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Post by ancientempathy on Sept 8, 2009 12:56:28 GMT -5
So I got to thinking that the number of paladins on the server is currently incredibly low these days (if nonexistant). As a player that's made 3 of them during my time here, it's not an easy role to play My first managed to fall from grace, but didn't become evil. The other two just got boring for me and other interests had developed at the time. Throughout a span of several months since those days, I had done a numerous amount of paladin research to better myself should someday; should I decide to resurrect an old character or even make a new one. So here now, I shall share tips and tricks to hopefully help any future would-be paladins and inspire. And perhaps remind even some of the older ones we got out there about a thing or two! Hopefully this thread turns into a collaboration of credited material (so cite your friggin source!) that offers advice and tips. Helpful links: www.wizards.com/default.asp?x=dnd/cwc/20050224afrc.proboards.com/index.cgi?board=lore&action=display&thread=1804
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Post by ancientempathy on Sept 8, 2009 13:13:25 GMT -5
Where Paladins Excel Weapons:Melee combat is your element. You can damage undead with a touch, and your aura of courage allows others to fight against them at your side. Your choice of melee weapon is often cultural and is certainly not limited to a sword. You might ask your DM what weapons are suitable. No well-prepared paladin neglects a ranged weapon. While most paladins leave extended missile exchanges to others, some choose a limited number of short-range thrown weapons such as throwing axes, javelins, and spears. Others choose the crossbow for distance work. Often, your most effective tactic is just to throw or fire once, then charge any enemies who haven't already covered the distance between you. By 3rd level, you should be mounted, so you should have mounted combat weapons—at least a lance. As your experience grows, consider that you will not always be the combatant on the horse, or the one doing the charging. Many paladins turn to the humble spear. The halfspear, shortspear, and trident can all be set against charges or thrown as the situation requires. While the longspear can also be set against charges and gives the benefit of reach (which is significant), it cannot be thrown. ArmorThe benefit of heavy armor can't be overstated. Since you will spend so much time in melee, seek the best armor you can find at all times. Agility and ease of maneuverability are secondary considerations to protection. Keep looking for special materials that lighten weight and reduce encumbrance—anything that increases your mobility makes you more effective. The CodeWith all the advantages that come with being a paladin, it's hard to be humble. The temptation is to throw your weight around, force party members to toe your line, and hog the glory. Others, who don't understand your code, may think the code requires this behavior (or perhaps leads inevitably to it). They are wrong. You know paladins lead by example. Some parties may be leery of you because they would rather keep their options open: lying, cheating, and using all the weapons at their disposal, including poison. You know that these methods breed weakness in those who use them and, like any evil act, create future consequences that are ultimately harmful. Refusing to lie, cheat, or use poison doesn't limit you and your allies to frontal assaults in broad daylight, either. You are a trained warrior. You can use clever tactics: Set up an attack from an unexpected direction, lure opponents onto unfavorable ground, create flanking opportunities. Be prepared to look at the tactical situation, and be sure to ask your companions for their suggestions—they might surprise you.Then again, your higher calling to help those in need may seem distracting to others, drawing them away from cleaning out and looting the nearest dungeon. Your allies may feel reduced to the role of sidekicks if they must always follow your desire to aid those in need and punish those who harm or threaten innocents. This can be a knotty problem for you if you have a mission that won't wait and innocents are at risk. Fortunately, you aren't personally obligated to right every wrong, no matter how small. That way lies madness. You don't exist in a vacuum. If you don't have a higher-level mentor, either a cleric or a superior in a knightly or religious order, then ask the DM if you can acquire one. If you have a problem with how your code applies, you can seek your mentor's guidance in the context of the campaign. Above all, you know the value of faith. Even when things don't go your way, you are being guided by a higher power. Each test you meet will make you stronger. Paladins don't associate on a continuing basis with evil characters. This is a point on which the DM or an NPC mentor might provide further guidance. Circumstances might force temporary cooperation, but be aware that this is an extremely risky option for you. In such cases, you have to weigh the potential gains—the success of the specific enterprise, the possibility of redeeming a fallen character, and so on against the chance of personal corruption. You may do best in groups where everyone is within one alignment step of lawful good (in other words, everyone is either lawful good, neutral good, or lawful neutral), though a neutral character might get along well with you, too. Any party that purposely hides a member's evil alignment from you is setting up a potentially dangerous confrontation. //From the Defenders of the Faith, pgs. 8-9
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Post by ancientempathy on Sept 8, 2009 13:27:17 GMT -5
The Code and the DMAs DM, you should be sensitive to the challenges of being a paladin, and to the conflicts of interest that may develop during play. Try to use these factors to highlight roleplaying opportunities, but be prepared to pull back if doing this starts causing problems. For example, don't throw dozens of commoners in distress in front of a paladin on a mission without being clear that the commoners are the real mission. The code does not say paladins must be celibate, tea-drinking, sticks in the mud, either. Paladins should avoid drinking too much since it impairs their readiness to combat evil. Likewise, they should avoid heavy use of any substance that alters their perceptions. Moderation is the key. For instance, excessive gambling most likely leads to building a heavy debt, and agents of evil could use that debt to influence a paladin. The paladin's ultimate relationship is with the patron deity. At times, the interests of temporal authorities such as kings or church superiors may be at odds with the paladin's personal sense of right or justice. This element is best introduced after the player has mastered the basic rules of the class and has started exploring its roleplaying elements. //Defenders of the Faith, pg. 9 Duties and the DM
You can use the paladin's outside duties as a tool to reinforce the paladin's place in your campaign. Be careful not to frustrate a paladin with too many duties or let these duties frustrate the rest of the party. Many DMs require paladins to donate at least 10% of their adventuring spoils to their order, their church, or a worthy charity, and an exceptionally zealous paladin might voluntarily double this amount. //Defenders of the Faith, pg. 11
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Post by ancientempathy on Sept 8, 2009 13:47:50 GMT -5
Arvoreen The Defender, The Wary Sword Arvoreen’s Marchers: This Tethyrian military order is fifteen years old and has a history of keeping order and fighting monsters. Consisting mainly of halfling paladins of Arvoreen (and a few like-minded gnomes), the Marchers are highly respected by local humans and halflings alike. Their chapterhouse, called Keeperstone, houses almost one hundred members, including their leader and founder Estemal Talltankard (LG male lightfoot halfling paladin 6/fighter 3 of Arvoreen), whose efforts helped keep order in parts of Tethyr during its civil war. Paladins of this order can multiclass freely as clerics, fighters, and rogues. Baravar Cloakshadow The Sly One, Master of Illusion, Lord of Disguise Knights of the Shadowy Cloak: This paladin order of the gnome god Baravar Cloakshadow keeps a low profile in gnome communities. Its members seek to eliminate goblinoids, kobolds, and other evil humanoids, for they believe these creatures cannot be redeemed. They work secretly so as not to attract attention or bring about retaliation against local gnome settlements. They rarely spend much time together, preferring to join mixed-race adventuring parties to use the strength of the “big folk” against their common enemies. They can multiclass freely as clerics, fighters, illusionists, and rogues. Berronar Truesilver The Revered Mother, Mother of Safety Berronar’s Valkyries: The members of this order of female dwarf paladins worship Berronar Truesilver. Their role is to make sure that dwarf soldiers (most of which are male) make it home from war. Very tactical-minded, they prefer to find a high vantage point in battles, observing the action until they see a group of allies in particular danger, at which point they charge in to help. Most favor training involving mobility in battle, and some ride celestial boars as their mounts. They can multiclass freely as clerics of Berronar and dwarven defenders. //From the Champions of Valor
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Post by ancientempathy on Sept 8, 2009 14:00:00 GMT -5
Chauntea The Great Mother, the Grain Goddess, Earthmother Field Guardians: This special paladin order devoted to Chauntea is described on page 26 of the FORGOTTEN REALMS Campaign Setting. Gaerdal Ironhand The Stern, Shield of the Golden Hills Shields of the Golden Hills: This order of clerics, fighters, and paladins serves the gnome deity Gaerdal Ironhand. It uses a system of classification based on fighting and spellcasting ability (each ranked separately) to determine who is the best individual for any particular situation. The group is dedicated to defending gnome communities against any attackers; members of the order also serve as offi cers and champions of larger gnome military assemblies. Each gnome community tends to have a chapter of this order, and the chapters operate autonomously except when several communities are endangered by a common threat. Paladins of this order can multiclass freely as clerics and fighters. Helm The Watcher, the Vigilant One Vigilant Eyes of the God: These cautious paladins of Helm look for evil that threatens innocents and place themselves between the two. Although the order is relatively young, its numbers are steadily rising as the church encourages certain members of the Companions of the One True Vision (the Helmite knightly order responsible for many native slaughters in Maztica, and thus unpopular in Faerûn even years later) to join the Vigilant Eyes. Many guilt-ridden Companions see service in the Vigilant Eyes as a way to atone for the needless deaths they caused in Maztica, and the Vigilant Eyes is developing a reputation for selflessness and humility because of the penance of some of its members. Paladins of this order can multiclass freely as arcane devotees, clerics, fi ghters, divine champions, and Purple Dragon knights. //From the Champions of Valor
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Post by ancientempathy on Sept 8, 2009 14:10:33 GMT -5
Horus-Re Lord of the Sun, Master of Vengeance, Pharaoh of the Gods Claws of the Sun and the Ankh: This order was founded after the Time of Troubles on the orders of Horus-Re. It is the first order of Mulhorandi paladins to serve a god other than Osiris. Ignoring the obsession with politics so common among the priesthood of Horus-Re, this rapidly growing order energetically pursues the evil minions of Set. Members sometimes clash with the servants of Anhur when that god causes trouble with his warmongering. They are fanatics and pride themselves on their lack of fear. They can multiclass freely as clerics, divine champions, divine disciples, or hierophants. Ilmater The Crying God, the Broken God Order of the Golden Cup: This Ilmataran order is dedicated to healing and protecting the sick, innocent, and weak. Its members are the peaceful counterparts to the Companions of the Noble Heart, soothing the hurts of the world rather than seeking out evil to destroy. They are not opposed to such actions, but see their role as something different, though they are not pacifists and never hesitate to fight evil when confronted with it. Paladins of this order can multiclass freely as clerics, divine disciples, and hierophants. Companions of the Noble Heart: One of two Ilmataran paladin orders, these aggressive heroes are tasked with eliminating the cruel and those who are known to enjoy the torture and suffering of others. The church of Loviatar is their greatest enemy, and they take great joy in tearing her temples down to the foundation once the evil followers within are dead. They are friendly with their peaceful counterparts, the Order of the Golden Cup. Paladins of this order can multiclass freely as divine champions and fighters. Kelemvor Lord of the Dead, Judge of the Damned Knights of the Eternal Order: The church of Kelemvor recently created this order to seek out and destroy powerful undead that tax the powers of the normal branches of the church. Its stronghold, a small fortified keep outside Iriaebor, can house all thirty-five members of the order plus support staff, though at any time approximately half of the members are away from home, in search of undead to slay. Paladins of this order can multiclass freely as clerics or doomguides (see page 186 of Faiths and Pantheons). //From the Champions of Valor
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Post by ancientempathy on Sept 8, 2009 14:17:40 GMT -5
Lathander The Morninglord Order of the Aster: This widespread and popular special paladin order dedicated to Lathander is described on page 26 of the FORGOTTEREALMS Campaign Setting. Milil Lord of Song, the One True Hand of All-Wise Oghma Harmonious Order: These personable and swaggering clerics and paladins of Milil encourage bards (whom they tolerate despite alignment differences) to accompany them to create ballads based on their exploits. This order, currently numbering about one hundred members, is fairly old, and many famous stories told by bards actually stem from real quests performed by this order (though warped and exaggerated in the retellings over the years). Its role is to guard Milil’s holy sites and do good works in Milil’s name. Paladins of this order can multiclass freely as fighters. Moradin The Soul Forger, Dwarffather, All-Father Hammers of Moradin: This special paladin order devoted to Moradin is briefly discussed on page 26 of the FORGOTTEN REALMS Campaign Setting.
The Soulforger has few paladins, but the dwarves who choose this path often act as champions of the entire dwarven pantheon, blending the virtues of all the dwarven gods. They may multiclass freely as clerics, fighters, divine champions, dwarven defenders and runecasters.
//From the Champions of Valor
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Post by ancientempathy on Sept 8, 2009 14:27:23 GMT -5
Mystra The Lady of Mysteries, the Mother of All Magic Knights of the Mystic Fire: This order of paladins and rangers serves Mystra. The paladins accompany other members of the church on quests to locate lost hoards of ancient magic, and most of the leaders of temple guardians are drawn from this order. The rangers (sometimes called the Order of the Shooting Star) serve as long-range scouts and spies for the church and deal with magical threats against the natural order, such as rampaging monsters and creatures born of mad experimentation. The order has at least fi ve hundred members, though rarely are more than a dozen gathered into a single place. Paladins of this order can multiclass freely as wizards and guild wizards of Waterdeep (see page 26 of Magic of Faerûn). Nobanion Lord Firemane, King of the Beasts Legion of Lions: This organization of wemic and werelion paladins of Nobanion was founded by Karrlon (LG male wemic ranger 4/paladin 4), a former mercenary who now fights for the Lord Firemane. Karrlon created the order shortly after the Time of Troubles, and though its numbers are small (less than two dozen), its members are all powerful fighters, and they have quickly become the champion of good monsters throughout Faerûn—and dire foes to servants of Malar. They often travel as a group, but lone members are known to join with adventuring bands of other races to see more of the world, spread the faith, and fight evil. Paladins of this order can multiclass freely as clerics and divine champions. Osiris Lord of Nature, Judge of the Dead, Reaper of the Harvest Order of the Risen Scepter: This elite and exclusive order of paladins and rangers is only open to those who have been raised from the dead by priests of Osiris (or even spontaneously by Osiris himself) after death at the hands of minions of Set. This grim group has a remarkably casual attitude toward death, since Osiris has blessed them with the power to return from the dead unaided if slain by Set’s followers with unjust, dishonorable, or unrighteous means. Because this ability doesn’t apply if someone is slain by other creatures or in other ways, each member makes the best use of it by focusing on hunting Set’s followers. Paladins of this order can multiclass freely as rangers. //From the Champions of Valor
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Post by ancientempathy on Sept 8, 2009 14:35:08 GMT -5
Red Knight Lady of Strategy, Grandmaster of the Lanceboard Order of the Red Falcon: Housed in the Citadel of Strategic Militancy (northeast of Baldur’s Gate), this small order of Red Knight worshipers has a history of triumphing in the face of overwhelming odds. It trains officers and others in tactics and military history. Its leader, Lady Kaitlin Tindall Bloodhawk (LN human female aristocrat 1/fighter 7), was possessed by the Red Knight’s avatar during the Time of Troubles, and while so possessed she and her large adventuring band traveled to Tethyr to repel an army of monsters, earning the fame and gratitude of Tethyr. The order has about fifty members. Paladins of this order can multiclass freely as divine champions and fighters. Siamorphe The Divine Right Order of the Silver Chalice: This order formed in Waterdeep during the Time of Troubles when nine young nobles banded together to defend the Sea Ward against invaders. Aalangama Gulderhorn (LN human female cleric 9 of Siamorphe) joined them, and they officially declared themselves a knightly order. They relocated to Tethyr to restore just rule in that country. Though all but three of the founders were killed, the survivors saw a true heir put on the throne, and now the group defends Tethyr’s eastern border. Only nobles can join this group, and only on Shieldmeet; because of these strictures the order has grown slowly, now numbering about forty-five members. Paladins of this order can multiclass freely as aristocrats and fighters. Sune Firehair, Lady Firehair Sisters and Brothers of the Ruby Rose: This powerful paladin order dedicated to Sune is described on page 26 of the FORGOTTEN REALMS Campaign Setting. //From Champions of Valor
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Post by ancientempathy on Sept 8, 2009 14:46:52 GMT -5
Torm The True, the True Deity, the Loyal Fury Order of the Golden Lion: This order of paladins of Torm is led by Sir Dylan Lionshand (LG human male paladin 12). Its specific task is to actively serve the Penance of Duty (aid other religions, oppose Bane and Cyric, report and repair areas of wild and dead magic). Members of this order usually serve by guarding temples of other faiths that would otherwise be vulnerable or by performing quests to eliminate Banite and Cyricist strongholds. The several hundred Golden Lions are easily recognized by their ornate armor and helm, which they keep polished to a golden hue. Paladins of this order can multiclass freely in any one other class. Tyr The Even-Handed, the Maimed God, the Just God Knights of Holy Judgment: This order of Tyr’s paladins focuses on the more lawful aspects of the god’s philosophy, and hunts and punishes criminals and monsters—particularly devils which it sees as abhorrent perversions of a lawful society. The order has approximately one hundred members. It is on very good terms with the Knights of the Merciful Sword, another Tyrran order. Exceptional members of this order can be selected to join the Hammers of Grimjaws*, an elite order of holy knights. Paladins of Holy Judgment can multiclass freely as clerics and divine champions. Knights of the Merciful Sword: This order of Tyr’s paladins, currently seventy strong, focuses on upholding good in the world (as defined by Tyr). It regularly quests to find and slay all kinds of evil monsters, particularly demons. Members are on very good terms with the Knights of Holy Judgment, another large paladin order serving Tyr. Exceptional Merciful Swords of this order can be selected to join the Hammers of Grimjaws*, an elite order of holy knights. Paladins of the Merciful Sword can multiclass freely as fighters and divine champions. Yondalla The Protector and Provider, the Nurturing Matriarch, the Blessed One Shields of Yondalla: This Luiren-based special paladin order devoted to the primary halfling deity is described on page 26 of the FORGOTTEN REALMS Campaign Setting. Wayward Wardens: This group is a loose fellowship of wandering Yondallan halflings who feel the need to see the world and aren’t tied to any particular settlement. They travel alone or in groups across Faerûn, coming to the aid of besieged or threatened halfling communities. If some of them in a group are sneakier than others, they tend to split into a visible group and a secret group to hide their true numbers and allow for quick reinforcements if a roadside encounter goes wrong. Paladins of this order can multiclass freely as clerics and rangers. //From the Champions of Valor *Hammers of Grimjaws: Members of this elite order of paladins are drawn solely from two of Tyr’s orders, the Knights of Holy Judgment and the Knights of the Merciful Sword. An existing member must nominate a paladin, who then maintains a prayer vigil in Tyr’s temple. A positive vision (Tyr’s warhammer) means the paladin is accepted, no vision means the paladin must try again, and a negative vision (Tyr’s sword) means the paladin has failed in some way and must go on a quest to atone, with a successful quest meaning the paladin is forgiven and accepted into the order. There are less than a dozen of these paladins in all of Faerûn, all of them serious, devout, and experienced warriors of the faith. Paladins of this order can multiclass freely as clerics, fighters, and divine champions.//From Champions of Valor, pg. 100
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Post by ancientempathy on Sept 8, 2009 14:47:36 GMT -5
*collapses for a while*
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Mister Cicerone
New Member
Long time advocate for good ale and orc smashing.
Posts: 43
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Post by Mister Cicerone on Sept 9, 2012 0:44:31 GMT -5
Bumping this back into circulation due to recent forum activities.
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Post by Munroe on Sept 9, 2012 18:08:40 GMT -5
Note that no paladins should begin play as Hammers of Grimjaws. Anyone intent on playing such a character would need to notify the DM Team as though applying for a PRC. Not just anyone can be a Hammer of Grimjaws. Hammers of Grimjaws are exceptionally rare. As noted above there are only a dozen in all of Faerun. Considering that new members of the order must be nominated by existing members of the order, this means player characters are very unlikely to join the order. This also means that applications to join the order are likely to be denied.
Tyr
The Even-Handed, the Maimed God, the Just God
Knights of Holy Judgment: This order of Tyr’s paladins focuses on the more lawful aspects of the god’s philosophy, and hunts and punishes criminals and monsters—particularly devils which it sees as abhorrent perversions of a lawful society. The order has approximately one hundred members. It is on very good terms with the Knights of the Merciful Sword, another Tyrran order. Exceptional members of this order can be selected to join the Hammers of Grimjaws*, an elite order of holy knights. Paladins of Holy Judgment can multiclass freely as clerics and divine champions.
Knights of the Merciful Sword: This order of Tyr’s paladins, currently seventy strong, focuses on upholding good in the world (as defined by Tyr). It regularly quests to find and slay all kinds of evil monsters, particularly demons. Members are on very good terms with the Knights of Holy Judgment, another large paladin order serving Tyr. Exceptional Merciful Swords of this order can be selected to join the Hammers of Grimjaws*, an elite order of holy knights. Paladins of the Merciful Sword can multiclass freely as fighters and divine champions.
*Hammers of Grimjaws: Members of this elite order of paladins are drawn solely from two of Tyr’s orders, the Knights of Holy Judgment and the Knights of the Merciful Sword. An existing member must nominate a paladin, who then maintains a prayer vigil in Tyr’s temple. A positive vision (Tyr’s warhammer) means the paladin is accepted, no vision means the paladin must try again, and a negative vision (Tyr’s sword) means the paladin has failed in some way and must go on a quest to atone, with a successful quest meaning the paladin is forgiven and accepted into the order. There are less than a dozen of these paladins in all of Faerûn, all of them serious, devout, and experienced warriors of the faith. Paladins of this order can multiclass freely as clerics, fighters, and divine champions.
//From Champions of Valor, pg. 100 |
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