(c) Jerry Harris, 2012
Published here as Open Game Content.
Fantasy Core PDF
NPC PDF
NPC Index
The Fallen Paladin
(Heretic, Blackguard, Death Knight,
Anti-Paladin, Cult Priest)
Low
level Paladins are typically always obedient and faithful. It's the higher-ups (6th and up)
that may go mad or become greedy and obsessed with power. Fallen Paladins require excommunication with
extreme prejudice. These Paladins likely
also have an assortment of Wizard spells at their disposal, along with servant
Undead creatures. 10th level
Fallen Paladins may even have permanently summoned demonic pets (gifts from
their supernatural benefactor).
They go
by different names depending on their mania: Heretic (secretly preaches blasphemy abroad or within the Circle of
Elders), Blackguard (sold themselves
out like a mercenary), Death Knight
(serial killer), Anti-Paladin
(serial killer of other paladins). Some
Fallen Paladins may become Cult Leaders. Many Paladins already have a fan
following. This just takes it to the
next level. Cult Leaders typically has
some sort of master plan for themselves, their followers, and anyone with whom
they disagree.
Supernatural Pact
To
become a Fallen Paladin, they must make a Pact with a supernatural entity, who
is likely quite malevolent. This allows
them to gain the Arcane power that they desire, along with other abilities. Their stats remain the same. They also advance as Paladins with the same
HD, BAB, and Saves. The Fallen Paladin’s
powers are detailed below.
Arcane Spellcasting
● Fallen Paladins gain spellcasting
abilities equal to a Wizard of the same level and advance the same as
they. They have the same 3
failures/encounter restriction and figure their Spellcheck the same. They are able to cast Non-Ceremony spells
while wearing their armor, due to their martial training and Str and Con
abilities. For Ceremony spells, they
must be unarmored.
● However, they will start off
without a spellbook and will not have automatic access to new spells with
higher levels. Since they probably have
a low Int score, their spellcasting ability is likely not very good, especially
with high-level spells. At 10th
level, they are not able to convert XP to improving their Spellcheck, nor can
they cast above 5th level spells.
Unholy Weapon
● Instead of their Smite ability,
Fallen Paladins gain a magic weapon (of their choice). The Bonus for the weapon is equal to ½ their
level (up to +5), and it improves as they gain levels. Paladins struck by the weapon are also
Stunned for 1 rd, in addition to damage.
● It is possessed by minor
demon. Anyone else handling it must make
a DC 18 Will Sv to be temporarily taken over by the weapon for 1
turn/encounter. Making the Save, allows
one to control the weapon, but its enchantment will only be +1. Failing three Save attempts, the handler
becomes a permanent thrall of the weapon.
Immunities: Fallen Paladins are immune to fear
and charm effects.
First Aid: A Fallen Paladin knows how to apply
first aid to heal the wounded (though it’s unlikely they would ever do so).
Paladin Spells:
Fallen Paladins use their Wis bonus + ½ level to cast these special spells.
Encounter
Spells: May be
attempted once per turn/encounter, DC 12
to cast.
● Cause Fear: One creature of 5 HD or less
flees for 1d4 rounds. (Will Sv)
● Command Undead: Undead creature obeys your
commands for 1 turn/encounter. 1 HD/level. (Will Sv) Forbidden
spell.
● Darkness: 20-ft. radius of supernatural
shadow. 1 turn/level.
● Demonic Charm:
Any demonic, undead, or summoned creature permanently cannot attack the Fallen
Paladin. Must have less HD than caster.
● Detect Magic:
Detects spells, magic items, and magic creatures within 60 ft.
● Detect
Undead/Demonic/Celestial: Reveals creatures, spells, or objects, 10'
radius/level.
Daily
Ceremony Spells (DC 12): May be attempted once per day. Requires
1 turn to cast. Lost for the day if interrupted.
● Animate Dead: Creates undead Skeletons and
Zombies 2/level. Can permanently control up to 4 HD/level undead total. Forbidden spell. Requires corpses or full skeletons.
● Commune: The
Fallen Paladin’s patron entity answers one simple question.
● Summon Monster: Calls extraplanar creature to fight for you for 1
Turn/Encounter. Forbidden spell. The level
of this spell is equal to the highest level they can cast.
Daily
Ceremony Spells (DC 18): May be attempted once per day. Requires 1 turn to cast. Lost for the day if interrupted.
● Create Undead: Creates 1 Ghoul, Shadow, Wraith,
Spectre, or Wight. Can permanently
control up to 4 HD/level of undead total. Forbidden
spell. Requires a human sacrifice (willing or unwilling) and 100 gp/HD in
materials.
● Unhallow:
Designates a location, such as a building, as unholy for 1 day. They add +2 to Ceremony
spells and +2 to other Spellchecks. Paladins
lose their Smite ability and any other Divine abilities while inside. Celestial entities may not enter.
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