Monday, June 14, 2021

GLOG: The Paladin

To follow up on my recent Ranger and Druid classes, here's a Paladin. Mostly I tried to stick to a theme of chivalry, much like the original 12 Peers, also known as Paladins: Charlemagne's semi-mythic companions of the chansons de geste, as well the Knights of the Round Table and similar chivalric romances, while also obeying some of the traditional Paladin tropes. I'm not entirely sure how well I succeeded, because I don't actually think this is a very good class (too many numbers, not enough fictional meat), but I'm just putting it out there now because otherwise I never will. Special thanks to Vayra, deus ex parabola, and SquigBoss for their assistance.
 
Starting Equipment: A mail shirt, a leather helmet, your parent's longsword, three lances, a pair of stirrups, and a shield and tabard both emblazoned with your coat of arms.

Skills: Horsemanship and 1d3: 1. Poetry, 2. Religious Doctrine, 3. Wrestling

For every template of Paladin you have, gain +1 HP and +1 to Save vs Fear and Magic.

A: Faithful Mount, Supernatural Aid
B: Questing Knight
C: Inspiring Leader, Laying On of Hands
D: Glorious Visage
 
Faithful Mount: You have a loyal, brave mount, whose abilities transcend those of a normal horse by far. They are unbreakable (morale 12 in most OSR systems), will come to your side wherever in the world you are with a whistle (takes no more than a day no matter how distant you are), can understand speech and obey your instructions, and will attack your foes even as you do. At A template, this horse has stats as a courser (HD 2+2, Move 80', Atk 1d6 hooves). At B template, they have stats as either a destrier (HD 2+4, Move 60', Atk 1d8 hooves) or a courser as you desire. At C template, they become a unicorn (HD 2+6, Move 80', Atk 1d8 horn/1d6 hooves), and at D template, they become a winged unicorn (HD 3+6, Move 80'/Fly 120', Atk 1d8 horn/1d6 hooves). If your mount dies, a new one will come to your side in 1d4 weeks.

Supernatural Aid: Roll on the following table (1d4): 
  1. You have a fairy godmother, who you can contact by speaking into an acorn. She will aid you if you ask, but will hesitate to perform particularly difficult favors or to perform too many favors within a short duration (absolutely not more than 1 per day). She will not put herself in danger.
  2. You can speak the tongue of the birds.
  3. You have a golden whistle, which you can use to command fire to ignite, move, and go out. The whistle can affect no more than a 1' x 1 'x 1' area of fire at once.
  4. Your parent's sword is actually an ancient relic that, unbeknownst to you, marks you as the true heir to a kingdom (either the one you currently inhabit or an adjacent one). Once you discover this fact, showing this sword and stating what it really is will oblige whoever observes to divulge their true loyalty to you.
 
Questing Knight: You gain a Questing Die, which is a d4. Whenever you are on a quest for a righteous goal, given by a righteous person (a brave king, an innocent maiden, an unfairly disgraced squire, your chaste and handsome lover), you may add this die to any die roll you make in direct service of that quest - skill checks, attack rolls, and damage rolls, as well as any other relevant rolls. You may also use your Questing Die when performing other chivalrous actions: protecting the weak, defending your honor or the honor of an innocent, acting in loyalty to your liege without considering your own interest, attacking a traitor or evil sorcerer. This die increases to a d6 at D template. If you roll maximum on your Questing Die, you cannot use it again until you rest. If you break the chivalrous code, you lose all Paladin class abilities until you complete an extremely difficult quest of penance.

Inspiring Leader: Your allies get +1 to Save vs Fear when within 20 feet of you and your hirelings have +1 morale.

Laying On of Hands: You have a pool of [template] * 2 hitpoints, which replenish every time you rest. When you touch an injured creature, not including yourself, you may heal them by touching them and transferring any amount of these hitpoints to them. Once your pool runs out, you may still transfer hitpoints subtracted directly from your own. Your touch also has a [template]-in-8 chance of curing disease, infirmity, and minor injuries, which may only be attempted once per affliction.

Glorious Visage: You can mantle a golden halo of light at will, which casts light within 5'. While this halo is active, you have +2 to reaction rolls with the righteous, your enemies have -1 morale and must check morale upon seeing the halo, and your allies have +1 morale.

2 comments:

  1. How very Romantic, with a capital R! I feel like this paladin would absolutely skew the tone of the game wildly from the usual GLOGishness, and that is an excellent think. The Questing Knight ability is very neatly done, I feel like players would try and wrangle its use quite a lot, but maybe that isn't a bad thing?

    (Perhaps keep a note of every time the player tries to wrangle that a battle is for The Greater Good, or Necessary For The Cause, and absolutely isn't. Just for fun!)

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    1. Thanks! I don't have a problem with players trying to justify their Questing Die as much as they can, and the more they use it, the more likely it is to go away for the day. It's also interesting that you say "The Greater Good" or "Necessary for the Cause" as hypothetical justifications, because by my interpretation of the idealized chivalry the class is based in, those are not motivations at all. It's about doing the right, honorable, pious thing, not about the goal.

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