Paladin in Akiviras | World Anvil
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Paladin

Paladins are heroes through and through, ancient warriors devoted to a code from a more honourable time. Struggling to survive amid a world that is rapidly outgrowing them, paladins serve as beacons of uncompromising justice and swift simplicity in their crusade against all things evil and chaotic. They are one of the most powerful character classes in existence, although their many abilities come at the cost of an uncompromising code of ethics and a strict moral code.  

Attributes

Like fighters, paladins can wear any armour and have proficiency in any weapon they can find training for. However unlike fighters, they can access additional powers by drawing on positive energy like clerics do. However, rather than drawing on visible sunlight, paladins draw from the light in their own hearts, a metaphorical manifestation of their absolute goodness. Because these powers draw upon one of the semi-metaphorical concepts of Akiviras, the paladin must remain truly and exclusively faithful to their precepts. This is both internal and external; the paladin must remain absolutely convinced in their own faith, and surround themselves with others who are likewise convinced of their perfection. Failure to do so will cause the light within the paladin to die, and their powers along with it. These powers are focused by the paladin's strict adherence to the ancient codes, established in 1412 with the end of the Ghost Wars. The codes also serve to keep the paladin firmly on the path of lawful goodness, ensuring that the light within them is not tainted in any way.    As long as the paladin remains faithful and dedicated to the righteous path, they have a number of advantages over the common man. Paladins have a sixth sense that enables them to detect the presence of evil in the vicinity, and a holy aura equal to a Protection from Evil spell that constantly emanates from the paladin at a 1" radius. This aura can be drained as a source of positive energy by good clerics, though this causes the aura to dim for a time. Paladins are also immune to the touch of disease, and have a +2 bonus to their saving throws. They can also extend this protection to others, using their healing touch to cure disease and close wounds. As the power of the paladin increases, they also gain the ability to turn undead as a cleric does, and eventually cast cleric spells entirely.    This power comes at a cost, and paladins must remain unflinchingly faithful to a series of codes written in the older days in order to maintain their light. The following is a list of the codes, followed by a clear explanation of each in what is their commonly accepted interpretation:
  1. God Above All: Remain steadfast in defence of Celeanism and its children; hold God in your heart; never fight a fellow holy man; follow all Celeanist codes and traditions; respect Godsday and make frequent prayer; give an immediate 10% tithe of all earnings to the church or charitable religious institution
  2. Magic In Moderation: Do not rely on fickle magic; never be without a traditional backup; refuse magic aid if such will not endanger you or others; never hold more than ten magic items at any one time
  3. Reject The Root Of All Evil: Do not retain wealth; keep only enough to support yourself and your followers in moderation; occupy modest holdings at best
  4. Tarry Not With The Undeserving: Take no henchman not of lawful good alignment; associate only with good-aligned adventurers; associate with neutral characters only if necessary to further the cause of lawful goodness
  5. Evil Must Be Destroyed: Take any measures necessary to destroy evil in its entirety; show no mercy and spare no quarter for those who further the cause of evil in any capacity; any who aid evil must be your sworn enemy

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