Paladin prestige classes

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The Host of Heaven

Holy Prestige Classes For 3e
By Ross Watson and Josh Fairfield

Paladins are one of the most popular classes in the Player’s Handbook, and with good reason. They’re immune to fear, they fight almost as well as a fighter, and can turn undead like a cleric. All their power is based on holy faith, and the price they pay for that power is a dedication to an honorable code of conduct. At the same time, there’s nothing inherently ordinary about a paladin, and one holy knight may turn out completely different from another.

The greatest champions of good have prestige classes associated with various means of fighting evil, collected here below for your campaign’s enrichment. The harbinger, judicial champion, kreuzritter, maker, paragon, and seraph all exemplify the cause of a paladin in different ways, and illustrate the differences among holy orders of knighthood. The following is the first installment: the Harbinger.

Harbinger

The Balor leaned down and stirred the mass of screaming souls with his forefinger, a bored expression on the demon’s face. Rolls of fat, slicked with the grease rendered from burning flesh hung from his massive frame. He turned to the damned souls bearing the cauldron upon their backs, and reached to snatch one of them up in his claws. They would be just the snack he needed to tide him over. However, in place of one of the souls stood a grey-cloaked man, with the scars of a thousand battles and an aura of righteous fury that forced the ancient fiend to recoil in horror. The man spoke in a voice like tempered iron: “Now, you die for the last time.”

Someone must take the war to hell. Fiends, content in the knowledge that they will merely be restored to life in the hells over time if they are killed on the prime material plane, feel free to invade, torment, and corrupt the prime planes on a whim. There are those, however, who are dedicated to the nearly impossible: killing the fiends in the place they call home, and thus ridding the planes of their evil forever.

Such relentless hunters are known by another name… the harbingers. Harbingers stalk some of the must dangerous prey of all: demons, and devils. Often, harbingers find themselves wandering the foul reaches of the lower planes, the hells, and the abyss, seeking out powerful fiends to slay once and for all. Some harbingers are guardians of the prime material plane instead, preferring to retain some vestige of a normal existence while driving the fiends away from their home. These harbingers also recruit new members from those who have suffered from fiendish attacks.

Harbingers are so talented at infiltrating the lower planes that they are sometimes mistaken for fiends themselves. The vast and dour nature of their work means that many harbingers take up the life of an adventurer in order to gain friends and honorable prestige, two things chat are nearly impossible to find in the hells or the abbyss. Folk who are under siege by demons or devils rejoice in the presence of a harbinger, but upper society and many strict religions see them as heretics at best and traitors to their home plane at worst.

Rangers and paladins are the two most common classes to take up the mantle of the harbinger. Fighters are attracted to the harbinger’s unmatched ability to slay fiends on their home plane, and some priests find the fiend-destroying abilities of the harbinger to mesh well with their dogma. Rogues and bards occasionally become harbingers, utilizing their vast array of skills to perform the ultimate deception… to sneak around under the noses of the most powerful and vile fiends imaginable.

Hit Die: d10

Requirements

To qualify to become a harbinger, a character must fulfill all the following criteria.

Base Attack Bonus
+8
Special
The character must have chosen devils or demons as a favored enemy. He must be able to cast 1st level divine spells, and must have the supernatural ability to lay on hands. The character must have died at the hand of an evil outsider and returned to life in some manner.
Alignment
Any non-evil

Class SKILLS

The harbinger’s class skills (and the key ability for ea h skill) are Climb (Str), Concen tration (Con), Cr t (Int), iplomacy (Cba), Disguise (Cha), Gather Information (Cha), Handle A.nimal (Cha) , Heal (Wis), 111ti1n id te (Cha), Jump ( tr), Knowledge (religion) (Int), Knowledge (the planes), Move Silendy (Dex), Profession (Wi ), Ride (Dex), Swim (Str) a.nd Wi lderness Lore (Wis). See 01apter 4: Skills in r.he ore Rulebook I for skill descriptors.

kill Points at Each Level: 4 + Int modifier.

CLASS FEATURES

All of the following are features of the harbinger prestige class.

Weapon and Armor Proficiency: Harb ingers are proficient wi ch all simple and martial weapons, with light and med ium armor, and with shields.

Lay on Hands (Sp): A ha rbinger can hea wounds by touch, as the paladin abiliry. Any paladin levels add to the harbinger’s level for thi pu rpose.

Smite Evil (Su): Once per day, a harbinger may attempt to smite evi l with one normal melee arrack. He adds his Charisma modifier (if positive) to his attack roll and adds 1 extra point of damage per harbinger level. (If rhc haracrcr has paladin levels, then they stack with his harbinger levels for this ability) If rhe harbinger accidentally smites a creature that i.s not evil, the smi te has no effect but is sLil l used up for rbe day.

Remove Disease (Su): The harbi nger can remove disease, as per the spel l remove disease, once per day as a spell-like abiliry. Ar 6th level, the harbinger can remove disease twice per day.

Turn Fiend (Su): The harbinger gains the supernatural ability to turn any evil outsider just as if he were turning undead. He may use this ability a number of times per day equal to three plus his Charisma modifier. He turns as a deric of two levels lower would. Evil outsiders wbo would normally be destroyed by rhe turn altempt are instead banished to their ome plane, un less the turn attempt was performed on rhe outsider’s home plane. In this case, the outsider is destroyed as normal. If rhe harbing r has the ability to r. rn undead from another sourc (such as cleric or paladin levels), each use of his rum fiend ability reduces his total attempr ro turn undead for the day.

Shroud of the Damned (Su}: T he harbinger takes on aspects of the damned souls who inhabit the Hells and rhc Abyss, so as ro be able to infiltrate the fortresse of ulrimare evil. T he sh.mud also protects the harbinger, allowing him to survive in infernal envirorunents rhat would incinerate normal men. Ail shroud abilities can be· turned. off by rbc harbinger as a free action. Resuming che shroud benefits is a standard action that does nor provoke an attack of opportun. ity. This abiliry functions similar to a pcrmanent alter self spell, allowing a harbinger to assume the form of a damned soul aarive to any lower plane. Th is grants a compete nce bonus to [he harbinger’s disguise skill check, only for [be purposes of disgui ing himself as a damned oul. Spells s L1d1 a true seeing will reveal tbe harbinger’s true .llature.

hroucl l : The harbinger’s alignment is undetectable by any magi.cal means. This ability fun ctions at all times and continues to function as the shroud gains ln power.

Shroud 2: T e harbinger benefits fro m Fire Resistanc 5. The harbinger also may appear just like a damned soul; he gains a + 15 competence bonus to hi.s disguis heck.

Shroud 3: The harbinger benefits from Acid R sistan e 5, aHd his Fire Resista nce in reases to l 0. T he competence bonus fo r the harbinger’s disguise check to appear as a damned soul rises to +20.

hroud 4: he harbinger benefits from Electricity Rcsisrancc 5, his Acid Resistance rises to 10, and his Fire Resistance rises to l 5. The competence bonus for the harbinger’s disgu ise check to appear as a damned soul rises to +25.

hroud 5: The harbinger benefits from a +2 sacred bonus to all saving throws against che primary and secondary effect of poison. His Elecrrid ty Resistance rises to 10, his Acid Resi stance rises to 15, and his Fire Resistan rises to 20. T e competence bonu s for rhe harbi nger’s di sguise d1ed to appear as a damoed soul rises ro +30.

Harrow Hell (Su): The harbinger may liberat a soul From the lower planes by giving up one use of his r mov disease abi lity. The soul, once li bera ted, hooses its plane of destination. If tb e soul is sti ll vil, it may very well return to the lower planes. The harbinger must touch the snul in order to free it i.n thi way.

Eternal Enemy (Ex) : Beginning at 2nd level, the harbinger may apply his favor d nemy bonu. s. es ro any evil outsider. The charact r may add his harbinger level ro any class that grants rhe favored enemy ability to determine hi appropriate bonu es.

Searing Purity (Su): The harbiJlger has focused his lay on hands ability into a terrifying attack, which by its very purity annihilates fiends. T he harbinger may use his lay on bands abil ity as a melec rouch attack, which does nae prov kc an attack f opportunity. The rouch attack. if successful, delivers 2 hit poin ts of damage for every hit poim of lay on hands healing that the Ha rbinger expends. This only funcrio when used again ran oursider. Terrible Swift Sword (Ex): The harbinger gains the benefit of the Whirlwind Attack feat when fighting again t evil outsiders. The harbinger may use this ability even if he does not m et the prerequisites for the Whirlwind Attack feat. He may only apply extra attacks gained from this ab ility against evi l outsiders .

Angel of Death (Su) : The harbi nge.r has effe tively turned the tables on his fiendish foes. Th player choo. s a single plane. On that plane, and its sub-planes (For example, all 666 layers of the Abvss), the character benefits from the same effective immortality that demans and devils enjoy on the Prim Mate rial plane. If the harbinger is killed on his chosen plane, he simply returns at full health with no level loss on the Prime Material plane after 7 days have passed. (The harbinger gets to keep his gear: The harbinger’s possesions vanish along with his body to reappear at his location after the 7 days) If slain on the Prime Material plane, however, the harbinger is dead and does nor return in this manner. Raise dead, resurrection, true resurrection, and wish or miracle spell will still function normally on the character.

The Harbinger
Level BAB Fort Ref Will Special
1 +1 +2 +0 +0 Shroud of the Damned (1), Lay on hands, Remove Disease 1/day, Smite Evil, Turn Fiend
2 +2 +3 +0 +0 Harrow Hell, Eternal Enemy
3 +3 +3 +1 +1 Shroud of the Damned (2)
4 +4 +4 +1 +1 Searing Purity
5 +5 +4 +1 +1 Shro ud of the Damned (3)
6 +6 +5 +2 +2 Remove Disease 2/day
7 +7 +5 +2 +2 Shroud of the Damned (4)
8 +8 +6 +2 +2 Terrible Swift Sword
9 +9 +6 +3 +3 Shroud of the Damned (5)
10 +10 +7 +3 +3 Angel of Death

JUDICIAL CHAMPION Many so􀁆ieties sti ll decide right from wrong with Trial by Combat. Judjcial hampions are holy warriors; called upon ro defend the innocent in the arena when no other appeal is possible. They gain supernatural strength in a ritual trial. by combat from the righteousness of the cause. Judicial hampions fight for a cause, not a crowd; they are not gladiarors in the traditional sense. In fact, they have a complicated and strict code of honor. ome battles may end with first blood; only a rare few are fought to the death. Regardless, all judicial champions share the belief that right makes might, and that in tl1eir struggles the truth is revealed. Judicial hampions strive to uphold the law ... good and evil are secondary concerns for the most part. The more compassionate judicial champions often work for free ro assist those who cannot afford to buy a gladiator’s favor or represent the interests of the people at large. However, the vast majority of judicial champions pride themselves on their absolute impartiality when it comes to representing their case in battle. On the field of the arena, all that matters is giving their best effort to ensure justice for both sides. Some judicial champions fo rm groups, known as ’stables,’ of like-minded individuals in order to receive more prestigious patro ns. T hese stables often recruit and train new judicial champions from the ranks of paladin or clerics. Stable􀁖 also send out judicial champions to investigate regions where unrest and chaos reign, seeking out the nature of the problems in order to end it in righteous combat. Judicial champions know well t􀁋at not every battle can be fo ught in the arena, so they will travel fa r to bring law to the lawless and justice to the unj use. Hit Die: d􀀔􀀓 􀀵EQU􀀬REMENTS To qualify to become a judicial champion, a character must fulfill all the following criteria. Base Attack Bonus: +6 Knowledge (religion): 8 ranks Knowledge (law): 4 ran ks

Feats: Power Attack, Divine Might CLASS skills The judicial champion’s class skills (and the key ability for each skill) are oncentration (Con), raft (lnt) , Diplomacy (Cha), Handle Animal ( ha), Heal (Wis), Knowledge (religion) (lnt), Knowledge (law), Profession (Wis), and Ride (Dex). Skill Points at Each Level: 2 + Int modifier.

JUDICIAL CHAMPION BAB FORT REF 􀀺ILL SPECIAL +􀀔 +2 +O +􀀓 Lay on Hands, Mount, Righteous Cause +􀀔 􀀎2 +3 +􀀓 +􀀓 Smite Evil +3 +3 +􀀔 +􀀔 Mettle +4 +4 +􀀔 +􀀔 Righteous Cause + 2 +5 +4 +􀀔 +􀀔 Bonus Feat +6 +5 +2 +2 Righteous Cause + 3 +7 +5 +2 +2 Smite 2/day +8 +6 +2 +2 Righteous Cause +4 +9 +6 +3 +3 Bonus Feat +10 +7 +3 +3 Righteous Cause +5

CLASS FEATURES All of the following are features of the judicial champion prestige class. Weapon and Armor Proficiency: Judicial hampions arc proficient wich all simple and martial weapons, wirh all types of armor, and wirh shidds. Lay on Hands (Sp): A judicial champion can heal wounds by to uch , as the paladin ability. Any paladin levels add to the judicial champion’s level for chis purpose. Mettle (Ex): If a judicial champion makes a successful Will or Fortitude saving throw chat would normally reduce a spell effect, he suffers no effect from che spell at all. O nly those spel ls with a saving throw entry of "Will par􀁗ial," "Fortitude half," or the like are negated with this ability. Mount (Ex): Judicial hampion levels stack wich paladin levels for che paladin’s mount abilities. If a character does nor already possess a paladin’s mount, he may gain one upon 􀁗aking this pres􀁗ige class. In this case, the mount’s abilities are based on the judicial champion’s class level. Smite Evil (Su): Once per day, a judicial cham pion may attempt to smite evil with one normal. melee attack. He adds his cha􀁕isma modifier (i f positi ve) to his attack roll and adds 􀀔 excra point of damage per judicial champion level. (If the character has p􀁄􀁏􀁄din levels, chen they stack with his judicial champion levels for this ability) If the judicial champion accidentally smites a creature rhac is not evil, che smi te has no effect but is still used up for the day. Ar 7th level, the judicial champion can smite evil twice per day. Bonus Feat: The judicial champion may select one additional feat from the list of bonus fighter feats. Righteous Cause (Su): Once per day, a judicial champion may sweat a holy oatl1 to aid a worthy cause. lf rhe moti ve is indeed righteous (ac che discretion of the DM), the judicial champion gains a sacred bonus equal to the listed num-

ber ro attack, damage, saves, and skill checks for the duration of one encounter pursuant co chat cause. The judicial champion muse inform his opponenr at the beginning of the trial by combat chat their case is being judged by the gods. Righteous cause cannot therefore be used in an ambush. If the cause is not righteous, rhe abilicy is used up for chat day wirh no effect. If rhe judicial champion abandons his cause, he is stripped of his class abilities for one week. Mulciclass Nore: Paladins may take levels of the judicial champion prestige class without losing rhe ability ro cake more levels of paladin.

SERAPH Jc begins in childhood. Parents seard1 an entire ci􀁗y for a child, only ro find her sitting quietly before a shrine or al car. Growing up, the child is strange, and hears voices. She is the locus for strange occurrences, unexplained healings, and unforeseen miracles. 􀀬n a momenr of revelation, some few of these touched souls realize something virally impor- ranr. They have been called ro assume rhe armor of the and cake their place among the heavenly hose. There are those who are called by a higher power ro serve rhe cause of all char is good and holy. The purest and most worthy are given the opporrunicy ro reach even greater heights and transform themselves into a creature of celestial mighc and glory. Only a bare handful of these folk, called seraphs, exist scattered chroughour che worlds of rhe universe ro bring lighr inro rhe darkness and defend the weak. Many churches see an emerging seraph as a sign from rheir god, a blessing from the heavens. Darker religions, of course, find seraphs to be very annoying enemies. Seraphs are talenred at bringing hope where there is despa.ir and replacing suffering with joy. However, few can fail to give a seraph a measure of respect for earning such obvious signs of favor from their deicy. Paladins and clerics find the easiest path cowards becom- ing a seraph, but some of che more accepting or 􀁆haotic gods of good have been known ro grant the power of a seraph to bard or even rogues. Druids, wizards, and sorcerers are the lease likely to turn away from their own sources of power in order to represenr heavenly inrerests. Hit Die: d8 RE QU􀀬REMENTS To qualify co become a seraph, a character must fulfill a􀁏􀁏 theB faoslel oAwtitnagck c rBitoenriua.s : +8

Languages: Celestial Alignment: Any good Knowledge (religion): 10 ranks Race: Any non-celestial (cannot already be haI f.-ce Ie sa􆤀a I) . The character muse have made peace ful , Ia sti·n g,

and positive conracc with a celestial agenr o a good-aligned deicy. CLASS SKILLS The seraph’s class skills (and the key abilicy for each skill) are Climb (Str), Concentration ( on), Craft (Int), Diplomacy (Cha), Heal (Wis), Jump ( rr), Knowledge (religion) (Int), Profession (Wis), and Ride (Dex). Skill Points at Each Level: 2 + Inc modifier. CLASS FEATURES The following are features of the seraph pres- cige class. Weapon and Armor Proficiency: Seraphs a.re proficient with all simple and martial weapons,

with all cypes of armor, and wirh shields. Lay on Hands (Sp): A seraph can heal wounds by couch, as the paladin abilicy. Any paladin levels add ro the seraph’s level for chis purpose. Smite Evil (Su): Once per day, a seraph may attempt co smite evil with one normal melee arrack. He adds his Charisma modifier (if positive) co his atta􀁆k roll and adds 􀀔 exrra poinr of damage per seraph level. (If che character has paladin levels, then they srack with his seraph levels for t􀁋is abilicy). If rhe seraph accidenrally smites a creac.ure that is not evil, the smite has no effect bu􀁗 is used up for rhe day. Ringing of the Spheres (Su): Three rimes per day as a spell-like ability, the seraph may invoke the holy sword spell. T he spell’s effect and duration is derived from the seraph’s class level. Wings (Ex): T he seraph gains angelic wings colored a hue of rhe character’s choice. T he character may fly at his speed with good maneuverabilicy. Unearthly Insight: T he seraph gains a +2 bonus to lncelligence. Blaze of Glory (Su): Once per day as a spell-likIeI’ abi􆤀licy, 􀁗􀁋e seraph may invoke a holy aura spell. The spe s e􀁉􀁉ect and duration is derived from the seraph’s class level. Revelation (Ex): The seraph now fu lly develops his angel- ic blood, and cakes on che template of a Half-Celestial. T he seraph gains che spell-like abilities of appropriate level, ener- f 􀁄􀁓 alf C 􆰀 · I gy immunities, and ocher benef􀁌􀁗s o e H -e􀁏e􀁖􀁗􀁌􀁄􀁏􀀃 cemSpecial: place. The natural armor benefit and those ability increases already granred are not granted again. D

SERAPH LEVEL BAB FORT REF WILL SPECIAL 1 +O’ +2 +.() +2 Smite Evil, Lay on Han􀁇s 2 +􀀔 +J +􀀓 +J Ringing of the Sphe􀁕e􀁖, Unearth􀁏y Strength 3 +2 +J +􀀔 +3 Armor of Heaven 4 +3 +4 +􀀔 +4 Celestial Protection, Unearthly Beauty 5 +J +4 +􀀔 +􀀔 Grapes of Wrath, Sacrament 6 +􀀔 +􀀘 +2 +5 U􀁑􀁈􀁄rth􀁏y W􀁌sdom 7 +5 +􀀘 +2 +􀀘 Sword of 􀀯i􀁊ht􀀏 W􀁌􀁑􀁊􀁖 8 +6 +6 +2 +6 Unearthly Insight

KREUZRITTER "Turn, hellspawn, and face eternity!" Towe􀁕􀁌􀁑g figures stride across corpse-ridden batdefields wracked wi th hellfire and smoke. T heir impenetrable armor and steadfast shields are terrifying, so massive char no mere mortal could move them , and 􀁗h􀁈 weapons they wield are equally immense. Time and again the writhing hordes of the netherworld and their co rruption- infested mo rtal servitors hurl themselves against rhese impregnable bastio ns of strength, to no avail. The kreuzritter stands as a massive i􀁕on guardian atop heaps of enemy dead; he is the last line of defense between humanity and eternal war. A kreuzritter ("crusader") is a grim, uncompromising soldier in a never-ending conflict with the forces of evil. He carries the banner oflight against che darkness and swears an oath never to yield. For che most par􀁗 kreuzritters have few fri ends besides ocher members of their order, and fewer still cultivate any romance or lasting relationships. le requires a great deal of focus and discipline to learn the ways of the kreuzritter ... a saying among them goes ’’A soul must be of steel in o rder to wield it properly’’. T he kreuzritter’s si ngular drive and passion for fighting evil make them unpopular with common fo lk .. . while a farmer’s fami ly would be gratefu l to see a rampaging band of goblins destroyed, such a fami ly would probably not invite a kreuzritter to dinner afterwards. Kreuzritters are often d rawn to battle, most comfortable when defending a settlement under assa􀁘􀁏􀁗 by evil armies. Many also end up as adventurers seeking evil in the dark places it lairs, rooti ng it out ac ross the land in which they travel. Fighters and especially miliram paladins are most often attracted to the path of the kreuzritter. C lerics who follow gods of war sometimes pick up the mantle as wel l. Most co mmonly, humans and dwarves are the race best suited to become kreuzritrs, but some half-ores have been called to serve as well , making particularly resolute crusaders. Hit Die: d􀀔0 REQUIREMENTS To qualify to become a kreuzritter, a character must fulfill all the following critena

Base Attack Bonus: +8 Intimidate: 5 ranks Feats: Power Attack, Di vi ne Might, Exotic Weapon Proficiency: Any heavy two-handed weapon. (See Magic of Faerw1 for heavy weapons rules), Shield Expertise. Special: Adopting this prestige class requires the character to have the supernatural ability to smite evil. He must also dismiss any paladin’s mount or familiar he may have, and he must have a strengd1 score of at least 20. Finally, the character must own a zweihander weapon (See Below). Alignment: Any good CLASS SKILLS Heavy Weapons Weapons made from certain materials constitute 􀁋eavy weapons (for example, magically treated precious metals, such as white gold, black gold, or normal yellow... even platinum!). Although as strong and sharp as any steel, these weapons deal more damage .when they strike. See Magic of Faerun, page 179 for full Heavy Weapons rules. Without an exotic weapon proficiency, such weapons are wielded at a −4 penalty. T he kreuzritter’s class skills (and the key ability fo r each skill) are oncem ration (Con), Craft (Int), Heal (Wis), lntim idate (Cha), Knowledge (religion) (In􀁗), and (Wis). See C hapter 4: Skills in the Core Rulebook I for skill descriptors. Skill Points at Each Level: 2 + lnt modifier. C􀀯􀀤􀀶􀀶 FEATURES All of the fo llowing are feat ures of the kre uzri tter prestige class. Weapon and Armor Proficiency: Kreuzrircers are proficient wic:h all simple and martial weapons, witl1 all rypes of

+1 +2 +3 +4 +5 +6 +7 +8 +9 + 10 FORT REF WILL SPECIAL +2 +􀀓 +􀀓 Bastion (1), Lay on Hands, Smite Evil, +1 level of paladin class +3 +􀀓 +􀀓 Improved Shield Expertise (1), Tower of Steel 1/day +3 +1 +1 Bastion (2), +1 level of paladin class +4 +1 +1 Improved Shield Expertise (2), Tower of Steel 2/Day +4 +1 +1 Bastion (3), +1 level of paladin class +5 +2 +2 Improved Shield Expertise (3), Tower of Steel 3/day +5 +2 +2 Bastion (4), +1 level of paladin class +6 +2 + 2 Tower of Steel 4/day +6 +3 + 3 Bastion (5), +1 level of paladin class +7 +3 + 3 Divine Wrath

armo r, and with shields. Lay on Hands (Sp): A kreuzritter can heal wounds by to uch, as the paladin ability. Any paladin levels add to the kreuzritter’s level for this purpose. Smite EviJ (Su): Once per day, a kreuzritter may atcempc co smite evil with one normal melee attack. He adds his harisma modifier (if positive) to his attack ro ll and adds 1 extra point of damage per kreuzritter level. (If rhe charac ter has paladin levels, then they stack with his kreuzriner levels for this abili ty) If the kre uzritter accidentally smites a creature that is nae evil, the smite has no effect but is still used up fo r the day. Bastio n (Ex): Kreuzriner armor is far more massive than even f􀁘ll plate mail, causing some kreuzritters ro be mista ken fo r Iron Golems or the like. The armor is often chased with precious mecals, engraved with awe-i nspiring sigils, or bears the symbol of the kreuzritter’s fa mily or knightly order. A kreuzri cte r’s helmet crest is usually sculpted and especially ornare, and can ex:tend in mulciple tiers up co rwo feet above his head . Any armor, whether magical or not, may be modified wi th the kreuzritter changes for 1,000 gp per level of the Bas tion abili ty. T he kreuzriner must wear at least half or full plate armor, and it must be made from metal. A kreuzritter wearing the mo􀁇􀁌fied massive armor gai ns the following bonuses: Kreuzr􀁌tters and Mounts The kreuzr􀁌tter 􀁌s􀀃 􀁌nfantry 􀁩n 􀁗􀁋e war a􀁊􀁄􀁌nst evil. not cavalry. They do not get along well with horses, in general. nor 􀁄ny other k􀁌nd of riding beast. It 􀁌s extremely unusual for one to adopt a mount of any kind. Kr􀁈uzr􀁌tters 􀁌n full armor are far too massive, unbalanced, and heavy to ride any creature smaller than Huge size. Kreuzritters therefore forego the Paladin Mount abilities when they take up the mantle of their profession. Although a kreuzritter 􀀐􀀐 if not 􀁌n Bastion armor 􀀐􀀐 may seat a horse for travel purposes, the kreuzrltter may not use his Improved Shield Expertise ability while mounted. Bastion (I): T he kreuzritter benefits from damage reduction !/-- Bastion (2): The kreuzritter benefits from damage reduction 2/-- Bastion (3) : T he kreuzritter benefits fro m damage reduction 3/-- Bastion (4): T he kreuzritter benefits from 25% fortifi cation (as if the armor had rhe light fortification power). Bastion (5) : The kreuzri teer benefits from 50% fortification (as if the armor had the medium forti fi cation power) . T he fortification benefits do not stack with fortifi cation possessed by the armor or his shield, if any. T he higher bonus replaces the lower bonus granted at x: level. Improved Shield Expertise (Ex): The kreuzri􀁗ter learns how to fight with rwo-handed weapons, even while bearing a shield. These shields always bear the kreuzri􀁗􀁗er’s personal coat of arms displayed prominently. A kreuzritter may not use his shield to attack while wielding a rwo-handed weapon. Level 1: The kreuzriner may benefit from a buckler even though he is wielding and simultaneously attacking with a rwo-handed weapon.

Zweihander Weapons Kreuzritter heavy weapons are usually goth􀁌􀁆 fantasies cast 􀁌n silver-chased black gold or gold-chased platinum, displaying the crest of the kreuzritter’s family or knightly order affi􀁏iation picked out 􀁌n precious metals, exotic enamels, or gemstones. These 􀁌mmense weapons are highly treasured, and are often passed down over hundreds of years.

Level 2: T he kreuzriccer may benefit from a small shield even tho ugh he is wielding and sim Ldran eo usly atta king with a 􀁗wohanded weapon. Level 3: The kreuzrirter may benefit from a large shield eve n though he is wield ing and simu ltaneous ly attacking wirh a 􀁗wohanded weapo n. Tower of Steel (Su): As a supernatu ral abil ity, the kreuzrirter may invoke the effect of the spell righteous might as a sta ndard action the indica ted nu m- ber of rimes per day. T he caster level and duration are derived from the kreuzri tter’s character level. Remember char when using 􀁗􀁋e rower of steel abili ty, the kreuzriner temporarily benefits from a +4 enlargem ent bonus ro strength, suffers a −1 size penalty co attacks and armor class, and his weapon increases in its damage dice. (See the spell description in rhe Player’s Handbook for de􀁗ails) Divi ne Wrath (Su): Once per day, che kreuzritcer may enter a battle frenzy, gai ning the ability co rage like a 1st level barbarian . In addi tion , the kreuzritter’s weapon is imbued with divine energy, doing maxim um damage w hen used in a successful smite evil actempr during the duration of rhe rage. Every smire evil atrempc made during the rage is maximized in this fas hion. Spells Per Day: A kreuzritcer co minues advanci ng in spellcasting abili ty as well as gaining 􀁗􀁋e abilities of his new class. Thus, at every orher level of kreuzri rcer, the character gains new spells per day as if he had also gai ned a level in wha ceve r spellcascing class he belonged to before he added the prestige class. He does nae, however, gai n any ocher benefit a character of that class wou ld have gained (improved chan ce of controll ing or rebuking undead , wild shape ability, and so on). If a character had more rhan one spellcasting class before he became a kreuzricrer, the player must decide which class to assign the bonus spellcasting levels for rhe purpose of determining spells per day.

MAKER "In the beginning, Cod made the heavens and the earth." As creation is sacred, so the act of creating is sacred. From hammer-wield ing blacksm iths dedicated to Thor, to the cra ftsman-priests of Vulcan, to the illuminator monks of Christendom, holy men have always sought to emulate the divine by 􀁐􀁄king items oF beauty, holine s, and power. However, where th ere is making, there is also unmaking. Makers sta nd aga in t chaos, disintegration, and the destruction that is always at the heart of evil. They build where others tea􀁕 down. T hey heal what others would harm. And in the end , they remake the world by their faith and devotion. Smi th-palad in order ca n fill a number of niches in a fa ntasy world . Dwarven templar-smiths, Human holy orders which venera te the forge and kiln , elven enclaves that labor for decades over a single wooden bow, alJ conrribure to the arming and armoring of those who resist evil. Makers pour their fait h in the higher powers into their work at th e forge and anvi l, transforming mere steel and stone into items of celestial significance. Makers can channel the power of the divine to make use of improvised tools when the campaign against the darkness doesn’t allow time For a proper forge. Make rs can even, once in their career, imbue an item with a shard of his soul and create a masterpiece of forgewo rk co rival any legend. Makes find destruction to be against the core of their be.liefs, bur whenever a maker encoJ nrers evil, he must oppose it wirh all his effort. The maker can use his knowl- edge of how items are made in order to destroy them , and in fact man y makers form a career out of hunting down evil and cursed magic items and artifacts in order to rid the wo rld of such foul works.

Dwarves are of􀁗en makers, but elves and humans also contribute smiths and sculptors to the cause of good. Gods who represent creation have many paladins and clerics who follow the path of the maker in ord er to strengthen the arms of the faith with their work in the forge. Hit Die: d10 REQUIREMENTS To qualify to become a maker, a character muse Fulfill all the fol- lowing criteria. Base Attack Bonus: +4 Craft (annorsmith ing): 5 ranks Craft (weaponsmithing): 5 ranks Feats: Craft Magic Arms & Armor Special: He must have the ability to lay on ha nds. He must also be able to remove disease, either by spell or by a spell-like ability. Alignment: Any good CLASS SKILLS The maker’s class skills (and the key ability for each skill) are Apprai e (Inc) , Co nce ntratio n (Con), Craft (lnr), Diplomacy (Cha), Handle An imal (Cha), Heal (Wis), Knowledge (religio n) (Int), Profession (Wis), and Ride (Dex). See hapter 4: Skills in the Core Rulebook l for skill descriptors. Skill Points at Each Level: 2 + Int modifier.

FORT REF +2 +􀀓 +􀀖 +􀀓 +3 +􀀔 +4 +􀀔 +4 +J +5 +2 +5 +2 +6 +2 +6 +3 +7 +3 WILL +􀀓 +􀀓 +􀀔 +􀀔 +􀀔 +2 +2 +2 +J +3 SPECIAL Smithcraft, Lay on Hands. Smite Evil,+􀀔􀀃􀁏level of existing class Blessing of the Maker (􀀔), Eschew Element (􀀔). +􀀔 level of existing class Reforge, Cure Disease 􀀔􀀒/week, +􀀔 level of existing class Improvise Forge, +I level of existing class Blessing of the Maker (2), +􀀔 level of existing class Unmake, Cure Disease 2/week, +􀀔 level of existing class Eschew Element (2), +􀀔 level of existing class Blessing of the Maker (3), +􀀔 level of existing class Cure Disease 3/week, +􀀔 level of existing class Masterpiece, +􀀔􀀔 level of existing class

CLASS F EATURES All of the followi ng are featu res of the maker prestige class. Weapon and Armor Proficiency: Makers are proficient with all simple and martial weapons, with all types of armor, and with shields. Lay on Hands (Sp): A maker can heal wounds by touch, as the paladin abil ity. Any pa􀁏adin levels add to the Maker’s level fo r this purpose. Smite Evil (Su): Once per day, a maker may attempt to smite evil with one normal melee a􀁗􀁗ack. He adds his Charisma modifier (if positive) ro his arrack ro􀁏􀁏 and adds 􀀔 ex rra point of damage per Maker level. (If rhe characrer has Paladi n levels, rhen they srack with his Maker levels fo r this abil ity) If the Maker accidentally smites a creature 􀁗ha􀁗 is no􀁗 evil, the smire has no effect bur is srill used up for the day. Remove Disease (Sp): A maker can use remove disease as the paladin ability. Any paladin levels add to the Maker’s level for this purpose. Smirhcraft (Su): T he maker learns the essential elements of blacksmithing, and ga ins insight into the secret rituals and powers of master smiths. T he character’s maker level acrs as his caster level for the purposes of which arms and armor he may make. Paladin levels (rather than paladin caster levels) stack with Maker levels for this purpose. Fo r example, a Srh level Paladin/􀀔􀀓􀁗h level Maker will craft arms and armor as if he were a 􀀔Sch level caster. Smithcraft only applies to weapons or armor that have been made personally (via a crafc ski ll check) by the maker. Eschew Element (1) (Su): T he maker may, one rime per week, use this abili ty to fill in for a missi ng element (such as a feat or spell thar the maker does not possess) required for rhe creation of a magical weapon or an enchanted suit of armor. T hat element is considered completed for all phases of creation of the item. (For example, an item that cakes 5 days to complete would normally require fi ve castings of a spell. Eschew Element 1 satisfies that element for all 5 days) Eschew Element (2) (Su): T he maker may, one time per week, use this ability co fill in fo r all missi ng elements (such as fea rs or spells) rhat rhe maker does not possess, and are required for the crearion of a magical wea pon or an en􀁆han􀁗- ed sui r of armor. Reforge (Su): T he maker who has access co a forge and 24 hours may reforge a weapon or suit of armor (including magical arms and armor), by expendi ng one of his cure disease attempts for the day and succeedi ng at a craf􀁗 (armorsmithing) or craft (weaponsmirhing) check at DC 20. T he ircm is cured of all hit poinc loss, or, ifbro ken (via sunder or otherwise) is reforged whole and complete. Improvise Forge (Su): The maker who has a smithing hammer can improvise a forge as long as he has reasonable materials (such as a fair-sized boulder or table, smith’s hammer, and scrap metal) and a li ttle rime. The maker may use this abili ty to create magical weapons and armor whi le adventuring. T he maker may add periods of time spenc worki ng on the weapon or piece of armor together fo r purposes of the total creation time, thus allowing him to adventure normally as long as he devotes at least 15 minutes per day ro the fo rgework. T he rime conrribured to forging counts only so much as was given, 15 minutes equals 15 minutes. A day’s work consists of eight accumulated hou rs. Blessing of the Maker (1) (Su): T he maker who has access co a fo rge may, once per day, rake 5 minures and imbue a weapon with the impac􀁗 quality (double critical rhrear range for a blunt weapon). T his effect lasts for one hour per maker level. T he caster level is double rhe maker’s class level for purposes of dispelling. This effect also affects edged or piercing ranged weapon ammunition (􀀘􀀓 bolts, arrows, or sling 􀁅ulle􀁗s per power use). Blessing of the Maker (2) (Su): T he maker who has access ro a forge may, once per day, rake 5 minutes and imbue a weapon with the keen quality (double cri tical threat range for an edged or piercing weapon). This effect lasrs for one hour per maker level. T he caster level is double the maker’s class level for purposes of dispelling. T his effect also affects edged or piercing ranged weapon ammunirion (50 bolts, arrows, or sling bullets per power use). Blessing of rhe Maker (3) (Su): The maker who has access to a forge may, once per day, rake 5 minutes and imbue a weapon with a magical enhancemenc bonus as per the spell greater magic weapon. T his effect lasts for one hour per maker level. T he caster level of rhi effect is rhe maker’s coral character level. T he caster level is double the maker’s class level for pu rposes of dispell ing. T his effect also affects edged or piercing ranged weapon ammunition (50 bolts, arrows, or sling bullets per power use) . Alcernarively, rhe maker ca n imbue a suir of armor with a magical enhancement bonus as per the spel l magic vestment. Unmake (Su): The maker may use his Smi􀁗e Evil abili ty to sunder an evil or unholy wea pon, or a weapon bei ng wielded by a.n evil creature. If the sunder arrack is successfu l, rhe smire does double damage (2 points per level) to the item. T his power does nor confer rhe benefits of rhe sunder, improved sunder, or any orher sunder-relared fea r, although ir may be used in co njunction and will stack wi th such fears if rhe maker possesses chem. Masterpiece (Su): T he maker has reached rhe heighr of his crafr. He is granted the power of the gods to make a single suit of armor or weapon of colossal power. T he maker may, for one weapon or suir of armor (shield included), ignore the +􀀔0 bonus lim itation for creation of a magical irem. This power essentially allows rhe Maker ro create a weapon or sui r of armor that rea hes rhe level of a minor artifact. T he maker musr pay all experience poincs for the irem himself. Experience poi nt and gold cosrs for bonus sloes past 􀀔0 are doubled. In no event may rhe item surpass a + 15 roral bonus. Once the maker has creared one such irem, he loses the Masterpiece power forever. lf the Masterpiece item is ever destroyed, the maker can sacrifice one experience level ro mend ir via the use of his Refo rge abili ty. Spells Per Day: A maker continues advancing in spellcasting ability as well as gaining the abil ities of his new class. T hus, ar every level of maker, rhe characrer gai ns new spells per day as if he had also gained a level in wharever spellcas􀁗- ing class he belonged ro before he added rhe prestige class. He does not, however, gain any other benefit a character of tha􀁗 class would have gained (improved chance of controlling or rebuking undead, wild shape abiliry, and so on). If a character had more than one spellcasting class befo re he became a maker, rhe player musr decide which class co assign the bonus spcllcasting levels for the purpose of determining spells per day. Mu􀁏􀁗iclass Nore: Paladins may freely rake levels of the maker presrige class without losing the abili ty ro rake more levels of paladin larer if they so choose.

New Item: Sm􀁌th􀁌n􀁊 Hammer IT􀀨􀀰 Smithing Hammer COST 10 gp WEIGHT 􀀘 lb. Smithing Hammer:A smithing hammer 􀁌s a tool found in nearly any blacksmith’s shop or dwarven forge. It is a wood or metal-handled hammer, with a thick, heavy square head on one end. The smithing hammer is used to beat heated metal into nearly any shape desired. A smithing hammer adds a +2 circumstance bonus to any metal-related Craft skill check. Masterwork smithing hammers exist with a further +2 competence bonus that stacks with the previous bonus.

The Paladin as a Prestige Class By Bjarne Bjerklund

Player: My paladin will rid the world of evil! GM: At level one? paladin is the s􀁗uff of legends. He is the knight in shining armor, spreading hope where there is none, and roaming the ands at behest of the gods. Literally glowing with divine power, they wi􀁏􀁏 stop at nothing to rid the world of evil. So how is it that a first level paladin will always lose to a first level blackguard ? Because paladin is a core class, w􀁋ilst the blackguard is a prestige class. A paladin that does not even strike a bit offear into the heart of evil, is obviously not doing his job right, and is therefore unworthy of being called a c􀁋ampion of good. Gary Jackson understood this, and decided that the paladins of Garweeze Wurld were not worthy of being called paladins until they reached level 9. In this spirit, I knew that something had to be done to the 3e D&D paladin; it had to become a prestige class PA􀀯ADIN PRESTIGE CL.ASS Few have the strength of will and devorion to walk the narrow path, and even fewer survive. The select few who are chosen to become paladins are made of the stuff of legends. Armed with their faith and their sword, they stand guard against the night, so that the innocent may rest at ease. This is what a paladin lives for, and what the paladin dies for. A paladin is blessed with divine powers to aid him in his struggles. No disea e will touch him, and fear will never grip his heart. With a touch he can cure a man of plague, or close a mortal wound. Evil cannot hide from him, and the lesser fo rm.s of filth flee lest they be crushed by his righ teous fist.

Hit Die: d10 REQUIREMENTS

To qualify to become a paladin, a character must fulfill all the following criteria. Ability: Charisma 16+ Alignment: Lawful Good Base Attack: +6 Skills: Heal S ranks, Knowledge (religion) S ranks, Diplomacy S ranks Feats: Leadership, Mounted Combat, Iron Will Special: The character must be chosen by the gods. CLASS SK􀀬􀀯􀀯􀀶 The paladin’s class skills (and the key abiliry for each ski􀁏􀁏) are Concentration (Con), Craft (lnt), Diplomacy (Cha), Handle Animal (Cha) , Heal (Wis), Knowledge (religion) (Im) , Profession (Wis), and Ride (Dex:). Skill Points at Each Level: 2 + Int modifier.

THE PALADIN PRESTIGE CLASS CLASS BASE AT􀀷ACK FORT REF 􀀺ILL SPELLS PER D AY LEVEL BONUS SAVE SAVE SAVE SPECIAL 1 2 3 4 1 +1 +2 +􀀓 +􀀓 Detect Evil, divine grace, lay on hands. divine health, Sp clal Mount 0 -- -􀀐 --􀀃 2 +2 +3 +􀀓 +􀀓 Aura of courage, smite evil I/day 1 􀀐- .. -􀀐 .. 3 +3 +3 +1 +1 Turn undead, Remove disease I 0 -- -- 4 +4 +4 +1 +1 Armor of faith +1 1 1 -- -- 5 +5 +4 +1 +1 Smite evil 2/day 1 1 0 -- 6 +6 +5 +2 +2 Remove disease 2/week I 1 1 -􀀐 7 +7 +S +2 +2 Armor of faith +2 2 1 1 0 B +B +6 +2 +2 Smite evil 3/day 2 1 1 1 9 +9 +6 +3 +3 Remove disease 3/week 2 2 1 1 1􀀓 + 10 +7 +3 +3 Armor of faith + 3 2 2 2 1

CLASS FEATURES

All of the following are class fea rures of the paladin prestige class. Weapon and Armor Proficiency: Paladins are proficient with all simple and martial weapons, with alJ rypes of armor, and with shields. Aura of Courage (Su): The paladin is immune to fear and all allies within I 0 feet gain a +4 morale bonus against fear. Armor of Faith (Ex): Ar 4rh level t􀁋e paladin receives a sacred armor bonus, that increases in potency at level seven and level ren. Detect Evil (Sp): Ar will, a paladin can use detect evil as a speUlike abiliry. Divine Grace (Ex): A paladin adds his charisma modifier as a bonus 􀁗o all saving throws. Divine Health (Ex): A paladin is immw1e to all ailments, including magical diseases like lycanrhropy. Lay on Hands (Sp): Each day a paladin may cure a coral number of hie points equal to her charisma modifier times her level. Alternatively, he may use this as a couch attack against undead creatures. Remove Disease (Sp): Beginning at 3rd level a paladin can remove disease {as rhe spell) once per week. He can use this abilicy cwo ti mes a week at 6th level and three times a week at 9th level. Smite Evil (Su): Once a day, a paladin of 2nd level or higher may attempt co smite evil with one normal melee anack. He adds his Charisma modifier (if posirive) to his attack roll and deals 1 excra poinr of damage per class level. For example, a 9th-level paladin armed with a longsword would deal ld8+9 poinrs of damage, plus any additional bonuses from high Strength or magical effects tha􀁗 normally apply. If a paladin accidentally smites a crea􀁗ure thar is nor evil, chc smite has no effect but ir is still used up for that day. Ar 5th level, and again at 8th level, a paladin may smite evil one additional rime per day. Special Mount: Upon being chosen as a paladin, he is senr a loyal steed 􀁗o serve him. This mounr is usually a heavy warhorse, or in the instance of a small sized paladin, a war pony. Shou.ld a paladin’s mounc die, another will be sent a year and a day la􀁗er. The new mounc has all the abilities of a moum of rhe paladin’s current level. Due ro moving the moum from level five to level one, a change has co be made in the paladin’s m􀁒unt table. A paladin’s level should now read 1–3 instead of 5–7. 4–6 in stead of 8–10, 7–9 in scead of 11–14 and 10 in stead of 15–20 Spells: A paladin has the abiliry to cast a small number of divine spells. To cast a paladin spell, a paladin must have a Wisdom score of ar least 1 0 + the spell’s level, so a paladin with a Wisdom of 1 0 or lower cannot cast these spells. Paladin bonus spells are based on Wisdom, and saving throws against these spells have a DC of 10 + spell level + rhe paladin’s Wisdom modifier. When die paladin gets 0 spells per day of a given spell level (for instance, 1s r-level spells for a lsr-level paladin), he gains only the bonus spells he would be entided co based on his Wisdom score for rhar spell level. The paladi n’s spell list appears below. A paladin has access ro any spell on rhe lisr and can freely choose wh ich ro prepare, just as a cleric. A paladin prepares and casts spells jusr as a cleric does. Tum Undead (Su): When a paladin reaches level three, he gains the ability ro rurn undead. He may use chis power a number of times per day equal ro rhree plus his Charisma modifier. He rums undead as a cleric rwo !eve.ls lower would. Paladin Spell Lise: Paladins choose rheir spells from the following list: 1st Level: bless, bless water. bless weapon, cure light wou11ds, detect poison, detect undead. divine favor, endure elements, light, magic weapon, protection ftom evil, resistance, virtue. 2nd Level: bull’s strength, cure moderate wounds, eagle’s splendor, remove paralysis, resist elements, shield other, undetectable alignment. 3rd Level: 􀁆􀁆re serious wounds, discern lies, dispel magic, greater magic weapon, heal mount, magic circle against evil, praye1; protection ftom elements, removt b/ind11ess!deafoess. 4th Level: cure critical wounds, death ward. dispel evil, fteedom of movement, holy sword, neutralize poison, divine power.