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Paladin Kits

Paladin Kit Main
Chevalier
Divinate
Envoy
Equerry
Errant
Expatriate
Ghosthunter
Inquistor
Medician
Militarist
Skyrider
Squire
True Paladin
Votary
Wyrmslayer

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Paladin Kits

     Kits are collections of proficiencies, benefits, and hindrances that distinguish one character of the same class from another. A kit also provides information about the character's personality, background, and roles. It's not necessary to use kits, but they make characters more fun to play and add color and depth to a campaign.

Acquiring Kits

     A player chooses a kit for the paladin as part of the character creation process. A paladin may have only one kit.
     To create a new paladin, begin by determining his ability scores (PH, Chapter 1). Then choose his character kit, recording the pertinent information on the character sheet. The sheets at the end of this book are designed for paladin character kits; permission is granted to copy these pages for personal use. Use the kit information to determine other aspects of the character, such as proficiencies (PH, Chapter 5, and Chapter 5 of this book) and equipment (PH, Chapter 6, and Chapter 6 of this book).
     You can incorporate any character kit into an existing campaign, provided the DM approves. A kit should be compatible with the paladin's personal history, background, and established personality traits. For example, the Chevalier kit might be a logical choice for a paladin who has devoted himself to serving a monarch. However, the Skyrider kit would be a poor choice for a paladin who has a fear of flying.

DM Decisions

     Before players create their characters, the DM should examine each of the kits and consider the following questions:
     Is this kit appropriate to the campaign world? The DM may exclude any kit that doesn't fit into the campaign. In a campaign world dominated by a single religion, the DM may deem the Votary kit inappropriate. The Militarist kit may not be relevant in a world with few organized armies. Before players create their characters, the DM should tell them which are forbidden.

     Do the players need additional information about the kit? Any campaign details that may influence the choice of a kit should be revealed to the players. For example, if the local queen has canceled all privileges for diplomats, a player might avoid the Envoy kit.

     Are there changes in any kit? The DM is free to make adjustments in the kit descriptions. He may decide, for example, that all Divinates must belong to a particular religion, or that all Wyrmslayers must take Blind-fighting as one of their initial proficiencies. All changes should be explained to the players before they create their characters.

Kit Subsections

All Paladin Kits include the following:

  • Description. This section describes the duties, cultural background, manner, and appearance of characters associated with this kit.

  • Requirements. Ability score minimums and other special requirements are listed here. Characters can't take the kit if they don't meet these qualifications. "Standard" means there are no special requirements.

  • Ministration. This identifies the paladin's immediate superiors. There are five possibilities:
         1. Church. The paladin answers to the elders or dignitaries of an organized faith. Usually, the paladin's immediate superior is a high-ranking priest.
         2. Government. The paladin works for a king, monarchy, or other government body or official. Usually, the paladin's immediate superior is a military officer, often another paladin of higher level.
         3. Mentor. The paladin takes orders from a family member, teacher, elder, or any other individual not formally associated with a government or church.
         4. Independent. The paladin makes his own decisions. He answers to his deity or to his own conscience. He may choose to follow the tenets of a church or promote the causes of a government, but since he doesn't work for them he isn't required to obey their edicts.
         5. Any. There are no ministration recommendations for this kit. The paladin may take orders from whatever authority, if any, is appropriate to his culture and background.

  • Role. The character's function in society and in a campaign is detailed here. His motivations, personality, and beliefs are examined, along with his relationships with other people, his reasons for joining an adventuring party, and his function within a party. Note that the personality traits don't necessarily apply to every character associated with this kit. Players may shape the personalities of their characters based on these suggestions, or they may disregard them entirely and create their own personalities.

  • Symbol. This section suggests one or more symbols to represent members of this kit. Some governments or religions may require a character to display his symbol in a particular fashion, such as embroidering it on his clothing or inscribing it on his shield. Otherwise, a paladin may display his symbol as he wishes, or he may choose not to do so. Players are also free to use symbols other than those suggested.

  • Secondary Skills. If you use the rules for secondary skills from Chapter 5 of the Player's Handbook, the character is restricted to the choice of skills listed in this section.

  • Weapon Proficiencies. If you use the weapon proficiency rules, a kit may specify the character's options. Any means he can take any weapon proficiency he likes (most paladins, regardless of kit, will choose proficiencies in the lance and some type of sword). In other cases, he may choose from a recommended list. Required means that the character must take the indicated weapon.

  • Non-Weapon Proficiencies. Although nonweapon proficiency rules are technically optional, they're strongly recommended when using the paladin kits. If you're using secondary skills, don't use nonweapon proficiencies, and vice versa.
         Some nonweapon proficiencies are listed as bonuses. A character gets these proficiencies free of charge; they cost no proficiency slots.
         The paladin must take any required proficiencies as soon as he can, spending the necessary slots. He may also choose from among a list of recommended proficiencies. If he takes a recommended proficiency, he spends the normal number of slots. It's a good idea for a beginning character to spend all or most of his initial slots on recommended proficiencies, though he's not required to do so.
         The character is barred from taking any proficiencies listed as forbidden.
        (More can be found in Chapter 5 of the Paladin's Handbook regarding proficiencies.)

  • Armor/Equipment. Equipment requirements and recommendations are given here. Unless indicated otherwise, a character must buy the required equipment, including weapons, from his initial funds. Standard means that the character has no specific requirements.
         Like all members of the warrior group, a paladin begins with 50-200 (5d4x10) gp. He may buy his equipment from these funds after he donates 10% to his religious institution. If he lacks the funds to buy all of his required equipment, he should buy as much as he can, then pick up the rest as soon as he gets the money. All subsequent income is subject to tithing before the remainder can be spent.

  • Bonded Mount. The suggested species of bonded mount is given here.

  • Specific Benefits. Many kits grant special benefits. Typical benefits include improved abilities, rights in particular situations, and reaction bonuses. All benefits are received free of charge, and don't count against the normal limitations of the paladin class.

  • Special Hindrances. To balance their special benefits, kits also carry special hindrances. Hindrances include reaction penalties, cultural restrictions, or ability limitations. All special hindrances are in addition to disadvantages normally associated with the paladin class.

Reaction Adjustment Reminder

     Many of the special benefits and hindrances are given as reaction adjustments. A reaction bonus is expressed as a plus, such as +1. A reaction penalty is expressed as a minus, like -2. When rolling for encounter reactions (on Table 59 in the DMG), make sure to subtract the bonuses and add the penalties. For example, if a character has a +1 reaction bonus, subtract 1 from the 2d10 roll-don't add it.