The Holy Order of the Paladins
The Order of the Paladins is a tight-knit group of knights, cut-throats, and mages brought together for a singe purpose. Protecting the world from the threat of outsiders. While the Order of Paladins tries to enforce an internal code of conduct it is not uncommon for many of its members to bend such rules for what they see as the “greater good.” Many paladins are sent out to complete specific jobs given to them from the Order; others instead prefer to travel alone or in small groups to hunt out invasions from the outer planes usiung their own methods. Special note, The Order of Paladins does not server any specific god. As such a character may take this priesthood in addition to a normal priesthood.
Prerequisites: To join the Holy Order of the Paladins one must have 2 Ranks in Lore and Willpower. Also, you must slay an Outsider to prove you worth.
The Paladin and all allies within 10 ft gain a +2 on all armor and defense rolls against Outsiders
Stances
Level One
Sorcerers Bane I : All of your attacks deal +4 damage on spell circles, you gain magic resistance 2 vs. all Outsiders.
Stand Against Outsiders I: All Outsiders within 10ft take a -2 on all rolls and have their fast heal(if any) reduced by 1(min. 0).
Blessing of the Mortal Plane I: +1 on armor, agility, toughness, and willpower against all Outsiders.
Make ‘em earn it! I: Whenever an Outsider hits you, you respond with a quick punch or stab that deals 1D4+1/2 STR in physical damage.
Level two
Sorcerers Bane II: All of your attacks deal +8 damage on spell circles, you gain magic resistance 3 vs. all Outsiders.
Stand Against Outsiders II: All Outsiders within 10ft take a -3 on all rolls and have their fast heal(if any) reduced by 2(min. 0).
Blessing of the Mortal Plane II: +2 on armor, agility, toughness, and willpower against all Outsiders.
Killing Blow I: +2 Attack, +1 critical range, +1 critical multiplier against all Outsiders.
Level Three
Sorcerers Bane III: All of your attacks deal +12 damage on spell circles, you gain magic resistance 4 vs. all Outsiders.
Stand Against Outsiders III: All Outsiders within 10ft take a -4 on all rolls and have their fast heal(if any) reduced by 3(min. 0).
Blessing of the Mortal Plane III: +3 on armor, agility, toughness, and willpower against all Outsiders.
Make ‘em earn it! II: Whenever an Outsider hits you, you respond with a quick punch or stab that deals 1D6+ STR physical damage.
</b>Level Four</b>
Sorcerers Bane IV: All of your attacks deal +16 damage on spell circles, you gain magic resistance 5 vs. all Outsiders.
Stand Against Outsiders IV: All Outsiders within 10ft take a -5 on all rolls and have their fast heal(if any) reduced by 4(min. 0).
Blessing of the Mortal Plane IV: +4 on armor, agility, toughness, and willpower against all Outsiders.
Killing Blow II: +2 critical range, +3 critical multiplier against all Outsiders. Criticals made against Outsiders also stun for 1D4 turns.
Tricks
Paladin Trick: whenever you deal damage to an outsider, deal one extra die of the following type(if available) Sneak Attack, bonus elemental damage from skills, Bane epic ability. Every additional time you take this trick increase this extra damage by a further 1D6, up to 5D6 total.
Spells
Level One
Banishment
Medium Range
Your Willpower vs. Willpower
This spell has no effect on creatures that are not Outsiders. This spell deals 1D8+INT damage and has a 5 in 10 chance of stun.
Chains
Close range
This spell uses your agility as attack and targets agility
Targets hit by this spell have their movement speeds cut in half for one turn. Outsiders hit by this spell instead cannot move from this spot for 1D6 turns.
Level Two
Repelling Circle
Aura
Outsiders cannot enter this circle or attack creatures within this circle. Spells cast from Outsiders do not affect creatures within this circle. All rolls made against Outsiders from within this circle gain a +2.
Imprisonment
Aura
Outsiders in this circle cannot leave this circle of their own free will. Outsiders in this circle take a -2 to all of their stats, -4 on all skill rolls, and cannot deal damage.
Level Three
Challenge the Beyond
Close range
Willpower vs. Willpower
Outsiders hit by this spell cannot attack targets other than the caster of this spell until it beats the caster in a willpower vs. willpower contest(a minor action for the outsider). During this time the caster gain a +5 on all attack rolls against target outsider and deal +2D8 untyped damage against target outsider.
Hallow
Aura
All Summon circles within 100ft of this circle cease to function, all gates(both natural and from spellcircles) within 1 mile close. While this aura functions no creature can be summoned or gate opened within a mile of it.
Level Four
Exorcise
Close
Willpower vs. Willpower
Outsiders targeted by this spell gain a +10 to will power rolls against it. If this spell hits an outsider it is expelled by to the point in the outer planes where it was summoned from, if this spell misses this spell instead deals 4D8 untyped damage.