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{{Template:Core Rule Header}}
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==Paladin==
==Paladin==
"Not only should beliefs be preserved, but they should also be defended."


"Not only should beliefs be preserved, but it 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.


Paladins are different from fighters, for they believe that fighting doesn’t always have to be the answer to a war’s end. Fighting alongside clerics, they have also become the guardians of their deities’ beliefs, which may explain their knowledge of cleric spells. While they are known as chivalrous and heroic, it may be difficult to lead them, especially if one’s plans go against their very beliefs.  
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.


They don’t answer to intimidation or strength, nor are they impressed with your wits and charisma. For paladins, they fight to preserve their faith–that the cause they are battling for should be humanity’s top concern. While some may admire their headstrong personalities, some may be wary of paladins.  
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.


After all, heroism and chivalry are merely subjective to the cause that they believe is right to follow.
==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 [[:Category:Deity Power|Deity Power]] for the full list of powers by deity.
 
{| class="wikitable" style="text-align:center;"
! Power 1 !! Power 2 !! Power 3
|-
| ☐ || ☐ || ☐
|}


==Primary Attribute:==
==Primary Attribute:==
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*[[HERO-200|Table 200: Hero Class]]
*[[HERO-200|Table 200: Hero Class]]
*[[HERO-206|Table 206: Paladin Pack]]
*[[HERO-206|Table 206: Paladin Pack]]
*[[HERO-402|Table 402: Table Select Deity]]
*[[HERO-402|Table 402: Select Deity]]


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Latest revision as of 14:58, 28 June 2026

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.