Friday, September 28, 2012

Fantasy Core RPG--The Paladin

The Paladin
Level
Base Attack Bonus
Fort Save
Ref Save
Will Save
1st
+1
+2
+0
+2
2nd
+2
+3
+0
+3
3rd
+3
+3
+1
+3
4th
+4
+4
+1
+4
5th
+5
+4
+1
+4
6th
+6
+5
+2
+5
7th
+7
+5
+2
+5
8th
+8
+6
+2
+6
9th
+9
+6
+3
+6
10th
+10
+7
+3
+7
Description: A member of a holy warrior order dedicated to using their magical and martial powers to destroying supernatural evil. They are born with a Divine gift, but must be properly trained to fully utilize it.  10th Level example: Sir Galahad.
Hit Die: d10.
Prime Abilities: Str, Con, and Wis.
Weapon and Armor Proficiency: Paladins are proficient with all weapons and all types of armor and shields.
Standard Starting Gear: 5+1d10 GP, pack, 3 days rations, waterskin, 2 useful items, holy symbol, leather armor, long sword, shield.

Level Advancement (Optional Rule)
A Paladin may only advance to 6th and 9th levels if blessed by an Elder (a 10th level Paladin). Some form of interrogation will take place on the Paladin's activities (or at any time if there are substantiated reports of gross impropriety). Serious lapses in behavior will demand atonement, likely in the form of a quest, before the higher level is granted. Extreme breeches of conduct may result in excommunication and loss of all chance of advancement (and may even be hunted as a Fallen Paladin). However, Paladins are given a good deal of latitude in lifestyle and actions, compared to other Church officials, as long as they get results.  To attain 10th level, a Paladin must gain the consent of the entire Circle of Elders, the Paladin ruling council.

Smite
Any successful melee attack by a Paladin automatically causes maximum damage upon these types of opponents: undead, demons, Fallen Paladins, and spellcasters (humans, demi-humans, giants, and humanoids only). This attack is considered magical versus the listed foes that can only be hit by magical weapons.

Immunities: Paladins are immune to fear, charm, and disease effects.
First Aid: A Paladin knows how to apply first aid to heal the wounded.
Magical Healing: A Paladin may fully heal all hp damage Wis bonus x a day, including themselves and those below 0 hp, but not yet dead.

Paladin Spells:
A Paladin learns all these listed spells. These spells are not in any written form.  Paladins receive this teaching orally from an Elder Paladin.  For Encounter and Daily spells, Paladins use their Wis bonus + ½ level to cast them.

At Will Spells: (Does not require a casting roll.)
● Bless Water: Makes holy water. At will, but only 1 vial/level may be active per day. 2d4 + ½ level points of damage + Stun 1 rd to an undead creature or a demon.
● Detect Lies: Detects knowingly told falsehoods.  (This spell is used by the Elders when interrogating those seeking higher levels.)
● Detect Magic: Detects spells, magic items, and magic creatures within 60 ft.
● Detect Poison: Detects poison in one creature or object.
● Detect Undead/Demonic/Celestial: Reveals creatures, spells, or objects, 10' radius/level.
● Light: When cast on an object, it shines like a torch.  Can only have one such object active at a time.  Lasts 1 turn, but may be dismissed at will.

Encounter Spells: May be attempted once per turn/encounter, DC 12 to cast.
● Consecrate: Fills a room or a 30' square area in the open (use a common sense measurement given the situation) with positive energy. Undead and demons of less HD than the Paladin flee or avoid the area (or cower within the area if they cannot leave) for 1 turn.
● Divine Light: A burst of light.  Undead, demons, and heliophobic creatures will be stunned for one rd.  
● Gentle Repose: Preserves one corpse. Permanent.
● Neutralize Poison: Detoxifies venom in or on subject.
● Remove Disease: Cures all diseases affecting subject.
● Remove Fear: Suppresses fear in a subject for 1 turn/encounter.

Daily Spells: May be attempted once a day, DC 18 to cast.
● Break Enchantment: Frees subject from enchantments, alterations, curses, and petrifaction. This is a Ceremony spell, which requires 1 turn to cast. Lost for the day if interrupted.
● Commune: Deity answers one simple question. This is a Ceremony spell, which requires 1 turn to cast. Lost for the day if interrupted.
● Dismissal/Exorcism: Forces a demonic creature or possessing spirit to return to its native plane, must have less HD than caster.

● Hallow: Designates a location, such as a building, as holy. Keeps out demons and undead for one day. This is a Ceremony spell, which requires 1 turn to cast. Lost for the day if interrupted.

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