Unorthodox Paladins

TheLe

First Post
[imager]http://www.thele.com/thelegames/images/tn/unorthodoxPaladins_tn200w.jpg[/imager]
This massive book is for Players and GM's alike. Within these pages you will find six core Paladin classes (full 20 levels), two Prestige Classes (10 levels), Two Artifacts (including one artifact "set"), ten Baubles & Urus (mini artifacts), Eight Paladin Spells (two per spell level), and lots of love (our love don't cost a thing).

With a fantastic cover by Melissa R. Cox, this book will be available July 1st.

THE LE GAMES
ENHANCING ONE CAMPAIGN WORLD AT A TIME

P.S. if you are interested in getting coupons to our newest books, come join our yahoo group page! It's free! http://games.groups.yahoo.com/group/TheLeGames/members?o=6
 
Last edited:

log in or register to remove this ad

Disclaimer: I was given a free review copy

I have to admit that I am a sucker for a well designed Core class and in this regard The Le Games Unorthodox Paladins doesn’t disappoint. This beautifully edited PDF retails for $9.95 and offers a passel of new options for players and DM’s alike.

Appearance:
Unorthodox Paladins comes in a 10 megabyte zip file. This download was reliable but it may take awhile for those poor sods on broadband, so be warned.
In addition to the PDF, the Le thoughtfully includes an .rtf version for easy content extraction, separate printable covers and an onscreen version. I appreciate this touch as it makes the product easy to use and adds a bit of value.
The Melissa Cox cover of a gore blade wielding Drow isn’t my cup of tea but doesn’t detract from the product at all. Anyway it certainly is an Unorthodox Paladin.
The internal art is a mix of Ronin Arts, some shopworn Larry Elmore and stock images from Mongoose, clipart.com and Louis Porter Design. For the most part the art is well selected and of good quality. Seeing Chris Shy art from time to time also gives this a Ronin Arts like feel in places. This is a good thing.
The product is nicely bookmarked and has a good index.
The OGL is also carefully handled. This is a professionally laid out, product, better in fact than some print products I have seen.

This deserves 4 of 5 stars

Content:
Content is always a subjective thing but on the whole there is something for everyone in this book.
The book begins with 4 short fiction pieces, Light and Darkness, Ends, Freedom and Hidden.
These stories aren’t badly written but to be frank I have no use for game fiction. Still they are a bit of added value that may appeal to some On that I have no complaint.
The next section is the six core classes.
I was pleasantly surprised with these as I was expecting the usual alignment Paladin variants.
Instead I was greeted with only one of these, the neutral Adjudicator, a kind of legalist variety that curiously lacks any law skills.
The Echo Paladin is a sort of bard-paladin class with a confusing mix of reflective powers and bardic synergy abilities. Unfortunately these abilities, specifically Yesterdays Health and Echo Healing require extra tracking of states and information about who did what with that spell exactly when. This makes the class more difficult to use.
The Fist of God class suffers from one confusing paragraph regarding its Unarmed Combat ability but other than that is a really cool brawling Paladin class. It was quite nice to see this as a core class and not a Monk/Paladin prestige class.
The Order of the Barbed Cross a.k.a. The Hook is a kind of torture Paladin. The class would work as an inquisitor or a sort of Anti Paladin for some campaigns. It is a well balanced class but is no mercy ethos and its sadistic abilities make it unsuitable for PC’s in many games. I also have a minor quibble with the effects of its atonement ritual, Mask of the Hook, specifically the charisma loss not being a supernatural effect. Scars in D&D do not effect charisma. Still this is a minor rules quirk
The Righteous Advocate is an interesting type of Paladin with both Smiting and Oratory powers. Curiously this class gains a familiar instead of a mount. This puzzles me a bit but it is balanced rules wise
The last of the core classes is the swashbuckling city variant, the Vigil Knight. I really like this class. It has interesting social abilities, detective and trailing abilities. It also gains an animal companion, basically a familiar. It is also highly skilled (6 points) unlike a standard paladin. These extras are paid for by having a rogues BAB. This surprised me,
as it was out the standard D&D box but it is reasonable and the class is great.
There are a few bugs though, the saves are wonky and instead of a good will and reflex save I think the class would have been better served with a divine grace or similar bonus and a good reflex save only. Also the defense abilities are pretty strong, with a charisma
based bonus and a level based one. The class was meant to only use light armor and no shields but with a buckler (which the class is proficient in) the AC may be a little on the high side. Also the level based bonus has a cut and paste error that leaves it ambiguous as to whether the class get the bonus in light armor or not. Still it look really fun to play and will be finding a home in my next game
The next section are the two prestige classes, the Divine Crusader a PRC focusing on Smite abilities and the Divine Seeker a kind of 2 weapon swashbuckling PRC that would be excellent in a pirate or other low armor setting. While I am not a PRC fan I did like these, they look fun and focused always a good thing
The third section details artifacts.
The first artifact is a set item, an Angels sword and helmet that both powers up with levels gained and gains synergies from each other.
I like this concept although I think the item should have been costed. It would make a nice alternative to the usual sword "swap out" as you go up in level method of many games.
The second is the a Deck of Dreams thing called Zipays Dreams that doesn’t quite fit the flavor of the rest of the book. It is a kind of Yu-Gi-Oh flavored card deck with a variety of blast effects.
The baubles and urus comprise the third set. They are rather like gems or runes from Diablo 2 and are fairly low in power. A nice sidebar also details alternate use methods for different campaign styles. My quibble here is the fact the items are treated as artifacts and not given a cost, something I think they needed. Still I do like these and would recommend a closer look at them.
The third section details 8 more Paladin spells, 2 of each level. None of the spells are unbalanced and all are usefull.
The forth section are the two appendices. The first is a nifty spell appendix with both the spells from the book and the SRD. The second are rules for familiars (used by 2 classes) and wizard spells and armor for some reason.
The book closes with the SRD and a comprehensive credit list.

This section gets 3.75 of 5 stars -- rounded to 4

This is a solid professional product well worth the money. So if you use a lot of Paladins in your games or just want to try a company you may have overlooked get Unorthodox Paladins. You won’t regret it.
 
Last edited:


Unorthodox Paladins is a pdf product from The Le Games, one of several products in The Le Games' Unorthodox series of class books. Unorthodox Paladins features six new paladin core classes, as well as two prestige classes, two artifacts, eight new spells, four stories of paladin related fiction and several magical baubles and urus or mini artifacts. This pdf has a page count of 104 pages, 4 of which are devoted to OGL declarations, and 2 which are devoted to a title page with credits and a table of contents, leaving 98 pages to detail the unorthodox classes in this product. Unorthodox Paladins normally retails on RPGNow for $9.95.

Initial Impressions:

This is the largest pdf produced by The Le Games so far, and the quality is much improved on older products. The usual array of files is present in the archive, including onscreen version, print version, rich text version and a new addition, a plain text version. The latter two are particularly handy for copy and paste work when creating your own campaign or character notes. There are two versions of the cover art - one of a drow by Melissa Cox, a good piece of artwork, and the other a mosaic of faces which I found rather effective and appealing. There is a back cover as well using a different arrangement of the same mosaic of faces, and I think it rounds the product off very nicely. Interior art is taken from a variety of sources, with some Larry Elmore and World of Ronin Arts work prevalent, and it enhances the feel of the pdf. Layout, which is quite simple, and art, in general, is well done, and the editing and writing only shows the occasional error.

The pdf includes six classes and two prestige classes, and I was pleased to see some solid mechanics, although there is still room for improvement. The writing is clear, includes pertinent descriptions from the SRD, and the flavour is well detailed and mostly ample in the class write-ups. The pdf also includes some infrequently seen fantasy fiction in d20 supplements. The latter part of the pdf details some major and minor artifacts (baubles and ururs) and spells, which make a useful addition to this pdf. In general, I think this is a good pdf, with some interesting and inspiring material, with a well-rounded feel enhanced by some good artwork.

The Details:

Fiction: The pdf jumps in with the four pieces of paladin related fiction. These are mostly along established or known themes, although the last story, Hidden, about a paladin out to slay a dragon was a worthwhile read and I quite enjoyed that one. It's rare to see pdfs contain fiction and I'm rather undecided as to whether its a good idea or not. Certainly works of fiction have sold well in the past from other publishers, so perhaps it's not a bad idea after all.

Classes: There are six new base classes presented in this book, all of them variants of the paladin, and as such having paladin-like abilities although the themes of each paladin variant are vastly different. I was perhaps hoping to see something that wasn't so 'paladinny' or at least deviated from just calling standard paladin abilities by another name or slightly changing how, for example, lay on hands works. In any event, there is some good stuff in here and the character write ups are detailed, giving the reader something to work with and mostly a clear indication of the class' intent. There are some confusing abilities, and the saving throw progressions often appear non-standard, but generally the mechanics are good. The six classes presented are as follows:

  • Adjudicator: This variant can be called a paladin of balance, one who always seeks to maintain the balance of power and correct it if need be. As such this is a true neutral paladin, something that can be interesting particularly when such a paladin reaches a position of power and will be feared by both good and evil, lawful or chaotic. It makes for an interesting class to play, and the decision on what exactly balance is becomes very important - some might argue that civilizations of elves or humans disrupt the balance in favour of good, particularly if there are no evil creatures around to balance it. In that sense it might be a class difficult to play, since predominantly fantasy worlds and campaigns are good. How does the Adjudicator address this balance? In any event, the adjudicator gains standard paladin abilities, although they're expanded too, for example, allow the smiting of chaos, law, good and evil creatures, or turning of these or the detection of these. Spell lists are suitably crafted along these lines. I think this is a challenging concept to play in standard fantasy games, certainly not something for inexperienced players, but it can be rewarding if done correctly and with a DM who creates a world to fit the class.

  • Echo Paladin: I found this class rather confusing, and the write up didn't clearly describe the intent or function of the class. At its core it's a bard-paladin variant whose abilities improve depending on those that the paladin associates with and who's goodness the paladin can reflect back to the world. By making the world a better place, the paladin can himself can be perceived as a good person in the world that he reflects. The class balances music and combat, and the idea of echoes reflects in the class' abilities. Abilities increase in the presence of bardic music, for example, or the paladin can use his Echo Healing to duplicate healing done to an ally in the past. In fact, the class can actually duplicate himself as well. I thought this was a confusing concept, and probably the weakest class in the book, with some rather strong abilities.

  • Fist of God: This is a monk-paladin variant, a stubborn and determined paladin brawler with a strict code that believes that the end justifies the means and laws as mere guidelines. Good and justice must prevail at all costs. This paladin is an expert grappler, with smite and healing abilities, but no spellcasting ability. The class maintains Turning, although this doesn't really seem to fit the concept. In general it's a well described class with good opportunities although given the bonuses to grappling (+8 by 20th level, which stacks with Improved Grapple), probably a bit on the strong side in that area.

  • Order of the Barbed Cross: This paladin variant is a punisher, aiming to absolve their own guilt by punishing others. As a skilled torturer and executioner, this is almost a anti-paladin but with a paladin's zeal. Abilities range from auras of fear, to pain strike which inflicts pain on the paladin's enemies, to thorns that can grow on the wielder's weapons, to flesh to flesh where the class can torture the guilty by bringing back memories of old wounds. It's a darker paladin, something some may wish to play, although the class might not fit well in some campaigns.

  • Righteous Advocate: The righteous advocates are those that act on their beliefs and faith, teaching and guiding, and maintain a spiritual responsibility to others. These are akin to righteous enforcers of a church's doctrine, making sure that faith is active, not merely something to believe in. The class is a knowledgeable and social (oratory) paladin who can probably talk himself out of most situations, and is powerful in smiting the heathen and delivering the message of his faith. A well-rounded class.

  • Vigil Knight: These are the vigilantes of paladinhood, a city paladin that understands the streets and the needs of a city society. Abilities include the ability to extract information more easily from people, defensive abilities due to wearing light armor, fast reactions and the ability to blend into a crowd without being noticed. This is a good class to play in a city based campaign, and has some interesting roleplaying opportunities.

Prestige Classes: The Divine Crusader and the Divine Seeker are the two prestige classes presented in this pdf. Both rely on the smite ability, and can do some interesting things with that ability, such as turning smite damage into elemental damage for the Divine Crusader or the Tornado Smite of the Divine Seeker that allows the prestige class to smite all adjacent foes. The Divine Seeker is a light-armored, dual wielding prestige class, almost a dualist-paladin variant. Both are well done, although once again the Divine Seeker has a rather strange saving throw progression.

Artifacts, baubles, urus and spells: Two artifacts, Azariel's Might and Zipay's Dreams, are described in this pdf. Azariel's might is a two-part artifact consisting of sword and helm, each with their own abilities and additional abilities when used in conjunction with another - an interesting idea. In addition, they grow in power as the wielder's character level increases. Zipay's Dreams is a magical deck of cards, offering various abilities to those that draw cards from it. Both are well-written and have brief histories and background details.

There are also a number of mini-artifacts, baubles and urus, that can be fused with weapons or other equipment to grant them additional abilities. I quite like that idea - rather than having to find items with these specific abilities or craft them, the baubles and urus can be formed into existing items. Since they're mini-artifacts, no pricing details are given, but the idea certainly has merit for more mundane magic as well.

Lastly, there are eight new paladin spells. Examples include All Seeing Eyes, which prevents a paladin from being flat-footed and grants additional attacks of opportunity, Target Infidel that enables a paladin to see the most evil creature he's fighting, and Holy Rain, a rain of holy water devastating to undead. A good selection, and an improvement on some of the mechanical issues I saw in 17 Paladin Spells.

Unorthodox Paladins is a solid performance from The Le Games. There are some good ideas supported by good mechanics, and there's a lot of useful material in this pdf. Here and there are some minor errors, confusing descriptions or poor mechanics, but overall this is a good pdf and worth a look if you're a fan of the paladin class.

Conclusions:

Unorthodox Paladins is a class supplement detailing six new paladin variants and two paladin prestige classes. It's a crunchy pdf, with lots of details, and it's got some good additions for those looking for something different to the standard paladin. In addition there are a number of extras in fantasy fiction, artifacts, and eight new paladin spells. I was quite pleased with this pdf, being probably one of The Le Games' best. If you're interested in paladins, then this is worth a look. Based on content, good balance of fluff and crunch, but also occasional editing issues and clumsy mechanics, I'd give this pdf a rating of 3.5 stars, rounding up to four stars.
 

Enchanted Trinkets Complete

Recent & Upcoming Releases

Remove ads

Top