imp_fireball
2009-05-24, 11:33 PM
The paladin has always encountered criticism due to being constrained in both mechanics and fluff, which in turn, can quite often affect the setting on a deep level (to the point that some GMs don't allow paladins if the setting doesn't suit it).
This variant attempts to change that.
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Before creating your paladin, you must choose between one of two iterations.
Zealot: Has trained hard to enforce their ideology. Their abilities are earned and rooted heavily in faith and fervor, typically corresponding to their belief and ideology. The typical zealot serves their religion/deity usually in the form of communicating with representitives who perform the necessary consecrations/rituals before them. Their code of conduct is established according to the player/GM's whims and is typically based off the ideology set out by an organization. The code of conduct can include anything, such as traditions, proper behavior, etc. Zealots always operate by this code of conduct or lose their abilities altogether (fallen). Their abilities correspond to their alignment.
Vessel: The vessel is chosen (whether by a deity or institution) for their paladin abilities. They are typically already martially proficient, or if they are not then they are typically trained to be so. Vessels have their own alignment however they must follow the whim of whoever granted them their abilities (which usually goes by a code of conduct similar to that of the zealot) or lose them altogether (fallen). Unlike the zealot, a vessel's abilities do not correspond to their alignment.
Additional: According to the alignment they serve (or express), a paladin's abilities may suit different given templates.
LG - Lawful Good paladins are identical to those in the SRD, but with the exclusion of the code of conduct, since that is defined depending on whether or not they are a vessel or zealot.
NG - Neutral Good paladins are typically charitable in nature. Their archetype depends on small offshoots of existing belief systems that are more open to acceptance, with the belief in the importance of helping everyone as long as those individuals/group of individuals do not choose to offend or harm their beliefs and commitments. This NG paladin's spells arrive at slightly later levels than the LG paladin, however they have the ability to oppose both law and chaos.
CG - Chaotic paladins are identical to the 'liberator' in the SRD, but with the exclusion of the code of conduct, since that is defined depending on whether or not they are a vessel or zealot.
LN - Lawful Neutral paladins might suit the 'gray knight' core class, but with the exlusion of the code of conduct, since that is defined depending on whether or not they are a vessel or zealot. LN paladins are also at GM discretion and can be discussed with the player as to what is acceptible.
NN - True Neutral paladins are completely at GM discretion, often strongly relating to the setting of an adventure/campaign out of absolute necessity. Their spells arrive later, just like the NG paladin's and their alignment based spells operate similarly. Additionally, instead of smiting, they are allowed to select an object of hate - similar to the ranger's 'favored enemy' but often much broader - of which they can instead smite. If the hate is 'resolved' then they must typically attend new rituals at GM discretion or spend months retraining, in order to focus their hate into another object.
CN - Chaotic Neutral paladins are identical to the chaotic good paladin listed above, with the addition that their smite is identical to the true neutral paladin's in how it functions.
LE - Lawful Evil paladins are identical to the 'tyrant' listed in the SRD, but with the exclusion of the code of conduct, since that is defined depending on whether or not they are a vessel or zealot.
NE - Neutral Evil paladins - the paladins of decay - have spells that operate similarly to the Neutral Good paladin listed above. They can smite as an evil paladin does. At GM discretion, they can partake of abilities from the 'slaughterer' or 'tyrant' paladin listed in the SRD in an established measure, or make use of something homebrewed.
CE - Chaotic Evil paladins are identical to the 'slaughterer' listed in the SRD, but with the exclusion of the code of conduct, since that is defined depending on whether or not they are a vessel or zealot.
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Criticism?
This variant attempts to change that.
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Before creating your paladin, you must choose between one of two iterations.
Zealot: Has trained hard to enforce their ideology. Their abilities are earned and rooted heavily in faith and fervor, typically corresponding to their belief and ideology. The typical zealot serves their religion/deity usually in the form of communicating with representitives who perform the necessary consecrations/rituals before them. Their code of conduct is established according to the player/GM's whims and is typically based off the ideology set out by an organization. The code of conduct can include anything, such as traditions, proper behavior, etc. Zealots always operate by this code of conduct or lose their abilities altogether (fallen). Their abilities correspond to their alignment.
Vessel: The vessel is chosen (whether by a deity or institution) for their paladin abilities. They are typically already martially proficient, or if they are not then they are typically trained to be so. Vessels have their own alignment however they must follow the whim of whoever granted them their abilities (which usually goes by a code of conduct similar to that of the zealot) or lose them altogether (fallen). Unlike the zealot, a vessel's abilities do not correspond to their alignment.
Additional: According to the alignment they serve (or express), a paladin's abilities may suit different given templates.
LG - Lawful Good paladins are identical to those in the SRD, but with the exclusion of the code of conduct, since that is defined depending on whether or not they are a vessel or zealot.
NG - Neutral Good paladins are typically charitable in nature. Their archetype depends on small offshoots of existing belief systems that are more open to acceptance, with the belief in the importance of helping everyone as long as those individuals/group of individuals do not choose to offend or harm their beliefs and commitments. This NG paladin's spells arrive at slightly later levels than the LG paladin, however they have the ability to oppose both law and chaos.
CG - Chaotic paladins are identical to the 'liberator' in the SRD, but with the exclusion of the code of conduct, since that is defined depending on whether or not they are a vessel or zealot.
LN - Lawful Neutral paladins might suit the 'gray knight' core class, but with the exlusion of the code of conduct, since that is defined depending on whether or not they are a vessel or zealot. LN paladins are also at GM discretion and can be discussed with the player as to what is acceptible.
NN - True Neutral paladins are completely at GM discretion, often strongly relating to the setting of an adventure/campaign out of absolute necessity. Their spells arrive later, just like the NG paladin's and their alignment based spells operate similarly. Additionally, instead of smiting, they are allowed to select an object of hate - similar to the ranger's 'favored enemy' but often much broader - of which they can instead smite. If the hate is 'resolved' then they must typically attend new rituals at GM discretion or spend months retraining, in order to focus their hate into another object.
CN - Chaotic Neutral paladins are identical to the chaotic good paladin listed above, with the addition that their smite is identical to the true neutral paladin's in how it functions.
LE - Lawful Evil paladins are identical to the 'tyrant' listed in the SRD, but with the exclusion of the code of conduct, since that is defined depending on whether or not they are a vessel or zealot.
NE - Neutral Evil paladins - the paladins of decay - have spells that operate similarly to the Neutral Good paladin listed above. They can smite as an evil paladin does. At GM discretion, they can partake of abilities from the 'slaughterer' or 'tyrant' paladin listed in the SRD in an established measure, or make use of something homebrewed.
CE - Chaotic Evil paladins are identical to the 'slaughterer' listed in the SRD, but with the exclusion of the code of conduct, since that is defined depending on whether or not they are a vessel or zealot.
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Criticism?