Stellar Swords
An OGL Resource for Space Fantasy Roleplaying

Classes:
Paladin

The following new rules apply to paladins.

New Class Skills

The paladin's new class skills (and the key ability for each skill) are Climb (Str), Freefall (Dex), Jump (Str), Listen (Wis), Spot (Wis), Swim (Str), and Pilot (Dex). As the elite commandos of holy military orders, paladins gain several class skills to aid them in their specialized role on the modern battlefield. However, modern paladins lose some of the class skills of their counterparts on the frontier. Handle Animal and Ride are cross-class skills for modern paladins.

Class Features

Weapon and Armor Proficiency: A paladin with the Technical Proficiency feat is proficient with all high-tech simple and martial weapons and all high-tech armor.

Order and Morality: In the technically advanced core worlds, a paladin may find that he has to associate with those of evil alignment on a regular basis. A paladin of the Order of the Judge, for instance, may occasionally have to interact with drow officers of the Imperial Special Police. For most paladins, this is inevitable and unavoidable. The paladin's social and political order was founded on compromise and tolerance of opposed moral alignment, and the paladin cannot defend one while resisting the other.

Detect Evil: While a paladin can still detect evil normally, it is illegal for him to act on the information the ability reveals. The paladin must also witness the commission of evil before he can take action against the wicked. Most paladins struggle mightily with their sometimes-opposed duty to uphold the law and commitment to fight evil.

Divine Health: A paladin is immune to all diseases, even those for which modern medical science has no cure.

Smite Evil: This power works normally, though the paladin can be prosecuted for using it without proper cause.

Special Mount: Modern paladins no longer have the ability to summon a special mount at 5th level.

Divine Spellware: Paladins gain exclusive access to divine spellware, magical enhancements that imbue them with the power of their deity. Divine spellware is created and implanted in the paladin by clerics of the paladin's sect or order. As long as the paladin is in good standing with his church, he may purchase divine spellware enhancements of his choice. Divine spellware does not cost the paladin credits, but the character must pay the listed XP cost when it is implanted.