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Paladins - How to play/make them?
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<blockquote data-quote="Dannyalcatraz" data-source="post: 3128776" data-attributes="member: 19675"><p><strong>How to make one?</strong></p><p></p><p>After reading and participating in several Paladin threads on these boards, I hav come to conclusion that the first step in playing a Paladin is to talk to the DM about how he views their LG ethical/code demands. You and your DM need to be on the same page when your PC becomes involved in a situation that could impact the Paladin's powers.</p><p></p><p>There are 2 basic types:</p><p></p><p>Old School- merciless in their struggles against evil, they often act as judge, jury and executioner. They are the zealots who are the vengeful wrath of the divine personified, and seldom believe that evil beings can change. They may even kill someone who has surrendered because they have already (as in, pre-surrender) adjudicated that being as beyond redemption and fit only for swift execution.</p><p></p><p>New School- powerful foes of evil, they nonetheless value mercy above almost all other virtues, and believe in the power of redemption for even the most evil of opponents. They are the most likely to turn the other cheek, or accept a surrender. Once in their custody, a prisoner is safe from anyone until they go through that Paladin.</p><p></p><p>If your DM sees Paladins in his campaign as being New School, but your vision is Old School, you'll soon find your PC being a Fighter...</p><p></p><p><strong>How to play one?</strong></p><p></p><p>First, see above.</p><p></p><p>Second, find an archetype that fits the LG mentality. There are many- the peasant inspired by god to take up arms in defense of the meek, or of her country; the mercenary who has "seen the light;" a holy man sent on a martial crusade...</p><p></p><p>Third, equip your PC. While the above selections are fine, I have some other ideas about weapon choices:</p><p></p><p>A) Pick stuff that is appropriate for the PC's theme/archetype. I once played one who was a peasant who had grown up as a stonemason. That PC used a Maul- it was familar to the PC who had used similar tools daily at work- and had a Hvy Pick as a backup for similar reasons. Also, since peasants were not allowed to use swords, it fit the PC's culture.</p><p></p><p>B) I prefer blunt weapons for PCs linked to the divine, since one of the major duties of such PCs is dealing with undead. While some undead take limited damage from slashing weapons, they ALL take full damage (AFAIK) from blunt weapons. While simple, the Morningstar does both blunt and piercing damage- useful and a bargain. Hammers can be thrown, and fit well with Dwarven paladin concepts. The Flails can be used to trip or disarm. Mauls simply do a lot of damage, and if you take the XWP, can be used 1 handed, just like a Bastard Sword.</p><p></p><p>C) I prefer a Sword & Board build for survivability, and have had fun with PCs that used spiked shields as off-hand weapons and take the Shield Bash feat.</p><p></p><p>D) All that said, if you're using the <em>DCv1</em>, you'll also find a lot of feats that make Polearms more viable than in any other form of D&D. EVER. I've tried a few polearm builds using those feats, and have found them to be quite effective- a Githzerai monk with a Bisento (1d12 x 2, slashing, reach) and a lot of AoO's was nearly as effective in combat as the party's Barbarian at dishing out damage, <em>better</em> than the Barbarian at keeping opponents getting to the back row spellcasters, and rarely took hits.</p></blockquote><p></p>
[QUOTE="Dannyalcatraz, post: 3128776, member: 19675"] [b]How to make one?[/b] After reading and participating in several Paladin threads on these boards, I hav come to conclusion that the first step in playing a Paladin is to talk to the DM about how he views their LG ethical/code demands. You and your DM need to be on the same page when your PC becomes involved in a situation that could impact the Paladin's powers. There are 2 basic types: Old School- merciless in their struggles against evil, they often act as judge, jury and executioner. They are the zealots who are the vengeful wrath of the divine personified, and seldom believe that evil beings can change. They may even kill someone who has surrendered because they have already (as in, pre-surrender) adjudicated that being as beyond redemption and fit only for swift execution. New School- powerful foes of evil, they nonetheless value mercy above almost all other virtues, and believe in the power of redemption for even the most evil of opponents. They are the most likely to turn the other cheek, or accept a surrender. Once in their custody, a prisoner is safe from anyone until they go through that Paladin. If your DM sees Paladins in his campaign as being New School, but your vision is Old School, you'll soon find your PC being a Fighter... [b]How to play one?[/b] First, see above. Second, find an archetype that fits the LG mentality. There are many- the peasant inspired by god to take up arms in defense of the meek, or of her country; the mercenary who has "seen the light;" a holy man sent on a martial crusade... Third, equip your PC. While the above selections are fine, I have some other ideas about weapon choices: A) Pick stuff that is appropriate for the PC's theme/archetype. I once played one who was a peasant who had grown up as a stonemason. That PC used a Maul- it was familar to the PC who had used similar tools daily at work- and had a Hvy Pick as a backup for similar reasons. Also, since peasants were not allowed to use swords, it fit the PC's culture. B) I prefer blunt weapons for PCs linked to the divine, since one of the major duties of such PCs is dealing with undead. While some undead take limited damage from slashing weapons, they ALL take full damage (AFAIK) from blunt weapons. While simple, the Morningstar does both blunt and piercing damage- useful and a bargain. Hammers can be thrown, and fit well with Dwarven paladin concepts. The Flails can be used to trip or disarm. Mauls simply do a lot of damage, and if you take the XWP, can be used 1 handed, just like a Bastard Sword. C) I prefer a Sword & Board build for survivability, and have had fun with PCs that used spiked shields as off-hand weapons and take the Shield Bash feat. D) All that said, if you're using the [i]DCv1[/i], you'll also find a lot of feats that make Polearms more viable than in any other form of D&D. EVER. I've tried a few polearm builds using those feats, and have found them to be quite effective- a Githzerai monk with a Bisento (1d12 x 2, slashing, reach) and a lot of AoO's was nearly as effective in combat as the party's Barbarian at dishing out damage, [i]better[/i] than the Barbarian at keeping opponents getting to the back row spellcasters, and rarely took hits. [/QUOTE]
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