Paladins are exemplars of Faith and Honor, holding themselves to an unusually high standard and selflessly working to improve the world around them. Their view of the world, so intimately connected to their own belief system, does not always align with those around them. This can set them at odds with those who choose a different path through life.
Above all, Paladins are upholders and enforcers of the law. If that law is defined by a monarch, they will be found among the staunchest supporters of the crown. However, if that law is defined by their own Paladin Order and sets them against the prevailing laws of the land, they can also be considered rebels, or even villains at times. Even in these rare circumstances, one can usually expect mercy from a Paladin. They do not revel in suffering or destruction, but wish in all things for order to prevail. This should never be mistaken for weakness; if a Paladin deems something to be a threat to that order, all notion of mercy disappears. Paladins will stop at nothing to vanquish their foes, often launching prolonged campaigns to eradicate their enemies. When Paladins go on Crusade, even the mighty tremble.
Typical Roles: Tank, Healer, Support/Utility, Melee Damage, Ranged Damage
Damage Types: Physical, Faith (Holy, Demonic, Psionic, Primal)
Class Mechanic:Honor and Faith
Available Races:Dwarf, Human, Centaur
Initial Gold: varies by race from 217.5 to 253.8
During Character Creation you may choose to use the Default Stat Line, before racial modifiers, instead of rolling for stats, or if after rolling ten sets of stats you don’t like the results
Natural Armor Proficiency: Cloth, Leather, Mail
Trainable Armor Proficiency: Plate
Natural Weapon Proficiency: Knives, Swords, Bludgeons (2-handed), Shields
Trainable Weapon Proficiency: Swords (2-handed),Staves
Class Passive & Secondary Skill
Class Class Passive: Selfless Resolve
Class Secondary Skill: Commander, Theologian, or Combat Specialist (may select from Sword & Board, Freehand, Great Weapon, Paired Weapon, or Freestyle Specializations)
Paladins use the following chart for levelling up:
- New Honor Codes and new Code Abilities require training unless they are upgrades (i.e. increasing the number of code points in Honor Strike from 1 to 2), see Learning New Honor Codes and Code Abilities for details
- Max Faith Powers Known does not include Tier 0 powers (i.e. Prayers/Rituals/Systems/Mantras)
- Leveling up only increases the capacity for known Faith Powers, to actually learn new powers see Learning New Faith Powers for details
Specializations are recommended for advanced players only, and are accomplished through the Secondary Skill system (see Specialist Skills). Paladins may choose to specialize their skills in up to one weapon use, one combat style and/or one faith discipline, but can not have more than two specializations in total.
- Max one Weapon Specialist skill (choose from: Knives, Swords, Bludgeons, Staves)
- Max one Combat Specialist skill (choose from: Sword and Board, Freehand, Great Weapon, Paired Weapon, Freestyle, Warder, Mounted)
- Max one Faith Specialist skill (choose from any Discipline associated with your Faith Path)
Paladins gain titles based on their rank and standing within an highly organized and regimented group or society of fellow Paladins, often a branch of a larger religious order or faith organization. While the function of a Paladins Order can vary greatly based on the culture and society where they originate, the basic rules for advancement are the same. Paladins rely on promotion through good standing within the Order and completing honorable quests assigned by their superiors. However if a Paladin truly wishing to climb the ranks within their Order they must eventually participate in a Crusade, a sacred quest or campaign to to route out the enemies of the Faith.
Paladin Orders can vary greatly in size, ranging from a fully fledged and autonomous religious order led by a Grand Marshal, to a smaller military branch of another religious order or Priesthood. When a Paladin Order serves in this capacity it is typically led by a High Templar who is subservient to leadership of the greater order.
The standard Order based title ups for Paladins are as follows:
|Title||Level||Qualifications||Rewards & Consequences|
|Proselyte||1||profess unrelenting belief in a known/accepted Faith witnessed by a deacon/preacher or higher||Tier 1 Powers Sacred Text Salute (passive)|
|Neophyte||3||Accept the Code of the Paladin: The Path of Righteousness join a particular Paladin Order||Tier 2 Powers Gain 1st Code +1 to difficulty roll +1 melee hit Lay on Hands (passive)|
|Acolyte||5||complete a quest determined by High Templar or Higher||Tier 3 Powers +2 melee hit +1 Academic Secondary Skill Point|
|Paladinyte||8||entrance into the military wing of your order sponsorship of a High Templar or higher||Tier 4 Powers Gain 2nd Code +1 to difficulty roll +1 melee hit|
|Crusader||11||participate in at least one successful Crusade||Tier 5 Powers +1 to difficulty roll +3 melee hit Crusaders Glory (passive)|
|High Templar||14||participate in multiple successful crusades complete a quest determined by the Grand Marshal must lead Crusades once promoted||Tier 6 Powers +1 to difficulty roll +2 melee hit field command over Paladin forces|
|Grand Marshal||17||appointed in previous Grand Marshals will or compete against other High Templars||Tier 7 Powers Gain 3rd Code +1 to difficulty roll +1 melee hit head of a Paladin Order (total veto)|
For those Paladins that willingly choose to exist outside of a Paladin Order or are otherwise prevented by circumstance or misconduct, the only alternative is to take on the title of Hedge Paladin. Though they are shunned, outcast and disrespected by other honor classes, they are not without Honor. In fact, sometimes their own sense of honor is what prevents them from serving an Order that they believe to be corrupt.
Having never sworn an Oath to a Paladin Order or pledged themselves to the service of some other religious order or organization, a Hedge Paladin is forced to live on the outskirts of high society, sleeping “under the hedges” rather than in a Keep or Lord’s Hall. In many cases this is simply because they have as of yet failed to prove themselves worthy. This tends to make Hedge Paladins among the bravest Paladins in the land, though often bordering recklessness in their attempts to prove themselves and win honors for their name.
Hedge Paladins live and fight like any other honor class, following some oath or moral code all their own, or mimicking that of an Order they respect and look up to. Given the opportunity, many Hedge Paladins will pledge themselves to an Order later in life. Some, with enough experience and men to follow them, will even attempt to establish their own Paladin Order.
The Oathbroken are disgraced Paladins who were once part of an honorable Paladin or Religious Order, but have since broken or reneged on their oaths. While some may have legitimate and even honorable reasons for doing so, Oathbroken are universally reviled and despised, treated with even greater contempt than a Hedge Knight, for they willingly gave up that which they once claimed to hold above all.
The most overt example of a broken oath would be a Paladin who willingly chooses to dabble in forbidden powers or who forges their own Faith path. While to some circumventing rules and regulations laid out by your Order may seem worth the disgrace, being Oathbroken has its cost. having demonstrated that your oath means little any Oathbroken Honor class CANNOT use Oaths in combat.
Far most sinister of the Outlaw Paladin titles is the False Sworn. These Paladins belong to an existing Paladin Order while secretly serving another agenda, Lord, deity, or entity, and are often Heretical in nature. The False Sworn use whatever Faith powers suit their purpose, all the while holding the benefits and stations befitting their rank among the peers they have deceived. Ultimately though, if a False Sworn is discovered they immediately become Oathbroken, and are exiled from their Order if not executed on the spot.
|Outlaw Title||Qualifications||Rewards & Consequences|
|Hedge Paladin||Having never sworn an Oath to a specific Paladin Order or other such Religious Order (or having been released from an Oath) upholding the Oaths, Virtues, and Codes that would be typical for their class (such as following a known Faith path)||Gain Tiers and Codes at the minimum level requirement for non-outlawed titles (these may be temporarily revoked upon joining an order) With the exception of command rewards, retain any other title rewards gained prior to becoming a Hedge Paladin|
|Oathbroken||Intentional rejection of the authority of a Paladin or other religious Order breaking of the Oaths that bind you to them (or vice versa) most often a result of using forbidden powers and/or mixing of powers||Gain Tiers and Codes at the minimum level requirement for non-outlawed titles With the exception of command rewards, retain any other title rewards gained prior to becoming Oathbroken can use any Faith powers they choose (except for Opposing Faith Powers) May no longer use Honor Oaths Paladins or other associated Religious Orders will shun you if Oathbroken from using forbidden powers (or mixing of powers), will be pursued by Witch Hunters|
|False Sworn||Belong to an existing Paladin Order while secretly serving another agenda, Lord, diety, or entity, often Heretical in nature (i.e. forbidden powers or mixing of powers)||Gain all rewards at minimum level requirement for non-outlawed titles can use any Faith powers they choose (except for Opposing Faith Powers) if discovered immediately become Oathbroken, exiled or executed by Order and hunted by Witch Hunters|
Paladin play styles vary greatly as they can excel in almost any role. Their heavy armor and array of powerful melee weapon choices makes them naturally suited for front line combat or tanking roles. However they can also use many of their honor and faith abilities to support or heal their allies, which in turn mobilizes their class synergy, Selfless Resolve, giving them the potential to do respectable damage as a ranged caster. What this means is that rather than being pigeon holed into a single role, most Paladins can bring immense versatility to their group by shifting to fit the role most needed for the current situation. That said, they can be built to excel in a particular role as well.
Here are some common ways that Paladins can be built using each of the four basic Faith Paths:
Holy Paladin: Holy Paladins are the archetype of all Paladins and are well suited to most roles. The Holy path contains some of the most potent healing abilities, coupled with a Paladins innate survivability, this makes them excellent front line healers. By stacking heavily into their Devotion Code they also become extremely reliable. When a big heal means the difference life or death, a high-crit Healing specialized Paladin with the ability to re-roll failed difficulty tests seems to fit the bill.
Keeper of the Wild:
Crusader Kal Emdar
Paladin of the Order of the Red Hawk, based out of Red Hawk Keep in the Republic Capital of Telestra, hero of the War of the Twin Terrors, sacrificed his life to save a Halfling companion named Silus while during battle with the Shade of Deathlord Archibald
more coming soon…