The Paladin
Hell awaits. An eternity of torment in fire or ice or whatever best suits the sins of the damned throngs of Akratia beyond the Black Gates. All that stands between the pits of that grim torture and salvation is you. Holy man, armored war machine, templar of the Good and the Light, right? The cleric may say his prayers at night to the gods, dwelling in their heavens. The fighter may wield his sharp sword in the name of “good” but you know. Only you.
Eyes, hands, and sweet killing blow of the gods, you are. Yours is the gift of righteousness and virtue. Of justice. Vision, too. A purity of intent that your companions do not have. So guide these fools, paladin. Take up your holy cause and bring salvation to the wastrel world.
Vae victis, right?
Building a Paladin
Pick your Race
Dwarf
When you embark upon a righteous quest, gain +1-Armor from your convictionElf
You can choose to treat all those things that threaten the forests and the trees as 'evil'Halfling
As a halfling, you are immune to the curses and corruptions that evil items might inflict upon youHuman
Your kind are known for their flexible values - the GM will give you two options to atone for violating one of your VirtuesChoose why you became a Paladin
Drive Back the Darkness
When you deal damage to a denizen of darkness, roll twice and take the better result.Help Others
You serve someone, whether a god, king, or even the people. When you undertake a quest from whoever you serve, hold 3-Dedication. When you make a move to overcome an obstacle related in some way to your quest, you can spend 1-Dedication to act as if you'd taken the 10+ result. When you complete the quest, Mark-XP.Protect the Weak
You became a paladin to protect others from the forces of evil. When you use Defend to protect someone, take +1-Armor ongoing and ignore the Forceful tag until you have no more hold.Starting Moves
Your Paladin starts with 25-COIN. Your Damage Die is d10. You start with all these moves:Virtues
When you create your Paladin, choose three virtues that you embrace wholeheartedly, above all others. if you do something forbidden by a virtue you embrace, you lose its benefits as well as its Advanced Moves that require it until you atone - the GM will tell you what must be done.- Charity (Sacrifice): When you touch a creature, you can transfer HP to them - their wounds slowly disappear and reappear on you. Forbidden: You cannot refuse to help those in need, unless helping them would cause more harm to others.
- Chastity (Purity): You are immune to all poisons and disease. Forbidden: You cannot lie, drink, use drugs, or have casual sex.
- Diligence (Persistence): When you make a move and roll a 6-, gain Advantage to your next move. Forbidden: You cannot needlessly waste time.
- Humility (Bravery): You are immune to the effects of fear, magical or otherwise, and allies that see you take ongoing Advantage against fear effects. Forbidden: You cannot surrender or flee from combat.
- Kindness (Loyalty): When you Aid an ally, you can always choose to roll +CHA instead of another stat. Forbidden: You cannot betray anyone.
- Patience (Mercy): When you try to prevent conflict, gain Advantage to your attempt. Forbidden: You cannot needlessly kill Intelligent creatures.
- Temperance (Restraint): When you make a move and roll a 10+, you can instead treat it as a 7-9 and hold 1-Control. When you make a move and miss, you can spend 1-Control to treat it as if you rolled a 7-9 instead, but you do not Mark-XP. You can only have 1-Control at a time. Forbidden: You cannot own an excess of wealth or possessions.
Smite Evil
You deal +1d4 damage against the denizens of evil.Armored
You ignore the Clumsy tag when wearing armor.Advanced Moves
Levels 2-5
When you gain a level from 2-5, and you choose to take an Advanced Move, you may choose from these moves:Aura of Courage
Requires: Virtue of HumilityAllies that can see you are immune to the Terrifying tag. When you order hirelings to do something dangerous, if you stand with them, gain Advantage.
Ever Vigilant
Requires: Virtue of DiligenceYou cannot be surprised by enemies. When you Stay Sharp, a miss counts as a 7-9.
Foresight
Requires: Virtue of TemperanceWhen you use Virtue of Temperance, you can now hold 3-Control.
Lay on Hands
Requires: Virtue of CharityYou have a pool of points equal to 5xCHA. When you touch a wounded creature, you can reduce that pool by any amount and heal the creature for an equal amount. When you Make Camp, reset them to their maximum.
Martyr
Requires: Virtue of Charity AND Virtue of HumilityWhen you take your Last Breath, as long as you were standing in the face of danger you roll +CHA. In addition, when you take your Last Breath, if you survive Mark-XP.
Into the Fray
Requires: Virtue of HumilityWhen you charge into combat, allies that see you gain Advantage.
Protector
Requires: Virtue of CharityWhen you use Defend to protect someone, hold +1, and ✴on a 6-, you still hold 1. In addition, when you spend hold to redirect an attack to yourself, reduce any damage taken by 1d4.
Quarter
Requires: Virtue of PatienceWhen you offer a defeated enemy quarter, roll +CHA. ✴On a 10+, choose two. ✴On a 7-9, choose one:
- Your enemy will leave, never to return
- Your enemy swears never to do you or your allies harm
- Your enemy will fight with you as an ally for a time
Radiant Aegis
When you take damage from an evil creature, any damage absorbed by your armor is reflected back upon them, ignoring their armor.See Through Deception
Requires: Virtue of ChastityYou can see through any lie, including magical illusions.
Sense Evil
Requires: Virtue of DiligenceWhen you Discern Realities, you can ask the GM what here is evil, even ✴on a 6-.
Shining Beacon
Replaces: Smite EvilYou deal +1d6 damage against the denizens of evil, and when a denizen of evil is near you, your weapon glows as bright as a torch.
'Tis But a Scratch
Requires: Virtue of DiligenceIncrease your maximum HP by 5, and you recover more easily from debilities.
Virtuous Soul
Choose an additional two Virtues that you embraceLevels 6 Onwards
When you gain a level from 6 onwards, and you choose to take an Advanced Move, you may choose from these moves, or the Levels 2-5 Moves.Blinding Radiance
Requires: Radiant AegisWhen an evil creature takes damage from Radiant Aegis, they are also blinded for a few moments.
Fell the Fallen
Requires: Shining BeaconWhen you deal damage to the denizens of evil, you ignore their armor and magical defenses, and the attack gains the Agonizing tag.
Lead by Example
Requires: Into the FrayWhen you order hirelings, as long as you stand with them you always take the 10+ result.
Prudent Action
Requires: ForesightYou can also spend 1-Control to turn a 7-9 result in a 10+, or 2-Control to turn a 6- result into a 10+. [
Purifying Touch
Requires: Lay on HandsWhen you touch a creature, you can cure them of one poison or disease afflicting them, and you gain Disadvantage. Your very touch is considered a weapon with the Hand tag against the forces of evil.
Redemption
Requires: QuarterWhen you use Quarter, choose +1 and ✴on a 6-, you still choose one in addition to whatever else the GM says.
Repel the Darkness
Requires: Virtue of Humility AND Virtue of PurityAllies Near you have ongoing +1-Armor against damage inflicted by evil creatures and sources, and take ongoing Advantage against evil magic.
Revelations
Requires: Sense EvilBy your command, you can dispel illusions and force creatures to assume their true form.
Righteous Soul
Requires: Virtuous SoulChoose an additional two Virtues that you embrace.
Sentinel
Requires: Ever VigilantWhen you Stay Sharp, you take the 10+ result, and your allies gain Advantage against whatever threatens them.
Unbreakable
Requires: 'Tis But a ScratchWhen you are reduced to 0 HP, you can mark a debility and regain HP equal to your Level +CON. You cannot use this move if you have six or more debilities.
Death Move: Eternal Guardian
You have proven yourself such a valiant champion of your beliefs that not even death will keep you away from furthering your cause. When you die, your spirit lives on with those who remember you. Each other player present at your death holds 1-Reckoning. When another player is in dire need, they can spend 1-Reckoning to summon your spirit to aid them. This spirit comes with 6-hold for the Defend move, deals 10 damage with any attack it makes, grants Advantage to any move it helps out on, and has enough power to restore 3d6 HP or remove 1 disease or debility from any one person. Your spirit will stick around long enough to see the trouble through before fading away, and only those who knew you in life will be able to see this spirit.Credits
Paladin playbook by Awful Good Games. The text of The Paladin is released under a [https://creativecommons.org/licenses/by/4.0/]Creative Commons Attribution 4.0 International license. The Death Move is from Boldly Games' Grim World.Remove these ads. Join the Worldbuilders Guild
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