soul weapon and this bond serves to strengthen his resolve the weapon reflecting his purity of purpose to him. In addition the weapon now possesses enchantments allowing it to overcome supernatural resistance to damage and inflicts additional damage based upon the divine energies. System: To create a soul weapon, a paladin character must be of at least third level. The type of weapon is the players choice; the only restriction is the chosen weapon cannot be enchanted in any way - however it is recommended that the player choose the weapon that suits their characters concept and background. As always, the GM has final say on what weapon the paladin may use for this procedure. Creating the weapon is automatic if the ritual outlined above is followed. At the end of the ceremony the character must permanently sacrifice either two of their daily turn undead attempts or one of their weekly remove disease attempts in order to provide the energy that powers the weapon and links it to the character. Until the character receives a full eight hours rest they are treated as fatigued (see Core Rulebook I). The weapon created has a + 1 enchantment bonus and inflicts + 1D6 holy damage against evil opponents. Additionally, once per day, for 10 rounds, the weapon acts as a + 5 weapon for overcoming damage 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. Only the paladin who created it may use the soul weapon; it functions as if an ordinary item when wielded by others. The paladin can sense its general direction and distance as long as the weapon is not on another plane of existence. Should the character ever lose his paladin abilities, from a change of alignment or an unlawful act, his soul weapon ceases to function until such time as his powers are restored.

CREATING SOUL WEAPONS Upon reaching a sufficient understanding of themselves and the divine forces they wield, a paladin may select a weapon to become their soul weapon. The choice of weapon is usually the favoured weapon of a paladins divine patron, although weapons with hereditary or symbolic meaning to the individual may also be chosen. Once the weapon is selected the paladin must choose a location strong in positive energy, usually a temple of the paladins

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 ENHANCING SOUL WEAPONS As the paladin grows in power and understanding, she may reflect this by sharing more of herself with her soul weapon. Even as powerful an artefact as a soul weapon cannot contain the entirety of a mortal soul - such artefacts are forged within the realm of more sinister powers. Rather, paladins share their strongest and deepest held beliefs with the weapon. This serves to express the values truest to the paladin when he wields the soul weapon and allows it to continue strengthening the paladins resolve. The process for enhancing the soul weapon is much less intensive than that undertaken to create it. Once again a place of strong positive energy is needed for the ritual. To enhance their weapon the paladin need only pray and focus upon the aspect of themselves they wish to share with their weapon for one hour. At the end of this period a small fragment of the paladins essence is transferred into 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 and he suffers no ill effects from it. As each paladin possess unique souls each soul weapon exhibits unique powers. System: The character may begin investing new abilities in their soul weapon at the rate of one per level, beginning at their fourth paladin level. The maximum number of abilities a soul weapon can hold is equal to the characters Charisma ability modifier plus one. If this modifier drops below the number of abilities invested in the weapon, no abilities are lost. Conversely, if the character gains an increase in their Charisma ability modifier then their soul weapons become eligible to receive an additional power. Below are listed a selection of powers that can be invested within a soul weapon. Each has a minimum level requirement, representing the characters spiritual progression, and an experience point cost that the character must sacrifice, representing the piece of their soul invested in the weapon. Players should choose abilities that represent the nature and attitudes of their character, rather than which abilities are most useful. Note that increasing the weapons enchantment bonus must be done sequentially, e.g. a character cannot select Increased Enhancement Bonus 2 unless they have already invested the weapon with the Increased Enchantment Bonus power. SOUL WEAPON ABILITIES Defending: As a free action the character may transfer some or all the weapons enchantment bonus to add to their armour class (see Core Rulebook II). Minimum level: 4th Experience cost: 200xp Peacemaker: Wielder may opt, as a free action to deliver the weapons damage as subdual with no penalty to attack (usually 4 penalty is applied). If subdual damage is chosen, the characters Charisma ability modifier is added to the total as bonus damage. Minimum level: 5 th Experience cost: 250xp Healing: The weapon can be used to cure up to 20 hit points of damage per day by touching the injured character with the weapon. These healing points restore at dawn each day. Minimum level: 6th Experience cost: 400xp Lawful: The weapon inflicts + 1D6 lawful damage against beings of chaotic alignment (see Core Rulebook II). Minimum level: 6th Cost: 450xp

Powers of the Faithful

Bane: Bane weapons inflict + 1D6 and gains a + 2 enchantment bonus against a designated foe (see Core Rulebook II).. The foe selected must be a predominantly evil creature. Minimum level: 7th Cost: 500xp Holy Damage: Adds + 1D6 holy damage to the damage the weapon inflicts upon evil beings (see Core Rulebook II). Minimum level: 7th Cost: 550xp Increased Enchantment Bonus: Increases the weapons enchantment bonus to + 2. Minimum level: 7th Cost: 300xp Protector: Reduces the damage the wielder suffers from all physical attacks by 3 points. Minimum level: 8th Cost: 650xp Resisting: Reduces all damage the wielder takes from energy attacks by 3 points. Minimum level: 8th Cost: 650xp Increased Enchantment Bonus 2: Increases the weapons enchantment bonus to + 3. Minimum level: 9 th Cost: 700xp Inspiring: Increases the Charisma ability of the wielder by 2 points when worn. Minimum level: 9 th Cost: 750xp Defiant: Grants the wielder a + 2 enchantment bonus to Will saving throws and makes them immune to uses of the Intimidation skill. Minimum level: 10th Cost: 800xp Divine Smiting: Empowers the wielder with an additional smite evil per day and adds + 1 to the attack and damage when using the smite evil ability (see Core Rulebook I). Minimum level: 10th Cost: 850xp Empowering: The wielder of the weapon casts all divine spells as though they were a spell caster two levels higher than they are. This is used for determining spell effects only and does not grant the wielder any additional spell slots. Minimum level: 11th Cost: 900xp Brilliant Energy: Creates an energy weapon that ignores non-living matter. Armour and enchantment bonuses are ignored when attacking with the weapon. This is ineffective against constructs, undead and objects (see Core Rulebook II). Soul weapon users may activate and deactivate this feature as a move equivalent action. Minimum level: 12th Cost: 950xp Increased Enchantment Bonus 3: enchantment bonus to + 4. Minimum level: 12th Cost: 950xp Increases the weapons

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Forgotten Heroes: PALADIN Dispel Magic 10ft Radius : Once per round the wielder may cast a dispel magic, using their paladin level for the dispel roll, in a 10 ft radius around the caster. Minimum level: 13th Cost: 1000xp Increased Enchantment Bonus 4: Increases the weapons enchantment bonus to + 5 Minimum level: 14th Cost: 1250xp Spell Resistance: Grants the weapons owner Spell Resistance of 10 + character level. Minimum level: 15 th Players are encouraged to discuss other options for their character 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.

Powers of the Faithful

Other Character Classes and Vow Quests This system is very general and will work quite happily for other character classes. However, the gods are less likely to listen to a lay person or wizard than their own personal servants. As such other 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 paladin makes a vow quest Contact or Quest check (see below) they do not add their class level to the roll, this is a specific advantage to being a paladin. Clerics are also familiar with contacting their Gods, but they are considered valuable servants in other areas and most gods would prefer their clerics to stay in the temple and tend their flock. This means that clerics often find it difficult to persuade their god that their quest is worthy. Hence clerics may add their 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 achieved by characters who actively worship a given deity. 3.2 details the bonuses to the check that can be gained. Sacrificing material goods must be of an appropriate type to garner your patrons favour. Such goods may not be readily available in the shops, the GM should determine how what goods must be sacrificed and its availability. The maximum bonus that can be gained from this sacrifice is +5. A character who is joined in prayer by others must be joined by those who believe in their cause and their quest. The maximum bonus that can be gained is equal to the characters charisma bonus. Roll: 1d20 + Wisdom bonus + class levels Table 3.2 Vow Quest Check Modifiers Modifier Formal Ritual (with successful Knowledge [religion] skill check at DC 15) Sacrifice (per 2500gp value. Maximum +5) Performed in a temple Performed in major temple Performed on a holy site Joined in prayer (per individual cleric or paladin. Maximum Charisma bonus). QUEST Once the paladin has made contact with their patron they must petition them for aid. This is done by making a Quest check . A quest check is modified in much the same way as the Contact check , however there are a number of differences. Firstly the paladin must choose how long the quest will take to complete. They must be very careful about this length, as if they fail to complete their quest in the time allowed they will suffer a large experience penalty. The length of the quest determines the base difficulty class of the check (see table 3.3). 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 roll. The same modifiers apply as with the contact check (see table 3.2). Table 3.3 Quest Check DC. Length of Quest One week One Month One Year DC 10 15 20 Value +2 +1 +1 +2 +1 +1

VOW QUESTS
The paladins relationship with their patron is different from that of a priest. In many ways, clerics can be seen as the mouth of their god. The paladin, however, is perhaps better thought of as their hands. Paladins travel the land performing tasks of great bravery and exacting them with wisdom and divine power. Their role as a 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 paladin, however, has a great power over their own destiny, and often they choose their own quests, and their God allows them to follow their own desires. Patrons have a great faith in their paladins sense of commitment to their holy cause and leave them to follow their quests. However, sometimes the paladin will attempt a quest that challenges the limits of their abilities, and feels that they need an extra helping hand. In these situations the paladin makes a pact with their God, promising to fulfil their mission at all costs. Their patron returns the favour and grants them new powers to aid them in their task. CONTACT The first stage on their quest is to contact their patron for aid. This is achieved by the character praying and making appropriate sacrifices and performing the correct rituals to attract their deitys attention. To attempt this, the paladin must spend at least an hour in prayer. At the end of this period the character makes a Contact check to determine whether they have been successful. If they have not been successful they may not request their patrons aid and do not go any further with the Vow Quest process. If successful they can determine the nature of their quest and must make an additional check to determine whether their god will grant the quest (see below). Contact Check: A contact check is a wisdom ability check made against a difficulty 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 cleric, they may add their class level to the roll, adding levels in both classes together. They may also make a Knowledge (religion) skill check against a difficulty class of fifteen to know of the appropriate ritual to make contact. They also can make sacrifices to their god of material goods. Performing the ritual in a temple or other holy site will also provide them with additional bonuses to the roll, as will being joined in prayer by other paladins or clerics. Table

Powers and Geas: In addition, the questing character must request of their deity the specific powers that they think will aid them in - 46 -

Forgotten Heroes: PALADIN their mission. These powers also modify the Quest check, acting as negative modifiers to the roll. Also, quest powers must be countered by Geas placed upon the character by their patron. Geas are compulsions that the paladin must comply with whilst upon their quest. If these Geas are broken the character has failed their quest and loses all powers and suffers the quest failure experience penalty (see below). However, these are a subconscious compulsion, and the GM must warn the character before they attempt an action that it 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 powers the character has requested for their quest (see table 3.4). The paladin has the opportunity to refuse the quest after hearing the Geas they will be under. If they refuse at this time it does not count as having failed the quest. This can be role-played as the deity granting the quest, but making requests for penance and devotion during its duration to prove their worth. VOW QUEST POWERS The powers described below are summarised in table 3.4. The Cost represents both the negative modifier made to the Quest check and the total level of Geas that must be taken whilst on the quest. Bonus Smiting: This ability improves the characters smite evil ability. This can provide them with both additional smite attempts and access to the greater smite ability of the Crusader class (see Paths of the Righteous ). Cost: Each additional Smite attempt +10 Greater Smite 15 Brittle: This ability makes the paladins skin hard and brittle to the touch. They take no damage from piercing weapons and half damage from slashing weapons. The paladin with this power cannot also take Energy Resistance , Physical Damage Resistance or Tough. Cost: Brittle 15 Damage Resistance: The paladin with this ability becomes much tougher and becomes resistant to all but the mightiest of weapons. The character gains a damage resistance ability as described in Core Rulebook III. This ability starts at 5/Silver, but can be increased at a greater cost. Cost: DR 5/Silver 10 Each extra +5/+5 Each extra -/+1. +5 Energy Resistance: The Paladin with this ability becomes resistant to damage from energy attacks. This provides 5 damage resistance against any one given energy type, but can be increased to include multiple energy types and provide greater protection. A character may not take this ability and the Physical Damage Resistance power. Cost: ER 5 vs. 1 type 5 Each +5 ER +5 Each additional type +5 Enhanced Healing: This power improves the paladins existing healing abilities. They can use it to gain both additional lay on hands points per day and to gain additional weekly remove disease attempts. Cost: Each +1 lay on hands HP +1 Each additional remove disease attempt +5

Powers of the Faithful

Extra Turning: This ability provides the paladin with an improved ability to turn undead. It can be used to buy both additional daily turn undead attempts and bonus levels for determining the results of a turn check. Cost: Each extra Turn undead attempt/day +5 Each extra effective tuning level +5 Physical Damage Resistance: The paladin with this power suffers much less from the blows of physical weapons. They take half damage from all physical attacks. The paladin with this power cannot also take Energy Resistance , Brittle or Tough. Cost: damage from physical attacks 15 Saving Throw bonus: This ability provides the paladin with a simple +1 bonus to any given saving throw. Cost: +1 to specific saving throw 5 Spell-like abilities: The paladin can also gain access to spell-like abilities. These can be taken as at will abilities, permanent abilities or be given a number of daily uses. The spells can be chosen from the paladin list, the cleric list or a relevant domain of the deity in question. The cost is based on the level of the spell and the frequency of its use. This system considers permanent and at will abilities to be the same for costing purposes. It will more likely depend on the description of the spell than any game mechanic as to whether the spell is appropriate to be at will or permanent. The GM should decide which is most appropriate. Cost: Permanent/at will abilities: Level 0 Spell 10 Each +1 spell level +5 Once per day abilities: Level 0 Spell 5 Each +1 spell level +2 Each additional daily use x2* [*The multiplier is applied after the total spell level is determined, thus 3 daily uses of a level 3 spell will cost (5 + 2 + 2) x 2 x 2 = 44.] Spell Resistance: This ability helps paladins on vow quests to protect themselves from evil sorcerers and wizards. This provides a base Spell Resistance of 10, but can be increased for a greater cost. Cost: SR 10 10 Each +1 +2 Tough: This ability makes the paladins skin thick and rubbery. They take no damage from bludgeoning weapons and half damage from slashing weapons. The paladin with this power cannot also take Energy Resistance , Physical Damage Resistance or Brittle. Cost: Tough 15 GEAS The Geas compulsions the deity may request of their follower can be quite varied. The descriptions below will provide you with a number of ideas and sample levels for power balance, but do not feel 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-Kings 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 LicheKing 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 Ysgaroths 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 choose those that will truly restrict the character, and not simply make use out of the characters style so that they can get away with having as many powers as possible for as little cost. Geas are also summarised in table 3.5. Free Geas: Not all Geas are compulsions. Sometimes, if the deity considers a quest particularly worthy they will not put as strong stipulations on the paladin. To represent these cases there are a number of Geas that can be taken that do not provide a restriction or 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 has chosen. Level: All Geas have a level, which is usually a multiple of five. The total Geas levels placed upon the questing character must be equal to the total cost of their powers chosen. GMs should note that the 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 powers which does not nicely divide by five. The Geas that can be placed upon the paladin are described below: Extends Influence: This is a free Geas. If the quest will specifically extend the influence of the deity or the general influence of good the God will look favourably upon the endeavour. Gods also look

more favourably upon those acts that are symbolically similar to those attributed to the deity or their servants in their religious doctrines. Performing a quest with strong symbolic links to their God will also gain favour for the quest. Please note that for nonpaladin characters petitioning deities of other alignments the GM could, if they desire, substitute Good for a different alignment of that god. Geas Level Extends the influence of Good (Free) 5 Extends the influence of Deity (Free) 10 Symbolically similarity (Free) +5 Destroy Enemy: If a specific evil enemy of the Gods will be destroyed or significantly weakened by the quest, the deity will be favourably disposed towards the quest. As such this free Geas can be given to the paladin to represent this. Geas Level Destroys enemy of the Deity (Free) 10 Armour Restrictions: Requests for penance by restricting the armour the character may wear on the quest are common. The combinations of armour the paladin can be restricted to are many and varied in their application. GMs should avoid giving this Geas to characters who typically choose to wear restricted armour selections, such as the Gallant.

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Forgotten Heroes: PALADIN Geas Wear no armour Wear up to light armour Wear up to medium armour Do not use a shield Level 15 10 5 5

Powers of the Faithful

Behavioural Compulsions: It is common for the questing characters deity to place upon them certain behavioural restrictions. These can vary greatly, and include such things as the inability to lie, dietary restrictions or the requirement to pray at specific given times. The 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 significant disadvantage, as is one who will not take any share of the treasure, whereas a character who is only allowed to drink water, or must pray every night before they sleep, is much less affected. There are two types of behavioural compulsions: minor and major. The GM should determine whether the compulsion they choose will interfere with the character during the game, if it will it should be a major compulsion, if not it is a minor one. Geas Level Major Behavioural Compulsion 5 Minor Behavioural Compulsion 1 Magic Restrictions: Often a deity will place specific restrictions on the paladin with regards to the amount of magic that they can use. This may be for a variety of reasons. They may wish to encourage the characters self reliance by placing a Geas upon them not to Table 3.4 Vow Quest Powers Power Each additional Smite attempt Greater Smite Brittle DR 5/Silver - Each extra +5/- Each extra -/+1. ER 5 vs. 1 type - Each +5 ER - Each additional type Each +1 lay on hands HP Each additional remove disease attempt Each extra Turn undead attempt/day Each extra effective tuning level damage from physical attacks +1 to specific saving throw Permanent/at will spell-like abilities - Level 0 Spell - Each +1 spell level Once per day spell-like abilities: - Level 0 Spell - Each +1 spell level - Each additional daily use SR 10 - Each +1 Tough

accept magical aid from others. They may wish to encourage the characters generosity by preventing them from healing themselves. Geas Level Cast no spells 10 Do not use magical abilities 10 Do not use magic items 10 Do not heal thyself 5 Accept no beneficial spells from others 10 Accept no healing from others 20 Accept no healing during combat 15 Weapon Restrictions: It is common for the deity to place certain restrictions to the variety of weapons the character may use. As with armour it is important to make sure that a Geas is not placed upon a character who already acts under the restriction willingly, such as a character who uses their deitys favoured weapon. Geas Level Always carry main weapon 5 Do not use ranged weapons 10 Make only subdual attacks 20 Always offer opponent chance to yield 5 Use deitys favoured weapon: Weapon is simple: 10 Weapon is martial: 5 Weapon is light: +5

Cost +10 15 15 10 +5 +5 5 +5 +5 +1 +5 +5 +5 15 5 10 +5 5 +2 x2* 10 +2 15

Table 3.5 Geas Geas Extends the influence of Good (Free) - Symbolically similarity (Free) Extends the influence of Deity (Free) - Symbolically similarity (Free) Destroys enemy of the Deity (Free) Wear no armour Wear up to Light armour Wear up to medium armour Do not use a shield Major Behavioural Compulsion Minor Behavioural Compulsion Cast no spells Do not use magical abilities Do not use magic items Do not heal thyself Accept no beneficial spells from others Accept no healing from others Accept no healing during combat Always carry main weapon Do not use ranged weapons Make only subdual attacks Always offer opponent chance to yield Use deitys favoured weapon: - Weapon is simple: - Weapon is martial: - Weapon is light:

Level 5 +5 10 +5 10 15 10 5 5 5 1 10 10 10 5 10 20 15 5 10 20 5 10 5 +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. This isnt the usual part with all the nasty horrible secrets that payers shouldnt read, but do anyway. Instead, it includes ideas and notes on how to incorporate all the new rules and systems presented here into your game. It is likely that there will be some parts of the book you have read and thought, Im not having that in my game. After all, we cant please all of the people all of the time. However, we believe that everything weve put in this book can be used by 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 that you might see the true benefit of the new mechanics. Call it our case for the defence. THE OPENNING Lets get straight to the point. This book falls into the category of RPG supplements that have become known as splat books. Its a book full of new rules and powers to make a certain character class better. Theres no way of avoiding this description, so well make no bones over it. However, this is not (we hope) a book that simply provides new powers that make paladins bigger and better than all other classes. They key phrase used in the introduction is more options. We dont want to make the paladin a class apart from the others; we just want them to be as flexible and varied a character class as fighters and rogues. That is what we hope we have achieved. Weve built this book around a number of themes that are central to the paladin class: their holy purpose, healing and compassion, martial prowess, inspirational leadership and ability in the saddle. Weve tried to provide a range of features that support these different aspects of the paladin. There are prestige classes and subclasses to support each theme. There are feats, spells and powers to aid the paladin in each of these endeavours. Weve tried to steer away from seeing the paladin simply as a fighter in shining armour, who is particularly good at killing undead. Instead, weve provided ideas that can be used by players to, hopefully, build a more interesting and detailed paladin character. Okay, so they may want to play a fighter in shining armour who is particularly good at killing undead, but now they will have a better idea of why their character is driven to that cause and a wider variety of means to reach that end. Not only that, but players can become holy knights or expert horsemen. They can choose to be travelling healers, protecting the weak and oppressed. Weve called this line of supplements Forgotten Heroes, because we feel there is a wealth of untapped potential for many of the secondary character classes in the game. The paladin is a prime example of this, and with this book

we hope to drag them off their warhorses and out of their heavy armour kicking and screaming Only to put them back in it again if they choose. What follows in this chapter will be a breakdown of the ideas of the book, progressed through in the logical order that they were set out in the book itself.

SUB-CLASSES
Sub-classes are a new idea, or at least a new way of looking at an old 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, leadership and equestrianism. These primarily allow a player to specialise their paladin in one of these areas. However, there is enough individuality in each class to make them worthy additions to the basic classes of your campaigns. Sub-classes have also been added as a tool for games masters. The paladin is a difficult class to fit in to many game worlds, and is often discarded. The sub-classes of paladin allow the GM to choose different options for the paladin model in their world, so that they can fit with the flavour of their setting. For example, a land without 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 various different themes and settings that they are suited to as well as discussing the ideas and concepts behind their design. Crusader: The crusader is the most out-and-out fighter of the set. Albeit they dont have the d12 hit dice of the Horse Knight, but they are superior in almost every other way. The concept behind this class was to strip out the spells and healing and tone the paladin up into a killing machine. The crusader is a warrior who fights evil, not just a fighter with a magic horse and the ability to turn undead. The crusader is modelled loosely on the barbarian. It was an important consideration that the crusader should not outstrip the fighter at the top of the combat pile. The barbarian can be seen as a basic warrior with a couple of tricks that give them an edge, but essentially lacking the fighters combat versatility. That is the design principal behind the crusader. Their main trick their rage, if you will is their smite ability, making them into a specialist slayer of evil. 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 demon slayers, undead reapers and aberrant hunters (what, Jake Danger, where??). The theme of the crusader is easy to fit into most campaigns where evil has a strong presence. For them to remain true to the lawful good ideal they should not be hunting down weak and insignificant outcroppings of evil in a largely good-dominated world. They thrive on danger and hunt down evil with a passion. Their lack of spells makes them suitable for a campaign where there are no, or limited, gods or divine magic. They fit well with multiple fantasy genres, from the grizzled vampire hunter of renaissance (or indeed, contemporary) to the pure and chaste knight of old. They can add an element of passion and danger to a world where evil is hidden. There are many uses for crusaders and they are likely to be a popular choice with players who enjoy a bit of holy hack-and-slash. Defender: The core concept behind the defender was one of a weaker, more sympathetic character who concentrated on healing. This idea became secondary, however, to the defensive combat abilities that grew up around the class. This class was conceived as a holy protector, travelling from town to town offering aid and protecting the weak where ever they found suffering. The key concept is that they will only choose to use combat as a last resort. However, in a fantasy role-playing game, there will undoubtedly be occasions where they will be needed to protect others through using their strength of arms. Therefore the class has a number of unique combat abilities that enables them to better protect and defend others in combat. The defender is perhaps the closest in abilities of the classes to the original paladin character class. They have all the normal class features of the paladin except for their special mount and the ability to smite evil. These two abilities are offensive-minded to suit the defenders ethos. However, it is important that the Defender is not as competent a warrior as other paladin subclasses, having a weaker hit dice and base attack progression. The warrior nature of the defender comes not from their ability to attack, but from the additional defensive combat feats that the defender specialises in. This leaves the class somewhat similar to the cleric in as a base, but with the feats and abilities to give them an edge over other classes of that tier, such as clerics and rogues. The defender is probably the easiest of the classes to fit into a 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 emphasise the true ideals of goodness within the world. Even in a world dominated by evil, the defender can represent the lonely light of hope and kindness that is central to the human condition, and as such can bring a lot of depth to the campaign. They are also a very versatile class and will work in many different genres; contemporary and wild-west fantasy worlds are particularly well suited and it can even work with oriental settings. They fit in best with games with a horror element. Their lone struggle can enhance the mood of any fantasy-horror setting. Horse Knight: The horse knight is the embodiment of the mounted holy warrior. They are the typical knight-in-shining-armour, riding a snowy white horse and protecting the lands from incursions of evil. They have limited powers, but make up for this by being granted their special mount from first level. The theme of the horse knight concentrates on the spiritual link between the paladin and their horse. This is a strong bond and one that can reap many roleplaying rewards.

Games Masters Section

This character class again emphasises the martial over the spiritual 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, provided they are on horseback. The horse companion is also more powerful than those of comparative paladins. It is also important to note the spiritual nature of the mount. This is a divine gift, and when the horse knight reaches twentieth level they are rewarded by their mount becoming a true celestial creature. This character class is perhaps more difficult to fit into a wide variety of campaigns. They have a strong medieval European feel and are therefore limited only to very traditional fantasy campaigns. They will even seem out of place in Celtic-influenced settings, as the knightly aspects will work against the magical 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 as much as for good. Lord: The lord was designed to cover the aspects of a paladin that can be gained without a divine patron. The lord represents the noble warrior who swears faithfully to defend their land and their king. As such they are light on mystical powers, but retain those abilities that have a grounding in the characters devotion and strength of will. The lord is defined more by what they cannot do than by what they can. They loose many of the abilities available to other paladin classes. They have no spells, no smiting ability and no divine protection. Their healing ability is also much less potent than true paladins. However, they are skilled warriors and mighty leaders, inspiring courage and awe in all. This is represented through an improved aura of courage and the use of bonus feats, which includes both those combat feats (although from a restricted range when compared with the fighter) and leadership feats. The lord will fit into a large number of campaigns. This class will make an excellent mundane paladin for campaigns without, or with limited, Gods or magic. Their aura and feat selection is likely to make them stand out from fighters and rangers, and emphasise their unique calling and nobility. They are not simply restricted to these non-magical campaigns, however. The lord class will fit in to high fantasy games, emphasising the role of just rulers and abiding by a lawful life. Warrior Monk: The final subclass represents the life of a priest who gives up their flock and strives to fight evil in the world. As such they are not a true paladin and servant of their deity. The warrior monk has a different calling, one they must fulfil with a different set of tools to those of the paladin. The warrior monk loses the divine boons of the paladin class. They cannot detect evil and they do not gain a special mount. However 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 better spell casters, learning more of the lore and wisdom of their order. This is represented through their increased access to spells and their improved spell casting ability. The warrior monk must be carefully integrated into a campaign. In many settings they can be used to represent the holy orders of knights found frequently in literature, such as Sparhawks Pandions or the Knights of Solamnia. They can also be used as an alternative 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 PRESTIGE CLASSES


One powerful balancing factor of the paladin class is its inability to multiclass and return to paladin progression. While a suitable penalty for the class, it can be frustrating for players who wish to expand the scope or capabilities of their character. Prestige classes provide an ideal way to solve this problem representing areas of focus for the broad based core classes. Within this book the paladin prestige classes are designed with this idea in mind. This approach to their design and use, representing differing aspects of a paladins calling and beliefs, allows the creation of prestige classes the paladin can multiclass with without abusing the privilege of their class restriction. GMs are encouraged to view characters entering these classes as the continuation of a paladins natural progression, as opposed to specific new careers. This approach maintains the 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. For example, a paladin who loses their family to an Orc attack can become a slayer while remaining true to the paladins core beliefs. Taking this approach will allow you and your players to examine the many facets of the paladin as an individual within the broad belief system they operate under. Legal powers: Central to the idea of the paladin concept is the concept of power tied to responsibility, in this case the paladins powers relying on his adherence to alignment and code restrictions. However, within societies, other controls are needed to ensure power is used responsibly. This invariably involves the creation of a system of justice. Several prestige classes emphasise the paladins role within existing justice systems. This is deliberately to encourage the use of the law in fantasy games. Having such systems in place provides a means to remind players of the consequences of their actions, good or bad. In addition, a kingdoms 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 calling each of these themes can make for great role-playing possibilities for any group containing a paladin. Such abilities must be carefully integrated into a campaign setting. The legal powers of the justicar and judicial champion are designed upon simple principals, but in the wrong campaign the can cause some problems. It is best if the GM seriously considers the powers presented before allowing such character classes into their game. Many of the feats presented in this book are paladin specific. Each has been designed to emphasise the unique aspects of those who follow the paladins path. It is not recommended that these feats are opened to other classes. The Heart Of feats represent aspects of a characters inner being, focused by their calling and manifested in their individual through ability scores. As such other characters with equally high ability scores would not manifest similar powers as their focus is different to that of the paladin. The paladin-only feats are designed to draw upon the powers available to those who wholly embrace the guiding ideals behind the paladin class. This is again an unlikely occurrence in non paladins possessing the same feats and ability scores. Applying these paladin feats as unique to the class allows players to represent the unique nature of the paladin in relation to their world, and use it as a base to explore this relationship through role-playing. TEST OF FAITH Tests of faith represent a significantly powerful ability. GMs should therefore be very strict in its application. The mechanism was designed to provide a material way to represent the tremendous power of religious belief and righteous action, important concepts 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 something that occurs from conviction and genuine need, not a power that is employed at will. GMs must always feel certain that there is sufficient justification for a test of faith check before allowing it these are minor miracles and should be treated as such. Remember also, the gods generally want servants who are strong enough to survive by themselves, and will often abandon a follower to survive without aid where it is normally available. The Gods see this as a good test of the characters faith in them. As long as they are used in the correct context, tests of faith provide an excellent way to broaden and de-standardise the powers of faith.

PALADIN SPELLS
The spells presented need little discussion. A spell is a spell. The spells weve put into this book highlight the unique aspects of the paladin over the cleric. There only a few of the spells presented that can be utilised by any cleric. The spells also follow the themes of the book, there are some healing spells, some combat spells, some devotional spells and some that concentrate on the paladins mount 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 are competent. Within each skill there are myriad possible applications. Not all of these are appropriate for everybody who posses the skill, as much is acquired through experience. The new uses for old skills represent applications that paladins are likely to practice as part of their day-to-day life, and become familiar with. We encourage GMs and players to carefully consider all characters uses of skills, particularly with regard to character background, training and practical application. In this way players get the opportunity to define themselves by how they apply their skills as well as the number and levels of skills they possess. This adds depth to characters and brings them to life if the groups mind.

DIVINE SMITES
One of the first things that comes to mind when reading the smite rules in Core Rulebook I is the question; how does it work. The Divine Smites section is built around answering this question. It considers the various different ways in which positive energy could conceptually be employed to damage living creatures. Even without the new rules, there is a wealth of interesting ideas for players to build their characters around. Including the rules, it provides in-game rewards for characters who choose to flavour their character towards one of the styles. GMs can either use the whole system presented, adding extra variety and options to the paladins 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 advanced smites provide additional options above and beyond simple attack and damage bonuses, including completely different forms of attack, such as mental attacks and ranged attacks.

Games Masters Section

whether or not aid is for a specific quest is available preventing overuse and maintaining the powers uniqueness and rarity. Geas are vital to maintaining the flavour of vow quests. They are not merely a balancing mechanism, but are designed to emphasise the relationship between gods and mortals. In undertaking a Geas, a character is symbolically re-enacting the actions of his god. As such the choice of Geas highlights the characters nature and aspects of their personality. GMs should ensure that players treat their Geas in this way. The potential for role-playing opportunities generated by this approach are numerous and provide ample opportunity to explore a characters faith and beliefs. Such opportunities expand the range of experiences for characters as well as helping players better define their character. When used within the correct context, Vow Quests can add a legendary quality to the deeds of characters without having to heap items and experience upon characters. While the inclusion of Vow Quests requires careful thought the benefits of their use in a campaign are well worth the effort.

DIVINE CHANNELLING
This section considers rules for using the energy from turn undead attempts for other purposes. This is not a particularly original idea, but we have tried to create a general system that captures a certain level of flavour and character. Instead of the character being able to use their turn undead for any number of different effects, the character must choose a speciality. This inner focus is therefore used as a tool for defining and adding variety to paladin characters. The foci provided here are deliberately flavoured to the paladin character. They contain powers that work through the paladins existing class features and follow the themes of the class. Through this, the system can be used to add flavour to individual paladin characters, thus allowing for more variety and flexibility between paladins. As discussed in the chapter, this system can also be used for other character classes that have the ability to turn undead, but you will likely have to build your own inner foci. Each inner focus path has five levels of power, each requiring the expenditure of an increasingly greater number turn attempts. When designing your own inner foci you should retain this principal as this will facilitate maintaining the balance of these abilities between character classes. Each power should also have a channelling check required as this represents the difficulty in focusing the characters channelling energy to the precise effects of the power in question. By following these two simple guidelines you should be able to easily create your own inner foci for use by clerics and others in your own game world. SOUL WEAPONS Equipment, especially if it is magical, is an integral part of a character and how it interacts with the environment. Indeed items often become part of a characters defining features. Within fantasy literature, heroes are often associated with specific weapons, steeds and the like. Soul weapons provide another avenue for paladins to define themselves. Breaking away from the randomness of acquired treasure, soul weapons enable the character to express their nature through their equipment. This allows them to represent their own image of the character through a weapon they have built themselves. Weapons were chosen as the paladins role as a warrior and champion of good logically focuses their energies on their weapons. Players should always be reminded that soul weapons are part of the character and referees should feel confident in denying any enhancements he feels are unsuitable or having the weapon withhold its powers if they are ignoring this aspect of the system. 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 literature. As champions of the gods, paladins make an excellent 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 character, his patron and their roles in the world; all of which are 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 together, and keep them that way. As a referee you can decide - 53 -

USING THE PRAYER BOOK


Once you have finished this final chapter of the book you will no doubt turn to the character sheets provided in the final pages. The paladin character sheet will need no introduction, as you were no doubt expecting it. However beside the character sheet is a Paladin Prayerbook sheet to help you organise and maintain your spell selection. This sheet is quite simple to use and should hopefully be fairly instinctive. The sheet contains a list of all the spells a paladin may choose. They are listed out along with a short description and easy references for range, duration, saving throws and components. 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 can prepare. To use the sheet, just fill in the circles for the spells you wish to cast at the start of the day. As the game progresses and you cast your spells, tick them of by putting a line through the square boxes below. This allows you to simply and easily maintain track of your spells and makes a quick reference when trying to work out the effects, thus reducing the time you have to spend with your nose in the book and maximising the time spend enjoying the game.

If youve enjoyed Forgotten Heroes: Paladin check out or up and coming products at our website: www.malladinsgate.com. Coming soon from Malladins Gate Press

St. Johns College of Abjuration


and defence against the Offensive Arts Book 1 of the Academy Handbook series
A combined setting and class book for abjuration specialists. Preview downloads available soon from www.malladinsgate.com

MALLADINS GATE PRESS ____________________________________


Character Name

____________________________________
Player

____ ____ ____ _____ ____ ____ _____


Size Age Height Weight Gender Eyes Hair

______________ ___________ _________


Race Deity Alignment

PALADIN
Character Sheet

STR
Strength

qq
Score Modifier

q q
Temp Modifier

DEX
Dexterity

qq
Score Modifier

q q
Temp Modifier

KNOWLEDGES
_______________ _______________ _______________ _______________ _______________ _______________ _______________

SKILL NAME q Climb q Jump q Swim _______________ _______________

Ranks ___ ___ ___ ___ ___

Misc. Total ___ ___ ___ ___ ___ ___ ___ ___ ___ ___

CON
Constitution

qq
Score Modifier

q q
Temp Modifier

SKILL NAME q Balance q Escape Artist q Hide q Move Silently q Open Lock q Pick Pocket q Ride q Tumble q Use Rope _________________ _________________ _________________ _________________

Ranks ___ ___ ___ ___ ___ ___ ___ ___ ___ ___ ___ ___ ___

Misc. Total ___ ___ ___ ___ ___ ___ ___ ___ ___ ___ ___ ___ ___ ___ ___ ___ ___ ___ ___ ___ ___ ___ ___ ___ ___ ___

Ranks ___ ___ ___ ___ ___ ___ ___

Misc. Total ___ ___ ___ ___ ___ ___ ___ ___ ___ ___ ___ ___ ___ ___

LANGUAGES
_______________ _______________ _______________ _______________

SKILL NAME q Concentration _______________ _______________

Ranks ___ ___ ___

Misc. Total ___ ___ ___ ___ ___ ___

Total: ______________ ______________ ______________ ______________

INT
Intelligence

qq
Score Modifier

q q
Temp Modifier

WIS
Wisdom

qq
Score Modifier

q q
Temp Modifier

CHA
Charisma

qq q q
Score Modifier Temp Modifier

SKILL NAME q Appraise q Craft __________ q Decipher Script q Disable Device q Forgery q Read Lips q Scry q Search q Spellcraft _______________ _______________

Ranks ___ ___ ___ ___ ___ ___ ___ ___ ___ ___ ___

Misc. Total ___ ___ ___ ___ ___ ___ ___ ___ ___ ___ ___ ___ ___ ___ ___ ___ ___ ___ ___ ___ ___ ___

SKILL NAME q Heal q Innuendo q Intuit Direction q Listen q Profession ________ q Sense Motive q Spot q Wilderness Lore _________________ _________________ _________________

Ranks ___ ___ ___ ___ ___ ___ ___ ___ ___ ___ ___

Misc. Total ___ ___ ___ ___ ___ ___ ___ ___ ___ ___ ___ ___ ___ ___ ___ ___ ___ ___ ___ ___ ___ ___

SKILL NAME q Animal Empathy q Bluff q Diplomacy q Disguise q Gather Info. q Handle Animal q Intimidate q Perform q Use Magic Dev. ________________ ________________

Ranks ___ ___ ___ ___ ___ ___ ___ ___ ___ ___ ___

Misc. Total ___ ___ ___ ___ ___ ___ ___ ___ ___ ___ ___ ___ ___ ___ ___ ___ ___ ___ ___ ___ ___ ___

FEATS
FEAT NAME ___________ ___________ ___________ ___________ ___________ ___________ ___________ ___________ ___________ ___________ ___________ ___________ ___________ ___________ ___________ ___________ ___________ ___________ ___________ Description ___________________ ___________________ ___________________ ___________________ ___________________ ___________________ ___________________ ___________________ ___________________ ___________________ ___________________ ___________________ ___________________ ___________________ ___________________ ___________________ ___________________ ___________________ ___________________

TURN UNDEAD
Turning Level Turning Check modifier (Cha) Turning damage 2d6 + Turning Attempts Base: OOO Cha Bonus OOOOO Extra Turning: OOOO OOOO OOOO OOOO Channelling INNER FOCUS 1 attempt 2 attempts 3 attempts 4 attempts 5 attempts
Used

SAVING THROWS
Total ____ ____ ____ Fortitude Reflex Will Gear ITEM ________________ ________________ ________________ ________________ ________________ ________________ ________________ ________________ ________________ ________________
Base Ability Mod Mogic Mod Misc Mod

qqq qqqqq qqqq qqqq qqqq qqqq

____________________ ____________________ ____________________ ____________________ ____________________ ____________________

ITEM ________________ ________________ ________________ ________________ ________________ ________________ ________________ ________________ ________________ ________________

MALLADINS GATE PRESS ____________________________________


Character Name

____________________________________
Player

____ ____ ____ _____ ____ ____ _____


Size Age Height Weight Gender Eyes Hair

______________ ___________ _________


Race Deity Alignment

PALADIN
Character Sheet
10

INITIATIVE
Dexterity Bonus Miscellaneous Modifiers

ARMOUR CLASS
Base Total Armour Bonus Dexterity Modifier Miscellaneous Modifiers

BASE ATTACK
Bonus

MELEE
Attack Bonus

RANGED
Attack Bonus

Active

q Protective Item
Max Dex Spell Failure Speed

Type

Armour Bonus

Check Penalty

Base Attack Bonus STR/DEX Mod Size Mod Misc Mod

Weight

Special Properties

Active

q Protective Item
Max Dex Spell Failure Speed

Type

Armour Bonus

Check Penalty

Weight

Special Properties

TOTAL Attack
Range Weight Size

Total Attack Bonus

Damage

Critical

Active

q Protective Item
Max Dex Spell Failure Speed

Type

Armour Bonus

Check Penalty

Type

Special Properties

Weight

Special Properties

Attack
Range Weight Size

Total Attack Bonus

Damage

Critical

Active

q Protective Item
Type
Special Properties

Type

Armour Bonus

Check Penalty

Max Dex

Spell Failure

Speed

Weight

Special Properties

Attack
Range Weight Size

Total Attack Bonus

Damage

Critical

Type

Special Properties

SPEED
Base
Damage Critical

Attack
Range Weight Size

Total Attack Bonus

Total Armour Penalty

Type

Special Properties

HIT POINTS
Damage Critical

total

Attack
Range Weight Size

Total Attack Bonus

Damage

Type

Special Properties

Attack
Range Weight Size

Total Attack Bonus

Damage

Critical

Subdual
Type
Special Properties

____________________________________
Character Name

1ST LEVEL SPELLS


Spells/day: mmmmmm mm
Class Level Wis Bonus

MALLADINS GATE PRESS

____________________________________
Player

Spellcaster Level: ____


Duration Target

Save DC: __ ( 11 + Wis mod)


Save

PALADIN
Prayerbook
Components Prepared/Cast

Spell Name

Range

Bless 50 ft. Ally gains +1 attack and +1 on saves against fear.


Spell Name Range

1 minute/level
Duration

All allies in range


Target

None
Save

V, S, DF
Components

mmmmmmmm qqqqqqqq
Prepared/Cast

Blessings of insight Personal Add Wis bonus to AC against evil opponents.


Spell Name Range

1 round/level
Duration

Self
Target

None
Save

V, S
Components

mmmmmmmm qqqqqqqq
Prepared/Cast

Bless Water Makes holy water.


Spell Name

Touch
Range

Instantaneous
Duration

Flask of water touched


Target

None
Save

V, S, M
Components

mmmmmmmm qqqqqqqq
Prepared/Cast

Bless Weapon Weapon gains a +1 bonus.


Spell Name

Touch
Range

1 minute/level
Duration

Weapon touched
Target

None
Save

V, S
Components

mmmmmmmm qqqqqqqq
Prepared/Cast

Create Water Creates 2 gallons/level of pure water.


Spell Name

25 ft + 5 ft/level
Range

Instantaneous
Duration

n/a
Target

None
Save

V, S
Components

mmmmmmmm qqqqqqqq
Prepared/Cast

Cure Light Wounds Cures 1d8+1/level damage (max. +5).


Spell Name

Touch
Range

Instantaneous
Duration

Creature touched
Target

Will
Save

V, S
Components

mmmmmmmm qqqqqqqq
Prepared/Cast

Detect Poison 25 ft + 5 ft/level Detect poison in one creature or small object.


Spell Name Range

Instantaneous
Duration

One creature, object or 5ft Cube


Target

None
Save

V, S
Components

mmmmmmmm qqqqqqqq
Prepared/Cast

Detect Undead Reveals undead within 60 ft.


Spell Name

60 ft.
Range

Concentration, up to 1 min/level
Duration

Quarter circle area


Target

None
Save

V, S,DF
Components

mmmmmmmm qqqqqqqq
Prepared/Cast

Endure Elements Touch Ignores 5 damage/round from one energy type.


Spell Name Range

24 hours
Duration

Creature touched
Target

None
Save

V, S
Components

mmmmmmmm qqqqqqqq
Prepared/Cast

Ephod of Melee Personal 2 rounds/level Creates a magical vest that protects against missile attacks and ranged spells.
Spell Name Range Duration

Self
Target

None
Save

V, S,M, DF
Components

mmmmmmmm qqqqqqqq
Prepared/Cast

Exorcise the Damned Personal Adds 1d4 effective levels for turn undead attempts.
Spell Name Range

5 rounds/level
Duration

Self
Target

None
Save

V, S, DF
Components

mmmmmmmm qqqqqqqq
Prepared/Cast

Gaze of Truth Detects mind controlling enchantments.


Spell Name

Personal
Range

Instantaneous
Duration

Self
Target

None
Save

V, S, DF
Components

mmmmmmmm qqqqqqqq
Prepared/Cast

Holy Beacon 1 mile/level squared. Signals paladins that another paladin is in danger.
Spell Name Range

1 Day
Duration

Self
Target

None
Save

V, S,M, DF
Components

mmmmmmmm qqqqqqqq
Prepared/Cast

Inspirational Charge 20 ft. 2 hours Cast as making a charge, if you hit allies gain +2 bonus to attack and damage.
Spell Name Range Duration

All allies in range


Target

None
Save

V
Components

mmmmmmmm qqqqqqqq
Prepared/Cast

Magic Weapon Weapon gains +1 bonus.


Spell Name

Touch
Range

1 minute/level
Duration

Weapon touched
Target

None
Save

V, S, F, DF
Components

mmmmmmmm qqqqqqqq
Prepared/Cast

Minor symbol of divinity 5 ft. / level Creates minor magical protection within small area.
Spell Name Range

1 day/level
Duration

5 ft radius from caster


Target

None
Save

V, S, DF
Components

mmmmmmmm qqqqqqqq
Prepared/Cast

Poultice Touch 24 hours/level Enhances heal skill effects; double normal recovery rate and Cha bonus to resist poison/disease.
Spell Name Range Duration

Creature touched
Target

None
Save

V, S, DF
Components

mmmmmmmm qqqqqqqq
Prepared/Cast

Purifying Flame Touch. 1 minute/level (max 10) Produces a small flame that does 1d4 damage to evil creatures, lasts for 1 round/level (max 10).
Spell Name Range Duration

Creature or object touched


Target

Will
Save

V, S
Components

mmmmmmmm qqqqqqqq
Prepared/Cast

Protection from evil Touch 1 minute/level +2 AC and saves, counter mind control, hedge out elementals and outsiders.
Spell Name Range Duration

Creature touched
Target

Will
Save

V, S, DF
Components

mmmmmmmm qqqqqqqq
Prepared/Cast

Read magic Read scrolls and spellbooks.


Spell Name

Personal
Range

10 minutes/level
Duration

Self
Target

None
Save

V, S, F
Components

mmmmmmmm qqqqqqqq
Prepared/Cast

Resistance Subject gains +1 on saving throws.


Spell Name

Touch
Range

1 minute
Duration

Creature touched
Target

Will
Save

V, S, DF
Components

mmmmmmmm qqqqqqqq
Prepared/Cast

Smite Invokes the paladin smite power.


Spell Name

Personal
Range

Discharge
Duration

Self
Target

None
Save

V, S, DF
Components

mmmmmmmm qqqqqqqq
Prepared/Cast

Virtue Subject gains 1 temporary hit point.


Spell Name

Touch
Range

1 minute
Duration

Creature touched
Target

None
Save

V, S, DF
Components

mmmmmmmm qqqqqqqq
Prepared/Cast

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

mmmmmmmm qqqqqqqq

____________________________________
Character Name

2nd LEVEL SPELLS


Spells/day: mmmmmm mm
Class Level Wis Bonus

MALLADINS GATE PRESS

____________________________________
Player

Spellcaster Level: ____


Duration Target

Save DC: __ ( 12 + Wis mod)


Save

PALADIN
Prayerbook
Components Prepared/Cast

Spell Name

Range

Commanding Presence Touch Subject gains +1d4 Cha for 1 hour/level.


Spell Name Range

1 hour/level
Duration

Creature touched
Target

None
Save

V, S, DF
Components

mmmmmmmm qqqqqqqq
Prepared/Cast

Defiance Touch Subject will not flee due to the effects of Fear.
Spell Name Range

1 minute
Duration

Creature touched
Target

Will
Save

V, S
Components

mmmmmmmm qqqqqqqq
Prepared/Cast

Delay Poison Touch Stops poison from harming subject for 1 hour/level.
Spell Name Range

1 hour/level
Duration

Creature touched
Target

Fortitude
Save

V, S, DF
Components

mmmmmmmm qqqqqqqq
Prepared/Cast

Divine Pursuit Self Make a Knowledge (religion) skill check to track an evil being.
Spell Name Range

See text
Duration

One evil creature


Target

None
Save

V, S
Components

mmmmmmmm qqqqqqqq
Prepared/Cast

Divine Wisdom Subject gains 1d4+1 Wis for 1 hr/level.


Spell Name

Touch
Range

1 hour/level
Duration

Creature touched
Target

None
Save

V, S, DF
Components

mmmmmmmm qqqqqqqq
Prepared/Cast

Holy Meditation Mediate for 2 hours for full 8 hours rest.


Spell Name

Personal
Range

2 Hours
Duration

Self
Target

None
Save

V, S, M
Components

mmmmmmmm qqqqqqqq
Prepared/Cast

Holy Shield Target shield gains Wis bonus +1 to AC.


Spell Name

Touch
Range

1 minute/level
Duration

Shield Touched
Target

None
Save

V, S, DF
Components

mmmmmmmm qqqqqqqq
Prepared/Cast

Limbs of Endurance Personal Cures fatigue, improves fortitude save by +1 , reduces need to rest.
Spell Name Range

1 hour/level
Duration

Self
Target

None
Save

V, S, DF
Components

mmmmmmmm qqqqqqqq
Prepared/Cast

Purify Mount Touch Instantaneous Remove poisons from your mount and cure any damage caused by poisons.
Spell Name Range Duration

Mount touched
Target

None
Save

V, S
Components

mmmmmmmm qqqqqqqq
Prepared/Cast

Remove Paralysis 25 ft + 5 ft/level Frees one or more creatures from paralysis, hold or slow.
Spell Name Range

Instantaneous
Duration

Up to 4 creatures in range
Target

Will
Save

V, S
Components

mmmmmmmm qqqqqqqq
Prepared/Cast

Resist Elements Touch Ignores 12 damage/round from one energy type.


Spell Name Range

1 minute/level
Duration

Creature touched
Target

None
Save

V, S, DF
Components

mmmmmmmm qqqqqqqq
Prepared/Cast

Shield Other You take half of subjects damage.


Spell Name

25 ft + 5 ft/level
Range

1 hour/level
Duration

One creature
Target

Will
Save

V, S, F
Components

mmmmmmmm qqqqqqqq
Prepared/Cast

Undetectable Alignment Conceals alignment for 24 hours.


Spell Name

25 ft + 5 ft/level
Range

24 hours
Duration

One creature or object


Target

Will
Save

V, S
Components

mmmmmmmm qqqqqqqq
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

____________________________________
Character Name

3rd LEVEL SPELLS


Spells/day: mmmmmm mm
Class Level Wis Bonus

MALLADINS GATE PRESS

____________________________________
Player

Spellcaster Level: ____


Duration Target

Save DC: __ ( 13 + Wis mod)


Save

PALADIN
Prayerbook
Components Prepared/Cast

Spell Name

Range

Channel Healing Allows use of lay on hands at range.


Spell Name

25 ft + 5 ft/level
Range

1 minute/level
Duration

One creature
Target

Will
Save

V, S
Components

mmmmmmmm qqqqqqqq
Prepared/Cast

Cure Moderate Wounds Cures 2d8+1/level (max +10).


Spell Name

Touch
Range

Instantaneous
Duration

Creature touched
Target

Will
Save

V, S
Components

mmmmmmmm qqqqqqqq
Prepared/Cast

Discern Lies Reveals deliberate falsehoods.


Spell Name

25 ft + 5 ft/level
Range

Concentration, up to 1 rnd/level
Duration

1 creature/level
Target

Will
Save

V, S, DF
Components

mmmmmmmm qqqqqqqq
Prepared/Cast

Dispel Magic Cancels magical spells and effects.


Spell Name

100 ft. + 10 ft./level


Range

Instantaneous
Duration

One spellcatser, creature, object or 30 ft. radius area.


Target

None
Save

V, S
Components

mmmmmmmm qqqqqqqq
Prepared/Cast

Divine Warding Personal Cancel half damage from evil sources (max. Cha bonus/level).
Spell Name Range

1 minute/level
Duration

Until used (max 1 hour/level)


Target

None
Save

V, S
Components

mmmmmmmm qqqqqqqq
Prepared/Cast

Greater Magic Weapon +1 Bonus/three levels (max +5)


Spell Name

Touch
Range

1 hour/level
Duration

Weapon touched
Target

None
Save

V, S, DF
Components

mmmmmmmm qqqqqqqq
Prepared/Cast

Heal Mount As Heal on warhorse or other mount.


Spell Name

Touch
Range

Instantaneous
Duration

Mount touched
Target

None
Save

V, S
Components

mmmmmmmm qqqqqqqq
Prepared/Cast

Heart of Valour Personal 1 round Augments aura of courage, grants attack bonuses, causes fear in opponents.
Spell Name Range Duration

Allies within 5 ft.


Target

None
Save

V, S, DF
Components

mmmmmmmm qqqqqqqq
Prepared/Cast

Magic Circle against Evil.


Spell Name

Touch
Range

10 minutes/level
Duration

Area 10 ft radius from touched creature


Target

Will
Save

V, S
Components

mmmmmmmm qqqqqqqq
Prepared/Cast

Augments aura of courage, grants attack bonuses, causes fear in opponents. Prayer 30 ft. Allies gain +1 on most rolls, enemies suffer -1.
Spell Name Range

1 round/level
Duration

All allies and foes in range


Target

None
Save

V, S, DF
Components

mmmmmmmm qqqqqqqq
Prepared/Cast

Remove Disease/Blindness Cures normal or magical conditions


Spell Name

Touch
Range

Instantaneous
Duration

Creature touched
Target

None
Save

V, S, DF
Components

mmmmmmmm qqqqqqqq
Prepared/Cast

Stand Together 25 ft. Allies can use the paladins saving throws instead of their own.
Spell Name Range

1 round/2 levels
Duration

All allies in range


Target

Will
Save

V, S, F
Components

mmmmmmmm qqqqqqqq
Prepared/Cast

Soul Burn 100 ft. + 10 ft./level 1 round (see text) Causes 1d4 damage per 2 levels to evil creatures and double damage to evil outsiders.
Spell Name Range Duration

One evil creature


Target

Fortitude
Save

V, S
Components

mmmmmmmm qqqqqqqq
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

____________________________________
Character Name

4th LEVEL SPELLS


Spells/day: mmmmmm mm
Class Level Wis Bonus

MALLADINS GATE PRESS

____________________________________
Player

Spellcaster Level: ____


Duration Target

Save DC: __ ( 14 + Wis mod)


Save

PALADIN
Prayerbook
Components Prepared/Cast

Spell Name

Range

Avengers Might Personal Add Cha bonus to damage and strength checks.
Spell Name Range

2 rounds/level
Duration

Self
Target

None
Save

V, S
Components

mmmmmmmm qqqqqqqq
Prepared/Cast

Brothers in Arms 25 ft + 5 ft/level Allies exchange hit points and strength between themselves.
Spell Name Range

1 round/level
Duration

One creature/3 levels


Target

Will
Save

V, S
Components

mmmmmmmm qqqqqqqq
Prepared/Cast

Cloak of Righteousness Personal 1 round/level Creates shining raiment, blinding opponents and encouraging allies.
Spell Name Range Duration

Self
Target

None
Save

V, S, DF
Components

mmmmmmmm qqqqqqqq
Prepared/Cast

Cure Serious Wounds Cures 3d8+1/level (max +15).


Spell Name

Touch
Range

Instantaneous
Duration

Creature touched
Target

Will
Save

V, S
Components

mmmmmmmm qqqqqqqq
Prepared/Cast

Death Ward Touch Grants immunity to death spells and effects


Spell Name Range

10 minutes/level
Duration

Living creature touched


Target

None
Save

V, S, DF
Components

mmmmmmmm qqqqqqqq
Prepared/Cast

Dispel Evil Touch +4 bonus against attacks by evil creatures.


Spell Name Range

1 hour/level
Duration

You and an evil creature touched


Target

See text
Save

V, S, DF
Components

mmmmmmmm qqqqqqqq
Prepared/Cast

Divine Aura 60 ft. 1d4/2 levels damage and turns all evil creatures within 60ft.
Spell Name Range

Instantaneous
Duration

All evil creatures in range


Target

None
Save

V, S
Components

mmmmmmmm qqqqqqqq
Prepared/Cast

Freedom of Movement Personal or Touch Subject moves normally despite impediments.


Spell Name Range

10 minutes/level
Duration

Self or touched creature


Target

None
Save

V, S, M, DF
Components

mmmmmmmm qqqqqqqq
Prepared/Cast

Hand of Justice Personal Enables the paladin to mete out tremendous damage in combat..
Spell Name Range

1 round/level
Duration

Self
Target

None
Save

V, S, DF
Components

mmmmmmmm qqqqqqqq
Prepared/Cast

Holy Beacons Answer Special Allows paladins to answer the call of a Holy Beacon.
Spell Name Range

1 round
Duration

One paladin
Target

None
Save

V, S, DF
Components

mmmmmmmm qqqqqqqq
Prepared/Cast

Holy Weapon Touch Weapon becomes +5, does double damage against evil.
Spell Name Range

1 round/level
Duration

Weapon touched
Target

None
Save

V, S
Components

mmmmmmmm qqqqqqqq
Prepared/Cast

Ironheart Touch See text Grants recipient +5 bonus that can be distributed among future saving throws.
Spell Name Range Duration

One living creature


Target

Will
Save

V, S, DF
Components

mmmmmmmm qqqqqqqq
Prepared/Cast

Life Force transfer Heal others by harming yourself.


Spell Name

Touch
Range

Instantaneous
Duration

Creature touched
Target

Will
Save

V, S
Components

mmmmmmmm qqqqqqqq
Prepared/Cast

Neutralise Poison Detoxifies venom in or on subject.


Spell Name

Touch
Range

Instantaneous
Duration

Creature or object touched


Target

Will
Save

V, S, DF
Components

mmmmmmmm qqqqqqqq
Prepared/Cast

Purge the Soul Touch Permanent Restore the alignment of a good character who has been turned to evil.
Spell Name Range Duration

Creature touched
Target

Will
Save

V, S, DF
Components

mmmmmmmm qqqqqqqq
Prepared/Cast

Sacred Journey Enhances a paladins innate abilities.


Spell Name

Personal
Range

8 hours/level
Duration

Self
Target

None
Save

V, S, M, DF
Components

mmmmmmmm qqqqqqqq
Prepared/Cast

Safe Passage 5 ft 1 round/ level Enemies must make a will save to attack the paladin and a designated charge.
Spell Name Range Duration

Caster and on creature in range


Target

None
Save

V, S
Components

mmmmmmmm qqqqqqqq
Prepared/Cast

Soul of Mercy Personal Enhances the paladins combat ability when attacking to subdue.
Spell Name Range

1 round
Duration

Self
Target

None
Save

V, S, DF
Components

mmmmmmmm qqqqqqqq
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

____________________________________
Character Name

Additional Spells
Spell Level: ____ Spells/day: mmmmmm mm
Class Level Wis Bonus

MALLADINS GATE PRESS

____________________________________
Player

Spellcaster Level: ____


Duration

Save DC: __ ( 10 + __ + Wis mod)


Target Save

PALADIN
Prayerbook
Components Prepared/Cast

Spell Name

Range

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

OPEN GAME LICENSE Version 1.0a


The following text is the property of Wizards of the Coast, Inc. and is Copyright 2000 Wizards of the Coast, Inc ("Wizards"). All Rights Reserved. 1. Definitions: (a)"Contributors" means the copyright and/or trademark owners who have contributed Open Game Content; (b)"Derivative Material" means copyrighted material including derivative works and translations (including into other computer languages), potation, modification, correction, addition, extension, upgrade, improvement, compilation, abridgment or other form in which an existing work may be recast, transformed or adapted; (c) "Distribute" means to reproduce, license, rent, lease, sell, broadcast, publicly display, transmit or otherwise distribute; (d)"Open Game Content" means the game mechanic and includes the methods, procedures, processes and routines to the extent such content does not embody the Product Identity and is an enhancement over the prior art and any additional content clearly identified as Open Game Content by the Contributor, and means any work covered by this License, including translations and derivative works under copyright law, but specifically excludes Product Identity. (e) "Product Identity" means product and product line names, logos and identifying marks including trade dress; artifacts; creatures characters; stories, storylines, plots, thematic elements, dialogue, incidents, language, artwork, symbols, designs, depictions, likenesses, formats, poses, concepts, themes and graphic, photographic and other visual or audio representations; names and descriptions of characters, spells, enchantments, personalities, teams, personas, likenesses and special abilities; places, locations, environments, creatures, equipment, magical or supernatural abilities or effects, logos, symbols, or graphic designs; and any other trademark or registered trademark clearly identified as Product identity by the owner of the Product Identity, and which specifically excludes the Open Game Content; (f) "Trademark" means the logos, names, mark, sign, motto, designs that are used by a Contributor to identify itself or its products or the associated products contributed to the Open Game License by the Contributor (g) "Use", "Used" or "Using" means to use, Distribute, copy, edit, format, modify, translate and otherwise create Derivative Material of Open Game Content. (h) "You" or "Your" means the licensee in terms of this agreement. 2. The License: This License applies to any Open Game Content that contains a notice indicating that the Open Game Content may only be Used under and in terms of this License. You must affix such a notice to any Open Game Content that you Use. No terms may be added to or subtracted from this License except as described by the License itself. No other terms or conditions may be applied to any Open Game Content distributed using this License. 3.Offer and Acceptance: By Using the Open Game Content You indicate Your acceptance of the terms of this License. 4. Grant and Consideration: In consideration for agreeing to use this License, the Contributors grant You a perpetual, worldwide, royalty-free, non-exclusive license with the exact terms of this License to Use, the Open Game Content. 5.Representation of Authority to Contribute: If You are contributing original material as Open Game Content, You represent that Your Co ntributions are Your original creation and/or You have sufficient rights to grant the rights conveyed by this License. 6.Notice of License Copyright: You must update the COPYRIGHT NOTICE portion of this License to include the exact text of the COPYRIGHT NOTICE of any Open Game Content You are copying, modifying or distributing, and You must add the title, the copyright date, and the copyright holder's name to the COPYRIGHT NOTICE of any original Open Game Content you Distribute. 7. Use of Product Identity: You agree not to Use any Product Identity, including as an indication as to compatibility, except as expressly licensed in another, independent Agreement with the owner of each element of that Product Identity. You agree not to indicate compatibility o r co-adaptability with any Trademark or Registered Trademark in conjunction with a work containing Open Game Content except as expressly licensed in another, independent Agreement with the owner o f such Trademark or Registered Trademark. The use of any Product Identity in Open Game Content does not constitute a challenge to the ownership of that Product Identity. The owner of any Product Identity used in Open Game Content shall retain all rights, title and interest in and to that Product Identity. 8. Identification: If you distribute Open Game Content You must clearly indicate which portions of the work that you are distributing are Open Game Content. 9. Updating the License: Wizards or its designated Agents may publish updated versions of this License. You may use any authorized version of this License to copy, modify and distribute any Open Game Content originally distributed under any version of this License. 10 Copy of this License: You MUST include a copy of this License with every copy of the Open Game Content You Distribute. 11. Use of Contributor Credits: You may not market or advertise the Open Game Content using the name of any Contributor unless You have written permission from the Contributor to do so. 12 Inability to Comply: If it is impossible for You to comply with any of the terms of this License with respect to some or all of the Open Game Content due to statute, judicial order, or governmental regulation then You may not Use any Open Game Material so affected. 13 Termination: This License will terminate automatically if You fail to comply with all terms herein and fail to cure such breach within 30 days of becoming aware of the breach. All sublicenses shall survive the termination of this License. 14 Reformation: If any provision of this License is held to be unenforceable, such provision shall be reformed only to the extent necessary to make it enforceable. 15 COPYRIGHT NOTICE Open Game License v 1.0 Copyright 2000, Wizards of the Coast, Inc. D20 System Rules & Content copyright 2000 Wizards of the Coast, Inc.; Authors Jonathan Tweet, Monte Cooke, Skip Williams, based on original material by Dave Arneson and E. Gary Gygax. Relics and Rituals, Copyright 2001 Clark Peterson Open game content from Forgotten Heroes: Paladin Copyright 2002, Ben Redmond and Nigel McClelland.

THE D20 SYSTEM LICENSE VERSION 3.0


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