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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