The Classes- Paladins
Sword of the Solar, Flail of the
Fiend
Despite the awesome power the gods
once wielded, rarely did they dirty their hands in dealing with their foes. Where their clerics were often charged with
educating and protecting the layfolk, each god also maintained private armies
of holy warriors- commonly referred to as paladins- to execute their will in a
more direct fashion. Each was a credit
to their faith; a soldier with neither fear nor peer, righting wrongs the world
over with the literal blessing of their god.
Of course, that was a very long time
ago.
Today, this ideal is best relegated
to the annals of history, the tallest tales of bards, or the drunken ramblings
of tavern regulars. This is not to say
that paladins do not exist, for they most certainly do- but they are almost
universally reviled as pitiable and broken figures, carts put before dead
horses. Although it has been argued that
the Shattered Pantheon has left paladins behind for a reason, no one seems to
know what it might be. None, that is,
save for the paladins themselves, who will without exception angrily turn upon
their detractor- be they clueless historian, degenerate jongleur, or hopeless drunkard-
and explain in no uncertain terms exactly what is wrong with the world.
Paladins are born with the ability
to look into another person’s soul with but a gaze, but it is a mixed blessing
at best as the flaws in a person’s character play across their features in a
dream-like vision. While minor
transgressions can be embarrassing or amusing- an ever-shifting and colorful
array of love bites and smears of rouge along a philanderer’s neck, for
example- greater ones have been known to drive men mad. How long can one stand to see the bloody
fingerprints their beloved and mysteriously widowed uncle leaves on everything
he touches, or the oily smoke that escapes the lips of a gossipy older sister whose
malicious slander has destroyed lives?
Some paladins instead see elements of a weakness they despise in others
instead of past sins. One who disdains
charity might see a generous benefactor grow thinner and weaker with every
donation they make to the poor, while a zealously free spirit might view a particularly
well-organized and sober clerk might as being literally bound by the fetters of
his daily routine. No matter what a paladin
sees in someone, they unilaterally feel compelled to do something about
it. Although the gods molder in their
graves, those who would have been their warriors continue to fight for their
ideals.
Due to the nature of a paladin’s
visions, their roles within a society can easily transcend religious
lines. In fact, it is the least
religious of the races that have the greatest respect for paladins. Dwarven and Shuu specimens use their second
sight to focus less on righting specific wrongs and more on ensuring that their
respective communities remain free of what they see as disruptive elements,
sometimes through lecture or negotiation, sometimes through ritual combat to
the death. Naturally, these paladins
downplay the popular theory surrounding the source of their abilities, with
dwarves viewing it as a source of embarrassment, and what few true elven
paladins that deign to have conversation with other races growing angry and
violent. On the other end of this
spectrum, halfling paladins eagerly play up the possibility that their
abilities may be divine in nature, and often work actively with the clerical
leaders of halfling society to nurture and inspire their people. Half-orc and half-elven paladins often find
that their abilities reinforce the fact that they are different from those
around them, and while they usually adopt the viewpoint of the society that
raised them, they also sometimes take up one that is diametrically opposed if
only to rebel. Common elven, half-dragon
and human paladins are the most conflicted with respect to their abilities, as
their societies have the biggest issues with the existence gods and the nature
of their demise. They either zealously
embrace or utterly deny their abilities, and are very much responsible for the
stereotype of the paladin as a judgmental and aimless wanderer, leaping into
action only at the most inopportune and dramatic of times but with often with
spectacular results.
Because of their monochromatic
worldview, paladins find most other classes wanting in some way. Barbarians are reliably destructive but hard
to direct towards useful ends, and there will always be more than a few bards
and rogues that simply register as wrong
in a paladin’s sight, no matter what offends them. Those that dedicate themselves to a higher purpose,
such as clerics, monks and druids, are either boon companions or bitter enemies
depending on what ideals they follow. Wizards,
sorcerers and fighters are scrutinized as much as any, but tend to be viewed as
individuals more so than a class. In an
adventuring party, paladins are ill-suited to leadership roles unless the party
is working directly towards the paladin’s goals. Instead, paladins excel as advisors to said
leaders, using their abilities to weed out those who might not gel with the
party(or themselves) on matters of morals or ethics. It is important to note that paladins do not
need to actively use their abilities to sense another paladin- they recognize
each other on sight, and either greet each other warmly or attack one another
viciously.
Paladin Traits:
As listed in the SRD save as follows.
Aura: Paladins project an aura directly related to one part of their alignment. Once the choice is made, it is permanent and always 'on'.
Neutral paladins can project any aura they wish with respect to their
neutrality, but it functions as an aura projected by a paladin three levels
lower, and they still cannot project an aura of an alignment opposing their
own where applicable.
Detect: A Paladin's ability to
detect an offending alignment functions within the parameters of the wizard and cleric spells of the
same name, but are eternally ‘on’, and the paladin cannot turn them off(although
this does not interfere with sleeping, eating or similar activities, no matter how disturbing). The player should work with the DM to choose
exactly what form their detect ability takes, whether visual (for example,
detect law shows lawful people wrapped in chains, or detect good has good
individuals giving off a blindingly bright light), olfactory (people of
offending alignment smell bad, or perhaps all too savory), or auditory (evil people are eternally giving a
litany of their sins that only the paladin can hear). It is of the utmost importance that these
abilities do not cause disruption to fellow players or the person running the game.
Smite: A paladin's smite is an extraordinary ability that allows a character to add
their paladin level to their attack modifier and damage dealt for a number of
rounds equal to their Charisma modifier against the alignment the paladin detects as noted above. As a paladin gains levels, their smiting
surge gains more abilities: adding half their level to either their AC or
initiative modifier at level 5, and finally their Charisma modifier to either
their AC or initiative modifier at level 10.
Code of Conduct: A paladin that moves one "step" away from their alignment with respect to their aura uses ALL of their abilities- save for detection of an offending alignment- as if they were 3 levels lower. A paladin that "falls" by moving more than one step away from their alignment with respect to their aura loses all of their abilities save for detection and gains a derangement- the player and DM should come to an agreement beforehand regarding what is and what is not acceptable and appropriate for both the character and the game. An ex-paladin is likely a miserable person, and they will do everything they can to attempt to atone, usually with the help of a cleric that matches their original alignment, or lives in exile, far away from other people.
Associates: A paladin will be extremely ill at ease around people whose moral or ethical code they cannot abide, but can work with them for brief intervals in the face of a larger problem(under direct attack from a creature with an HD greater than the paladin's level, or passive opposition by someone or something that the paladin has solid evidence and reason to believe that a temporary alliance with an offending individual or group will allow them to overcome, for example), but will then turn on their former ally/allies as soon as the situation has been resolved. An associate or associates who undergoes a genuine change in alignment while working with the paladin to the point that they no longer offend the paladin is exempt from this seeming betrayal.
Paladin's Mount: A paladin's mount looks like a particularly hale and robust animal associated with a god that matches the paladin's alignment.
Paladin Alignment
|
Available Auras
|
Detect/Smite
|
Lawful Good
|
Good, Law
|
Chaos, Evil
|
Neutral Good
|
Good; Law or Chaos
@ -3 lvl
|
Evil, Chaos, Law
|
Chaotic Good
|
Chaos, Good
|
Evil, Law
|
Lawful Neutral
|
Law; Good or Evil @
-3 lvl
|
Chaos, Good, Evil
|
True Neutral
|
Any @ -3 lvl
|
Any
|
Chaotic Neutral
|
Chaos; Good or Evil
-3 lvl
|
Law, Good, Evil
|
Lawful Evil
|
Law, Evil
|
Chaos, Good
|
Neutral Evil
|
Evil; Law or Chaos
-3 lvl
|
Good, Chaos, Law
|
Chaotic Evil
|
Chaos, Evil
|
Good,
Law
|