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DnD/Class Handbooks/Paladins/Call of Duty - Paladin

DnD/Class Handbooks/Paladins/Call of Duty - Paladin

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<strong>Call</strong> <strong>of</strong> <strong>Duty</strong> – A <strong>Paladin</strong>’s Sourcebook: Chapter 3: A Variety <strong>of</strong> <strong><strong>Paladin</strong>s</strong><br />

violating the Code <strong>of</strong> Conduct? You may never<br />

use these skills, but might use them quite <strong>of</strong>ten,<br />

especially if there is an evil government to fight.<br />

Consider the campaign world.<br />

Roleplaying: The rogue/paladin is sometimes<br />

considered a curious combination. However, not if<br />

you remember what a rogue really is. From the<br />

Player’s Handbook: “Rogues don’t have much in<br />

common with each other. Some are stealthy<br />

thieves. Others are silver-tongued tricksters. Still<br />

others are scouts, infiltrators, spies, diplomats or<br />

thugs.”<br />

A paladin who is also a scout or diplomat is<br />

very reasonable, and some paladins could even<br />

be infiltrators or spies against evil organizations.<br />

This is exactly the purpose <strong>of</strong> the undetectable<br />

alignment spell.<br />

The paladin is an “identity” class and is as far<br />

away from being a “skill set” as possible, while the<br />

rogue is the definition <strong>of</strong> a “skill set” class. Some<br />

rogue/paladins may be scoundrels turned good<br />

guy, but others may have been pretty good guys<br />

all along, and just possess some skills more<br />

appropriate for a spy, diplomat, or scout than for a<br />

warrior.<br />

Some rogue/paladins tend to skirt the edge <strong>of</strong><br />

the Code, and sometimes seek atonement<br />

quite a bit for bending or breaking the<br />

rules. Some players may see this as a<br />

weakness; others see it as an<br />

endless opportunity for fun as<br />

you try to find how far you<br />

can go.<br />

However, your<br />

rogue/paladin might be an<br />

honorable knight who shuns armor<br />

and uses only light weapons. The rogue<br />

levels just define his style <strong>of</strong> fighting.<br />

It takes a rogue to catch a rogue, and<br />

this type <strong>of</strong> character might focus on fighting<br />

evil rogues and assassins. Interaction with<br />

old friends from a shady past could be<br />

interesting.<br />

Sorcerer/<strong>Paladin</strong>: The Arcane Defender<br />

Gameplay: High Charisma anyone?<br />

This combination has a lot <strong>of</strong><br />

potential as long as the<br />

levels are not taken<br />

evenly. One level <strong>of</strong><br />

sorcerer can be a big<br />

help to paladins by<br />

giving them useful spells<br />

like shield and true strike<br />

(cast before smiting evil,<br />

just to be sure) and a<br />

familiar to scout around,<br />

48<br />

preferably a raven or other flyer. More levels <strong>of</strong><br />

sorcerer can grant spells like bull’s strength, but<br />

this is probably not the optimal path. A single level<br />

<strong>of</strong> paladin gives the sorcerer a great bonus to<br />

saving throws with divine grace, and a boost to hit<br />

points at low levels.<br />

Roleplaying: Force <strong>of</strong> personality is likely to<br />

be the most outstanding trait <strong>of</strong> this character.<br />

Arcane magic comes naturally to him, and yet the<br />

forces <strong>of</strong> good called him to a different path.<br />

Conservative orders <strong>of</strong> paladins may regard his<br />

sorcerous abilities as strange and unbefitting, so<br />

this type <strong>of</strong> character might wish to work outside<br />

such a group (maybe with a motley party <strong>of</strong><br />

adventurers...). However, characters with more<br />

sorcerer levels than paladin levels may serve to<br />

counter enemy magic for paladin orders during<br />

large conflicts.<br />

This archetype might be especially repulsed<br />

by evil magic, and seek to defeat evil sorcerers<br />

and wizards before all other enemies.<br />

Wizard/<strong>Paladin</strong>: The Other Arcane Defender<br />

Gameplay: The sorcerer/paladin is a better<br />

choice than this if you want just one or two<br />

spellcasting levels, but if you want to<br />

have more spellcasting levels than<br />

paladin levels, this option gives you<br />

access to higher-level spells and<br />

more feats. Unfortunately, paladins<br />

and wizards require completely<br />

different ability scores. To a wizard,<br />

Intelligence, Dexterity and<br />

Constitution are most important,<br />

while the opposite is true for<br />

paladins. This combination is not<br />

recommended from a powergaming<br />

point <strong>of</strong> view.<br />

Roleplay: <strong><strong>Paladin</strong>s</strong> who feel<br />

like they can serve the forces <strong>of</strong><br />

good more by studying magic would<br />

logically multiclass into wizard as<br />

soon as possible. Wizards may<br />

hear the call to become a<br />

paladin early in their career<br />

and abandon their studies,<br />

probably upsetting their<br />

masters and whoever<br />

funded their<br />

education, if<br />

anyone. The<br />

dichotomy <strong>of</strong><br />

this class<br />

combination<br />

makes this a cool<br />

roleplaying choice.

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