Shattered Kingdoms

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PostPosted: Thu Nov 15, 2007 7:17 am 
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In my opinion, hellions and paladins have the code and the vow respectively, and I think the only way to stick with that Code/Vow is to be apart of the current religions available, because really....if you have a Hellion of Thuban....wheres the honor in treachery?
Also, on the note of other races, I do agree with that, but that should only be offered to Dwarves, and Centaurs.


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PostPosted: Thu Nov 15, 2007 7:30 am 
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Joined: Wed Jun 08, 2005 4:55 pm
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Location: Ithaca, NY
adding dwarves and centaurs hs been discussed, and iirc it was mostly agreed that centaurs were out (primarily due to size large cleaves with an overly awesome set of stats). dwarves, though, definitely.

as for finding honor in treachery, again, that shouldn't be a hard-coded decision. i've seen plenty of recent hellions lie and cheat their way through tough situations, and hellions work around being able to justify anything through twisted logic.


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 Post subject: Re: Paladins/Hellions
PostPosted: Thu Nov 15, 2007 7:47 am 
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Joined: Thu Aug 31, 2006 1:50 pm
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Location: Canada
SK Character: Karsh
Cyra wrote:
I'd rather have rolled a paladin of Meissa than any others.


This should be possible.


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PostPosted: Thu Nov 15, 2007 8:12 am 
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Quote:
Agreed. These aren't decisions that should be made by the code, but ICly, by the leaders of each religion


Just some food for thought on this subject:

Paladins in most campaign settings are the most powerful overall class, counterbalanced with a set of the heavyest limitations possible. My favorite explanation for this in game was in some planescape book, I think. It said something like this:

Quote:
Paladins are mortals born with a loophole in the laws of the multiverse. They allow certain gods to grant them more powers than they normally could to any mortal. They are fearless, never-faltering in the face of evil, mortal proxies to the power (god) that connects with them. However, if paladins were to use their powers without restrain, certain laws of the multiverse would be broken, attracting the attention of certain 'peacekeepers'. Even the powers don't want that attention, you know? So. What do they do? They make all these rules and set up these limitations for their paladins, so that they can exploit the loophole of the multiverse without actualy breaking a law.


Of course, what's great about planescape books is that everything you read in there is the opinion of one planar berk or another. It doesn't have to be true at all. Still, it is one way to explain why paladins can only be part of 'lawful-aligned' gods.


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 Post subject: Re: Paladins/Hellions
PostPosted: Thu Nov 15, 2007 8:22 am 
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Joined: Wed May 25, 2005 10:47 pm
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Location: Climbing the Hills (Level 20)
Cyra wrote:
I'd rather have rolled a paladin of Meissa than any others.


This brings a tear of joy to my eye. I love this game.


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PostPosted: Thu Nov 15, 2007 5:43 pm 
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Joined: Tue Aug 07, 2007 2:34 am
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Achernar wrote:
I want a sprite hellion of Sadr.


For the record: you are forbidden from playing sprites.

Do we remember the last time you were one?


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PostPosted: Thu Nov 15, 2007 6:33 pm 
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Joined: Sat May 07, 2005 8:16 am
Posts: 4124
Location: Las Vegas, Nevada
SK Character: Achernar
Tensin - a sprite bard. My attempt to show that characters could be in a faction and still be a secret member.

Back on topic:
Definitely make dwarves and centaur possible candidates for helly/pally.


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PostPosted: Thu Nov 15, 2007 6:35 pm 
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SK Character: Karsh
Meissan paladins are a definite must!


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PostPosted: Thu Nov 15, 2007 6:49 pm 
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Joined: Mon Jun 21, 2004 12:58 pm
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Location: Spokane, WA
Achernar wrote:
Definitely make dwarves and centaur possible candidates for helly/pally.


QFT


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PostPosted: Thu Nov 15, 2007 6:55 pm 
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Joined: Fri Mar 01, 2002 4:00 pm
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Location: Floating in Previous Player Ether
I want a Fire Genasi Hellion of Sargas.


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