Sunday, January 12, 2025

Campaign Design - Prestige Class: Bound Spellcaster

Bound Spellcaster (from the Demon Hunter's Handbook)

The bound spellcaster are wizards and sorcerer who oppose demons by turning their own power against them. The bound spellcaster absorbs the strength and corrupt essence of a lower planar outsider, gaining incredible physical and spiritual might, but sacrificing their soul in the process.

Hit Die: d4.
Luck Die: d2.

Requirements
To become a bound spellcaster, one must meet the following criteria:
  • Skills: Knowledge: the Planes 10+ ranks, Spellcraft 10+ ranks.
  • Feats: Spell Focus (Conjuration) and Spell Penetration.
  • Base Will Save: +5.
  • Spellcasting: Able to cast 4th-level arcane spells including dimensional anchor, lesser planar binding, and magic circle against evil.
  • Alignment: Any nonevil.
  • Special: Must destroy a dæmon, demon, or devil in single combat using nothing but spells and magic items you have personally created.
Class Skills
  • The bound spellcaster's class skills (and the key ability for each skill) are Concentration (Con), Decipher Script (Int), Gather Information (Cha), Intimidate (Cha), Knowledge: Arcana (Int), Knowledge: Religion (Int), Knowledge: the Planes (Int), Profession: Any (Wis), Sense Motive (Wis), Spellcraft (Int), and Use Magic Device (Cha).
  • Note: Because the Three Worlds campaign uses the Skills by Character house rule, the list of class skills given here is only included for the sake of completeness, and is not used by characters in the campaign setting.
  • Skill Points at each level: 2 + Intelligence modifier.
Class Features
All of the following are class features of the bound spellcaster prestige class.
  • Base Attack Bonus: Poor. A bound spellcaster gains +½ base attack bonus per class level.

  • Base Fortitude Save Bonus: Poor. A bound spellcaster gains a +½ base Fortitude save bonus per class level.

  • Base Reflex Save Bonus: Poor. A bound spellcaster gains +13 base Reflex save bonus per class level.

  • Base Will Save Bonus: Good. A bound spellcaster gains +½ base Will save bonus per class level.

  • Weapon and Armor Proficiencies: Bound spellcasters gain no proficiency with any weapon, armor, or shield. Armor check penalties for armor heavier than leather apply to the skills Balance, Climb, Escape Artist, Hide, Jump, Move Silently, Sleight of Hand, and Tumble, and double the normal armor check penalty applies to Swim checks.

  • Spells: A bound spellcaster continues training in spellcasting to supplement their study of dæmons, demons and devils. When an odd numbered bound spellcaster level is gained (1st, 3rd, 5th, 7th, and 9th) and also at 10th level, the character gains new spells per day (and spells known, if applicable) as if she had also gained a level in whatever arcane spellcasting class she belonged to before she added the prestige class. She does not, however, gain any other benefit a character of that class would have gained (bonus metamagic or item creation feats, bard or assassin abilities, and so on), except for an increased effective level of spellcasting.

    If a character had more than one arcane spellcasting class that granted access to arcane spells before she became an bound spellcaster, she must decide to which class she adds each odd-numbered level of bound spellcaster for the purpose of determining spells per day and spells known.

  • Assume Demon Flesh (Ex): In an effort to gain both understanding of and power over fiends of all sorts, the bound spellcaster summons the essence of a powerful dæmon, demon, or devil and through a blasphemous ritual of the darkest sort, strips its spirits flesh and binds it to its own. In so doing, he gains the strength that only the pure, corrupt essence of the beasts of the lower planes can bring, but also dooms his soul to a slow, relentless spiral down into darkness and squalor.

    To perform this ritual, the bound spellcaster must summon and bind a lower planar being of at least half his own caster level in Hit Dice. To do this, he must prepare a magic circle against evil, summon the creature with some variation of the planar binding spell, and then imprison it with a dimensional anchor. Assuming this is done correctly, the caster can attempt to force the bound outsider to merge with his own body, and subsume its spirit into his own. Since this is not a standard service the demon can be bound to, the bound spellcaster must force the issue using a charisma check as per the lesser planar binding spell; the check cannot be modified by promises of reward, as no demon would ever willingly risk having its spirit effectively destroyed. even for the few scant centuries a mortal spellcaster might be expected to live. Instead, the bound spellcaster can increase his chances of successfully binding the outsider by collecting items of personal value to it, such as a sacrificial knife used by a cultist who worshiped it, or by seeking out and discovering its true name. The bonus received depends upon the importance of items used; a sacrificial knife might be worth +1 to the check, while knowledge of the outsider's true name would grant a +6 bonus. The total bonus to the caster's check can never rise above +6. Should the caster fail to compel the demon, he can try again, as per the rules for lesser planar binding spell, gaining the same bonuses, if applicable, from the artifacts he possesses.

    Assuming the bound spellcaster is successful in compelling the outsider, then it is immediately destroyed, its spirit flesh torn from its bones and absorbed into the caster. The caster is immediately and irrevocably transformed, his body taking on vestigial signs of demonic taint; he sprouts short horns, his tongue forks, his teeth extend slightly, he exudes the slight stench of brimstone and burning flesh, and a light dusting of dark scales erupts from his body.

    At this point, the bound spellcaster begins to transform into a half-fiend, gaining some of the powers of the template. At 1st level, he gains the following:

    • +1 bonus to natural armor class.

    • He gains the spell-like abilities of a half-fiend with Hit Dice equal to his caster level (these abilities improve as the bound spellcaster increases in level).

    • Darkvision to 30 feet.

    • +2 to saves against poison.

    • Acid resistance 5, cold resistance 5, electricity resistance 5, and fire resistance 5.

    • +2 Strength, +2 Dexterity, and +2 Intelligence.

  • Soiled Purity (Ex): When a bound spellcaster devours the spirit flesh of a demon, its corruption permanently stains his soul, leading him one step closer to the path of evil and the ways of an evil outsider. His alignment shifts one step towards evil.

  • Demonic Ally (Ex): As the bound spellcaster is transformed by his dealings with the lower planes, so too is the familiar that serves him. When the character takes on his 1st level as a bound spellcaster, his familiar gains the fiendish template. The template is applied as normal save that the fiendish familiar gains the ability to smite evil once per day rather than good. In addition, the familiar gains the ability to speak any and all lower planar languages. The bound spellcaster may add his bound spellcaster levels to the levels of other arcane classes that grant a familiar for the purpose of determining his familiar's abilities.

    The transformation the familiar undergoes is more that spiritual, as his outside visage shifts and morphs to a more demonic form. The familiar develops crimson scales or smooth skin covered in small, grotesque boils. His eyes blaze with cold fire, and steam rises from his paws whenever they make contact with the mortal plane. When the familiar gains the ability to speak, his voice becomes a low hiss, reverberating and echoing with a dozen unnatural tones. Not matter its size, the familiar takes on a hulking appearance, more massive and imposing than any natural animal of its type.

  • Shatter Corruption's Strength (Ex): Beginning at 2nd level, the bound spellcaster's spiritual connection to evil outsiders allows him the ability to overcome their supernatural resistance to mortal spells. He gains a +1 profane bonus to his caster checks to pierce the spell resistance of evil outsiders, and adds a +1 profane bonus to the spell save DCs of all spells cast against evil outsiders.

    At 5thth level, the bound spellcaster's profane bonuses to both piercing spell resistance and the DCs of his spell increase to +2, and at 8th level, they increase to +3.

  • Up the Darkling Path (Ex): At 3rd level, the bound spellcaster's spirit soaks up more of the evil outsider's corrupt power, further transforming the character's body and soul. He gains the following new abilities from the half-fiend template:

    • He gains a claw and bite attack, as per the description of the half-fiend template.

    • He gains the ability to perform a spell smite. One per day, he can add a bonus equal to his caster level to the damage inflicted by any spell. This bonus applied only to spell cast against evil outsiders.

    • He gains damage reduction 5/+1.

    • He gains +2 Constitution and +2 Charisma

  • Darkened Spirit (Ex): When the bound spellcaster reaches 4th level, the slumbering spirit of the evil outsider within him stirs, poisoning his eternal soul. The bound spellcaster's alignment shifts one step on the law-chaos axis towards the alignment of the evil outsider he bound. If the bound spellcaster's alignment is already the same as the outsider's then nothing happens.

  • Improved Binding (Ex): The bound spellcaster understands how to bind and control summoned evil outsiders. Beginning at 6th level, he gains a bonus equal to his bound spellcaster class level to all Charisma checks made to compel evil outsiders to perform a service, as per the lesser planar binding spell. In addition, he can draw a diagram to make his magic circle against evil more secure (as per the spell description) in only one round, and need not make a Spellcraft check when doing so.

  • Fury of Hell (Ex): By 7th level, the bound spellcaster's spirit has almost fully consumed the demon bound within he body. He gains the following abilities from the half-fiend template, which stack with those he already possesses:

    • His claw and bite attacks are considered magic weapons.

    • He gains immunity to poison.

    • He gains bat wings, allowing him to fly at his base speed with average maneuverability.

    • He gains spell resistance equal to 10 plus is caster level.

    • His darkvision increases to 60 feet.

    • His damage reduction increases to 10/+1.

  • Blackened Soul (Ex): At 8th level, the bound spellcaster has become thoroughly corrupted by the evil outsider's will. His alignment shifts one more step towards evil. An evil bound spellcaster does not necessarily abandon his role as a demon hunter, but he becomes infinitely more cruel in his methods.

  • Dark Ascendance (Ex): At 10th level, the bound spellcaster's spirit shreds the defenses of the evil outsider within him, and he undergoes a dark apotheosis. He gains all the following attributes from the half-fiend template, and is now a full half-fiend:

    • His type changes to outsider, though he does not recalculate his Hit Dice, Base Attack Bonus, or Base Saves. He is considered a native outsider.

    • His resistance to acid, cold, electricity, and fire all increase to 10.

    • His total caster level is now equal to his bound spellcaster level plus his previous arcane caster levels, but only for the purpose of determining his spell resistance, his ability to spell smite, and his access to the half-fiend's spell-like abilities.

    • He gains an additional +2 Strength, +2 Dexterity, and +2 Intelligence.

Bound Spellcaster
LevelSpecialSpells per Day
1stAssume Demon Flesh, Soiled Purity, Demonic Ally+1 level of existing arcane spellcating class
2ndShatter Corruption's Strength +1-
3rdUp the Darkling Path+1 level of existing arcane spellcasting class
4thDarkened Spirit-
5thShatter Corrpution's Path +2+1 level of existing arcane spellcasting class
6thImproved Binding-
7thFury of Hell+1 level of existing arcane spellcasting class
8thShatter Corruption's Strength +3-
9thBlackened Soul+1 level of existing arcane spellcasting class
10thDark Ascendance+1 level of existing arcane spellcasting class

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Saturday, January 11, 2025

House Rules - Mounts and Related Gear

Mounts and Related Gear

Mount
Cost
Size
Bulgrif
2,400 shillings
Huge
Falcon or Hawk
50 shillings
Tiny
Grollok
1,000 shillings
Large
Hauncher
900 shillings
Large
Norling
4,000 shillings
Large
Teekon
1,000 shillings
Huge
War Elephant
1,500 shillings
Huge
Mount Quality
Cost
Excellent Quality Mount
+50% normal cost
Good Quality Mount
+20% normal cost
Poor Quality Mount
-50% normal cost
Superior Quality Mount
4x normal cost
Mount Traits
Cost
Hunter
2x normal cost
Recreation
2x normal cost
Show
4x normal cost
Stock
1x normal cost
Trail
1½x normal cost
War
3x normal cost
Breeding Quality
Cost
Agile
+150 shillings
Alert
+50 shillings
Fast
+500 shillings
Personable
+50 shillings
Smart
+100 shillings
Strong
+200 shillings
Tough
+250 shillings
Trained
+100 shillings
Item
Cost
Weight
Barding, Full Chainmail
600 shillings
80 lbs.
Barding, Full Full Plate
4,800 shillings
100 lbs.
Barding, Full Half-Plate
2,000 shillings
100 lbs.
Barding, Full Leather
40 shillings
30 lbs.
Barding, Partial Chainmail
400 shillings
60 lbs.
Barding, Partial Full Plate
32,00 shillings
75 lbs.
Barding, Partial Half-Plate
1,500 shillings
75 lbs.
Barding, Partial Leather
36 shillings
20 lbs.
Battle Harness
10 shillings
10 lbs.
Bladed Shoes
25 shillings
3 lbs.
Emergency Belt
6 shillings
7 lbs.
Feedbag
3 shillings
2 lbs.
Grooming Brush
5 pennies
1 lb.
Horn Talask
75 shillings
15 lbs.
Jousting Key
35 shillings
8 lbs.
Mount Cape
5 shillings
2 lbs.
Saddle, Aerial
60 shillings
40 lbs.
Saddle, Flat
30 shillings
25 lbs.
Saddle, Jousting
40 shillings
35 lbs.
Saddle, Stock
10 shillings
25 lbs.
Saddlebags, Armor
20 shillings
10 lbs.
Spiked Horseshoes
10 shillings
1 lb.
Talon Blades
100 shillings
3 lbs.
Travois
2 shillings
10 lbs.
Unicorn Razorhooves
15 shillings
3 lbs.
Unicorn's Blade
50 shillings
4 lbs.
This is a collection of nonstandard mounts and gear for riding mounts, including barding. Only weapons or armor intended to be worn or used by a mount will be listed here.

This list uses several abbreviations to show what sourcebook the entries were drawn from. For guidance as to what sourcebooks these abbreviations reference, see my key to Sourcebook Abbreviations.

All of the material contained on this page and other pages of this blog is presented in accordance with the terms of the Open Game License.

Mount Descriptions

Bulgrif: (Mercenaries) Bulgrifs are enormous flying creatures that can be trained as beasts of burden. They are quite useful to anyone who needs to move supplies over difficult terrain - the best way through a jungle or across broken ground is to fly over it after all. They can carry up to 2,000 pounds of cargo on their backs, or up to 5 Medium humanoids on their back, plus their handler. Because of their immense size, bulgrifs require 1 shilling worth of feed every day.

Grollok: (Mercenaries) A big, square-shouldered, bad-tempered creature that can be used either as a cavalry mount or a draft animal. Grolloks seem to enjoy battle, but only attack at the urging of their riders. They can accomodate 1 Medium or 2 Small humanoids on their back.

Hauncher: (Mercenaries) Unlike most cavalry mounts, haunchers go about on only two legs and maintain a semi-upright posture. This makes it difficult for footsoldiers to attack a hauncher's rider with anything other than polearms or longspears. Because of their height, haunchers cannot be brought into spaces with little overhead space like dungeons. They can accomodate 1 Small or Medium humanoid rider.

Norling: (Mercenaries) The exhorbiant price of this mount reflects the sheer diffciulty of finding one for sale. The sub-arctic tribesmen who raise and rise these warhorse-sized magical beasts feel an almost mystical attachment to them and rarely part with them, and they do not occur in nature outside the forbidding lands of the far north.

Teekon: (Mercenaries) Low-slung, lizard-like creatures useful as cavalry mounts when speed is not essential. They can carry 3 Small or 2 Medium humanoid riders on their flat backs. They consume 5 pennies worth of feed per day because of their size. Teekons are highly prized because of their carrying capacity, even temper, and ability to function well in a variety of environments.

War Elephant: (Mercenaries) An ordinary elephant captured from the wildand trained to respond to commands as a cavalry mount. Commanders who use them in battle count on their size and aspect to provoke fear in their enemies, but war elephants have an unfortunate tendency to panic in the miodst of battle. They consume 25 bits worth of feed per day because of their size.

Mount Quality

Mounts have variable degress of quality, based on breeding, care, and temperament. The higher the quality, the more expensive the mount. There are five degrees of quality, which are generally applicable to horses, riding dogs, and other common mounts. These qualities may be applicable to other types of mounts as well. The standard prices for mounts are for average quality mounts, which have the standard statistics listed for creatures of their type.

Excellent Quality: (Cavalier's Handbook) An excellent mount is an animal that comes from good breeding. These mounts sell for 50% above the normal listed value, and training them is slightly easier than normal, so anyone training an excellent quality mount gains a +2 bonus on all Handle Animal checks made working with the creature. An excellent steed applies the following modifiers to its ability scores: Strength +2, Dexterity +2, and Constitution +2. In addition, it gains a +5 foot enhancment bonus to its speed.

Good Quality: (Cavalier's Handbook) A good mount is an animal that arises from standard breeding, but is exceptional for its kind. These animals sell for 20% above the listed value, but training a good mount is no more or less difficult than for a standard animal. A good steed applies the following modifiers to its ability scores: Strength +2 and Dexterity +2.

Poor Quality: (Cavalier's Handbook) A poor mount is old, diseased, mistreated, or otherwise unhealthy, and sells for half the normal listed value. In addition, training a poor mount is more difficult, so anyone training a poor quality mount suffers a -2 penalty on all Handle Animal checks made while working with the creature. A poor mount applies the following modifiers to its ability scores: Strength -4, Dexterity -2, and Constitution -4. In addition, it takes a -10 foot penalty to its speed.

Superior Quality: (Cavalier's Handbook) A superior mount is an animal that comes fromselective generations of good breeding. These mounts sell for four times the normal listed value, and training them is easier than normal, so anyone training a superior quality mount gains a +4 bonus on all Handle Animal checks made working with the creature. A superior steed applies the following modifiers to its ability scores: Strength +4, Dexterity +2, Constitution +4, Wisdom +2, and Charisma +2. In addition, it gains a +10 foot enhancement bonus to its speed.

Mount Traits

All riding animals fall into six basic catergories based on their training and intended purpose. Adventurers typically choose trail, hunter, or war mounts since these types are less likely to bolt when danger arises. An animal's purpose or role is taught from an early age, and cannot be changed. A stock horse could not become a warhorse no matter how much barding is laid upon it. Only a creature of the Animal type may have one of these traits, and they can only have one kind of trait.

Hunter: (Path of the Sword) A mount earns the title of hunter by showing an extreme knack for tracking and hunting in the wild. They are adept at responding to commands, picking the best paths, and traversing obstacles. Courageous and possessed of good stamina, a hunter mount makes a decent traveling companion due to its ease of riding and low maintenance. A hunter mount is not the brightest creature in the world, and will not wear medium or heavy barding. All hunter mounts have the Track feat and can signal that prey is nearby with either a snort or a pull. A hunter mount only spooks 10% of the time.

Recreation: (Path of the Sword) Bred for the enjoyment of nobility, recreation mounts like to ride and jump for the mere fun of it all. While beautiful and strong, these mounts tire easile and are highly fickle. Extreme care must be spent on the maintenance and handling of recreation mounts, so stable costs should be doubled for these animals. A recreation mount is very self-oriented, and required a DC 25 Ride check to remain in the presence of a deadly threat. The impressive breeding and luxurious nature of these animals bestows a temporary +2 bonus to all Charisma-based skill checks and ability checks made by the rider for so long as the rider and horse remain within 5 feet of one another. This bonus applies only to targets that would be impressed by such an animal. Recreation mounts automatically have a +2 bonus to Charisma. A recreation mount spooks 100% of the time.

Show: (Path of the Sword) Due to the long training necessary to raise a show mount, they are the most expensive type to purchase. Show mounts are trained to entertain and perform. Because of their innate speed and intelligence, show mounts make ideal traveling companions, but they demand extra food and attention from their riders. As such, double the price of food and water for these mounts. Show animals are reliable, if somewhat testy, and require a lot of skill o handle. They are commonly found working as circus or racing animals. Show mounts begin with 10 ranks in a Perform skill and a +2 bonus to Dexterity. A show mount also bestows a +5 circumstance bonus to its rider's Perform checks when they perform together. A show mount spooks 50% of the time.

Stock: ({Path of the Sword) All animals are stock animals unless otherwise specified. Stock mounts are commonly called beasts of burden because they are mainly used for manual labor. Pulling carts, skiffs, pouws, and carriages are just some of the mundane duties performed by stock animals. These mounts are tireless in their labors and complain very little. A DC 20 Ride check is required each round to keep a stock mount from fleeing in the middle of battle. They spook easily and are extremely hard to control when injured. Stock mounts are cheap, easy to handle in non-combat situations, and are a good choice for inexperienced riders. All stock mounts have the Endurance feat. Stock mounts spook 100% of the time.

Trail: (Path of the Sword) Trailm mounts are bred to travel. They are the ideal riding companion for most merchants, nobles, and some adventurers along the road. A trail mount is relatively easy to ride, eats and drinks little, and will remain with a master unless wounded or highly frightened. Because of their innate need to move, trail mounts become restless if forced to stay in one spot for too long. After a long battle in an underground dungeon, an adventurer might emerge to sunlight only to find his mount has broken its harness and wandered off. When stabled in towns and villages, a trail mount must be allowed to walk andgraze daily or it becomes irate. If a trail mount is not ridden each day, apply a -1 penalty per day to all subsequent Ride checks for one week. If it is ignored for a week or more, consider the mount hostile until it has been calmed and retrained using the Handle Animal skill. Trail mounts have a +1 bonus to Constitution. Trail mounts spook 30% of the time.

War: (Path of the Sword) The favored mount of soldiers and adventurers, a war mount is raised for battle. They are quick, strong, and fearless. In heavy armor, a war mount can move at one-half speed instead of one-quarter speed. They do not flinch in battle, and obey a skilled rider with stubborn zeal and devotion. These mounts do not require their rider to control them in combat, and are therefore the only type that gets a separate attack from the rider. War mounts cannot stand an inexperienced rider and will buck and throw an individual that has less than 4 ranks in the Ride skill. War mounts recieve a +1 bonus to Strength and Constitution. War mounts do not spook. Warhorses, riding dogs, and most exotic mounts are already trained as war mounts, and their cost and statistics already reflect this training.

Breeding Quality

Through selective breeding, certain characteristics emerge to make an animal better suited for an owner's particular needs, and when purchasing a mount, a buyer can request certain traits assuming that a wide enough stock of animals is available. These traits only apply to mounts of the Animal type and each increases the cost of the animal over and above the costs for quality. In addition, all mounts are restricted to three of the following breeding qualities.

Agile: (Cavalier's Handbook) This mount is agile and quick, gaining a +2 bonus to Dexterity.

Alert: (Cavalier's Handbook) This cautious mount is aware of its environment, gaining a +2 bonus to Wisdom.

Fast: (Cavalier's Handbook) Bred for speed, this mount gains +5 feet to its speed.

Personable: (Cavalier's Handbook) This friendly mount has a pleasant disposition, gaining a +2 bonus to Charisma.

Smart: (Cavalier's Handbook) This mount is exceptionally bright, and anyone who training this animal gains a +2 bonus to all Handle Animal checks while working with it.

Strong: (Cavalier's Handbook) This mount is exceptionally strong for its breed, gaining a +2 bonus for Strength.

Tough: (Cavalier's Handbook) This mount is bred for war and is able to resist injury, gaining a +2 bonus to Constitution.

Trained: (Cavalier's Handbook) This animal knows one trick.

Item Descriptions

Barding, Full Chainmail: (Relics & Rituals: Excalibur) Full barding encases the mount's head in a helm, covers the neck and shoulders, covers the entire body, and has greaves strapped to each leg. The only places not fully protected are the back of the legs, the tail, and the belly. This barding counts as medium armor, provides a +5 armor bonus to the mount's Armor Class, has a Maximum Dexterity bonus of +2, and imposes a -5 armor check penalty. The cost and weight given are for barding to fit a Large mount. Adjust both for larger or smaller mounts.

Barding, Full Half-Plate: (Relics & Rituals: Excalibur) Full barding encases the mount's head in a helm, covers the neck and shoulders, covers the entire body, and has greaves strapped to each leg. The only places not fully protected are the back of the legs, the tail, and the belly. This barding counts as heavy armor, provides a +7 armor bonus to the mount's Armor Class, has a Maximum Dexterity bonus of +0, and imposes a -7 armor check penalty. The cost and weight given are for barding to fit a Large mount. Adjust both for larger or smaller mounts.

Barding, Full Full Plate: (Relics & Rituals: Excalibur) Full barding encases the mount's head in a helm, covers the neck and shoulders, covers the entire body, and has greaves strapped to each leg. The only places not fully protected are the back of the legs, the tail, and the belly. This barding counts as heavy armor, provides a +8 armor bonus to the mount's Armor Class, has a Maximum Dexterity bonus of +1, and imposes a -6 armor check penalty. The cost and weight given are for barding to fit a Large mount. Adjust both for larger or smaller mounts.

Barding, Full Leather: (Relics & Rituals: Excalibur) Full barding encases the mount's head in a helm, covers the neck and shoulders, covers the entire body, and has greaves strapped to each leg. The only places not fully protected are the back of the legs, the tail, and the belly. This barding counts as light armor, provides a +2 armor bonus to the mount's Armor Class, has a Maximum Dexterity bonus of +6, and imposes no armor check penalty. The cost and weight given are for barding to fit a Large mount. Adjust both for larger or smaller mounts.

Barding, Partial Chainmail: (Relics & Rituals: Excalibur) Partial barding covers the mount's head and nose, the front chest and shoulders, the upper portion of the body, and the knees. This barding counts as medium armor, provides a +4 armor bonus to the mount's Armor Class, has a Maximum Dexterity bonus of +2, and imposes a -5 armor check penalty. The cost and weight given are for barding to fit a Large mount. Adjust both for larger or smaller mounts.

Barding, Partial Half-Plate: (Relics & Rituals: Excalibur) Partial barding covers the mount's head and nose, the front chest and shoulders, the upper portion of the body, and the knees. This barding counts as heavy armor, provides a +6 armor bonus to the mount's Armor Class, has a Maximum Dexterity bonus of +0, and imposes a -7 armor check penalty. The cost and weight given are for barding to fit a Large mount. Adjust both for larger or smaller mounts.

Barding, Partial Full Plate: (Relics & Rituals: Excalibur) Partial barding covers the mount's head and nose, the front chest and shoulders, the upper portion of the body, and the knees. This barding counts as heavy armor, provides a +8 armor bonus to the mount's Armor Class, has a Maximum Dexterity bonus of +1, and imposes a -6 armor check penalty. The cost and weight given are for barding to fit a Large mount. Adjust both for larger or smaller mounts.

Barding, Partial Leather: (Relics & Rituals: Excalibur) Partial barding covers the mount's head and nose, the front chest and shoulders, the upper portion of the body, and the knees. This barding counts as light armor, provides a +2 armor bonus to the mount's Armor Class, has a Maximum Dexterity bonus of +6, and imposes no armor check penalty. The cost and weight given are for barding to fit a Large mount. Adjust both for larger or smaller mounts.

Battle Harness: (Relics & Rituals: Excalibur) This harness provides a mount with a +1 armor bonus to its Armor Class. Any mount wearing a battle harness also does an additional 1d6 points of damage while bull-rushing an opponent.

Bladed Shoes: (Path of the Sword) Bladed shoes are designed for horses and ponies. The tips of the shoes have small, jagged blades that deal 1d6 points of slashing damage on a successful strike. Bladed shoes made for warhorses deal 1d8 points of slashing damage on a successful strike with bladed shoes. Long travel can wear down bladed shoes, so most mounted combatants learn to fit the shoes onto their horses themselves. This way they can arm their mounts when preparing them for battle, saving them from having to replace the bladed shoes every few days. Traveling more than 10 miles on bladed shoes makes them unusable in combat, requiring them to be replaced. It requires a DC 20 Craft: Blacksmith check to successfully fit bladed shoes onto a mount, or remove them after battle.

Emergency Belt: (Path of the Sword) A set of thick leather straps designed to thoroughly tie a rider into asaddle. An emergency belt makes it virtually impossible for a rider to fall .
off his mount. As a result, unconscious riders have a 90% chance to stay in the saddle, and all checks to avoid being pulled from a mount gain a +8 bonus. It takes a full-round action to attach or undo the straps.

Feedbag: (Path of the Sword) A feedbag attaches directly to a mount's mouth and allows it to eat while walking. The feedbag must be removed before the mount moves faster than a walk.

Grooming Brush: (Path of the Sword) Only useful for mounts that have hair, a grooming brush keeps a mount happy and healthy-looking.

Horn Talask: (Path of the Sword) Elephants are sometimes fitted with a pair of hor talasks, which attach snugly over the tips of their tusks and have either a sharp blade or a bludgeoning ball at the tips. An elephant with bladed horn talasks deal an additional 1d8 points of damage with its gore attack, while ball and chain talasks increase the elephant's reach with its slam attack by +5 feet.

Jousting Key: (Path of the Sword) A jousting key connects to the right side of a horse's bridle and has a small circular spot for the placement of a lance. It takes a full round action to slide a lance into the ring, and a full round action to slide it back out. The reason for a jousting key is to add extra support so that the lance does not bounce with the rider. Jousting keys convey a +6 bonus to a chargin character's attack roll, but only against targets directly in front of the mount.

Mount Cape: (Path of the Sword) A mount cape is merely a large piece of cloth draped over the mount's torso and tied at the nape of the neck. These ornaments are often printed with plain colors or exotic designs and are mainly used to improve the regal appearance of a mount. The cape confers a +1 bonus to Charisma to mounts in jousting tournaments.

Saddle, Aerial: (Path of the Sword) An aerial saddle is necessary for most aerial mounts and attaches directly to the mount's torso with numerous straps and emergency clips. Riders literally attach themselves to the aerial saddle and cannot fall off without first unhooking themselves. Riders gain a +10 bonus against anyone attempting to pull them from the saddle. Riding an airborne mount without such a saddle is incredibly dangerous, requiring a DC 15 Ride check each time the mount changes speeds, lands, takes off, or performs an aerial maneuver. It takes three rounds to attach or get out of an aerial saddle.

Saddle, Flat: (Path of the Sword) The flat saddle resembles a normal saddle that is missing some of its strappings, making it easier for a rider to fall off, but giving the horse more freedom of movement. Flat saddles grant a mount a +2 circumstance bonus to Jump checks, but an unconscious rider only has a 30% chance of remaining on such a mount. In addition, the rider suffers a -2 circumstance penalty on all checks to avoid being pulled from their mount.

Saddle, Jousting: (Relics & Rituals: Excalibur) This saddle adds +4 to any checks made by a rider to resist being knocked backwards.

Saddle, Stock: (Path of the Sword) A stock saddle resembles a regular saddle in all aspects exceptione: It has a horn located on the front end that a rider can use to attach ropes. Stock saddles give a +2 circumstance bonus to Ride checks involving dragging or pulling.

Saddlebags, Armor: (Relics & Rituals: Excalibur) These are saddlebags specifically crafted for carrying plate armor. eachpiece of the armor fits into its own leather pouch and tey are strung together to create a surprisingly compact package - the entire set could be fit into a large backpack and carried on one's back. They are most often used by traveling knights who do not want to wear their armor while on the road.

Spiked Horseshoes: (Relics & Rituals: Excalibur) These horseshoes add +2 to a warhorse's damage rolls for hoof attacks.They also convert the damage type from bludgeoning to piercing.

Talon Blades: (Path of the Sword) Talon blades are made for mounts with talons, such a griffons. The blades have small, jagged blades that deal 1d8 points of slashing damage on a successful strike. Long travel can wear down talon blades, so most mounted combatants learn to fit the blades onto their mounts themselves. This way they can arm their mounts when preparing them for battle, saving them from having to replace the talon blades every few days. Traveling more than 20 miles in talon blades makes them unusable in combat, requiring them to be replaced. It requires a DC 20 Craft: Blacksmith check to successfully fit talon blades onto a mount, or remove them after battle.

Travois: (Mercenaries) A travois is a simple device pulled by a mule or horse, dragging goods or wounded men. It has no wheels, and is simply three long sticks bundled together into a triangle shape, with cloth strung between the sticks. A travois can hold up to 300 pounds.

Unicorn Razorhooves: (Path of the Sword) Resembling horsheos at first glance, closer inspection reveals the sharp, serrated edges and the structural support that makes these weapons of war. A unicorn wearing razorhooves deals 1d8 slashing damage with its hoof attacks rather than 1d4 bludgeoning damage.

Unicorn's Blade: (Path of the Sword) This serrated blade is mounted on a cap that is placed over a unicorn's horn. It increases the critical threat range of the unicorn's horn to 19-20.

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Friday, January 10, 2025

House Rules - New Artifacts

This is a listing of artifacts that may appear in my campaigns.

This list may use abbreviations to show what sourcebook the entries were drawn from. For guidance as to what sourcebooks these abbreviations reference, see my key to Sourcebook Abbreviations.

All of the material contained on this page and other pages of this blog is presented in accordance with the terms of the Open Game License.

Gatereaver: (Conjuration) A greataxe of impressive size and heft, Gatereaver is an ancient weapon forged in the cosmic fires at the core of all realities. Whatever its origins, Gatereaver displays extraordinary might and is not a weapon to be wielded lightly. Even its appearance speaks of power, from its rippling steel blade to the dozens of gems that decorate its haft. The whole weapon is surrpounded in an aura of dimensional energy that is constantly changing hue and intensity. At its brightest, Gatereaver seems to be alive with a prismatic tempest of fire, lightning, and blazing light. The patterns in the axe's blade are ever changing, though they have no known meaning in any language.

Where Gatereaver goes, chaos and upheaval follow. The wielder of this greataxe is always a foe to be feared, as it can guide the hand that holds it regardless of the wielder's actual skill. Its array of magical powers are impressive, but the weapon is feared most for the ability that gives rise to its name; the edge of Gatereaver tears open reality and cleaves rifts into other dimensions.

Gatereaver is also fearsome in that the artifact does not seem concerned with any purpose it serves. It can slaughter a village of innocents as easily as it protects a paladin's castle from a demonic siege. As uncaring as it is potent, Gatereaver is a weapon for epic struggles and titanic conflicts. Wise is the wielder who casts it aside after the battle is done. Wiser still is the wielder who cuts a hole with Gatereaver and casts the accursed blade into it immediately.

Gatereaver acts as a +5 keen greataxe of throwing and returning. The greataxe acts as a bane weapon against any outsider it strikes, regardless of alignment. By silent act of will, Gatereaver can ignite with dimensional flames which do an additional 2d6 damage per strike, and no form of defense except dimensional anchor or immunity to disintegration effects will reduce or negate this additional damage. Gatereaver's wielder attacks at a minimum Base Attack Bonus of +15 unless they possess a better one already.

By swinging Gatereaver vigorously through the air and wishing the blade to do so, the wielder can rend open a gate as per the 9th-level spell of the same name. This gate is to a random plane unless the wielder wishes to name a specific plane. The wielder has a 5% chance per character level of breaching to the desired plane if this is attempted. As with the spell gate, the wielder can call forth a planar being from this rift, which remains open for 1d10 rounds.

The wielder can use this power in the midst of an attack as well. If they successfully stricke a Huge or smaller target, the target must succeed at a DC 21 Fortitude save or the cosmic powers of the axe tear it to shread in the violent, whirling chaos between shorn realities. Even if the target succeeds at the save, they are flung through a rift that opens after the axe inflicts its normal damage. Using the axe's ability to open a dimensional rift, whether as part of a melee attack or not, requires a full-round action.

Gatereaver can also be used to rend open reality at the point of a thrown impact. This rips apart the boundaries betweent he prime material and the astral plane, resulting in a disintegration effect against whatever is struck. The DC for this save is 16, and all relevant details ofnthe spell ability. This use of the axe's abilities requires a full-round action.

Kukri of Binding: (Conjuration) This single-edged, angled dagger is created of silver and iron in abraided pattern and ammered into a single blade. The handle is ivory and bears complex magical rune work. In the hands of someone without the ability to cast conjuration spells, it merely acts as a +2 kukri. Wielded by a spellcaster with the ability to realze its full potential, the kurkri of binding becomes much more.

A spellcaster capable of casting conjuration spells can wield the kukri as a +3 outsider bane kukri and does not suffer a nonproficiency penalty when doing so. The wielder can instead choose to suspend the bane ability and attempt to bind an outsider struck by the weapon. This is a dangerous gamble, because failure at this attempt renders the outsider immune to binding, calling, or dismissal magic for 24 hours thereafter.

To attempt to bind on outsider, the wielder must make a successful melee attack with the kukri. The outsider must make an opposed Will saving throw against the wielder. If this save failes, the outsider is bound as if by the spell greater planar binding. The target is rooted to the spot as if they were in a containment diagram that is automatically successful. The wielder of the kukri can then barter or demand service as the spell would normally allow. The kukri can only bind one creature at a time, losing the power to do so until the current target has performed its service and departed. Even free-willed outsiders are empowered with the ability to return to their home planes after trebdering service to the wielder; this is an effect of the kukri

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Wednesday, January 8, 2025

House Rules - New Magic Armor and Shield Special Abilities (Fixed Cost Enhancements)

Armor and shields may have special abilities, such as acid resistance or fortification. The special abilities listed here have a fixed market value of the item, and do not modify defensive bonuses (except where specifically noted). These enhancements do not count against the modified bonus (enhancement bonus plus special ability bonus equivalent) of the armor or shield. A suit of armor or shield with a special ability must have at least a +1 enhancement bonus.

This list uses several abbreviations to show what sourcebook the entries were drawn from. For guidance as to what sourcebooks these abbreviations reference, see my key to Sourcebook Abbreviations.

All of the material contained on this page and other pages of this blog is presented in accordance with the terms of the Open Game License.

Frightening: (Magic Item Creation) A suit of armor or shield with this enhancement is dreadful to look upon. While worn or carried, the armor or shield grants a +5 competence bonus to all Intimidate checks.
  Aura: Faint enchantment; Caster Level: 5th; Prerequisites: Craft Magic Arms and Armor, cause fear; Cost: +3,700 shillings.

Frightening, Improved: (Magic Item Creation) A suit of armor or shield with this enhancement is dreadful to look upon. While worn or carried, the armor or shield grants a +10 competence bonus to all Intimidate checks.
  Aura: Moderate enchantment; Caster Level: 10th; Prerequisites: Craft Magic Arms and Armor, cause fear; Cost: +15,000 shillings.

Frightening:, Greater (Magic Item Creation) A suit of armor or shield with this enhancement is dreadful to look upon. While worn or carried, the armor or shield grants a +15 competence bonus to all Intimidate checks.
  Aura: Faint enchantment; Caster Level: 15th; Prerequisites: Craft Magic Arms and Armor, cause fear; Cost: +33,750 shillings.

Nimble: (Magic Item Creation) While most armor restricts a wearer's agility, armor enchanted with this special ability actually increases the wearer's ability to roll, dive, tuck, and tumble. A suit of armor or shield with this enhancement is dreadful to look upon. While worn the armor grants a +5 competence bonus to all Tumble checks. Normal armor check penalties still apply.
  Aura: Faint transmutation; Caster Level: 5th; Prerequisites: Craft Magic Arms and Armor, cat's grace; Cost: +3,700 shillings.

Nimble, Improved: (Magic Item Creation) While most armor restricts a wearer's agility, armor enchanted with this special ability actually increases the wearer's ability to roll, dive, tuck, and tumble. A suit of armor or shield with this enhancement is dreadful to look upon. While worn the armor grants a +10 competence bonus to all Tumble checks. Normal armor check penalties still apply.
  Aura: Moderate transmutation; Caster Level: 10th; Prerequisites: Craft Magic Arms and Armor, cat's grace; Cost: +15,000 shillings.

Nimble, Greater: (Magic Item Creation) While most armor restricts a wearer's agility, armor enchanted with this special ability actually increases the wearer's ability to roll, dive, tuck, and tumble. A suit of armor or shield with this enhancement is dreadful to look upon. While worn the armor grants a +15 competence bonus to all Tumble checks. Normal armor check penalties still apply.
  Aura: Moderate transmutation; Caster Level: 15th; Prerequisites: Craft Magic Arms and Armor, cat's grace; Cost: +33,750 shillings.

Spring Heel: (Magic Item Creation) This specially crafted armor has reinforced and spell-enhanced greaves and foot protection. While worn the armor grants a +5 competence bonus to all Jump checks. Normal armor check penalties still apply.
  Aura: Faint transmutation; Caster Level: 5th; Prerequisites: Craft Magic Arms and Armor, jump; Cost: +3,700 shillings.

Spring Heel, Improved: (Magic Item Creation) This specially crafted armor has reinforced and spell-enhanced greaves and foot protection. While worn the armor grants a +10 competence bonus to all Jump checks. Normal armor check penalties still apply.
  Aura: Moderate transmutation; Caster Level: 10th; Prerequisites: Craft Magic Arms and Armor, jump; Cost: +15,000 shillings.

Spring Heel, Greater: (Magic Item Creation) This specially crafted armor has reinforced and spell-enhanced greaves and foot protection. While worn the armor grants a +15 competence bonus to all Jump checks. Normal armor check penalties still apply.
  Aura: Moderate transmutation; Caster Level: 15th; Prerequisites: Craft Magic Arms and Armor, jump; Cost: +33,750 shillings.

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Wednesday, January 1, 2025

House Rules - New Magic Weapon Special Abilities (Fixed Cost Enhancements)

Weapons may have special abilities, such as the ability to flame or the ability to attack on their own. The special abilities listed here have a fixed market value of the item, and do not modify attack or damage bonuses (except where specifically noted). These enhancements do not count against the modified bonus (enhancement bonus plus special ability bonus equivalent) of the weapon. A weapon with a special ability must have at least a +1 enhancement bonus.

This list uses several abbreviations to show what sourcebook the entries were drawn from. For guidance as to what sourcebooks these abbreviations reference, see my key to Sourcebook Abbreviations.

All of the material contained on this page and other pages of this blog is presented in accordance with the terms of the Open Game License.

Armor Piercing: (Fury in the Wastelands: The Orcs of Tellene) This enhancement can only be placed on a missile weapon such as an arrow, bolt, or javelin. Unlike normal weapon enhancements, the missile does not have to be a masterwork item or otherwise enchanted to be the subject of this enhancement. An armor piercing missile ignores the armor, natural armor, and shield bonuses of its target. The cost listed is to enchant a single missile. Missiles such as arrows, bolts, or bullets break after one use. This enchantment grants no benefit if the missile is used as a melee weapon. Thrown weapons such as javelins, throwing spears, and throwing axes lose their magical ability after one use.
  Aura: Moderate transmutation; Caster Level: 5th; Prerequisites: Craft Magic Arms and Armor, armor piercing missile; Cost: 750 shillings; Cost to Create: 375 shillings and 30 experience points.

Heart Seeker: (Fury in the Wastelands: The Orcs of Tellene) This enhancement can only be placed on a missile weapon such as an arrow, bolt, or javelin. Unlike normal weapon enhancements, the missile does not have to be a masterwork item or otherwise enchanted to be the subject of this enhancement. A heart seeker missile inflicts double damage on a target. The enchantment adds one to the critical multiplier of the weapon (i.e. a x2 multiplier would become a x3). The cost listed is to enchant a single missile. Missiles such as arrows, bolts, or bullets break after one use. This enchantment grants no benefit if the missile is used as a melee weapon. Thrown weapons such as javelins, throwing spears, and throwing axes lose their magical ability after one use.
  Aura: Moderate transmutation; Caster Level: 5th; Prerequisites: Craft Magic Arms and Armor, heart seeker missile; Cost: 1,400 shillings; Cost to Create: 700 shillings and 56 experience points.

Pain: (Fury in the Wastelands: The Orcs of Tellene) This enhancement can only be placed on a missile weapon such as an arrow, bolt, or javelin. Unlike normal weapon enhancements, the missile does not have to be a masterwork item or otherwise enchanted to be the subject of this enhancement. A creature struck by a pain missile must make a DC 14 Fortitude save in order to perform any action other than lying on the ground writing in agony. This effects lasts for five rounds, and the save must be made every round. The cost listed is to enchant a single missile. Missiles such as arrows, bolts, or bullets break after one use. This enchantment grants no benefit if the missile is used as a melee weapon. Thrown weapons such as javelins, throwing spears, and throwing axes lose their magical ability after one use.
  Aura: Moderate transmutation; Caster Level: 7th; Prerequisites: Craft Magic Arms and Armor, pain missile; Cost: 325 shillings; Cost to Create: 163 shillings and 13 experience points.

Stinging: (Dragon Magazine #353) A weapon with this ability ignores the absolute protection offered by armor against certain weapons. Stinging weapons are typically covered in tiny barbs and spines that do not negatively affect its usefulness in any way. This ability can only be applied to whips and similar weapons whose damage is partially or fully blocked by armor. The weapon deals normal damage against creatures with armor or natural armor.
  Aura: Moderate transmutation; Caster Level: 6th; Prerequisites: Craft Magic Arms and Armor, gaseous form; Cost: 1,000 shillings.

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Saturday, September 28, 2024

Campaign Design - Prestige Classes: Prestige Paladin of Freedom

Paladin of Freedom (adapted from Unearthed Arcana)

After training in the arts of combat and the mysteries of the divine, the prestige paladin of freedom is anointed as a holy warrior dedicated to the protection of chaos and goodness. Most prestige paladins of freedom are clerics, favored souls, fighter/clerics, or fighter/favored souls though rare cleric/barbarians or favored soul/barbarians might pursue this path as well. Prestige paladins are usually dedicated to a chaotic good deity - Caire, Brid, and Þunor are most common. Many are lone wanderers, opposing tyranny and oppression while walking the earth. Compared to the standard paladin, the prestige paladin of freedom gives up a small amount of combat prowess in exchange for a larger spell list and a higher top end of his spell casting powers. Also, his class features aren't quite as powerful as the standard paladin's as a result of his reduced paladin class level.

In the Freeholds, the paladin of freedom class represents the basic holy warrior devoted (usually) to Caire, Brid, and Þunor, although some venerate Aíne, Syfa, or Yng. While many chaotically aligned orders and sects have their own unique training emphasizing those attributes most important to the veneration of their patron celestial, virtually all train paladins of freedom. Some groups emphasize training paladins more than others, and many see the initial training for paladin status as merely a starting point for the real indoctrination in the ways of that particular order. Although it would theoretically possible for followers of Eiur or Woda to train as paladins of freedom, such individuals would be exceptionally rare, in part because of Eiur's somewhat pacifistic creed being at odds with the idea of holy warriors devoted to her service.

Although the standard rules allow for “ecumenical” paladins devoted to no particular deity, but instead representing the power of good, I require that paladins follow a particular celestial. Most paladins of freedom are not members of one of the many holy orders of warrior-knights, preferring to walk their own individualistic path.

Hit Die: d10.
Luck Die: d4.

Requirements
To qualify to become a prestige paladin of freedom, a character must fulfill all the following criteria.
  • Alignment: Chaotic Good.
  • Base Attack Bonus: +4.
  • Skills: Knowledge: Religion 2+ ranks, Knowledge: Nobility and Royalty 2+ ranks, Ride 4+ ranks.
  • Feats: Mounted Combat.
  • Spell casting: Ability to cast protection from evil as a divine spell.
Class Skills
  • Skill List: The prestige paladin's class skills (and the key ability for each skill) are Bluff (Cha), Concentration (Con), Craft (Int), Handle Animal (Cha), Heal (Wis), Knowledge: Nobility and Royalty) (Int), Knowledge: Religion (Int), Profession (Wis), Ride (Dex), and Sense Motive (Wis).
  • Note: Because the Three Worlds campaign uses the Skills by Character house rule, the list of class skills given here is only included for the sake of completeness, and is not used by characters in the campaign setting.
  • Skill Points at Each Level: 2 + Intelligence modifier.
Class Features
All the following are class features of the prestige paladin of freedom class.
  • Base Attack Bonus: Good. A prestige paladin of freedom gains +1 base attack bonus per class level.

  • Base Fortitude Save Bonus: Good. A prestige paladin of freedom gains a +½ base Fortitude save bonus per class level.

  • Base Reflex Save Bonus: Poor. A prestige paladin of freedom gains a +13 base Reflex save bonus per class level.

  • Base Will Save Bonus: Poor. A prestige paladin of freedom gains a +13 base Will save bonus per class level.

  • Weapon and Armor Proficiency: Paladins of freedom are proficient with all simple and martial weapons, with all types of armor (heavy, medium, and light), and with shields (except tower shields). Armor check penalties for armor heavier than leather apply to the skills Balance, Climb, Escape Artist, Hide, Jump, Move Silently, Pick Pocket, and Tumble.

    • Option - Smiting Arrow: A paladin of freedom can choose to give up their proficiency with heavy armor and shields in exchange for the ability to smite evil with ranged attacks at up to 30 feet. Once made, this choice may not be changed thereafter.

  • Spells per Day: A prestige paladin of freedom's training focuses on divine spell casting. At every odd numbered level reached, the prestige paladin of freedom gains new spells per day as if he had also gained a level in whatever divine spell casting class he belonged to before he added the prestige class.

  • Spells: The prestige paladin of freedom adds some spells to his class spell list for any one divine spell casting class he belonged to before he added the prestige class. Regardless of his original divine spell casting class, he adds the following spells to his list of available spells for that class. He still needs to prepare (and, if appropriate, learn) these additional spells to cast them, and for all other purposes he is treated exactly as a caster of the appropriate level in his original divine spell casting class with respect to what spells are on his class spell list.

    • 1st Level: Alternate silvered weapon, blaze of light, bless weapon, clear mind, deafening clang, divine sacrifice, find temple, gaze of truth, golden barding, holy spurs, know greatest enemy, lesser one mind, lionheart, moment of clarity, protection from law, rhino's rush, second wind, sense heretic, silverbeard, sticky saddle, strategic charge, swift bless weapon, traveler’s mount, warning shout.
    • 2nd Level: Angelskin, aura of glory, call mount, holy mount, loyal vassal, one mind, steed of the seas, strength of stone, zeal.
    • 3rd Level: Blessing of Bahamut, diamondsteel, find the gap, forceward, greater one mind, heal mount, magic circle against law, mind bond, regal procession, remove curse, righteous fury, smite heretic, word of binding.
    • 4th Level: Dispel law, door to great evil, draconic might, favor of the martyr, freedom of movement, glory to the martyr, holy sword, righteous sword, sacred haven, seek eternal rest, spiritual chariot, winged mount.

    In addition, a paladin of freedom can never prepare or cast any of the following spells: death ward, discern lies, dispel chaos, magic circle against chaose, or protection from chaos.

  • Divine Sight: At 1st level, the paladin pf freedom gains the power to see evil or law. The paladin must choose one of these two options, and once made, this choice may not be changed thereafter.

    • Detect Evil (Sp): At will, a paladin with this ability can use detect evil, as the spell.

    • Detect Law (Sp): At will, a paladin with this ability can use detect law, as the spell.

  • Vengeance of Freedom: At 1st level, a paladin of freedom is granted power to aid her crusade against evil. The paladin of freedom must choose one of the following two options. Once made, this choice may not be changed thereafter.

    • Hunter of Fiends (Ex): A paladin of freedom with this ability gains outsider (evil) as a favored enemy. The paladin gains a bonus equal to half their divine caster level (minimum 1) on Bluff, Listen, Sense Motive, Spot, and Survival checks when using these skills against creatures of this type. Likewise, he gets a +2 bonus on weapon damage rolls against such creatures. In addition, the paladin gains Track as a bonus feat and the paladin may treat Survival and Knowledge: the Planes as class skills.

    • Smite Evil (Su): Once per day, a paladin of freedom with this ability may attempt to smite evil with one normal melee attack. She adds her Charisma bonus (if any) to her attack roll and deals 1 extra point of damage per paladin level. If the paladin accidentally smites a creature that is not evil, the smite has no effect, but the ability is still used up for that day. At 5th level, and at every five levels thereafter, the paladin may smite evil one additional time per day, to a maximum of four times per day at 15th level.

  • Turn Undead (Su): A paladin of freedom gains the supernatural ability to turn undead. She may use this ability a number of times per day equal to 3 + her Charisma modifier. She turns undead as a cleric of a level equal to her paladin of freedom levels. For the purpose of determining her ability to turn undead, a prestige paladin's class levels stack with her levels from all his other classes from which she has gained the ability to turn undead. For instance, a 4th-level fighter/1st-level cleric/2nd-level prestige paladin of freedom would turn undead as a 3rd-level cleric.

    A paladin with cleric levels who has selected one of the alternative abilities to replace their turn undead ability does not stack their cleric and paladin of freedom levels to turn undead. Instead, their paladin levels stack with their cleric levels for determining the effectiveness of their alternative ability. In addition, any paladin that does not already have the turn undead ability (such as a paladin who was a favored soul before becoming a paladin) may select one of the alternative abilities appropriate to their divine patron in place of the ability to turn undead.

  • Divine Grace (Su): At 2nd level, a paladin of freedom gains a bonus equal to her Charisma bonus (if any) on all saving throws.

  • Lay on Hands (Su): Beginning at 2nd level, a paladin of freedom with a Charisma score of 12 or higher can heal wounds (her own or those of others) by touch. Each day she can heal a total number of hit points of damage equal to her (paladin level + 3) × her Charisma bonus. A paladin may choose to divide her healing among multiple recipients, and she doesn’t have to use it all at once. Using lay on hands is a standard action. Alternatively, a paladin can use any or all of this healing power to deal damage to undead creatures. Using lay on hands in this way requires a successful melee touch attack and doesn’t provoke an attack of opportunity. The paladin decides how many of her daily allotment of points to use as damage after successfully touching an undead creature.

  • Divine Gift: Upon reaching 2nd level, a paladin of freedom gains one of the three divine gifts listed below. Once the choice is made, it cannot be changed thereafter.

    • Charging Smite (Su): If a paladin with this ability smites evil as part of a charge attack, they deal an extra 2 points of damage per divine caster level to any evil creature they strike (in addition to the normal bonus damage dealt by a smite). If the charge attack misses, the smite ability is not considered used.

    • Special Mount (Sp): A paladin with this ability can call an unusually intelligent, strong, and loyal steed to serve him or her in her crusade against evil. This mount is usually a heavy warhorse (for a Medium-size paladin) or a warpony (for a Small paladin). Should the paladin's mount die, another cannot be called for a year and a day. The new mount has all the accumulated abilities due a mount of the paladin's level.

    • Weapon of Arborea: A paladin with this ability gains a weapon forged by a celestial. The weapon must be the divine patron's favored weapon. The crafter requires that the paladin name the weapon. The paladin can summon the weapon to her hand or return it to its resting place in the forges of Heaven as a free action, and you can call it to your hand even if it is not in its resting place (such as if you have been disarmed). The paladin may call this weapon a number of times per day eqaul to 1 + her Wisdom modifier (minimum of once per day). Whatever its kind, the weapon is of intricate and unearthly beauty, although the paladin is bound by oath never to sell the weapon or give it to another creature (even to loan it to a friend). The weapon is a +1 weapon of its kind at 2nd level. When the wielder becomes a 5th level paladin, it becomes a +2 weapon, when she becomes a 10th level paladin, the weapon becomes a +2 holy weapon, and when she becomes a 15th level paladin, the weapon becomes a +2 anarchic holy weapon. It overcomes damage reduction as if it were good aligned and cure spells and other healing magic repair damage to is as if it were a living creature. The paladin may expend money and experience points to enhance the weapon as if she had the Craft Magic arms and Armor feat (on top of what the weapon is through this ability). If the weapon is ever destroyed, a different celestial weaponsmith crafts the paladin of freedom a new weapon, presenting it to her a year and a day after the previous weapon was destroyed.

  • Divine Resolve (su): The paladin of freedom becomes immune to compulsion effects (magical or otherwise). This ability functions while the paladin is conscious, but not if she is unconscious or dead.

  • Activate Aura (Su): At 3rd level, a paladin gains an aura. The aura extends from the paladin in a radius equal to 5 feet per point of Charisma bonus (with a minimum of 5 feet), and affects the paladin and all allies within the area. Activating an aura is a free action, and a paladin can only have one aura active at one time. The aura lasts for 1 round per paladin level. At 3rd level a paladin may activate their aura one time per day, but gains the ability to activate his aura more often as he progresses in level. The paladin gains a second aura at 9rd level, and a third aura at 14rd level. Some auras mimic spells of the name name: These auras' effects do not stack with the spells' effects.

    • Aura of Banishment: Only evil outsiders can feel this aura and suffer from its effects. No evil outsider with fewer Hit Dice than the paladin's character level can be summoned into this area, nor can such creatures use summonings or teleporting effects. In addition, this aura grants the paladin of freedom a +2 bonus on bluff checks against evil outsiders.

    • Aura of Might: The paladin of freedom and all her allies gain a +1 sacred bonus to damage rolls for every 3 of her paladin levels, to a maximum of +5 at level 15.

    • Aura of Devotion: The paladin of freedom and her allies receive a +1 deflection bonus to Armor Class for every 3 of her paladin levels, to a maximum of +5 at level 15.

    • Aura of Healing: The paladin of freedom and her allies gain fast healing 1 for the duration of the aura. Paladins devoted to Eiur must select this aura with the selection they gain at 3rd level.

    • Aura of Retribution: Whenever a creature deals damage with a melee attack to the paladin or one of her allies, it takes 2d4 points of holy damage +1 point per the paladin of freedom's Charisma bonus (if any). The base damage increases to 3d4 at 10th level and 4d4 at 15th level.

    • Aura of Resolve: When the aura of resolve is activated, each ally within the aura of the paladin paladin of freedom gains a +4 morale bonus on saving throws against compulsion effects.

    • Aura of Resistance: The paladin and her allies gain spell resistance equal to 5 + her paladin of freedom class level.

    • Aura of Sanctity: When the aura of sanctity is activated, the paladin of freedom must choose one of the following effects: fear effects (including possession), death effects, or petrification. While the aura is in effect the paladin is immune to the chosen effect and allies within the area of the aura gain a +4 bonus on saves against the chosen effect.

    • Aura of Wisdom: The paladin of freedom and her allies each regain one prepared spell or spell slot of a level equal to the highest level spell that the paladin can cast.

  • Divine Benison: At 3rd level, a paladin of freedom gains one of the following two abilities. Once this choice is made, it may not be changed thereafter.

    • Angel's Sight (Ex): A paladin of freedom with this ability gains darkvision with a range of 60 feet and low-light vision. If the paladin already has one of these senses, they gain no additional bonus from this ability.

    • Divine Health (Ex): A paladin of freedom with this ability gains immunity to all diseases, including supernatural and magical diseases.

  • Remove Disease (Sp): At 4th level, a paladin of freedom can produce a remove disease effect, as the spell, once per week. She can use this ability one additional time per week for every four levels after 4th (twice per week at 8th and three times at 12th).

  • Crusader Strike (Ex): At 5th level, a paladin with the smite evil ability can string together multiple smite evil strikes. Each smite evil strike beyond the first deals additional damage equal to her Charisma bonus (if any) for each previous smite evil strike against that creature.

  • Weapon of Justice: At 7th level, a paladin gains Weapon Focus and Weapon Specialization with her divine patron's favored weapon, if she does not already have those feats.

  • Code of Conduct: A paladin must be of chaotic good alignment and loses all class abilities if she ever willingly commits an evil act. Additionally, a paladin’s code requires that she oppose tyranny and oppression, seek to liberate slaves whenever possible, help those in need (provided they do not use the help for evil or lawful ends), and punish those who harm or threaten innocents.

  • Associates: While she may adventure with characters of any good or neutral alignment, a paladin will never knowingly associate with evil characters, nor will she continue an association with someone who consistently offends her moral code. A paladin of freedom may accept only henchmen, followers, or cohorts who are chaotic good.
Prestige Paladin

LevelSpecialSpells per Day
1stDivine sight, holy vengeance, turn undead+1 level of existing divine spell casting class
2ndDivine grace, lay on hands, divine gift-
3rdActivate aura once per day, divine courage, divine benison+1 level of existing divine spell casting class
4thRemove disease once per week-
5thCrusader strike+1 level of existing divine spell casting class
6th--
7thWeapon of justice+1 level of existing divine spell casting class
8thRemove disease twice per week-
9thActivate aura twice per day, second aura+1 level of existing divine spell casting class
10th--
11th-+1 level of existing divine spell casting class
12thRemove disease three times per week-
13th-+1 level of existing divine spell casting class
14thActivate aura three times per day, third aura-
15th-+1 level of existing divine spell casting class

The Paladin of Freedom's Mount
The paladin’s mount is superior to a normal mount of its kind and has special powers, as described below. The standard mount for a Medium paladin is a heavy warhorse, and the standard mount for a Small paladin is a warpony. Another kind of mount, such as a riding dog (for a halfling paladin) or a Large shark (for a paladin in an aquatic campaign) may be allowed as well. A paladin’s mount is treated as a magical beast, not an animal, for the purpose of all effects that depend on its type (though it retains an animal’s Hit Dice, base attack bonus, saves, skill points, and feats).

Paladin LevelBonus Hit DiceNatural Armor AdjustmentStrength Adj.IntelligenceSpecial
2nd-4th+2+4+16Empathic link, improved evasion, share spells, share saving throws
5th-7th+4+6+27Improved speed
8th-10th+6+8+38Command creatures of its kind
11th-15th+8+10+49Spell resistance
  • Paladin Level: The level of the paladin. If the mount suffers a level drain, treat it as a mount of a lower-level paladin.
  • Bonus Hit Dice: These are extra eight-sided (d8) Hit Dice, each of which gains a Constitution modifier, as normal. Extra Hit Dice improve the mount’s base attack and base save bonuses. A special mount’s base attack bonus is equal to that of a cleric of a level equal to the mount’s HD. A mount has good Fortitude and Reflex saves (treat it as a character whose level equals the animal’s HD). The mount gains additional skill points or feats for bonus HD as normal for advancing a monster’s Hit Dice.
  • Natural Armor Adjustment: The number listed here is an improvement to the mount's AC. It represents the preternatural toughness of a paladin's mount.
  • Strength Adjustment: Add this figure to the mount's Strength score.
  • Intelligence: The mount's Intelligence score.
  • Improved Evasion (Ex): If the mount is subjected to an attack that normally allows a Reflex saving throw for half damage, it takes no damage if it makes a successful saving throw and half damage even if the saving throw fails.
  • Empathic Link (Su): The paladin has an empathic link with the mount out to a distance of up to one mile. The paladin cannot see through the mount's eyes, but they can communicate telepathically. Even intelligent mounts see the world differently from humans, so misunderstandings are always possible. Because of the empathic link between the mount and the paladin, the paladin has the same connection to an item or place that the mount does, just as a master and his familiar.
  • Share Spells: At the paladin’s option, she may have any spell (but not any spell-like ability) she casts on herself also affect her mount. The mount must be within 5 feet at the time of casting to receive the benefit. If the spell or effect has a duration other than instantaneous, it stops affecting the mount if it moves farther than 5 feet away and will not affect the mount again even if it returns to the paladin before the duration expires. Additionally, the paladin may cast a spell with a target of "You" on her mount (as a touch range spell) instead of on herself. A paladin and her mount can share spells even if the spells normally do not affect creatures of the mount’s type (magical beast).
  • Share Saving Throws: For each of its saving throws, the mount uses its own base save bonus or the paladin’s, whichever is higher. The mount applies its own ability modifiers to saves, and it doesn’t share any other bonuses on saves that the master might have.
  • Improved Speed (Ex): The mount’s speed increases by +10 feet.
  • Command (Sp): Once per day per two paladin levels of its master, a mount can use this ability to command other any normal animal of approximately the same kind as itself (for warhorses and warponies, this category includes donkeys, mules, and ponies), as long as the target creature has fewer Hit Dice than the mount. This ability functions like the command spell, but the mount must make a DC 21 Concentration check to succeed if it’s being ridden at the time. If the check fails, the ability does not work that time, but it still counts against the mount’s daily uses. Each target may attempt a Will save (DC 10 + ½ paladin’s level + paladin’s Charisma modifier) to negate the effect.
  • Spell Resistance (Ex): A mount’s spell resistance equals its master’s paladin level + 8. To affect the mount with a spell, a spell caster must get a result on a caster level check (1d20 + caster level) that equals or exceeds the mount’s spell resistance.
Ex-Paladins of Freedom: A paladin of freedom who ceases to be chaotic good, who willfully commits an evil act, or who grossly violates the code of conduct loses all paladin spells and abilities (including the service of the paladin’s mount, but not weapon, armor, and shield proficiencies). She may not progress any farther in levels as a paladin. She regains her abilities and advancement potential if she atones for her violations (see the atonement spell description), as appropriate.

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