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Alternative to the Paladins Mount
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<blockquote data-quote="daTim" data-source="post: 745379" data-attributes="member: 1797"><p>I've seen people discuss this subject before and I had wondered about it myself, as having a mount isnt viable in all campaigns. Here is what I came up with so far, though it may be a tad overpowered; the xp cost definatly helps to lower the power. Comments and suggestions are welcome!</p><p></p><p>At lvl 5, instead of calling a mount, a Paladin may pray and fast to his patron God in an attempt to call a deceased Paladin or Celestial's soul to take up residence in his weapon of choice. A Paladin may only have one such weapon at any time. If the weapon is destroyed or lost forever somehow, the Paladin must spend all the xp and time meditating to again achieve its previous level of power. </p><p></p><p>Sword Benefits (need filler, may just spread out some abilities, but I liked the pattern it made) Ego's are fairly accurate.</p><p></p><p>5 (Ego 6) - +2, semi-empathetic</p><p>6 (Ego 6) - </p><p>7 (Ego 7) - Primary Ability I</p><p>8 (Ego 7) - (+1 Ability Score), Empathy</p><p>9 (Ego 9) - Holy or Lawful</p><p>10 (Ego 11) - +3, Primary Ability II</p><p>11 (Ego 11) - Speach</p><p>12 (Ego 13) - (+1 Ability Score)</p><p>13 (Ego 15) - Extraordinary Ability I</p><p>14 (Ego 16) - Telepathy</p><p>15 (Ego 18) - Bane (any)</p><p>16 (Ego 22) - +4, (+1 Ability), Primary Ability III</p><p>17 (Ego 22) - </p><p>18 (Ego 22) - </p><p>19 (Ego 24) - Extraordinary Ability II</p><p>20 (Ego 25) - (+1 Ability Score)</p><p></p><p>All of these abilities cause subtle but noticable physical changes on the Paladins chosen weapon, such as it glowing white if Holy, or becoming cold and very hard if Lawful etc.</p><p></p><p>Primary/Extraordinary Abilities - Either selected by the DM as appropriate to the God followed, or rolled randomly. Not quite sure on this yet.</p><p>Holy/Lawful - Choses one</p><p>Bane (any) - Generally something which is relevant to the paladins Gods mantra. God of elves may hate orcs etc. May not choose Outsiders (Good)</p><p></p><p>Other bits</p><p></p><p>- Sword is the channeled soul of a deceased Paladin or Celestial and is always LG in alignment. If the Paladin does something, with the sword that may violate that alignment it will flex its fairly impressive Ego to first talk the Paladin down, or only if necesary force the Paladin to stop. </p><p>- Swords base Abilities: Int - 3d6, Wis - 2d6+7, Chr - 2d6+7. Increases at every level divisible by 4, just like a PC as shown on the chart.</p><p>- If the paladin changes alignment, the sword functions for one month, or until the Paladin attones and changes his alignment back to LG. After that time the swords power fades forever as the soul leaves this plane dissapointed and a failure of its God.</p><p>- If the Paladin multiclasses, but remains LG, the sword continues to function at its achieved level but will always be guiding the PC back to Paladinhood.</p><p>- At each level the paladin must fast and pray for a number of days equal to 1/2 his new level before the sword gains its new abilities. Praying must be for 8 hours each day, though not necessarly continuous and other actions may be taken that day as normal. (no effects for fasting have been worked out yet. Maybe a fortitude save every day past the 3rd or be fatigued?)</p><p>- Experience spent every level starts at 300, and increases by 50 for each level gained. (Ex: 350 at 6th, 400 at 7th) It isnt exactly a scaling xp formula, but it came out to almost 10,000 xp at lvl 20, which is equal to the xp spent to make a 250,000 gp weapon, about what the weapon is equivelant too.</p><p></p><p>(Edit: Edited for some consistancy and Grammer/Spelling problems)</p></blockquote><p></p>
[QUOTE="daTim, post: 745379, member: 1797"] I've seen people discuss this subject before and I had wondered about it myself, as having a mount isnt viable in all campaigns. Here is what I came up with so far, though it may be a tad overpowered; the xp cost definatly helps to lower the power. Comments and suggestions are welcome! At lvl 5, instead of calling a mount, a Paladin may pray and fast to his patron God in an attempt to call a deceased Paladin or Celestial's soul to take up residence in his weapon of choice. A Paladin may only have one such weapon at any time. If the weapon is destroyed or lost forever somehow, the Paladin must spend all the xp and time meditating to again achieve its previous level of power. Sword Benefits (need filler, may just spread out some abilities, but I liked the pattern it made) Ego's are fairly accurate. 5 (Ego 6) - +2, semi-empathetic 6 (Ego 6) - 7 (Ego 7) - Primary Ability I 8 (Ego 7) - (+1 Ability Score), Empathy 9 (Ego 9) - Holy or Lawful 10 (Ego 11) - +3, Primary Ability II 11 (Ego 11) - Speach 12 (Ego 13) - (+1 Ability Score) 13 (Ego 15) - Extraordinary Ability I 14 (Ego 16) - Telepathy 15 (Ego 18) - Bane (any) 16 (Ego 22) - +4, (+1 Ability), Primary Ability III 17 (Ego 22) - 18 (Ego 22) - 19 (Ego 24) - Extraordinary Ability II 20 (Ego 25) - (+1 Ability Score) All of these abilities cause subtle but noticable physical changes on the Paladins chosen weapon, such as it glowing white if Holy, or becoming cold and very hard if Lawful etc. Primary/Extraordinary Abilities - Either selected by the DM as appropriate to the God followed, or rolled randomly. Not quite sure on this yet. Holy/Lawful - Choses one Bane (any) - Generally something which is relevant to the paladins Gods mantra. God of elves may hate orcs etc. May not choose Outsiders (Good) Other bits - Sword is the channeled soul of a deceased Paladin or Celestial and is always LG in alignment. If the Paladin does something, with the sword that may violate that alignment it will flex its fairly impressive Ego to first talk the Paladin down, or only if necesary force the Paladin to stop. - Swords base Abilities: Int - 3d6, Wis - 2d6+7, Chr - 2d6+7. Increases at every level divisible by 4, just like a PC as shown on the chart. - If the paladin changes alignment, the sword functions for one month, or until the Paladin attones and changes his alignment back to LG. After that time the swords power fades forever as the soul leaves this plane dissapointed and a failure of its God. - If the Paladin multiclasses, but remains LG, the sword continues to function at its achieved level but will always be guiding the PC back to Paladinhood. - At each level the paladin must fast and pray for a number of days equal to 1/2 his new level before the sword gains its new abilities. Praying must be for 8 hours each day, though not necessarly continuous and other actions may be taken that day as normal. (no effects for fasting have been worked out yet. Maybe a fortitude save every day past the 3rd or be fatigued?) - Experience spent every level starts at 300, and increases by 50 for each level gained. (Ex: 350 at 6th, 400 at 7th) It isnt exactly a scaling xp formula, but it came out to almost 10,000 xp at lvl 20, which is equal to the xp spent to make a 250,000 gp weapon, about what the weapon is equivelant too. (Edit: Edited for some consistancy and Grammer/Spelling problems) [/QUOTE]
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