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| {| class="wikitable sortable" border="1" cellpadding="5" cellspacing="1"
| | ===Nodachi=== |
| !width="150pt"| Weapon
| |
| !width="50pt"| Base Damage<sup><b>[1]</b></sup>
| |
| !width="100pt"| Crit Base Damage<sup><b>[1]</b></sup>
| |
| !width="100pt"| Critical Range
| |
| !width="100pt"| Critical Multiplier
| |
| !width="100pt"| Bullrush
| |
| !width="100pt"| Stun
| |
| !width="100pt"| Daze
| |
|
| |
|
| |-
| | Base Damage: 3d4<br> |
| |valign="center"|[[Melee_Weapons#Cavalry_Hammer|Cavalry Hammer]]
| | Base Critical Threat: 19/20x2<br> |
| |valign="center" align="center"|150 | | Base Damage Type: Slashing<br> |
| |valign="center" align="center"|263
| | Weapon Size: Large<br> |
| |valign="center" align="center"|20
| | Weapon Proficiency: Exotic, Cavalier<br> |
| |valign="center" align="center"|150%
| | [[Weapons#Weapon_Grouping_Summary_Chart|Weapon Focus Group]]: 2-Handed<br> |
| |valign="center" align="center"|* | | Weight: ??<br> |
| |valign="center" align="center"|* | | |
| | '''''Note: This is finessable by medium creatures and is considered a rogue and swashbuckler weapon.''''' |
| | |
| | {| wikitable class="wikitable sortable mw-collapsible" |
| | !Name |
| | !ID |
| | !DC |
| | !Craft<br>Points |
| | !Value |
| | !Level |
| | !Materials |
| | !Properties |
| | |
| | |- id= |
| | |Nodachi (Bronze) |
| | | | | |
| |- | | |6 |
| |valign="center"|[[Melee_Weapons#Light_Flail|Light Flail]] | | |1 |
| |valign="center" align="center"|149 | | | gold |
| |valign="center" align="center"|223 | | |2nd |
| |valign="center" align="center"|19-20 | | |4 [[Coal]]<br>2 [[Ingot (Bronze)]] |
| |valign="center" align="center"|125%
| |
| |valign="center" align="center"|*
| |
| |valign="center" align="center"|*
| |
| | | | | |
|
| |
|
| |- | | |- id= |
| |valign="center"|[[Melee_Weapons#Mace (Light Mace)|Mace (Light Mace)]] | | |Nodachi (Iron) |
| |valign="center" align="center"|149
| |
| |valign="center" align="center"|223
| |
| |valign="center" align="center"|20
| |
| |valign="center" align="center"|150%
| |
| |valign="center" align="center"|*
| |
| |valign="center" align="center"|*
| |
| | | | | |
| |- | | |8 |
| |valign="center"|[[Melee_Weapons#War_Mace|War Mace]] | | |15 |
| |valign="center" align="center"|151 | | | gold |
| |valign="center" align="center"|263
| | |2nd |
| |valign="center" align="center"|20 | | |4 [[Coal]]<br>2 [[Ingot (Iron)]] |
| |valign="center" align="center"|150% | | |Attack Bonus: +1<br>Damage Bonus: Slashing 1 Damage |
| |valign="center" align="center"|*
| | |
| |valign="center" align="center"|*
| | |- id= |
| | |Masterly Nodachi (Iron) |
| | | | | |
| |- | | |12 |
| |valign="center"|[[Melee_Weapons#Morningstar|Morningstar]] | | |28 |
| |valign="center" align="center"|150 | | | gold |
| |valign="center" align="center"|224
| | |2nd |
| |valign="center" align="center"|20 | | |4 [[Coal]]<br>2 [[Ingot (Iron)]]<br>1 [[Ingot (Silver)]] |
| |valign="center" align="center"|125% | | |Attack Bonus: +1<br>Damage Bonus: Slashing 2 Damage |
| |valign="center" align="center"|*
| | |
| |valign="center" align="center"|*
| | |- id= |
| | |Double axe (Steel) |
| | | | | |
| |- | | |15 |
| |valign="center"|[[Melee_Weapons#Cavalry_Axe|Cavalry Axe]] | | |53 |
| |valign="center" align="center"|183 | | | gold |
| |valign="center" align="center"|320
| | |2nd |
| |valign="center" align="center"|20
| | |4 [[Coal]]<br>2 [[Ingot (Steel)]] |
| |valign="center" align="center"|150% | | |Attack Bonus: +2<br>Damage Bonus: Slashing 2 Damage |
| |valign="center" align="center"| | | |
| | |- id= |
| | |Masterly Nodachi axe (Steel) |
| | | | | |
| |valign="center" align="center"|* | | |32 |
| |-
| | |204 |
| |valign="center"|[[Melee_Weapons#Cavalry_Sword|Cavalry Sword]]
| | |gold |
| |valign="center" align="center"|183
| | |2nd |
| |valign="center" align="center"|275
| | |4 [[Coal]]<br>2 [[Ingot (Steel)]]<br>1 [[Ingot (Silver)]] |
| |valign="center" align="center"|19-20 | | |Attack Bonus: +2<br>Damage Bonus: Slashing 4 Damage |
| |valign="center" align="center"|125% | | |
| |valign="center" align="center"| | | |- id= |
| | | | |Nodachi (Greensteel) |
| |valign="center" align="center"|*
| |
| |-
| |
| |valign="center"|[[Melee_Weapons#Wakizashi|Wakizashi]]
| |
| |valign="center" align="center"|182
| |
| |valign="center" align="center"|272
| |
| |valign="center" align="center"|19-20
| |
| |valign="center" align="center"|125%
| |
| |valign="center" align="center"|
| |
| |
| |
| |valign="center" align="center"|
| |
| |-
| |
| |valign="center"|[[Melee_Weapons#Katana|Katana]]
| |
| |valign="center" align="center"|184
| |
| |valign="center" align="center"|275
| |
| |valign="center" align="center"|19-20
| |
| |valign="center" align="center"|125%
| |
| |valign="center" align="center"|
| |
| |
| |
| |
| |
| |-
| |
| |valign="center"|[[Melee_Weapons#Bastard Sword|Bastard Sword]]
| |
| |valign="center" align="center"|184
| |
| |valign="center" align="center"|275
| |
| |valign="center" align="center"|19-20
| |
| |valign="center" align="center"|125%
| |
| |valign="center" align="center"|
| |
| |
| |
| |valign="center" align="center"|*
| |
| |-
| |
| |valign="center"|[[Melee_Weapons#Heavy Flail|Heavy Flail]]
| |
| |valign="center" align="center"|189
| |
| |valign="center" align="center"|283
| |
| |valign="center" align="center"|20
| |
| |valign="center" align="center"|125%
| |
| |valign="center" align="center"|*
| |
| |valign="center" align="center"|*
| |
| |
| |
| |-
| |
| |valign="center"|[[Melee_Weapons#Spear|Spear]]
| |
| |valign="center" align="center"|209
| |
| |valign="center" align="center"|313
| |
| |valign="center" align="center"|20
| |
| |valign="center" align="center"|125%
| |
| |valign="center" align="center"|
| |
| |
| |
| |
| |
| |-
| |
| |valign="center"|[[Melee_Weapons#Lance|Lance]]
| |
| |valign="center" align="center"|229
| |
| |valign="center" align="center"|343
| |
| |valign="center" align="center"|20
| |
| |valign="center" align="center"|125%
| |
| |
| |
| |
| |
| |
| |
| |-
| |
| |valign="center"|[[Melee_Weapons#Lance (Small)|Lance (Small)]]
| |
| |valign="center" align="center"|229 | |
| |valign="center" align="center"|343
| |
| |valign="center" align="center"|20
| |
| |valign="center" align="center"|125%
| |
| |
| |
| |
| |
| |
| |
| |-
| |
| |valign="center"|[[Melee_Weapons#Naginata|Naginata]]<sup><b>[2]</b></sup>
| |
| |valign="center" align="center"|107(213) | |
| |valign="center" align="center"|160(320) | |
| |valign="center" align="center"|20
| |
| |valign="center" align="center"|125%
| |
| | | | | |
| | |25 |
| | |94 |
| | | gold |
| | |13th |
| | |6 [[Coal]]<br>3 [[Ingot (Greensteel)]] |
| | |Attack Bonus: +3<br>Keen<br>Light: Dim (5m) Green |
| | |
| | |- id= |
| | |Nodachi (Damask) |
| | | | | |
| | |30 |
| | |164 |
| | | gold |
| | |13th |
| | |4 [[Coal]]<br>2 [[Ingot (Steel)]]<br>1 [[Ingot (Iron)]] |
| | |Attack Bonus: +3<br>Damage Bonus: Slashing 3 Damage |
| | |
| | |- id= |
| | |Masterly Nodachi (Damask) |
| | | | | |
| |- | | |53 |
| |} | | |543 |
| | | | gold |
| <sup><b>[1]</b></sup> Assuming bronze weapon and strength modifier of 13. | | |16th |
| <sup><b>[2]</b></sup> Naganita strikes twice during spirited charge.
| | |2 [[Coal]]<br>1 [[Ingots#Ingot (Silver)|Ingot (Silver)]]<br>1 [[Ingots#Ingot (Steel)|Ingot (Steel)]]<br>1 [[Ingots#Ingot (Adamantine)|Ingot (Adamantine)]]<br>2 [[Ingots#Ingot (Mithril)|Ingot (Mithril]] |
| | | |Attack Bonus: +3<br>Damage Bonus: Slashing 6 Damage |
| | |
| {| class="wikitable sortable"
| |
| |- style="background-color:#c0c0c0"
| |
| !Status Effect
| |
| !Formula
| |
| | |
| |- | |
| |'''Bull Rush'''
| |
| | '''Attacker''': Strength modifier + size + armor + Cavalier level<br>'''Defender''': Strength modifier + size + armor + d20 | |
|
| |
|
| |- | | |- id= |
| |'''Daze''' | | |Unique Nodachi |
| | | | | |
| | | |50 |
| |- | | |650 |
| |'''Stun''' | | | gold |
| | | | | |
| | |2 [[Ingots#Ingot (Adamantine)|Ingot (Adamantine)]]<br>2 [[Ingot (Greensteel)]]<br>1 Banishment (Scroll)<br>1 Desert Flower<br>2 [[Coal]] |
| | |Attack Bonus: +4<br>Damage Bonus: Piercing 1d6 Damage<br>Damage Bonus: Divine 1d8 Damage<br>Damage Bonus vs.: Outsider 1d8 Magic Damage<br>Damage Bonus vs.: Ogre Magic 1d4 damage<br>Keen<br>Only Usable By: Non-Evil<br>'''Increased UMD Requirement (30)''' |
|
| |
|
| |} | | |} |
|
| |
|
| |
|
| |
| {/
| |
|
| |
| '''Paladin''' is a default base class with Arelith specific changes.
| |
|
| |
|
| |
| __TOC__
| |
|
| |
| == Introduction ==
| |
|
| |
| Arelith Paladins enjoy changes that benefit their spellcasting and martial abilities. Mechanical changes are included in the [[#Class Mechanics]] on this page and explained in the [[#Arelith Changes]] section. Base mechanics can be found [https://nwn.fandom.com/wiki/Paladin on NWNWiki]. The [[#Roleplay Tips]] section provides suggestions for character development.
| |
|
| |
|
| |
| === Requirements ===
| |
|
| |
| '''Alignment restrictions:''' Lawful good only
| |
|
| |
| '''Spellcasting:''' Requires a [[:Category:Paladin_Deities|Paladin Deity]] as their [[Deity#Chosen_Deity|patron deity.]]
| |
|
| |
| === Class Features ===
| |
|
| |
| '''Hit die:''' d10
| |
|
| |
| '''Proficiencies:''' armor (light, medium, heavy), shields, weapons (martial, simple)
| |
|
| |
| '''Skill points:''' '''''4''''' + int modifier (('''''4''''' + int modifier) * 4 at 1st level)
| |
|
| |
| '''Class Skills:''' concentration, craft mastery, discipline, heal, '''''intimidate''''', leadership, '''''listen''''', lore, parry, ride, '''''spot''''', taunt
| |
|
| |
| '''Unavailable feats:''' weapon specialization
| |
|
| |
| '''Primary saving throw(s):''' fortitude
| |
|
| |
| '''Base attack bonus:''' +1/level
| |
|
| |
| '''Spellcasting:''' Divine, charisma-based (a base charisma score of 10 + the spell’s level is required to cast a spell, bonus spells are based on modified charisma, and the charisma modifier affects spell DCs), and spontaneous cast (no spell preparation required)
| |
|
| |
| === Level Progression ===
| |
|
| |
| Hit points rolls on Arelith are always maximum.
| |
|
| |
| {| {{Table-Class}}
| |
| | align="center" style="background:#FFFFFF;" colspan="7" |
| |
| | align="center" style="background:#c0c0c0;" colspan="4" |'''Base spells per day'''
| |
| |-
| |
| | align="center" style="background:#c0c0c0;"|'''Level'''
| |
| | align="center" style="background:#c0c0c0;"|'''BAB'''
| |
| | align="center" style="background:#c0c0c0;"|'''Fort'''
| |
| | align="center" style="background:#c0c0c0;"|'''Reflex'''
| |
| | align="center" style="background:#c0c0c0;"|'''Will'''
| |
| | align="center" style="background:#c0c0c0;"|'''Feats'''
| |
| | align="center" style="background:#c0c0c0;"|'''HP'''
| |
| | align="center" style="background:#c0c0c0;"|'''1st'''
| |
| | align="center" style="background:#c0c0c0;"|'''2nd'''
| |
| | align="center" style="background:#c0c0c0;"|'''3rd'''
| |
| | align="center" style="background:#c0c0c0;"|'''4th'''
| |
| |-
| |
| | 1st||+1||+2||+0||+0||divine grace, divine health, '''''lay on hands'''''||10||-||-||-||-
| |
| |-
| |
| | 2nd||+2||+3||+0||+0||<strike>aura of courage</strike>, '''''fearless +2''''', [[Divine Smite]]||20||-||-||-||-
| |
| |-
| |
| | 3rd||+3||+3||+1||+1||'''''remove disease''''', '''''[[Turn Undead|turn undead]]'''''||30||-||-||-||-
| |
| |-
| |
| | 4th||+4||+4||+1||+1||||40||0||-||-||-
| |
| |-
| |
| | 5th||+5||+4||+1||+1||'''''fearless +4'''''||50||0||-||-||-
| |
| |-
| |
| | 6th||+6/+1||+5||+2||+2||'''Oath Tier 1'''||60||1||-||-||-
| |
| |-
| |
| | 7th||+7/+2||+5||+2||+2||||70||1||-||-||-
| |
| |-
| |
| | 8th||+8/+3||+6||+2||+2||'''''Fearless +6'''''||80||1||0||-||-
| |
| |-
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| | 9th||+9/+4||+6||+3||+3||'''Fearless: Fear Immunity'''||90||1||0||-||-
| |
| |-
| |
| | 10th||+10/+5||+7||+3||+3||||100||1||1||-||-
| |
| |-
| |
| | 11th||+11/+6/+1||+7||+3||+3||||110||1||1||0||-
| |
| |-
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| | 12th||+12/+7/+2||+8||+4||+4||||120||1||1||1||-
| |
| |-
| |
| | 13th||+13/+8/+3||+8||+4||+4||||130||1||1||1||-
| |
| |-
| |
| | 14th||+14/+9/+4||+9||+4||+4||||140||2||1||1||0
| |
| |-
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| | 15th||+15/+10/+5||+9||+5||+5||||150||2||1||1||1
| |
| |-
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| | 16th||+16/+11/+6/+1||+10||+5||+5|| '''Oath Tier 2'''||160||2||2||1||1
| |
| |-
| |
| | 17th||+17/+12/+7/+2||+10||+5||+5||||170||2||2||2||1
| |
| |-
| |
| | 18th||+18/+13/+8/+3||+11||+6||+6||||180||3||2||2||1
| |
| |-
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| | 19th||+19/+14/+9/+4||+11||+6||+6||||190||3||3||3||2
| |
| |-
| |
| | 20th||+20/+15/+10/+5 ||+12||+6||+6||||200||3||3||3||3
| |
| |}
| |
|
| |
| === Spells ===
| |
|
| |
| {| {{Table-Class}}
| |
| | align="center" style="background:#c0c0c0;"|'''Cantrips'''
| |
| | align="center" style="background:#c0c0c0;"|'''1st level spells'''
| |
| | align="center" style="background:#c0c0c0;"|'''2nd level spells'''
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| | align="center" style="background:#c0c0c0;"|'''3rd level spells'''
| |
| | align="center" style="background:#c0c0c0;"|'''4th level spells'''
| |
| |-
| |
| | Resistance||Bless||Aura of Glory||Dispel Magic||Death Ward
| |
| |-
| |
| | Virtue||[[Bless Weapon]]||Bull's Strength||Greater Magic Weapon||Freedom of Movement
| |
| |-
| |
| | '''Cure Minor Wounds''' || Cure light wounds||Eagles Splendor||Magic Circle Against Alignment||Holy Sword
| |
| |-
| |
| | '''Light'''||Deafening clang||Remove Paralysis||Prayer||Neutralize Poison
| |
| |-
| |
| | ||Endure elements||Resist Elements||Remove Blindness/deafness||'''Banishment'''
| |
| |-
| |
| | ||Magic weapon||'''Bear's Endurance'''||'''Aid'''||'''Cure Critical Wounds'''
| |
| |-
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| | ||Protection from alignment||'''Cat's Grace'''||'''Cure Serious Wounds'''||'''Negative Energy Protection'''
| |
| |-
| |
| | ||'''Detect Poison''' ||'''Fox's Cunning'''||'''Good Hope'''||'''Restoration'''
| |
| |-
| |
| | ||'''Remove Fear'''||'''Owl's Wisdom'''||'''Halt Undead'''||
| |
| |-
| |
| | ||||'''Lesser Restoration'''||'''Healing Circle'''||
| |
| |-
| |
| |}
| |
|
| |
| === Epic Class ===
| |
|
| |
| '''Bonus feats:''' The epic paladin gains a bonus feat every three levels after 20th. In other words, at levels 23, 26, and 29.
| |
|
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| '''Epic bonus feats:''' armor skin, epic prowess, epic reputation, epic spell focus, epic toughness, epic weapon focus, great smiting, greater spell focus, improved combat casting, overwhelming critical, perfect health, planar turning
| |
|
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| '''Unavailable epic feats:''' epic weapon specialization, outsider shape, construct shape, dragon shape, undead shape
| |
|
| |
| {| {{Table-Class}}
| |
| | align="center" style="background:#c0c0c0;"|'''Level'''
| |
| | align="center" style="background:#c0c0c0;"|'''Feats'''
| |
| | align="center" style="background:#c0c0c0;"|'''HP range'''
| |
| |-
| |
| | 21st||'''''CL +3 against [[Spell_changes#Dispel.2C_Breach_and_Disjunction|dispels]]''''', '''''Improved Turning'''''||210
| |
| |-
| |
| | 22nd||||220
| |
| |-
| |
| | 23rd||bonus feat||230
| |
| |-
| |
| | 24th||||240
| |
| |-
| |
| | 25th||||250
| |
| |-
| |
| | 26th||'''Oath Tier 3''' bonus feat||260
| |
| |-
| |
| | 27th||||270
| |
| |-
| |
| | 28th||||280
| |
| |-
| |
| | 29th||bonus feat||290
| |
| |-
| |
| | 30th||||300
| |
| |}
| |
|
| |
| == Arelith Changes ==
| |
|
| |
| {| class="wikitable sortable"
| |
| |- style="background-color:#c0c0c0"
| |
| !Change
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| !Level
| |
| !Description
| |
|
| |
| |-
| |
| |'''[[Deity#Chosen_Deity|Chosen Deity]]'''
| |
| | -
| |
| | All Divine Classes ([[Cleric]]s, [[Paladin]]s, [[Druid]]s, [[Champion of Torm|Divine Champions]], and [[Blackguard]]s) must be one of the cleric alignments of that deity. See [[Deity#Chosen_Deity|Chosen Deity]] to read more. <br>Paladins are required to select their patron from the [[:Category:Paladin_Deities|Paladin Deities]].
| |
|
| |
| |-
| |
| |'''[[Console_commands#-detectevil|Detects Evil]]'''
| |
| | -
| |
| | By using the -detectevil command, a paladin can detect the presence of evil characters near by. However, this comes with a cost to the deity's power and presence, as well as the loss of 100xp per use.
| |
|
| |
| |-
| |
| |'''Spell changes'''
| |
| | -
| |
| | See [[Spell changes]].
| |
|
| |
| |-
| |
| |'''Class skills'''
| |
| | -
| |
| | [[Paladin]]s gain Intimidate, Listen and Spot as class skills.
| |
|
| |
| |-
| |
| |'''Bonus [[Languages|Language]]'''
| |
| | -
| |
| | [[Celestial]].
| |
|
| |
| |-
| |
| |'''Spellbook'''
| |
| | -
| |
| | Can save and load Spellbooks through the Crafting Skills menu. Special Abilities > Crafting Skills > Choose "Spellbooks" from the menu.
| |
|
| |
| |-
| |
| |'''Lay on Hands'''
| |
| | 1
| |
| | 10 minute cooldown rather than uses per day.
| |
|
| |
| |-
| |
| |'''Remove Disease'''
| |
| | 3
| |
| | 3 minute cooldown rather than uses per day.
| |
|
| |
|
| |
| |-
| |
| |'''Paladin dispel resistance'''
| |
| | 21
| |
| | character gains a CL +3 against [[Spell_changes#Dispel.2C_Breach_and_Disjunction|Dispels.]]
| |
|
| |
| |-
| |
| |'''Paladin and Harper Priest'''
| |
| | 21
| |
| | If you have at least 21 levels of paladin and at least 3 levels of harper priest, you will get 2 less CL towards dispels.
| |
|
| |
| |-
| |
| |'''Divine Synergy'''
| |
| | 21
| |
| | If you have at least 21 levels of paladin using divine might or divine shield automatically applies the other feat. You still need both feats for this to apply. <br/>'''Note:''' the effects will not stack, it simply activates both simultaneously.
| |
|
| |
| |-
| |
| |'''Smite Evil'''
| |
| | 2
| |
| | Smite Evil replenishes a single charge every 10-11.5 minutes. Refreshes sequentially, once one cool down is done the next will begin automatically.
| |
|
| |
| |-
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| |'''[[Turn Undead]]'''
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| | 3
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| | This feat has been heavily modified on Arelith, read more about it [[Turn Undead|here]]
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| |'''Fearless'''
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| | 2
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| | A [[Paladin]] is conditioned to charge into battle against even the most fearsome of opponents and gains a +2 bonus to saving throws vs fear. This bonus increases to +4 at level 5, +6 at level 8, and becomes Fear Immunity at level 9.
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| |'''Aura of Courage'''
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| | 2
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| |Removed and replaced with Fearless.
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| |-
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| |'''[[Feat_changes#Modified_Feats|Improved Turning]]'''
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| | 21
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| | A [[Paladin]] receives this feat as a free feat. This feat was previously known as [https://nwn.fandom.com/wiki/Extra_turning Extra Turning] but has been renamed and customized on Arelith
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| |}
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| ==Oaths==
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| Oath feats define a Paladin's skillset and are selected at class level 6. Higher tiers of the chosen oath are automatically granted at Paladin levels 16 and 26; Harper Priest and Paragon count towards this level requirement. A Paladin can only ever have one Oath. At Greater Oaths (tier 2) you gain +1 ab and +1 divine damage. At Epic Oaths (tier 3) you gain +3 AB and +3 divine Damage
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| '''Oath of Inquisition'''
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| Tier 1 (Level 6)
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| *Improved Turning feat (granted earlier than usual).
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| *+1d2 additional bonus to turn checks per oath tier.
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| * +3 Spot
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| Tier 2 (Level 16)
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| *Bless weapon bonus damage increases to 2d10, when cast on the Paladin's own weapon.
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| *Gain the Planar turning feat.
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| *Gain the feat Greater Spell Focus: Abjuration, if the Paladin also has Spell Focus: Abjuration.
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| *+6 Spot
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| Tier 3 (Level 26)
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| *Eldritch Blasts targeting the Paladin inflict reduced damage.
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| *The Paladin has a 50% chance to bypass immunity against critical hits.
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| *Holy Sword also applies all immunities granted by the Undeath's Eternal Foe spell.
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| *Holy Sword grants attacks a chance to restore a use of Turn Undead on hit. Triggers once per flurry.
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| *+9 Spot
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| '''Oath of Preserverance'''
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| Tier 1 (level 6)
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| *Remove Disease also cures various other negative effects.
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| *+3 Heal
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| Tier 2 (Level 16)
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| *Lay on Hands cooldown decreases to 5 minutes.
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| *Get the Metamagic Feat Extend spell.
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| *Heal spells are automatically empowered (All dice rolls are multiplied by 1.5).
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| *Bless Weapon: Successful melee attacks heal the Paladin by 2 HP (+1 at levels 16, 21 and 26). Triggers on every hit.
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| *+6 Heal
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| Tier 3 (Level 26)
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|
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| *Lay on Hands healing increases by 25% when self-targeting and heals both the target and, to a lesser extent, the Paladin when targeting other creatures.
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| *Holy Sword also cures various other negative effects when cast.
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| *Holy Sword: Successful melee attacks heal the Paladin and nearby allies by 4 HP (+1 at level 26). Stacks with healing from Bless Weapon. Triggers on every hit.
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| *Gains Inspire Courage similar to Knight Protector (3 Minute Cooldown, Restores Negative effects on Nearby allies, Saving throw bonus is +2)
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| *+9 Heal
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| '''Oath of Reckoning'''
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| Tier 1 (Level 6)
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| *Heroic Shield feat (Guard ability only, no PDK immunities unless the Paladin is also a PDK)
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| *+3 Concentration
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| Tier 2 (Level 16)
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| *Divine biteback damage (1 per base CHA modifier. Unaffected by Spell Breaches).
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| *Divine Shield, if the Paladin also has Power Attack.
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| *+6 Concentration
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| Tier 3 (Level 26)
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| *Divine Shield AC bonus increases by 1 while a shield is equipped.
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| *Holy Sword: Duration increased to 3 rounds/level; also grants +5 regeneration.
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| *Holy Sword hits lower the target's AB by 2 for 3 rounds (Will save, DC 10 + 1/2 class levels + base CHA modifier). Triggers once per flurry.
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| *+9 Concentration
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| '''Oath of Vengeance'''
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| Tier 1 (Level 6)
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| *Movement Speed increases by 10%.
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| *Extra Smiting feat.
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| *+3 Leadership
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|
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| Tier 2 (Level 16)
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| *Gain Great Smiting I feat.
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| *Gain the Divine Might feat, if the Paladin also has Power Attack.
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| *+6 Leadership
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|
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| Tier 3 (Level 26)
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| *Divine Might damage bonus increases by +2 (+3 while wielding a two-handed weapon).
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| *Holy Sword grants attacks a chance to restore a use of Divine Smite on hit. Triggers once per flurry.
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| *+9 Leadership
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|
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| '''Oath of Ancients'''
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| Tier 1 (Level 6)
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| *Knows Animal Language.
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| *Can tend to plants.
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| *Gain the Woodland Stride feat.
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| *+3 Animal Empathy
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|
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| Tier 2 (Level 16)
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| *Improved Expertise, if the Paladin also has Expertise.
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| *Remove Disease also grants a lesser Barkskin effect (+4 AC).
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| *+6 Animal Empathy
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|
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| Tier 3 (Level 26)
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| *Gain the Nature Sense Feat.
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| *Remove Disease's Barkskin effect improves to +5 AC.
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| *Holy Sword hits can entangle the target for 1 round (Reflex save, DC 10 + 1/2 class levels + base CHA modifier). Triggers once per flurry.
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| *+9 Animal Empathy
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| ==Roleplay Tips==
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|
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| ''- Author: Zeral ''
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|
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| ===Origins of Paladins===
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| Paladins are holy warriors. The operative words being holy, as in divinely inspired or patronized, and warrior, which implies an amount of martial prowess in terms of being used against other living, and unliving things. All paladins must have a patron deity, and for good reason, without it they'd lose the majority of their class abilities, and they'd have no idea how to live their lives. Paladins are required to have a code. They must live by a set of principles or ethics to maintain their class. If you want to arbitrarily decide how to do good, and do it without 'restrictions', the chaotic equivalent of the paladin is the Holy Liberator.
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| ===Becoming a Paladin===
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| Becoming a paladin is always a conscious decision. However, this does not imply that one simply bucks up and joins the paladin core, and becomes one in a brief training montage. Some people can be paladins, and some people just flat-out can't. About one in every thousand members of any sentient species has the capacity for being an adventurer, about one in every five hundred of those could become a paladin. Scale those ratios down extremely for inherently evil races. When one realizes they should be spending their life helping people and keeping things peaceful to the best of their ability, they go discover how to become a paladin. It's a calling, not an organization.
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| Paladin-hood is something culturally notable. People are not paladins because they feel like it, and they do not become paladins because they spent weeks in the wilderness communing with their god. Unless that's part of the initiation, but that comes later. Paladins are recognized by the priesthood, and generally welcome, though not all paladins work directly with priests. And, in some cases, the conflicting interests of the lawful good-aligned paladins and the slightly more flexible priesthood can cause them to not abide each other. Faiths fight within themselves as well as outside, even the good ones.
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| Paladins, as mentioned before, must have a code. The code is usually inherited from preceding paladins, which eventually extrapolates into what is known as an "order" of paladins. Most paladins have had at some point a mentor. People do not instinctively know how to do the right thing in all situations, and so, upon learning that there exist people with their same shameless drive for moral action in all things, paladins go to learn from them. On occasion this happens later in life, when people have encountered many paladins, until they find an order or mentor that best speaks to them.
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| The actual initiation, and when the character is deemed 'paladin' is decided either by the mentor, order, or society. The mentor may stand one day and say "You're done." to their pupil, call them a paladin and equal, and send them packing. Equally, an order may set forward a specific set of guidelines or test to finalize inclusion. Less frequently, upon the death of mentor, or unavailability of the order, a paladin my deem themselves to be 'paladin'. This is an extremely rare situation, however. And, as always, the final decision is up to the god.
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| ===Being a Paladin===
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| Any character, ordained and armed as a paladin, generally armored, is suddenly put in a precarious situation. Unlike most priests, that can say "I am a cleric of Cyric." and have the common folk flinch, paladins are not recognized as frequently by their faiths so much as their occupation. A paladin is a paladin to most people. This means, among other things, that people do not come to paladins for consolation, answers to life's questions, or donations. They do, however, hear 'paladin', and think of evil that they need squelched. Paladins are frequently heroic figures, and often more than any other class manage to rise into higher levels of power. The common people will see a glowing, peerless fighter who can defeat dragons with the loss of only an eyebrow, regardless of how powerful the paladin actually is. It is for this reason that paladins are frequently roamers. It's unhealthy for people to expect their heroes to be on-call for the rest of eternity, and having the convenient and completely true excuse of "I must move on." allows a paladin to occasionally delegate problems beyond him or her to someone more capable.
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| Paladins, by and large, are not idiots. They tend to be well-educated, civilized and highly socially aware. The majority are astute, considerate and fairly blunt. They are, more than normal people, aware of what their action or inaction is doing to the world. Should they linger for the grand feast when that ring really needs to be thrown into the caldera? Probably not. They know this. Yes, it's possible and completely understandable to get the occasional naive paladin, but they do not tend to live long or at all. Quixote should have been killed three times over, if he had not somehow chosen highly inept people to 'challenge'.
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| What the paladin must do in their life, however, is adhere to the tenants of their code, and do good. You must, and may not ever willingly commit an evil act for the sake of a sin. There are some murky waters surrounding this general statement, but it remains by and large inviolable. If the shopkeep is refusing to tell you where the evil ritual to bring ruin to the world is taking place out of fear of reprisal, you have permission to break his nose to get the information out of him. You're holy warriors, darn it. Not holy wusses.
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| That being said, a paladin is not to be faulted for on occasion not showing compassion, or getting fed up with people. They are not to be faulted for raising a fist in anger, briefly, given that they lower it with significantly less anger.
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| The largest development point for a paladin is probably selection of a deity. Lawful good and neutral good deities really never conflict with their paladins. They say 'go for it'. No issue with a bit of law and good in the world, even the neutral ones will concede that point. The god of a paladin defines their priorities. A paladin of Tyr wants justice out of all situations, whereas a paladin of Kelemvor or Illmater would likely be interested in less life being lost in any situation. Always take your deity's preferences into account before acting in a given situation, as a paladin.
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| There is a lot of variation and development for different ways for people to play paladins. They are not all the 'crusader' type, nor the righteous avenger. They have as much variation in preferences and activities as rogues or fighters. Just keep in mind the best intentions and a slightly stoic mindset concerning life, and you should be good.
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| == External Links ==
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|
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| : Information about default NWN class are [http://nwn.wikia.com/wiki/Paladin available on NWNWiki].
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