WARRIOR-PALADIN KIT Ordainer Description: To an Ordainer, justice is everything, and there is no one who can escape it. Those who try face the wrath of any Ordainer who discovers their misdeeds, which should be reason enough by itself to dissuade anyone who might think of breaking the law. This is the entire reason that laws exist--to see that justice is carried out. Justice purges cancers that infect society and makes people better fit to belong in the world. Once everyone has been properly cleansed, then society will reach perfection, and perfection and purity is the ideal goal of the universe. That stated, though justice is absolute and perfect it must be correctly applied. Mercy is an excuse created by the weak and the criminal; every crime must be punished according to the law. To an Ordainer, there are no such things as 'extenuating circumstances'. Those who seek to call Ordainers to account for their actions in pursuit of criminals may seek to accuse them of some of their own crimes, but an Ordainer will simply smile and reply that he or she answers to a higher law and a truer authority. Charged with protecting and ensuring true justice, Ordainers must naturally be entitled to do things that others cannot--how else could they survive their own ideals? Obviously, not everyone agrees with the ruthless perspective espoused by Ordainers, but unfortunately (from the Ordainer's point of view) they cannot justifiably hang a being just for having opinions--at least not in most places. Much of an Ordainer's world view can be ascribed to their conviction that life and death are more or less relative states of being. All beings are both alive and dead at the same time; it is simply a matter of how far along the path toward oblivion a being has traveled. An Ordainer sees him- or herself as striving toward the goal of perfect purity--purging themselves of passions and insensate emotionalism in order to reach a true understanding of the fundamental laws that undergird the universe. Ordainers do not hold to the belief that people receive judgment and their due reward or punishment after they die. To an Ordainer, there is no reason that a person must wait until after death to receive the punishment that is due them, nor should death provide a means of escape or release from their crimes. Requirements: Ordainers must be of unswerving lawful evil alignment and may be humans or tieflings. They have the same ability score requirements as standard Paladins. Weapons & Armor: Ordainers can wear any type of armor and use any type of shield or weapon, though they prefer the use of swords. Special Benefits: Ordainers are a sort of 'anti-Paladin', devoted to the cause of law and evil rather than law and goodness, with a particular interest in the capture and punishment of criminals. Like other Paladins, an Ordainer can specialize in any one weapon at a cost of two slots per level of specialization. Because of their passion for swordsmanship, however, Ordainers can specialize in any one type of sword at the normal cost of one slot per level, though they still cannot begin play with specialization. An Ordainer's other abilities are as follows: Aura of Holiness: As a standard Paladin, save that an Ordainer's aura protects against creatures of chaotic and/or good alignment (particularly chaotic good creatures) and against good magic. Call Mount: As a standard Paladin. Many Ordainers will seek to use this ability to call a nightmare as a steed. Dead Truce: Ordainers have a unique ability with respect to undead called the Dead Truce. Based upon an ancient pact, reached so long ago it is scarcely even remembered, the very first Ordainers gained a special status with respect to the spirits of the dead and their role as executioners of justice for the living and the dead (which to Ordainers are all simply part of the same spectrum). As a result, Ordainers will be ignored by any undead creature as long as the Ordainer does nothing to harm the undead in question. This provides no benefit to an Ordainer's allies, and an attack on one undead creature of a group is considered an attack against all and thus abrogates the Dead Truce for that encounter. A curious side effect of the Dead Truce is that Ordainers do not suffer continuous hit point loss while at negative hit points. In addition, they can survive down to a negative hit point total equal to 10 plus their level (e.g., a 7th level Ordainer could survive until -17 hit points). An Ordainer falls unconscious like any other character at this point, but normal healing up to positive hit points will restore him or her to full functionality without needing bed rest or additional magic. Essence of Hatred: As a standard Paladin's Essence of Virtue, save that an Ordainer's bonus hit points are invoked when facing a chaotic enemy. Law & Justice: Ordainers have a passion the study of law, and they learn and memorize the laws and legal codes of the nation, the city, and the province that they were born and raised in as well as the region in which they live. They automatically know all common laws and procedures of those areas, and they can attempt a Wisdom check to recall obscure points of law. They can also attempt a similar ability check to recall commonly known laws for foreign lands, or even uncommon or obscure points of law in foreign lands with a check at a penalty of -3 to -6 (DM's discretion). Ordainers also have a passion for punishment and for rooting out the truth, and they gain a special detect lie ability that they can use once per day, asking up to one question per level of experience and being able to determine whether the answer given is truthful. In addition, they have a limited ability to compel criminals to comply with their demands for justice once per day, essentially duplicating the effect of a charm person spell. Master of Terror: Ordainers are unaffected by any type of fear. In addition, an Ordainer is able to make use of any magical item that generates fear, even if not normally available to them by reason of their class, and such items work at enhanced effect. As a result, saves vs. fear-causing items wielded by an Ordainer suffer a -2 penalty, and the Ordainer can elect to double the range, area of effect, or duration of fear caused by such an item. An Ordainer can also generate an aura of fear once per day, affecting a 10' radius and lasting one round per level. All creatures within the area of effect must save vs. spells or attempt to flee (70%) or attack the Ordainer in a panicked rage (30%); the DM can modify these chances based on the situation. Even creatures who make their saving throw will feel very ill at ease and will greatly desire to be somewhere else. Ordainers often use this power when bullying less powerful individuals or when questioning subjects. Priestly Powers: As a standard Paladin, save that an Ordainer cannot turn or command undead (this is a condition of the Dead Truce). In addition, Ordainers who can cast spells have access to the spheres of All, Charm, Combat, Divination, Law, and Protection. Sense Goodness: As a standard Paladin's Sense Evil. In addition, an Ordainer has a 5% chance per level of experience to be able to determine the ethical alignment (i.e., lawful, neutral, chaotic) of any creature within the area of effect of his or her detection, regardless of whether they successfully Detect Good. An Ordainer cannot detect the ethical alignment of intelligent items or places, but only creatures. Special Hindrances: Ordainers are far more concerned with the prosecution of true justice than fighting monsters or studying a particular race of creatures to find their combat weaknesses. Thus, they do not gain a Chosen Foe; however, it should be noted that any criminals will suffer a penalty to reactions with an Ordainer equal to their normal reaction bonus for Charisma. Ordainers rarely bother with attempting to befriend or impress people (beyond the intimidation they show in their Master of Terror ability), and as a result they lack the Charismatic Appeal of other Paladins. They still gain their normal Charisma- based reaction adjustment, and they can and do use this to considerable effect when threatening or (when necessary) cajoling others, but they simply are not interested in 'making nice'. An Ordainer likewise has little patience for the soft, weak practice of Faith Healing or for any sort of healing for that matter. In fact, an Ordainer's disdain for healing is such that he or she must save vs. spell any time he or she is subjected to healing effects, regardless of whether they are spells, magical items, or psionic powers. If the save succeeds, the healing is negated. As with all Paladins, the specific code of conduct required of an Ordainer depends on many outside factors, but the following is a thumbnail sketch of the 'Ten Commandments' for Ordainers: 1. Never retreat from combat unless allies have done so first (unless they are other Ordainers) or unless commanded to do so by superiors in the hierarchy of your faith or other acknowledged leader. 2. Obey all laws--their individual rightness or wrongness makes little difference. An Ordainer should never knowingly disobey a law unless they can find a legalistic loophole through it or unless that law would be contravened by the need to locate, apprehend, and administer justice to a criminal. 3. Do not lie to others of the faith or law enforcement agencies, engage in casual sex or other wanton immorality, or drink or eat to excess, as such actions can distract from the pursuit and fulfillment of justice. 4. Do not allow slights against yourself or your faith to pass unchallenged and unavenged, inflicting vengeance many times over for any such insult. 5. Spread the faith of your deity whenever possible. 6. Always tithe at least 10% of income from any and all sources to your church, and this money must be paid immediately. 7. Never retain excessive wealth. Ordainers may retain only enough wealth to support themselves in a modest manner, pay his or her henchmen, men-at- arms, and servitors at a reasonable rate, and construct or maintain a small castle or keep (funds can be set aside for this purpose). All excess funds must be donated to the Ordainer's church. 8. Be relentless in pressing any advantage against a foe, never showing mercy or kindness to a defeated enemy or releasing a lawbreaker from confinement until justice has been served, nor allowing allies or companions to commit such acts of weakness. Crush your foes under your heel and grind them into utter despair and submission, snuffing out all hope of escape from your oppressive dominion. 9. Depend on inner strength and do not become overly dependent upon magical items, possessing no more than one suit of armor, one shield, four weapons, and four other items. 10. Employ henchmen only of Lawful Evil alignment or those who act in such a manner when alignment is unknown. Ordainers will cooperate with characters of other alignments as long as it is does not interfere with their higher goal of dispensing their particular brand of justice. Attempt to show others the proper way to live through both word and deed, realizing that most people simply cannot meet such dire standards. Ordainers sometimes organize themselves into cadres or orders of knighthood that promote their philosophy, but even Ordainers who do not belong to such organizations must always obey the commands of a priest of their faith of higher level or from any Ordainer of higher level. This obedience is expected without question or hesitation. It should be noted that an Ordainer can likewise demand unquestioning obedience from their inferiors. Any variance on the part of an underling from the orders of a superior requires an atonement on the part of that character before he or she is allowed to gain experience points; failure to complete atonement results in the character being 'frozen' at the level at which they committed the act of insubordination, unable to advance in level. Any Ordainer who actually subverts the orders of a superior or turns against another Ordainer in any way (except in the case of two or more Ordainers going after the same criminal on behalf of different groups) is immediately cast out of the faith and sentenced to death, with the sentence to be carried out immediately by any member of the church or any Ordainer. An Ordainer can also be called to account for an action against his or her alignment, even if magically controlled, as other Paladins can. Any Ordainer who knowingly performs a chaotic act is instantly and permanently stripped of his or her powers and position, just as a Paladin who commits an evil act would be. Required Proficiencies: Intimidation, Tracking Preferred Proficiencies: Alertness, Ambush, Bureaucracy, Camouflage, Heraldry, Information Gathering, Languages (Modern), Local History, Observation, Reading Lips, Riding (Land-based), Rope Use, Set Snares, Torture, Trailing, Venom Handling