Paladin: Difference between revisions

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180 bytes removed ,  25 October 2023
changed out city of ring stuff, added in language that made it clear oath is a ring and you take it in character creation
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(changed out city of ring stuff, added in language that made it clear oath is a ring and you take it in character creation)
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==Background==
==Background==


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.
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.


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 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. 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.
 
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.  
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.  
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