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Post  Admin Thu Nov 17, 2011 1:41 am

Banned/Rare Classes


The following classes either don't exist in the setting or the institutions that would be responsible for the spreading of the teachings of the class do not exist with a large presence (yes, classes are abstracts but in this case it's the techniques).


- Samurai
- Wu Jen
- Ninja
- Shugenja
- Crusader
- Warblade
- Swordsage
- Incarnate
- Soulborn
- Totemist
- Psion
- Psychic Warrior
- Wilder
- Lurk
- Divine Mind
- Erudite
- Ardent
- Gunslinger
- Any organization based Prestige Class
- Any racial based Prestige Class for which the race is extinct

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Post  Admin Thu Nov 17, 2011 1:43 am

Paladin


The Paladin’s Code

All paladins follow a code of conduct, although the exact code varies from order to order and from paladin to paladin. Most codes cover the following points:

Honesty- a paladin does not attempt to lie, cheat, or mislead others.
Courage- a paladin does not flee from battle, or hide from the consequences of his actions.
Mercy- a paladin does not kill the helpless or torture the fallen. Whenever possible, he gives aid to those he meets, regardless of race or creed.
Loyalty- a paladin does not betray those he considers his allies, regardless of temptations that may be laid against him.
Humility- a paladin does not intentionally set himself up to be a higher moral authority, nor does he attempt to impose his views on others. His role is to be a shining example, to lead others, rather than drag them kicking and screaming.


And so on. He does NOT immediately fall for breaking his code— and indeed, most paladins are wise enough to know that there are grey areas in morality. It’s better to fool a man than to have to kill him. Sometimes, it’s not feasible to take a prisoner, or more merciful to provide a swift death to an injured foe. There are times when killing is the most appropriate form of justice. Occasionally, one must work with unsavory types for the greater good— and yes, they can become friends.

Ex-Paladins:

A paladin falls when he commits an truly evil act— unnecessary murder, the enslavement of another being, and so on. He cannot fall for actions he is forced to perform, or for situations where he was misguided— only a consciously evil choice can cause him to fall.

A fallen paladin loses all supernatural and spell-like class abilities until he atones. This is not as simple as casting the spell— his own deeds caused him to fall, and his own deeds are the only things that can make things right. If he follows his code and general acts in a lawful good manner for one month (or until he levels up, whichever comes first), then he may cast an atonement spell, as normal. Or, if he performs a truly heroic deed, he is instantly forgiven, and has his class features restored.

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Post  Admin Thu Nov 17, 2011 1:46 am

Ranger

Favored Enemy

The following Favored Enemy entries are no longer options for a Ranger:

- Humanoid (Dwarf)
- Humanoid (Elf)
- Humanoid (Goblinoid)
- Humanoid (Gnoll)
- Humanoid (Gnome)
- Humanoid (Halfling)


The following Favored Enemy entries are expanded for a Ranger:

- Humanoid (Human) includes Primes, Green Folk, Vapiir and Jann-kin
- Fey includes Rhinelings
- Monstrous Humanoids includes Myxolusians and Sobolvar



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Post  Admin Thu Nov 17, 2011 2:14 am

Clerics

Clerics of Ideals

While Clerics who draw divine power from concepts, ideals and personal inspirations rather from the gods do still exist, they are far less in number than other settings. Belief in the gods is still very strong and those who find power in themselves or others are very few. In the end, all divine power ends up being funneled from one or more of the nine gods so Clerics who worship an ideal are still subject to the same limitations as a Cleric of one of the gods.

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