AGRC Paladin: Difference between revisions
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* '''Holy Symbol:''' The paladin must carry a holy symbol dedicated to their deity. | |||
* '''Disfavour:''' A paladin must remain faithful to the tenets of their alignment and religion. Paladin's who fall out of favor will incur penalties. | |||
* '''Holy Resistance:''' Paladin's are immune to all disease. | * '''Holy Resistance:''' Paladin's are immune to all disease. | ||
* '''Laying on Hands:''' Once per day, the paladin can heal 2 hit points per level by laying of hands on wounded characters. Paladins of 5th level or higher may cure disease once per week by laying on hands. | * '''Laying on Hands:''' Once per day, the paladin can heal 2 hit points per level by laying of hands on wounded characters. Paladins of 5th level or higher may cure disease once per week by laying on hands. |
Revision as of 11:30, 10 June 2025
Back to: Agrimoor Homebrew Rules
Requirements: | Minimum STR 12, CHA 14 |
Prime Requisite: | Strength (STR) and Charisma (CHA) |
Hit Dice: | 1d10 |
Maximum Level: | 14 |
Armour: | Any, including shields |
Weapons: | Any |
Languages: | Alignment, Common |
Alignment: | Lawful (only) |
Level | XP | HD | BtH | D | W | P | B | S |
---|---|---|---|---|---|---|---|---|
1 | 0 | d10 | 0 | 10 | 11 | 12 | 13 | 14 |
2 | 2,750 | d10 | 1 | 9 | 10 | 11 | 12 | 13 |
3 | 5,500 | d10 | 2 | 8 | 9 | 10 | 11 | 12 |
4 | 12,000 | d10 | 2 | 8 | 9 | 10 | 11 | 12 |
5 | 24,000 | d10 | 3 | 7 | 8 | 9 | 10 | 11 |
6 | 45,000 | d10 | 3 | 7 | 8 | 9 | 10 | 11 |
7 | 95,000 | d10 | 3 | 7 | 8 | 9 | 10 | 11 |
8 | 175,000 | d10 | 4 | 6 | 7 | 8 | 9 | 10 |
9 | 350,000 | d10 | 4 | 6 | 7 | 8 | 9 | 10 |
10 | 500,000 | +4* | 4 | 6 | 7 | 8 | 9 | 10 |
11 | 650,000 | +4* | 4 | 6 | 7 | 8 | 9 | 10 |
12 | 800,000 | +4* | 5 | 5 | 6 | 7 | 8 | 9 |
13 | 950,000 | +4* | 5 | 5 | 6 | 7 | 8 | 9 |
14 | 1,100,000 | +4* | 5 | 5 | 6 | 7 | 8 | 9 |
15 + 300,000 xp per level | ||||||||
* CON bonus no longer adds to hit points gained each level. |
D: Death / Poison; W: Wands; P: Paralysis / Petrify; B: Breath Attacks; S: Spells / Rods / Staves
Paladin's Divine Magic
Th
- Holy Symbol: The paladin must carry a holy symbol dedicated to their deity.
- Disfavour: A paladin must remain faithful to the tenets of their alignment and religion. Paladin's who fall out of favor will incur penalties.
- Holy Resistance: Paladin's are immune to all disease.
- Laying on Hands: Once per day, the paladin can heal 2 hit points per level by laying of hands on wounded characters. Paladins of 5th level or higher may cure disease once per week by laying on hands.
Divine Charge
- Vow of Humility: A paladin may only keep a total of magical armour, one magical shield, and one magical melee weapon. They just also donate 10% of all income to a Lawful religious institution.
- Warhorse: A paladin of 4th level or higher may summon a holy charger--a warhorse with AC 5 [14], 5+5 HD, and a movement rate of 180' (60'). If the horse dies, another may not be summoned for one year.
Smite Evil
Once per day, a paladin of 4th level or higher may attempt to smite evil as part of a normal melee attack. This adds the paladin's charisma modifier (if positive) to the attack roll, dealing an additional point of damage per level of the paladin. This ability lasts for one round per the level of the paladin.
After 9th Level
A paladin may, with permission from their holy order, build a castle or stronghold and control the surrounding lands. The paladin may be granted a title such as Baron or Baroness. The land under their control will then be known as a Barony.