Paladin: Difference between revisions

From EfU Wiki
Jump to navigation Jump to search
No edit summary
No edit summary
Line 1: Line 1:
=Paladin=
=General=
----
==General==
[[File:Paladin.jpg]]
[[File:Paladin.jpg]]


Line 17: Line 15:


'''Attack Bonus:''' +1/level
'''Attack Bonus:''' +1/level
----
 
==Paladin Abilities==
=Paladin Abilities=
Paladins in EFU start without any Paladin abilities.  They must find a path to follow in game in order to unlock them.
Paladins in EFU start without any Paladin abilities.  They must find a path to follow in game in order to unlock them.
----
 
==Spellcasting==  
=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.
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.
----
 
==Code of Conduct and Oaths==  
=Code of Conduct and Oaths=  
Paragons of virtue and champions of good, paladins are an exceptionally challenging class to portray in EFU.
Paragons of virtue and champions of good, paladins are an exceptionally challenging class to portray in EFU.


Line 89: Line 87:
*Will not use poisons to defeat an enemy.
*Will not use poisons to defeat an enemy.
*Will obviously not steal, murder, etc.
*Will obviously not steal, murder, etc.
----
 
==Detect Evil==  
=Detect Evil=  
Paladins can detect evil. Type /c detect evil, or use the player tool. Paladins are expected to use this tool to uphold their oaths regarding adventuring with or aiding evil.
Paladins can detect evil. Type /c detect evil, or use the player tool. Paladins are expected to use this tool to uphold their oaths regarding adventuring with or aiding evil.
----
 
==Divine Wands==  
=Divine Wands=  
Paladins are able to use wands crafted by divine spell-casters.
Paladins are able to use wands crafted by divine spell-casters.
----
 
==Fallen Paladins and Paladins of Unresponsive Deities==  
=Fallen Paladins and Paladins of Unresponsive Deities=  
Fallen Paladins and Paladins of Dead Deities will have Divine Grace, Aura of Courage, and Divine Health replaced with Luck of Heroes, Fearless, Resist Disease respectively. This is to reflect the loss of divine power. As this requires a DM to manually make these changes, let a DM know so they can modify your feats IG.
Fallen Paladins and Paladins of Dead Deities will have Divine Grace, Aura of Courage, and Divine Health replaced with Luck of Heroes, Fearless, Resist Disease respectively. This is to reflect the loss of divine power. As this requires a DM to manually make these changes, let a DM know so they can modify your feats IG.
----
 
==Hidden Perk==  
=Hidden Perk=  
There is a secret perk available to level 8 pure class Paladins hidden somewhere in the module.
There is a secret perk available to level 8 pure class Paladins hidden somewhere in the module.
----
 
==Summon Mount==  
=Summon Mount=  
Summon mount has been disabled on EFU.
Summon mount has been disabled on EFU.

Revision as of 20:33, 17 January 2019

General

Paladin.jpg

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 Die: d10

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

Paladin Abilities

Paladins in EFU start without any Paladin abilities. They must find a path to follow in game in order to unlock them.

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.

Code of Conduct and Oaths

Paragons of virtue and champions of good, paladins are an exceptionally challenging class to portray in EFU.

The Paladin's Code of Conduct

Paladins are possibly the most demanding class. They not only have to answer to their deity's dogmatic needs, but also uphold their oaths of paladin conduct.

Fealty

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.

Courtesy

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 just must 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 words around town about how much he hates a local Banite, and spreads tales about his ill behavior without proof, could lose powers.

On the other hand, if the same paladin openly speaks plainly of foul deeds comitted by the Banite, and urges others to be cautious against, or take actions against, the Banite, is fine.

Basically, confrontation is ok, but shit-talking is not. Likewise, a paladin who gets in arguments and fisticuffs with local thugs could lose power, but one who engages in honorable duals or fights to defend themselves is fine.

Honesty

A paladin is expected to be honest in words and deeds. Paladins can not lie under any circumstances. They may choose to not speak at all, as opposed to lying. They also can not 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 in the guise of another, or an unknown.

For example, a paladin, if captured, and asked by the enemy where to find the undefended leader of the paladin's group, can not 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 rivals crimes while pretending to be a local thug.

Valor

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 paladinhood. 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 a powerful orc once he takes a solid blow, and thus allows the orc to slay his companions, could lose powers. If a paladin finds himself surrounded by powerful orcs, 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

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, say, a drunken commoner well beneath him challenges him, he may turn away, as this shows greater honor than beating the man.

Some more specific examples things a paladin will and will not do...

  • Will not work alongside evil people, in any way. A paladin may meet with them, or have conversations, but nothing that remotely benefits the evil one is allowed, including plotting, questing, 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.

Detect Evil

Paladins can detect evil. Type /c detect evil, or use the player tool. Paladins are expected to use this tool to uphold their oaths regarding adventuring with or aiding evil.

Divine Wands

Paladins are able to use wands crafted by divine spell-casters.

Fallen Paladins and Paladins of Unresponsive Deities

Fallen Paladins and Paladins of Dead Deities will have Divine Grace, Aura of Courage, and Divine Health replaced with Luck of Heroes, Fearless, Resist Disease respectively. This is to reflect the loss of divine power. As this requires a DM to manually make these changes, let a DM know so they can modify your feats IG.

Hidden Perk

There is a secret perk available to level 8 pure class Paladins hidden somewhere in the module.

Summon Mount

Summon mount has been disabled on EFU.