A PLETHORA OF PALADINS PDF

Log in or Sign up. Circle of Eight Modding Community. Joined: Jul 2, Messages: 1, Likes Received: 0. I am perusing my much enjoyed and heavily guarded copy of Dragon Magazine Archives on CD and I came across an article I was looking for that I thought might tickle the fancy of the modders, in case they run out of things to do. It outlined rules for paladins of every alignment.

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Log in or Sign up. Circle of Eight Modding Community. Joined: Jul 2, Messages: 1, Likes Received: 0. I am perusing my much enjoyed and heavily guarded copy of Dragon Magazine Archives on CD and I came across an article I was looking for that I thought might tickle the fancy of the modders, in case they run out of things to do. It outlined rules for paladins of every alignment.

How cool is that?! The Dragon Magazine Archives are not very formatting friendly at all regarding copying, pasting, screenshotting or anything else.

I'll just include the basics of each alignment because there's much more information in the article that would get rather long and there's tables that I would have to type from scratch because of said formatting problems. Necroticpus , Jul 11, They are rarely seen in the company of other myrikhans, and in a group are almost certainly abiding at the church until their next mission.

Myrikhans live for good deeds. Should a myrikhan ever commit an evil deed, his church will excom- municate him and he will become forevermore a normal fighter. Myrikhans favor leather armor and chain vests, sometimes aug- menting this protection with great helms or shields.

They spend much time outdoors and usually wear furs to protect themselves from cold. Utility is the heart of their wardrobe, a combination of efficiency and minimal encumbrance. Their most common mount is a pony or light warhorse. Their few weapons are usually a favorite and only one or two others. Wisdom and intelligence are the prime requisites of the myrikhan. Myrikhans receive spell bonuses and chances of spell failure accord- ing to their wisdom scores as clerics do see the Players Handbook, p.

Myrikhans use any magic items usable by fighters or clerics. At 9th level and above, a myrikhan with sufficient funds can build a fortress or church stronghold, thus attracting followers. Because myrikhans are agents of a church, any established base will be an extension of that church — a myrikhan always serves under a high priest. Myrikhan Table III shows the type of followers attracted by the myrikhan.

The special abilities of a myrikhan are: 1. Evil magic includes any spells cast by evil NPCs or monsters, and any effects of magic items that are intrinsi- cally evil or that are used by evil beings.

Turning of undead as a cleric of equal level, including creatures of the lower evil planes. Spell use at 6th level and above. Myrikhan Table II shows the number and level of such spells. At 4th level, a symbol of power received from the church. A suede collar that ties at the rear and is removed only in emergencies carries the precious metal symbol, unique to the character, that gives the myrikhan protection from evil as long as he wears it. The collar and symbol are worth gp.

At 1st level, the myrikhan designates a certain type of weapon bastard sword, quarterstaff, morning star, etc. The strictures of a myrikhan are: 1. Forbidden retention of wealth. The church pays personal ex- penses from a limited fund for each myrikhan. Treasure goes imme- diately to the church.

The myrikhan keeps single items one sword, one ring, one staff, etc. Deviations incur serious punishment and require atonement and meditation. They primarily de- fend their churches, no matter what the method or cost; often guard- ing church journeys or caravans.

If a garath ever breaks a church rule, he loses his garath church rank and abili- ties and becomes forevermore a normal fighter. Garaths pride themselves on finely crafted and exquisitely detailed clothes, weapons, and armor. Plate mail is the most common garath protection, always embellished with church symbols and holy script. Wisdom and charisma a factor of devotion for garaths are the prime requisites of the garath.

Garaths receive spell bonuses and chances of spell failure according to their wisdom scores as clerics do see Players Handbook p. Garaths use any magic items usable by fighters or clerics.

At 7th level, the church appoints two 1st-level fighters of the same race as personal guardians to the garath. Garaths never build strongholds. The special abilities of a garath are: 1. Protection from devils beginning at 5th level, including all lawful evil creatures from the lower planes. Spell use at 8th level and above. Garath Table II shows the number and level of such spells. The ability to use all holy swords of chaotic good alignment as paladins do. Good welcome from any allied chaotic good church.

A garath abuses this only at the risk of deviating from his alignment. Two bodyguards appointed at 7th level. These two 1st-level fighters, of the same race as the garath, progress in level as normal NPCs and will serve unto death. The church will not replace killed bodyguards. The strictures of a garath are: 1. Garaths keep non-monetary treasure if desired; otherwise, they give it to the church.

Use of force only against non-good-aligned individuals, except for self-defense or church defense. Employment of only good-aligned individuals, except for church defense.

THE LYAN The lawful neutral lyan functions more as a cleric than a fighter, for his church consists only of other lyans no acolytes, clerics, priests, etc. Lyans call their god the Arbiter despite his true name, which is often held sacrosanct and reserved for the most solemn church rituals.

Many believe that the Arbiter is actually Primus, ruler of Nirvana. Lyans believe that, after death, their souls travel to the Edifice Prime Nir- vana , a celestial reconstruction of the original mythical tower, and serve the Arbiter thereafter.

A lyan devotes himself to law and its promotion, and should he ever commit a chaotic act with other courses available, he loses his status in excommunication and be- comes forevermore a normal fighter. Their mounts are the largest and strongest of their type, their weapons the most fierce, their methods the most efficient and unforgiving in dealing with the dangerous forces of chaos. Wisdom, strength, and constitution are the prime requisites of a lyan.

Lyans receive spell bonuses and chances of spell failure according to their wisdom scores as clerics do see Players Handbook, p. Lyans can use any magic items. At 10th level, a lyan can construct his own edificial church, thus attracting followers. Lyan Table III shows the type of followers possible.

The special abilities of a lyan are: 1. This benefit corresponds to the abilities of detection of good or evil. The lyan can determine the type of chaos good, neutral, or evil after two rounds of concentration.

Chaotic magic includes any spells cast by chaotic NPCs or monsters and any effects of magic items that are intrinsically chaotic or that are used by chaotic beings. Spell use at 3rd level and above. Lyan Table II shows the num- ber and level of such spells. The lyan has no strictures other than the rules of his edificial church. A paramander seeks to maintain that bal- ance, often by manipulating and, when necessary, destroying high- powered beings of deep alignment convictions e.

The paraman- der must justify every action in the interests of pure neutrality. Paramanders favor subdued design in armor and weapons. Paraman- ders ride light horses or ponies, mostly gray or brown. Weapons tend toward simplicity swords, staves, etc. Intelligence is the prime requisite of a paramander. Paramanders have chances to know listed spells and minimum and maximum spells per level as magic- users do see Players Handbook p.

Paramanders have no followers. Instead, at 9th level or above, they take on an apprentice, training him in the ways of balance and neutrality. The apprentice, a normal 0-level fighter with 2 hp, be- comes a 1st-level paramander after achieving 1, experience points see Paramander Table I in the service and under the guid- ance of his magister master. A paramander can train any number of apprentices, one at a time. The magister commonly gives to his apprentice a favorite weapon or other item, perhaps something that his old magister gave to him upon completion of his own apprenticeship.

The special abilities of a paramander are: 1. At 3rd level and above, the paramander can determine the. Immunity to diseases of all types, including diseases caught from monsters, such as mummies, lycanthropes, and so forth. This includes diseaselike attacks from monsters like green slime. Non-neutral alignments consist of lawful good, lawful evil, chaotic good, and chaotic evil. Half-neutral alignments consist of lawful neutral, neutral good, neutral evil, and chaotic neutral. Aligned magic includes any spells cast by NPCs or monsters of a specific alignment and any magic items that are intrinsically of a specific alignment or that are used by beings of a specific alignment.

Paramander Table II shows the number and level of such spells.

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A Plethora of Paladins Plus Some.pdf

The paladin has always been a class that vexed me. Paragons of human virtue and justice in the wildly unjust and unvirtuous world, the paladin serves his or her Lawful Good patron deity with unwavering faith or else. Humans only. Lawful good only. Ridiculous stat prerequisites. Now, I'm sure this is meant to indicate the rarity of the paladin.

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These conversions were made through the joint efforts of myself, Elghinn Lightbringer, Oceanshieldwolf, and Bardess. Myrikhans tend to travel alone, although they sometimes accompany others with a similar goal, such as druids, rangers, and fighters. Since myrikhans are uncommon, they are rarely seen in the company of other Myrikhans, and when they are found in a group they are almost certainly abiding at the church until their next mission. Myrikhans live for the good of all peoples and the the edicts of the church, and will do all within their power to further their cause.

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Thus, the article presents these variant paladin "subclasses" as subclasses of the fighter. Of course, these classes may be treated as separate from true paladins, since the article makes "paladin" a term for any holy warrior who promotes the causes of his or her alignment. Use of these classes as player characters is not recommended, as they have not been playtested for balance and tend to duplicate powers from existing classes. Through breaks in the dense foliage overhead, Aan could see the moon, full and imposing, burned deep orange by the falling sun. Night covered him as he rode through the forest, and he shivered at the realization that darkness was the element of his enemy. The arrikhan serves his god in the field, carrying out the orders of the high priests of the church.

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To the shock and awe of the slavers he fights, the knight takes blow after blow and refuses even to yield to the supernatural terror of their dragon lord. What they do not know, cannot know, is that he is not motivated by money, as they are, or even his life, as his friends are. He is motivated by love for the witch they've kidnapped, and that love would not let him fail. During a quiet evening spent in the company of his friends, a wizened Half-Orc reads again the now crumpled, stained, and battle-worn letter. At the concerned glance of one of his fellows, the hedge knight smiles and enters into a story about one of his boys. He misses his dear and growing little ones so much it sometimes feels like his heart will break. But every gold piece sent home is a fortune for his family, and every loose demon struck down is one less to threaten their realm.

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