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Showing posts with label New Category. Show all posts

Sunday, August 15, 2010

LotFP - Weird Fantasy - My Stab at a Paladin Class

Ever since I read James' take on the Thief (Specialist) I started thinking about how the 6 pip system (for lack of a better name) could be used to emulate other classic character classes in Weird Fantasy.  The Paladin is my first stab at it, and this is my first stab at the Paladin.  I'm sure it will be revised after feedback and y own further thoughts.

Paladins in Weird Fantasy aren't as powerful as Paladins in the classic rules.  Their over the top holiness has to be toned down for the default setting, which is grittier then most.

Here's the basics:

Paladins fight and save as fighters of the same level.  They advance using the experience chart for Wizards.

They have a permanent Protection From Evil - Self Only, in effect at all times.

The following Paladin abilities can be improved as the Paladin levels, via the "Pip System" used by Specialist in the main Weird Fantasy Rulebook, with changes as indicated as follows: all 3 abilities start with 1 pip.  1 pip is awarded with each level gained, to be used as the player sees fit, except that no ability can be 3 pips or more then any other.

Smite Undead - Undead attack bonus

Pip 1 - +2 hit, +2 damage, 1 use per day

Pip 2 - +2 hit, +2 damage, 2 uses per day

Pip 3 - +2 hit, +3 damage, 2 uses per day

Pip 4 - +2 hit, +3 damage, 3 uses per day

Pip 5 - +2 hit, +4 damage, 3 uses per day

Pip 5 - +2 hit, +4 damage, 4 uses per day

Lay Hands

Pip 1 - Heals 2 points on 1 individual once per day

Pip 2 - Heals 5 points on 1 individual once per day

Pip 3 - Heals 8 points on 1 individual once per day

Pip 4 - Heals 11 points on 1 individual once per day

Pip 5 - Heals 14 points on 1 individual once per day

Pip 6 - Heals 17 points on 1 individual once per day

Cure Disease

Pip 1 - Self Immunity to non-magic disease - +2 save to magical diseases

Pip 2 - 1 Casting of Cure Disease once per week

Pips 3-6 - 1 Additional Casting per Pip per week

The restriction in pip levels keeps one from overspecializing, while allowing individualization of each Paladin.

Consider this still a work in progress.  Comments and thoughts are greatly appreciated.

Friday, August 13, 2010

LotFP -Weird Fantasy - Unsorted Thoughts on a Paladin Class

Looking at the Paladin class, the conversion to Weird Fantasy shouldn't be too hard. Drop saving throw bonuses, detect evil, protection from evil 10' radius becomes self only, no undead turning and no spell gain at higher levels.

Lay Hands, Cure Disease and an Undead Power Attack (poor choice of attack name - consider it in progress) get increases based upon the "Die Pip" system used by the Specialist Class. I have an idea for this, probably won't get written up until tomorrow.

Only one pip awarded per level gain, and no power can have 3 pips or more then any other, which should keep them fairly balanced while allowing specialization.

Expo chart needs to be worked out.

Anyhow, that's a snapshot of my notes.

Hopefully this gets fleshed out better over the weekend. Then I'll attempt the Ranger ;)

- Posted using BlogPress from my iPad

Wednesday, August 11, 2010

Let's Get to 50!

The Tavern currently has 48 Google Connect Friends / Followers. Let's hit 50 so I can randomly reward one of the 50 with a free PDF product from RPGNow.com.

I enjoy giving stuff away, so if you regularly pull up a seat at the Tavern, why don't you sign the book and possibly get some free swag.

- Posted using BlogPress from my iPad

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