Paladin: Difference between revisions

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=General=
{{CharacterNav|title=Classes
[[File:Paladin.jpg]]
|ClassPic=Paladin.jpg
|ClassName=Paladin
|align=Lawful Good
|HP=10 + CON
|Prof=Armor (Light, Medium, Heavy), Shields, Weapons (Simple, Martial)
|Skills=2 + INT
|Saves=Fort High, Will Low, Reflex Low
|BAB= +1/Level
}}


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.
==Background==


'''Alignment:''' Lawful Good 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 will start their journey with modified feats and absence of standard Paladin abilities.


'''Hit Points:''' 10+CON per level
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.


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


'''Skill Points:''' 2+int modifier per level , (2+int modifier)*4 at 1st level
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. However, before multiclassing as a paladin or into paladin, you must contact a DM to seek approval for the build and concept.


'''Save Progression:''' Fort High, Will Low, Ref Low
Consult with a DM if you have more questions, or for guidance if you are uncertain about a situation being faced.


'''Attack Bonus:''' +1/level
==Mechanics==


'''Feat Changes:''' Smite Evil and Lay on Hands usable 3/day.
'''Alignment:''' Lawful Good Only


=Paladins in EFU: City of Rings=
'''Hit Points:''' 10 + CON per level


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


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


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


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. '''However, before multiclassing as a paladin or into paladin, you must contact a DM to seek approval for the build and concept.'''
'''Save Progression:''' Fort High, Will Low, Ref Low


Consult with a DM if you have more questions, or for guidance if you are uncertain about a situation being faced.
'''Attack Bonus:''' +1 per level


==Paladin Oaths==
'''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.
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.


===Rumored Oaths===
Fallen Paladins, that is those who have not sworn or upheld an oath, are unable to cast spells.  
While there are many oaths in the world of EFU for a Paladin to take, some of the more well-known oaths are accessible to players.


One such is that of one who is stoic in their duties and of strong will, the "Oath of the Rock." It is said to not be hard to dig up and lay within a tranquil garden, somewhere in Ring 99.
===Changes===


Another Oath is that of the Lady in Waiting, an oath commonly sworn within the Peerage of Ring 99.
{| class="wikitable"
 
|-
The last of the rumors would lead you to a more distant, dangerous bastion within Ring 95. Those who find themselves given purpose by a singular figure and hold them in the highest of regards, so much as to stake their own life, are urged to take a pilgrimage to this ancient battlefront.
! Change !!
 
|-
==Fallen Paladin==
| Feat Changes || Smite Evil and Lay on Hands usable 3/day.
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.  
|-
 
| 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.
Once a Fallen Paladin becomes an Oathsworn 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.
|-
 
| Detect Evil || Paladins can detect evil using the [[Voice_Commands#Detect_Evil|/c detect evil]] [[Voice_Commands|Voice Command]]. Paladins are expected to use this tool to uphold their oaths regarding adventuring with or aiding evil.
==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.
| Turn Undead || Paladin Turn Undead remains unchanged from base NWN
|-
| Summon Mount || Summon Mount has been disabled on EFU
|}


Fallen Paladins, that is those who have not sworn or upheld an oath, are unable to cast spells.
==Paladin Spell List==
 
{| class="mw-collapsible mw-collapsed wikitable"
===Paladin Spell List===
{| class="wikitable"
|-
|-
! 1st Circle !! 2nd Circle !! 3rd Circle
! 1st Circle !! 2nd Circle !! 3rd Circle
Line 81: Line 88:
|}
|}


==Detect Evil==  
==Oaths==
Paladins can detect evil using the [[Voice_Commands#Detect_Evil|/c detect evil]] [[Voice_Commands|Voice Command]]. Paladins are expected to use this tool to uphold their oaths regarding adventuring with or aiding evil.
{| class="mw-collapsible mw-collapsed wikitable"
 
| Oath || Tenets
==Divine Wands==
|-
Paladins are able to use wands crafted by divine spell-casters.
|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."
 
|-
==Turn Undead==
|Oath of the Roadwarden: || "Protect those of good heart and standing that travel these paths. Suffer no bandit or criminal."
Paladin Turn Undead remains unchanged from base NWN.
|-
 
|Oath of Ky'ran: || "Fear not evil. Confront it always and never give up."
==Summon Mount==
|-
Summon mount has been disabled on EFU.
|Oath of the Truthbearer: || "Let none destroy knowledge. Punish those who do so."
 
|-
=Example Codes of Conduct and Oaths=
|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'''
'''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.
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.
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'''
'''Courtesy'''
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*Will not use poison to defeat an enemy.
*Will not use poison to defeat an enemy.
*Will obviously not steal, murder, etc.
*Will obviously not steal, murder, etc.
{{ClassList}}


[[Category:Character Classes]]
[[Category:Character Classes]]


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