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 Post subject: Paladins
PostPosted: Oct 3rd, '06, 00:31 
To ride abroad redressing human wrongs,
To speak no slander, no, nor listen to it,
To honor his own word as if his god's,
To lead sweet lives in purest chastity,
To love one maiden only [...]
And worship her by years of noble deeds....


——credo of the Knights of the Round Table
(Alfred, Lord Tennyson, The Idylls of the King)

Character Creation

Prime Requisites
Strength
Charisma

Alignments Allowed
Lawful good

Race
Any
Ex. Gnome (Gluckweigl) Dwarf (Gurnaur) Human (Domorus) Human/Elf (Seleen)

Consider the Following.....
Your characters homeland
His age. (Paladins have a lot to learn. They usually begin to train in childhood, well before age 10. A typical 1st-level paladin is 16-18 years old)
Social Backround (Born into nobility?

Why your paladin may be what he/she is...
Religious Patronage
Divine Intervention (Chosen by god to be a paladin)
Government Sponsor
Mentor
Inherited Title

Day in the life...
Enforce laws
Train
Encourage Morality
WEAPON and ARMOR maintenance

Your Paladins Personality (Important)

Aggressive
The aggressive paladin speaks with his sword. Uneasy in social situations and impatient with negotiation, he is most comfortable on the battlefield. He relishes combat, particularly hand-to-hand encounters with enemies formidable enough to put up a good fight. A forceful personality who often wears his emotions on his sleeve, he makes a spirited companion and a dangerous opponent.
Secondary Traits: Heroic, impulsive, haughty, wise-cracking, abrasive, inspiring.
Suggested Kits: Chevalier, Inquisitor, Militarist, Wyrmslayer.
Built on: Str & Con
Favored Weapon: GreatSword/Bastard Sword

Cynical
While as devoted to her ethos as any other paladin, the cynical paladin sees the pursuit of justice as admirable but ultimately futile. Greed, selfishness, and hatred seem to predominate in the world. Compassion and selflessness are hard to find. Advocates of good are hopelessly outnumbered. The cynical paladin fights tirelessly for her principles, but can't shake the feeling that her work may be in vain. To her, optimism is touching but naive, despondency a perfectly understandable reaction to a callous world.
Secondary Traits: Angry, quick-witted, reflective, soft-hearted, brooding, helpful.
Suggested Kits: Expatriate, Ghosthunter, Votary, Wyrmslayer.
Built on: Cha Lacks: Int Wis
Favored Weapon: Non specified

Genteel
The genteel paladin is a man of taste, more at home at a formal ball than a bloody battlefield. While his military skills are has finely honed as those of any paladin, he views combat as an unpleasant necessity; enemies should be dispatched as quickly as possible, preferably with flair and style. He owns the finest clothes and equipment he can afford, and spends as much time on personal grooming as others do practicing weapon skills. He is preoccupied with courtly etiquette and elegant living, looking forward to the day when he can retire to his stronghold and live out the remainder of his life as a proper gentleman.
Secondary Traits: Conceited, prudish, romantic, intellectual, precise, opinionated.
Suggested Kits: Chevalier, Envoy, Equerry, Squire.
Built on: Cha
Favored Weapon: Rapier (Fencing type)

Inquisitive
The inquisitive paladin has an unquenchable thirst for knowledge. Outgoing and amiable, his interests know no limits; he's as fascinated by the rice-growing techniques of elven farmers as the mating rituals of ankhegs. His curiosity often frustrates his companions, who may be eager to resume their travels while he lingers behind, discussing doctrine with a local priest or engrossed by a newborn bluebird pecking its way from its shell.
Secondary Traits: Carefree, shallow, talkative, wise, distracted, warm, studious.
Suggested Kits: Divinate, Envoy, Errant, Squire.
Built on: Int Wis & Cha
Favored Weapon:Non Specified

Optimistic
Relentlessly cheerful and unflaggingly confident, the optimistic paladin could not imagine a better life for herself. She is utterly convinced of the righteousness of her cause, and looks forward to each day as a new opportunity to bring more goodness into the world. She delights in the companionship of others. Her comrades find her a source of inspiration and a beacon of hope in times of despair.
Secondary Traits: Nurturing, compassionate, extroverted, compliant, humorous, relaxed, warm.
Suggested Kits: Errant, Inquisitor, Skyrider, Squire.
Built on: Cha
Favored Weapon: Longsword

Philosophic
The philosophic paladin is drawn to the pleasures of the mind, preferring a poetry reading to a jousting match, a science text to a glass of fine wine. He enjoys scholarly debates on religion and history, and is fascinated by new cultures. His aptitude for intellectual analysis makes him an excellent tactician and valued advisor. Rarely impulsive, his actions are measured and deliberate, born of logic rather than emotion.
Secondary Traits: Thoughtful, cold, hesitant, dispassionate, meticulous, curious.
Suggested Kits: Chevalier, Divinate, Errant, Medician.
Built on: Int & Wis
Favored Weapon: Sceptor

Prudent
The prudent paladin acts with deliberation and foresight, believing that fortune smiles on the cautious. He weighs his words before speaking and is loathe to undertake a mission without careful planning. He is impressed by logic, unmoved by emotion. His rational, dispassionate approach to problem-solving makes him a superb tactician and arbitrator, though some find him cold, even calculating. His level head tempers his private affairs; he manages his stronghold well, avoids debt, and rarely succumbs to temptation.
Secondary Traits: Shrewd, insightful, unfriendly, arrogant, keen-witted, reflective.
Suggested Kits: Ghosthunter, Inquisitor, Militarist, Wyrmslayer.
Built on: Wis & Int
Favored Weapon: Spear

Secretive
For reasons of his own, the secretive paladin reveals little about his background, motivations, or personality, even to his closest companions. He may wear a hood or visor at all times to conceal his features, dress in black or other dark colors, and cover or remove any heraldic symbols from his equipment. He keeps to himself, seldom speaking unless absolutely necessary; he may even wear a scarf around his mouth to muffle his voice. Though he faithfully fulfills his obligations to his party, he keeps his companions at arm's length. There are many possible reasons for his behavior. He may be a fugitive from the law, unjustly accused of a crime, or a renegade from a government allied with evil. He may be doing penance for an ethos violation. Or "he" may be a woman, compelled to hide her sex because of social customs that restrict females from becoming paladins.
Secondary Traits: Quiet, studious, eccentric, impulsive, threatening, nervous.
Suggested Kits: Expatriate, Ghosthunter, Inquisitor, Wyrmslayer.
Built on: Little Cha, Wis
Favored Weapon: Non Specified

Tormented
The tormented paladin lives in the shadow of insecurity and self-doubt. She holds herself to impossibly high standards, sometimes measuring her deeds against those of renowned paladins of history or legend, never considering that those deeds may have been fictional or exaggerated. At her core, the tormented paladin feels unworthy to serve her government or church, this despite her unimpeachable ethics and flawless performance on the battlefield. She scoffs at praise, resists assurance from her friends, and continually berates herself for perceived mistakes.
Secondary Traits: Kind, sullen, analytical, shy, humble, sorrowful
Suggested Kits: Chevalier, Divinate, Expatriate, Divinate, Squire.
Built on: Str
Favored Weapon: (weapon of rolemodel Paladin or holy warrior)

Vengeful
A passionate hatred of evil fuels the vengeful paladin, who crushes his opponents with savage fury. Often, he's motivated by revenge; perhaps he saw his parents slaughtered by drunken ogres, or his village burned to the ground by an evil warlord. In any case, he seems intent on singlehandedly eliminating evil from the face of the planet.
Secondary Traits: Unapproachable, moody, bitter, bold, inspiring, violent.
Suggested Kits: Chevalier, Expatriate, Ghosthunter, Skyrider, Wyrmslayer.
Built on: Str & Con
Favored Weapon: Greatsword

~VIRTUES OF A PALADIN~

Law abiding: The character endeavours to abide by the law of the region. In lawless regions, the character abides by laws of their own country.

Service to liege or church: The character is often expected to perform services for their leige or church.

Cultural traditions: The character preserves cultural traditions such as marriage, hospitality to strangers, respect for your elders, and so forth.

Merciful: The character will grant mercy to a fallen foe.

Courtesy: The character is polite. Think of the rules that a gentleman or gentlewoman might follow.

Honesty and oath keeper: The character keeps promises and is honest. They would not cheat someone and would give them a fair deal.

Generosity: The character is generous to others in need, even when it is troublesome to do so - sharing their last loaf of bread. The character is generous in praise of others.

Morality of associates: The character ensures that those who associate with them are of sound character and follow similar tenets to the character.

Valor: The character is valorous in battle, attacking mighty foes and only retreating when faced by the grimmest odds. This does not imply that the character would disobey orders to stay in battle, for example if a retreat was sounded the character would retreat, they'd just perform a rearguard and make sure everyone else who was able could retreat first ...

Honor: The character behaves in an honorable manner, and will not accept dishonor. This typically includes accepting duels, challenging people who impugn one's honor, and more.

Humility: The character is humble and does not discuss their successes, not seeking the limelight. The character will accept praise with humble thanks, and be embarassed by more.

Chastity: The character avoids sex before marriage, namely anything more than flirting generally.

Chivalrous: The typical chivalric code of battle, ensuring a fair fight and helping a downed opponent get up and get their sword. Ambushing someone is poor manners, and fails to show who is truly the better warrior.

Industry: Life is too short to waste it on irrelevant matters. While others are drinking, this character ensures that everything is ready for tomorrow, things are clean, the garden is tended to and so forth. They don't know the meaning of the word relax.

Tithing: This is the typical tithe that various religions have required of their followers. More importantly, the character is expected to tithe on anything of value they receive.

No more than 10 magic items (+Spare Weapon): It would be greedy to use more. Others can make better use of them.

Limited wealth: The purpose of life is not to accumulate wealth. This is a pre-capitalist society. Any money the character makes over that required to maintain one's properties, position, the church, and servants, must be donated to an appropriate cause where it can be better used.


Detect Evil Intent

The paladin, so thoroughly aligned with the forces of good, can experience the mere presence of evil as a physical sensation. Although similar to the detect evil spell, the paladin's sensitivity to evil essentially functions as a sixth sense. But, like the spell, this ability doesn't work automatically. The player must make it clear that the paladin is attempting to detect evil; only then will the DM reveal the relevant information.

Unlike other senses, the detection of evil works only when the paladin concentrates for one full round, remaining still and taking no other actions. Often, paladins close their eyes, lower their head, and clear their minds by focusing on their own breathing. Some paladins extend their palms, touch their foreheads with their fingers, or sweep their hands slowly in front of them. Details of the concentration routine vary from paladin to paladin, and each is free to come up with a unique routine. Once settled on a routine, the paladin should always execute it the same way.
If attacked, distracted, or otherwise disturbed while concentrating, the paladin fails to detect evil. He may try again in subsequent rounds.

Image


Paladins age at normal human rate
A paladin is as prone as anyone else to hallucinations, nightmares, memory loss, insanity, and similar mental and emotional disorders, providing the disorder isn't a consequence of a disease (such as a fever-induced delirium).
Poison. A paladin is vulnerable to nearly all types of ingested, injected, and inhaled toxins.

A paladin is not only immune to natural diseases, but can cure such diseases in others. This requires no materials or rituals, merely a touch of the victim with a finger, usually on the forehead, cheek, or hand. Only a moment's contact is necessary, so long as skin touches skin. The cure occurs automatically. The victim may be any human, humanoid, demihuman, or natural animal. A paladin can't cure lycanthropes, undead, or creatures of extraplanar or supernatural origin.

Turning Undead

By tapping into the powerful forces generated by his faith, the paladin can become a living conduit of lawful good energy. He may focus this energy to terrify undead or blast them out of existence.

Wealth Limits

A paladin has no interest in wealth for its own sake. He seeks spiritual rather than material satisfaction, derived from serving his faith and his government to the best of his ability. To a paladin, the pleasures of ownership are fleeting, superficial, and ultimately debasing. The rewards of duty are lasting and deep.
Still, the paladin realizes that a certain amount of money is necessary to survive. Rather than forego money altogether, he retains enough wealth to meet his worldly obligations and sustain a modest lifestyle.
A paladin doesn't expect handouts, nor does he rely on the generosity of strangers or his companions. He feels responsible to pay his own way and takes pride in his self-sufficiency. He earns income from treasure, rewards, and fees, the same as anyone else. Unlike most other characters, however, the paladin operates under strict guidelines as to how he can spend his money and how much he can save.
A paladin requires funds to cover the following expenses:
Food. A paladin is responsible for feeding himself and his steed. To hold down costs, the paladin might hunt his own game, and may gather fruits, nuts and vegetables from the wilderness.
Weapons, armor, and clothing. This includes the costs of purchase, upkeep, repair, and replacement. A paladin seldom skimps in this area, spending as much as his funds will allow to secure the highest-quality equipment.
Tack and harness. As with weapons and armor, many paladins splurge to buy the best, especially for bonded mounts.
Lodging. When sleeping outdoors isn't practical, paladins seek out the least expensive inns.
Taxes and licenses. The paladin must make all payments required by his liege. He must also pay all foreign tolls and fees levied during his travels.

Tithing

A paladin must give 10% of all his income to a lawful good institution. This 10% is called a tithe. In most cases, a paladin tithes to his church or other religious organization. If he doesn't belong to a church or operates independently (as in the case of the Expatriate character kit described in Chapter 4), he may designate any lawful good organization, such as a hospital or university, as the recipient of his tithes. A paladin has no say in how his tithes are spent, though the money typically goes towards the institution's maintenance, recruitment, equipment, and education costs. A paladin usually tithes to the same institution for his entire career.


Violations and Penalties

When a paladin violates his ethos—that is, when he violates any stricture, virtue, or edict he has sworn to uphold—he suffers a penalty. This penalty is in addition to any punishments required by applicable laws or local customs. For instance, if a paladin robs a merchant, he suffers an ethos penalty and he may also be imprisoned.
Two methods are provided for determining ethos violations and penalties. The Standard Method, derived from a strict reading of the Player's Handbook rules, is the easiest to referee, but generates the harshest penalties. The Alternative Method is easier on the players, but requires more effort from the DM. Whichever method you prefer, it's best to stick with it throughout the entire campaign.
In all cases, the DM has the final word on whether a violation has occurred. At the DM's discretion, he may allow the paladin to appeal his decision. If the paladin argues convincingly that his actions didn't violate his ethos, the DM may suspend the penalty.
If the paladin's violation isn't especially severe, the DM has the option of letting him off with a warning. If the paladin picks up a new magical item and already has 10, the DM might remind him of the relevant stricture, giving him the chance to put the item down before he claims ownership. One warning, however, is plenty; if the paladin commits the same act a second time, a penalty should be applied immediately.
The DM may bypass both the Standard and Alternate Methods, instead considering each ethos violation on its own merits and assessing any penalty that seems appropriate. A willful and deliberate evil action results in the irrevocable loss of the paladin's status. Lesser violations should result in minor penalties, such as the temporary loss of one or more of the paladin's abilities. A suitable quest, the clerical atonement spell, or both may be used as penance for lesser violations.

Standard Method

This method weighs the severity of an ethos violation purely in terms of alignment. The DM decides if a violation is chaotic or evil, and then applies the appropriate penalty.

Chaotic Violations
Chaotic acts include violations that are inadvertent, impulsive, and relatively benign. The violation cannot have directly or indirectly resulted in physical harm to any non-evil person. Examples:
• A moment of panic.
• Opposing the judgment of officials from his government or church. If the paladin refuses a just edict, the violation becomes evil.
• Failure to display proper courtesy to an elder or peer.
• Arrogance.
• Telling a "white lie" or couching the truth. If the lie results in harm to another person, the violation become evil.
Penalty: If a paladin knowingly commits any chaotic violation of his ethos, he must seek out a lawful good cleric of 9th level or higher. A cleric of the paladin's faith is preferable but not mandatory. The paladin must locate the cleric as soon as possible. An undue delay—say, of more than a few weeks—changes the violation to an evil one.
Once the paladin locates a cleric, he must make a full confession of his transgression and ask for forgiveness. The cleric will prescribe an appropriate penance. The paladin must execute the penance immediately; failure to do so constitutes a further violation. Typical penance's include:
• 1-4 weeks laboring at a monastery or church.
• A day or two in complete isolation, where the paladin does nothing but contemplate the wrongness of his action.
• Completion of a modest task (such as retrieving a medicinal herb from a mountain top or ridding the monastery basement of a snake infestation).

Character Creation

Prime Requisites
Strength
Charisma

Alignments Allowed
Lawful good

Race
Any
Ex. Gnome (Gluckweigl) Dwarf (Gurnaur) Human (Domorus)

Consider the Following.....
Your characters homeland
His age. (Paladins have a lot to learn. They usually begin to train in childhood, well before age 10. A typical 1st-level paladin is 16-18 years old)
Social Backround (Born into nobility?

Why your paladin may be what he/she is...
Religious Patronage
Divine Intervention (Chosen by god to be a paladin)
Government Sponsor
Mentor
Inherited Title

Day in the life...
Enforce laws
Train
Encourage Morality
WEAPON and ARMOR maintenance

Expressions of Faith

Most paladins, regardless of whether they follow a religion or philosophy, must perform certain rites to affirm their faith. Church officials may establish some of them; for instance, a paladin may be required to pray before every meal. Others may be self-imposed; for instance, a paladin may dedicate each battle to the spirit of his murdered brother. Other examples:
Prayer: The most common type of religious expression, prayer takes many forms. A prayer may be a verbal recitation from a sacred text, several minutes of silent meditation, or a fresh verse composed anew each morning. A paladin may be required to pray at a particular time every day (at sunrise or before bed), whenever he gets a chance (such as once a week), or only when a certain event occurs (the death of a companion or a falling star).
Rituals: A ritual comprises a fixed sequence of actions, performed at a specific time (the first day of spring, the paladin's birthday) or to recognize a particular event (the defeat of an enemy, the acquisition of a bonded mount). An endless variety of rituals is possible: tossing a gem into a volcano, building a shrine with a specific number of stones, bathing in a stream with a perfumed soap, immersing a sword in an enemy's ashes.
Proselytizing: Some churches require their paladins to proselytize, spreading the word about their faith and recruiting new converts (an especially strict church might impose a recruitment quota, requiring a paladin to bring in a minimum number of converts every year). Alternately, the paladin may invite curious agnostics to attend religious services or engage skeptics in philosophic dialogues. He may also (in the absence of suitable clerics) give religious instruction to acolytes, lead prayer services, and assist with sermons.
Symbol: To demonstrate his devotion, the paladin may be obliged to display the symbol of his faith on his shield, armor, or banner. He may also wear a piece of jewelry, such as a ring or pendant, inscribed with the symbol.
Pilgrimage: The paladin may have to make pilgrimages to a temple, saint's tomb, mountain peak, cemetery, or other sacred location. Once he arrives, he may be required to say a prayer, present an offering, or spend the night in meditation. A pilgrimage may be made on a specific date (a holy holiday or the date of a founder's death) or within a particular period (once a year or any time before he attains a new level).


Credits: ADVANCED DUNGEONS & DRAGONS®
2nd Edition Player's Handbook Rules Supplement

UCC college site


Last edited by FailedCartoonist on Oct 3rd, '06, 02:47, edited 2 times in total.

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PostPosted: Oct 3rd, '06, 02:29 
Level 15 Player Character
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Joined: Feb 15th, '05, 12:02
Posts: 545
Location: Panik Manifesto
Seems you've repeated some information.

_________________
"No motion has she now, no force;
She neither hears nor sees;
Rolled round in earth's diurnal course,
With rocks, and stones, and trees."


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PostPosted: Oct 3rd, '06, 02:47 
fixed graph and edited repeats


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PostPosted: Oct 3rd, '06, 03:40 
Level 17 Player Character
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Joined: Feb 19th, '05, 23:11
Posts: 701
Location: Québec !!
It comes from the Complete Paladin of 2nd Edition, I have it.

But it is also said that the Calling can be heard at anytime during someone's life, thus it can be possible for someone to only be a paladin at thirty years old or to had previous levels in another character class.

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"Be sober, be vigilant; because your adversary the devil,
as a roaring lion, walketh about, seeking whom he may devour".

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