Either Priest Class or Paladin Class

The priests and paladins of Helm worship Helm, the guardian God of Dragonia.

Alignment:
any Good (priest)
Lawful Good (paladin)

Minimum ability scores:
Wis 14
Str 12

Secondary Skill:
Groom, Hunter

Bonus NWP:
Religion, Riding Landbased, Animal Handling

Required NWP:
Set Snares

Weapons and armor allowed:
Battle axe, Dagger/Dirk, Javelin, Knife, Polearm, Spear, Swords
Any armor and shield

Hindrances:
Cannot make ranged attacks, so spears and javelins etc. must be used solely for melee combat.

Major Spheres:
All, Combat, Protection

Minor Spheres:
Guardian, Healing

Powers:
Infravision 60 feet
If Priest: Lay on Hands (as paladin of same level) once a day
if Paladin: Cure Light Wounds (as priest of same level) three times a day
Aqquire Frost Drake

Accquiring Frost Drake:
At lvl 1, all priests and paladins set out to find their own Frost Drake and bond with it. When and if successful (a priest or paladin of Helm may not advance beyond level 1 before he finds a Frost Drake which will accept it as its companion), the priest’s Riding Landbased proficiency and Animal Handling proficiency also applies for Frost Drakes.

The Frost Drake starts out as a 1 HD creature and may gain more HD as the priest advances in level. The priest may assign up to half his xp to his drake, and the drake advances as a standard fighter. Note, however, that the priest can only assign xp to the drake as long as he is one level above the drake himself (a lvl 1 priest cannot assign xp to his 1 HD drake, but may do so once he reaches lvl 2 himself, etc.)

Further notes on Priests/Paladins of Helm and their Frost Drakes: (taken from the Equerry kit)

An priest often serves as a cavalryman, scout, or guide. Whatever her duties, she remains with her drake; she’s reluctant to enter underground passages or any other site that her drake can’t easily traverse. She prefers to sleep near her drake, staying in an inn or hospice only if no alternative is available. The drake’s life means more to the priest than her own; without a second thought, she would give the drake her last drop of water or her last crumbs of food.

Because an priest spends so much time with her drake, her companions may perceive her as shy or humorless. But an priest enjoys human company too; with a little coaxing, she’s usually open to conversation and recreation. An aggressive fighter and shrewd tactician, the priest makes a valuable addition to any adventuring party.

When the drake gains its first bonus die, it becomes lawful good. Its Intelligence score is also permanently boosted by +2.

When the priest rides the drake, it receives a +2 bonus on all saves. Further, if a spell or other magical attack would affect both the drake and the priest, the drake automatically saves if the rider saves.

Special Hindrances:
Ethos Violations. The priest violates her ethos if she becomes separated from her bonded drake, voluntarily or involuntarily, for more than a week. In addition to applicable ethos violation penalties, the priest suffers a -2 penalty to all of her attack rolls, saving throws, and proficiency checks until she reunites with her drake. Selling or willfully slaying the bonded drake constitutes an evil act, resulting in the permanent loss of the priest status, along with all special kit and paladin abilities.

Mourning. If her drake dies for any reason other than natural causes, the priest suffers a -2 penalty to all attack rolls, saving throws, and proficiency checks for a minimum of one week. These penalties persist until the priest completes a quest (determined by the DM) to avenge the drake’s death.

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