The Paladin
[Smite the Wicked]
During the period of Alliances,
uprisings and power struggles between the
forces of evil and all others, leaving death and destruction in its wake.
An evil group that had forsaken their guilds, named the Eternal Army, ruled
the lands by combining rigorous physical and magical training with a strong
central leadership that drew from the combined powers of all its members.
As their wrath raged across Serin, they pillaged and destroyed anything in
their path that would be unable to stop them, slaying the innocent and the
clergy alike, to stamp out anything that would oppose them.
Having taken terrible losses from the relentless attacks, the surviving
elders of the clerics of Light formed a council to deliberate how to defend
against the onslaught. After much thought, and prayer, they decided that
the Light should need its own warriors, for the simple warrior alone, while
mighty on the battlefield, could not defend well against the magical attacks
that supplemented it. With the blessing of Sarich, a new guildhall was
created, devoted to the extermination of all evil. The guild of paladins
commanded the wrath of the heavens themselves, and in a matter of weeks had
wiped the Eternal Army completely out.
Paladins are the embodiment of goodness. They are holy warriors, empowered
by the gods of Light to bring and safeguard goodness throughout the realm.
They are noted for their chivalry, kindness, generosity, mercy and honor.
A paladin is a pillar of Light for its followers to look towards. To aid
them in their heroic fight, they learn an array of weapon styles, and are
able to heal many plagues and illnesses through their faith. They are also
endowed with healing powers to grant help to the needy. At their prime, a
paladin calling forth the wrath of the heavens themselves is a deadly foe
for any evil adversary.
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Abilities
Note: letters by skill names refer to the paladin's sacred oath, chosen by the player on reaching level 15. Devotion paladins do not get set parry, eradication paladins do not get blind faith, reckoning, or steed.
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