Orcblooded Paladin

Orcblooded class — see Classes for the full list.

Prime Requisite:STR and CHA
Requirements:None
Hit Dice:1d6
Maximum Level:12

While their orcish ancestors had a reputation for wildness and savagery, the orcblooded of Sair have been integrating themselves into the culture of civilization since the Year of Trembling. While they still possess the natural martial instinct of their ancestors, orcblooded paladins fight to expand the reach of civilization. Many worship Numilvara or the Tiger Prince and seek to spread the reach of their religion as well.

Orcblooded Paladin Level Progression

ExperienceTitleLevelHit DiceAttack BonusDamage Bonus
0Bulwark11d6+0+1
2,450Warder22d6+1+1
4,900Defender33d6+2+2
9,800Protector44d6+3+2
19,600Guardian55d6+4+2
39,200Sentinel66d6+5+3
80,000Justiciar77d6+6+3
160,000Paladin88d6+7+3
320,000Paladin Lord99d6+8+4
480,000Paladin Lord, 10th Level109d6+2+9+4
640,000Paladin Lord, 11th Level119d6+4+10+4
800,000Paladin Lord, 12th Level129d6+6+11+5

Orcblooded Paladin Saving Throws

LevelParalysisDeathBlastImplementSpells
113+14+15+16+17+
2-312+13+14+15+16+
411+12+13+14+15+
5-610+11+12+13+14+
79+10+11+12+13+
8-98+9+10+11+12+
107+8+9+10+11+
11-126+7+8+9+10+

Combat Characteristics

Like all their brethren, orcblooded paladins are ferocious in combat.

Combat Proficiencies: Orcblooded paladins are proficient with all weapons and armor. They are proficient in the dual weapon fighting style, the two-handed fighting style, and the weapon and shield style.

Combat Progression: Orcblooded paladins advance in attack throws as monsters, by one point every level of experience. They increase their base damage from successful missile and melee weapon attacks by +1 at 1st level, and by an additional +1 at 3rd, 6th, 9th, and 12th level. They advance in saving throws as thieves. They can cleave after dropping a foe a maximum of once per round per level.

Starting Class Powers

In exchange for their devotion to Law, paladins receive many powers to aid them in their crusades against Chaos. At the start of play, paladins have the following class powers:

Aura of Protection: Paladins are protected by a magical aura that grants them a +1 bonus to AC and a +1 bonus to saving throws against attacks made or effects created by evil creatures. The paladin’s aura of protection appears as a golden halo when viewed with discern good, discern magic, or true seeing.

Lay on Hands: By calling on the higher powers of Law, the paladin can lay on hands to heal injuries. He can heal 2 damage per level when the power is used. The paladin can use his power to lay on hands once per day. He can select the Laying on Hands proficiency to gain additional uses of the power per day. (This class power is the equivalent of one rank of Laying on Hands proficiency).

Manual of Arms: The paladin is highly experienced in military discipline, physical fitness, and weapon drill. He can automatically identify the battle standards, equipment, great captains, military slang, and rank insignia of his homeland. He can identify those of other realms with a proficiency throw of 11+. He can fight as a regular (rather than irregular) troop in formed and loose units. He can begin play as a member of a legion, mercenary’s guild, or other military organization (Judge’s discretion). (This class power is equivalent to one rank of the Manual of Arms proficiency.)

Sanctified Body: Paladins are completely immune to the ravages of disease, including magical diseases. This enables them to go on long crusades without succumbing to the illnesses that kill many soldiers, as well as to face dread foes such as mummies or werewolves without fear of corruption. (This class power is the equivalent of the Divine Health proficiency.)

Sense Inhumanity: The paladin can detect non-humanoid creatures, objects crafted by and for non-humanoid creatures, and structures or areas crafted by and for non-humanoid creatures, within 30’. At the Judge’s discretion, twisted or mutated humanoids may be detected by this spell. The character sees the indicated creatures, objects, or structures with a crimson glow around them, but the glow cannot be seen by anyone else. The character must have line of sight on the humanoid (it does not work through walls). If the object or creature is hidden or invisible, the character will see the glow, but not its source. Sensing Humanity requires one full round of concentration to activate. The effect lasts as long as the character continues to concentrate, to a maximum of one round per level. It can be used once per turn.

Racial Traits

Savage Fury: On their initiative, an orcblooded may enter a savage fury, gaining a +2 on damage rolls and becoming immune to fear until the combat ends. Once this state is entered, the character may not cast spells or retreat; they will fight until all foes are defeated or they are incapacitated. This stacks with the Berserkergang proficiency.

Brute Strength: Orcblooded gain a +4 bonus on dungeonbashing throws.

Bonus Languages: Orcblooded are raised multilingual, able to speak and understand Orcish, Drow, Goblin, and Valerian.

Monstrous Appearance: Orcblooded characters often have tusks, strange skin colors, and other markings that humans and demihumans find unsettling. As a result, the orcblooded paladin suffers a -1 penalty to reactions, loyalty, and morale of humans and other demihumans, while gaining a +1 bonus with other orcblooded characters. At the Judge’s discretion, the bonus may also apply to other “monstrous” races such as goblinoids.

Additional Class Powers

Holy Fervor (5th): The paladin’s presence inspires troops he leads. Any hirelings of the same religion as the paladin gain a +1 bonus to their morale score whenever he personally leads them. This bonus stacks with any modifiers from the paladin’s Charisma or proficiencies.

Fortress (9th): By acquiring a fortress or other stronghold worth at least 15,000gp, the paladin can attract followers to his service. 5d6 x 10 0th level troops and 1d6 paladins of 1st – 3rd level arrive to serve him within 1d3 months of him acquiring the fortress. If the paladin already has a fortress, the followers arrive to serve him within 1d3 months of him reaching 9th level. The paladin must pay his followers the ordinary rates for mercenaries and henchmen, or they leave his service. In time, the paladin might become a great lord, commanding armies to conquer vast realms. Additional rules for fortresses are detailed in the Campaigns chapter.

Class Proficiencies

Proficiency Progression: At 1st level, paladins gain one class proficiency from their class proficiency list and one general proficiency from the general proficiency list (as indicated by the template rolled). They select an additional class proficiency at 3rd, 6th, 9th, and 12th level. They select an additional general proficiency at 5th and 9th level.

Orcblooded Paladin Proficiency List: Alertness, Berserkergang, Blind Fighting, Combat Reflexes, Combat Trickery (force back, incapacitate, overrun, sunder), Command, Diplomacy, Divine Blessing, Dungeonbashing Expertise, Endurance, Fighting Style Specialization, Goblin-Slaying, Healing, Illusion Resistance, Intimidation, Knowledge (history), Laying on Hands, Leadership, Manual of Arms, Martial Training, Military Strategy, Mystic Aura, Profession (judge), Riding, Running, Survival, Theology, Weapon Focus

Paladin Templates

3d6TemplateProficienciesStarting Equipment
3-4ErrantRunning SurvivalHand-Carved Wood Holy Symbol (Serpent of Flame), Sword, Peasant’s Wool Tunic And Pants, Low Sandals, Small Sack, Waterskin, 1 Week’s Iron Rations, 1gp (1 4/6 St)
5-6GallantMystic Aura DiplomacyHoly Symbol (Serpent of Flame), Sword, Leather Armor, Well-Kept Wool Tunic And Pants, Embossed Belt, Low Boots, 2 Belt Pouches, Waterskin, 1 Week’s Iron Rations, 1gp (3 5/6 St)
7-8Temple GuardAlertness Manual Of ArmsHoly Symbol (Tiger of Talavosh), Spear, Round Wooden Shield, Ring Mail Armor, Purple Military Cloak, Guard’s Tunic And Pants, Embossed Belt, Low Boots, Backpack, Belt Pouch, Tinderbox, 6 Torches, Waterskin, 1 Week’s Iron Rations, 2gp (7 5/6 St)
9-10ChampionDivine Blessing TheologyHoly Symbol (Scepter of Numilvara), Sword, Steel Shield Symbol of Numilvara, Laminated Linen Armor, Wool Tunic And Pants, Embossed Belt, High Boots, Short Gloves, Backpack, Tinderbox, 12 Torches, Waterskin. 1 Week’s Iron Rations, 7gp (8 St)
11-12Foe HunterCombat Ferocity Military StrategyHoly Symbol (Tiger of Talavosh), Two-Handed Sword, Banded Plate Armor, Wool Tunic And Pants, Embossed Belt, Low Boots, Backpack, 1 Lb Garlic, 1 Lb Wolfsbane, 4 Stakes And Mallet, Tinderbox, 6 Torches, Waterskin, 1 Week’s Iron Rations, 10gp (9 1/6 St)
13-14VanguardCombat Reflexes EnduranceHoly Symbol (Scepter of Numilvara), Razor-Sharp Glaive, Warhammer, Steel Shield Bearing Sigil of Numilvara, Banded Plate Armor, Blue Armiger’s Tunic And Pants, Leather Belt, High Boots, Backpack, Flask Of Holy Water, Tinderbox, 6 Torches, Waterskin, 1 Week’s Iron Rations, 3gp (10 St)
15-16InquisitorIllusion Resistance TheologyHoly Symbol (Tiger of Talavosh), Ball-And-Chain, Steel Shield Bearing Tiger o Talavosh, Banded Plate Armor, Blue Priest’s Cassock, Leather Belt, High Boots, Backpack, 2 Flasks Of Holy Water, Tinderbox, 12 Torches, Manacles, 1 Week’s Iron Rations, Waterskin, 8gp (9 2/6 St)
17-18TemplarCommand RidingHoly Symbol (Scepter of Numilvara), White Lance, Polished Sword, Steel Shield Bearing Sigil of Numilvara, Banded Plate Armor, Purple Armiger’s Tunic And Pants, Riding Boots, Medium Riding Horse, Riding Saddle And Tack, Leather Saddlebag, Waterskin, 1 Week’s Iron Rations, 12gp (7 3/6 St with rations on horse)

Notes: The vanguard’s glaive is a type of polearm. The inquisitor’s ball-and-chain is a type of flail.