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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