Paladin Information
Paladins are the righteous, holy knights of the
Realms. Charging into battle on a fine steed, unleashing heavenly wrath upon
the heathen, vanquishing evil and defending the Priests & Priestesses
are what they are designed to do. There is no questioning any of their nigh-divine
tenets, else you are forced to deal with their special combat techniques,
and judgement via holy decree. Such is the power of their devotion that these
holy knights are able to shield allies against harm by invoking their god,
Severan. Historically, enemies facing down a Paladin will, if at all, walk
away from the fight having had their attributes handicapped. Paladins are
well-suited to lead in battle, but require some additional defensive spells
from allies in order to survive.
Alignment: Good Deities allowed: Barbizon, Eliatha, Mahar, Severan, Yavanna or Yondalla
My deepest thanks to Sabaton for his assistance in providing both plans and insights into the inner workings of
the paladin guild. The path a paladin must take can have some deviations, however the plan provided gives
a good glimpse into the working of the paladin guild..
The Newbie Guild:
Train Fighting, Faith, Vitality & General to 5.