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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.
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