Tuesday, September 6, 2011

The Paladin Rules

I like to keep Paladins rare, but they're virtually impossible to qualify for using any sort of "roll in order" attribute generation, which is my preferred method. In order to mitigate the problems of qualifying, I've added these two "Paladin Rules" to make it possible, but still interesting:

In order to mitigate the problems of qualifying for Paladinhood when rolling attributes "in order", the following options are available:

1. Poverty is Next to Godliness

The character spends years in a isolated monastery. Swap any attribute with CHA. Sacrifice 10% of your starting money as a tithe.

2. Judged and Found Lacking

Flaggelation, fasting and other allows the character an opportunity increase their Charisma, but the scars may persist. Roll 4d6. Take the 3 highest dice as your Charisma if it will allow you to qualify as a Paladin. If not, take the three lowest dice as your Charisma score.

As a bonus, here's a summary of the Tactical Simulation Ruleset Paladin rules:

  • Required Attributes: Strength 12, Wisdom 12, Charisma 15
  • Allowed Armor: Any
  • Allowed Weapons: Any
  • Melee Attack Bonus: Current Level
  • Ranged Attack Bonus: 1/2 Level
  • Defenses:+2 Spirit Defense
  • Initial Hit Point Roll: d10
  • Initial Combat Proficiencies: 3
  • Initial Class Skills: Diplomacy, Religion, plus an additional bonus skill
  • Hit Points Gained Levels 2-10: d10
  • Hit Points Gained Levels 11+: 3
  • Combat Proficiencies Gained: Levels 3,6,9,12,15,18
  • Attacks: L1-6 1/round, L6-12 2/round, L13 & up 3/round
  • Class Abilities: Detect Evil, Aura of Protection, Lay on Hands, Rituals, Spell Casting, Stronghold Creation: Temple

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