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[[Heros Paths.]]
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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.  
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*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 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 3 weapon proficiencies [ adding an additional +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].
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*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, and costs an extra proficiency.
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*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.
 
*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.
 
*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.
 
*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.
* Paladins speak the High tongue at 30%.
 
* Paladins radiate good. People may notice this.
 
* Paladins get a D10 of divine favour, which can be used to negate or reduce hp damage once a day.
 
 
 
Paladin HeroPath Degrees
 
 
Degree, then number of hero points needed. Additional benefits listed
 
*1st Degree: 3 HP. All listed benefits above.
 
*2nd Degree: 6 HP. +1 divine favour [per level hereafter]. +5% with all chivalric weapons/shields [per level hereafter].
 
*3rd Degree: 12 HP. +1 weapon proficiency [per two levels hereafter] +1/+5% to all resistances. Turn undead as a cleric [two degrees lower].
 
*4th Degree: 24 HP. Attain a warhorse.
 
*5th Degree: 48 HP. +1/+5% to all resistances.
 
*6th Degree: 96 HP. +1/+5% to all resistances. +1 additional attack per 2 rounds [per four levels hereafter]
 
*7th Degree: 175 HP. +1/+5% to all resistances.
 
*8th Degree: 275 HP.
 
*9th Degree: +275 HP hereafter. Attains a holding. +1/+5% to all resistances. attain 1st circle of cleric spells. Become a Knight.
 
*10th Degree
 
*11th Degree
 
*12th Degree
 

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