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AenauGhtie
A. E. Naughtie

Tue

Sep 25
2001

20:08Z

Paladins of a different color

I haven't bought 3e yet....but
what i did in my "clash of paladins" campaign of years and years ago....
everything modified by nature of god the paladin followed, of course:

LG: detect evil
LN: detect chaos
LE: detect good
N: know alignment (roll of d20 - level, no saving throw)
CG: detect jailer/enslaver
CN: detect law
CE: detect "most powerful"

LG: lay on hands (cure light wounds)
LN: lay on hands (cure madness)
LE: lay on hands (induce berserker)
N: lay on hands (animal friendship as per druid spell)
CG: lay on hands (gain +25% to open locks)
CN: lay on hands (d6: 1-2 cure light wounds, 3-4 cause light, 5 add 1
    to an ability score for 1d6 rounds, 6 subtract 1, same time span)
CE: lay on hands (drain energy/cure light paladin's wounds)

LG: cure disease
LN: cure blindness
LE: curse
N: stone-to-flesh
CG: release from geas
CN: polymorph
CE: cause insanity

LG: turn undead
LN: break undead control
LE: control undead
N: immune to undead abilities (but not attacks made with weapons/hands)
CG: immune to demonic fear
CN: disrupt protection spells
CE: take on undead abilities (for same period as turning)

All alignments: special mount

all lawful: code of conduct, associates only with similar alignments

N: code of conduct as per alignment, associates only with people who do not 
disturb the force

all chaotic: no code of conduct, associates with whomever they please


i also saw this link on the net:
http://kender.brisbanecbd.com/Tiera/DnD/vr_pal_align.htm
"Paladins of any Alignment"




...sugar and spice And Everything Naughtie.


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