Paladin

From Tenebrae
Revision as of 00:31, 2 November 2013 by MediaWiki default (talk | contribs)
Jump to navigation Jump to search
Paladin02.jpg
The Paladin
Common Roles Defender, advisor, champion, knight, lord, soldier, templar, trainer, agent of mercy
Common Races Humans, Arvek Nar, Llyranesi, Half-elves (often Llyranesi-blooded)
Sponsors Daeus, Althea, Reos, Eluna, Vardama, Serriel, Gilead
Common Organizations Paladins are members of a Temple, and may even be a part of a more focused organization within it
Pathfinder Rules for Paladin

Similar to the cleric, Paladins have many options due to the religious theme of The Emblem of Ea. Unlike Clerics who are the knights of their churches, Paladins are held to an even higher standard then as they are seen as defenders of the good within the world. Paladins are those called to rise above the corruption evident in society and even within their own orders and to take stands when no one else will. They are known for their martial ability as well as for their mercy. Paladins live by a personal code as well as a belief in basic goodness. Their code is typically based on the dogma of their patron.

On the Emblem of Ea, all Paladins must have a patron deity, though it varies from paladin to paladin how they work within these organizations, though given their natures they tend to encourage cooperation. Any Lawful Good, Neutral Good and Lawful Neutral deity can support a Paladin. For Lawful Neutral deities this means that they may also have Lawful Evil members of their churches since the alignment step rule is in effect. To a Paladin character this simply means that their church has elements of corruption which must be reformed if possible, and destroyed if not.

A paladin then, is more than a holy warrior. A ranger, a druid, a fighter, could comprise the role of "holy warrior." A paladin is one who holds themselves to certain ideals, dedicated to what is good in the world, and defending it. While many of them are known for their mercy and kindness, likewise they are feared by those of Evil for the abilities given to them. This does not infer that every paladin is perfect, only that they strive for the greater good. Everyone will make mistakes.

The Paladin Code

Paladins within Tenebrae are varied, and we do not require more than the basic assumptions provided by the code within the Core Rulebook. Nor should roleplay be "all about" the code. Instead, it is considered a basic assumption rather than an all-defining or all-encompassing thing that needs constant attention and monitoring. We prefer our paladins be varied and interesting and for years, because of this basic trust have been blessed among our playerbase that this is the case.

Players looking for more guidance for their roleplay might look to ancient writings of the era, or even inspiration from other real-world sources that they might adapt.

Paladin Orders

Paladin03.jpg

There are a number of paladin orders within Ea. It is also common for paladins to work together across order lines--they are foremost warriors of good and what is good in the world.

Althea (Sentinels): Paladins of Althea are often compassionate healers and protectors of the weak. They serve often as guards to Althea's good works and as defenders of those who cannot aid themselves. A Paladin of Althea may stop and allow a crime to go unpunished and an evil person to escape in order to heal someone who has been wounded and is in need.

Daeus (Sunguards): Paladins of Daeus are among the best loved heroes on Aeryth. They often work with the faith of Althea to protect that goddesses' works, as well as striving to protect that which is good in the world. They stand at the forefront in the world's fight against evil and oppression.

Eluna (The Silver Guard): Paladins of Eluna rarely gain full levels of paladins throughout their career and many times turn their attention to the development of arcane might or the gift of foresight. They often hunt down instances of evil magic and black spells which bring harm to the world, and so have little to no problems working with magicians and other goodly aligned arcane spell users. Paladins of Eluna often become clerics or members of the Order of the Silver Crescent. Some even gain sorcery talents.

Gilead (Green Wardens): Gilead's paladins are rare, and typically serve as guardians of roads and pathways through the wilderness. They may partner with others to guard travelers or provide care at waystations, and range with Gilead's hunters against abominations and the corruption of natural spaces.

Reos (Hammers of Reos): Reos has few paladins but those who exist are pretty much exclusively of the khazad. These paladins are normally considered champions of their kind, blending together all of the virtues of the khazadi race into their ultimate warriors. They are often promoters of peace, clan, and order, and other traditional, khazadi values.

Serriel (Lancers): Serriel's paladins are a new face among Ea's denizens. Like their goddess, they tend to focus on the beauty of civilization and the progress of mankind, whatever race they may be. Given Vardama's scarcity of paladins, they've begun to form a partnership where they assist in guardianship of the more dangerous crypts and graveyards.

Vardama (The Absolution): Paladins of Vardama are almost exclusively concerned with the hunting, slaying and destroying of evil Necromancers and killing of undead. While rarer than paladins of other faiths, they nonetheless maintain a sacred role within their faith. These paladins are some of Thul's greatest enemies.

For examples of specific temple organisations, head over here. You're always free to invent your own, too.

Additional Options

Additional spells, mounts are available.

Starting Kits

Paladins are defenders and warriors of their faith and all that is good in the world. Tenebrae tends to not pideonhole paladins into one way or method of acting: a paladin might be a sometime drunkard, but they've a heart of gold, for example, and even your beloved grandmother may be prone to cussing.

Paladins have the ability to heal, though not as well as a cleric, and often the charisma (and reputation) to act as a spokesperson or counselor. They tend to have a high strength and benefit from a high charisma. A charisma of 14 is required to gain access to all paladin spells.

Most paladins tend to go with a 2-handed weapon as it doesn't take many feats or a lot of different stats: they aren't going to have as many as a fighter. Other popular choices include the two weapon fighter or sword and board. The last two options are more difficult to do but not impossible, as they require high stats, and a number of feats.

Concept Attributes Feats and Skills Notes
Crusader Str 16+, Cha 14+ Key Feats: Power Attack, Weapon Focus

Recommended Feats: Cleave

Key Skills: Knowledge/Religion

Additional Skills: Diplomacy, Sense Motive

You are the blade of your god, a soldier of the faith. Use a single one-handed weapon in two hands, or a two-handed weapon. Smite when you know it won't be wasted.

Want to help out? Have an idea for a concept? Share it here.