The Dragonlance Nexus

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http://www.dlnexus.com/fan/rules/12915.aspx

Paladin of the Chicken Feather (PCF)

D&D 3e (3.0/3.5) Rules

by Trevor Lawyer


Requirements:

To become a PCF, a character must fulfill all the following criteria:

Race: Kender or Half-Kender
Base Attack bonus: +6
Base Reflex save: +4
Skills: Bluff 6 ranks, Diplomacy 8 ranks
Alignment: Chaotic Good
Spellcasting: Ability to prepare and cast 2nd-level divine spells.
Special: Evasion class ability

Paladin of the Chicken Feather (PCF)
Class Level Base Att. Fort Save Ref Save Will Save Special Spells per day
1st +1 +2 +2 +0 Aura of Good +1 Divine Spellcaster Level
2nd +2 +3 +3 +0 Kender's Grace
3rd +3 +3 +3 +1 +1 Divine Spellcaster Level
4th +4 +4 +4 +1 Divine Health
5th +5 +4 +4 +1 +1 Divine Spellcaster Level
6th +6 +5 +5 +2 Uncanny Dodge
7th +7 +5 +5 +2 Defensive Roll 1/day +1 Divine Spellcaster Level
8th +8 +6 +6 +2 Improved Evasion
9th +9 +6 +6 +3 Defensive Roll 2/day +1 Divine Spellcaster Level
10th +10 +7 +7 +3 Legendary Kender +1 Divine Spellcaster Level

Class Skills:

The PCF class skills (and the key ability for each skill) are: Bluff(cha), Climb(Str), Craft (Int), Decipher Script (Int), Diplomacy(cha), Gather Info (Cha, Hide(Dex0, Jump(Str), Knowledge (local), Listen, Open Lock, Profession, Search, Sense Motive, Sleight of hand, Spot, Survival, Tumble, Use Rope.

Skill Points/level: 4+Int modifier

Class Features:

Weapon and armor proficiency: PCFs gain proficiency with all simple and martial weapons, but with no armor or shields.

Spells Per Day: A PCF gains new spells per day as if he had also gained a level in whatever spellcasting class he belonged to before adding the prestige class. He does not, however, gain any other benefit a character of that class would have gained.

Aura of Good (Ex): The power of a PCF's aura of good (see the detect good spell) is equal to her PCF level.

Kender's Grace (Su): At 2nd level, a PCF gains a bonus equal to his Charisma bonus (if any) on all saving throws.

Divine Health (Ex): At 4th level, a PCF gains immunity to all diseases, including supernatural and magical diseases.

Uncanny Dodge (Ex): Starting at 4th level, a PCF can react to danger before her senses would normally allow him to do so. He retains his Dexterity bonus to AC (if any) even if he is caught flat-footed or struck by an invisible attacker. However, he still loses his Dexterity bonus to AC if immobilized.

Defensive Roll (Ex): The PCF can roll with a potentially lethal blow to take less damage from it than she otherwise would. Once per day, when he would be reduced to 0 or fewer hit points by damage in combat (from a weapon or other blow, not a spell or special ability), the PCF can attempt to roll with the damage. To use this ability, the PCF must attempt a Reflex saving throw (DC = damage dealt). If the save succeeds, he takes only half damage from the blow; if it fails, he takes full damage. He must be aware of the attack and able to react to it in order to execute his defensive roll—if he is denied his Dexterity bonus to AC, he can't use this ability. Since this effect would not normally allow a character to make a Reflex save for half damage, the PCF's evasion ability does not apply to the defensive roll.

Improved Evasion (Ex): This ability works like evasion, except that while the PCF still takes no damage on a successful Reflex saving throw against attacks henceforth he henceforth takes only half damage on a failed save. A helpless PCF does not gain the benefit of improved evasion.

Legendary Kender (Su): The kender becomes a hero among other kender, and all kender and half-kender within 30 feet gain a bonus to their saving throws equal to the PCF's Charisma score. The kender also becomes incredibly wise, and may gain the benefit of a foresight spell for 30 minutes per day.

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