A Gnomish Paladin

Re: Re: A Gnomish Paladin

hong said:


I would play him as a paladin who knows not to take himself too seriously.

Come to think of it, that's how I'd play _any_ paladin.

That kind of paladin is very difficult to find, at least in the games I've played... YMMV, of course, but most of the paladins I've found seemed to have a stick in their @$$ :)
 

log in or register to remove this ad


Not every Gnome has to be a happy-go-lucky trickster. You can get quite a few miles off of playing against type. Imagine a Gnome with an underdeveloped sense of humor, and how long-suffering he would be.

That could also be why he took to adventuring, to leave.
 



Well, I can see a Gnome Paladin, riding a Dire Fox, following one of the NG or LG gnome gods (there are lots -- see demihuman deities -- Baervan Wildwanderer, NG gnome god of animals, plants and travel; Baravar Cloakshadow,
NG gnome deity of trickery, illusion and protection; Flandal Steelskin, NG gnome god of craft and metal; Garl Glittergold,
NG gnome god of protection, trickery and illusion; Gaerdal Ironhand, LG gnome god of war and protection; Segojan Earthcaller, NG gnome god of cavern and earth). He would not be pompous like most paladins are, but would nonetheless fight evil wherever it lairs -- especially if this evil is common foe to the gnomes, like Kobolds, Goblinoids, or Giants. He would use humor and trickery as much as honor and loyalty during fights, and like all gnomes, would be wise and humble.

Furthermore, personnaly, I would also him to freely multiclass in Rogue or Illusionist (just like the FRCS allow some paladin order free multiclassing) without preventing from resuming progression as a paladin latter.


Here's my homebrew Dire Fox if you want it:

Medium-size Animal
Hit Dice: 4d8+8 (26 hp)
Initiative: +3 (Dex)
Speed: 40 ft., burrow 5 ft.
AC: 17 (+3 Dex, +4 natural)
Attacks: Bite +6 melee
Damage: Bite 1d6
Face/Reach: 5 ft. by 5 ft./5 ft.
Special Attacks: Leap 1d6
Special Qualities: Scent
Saves: Fort +6, Ref +7, Will +2
Abilities: Str 11, Dex 16, Con 14, Int 2, Wis 12, Cha 7
Skills: Hide 3 (+9), Listen 3 (+4), Move Silently 3 (+10), Spot 3 (+4), Wilderness Lore 3 (+4)
Feats: Weapon Finesse (Bite)
Climate/Terrain: Temperate forest and plains, temperate and warm desert (dire fennec)

Organization: Solitary, pair or family (3---6)
Challenge Rating: 2
Treasure: None
Alignment: Always neutral
Advancement: 5--8 (Large); 9--12 (Huge)

Combat
A dire fox attacks by by closing its target silently and pouncing on it with both forepaws.
Leap (Ex): If a dire fox leaps onto a victim during the first round of combat, it can inflict 1d6 additional damage from hitting its target with both forepaws.
Skills: Dire foxes receive +4 racial bonus to Hide and Move Silently.
 

ok ill explain it here LOL

ok ...

We have all heard of the paladins who are employed by the lawful good gods of the lands. Using the PHB Gods, we see that the only lawful good gods are: Heironous. Therefor ALL paladins MUST belong to the church of Heironious.

*Buzzer sound* WRONG!

You see, Wee Jas has need of a warrior to take up her cause and this is something she couldnt trust an ordinary fighter or even a most trusted cleric. She touches the heart of a young maiden whose entire family was slaughtered. She prayed for answers and now she has them.

All Gods who have the alignment Lawful are Paladins. This goes for Lawful Good, Lawful Neutral and Lawful Evil. Yes even evil. Why? Because those who are lawful evil STILL obey the law, just their own version. I mean, you enter into a city that has slavery and thats the law there. if you free a slave, congradulations, you are now lawful evil.

All Gods who have the alignment Neutral are Avengers. This goes for Neutral Good, True Neutral and Neutral Evil. Those who are neutral are fence sitters and can go either way on a lot of situations. Neutral Good tends to side with the forces of Good and Neutral Evil tend to side with the forces of Evil. Much like clerics, they will need to decide between Turning/Rebuking, Cure or Inflict.

All Gods who have the alignment Chaotic are Chaos Knights. This goes for Chaotic Good, Chaotic Neutral and Chaotic Evil. Those who are chaotic tend to follow their own drummer but will obey their Gods demands, no matter what.

Now we all know Paladins get Lay on Hands, Detect Evil, Divine Grace, Divine Health, Aura of Courage, Smite Evil, Remove Disease, Turn Undead. We also know that if they violate their codes and break the law, they will lose their paladinhood. Right?

What about Avengers and Chaos Knights? They get the following as per a paladin:

Avengers: Lay on Hands, Detect Evil or Good (Player must choose), Divine Grace, Divine Health, Aura of Courage or Aura of Fear (instead of +4 saves against fear, you can add +2 to fear saves and +2 to Intimidate OR no save and a +4 to Intimidate), Smite Evil or Smite Good (player must choose), Remove Disease, Turn Undead or Rebuke Undead.

Chaos Knights: Lay on Hands or Charletan Miracles (Player must choose), Detect Law, Divine Grace, Divine Health, Aura of Courage, Aura of Fear, Smite Evil or Smite Good (player must choose), Turn Undead or Rebuke Undead. Chaos Knights do not get Remove Disease. Why should they? Lets see what kind of Chaos comes of this disease ...

Charletan Miracles
As per the Lay on hands but it inflicts wounds.

Aura of Fear
Anyone within 10 feet of the Chaos Knight is subjected to a the Chaos Knights' Aura of Fear (as per the fear spell cast as the level of the paladin). This can be suppressed.
 

I do not think it would be that hard...


A 2-and-a-half foot tall forest gnome with a kangaroo mount (riding in the pouch of course), prehaps focusing his weapon's talents on a slingshot, or thrown daggers.

Better yet, short sword and dagger, and engage an enemy with the Kangaroo clawing them and you slahing them at the same time.

Or, better still, give the kangaroo a ring of jumping, and while equiped with your lance, attack everyone from the air.

Leading the Gnomish Lancing Air Assualt Detachment of the Regimental Air Assult Group, GLAADRAAG.

"Ack! The heavens are raining down Death from above! Hideous two headed-four armed beasties with HUGE stingers falling from the sky! Run for your lives!"

Heck the GLAADRAAGS could be a terror weapon.


g!
 

Angelsboi said:
I mean, you enter into a city that has slavery and thats the law there. if you free a slave, congradulations, you are now lawful evil.

Angelsboi - while those are some interesting ideas, I don't quite agree with your thought train.

If you go into a city where slavery is legal, and free a slave, that is most certainly not lawful, and it is not evil, either. Lawful characters usually follow the law, no matter what it is. Freeing a slave in a city where slavery is legal would be Neutral or Chaotic Good. Most of the time, how well you follow the law isn't linked to how evil or good you are. For example, Robin Hood is cited as being Chaotic Good. He broke every law out there (Chaotic), but he did it for the right reasons (Good).

There are two parts to alignment: The Good/Neutral/Evil part is their moral code; how they treat other people and how they view the world. The Lawful/Neutral/Chaotic part is partly based on how well the follow the rules, and how well they adhere to an honor system. Breaking the law doesn't make you evil, merely chaotic. Your motivation behind breaking that law and what you do while breaking said law are what determines whether it is Good or Evil.
 
Last edited:

While ill agree with you on my mistake, it was a brief faux pas. You know what i meant and i needed an example and i needed to do it quickly as im working on this book and my game for tonight =)
 

Remove ads

Top