You Have Entered Kufir's Realm
The Paladins Guild
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

Location of Guild: Serrllach, Racial Homeland

Paladin Skill Trees:
Fighting - 275
Fighting.Offensive.Melee.[Sharp/Blunt] - 350
Faith - 150
Faith.Spells.Defensive - 200

Paladin Advancements

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..