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Paladin Profession Traits Discussion

Elaerina

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Paladin Profession Traits
Order of the Silver Fist: Paladins and Onoir
Feastday, the 12 of Olaesta, 5125. 8:00 pm Elven
Daingneach Onoir Fortress Pub
Present: Elaerina, Severasse, Roelaren, Goldstr, Raindove, Balantine, Lehon, Cosannie, Augustinia, Elamian.

“Good evenin' and welcome tae the first joint meet hosted by the Silver Fist and the Azure Hydra. Hopefully this new structure will work and will give one more Leyan a month back ta those o' ye who are stretched beyond thin with all the different meetings on different nights. Severasse and I also hope this structure will allow our two martial orders tae collaborate more effectively, and future programming may reflect that.

“For tonight I shall be talkin' aboot Paladins”.

Elaerina smiled as she looked around the room and said, "The Paladins o' Daingneach Onoir"…and the paladin class itself.”

“I encourage ye tae ask questions and tae provide more information throughout this session, as the Paladin class were jest emerging when I last walked these lands, so I'll almost certainly miss something important”.

Elaerina rolls her eyes.

"After this session I shall turn the reins o'er tae Severasse and we'll move on tae the Hydra agenda. Let us begin”.

"Back when I were a lass, the only Paladins that roamed the lands were those who earned the right tae that title through honorable deeds in House Daingneach Onoir.”

"As you know, we believe in striving for honorable behavior at all times. Our honor codes expect us to follow behavior that most would except as 'good'.”

"While not required, most o' us do follow at least one o' the Arkati, and the pantheon we choose is almost always Liabo.”

"We have had members who follow the neutral pantheon with few problems.”

"We have also had delightfully animated discourse regarding if, and if so which o’ the Lornon pantheon could be followed with honor by a member of Daingneach Onoir.”

"As time passed, we Paladins o' Onoir began ta hear o' other paladins. Sworn tae a single deity, they were given fearsome powers through their devotion.”

"Those new paladins had abilities that spanned the range between clerics and warriors.”

"As the new paladins emerged, warriors and clerics throughout the lands also heard a call: to decide if they, too, wanted to choose that route. Some did. Some did not.”

Balantine said he chose not to at that time, because Paladins could not join the warrior guild.

"Today's paladin class is a semi; able ta use both martial weapons and spirit spells effectively. They be particularly adept with armor and shields, due ta training and useful specializations, and can e'en cast effectively while wearing plate armor.”

"Paladins kin also train in a variety o' combat maneuvers and kin cast spells from the minor spiritual circle.”

"As ye kin see, there be much we could talk aboot...but me ultimate goal in these sessions is tae understand how we kin best complement one another in a group battle, so tonight's focus will be on some o' the unique ways in which paladins kin be useful tae a group hunt via their spells.”

“Questions or comments?”

"Paladins have many unique spells that make them wonderful tae have in a group.”

"Arm o’ the Arkati provides the Paladin and everyone in their group an increase o' ten percent tae their weapon's Damage Factor (DF) for physical attacks (melee and thrown only). This bonus increases as the paladin gains ranks in spiritual lore, summoning.”

"Perhaps the most important group spells that paladins kin access be the three aura spells; Divine Shield, Zealot and Fervor. It be important ta note that a single paladin kin only keep one aura spell going at a time, BUT, a group kin be effected by all three…So allus travel with three paladins!”

"Divine Shield helps with party defense. Fer them who use shields, it will increase the chance that attacks are blocked altogether. Regardless o' shield use, Divine Shield also adds tae the defensive strength (DS) o' all party members. From the get-go it will give a bonus o' 15, and that bonus kin be as high as 20 dependin' on Paladin spell ranks known.”

“Zealot increases a party's attack strength (AS) from a base o' plus 30 tae as high as plus 51 depending on the paladin's spiritual lore, religion ranks.”

Balantine noted that Zealot might force everyone into offensive stance, but I did some research and that was an older form of the spell and is no longer true.

"Fervor be particularly fun. It increases the damage from a successful physical or magic bolt attack, similar tae a weighted weapon, from a base o' 10 up tae 21 depending on the paladin's spirit lore, blessings ranks.”

"The really nifty part occurs when there be a successful attack. Then there be a chance that a deity-specific flare will add further damage tae the attack. I believe these flares kin be triggered by CS spells as well as physical and magical bolt attacks.”

“The base chance o' flares (ten percent) increases with paladin ranks in spirit lore, religion. If a group member has CONVERTed tae formally worship the same Arkati as the paladin, they git an additional five percent chance o' a flare.”

There were some questions at this point, but CONVERT disna mean ye has tae change yer allegiance at the time o’ the spell. Rather, it means ye must currently formally worship that Arkati (ye kin check yer current status via CONVERT).

"As a side note, this spell also benefits a paladin who has cast Repentence or Templar's Verdict.”

"Other spells that kin be quite useful tae the group include Defense o' the Faithful, Aid the Fallen, Battle Standard and Divine Word.”

"Defense o' the Faithful increases a paladin's armor use ranks but when recast in melee it also acts as a colossal taunt tae foes. It kin cause enemies tae redirect their attacks from party members (handy if they be incapacitated) tae the paladin instead. Kai would love that.”

Balantine noted that this spell would also be very helpful while helping turnip farmers or during bounty help.


"Aid the Fallen kin transport a dead party member tae a safe spot that has been previously prepared. Note, however, that the paladin will not travel with the deader, so some advance preparation for the body, such as life-keep and help at the other end could be useful.”

There were some questions at this point about how a transport spot would be chosen, prepared and used. Here are the basics:
Setting Anchors:
A paladin can determine where an anchor point can be dedicated using SENSE.
Common landing points for spirit guide (130) also work as anchor points.
A paladin can have more than one anchor point as long as each is in a different realm.
Once a paladin is in an appropriate location, they should kneel, prep aidfallen, and pray to their deity. Specific word choices are important and can be found here: https://gswiki.play.net/Aid_the_Fallen_(1613) .
If this works you should sense a deep spiritual satisfaction and a strong bond with the area.

Casting Spell:
The deader must be part of a group that the paladin leads.
CAST with no target will list your currently available anchor points.
CAST (target) will send your target to the closest anchor point.
CAST (target)(location) will send your target to the specified anchor point.

A dead paladin can transport themselves to an available anchor point if they have at least 20 mana and 20 ranks in summoning lore.


"Battle Standard allows the paladin tae permanently empower a battle standard fer use in combat. Some o' the effects will damage enemies. It has many different uses, and the details kin be found here https://gswiki.play.net/Battle_Standard_(1620)

"And finally, Divine Word will allow a paladin tae raise a dead person in their group. It temporarily returns the adventurer to full health, spirit, stamine and mana and the caster will not initially lose any spirit. Level one or two wounds are nae healed, but willna bleed nor hinder actions. More serious wounds behave as always.”

"It is nae effective with chrisms. Rather, it also acts sort o' like the Voln Symbol o' Recall, giving a single cast o' all buff spells and up tae 20 levels o' outside spells that were active at the time o' death. The spells include mass blur so the paladin and the rest o' the group could gain that spell.”

"A paladin must be suitably trained in spirit mana control or risk severe injury or death when attempting to raise a party member. At least 24 ranks is recommended.”

"Sounds great so far, and it is, BUT…Once divine word wears off (ten minutes or via unlink…the deader and the paladin kin unlink at any time without effecting the other), the condition o' the recently deceased will be typical o' a recently-raised person (low health, spirit, mana and stamina), and any remaining wounds will behave normally. The caster will be required at that time to pay their spirit debt or suffer a spirit death.”

"So, both the paladin and the raised adventurer need to understand the time frame and to prepare for the aftermath."

"Do anyone here know o' any other Paladin-specific spells that kin be beneficial tae a group?

"Anything else ye feel we need tae add aboot effective use o' the paladin class in a group afore we move on?

Balantine suggested Repentance, which kin force opponents tae kneel and make ‘em easier tae hit fer others.

He also reminded us that paladins kin bond tae their chosen weapon using Holy Weapon. This allows the weapon tae return tae the paladin, tae gain consecrate flairs and tae be IMBUEd with any spell the paladin knows or could know. Bonding kin be revealed by LORESONGS.

Severasse explained “To infuse a spell to a bonded weapon, simply PREPARE the spell, then INFUSE <weapon>. Spells can be infused from scrolls multiple times up to the weapon's mana capacity, or the syntax INFUSE {weapon} with SCROLL {spell number} will drain all eligible charges from the scroll and insert them into the weapon."

Elaerina explained the mana capacity of a weapon is 30 +(paladin’s spiritual mana control skill/2) and spiritual lores training determines the spell level and CS of the spell.

Balantine explained BESEECH will invoke the spell within the weapon.

With that, we disbanded, and the Order o’ the Azure Hydra took over. As a note, this bardess is truly grateful for all who stayed…and to Peggyanne who joined… to help her retrieve her falchion!

The Ivastaen (May) meeting will be Feastday (Saturday) the 10th at 8:00 pm Elven in the fortress pub. We shall discuss monks.

Looking even further ahead, the Lumnea (June) meeting will be Feastday the 14th. Same time and place. The topic will be Empaths and will be led by Denissa.

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