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Paladin(Righteous)

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Paladin- A trusted servitor of a noble lord, a knight-errant. ii- A knight dedicated to a cause or god, and gifted with clerical powers thereby. iii- A warrior of exalted moral purity and honor

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Righteous Paladins

The Paladins of Righteous are knights-errant in service to various noble lords. In this land, a lord is one with his lands, and therefore the aristocracy and monarchy possess great personal power, but to exercise it to the fullest extent, they must imbue courtiers and soldiery with it- and no vassal is so potent a vessel as a Paladin.

The Orders

Each noble is served by an Order of Paladin Knights (who are named after the province, not the noble), and each paladin draws holy power from the land a noble rules. While there are, mostly, only minor differences in the repertoire paladins of different orders possess, one major factor remains dependent on the Paladin's lord: The Superior Sign of Piety. This is the innate power a paladin is imbued with upon swearing the Vow of the Binding Light to their lord.

(Note, this is not a complete list. If you'd prefer a different god, just talk to Rimblade about it)

-I'll totally make some soon-

The Knights of Loch Kreamlan - Those in the service of the Barony of Loch Kreamlan gain the innate power to detect falsehood.

The Knights of Rodremont - Those in service to the Barony of Rodremont have the power to leap distances in excess of fifty feet, in full armor.

The Knights of Caer Cassidus - These guys may re summon their chosen weapon to their hand whenever they so desire. Also, they're in service to a duke.

The Knights of Dox Paradine - Those in service to the Duchy of Paradine gain the power to light any material in existence (though it's not ever-burning fire, so don't get any ideas about the oceans)

The Knights of Loch Keaysrnoice - Those in service to the Viscount of Keaysrnoice may be by no door impeded.

The Knights of Tempuralius - Those in service to the King of Temperalius may move oddly through time. It appears from the outside that they possess odd spurts of absurd agility or amazing luck, but it is actually a power to move outside of conventional temporal percepton for several seconds.

The Knights of Vonteir - Those in service to the Viscount of Vonteir may gaze into the future, and thereby gain glimpses of possible outcomes of any venture.

The Knights of Kyrvon - Those who serve the King of Kyrvon possess innate power of Suggestion, and even skeptics will quickly find themselves willing to work for these men.

The Knights of Vyrmund - The Duke of Vyrmund's men possess complete protection from injury from any source which is not magical or metal.

The Knights of Burgh Herall - Those who serve the Burgher of Herall are capable of belching forth fire. And belching.

The Knights of Ahngst - These knights carry an aura of duty with them, which bears heavily upon those not sworn to ideals of honor, crushing and sapping energy.

Please note- these are by no means ALL. Just the ones I've written. Feel free to approach me with ideas.

The Three Services

Paladins are sworn to uphold three ideals, but in order to focus their training, they must choose one to become beholden to. These three are:

Justice - These paladins are sworn not only to right wrongs with the sword, but also to help those who have been victimized. They are empowered to act as magistrates. (Imbued Power: Compelling Rune- Forces the being the rune is placed upon to answer questions given it. (Rank 4) Beholden skill- Judgement, everyone's favorite AoE from the heavens. Rank 7.)

Protection - These paladins seek to prevent misdeeds from ever occurring, and they guard great treasures, or sacred nexus-sites. (Imbued Power: Unending Determination- When the paladin's HP is at or below 50%, they take half damage from all sources. Beholden power: Ward of Divine Intent- A runic circle imbued with all of the paladin's remaining mana. While it exists, the wall/door/etc to which it is affixed cannot be affected by mortal force.)

Honor - These paladins are called to be the moral guardians of both the order and their lords- it is not impossible for paladins to depose a lord who is becoming corrupt. Such paladins are usually very proficient at both logic and ethics. (Imbued Power: Consecrate Land- Aligns the ambient energies of an area to the paladin (note: not his lord) for as long as the paladin can continue to channel mana. While on consecrated ground, the paladin's foes gain hugely decreased stats. Beholden Skill: Grand Exorcism - An AoE exorcism effect capable of effecting an entire city. Not only does this strongly effect negative energy beings/sources, it also weakens the mana in an area, making it entirely impossible for many lesser mages to work spells.)

Paladin Ranks

Level 10 - Paladin of Legend - I only include this because nine paladin ranks seems silly. These don't exist, and could never POSSIBLY exist, seriously. I'm totally not saying that just so you'll be suspicious and think there MIGHT be such a rank. That's silly.

Level 9 - Grand Highlord - This title is reserved for Grand Templar in service to the God-Emperor of one of the hemispheres. They have nigh-endless lifespans, and power enough to go toe-to-toe with an archmage in his own tower.

Powers- High-level holy spells (Judgement AoE's, etc) Battle Skill- Absurd.

Level 8 - Grand Templar - These are Paladin Lords who are ALSO Knight-Superiors, vassals to extremely powerful nobles who have ALSO gained vast skill and, probably, a number of artifacts.

Powers - Complete regenerative healing, huge protective barriers Battle Skill - Skillful enough to single-handedly assault a town.

Level 7 - Paladin Lord - This requires a paladin who has actually been awarded their own fief to rule, with lesser paladins of their own. A number of nobles hold this rank.

Powers- Elemental control, Laser eyes (No, seriously) Battle Skill- The same as a Knight-Superior in the field, absolutely unmatchable at home.

Level 6 - Knight-Superior- These are master paladins, who have returned from wandering as a Knight-Errant and sworn the Oath of Wisdom to their lord. Few, very few, ever make it this far.

Powers- Great resilience to psychic assault, Mage-level offensive ranged magic Battle Skill - Master

Level 5 - Knight-Errant - When a paladin becomes skillful or learned enough, he may petition his lord for a leave of service for a time, to quest in the world for fulfillment. Those who do so quickly gain in wisdom and strength, and tend to die a lot.

Powers- Blessed Path (Ease-of-travel charm), power to see and dispel spirits Battle Skill - Extremely skillful

Level 4 - Knight-Inferior - A rather unfortunate title which simply means 'Paladin' to most, but serves well as a derogatory term. These knights are purely average, and this is where the majority of paladins fall.

Powers- Detect Undead, Greater Healing, Protection from low-level psychics Battle Skill- Per excellence, obviously

Level 3 - Knight-Valiant- These paladins have proven themselves capable of improving themselves and humble enough to do service to the people. They return not to their home steads, but to the Temple of Humility, center of the paladin order, for final training in preparation for the Trial of Faith.

Powers- Greater imbued strength, Holy Weapon Battle Skill- Superior

Level 2 - Knight-Journeyman - These knights have passed a number of tests, and been freed from their masters. The only requirement upon them is to grow in skill, a test in and of itself. No paladin who cannot better themselves may rise.

Powers- Healing, minor detection of undead, strength enhancement Battle Skill- Rather average

Level 1 - Squire - These have been accepted to the order, and begin training with a high-ranking knight as Master. This stage is very long, and lasts until majority.

Powers- Meditation training, the most basic powers (no obvious magic). Battle Skill- Pretty damn poor.

Initiate- These are those who are hoping to pass the requisite trials simply to become SQUIRES. They have no especial powers, and you can laugh at them if you want. Generally, those older than eight or nine are not admitted.

General Paladin Powers

Paladins have a few basic abilities:

Holy Weapon - Paladins can imbue their weapons with holy energy, which allows them to do very dramatic things, like cut through swords.

Healing Magic- Paladins have clerical healing power, though to a lesser degree than members of the Greater or Lesser Courts of any given noble.

Immunity to Disease/Poison- Note that this ONLY functions when within a lord's lands.

Enhanced Strength- A paladin is stronger when closest to his lord, but even on the other end of the earth, they are usually somewhat stronger than you would expect. A paladin at the height of strength is capable of going toe-to-toe with the rumored 'Walking-bots', automatons twelve feet tall, armed with flaming chainsaw-launchers.

Holy Shields- Paladins can use this power as a personal barrier, much like a ward. The most powerful paladins can enter a meditative state to grant this protection to a wide area.

Protection from magic- The paladin has some resistances to magic.

Detect undead- Duh

Detect adversary- Can indicate whether or not a given creature is hostile.

Paladin Bios

Testadin
Gender:

Male

Race:

Kender

Home:

London

Powers:

Healing(+2), Holy Weapon, Detect/Turn Undead (-1)

Rank:

Knight-Errant (Rank Four)

HP and Mana

70/121

20/35

Attack and Defense

12/12

23/23


TO BE CONTINUED

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