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D&D Older Editions, OSR, & D&D Variants
[4e] Paladin (feat) advice needed
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<blockquote data-quote="EzekielRaiden" data-source="post: 6822494" data-attributes="member: 6790260"><p>I think it can be done, it just requires tweaking for the individual character a little more than some other classes. First, a background blurb for my character:</p><p></p><p>Once, he sailed the Void on shining wings, chosen of Bahamut; once, he swam the currents of the Deep, drinking his fill of its fire and ice. He served his people proudly, defending creche-worlds from those who would conquer or destroy them. A great battle raged over one such world, and he was gravely wounded, but carried the day; others bore him to a safe place, a secret place, a shrine of healing sleep. So he slept.</p><p></p><p>His name was--is--Seth. At one time, other names and titles followed that name, earned by valor and sacrifice...but now they mean nothing. He is a stranger in a strange time; the sleep that healed became the sleep that imprisoned. Now, he is the last of his race. The great Or'im, whose dominion shone brightly in the Deep, are now barely even a memory, recognized only by those who study the ancient past (sages and...entrepreneurs alike). Rescued from merely a different kind of imprisonment (at corporate hands) by a noble cyborg, Seth has come to Ged--bastion of the long-gone, but not at all forgotten Eidolons, whose technology remains nearly magical in an age of space-flight. Surely there, if nowhere else, he can find some inkling of where his people went--and what, if anything, he can do to bring them back.</p><p></p><p>--</p><p></p><p>So, having said that, I have a few options for how to explain it. One is simply that Seth's people--whom no one has seen for thousands of years, and perhaps longer--naturally possess an unusual form of altered consciousness, whether by training or by biology, which amplifies strength and lets an individual surpass their pain thresholds. There is at least some precedent for Or'im (= Dragonborn, natch) to have unusual quirks of biology, simply because of the bonus attack while bloodied (perhaps the nascent, untrained form of this altered-consciousness state?) combined with the accelerated healing factor (+Con to HS value).</p><p></p><p>Another option is that the Or'im could have similarities to Vulcans: that is, a people who experience emotion very strongly, but learn to exercise great control over their thoughts and behaviors. I've presented the character as being very deliberative, though (partially intentionally and partially not) he sometimes realizes an important connection a little later than ideal (but still before his party members half the time <img src="https://cdn.jsdelivr.net/joypixels/assets/8.0/png/unicode/64/1f61b.png" class="smilie smilie--emoji" loading="lazy" width="64" height="64" alt=":P" title="Stick out tongue :P" data-smilie="7"data-shortname=":P" />) At the same time, I've presented him as having a strong compulsion to act, which then gets reined in, implicitly by the way he was trained. So perhaps this could be less a matter of "learning to tap into the rage," and more "learning to <em>let go</em> when it's needed."</p><p></p><p>There might be others, but those are the ones that come to mind at the moment. And all of that said? This is just me spitballing explanations--I'm still super on the fence about all of it. Fighter makes me better at my core competency, but the only available feat is...lackluster. Barbarian would add welcome damage potential, but (ironically) requires more finesse on my part. Ranger ups the damage, but other than one really solid power-swap, it's a bit thin on future options. I'll have to make a decision by Wednesday--no point delaying any longer than that--but what it'll be I'm still not sure.</p></blockquote><p></p>
[QUOTE="EzekielRaiden, post: 6822494, member: 6790260"] I think it can be done, it just requires tweaking for the individual character a little more than some other classes. First, a background blurb for my character: Once, he sailed the Void on shining wings, chosen of Bahamut; once, he swam the currents of the Deep, drinking his fill of its fire and ice. He served his people proudly, defending creche-worlds from those who would conquer or destroy them. A great battle raged over one such world, and he was gravely wounded, but carried the day; others bore him to a safe place, a secret place, a shrine of healing sleep. So he slept. His name was--is--Seth. At one time, other names and titles followed that name, earned by valor and sacrifice...but now they mean nothing. He is a stranger in a strange time; the sleep that healed became the sleep that imprisoned. Now, he is the last of his race. The great Or'im, whose dominion shone brightly in the Deep, are now barely even a memory, recognized only by those who study the ancient past (sages and...entrepreneurs alike). Rescued from merely a different kind of imprisonment (at corporate hands) by a noble cyborg, Seth has come to Ged--bastion of the long-gone, but not at all forgotten Eidolons, whose technology remains nearly magical in an age of space-flight. Surely there, if nowhere else, he can find some inkling of where his people went--and what, if anything, he can do to bring them back. -- So, having said that, I have a few options for how to explain it. One is simply that Seth's people--whom no one has seen for thousands of years, and perhaps longer--naturally possess an unusual form of altered consciousness, whether by training or by biology, which amplifies strength and lets an individual surpass their pain thresholds. There is at least some precedent for Or'im (= Dragonborn, natch) to have unusual quirks of biology, simply because of the bonus attack while bloodied (perhaps the nascent, untrained form of this altered-consciousness state?) combined with the accelerated healing factor (+Con to HS value). Another option is that the Or'im could have similarities to Vulcans: that is, a people who experience emotion very strongly, but learn to exercise great control over their thoughts and behaviors. I've presented the character as being very deliberative, though (partially intentionally and partially not) he sometimes realizes an important connection a little later than ideal (but still before his party members half the time :P) At the same time, I've presented him as having a strong compulsion to act, which then gets reined in, implicitly by the way he was trained. So perhaps this could be less a matter of "learning to tap into the rage," and more "learning to [I]let go[/I] when it's needed." There might be others, but those are the ones that come to mind at the moment. And all of that said? This is just me spitballing explanations--I'm still super on the fence about all of it. Fighter makes me better at my core competency, but the only available feat is...lackluster. Barbarian would add welcome damage potential, but (ironically) requires more finesse on my part. Ranger ups the damage, but other than one really solid power-swap, it's a bit thin on future options. I'll have to make a decision by Wednesday--no point delaying any longer than that--but what it'll be I'm still not sure. [/QUOTE]
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[4e] Paladin (feat) advice needed
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