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Water/Aquatic Paladin Build - Plz help
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<blockquote data-quote="Thia Halmades" data-source="post: 2647807" data-attributes="member: 35863"><p>*yawn, smack* Oh, hey, a cool thread. *downs more coffee* Right.</p><p></p><p>Coming from a place that rewards imagination and occassionally gets nerfed by my own Pocket Rules Lawyer (only $295.99, order yours today!) I'll slice through some of the detritus here and get to the core question. That question is: Does this work?</p><p></p><p>Answer! Yep. First, I will say it is an excellent build and an excellent design. Fielding elements as alignment based is a classic Pagan idea and this adaptation seems to reflect that very well. Things I'd like to understand better -</p><p></p><p>Question One: Define "fire" as "evil." Evil as in it needs to eat? Evil as in that's just how it is? Evil as in its misunderstood? Or is it not evil and simply opposed by water? You might find it more interesting to toss the usual assumptions regarding Good & Evil and allow the elements themselves to do the guiding; Water opposes Fire. That's just the way it is. This would fundamentally change the alignment structure from a pure moralistic bent to something more fluid and adaptable to your campaign. You may also add an element structure (LGF, Lawful Good Fire) which is a personality reflection.</p><p></p><p>Question Two: You've redefined Paladins as Water. Very, very cool, by the way. I think you may have knocked out one too many key Paladin abilities, such as Divine Grace (add CHA to saving throws) which particularly stood out to me, and honor code. The reason I posed question one is because question two is: What makes Paladins special? In a normal D&D setting, they're LG soldiers of a higher cause/power, whether for the church or by personality. If they stray from that path, they lose their status and become Fighters. Do you have a similar sword you're planning on holding over their heads, or is their status much less tenuous? In which case, I would yield that the removal of those abilities makes more sense (as the path is less strict). From your post I get the impression that you're still with that; if you're going to enforce the Code, <strong>and </strong> you're maintaining their general flavor, but from a Water-Centric standpoint, then I would suggest doing a straight swap of Fire for Evil, and adding Domain spells to their list (Water, Ice, etc.).</p><p></p><p>Question Three: You outlawed Elemental magic; what about non-elemental? IMC, Necromancy is outlawed; specifically, those spells dealing with the trading of life forces, but rather than create a distinction they just cut the whole thing out. Not all spells are elemental; if someone were to cast a Conj/Summ (such as a Cleric) would they have permission to call forth a Sea Lion? Or a Dust Devil? You'll probably want to rebuild your summon list to make it work in tune with your design.</p><p></p><p>So Fireball is evil, is Magic Missile? Another variant on this question, let's say magic is heresey; is it still out there? Could a PC opt to play a Heretic who's very careful in their spell selection? Or a Sorcerer who specializes in elementally neutral spells? Divinations, Abjurations, Colorless Evocations? Enchantment/Charms? Would the populace notice the difference between a Cleric casting <em>Charm</em> and a Sorceror casting <em>Charm</em>? Where is the line between Divine and Arcane? Are these two factions at war (thus installing another element to your elemental conflict?) What if they just want to flip the bird to the Elemental Lords themselves and say "Stop me, I dare you?"</p><p></p><p>Question Four: How involved are the Elemental Lords? Would they send messengers (see Monster Manual I) to directly intervene? Are they High Fantasy, hands on like Forgotten Realms deities, or more laid back and 'wait and see' granting spells from beyond the veil and using their people as pawns in a higher struggle we mere mortals can't witness?</p></blockquote><p></p>
[QUOTE="Thia Halmades, post: 2647807, member: 35863"] *yawn, smack* Oh, hey, a cool thread. *downs more coffee* Right. Coming from a place that rewards imagination and occassionally gets nerfed by my own Pocket Rules Lawyer (only $295.99, order yours today!) I'll slice through some of the detritus here and get to the core question. That question is: Does this work? Answer! Yep. First, I will say it is an excellent build and an excellent design. Fielding elements as alignment based is a classic Pagan idea and this adaptation seems to reflect that very well. Things I'd like to understand better - Question One: Define "fire" as "evil." Evil as in it needs to eat? Evil as in that's just how it is? Evil as in its misunderstood? Or is it not evil and simply opposed by water? You might find it more interesting to toss the usual assumptions regarding Good & Evil and allow the elements themselves to do the guiding; Water opposes Fire. That's just the way it is. This would fundamentally change the alignment structure from a pure moralistic bent to something more fluid and adaptable to your campaign. You may also add an element structure (LGF, Lawful Good Fire) which is a personality reflection. Question Two: You've redefined Paladins as Water. Very, very cool, by the way. I think you may have knocked out one too many key Paladin abilities, such as Divine Grace (add CHA to saving throws) which particularly stood out to me, and honor code. The reason I posed question one is because question two is: What makes Paladins special? In a normal D&D setting, they're LG soldiers of a higher cause/power, whether for the church or by personality. If they stray from that path, they lose their status and become Fighters. Do you have a similar sword you're planning on holding over their heads, or is their status much less tenuous? In which case, I would yield that the removal of those abilities makes more sense (as the path is less strict). From your post I get the impression that you're still with that; if you're going to enforce the Code, [B]and [/B] you're maintaining their general flavor, but from a Water-Centric standpoint, then I would suggest doing a straight swap of Fire for Evil, and adding Domain spells to their list (Water, Ice, etc.). Question Three: You outlawed Elemental magic; what about non-elemental? IMC, Necromancy is outlawed; specifically, those spells dealing with the trading of life forces, but rather than create a distinction they just cut the whole thing out. Not all spells are elemental; if someone were to cast a Conj/Summ (such as a Cleric) would they have permission to call forth a Sea Lion? Or a Dust Devil? You'll probably want to rebuild your summon list to make it work in tune with your design. So Fireball is evil, is Magic Missile? Another variant on this question, let's say magic is heresey; is it still out there? Could a PC opt to play a Heretic who's very careful in their spell selection? Or a Sorcerer who specializes in elementally neutral spells? Divinations, Abjurations, Colorless Evocations? Enchantment/Charms? Would the populace notice the difference between a Cleric casting [I]Charm[/I] and a Sorceror casting [I]Charm[/I]? Where is the line between Divine and Arcane? Are these two factions at war (thus installing another element to your elemental conflict?) What if they just want to flip the bird to the Elemental Lords themselves and say "Stop me, I dare you?" Question Four: How involved are the Elemental Lords? Would they send messengers (see Monster Manual I) to directly intervene? Are they High Fantasy, hands on like Forgotten Realms deities, or more laid back and 'wait and see' granting spells from beyond the veil and using their people as pawns in a higher struggle we mere mortals can't witness? [/QUOTE]
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