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והפעם - Paladin of Torm!

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והפעם - Paladin of Torm! Empty והפעם - Paladin of Torm!

הודעה  MelvinDelvin Sun Nov 21, 2010 11:36 am

Paladins of Torm

Well, my exDM hasn't found my work that I did on the paladins of Torm, so here they are off of the rough drafts that I had laying around my room. I will try to piece it together:

• Paladins of Torm must follow the honor system from the Oriental adventures
• Paladins must also be of the cavalier kit from the CFHB (or UA).
• Additional powers (as if a specialty priest of Torm):
• _Command_ spell, 1/day at first level
• Paladin's henchmen treat loyalty checks as if the paladin's cha was an 18 (if the henchmen worship, or at least acknowledge Torm's power)
• When spell casting is gained by the paladin the divination and protection spells have double duration.
• May command undead without threatening his/her alignment (though actions that the paladin can command are restricted by his LG align).

The regular paladin abilities:

• detection of evil (intent).A red aura will envelope those that are evil or that intend evil (depending on how the Dm wants this to work). It can be expanded to include items that are magical (with intelligence or made by evil powers/mages/priests for the purpose of spreading evil).
• +2 bonus on all saves (in addition the ST bonuses gained from the cavalier kit)
• Immunity to all natural disease. Not including magical disease and curses such as mummy rot or lycanthropy.
• Can cure disease (as above). This power is performable once per week for every five experience point levels (1 per week level 1-5, 2 per week levels 6-10, etc.).
• Surrounded by an aura of protection with a 10' radius. Within this radius all summoned and specifically evil creatures suffer a -1 to hit, no matter who they attack. The source (the paladin) is easily sensed by those effected by this aura.
• Can heal 2hp per level by laying hands. If hp are kept track of by DM secretly I suggest allowing the paladin to break this up into 2hp blocks rather than an all or nothing thing.
• can turn undead, demons, devils as a paladin as a cleric of 2 levels lower in experience beginning at third level. Also, the paladin, can attempt to command undead rather than turn (as per the specialty priest of Torm).
• At fourth level they can quest for a mount as per the "common" paladin.
• Gain spell casting ability at ninth level, but doesn't gain the clerical Wisdom adj.

Special Hindrance: besides the normal restrictions that face paladins (and those that choose the cavalier kit), the paladin of Torm may never back out of his word. If he does break an oath (though not the same as lie) then he must seek a priest or fellow paladin of Torm of at least 7th level. After confessing to their brethren, their brethren (motivated by Torm) will prescribe them a means of atonement. This is the same as if he were to do a chaotic deed, i.e., fulfill a quest for which he gains no xp. Also paladins of Torm gain no experience point bonus.


Spell Progression :

Priest spell level
Paladin level Casting level 1 2 3 4
9 1 1
10 2 2
11 3 2 1
12 4 2 2
13 5 2 2 1
14 6 3 2 1
15 7 3 2 1 1
16 8 3 3 2 1
17 9* 3 3 3 1
18 9* 3 3 3 1
19 9* 3 3 3 2
20 9* 3 3 3 3
* maximum spell ability

New experience point chart :

Level Experience
1 0
2 2,475
3 4,950
4 9,900
5 19,800
6 39,600
7 79,200
8 158,400
9 316,800
10 633,600
11 950,400
12 1,267,200
13 1,584,000
14 1,900,800
15 2,217,600
16 1,534,400
17 2,851,200
18 3,168,000
19 3,484,800
20 3,801,600
MelvinDelvin
MelvinDelvin

מספר הודעות : 319
Join date : 09.11.10

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