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Water/Aquatic Paladin Build - Plz help
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<blockquote data-quote="DamionW" data-source="post: 2647759" data-attributes="member: 18649"><p>Yeah, I wasn't sure either, if you notice in the first post, right before the flavor text I commented on that. The only things that keep me from switching to NG are 1) As a community keystone, he'd believe in some amount of order and needs of all outweighing needs of few, that seems lawful. 2) While not having the same zeal for society's law like standard paladins, they're still honest, upright people, and how do you enforce their code of discipline if not lawful? I could see players that bend their code slightly saying their NG aspect leads to a "ends justify the means" approach.</p><p></p><p></p><p> </p><p></p><p>Well, let me frame it for you this way. In a standard DnD World, a Paladin of Heironeous could use <em>Detect Evil</em> to find a self-serving head of the thieves guild, a shadowy assassin waiting in the wings to harm the party, or a goblin raiding party pillaging a village. He can detect them because his paladin roles require him to stop them from hurting the weak. Now when it comes to Undead and extraplanar evil creatures, like demons and devils, he detects stronger auras because Heironeous has a special charge for him to oppose them wherever they are because they are the physical embodiment of evil forces.</p><p></p><p>On my campaign world, the good forces of the Water plane have charged paladins with upholding good ideals and defending the weak. They should be able to detect the Halfling Wind thief that is raiding the villagers' treasury, or a black dragon lurking in the swamps, or a Sauhagin tribe on the rampage. None of these are Fire creatures, but they represent a threat to his community. When it DOES come to Fire creatures, they have a stronger aura to detect for the paladin, because they are extraplanar embodiments of all that is opposed to the Water Lords. That is the dichotomy that says to me he should be able to <em>Detect Evil</em> and <em>Detect Fire</em>. Fire doesn't fully equal evil, and Water isn't totally good. It's just that each "lean" towards that respective alignment and Paladins are the embodiment of the goodness of water.</p><p></p><p></p><p></p><p><em>Quench</em> and <em>Create Water</em> would function at half Paladin level for caster level, like all of his spells.</p><p></p><p></p><p></p><p></p><p>Well, elemental clerics and their secondary casters (rangers and paladins) are the primary damage dealers in this campaign world. Arcane magic has been declared heresy by society because it either falls outside of the natural spectrum of the 4 elements, or steals energy from them without consent of the Elemental Lords. So most parties won't have casters to be outshined by the Paladin's few offensive spells. I just see them as being the righteous, vengeful spirits of water. I don't see why they shouldn't be able to use the few low-level offensive water-related spells there are.</p><p></p><p></p><p></p><p></p><p>Well, let me know what you think of what I brought up here. I hope one or two more weigh in with their suggestions so we can get a consensus as to where the Paladin lies. Then I can move on to my Windstalker (Air/desert variant Ranger).</p></blockquote><p></p>
[QUOTE="DamionW, post: 2647759, member: 18649"] Yeah, I wasn't sure either, if you notice in the first post, right before the flavor text I commented on that. The only things that keep me from switching to NG are 1) As a community keystone, he'd believe in some amount of order and needs of all outweighing needs of few, that seems lawful. 2) While not having the same zeal for society's law like standard paladins, they're still honest, upright people, and how do you enforce their code of discipline if not lawful? I could see players that bend their code slightly saying their NG aspect leads to a "ends justify the means" approach. Well, let me frame it for you this way. In a standard DnD World, a Paladin of Heironeous could use [I]Detect Evil[/I] to find a self-serving head of the thieves guild, a shadowy assassin waiting in the wings to harm the party, or a goblin raiding party pillaging a village. He can detect them because his paladin roles require him to stop them from hurting the weak. Now when it comes to Undead and extraplanar evil creatures, like demons and devils, he detects stronger auras because Heironeous has a special charge for him to oppose them wherever they are because they are the physical embodiment of evil forces. On my campaign world, the good forces of the Water plane have charged paladins with upholding good ideals and defending the weak. They should be able to detect the Halfling Wind thief that is raiding the villagers' treasury, or a black dragon lurking in the swamps, or a Sauhagin tribe on the rampage. None of these are Fire creatures, but they represent a threat to his community. When it DOES come to Fire creatures, they have a stronger aura to detect for the paladin, because they are extraplanar embodiments of all that is opposed to the Water Lords. That is the dichotomy that says to me he should be able to [I]Detect Evil[/I] and [I]Detect Fire[/I]. Fire doesn't fully equal evil, and Water isn't totally good. It's just that each "lean" towards that respective alignment and Paladins are the embodiment of the goodness of water. [I]Quench[/I] and [I]Create Water[/I] would function at half Paladin level for caster level, like all of his spells. Well, elemental clerics and their secondary casters (rangers and paladins) are the primary damage dealers in this campaign world. Arcane magic has been declared heresy by society because it either falls outside of the natural spectrum of the 4 elements, or steals energy from them without consent of the Elemental Lords. So most parties won't have casters to be outshined by the Paladin's few offensive spells. I just see them as being the righteous, vengeful spirits of water. I don't see why they shouldn't be able to use the few low-level offensive water-related spells there are. Well, let me know what you think of what I brought up here. I hope one or two more weigh in with their suggestions so we can get a consensus as to where the Paladin lies. Then I can move on to my Windstalker (Air/desert variant Ranger). [/QUOTE]
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