Saturday, September 13, 2014

Lamenting the Paladin

 Paladin – A New Class for LotFP

One of these guys could totally be a paladin. It's just hard to tell because
it's two dudes murdering each other...
Who is this?

Some few are called by higher providence to be the hammer that falls in the darkness. Some few are called to be baptized in heathen’s blood. They are to be the shining, wrathful embodiment of divine providence.

They have been called many things and served many masters.

Paladins do not preach; they practice. When they are called to protect the faithful, they do. When they are called to slay the wicked, they do. When they are called to tend the sick, they do. These faithful few are granted divine power to stand as stark, unyielding exemplars of their faith. They can be joyous or wrathful, smiling or stern, kind or demanding, but a Paladin will always stand strong in whatever it is he/she knows to be true.

They may be remembered by history as heroes or horrors, but they will be remembered -or else they would never have been called.

Examples: Gawain, Roland, St. George, Prince Five Weapons, Hospitallers, Nihang, Shaolin Monks, etc.

Advancement - As Dwarf
Hit Dice - 1d8 – Minimum 6 HP.
BAB - +1
Saving Throws - As Cleric.

Class Abilities and Restrictions:

Chosen Weapon - Paladins receive an additional +1 to hit with a particular type of weapon. Common choices include sword, club, spear, hammer, and fists.

Call Steed – Once in his/her lifetime, a Paladin may summon a completely loyal and fearless mount. This mount need not necessarily be a horse; however, its hit dice will be equal to the Paladin’s at the time of summoning.

Miracle – Once, and only once, may a Paladin ask for some major miracle from his/her deity (or deities, there is nothing to prevent a Paladin from worshiping an entire pantheon).

Caveats: Entreaties for miracles outside the ethos or desires of the deity/deities will not be granted. Additionally, miracles should be more preventative that active. For example stopping a volcanic eruption from happening to save a faithful village is fair game. Causing a volcano to erupt to destroy an enemy village isn’t. However, causing an earthquake to block a mountain pass, and therefore prevent an invasion would be allowed.

Outside of those vague restrictions, a miracle can be pretty much anything the character desires. This includes the ability to raise from the dead a number of folks equal to the wisdom score of the Paladin. Major miracles may be requested post mortem. (And yes, this does make Paladins sort of a walking reset switch for TPKs.)

Circle of Hope – Paladins are called to strike out against the twisted magics and unnatural forces of this wicked world. To that end, the Paladin and all the innocent* within a 10 yard radius receive a bonus to saving throws vs. baleful magic equal to the Paladin’s level + his/her Charisma Bonus. Even spells and magical effects that normally do not allow saving throws can be saved against within the Circle of Hope.
*Magic-users by their very nature are not innocent and can never benefit from a Circle of Hope.

Wrath of God – Paladins are often referred to as “The Hammers of God” in certain sacred texts. This is not without reason. Each Paladin, under some certain circumstance, is capable of doling out incredible amounts of damage. The circumstance is to be chosen by the player and approved by the DM before play. Popular choices include: when unarmed (think kung-fu monks), while on errand for the rightful King (classic), when acting with the explicit blessing of a church superior (better kiss that bishop’s ass), while defending the innocent or weak (your fellow murder-hobos don’t count as either), or when acting in the name of love (you troubadour, you).

When under this circumstance, Paladins receive a bonus to damage equal to the maximum damage a weapon can do. A mace, for example, would deal 1d8+8 damage.

Example: Sir Gawain was supposed to have waned and waxed in strength with the sun. His circumstance could be “During Midday”. Within 2 hours either side of noon, Gawain may deal 1d10+10 damage with his lance.

Sacred Oaths – A Paladin that breaks his/her word must engage in a burdensome quest to restore his/her honor. Until this is completed, the Paladin does not have the Miracle and Wrath of God abilities, additionally he/she cannot benefit from his/her own Circle of Hope.

You Probably Don’t Want to Play This if…
  • you don’t want to roleplay a zealot.
Lamentations of the Flame Princess & the LotFP abbreviation are totally © James Edward Raggi IV.