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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 "[[Voice_Commands#Detect_Evil|/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.
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 "[[Voice_Commands#Detect_Evil|/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.
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. Before taking paladin levels along with another class, speak to a DM beforehand to approve it.  
 
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.
Consult with a DM if you have more questions, or for guidance if you are uncertain about a situation being faced.

Revision as of 11:47, 5 May 2020

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 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

Feat Changes: Smite Evil and Lay on Hands usable 3/day.

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. Before taking paladin levels along with another class, speak to a DM beforehand to approve it.

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

Fallen Paladins

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.

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.

Detect Evil

Paladins can detect evil using the /c detect evil Voice Command. 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.

Turn Undead

Paladin Turn Undead remains unchanged from base NWN.

Summon Mount

Summon mount has been disabled on EFU.

Example Codes of Conduct and Oaths

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 Book who is miserable and hopeless will not be able to remain one for long. A Paladin of the Rock who is reluctant to combat evil 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.