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Wednesday, December 17, 2014

OD&D - The Paladin - 005

Therefore the full revised write-up reads as follows (and please keep in mind this is a rough draft):


Human fighting-men or clerics who have a Charisma score of 17 or greater may become Paladins at fourth level IF THEY ARE LAWFUL from the beginning of play for that character and must continue to be LAWFUL.  Depending on the severity of any chaotic or evil deed, the remedy ranges from atonement/quest to revocation of paladin hood and once lost, it can never be regained.

Paladins have a number of very powerful aids in their continual quest for good. They can "lay on hands" to heal wounds or cure diseases and they are not themselves subject to disease. They heal two points of damage for every level the paladin has attained, twice per day at 4th level, thrice per day at 6th level and so on. They can cure minor diseases in groups of up to 20 people twice per day at 4th level and cure one serious disease for one person twice per day at 4th level and so on as for healing damage. Paladins starting at the base of 4th level can summon Light that functions as the spell or better as per referee.


 Paladins that are 8th level and above gain the ability (separate from spells) to dispel evil (spells, undead, evil enchanted monsters, and such) by ordering it so, and they detect all chaos, as well as evil, at a range of 6”. They have a 10% higher saving throw against all forms of attack (excluding melee). They also gain the ability to see in the absence of light at 8th level.

Paladins with any type of Holy Sword are almost completely immune to all magic. The paladin may at any time he chooses obtain a horse which is likewise gifted (not subject to disease, has a 10% higher saving throw against all forms of attack [excluding melee] and detects all chaos or evil at a range of 6") by going on a special Quest, but he may never obtain a second within ten years of the first, so if one is killed it is not automatically replaced. The paladin's horse is a Heavy Warhorse, with Armor Class 2, Moves 24", has 8 + 1 Hit Dice, and high intelligence and wisdom. When the paladin decides the time has come to obtain his Warhorse, he will go on a Quest into the wilderness alone, guided by visions from above. The Paladin will be able to communicate telepathically with his horse.


Paladins will never be allowed to possess more than two magical items, this does not include armor, shield and up to 4 weapons that normally use. They will give away all treasure that they win, save that which is necessary to maintain themselves, their men, and a modest castle. Paladins may not obtain a castle until they reach 10th level. Gifts must be to the poor or to charitable or religious institutions, i.e. not to some other character played in the game. A paladin's stronghold cannot be above 200,000 gold pieces in total cost, and no more than 200 men can be retained to guard it. Paladins normally prefer to dwell with lawful princes or patriarchs, but circumstances may prevent this. They will form strong alliances only with lawful characters. However, they may be found in parties with Neutral Characters since most adventurers are Neutral, they will, however, not associate at all with Chaotic characters. Paladins are recognized wherever they go as constituting a legitimate authority of Judge, Jury and Executioner. Once they reach 10th level, even Kings are subject to their decisions.
 This is the rough draft of the revised write-up comments and suggestions are welcome.

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