Rules Theme

Dark Paladins

Requirements: Str 12 Int 10 Wis 15 Con 14
Races Allowed: Human or any sentient undead

Hindrances:
1. Alignment- Character must at all times be Lawful Evil and adhere strictly to the worship of the Cold Rider. Any significant deviation from this will cause the loss of paladinhood and death at the hands of the Cold Rider.
2. The Dark Paladin is injured by holy water and holy weapons, and such damage must heal normally, not by magic or regeneration.  3. Powerful good beings (Asimon, Ki-Rin, etc.) will very often hunt Dark Paladins.
4. A Dark Paladin must save v. spell to enter holy ground. If entering, the paladin suffers pain causing -2 penalty to hit, AC, and saving throws.

Benefits:
1. Harm by laying on hands (2 pts damage/level) once per day. This damage is cumulative with any other hand attack the character can make.
2. Cause disease (like mummy rot, frequency as paladin's cure disease)
3. Get +2 bonus on all saving throws
4. Radiates protection from good in a 5' radius.
5. Benefits of wielding unholy weapons (up to DM)
6. Can command undead as a priest 2 levels lower than actual level
7. Gains priest spells as a paladin progression. Spheres are Healing (may be reversed), Sun (may be reversed), Combat, Protection, Necromantic (may be reversed).
8. At 9th level, paladin gains positive plane protection. Any such attacks gain a saving throw if normally not allowed and a +2 bonus if allowed.
9. At 7th level- detect shadow gates. At 12th- create shadow gates. See below

The Dark Paladins are the champions of the Cold Rider. The only beings eligible are undead and humans who were formally paladins and committed a deed that caused the loss of their status. Many of the paladins may be vampires, wights, or death knights. In all cases a DM should determine their HP and abilities by level, although they do retain any abilities native to their condition (vampire paladins can still charm by gaze and energy drain). Remember, most undead have supernaturally high strength and constitution. In addition. Such beings retain any other abilities previously possessed not antithetical to their current profession (i.e. blood abilities). Their cause is to prepare Cerilla for the day when the Cold Rider emerges from the shadow world to spread darkness to the land. As such, most Dark Paladins have items with which they can detect shadow gates and cause those gates to form. Such gates can only be detected or opened at night.

 

Lothar Dosiere

Male Anuirean Human (Vampire)/ 7th level Dark Paladin/ Anduiras major-30/ LE
Str-18/00
Int-15
Wis-16
Dex-16
Con-18
Cha-17
Com-14

Hp 85, AC 2 (natural) or -2 (dex +field plate) Thac0 11 (hand attacks + str) or 8 (9) (with axe +3 (+2 on prime material, only +3 in ethereal (where shadow world lies). No. Attacks 1 (by hand) 3/2 (by weapon) or 2 (specialized weapon). Dmg 1d6+6 + energy drain (hand attack) or by weapon +str + specialization. SD- +1 to hit, regeneration, gaseous form. Blood abilities- Courage (major) and Heightened Ability.
Weapon Proficiencies- B. Axe, Specialized in Longsword, specialized in glaive (this may be changed to fit the campaign).
Height 6'2", weight 200 lbs, hair brown, eyes blue.

During his mortal life, Lothar was an adventurer and paladin to Cuiracean. One day his adventuring party (which consisted of his brother and some Vos drunkard they met in a tavern) came upon William Moergan, rightful heir to Osoerde in the woods, heavily injured and beset with many attackers. They came to his rescue, although their Vos companion suffered grievous wounds in the process. After saving him, their magician detected some of Moergan's equipment as magical, and having foolishly given his name, they knew him to be blooded. Having discussed these things among themselves, the Vos bear realized he was too weak to fight Moergan without possibly getting killed. Knowing full well what he intended, Lothar used his paladin abilities to heal him. Then they all stood aside as the Vos attacked William. He fled as fast as he could with his injuries, but his best efforts were of no avail as the Vosman threw a longsword through William's back. They took his equipment (although they were decent enough to bury him). From that day onward, Lothar fell from the favor of the good gods. In a later adventure, he was slain by a vampire, although the vampire was later destroyed. He rose as an undead bloodsucker himself, and felt quite forlorn. He had no family who would accept him and no god to turn to (or so he thought). One day, while pursuing a young and attractive maiden for a meal and a little after dinner entertainment, he wandered through some mists right into the shadow world, before a being who called himself the Cold Rider. Promising him his lost powers and a sense of purpose, the Cold Rider offered Lothar a chance to serve him and gain great power in the process. Lothar accepted, having a purpose to his existence once more.

Current Sketch- Lothar is an arrogant, prideful warrior who puts great stock in his abilities. He retains the specialties in weapons he learned while a paladin of Cuiracean and his transition to undeath only heightened his already divinely enhanced strength. With the strength, speed, and powers of a vampire, he is a deadly opponent indeed. But, as a Dark Paladin of the Cold Rider, he is a menace to Cerilla. He tries to recruit powerful adventures to the Riders cause. If they do not listen, he attacks and destroys them. He fights blade to blade against weaker opponents and for fun, but against stronger opponents he will use his life draining abilities. He is particularly interested in recruiting his cousin Danneth and brother Dammeryn, but together they fought him off. He doesn't want to kill them, but will if he must. His loyalty to his master is absolute. An interesting note. Very little angers him except for one thing. Mentioning his fall from grace as a paladin of Cuiracean enrages him, and he maintains to this day (most vehemently) that he didn't know what the Vos intended (yeah right) and he stood aside because the Vos was his friend and you don't attack your friend in combat. Of course his Vos "friend" was corrupted by the blood of Azrai and a worshiper of Belenik to boot, but hey, what paladins are perfect.

By RKanus


Return to the Birthright Netbook Return to Rule Changes & Additions


This page hosted by Geocities. Get your own free page! 1