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Paladin

Paladin

Paladin

Requirements: Rank: Novice, Strength d6+, Spirit d6+, other: Vow (Minor or Major — serve their deity or order)

Through a worthy few shines the power of the divine. Called paladins, these noble souls dedicate their swords and lives to the battle against evil. Knights, crusaders, and lawbringers, paladins seek not just to spread righteous justice but to embody the teachings of the virtuous deities they serve. In pursuit of their lofty goals, they adhere to ironclad laws of morality and discipline.

As a reward for their service, these holy champions are blessed with boons to aid them in their quests. They gain abilities to battle evil opponents, heal allies, and inspire the faithful. Their conviction leads them into conflict with the very souls they would save. Paladins weather endless challenges of faith and temptation. They risk their lives to do right and ensure justice.

AURA OF COURAGE: As long as the paladin is conscious, all allies within 10” (20 yards) add +1 to their Fear checks.

CODE OF HONOR: All good paladins have the Code of Honor Hindrance. They strive to keep their word, won’t kill or abuse prisoners, and generally uphold the highest standards of etiquette and manners. This is in addition to their other Hindrances.

DETECT EVIL: As an action, the Paladin can concentrate on any one object or individual within Smarts range to determine whether it’s Evil in nature. See page 51 for deities and their alignments. *

*SMITE EVIL:** As a free action, a paladin can choose an enemy. If that enemy is evil, she gets a free reroll on any failed Athletics (throwing), Fighting, or Shooting rolls against that target for the remainder of the encounter. She may use this ability once per Rank per encounter.