top of page

Empyrean Order

(Paladins)

AionConcept013.jpg

"We are Reinn's will, his might and his hand."- St. Andreas Martin

 

 

There are two official orders of Paladins; the Empyrean Order and the Mut'Aspet Patvirel.These orders serve in opposite, Empyrean is Reinn Anon's Half Angelic order of light. Mut'Aspet is Nanqa's Necromantic order of darkness, an order of Black Guards.

The Empyrean order fights and crushes any opposition of Reinn's and of the light they serve. Those who are of the order must have Angelic blood, most are Half Angels, however proving angelic descent is enough. The Orders base of operations  is on the Isle of the Empyrean, the isle that is the home to Camar'a's Half Angelic population. The building itself is twin White Towers that are meant to emulate Alba Turris, the White towers in Alasse Cir, Paradise (Heaven).

It is the wish of every member of the Empyrean Order to ascend to Sainthood in life, though their has only ever been one Saint in the Empyrean Order, St. Andreas Martin who is the head of the Order. And their final wish is to die in Reinn's name an honourable death so they will be allowed the transformation into true Angels in Paradise.

 

Race Requirement: Half Angel or of Angelic descent.

Alignment:  Lawful Good

Religion:  Reinn Anon

 

 

Abilities:     

  •  Strength & Constitution: As their class makeup and general honour code favour front-rank combat, Strength and Constitution are both important to Paladins in order to deal and withstand damage in melee.

  • Wisdom: Wisdom is key to the Paladin's most crucial abilities: Angelic Vigour (for healing) functions relative to Wisdom bonus, as does Divine Grace, which grants improved saving throws (commonly used to resist harmful magic). Turn Undead is also based upon your wisdom bonus.

  • Charisma: Factors into abilities such as Rally and Final Stand.

Class Features

 

Skill points:  (2 + Intelligence modifier) x 4

                     2 + Intelligence modifier per level.

Weapon proficiency: Proficient with all simple and martial weapons, 

Armor: All types of armor (heavy, medium, and light), and with shields

Known Skills: Concentration (Con), Craft (Int), Diplomacy (Cha), Heal (Wis), Knowledge (nobility and royalty) (Int), Knowledge (religion) Knowledge (Military) (Int), Profession (Wis), and Sense Motive (Wis) Intimidate (Wis or Str)

Hit Die: D10

chart1.png

Code of Conduct:

 

The code of the order is as follows:

 

Hold your honour always.

Condemn and destroy the wicked.

Protect the innocent until death.

Never lie to the good. (This does mean you can lie to those you deem evil or wicked.)

Do not hide your Celestial blood. (All in this order are part Angel, you cannot hide this by disguising spells.)

 

There are things the order completely disallows:

 

No drugs.

No drink.

No politics.

No sex.

 

Vow of Obedience:

 

+4 to Fort Saves and Will Saves toward Fear and Dread effects. To fulfill your vow, you must unquestioningly obey your superior and live according to the rules of your organization. If you intentionally break your vow, you immediately and irrevocably lose the benefit of this ability. If you break your vow as a result of magical compulsion, you lose the benefit of this ability until you perform a suitable penance and receive an atonement spell.

 

 

Detect Taint: At will the Paladin can use Detect Taint spell (Pg 128 of Heroes of Horror)

 

 

Aura of Purity: You radiate a holy aura making it difficult for you to hide your true nature. Tainted creatures must make a spot check (DC 20 minus current level) to recognize you for what you are (or at least as a threat.)

 

 

Angelic Vigour:

 

Beginning at 2nd level, a paladin with a Wisdom score of 12 or higher can heal wounds (her own or those of others) by touch. Each day she can heal a total number of hit points of damage equal to her paladin level x her Wisdom bonus. A paladin may choose to divide her healing among multiple recipients, and she doesn't have to use it all at once. Using Angelic Vigor is a standard action.

 

 Alternatively, a paladin can use any or all of this healing power to deal damage to undead creatures. Using Angelic Vigor in this way requires a successful melee touch attack and doesn't provoke an attack of opportunity. The paladin decides how many of her daily allotment of points to use as damage after successfully touching an undead creature.

 

Divine Grace: At 2nd level, a paladin gains a bonus equal to her Wisdom bonus (if any) on all saving throws.

 

Vow of Chastity: At 3rd + 4 on Fortitude saves and Will Saves toward any spells or effects induced by charm or compulsion. To fulfill your vow, you must abstain from any sexual contact with any other creature. If you intentionally break your vow, you immediately and irrevocably lose the benefit of this ability. If you break your vow as a result of magical compulsion, you lose the benefit of this ability until you perform a suitable penance and receive an atonement spell.

 

Military Knowledge: At Level 4 the character gains a cumulative +2 competence bonus on Knowledge of Military History and Military Tactics. This increases to +4 at level 6, and +6 at level 8.

 

Vow of Abstinence: At 5th level +4 on Fortitude saves and Will Saves to Drugs and Poisons. To fulfill your vow, you must not consume intoxicating, stimulating, depressant, or hallucinogenic substances, including alcohol, caffeine, and other drugs. If you intentionally break your vow, you immediately and irrevocably lose the benefits of this ability. If you break your vow as a result of magical compulsion, or otherwise unintentionally (a drug slipped into your drink, for example), you lose the benefit of this ability until you perform a suitable penance and receive an atonement spell.

 

Pure Soul:  Level 10, your faith and purity of mind overrides the evils within you. Gain immunities to all Taint.

 

Aura of Sanctity: Starting at Level 12, all allies of the Paladin within a 10-foot radius gain +2 sacred bonus on saves made to resist taint. This increases to +4 at level 14.

 

Discern Lies: A Paladin at level 13 or higher can use the spell-like ability Discern lies 3/days.

 

Divine Radiance: Shed light from your body in emanation. This light contours darkness effects (Unless by a deity) and deals 2d8 of damage per round to evil creatures, number of rounds equaling the Paladin's wisdom modifier. Level 15 1/day, Level 17 2/day, and at Level 19 it increases to 3/day. It is considered a standard action and is uninterruptable.

 

Inflame: Level 16, as a full-round action, the Paladin can inflame the passions of his allies. All who can hear the Paladin gain a morale bonus on saving throws against any charm or fear effect. This effect equals +6 and lasts for 6 minutes after the speech ends. The Paladin also gains the bonus.

 

Final Stand: Once per day the level 18 Paladin can inspire her troops to heroic effort temporarily increasing vitality. All allies within a 10 feet radius of the paladin gain 2d10 temporary hit points. The ability affects a number of creatures equal to half of the Paladin's level + Charisma modifier if any, and lasts for an equal amount of rounds.

 

Sainthood: Mortal by birth, celestial by virtue. By the purity and goodness of your actions, you attain Sainthood. Information about Sainthood is on pg 184 of Exalted Deeds.

All Original names and references to the story they are from are Copyright of Nathanial Davidson.

bottom of page