We have been talking Paladins in the glog server. There are lots of good, weird, setting specific ones, but the focus has been on the classical, roughly setting-agnostic flavour. Ecksian did a take on Arnold's God Throat, Cyber did the Heavenwrought, and then Vivanter did some much more grounded and (I suspect) more gameable versions of what follows.
NB: this is a pretty high-trust type class. It involves the DM and player agreement on what 'you cannot allow an Enemy to live' means in practice. Use your judgement - I would rule that heading back to town to first pick up the Bow of Dragon Murder is an acceptable alternative to suicidally charging the dragon you have just pronounced Enemy, but I don't run your table.
Skills: None.
Gear: Nothing.
A: See the Good People, and Judge Them Not Harshly
B: Humility, Clarity
C: Smite
D: Victorious in Perpetuity
See the Good People, and Judge Them Not Harshly: As a Paladin:
- You must do anything that is asked of you, unless the person asking is an Enemy. You can designate anyone as an Enemy at any time, for any reason, and you cannot take back the designation once it is given. You cannot allow an Enemy to live.
- You cannot knowingly tell a lie. This is not a choice, you can't do it.
- Reaction rolls of 3-6 count as 2s, and those from 7-11 count as 12s. People struggle to perceive you in neutral terms.
- You get +[templates] to saves. Your body parts confer a similar bonus to whoever is wearing or carrying them, as follows: the size of a finger or rib: +1; the size of a a femur or hand: +2; anything larger: +3. Your corpse is extremely valuable.
Humility: If you are carrying nothing in your inventory, you gain the following benefits:
- You no longer need to eat, drink, or sleep, and do not expel any matter from your body.
- You can purify food and water with a touch.
- Drinking your blood heals others - slit your palm and drain your own hp to heal them on a one to one basis.
- You are immune to poison and disease. Your flesh smells like a garden in summer, and your blood, flesh, and saliva taste like strong red wine.
Clarity: You see everything as though it were illuminated in clear, hot sunlight. This light, which is only visible to you, comes from all angles at once and casts no shadows. To your eyes the sky cycles between blank white in the daytime, and deep black at night, with no sun, moon, or stars. You effectively have perfect darkvision and truesight (you don't even notice invisibility or illusions), but things like fog and sleet will obstruct your vision as normal.
Smite: You roll your weapon's damage dice twice against Enemies. Your unarmed attacks count as light weapons that you only roll damage for once. You can also take d3 points of fatigue to add one the following effects to any attack, at your option, and can choose to do this after you roll to hit, but before you roll damage:
- Roll the damage dice thrice, instead of twice.
- Force a morale check at -[templates].
- Force an undead or demonic foe with fewer than [templates] HD to save or be destroyed.
- Force your target to answer [templates] questions truthfully.
Victorious in Perpetuity: You take half damage from all sources, gain +2 AC even while unarmoured, and roll twice on the death and dismemberment table, choosing the result that you prefer. Angels of all ranks, should you ever meet any, will treat you as a commanding officer in their great invisible war, and follow your orders zealously and without question.
| The Annunciation, Jacopo da Pontormo, around 1550. |
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