HGd10PHB - OptClass - Paladin

The paladins of legend where people of great personal honor, loyalty, and above all righteousness. Their shining armor and powerful weapons were augmented by divine magic to defend the helpless and champion the cause of righteousness. Paladins are especially effective against demons and voidwrought.

Basic Skill: Physical Combat, Mysticism

Source: Inner Spirit

Must Take Foible: Sense of Duty, Sense of Honor

Below are recommended minimums for building an Paladin. Characteristics or Skills not listed are not prohibited, but not considered essential to an Paladin build.

Characteristic Minimums
SPI 10 - Spirit is the Paladin's connection to their mystical power, their sense of morality, and their perseverance in the fight. SPI is used to calculate LIFE, SPD, and is used in the most common Spectrum for Paladins, Soul.

WIS 8 - On top of being virtuous, Paladins are historically wise individuals, able to make the best choice with the information at hand. WIS is used in their second most favored Spectrum, Order as well as a number of skills.

CON 7 - As part of their view of protecting the innocent, Paladins find themselves on the front lines of combat. This requires endurance and a the ability to take hits. CON is used in calculating LIFE and SPD. It is also used in the Aid and Defense Purposes.

STR 7 - On the front lines, to draw attention, a Paladin has to be a credible threat. The ability to take damage is not much good if you can't dish it out and draw attention to yourself. Paladin's need a decent Strength to underscore their focus on melee combat.

Total = 32

Skills
Most Paladins will have a few skills as they focus on their fighting and mysticism. Those skills they do have are pointed towards keeping the peace and preventing fights from starting in the first place. Typically, a Paladin will tend towards skills based in Spirit and Wisdom or those that supplement their profession.

Melee Combat - Paladins favor shields and one handed weapons. Most often a paladin will be seen with a longsword or warhammer. Those who have determined to champion the cause against large beasts may take up a lance or halberd.

Ranged Combat - Some Paladins will take up ranged weapons. They prefer small crossbows or guns, things that they can easily switch from to their melee weapons and shield.

Physical Defense


 * Heavy Armor
 * Shields

Mysticism - Without the supplementary augment of mystical powers, a Paladin is nothing more than a Knight or a simple Fighter. While it isn't the Mysticism that makes a person a Paladin, it is the focus on the spiritual aspects of themselves that does and that also has, as a consequence, that access to the mystical abilities to heal, to protect, and to banish evil. While many use Body to heal wounds on the physical level, the Paladin prefers to use Order augmented by Soul to heal the physical wounds. It provides a layer of healing to the target that pure Biomancy does not, a soothing of the injured Soul as the body mends.


 * Spectrum: Soul, Order
 * Purposes:
 * Aid
 * Attack
 * Defense

Crafting - Crafting skills for a Paladin tend to focus on things that can be used for both peace and war, or that represent their dreams for when they no longer have to fight.


 * Crafting: Farming
 * Crafting: Mining/Smelting
 * Crafting: Smithing
 * Crafting: Writing

Knowledge - While Intelligence is not a focus for the Paladin class, that does not mean they are ignorant or unintelligent. Most studies for Paladins are geared toward healing and peace, or facilitating efficiency in war so that it ends more swiftly.


 * First Aid
 * Logistics
 * Nobility
 * Religion

Movement - Movement skills are not a staple of Paladins, but there are a few that they see as very beneficial, especially the Riding skills as they are often mounted.


 * Balance
 * Concentration
 * Dance
 * Ride: Any

Social - Paladins are notable for their influence on society. They are not only beacons of light and good, they are also leaders, diplomats, and peacemakers.


 * Conversation
 * Defiance
 * Diplomacy
 * Etiquette
 * Government
 * Handle Animal
 * Investigate
 * Oratory
 * Persuade
 * Provoke
 * Romance
 * Sense Motive
 * Sense
 * Tactics

Combat Equipment

 * Heavy Armor and Shield
 * 1H Weapon - usually a longsword or hammer

Traits and Foibles
These Traits are a recommended list for Paladin to choose from that would be particularly beneficial to Paladin.


 * Brave - Aura
 * Danger Sense - Lesser
 * Defensive Fighter Stance
 * Even Tempered
 * Immunity - Disease: A Paladin is immune to any form of illness including those of a magical nature.
 * Self Controlled
 * Armored Spellcaster
 * Mystical Energy Reserve
 * Spectrum Affinity: Soul
 * Spectrum Affinity: Order

Foibles are unlimited for Armoragons based on the player's preferences.


 * Sense of Duty: Protect the Weak.

Loar

 * Camadon
 * Oremus Hammersong

Navigation

 * Hero's Guild Players Handbook Home
 * Chapter 1 - Creature Kinds
 * Chapter 2 - Base Characteristics
 * Chapter 3 - Skills
 * Chapter 4 - Traits and Foibles
 * Chapter 5 - Physical Combat Skills
 * Chapter 6 - Mystical Skills
 * Chapter 7 - Equipment
 * Chapter 8 - Crafting
 * Chapter 9 - Knowledge Social and Movement Skills
 * Chapter 10 - Optional Classes
 * Chapter 11 - Rules of Engagement