Paladin
I (Psi) made this conversion after playing Quest for Glory V (Copyright Sierra), I think this character will work best in a Rifts setting (too powerful for PFRPG). I would like to give a special thanks to Tc Nasht for typing up the Code of Honor.
Standard Palladium Copyrights apply.
Paladin OCC
The Paladin is the ultimate do gooder. He will try to help anyone without regard for his own life. They will go to the end of the earth (or the Megaverse) to help an individual in need. The Paladins love their swords and rely on them almost exclusively. They tend not to use modern weapons and will only use them if absolutely necessary. The Paladins will use other ancient weapons such as spears and bows especially magic weapons. The GM should feel free to take away many experience points if the character is not helping whenever he/she can. There are NO evil Paladins. They can’t exist. They loose all their powers an only have their skills to rely on. To become evil is to forsake their OCC. All Paladins are major psychics. This is mainly because they draw their power from themselves, from their "inner strength" and use their "inner strength points". Their sword is considered magical along with their shield. The flame from the sword is also magical, but is activated by their own power of their honor.
The Paladin’s Code of Honor
Live to serve the Megaverse(R).
Live to defend all that is good.
Live to defend all sentients and the innocent.
Live to defend Nature and the sanctity of all living worlds.
Live for freedom, justice, and all that is good.
Never attack a helpless foe (restrain him if need be).
Never engage in torture or abuse.
Never lie or cheat.
Obey the laws of the lands you visit, unless they are evil.
Administer justice equality for all.
Administer mercy equally for all.
Protect the innocent regardless of class and race.
Show respect to authority but not corruption.
Exhibit courage in word and deed.
Defend the weak and innocent.
Destroy evil in all its forms.
Never abandon a friend, ally or noble cause.
Always keep one’s word of honor.
Always maintain one’s principles.
Never betray a confidence or comrade.
Respect life and freedom.
Help all that you can (even if that means sacrificing yourself in the process).
Live and Die with honor.
Never make fun of those weaker than you.
Be polite to those who deserve it.
To one’s principles and heart.
To one’s friends and those who lay their trust in you.
To the destruction of evil.
Attribute Requirements: IQ 8 ME 10 MA 10 PS any PP any PE 10 PB any Spd any
Psionics: Major (but no Psionics in the usual sense) base ISP is 2D6X10 +5/level of experience. They regain ISP at the rate of 10 per hour of activity and twelve per hour of sleep or meditation.
Alignment Restrictions:
Paladins gain their strength from their alignment and their honor. Can ONLY be Principled or Scrupulous. GM NOTE: make sure the character follows alignment TO THE LETTER. If the character turns evil ALL other Paladins can sense them within 100 miles and attempt to track them down (see skills). The evil Paladin loses ALL natural abilities and they radiate and evil aura that all Psychics can sense (without using see aura or any other sensing power).
Race Restrictions: Any race can become a Paladin although most are humans.
OCC Bonuses: +3 to save vs. HF and an additional +1 to save vs. H.F. at levels 3,5,7,9,11,13 and 15 +1 to save vs. Magic and Psionics. +5 vs. Possession (any kind). +3 vs. Mind Control (any). Due to their intense physical training: +2 to PS, +1 to PP +1 to PE.
OCC Skills:
Languages: 3 languages of choice +30%
Literacy: natural language at 98% and one of choice at +20%
Lore: Demons & Monsters +10%
Lore: Religion (and are religious, if any of you have a problem with this don’t use it. I’m not trying to offend anyone, just make a new OCC) +15%
Lore: Magic +10%
Math: Basic at 98%
Horemanship: Palladin (see PFRPG) +15%
Holistic Medicine +10%
Body Building and Weight Lifting
Athletics
Boxing
Swimming +10%
WP Shield (see PFRPG)
WP Sword (at one level ahead of their current level, so a second level Paladin would have WP Sword at third level proficiency)
WP Knife
WP Archery and Targeting
WP 1 Ancient of choice
Hand to Hand Martial Arts (can’t be changed)
Track Evil Paladins* (base 50% +5% per level of experience)
Wilderness Survival +10%
*A natural ability only Paladins can possess.
OCC Related Skills: Select 6 (two must come from Domestic)
Communications: Cryptography only (+5%)
Domestic: Any (+10%)
Electrical: Basic electronics only
Espionage: Any but: escape artist, forgery, pick locks, pick
Pockets, sniper (+5%)
Mechanical: Basic mechanics only
Medical: First Aid only (+5%)
Military: None
Physical: Any (+5% where applicable)
Pilot: Technically any, but tend to rely on horse alone.
Pilot Related: Navigation only
Rogue: Streetwise only
Science: Anthropology only (+5%)
Technical: Any (+5%)
Weapon Proficiencies: Any
Wilderness: Any (+5%)
Secondary Skills: NONE (the Paladin has no spare time for hobbies)
Standard Equipment:
Basic Survival Gear
Magic Paladin Sword (see description)
Chainmail Armor (see description) tends to use ancient looking armor, the bigger and heavier the better.
20 days worth of rations (SPIM rations)
One large sack and 1D4 small sacks
Transportation: a good quality horse (HP 6D6, SDC 30+2D6, SPD 40+1D4) with barding (see Warlords of Russia for exact MDC and AR)
Level Advancement Bonuses:
At level one the Paladin gains the ability "Flame Sword" this is the ability to create a blue firey aura around their sword. Damage for the flame sword is as follows: 5D6 SDC against mortal SDC opponents (no MDC armor), 6D6 MD against MDC opponents, and 1D6X10 MD vs. Supernatural, Undead and Magic creatures including vampires. The Paladin also has "Danger Sense". This allows the Paladin to sense evil within a 15` radius. And also alerts the Paladin if someone is having evil thoughts. It does not, however, let the character know who or what is having evil thoughts or who they are about. Unfortunately most of the time this power only restates the obvious (the character walks into a room filled with dead bodies and a HUGE dragon and "Danger Sense" goes off). This power is constantly active with no ISP cost.
At level three the Paladin (if the character is kind and generous) will receive a Magic Shield from their mentor. The shield is magical and is +2 to Parry indestructible.
At level four the Paladin can use "Destroy Undead" it inflicts 6D6 damage direct to an undead creatures hit points (or MDC if a MDC being). This uses up two melee attacks and costs 20 ISP
At level five the character can activate "Holy Strength". This costs 20 ISP and lasts for 1 minute per level of experience. This increases the Paladin’s strength by 10 points and becomes supernatural. The character can inflict 3D6 damage from a punch or kick to undead or supernatural creatures.
At level seven the Paladin gains "Peace" and "Sense Aura". Peace relaxes everyone and calms hostilities and most attackers will stop unless attacked by the Paladin or the effect wears off. Sense Aura has the same capabilities as See Aura, but it also will tell if the person is telling the truth. The cost for both is 10 ISP per use and Peace lasts one melee per level of experience.
At level nine when the Paladin ignites their sword, he/she is surrounded by a blue aura. It has 100 MDC and the Paladin is +1 on all saving throws. This power costs an additional 20 ISP per minute.
At level 12 the Paladin gains his most impressive power. "Awe" This creates a glowing field around the Paladin and has an Awe/Horror Factor of TWENTY. All enemies who fail the save will retreat because of lack of morale. Even those who save will be –1 to strike, parry and dodge against the Paladin.
The Paladin’s sword does 3D6+2 SDC when not ignited. Only a Paladin can activate and use it. A Paladin can use ANY other Paladin’s sword and ignite it.
Their chainmail armor has 75 MDC and is –25% to prowl, Paladins MAY be given Platemail armor (MDC plates welded onto a suit of leather armor to form non-environmental MDC body armor) it has 100 MDC and is –20% to prowl. An option for higher level Paladins that have proved their worth is Full Plate Armor. It has 125 MDC and is – 30% to prowl and, as with all of these types of armor, swimming and acrobatics are impossible but climbing is only -15%. Chainmail and Full Plate armor are environmental and have all the standard features.
The Ring of Truth
The Paladin can opt to create this ring after he/she is level 7 or higher.
This ring, when worn by a Paladin, will make it IMPOSSIBLE for the Paladin to lie and will glow brightly when someone else lies.
Stuff Needed to Create:
(3 Drops) The Blood of a Paladin
(50 ml) Water from the River Styx
Steps:
Created by Psi with inspiration from Sierra’s Quest for Glory V: Dragon FireThe
Ring of Truth
The Paladin can opt to create this ring after he/she is level 7 or higher.
This ring, when worn by a Paladin, will make it IMPOSSIBLE for the Paladin to lie and will glow brightly when someone else lies.
Stuff Needed to Create:
(3 Drops) The Blood of a Paladin
(50 ml) Water from the River Styx
Steps:
Created by Psi with inspiration from Sierra’s Quest for Glory V: Dragon Fire