Houseruling clerics and paladins


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randomling said:
So this all adds up to an incentive for clerics to have a good Charisma? Good. :p

I think, yes, a paladin can turn the evil sense on and off as a free action, but it's on by default, if you like. :)

I'm for clerics having a good charisma. Depends on how you want you character to turn out.

Good to let clerics turn it off. Though it could be amusing not to. Some super evil creature has a paladin tied to a chair. Tortures him by jumping in and out of the room. hehe
 

i'd say make the HP limit for lay on hands just be 1/3 level * charisma bonus per use, at a cost of one channel per use, with no limit on uses. combined with an always on Detect Evil.

perhaps supplement the "Overwhelming" by allowing them to save every round against it until they succeed, after which they remain resistant to that particular Overwhelming aura until they next go to sleep.
 

Saepiroth said:
i'd say make the HP limit for lay on hands just be 1/3 level * charisma bonus per use, at a cost of one channel per use, with no limit on uses. combined with an always on Detect Evil.

perhaps supplement the "Overwhelming" by allowing them to save every round against it until they succeed, after which they remain resistant to that particular Overwhelming aura until they next go to sleep.

Oooh, that's clever! I like that lots and lots! :D

A failed saving throw against the overwhelming aura must result in something though. Not fear I guess, because, duh, they're paladins. Maybe they are nauseated or something? (That could be fun. "Will save." "12." "You throw up.")
 

Nauseated is good, dizzy, headache, fuzzy vision, temporary blindness, bloody nose...

Could be any number of things. Would be fun to have it affect each paladin differently. Four paladins walk into a room. One throws up, second starts to stagger, third has a nose bleed, fourth presses his hands to his temples... The rogue runs out of the room.
 

randomling said:
A failed saving throw against the overwhelming aura must result in something though. Not fear I guess, because, duh, they're paladins. Maybe they are nauseated or something? (That could be fun. "Will save." "12." "You throw up.")
well, that's what i meant to happen; i was expanding off the "Detect Evil In Hell" thread, where the example was "Puking until your colon was empty" from all the evil.
 

randomling said:
A failed saving throw against the overwhelming aura must result in something though. Not fear I guess, because, duh, they're paladins. Maybe they are nauseated or something? (That could be fun. "Will save." "12." "You throw up.")
well, the paladin would have to make check before every battle if 'it's on by default', then. should it have some tangible game effect for failure? (like the 'conditions' in the DMG (pgs 83-84), like dazed, dazzled, fatigued, stunned (which can give penalties to AC, Str, Dex, and so on)-- or just nauseated (which has no real game effect))
 

Saepiroth said:
well, that's what i meant to happen; i was expanding off the "Detect Evil In Hell" thread, where the example was "Puking until your colon was empty" from all the evil.

ROTFLMAO......

My poor, poor PCs....

Oh my God, that's funny!

Fidgit: the DMG says nauseated means the only action you can take is to move your speed. No attacks, spells or special abilities. (I guess you're feeling pretty sick, then, huh....)
 

randomling said:
Fidgit: the DMG says nauseated means the only action you can take is to move your speed. No attacks, spells or special abilities. (I guess you're feeling pretty sick, then, huh....)
oops! :o

anyway, should it have a 'condition' effect?
 


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