Post by Haldo Bramwise on Jul 3, 2008 20:43:03 GMT -6
Hey all. Here's my first attempt at a S&W:WB Paladin.
I'm not trying to be pushy with these – they are adapted from my Labyrinth Lord versions. Paladins are supposed to be extremely rare and mighty powerful. I've tried to tone it down a bunch.
Please tell me what you you think and how to make it better.
Paladin
Requirements: STR 12 WIS 9 & CHA 16
Prime Requisite: CHA
Hit Dice: 1d6 (Max9 HD)
Paladins are a very rare type of fighter. These holy warriors dedicate all they have and all they are to living, supporting and defending all that is lawful and good. Therefore, they must always be lawful in alignment. Paladins use the Fighter's BtH and Saving Throw..
A paladin may serve one particular god, a pantheon of gods, or just the ideals of law and good. Many are part of a religious order of paladins that live and train in an almost monastic community. Other paladins are much more loosely affiliated, mentoring potential recruits individually and only gathering together when occasion calls for it. However, paladins of any faith, deity or pantheon recognize each other as brothers and sisters who share a common calling and and will often support and work together. They usually follow the direction of higher level paladins and clerics of good gods - even a god or gods other than their own.
Order or Mentor (Random Determination, if desired)
01-70 The paladin has lived and trained as part of an order of paladins.
71-00 The paladin has lived and trained with a mentor.
Paladins may never have more weapons or armor than they can personally use in combat at one time. They must also give at least 10% of all they earn to their religion. In addition, after taking care of all their living and working expenses, paladins must give away 90% of their remaining wealth to their religion or another worthy charity. Note that none of these tithes or offerings can be given to another player's character in the adventuring party.
Paladins begin play with at least one primary weapon, a set of armor including a shield (if they use one), possibly a horse, etc., as gifts from the members of their order or from their mentor and the local faithful. However, they begin play with only 1d8x10 gp.
Detect Evil
A paladin can, at will, Detect Evil just like the cleric spell of the same name. However, they must spend an entire round concentrating on it and performing no other actions in order for this ability to be effective.
Protection from Evil
As a divine gift, once per day paladins can radiate a Protection from Evil aura as per the cleric spell of the same name. At 9th level, this ability is extended to 10’ around the paladin.
Divine Healing
Paladins are blessed with the ability to, once per day, lay their hands upon one person (including themselves) and restore 2 points of damage per level. In the same way, they can lay their hands upon a person and Cure Disease just like the cleric spell of the same name. At 1st level they can Cure Disease once per month, twice a month at 5th level and three times a month at 9th level. Paladins are personally immune to all diseases, both ordinary and magical.
Turn Undead
Beginning at 3rd level, paladins may attempt to turn undead as a cleric of 2 levels lower than their current level. For example, a 4th level paladin would turn undead as a 2st level cleric.
I'm not trying to be pushy with these – they are adapted from my Labyrinth Lord versions. Paladins are supposed to be extremely rare and mighty powerful. I've tried to tone it down a bunch.
Please tell me what you you think and how to make it better.
Paladin
Requirements: STR 12 WIS 9 & CHA 16
Prime Requisite: CHA
Hit Dice: 1d6 (Max9 HD)
Paladins are a very rare type of fighter. These holy warriors dedicate all they have and all they are to living, supporting and defending all that is lawful and good. Therefore, they must always be lawful in alignment. Paladins use the Fighter's BtH and Saving Throw..
A paladin may serve one particular god, a pantheon of gods, or just the ideals of law and good. Many are part of a religious order of paladins that live and train in an almost monastic community. Other paladins are much more loosely affiliated, mentoring potential recruits individually and only gathering together when occasion calls for it. However, paladins of any faith, deity or pantheon recognize each other as brothers and sisters who share a common calling and and will often support and work together. They usually follow the direction of higher level paladins and clerics of good gods - even a god or gods other than their own.
Order or Mentor (Random Determination, if desired)
01-70 The paladin has lived and trained as part of an order of paladins.
71-00 The paladin has lived and trained with a mentor.
Paladins may never have more weapons or armor than they can personally use in combat at one time. They must also give at least 10% of all they earn to their religion. In addition, after taking care of all their living and working expenses, paladins must give away 90% of their remaining wealth to their religion or another worthy charity. Note that none of these tithes or offerings can be given to another player's character in the adventuring party.
Paladins begin play with at least one primary weapon, a set of armor including a shield (if they use one), possibly a horse, etc., as gifts from the members of their order or from their mentor and the local faithful. However, they begin play with only 1d8x10 gp.
Detect Evil
A paladin can, at will, Detect Evil just like the cleric spell of the same name. However, they must spend an entire round concentrating on it and performing no other actions in order for this ability to be effective.
Protection from Evil
As a divine gift, once per day paladins can radiate a Protection from Evil aura as per the cleric spell of the same name. At 9th level, this ability is extended to 10’ around the paladin.
Divine Healing
Paladins are blessed with the ability to, once per day, lay their hands upon one person (including themselves) and restore 2 points of damage per level. In the same way, they can lay their hands upon a person and Cure Disease just like the cleric spell of the same name. At 1st level they can Cure Disease once per month, twice a month at 5th level and three times a month at 9th level. Paladins are personally immune to all diseases, both ordinary and magical.
Turn Undead
Beginning at 3rd level, paladins may attempt to turn undead as a cleric of 2 levels lower than their current level. For example, a 4th level paladin would turn undead as a 2st level cleric.