Variant Paladin for a Heroic Campaign
Jul 26, 2018 11:52:21 GMT -5
Admin Pete, Mighty Darci, and 4 more like this
Post by Colinouchou on Jul 26, 2018 11:52:21 GMT -5
Variant Paladin for a Heroic Campaign
All Characters start with base 12 and roll 1d6 for all stats and for starting Gold.
Requirements for Paladin Min 15 all stats except for Charisma Min 17. The XP cost for gaining levels is extremely steep and along with the restrictions offsets the great benefits reaped by a Paladin.
All Characters start with base 12 and roll 1d6 for all stats and for starting Gold.
Requirements for Paladin Min 15 all stats except for Charisma Min 17. The XP cost for gaining levels is extremely steep and along with the restrictions offsets the great benefits reaped by a Paladin.
Experience *Hit Number of Spells & Level |
Paladins Level Points Dice 1 2 3 4 5 6 7 |
---------------------------------------------------------------------------------------------------------+
Gallant, 1st 0 1d12+1 - - - - - - - |
Shield, 2nd 5,000 2d12+2 1 - - - - - - |
Keeper, 3rd 10,000 3d12+3 2 - - - - - - |
Guardian, 4th 25,000 4d12+4 2 1 - - - - - |
Questor, 5th 50,000 6d12 2 2 - - - - - |
Defender, 6th 100,000 7d12+1 2 2 1 - - - - |
Protector, 7th 250,000 8d12+2 2 2 1 1 - - - |
Warder, 8th 500,000 9d12+3 3 2 1 1 - - - |
Crusader, 9th 1,000,000 10d12+4 3 2 2 1 - - - |
Pacifier, 10th 1,500,000 12d12 3 2 2 2 - - - |
Avenger, 11th 2,000,000 13d12+1 3 2 2 2 1 - - |
Justiciar, 12th 3,000,000 14d12+2 3 3 2 2 1 - - |
Templar, 13th 4,000,000 15d12+3 3 3 2 2 2 - - |
Holy Warrior, 14th 5,000,000 15d12+4 3 3 2 2 2 1 - |
Paladin, 15th 7,000,000 17d12 4 3 3 2 2 2 1 |
At levels up to 15 any Constitution bonuses to Hit Points are added, no additional Constitution Bonus is given past 15th Level.
After 15th level, a Paladin will gain an additional level every 2,000,000 XP
After 15th level, a Paladin will gain an additional 6 Hit Points per level
No Additional Spells are gained after 15th Level
* Paladins use a d12 for their hit dice, all other classes and creatures use a max of a d10 for hit dice. All other PC Classes are capped 11 HD and gain a max of 2 HPs per level past 11th level.
Paladins must be Lawful from the start of play and are humans that meet the exceptional mental and physical requirements. Paladins may be male or female. They may never commit Neutral, Chaotic or Evil acts. For milder acts they lose their Paladin powers until they have performed Penance. For more serious acts they lose their Paladin powers and must perform Penance and go on a Quest.
In terms of Magical Items a Paladin may never possess more than his Gauntets, Armor, Helm, Shield, Bracers, Girdle, Long Sword, Dagger, Lance, Composite Bow, and two Rings. For a Paladin all bonuses stack.
A Paladin may carry and use Clerical Scrolls with permitted spells that he obtains during an adventure. For all scrolls not used during an adventure see below under all additional magic items.
A Paladin is also permitted to carry any number of healing potions, salves and ointments. Paladins are permitted to drink from magical springs, wells and other magical sources of water. Paladins are permitted to eat from magical sources of food. Paladins are not permitted to possess these items unless they are on a non-penance related Quest.
All additional Magic Items must be given away to others and may not be sold.
They must give away all treasure that they win, save that which is necessary to maintain themselves, their men, and a modest castle. See below regarding the castle and "barony." All excess treasure and excess barony income must be distributed as noted below all of which go to benefit the church and the community, i.e. not to some other character played in the game.