Within the realm of SilverMyst ride the Paladins of Light, Dark and those of the Gray Path.
General Stats for all Paladins
Hit & Evade Stats and Hit Points
A.P. Lvl 1: 20% / 20% 25 hp
A.P. Lvl 2: 23% / 23% 25 hp
A.P. Lvl 3: 25% / 25% 25 hp
AFTER 200 XPS - Lvl 1: 30% / 25% 25 hp
Lvl 2: 35% / 25% 30 hp
Lvl 3: 40% / 30% 35 hp
Lvl 4: 45% / 35% 40 hp
Lvl 5: 50% / 35% 45 hp
Lvl 6: 55% / 40% 50 hp
Lvl 7: 60% / 45% 55 hp
Lvl 8: 63% / 50% 60 hp
Lvl 9: 65% / 55% 65 hp
Lvl 10 & Up: 1% to Hit, 1% Evade + 5 Hit Points
ALL Paladins receive an extra 2% to Hit upon reaching Level 1, as well as 2 additional
Hit points
Rules for all Paladins
ALL PALADINS: Must register with Strength and Wisdom of 18; Constitution and Dexterity of 16!!!
A.) ALL Paladins call upon their respective gods at the start of each quest for strength, guidance and wisdom. If answered, the Paladin receives the following blessings:
Lvl 1 thru 3 = + 5% to Hit, + 1 Damage; Lvl 4 thru 6 = + 10% to Hit, + 3 Damage; Lvl 7 thru 9 = + 10% to Hit, + 5% Evade, + 5 Damage; Lvl 10 & up = + 10% to Hit, + 10% Evade, + 5 Damage
B.) ALL Paladins are required to have the following skills: Alertness, Balance, Battle Sense, Herbalism, and Observation. These skills are taught to each Paladin thru their apprenticeship, adding a rounded balance to their religious studies and knightly courses in weaponry, tactics, and
equestrian skills.
C.) Solarin Paladins will be headquartered in the Castle of Light, built in the midst of the Valley of SilverMyst. The Castle has stationed there the Solarin Barracks for use of all the Paladins of Light.
D.) Lunarin Paladins will be headquartered in the Forests of Artos. There, Lord Lunari has taken great pains to be at one with the area, having devised a settlement combining both
tree house and underground labyrinth structures for the housing and training of the Lunarin Paladins.
E.) The Diabolian Paladins are headquartered in the Deviltry Castle of Lord Diabolian, in the Forest of Dark Mysts. Both the Castle and its massive underground Dungeon are well known to all through out the land.
NOTE: ALL Paladins at Level 1 may chose to live outside their respective Headquarters
F.) Each Paladin is given a horse to train and own. At Level 5, both rider and horse have trained enough to think as one. A Paladin's horse is now considered his companion and receives the following: Warhorse Stat's = 35% to Hit, 25% to Evade, 30% Soak. Hooven Attack = 2d4 Damage, Stampede Charge = 4d4 Damage.
IF the horse dies, the Paladin receives a new horse from his Brotherhood...one that has been left
rider less, thus only taking 2 more levels to be obtained between horse and rider for companionship to be achieved.
G.) ALL Paladins receive a stipend from their Brotherhoods, so all their needs are met. NO Paladin ever accepts gold for their services for to do so would be most unknightly.
H.) ANY Paladin who betrays his Brotherhood, or acts against his or her god and/or ethic, will be banished from their Brotherhood permanently.
Other steps may be taken against the Paladin, according to their God's and High Priest/Priestess' wishes.
I.) ANY Paladin who leaves his Brotherhood, either willingly or is banished, may join one of the other two ONLY upon permission of the God who leads that Brotherhood. If done willingly, then one level is forfeited
1.) ALL Paladins have two choices of weapons to start. (No minus to hit when 2-handed weapons are used. At Level 4 ALL Paladins may carry 3 weapons (i.e.: dagger, crossbow, sword.)
2.) ALL Paladins are ambidextrous.
3.) At Level 6 ALL Paladins are able to wield two one-handed weapons: the first can be used with no penalty, the second used with a -15% to hit.
4.) As for Armor, the following applies for all: Lvl 1 thru 4 = Studded Leather up to Chain mail Lvl 5 & up = Any higher grade of armor.
5.) Shields & Helms = Left up to the Paladin to chose.
6.) Weapons not used by Paladins: Thrown Nets, Bolas, Any Type that is Poisonous.
6 Torches, 1 Flint & Strike, 1 Backpack, 1 Bedroll, 1 Utility Knife (not a weapon), 1 50ft length Coil of Rope, 1 Water Skin, 1 Weapons Cleaning Kit.
ALL Paladins will receive a pouch to hold healing herbs which can be replenished during quests or by asking any host. It contains the following: 10 healing herbs (1d4), 10 healing potions (1d4+4), 10 healing ointments (1d4+2), 5 antidote potions (50% roll, 50 & over = stops the poison, -50 causes -2 hps as the poison continues to affect the afflicted
Prayers
Lvl 1 thru 5 = 2 allowed per quest/daily
Lvl 6 thru 8 = 3 allowed per quest/daily
Lvl 9 & up = 4 allowed per quest/daily
General Guidelines For Use of Healing Prayers:
NO Paladin can pray heal up on themselves, but is allowed the use of his/her own healing items, but only twice during a quest.
Solarins: Can only use their prayers on those of the Good and Neutral Ethics.
Lunarins: Can use their prayers on all Ethics.
Diabolians: Can use their prayers on all Evil and Neutral Ethics.
ALL Paladins on quests may use their herbal supplies to heal any member of their Quest Party, no matter what their ethic...this to help the cause of the Quest Party.
ANY Paladin who attempts to use a prayer for one of an Ethic not allowed will find the healing comes from their own Hitpoints. I.E.: A Solarin Paladin prays and heals a Diabolian Paladin for 4 hps does so by transferring 4 hps from themselves.
ALL Healing prayers are automatic (need only roll for the healing itself)...but can be denied at the host's discretion.
ROLL: Lvl 1 thru 3 = 1d5; Lvl 4 thru 6 = 2d5; Lvl 7 and up = 3d5 (Can be split amongst three victims, 1d5 each.)
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Paladin Prayers: |