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Happy Wednesday everyone! For this mid-week update, I've got a new playbook ready for your perusal.

The Paladin is a unique and singular being: not only the sole example of its kind in your play group, but the only one of its kind in the world. The Paladin is the premiere, top-shelf front line tank of the game, able to protect its allies, shrug off incredible amounts of damage, and literally immortal to boot.

The Paladin is in many ways an odd, "off-theme" inclusion for Necromancy, and as such, it was the second-to-last playbook added to the game (the Monster Hunter was the very last). The notion to do a paladin occurred to me on several occasions, for no other real reason than that the paladin is my favorite class in D&D-style fantasy games, and I always dismissed it because it was a very long way off from the core themes and mood of the game. Then, one day, while sitting at a red light, the goblin that lives in my brain went "Hey, you can't really justify Egyptian-y aesthetics to get a mummy playbook in the game, so make the Paladin a mummy and smoosh the visual and thematic elements of the two concepts together: knights, ancient sorcery, immortality."

"Wow, thanks brain goblin," I said.

"No problem," my brain goblin replied. "Now I'm going to hum the John Cena theme for the next six hours."

Anyway, watch this space throughout the coming week; I'm going to do extra gamedev-centric updates this week, based around some homebrew material I've been working on in my spare time, with notes/essays on how and why I've put the stuff together the way I have.

Comments

petertron

Another very cool entry in to this game. I'm dying to see the whole thing once it's done.

petertron

Dying was not meant to be some sort of pun on the game's title.

Michael Brewer

Looks pretty cool and I love the idea, but I kinda feel like Holy Guardian is a must grab for this character, as they don't really have any other means of, well, Defend Other to allow them to tank for other characters. They also don't really have any means of keeping the monster's focus on them, other than asking the GM politely to attack them. So, those might be worth considering. I guess the question is, should the Paladin always be protecting others or not?