Paladin

Paladins in the Mirrorworld campaign do not carry the religious connotation they do in other campaigns. While they are same men and women of conscience and discipline, their power is not derived from any divine source or religion. Instead, they are the product of luck and extreme circumstance.

Much like the cleric, a paladin was born with the power called the Sight (see Cleric class for details). Like others with this power, they might have chosen to embrace it and become a cleric, or ignored it and lived a normal life. But something happened to them that took that decision away.

Each paladin experienced a crisis in their life, an event of powerful emotional trauma. At the height of their rage and pain, the they called out for aid .. and something answered. One of the wisps of the spirit realm was drawn to the suffering mortal, and in a process poorly understood, joined with him and formed a new gestalt being: a paladin.

The paladin, now empowered with mystical energies, seeks to rectify whatever wrong created him or her, and prevent such wrongs from happening to others.

The Symbiote

The spirit that joined with paladin has its own personality. It has little or no memory of its time as free floating wisp in the spirit realm, but is aware of who and what it is. They often have an innocent curiosity of the world, bombarding the paladin with a litany of questions.

They have no physical presence and their voice only heard within the head of paladin. One with the Sight would be aware of the symbiote as a glowing aura infused and surrounding the paladin.

A symbiote can only experience the world through the paladin’s senses, and therefore only knows what its host knows. However, they do have excellent memories, and paladins often use their symbiote to collect, collate, and recollect information important to their current mission.

A player should choose their paladin’s symbiote’s name. The player is responsibility for any roleplaying involving the symbiote. Modern media examples of a human symbiotic relationship are the Trill character Dax in the television series Star Trek: Deep Space Nine; the japanese animation Vampire Hunter D; and Migi from the manga and anime series Parasyte.

The Paladin Oath

Mirrorworld paladins do not take a literal oath, however, they must stay true to the mission they undertook upon becoming a paladin. They still choose an oath should they attain level three, but only as a game mechanic function.

Their ‘oath’ should be relevant to the crisis that created them.

Class abilities

Paladins have all the same class traits found in the Player’s Handbook.

Hit Points at Higher Levels: 1d8+2 (or 6) + your Constitution modifier per paladin level after 1st.

Divine Sight: This power is to not be confused with the Sight, that all clerics and paladins possess. The Sight allows paladins and clerics to see into the spirit realm, which generally has little relevance to the real world. Divine Sight allows the paladin to extend their supernatural vision to identify creatures of otherworldly origin.

Symbiote: The symbiote doesn’t give any additional class abilities. It is assumed part of the paladin’s abilities represent the symbiote’s aid, perhaps the paladin’s proficiency bonus in a certain skill.

Additional Fighting Styles

Besides the those listed in the Player’s Handbook, additional fighting styles are available as well, found here.

 

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