Call of Duty - A Paladin's Sourcbook, RPG podręczniki

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Call of Duty

Preface
The paladin class has captured the
imagination of players since its introduction. The
paladin is the most difficult class to play, not
because of a lack of combat power, but because of
its roleplaying restrictions. Many players would
like to play one, but are afraid to try.
However, a well-played paladin is worth the
extra effort. Why is this? The other classes are
fun to play because of what they can do. The
paladin is fun to play because of
how
they do it.
The call of duty sets paladins apart.
However, it is also something else. In the real
world, we could use a few wizards to make our
lives easier or clerics to heal our sick. However,
we need heroes more than anything, and paladins
are the epitome of heroic fantasy.
In those dreary times of real life that happen in
between games, try to live your life a little more
like a paladin.
Focus on how you accomplish your goals a bit
more, rather than the bottom line.
Don’t let fear run your life.
And never make a deal with a dragon; smite
the beast.
Chapter One: Feats and Prestige Classes....... 2
New Feats ............................................................. 2
Prestige Classes ................................................... 5
The Paladin as a Prestige Class .................... 5
Archon ............................................................ 9
Chaos Knight ................................................ 13
Forge Avenger .............................................. 16
Golden Pride Hunter ..................................... 19
Merseus ........................................................ 22
Penitent Sniper ............................................. 25
Seelie Knight................................................. 28
Sensate......................................................... 32
Sword Saint .................................................. 35
Chapter 2: Roleplaying Paladins .................... 38
Answering the Call .............................................. 38
Paladins and Alignment ...................................... 40
The Code of Conduct .......................................... 40
The Fall from Grace ............................................ 45
Chapter 3: A Variety of Paladins ..................... 46
Multiclassing........................................................ 46
Paladin Orders .................................................... 50
Variant: Customizing Paladins ........................... 53
Chapter 4: New Magic....................................... 55
Spells................................................................... 55
Magic Items ......................................................... 59
James “Gargoyle” Garr
james@chainmailbikini.com
Game Designer
This book uses the d20 Standard Stat block from www.d20statblock.org.
For help with this product see: www.chainmailbikini.com/files/cod-errata-faq.pdf
Credits
Designer
: James Garr
Additional Design by
: Bryon Dahlgren
Design and Copy Editor
: Heather J. Garr
Art Direction
: Heather J. Garr
Cover Art
: Rob Katkowski
Interior Art
: Brian England
David Zenz
Internal Playtesting
: Heather J. Garr, Andrew Greer, Monty J. Llama, Mark Mullaney,
Brad Shea, a blind Celestial Half-Llama Half-Kobold Commoner 1/Ex-Bard 3/Paladin
6/Sword Saint 6/Martial Artist 4 named Fred
External Playtesting
:
(Nobody’s Friends)
: Bryon Dahlgren, Linda Dahlgren, T.J.
Lofgren, Brian Smith, A Thousand Llamas in Tu-Tus
Call of Duty requires the use of the Dungeons & Dragons® Third Edition Core Books, and the Psionics Handbook, published by Wizards of the Coast®
Dungeons & Dragons® and Wizards of the Coast® are registered trademarks of Wizards of the Coast and are used with permission.
This product is published under both the Open Gaming License (OGL) and the D20 system license. More information about the D20 system license can
A copy of the OGL can be found on the last page of this book.
“Open Content” is material that is solely rules related, and can be redistributed as long as you follow the conditions of the Open Gaming License.
“Product Identity” is material that is copyright © 2002 by Chainmail Bikini Games, Ltd. and may not be duplicated without written permission.
Terms derived from the d20 System Reference Document are all Open Content.
All artwork in this book including the cover art is copyright © 2002 by Chainmail Bikini Games™, Ltd. and is
not
considered Open Content.
This product is 100% Open Content with the exception of the interior and cover artwork. If you have questions about what is Open Content or any
other questions about Call of Duty™, please contact us at help@chainmailbikini.com.
'd20 System' and the 'd20 System' logo are Trademarks owned by Wizards of the Coast and are used according to the terms of the d20 System License
version 3.0. A copy of this License can be found at www.wizards.com.
Call of Duty™ and Chainmail Bikini Games™ are trademarks of Chainmail Bikini Games, Ltd. All Your Base Are Belong To Us.
 Chapter One: Feats and Prestige Classes
New Feats
Your aura of courage glows like daylight.
Prerequisites
: Paladin’s aura of courage
ability, Wis 13+, Cha 15+
Benefits
: As a move equivalent action, on
your turn you may cause your aura of courage to
glow like curtains of bright daylight. This
illuminates an area up to a 30ft. radius from you.
Creatures who suffer penalties from bright light
suffer from this effect. Undead creatures within
the light suffer a –2 penalty to attack rolls. Magical
darkness can suppress this effect, and you can
dismiss it as a free action.
All of these feats are designed with paladins in
mind, but some are perfectly appropriate for other
classes as well. There is no reason why a cleric
could not take Bolster Spell, or why an honorable
rogue would not take Salute of Honor.
Feats listed as “Fighter” feats may be taken by
fighters as bonus feats.
You may only take “Paladin” feats if you have
certain paladin class abilities, such as
lay on
hands
. These feats are supernatural and
can be powerful, but if you lose your
paladinhood, they become useless.
Divine feats are supernatural
feats that allow those with the
ability to turn undead to channel
positive energy for other
purposes..
Aura of Healing [Paladin]
Bolster Lay on Hands [Divine,
Paladin]
By channeling positive energy into
your
lay on hands
ability, you may
heal more damage per day.
Prerequisites
: Paladin’s
lay
on hands
ability, ability to turn
undead, Wis 13+, Cha 13+
Benefits
: While using
lay on
hands
, you may give up one of
your chances to turn undead in
order to heal an additional amount
of damage up to your Wisdom
bonus. This ability does not
require an action, other than the
action required to
lay on hands
.
Your aura of courage accelerates
healing.
Prerequisites
: Paladin’s
aura of courage ability, Wis 13+,
Cha 15+
Benefits
: Any use of cure
spells cast on you or your allies
within your aura of courage heals
an additional +2 damage. Cure
spells may only be affected by one
aura of healing at a time.
Aura of Protection [Paladin]
Your aura of courage protects you
and your allies.
Prerequisites
: Paladin’s aura of
courage ability, Wis 13+, Cha 15+
Benefits
: You and all allies within
your aura of courage gain a +1 sacred
bonus to all saving throws.
Bolster Smite Evil [Divine,
Paladin]
By channeling more positive energy
into your smite, you cause more
damage.
Prerequisites
: Paladin’s ability
to smite evil, ability to turn undead, Cha
13+
Benefits
: By giving up a chance to
turn undead before making the attack roll,
when using smite evil you may add an additional
+1d6 holy (good) damage. If your opponent is
undead, add an additional +2d6 holy (good)
damage instead.
This ability does not require an action, other
than your attack.
Aura of Strength [Paladin]
Your aura of courage grants power.
Prerequisites
: Paladin’s aura of courage
ability, Wis 13+, Cha 15+
Benefits
: You and all allies within your aura
of courage gain a +2 sacred bonus to the roll
whenever performing one of the following tasks:
making a Strength ability score check, using a
Strength based skill, or making a grapple check.
Aura of the Sun [Paladin]
Bolster Spell [Divine, Metamagic]
By channeling positive energy into your divine
spells, you may make them more powerful.
2
Call of Duty – A Paladin’s Sourcebook: Chapter 1: Classes and Feats
Prerequisites
: Divine spellcaster 3
rd
level,
ability to turn or rebuke undead
Benefits
: By giving up one of your chances to
turn or rebuke undead for the day, you may cast
one of your divine spells at +2 caster level.
This ability does not require an action, other
than that required to cast the spell. Even though
this is a metamagic feat, spellcasters who prepare
their spells must choose to use it at the time of
casting. It does not increase the casting time of
the spell.
Combat Healing [Paladin]
Benefits
: Once per day, before rolling, you
may choose to add your paladin level as a luck
bonus to a saving throw or attack roll.
For example, Keda, a fighter 2/paladin 9 with
the Heroic Effort feat really needs to make an
attack roll in order to smite a dangerous foe. She
adds a +9 luck bonus to her attack roll.
Inspire Mount [Fighter, General]
With a whisper or nudge, you can urge your mount
to great speed.
Prerequisites
: Mounted Combat, Handle
Animal skill 5 ranks, Ride skill 5 ranks
Benefits
: As a move equivalent action, you
may attempt to use the Handle Animal skill at DC
15 to inspire your mount.
Inspired mounts add +10 ft to their speed, and
when charging on an inspired mount, you gain a
+6 bonus to melee attack rolls that replaces, and
does not stack with, the normal +2 bonus for
charging. Your mount is inspired until the end of
the encounter.
Knowing Gaze [General]
You can sense evil in a heartbeat.
Prerequisites
: You must be able to
detect
evil
, or use some other detect spell, as a spell-like
ability
Benefits
: You can use your ability to
detect
evil
as a move equivalent action, without provoking
an attack of opportunity. You may only use
detect
evil
once per round.
Only the presence or absence of evil (the first
round use of
detect evil
) may be detected.
Special
: This feat can be taken to use other 0
or 1
st
level spell-like “detect” abilities instead of
detect evil
as a move equivalent action, including:
detect animals or plants,
detect chaos
,
detect
good
,
detect law
,
detect magic
,
detect poison,
detect secret doors
,
detect snares and pits
, or
detect undead
. You cannot discern information
that normally takes more than one round to detect
with this feat.
This feat does not affect the casting time of
any spell, only the use of the above spell-like
abilities permanently gained through a class ability,
racial ability, or feat.
You can gain this feat more than once. Each
time you take this feat it applies to a different spell-
like ability from the above list.
Lend Life [Paladin]
You are good at healing while in close combat.
Prerequisites
: Paladin’s
lay on hands
ability,
Cha 13+
Benefits
: You no longer provoke an attack of
opportunity when using
lay on hands
.
Craft Divine Arms [Item Creation, Paladin]
You can enhance weapons with divine power.
Prerequisites
: Ability to cast
bless weapon
Benefits
: You may craft
righteous*
,
holy, or
holy burst*
weapons, or
holy avengers
without
meeting any of the listed prerequisites except for
caster level.
Your caster level for this feat is equal to your
paladin class level. Crafting such weapons costs
the normal amount of gold and experience points,
and is done as if you had the Craft Magic Arms
and Armor feat.
As always, special ability enhancements can
only be added to weapons with a +1 enhancement
bonus or higher, but you cannot use this feat to
craft a weapon without one of these special
abilities.
For example, a 12
th
level paladin could create
a
holy longsword +4
, but not a
longsword +4
or a
flaming longsword +1.
A 7
th
level paladin would be
able to create a
holy longsword +1 or +2
. (the
holy
special ability requires a 7
th
level caster, while 6
th
level is needed for a +2 weapon)
Special
: If you are using the prestige paladin
class (see page 5), your caster level for this feat is
equal to double your paladin level, (maximum 20),
and you must be at least a 3
rd
level prestige
paladin to take this feat.
*New weapon special abilities, see Chapter 4.
Heroic Effort [Paladin]
You triumph when needed the most.
Prerequisites
: Paladin’s divine grace ability,
Cha 13+
You can sacrifice your own health to heal others.
Prerequisites
: Paladin’s
lay on hands
ability,
Cha 13+
3
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