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 a
generic Paladin of an unspecified deity that has some Spellcasting ability. With your GM's permission consider
making a custom "devoted warrior" Package Deal with abilities pertinent to a
specific deity. |
Cost |
Ability |
55 |
Heavy Foot Package
or Medium Foot Package |
19 |
Invested
Package |
17 |
More Invested:
+15 Pool with Paladin Divine Magic Prepared VPP |
3 |
Power Skill: Faith (EGO) |
1 |
Lettered: Literacy |
3 |
Detect Evil [Sight], Sense;
Only When Serving The God's Purposes (-1/2) |
7 |
Resistant: LS: Immune to Disease; Only
When Serving The God's Purposes (-1/2) |
105 |
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) |
+55 |
Total Cost of Package |
Cost |
Options |
+17 |
More Invested:
+15 Pool with Paladin Divine Magic Prepared VPP |
+3 |
Litany of the Faith:
Oratory |
+13 |
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) |
+7 |
Deadly Blow (Sacred Warrior): +1d6
Killing, only vs. Evil Creatures (+1d6 HKA; OIF: Weapon of Opportunity
(-1/2)) |
+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) |
+10 |
Divine Resistance: Magic Damage Reduction, Resistant, 25% (15 Active
Points); Only When Serving The God's Purposes (-1/2); Real Cost: 10 Points |
+4 |
Divine Favor: 1 Level of
Combat Luck (3 PD/ 3 ED); Only When Serving The God's Purposes (-1/2) |
+16 |
Heavy Warhorse (75 Base;
133 -55 Disadvantages = 78/5=15.6 Real Cost) |
+16 |
Mounted Fighting Skills
Package |
-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) |
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.
|
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.
|
Cost
|
Ability
|
3
|
Strong: +3 STR
|
3
|
Quick: +1 DEX
|
10
|
Nimble: +1 SPD
|
2
|
Sturdy: +1 CON
|
2
|
Durable: +1 BODY
|
2
|
AF: Medium Armor Proficiency
|
1
|
AF: Shield Proficiency
|
4
|
WF: Common Melee, Common Missile
|
2
|
Penalty Skill Levels: +1 to Offset DCV and DEX Penalty of Medium Armor
|
16
|
Choose One:
|
|
- Combat Skill Levels: +2 All Combat
|
|
- Combat Skill Levels: +2 DCV and
+2 OCV w/ Tight Group
|
|
- Skill Levels: +1 Overall Level and
+2 OCV w/ Tight Group
|
2
|
PS: Warrior
|
3
|
Tactics
|
3
|
Fast Draw
|
1
|
Warrior Elite: Right to Bear Arms or Equivalent For Culture
|
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)
|
4
|
Archer's Strength: +10 STR No Figured (-1/2), Only to Offset Strength Minima
of Bows (-1)
|
10
|
Lethal: Deadly Blow: +1d6 Killing, any circumstance, any weapon
|
7.5
|
Median Lethality: Deadly Blow: +1d6 Killing, any circumstance, any
medium weapon
|
7.5
|
Coup de Morte: Deadly Blow: +1d6 Killing, when opponent at 5 or less
BODY, any weapon
|
10
|
Precision: Find Weakness 11-: One Attack (choose)
|
+10
|
- More Precise: Increase Find Weakness to Tight Group
|
+20
|
- Incredibly Precise: Increase Find Weakness to All Attacks
|
+10
|
- Reliably Precise: Find Weakness to 13-
|
+40
|
- Always Precise: Find Weakness to 17-
|
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
Medium Armor (-1/2)
|
5
|
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
|
5
|
Passive Blocking: +3 DCV; OAF: Weapon of Choice (-1), vs HtH Only (-1)
|
-2
|
Bad Knees: -1" Run
|
-5
|
Physical Limitation: Old Injury (Infrequently, Slightly Impairing)
|
-5
|
Psychological Limitation: Warriors Code (Uncommon, Moderate)
|
-10
|
Psychological Limitation: Swashbuckler Mentality (Common, 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)
|
As a Paladin grows in the favor of their patron Deity through service and
devotion, they are eventually invested with Divine power, which grants them
the ability to prepare and cast Spells in the service of their patron. |
D&D 3rd EDITION PALADIN DIVINE
MAGIC VPP CONTROL COST |
- Only Divine Magic (-1/2)
- Very Limited List of Spells (Investiture Magic) (-1;
can't be removed)
- Only Change Spells With Meditation (Requires
unmodified Faith Roll and 1 hour of Meditation;-1/2)
- All Spells Must Have 1 Charge Each (-1/4)
- Only Usable While In Good Standing With Faith (can't be
removed; -1/4)
- Variable Limitation (-1/2; each Spell must take -1 of Limitations from
Focus (Holy Symbol), Extra Time, Concentration, Incantation, or Gesture in any combination
at a MINIMUM)
|
Total Control Cost Limitation: -3 |
Control Cost per Spell Level (15 Pool) =
1.75 Real Points |
Total Cost per Spell Level (15 Pool) = 17
Real Points |
Cost |
Ability |
17 |
Invested: Paladin Divine Magic
Prepared VPP (15 Pool) |
2 |
Strong Faith: +1 with Power
Skill: Faith (EGO) |
Value |
Disadvantages |
0 |
None |
+19 |
Total Cost of Package |
Cost |
Options |
+17 |
More Invested: +15 Pool with Paladin Divine Magic Prepared VPP |