Tag Archives: paladin

I think we’re going to need another paladin

I’ m on a bit of a Paladin binge right now. Can you tell?

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Robopaladin

DAZ Studio, len flare courtesy of Photoshop. Click to enlarge.

It’s Robocop, D&D style!

Stats, anyone?

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After the battle, prayer

DAZ Studio, minor postwork in Photoshop. Click to enlarge.

Blood-soaked paladins. I love ‘em.

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DAZ3d freebie of the week: Shields ho!

From the ever talented Valandar comes this set of Fantasy Shields, all smart prop’d and ready for use by Michael 4 – which means it’s also good for Hiro, FREAK and all the rest too! There’s just one set of textures for each shield design but they’re of excellent quality and it should be an easy matter to create your own designs.

Got to love the celestial and demon shields!

Just what every well-equipped Paladin needs :D

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Gentlemen, to war

justicar

Character Concept: Deva Paladin

claymore

This is what happens when I read far too much Claymore before rendering.

Character du Jour: Khorvys, Kord's Champion

The minotaur stood at the foot of the mountain he called home, though he had never lived there. This was his spiritual home, the place he had first laid eyes upon his god. He remembered, as he always did when he made this pilgrimage, back to when he was a young calf fleeing from the Azers who had released him from their slavepens for the joy of the hunt. And he ran – oh how he ran – in terror and fear while the Azers and their demon mounts nipped at his heels. This was one race he had to win for the sake of his life and very soul. As he ran winning became everything, more important than his life itself. This was a competition, and victory has his only goal.

Then, he saw him. Kord himself stood upon the mountainside, yet seeming at the same time to be stood astride the mountain like the mightiest of giants. Khorvys found an extra burst of speed and ran unquestioningly toward Kord. As he reached him he felt the earth shift beneath his feet, a landslide throwing him to the ground which gained power and force as it reached the Azer slavelords, entirely engulfing them in soil and rock until no sign of them remained.

The minotaur lay face down as a voice awesome in power yet gentle washed over him. “You will be my champion in days to come, young Khorvys. Rest for now. I have sent my followers to find you, tend your wounds and train you for the Endday to come.”

Now fully grown, Khorvys reached the point where Kord had stood. He had long ago erected a temple to his honour, each block cut and placed by his own hand. He raised his arms in prayer.

“Here I stand, Mighty Kord. I am your Champion, as you promised. The Endday is coming, and I am ready.”

khorvys2

Dirty little secret: What is the Endday? There are no prophecies, no clues in the sacred texts, and no signs which foretell it. But Khorvys knows in his heart it is near, and that feeling terrifies him. Only his faih in Kord keeps him from running again.

Notes: Paragon-level Minotaur Paladin of Kord! Horned Champion of Order! Khorvys is one kickass minotaur who was once a slave and is now recognised as one of the foremost warleaders of the age. He is no tactical genius, preferring instead to lead by example and charge into battle, putting his faith in the wisdom of his generals and the might of his soldiers to follow him where he leads. In battle he wears Stoneborn Plate +3 and wields a savage Jagged Greataxe +3. The former was a gift from a grateful Dwarvenhold he helped free from Azer slavery. He is silent about the origin of his greataxe, though it is clearly Githyanki in design.

Download his character sheet, here.

Villain du Jour: Sir Guyse Preeminent

But the other swiftly strode from ridge to ridge,
Clothed with his breath, and looking, as he walked,
Larger than human on the frozen hills.
He heard the deep behind him, and a cry
Before. His own thought drove him, like a goad.
Dry clashed his harness in the icy caves
And barren chasms, and all to left and right
The bare black cliff clanged round him, as he based
His feet on juts of slippery crag that rang
Sharp-smitten with the dint of armed heels -
And on a sudden, lo! the level lake,
And the long glories of the winter moon.
— Morte D’Arthur, Alfred Tennyson

When children play as knights, there’s always one who wants to be Sir Guyse. He is the hero of countless tales, the quintessential Paladin and, to many, the epitome of chivalric nobility. The King himself granted him the title “Pre-Eminent”, second only to the King himself in power and stature in the land. More well known still than his heriosm is his love and wooing of the Elven Princess Lliandra during his time as ambassador to the Elven Court. When the announcement came that she was betrothed to the King, Sir Guyse nobly stood aside, rejoicing with the whole country at this union between the Human and Elven nations.

Yet some whisper that since that day, Sir Guyse is a changed man. There is a darkness behind his eyes where once was light, and he has appeared more rarely at court. Some say he broods in the darkened chambers of his castle, spurning food and good company. Yet still he rides out, leading the armies in acts of selfless heroism, his service to the King and Queen no less diminished by his own private emotions. Only last month he led the Thirteen Knights to victory against the Orc Warlord of Thu’ull, slaying every last member of the tribe.

Even though they begged for mercy.

sirguys1

Dirty little secret: Sir Guyse is slowly turning into an Eminence, a Paladin Lich akin to a Death Knight. The transformation has slowly eaten at him, rotting his soul and body into a state of powerful undeath like no other. It’s not uncommon for Paladins to succumb to the passions they try to hard to contain in their hearts, but exceedingly rare for the transformation to take hold; all too often the fallen Paladin accepts death on the battlefield or faces other, less valourous fates. If Sir Guyse were to attain Eminence, the Gods themselves would know fear.

Notes: When I’m using 4e D&D, I still find it worthwhile to create a full set of stats for the main villain, especially if it’s a long-term guy like this one. It gives me more of a “feel” for the character, even though little of the detail would come into play around the table. When that’s done, I’ll create a simpler combat-ready Monster style statblock for use in-play. I’m working on those for Sir Guyse and the stats for his eventual Eminence form right now. Picture a 34th level heavily armoured undead with a Death Lance, dark Aura and skeletal Dreadmount Hippogriff. Any slain by his hand become undead warriors in his service, cursed to join his army for eternity. A Death Knight on Divine acid. Only worse.

He’s going to be a major player in my campaign, someone strictly in the background who sends his servants (human and otherwise) to carry out barely understood tasks in the dead of night. The players will innevitably stumble upon these plots, follow the clues, accuse Sir Guyse, and be banished from the Kingdom for daring to insult the King’s right hand man. Next stop: Civil Waaaaaaaaaaaaar!!!!!

Undead demigod Sir Lancelot = win!

Sir Guyse Preeminent
Evil (Lawful) Male Human Paladin / Warlord / Champion of order / Demigod -28

Str 19, Con 14, Dex 12, Int 13, Wis 20, Cha 28
HP 191, bloodied 95, surges 47×12/day
AC 44 (Heartening Plate +6 & Battleforged Shield +4), Fort 32, Ref 29, Will 35, Init +14, Speed 5

Dread Flail +6, +26 vs AC, 1d10+10, versatile, Fear/d, Crit:+6d6 & -6 to all defences
Divine Challenge/w, Lay on Hands/w 5/day, Bolstering Strike/w +31 vs AC, Enfeebling Strike/w +31 vs AC, Holy Strike/w +26 vs AC

Divine Mettle or Divine Strength/e, Inspiring Word/e, Fearsome Smite/e +31 vs AC, Righteous Smite/e +31 vs AC, Beckon Foe/e +23 vs Will, Certain Justice/e +30 vs AC, Renewing Smite/e +31 vs AC, Terrifying Smite/e +26 vs AC, Here Waits Thy Doom/e +23 vs Will, Deific Vengeance/e +25 vs Fort

Sacred Circle/d, Wrath of the Gods/d, Turn the Tide/d, None Shall Pass/d, Death Ward/d, Cleansing Burst/d, Divine Regeneration/d, Bastion of Defense/d +26 vs AC, Hallowed Circle/d +23 vs Ref, One Stands Alone/d +23 vs Will, True Nemesis/d +23 vs Will, Corona of Blinding Radiance/d +31 vs Ref, Rule of Order/d +26 vs Fort, To the Nine Hells with You/d +23 vs Will

Acrobatics +11, Athletics +19, Diplomacy +28, Endurance +17, History +20, Intimidate +28, Religion +20
Student of Battle, Human Perseverance, Mounted Combat, Power Attack, Powerful Charge, Improved Inspiring Word, Inspired Defense, Lend Might, Cull the Weak, Call to Glory, Bloodthirst, Devastating Critical, Great Fortitude, Inescapable Force, Mettle, Triumphant Attack, Multiclass Power Swap(Encounter), Multiclass Power Swap(Daily)

Paladin: Channel Divinity (Divine Strength), Channel Divinity (Divine Mettle), Divine
Challenge, Lay On Hands
Champion of Order: Champion’s Action, In Defense of Order, Champion’s Hammer, Certain Justice, None Shall Pass, Rule of Order
Demigod: Divine Spark, Divine Recovery, Divine Regeneration, Divine Miracle

Heartening Plate +6, Battleforged Shield +4, Dread Flail +6, Dreadmount Hippogriff with Heavy Barding +4

Preview du Jour: Sir Guyse

Coming soon……..

sirguys

Meet Sir Guyse, Epic Level Paladin, hero of countless wars, darling of the royal courts. And total badass villain. Yes, villain.

I’m working on him now, and getting a feel for 4e D&D Paladins. I’m liking their smiting sugary goodness and heroic self-sacrificing Powers such as Martyr’s Blessing. Not a fan of the hand-waving “you call upon your deity and teleport” crap though. Oh please, 4e, enough with the teleporting already! Teleporting Paladins? Uhhh……. no! Give me one instance of a Paladin (or Holy Knight, or Crusader, or whatever) ever teleporting in fantasy literature, ever, and I’ll eat my hat. If I had a hat, that is.

Thankfully, the teleporting silliness is minimal though, and easily removed. If only they’d put some decent Mounted Combat Powers in there instead. Oh well. Roll on the Divine Power supplement.

But I do like 4e Paladins. Just not some of their Powers.

Stay tuned!

Jedi Paladins for 4e

I can hear you drooling already. Stop that.

Here’s today’s challenge. Name three differences between the Paladin and your average Jedi Knight. If you get as far as “Paladins wear plate armour” and “Jedis use light sabres” then get stuck, join the club. Where Jedis have their belief in the all-pervading Force and Paladins their loyalty to a Deity (pick one…. any one, so long as it’s good-aligned), there’s precious little to differentiate between your Jedi Knights and most Orders of Paladins. Both are organized forces for lawful good which use might and the power of their belief in a cohesive supernatural power to bring about the defeat of evil. Both have hierarchical structures and traditions that date back generations. And – almost without exception – both contain more than their quota of smug self-righteous bastards.

DAZ Studio, no postwork. Click to enlarge. Love this image!

DAZ Studio, no postwork. Click to enlarge. Love this image!

So why not bring a little Jedi magic to your 4e game using the Paladin Class as a base. Replacing the heavy armour with monk’s robes is less of an issue with 4e if the DEX or INT attribute is sufficiently high. Take Diplomacy, Insight and Religion as your Trained Skills and fill your fourth slot with Heal, History or Intimidate depending on whether you want your Jedi Paladin to be fill a role as Aide, Advisor or Guardian.

Multi-classing as a Wizard opens up Thunderwave as a per Encounter Power – perfect for using the Force to knock back foes. Better yet, play a half-elf Jedi Paladin and take Thunderwave as your Dilettante Power and use your Feat slot to fine-tune your character concept. Feats such as Action Surge, Alertness (“I feel a disturbance in the Force”), Combat Reflexes, Defensive Mobility, Linguist, Power Attack and Skill Training (Acrobatics) are all terrific choices for your Jedi Paladin character.

If you’re playing a half-elf Jedi Paladin and using the standard stat array of 10, 11, 12, 13, 14, 16 allocate the highest values to DEX, CHA and WIS then distribute the rest according to character concept. This will give you a reasonable AC (thanks to DEX) as well as a bonus to your CHA-based Powers. Both Bolstering Strike and Enfeebling Strike – the two Paladin CHA-based at-wills in the PHB – are pretty solid Powers, and several of your per Encounter and Daily Powers rely on a positive WIS bonus for their effects.

When it comes to equipment, choose a Longsword and aim to get a magical Longsword for the full-on Jedi effect as soon as possible. A Frost Longsword +1 is only level 3, and at 680gp is worth every penny. Picture that glowing blue blade…………

As your Jedi Paladin is only dressed in little more that monk’s robes, anything that boosts your AC is a Good Thing. Sylvan Cloth +1 armour costs 680gp and provides a +1 bonus to AC, Stealth and Athletics – ideal for your Jedi Paladin when involved in… ahem… trade negotiations. Check out the Adventurer’s Vault for more armour ideas.

Here’s a quick example.

Dane Maelstrom was “adopted” by the all-seers Temple when his high sensitivity for the feelings of others was detected by a passing Cleric. Trained from an early age, Dane is unquestioning of Temple teachings, and the initial adventure is his first foray into the world beyond the Temple walls.

Dane Maelstrom, Lawful Good Half-elf Male Paladin-1

STR 12, CON 12, DEX, 16, INT 11, WIS 13, CHA 16
HP 27, bloodied 13, surges 6 x 11/day
AC 13, Fort 12, Ref 14, Will 14, Squares 6, Low-light vision

Longsword +4 vs AC, 1d8+1, versatile
Bolstering Strike/at-will +6 vs AC, Enfeebling Strike/at-will +6 vs AC
Thunderwave/enc +0 vs fortitude, Shielding Smite/enc +6 vs AC
On Pain of Death/day +3 vs will

Acrobatics +8, Diplomacy +10, History +5, Insight +8, Religion +5
Common, Elven
Divine Challenge, Lay on Hands, Channel Divinity (Divine Mettle, Divine Smite), Dual Heritage, Group Diplomacy, Skill Training (Acrobatics)

See?

The first person to generate Master Yoda as an Epic-level Goblin Jedi Paladin wins a super special no-prize.