The Paladin: Difference between revisions

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[[Heros Path.]]
The Paladin Heropath. Those who acquire this path are normally brought to it by suffering or observing a great injustice which they burn to change. Conversely, some are brought to it by a desire to preserve justice and lawful rule.  
The Paladin Heropath. Those who acquire this path are normally brought to it by suffering or observing a great injustice which they burn to change. Conversely, some are brought to it by a desire to preserve justice and lawful rule.  



Revision as of 14:02, 12 August 2010

Heros Path.

The Paladin Heropath. Those who acquire this path are normally brought to it by suffering or observing a great injustice which they burn to change. Conversely, some are brought to it by a desire to preserve justice and lawful rule.

Benefits of the Path.

  • Paladins resist or temper the effects of magic used against them by +4/20%, and deal similarly with poisons, bodychanging magics or death magics. This increases to +5/25% when dealing with breath based attacks. Any such attack from an Evil source garners an additional +2/10% bonus.
  • Paladins are +5% with all weapons and shields of a chivalric nature. This applies to any weapon carried by the elite or noble classes of their culture.
  • Paladins gain an additional 3 proficiencies [+10%], though these must be devoted to weapons that denote their 'station'. in the local case, this would be sword, lance and a hurled weapon of some sort [the javelin is traditional].
  • Paladins may specialise in a weapon, similar to a fighter. However, unlike the fighter they may not 'double specialise'. This speciality is almost always a sword.
  • A paladin can perceive evil through their senses by concentrating. This has an effective use of Pow x 5 feet. 'Hidden' evil can only be sensed after a relevant perception skill success, unless it is an embodiment of 'otherworldy' evil, such as a demon or Evil cleric.
  • Cleanse. A paladin may 'lay on hands' to remove 2hp of damage [stop bleeding], cure a disease or temper the effects of poison [-2 to potency]. They may perform the first once a day, the latter two once a week.
  • Protectin from evil. The paladin radiates an aura that renders them untouchable by otherworldy beings of Evil. It also effects any attack against the paladin by such creatures [and any sworn to evil or its higher powers] reducing them by 10%. This is continuous and cannot be dispelled or repressed by any being short of a God.