Post by Game Master on Nov 13, 2006 15:25:33 GMT -5
I always liked D&D Paladins and books about Paladins with powers. Soooo in my game Paladins have a little extra that normal Palladium ones don't. There are 3 different subclasses of Paladins.
1. Religious Paladins (chosen by a Deity as a devout follower)
2. Paladins of the Realm (Chosen by a ruler as a protector of the realm)
3. Free willed Paladins (self proclaimed for reasons of there own)
Religious Paladins are extremely devout beings selected by a Deity to represent that Deities power on Earth as well as to be a champion for that Deity. Their God given powers are magically imbued into the Paladins Soul and are chosen by the God(s) themselves. The Paladin roams the world doing his Gods bidding. A Religious Paladin may be a Paladin of Light, Dark, or Death. *Rumors of Paladins of the Old ones abound but have never been authenticated.
The call A Religious Paladin is subject and at the mercy of 'the call'. The character will have a dream, vision, gut feeling or be directly spoken to by his/her Deity to fulfill a quest. This quest must be answered immediately. The Paladin must stop anything he is currently doing and attempt to fulfill his Gods instructions. Ignoring or failure to attempt the fulfillment of the quest will result in the immediate stripping of Paladin status. The character will from that point on be a mere Knight (start at 1st level) lose all holy powers and Mount (if found).
Powers: All Religious Paladins will receive 3 (random) Holy Powers to aid them in their faithful servitude.
Mounts: A special Mount may be chosen from the list at level 3. This Mount will 'find' the character sometime (GM's discretion) after that.
Henchmen: Religious Paladins will automatically start with 0-3 (1d4-1) henchmen (randomly) from the henchmen list below. There is also a 25% chance at each level of experience of gaining an additional henchman. All of them will always be the same alignment as the Paladin and be faithful followers of his/her Deity. These followers may NOT be turned away though they may leave if they so choose at any time.
Paladins of the Realm are usually knights or soldiers or even squires that have done a great service for their Kingdom. As a reward a Realm will dubb the person a Paladin of the Realm. The Paladin gives his full allegiance to his/her Realm and will protect and fight for the Realm whenever needed. Most Paladins are seen as Keepers of the Peace, roaming the Realm of their own free will and defeating anyone who would cause the Realm or its rulers harm.
The Summons from a Paladins Liege Lord may not go unanswered. At these times the Paladin must temporarily stop his current self given mission and heed his Lords demands. The Summons could be anything from the request of a personal escort during the Lords travels to taking on the Mantle of General in times of War. Even a summons to a Royal festival can not be ignored. Failure to heed a Summons may be simply frowned upon or could have his rank as Paladin stripped depending on the situation and individual Ruler.
Powers: All Paladins of the Realm receive 2 powers that mimic those of Religious Paladins. These powers however tend to be imbued or focused by a powerful artifact, wards, mystic symbols, or magical charms. (The random) powers 'power focus' will be determined by the GM.
Mounts: Because Paladins of the Realm are special they may request a special Mount from their Liege Lord as part of their 'pay'. It may take awhile for the Realm to appropriate a suitable Mount however and may not be exactly what was requested. The Mount will usually tend to arrive between levels 4-5 depending on the rarity of the requested mount.
Henchmen: Paladins of the Realm automatically receive 0-2 henchmen at level 1. The first Henchman (if any) is always a squire. all others are (randomly) determined from the list. There is also a 20% chance of gaining a new henchman at every new level gained. ALL Henchmen will be of the same alignment class (good, selfish, evil) as the Paladin and be loyal to the Realm. All henchmen (except squires) may be turned away. *Note if a squire is lost the next henchmen gained will be another 'provided' squire and there is no limit to how many squires a Paladin has.
Free willed Paladins: Are people who wish or strive to be Paladins but are ignored by God and Country. For whatever reason these people decide upon themselves to title themselves Paladins. They answer to no one but their own conscious, roaming the land fighting whatever cause they feel worthy.
Freewill: Free willedPaladins may go and do whatever they wish, whenever they feel the need to do it. The only limitations they may have in this regard are the ones they put upon themselves. All Free willed Paladins must choose a cause from the list below. If the character comes across a situation that falls into the category of his/her cause they can NOT ignore or refuse to do something about it.
Powers: At the beginning of a Free willed Paladins career it seems critical to them that they are able to invoke some kind of Paladin like power. For this reason they start with 1 (random) power from the list below. This power always comes from an item or enchantment determined by the GM.
Mount: What is a Paladin without a special Mount? This is always on the mind of the wannabe Paladin. With no hand outs from Gods or Realms the Paladin must seek out his own Mount. Some get lucky or rich enough to purchase one but most take years of searching and sometimes raising or training of a special mount. A Free willed Paladin will (randomly) find his/her mount at levels 4-7.
Henchmen: A Free willed Paladin has a 50% chance of starting with 1 henchman. This faithful servant believes wholeheartedly in the Paladin AND his cause. This first (if any) henchman may NOT be turned away. There is a 15% chance per level of experience that the Paladin will find another henchman to join his/her cause. Any of these later henchmen MAY be turned away. Henchmen may start with ANY alignment but will always have the same cause as the Paladin.
WORTHY: There is a 5%+1%per level of experience starting at level 2 that a Free willed Paladin will be noticed by a God or Country (players choice) and become a full fledged Paladin of the Realm of Religious Paladin. Player may decline offer.
PALADIN POWERS LIST: *Note, Paladins of Good Alignments will have random powers from the first list, Evil from the second list and Selfish will have a CHOICE of either. Example if Demon Death Blow/Strength of a Demon is rolled randomly, a Good Paladin would get DDB, while an Evil Paladin would get SoaD and a Selfish Paladin could choose either one.
1. Calm others/Induce Fear
2. Circle of Protection:Simple
3. Circle of Protection: Greater
4. Commune with Spirits
5. Demon Death Blow/Strength of a Demon
6. Exorcism/Possess others
7. Heal mental illness/Cause mental Illness
8. Heal Wounds/cause wounds
9. Resist Thirst and hunger/Cause Famine
10. Remove Curse/Curse
11. Sense Supernatural
12. Turn Dead/Control dead
PALADIN MOUNT LIST: *Note Paladins may CHOOSE what mount they get or allow the GM to roll randomly. ALL Mounts will have an abnormally high IQ for that species allowing them to follow complex commands. Please remember that Horsemanship EXOTIC may be required to ride most of these Mounts.
1. Mule/donkey
2. Riding Horse
3. Jumper Horse
4. War Horse
5. Pony
6. Boar/giant Boar
7. Wolf/Giant Wolf
8. Giant walking Insect
9. Griffin
10. Pegasus
11. Unicorn (Virgins only)
12. Hippogriff
13. Bear (any type)
14. Roc (any giant bird)
15. Wild Cat/(Giant Cat)
16. Reptile/Giant Lizard (sorry NO Dragons)
17. Deer, Elk/Giant Deer, Elk
18. Giant Flying Insect
19. Giant Rodent (weasel/rat/mouse)
20. Other (GM's Approval)
PALADIN HENCHMEN/FOLLOWER LIST: *Note, These are randomly rolled and controlled by the GM. Squire is intentionally put on the list multiple times.
1. Peasant
2. Farmer
3. Vagabond
4. Squire
5. Acrobat/tumbler
6. Clergy (GM's choice)
7. Actor/Prestidigitator
8. Squire
9. Juggler/Knife-Thrower
10. Merchant
11. Noble
12. Squire
13. Psychic (GM's choice)
14. Bard/Minstrel
15. Men at Arms (GM's choice)
16. Squire
17. Scholar
18. Pract. of Magic (GM's Choice)
19. Sailor/Mariner/Pirate
20. Squire
FREEWILLED PALADIN CAUSE LIST:
1. Defender of the weak and poor (Robin hood)
2. Vanquish Evil Mortals (Witch Hunter)
3. Protect the Kingdom (three Musketeers)
4. Demon Slayer (Blade)
5. Finder/protector of Artifacts of Light (King Arthur)
6. Rescue Damsels in distress (Lancelot)
The Code of Chivalry
Paladins follow the same codes as knights though selfish Paladins only do so when it suits them and evil ones tend to break them whenever they can. There are 7 basic laws to the code:
1. To Live Ones Life so that it is worthy of respect and honor by all.
2. Fair Play:
-Never attack an unarmed foe
-Never Charge an unhorsed opponant
-Never attack from behind
-Avoid Cheating
-Avoid torture
3. Nobility:
-Exhibit self discipline
-Show respect to authority
-Obay the Law
-Administer justice
-Administer mercy
-Protect the innocent
-Respect Women
4. Valor:
-Exhibit courage in word and deed
-Avenge the wronged
-Defend the weak and innocent
-Fight with Honor
-Never abandon a friend, Ally, or Noble cause
5. Honor:
-Always keep one's word of honor
-Always maintain one's principles
-Never betray a confinence or comrade
-Avoid deception
-Respect life
6. Courtesy:
-Exhibit manners
-Be polite and attentive
-Respectful of host, authority and women
7. Loyalty:
-To God, Sovereign, Country and the Codes of Chivalry
1. Religious Paladins (chosen by a Deity as a devout follower)
2. Paladins of the Realm (Chosen by a ruler as a protector of the realm)
3. Free willed Paladins (self proclaimed for reasons of there own)
Religious Paladins are extremely devout beings selected by a Deity to represent that Deities power on Earth as well as to be a champion for that Deity. Their God given powers are magically imbued into the Paladins Soul and are chosen by the God(s) themselves. The Paladin roams the world doing his Gods bidding. A Religious Paladin may be a Paladin of Light, Dark, or Death. *Rumors of Paladins of the Old ones abound but have never been authenticated.
The call A Religious Paladin is subject and at the mercy of 'the call'. The character will have a dream, vision, gut feeling or be directly spoken to by his/her Deity to fulfill a quest. This quest must be answered immediately. The Paladin must stop anything he is currently doing and attempt to fulfill his Gods instructions. Ignoring or failure to attempt the fulfillment of the quest will result in the immediate stripping of Paladin status. The character will from that point on be a mere Knight (start at 1st level) lose all holy powers and Mount (if found).
Powers: All Religious Paladins will receive 3 (random) Holy Powers to aid them in their faithful servitude.
Mounts: A special Mount may be chosen from the list at level 3. This Mount will 'find' the character sometime (GM's discretion) after that.
Henchmen: Religious Paladins will automatically start with 0-3 (1d4-1) henchmen (randomly) from the henchmen list below. There is also a 25% chance at each level of experience of gaining an additional henchman. All of them will always be the same alignment as the Paladin and be faithful followers of his/her Deity. These followers may NOT be turned away though they may leave if they so choose at any time.
Paladins of the Realm are usually knights or soldiers or even squires that have done a great service for their Kingdom. As a reward a Realm will dubb the person a Paladin of the Realm. The Paladin gives his full allegiance to his/her Realm and will protect and fight for the Realm whenever needed. Most Paladins are seen as Keepers of the Peace, roaming the Realm of their own free will and defeating anyone who would cause the Realm or its rulers harm.
The Summons from a Paladins Liege Lord may not go unanswered. At these times the Paladin must temporarily stop his current self given mission and heed his Lords demands. The Summons could be anything from the request of a personal escort during the Lords travels to taking on the Mantle of General in times of War. Even a summons to a Royal festival can not be ignored. Failure to heed a Summons may be simply frowned upon or could have his rank as Paladin stripped depending on the situation and individual Ruler.
Powers: All Paladins of the Realm receive 2 powers that mimic those of Religious Paladins. These powers however tend to be imbued or focused by a powerful artifact, wards, mystic symbols, or magical charms. (The random) powers 'power focus' will be determined by the GM.
Mounts: Because Paladins of the Realm are special they may request a special Mount from their Liege Lord as part of their 'pay'. It may take awhile for the Realm to appropriate a suitable Mount however and may not be exactly what was requested. The Mount will usually tend to arrive between levels 4-5 depending on the rarity of the requested mount.
Henchmen: Paladins of the Realm automatically receive 0-2 henchmen at level 1. The first Henchman (if any) is always a squire. all others are (randomly) determined from the list. There is also a 20% chance of gaining a new henchman at every new level gained. ALL Henchmen will be of the same alignment class (good, selfish, evil) as the Paladin and be loyal to the Realm. All henchmen (except squires) may be turned away. *Note if a squire is lost the next henchmen gained will be another 'provided' squire and there is no limit to how many squires a Paladin has.
Free willed Paladins: Are people who wish or strive to be Paladins but are ignored by God and Country. For whatever reason these people decide upon themselves to title themselves Paladins. They answer to no one but their own conscious, roaming the land fighting whatever cause they feel worthy.
Freewill: Free willedPaladins may go and do whatever they wish, whenever they feel the need to do it. The only limitations they may have in this regard are the ones they put upon themselves. All Free willed Paladins must choose a cause from the list below. If the character comes across a situation that falls into the category of his/her cause they can NOT ignore or refuse to do something about it.
Powers: At the beginning of a Free willed Paladins career it seems critical to them that they are able to invoke some kind of Paladin like power. For this reason they start with 1 (random) power from the list below. This power always comes from an item or enchantment determined by the GM.
Mount: What is a Paladin without a special Mount? This is always on the mind of the wannabe Paladin. With no hand outs from Gods or Realms the Paladin must seek out his own Mount. Some get lucky or rich enough to purchase one but most take years of searching and sometimes raising or training of a special mount. A Free willed Paladin will (randomly) find his/her mount at levels 4-7.
Henchmen: A Free willed Paladin has a 50% chance of starting with 1 henchman. This faithful servant believes wholeheartedly in the Paladin AND his cause. This first (if any) henchman may NOT be turned away. There is a 15% chance per level of experience that the Paladin will find another henchman to join his/her cause. Any of these later henchmen MAY be turned away. Henchmen may start with ANY alignment but will always have the same cause as the Paladin.
WORTHY: There is a 5%+1%per level of experience starting at level 2 that a Free willed Paladin will be noticed by a God or Country (players choice) and become a full fledged Paladin of the Realm of Religious Paladin. Player may decline offer.
PALADIN POWERS LIST: *Note, Paladins of Good Alignments will have random powers from the first list, Evil from the second list and Selfish will have a CHOICE of either. Example if Demon Death Blow/Strength of a Demon is rolled randomly, a Good Paladin would get DDB, while an Evil Paladin would get SoaD and a Selfish Paladin could choose either one.
1. Calm others/Induce Fear
2. Circle of Protection:Simple
3. Circle of Protection: Greater
4. Commune with Spirits
5. Demon Death Blow/Strength of a Demon
6. Exorcism/Possess others
7. Heal mental illness/Cause mental Illness
8. Heal Wounds/cause wounds
9. Resist Thirst and hunger/Cause Famine
10. Remove Curse/Curse
11. Sense Supernatural
12. Turn Dead/Control dead
PALADIN MOUNT LIST: *Note Paladins may CHOOSE what mount they get or allow the GM to roll randomly. ALL Mounts will have an abnormally high IQ for that species allowing them to follow complex commands. Please remember that Horsemanship EXOTIC may be required to ride most of these Mounts.
1. Mule/donkey
2. Riding Horse
3. Jumper Horse
4. War Horse
5. Pony
6. Boar/giant Boar
7. Wolf/Giant Wolf
8. Giant walking Insect
9. Griffin
10. Pegasus
11. Unicorn (Virgins only)
12. Hippogriff
13. Bear (any type)
14. Roc (any giant bird)
15. Wild Cat/(Giant Cat)
16. Reptile/Giant Lizard (sorry NO Dragons)
17. Deer, Elk/Giant Deer, Elk
18. Giant Flying Insect
19. Giant Rodent (weasel/rat/mouse)
20. Other (GM's Approval)
PALADIN HENCHMEN/FOLLOWER LIST: *Note, These are randomly rolled and controlled by the GM. Squire is intentionally put on the list multiple times.
1. Peasant
2. Farmer
3. Vagabond
4. Squire
5. Acrobat/tumbler
6. Clergy (GM's choice)
7. Actor/Prestidigitator
8. Squire
9. Juggler/Knife-Thrower
10. Merchant
11. Noble
12. Squire
13. Psychic (GM's choice)
14. Bard/Minstrel
15. Men at Arms (GM's choice)
16. Squire
17. Scholar
18. Pract. of Magic (GM's Choice)
19. Sailor/Mariner/Pirate
20. Squire
FREEWILLED PALADIN CAUSE LIST:
1. Defender of the weak and poor (Robin hood)
2. Vanquish Evil Mortals (Witch Hunter)
3. Protect the Kingdom (three Musketeers)
4. Demon Slayer (Blade)
5. Finder/protector of Artifacts of Light (King Arthur)
6. Rescue Damsels in distress (Lancelot)
The Code of Chivalry
Paladins follow the same codes as knights though selfish Paladins only do so when it suits them and evil ones tend to break them whenever they can. There are 7 basic laws to the code:
1. To Live Ones Life so that it is worthy of respect and honor by all.
2. Fair Play:
-Never attack an unarmed foe
-Never Charge an unhorsed opponant
-Never attack from behind
-Avoid Cheating
-Avoid torture
3. Nobility:
-Exhibit self discipline
-Show respect to authority
-Obay the Law
-Administer justice
-Administer mercy
-Protect the innocent
-Respect Women
4. Valor:
-Exhibit courage in word and deed
-Avenge the wronged
-Defend the weak and innocent
-Fight with Honor
-Never abandon a friend, Ally, or Noble cause
5. Honor:
-Always keep one's word of honor
-Always maintain one's principles
-Never betray a confinence or comrade
-Avoid deception
-Respect life
6. Courtesy:
-Exhibit manners
-Be polite and attentive
-Respectful of host, authority and women
7. Loyalty:
-To God, Sovereign, Country and the Codes of Chivalry