Category:Paladin

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Dicey Dangers, Core Rule Game by Joel Hills

Paladin

"Not only should beliefs be preserved, but they should also be defended."

A paladin does not belong to a temple. They belong to a deity, which is a different and considerably more personal arrangement. Where that deity leads, the paladin follows, not out of obedience but out of genuine conviction: they have seen what their god looks like in the world, and they have decided it is worth protecting.

This makes them difficult to redirect. They are not responding to orders from a chain of command; they are responding to something they believe is true. Argue with their tactics and they will listen. Argue with the cause and you will find that chivalry has sharper edges than most people expect.

Their Alteration spells and Body/Social attributes make them formidable in ways that are hard to anticipate. They do not fight to win. They fight to hold a line, and they are very good at knowing exactly where that line is.

Abilities

A Paladin may invoke their deity's power up to 3 times per day. The 3 uses are a shared pool, tracked on the hero sheet. All uses reset at Darkfall or on a standard rest in Town.

Each deity provides three powers: an Attribute Blessing, an Element Blessing, and a Divine Power. The Attribute and Element Blessings each grant +1 automatic success and may be declared after seeing a roll fail. The Divine Power is a unique ability drawn from that deity's lore.

See Deity Power for the full list of powers by deity.

Power 1 Power 2 Power 3

Primary Attribute:

Items

See Also


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Subcategories

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Pages in category "Paladin"

The following 13 pages are in this category, out of 13 total.