Paladins are Holy Warriors that gain a wide variety of special abilities granted
to them by their patron deity in the furtherance of their duties in that patron
deity's interests.
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This Package represents a generic Paladin of an unspecified deity. With your GM's
permission consider making a custom "devoted warrior" Package Deal with
abilities pertinent to a specific deity.
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Cost
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Ability
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55
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Heavy Foot Package or Medium Foot
Package
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3
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Power Skill: Faith (EGO)
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1
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Lettered: Literacy
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6
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Laying on of Hands: Healing 4d6, Simple Healing Option; Extra Time (Full
Turn, -1), 4 Charges (-1), Only When Serving The God's Purposes (-1/2)
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3
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Detect Evil [Sight], Sense; Only When Serving The God's Purposes (-1/2)
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8
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Stalwart: +10 Mental Defense plus +10 Power Defense plus +10 PRE; Only
to Resist Fear (-2), Only When Serving The God's Purposes (-1/2)
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7
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Resistant: LS: Immune to Disease; Only When Serving The God's Purposes (-1/2)
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10
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Divine Resistance: Magic Damage Reduction, Resistant, 25% (15 Active Points);
Only When Serving The God's Purposes (-1/2); Real Cost: 10 Points
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4
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Divine Favor: 1 Level of Combat Luck (3 PD/ 3 ED); Only When Serving The
God's Purposes (-1/2)
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97
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Total Cost of Abilities
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Value
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Disadvantages
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-10
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Vow of Asceticism: May only keep 10% of income; must give the rest in service to
whatever church or cause the Paladin serves (Frequently, Limiting)
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-10
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Vow of Association: May not willingly associate or tolerate Evil individuals
(Frequently, Limiting)
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-10
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Vow of Acknowledgment: Must obey members of the clergy in a position of authority
in whatever church or cause the Paladin Serves (Frequently, Limiting)
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-10
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Vow of Accordance: Must act in accordance with the precepts of the religion the
Paladin serves or loose all special "Only While Serving The God's Purposes"
abilities. (Infrequently, Severe)
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-10
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Vow of Atonement: Must go through lengthy quest or some other form of personal sacrifice
to regain abilities if the Vow of Accordance is violated. (Infrequently, Severe)
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+47
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Total Cost of Package
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Cost
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Options
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+3
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Litany of the Faith: Oratory
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+13
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Clear of Mind: +5 Mental Defense; Only When Serving The God's Purposes (-1/2)
plus 25% Mental Damage Reduction; Only When Serving The God's Purposes (-1/2)
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+7
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Deadly Blow (Sacred Warrior): +1d6 Killing, only vs. Evil Creatures
(+1d6 HKA; OIF: Weapon of Opportunity (-1/2))
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+16
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Heavy Warhorse (75 Base; 133 -55 Disadvantages = 78/5=15.6 Real Cost)
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+16
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Mounted Fighting Skills Package
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-5
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Physical Limitation: Old Injury (Infrequently, Slightly Impairing)
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-5
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Psychological Limitation: Warriors Code (Uncommon, Moderate)
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-5
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Social Limitation: Grunt (Services command less money; thrown into the thick of
battle, get fewer considerations of comfort, afforded less respect, etc) (Frequently;
Minor; Not Limiting In Some Cultures)
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-10
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Rivalry with other Warriors (More Powerful, Group, Professional, Unaware, Outdo)
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Medium Foot typically fight, as the name would indicate, on foot. They generally
wear chain or other medium armors and wield heavier one-handed weapons in conjunction
with a shield. Medium Foot concentrate on a powerful mix of manueverability, quickness,
skill, technique and brute force.
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Medium Foot provide a potent middle ground between the various extremes of fighting,
and might possibly be the best all-around type of generalist fighter.
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Cost
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Ability
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3
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Strong: +3 STR
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3
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Quick: +1 DEX
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10
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Nimble: +1 SPD
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2
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Sturdy: +1 CON
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2
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Durable: +1 BODY
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2
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AF: Medium Armor Proficiency
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1
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AF: Shield Proficiency
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4
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WF: Common Melee, Common Missile
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2
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Penalty Skill Levels: +1 to Offset DCV and DEX Penalty of Medium Armor
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16
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Choose One:
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- Combat Skill Levels: +2 All Combat
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- Combat Skill Levels: +2 DCV and
+2 OCV w/ Tight Group
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- Skill Levels: +1 Overall Level and
+2 OCV w/ Tight Group
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2
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PS: Warrior
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3
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Tactics
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3
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Fast Draw
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1
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Warrior Elite: Right to Bear Arms or Equivalent For Culture
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Value
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Disadvantages
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0
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None
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+55
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Total Cost of Package
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Cost
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Options
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10
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Follow-through Attack: Trigger on up to 60 Active Points of Killing Attack
(Trigger: when current opponent is killed in battle and there is another opponent
in HtH Range attack that opponent, +1/4); OIF (weapons of opportunity; -1/2); Costs
1 END to use; Note: takes a Half Phase Action to "Reset Trigger"
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20
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Superior Follow Through Attack: Trigger on up to 60 Active Points of Killing
Attack (Trigger: when current opponent is killed in battle and there is another
opponent in HtH Range attack that opponent; Activating the Trigger requires
a Zero Phase Action, Trigger resets automatically, immediately after it activates,
Character does not control activation of personal Trigger; +1/2) for up to 60 Active
Points (30 Active Points); OIF (Weapon of Opportunity; -1/2); Costs 3 END to use;
Note: Trigger resets automatically after an opponent is slain; the character
has no choice about using the ability -- if there is an opponent in HtH range they
must attack them and further if there are multiple opponents the GM can decide which
is attacked based upon events in play.
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4
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Weapon Strength: +8 STR, No Figured (-1/2), Only to Offset Strength Minima
(-1/2)
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4
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Archer's Strength: +10 STR No Figured (-1/2), Only to Offset Strength Minima
of Bows (-1)
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10
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Lethal: Deadly Blow: +1d6 Killing, any circumstance, any weapon
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7.5
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Median Lethality: Deadly Blow: +1d6 Killing, any circumstance, any
medium weapon
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7.5
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Coup de Morte: Deadly Blow: +1d6 Killing, when opponent at 5 or less
BODY, any weapon
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10
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Precision: Find Weakness 11-: One Attack (choose)
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+10
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- More Precise: Increase Find Weakness to Tight Group
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+20
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- Incredibly Precise: Increase Find Weakness to All Attacks
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+10
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- Reliably Precise: Find Weakness to 13-
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+40
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- Always Precise: Find Weakness to 17-
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6
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Shifty: Combat Luck (3 PD/3 ED)
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4
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Dodgy: Combat Luck (3 PD/3 ED) (6 Active Points); Only While Not Wearing
Armor (-1/2)
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4
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Second Skin: Combat Luck (3 PD/3 ED) (6 Active Points); Only While Wearing
Medium Armor (-1/2)
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5
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Active Sheild Defense: Armor (4 PD/0 ED) (6 Active Points); OAF (Shield;
-1), Costs Endurance (-1/2), Only When Using Shield For DCV (-1/4); Costs 1 END
per Phase
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5
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Passive Blocking: +3 DCV; OAF: Weapon of Choice (-1), vs HtH Only (-1)
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-2
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Bad Knees: -1" Run
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-5
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Physical Limitation: Old Injury (Infrequently, Slightly Impairing)
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-5
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Psychological Limitation: Warriors Code (Uncommon, Moderate)
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-10
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Psychological Limitation: Swashbuckler Mentality (Common, Moderate)
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-5
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Social Limitation: Grunt (Services command less money; thrown into the thick of
battle, get fewer considerations of comfort, afforded less respect, etc) (Frequently;
Minor; Not Limiting In Some Cultures)
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-10
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Rivalry with other Warriors (More Powerful, Group, Professional, Unaware, Outdo)
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Heavy Foot typically fight, as the name would indicate, on foot. They generally
wear heavy armor and wield heavier two-handed weapons.
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As you might imagine physical strength and stamina are necessary for this type of
fighting, and Heavy Foot train exhaustively when learning their trade to develop
the physical traits needed in their line of work. Most Heavy Foot start their training
in their mid teens, as their bodies are better able to adapt to the stress and develop
the necessary body mass to excel at this trade.
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Cost
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Ability
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5
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Strong: +5 STR
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6
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Sturdy: +3 CON
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6
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Durable: +3 BODY
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4
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Resilient: +2 REC
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5
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Great Stamina: +10 END
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4
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Willpower: +2 EGO
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2
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Choose One:
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- Load Bearing: +6 STR; No Figured (-1/2), Only for Encumbrance Purposes (-1
1/2)
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- Strength of Will: +5 STR (5 Active Points); Requires An EGO Roll (-1), No
Figured Characteristics (-1/2), Increased Endurance Cost (x2 END; -1/2)
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- Weapon Strength: +4 STR, No Figured (-1/2), Only to Offset Strength Minima
(-1/2)
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10
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Choose One:
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- Combat Skill Levels: +2 HtH
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- Combat Skill Levels: +1 HtH and
+1 DCV
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- Combat Skill Levels: +2 DCV
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- Skill Levels: +1 Overall Level
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2
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AF: Heavy Armor Proficiency
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1
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AF: Shield Proficiency
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2
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WF: Common Melee
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4
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Penalty Skill Levels: +2 to Offset DCV and DEX Penalties of Heavy Armor
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2
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PS: Warrior
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1
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Warrior Elite: Right to Bear Arms or Equivalent For Culture
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1
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Expensive Equipment: Wealth 3; Only For Purposes Of Determining Starting Equipment
(-2)
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Value
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Disadvantages
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0
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None
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+55
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Total Cost of Package
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Cost
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Options
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10
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Follow-through Attack: Trigger on up to 60 Active Points of Killing Attack
(Trigger: when current opponent is killed in battle and there is another opponent
in HtH Range attack that opponent, +1/4); OIF (weapons of opportunity; -1/2); Costs
1 END to use; Note: takes a Half Phase Action to "Reset Trigger"
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20
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Superior Follow Through Attack: Trigger on up to 60 Active Points of Killing
Attack (Trigger: when current opponent is killed in battle and there is another
opponent in HtH Range attack that opponent; Activating the Trigger requires
a Zero Phase Action, Trigger resets automatically, immediately after it activates,
Character does not control activation of personal Trigger; +1/2) for up to 60 Active
Points (30 Active Points); OIF (Weapon of Opportunity; -1/2); Costs 3 END to use;
Note: Trigger resets automatically after an opponent is slain; the character
has no choice about using the ability -- if there is an opponent in HtH range they
must attack them and further if there are multiple opponents the GM can decide which
is attacked based upon events in play.
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4
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Weapon Strength: +8 STR, No Figured (-1/2), Only to Offset Strength Minima
(-1/2)
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10
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Lethal: Deadly Blow: +1d6 Killing, any circumstance, any weapon
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7.5
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Heavy Lethality: Deadly Blow: +1d6 Killing, any circumstance, any heavy weapon
=
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6
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Shifty: Combat Luck (3 PD/3 ED)
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4
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Dodgy: Combat Luck (3 PD/3 ED) (6 Active Points); Only While Not Wearing
Armor (-1/2)
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4
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Second Skin: Combat Luck (3 PD/3 ED) (6 Active Points); Only While Wearing
Heavy Armor (-1/2)
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6
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Passive Blocking: +3 DCV; OIF: Weapon of Opportunity (-1/2), vs HtH Only
(-1)
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-2
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Bad Knees: -1" Run
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-5
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Physical Limitation: Old Injury (Infrequently, Slightly Impairing)
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-5
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Psychological Limitation: Warriors Code (Uncommon, Moderate)
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-5
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Social Limitation: Grunt (Services command less money; thrown into the thick of
battle, get fewer considerations of comfort, afforded less respect, etc) (Frequently;
Minor; Not Limiting In Some Cultures)
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-10
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Rivalry with other Warriors (More Powerful, Group, Professional, Unaware, Outdo)
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