As I was
playing through a particularly interesting side-quest centered around Bleak
Walker Paladin lore on my Bleak Walker Paladin (BWP), something struck me: You
cannot leave your Paladin Order as a thing of the past in RPing with the
Paladin class because someone, somewhere will recognize you.
This is not
something that would have struck me if my BWP were not rolling an “Untroubled
Faith” roleplaying build, where he had turned his back on the Bleak Walkers and
engaged in Benevolence and Diplomacy in addition to Aggression (but not
Cruelty) just to get some of those increases in base defenses.
So it got
me thinking, with the addition of cross-class talents in the White March – Part
1, what could be done with other classes representing a Paladin who truly left
their Order and started as a blank slate with none but himself knowing of his
past?
A
disclaimer before getting into the meat of it: This is just my set of
guidelines based on my understanding of the lore of Eora’s world. It is not a
definitive set of rules and you are free to go outside of these without earning
my ire in your roleplaying. Indeed, if you have other ideas (or build something
from mine), I’d love to hear it. And I’d appreciate anyone pointing out any
factual errors.
Gallant’s Focus
This is, in
a very real sense, the ability that the rest of the roleplay (RP) hinges on, in
that it is the only ability that is actually a Paladin ability available to the
non-Paladin classes. Specifically it is a weaker version of the Paladin’s Zealous
Aura.
It is not
to be denied that, because of this, being a dedicated damage dealer is easier
on the RP than being a tank. Tanks are usually much better off picking talents
like Weapon and Shield Focus, Bull’s Will and others that improve their ability
to withstand enemy attacks, whereas a damage dealer does benefit from the extra
accuracy quite nicely. Both in the form of hitting more and in that accuracy
the base determiner of critical strikes. This does not, however, mean you can’t
do this sort of RPing with a tank build. Just my recommendation.
Gallant’s
Focus can, in my opinion, work well if you use it as a substitute for your
Weapon Focus of choice, though some of you minmaxers might disagree with me on
that. My reasoning is that, yes, it does provide only 4 instead of 6 accuracy,
but it does provide those 4 accuracy to all allies nearby, which is useful
prior to having a Zealous Focus Paladin in your party. In truth, I would say it
is quite useful even with a Paladin (you have access to one as a story
companion, in addition to Hired Adventurers), because then you can give the
Paladin either Zealous Endurance or Zealous Charge, giving you 2 group benefits.
Another benefit is that, in the early game when resources are more scarce, it
gives you more options. Gallant’s Focus, unlike Weapon Focus, is not restricted
to any set of weapons. And, of course, you can always pick up Weapon Focus as
well later, if you have a spare point for it, to get a total of 10 accuracy.
It is true
that Gallant’s Focus is a significantly worse ability that Zealous Focus, and
not only because Zealous Focus gives +6 accuracy. It has a secondary effect
that converts some Grazes into Hits, which means the effective accuracy bonus
is higher than +6. However, Gallant’s Focus should be compared to Weapon Focus,
as it is a Talent and not class ability.
As a
roleplaying detail, Gallant’s Focus being weaker fit very well. It can be taken
to show the Paladin’s weakened devotion to his past ideals, god, king,
whatever. A vestigial part of his drive that has been damaged, but doesn’t
quite die.
Gallant’s
Focus is first available at level 2, meaning immediately after you are cured of
the disease that sparks the story to begin with. One can simply think that your
sickness temporarily hampered your ability to project this ability to others.
Paladin Orders
Paladins
come from a variety of backgrounds, so I will summarize the ones I am aware of,
playable and non-playable.
Kind Wayfarer – Mostly made up of semi-organized wanderers
performing good deeds and taking on jobs as cartographers and pathfinders in
remote areas of Eora. Loved by commoners, but are not overly prestigious. They
like Benevolent and Passionate acts, while disliking Cruelty and Deception.
A former
Kind Wayfarer might be a “burnt believer”, someone who got too hurt when trying
to uphold the tenets of the Order. Very likely to be Stoic, Aggressive, Cruel
and Deceptive.
Bleak Walker – Often engages in Mercenary work during war,
their beliefs center around a notion that Benevolence and Diplomacy (and mercy)
only fosters further conflict because it lets people believe they can get away
(or even earn something) with rebellious or aggressive actions. They do not even
stop if their employees ask them to, believing that one can never compromise.
Their enemies need to know that there will be no mercy, no quarters given, no
negotiation. There is only to fight or unconditionally surrender and hope the
Bleak Walkers were contracted to win the battle and not destroy the opposing
army. Favored dispositions: Aggressive and Cruel.
A former
Bleak Walker could be someone who did too much and decided to spend the rest of
their life trying to make up for their mistakes. Or they simply wanted away
from that life.
Goldpact Knight – Mercenary Paladin Order in the truest sense.
While the Bleak Walkers live by a code that dictates how they should act in
warfare and daily life, the Goldpact Knights care for one thing only: Money.
They can be bought to save a pregnant lady, or kidnap travelers for necromantic
experiments. They prefer Rational and Stoic behaviors and dislike Passion and
Aggression.
A former
Goldpact Knight might be someone who saw the callous nature of the Order for
what it truly was and decided to leave that behind. Passion also includes romance
in this game, so they could be trying to get away from the cold way of life and
experience love and life to the fullest.
Shieldbearer of St. Elcga – The Shieldbearers were founded in
the honor of St. Elcga, a Wood Elf noblewoman who was instrumental in beginning
the diplomacy between the Wood Elves and Meadow Humans who now make up the
Aedyran Empire. They are tied up in the Aedyran Empire in some degree
(uncertain to which). True to their founding roots, the Shiedbearers emphasize
Honesty and Diplomacy, while loathing Aggression and Cruelty.
A former
Shieldbearer might be someone who turned their back on the Aedyran Empire for
whatever reason.
Darcozzi Paladini – Agents and champions for the Darcozzi
family, who rules Old Vailia, they are known to favor the Clever tongue and Passion
for life. Used to being involved in intricate political machinations, they know
they can expect to come in conflict with members of their own Order. Dislikes
Cruelty and Stoicism.
A former
Darcozzi Paladini might be someone who turned their backs on Old Vailia or at
least the Darcozzi family’s scheming.
Brothers of the Five Suns – Paladin Order of the story
companion, they serve the Ducs of the Vailian Republic, which sprang forth from
the ashes of the Grand Vailia Empire as it was reduced to the Old Vailia.
A former
Five Suns Paladin might have turned their backs on the Vailian Republic for
whatever reason. Not recommended, due to your Paladin companion being one of
their members and the lack of dialogue works against the RP.
Paladins of Berath – Their members are found in Raedric’s Hold,
but their teachings are unknown. Berath is the god of life and death, and has a
thing about dual natures. That one thing leads to another.
Fellows of St- Waidwen Martyr – Defenders of the Godhammer Trail
and devotees of Eothas, the god of redemption.
The Steel Garrote – Followers of Woedica and upholding of
contracts.
Rymrgand Paladin Order – Shows up in Noonfrost in Twin
Elms. Followers of Rymrgand, the Beast of Winter, god of death, winter, famine
and the like.
Classes
Each of the
classes are unique in their own way, so each of them have something different
to work out from if chosen to substitute the Paladin class on your character.
Here is my take on each of them.
First off,
let’s pick out the ones I don’t see this working very well with. The Paladin is
a class that, through their devotion, has achieved a certain level of magical
affinity and a certain set of magical abilities. Therefor I think Wizard,
Priest, Druid, Chanter, Cipher and Monk are bad picks for this roleplay,
because they have a magical discipline of their own that is very much distinct
from the Paladin’s.
Now, I
would argue that the Fighter, Barbarian, Ranger and Rogue do possess some magic
of their own. Magic comes from the soul and powerful people of said classes are
best explained, in my opinion, by having tapped into some of that magic.
Abilities like Constant Recovery (Fighter), Unbroken (Fighter), Shadow Step
(Rogue), Dragon Leap (Barbarian) and the bond between Ranger and Animal
companion make much more sense if you assume there is some magic involved. This
“magic”, however, seem much less ordered around teachings and codified ways of
unlocking it and more a natural result of certain lifestyles. Lifestyles that
are available to the Paladin, in principle.
Fighter – Highest recommendation from me. The Paladin
and Fighter both are auto-attack damage dealers and capable tanks. Their
typical depictions also fit well with one another, as the Paladin is,
essentially, presented as a Fighter with some magic powers thrown in by most of
the game.
Barbarian – It does fit with the Paladin’s roles as far
as damage dealing goes and might be able to tank (?). It is much more ability
driven than both the Paladin and Fighter though. There is, however, some
interesting Terrify mechanics for the Bleak Walker and Barbarian that could be
worked into the RP. And Paladins can learn a version of Frenzy as the
cross-class Barbarian talent.
Rogue – Pillars of Eternity allows for all classes
to use all weapons and armor, so it is entirely possible, and I would say very
likely as Paladins work in all manners of places and organizations, that some
would have a similar approach to combat as a Rogue does. It does make for a
very squishy Paladin substitute though, so be warned.
Ranger – Probably the one that is the second simplest
to justify. Not only Rangers can use ranged and Rangers can go melee. And no
one said only Rangers can have animal friends. Like the Rogue, it is a bit
squishy though.
Background
Pillars of
Eternity offers various backgrounds for the player to pick from, each of which
has a few additional dialogue choices for RPing during the tutorial. I’ll point
out what I think are relevant info and give my recommendations.
Note: You can always say “None of your business” if
none of the options suit your particular RP.
Aristocrat – General term for any Highborn character. Its
dialogue choices include being part of the royalty, being from a family that
bought their titles or generally “having clout among the elite” (meaning, “regular”
nobility). This background fit very well with Paladin Orders like the
Shieldbearers of St. Elcga and the Darcozzi Paladini. It also fits well with
the other Orders.
Artist – Noe idea how this would be related to a
Paladin, sorry.
Clergyman – Paladin’s and faith goes hand in hand, so why
wouldn’t some religiously aligned people be Paladins? You can choose to be a
congregation leader, missionary (my recommendation), jaded ex-believer (also
recommended) or that you just “left it behind”. Fits well with Kind Wayfarers
in particular, and the non-playable Orders like the Fellows of St. Waidwen or
the Paladins of Berath you can meet in Raedric’s Hold.
Colonist – Works well with any Order, as it can be
taken to mean the trip to Dyrwood is your second attempt to get away from your
old life.
Dissident – A Paladin who couldn’t follow orders and had
to flee maybe?
Drifter and Explorer
– Both fit the Kind Wayfarer modus operandi quite well.
Hunter – Hunters can choose between living on their
own in the wilderness (Kind Wayfarer fit), being a monster hunter (Goldpact
Knight fit) and some other irrelevant stuff.
Laborer – Builder option does not offer much, but the
Cook and Blacksmith could have a place in organized Paladin Orders, as a
side-duty.
Mercenary – This background is a catch-all term for
sellswords, war veterans and constables. Sellsword fits well with Goldpact and
Bleakwalker, war veteran suits everyone and constable fits the Shieldbearer and
Darcozzi Orders.
Merchant – The option for being someone who transported
goods and people in secret lends itself well to Goldpact Knights.
Mystic – See Clergyman.
Philosopher – The option for having considered right and
wrong, good and evil fits well with a former Bleak Walker and Goldpact Knight.
Raider – This mostly lends itself to Goldpact
Knights. Seems too random for the Bleak Walker and their defined role.
Scholar – The option for being a scholar of war and
combat lends itself to the Bleak Walkers.
Scientist – Actually means “dedicated alchemist”. Could
be a thing for Kind Wayfarers, who travel a lot.
Slave – Ship slave, estate slave or indentured
servant. Could work for any, but Paladins are driven by devotion. Awakening
from Stockholm syndrome, perhaps?
Culture
There are
seven cultures available for the payer to pick from. Here is my take on which
race, subrace and Paladin Order would make the most sense in each of them.
Note: Godlike can be of any race and their features
obscure which subrace they belong to. Godlike, in this list, will be automatically
included with the race recommendations. For example, if I say “Human, Occean
Folk” that includes all Godlike who are human.
Note 2: Due to the limited knowledge on the
non-playable Paladin Orders (and that the Brotherhood of Five Suns is from
somewhere the player cannot be from), I have omitted most of them from the
lists.
Aedyr – The Aedyr Empire is made up of human and
Wood Elf kingdoms, and is the home of the Shieldbearers of St. Elcga.
Race: Human,
Meadow Folk. Elf, Wood Elf.
Order: Kind
Wayfarer, Bleak Walker, Goldpact Knight, Shieldbearer of St. Elcga.
Deadfire Archipelago – A mesh of island nations. Naasitaq
is only known nation, home to many boreal dwarves and Aumaua. Ranger companion is
from Naasitaq.
Race:
Aumaua, Island. Dwarf, boreal.
Order: Kind
Wayfarer, Bleak Walker, Goldpact Knight.
Ixamitl Plains – A large nation of savannah, mostly occupied
by humans and Orlan.
Race:
Human, Savannah. Orlan, either.
Order: Kind
Wayfarer, Bleak Walker, Goldpact Knight.
Old Vailia – Once the seat of the Grand Empire, Old
Vailia is now renowned for their great culture, but are no longer considered an
important player in international politics.
Race:
Human, Occean. Dwarf, either(?).
Order:
Darcozzi Paladini, Kind Wayfarer, Bleak Walker, Goldpact Knight.
Rauatai – The kingdom of the Aumaua, known to be
technologically advanced and have a powerful navy.
Race:
Aumaua, either (?).
Order: Kind
Wayfarer, Bleak Walker, Goldpact Knight.
The Living Lands – Chaotic frontier in a weird world, with
strong racial diversity. Dwarves are common.
Race:
Dwarf, any. Any.
Order: Kind
Wayfarer.
The White that Wends – Southern expanse of ice, inhabited
by elves and some dwarves.
Race: Elf,
Pale. Dwarf, Boreal.
Order: Rymrgand
Paladin, Kind Wayfarer.
My Orderless Paladin
As for me,
the character I decided to make is this:
Human,
Meadow Folk.
Aedyr,
Aristocrat. Chose that the family has some clout among the elite and that they
are embarrassed by him.
Former
Bleak Walker. My thinking is that he is a “spare son”, someone not in line for
inheritance. Embarrassed his family by joining the Bleak Walkers over the
Shieldbearers, and kept no contact after leaving the Bleak Walkers.
Came to
Dyrwood to escape his old life.
Fighter,
damage dealer.