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Holy Lands: Light Edition - Fan Created Supplement

The Paladin
And you will know my name is the Lord when I lay my vengeance upon thee. Ezekiel 25:17

Playing the Paladin


Paladins are the Crme-de-la-Crme of the Knight world. Where Knights answer to a King, Paladins answer only to God. They are holy warriors dedicated to fighting evil and defending the Church as a special Cleric/Knight. If the Paladin ever commits a blatantly evil act, he must Save vs Sin or becomes a regular Cleric instantly and irrevocably.

Advantages
Special Miracle Ability Same as the Cleric class Hedge of Protection Paladins are given the ability to defend against evil. Any being that would cause harm to the Paladin, must Save vs Holy Item or not be able to approach within 10 without taking 1d10 DAM per level of the Paladin. Rightious Fury One time a day a Paladin may strike with a righteous fury against known evil. This strike allows the Paladin to add a bonus of +1 per Lvl to his choice of ATT or DAM. This attack may be with any weapon.

Limitations
Armor Restrictions Paladins wear the heaviest armor they can afford. Holy Armor is the ultimate and will be worn before others even if heavier mundane armor is available. Paladins will almost always choose to use a Shield.

Any, Heaviest Armor Possible (Holy if possible)

Original Art by Pozas

Weapon Restrictions The Paladin is gifted with a Holy Weapon (normally a sword) upon investiture and must maintain that weapon or lose all Paladin abilities until recovered. The Holy Weapon gains power as the Paladin attains new levels by adding a bonus of +1 ATT/DAM/DEF per level to the weapon. The Holy Weapon has the following additional Holy properties: Light & Healing (see LE Rules, pg 70).

Any, (preferring swords), except missile weapons which they never use.
Holy Lands RPG The Christian Role-Playing Game Copyright: Faith Quest Games 2013

Holy Lands: Light Edition - Fan Created Supplement

The Paladin
Creating the Paladin
Attribute Requirements
Wisdom: 7 Strength: 7 Charisma: 7 Track Speak [additional language] Singing Weaponry

Weapon Skills
You may select a Weapon Skill from the following list in place of selecting a Talent or Craft. W.S. Hand to Hand

Life and Faith


Life: 2d8(GE) + (Strength, Endurance, and Wisdom) Faith: 2d6(GE) + (Patience)

Initial Equipment
Holy Weapon (see Weapon Restrictions) Med Shield (+4 Defend, 1d10 Damage) Chainmail Surcoat (AP: Chest/Leg, DEF: +6) Chainmail Cowl (AP: Head, DEF +2) Chainmail Skirt (AP: Leg, DEF: +2) Leather boots (AP: Feet, DEF: 0) Pouch of 3d6 Gold, 1d8 Silver Sleeping blanket, small pack, med candle 2d6 Rations Riding /Horse

Gifts
Demonology Horsemanship Sacred Studies W.S. Combat Arms W.S Shield Play

Talents
Choose four (4) Talents and three (3) Crafts at Level 1. You may select Skills from the following list of Skills below. Blacksmith Camp Edify Empower Crucifix Falconry Light Sleep Medical Meditation Mechanics Miracles: Clerical Political Science Preach Presence Profile Area Read/Write Read/Write [additional language] Sorcery Studies
Holy Lands RPG

Progressing the Paladin


Experience Points
As Per Knight class.

Life and Faith


Add the following to the Paladins Life and Faith upon reaching each new level: Life: + 1d10 +1(GE) Faith: +1d6 +1(GE)

The Christian Role-Playing Game

Copyright: Faith Quest Games 2013

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