Initiate of the Platinum Dragon
D&D 3e (3.0/3.5) Rules
Dark bodies fell around him. The lone bright spot within a seeming ocean of dark shadows and flashing swords, his skill and vigor with the longsword made me feel like I belonged back as a stable hand. This was no Knight of Solomnia. His courage, or insanity, were both beyond us. He was like a candle in the dark night of evil. No, surely more like a bonfire." – Herunis Garrund, Knight of the Rose
Bleak. That is the outlook of those fleeing before the sleet and darkness of Takhisis and her legions. The world is set on its ear, frozen and downtrodden. Even as the Knights of Solamnia retreat, there are others who refuse to yield. A few who welcome the challenge. Those who seek to destroy evil itself. Driven by the right of their goodness, fueled by the strength of their faith, the Initiates of the Platinum Dragon call upon Paladine in Krynn's darkest hours.
Fierce defenders of those who cannot defend themselves, these Initiates protect by attacking with skill and vengeance. Fierce against their foes, devastating against any evil, the Initiates of the Platinum Dragon will not stop until darkness is driven from Krynn. Their single purpose is to act as the spark that sets the forces of good ablaze against evil everywhere.
Paladine himself appears to approve, for these servants are truly blessed in many ways. Those set against them find out soon enough.
Most Initiates of the Platinum dragon start as clerics of Paladine. However, a few Initiates are Paladins/Clerics or even Knights of Solamnia who have left the order to follow the path of Paladine without most restrictions.
To qualify to become an Initiate of the Platinum Dragon, the character must fulfill the following criteria:
Alignment: Lawful good.
The Initiate's of the Platinum Dragon class skills (and the key ability for each skill) are Concentration (Con), Decipher Script (Int), Diplomacy (Cha), Gather Information (Cha), Heal (Wis), Knowledge (arcane) (Int), Knowledge (religion) (Int), Knowledge (the planes) (Int), Listen (Wis), Scry (Int), Search (Int), Sense Motive (Wis), Spellcraft (Int), and Spot (Wis).
Skill Points at Each Level: 4 + Int modifier
All of the following are class features of the Initiate of the Platinum Dragon prestige class.
Weapon and Armor Proficiency: Initiates of the Platinum Dragon are proficient with all simple weapons, the longsword (Paladine's favored weapon), with all types of armor, and with shields.
Spells Per Day: An Initiate of the Platinum Dragon continues advancing in divine spellcasting ability as well as learning skills of protecting the innocent. Thus, when an Initiate of the Platinum Dragon level is gained, the character gains new divine spells per day as if he had also gained a level in whatever divine spellcasting class he belonged to before he added the prestige class. He does not, however, gain any other benefits a character of their class would have gained. This means that he adds the level of Initiate of the Platinum Dragon to the level of another divine spellcasting class the character has, and then determines spells per day accordingly.
If a character had more than one divine spellcasting class before he became an Initiate of the Platinum Dragon, the player must decide which class to assign each level of Initiate of the Platinum Dragon for the purposes of determining divine spells per day.
Detect Evil (Sp): Starting at 1st level, an Initiate of the Platinum Dragon can detect evil at will as a spell-like ability, duplicating the effects of the spell of the same name. If the character is already able to detect evil at will, these abilities do not stack.
Protection from Evil (Sp): One of the Initiate's most important duties is to serve and protect the innocent from the clutches of evil. Starting at 2nd level, The Initiate of the Platinum Dragon can use the spell-like ability protection from evil once per day on himself or anyone he needs to protect. At 4th, 6th, and 8th levels, the Initiate can use this more times per day.
Strength of Faith (Su): The Initiate of the Platinum Dragon has such strength of faith that through his words and deeds he can sometimes inspire action and courage within those who might otherwise be uninspired. At 2nd level this takes the form of a bonus to Diplomacy and morale checks when dealing with non-evil aligned humanoids. At 2nd level this bonus is +2, it increases to +4 at 5th, +6 at 7th, and finally +8 at 10th. For example, a crusading Initiate of 5th level may well be able to persuade a chaotic good ranger to join him in his quest.
Holy Weapon (Su): Beginning at 3rd level, any weapon the Initiate of the Platinum Dragon uses against the forces of evil is considered to be a Holy weapon, similar to the Holy Weapon special ability found in the Dungeon Master's Guide. However, it initially only does 1d6 extra holy (good) damage. At 6th and 9th levels, the extra holy damage increases by +1d6 (so at 6th level the holy damage is 2d6 and at 9th level the holy damage is 3d6). This is a supernatural ability. This extra damage is not damaging to anyone other than evil creatures. The weapons immediately lose their holy ability if in the hands of someone other than the Initiate. This holy damage does not stack with a weapon that already has the Holy ability on it (so a holy longsword does not do +5d6 points of holy damage in the hands of a 10th level Initate of the Platinum Dragon).
Paladine's Blessing (Su): Beginning at 5rd level, an Initiate of the Platinum Dragon gains the ability to designate one set of armor, including shield, as blessed by Paladine. This set of armor gains the unique characteristics as follows;
The Initiate of the Platinum Dragon can only ever designate one set of armor/shield as blessed. If this set is destroyed or lost, it can never be replaced. If the shield that was Blessed is lost or destroyed, the armor loses its bonus to AC versus evil only. The Blessed armor has these qualities only when worn by an Initiate of the Platinum Dragon. For anyone else, it acts as it normally would.
Turn Evil (Su): At 10th level, the Initiate of the Platinum Dragon becomes so powerful with Paladine's infused holy power that he may turn any evil creatures, just like turning undead. This ability acts the same as turning undead; however, the Initiate of the Platinum Dragon cannot rebuke or control any evil creature. In addition, the Initiate of the Platinum Dragon cannot destroy evil creatures. He can however send the evil creature back to its native plane if he doubles its hit dice in turning damage (assuming of course the evil creature turned is not already in their native plane).
The Initiate of the Platinum Dragon is also so powerful in the ways of Paladine that he adds +1d6 extra turning damage to his roll. He also gains a +1 divine bonus to his check to see the number of Hit Dice he can turn.
Extra Turning stacks with this ability.
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