Paladin: Difference between revisions

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==Background==
==Background==
This class is currently [[Applications|Application]] only.


Paladins in EFU:Sands of Intrigue do not receive their powers from a specific deity as in previous chapters of EFU and in canon Forgotten Realms. Paladins in the character creation area should instead select a Paladin Oath by taking and equipping the corresponding ring to that oath.
Paladins in EFU:Sands of Intrigue do not receive their powers from a specific deity as in previous chapters of EFU and in canon Forgotten Realms. Paladins in the character creation area should instead select a Paladin Oath by taking and equipping the corresponding ring to that oath.

Latest revision as of 03:08, 25 October 2024

Classes
Paladin.jpg

Alignment: Lawful Good
HP/Level: 10 + CON
Armor (Light, Medium, Heavy), Shields, Weapons (Simple, Martial)
Skill Points: 2 + INT
Saves: Fort High, Will Low, Reflex Low
BAB: +1/Level
New Characters
Races
Deity
Classes
Skill Changes
Feat Changes
Death in EFU

Background

This class is currently Application only.

Paladins in EFU:Sands of Intrigue do not receive their powers from a specific deity as in previous chapters of EFU and in canon Forgotten Realms. Paladins in the character creation area should instead select a Paladin Oath by taking and equipping the corresponding ring to that oath.

When the paladin takes an oath, they receive full Paladin powers as per standard NWN. Failing to maintain the oath, or knowingly maintaining the company of evil companions will result in the Paladin losing their powers. Only in the most extreme of conditions can exceptions occur, but these are truly rare. Conversation and discussion with evil characters is allowed, but the paladin must avoid any action which may reward or benefit evil, such as quests or business dealings.

If it is your intention to play a Paladin, you should start playing one at level one and simply seek out an appropriate Order or Code.

Consult with a DM if you have more questions, or for guidance if you are uncertain about a situation being faced.

Mechanics

Alignment: Lawful Good Only

Hit Points: 10 + CON per level

Proficiencies: Armor (Light, Medium, Heavy), Shields, Weapon (Simple, Martial)

Skill Points: 2 + INT modifier per level (2+int modifier)*4 at 1st level

Class Skills: Bluff, Concentration, Craft Trap, Discipline, Heal, Intimidate, Lore, Parry, Persuade, Ride, Taunt

Save Progression: Fort High, Will Low, Ref Low

Attack Bonus: +1 per level

Spellcasting: Divine (spell failure from armor is ignored), wisdom-based (a base wisdom score of 10 + the spell's level is required to cast a spell, bonus spells are based on modified wisdom, and the wisdom modifier affects spell DCs), and requires preparation.

Fallen Paladins, that is those who have not sworn or upheld an oath, are unable to cast spells.

Changes

Change
Feat Changes Smite Evil and Lay on Hands usable 3/day.
Oaths In EFU, a Paladin must take up and hold an oath in order to not be considered a Fallen Paladin. Holding an oath can be easy for some, difficult for others, and an absolute rule for others. How you portray your oath is open to you as a player but that fits the spirit of it's mandates.
Turn Undead Paladins Turn Undead is now set to be Good Domain - Empower Good variation instead of default Turn Undead. It's mainly because we feel bad for Animated Undead and Summons (HD 1) getting obliterated by it.
Summon Mount Summon Mount has been disabled on EFU
Multiclassing Before multiclassing as a paladin or into paladin, you must submit an application that, in addition to the standard questions, also includes a detailed level plan.

Paladin Spell List

1st Circle 2nd Circle 3rd Circle
Bless Aid Cure moderate wounds
Bless Water Aura of glory Dispel magic
Bless weapon - Greater magic weapon
Cure light wounds Enhance Ability Magic circle against alignment
Deafening clang Remove paralysis Prayer
Divine favor Resist elements Remove blindness/deafness
Endure elements Heroism Shield Other
Magic weapon - -
Protection from alignment - -
Resistance - -
Virtue - -

Oaths

Oath Tenets
Oath of the Knight Fidelitus: "You have a master. You are loyal to him and only to him. If he fails, you fail. Ensure he does no evil."
Oath of the Roadwarden: "Protect those of good heart and standing that travel these paths. Suffer no bandit or criminal."
Oath of Ky'ran: "Fear not evil. Confront it always and never give up."
Oath of the Truthbearer: "Let none destroy knowledge. Punish those who do so."
Oath of the Vanguard Knight: "Combat should be the domain of the bold and the righteous. Use not cowards' tools to fight from a distance. Always be at the forefront of the charge."
Oath of the Lawmaker: "Root out the corrupt and the tyrant wherever they are found."
Oath of the Brave: "Suffer no coward and punish the craven where they are found."
Oath of the Tyrants: "Uphold firmly the writ of law, save that it be unjust. Then topple the Tyrant and uplift another."
Oath of Peace: "Carry no arms, permit no violence by sword nor sorcery."
Oath of the Healer: "The sick and the maimed are under your protection. Evil is a sickness that must be cured."
Oath of the Shepherd: "The animals of this world are innocent as babes. You shall do them no harm."
Oath of the Headsman: "Your blade exists to sever vile head from wicked shoulder. Once drawn, it shall not be sheathed save a life is taken."
Oath of the Bookburner: "Books stain the morality of all those who read them. Burn all texts but for the sacred."
Oath of the Congenital: "Seek to rid of the world of things aberrant, displaced, or unworldly."
Oath of the Inveterate: "Seek to maintain consistency and stagnation. Upend that which would threaten stability."
Oath of Splendor: "Seek to protect beauty from anything that would putrefy it."

Codes of Conduct

Fealty

Paladins must uphold the teachings of the Oath from which they draw their powers. This does not mean street preaching, but that they must live their lives and exhibit themselves according to the holy cause they have chosen to represent. They must obey the tenets of their Oath. They must strive to act in a manner that is in the spirit of their Oath.

For example, a Paladin of the Roadwardens who rarely travels, and ignores bandits will not be able to remain one for long. A Paladin of the Vanguard Knights who is reluctant to combat evil in melee will also lose their powers. Etc.

Courtesy

Paladins must conduct themselves with a modicum of proper behavior. They are expected to be respectful toward others. Paladins who routinely spreads slander and speaks ill of others behind their backs could lose powers. Paladins who engage in street brawls could lose their powers.

This does not mean a Paladin has to be nice or friendly to everyone, but that they are expected to behave with a semblance of dignity. They are divine warriors who draw power from their chivalry and are expected to act as such.

For example, a Paladin who spreads word around town about how much they hate a local villain, and spreads tales about their ill behavior without proof, could lose their powers.

On the other hand, if the same Paladin openly speaks of foul deeds committed by that villain, and urges others to be cautious or take action, that is fine.

Basically, confrontation is acceptable, but baseless slander is not.

Similarly, the quality of the confrontation is taken into account. Paladins who gets into arguments and fisticuffs with local thugs could lose their powers, but one who engages in honorable duels or fights in defense of innocent life would not.

Honesty

Paladins are expected to be honest in words and deeds. Paladins cannot lie under any circumstances. They may choose to not speak at all, as opposed to lying. They also cannot practice other forms of deceit, such as disguising themselves in order to sow discontent among their rivals is dishonest.

Paladins may 'disguise' themselves so as not to be seen immediately for who they are, but they may not use this to create an advantage by pretending to be someone else when confronted or by performing actions under a secret identity.

For example, a Paladin, if captured, and asked by an enemy where to find the undefended leader of the Paladin's group, cannot lie, but may refuse to answer.

As another example, a Paladin may wear an obscuring cloak to pass through an unfriendly town unmolested, but they may not wear the cloak in order to hand out notices signed by a false name, or to spread word about their rival's crimes while pretending to be a local thug.

Valor

Paladins are expected to be courageous, both in battle and out. While retreat is, at times, the only sensible option, if Paladins routinely flee prematurely, or flee in a manner that endangers their companions, they could lose their powers. Likewise, Paladins are expected to be brave when representing their cause, and to stand up against their enemies out of battle as well.

For example, Paladins who flees from combat, and thus allows their companions to die in their place, could lose their powers. But as a counterexample, Paladins who find themselves surrounded by overwhelming odds, with no hope for victory, may retreat honorably if they take care to ensure that their retreat does not cause the loss of innocent lives.

Paladins who becomes meek and timid when confronted by rivals could lose their powers.

Honor

Honor is everything to Paladins, at times to a fault. They are expected to be respectful to all, even their enemies. No pissing on corpses for the Paladins. They are also expected to be willing to go all the way to see that their honor is maintained. They shall always keep their word once given, or die trying.

For example, if an enemy they have defeated behaved courageously in their own way, Paladins might even adhere to a dying wish or see a proper burial performed. Paladins will never desecrate the dead.

If Paladins are challenged to a duel by someone of similar ability, they must accept. If, for example, a drunken commoner well beneath them makes a challenges, they may turn away, as this shows greater honor than pulverizing an unworthy opponent.

Some more specific examples things that Paladins will and will not do...

  • Will not work alongside evil people, in any capacity. Paladins may meet with them or converse with them, but nothing that remotely benefits the evil person is allowed. This includes colluding with evil people, questing with evil people, giving them gold, etc.
  • Will not break their word before giving full effort to uphold it.
  • Will not lie or deceive.
  • Will not attack, or harm in any way, an innocent.
  • Will not torture another in any way, for any reason.
  • Will not break the law, unless the law is unjust or in conflict with their Oath. Even then, they will first strive to see it overturned.
  • Will never betray a friend, ever.
  • Will never take dirty money or items, or otherwise enrich themselves off the misdeeds of others.
  • Will not desecrate the dead in any manner.
  • Will not attack an unarmed and/or unaware foe.
  • Will not use poison to defeat an enemy.
  • Will obviously not steal, murder, etc.


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