Lalato
Adventurer
Deneb, The Laughing Wanderer (f)
Intermediate Deity of Travel and Mischief
Worshippers: Humans
Holy Symbol: A staff crossed with a lute
Alignment: CG (NG)
Elements: Light, Air, Shadow, Life
Weapon(s): Quarterstaff
Weapon of the Deity spell: +1 defending quarterstaff
Deneb is the protector of all good travelers, but she also has a mischievous bent. She is an admirer of pranksters and merrymakers. Bards commonly worship her. She appears as a woman with a quarterstaff and a lute on her back. She has an infectious, almost uncontrollable, laugh.
She has been known to call on people of all walks of life to be her Paladins, but the majority that answers the call are Bards. Paladins of Deneb are more often called Path Guardians by those they help… and vigilantes by those that hurt the innocent.
Path Guardians:
These holy warriors are the protectors of weary travelers and the roads they walk upon. The Path Guardian is often seen as lone traveler. She does this not only to commune with her goddess, but also to find and protect the downtrodden. She endeavors to fight those that would restrict the rights and free will of the people. She will often work covertly, and does not always kill her enemies… especially when humiliation and embarrassment will do more good. Even though she does not always use violence as the means of resolving problems, it does not mean that she is a weak warrior. She is more than capable on the battlefield. Another aspect of the Path Guardian is that she is a merry reveler. She will be sorely tempted to join in on pranks and other mischievous activities. Path Guardians only do this to emulate, and therefore commune with, their goddess.
Abilities:
The Paladin of Deneb emphasizes movement over strength. This means that Dexterity is key to the class. Since they have more skills than normal Paladins, they require Intelligence as well. Wisdom and Charisma are also emphasized for these warriors. Constitution and Strength are the least important of the abilities for these Paladins. They prefer to outmaneuver their enemies.
Alignment: Must be Neutral Good or Chaotic Good
Hit dice: d8
Class Skills:
The following (and their associated ability score) are class skills for Path Guardians: Balance (Dex), Bluff (Cha), Climb (Str), Concentration (Con), Craft (Int), Diplomacy (Cha), Disguise (Cha), Divination (Wis, exclusive), Gather Information (Cha), Handle Animal (Cha), Heal (Wis), Hide (Dex), Intimidate (Cha), Intuit Direction (Wis), Jump (Str), Knowledge (religion) (Int), Knowledge (travel) (Int), Listen (Wis), Move Silently (Dex), Perform (Cha), Ride (Dex), Search (Int), Sense Motive (Wis), Speak Language (none), Spot (Wis), Swim (Str), Tumble (Dex), Use Rope and Wilderness Lore (Wis).
Skill Points:
At first level: (4 + Int modifier) x 4.
At subsequent levels: 4 + Int modifier.
Class Features:
All of the Following are class features of Path Guardians. The class progression is depicted in the Table 1 below.
Weapon and armor proficiencies:
Path Guardians are proficient with all simple weapons. Additionally, the Path Guardian is proficient with any two martial weapons of their choice. They are proficient with all light and medium armor, and with shields.
Detect evil:
As with the basic paladin, the Path Guardian can detect evil as a spell like ability at will. See Elements of Magic for details on this ability.
Divine grace:
The Path Guardian applies any positive charisma bonus to all her saving throws.
Magical Boons:
Magical Boons are described in Elements of Magic. The Path Guardian may choose 2 Minor or 1 Minor and 1 Moderate Magical Boon at 1st level. Most Path Guardians take Light Armor Use, and Moderate Magical Infusion: +10 to speed. At 5th level a Path Guardian may take a Major Magical Boon. This boon can be used to take a mount, as with the standard paladin, or the Path Guardian can choose some other boon with her goddess, Deneb.
Code of Conduct:
The Path Guardian must follow a loose code that is summed up simply here: Be free-willed and benevolent. Help innocent and oppressed travelers at all costs, and humiliate those who prey upon them. Faith in goddess and men should come before fealty to empty thrones and cold crowns. Wisdom is found in the journey, not the destination.
Ex-Paladins:
The Path Guardian who ceases to be chaotic or neutral good, who grossly violates the spirit of the code of conduct loses all special abilities and spells. She regains her abilities if she atones for her violations, as appropriate. The Path Guardian differs from the core paladin in that she is allowed to multi-class and can continue gaining levels in Path Guardian. However, the Path Guardian is only allowed to multi-class with Bard. If the Path Guardian takes a level in any other class, she may never again raise her Path Guardian level.
...I tried to put the table here, but it came out weird... All you really need to know is that the Path Guardian uses the Cleric BAB progression tables. The Path Guardian uses the normal paladin save progressions...
Special Abilities include:
* Bonus Feat at Level 2
Magic:
The campaign I'm playing in uses the book Elements of Magic (from E.N. Publishing, formerly Natural 20 Press) for both divine and arcane magic. This alternate magic system uses Magic Points. At 1st through 5th level Path Guardians are allowed to cast two 0-Level spells from a certain list. As a 3rd level Path Guardian, my character can cast the following:
*Evoke [Life]: This 0-Level spell mimics "lay on hands"
*Compel [Humanoid]: This spell has a number of uses. It can be used to attract, repel, hold or suggest. It effectively replaces "turn undead"... but it can do a lot more. As a a 0-level spell however, it has limited effects.
By 20th Level the Path Guardian can cast 4th Level spells. The Paladin is limited, however, with the number of spells she can actually know.
Intermediate Deity of Travel and Mischief
Worshippers: Humans
Holy Symbol: A staff crossed with a lute
Alignment: CG (NG)
Elements: Light, Air, Shadow, Life
Weapon(s): Quarterstaff
Weapon of the Deity spell: +1 defending quarterstaff
Deneb is the protector of all good travelers, but she also has a mischievous bent. She is an admirer of pranksters and merrymakers. Bards commonly worship her. She appears as a woman with a quarterstaff and a lute on her back. She has an infectious, almost uncontrollable, laugh.
She has been known to call on people of all walks of life to be her Paladins, but the majority that answers the call are Bards. Paladins of Deneb are more often called Path Guardians by those they help… and vigilantes by those that hurt the innocent.
Path Guardians:
These holy warriors are the protectors of weary travelers and the roads they walk upon. The Path Guardian is often seen as lone traveler. She does this not only to commune with her goddess, but also to find and protect the downtrodden. She endeavors to fight those that would restrict the rights and free will of the people. She will often work covertly, and does not always kill her enemies… especially when humiliation and embarrassment will do more good. Even though she does not always use violence as the means of resolving problems, it does not mean that she is a weak warrior. She is more than capable on the battlefield. Another aspect of the Path Guardian is that she is a merry reveler. She will be sorely tempted to join in on pranks and other mischievous activities. Path Guardians only do this to emulate, and therefore commune with, their goddess.
Abilities:
The Paladin of Deneb emphasizes movement over strength. This means that Dexterity is key to the class. Since they have more skills than normal Paladins, they require Intelligence as well. Wisdom and Charisma are also emphasized for these warriors. Constitution and Strength are the least important of the abilities for these Paladins. They prefer to outmaneuver their enemies.
Alignment: Must be Neutral Good or Chaotic Good
Hit dice: d8
Class Skills:
The following (and their associated ability score) are class skills for Path Guardians: Balance (Dex), Bluff (Cha), Climb (Str), Concentration (Con), Craft (Int), Diplomacy (Cha), Disguise (Cha), Divination (Wis, exclusive), Gather Information (Cha), Handle Animal (Cha), Heal (Wis), Hide (Dex), Intimidate (Cha), Intuit Direction (Wis), Jump (Str), Knowledge (religion) (Int), Knowledge (travel) (Int), Listen (Wis), Move Silently (Dex), Perform (Cha), Ride (Dex), Search (Int), Sense Motive (Wis), Speak Language (none), Spot (Wis), Swim (Str), Tumble (Dex), Use Rope and Wilderness Lore (Wis).
Skill Points:
At first level: (4 + Int modifier) x 4.
At subsequent levels: 4 + Int modifier.
Class Features:
All of the Following are class features of Path Guardians. The class progression is depicted in the Table 1 below.
Weapon and armor proficiencies:
Path Guardians are proficient with all simple weapons. Additionally, the Path Guardian is proficient with any two martial weapons of their choice. They are proficient with all light and medium armor, and with shields.
Detect evil:
As with the basic paladin, the Path Guardian can detect evil as a spell like ability at will. See Elements of Magic for details on this ability.
Divine grace:
The Path Guardian applies any positive charisma bonus to all her saving throws.
Magical Boons:
Magical Boons are described in Elements of Magic. The Path Guardian may choose 2 Minor or 1 Minor and 1 Moderate Magical Boon at 1st level. Most Path Guardians take Light Armor Use, and Moderate Magical Infusion: +10 to speed. At 5th level a Path Guardian may take a Major Magical Boon. This boon can be used to take a mount, as with the standard paladin, or the Path Guardian can choose some other boon with her goddess, Deneb.
Code of Conduct:
The Path Guardian must follow a loose code that is summed up simply here: Be free-willed and benevolent. Help innocent and oppressed travelers at all costs, and humiliate those who prey upon them. Faith in goddess and men should come before fealty to empty thrones and cold crowns. Wisdom is found in the journey, not the destination.
Ex-Paladins:
The Path Guardian who ceases to be chaotic or neutral good, who grossly violates the spirit of the code of conduct loses all special abilities and spells. She regains her abilities if she atones for her violations, as appropriate. The Path Guardian differs from the core paladin in that she is allowed to multi-class and can continue gaining levels in Path Guardian. However, the Path Guardian is only allowed to multi-class with Bard. If the Path Guardian takes a level in any other class, she may never again raise her Path Guardian level.
...I tried to put the table here, but it came out weird... All you really need to know is that the Path Guardian uses the Cleric BAB progression tables. The Path Guardian uses the normal paladin save progressions...
Special Abilities include:
* Bonus Feat at Level 2
Magic:
The campaign I'm playing in uses the book Elements of Magic (from E.N. Publishing, formerly Natural 20 Press) for both divine and arcane magic. This alternate magic system uses Magic Points. At 1st through 5th level Path Guardians are allowed to cast two 0-Level spells from a certain list. As a 3rd level Path Guardian, my character can cast the following:
*Evoke [Life]: This 0-Level spell mimics "lay on hands"
*Compel [Humanoid]: This spell has a number of uses. It can be used to attract, repel, hold or suggest. It effectively replaces "turn undead"... but it can do a lot more. As a a 0-level spell however, it has limited effects.
By 20th Level the Path Guardian can cast 4th Level spells. The Paladin is limited, however, with the number of spells she can actually know.