Holy paladin

"Above all paladins show that courage is possible. It is easy enough to find reasons to give in to evil. War is ugly as many know. But we do not argue that war is better than peace; paladin are not that stupid. It is not peace when cruelty reigns, when stronger men steal from farmers and craftsmen, when the child can be enslaved, or the old thrown out to starve, and no one lifts a hand. That is not peace: that is conquest and evil.

''Paladins do not start quarrels in peaceful lands, never display their skills to earn applause. But we are the sword of good defending the helpless and teaching by our example that one person can dare greater force to break evil's grasp on the innocent."

- Elizabeth Moon

These knights preach a simple message of goodwill, charity, and perseverance. They teach this message not to a congregation or on a street corner, but through the example of their actions. While they may offer an occasional homily of their unknown faith, they don't seek converts. They do not even discuss their faith at length, considering it a very personal matter and not one to preach to others.

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Requirements:

12 in Personality, Strength, and Stamina

Calling trait

Must be a votary of the Communion of the Sacred Shroud cult

Literacy

Any horsemanship skill

Any two medical skills

Any one armour use

Any one weapon or hand-to-hand skill

Training time: One to three years serving as a brother before becoming a squire

Features and bonuses:

Sense Supernatural Evil trait

Spiritual Destruction trait

+1D6 to maximum hit point capacity

+1D4 to maximum life point capacity



Skills
Blood Blessing apprentice -OR- The Art of the Deal Detect Gates Detect Lies I Etiquette Law (choose any area) apprentice Meditation Melee Weapon (medium or polearm, choose one) I Shield I Pick any three armour or weapon maintenance skills
 * Choose one: Play (any one musical) Instruments, Poetry, Singing, or Storytelling, at apprentice level


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Level bonuses
II. Prayer of Scorn: Your gaze shows such profound disappointment and indignation that it actually causes a mystic fear and intimidation effect. This can be combined with the likes of the Glare skill. The prayer takes only 18-20 seconds or so (three rounds), and can be maintained as long as the holy paladin desires. This effect causes a point of stress/fatigue to the squire at the end of every round.

III. Gallant: This brings you fully into the order of holy paladins, and earns you the title gallant.  Rights of full membership include access to the inner sanctum and holy writ, ability to train a squire, and you may expect others to address you in formal occasions as 'the gallant [your name]' or as '[name], gallant of the holy paladins'.

IV. Defender of All Realms: In your role as protector of this world, you can strike down those that would invade from Hell or from other dimensions. Add 1D6 damage points of your church's divine fury to attacks against all fantasts. These Extrinsics include Demons, Elementals, and visitors from another plane of existence.

V. Knighted: You are now a knight, and are properly termed 'sir [your name]' if male, and 'lady (or dame) [name]' if female. To make this official, you gain the following statuses: Acknowledged, Esteemed, Knighted, Styled

VI. Protective Aura: +3 to saving throws against Demons, their magic, and their minions (including many witches). Furthermore, they must make a saving throw equal to your codicil level or higher to physically touch you—including direct weapon-based attacks. The protective aura also shields you from other holy paladins—preventing accidental injuries in combat, or aggression against your fellows.

VIII. Immunity to Possession or Soul-stealing

X. Voice of His Divine Wisdom: While meditating or praying, you can gain insight and wisdom directly from the divine source. These insights are determined by the Game Master. At least an hour of prayer and meditation is needed to put your mind in a properly receptive sacerdotal state. While the message may not be completely understood, even cryptic, it won't ever be wrong or misleading.

XII. Crown of Radiance: An aura of holy light surrounds you on command. This is especially noticeable around your head, and beams of light may project forth. You may summon this light aura as often and for as long as you like, but it's rather tacky to go about like that all the time; other holy paladins will frown upon this. The halo is visible during the day, and casts about as much light as a hurricane lamp.

XIV. Flames of Heaven: Blue flames surround you. These cause 2D8 damage to anyone and anything that the holy fire touches. This covers your weapons and armour as well, burning anyone who you attack—or who attacks you—in melee. The flames of heaven scorch the ground under each step, but do not burn you or your possessions, nor does the fire spread. The fire can be summoned instantly, and can last for up to an hour. However, it cannot be used very frequently. To use it again, roll 1D10, counting ten as zero. If the number rolled is equal to or less than the number of days since you last used flames of heaven, it is again ready for use.

XVIII. Full Communion: You may allow the Sacred Shroud to fall upon you. Your actions are under its complete control. This gains you a temporary Menace Level equal to your codicil level, which is added to all rolls. This much holy energy cannot course through a mortal frame for more than a few minutes. You may or may not remember your actions during this time. Afterwards, you fall into a deep sleep for at least 48 hours.


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