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. |
This Package represents more of
a "knight" style of Paladin, that rides around on a trusty steed seeking out
evils and doing battle against them (huzzah!). |
Cost |
Ability |
55 |
Heavy Foot
Package |
16 |
Mounted Fighting Skills
Package |
3 |
Power Skill: Faith (EGO) |
1 |
Lettered: Literacy |
16 |
Trusty Steed: Heavy Warhorse (75 Base;
133 -55 Disadvantages = 78/5=15.6 Real Cost) |
3 |
Detect Evil [Sight], Sense;
Only When Serving The God's Purposes (-1/2) |
7 |
Wound Evil: 1d6 Killing,
only vs. Evil Creatures (+1d6 HKA; OIF: Weapon of Opportunity
(-1/2)); 1 END |
7 |
Resistant: LS: Immune to Disease; Only
When Serving The God's Purposes (-1/2) |
10 |
Divine Resistance: Magic Damage Reduction, Resistant, 25% (30 Active
Points); Only When Serving The God's Purposes (-1/2) |
118 |
Total Cost of Abilities |
Value |
Disadvantages |
-10 |
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) |
-10 |
Vow of Association: May not
willingly associate or tolerate Evil individuals (Frequently,
Limiting) |
-10 |
Vow of Acknowledgment: Must
obey members of the clergy in a position of authority in whatever church or
cause the Paladin Serves (Frequently, Limiting) |
-10 |
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) |
-10 |
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) |
+68 |
Total Cost of Package |
Cost |
Options |
+3 |
Battle Lore: Tactics |
+3 |
Litany of the Faith:
Oratory |
+4 |
Divine Weapon: +2 OCV with
Deity's Weapon Of Choice |
+3 |
Smite Evil: +1 Overall,
Only vs. Evil (-2) |
+6 |
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) |
+8 |
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) |
+4 |
Divine Favor: 1 Levels of
Combat Luck (3 PD/ 3 ED); Only When Serving The God's Purposes (-1/2) |
+10 |
Divine Defense: Only When
Serving The God's Purposes (-1/2) |
|
+5 Mental Defense |
|
+5 Power Defense |
|
+5 Flash Defense (Sight) |
-5 |
Physical Limitation: Old
Injury (Infrequently, Slightly Impairing) |
-5 |
Psychological Limitation:
Warriors Code (Uncommon, Moderate) |
-5 |
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) |
-10 |
Rivalry with
other Warriors (More Powerful, Group, Professional, Unaware, Outdo) |
Heavy Foot typically fight, as the name would indicate, on foot. They generally
wear heavy armor and wield heavier two-handed weapons.
|
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.
|
Cost
|
Ability
|
5
|
Strong: +5 STR
|
6
|
Sturdy: +3 CON
|
6
|
Durable: +3 BODY
|
4
|
Resilient: +2 REC
|
5
|
Great Stamina: +10 END
|
4
|
Willpower: +2 EGO
|
2
|
Choose One:
|
|
- Load Bearing: +6 STR; No Figured (-1/2), Only for Encumbrance Purposes (-1
1/2)
|
|
- 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)
|
|
- Weapon Strength: +4 STR, No Figured (-1/2), Only to Offset Strength Minima
(-1/2)
|
10
|
Choose One:
|
|
- Combat Skill Levels: +2 HtH
|
|
- Combat Skill Levels: +1 HtH and
+1 DCV
|
|
- Combat Skill Levels: +2 DCV
|
|
- Skill Levels: +1 Overall Level
|
|
|
2
|
AF: Heavy Armor Proficiency
|
1
|
AF: Shield Proficiency
|
2
|
WF: Common Melee
|
4
|
Penalty Skill Levels: +2 to Offset DCV and DEX Penalties of Heavy Armor
|
2
|
PS: Warrior
|
1
|
Warrior Elite: Right to Bear Arms or Equivalent For Culture
|
1
|
Expensive Equipment: Wealth 3; Only For Purposes Of Determining Starting Equipment
(-2)
|
Value
|
Disadvantages
|
0
|
None
|
+55
|
Total Cost of Package
|
Cost
|
Options
|
10
|
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"
|
20
|
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.
|
4
|
Weapon Strength: +8 STR, No Figured (-1/2), Only to Offset Strength Minima
(-1/2)
|
10
|
Lethal: Deadly Blow: +1d6 Killing, any circumstance, any weapon
|
7.5
|
Heavy Lethality: Deadly Blow: +1d6 Killing, any circumstance, any heavy weapon
=
|
6
|
Shifty: Combat Luck (3 PD/3 ED)
|
4
|
Dodgy: Combat Luck (3 PD/3 ED) (6 Active Points); Only While Not Wearing
Armor (-1/2)
|
4
|
Second Skin: Combat Luck (3 PD/3 ED) (6 Active Points); Only While Wearing
Heavy Armor (-1/2)
|
6
|
Passive Blocking: +3 DCV; OIF: Weapon of Opportunity (-1/2), vs HtH Only
(-1)
|
-2
|
Bad Knees: -1" Run
|
-5
|
Physical Limitation: Old Injury (Infrequently, Slightly Impairing)
|
-5
|
Psychological Limitation: Warriors Code (Uncommon, Moderate)
|
-5
|
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)
|
-10
|
Rivalry with other Warriors (More Powerful, Group, Professional, Unaware, Outdo)
|