BRCS:Chapter one/Character/Paladin


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[top]Overview

Cerilian paladins must be devoted to a specific patron deity, chosen at the start of their career as paladins. No paladin may serve just a cause, philosophy, or other abstract source of divine power. Only the gods Haelyn, Avani, Cuiraécen, Nesirie, and Moradin accept paladins into their service. All paladins must serve one of these five deities. Paladins are recognized as knights throughout Cerilia, and bear the responsibilities for behaving as such. Except as specified below, paladins are as written in the Player?s Handbook.

[top]Paladins of Avani

Paladins of Avani must be Lawful Neutral in alignment.

[top]Code of Conduct

Paladins of Avani follow a Code of Conduct and they lose all class abilities if they ever fail to defend places of learning or to protect Avani?s people against those who would use magic against them. They also must respect legitimate authority and not act chaotically or without fore thought. All paladins of Avani know the Five Oaths of Service that the Khinasi require to be taken by all capable of casting true magic. They maintain and keep to these oaths as a point of honor, even though they do not undergo the same rituals that those taking them do. They are frequently used as hunters of those who refuse to take them but don?t hold other nationalities to the same standards since they are considered less civilized and knowing than are the Khinasi. These are the basic codes of conduct for Paladins of Avani, individual sects have varying interpretations of them and any paladin belonging to one will adjust his code of conduct to reflect that interpretation.
They substitute Smite Chaos for Smite Evil as a class ability that works exactly the same except that it applies to chaotic creatures vice evil ones.
Paladins of Avani may freely multiclass as a magician or wizard but not both, without losing their ability to advance as a paladin.

[top]Paladins of Cuiraécen

Paladins of Cuiraécen must be Chaotic Good.

[top]Code of Conduct

Paladins of Cuiraécen follow a Code of Conduct and they lose all class abilities if they ever willingly commit a cowardly act, oppress a weak person or fail to defend a helpless one. Additionally, a paladin?s code requires that she act with valor (not retreat from a fair fight, not using poison, and so forth), help those in need (provided they do not use the help for evil ends), and punish those who harm or threaten innocents. These are the basic codes of conduct for Paladins of Cuiraécen, individual sects have varying interpretations of them and any paladin belonging to one will adjust his code of conduct to reflect that interpretation.
Paladins of Cuiraécen may freely multiclass as a fighter without losing their ability to advance as a paladin and most multi-class in a balanced fashion

[top]Paladins of Haelyn

Paladins of Haelyn bear additional privilege and responsibility as they are traditionally recognized as having the power to travel wherever and do whatever they must to execute Haelyn?s justice. This does not put Paladins of Haelyn above the law, but it traditionally exempts them from states of war, treaties, or any other laws that interfere with their ability to bring justice to those who require it. Ultimately, Paladins of Haelyn are expected to answer only to the church and their god for their actions.
Paladins of Haelyn may freely multiclass as a fighter or noble but not both, without losing their ability to advance as a paladin.

[top]Paladins of Moradin

Paladins of Moradin consist only of dwarves.
Paladins of Moradin may freely multiclass as fighters or experts, but not both, without losing their ability to advance as a paladin.

[top]Paladins of Nesirie

Paladins of Nesirie must be neutral good in alignment and are always female.

[top]Code of Conduct

Paladins of Nesirie follow a code of conduct and they lose all class if they ever willingly commit an evil act or fail to show compassion to those in need. Additionally a paladin?s code requires her to defend the weak and to always try to find a diplomatic solution to any situation. These are the basic codes of conduct for Paladins of Nesirie, individual sects have varying interpretations of them and any paladin belonging to one will adjust his code of conduct to reflect that interpretation. ?Heal the injured, comfort the lost, and negotiate peace among all men? is the credo of Nesirie. While her priests usually make their temples near the water, her paladins travel freely to care for those in need and are often called upon to negotiate or at least oversee peace treaties.
Paladins of Nesirie may freely multiclass as clerics without losing their ability to advance as a paladin.

[top]Preferred Class Races/Cultures

Most paladins are Anuirean or Khinasi humans. Anuirean paladins serve Haelyn, Cuiraécen, or Nesirie. Khinasi paladins follow Haelyn or Avani. Dwarven paladins serve Moradin. Paladins from other cultures are exceptionally rare.

[top]Variant: Paladins as new classes

As a variant, Cerilian paladins use the following classes instead of the Player?s Handbook paladin. Using this variant a character cannot multiclass without losing the ability to advance as a paladin. A character can never have more than one paladin class. Otherwise they follow the same rules for paladins listed above. Class special abilities that are the same as those of the Player?s Handbook paladin are not described instead see the Player?s Handbook paladin for details on the special abilities.

[top]Paladins of Avani



Table 1-2A: Paladin of Avani
Base Fort Ref Will Spells per Day
Level Attack Bonus Save Save Save Special 1 st 2 nd 3 rd 4 th
1 st+1
+0
+0
+2
Aura of lawfulness, divine health
2 nd+2
+0
+0
+3
Detect magic, divine grace, smite chaos 1/day
0
3 rd+3
+1
+1
+3
Aura of courage, lay on hands, turn undead
0
4 th+4
+1
+1
+4
1
5 th+5
+1
+1
+4
Special mount
2
0
6 th+6/+1
+2
+2
+5
smite chaos 2/day, remove disease 1/week
2
1
7 th+7/+2
+2
+2
+5
2
1
8 th+8/+3
+2
+2
+6
2
2
0
9 th+9/+4
+3
+3
+6
Remove disease 2/week
2
2
1
10 th+10/+5
+3
+3
+7
2
2
1
11 th+11/+6/+1
+3
+3
+7
Smite chaos 3/day
2
2
2
0
12 th+12/+7/+2
+4
+4
+8
Remove disease 3/week
2
2
2
1
13 th+13/+8/+3
+4
+4
+8
2
2
2
1
14 th+14/+9/+4
+4
+4
+9
2
2
2
2
15 th+15/+10/+5
+5
+5
+9
Remove disease 4/week
3
2
2
2
16 th+16/+11/+6/+1
+5
+5
+10
Smite chaos 4/day
3
3
2
2
17 th+17/+12/+7/+2
+5
+5
+10
3
3
3
2
18 th+18/+13/+8/+3
+6
+6
+11
Remove disease 5/week
3
3
3
3
19 th+19/+14/+9/+4
+6
+6
+11
4
3
3
3
20 th+20/+15/+10/+5
+6
+6
+12
4
4
3
3


[top]Preferred Race/Culture

See above.

[top]Game Rule Information

Paladins of Avani have the following game statistics:
Alignment: Lawful Neutral.
Hit Die: d10.

[top]Class Skills

The Paladin of Avani?s class skills (and the key ability for each skill) are Concentration (Con), Craft (Int), Diplomacy (Cha), Handle Animal (Cha), Heal (Wis), Knowledge (all skills taken individually) (Int), Lead (Cha), Ride (Dex), Spellcraft (Int), Use Magic Device (Cha) and Warcraft (Int).
Skill Points at 1st Level: (2 + Int bonus) x 4.
Skill Points at Each Additional Level : 2 + Int bonus.

[top]Class Features

The following are class features of the Paladin of Avani.
Weapon and Armor Proficiency: Paladins of Avani are proficient with all simple and martial weapons, with all types of armor (heavy, medium, and light), and with shields. Note that armor check penalties for armor heavier that leather apply to the skills Balance, Climb, Escape Artist, Hide, Jump, Move Silently, Pick Pockets, and Tumble. Also, Swim checks suffer a ?1 penalty for every 5 pounds of armor and equipment carried.
Aura of Lawfulness (Ex): The power of the paladin?s aura of lawfulness (see the detect law spell) is equal to her paladin level, just like the aura of a cleric of a lawful deity.
Detect Magic (Sp): At 2nd level the Paladin of Avani can use detect magic at will, as the spell.
Smite Chaos (Su): Starting at 2nd level a paladin of Avani can smite chaos which functions the same as the smite evil ability for a paladin in the Player?s Handbook except that it works against chaotic creatures. At sixth level, and every fifth level thereafter, the paladin can smite chaos one additional time per day up to a limit of four times per day at16th level.
Turn Undead (Su): When a paladin of Avani reaches 3rd level, she gains the supernatural ability to turn undead. This ability functions exactly like the Player?s Handbook ability. She turns undead as a cleric of two levels lower would. Unlike neutral clerics who get to determine whether to turn or rebuke undead, a paladin of Avani can only turn undead since they are seen as an abomination.
Spells: Beginning at 2nd level, a Paladin of Avani gains the ability to cast a small number of divine spells just as does the Player?s Handbook paladin.
At 1st level a Paladin of Avani has no caster level. Starting at 2nd level, a Paladin of Avani?s caster level is one-half her class level.
The Paladin of Avani?s spell list is: 1st-level: Bless, Comprehend Languages, Cure Light Wounds, Divine Favor, Endure Elements, Light, Magic Weapon, Protection from Chaos, Read Magic, Resistance; 2nd-level: Burning Hands, Eagle?s Splendor, Flame Blade, Fox?s Cunning, Identify, Owl?s Wisdom, Remove Paralysis, Resist Energy, Shield Other; 3rd?level: Flaming Sphere, Continual Flame, Cure Moderate Wounds, Daylight, Dispel Magic, Heal Mount, Magic Circle Against Chaos, Magic Weapon, Greater, Prayer, Remove Curse, Scorching Ray, Pyrotechnics; 4th-level: Arcane Sight, Break Enchantment, Cure Serious Wounds, Dispel Chaos, Flame Arrow, Mark of Justice, Spell Immunity, Tongues.

[top]Code of Conduct

See above.

[top]Paladin of Cuiraécen

[top]Preferred Race/Culture

See above.

[top]Game Rule Information

Paladins of Cuiraécen have the following game statistics:
Alignment: Chaotic Good.
Hit Die: d10.

[top]Class Skills



Table 1-2B:Paladin of Cuiraécen
Base Fort Ref Will
Level Attack Bonus Save Save Save Special
1 st+1
+2
+0
+0
Detect evil, divine grace, lay on hands, divine health, smite evil 1/day
2 nd+2
+3
+0
+0
Aura of courage
3 rd+3
+3
+1
+1
Remove disease
4 th+4
+4
+1
+1
Bonus feat
5 th+5
+4
+1
+1
Special mount, smite evil 2/day
6 th+6/+1
+5
+2
+2
Remove disease 2/week
7 th+7/+2
+5
+2
+2
8 th+8/+3
+6
+2
+2
Bonus feat
9 th+9/+4
+6
+3
+3
Remove disease 3/week
10 th+10/+5
+7
+3
+3
Smite evil 3/day
11 th+11/+6/+1
+7
+3
+3
12 th+12/+7/+2
+8
+4
+4
Bonus feat, remove disease 4/week
13 th+13/+8/+3
+8
+4
+4
14 th+14/+9/+4
+9
+4
+4
15 th+15/+10/+5
+9
+5
+5
Remove disease 5/week, smite evil 4/day
16 th+16/+11/+6/+1
+10
+5
+5
Bonus feat
17 th+17/+12/+7/+2
+10
+5
+5
18 th+18/+13/+8/+3
+11
+6
+6
Remove disease 6/week
19 th+19/++14/+9/+4
+11
+6
+6
20 th+20/+15/+10/+5
+12
+6
+6
Bonus feat, smite evil 5/day



The Paladin of Cuiraécen?s class skills (and the key ability for each skill) are Craft (Int), Handle Animal (Cha), Intimidate (Cha), Knowledge (religion) (Int), Knowledge (nobility and royalty), Lead (Cha), Perform (Oratory) (Cha), Profession (Wis), Ride (Dex) and Warcraft (Int).
Skill Points at 1st Level: (2 + Int bonus) x 4.
Skill Points at Each Additional Level : 2 + Int bonus.

[top]Class Features

The following are class features of the Paladins of Cuiraécen.
Weapon and Armor Proficiency: Paladins of Cuiraécen are proficient with all simple and martial weapons, with all types of armor (heavy, medium, and light), and with shields. Note that armor check penalties for armor heavier that leather apply to the skills Balance, Climb, Escape Artist, Hide, Jump, Move Silently, Pick Pockets, and Tumble. Also, Swim checks suffer a ?1 penalty for every 5 pounds of armor and equipment carried.
Bonus feat: Paladins of Cuiraécen can choose a bonus feat from the fighter?s list, including specialization and its feat chain. A Paladin of Cuiraécen gains bonus feats at 4th, 8th, 12th, 16th and 20th level.

[top]Code of Conduct

See above.

[top]Paladin of Nesirie

[top]Game Rule Information

Paladins of Nesirie have the following game statistics:
Alignment: Neutral Good.
Special: Always female
Hit Die: d8.

[top]Class Skills

The paladin?s class skills (and the key ability for each skill) are Balance (Dex), Climb (Str), Concentration (Con), Craft (Int), Diplomacy (Cha), Heal (Wis), Knowledge (nobility and royalty) (Int), Knowledge (religion) (Int), Lead (Cha), Profession (Wis), Ride (Dex), Sense Motive (Wis), Speak Language, Swim (Str), and Use Rope (Dex)
Skill Points at 1st Level: (2 + Int bonus) x 4.
Skill Points at Each Additional Level : 2 + Int bonus.


Table 1-2C: Paladin of Nesirie
Base Fort Ref Will Spells per Day
Level Attack Bonus Save Save Save Special 0 1 st 2 nd 3 rd 4 th 5 th 6 th
1 st+0
+0
+0
+2
Aura of good, detect evil, smite evil 1/day1
2 nd+1
+0
+0
+3
Divine grace, lay on hands, water affinity10
3 rd+2
+1
+1
+3
Aura of courage, divine health11
4 th+3
+1
+1
+4
Turn undead21
5 th+3
+1
+1
+4
Smite evil 2/day220
6 th+4
+2
+2
+5
Remove disease 1/week221
7 th+5
+2
+2
+5
221
8 th+6/+1
+2
+2
+6
2220
9 th+6/+1
+3
+3
+6
Remove disease 2/week2221
10 th+7/+2
+3
+3
+7
Freedom of movement, smite evil 3/day2221
11 th+8/+3
+3
+3
+7
22220
12 th+9/+4
+4
+4
+8
Remove disease 3/week22221
13 th+9/+4
+4
+4
+8
22221
14 th+10/+5
+4
+4
+9
322220
15 th+11/+6/+1
+5
+5
+9
Remove disease 4/week, smite evil 4/day332221
16 th+12/+7/+2
+5
+5
+10
333221
17 th+12/+7/+2
+5
+5
+10
3333220
18 th+13/+8/+3
+6
+6
+11
Remove disease 5/week3333321
19 th+14/+9/+4
+6
+6
+11
3333332
20 th+15/+10/+5
+6
+6
+12
Smite evil 5/day3333333

[top]Class Features

The following are class features of the Paladin of Nesirie.
Weapon and Armor Proficiency: Paladins of Nesirie are proficient with all simple and martial weapons, with all types of armor (heavy, medium, and light), and with shields. Note that armor check penalties for armor heavier that leather apply to the skills Balance, Climb, Escape Artist, Hide, Jump, Move Silently, Pick Pockets, and Tumble. Also, Swim checks suffer a ?1 penalty for every 5 pounds of armor and equipment carried.
Water Affinity (Su): At 2nd level for 10 rounds per day/level, the paladin can either breathe water per the spell water breathing or walk on water per the spell in any combination. This does not need to be done at one time and can be broken up as the paladin wishes as long as the total amount of time is not exceeded in a single day.
Freedom of Movement (Su): At 10th level the Paladin of Nesirie gains the ability to act freely when in water as if under the freedom of movement spell. This freedom can be done for a total of 10 minutes/level/day and does not need to be used at one time.
Spells: A Paladin of Nesirie has the ability to cast a small number of divine spells just as does the Player?s Handbook paladin.
A Paladin of Nesirie?s caster level is equal to her class level.
The Paladin of Nesirie?s spell list is: 0-level: Create Water, Cure Minor Wounds, Detect Poison, Know Direction, Purify Food and Drink; 1st-level: Bless, Bless Water, Comprehend Languages, Cure Light Wounds, Obscuring Mist, Sanctuary, Shield of Faith; 2nd-level: Whispering Wind, Aid, Augury, Calm Emotions, Cure Moderate Wounds, Delay Poison, Shield Other, Fog Cloud; 3rd ?level: Create Food and Water, Cure Serious Wounds, Helping Hand, Locate Object, Prayer, Remove Blindness/Deafness, Remove Curse, Remove Disease, Water Breathing, Water Walk; 4th-level: Control Water, Cure Critical Wounds, Freedom of Movement, Locate Creature, Neutralize Poison, Restoration, Solid Fog, Tongues; 5th-level: Atonement, Commune, Cure Light Wounds, Mass, Control Winds; 6th-level: Cure Moderate Wounds, Mass, Find the Path, Heal, Heroes? Feast, Legend Lore, Transport via Water*.

[top]Code of Conduct

See above.

[top]Paladins of Haelyn

Paladins of Haelyn follow the rules for the paladin in the Player?s Handbook.

[top]Paladins of Moradin

Paladins of Moradin follow the rules for the paladin in the Player?s Handbook except that at 5th level instead of gaining a special mount they gain the ability to summon a small earth elemental for a number of rounds per day equal to his charisma modifier, minimum of 1. This is a spell-like ability and the amount of time may be broken up over any combination as long as the maximum time is not exceeded in a day.

See Also: D20 Paladin
 
This article is a Birthright Campaign Setting (D&D 3.5/D20) page
The BRCS Document is a comprehensive toolbox consisting of rules, races, classes, feats, skills, various systems, spells, magic items, and monsters compatible with the d20 System version of Dungeons & Dragons from Wizards of the Coast.
 

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