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RE: And yet another one --- Paladins
Knights in shining armor, defenders of the downtrodden, dragon slayers and righteous avengers. Paladins are the heroes of fantasy, history, and myth. Their power and resilience is legendary, but the path they walk is fraught with danger and adversity. Do you have what it takes to go down in legend as a Hero?


The strengths of the Paladin class include:

Extreme offense or extreme defense. Paladins can dedicate themselves to either the use of shields or two handed swords and maces. Shield dedicant paladins are exceptionally tough to kill, as they have very good melee defense and a variety of combat options via angel’s wing. Two handed paladins may only wield one weapon, but the sheer offensive might that they wield in melee is both awesome and varied. Shield dedicants can still lay on the pain with their powerful supplications such as wrath, and two handed dedicants still have decent survivability with the damage-reducing prayers of their gods.

Toughness. Paladins all learn the word of recall, and have the ability to remove curses and damnation. This enables them to always have some ability to get out of a scrape if their battle prowess has failed them. Paladins can also cure blindness, which makes several of the common tactics employed by their enemies less effective. Coupled with their ability to sanctify cursed rooms, this make paladins hard to pin down.

The Code. Paladins must follow the CODE of their guild. This gives a certain ease of roleplay for a Paladin, despite the restrictions it places one under. Though many types of Paladins walk the lands, from soft spoken, polite elven heroes to brash dwarven templars, all have a consistency of action found in few other classes in Thera.

Empowerment. A Paladin must be empowered under one of the Spheres, and it is common for them to follow one of the religions in Thera. This coupled with the Code gives a player a clear roadmap to base their role-play on. Woe be the Paladin that betrays their vows, however.

The Virtues. Paladins who exemplify the teachings of their god, and the tenants of their Guild may be blessed with the powers of one of the sacred Virtues. Virtues give a Paladin a varied skill set, and often give them abilities that few classes have access to. Your power reflects your adherence to your role, making a well played Paladin both fearsome and respected.

Paladins are trucks, skilled in melee combat, cloaked in the protections of their Immortal patron, and wielding powerful offensive supplications. What they lack in subtlety, they make up for in raw power and survivability. A Paladin, true to his faith and guild, is never to be trifled with.

Disadvantages of the Paladin class include:

As empowerment and the Code are advantages when playing a Paladin, so to are they a disadvantage. The class is not for someone who wants complete freedom of action. No character is held to a higher standard of roleplay-based restrictions that Paladins are, and to fail to live up to these restrictions can result in a great loss of power for the character.

Paladins rely on their prayers as much as they rely on their melee prowess, however they do not learn the skill TRANCE, making mana management of prime importance to a Paladin. To be caught mentally exhausted and not shrouded in the sanctuary of their god often spells death for the Paladin. Paladins can run and gun, but when playing one, you must pay attention to how much longer you can go before you will need to recuperate your mana.

Absolute reliance on their shield or two-handed weapon. A two-handed Paladin who is denied their weapon, or a shield-dedicant who is denied their shield often find themselves dead quickly. Skills such as DISARM, STRIP, WEAPONBREAKER, GRAPPLE, SHIELDCLEAVE, and OFFHAND DISARM are much more dangerous for a Paladin than they are for a melee character that learns the skill DODGE. A Paladin who nears the pinnacle of his guild is well served to find equipment based solutions to these problems.

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