Subject: Re: Greyhawk Paladins and Crusaders
From: rdouglas@ross.sogs.stsci.edu (Rob Douglas)
Date: 1997/01/17
Message-Id: <5bo286$7gg@tnm.stsci.edu>
References: <32D7BFFC.6B65@mail.fwi.com> <5bbe58$m9d@newsboy.isdn.net> <5bk002$d8q@nexus.polaris.net> <32DDD15C.5F17@ix.netcom.com>
Organization: Space Telescope Science Institute
Newsgroups: rec.games.frp.dnd
OK, here is something I wrote up and posted to some folks I know around the net
on this subject. Of the feedback I got, several people suggested I add
St. Cuthbert and Rao to my list, as there are examples of Paladins of each
in the Greyhawk literature (Falcon series and Ivid the Undying respectively).
I am working on that now. Anyway, feedback is welcome, but please email it
to me, because it will probably get lost in the noise. I hope to submit the
article to Dragon once I have finished fleshing it out all the way. Now that
that is done, here we go:
--------------------------------------
I have written something up on paladins in Greyhawk, but it needs a
little work. I have a paladin of Pholtus in a campaign, and that got
me wondering how she would interact with other paladins around Oerth.
Anyway, I brainstormed some ideas on what powers each faith had.
If you have a question like "How come you don't have evil paladins and
anti-paladins?" send to /dev/null.
Anyway, without any further ado...
-------------------
There are only four deities who typically grant paldinhood upon
members of their flock. These deities are Pelor, Heironeous, Pholtus,
and Mayaheine. In creating a paladin, each grants different abilities
and expects them to act in different ways. The following details the
abilities of the paladins in the world of Greyhawk. References are
made to the Player's Handbook (PH), the Complete Paladin's Handbook
(CPH), and the From the Ashes: Atlas of the Flannaess (FtA).
Universal abilities
------------------
The following abilties are a modification of the abilities listed in
the Player's Handbook and Complete Paladin's Handbook. Some of the
paladins below will have variations on these typical abilities.
- Detect evil intent
- +2 bonus to all saves
- Immune to disease
- Heal 2 hp/level by laying on of hands
- Cure disease once per week per 5 levels
- Aura of protection from evil, causing -1 to all summoned and
evil attackers
- Abiltiy to make full use of a holy sword
- Turn undead at -2 levels
- Gain a bonded mount at 4th or higher level
- Cast spells at 9th or higher level, from the following
spheres: combat, divination, healing, law, protection,
and war.
Not all abilities are necessarily gained immediately. A person may
begin as a 1st level paladin, and as a result, the DM may decide that
the person has never had a cold or other disease. As his faith grows,
he gains the other abilities, reaching full ability when the paladin
is invested by the church to whom he is dedicated. If the DM and
player want to begin with all abilties, this investment can occur in
the history of the character, but it can also be role-played at the
beginning of his career. He should be a full paladin by 2nd level,
barring any improper actions on the paladin's part.
Another common ability that I give my paladins is the ability to
improve their bonded mount as the Equerry kit in the CPH. The paladin
who is willing is able to give up to half his experience points to his
bonded mount after acquiring the mount. When the amount of experience
set aside is more than the XP equivalent of its current hit dice, the
mount gains a hit die (see table 16 in CPH). In this way, the DM and
player can determine an appropriate mount for the paladin, not
necessarily the typical heavy war horse. Some paladins may prefer a
light war horse. The mount also gains the other Improved Mount
Abilities of an Equerry.
Paldins also have certain standard restrictions. The first of these
is their required ability scores (STR 12, CON 9, WIS 13, CHA 17).
They also have the following:
- Must be lawful good and never commit any chaotic or evil act
- May not have more than 10 magic items
- May not retain wealth
- Must tithe at least 10% of all income
- Does not attract a body of followers
- May only employ lawful good henchmen
Paladins will have additional abilities and restrictions based on the
god they serve.
Paladins of Pholtus (Pholtines)
------------------------------
Description: Paladins of Pholtus revere the Blinding Light, but are in
a constant battle with the heretics who espouse the Lawful Neutral
aspect of their deity. They also have conflicts with virtually all
other religions. Pholtines may be male or female and may come from
any social class. They must always fit into the church hierarchy, and
must defer to even a lower level priest of Pholtus (a rule of thumb is
that if the priest can cast more spells than the paladin, the paladin
must defer).
Requirements: Standard.
Symbol: A Silvery White Sun and Crescent Moon.
Weapons: Lance, sword (any), mace, morning star, flail, hammer,
dagger.
Armor: Any.
Nonweapon Proficiencies:
Special Benefits: Access to spells of Pholtus's priests (see FtA) and
the Sun sphere; gain spells as a Votary (starting at 6th level, see
CPH); gains +4 to hit against priests of a hated faith (can choose
from among Iuz, Incabulus, Nerull, and Erythnul).
Special Hindrances: Must tithe 50%; reaction penalty with other
priests (St. Cuthbert -4, lawful neutral Pholtus or other lawful good
-1, other good or lawful neutral -2, other neutral -4, hated -10,
other evil -6) due to their lack of tolerance for other faiths; must
defer to the Church of Pholtus in most matters.
Paladins of Pelor (Pelorites)
----------------------------
Description: Pelor is the god of the Sun, Strength, and Healing. He
is one of the creators and stands for all goodness. Paladins
dedicated to Pelor know their duties to be in protecting and caring
for good people everywhere. They hate undead and strive to defeat
them wherever possible. Men and women from all social classes may
hear the call of Pelor.
Requirements: Pelorites must have a minium STR and WIS of 14.
Symbol: A Balzing Sun.
Weapons: Long sword, lance, flail, mace, morning star, dagger,
longbow.
Armor: Any.
Nonweapon Proficiencies: Bonus - Diagnostics; Required - Healing.
Special Benefits: Access to Charm, Necromantic, and Sun spheres; turn
undead as a priest of the same level; lay on hands and cure disease
work at 2 levels higher.
Special Hindrances: The paladin of Pelor must seek a peaceful
resolution to any conflict, help protect any who are injured, and
offer healing when possible; they must tithe 20% of their income.
Paladins of Heironeous (Heirons)
---------------------------------
Description: Heironeous is the god of Chivalry, Justice, Honor, and
War.
Requirements: Minimum STR 16. Must be at least Upper Middle Class.
Symbol: Silver Bolt of Glory.
Weapons: Battle axe (required), axe, sword (any), lance, dagger,
flail, mace, pick, warhammer.
Armor: Chain or better, no shield.
Nonweapon Proficiencies:
Special Benefits: Ability to specialize in battle axe; access to
Guardian sphere; immune to fear; cast Bolt of Glory and Remove Fear on
the same table as Ghosthunters cast Dispel Evil and Remove Paralysis
(Table 17, CPH).
Special Hindrances: No access to Divination sphere; cannot turn
undead; laying on of hands is at -2 levels; cannot cure disease.
Paladins of Mayaheine (Mayans)
---------------------------------
Description: Demigoddess of Protection, Justice, and Valor.
Requirements:
Symbol: Sword through a Bright Yellow Star
Weapons: Bastard sword, long sword, lance, mace, flail, longbow.
Armor: Chain or better and shield (required).
Nonweapon Proficiencies:
Special Benefits: Access to Guardian and Wards spheres and Cloak of
Bravery spell; free double specialization in weapon and shield style;
double strength aura of protection.
Special Hindrances: Must always be in the act of protecting something.
-----
ROB
From rdouglas Tue Nov 19 10:39:58 1996
To: rdouglas
Subject: Rao
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Status: RO
------------------------------
Date: Mon, 18 Nov 1996 20:59:23 -0500
From: Chris Mills
Subject: Heralds of Rao
Rob Douglas recently posted an excellent writeup on paladins of various
deities of Greyhawk. This has prompted me to post my own work I've done for
paladins of the deity Rao.
I hope you enjoy it, and please, critique away...
-Chris
-Heralds of Rao-
The Heralds of Rao are a order of paladins whose existence and purpose are
directly linked to the duties of the priests of Rao.
It is a well known fact that the priests of Rao serve as diplomats,
negotiators, and peace makers. As a direct result of these duties, the
Heralds have come into being.
The Heralds of Rao are just that. They serve as couriers, guards, and
pointmen for those priests serving in diplomatic positions.
While this may seem to be a waste of a paladins special skills and
abilities, none are better suited to the position. Who better to trust with
the delivery of secret communications, or to deal with the security
arrangements for a meeting between hostile parties.
These are not the duties many paladins see for themselves, and as a result
the actual number of Heralds is rather small.
Two other factors attributing to the low number of Heralds are; (1) many
looking to combat evil face to face on the battlefield are drawn to more
martial deities such as Heironeous or St. Cuthbert, and (2), the requirements
for joining the Heralds are stringent. After all, they only except the best
of the best.
Ability Requirements: Heralds must have a minimum Int of 12, and a Wis of 14
Symbol: The Crook of Rao backed by a pair of wings.
Weapon Proficiencies: Required- Staff, one of the following: Net, bola,
mancatcher, chain
In keeping with the doctrines of Rao, Heralds must be proficient in the
staff, as well as at least one non-leathal weapon, chosen from the list
above.
Other than these initial requirements, Heralds may be proficient in any
weapon.
Nonweapon Proficiencies: Required- Running or Riding, Land Based; Bonus-
Observation, 1 Modern Language.
Of the Heralds initial nonweapon proficiency slots, one must be filled with
either Running, or Riding, Land Based. Either of these skills are required
when serving as couriers, and the choice will depend upon the land or terrain
over which the Herald travels.
Armor/Equipment: Up to and including magical chain, no shield
Although Heralds can wear armor up to chain mail, when serving as couriers
or some other capacity where speed is of the essence, they will often wear
lighter armors such as studded or leather.
This fact is not lost upon those paladins who serve other deities. And as
such Heralds often draws scorn from those quarters whose members wouldn't be
caught dead without their plate armor.
Bonded Mount: Any. If bonded mount is a horse, it will either be a riding
horse or light war horse.
Special Benefits: Often times Heralds will be attached to diplomatic
missions. During these times the paladin has all the benefits and immunities
within said nation or city, as fits his diplomatic status.
Special Hindrances: The Herald is usually under constant surveillance by
hostile parties. Whether these parties seek to disrupt peace negotiations, or
whether they seek to intercept communicates the paladin is delivering across
enemy lines. Such individuals constantly place the Heralds life in jeopardy.
------------------------------
ROB
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