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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?

Devils_Advocate
2009-05-25, 09:01 PM
I worked out an Any Good Paladin class (http://www.giantitp.com/forums/showpost.php?p=5545214&postcount=7) by combining the LG and CG paladins. The basic idea is that Paladin of Honor and Paladin of Freedom already have almost everything in common, so a generic Any Good replacement -- or specifically NG variant -- should probably have all that stuff too.

You could let your NG Paladin get all of the spells of the other two Good Paladins, but no buffing aura or extra class skill.

It's fairly obvious how to combine the two Evil paladin variants in the same fashion.


Am I the only one who thinks it's rather contradictory to require a "must be Chaotic" character to adhere to any externally determine code of conduct?

I'd point to the Wu Jen as doing restrictive Chaos right; they choose their own taboos.

imp_fireball
2009-05-27, 01:04 AM
Am I the only one who thinks it's rather contradictory to require a "must be Chaotic" character to adhere to any externally determine code of conduct?

I think you are, but it gets a little confusing there too (if the cult/external organisation leads an organized 'greater good' dedication than that might still be lawful dependant on the setting/plot; not that chaotic people aren't organised or that they don't 'succeed' as often as lawful characters, as the SRD supposedly ascerts in one of their paragraphs).

Another thing I'd like to point out is that the vessel does not need to have an alignment that's different from their code of conduct - rather, they're only allowed to (it isn't necessry). Having the same alignment as the code of conduct or management that created it doesn't mean that they agree to it either, they simply follow it (they aren't as devout or willing). A vessel can also have their code established by an organisation if there's no clear deity. Usually a deity bestows them their powers though.

It's a little confusing, but the main thing is is that zealots are willing and vessels are just... well, vessels.

By this rule, Miko Miyazaki would be a zealot - to the point that she begins interpreting her CoC (code of conduct) in her favor. That doesn't make her a vessel however, she's still a zealot up until she fell from grace.

A vessel might have looked at it more logically (they might say, "See, the rules can be bent this way." rather than, "The rules have this inner meaning.").

A paladin is also affectively aware of the fact that they can fall from grace, in which case they seek to avoid it whenever possible - it's pretty much implied in the SRD.
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Also: How do you link to single posts? I still can't figure that out (even after checking the FAQ).

Devils_Advocate
2009-05-28, 11:21 PM
Ya see that little "#4" in the top right corner of this post? Try clickin' on it.