The
next series of classes are Hybrid Classes, or classes that are combinations of
any previous two. These combinations
take strengths and weaknesses from each class, so none of them are typically
overpowered. They also take social
elements from each of the borrowed classes, which create even more distinct
characters with different driving goals.
The
first Hybrid class is the combination of the Fighter and the Cleric: The
Paladin. The Paladin, or Tower Knight, is
a holy warrior that uses the powers of light and the heavens to smite their
enemies. They draw tough armor and heavy
weaponry from the fighting class, but obtain the religious knowledge of
restoration and prayer from the cleric class.
This is a very stalwart and defensive class used primarily to outlast an
opponent’s harsh advances.
Utilizing
heavy equipment used by their fighter counterparts is part of what makes these
holy knights such good defenders. By
donning mighty armor sets that cause little recoil from hits, the Paladin can
fight in the front lines with his fellow heavy-hitters. Although somewhat uncommon of knights to wear
In general, Paladins often wear capes with depictions of the God or Goddess
they worship adorned on them. This can
be seen as a nod to the cleric class, which features robes and flowing
garments. Colors like white and gold
become common, as they represent divinity and power through holy strength. Weapons tend to have the same focus. Large, heavy weapons like greatswords and
steel maces are wielded in a fearsome manner.
By enchanting their weapons with holy power, the Paladin is able to use
physical attacks with holy properties – something that nearly no other class
can do.
Adorning
their weapons with holy magic is by far the simplest spell they can cast. They can provide restorative magic in a
similar manner to the Cleric, but as front line fighters Paladins would much
rather heal through attacking. In Dungeons & Dragons the Paladin has
attacks such as Righteous Brand that allow him or her to deal damage with their
weapon and convert a portion of the damage dealt into health. This converted health can be used to heal the
ally of choice, making this an effective strategy for a front line
attacker. This makes it very difficult
to defeat a Paladin as they can be constantly attacking and healing
simultaneously. Because of their holy
lineage they can also provide blessings that do more towards strengthening the
party. They can place a mark on an enemy
that heals any ally who is to attack the enemy that is marked. This is another example of how a Paladin can
heal allies in nontraditional ways that are still quite effective.
The
Paladin is a soldier of God (whatever God that might be) and therefore must
also behave in a manner as such. The
role of being a Paladin is a job, and one that is to be taken very seriously
and respectfully. Paladins must only use
their powers for good, and are required to aid any traveler they meet as a sign
of good virtue to others. This is a
class that must remain just as vigilant in battle as they must out of
battle. The paladin’s moral alignment literally
forces them to be good, or else their
title of Paladin is revoked. Obviously
this excludes aiding foes, but excessive behaviors such as looting or
desecrating dead bodies is strictly forbidden.
The Paladin embodies the nature of a priest very well in this respect. You would find it difficult to conceive a Paladin
that was considered “evil”, unless he is worshipping a deity with evil
intentions, the Paladin is simply following the orders of a higher power.
This
unique class offers a more active holy fighter.
Where the cleric must remain passive due to their low attack power, the
Paladin fearlessly fights onward and illuminates a path to victory.
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