Help with Kundarak Paladin [Archive] - Wizards Community

Post/Author/DateTimePost
Rekko

08-29-07, 11:27 AM
Tharin d'Kundarak is a paladin of Dol Arrah member of the Warning Guild. I like the concept, but I don't know how I would build this character, nor how I would gear him. Also, if you have ideas to add to his character background, it would be appreciated.


Thank you

Rekko
Yanomahir

08-30-07, 01:54 AM
Your vision of the character could be far off from my ideas, as I'm going to show you a multiclassed PC. This would be a fantastically fun character to fit into Eberron, but not terribly combat-specialized.

But here's what I would do, if I were to make a Kundarak Paladin of Dol Arrah:

On orders from House Kundarak and the Warder's Guild, Tharin d'Kundarak works with the Karrnathi military, protecting and building outposts in Talenta. Lately, the Valenar elves have been getting quite aggressive, and another war doesn't seem to be in Kundarak's best interests. Karrnath hopes to discourage a Valenar invasion with the help of Kundarak's defensive techniques.

Tharin makes his home in Korth. Better put, he spends his week off in Korth. He doesn't really have a home to speak of; his apartment loft serves a utilitarian purpose. Every five weeks, he returns to Korth and works with the local church. When it comes time to leave, he always feels a pang of regret, wondering if his orders from House Kundarak serve Dol Arrah. He's heard several sermons referring to Dol Arrah as a peacemaker, and hopes that he is taking the right path. Oftentimes, after a border skirmish with elves, Tharin justifies the battle as being perfectly in line with Dol Arrah's word. If the Valenar are allowed to restart the War, then endless lives will once again be lost. Right now, Karrnath does not want war, and neither does Kundarak. Doesn't someone have to make these sacrifices to prevent another war? Usually, with blood on Tharin's axes, these justifications ring hollow.

Once again, Tharin's week off is over, and he doesn't want to go back to work.

Tharin d'Kundarak Ranger2/Paladin2 (I'd take my first two levels in Rgr)

With a 32 point buy:
STR:15 (+1 at level 4) 16
DEX:12
CON:14 (+2) 16
INT:12
WIS:12
CHA:14 (-2) 12

AC:15 (chain shirt+dex)
Saves:11/4/2

Favored Enemy: Humanoid (elf)
Combat Style: Two-Weapon Fighting
Variant: Trap Expert (Dungeonscape)

Feats: Least Mark of Warding, Heroic Spirit (you'll need the extra action points to hit with two-weapon fighting)
Skills: Craft (traps), Search, Disable Device, Diplomacy, Spot (you're not gonna be able to do much with skills once you hit paladin, but do what you can)

Gear: Chain Shirt, Handaxe, Dwarven Waraxe, Thieve's Tools, flavor equipment as nec.
Alex_

08-30-07, 03:53 PM
Tharin d'Kundarak is a paladin of Dol Arrah member of the Warning Guild. I like the concept, but I don't know how I would build this character, nor how I would gear him. Also, if you have ideas to add to his character background, it would be appreciated.


Thank you

Rekko

There were a couple of articles written that elaborated on Mror society.

http://www.wizards.com/default.asp?x=dnd/ebds/20041101a

http://www.wizards.com/default.asp?x=dnd/ebds/20041108a


Based on the article (and my love of contemporary pulp/action tropes) I think a cool general concept would be a Samurai type. Ornate armor, a personal weapon handed down through generations with its own name, strong allegiance to your clan/family, and a stoic sense of honor. You also have the aristocratic warrior thing down. Don't worry about trying to be historically accurate.

Or maybe some kind of honor guard. With Mror Dwarf love of embellished armor, adherence to traditions, and training of house Kundarak, you'd make a great guard, whether it's people, treasure, potential enemy paths on the battlefield, etc.
LoneStranger

08-30-07, 11:59 PM
I have an idea, not too serious but hey it might help.

Have him go into a town and start talking about his god, about how that person's miserable life can be improved by his deity and none other. Give them great fire and brimstone sermons that lead to...

...wait for it...

...your own copy of your church's bible, all for the low low price of <insert amount you think people will pay>.

You serve both deity and house at roughly the same time.
Rekko

08-31-07, 10:32 PM
You got me all thinking now.

I haven't made the stats for this NPC yet, but here's ow I introduced him into the game.

Tharin d'Kundarak is a paladin of Dol Arrah, Sovereign Host god of honor and sacrifice. For Tharin, the whole pantheon is important, however, aside from Dol Arrah, two other deities are particularly significant for the Kundarak paladin, Kol Korran and Onatar. As a paladin, Tharin tries to be a living incarnation of Dol Arrah's teachings. He is one of the most honorable dwarf you shall ever meet. Moreover, he feels he is a protector of property. Stealing might be the most horrible crime for Tharin.

As a member of the House Kundarak Warning Guild, Tharin puts the teachings of his faith to practise. He defends the treasures of the people of Khorvaire, who ever they are. However, and this is very important, Tharin will protect your goods only if they are rightfully/truely yours and you didn't volontarily steal it. Tharin is ever watchful, and will set magical and mundane traps, with either his dragonmark, his own skills in trapmaking or scrolls, to enhance his surveillance.

Tharin is a proud dwarf, and you can't easily take that away. Recently, he joined a Deneith Sorcerer (PC) in protecting a Cannith Artificer and his top secret work (whose alligeance goes to the Twelve).

For your information, this is a one-player game, and my player's sorcerer needed a tank and an ally in protecting the Artificer and his work. I think that Tharin d'Kundarak can fill that role. So the party so far is composed of a Deneith Sorcerer, a Kundarak Paladin and a Cannith Artificer. The secret work is a quest to craft an artifact that will enhance any dragonmark. The Twelve wants this project to serve the people by developping new technologies by combining the skills of the dragonmarked houses. However, some dragonmarked wants the artifact all for themselves, and the royals are afraid to loose their crowns to the growing political influence/power of the dragonmarked houses.

You can see this work as the nuclear development that not only lead to nuclear electric centrals, but also to the nuclear bomb. All this mixed in an atmosphere a pre-French Revolution and post-WW1/WW2

Anyhow, since this is a single player game, I wanted him to have some NPC allies to rely on, but not to many. So now, the party is compose of those 3 (Deneith Sorcerer, Kundarak Paladin and Cannith Artificer) and I don't mind adding a fourth character to the team.The team would highly need some form of counter-spying (and a roguish character, since the artificer isn't really that type).

I tought maybe a Gnome Bard (Journalist) as skilled as any spy of the Trust and might be related to Sivis. Or it could be an Inquisiter make it a Tharashk or not. Or a Phiarlan or Thuranni spy (but my player currently thinks either one or both of Houses are after the Artificer and his work, so they are currently the 'enemy') Any other ideas and how this fourth character could join in?


If you have other build suggestion for Tharin d'Kundarak, they are appreciated.

Rekko
Nolwelen

09-16-07, 06:21 AM
Well I guess this does not necessarily contribute very much to the topic, but I always feel sorry for orcs and half-orcs when I read about the Ghaash'kala or the Gatekeepers, among others. Just because I like the notion of orcs who are heroes and save the world, but as Paladins or Druids they just have such a damn hard time to realy shine, especially next to other player races. As a Paladin you need to push your charisma, but there are clear limits to that. Well as a half-orc you make a good druid, but the original Gatekeepers are suppose to be orcs how do they get there? How do they become equally competent druids with their wisdom penalty? I mean well you can play this kind of samurai style warrior as a half-orc paladin, but the signature abilities of the class you get are somehow "crippled". Next to an aasimar paladin your stats just pale. You arent weaker because of the race, but you are certainly weaker because your race doesnt suit the demands of the class and thats why there will always be this unsurpassable gap between you and the aasimar guy. My recommendation, if you want to play this half-orc samurai forget the paladin class and stick to the ranger class. That just serves your needs much better and he still can be a lawful good noble warrior.

P.S.: Well I just realized that, since Aasimar have a +1 Level adjustment, your half-orc is weaker by race. But the result remains the same the 3rd level aasimar paladin is stronger than your 4th level half-orc paladin.