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Fallen paladins
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<blockquote data-quote="Theo R Cwithin" data-source="post: 5554175" data-attributes="member: 75712"><p>It sounds like the player wants to atone, but to do so in a way more longterm than the atonement spell alone would do. So just how long does the player want to keep up this atonment process? After a few levels, lagging behind could become burdensome for the party.</p><p></p><p>If you just want to wing it, you might do it in a couple phases. Perhaps allow an atonement spell to "get started" on his redemption, but retain mechanical penalties until the atonment is deemed complete. </p><p></p><p>Completely gimping him seems too much if he's expected to carry his weight, so maybe just reduce his abilities somewhat. For example, rather than suppress special abilities completely, maybe just consider his Pal level -4 in all respects except HP, BAB, feats and saves; and maybe he doesn't get to choose his own spells (they're random, DM's choice, or even no spells on some days); or something along those lines. If he uses a special magical weapon of his divinity, perhaps it stops functioning until he's fully atoned.</p><p></p><p>A simpler approach might be just making him receive an atonement spell each level, and doesn't get his next level's abilities until he does so. Or, running with the previous notion, maybe each atonement reduces his level penalty by one each level. So he starts at effective level -4, but that become -3 after gaining another level and atonement spell, then to -2 after another level and atonement spell, etc. That way he slowly catches up to the rest of the party over a few levels, and there's a definite point of "complete atonement" that the GM can anticipate, and prep a quest, or whatever is needed.</p></blockquote><p></p>
[QUOTE="Theo R Cwithin, post: 5554175, member: 75712"] It sounds like the player wants to atone, but to do so in a way more longterm than the atonement spell alone would do. So just how long does the player want to keep up this atonment process? After a few levels, lagging behind could become burdensome for the party. If you just want to wing it, you might do it in a couple phases. Perhaps allow an atonement spell to "get started" on his redemption, but retain mechanical penalties until the atonment is deemed complete. Completely gimping him seems too much if he's expected to carry his weight, so maybe just reduce his abilities somewhat. For example, rather than suppress special abilities completely, maybe just consider his Pal level -4 in all respects except HP, BAB, feats and saves; and maybe he doesn't get to choose his own spells (they're random, DM's choice, or even no spells on some days); or something along those lines. If he uses a special magical weapon of his divinity, perhaps it stops functioning until he's fully atoned. A simpler approach might be just making him receive an atonement spell each level, and doesn't get his next level's abilities until he does so. Or, running with the previous notion, maybe each atonement reduces his level penalty by one each level. So he starts at effective level -4, but that become -3 after gaining another level and atonement spell, then to -2 after another level and atonement spell, etc. That way he slowly catches up to the rest of the party over a few levels, and there's a definite point of "complete atonement" that the GM can anticipate, and prep a quest, or whatever is needed. [/QUOTE]
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