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<blockquote data-quote="Arkhandus" data-source="post: 4261818" data-attributes="member: 13966"><p><strong>Aurelian Hospitaler, Variant Paladin</strong></p><p></p><p><span style="font-size: 12px"><em><strong><span style="color: Green">The Hospitaler, Variant Paladin</span></strong></em></span></p><p></p><p>A more mercifully-minded paladin, the hospitaler still fights evil wherever they find it, but usually devotes their time to fighting plagues, famine, and other dangers to civilization that can't just be attacked physically. Hospitalers often protect churches, shrines, and other holy sites, as well as protecting religious pilgrims, prophets, and church officials. A hospitaler is blessed with greater healing ability than other paladins, and more protective magic, as well as more battle magic, though hospitalers lack some of the combat training and evil-smiting power of other paladins.</p><p></p><p>Hospitalers are more wary and knowledgeable on average, but less physically adept and not as tough. Still, they are holy warriors like any other paladin, and only a fool underestimates the power and zeal of a hospitaler confronted by evil forces. Hospitalers can call on greater holy magic than other paladins and can protect their allies more effectively. They gain access to divine magic earlier than other paladins, and can harness this magic more often, but receive other paladin blessings more slowly. A hospitaler is more likely than other paladins to directly serve a church or the collective denominations of their patron deity's faithful, and few hospitalers lack a patron deity.</p><p></p><p><strong><span style="color: Red">Races:</span></strong> While paladins are rare, hospitalers are the most common of the variant paladin traditions, and most races that develop paladins also have hospitalers. Most members of this class are humans, halflings, celestri, elves, or half-elves. Many others are aasimar, celestial archons, gnomes, or aquari. A few hospitalers are dwarves, korobokuru, azers, zenythri, harrow sprites, spirit-folk, hengeyokai, githzerai, githrani, merfolk, locathah, centaurs, or vanara, but much fewer than among the aforementioned races. Only rarely are paladins of other races actually hospitalers, as opposed to the more-aggressive paladin archetypes.</p><p></p><p><strong><span style="color: Red">Other Classes:</span></strong> Hospitalers generally get along better with other classes than any other type of paladin does, though still not as well as a non-paladin would. Though focused as healers and guardians primarily, hospitalers still have a strict code to follow and are still devoted to the ideals of justice, order, truth, piety, and righteousness. A hospitaler is more accepting of other paladins, though, and rarely gets involved in the rivalries between paladins of different sects, different gods, or just different ranks. They try to temper the violent impulses of others when combat is avoidable, so hospitalers have more trouble dealing with barbarians, rangers, fighters, samurai, psychic warriors, and some druids or clerics, but like any paladin a hospitaler will urge others to join the fight when evil is present. Hospitalers get along better with monks, sohei, shugenja, and shamans than other paladins do, but are still suspicious of arcane casters and psionic manifesters.</p><p></p><p></p><p><em><span style="font-size: 10px"><span style="color: Blue"><u><strong>Game Rule Information</strong></u></span></span></em></p><p>Hospitalers have the following game statistics.</p><p><strong><span style="color: Red">Abilities:</span></strong> Charisma drastically increases the hospitaler’s healing, self-protective capabilities, and undead turning. Strength is important for a hospitaler because of its role in combat, and Constitution is also important for many hospitalers so they can fight longer, especially since they receive less combat training than other paladins. A Wisdom score of 15 or higher is required to get access to the most powerful hospitaler spells, and a score of 11 or higher is required to cast any hospitaler spells at all. Since hospitalers rely more on their spells than other paladins, Wisdom is a bit more important to hospitalers.</p><p><strong><span style="color: Red">Alignment:</span></strong> Lawful Good.</p><p><strong><span style="color: Red">Hit Die:</span></strong> d8.</p><p></p><p><em><span style="font-size: 10px"><span style="color: Blue"><u><strong>Class Skills</strong></u></span></span></em></p><p>The hospitaler’s class skills (and the key ability for each skill) are Climb (Str), Concentration (Con), Diplomacy (Cha), Handle Animal (Cha), Heal (Wis), Knowledge (geography) (Int), Knowledge (local) (Int), Knowledge (nobility and royalty) (Int), Knowledge (outsider lore) (Int), Knowledge (religion) (Int), Knowledge (undead lore) (Int), Listen (Wis), Ride (Dex), Sense Motive (Wis), Spot (Wis), and Swim (Str).</p><p><strong><span style="color: Red">Skill Points at 1st Level:</span></strong> (4 + Int modifier) x 4.</p><p><strong><span style="color: Red">Skill Points at Each Additional Level:</span></strong> 4 + Int modifier.</p><p></p><p></p><p><em><span style="font-size: 10px"><span style="color: Blue"><u><strong>Class Features</strong></u></span></span></em></p><p>All of the following are class features of the hospitaler.</p><p></p><p>[sblock]<strong><span style="color: Red">Weapon and Armor Proficiency:</span></strong> A hospitaler is proficient with all simple and martial weapons, all armors, and shields.</p><p></p><p><strong><span style="color: Red">Spells:</span></strong> Beginning at 2nd-level, a hospitaler gains the ability to cast a small number of divine spells. To cast a spell, the hospitaler must have a Wisdom score of at least 10 + the spell’s level, so a hospitaler with a Wisdom of 10 or lower cannot cast these spells. Hospitaler bonus spells are based on Wisdom, and saving throws against these spells have a Difficulty Class of 10 + spell level + Wisdom modifier.</p><p></p><p>When the hospitaler gets 0 spells of a given level, such as 0 1st-level spells at 2st-level, the hospitaler gets only bonus spells. A hospitaler without a bonus spell for that level cannot yet cast a spell of that level. A hospitaler has access to any spell on the Hospitaler Spell List and can freely choose which to prepare. A hospitaler prepares and casts spells just as a cleric does (though the hospitaler cannot spontaneously cast cure or inflict spells). At 1st-level, the hospitaler has no caster level. Starting at 2nd-level, a hospitaler’s caster level is one-half his class level. Hospitalers do not count as having any spells from this class until 2nd-level.</p><p></p><p></p><p><em><strong><span style="color: Red">Detect Evil (Sp):</span></strong></em> A hospitaler can <em>Detect Evil</em> at will, as a spell-like ability. This works exactly like the <em>Detect Evil</em> spell cast by a cleric of your hospitaler level.</p><p></p><p><strong><span style="color: Red">Determination:</span></strong> The hospitaler learns great determination and patience, for he may have to suffer many difficulties while performing his duties as a guardian. He receives a +1 bonus on Will saving throws, which improves to +2 at 3rd-level, then to +3 at 20th-level.</p><p></p><p><strong><span style="color: Red">Guardian Oath (Su):</span></strong> Hospitalers are sworn to protect religious pilgrims and holy men of the same faith or allied, nonevil faiths. They are also blessed with divine boons for protecting allies and members of the faith, so the hospitaler makes for an effective bodyguard. As a supernatural ability, the hospitaler may swear an oath to one willing, living creature within 10 feet. The hospitaler may cast spells from this class with a range of touch as though their range is 10 feet, if casting them on the creature he or she has sworn this oath to, and only when that creature is willing (the subject receives divine insight into the basic nature of these spells when cast, so they know if the spells will be beneficial or not).</p><p></p><p>Furthermore, the hospitaler receives a +1 sacred bonus on attack rolls when within 10 feet of the creature he or she has sworn this oath to. Lastly, the creature whom this oath is sworn to receives a +1 sacred bonus to Armor Class and saving throws, as long as the hospitaler is within 10 feet of them. The hospitaler's Guardian Oath may only be sworn to one creature at a time, and lasts until the hospitaler or subject dies, or one states an end to the oath, or one enters a different Plane of existence from the other.</p><p></p><p></p><p><em><strong><span style="color: Red">Lay on Hands (Sp):</span></strong></em> A hospitaler can heal wounds by touch. Each day, he can cure a total number of hit points equal to his hospitaler level times double his Charisma modifier (if positive). The hospitaler can cure himself or others in this way, and can divide the curing among multiple uses if they wish, rather than applying it all at once. Lay on Hands is a spell-like ability and it takes a standard action to activate, drawing attacks of opportunity. Alternatively, the hospitaler can use some or all of this healing to deal damage to undead creatures when they want to. When doing so, treat Lay on Hands as a touch spell. The hospitaler decides how many cure points to use as damage after successfully touching the undead creature. Lay on Hands channels positive energy, and such energy heals the living but harms the undead.</p><p></p><p><strong><span style="color: Red">Divine Health (Su):</span></strong> After achieving 2nd-level, the hospitaler is immune to all diseases, including magical diseases such as mummy rot and lycanthropy. This benefit is supernatural.</p><p></p><p><strong><span style="color: Red">Turn Undead (Su):</span></strong> When a hospitaler reaches 3rd-level, he gains the supernatural ability to turn and destroy undead. He may use this ability a number of times each day equal to 3 + his Charisma modifier. He turns undead as per a cleric of his hospitaler level -2.</p><p></p><p><strong><span style="color: Red">Extra Turning:</span></strong> The hospitaler may take the Extra Turning feat, though he won’t gain any benefits from it until he has reached at least 3rd-level in this class. He may take the Extra Turning feat multiple times. The Extra Turning feat allows the hospitaler to Turn Undead four more times per day, each time it is taken for this particular turning ability.</p><p></p><p></p><p><strong><span style="color: Red">Divine Endurance (Su):</span></strong> After achieving 4th-level, a hospitaler is immune to all types of poison, magical or otherwise. This benefit is supernatural.</p><p></p><p><strong><span style="color: Red">Special Mount:</span></strong> Upon or after reaching 5th-level, a hospitaler can call an unusually intelligent, strong, and loyal steed to serve him in his crusade against evil. This mount is usually a heavy warhorse (for a Medium-sized hospitaler) or a warpony (for a Small hospitaler). Some hospitalers may acquire a more exotic special mount, but this generally requires undertaking a quest. Should the hospitaler’s mount die, he may call for another one after a year and a day. The new mount has all the accumulated abilities due a mount of the hospitaler’s level, but it need not be the same kind of mount.</p><p></p><p>Calling a special mount is simply an hour-long prayer, which is answered within 24 hours as a suitable mount finds its way to the hospitaler through divine guidance. If a suitable mount is already present, the hospitaler's prayer invokes the proper divine blessings upon it. The details of the mount’s abilities are listed below in the section titled The Hospitaler's Mount. Hospitalers have slightly weaker special mounts than other paladins, so a hospitaler is treated as 2 levels lower than a basic paladin for purposes of their special mount’s Strength, natural armor, Intelligence, and bonus Hit Dice. This is already factored into the table and description for hospitaler mounts below.</p><p></p><p></p><p><em><strong><span style="color: Red">Remedy (Sp):</span></strong></em> Beginning at 5th-level, once per week as a spell-like ability the hospitaler can use <em>Cure Light Wounds,</em> <em>Neutralize Poison,</em> or <em>Remove Disease.</em> These function as per the spells cast by cleric of your hospitaler level, with any save DCs based on Charisma since Remedy is a spell-like ability. Using this ability provokes attacks of opportunity. The hospitaler can use this ability twice per week after achieving 8th-level, three times per week after 11th-level, four times per week after 14th-level, five times per week after 17th-level, and six times per week at 20th-level.</p><p></p><p><strong><span style="color: Red">Aura of Courage (Ex/Su):</span></strong> Beginning at 6th-level, a hospitaler is immune to fear (magical or otherwise), as an extraordinary ability. Allies within 10 feet of the hospitaler gain a +4 morale bonus on saving throws against fear effects. Granting the morale bonus to allies is a supernatural ability.</p><p></p><p><strong><span style="color: Red">Divine Grace (Su):</span></strong> After achieving 7th-level, the paladin applies his Charisma modifier, if positive, as a bonus to all saving throws. This benefit is supernatural.</p><p></p><p><strong><span style="color: Red">Superior <em>Sanctuary</em> (Su):</span></strong> A hospitaler of 9th-level or higher has a blessing that provides greater power to their efforts in protecting allies. The hospitaler may cast <em>Sanctuary</em> on another creature of nonevil alignment as a touch spell, and the save DC for opponents against this use of the <em>Sanctuary</em> spell is increased by +3 (the touched creature is treated as the caster for purposes of the spell's limitations). The spell fails if the subject to be affected is of evil alignment or has the Evil subtype. Superior <em>Sanctuary</em> is supernatural, and does not grant extra uses of the Sanctuary spell.[/sblock]</p></blockquote><p></p>
[QUOTE="Arkhandus, post: 4261818, member: 13966"] [b]Aurelian Hospitaler, Variant Paladin[/b] [SIZE=3][I][B][COLOR=Green]The Hospitaler, Variant Paladin[/COLOR][/B][/I][/SIZE] A more mercifully-minded paladin, the hospitaler still fights evil wherever they find it, but usually devotes their time to fighting plagues, famine, and other dangers to civilization that can't just be attacked physically. Hospitalers often protect churches, shrines, and other holy sites, as well as protecting religious pilgrims, prophets, and church officials. A hospitaler is blessed with greater healing ability than other paladins, and more protective magic, as well as more battle magic, though hospitalers lack some of the combat training and evil-smiting power of other paladins. Hospitalers are more wary and knowledgeable on average, but less physically adept and not as tough. Still, they are holy warriors like any other paladin, and only a fool underestimates the power and zeal of a hospitaler confronted by evil forces. Hospitalers can call on greater holy magic than other paladins and can protect their allies more effectively. They gain access to divine magic earlier than other paladins, and can harness this magic more often, but receive other paladin blessings more slowly. A hospitaler is more likely than other paladins to directly serve a church or the collective denominations of their patron deity's faithful, and few hospitalers lack a patron deity. [B][COLOR=Red]Races:[/COLOR][/B] While paladins are rare, hospitalers are the most common of the variant paladin traditions, and most races that develop paladins also have hospitalers. Most members of this class are humans, halflings, celestri, elves, or half-elves. Many others are aasimar, celestial archons, gnomes, or aquari. A few hospitalers are dwarves, korobokuru, azers, zenythri, harrow sprites, spirit-folk, hengeyokai, githzerai, githrani, merfolk, locathah, centaurs, or vanara, but much fewer than among the aforementioned races. Only rarely are paladins of other races actually hospitalers, as opposed to the more-aggressive paladin archetypes. [B][COLOR=Red]Other Classes:[/COLOR][/B] Hospitalers generally get along better with other classes than any other type of paladin does, though still not as well as a non-paladin would. Though focused as healers and guardians primarily, hospitalers still have a strict code to follow and are still devoted to the ideals of justice, order, truth, piety, and righteousness. A hospitaler is more accepting of other paladins, though, and rarely gets involved in the rivalries between paladins of different sects, different gods, or just different ranks. They try to temper the violent impulses of others when combat is avoidable, so hospitalers have more trouble dealing with barbarians, rangers, fighters, samurai, psychic warriors, and some druids or clerics, but like any paladin a hospitaler will urge others to join the fight when evil is present. Hospitalers get along better with monks, sohei, shugenja, and shamans than other paladins do, but are still suspicious of arcane casters and psionic manifesters. [I][SIZE=2][COLOR=Blue][U][B]Game Rule Information[/B][/U][/COLOR][/SIZE][/I] Hospitalers have the following game statistics. [B][COLOR=Red]Abilities:[/COLOR][/B] Charisma drastically increases the hospitaler’s healing, self-protective capabilities, and undead turning. Strength is important for a hospitaler because of its role in combat, and Constitution is also important for many hospitalers so they can fight longer, especially since they receive less combat training than other paladins. A Wisdom score of 15 or higher is required to get access to the most powerful hospitaler spells, and a score of 11 or higher is required to cast any hospitaler spells at all. Since hospitalers rely more on their spells than other paladins, Wisdom is a bit more important to hospitalers. [B][COLOR=Red]Alignment:[/COLOR][/B] Lawful Good. [B][COLOR=Red]Hit Die:[/COLOR][/B] d8. [I][SIZE=2][COLOR=Blue][U][B]Class Skills[/B][/U][/COLOR][/SIZE][/I] The hospitaler’s class skills (and the key ability for each skill) are Climb (Str), Concentration (Con), Diplomacy (Cha), Handle Animal (Cha), Heal (Wis), Knowledge (geography) (Int), Knowledge (local) (Int), Knowledge (nobility and royalty) (Int), Knowledge (outsider lore) (Int), Knowledge (religion) (Int), Knowledge (undead lore) (Int), Listen (Wis), Ride (Dex), Sense Motive (Wis), Spot (Wis), and Swim (Str). [B][COLOR=Red]Skill Points at 1st Level:[/COLOR][/B] (4 + Int modifier) x 4. [B][COLOR=Red]Skill Points at Each Additional Level:[/COLOR][/B] 4 + Int modifier. [I][SIZE=2][COLOR=Blue][U][B]Class Features[/B][/U][/COLOR][/SIZE][/I] All of the following are class features of the hospitaler. [sblock][B][COLOR=Red]Weapon and Armor Proficiency:[/COLOR][/B] A hospitaler is proficient with all simple and martial weapons, all armors, and shields. [B][COLOR=Red]Spells:[/COLOR][/B] Beginning at 2nd-level, a hospitaler gains the ability to cast a small number of divine spells. To cast a spell, the hospitaler must have a Wisdom score of at least 10 + the spell’s level, so a hospitaler with a Wisdom of 10 or lower cannot cast these spells. Hospitaler bonus spells are based on Wisdom, and saving throws against these spells have a Difficulty Class of 10 + spell level + Wisdom modifier. When the hospitaler gets 0 spells of a given level, such as 0 1st-level spells at 2st-level, the hospitaler gets only bonus spells. A hospitaler without a bonus spell for that level cannot yet cast a spell of that level. A hospitaler has access to any spell on the Hospitaler Spell List and can freely choose which to prepare. A hospitaler prepares and casts spells just as a cleric does (though the hospitaler cannot spontaneously cast cure or inflict spells). At 1st-level, the hospitaler has no caster level. Starting at 2nd-level, a hospitaler’s caster level is one-half his class level. Hospitalers do not count as having any spells from this class until 2nd-level. [I][B][COLOR=Red]Detect Evil (Sp):[/COLOR][/B][/I] A hospitaler can [I]Detect Evil[/I] at will, as a spell-like ability. This works exactly like the [I]Detect Evil[/I] spell cast by a cleric of your hospitaler level. [B][COLOR=Red]Determination:[/COLOR][/B] The hospitaler learns great determination and patience, for he may have to suffer many difficulties while performing his duties as a guardian. He receives a +1 bonus on Will saving throws, which improves to +2 at 3rd-level, then to +3 at 20th-level. [B][COLOR=Red]Guardian Oath (Su):[/COLOR][/B] Hospitalers are sworn to protect religious pilgrims and holy men of the same faith or allied, nonevil faiths. They are also blessed with divine boons for protecting allies and members of the faith, so the hospitaler makes for an effective bodyguard. As a supernatural ability, the hospitaler may swear an oath to one willing, living creature within 10 feet. The hospitaler may cast spells from this class with a range of touch as though their range is 10 feet, if casting them on the creature he or she has sworn this oath to, and only when that creature is willing (the subject receives divine insight into the basic nature of these spells when cast, so they know if the spells will be beneficial or not). Furthermore, the hospitaler receives a +1 sacred bonus on attack rolls when within 10 feet of the creature he or she has sworn this oath to. Lastly, the creature whom this oath is sworn to receives a +1 sacred bonus to Armor Class and saving throws, as long as the hospitaler is within 10 feet of them. The hospitaler's Guardian Oath may only be sworn to one creature at a time, and lasts until the hospitaler or subject dies, or one states an end to the oath, or one enters a different Plane of existence from the other. [I][B][COLOR=Red]Lay on Hands (Sp):[/COLOR][/B][/I] A hospitaler can heal wounds by touch. Each day, he can cure a total number of hit points equal to his hospitaler level times double his Charisma modifier (if positive). The hospitaler can cure himself or others in this way, and can divide the curing among multiple uses if they wish, rather than applying it all at once. Lay on Hands is a spell-like ability and it takes a standard action to activate, drawing attacks of opportunity. Alternatively, the hospitaler can use some or all of this healing to deal damage to undead creatures when they want to. When doing so, treat Lay on Hands as a touch spell. The hospitaler decides how many cure points to use as damage after successfully touching the undead creature. Lay on Hands channels positive energy, and such energy heals the living but harms the undead. [B][COLOR=Red]Divine Health (Su):[/COLOR][/B] After achieving 2nd-level, the hospitaler is immune to all diseases, including magical diseases such as mummy rot and lycanthropy. This benefit is supernatural. [B][COLOR=Red]Turn Undead (Su):[/COLOR][/B] When a hospitaler reaches 3rd-level, he gains the supernatural ability to turn and destroy undead. He may use this ability a number of times each day equal to 3 + his Charisma modifier. He turns undead as per a cleric of his hospitaler level -2. [B][COLOR=Red]Extra Turning:[/COLOR][/B] The hospitaler may take the Extra Turning feat, though he won’t gain any benefits from it until he has reached at least 3rd-level in this class. He may take the Extra Turning feat multiple times. The Extra Turning feat allows the hospitaler to Turn Undead four more times per day, each time it is taken for this particular turning ability. [B][COLOR=Red]Divine Endurance (Su):[/COLOR][/B] After achieving 4th-level, a hospitaler is immune to all types of poison, magical or otherwise. This benefit is supernatural. [B][COLOR=Red]Special Mount:[/COLOR][/B] Upon or after reaching 5th-level, a hospitaler can call an unusually intelligent, strong, and loyal steed to serve him in his crusade against evil. This mount is usually a heavy warhorse (for a Medium-sized hospitaler) or a warpony (for a Small hospitaler). Some hospitalers may acquire a more exotic special mount, but this generally requires undertaking a quest. Should the hospitaler’s mount die, he may call for another one after a year and a day. The new mount has all the accumulated abilities due a mount of the hospitaler’s level, but it need not be the same kind of mount. Calling a special mount is simply an hour-long prayer, which is answered within 24 hours as a suitable mount finds its way to the hospitaler through divine guidance. If a suitable mount is already present, the hospitaler's prayer invokes the proper divine blessings upon it. The details of the mount’s abilities are listed below in the section titled The Hospitaler's Mount. Hospitalers have slightly weaker special mounts than other paladins, so a hospitaler is treated as 2 levels lower than a basic paladin for purposes of their special mount’s Strength, natural armor, Intelligence, and bonus Hit Dice. This is already factored into the table and description for hospitaler mounts below. [I][B][COLOR=Red]Remedy (Sp):[/COLOR][/B][/I] Beginning at 5th-level, once per week as a spell-like ability the hospitaler can use [I]Cure Light Wounds,[/I] [I]Neutralize Poison,[/I] or [I]Remove Disease.[/I] These function as per the spells cast by cleric of your hospitaler level, with any save DCs based on Charisma since Remedy is a spell-like ability. Using this ability provokes attacks of opportunity. The hospitaler can use this ability twice per week after achieving 8th-level, three times per week after 11th-level, four times per week after 14th-level, five times per week after 17th-level, and six times per week at 20th-level. [B][COLOR=Red]Aura of Courage (Ex/Su):[/COLOR][/B] Beginning at 6th-level, a hospitaler is immune to fear (magical or otherwise), as an extraordinary ability. Allies within 10 feet of the hospitaler gain a +4 morale bonus on saving throws against fear effects. Granting the morale bonus to allies is a supernatural ability. [B][COLOR=Red]Divine Grace (Su):[/COLOR][/B] After achieving 7th-level, the paladin applies his Charisma modifier, if positive, as a bonus to all saving throws. This benefit is supernatural. [B][COLOR=Red]Superior [I]Sanctuary[/I] (Su):[/COLOR][/B] A hospitaler of 9th-level or higher has a blessing that provides greater power to their efforts in protecting allies. The hospitaler may cast [I]Sanctuary[/I] on another creature of nonevil alignment as a touch spell, and the save DC for opponents against this use of the [I]Sanctuary[/I] spell is increased by +3 (the touched creature is treated as the caster for purposes of the spell's limitations). The spell fails if the subject to be affected is of evil alignment or has the Evil subtype. Superior [I]Sanctuary[/I] is supernatural, and does not grant extra uses of the Sanctuary spell.[/sblock] [/QUOTE]
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