Maccabe Posted December 23, 2017 Report Share Posted December 23, 2017 When building a standard "priest" you can add a limitation to their abilities that those said abilities only work when advancing their patrons cause. Now I'm curious about paladins-aren't they usually more limited then priest types?? A priest might err and be forgiven but usually if a paladin "falls" they can never be a paladin again. What level of power limitation would you give to such a build? Quote Link to comment Share on other sites More sharing options...
Lucius Posted December 23, 2017 Report Share Posted December 23, 2017 I probably wouldn't, but if for some reason I were going to, I'd look into the Limitations for Expendable Focus and/or Charges Difficult to Recover. One way might be to use Multiform: Preternaturally Pure, Potent, and Positive Paladin Power!: (Total: 80 Active Cost, 8 Real Cost) Multiform (400 Character Points in the most expensive form) (80 Active Points); 1 Charge which Never Recovers (-4), Extra Time (1 Year, Only to Activate, -3), Personality Loss First Roll After 1 Turn (-2), Must Be Used At Full Power (-0) (Real Cost: 8) Give the Multiform a Complication: Accidental Change: Major Impurity Always (Uncommon) If the paladin commits a significant violation of precept, they change back to their pre-paladin identity. Since the Multiform has only one Charge that was expended to become a paladin in the first place, they're stuck. Unless you want to allow redemption, in which case they can rewrite the power: Preternaturally Pure, Potent, and Positive Paladin Power!: (Total: 80 Active Cost, 8 Real Cost) Multiform (400 Character Points in the most expensive form) (80 Active Points); 2 Charges which Never Recover (-3 1/2), Extra Time (1 Year, Only to Activate, -3), Personality Loss First Roll After 1 Turn (-2), Must Be Used At Full Power (-0) (Real Cost: 8) Doesn't even cost any points to get a second nonrecoverable charge. But there's a reason the power has that Extra Time, and it shouldn't be an easy year for the penitent either. Lucius Alexander The palindromedary says it only costs one point to get a third charge, but by that point don't you think either the paladin should give up on the Gods, or vice versa? Quote Link to comment Share on other sites More sharing options...
LoneWolf Posted December 23, 2017 Report Share Posted December 23, 2017 The idea that once a paladin falls it is forever is kind of a D&D thing. Even the later editions of D&D relax this. I don’t require this for any games I run. I do require all the paladins powers to have religious restriction on them. If you want to make it more difficult for a paladin to atone the best way would be to increase the value of the restriction. Typically the difference between a paladin and a priest is how they purchase their powers. The priest is usually a spell caster so they tend to have more limitation on the spells. Things like incantations, gestures, foci, and require a roll are fairly common limitations for a spell. With Paladins they tend to have less limitations. They are more like talents then spells. Some of the talents are actually perfect for a paladin. Just add the limitation religious restrictions to them and they work fine. Quote Link to comment Share on other sites More sharing options...
Ninja-Bear Posted December 24, 2017 Report Share Posted December 24, 2017 Back in 4th Ed there was the limitation Independant that could be put on. Focus power which was an additional -1. The thing was, if you lost the focus, you lost the points. So I would go with -2 then if you wanted something THAT severe. Quote Link to comment Share on other sites More sharing options...
Doc Democracy Posted December 24, 2017 Report Share Posted December 24, 2017 I actually like the idea of purity being the equivalent of an obvious inaccessible focus. It might not be able to be disarmed but you might tempt a paladin into losing his focus. Finding it would be the subject of a quest... :-) Doc Quote Link to comment Share on other sites More sharing options...
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