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| Koga:The ninja trick04-05-04, 02:49 AM | The Koga tried to fix the sorcerer. Now I shall do the same for the widely argued paladin class. :D 3.K Paladin. http://www.battle.net/images/battle/diablo2exp/images/classes/paladin.jpg The mission to spread justice, the intent to enforce law, and the purpose of life being to eradicate evil's influence. These are the makings of a paladin. Few have the purity or the devotion to stick to the narrow road of paladinhood. But those that do are granteed with divine strength that will be rememberd for years to come. Adventures: Adventuring is a lifestyle for the paladin. The pursuit of happyness and well being of others is a constant one. Most spend their last waking moment adventuring and conquering evil. Where as the few that "settle down", take a step away from the spotlight, and train young men willing to put thier life on the line for the sake of thier neighbor. Characteristics: Paladins are very serious about thier work. This complete commitment to an infinite cause can leave some to find them "dull", "arrogant", "bull headed", "stubborn", or even "self-rightous". But the paladin is not swayed by the scorn of other's, the only thing a paladin need fear, is the idea that he cannot paladin no more. And as long as that fear is instilled in them, they will countinue to venture out into unknown terrotories to save the lives of others. Alignment: Paladins must be lawful good, to break away from that alignment means immitdeate loss of paladin hood and all it's good graces. Additionally, paladins have strict codes of conduct. (See code table later on in this topic.) Religion: Though devoted to no deity in particular. (See code of conduct table for exseptions.) Paladins may find simaler ideals in differant gods and goddesses. They offer thier service and hand a helping hand to the churches and practicioners of their chosen deity. And though few as it may have conflicting beliefs, some palaidns even see a spark of enlightment come from the CHAOTIC good lords! Background: Choosing and being pre-destined are two very differant things. Paladins do not choose thier role in this universe, they simply answer a divine call to it. Those that may want to impress someone with the proud badge of honor that is being a paladin will not last long in thier ranks. Only the truly destined can endure the hardships and pains that come with being a holy knight. Most are found and trained by elite paladin that see the light in their eye, but some HAVE been known to innately feel out the powers and beings to becoming a gladitor of the gods... Races: Most commonly found amongst humans and half-elves.. Dwarves are also called to the paladin role sometimes do to thier usual lawful and furthermore good nature. Elves rarely are ever destined for paladinhood what with thier leanings toward chaos, and those that do must seperate from thier kin and take on a solo career ussually, and paladins in the other races is uncommon to say the least. Becoming a champion of justice is an easy task for noone.[/i] Other classes: Though set apart from other classes for thier strict beliefs, paladins are found to be a great addition to any party. Being both powerful and realiable, trustworthy and noble. Fighters awe at thier technique, monks respect thier lawful upbringing, and wizards appreciate someone who can refraim from talking need the time arise. Paladins have little patients for the more chaotic classes like barbarians, politically passionate bards, and rogues. At best they made argue and grumble over thier inane viewpoints, at worse they may land blows feeling insulted by thier disrespect for the law of the land.. Abilities: Charisma determines the healing, self-protective, and undead turning capabilities of a paladin. Wisdom effects thier spellcasting career, atleast a 14 to cast the most powerful of paladin spells, a score of 11 to cast any at all. Alignment: Lawful good. Hit die: D10. Class skills: Concentration, (Con.) Knowledge (Religon.), (Wis.) Diplomacy, (Cha.) Gather information, (Cha.) Proffesion, (Wis.) Ride, (Dex.) and Intimidate. (Cha.) Skill points at first level: (2+int modifer.)x4. Skill points each additional level: 2+int modifier. Weapons and armor profficentcy: Same as 3.0. BaB and saves: Same as 3.0. Spells: Spells known and spells per day the same as 3.0. Level 1. Detect evil. Lay on hands. Divine health. Code of conduct. Level 2. Aura of courage. Smite evil 1/day. Level 3. Remove disease1/week. Turn undead. Level 4. Level 5. Remove disease 2/week. Level 6. Smite evil2/day. Level 7. Level 8. Smite evil3/day. Level 9. Level 10. Level 11. Remove disease 3/week. Level 12. Level 13.Smite evil 4/day. Level 15. Level 16. Level 17. Level 18. Level 19. Remove disease 4/week. Level 20. Smite evil 5/day Remove disease5/week. (Consult player's handbook for all abilities besides code of conduct.) Code of conduct: A paladin must follow a strict set of rules that enable him the discipline and focus he needs to keep his paladinhood. Here is the list of the following CoCs that the paladin may choose. If he breaks his code he must atone. Note: A paladin gains special abilities for having strict disciplines. The paladin is able to add any codes of conduct he or she wishes at anytime. But once added the paladin is expected to hold up those ideals at all times, and to break any of the codes results in falling. Code: Of honor. Special: You gain a +2 to all skill checks. A paladin with this code is not allowed to do dishonorable deeds such as lie, cheat, or steal. (So no bluffs or pick pockets.) To disregard this code results in a falling and the paladin is no longer allowed to gain levels as a paladin and loses all her paladin abilities. Those that cannot take the easy way out most ceartainly make use of honorable means. Code: Of celibacy. Special: You gain a +4 bonus to your will save. A paladin is sworn to uphold purity and refinement. As exhaulted heroes do with the vow of chasisty, so too does the paladin with his code of celibacy.. A dignified person cannot be easily swayed/ Code: Of humility. Special: Ignores 12 damage/round from negative energy. A paladin who is able to give up his matireal wealths is one that is dedicated to upholding great virtueous. The seperation from axiety to cosmetics and comforts allows the enlightend knight to ignore the harshness of life. (And maybe even unlife.) This code is treated like the vow of poverty. Code: Of abiding. Special: You gain +2 to all attack and damage rolls. The code of abiding is a very tough but very rewarding one to follow. A paladin with this code must not free willingly break written law. The laws of man are just as important to some paladins as the laws of gods. And because of this paladins feel a need to apprehend those that do not follow. Code: Of pacifism. Special: You may choose and deal subdual damage with all your attacks instead of normal. Though paladins punish lawbreakers and apprehend villains, some may find the idea of killing to be wrong. Optimistic that all beings are capable of rehabilitation and atonement. This vaugely noble idea allows pacifist paladins to deal subdual damage so as merely to unconcoisise foes rather then slaughter them. Code: Of holy doctrine. Special: You may cast commune once per day. (This is treated as a spell like effect and you may ask only one yes or no question to the chosen diety.) Paladins seek guidance in the gods. Those that are willing to serve and give thanks to chosen gods are bestowed with a limited extent of thier clergy's power. Though the paladin may still do his own thing without the deity's wishes. (Such as if Gnarld expected you to break a law, you may kindly tell him no because you must uphold authority.) the paladin is disallowed to blatanly mock or take advantage of his deity. (Up to the DM to decide the extent of this.) But a paladin with a sworn alliegance will do his best to spread the word of that god or godess'es gospel. Code: Of abstinance. Special: You may reroll one roll you just made once per day. Regardless of the larger, you must take the rerolls dice amount. Steeping away from more controversial things such as stimulants and alchahols may appear too easy for a paladin to give up.. But it infact isn't. After a long day of smiting, an underappreciated paladin may feel tempted to go to the local bar and drown his sorrows. It is a lonely and painful life. But paladins of these colds feel the strength and determination to carry on without having to rely on the brain altering chemichals that only serve as liquid illussions to the otherwise cold hard reality. Code of: Vegitarinism. Special: You may use animal friendship or speak with animals once per day as a spell-like ability and have animal empathy as a class skill. Paladins with this code would never willingly consume the flesh of another living thing, even if that thing be an edible nutrition such as an animal. This gives them a deeper sense of nature and allows them to get more intune with nature's creation. Code of: Zen. Special: You gain +2 to your listen, search, and spot checks. Ironically this was based off the see no, hear no, and speak no evil monkey set. A paladin with this code would never willingly asscosiate with an evil person. This does not mean the paladin would grossly ignore good advice from evil, nor does it mean he cannot negotiate with evil. But to allign himself with an evil person would most ceartainly break this code. When a blackgaurd asks to join forces with the traveling paladin of the zen code, the paladin firmly responds that he wants nothing to do with the black gaurd, but if he knows the whereabouts of the insane devil they are both after, it would be most appreciated. And there you have it. Codes that once grossly violated require an atonement. But a paladin may choose on the list given which of those honor codes he wishes to have to endure. This table solves the predicament of what qualifies as breaking a paladin's ruling, and what to expect from your brave knights. :D |
| Shadowfax704-05-04, 11:26 AM | Did you forget Divine Grace (and Aura of Good if you play 3.5) or did you mean to leave it out ?? |
| vejono04-05-04, 04:40 PM | Wow Koga that is the almost perfect version of the paladin. Except for Divine Grace and to an extent aura of good its awesome. |
| Jaerom Darkwind04-05-04, 04:45 PM | The progressions are... irregular. I'd suggest straightening them out. Like every 5 levels, 6 levels, etc. Get rid of that huge gap between 13 and 19. And the class looks a lot more like its uber-frontloaded 3.0 counterpart. This might not be a good thing. |