Tuesday, December 11, 2012

Fantasy Core RPG: The Fallen Paladin

FANTASY CORE RPG
(c) Jerry Harris, 2012
Published here as Open Game Content.
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The Fallen Paladin
(Heretic, Blackguard, Death Knight, Anti-Paladin, Cult Priest)
Low level Paladins are typically always obedient and faithful.  It's the higher-ups (6th and up) that may go mad or become greedy and obsessed with power.  Fallen Paladins require excommunication with extreme prejudice.  These Paladins likely also have an assortment of Wizard spells at their disposal, along with servant Undead creatures.  10th level Fallen Paladins may even have permanently summoned demonic pets (gifts from their supernatural benefactor).

They go by different names depending on their mania: Heretic (secretly preaches blasphemy abroad or within the Circle of Elders), Blackguard (sold themselves out like a mercenary), Death Knight (serial killer), Anti-Paladin (serial killer of other paladins).  Some Fallen Paladins may become Cult Leaders.  Many Paladins already have a fan following.  This just takes it to the next level.  Cult Leaders typically has some sort of master plan for themselves, their followers, and anyone with whom they disagree.  

Supernatural Pact
To become a Fallen Paladin, they must make a Pact with a supernatural entity, who is likely quite malevolent.  This allows them to gain the Arcane power that they desire, along with other abilities.  Their stats remain the same.  They also advance as Paladins with the same HD, BAB, and Saves.  The Fallen Paladin’s powers are detailed below. 

Arcane Spellcasting
Fallen Paladins gain spellcasting abilities equal to a Wizard of the same level and advance the same as they.  They have the same 3 failures/encounter restriction and figure their Spellcheck the same.  They are able to cast Non-Ceremony spells while wearing their armor, due to their martial training and Str and Con abilities.  For Ceremony spells, they must be unarmored. 
However, they will start off without a spellbook and will not have automatic access to new spells with higher levels.  Since they probably have a low Int score, their spellcasting ability is likely not very good, especially with high-level spells.  At 10th level, they are not able to convert XP to improving their Spellcheck, nor can they cast above 5th level spells.

Unholy Weapon
Instead of their Smite ability, Fallen Paladins gain a magic weapon (of their choice).  The Bonus for the weapon is equal to ½ their level (up to +5), and it improves as they gain levels.  Paladins struck by the weapon are also Stunned for 1 rd, in addition to damage. 
It is possessed by minor demon.  Anyone else handling it must make a DC 18 Will Sv to be temporarily taken over by the weapon for 1 turn/encounter.  Making the Save, allows one to control the weapon, but its enchantment will only be +1.  Failing three Save attempts, the handler becomes a permanent thrall of the weapon.  


Immunities: Fallen Paladins are immune to fear and charm effects.
First Aid: A Fallen Paladin knows how to apply first aid to heal the wounded (though it’s unlikely they would ever do so).

Paladin Spells:
Fallen Paladins use their Wis bonus + ½ level to cast these special spells.

Encounter Spells: May be attempted once per turn/encounter, DC 12 to cast.
Cause Fear: One creature of 5 HD or less flees for 1d4 rounds. (Will Sv)
Command Undead: Undead creature obeys your commands for 1 turn/encounter. 1 HD/level. (Will Sv) Forbidden spell.
Darkness: 20-ft. radius of supernatural shadow. 1 turn/level.
● Demonic Charm: Any demonic, undead, or summoned creature permanently cannot attack the Fallen Paladin.  Must have less HD than caster.
● Detect Magic: Detects spells, magic items, and magic creatures within 60 ft.
● Detect Undead/Demonic/Celestial: Reveals creatures, spells, or objects, 10' radius/level.

Daily Ceremony Spells (DC 12): May be attempted once per day. Requires 1 turn to cast. Lost for the day if interrupted.
Animate Dead: Creates undead Skeletons and Zombies 2/level. Can permanently control up to 4 HD/level undead total. Forbidden spell. Requires corpses or full skeletons.
● Commune: The Fallen Paladin’s patron entity answers one simple question. 
● Summon Monster: Calls extraplanar creature to fight for you for 1 Turn/Encounter.   Forbidden spell.  The level of this spell is equal to the highest level they can cast.

Daily Ceremony Spells (DC 18): May be attempted once per day. Requires 1 turn to cast. Lost for the day if interrupted.
Create Undead: Creates 1 Ghoul, Shadow, Wraith, Spectre, or Wight.  Can permanently control up to 4 HD/level of undead total. Forbidden spell.  Requires a human sacrifice (willing or unwilling) and 100 gp/HD in materials.

● Unhallow: Designates a location, such as a building, as unholy for 1 day.  They add +2 to Ceremony spells and +2 to other Spellchecks.  Paladins lose their Smite ability and any other Divine abilities while inside.  Celestial entities may not enter.


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