![]() ![]() Although exceedingly rare among the general populace, paladins were disproportionately likely to pursue a life of adventure compared to most other warriors. The adventuring lifestyle came easily to most paladins, regardless of their origin. Blander Mul, a paladin refusing to fight in the Blood War Others heard or answered the call only late in life, after having pursued a different career, possibly in response to a terrible catastrophe like the destruction of their home. Many were squires or assistants to more experienced paladins, training for years before they came into their own as champions of their cause. Most people who did feel the compulsion to become a paladin began their training early in life, often as adolescents. It was often said that becoming a paladin was something that was either within one's nature or not and though an individual could reject the divine call that beckoned them, no one could become a paladin who did not have the necessary conviction. A rare few felt compelled to the paladin's path since their early youth, as though sent into the world with a divine purpose. įew paladins truly "chose" their career and for many becoming a paladin was more like answering a call to destiny, sometimes quite literally from a god or angel. It was from this code that paladins derived their nature as the purist champions of whatever cause they served. All paladins adhered to a code of conduct of some sort,, though the strictures of their oath often differed significantly from one paladin to another. Paladins who did worship good or lawful gods tended towards the worship of deities such as Azuth, Bahamut, Chauntea or her aspect Yondalla, Helm, Ilmater, Kelemvor, Mystra, Jergal, Lathander, Moradin, Re-Horakhty, Sune, Torm, or Tyr. As a result, most commoners viewed the paladin to be, by default, lawful good, though this was not necessarily true. Lawful or good individuals were more likely to feel the call to serve as a paladin than others, making most paladins lawful good. All paladins, regardless of whom they served and how they acted, were expected to serve as sworn defenders of their beliefs, smiting those who would debase or devalue them. Evil paladins sometimes served as champions of primordials or fiends, committing atrocities like the sacrifice of sapients in exchange for unholy power. Others, however, simply held themselves to a particularly powerful sense of right and wrong, which was in of itself enough to attract the favor of the divine. Precisely how a paladin defined these values differed from one paladin to another and some swore their oath as a form of religious devotion, dedicating themselves to the values of a particular god. Purge the evil from those possessed by fiendsġst- resist energy 2nd- detect thoughts 3rd- invisibility purge 4th- plane shift.The defining characteristic of a paladin was their oath, which most frequently called upon a paladin to battle the forces of evil and to defend justice wherever they could. Never suffer an evil outsider to live if it is in your power to destroy it. This ability replaces the mercy gained at 9th level. This ability has no effect for a paladin whose divine bond is with a mount. She can divide her bonuses from the divine bond ability among her weapon, armor, and shield as she sees fit. Adding these properties consumes an amount of bonus equal to the property’s cost (see Tables 15–4 and 15–5 in the Core Rulebook). Holy Vessel (Su)Īt 9th level, a paladin whose divine bond is with a weapon can also use her divine bond to augment her armor or shield with enhancement bonuses, or add any of the following armor or shield properties: bashing, fortification, and spell resistance. ![]() A targeted dimensional anchor persists even if the paladin is unconscious or dead. ![]() The aura functions only while the paladin is conscious, not if she is unconscious or dead.Īlternatively, as an immediate action, the paladin can expend one use of her smite evil ability to target an evil outsider within 30 feet with dimensional anchor. Evil outsiders attempting to use abilities such as dimension door, plane shift, or teleport to leave or enter the aura must succeed at a Will save (DC 10 + 1/2 the paladin’s level + the paladin’s Charisma modifier) failure means the ability does not function, as if the outsider were affected by dimensional anchor. The aura extends 20 feet from the paladin. Anchoring Aura (Su)Īt 8th level, a paladin’s aura hampers extra-dimensional travel by evil outsiders. Often she works closely with inquisitors, searching for signs of outsider manipulation and possession. ![]() A paladin who takes an oath against demons, devils, daemons, and other evil outsiders is constantly on the lookout for malicious fiendish insurgence into the world, and faces it with swift and unwavering defiance. ![]()
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