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Paladin (1.3)

Paladins are holy warriors that travel the lands looking to slay evil. Almost all cultures have the Paladin class, but the look and style is specific to their own culture, region, faith, or philosophy.


Playing the Paladin

The Paladin is one of the most defensive martial classes in the Dawn Lands LARP game. It is one of the few classes that can wear Level 3 (Heavy) Armor at first level. If you do not want to be a holy warrior in full armor, then you may consider playing a different class. You could play this class without wearing armor, but you would lose one of its main advantages. The Paladin also has a large range of weapons to choose from, can heal in limited amounts, and are effective against some certain types of monsters. Dark Elf worshipers and others of evil heart may not become a Paladin.


Abilities:

Armor Allowed: Level 3


Weapons Allowed: Longsword and Shield, One-Handed Mace and Shield, Longsword, Shortsword, Dagger, Knife, Club, Stick, One-Handed Mace, Two-Handed Mace, Hand-and-a-Half Sword


Level 1

  • Shield Use: You may use all shields except for body/tower shields (if you are Reman you can use body/tower shield).


  • Holy Blast: This spell is represented by a white spell packet and does 2 points of damage on a hit. You must call out “Holy Blast” when throwing this spell pack. This spell can be blocked by shields but damage is NOT reduced by APR. This spell deals double damage to undead, devils, and demons. Damage must be called out, including the extra damage to undead, devils, and demons if they are the target of the spell. This spell can be cast three times per day (3x/day) and can be renewed.


  • Divine Scroll Training: You can use Divine scrolls.


  • Plague Immunity: You do not take damage from plague areas.


  • Code of Honor: You may not accept a challenge from a player of lower level than you.


  • Code of Mercy: You may not attack a foe that asks for mercy, nor allow such an attack.


Level 2

  • Minor Healing Touch: You may heal 1 HP per level a day, on self or other player, NPC, or monster. Requires a physical touch and must be called out.


Level 3

  • Cultural Ability


Level 4

  • Detect Evil: When using Detect Evil, the Paladin can sense the presence of evil creatures through their divine connection, feeling a chill down their spine or a sense of unease. When used you can ask a local Loremaster or Guard if you sense evil in any NPC, object, item, location, or monster in the area. This ability may be used on a player but the answer may not be clear. The Guard, Loremaster, Player, NPC, or monster will let you know if you detect evil. This ability can be used six times per day (6x/day), and can be renewed.


  • Divine Smite: You gain a +2 bonus to damage on your next weapon attack. The ability ends when the strike successfully lands. Divine Smite only affects evil creatures, demons, and powerful undead. You can do this three times per day (3x day). The ability can be renewed, but only at a temple or holy place. 


Level 5

  • Sacrifice Armor: You can call out "Sacrifice" to sacrifice points of APR in order to negate damage received from the last attack you suffered. Each point of APR sacrificed absorbs 2 points of damage, up to the total APR of your worn armor. This includes the Dwarven cultural armor ability. Damage exceeding the absorbed amount is taken by you. The APR reduction is restored upon armor repair by a Smith, forge, or a high enough level Druid. Unused absorption points are lost at the end of the encounter, battle, or duel. This ability can be used once per day (1x/day) and resets at dawn.


Level 6

  • Cultural Ability


Level 7

  • Crusader of the Faith: You gain the title and rank of Crusader of the Faith. At the start of each event you gain 10 GP as a stipend from your church or thankful villagers. 


  • Immortal Soul: Due to the strength of will and spirit, you can no longer be raised as an undead creature. (Elvish Paladins can no longer be attacked by undead). 

 

Level 8

  • Aura of Courage: The Paladin's unwavering faith and courage inspire their allies, bolstering their resolve and granting them a small measure of divine protection. When activated this ability grants a +1 HP bonus to all other members of your party. This does not include you and can be used one time per day, but can be renewed.


Level 9

  • Cultural Ability


Level 10

  • Champion of the Faith: You gain the title and Rank of Champion of the Faith. At the start of each event you gain 15 GP as a stipend from your church or thankful villagers.


  • Aura of Protection: You radiate an aura that provides you with enhanced defense against dark magic. You are now immune to all attack spells directed at you from evil NPCs, evil monsters, members of evil faiths, members of evil organizations, demons, and the undead.

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