Paragons of virtue and champions of good, Paladins are an exceptionally challenging class to portray in EFU. Paladins have a difficult to uphold Code of Conduct and set of Oaths. It is not uncommon for Paladins in EFU to fall from grace and lose their Paladin abilities.
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
Save Progression: Fort High, Will Low, Ref Low
Attack Bonus: +1/level
Paladins in EFU: City of Rings
Paladins in EFU: City of Rings do not receive their powers from a specific deity as in previous chapters of EFU and in canon Forgotten Realms. Paladins will start their journey with modified feats and absence of standard Paladin abilities.
In EFU: City of Rings there exists opportunities for members of the Paladin class to either join a specific Paladin Order or to adopt a specific Paladin Code.
When a Paladin character joins an Order or adopts a Code, they will receive full Paladin powers as per standard NWN. Failing to maintain the Code, being ejected from the Order, 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. True Paladins can generally avoid the company of evil companions on adventures by using "/c detect evil", and may feel free to do so at will. The Paladin should be vigilant as there exist means of concealing alignment. 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.
Different EFU: City of Rings Paladin Orders and Codes may permit multiclass possibilities, but most Paladins should maintain a single class.
Consult with a DM if you have more questions, or for guidance if you are uncertain about a situation being faced.
Fallen Paladins will have Divine Grace, Aura of Courage, and Divine Health replaced with Luck of Heroes, Fearless, and Resist Disease respectively. This is to reflect the loss of divine power.
Once a Fallen Paladin becomes a True Paladin, Luck of Heroes, Fearless and Resist Disease will be lost in favour of Divine Grace, Aura of Courage and Divine Health. Thus, PCs may want to take these feats so that they are retained even once the paladin has joined an Order.
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.
Paladins are able to use wands crafted by divine spell-casters.
Paladin Turn Undead remains unchanged from base NWN.
Summon mount has been disabled on EFU.
Example Codes of Conduct and Oaths
Paladins must uphold the teachings of their deity. This does not mean street preaching, but they must live their lives and exhibit themselves in their deities image. They must obey the tenets of their god. They must strive to act in a manner that is in the interest of their god.
For example, a Paladin of Lathander who is miserable and hopeless will no longer be a paladin of Lathander. A paladin of Torm who is reluctant to combat evil will no longer be a Paladin of Torm, etc.
A Paladin must conduct themselves with a modicum of proper behavior. They are expected to be respectful of others. A Paladin who routinely spreads slander and speaks ill of others behind their backs could lose powers. A Paladin who engages in street brawls could lose their powers.
This does not mean a Paladin has to be a nicey nicey patsy. They are expected to behave with a semblance of dignity. They are the 'elite' representatives of their faith and are expected to act as such.
For example, a Paladin of Torm who spreads word around town about how much they hate a local Banite, and spreads tales about the Banite's ill behavior without proof, could lose their powers.
On the other hand, if the same Paladin openly speaks of foul deeds committed by the Banite, and urges others to be cautious against, or take action against the Banite, is fine.
Basically, confrontation is acceptable, but baseless slander is not. Likewise, a Paladin who gets into arguments and fisticuffs with local thugs could lose their powers, but one who engages in honorable duels or fights to defend themself is fine.
A Paladin is 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 deceit. Disguising themselves in order to sow discontent among their rivals is dishonest.
A paladin may 'disguise' themselves so as not to be seen immediately for who they are, but they may not use this to their advantage, by pretending to be someone else when confronted, or to perform actions under the guise of another, or an unknown.
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.
A Paladin may wear a large cloak over his head 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.
A Paladin is expected to be courageous, both in battle and out. While retreat is, at times, the only sensible option, if a Paladin routinely flees prematurely, or flees in a manner that endangers his companions, he could lose his powers. Likewise, a Paladin is expected to be brave in representing his faith, and standing up against his enemies out of battle as well.
For example, a Paladin who flees from combat, and thus allows his companions to die in his place, could lose powers. If a Paladin finds himself surrounded by overwhelming odds, with no hope for victory, he may retreat honorably, but still must take care to see that his retreat does not cause loss of innocent lives.
Likewise, a Paladin who becomes meek and timid when confronted by representatives of rival faiths, could lose powers.
Honor is everything to a Paladin, at times almost to a fault. He is expected to be respectful to all, even his enemies. No pissing on their corpses for the Paladin. He is also expected to be willing to go all the way to see that his honor is maintained. He will always keep his word once given or die trying.
For example, if an enemy he has defeated behaved courageously in his own way, a Paladin might even adhere to his dying wish or see a proper burial performed. A Paladin will never desecrate the dead.
If a Paladin is challenged to a duel by someone of similar ability, he must accept. If, for example, a drunken commoner well beneath him challenges him, he may turn away, as this shows greater honor than beating an unworthy opponent.
Some more specific examples things a Paladin will and will not do...
- Will not work alongside evil people, in any capacity. A Paladin 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 his word without giving full effort to uphold it.
- Will not lie or deceive.
- Will not attack, or harm in any way, an innocent.
- Will not torture in any way, for any reason.
- Will not break the law, unless the law is unjust or in conflict with their deity's dogma. Even then, they will strive to see it overturned without breaking it.
- 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 or kill an unarmed, and/or unaware foe.
- Will not use poisons to defeat an enemy.
- Will obviously not steal, murder, etc.