Empyrean Order
(Paladins)
Race Requirement: Half Angel or of Angelic descent.
Alignment:
Lawful Good
Religion:
Reinn Anon
Abilities:
Wisdom: Wisdom is key to the Paladin's most crucial abilities:
Angelic Vigour (for healing) functions relative to Wisdom bonus, as does Divine
Grace, which grants improved saving throws (commonly used to resist harmful
magic). Turn Undead is also based upon your wisdom bonus.
Charisma: Factors into abilities
such as Rally and
Final Stand.
Class Features
Skill points:
(2 + Intelligence modifier) x 4
2 + Intelligence modifier per level.
Weapon proficiency:
Proficient with all simple and martial weapons,
Armor:
All types of armor (heavy, medium, and light), and with shields
Known Skills:
Concentration (Con), Craft (Int), Diplomacy (Cha), Heal (Wis), Knowledge
(nobility and royalty) (Int), Knowledge (religion) Knowledge (Military) (Int),
Profession (Wis), and Sense Motive (Wis) Intimidate (Wis or Str)
Hit Die:
D10
Lvl |
Base Attack |
Fort |
Ref |
Will |
Special |
1 |
1 |
0 |
0 |
2 |
Code of Conduct, Vow of Obedience,
Detect Taint, Aura of Purity |
2 |
2 |
0 |
0 |
3 |
Angelic Vigour, Divine Grace |
3 |
3 |
1 |
0 |
3 |
Vow of Chastity |
4 |
4 |
1 |
1 |
4 |
Military Knowledge +2 |
5 |
5 |
2 |
1 |
4 |
Vow of Abstinence |
6 |
6/1 |
3 |
1 |
5 |
Military Knowledge +4 |
7 |
7/2 |
4 |
2 |
6 |
|
8 |
8/3 |
4 |
2 |
7 |
Military Knowledge +6 |
9 |
9/4 |
4 |
3 |
7 |
|
10 |
10/5 |
4 |
3 |
8 |
Pure Soul |
11 |
11/6/1 |
5 |
3 |
8 |
|
12 |
12/7/2 |
5 |
4 |
8 |
Aura of Sanctity +2 |
13 |
13/8/3 |
6 |
4 |
9 |
Discern Lies |
14 |
14/9/4 |
6 |
4 |
9 |
Aura of Sanctity +4 |
15 |
15/10/5 |
6 |
5 |
9 |
Divine Radiance 1/day |
16 |
16/11/6/1 |
7 |
5 |
10 |
Inflame |
17 |
17/12/7/2 |
7 |
5 |
10 |
Divine Radiance 2/day |
18 |
18/13/8/3 |
7 |
6 |
11 |
Final Stand |
19 |
19/14/9/4 |
8 |
6 |
11 |
Divine Radiance 3/day |
20 |
20/15/10/5 |
8 |
6 |
12 |
Sainthood |
Code of Conduct:
The code of the order is as follows:
Hold your honour always.
Condemn and destroy the wicked.
Protect the innocent until death.
Never lie to the good. (This does mean you can lie to those you deem evil or
wicked.)
Do not hide your Celestial blood. (All in this order are part Angel, you cannot
hide this by disguising spells.)
There are things the order completely disallows:
No drugs.
No drink.
No politics.
No sex.
Vow of Obedience:
+4 to Fort Saves and Will Saves toward Fear and Dread effects. To fulfill your
vow, you must unquestioningly obey your superior and live according to the rules
of your organization. If you intentionally break your vow, you immediately and
irrevocably lose the benefit of this ability. If you break your vow as a result
of magical compulsion, you lose the benefit of this ability until you perform a
suitable penance and receive an atonement spell.
Detect Taint:
At will the Paladin can use Detect Taint spell (Pg 128 of Heroes of Horror)
Aura of Purity:
You radiate a
holy aura making it difficult for you to hide your true nature. Tainted
creatures must make a spot check (DC 20 minus current level) to recognize you
for what you are (or at least as a threat.)
Angelic Vigour:
Beginning at 2nd level, a paladin with a Wisdom 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 x her Wisdom bonus. A
paladin may choose to divide her healing among multiple recipients, and she
doesn't have to use it all at once. Using Angelic Vigor is a standard action.
Alternatively, a paladin can use any or
all of this healing power to deal damage to undead creatures. Using Angelic
Vigor 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 Grace: At 2nd level, a
paladin gains a bonus equal to her Wisdom bonus (if any) on all saving throws.
Vow of Chastity:
At 3rd + 4 on Fortitude saves and Will Saves toward any spells or
effects induced by charm or compulsion.
To fulfill your vow,
you must abstain from any sexual contact with any other creature. If you
intentionally break your vow, you immediately and irrevocably lose the benefit
of this ability. If you break your vow as a result of magical compulsion, you
lose the benefit of this ability until you perform a suitable penance and
receive an atonement spell.
Military Knowledge:
At Level 4 the character gains cumulative +2 competence bonus on Knowledge of
Military History and Military Tactics. This increases to +4 at level 6, and +6
at level 8.
Vow of Abstinence:
At 5th level +4 on Fortitude saves and Will Saves to Drugs and
Poisons. To fulfill your vow, you must not consume intoxicating, stimulating,
depressant, or hallucinogenic substances, including alcohol, caffeine, and other
drugs. If you intentionally break your vow, you immediately and irrevocably lose
the benefits of this ability. If you break your vow as a result of magical
compulsion, or otherwise unintentionally (a drug slipped into your drink, for
example), you lose the benefit of this ability until you perform a suitable
penance and receive an atonement spell.
Pure Soul:
Level
10, your faith and purity of mind
overrides the evils within you. Gain immunities to all Taint.
Aura of Sanctity: Starting at
Level 12, all allies of the Paladin within a 10 feet radius gain +2 sacred bonus
on saves made to resist taint. This increases to +4 at level 14.
Discern Lies:
A Paladin at level 13 or higher can use the spell like ability Discern lies
3/days.
Divine Radiance:
Shed light
from your body in emanation. This light contours darkness effects (Unless by a
deity) and deals 2d8 of damage per round to evil creatures, number of rounds
equaling the Paladin's wisdom modifier. Level 15 1/day, Level 17 2/day and at
Level 19 it increases to 3/day. It is considered a standard action and is
uninterruptable.
Inflame:
Level 16,
as a full-round action, the Paladin can inflame the passions of his allies. All
who can hear the Paladin gain a morale bonus on saving throws against any charm
or fear effect. This effect equals +6 and lasts for 6 minutes after the speech
ends. The Paladin also gains the bonus.
Final Stand:
Once per day the
level 18 Paladin can inspire her troops to heroic effort temporarily increasing
vitality. All allies within a 10 feet radius of the paladin gain 2d10 temporary
hit points. The ability effects a number of creatures equal to the half of the
Paladin's level + Charisma modifier if any, and lasts for equal amount of
rounds.
Sainthood:
Mortal by birth,
celestial by virtue. By the purity and goodness of your actions you attain
Sainthood. Information about Sainthood is on pg 184 of Exalted Deeds. All Original names and references to the story they are from are Copyright of Nathanial Davidson. Picture is not my own, copyright to NCsoft (Aion)