The Paladin Class is identical as far as the rules are concerned to the class of the same name found in the Pathfinder Core Rulebook, p60. You can also find the information on the class on the Pathfinder SRD Website.

Paladins of Tulun: Paragons of virtue and smiters of Evil, Paladins are the religious warriors of the Gods and the defenders of the weak. As much holy terrors to their enemies as they are welcome saviours to their allies and innocents, Paladins are charged with not only protecting the helpless but as instruments of justified wrath of the Gods they worship. Given powers by their Gods, Paladins most usually serve only a single God or Goddess, though ‘Paladins of the Twelve’ are not unheard of (those who worship all twelve as a pantheon), though they are often less radical in their their belief structure than other Paladins. Some Paladins also follow Ki, and try to remain neutral in most things, but they see the balance between good and evil heavily tipped against the forces of light and act as their champions to redress their balance. Evil is the focus of all Paladins, though a special place is held for those who turned upon their sacred duties – that of the Antipalain.

Paladins of Enotia: Paladins in Enotia are held high upon lofty ideals of what happens when the Gods reward exemplar performance. Seen as the best of men and women, they are often highly revered in Enotia, but also carry with them a lot of responsibility. Expected to act in a manner befitting their station, Paladins have little room for error or doubt, and this constant responsibility and being held to such a high standard might account for the growing numbers of Antipaladins that are starting to surface.

Paladins of Kajir: Paladins in Kajir are most commonly agents of the Goddess Juhemi, and while most confuse them as servants of the Coral Priesthood, they are in fact equal to them in status in society and the eyes of their Goddess. Often called upon to be holy agents of change, Paladins of Kajir are unusual in that they rarely wear heavy armour unless enchanted, due to the fact they spend a fair amount of their time either in the hottest of deserts or out on the open sea.

Paladins of Mor-Denoch: Paladins are especially rare in Mor-Denoch; they represent the inherit goodness in people and perhaps more dangerously, teach that the Gods are not something to be feared but instead worshipped. This does not fit well with the teachings of the Clerics, and due to the fact that by their very nature Paladins are not conspicuous, so most are driven out or “accidents” are arranged.

Paladins of Midian: These noble warriors may seem out of place, but there are a surprising number in the empire. The Lawful society means that as long as they do not disrupt the work of the military, acts of charity, piety and selflessness are not frowned upon (but they may draw a few quizzical looks). Normally those who have helped by others are inspired to become paladins and although then number of orders are small, they have a loyal membership and a growing influence on the population.

Paladins of Omishiru: Paladins are quite rare in Omishiru and are often confused with Samurai by the common Imperial Citizen. Even rarer are those who worship one of The Twelve rather than the force of Ki, though they do exist. Those who follow Ki are similar in their behaviour to Omishiran Inquisitors, except that they are deeply connected to the people they are assisting, and the very act of helping them is what is most important to them. They try to remain neutral in most things however, encouraging others to fix problems themselves but offering their support where needed.

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Pathfinder: Domain LW79 LW79