Hearth Keepers

Hearth Keepers: Paladins of Yondalla

Prerequisites: Paladin level 2

Skill Points: 6+int




Level

Base Attack Bonus

Fort Save

Ref Save

Will Save

Special

Spells per Day

1st

+1

+1

+0

+1

Horn of Plenty; Shield of Light +1

+1 existing class

2nd

+2

+2

+1

+2

Sense Danger; Divine Health

+1 existing class

3rd

+3

+2

+2

+2

Shield of Light +2; Hearth Fire

+1 existing class

4th

+4

+3

+2

+3

Create Shelter; Door ward

+1 existing class

5th

+5

+3

+3

+3

Invigorating Meal

+1 existing class

6th

+6

+4

+3

+4

Brewing; Shield of Light +3

+1 existing class

7th

+7

+5

+5

+5

Mobile Shield of Light

+1 existing class

8th

+8

+5

+5

+6

Feed the Needy

+1 existing class

9th

+9

+5

+5

+6

Dome of Light; Shield of Light +4

+1 existing class

10th

+10

+6

+6

+7

Village Ward;

+1 existing class

Horn of Plenty
The Paladin can create a mystical horn of plenty that will feed up to a dozen people with a meal of good quality. This can be done once a day per level

Shield of Light
The Paladin can create a shield of light that appears on their arm this shield is true daylight and has a the
effects implied. It also can form a barrier for negative energy attacks in addition to acting like a normal shield. It is plus one at first levels and gains an additional bonus at 3rd, 6th and 9th levels. At 7th level it can be thrown and return to the Paladin or exist apart from them for up to 10 rounds. This ability can be used a number of times per day equal to the characters charisma bonus.

Sense Danger
The Paladin gets a perception check to know whenever a person declared an ally is in danger. This
ability functions no matter where the person is.

Hearth Fire
The Paladin can sheath a weapon in or throw a grenade of magical fire. This fire does 1D6 or damage for every 2 levels the paladin has in the paladin or hearth keeper class. It can be used a number of times a day equal to the characters charisma bonus.

Create Shelter
The paladin can create shelter for up to 12 characters comfortable in the form of a large burrow. This
burrow has all the amenities of home, including food, water, sleeping and sanitation for up to 3 weeks. The Paladin can use up all three weeks at once or spread them out over time. The ability is renewed at the start of each month. If a Halfling other than the Paladin is present the shelter lasts all month.

Door Ward
The Paladin can bless a door, when this is done all evil must save versus DC 15 + characters Cha modified +combined level to enter the home. If it is a Halfling home, an addition +4 is added.

Invigorating Meal
The paladin can make a meal, it must be cooked and prepared personally although they can have help. Magic can be used to create the raw materials but they must be lovingly prepared. When this is done anyone eating the food gains the effect of a cure serious wounds spell, restoration and the effects of a full nights rest. This can be used a number of times a month equal to the cha modifier.

Brewing
The Character can brew a beverage (alcoholic, tea, coffee, fruit based or coco) that has the effects of the following spells as long as they can cast the spell as a paladin:

Bless: Allies gain +1 on attack rolls and saves against fear.
Cure Light Wounds: Cures 1d8 damage + 1/level (max +5).
Divine Favor: You gain +1 per three levels on attack and damage rolls.
Protection from Chaos/Evil: +2 to AC and saves, plus additional protection against selected alignment.
Resistance: Subject gains +1 on saving throws.
Restoration, Lesser: Dispels magical ability penalty or repairs 1d4 ability damage.
Bull’s Strength: Subject gains +4 to Str for 1 min./level.
Delay Poison: Stops poison from harming subject for 1 hour/level.
Eagle’s Splendor: Subject gains +4 to Cha for 1 min./level.
Owl’s Wisdom: Subject gains +4 to Wis for 1 min./level.
Remove Paralysis: Frees one or more creatures from paralysis or slow effect.
Resist Energy: Ignores 10 or more points of damage per attack from specified energy type.
Cure Moderate Wounds: Cures 2d8 damage +1/level (max. +10).
Dispel Magic: Cancels one magical spell or effect.
Remove Blindness/Deafness: Cures normal or magical blindness or deafness.
Remove Curse: Frees object or person from curse.

Feed the Needy
If a person is starving the character can create a meal for them magically that has the effects of invigorating meal. If those starving are Halflings the Paladin can make their bonus times their level in meals. If not a Halfling they can make a number of meals equal to their bonus. This can be done 4 times a month.

Dome of Light
The character can create a dome over a dozen people with the effects of shield of light. It also acts as a force field with hardness 6 and 100HP. They can do this once a day.

Village Ward
As door ward but it covers an entire village. If it is a Halfling village there is a plus 10 to the DC for the one entering.

Hearth Keepers

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