Expatriate
Classes Allowed | Paladin |
---|---|
Ability Score Requirements | Strength 12 Constitution 9 Wisdom 13 Charisma 17 |
Prime Requisites | Strength, Wisdom, Charisma |
Races Allowed | Human |
Alignments Allowed | Lawful Good, Lawful Neutral, Lawful Evil1 |
- He may become an Expatriate at 1st level, taking this kit just as he would any other. Presumably, the character was unaware of the corrupt nature of his government or church while being trained, discovering the truth shortly after taking his Oath of Ennoblement. Alternately, a political coup may have occurred early in the character's career, replacing a lawful good regime with an evil one.
- A character with another paladin kit may abandon it when his superiors betray him or some other dramatic event occurs that prompts him to renounce his fealty. The character may either become a standard paladin or—with the DM's approval—he may become an Expatriate, retaining his current level. The new Expatriate keeps all of his equipment and proficiencies, but drops the Special Benefits and Hindrances associated with his previous kit; he acquires the Special Benefits and Hindrances of the Expatriate kit instead.
Role
Though still retaining their lawful and moral outlooks, an Expatriate distrusts most formal institutions, including governments and organized religions of their own alignment. He obeys the dictates of his conscience and his deity only, remaining skeptical of all self-proclaimed and elected authorities. Though courteous and respectful, he no longer automatically follows the orders those holding positions of power. He weighs each request against his own principles, agreeing to a mission or favor only if completely convinced of its merit. Expatriates are often moody, cynical, and bitter. An Expatriate may feel his good name has been permanently tarnished, a condition he struggles to correct by volunteering for demanding, even dangerous, missions. He remains loyal to his comrades who share his alignment, but resists close friendships. He has little patience with most neutral characters, finding their lack of commitment insipid and contemptible. He crushes his enemies without remorse. Few governments or churches trust Expatriates enough to hire them as mercenaries. Therefore, Expatriates must rely on treasure or tournament winnings to make a living.Advantages
- An Expatriate comes and goes as he pleases, subservient to no one but his deity. He has no edicts to follow, other than those imposed by his deity and his own principles.
- An Expatriate need only tithe 5% of his wealth, and this need not be to a church. Rather, it can be to any business, group, or organization of a matching alignment and that is not owned by a PC.
Disadvantages
- Independence also has its drawbacks. As with the Errant, the Expatriate has no government or church to provide loans, supplies, or support. He may build a stronghold if he saves enough money, but he isn't eligible for property grants, charters, or benefices.
- Elite NPCs are reluctant to associate too closely with an Expatriate, fearing they might invite the wrath of the Expatriate's former government or church. Therefore, sensing the Expatriate's discomfort and distrust, all characters in positions of power suffer a –2 modifier to their reaction rolls.
- Officials of the Expatriate's original government or church consider him an embarrassment at best, a traitor at worst. An Expatriate is constantly hunted and harassed by his ex-employers, who may seek to punish, arrest, or even execute him.
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