Difference between revisions of "Paladin"

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== Fighter ==
== Paladin ==
[[File:Paladin01.png|400px|right]]
[[File:Paladin01.png|400px|right]]


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![[File:FighterSavesTable.png| 300px]]
![[File:FighterSavesTable.png| 300px]]
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[[File:AttackBonusTable.png| 600px]]


===Description===
===Description===
Fighters include soldiers, guardsmen, barbarian warriors, and anyone else for whom fighting is a way of life. They train in combat, and they generally approach problems head on, weapon drawn.
A Paladin must obey a code of honor, as defined by the Game Master, and must try to perform duties assigned by his or her deity or religious hierarchy. If the Paladin breaks the code, all powers granted are taken away, and the character must atone for his or her actions as soon as possible. Until the Paladin successfully atones, as defined by the Game Master, he or she is considered an ordinary [[Fighter]].
 
Not surprisingly, Fighters are best at fighting of all the classes. They are also the hardiest, able to take more punishment than any other class. Although they are not skilled in the ways of magic, Fighters can nonetheless use many magic items, including but not limited to magical weapons and armor.
 
The Prime Requisite for Fighters is [[Strength]]; a character must have a Strength score of 9 or higher to become a Fighter. Members of this class may wear any armor and use any weapon.


===Weapons and Armor===
===Weapons and Armor===
* Any and All
* Any and All
===Features===
===Features===
'''Weapon Specialization'''
Under this rule, the player of a Fighter may choose a weapon in which the character is especially skilled.
Specialization only applies to "true" Fighters, and not to any subclasses thereof which may appear in this or any other
supplement, unless otherwise noted.
At first level, the player applies one rank of specialization to the chosen weapon. This choice must be quite specific; for
instance, a specialization in the [[Longsword]] will give no bonuses when using a [[Shortsword]].


Every third level after first (that is, 4th, 7th, 10th, etc.) the player applies another rank of specialization. Each new rank may be applied to an existing specialization, or to a new specialization.
* 10' Aura of [[Spell:Protection from Evil|Protection from Evil]] (or good, depending on the Paladin's particular faith)  


For instance, at first level Darion's player assigns a rank to longsword. Darion gains a bonus of +1 on attack rolls when using a longsword. At 4th level, the player may assign the new rank to longsword, giving a bonus of +1 on attack rolls and +1 on damage; or, the rank may be applied to a new weapon, such as the [[Longbow]], in which case both weapons have +1 on attack rolls but no bonus to damage.  
* [[Spell:Detect Evil|Detect Evil]] (or good, as above) at will, as the spell.


As indicated in the Attacks Per Round column, at higher ranks of specialization the Fighter is allowed to attack more
*Once per day, per level, a Paladin can make his or her non-magical melee weapon or attack form equivalent to a magic weapon for purposes of hitting creatures only able to be struck with a silver or magical weapon. This effect lasts for a turn.
than one time per round. 3/2 means that the character may attack three time in every two rounds, once in the odd-numbered round and twice in the even-numbered round. At 2/1 the Fighter is allowed to attack with the specialized weapon two times per round. Additional attacks always come after all other attacks are resolved; that is, the Fighter attacks once on his or her [[Initiative]] number, then again after all “first” attacks are done. If more than one weapon specialist is involved in a battle, count [[Initiative]] down twice, once for “first” attacks and again for “second” attacks.
*Once per day, the paladin can [[Lay on Hands]] to any wounded character and heal 2 points of damage; add the Paladin's Charisma bonus to this figure. On each odd-numbered level (3rd, 5th, etc.) the Paladin may do this one additional time per day (so, twice per day at 3rd level, three times per day at 5th level, etc.) Starting at 7th level, the Paladin may choose to [[Spell:Cure Disease|cure disease]] (as the spell) instead of providing healing as above. At 11th level, the Paladin may also substitute [[Spell:Neutralize Poison|neutralize poison]].


Some GMs do not like the 3/2 rate, as it does involve keeping track of even and odd rounds. In such a case, the GM may either choose to use 1/1 for both ranks, or 1/1 for rank 3 and 2/1 for rank 4.
*A Paladin can [[Turn Undead|Turn (or command) undead]] as a Cleric of a level equal to half his or her own, rounded down, tarting at 2nd level.


{{WeaponSpecializationChart}}
*Paladins gain the ability to cast appropriate Clerical spells at level 10. For purposes of spell effects that vary based on the
Cleric's level, use one-half the Paladin's level, rounded down.


===Restrictions===
* Abilities: [[Strength]] 9, [[Wisdom]] 11, [[Charisma]] 11
* Tithe: 10% of loot goes to the church
* Strict Code of Conduct
[[Category:Class]]
[[Category:Class]]

Latest revision as of 23:32, 9 May 2022

Paladin

Paladin01.png

Progression

PaladinLevelChart.png FighterSavesTable.png

AttackBonusTable.png

Description

A Paladin must obey a code of honor, as defined by the Game Master, and must try to perform duties assigned by his or her deity or religious hierarchy. If the Paladin breaks the code, all powers granted are taken away, and the character must atone for his or her actions as soon as possible. Until the Paladin successfully atones, as defined by the Game Master, he or she is considered an ordinary Fighter.

Weapons and Armor

  • Any and All

Features

  • Once per day, per level, a Paladin can make his or her non-magical melee weapon or attack form equivalent to a magic weapon for purposes of hitting creatures only able to be struck with a silver or magical weapon. This effect lasts for a turn.
  • Once per day, the paladin can Lay on Hands to any wounded character and heal 2 points of damage; add the Paladin's Charisma bonus to this figure. On each odd-numbered level (3rd, 5th, etc.) the Paladin may do this one additional time per day (so, twice per day at 3rd level, three times per day at 5th level, etc.) Starting at 7th level, the Paladin may choose to cure disease (as the spell) instead of providing healing as above. At 11th level, the Paladin may also substitute neutralize poison.
  • A Paladin can Turn (or command) undead as a Cleric of a level equal to half his or her own, rounded down, tarting at 2nd level.
  • Paladins gain the ability to cast appropriate Clerical spells at level 10. For purposes of spell effects that vary based on the

Cleric's level, use one-half the Paladin's level, rounded down.

Restrictions