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Ultimate Character Creation: The Paladin

Tags: #Character Build Crusader  #Character Build Hero  #Character Build Mods  #Roleplaying  #Ordinator  #SE Rank:Apprentice  #Trekster 
  • November 1, 2018
    The Mission
    I am providing a comprehensive class setup that, in my opinion, should exist at the beginning of the game in Skyrim. Being heavily inspired by the handbook and roleplaying options of D&D, I decided that Skyrim totally lacks this. I believe the game should offer more in the line of bonuses and weaknesses based on your class setup - things that go beyond simple gameplay mechanics. It is these very things which enrich your playthrough and, in effect, create actual roleplaying. My goal is to the end of making a template that incentivizes roleplaying with consequences. I want the player to feel like the paladin they are playing and I think with this carefully thought out template I have achieved that end.
    Be sure to check out my other class guides for the Barbarian, the Knight, the Cleric and the Necromancer :)

     


    Creating The Paladin

    On offer here is a complete overhaul of character creation at the beginning of the game, specifically for the class of Paladin (you will need to rely on Cheat Room exclusively for character setup, and a couple simple mods for gameplay which are listed in the Mods section). The resultant consequences will carry through for the entire time you play your character, so choose wisely.

    The Skills for the Paladin have some flexibility but generally is as follows:

    One-Handed OR Two-Handed (For all)

    Heavy Armor (For most)

    Restoration (For all)

    Alteration (For some)

    Destruction (mostly Dark Paladins and Pagans)

    Enchanting (For some)

    Speech (For most)

    Smithing (For some)

    Below I have detailed what it means to be a Paladin, how they derive their power, the vows they take and the tenets they MUST follow to keep said power. This is based on general fantasy concepts of the class, some elder scrolls lore, and obviously D&D which literally wrote the book on this. Though my influences are clear, I like to think I have refined all of this information into a useful, enjoyable guide for playing your character. You will find for each type of Paladin there are many ways to interpret and play them. I created options that are exhaustive in their capacity to allow for any Paladin you wish to play - from sun-loving crusaders to demigods, from green knights to zealots or even atheists. You name it. All that is needed to flesh it out is your own personal backstory.

    In a nutshell, this is what you will be doing with this template:

    Step 1: Create a Backstory

    Step 2: Make ONE Sacred Vow

    Step 3: Adhere to your FOUR Tenets

    Step 4: Choose ONE Divine Gift

    Step 5: You are ready to play!

    You may want to print a copy/paste of the page of your Vow and Tenets below and use it as your guide while you play. It will help in highlighting your chosen abilities, bonuses and weaknesses, as well as being able to monitor your devotion to the Tenets of your Vow while you play the game. Failure to do the latter will result in the loss of some or all of your powers, requiring some serious penance to earn them back (more on that later).

     

    The Source of the Paladin's Power

    A subject that I spent a long time researching was the source of the Paladin's power. Contrary to popular belief, Paladins do not gain power solely from deities. Certainly they can, but that is just one way. Really, the source of a Paladin's power comes from their Sacred Vow. A pledge (to a lord, a cause, an ideal, a virtue, to honor a loved one's memory, nature itself, etc.) grants them their divine power. It is the Paladin's conviction to their oath which imbues them with something mystical and healing. They don't choose their path lightly, this is a way of life for them. There are all kinds of Paladins, as long as they take one of the Sacred Vows, and follow their respective tenets, they are a Paladin. Regardless what they follow or believe, it must be done with unwavering conviction. That is the mark of a good Paladin.


    Sacred Vows

    The most important moment in a Paladin's life is the day they make their Sacred Vow. Once they have done this, they are sworn to its cause. Every Vow comes with a set of principles, or Tenets, that must be followed to prove their devotion to the cause. Each Vow values a different aspect of righteousness and understanding your character and their backstory will aid in knowing what path they inevitably choose. Just know that once you make your Vow, there is no going back. Any Paladin can lose their powers if they break their Vow or consistently turn away from the Tenets of their Vow. Be warned: there WILL be severe consequences. (See Breaking Your Vow)


    Tenets

    The Tenets are the principles or virtues you've sworn to live by. They are the moral guidelines for which your character is tethered. Each Vow offers a different set of Tenets. These Tenets comprise what the Vow stands for, and they must be adhered to. To be clear: If the Vow is for a specific ideal or cause, the Tenets are the principles in bringing about that cause. Though there are consequences for turning away from these Tenets, and consequently breaking you Vow, it should be acknowledged all that you gain from them. Each Tenet has a prescribed roleplay mechanic or mandate of how you should play. Every Tenet offers a divine ability which will aid you at the beginning of the game and in your playthrough. Some abilities are so great or advantageous early on that they bear a serious cost for your entire game. The key to playing your Paladin effectively is knowing the tenets of your Vow and following them to the letter. It should be noted that some tenets allow for interpretation - all the better for you to roleplay with!


    Preparing to Make a Vow

    Getting your character ready for the Vow process is imperative. The best characters and richest playthroughs have detailed backstories and sensible motivations given those backstories. You first need to create your character, know who raised them, who treated them well and who didn't; what are their aspirations and why? What's their personality and quirks like? Put simply: Make a Backstory.

     

    To Choose a Patron or Not

    It is entirely up to you if your Paladin will follow one specific patron, or any at all. There are certainly bonuses to be gained from that (Check Mods section), however, a Paladin does not need a patron nor do they need to follow any deities at all. Again, their power is derived from their Sacred Vow, not from the divines themselves. If you feel it is important to have a patron for your character, go for it. 

    Once you have a backstory for your Paladin you must know 3 things to take a Vow:

    1) What is the nature of your Paladin's quest and why are they making a Vow? Are they seeking power to transcend the mortal realm, do they wish to right wrongs because they are simply good-natured, or maybe they're an Avenging Angel sent down from above to smite evil, perhaps something altogether different but develop this side to your character.

    2) How did your Paladin experience the call to service? Was it brought on by divine intervention, by training, did it happen out of tragedy, or was it something else?

    3) What is their faith/cause and how do they struggle with it? Brainstorm how your character lives and discover some potential troubles they have in sticking to their Vow. Assuming they're not perfect, there will be times they face temptation or difficulty of faith. Develop an understanding of your character's shortcomings and how they plan to overcome them. One example I use is a criminal or person plucked from damnation for a divine service of mercy, they are offered a second chance. To avoid returning to their doom they have to stick to all these tenets and rules and its damn hard for them, but it beats eternal damnation. So in this way, you could be a Paladin of convenience. Just an example.

     

    Now that you have answered these questions, and developed your own personal backstory, it is time to get into the fun part and make your Sacred Vow!

     

    Make ONE Sacred Vow

     

    You Have Elected the Path of Faith:

    These Paladins derive their powers from their unbreakable faith in a lord, daedra, or even in oneself. They often make this Vow after a significant life change, or come from murky beginnings. Some of them may wish to one day become a God themselves. They become shining examples of their religious deity, or they may be masters of self-help. You can find this type praying in religious temples or testing their mettle against powerful forces simply because they believe they can do it. Their power is belief. For these Paladins life is about the way, not the destination. They take special care to enact certain rituals that are ordained or just self-imposed. A holy amulet or a lucky giant's toe - Whatever their totem, it is important they have one, as it serves as a reminder of the power without, or within.


    Tenets of Faith

    You are pious and righteous. You know, wholeheartedly, that your higher power is unquestionable. If you follow a dark lord, you won't see it as wrong - You are simply doing what you know to be right. If you see yourself as a God, well, you know what to do better than anyone. Others will take heed of your message and are won over by your unwavering faith. However you define mercy and charity that is the epitome of who you are. When people cower or beg for mercy, you will offer it to them, however that looks. It is your divine purpose to do so. Your Tenets are Face Trials, Practice Rituals, Preach Faith, and Charity.

    Face Trials - Your faith is hard-won and tested daily. Interpret every little thing as having grand significance.

    (+) Triumphant Zealot - By divines or luck, you are rewarded for your trials. Start with Lesser Ward and choose one Glass Weapon.

    Practice Rituals - You are a superstitious sort. Pick a totem and a daily or pre-combat ritual. Decide what purpose this ritual serves and stick to it, making it meaningful.

    (+) Totemic Faith - Your totem brings luck, +2 perk points.

    (-) Totemic Faith - Your totem binds you to the earth, cannot fast travel.

    Preach Faith - Spread the good word. Always choose persuasive speech options.

    (+) Cultist - You easily charm people, +5 speech.

    Charity - You are a devout soul. Strive to give of yourself in all scenarios and donate one item for every shrine prayer.

    (+) Novice Philanthropist - You're new to this cause but it warms your heart, +10 health.

    (-) Great Purging - You are burdened by all you have, donate to a shrine once a day or purge 200 gold/valued item once a day.

     

    Spells of Pious Faith

    Those who swear a Vow to their Faith are gifted with the ability of certain spells. These Pious Paladins use healing magic bestowed upon them because their “goodness” and inner faith is so strong. This list compiles Vanilla and Apocalypse Spells. You are only allowed to use the spells listed here. Again, you may ONLY use the Spells listed below.

    Patron-specific spells come with a caveat. If you are sworn to one specific patron, that gives you divine bonuses (See: "Of Divine Providence" in Mods section) which is a great positive, but is also restricts your power, closing you off from the other patron's spells. The flip side is that if your character is sworn purely to a cause, and no patron, they receive no patron bonuses but they have access to all the spells listed below, and to be clear that includes ALL the patron-specific spells.

     


    Breaking a Vow of Faith

    Your eyes have been cut out from the spirit world and you've lost all belief in yourself. You're blind to everything that was good in you. Depression robs you of all you've earned. Walk naked until you complete the Oath Trial. (See Breaking Your Vow section for further details).

    Simple Penance - Visit a shrine away from civilization. Provide a substantial offering (200+ gold/valued item).

    Oath Trial - You must prove to the divines that you can make a holy trek. Wearing nothing, run from one corner of the map, diagonally, to the other. Make it alive and your abilities return.


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    You Have Elected the Path of Light:

    Adorned in gleaming armor, their grace empowers the fighting hearts of all who look upon them. History has foretold of these heralds of the dawn, oathtakers of the light who arrive when dark forces become too strong. They are champion scholars and collectors of forgotten knowledge. They wield powerful sun magic and are armed with spears or swords that pierce the darkness.


    Tenets of the Light

    You are the divine messenger of the morning star and you embody its power. Light and truth are your guide, as you pledge to illuminate people and the world around you. As a champion of the dawn you fight the forces of darkness and uncover knowledge that was lost or enshrouded. You are a purveyor of truth, as the light is honest and reveals all things so shall you. When all seems lost, allow heavenly light to guide your way. Your tenets are Shine Light, Radiate Beauty, Radiate Truth, and Quest for Knowledge.

    Shine Light - Where there is love and joy in the world, illuminate the darkness that would swallow it. Wake each day with the rising sun.

    (+) Heavenly Aura - You have a light that can never be extinguished. Start with Candlelight.

    Radiate Beauty - You are blessed with godlike beauty, giving heart to those around you. Heal those who are sick or hurt.

    (+) Fountain of Youth - Your beauty is godlike and divine. Start with the Lord Stone & Healing Hands.

    (-) Beautiful Curse - Your beauty comes at a cost. Your hands are cursed, no dual-casting.

    Radiate Truth - Walk always in the path of honesty. Never lie or deceive.

    (+) Holy Virtue - Your honesty is rewarded from on high. Start with Sunfire.

    (-) Respect The Fallen - With honesty comes integrity. No looting gold from bodies.

    Quest for Knowledge - You dedicate yourself to learning pursuits. Read two books a day.

    (+) Ordained Knowledge - Your reading of the texts grants you arcana, +30 magicka.

    (-) Dark Knowledge - You are burdened by unfortunate truths, -20 Health.


    Spells of Holy Light

    Those who swear a Vow to the Light are gifted with the ability of certain spells. These Dawn Paladins use healing magic of the sun, oppressing the forces of darkness and burning the unholy with the power of the morning star. This list compiles Vanilla and Apocalypse Spells. You are only allowed to use the spells listed here. Again, you may ONLY use the Spells listed below.

    Patron-specific spells come with a caveat. If you are sworn to one specific patron, that gives you divine bonuses (See: "Of Divine Providence" in Mods section) which is a great positive, but is also restricts your power of the light, closing you off from the other patron's spells. The flip side is that if your character is sworn purely to the cause of the Light, and no patron, they receive no patron bonuses but they have access to all the spells listed below, and to be clear that includes ALL the patron-specific spells.



    Breaking a Vow of Light

    Breaking a Vow of Light necessitates losing all your abilities previously mentioned. You also lose your connection to the light. No longer can you travel by day, it blinds you, and no longer will you glimpse signs from the light to guide your way. You are left barren and directionless, in the dark. Your only way to reconnect with the power of the light is to complete your Oath Trial. (See Breaking Your Vow section for further details).

    Simple Penance - Your penance is to light a candle on a mountaintop at midnight to prove your commitment to spreading light in blackest night.

    Oath Trial - The light of the world has left you. Prove you're a worthy champion by making it through a packed dungeon with no armor or weapons, using only Candelight to light your way. Pass this test and you will be proven worthy, your abilities return.

     
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    You Have Elected the Path of Justice:

    Crusaders of unparalleled conviction. These willful avengers hunt down and smite those who have committed some grievous sin or perceived wrong. They are most concerned with what is morally just, less about the laws of the day. They are vigilantes executing a higher law. This frees them from concerns of mercy, they leave that to the gods. Their job is punishment. A killer, an assassin, a necromancer - all shall answer to fierce justice for their actions. Some may even use the powers of disease and plague to curse their foes. These Paladins are punishers of evil-doers who sacrifice their own purity to bring an end to the great problem they see in the world. In stamping out the evils of the world, may they repent, that they never become the monsters they abhor.


    Tenets of Justice

    You are judge, jury and executioner, acting as vigilante to all that is right and just in the world. You have the divine gift of sight - Only you can see what is truly right, laws be damned. Evil must be punished for all it has done and you've been appointed to that arduous task. Anything that gets in your way shall be condemned to death, your cause is far too important. When the laws of man fail you, rely on your moral compass to set things right. Your Tenets are Judge Evil, Punish Evil, Duty, and Bravery.

    Judge Evil - You have a talent for finding wolves among the sheep and seeing what is right. You see signs that no one else can, read them like an Oracle to determine your path.

    (+) Divine Oracle - You can see the way better than others. Get a head start, +1 perk point.

    Punish Evil - Tip the scales of justice against evil-doers by smiting them. Your brand of justice is punishment without mercy. Chase down cowards.

    (+) Gift of the Gods - The divines support your cause. Start with Steel Plate Armor, Gauntlets and Boots.

    (-) Divine Burden - Your gift is as heavy as a mammoth's backside, -20 stamina.

    Duty - You are responsible for rooting out evil, undead and other abominations. Clear out any dungeons you find.

    (+) Sworn Sentinel - Your devotion to the cause grants you divine recourse against undead. Start with Turn Lesser Undead.

    (-) Army of One - It is your responsibility to fight undead, yours and yours alone. No companions when delving into dark dungeons.

    Bravery - You are the epitome of courage and valor. Charge into battle, always.

    (+) Avenging Heart - Your passion for vengeance grants you good health, +20 health.

     

    Spells of Divine Justice

    Those who swear a Vow to Justice are gifted with the ability of certain spells. These Paladins wield a darker brand of Restoration magick. They aren’t concerned with trivial things like being a beacon of hope and light. They are punishers of the unholy, and their spell list reflects this. This list compiles Vanilla and Apocalypse Spells. You are only allowed to use the spells listed here. Again, you may ONLY use the Spells listed below. Must choose either Life’s Finale or Worm Shroud.

    Patron-specific spells come with a caveat. If you are sworn to one specific patron, that gives you divine bonuses (See: "Of Divine Providence" in Mods section) which is a great positive, but is also restricts your power, closing you off from the other patron's spells. The flip side is that if your character is sworn purely to a cause, and no patron, they receive no patron bonuses but they have access to all the spells listed below, and to be clear that includes ALL the patron-specific spells.

     


    Breaking a Vow of Justice

    Lose your ability to judge right and wrong. Your character can only choose randomly for dialogue options, as they've lost their ability to know what's right, slowly losing their mind. The only way out is the Oath Trial. (See Breaking Your Vow section for further details).

    Simple Penance - Spend a night in a temple for prayer. Repent for your sins, as you always should, but this time you prove your commitment to the righteous cause of justice - you are not above the law.

    Oath Trial - Lead an enemy to a Giant, that they die by their club, sending them to the heavens. Their sacrifice is your gain, your powers return.

     
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    You Have Elected the Path of Realms:

    A forsworn native grits his teeth and charges into a scrum of Nordic invaders. May they die by his hand so his people are safe.

    A pagan champion wearing armor adorned with leaves kneels in a sacred glade. She prays silently, finding inner peace.

    An elven Knight takes a bow before the throne. She receives a gift from her Jarl for protecting their people.

    These Paladins are protectors of the realm. Be it as small as a forsworn camp, a kingdom, or nature itself these champions protect their land. Granted power from on high because of the noble oaths they take. A Vow of Realms is a promise to one's arena, that they will always have its best interest at heart.


    Tenets of the Realms

    You find power in your Vow to the land. By following the Tenets of your Vow divine healing will be your aid. Any who threaten your arena shall feel your might. You are an example of civility and stateliness. You stand as a prime example to your realm, a welcome reminder of all a person can achieve with good virtue and a noble heart. More than anything you protect your kingdom, but not just against immediate threats. You have the important job of determining what could be a future threat and rooting it out. If you should die in your cause, it would be an honorable death. Your courage and gallantry may one day find you as king or queen. Your Tenets are Protect the Realm, Win Favor, Investigate Threats and Promote Peace.

    Protect the Realm - Your goal in life is to protect your kingdom. Pick what realm to defend. You are tied to that place and fear the unknown, bring a companion on away quests. (Choose ONE of the following abilities)

    (+) Wild at Heart - You are nature's champion. The pagan gods give you favor, learn Ice Spike.

    OR

    (+) Kingdom Come - You are the champion of your kingdom and people. Divines smile upon you, learn Fast Healing.

    Win Favor - Win over the people, animals, or tribesmen in your kingdom. Prioritize local quests and root out evil in your area.

    (+) Champion of the Realm - To serve the realm you need protection, +5 Heavy Armor.

    (-) Social Drinker - Mix it up with the locals. Twice a week get shitfaced at the pub listening to songs.

    Investigate Threats - Collect clues in your area and play detective with the things you find. Follow up on notes or suspicious activities.

    (+) On the Lookout - Your ability to hunt down invaders is impeccable, +1 perk point.

    Promote Peace - If peace is achievable that is ideal. Must not strike first. Take the first hit in every combat engagement.

    (+) Ideologue - Your ideals make a more liveable world, improving the health of the region, +20 health.

    (-) Elitist Monk - Your ideals are lofty. You appear sanctimonious to others, -5 Speech.

     

    Spells of Hallowed Realms

    Those who swear a Vow to their Realm are gifted with the ability of certain spells. These are Green Knights or Defenders who use healing and/or elemental magic to protect their realm. Protector’s of nature are allowed to use frost or lightning as their elemental magic (NO fire as it burns plants and animal). As a consequence they can choose ONE of the Master Destruction spells listed in their Specials, forgoing use of the other two. Other champions are not able to, so will want to choose King’s Heart instead. This list compiles Vanilla and Apocalypse Spells. You are only allowed to use the spells listed here. Again, you may ONLY use the Spells listed below.

    Patron-specific spells come with a caveat. If you are sworn to one specific patron, that gives you divine bonuses (See: "Of Divine Providence" in Mods section) which is a great positive, but is also restricts your power, closing you off from the other patron's spells. The flip side is that if your character is sworn purely to a cause, and no patron, they receive no patron bonuses but they have access to all the spells listed below, and to be clear that includes ALL the patron-specific spells.

     


    Breaking a Vow of Realms

    You lose all standing in your community. Your kingdom is ashamed of you and you feel like a disgrace, becoming completely worthless. You've lost all ability to fight and cannot attack with anything. Only through an Oath Trial can you prove your virtue. (See Breaking Your Vow section for further details).

    Simple Penance - Prove your virtue by dropping all the gold you have into a fountain. Good luck to all.

    Oath Trial - You must allow yourself to get killed 10 times, by a mudcrab. Your sacrifice of 10 lifetimes proves your dedication to the cause. Your powers return.

     
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    You Have Elected the Path of Sermons:

    A Paladin bard sings a beautiful hymn, rousing the spirits of his party and blessing their journey as they track down a fearsome dragon.

    A priestess of Kynareth squats among a dry, drought-stricken field, preaching divine diction and calling down the power of the storm, that the crops may finally grow.

    A banshee shouts a sacred verse as he enters the fray and his foes are thrown several feet into the air.

    These scholarly Paladin-Bards are acolytes of the Sermon. They are seen singing hymns, reciting verse in combat or carrying old, sacred texts so that the world may never forget their message. Those who take the Vow of Sermons should not take it lightly, for theirs is the job of upholding a religion and preaching it daily. They are gatekeepers of the divine mythos and whenever they find themselves in doubt, they will refer to their sacred scripts and scrolls for guidance. Everything they need to know can be deciphered through the songs of the divines. By divine sermon they call upon the gods and command the power of shouts or scrolls.


    Tenets of the Sermons

    You are a divine wordsmith, a pious bard or a simple orator of the gods from on high. Your words carry weight and massive meaning. The divines have granted you the gift of charisma, storytelling or at least a gift for zealotry. Your interpretations may be faulty, but your commitment to those understandings knows no bounds. You will recite these words and spread the faith ad nauseum. You may have been cast out by your religious community for being too “extreme” or wanton. Or perhaps you’re seen as a religious fundamentalist, too forceful and uncompromising. These are no concern of yours, however, as yours is the job of sermonizing - in daily life, in battle, and in your spare time. With a Vow of Sermons you must choose Shouts or Scrolls as your divine power, as only one of these is your speciality. Your tenets are Bear Witness, Read Scripture, Uplift Spirits and Uphold The Religion. (Recommended deities: Akatosh, Kyne/Kynareth, Malacath, Talos)

    Bear Witness - Only you can lend voice to the divines themselves. Create a hymn, poem or story for your patron. Recite it in battle or add to your journal as your story progresses.

    (+) Divine Proclamation - Your voice commands great power. May use any and all shout powers as your divine strength. Start with 1 Dragon Soul.

    OR

    (+) Sacred Scrolls - Your expertise in holy literature grants you scroll-crafting. May use any and all scrolls you find or create. Start with 4 Novice Scrolls of your choosing.

    Read Scripture - There are over 70 books on religion in Skyrim; collect, read and know those which pertain to you. (For example: Orcs who worship Malacath would quest for books like “The Truth About Orcs” and “On Orcs and the Afterlife”, Khajiit might take interest in “Moon Worship Among Cat-Men”, etc.).

    (+) Godly Paragon - You are the gatekeeper and protector of your religion, +5 Blocking.

    Uphold Religion - There are 60 aedric and 9 daedric shrines in Skyrim. Make pilgrimage to the ones that pertain to your character’s ideology.

    (+) Pilgrim’s Blessing - The gods grant you the stamina to make the most arduous pilgrimages imaginable. +30 stamina.

    (+) Pilgrim’s Chagrin - Your endurance comes at a cost of mana. -20 magicka.

    Uplift Spirits - You have an artist’s interpretation of the gods, and spread their words beautifully. You calm the spirit of the rage-filled, or rally the forces of the disheartened.

    (+) Shout Scholar - Use Shouts of Animal Allegiance, Battle Fury, Bend Will, Call of Valor and Kyne’s Peace to enlist the help of others. +1 perk point.

    OR

    (+) Scroll Scholar - Use Scrolls of Call to Arms, Calm, Courage, Harmony, Pacify and Rally to embolden your party or calm foes. +1 perk point.


    Spells of Blessed Sermons

    Paladins who make a Vow of Sermons have limited spell-casting abilities. In fact, they are the most limited of all the Paladins when it comes to casting spells. However, this cost comes with a unique advantage. Paladins of the Sermon have no Special Spell but they are granted the divine gift of the Voice, which can be demonstrated through their power with Shouts or Scrolls. They may use one of these to achieve victory and accolades in battle though they do possess some basic restoration spells as well.

    Patron-specific spells come with a caveat. If you are sworn to one specific patron, that gives you divine bonuses (See: "Of Divine Providence" in Mods section) which is a great positive, but is also restricts your power, closing you off from the other patron's spells. The flip side is that if your character is sworn purely to a cause, and no patron, they receive no patron bonuses but they have access to all the spells listed below, and to be clear that includes ALL the patron-specific spells.



    Breaking a Vow of Sermons

    You lose your gift of the Divine Voice, robbing you of your ability to preach with Scrolls and Shouts. Without your voice you are nothing but a standard warrior, preaching nothing of value and losing all meaning. You cannot use Scrolls or Shouts or magicka and you cannot speak to NPCs. (See Breaking Your Vow section for further details).

    Simple Penance - Write a sermon, song or poem in the name of your patron, detailing your struggles with the faith and how you plan to rectify them.

    Oath Trial - Prove your oratory skills by leveling Speech 2 levels through only bartering.

     

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    Choose ONE Divine Gift

    All Paladins start with Steel Armor set (minus the helmet) and a simple, unchanted mage hood

    1) Artifacts of the Cleric (Iron Mace + Cure Disease Potion)

    2) Artifacts of the Crusader (Iron Greatsword + Potion of Magicka)

    3) Artifacts of the Herald (Iron Spear/Sword + Iron Shield)

     


    Breaking Your Vow

    A Paladin breaks his or her Sacred Vow when they consistently ignore the tenets they have sworn to uphold. To err is human. It is expected that a Paladin will struggle with their faith or carrying out their message. They will, at times, make the wrong choice or fail to do what is right. As long as they are acting towards what they've sworn to uphold, such mistakes can be forgiven. Depending on what you follow, a basic prayer or night in a temple may suffice (Simple Penance). This works for Simple Grievances like accidentally ignoring a core tenet, but not purposefully or knowingly. Each Vow has it's own process for simple penances or, in the worst case scenario that you should grievously and knowingly break your Vow, a Serious Grievance, there are trials you must go through to earn back your good faith. Breaking a Vow means you committed a serious grievance outright or enough simple grievances that it becomes a serious one. When that happens you will lose all the items you were granted, all your bonus abilities and have no magickal ability whatsoever. You lose connection or insight from your higher power completely, until you prove yourself again.


    Three Strikes You're Out!

    A simple grievance will necessitate skipping out on one of your tenets by accident, perhaps while focusing on another. This is easily forgiven with your Vow's Simple Penance. A week in-game of actual playing (normal sleep patterns) with no grievances resets your tally to zero. When it starts to become a pattern it's a problem. A popular approach to simple grievances is three strikes your out. When that happens you've committed a serious grievance which necessitates a broken Vow, needing to go through an Oath Trial to earn back your abilities. If you knowingly and purposefully break a tenet that is a grievous sin and, again, you must perform the Oath Trial to proceed.


    Mods

    Apocalypse - Absolutely necessary for the Spell List each Paladin has. Spells like Arkay's Breath, Lamb of Mara and Meridia's Wrath add so much to roleplaying, especially if you have a patron you follow. Pagan Paladins will need the boost in abilities for their destruction spells.

    Cheat Room (Required) - This is the only mod that is absolutely necessary. You will use this to setup your characters bonuses, strengths and weaknesses in the beginning of the game. My template is all about the character creation process so this one is the most important mod for this setup.

    Equippable Tomes - Mod that allows you to equip tomes on your belt for certain spell bonuses. Especially great for roleplaying the more scholarly Paladins.

    Grimoire Spell Overhaul - A way to overhaul the vanilla magick trees and allow for a more sensible tiered magick system. Buying a restoration grimoire, for example, will grant you all the spells of that given magick school, but you need to feed the grimoire soul gems to unlock different tiered spells. Fun and more involved than just buying each spell piecemeal.

    Heavy Armory - This one allows for some lore friendly weapon expansions. This is important so you can have things like short-spears and other blunt weapons in the game. The former is used often by Dawn Paladins though other types may opt for a spear.

    Of Divine Providence (if you have a patron) - Use this to promote new shrine blessings as well as different amulet skills bonuses. This mod also awards Devotion, by gaining new and better bonuses the more committed you are to your deity.

    Ordinator - A must have for the perk overhaul and overall improvements it makes for any playstyle. This mod has been discussed extensively so I'm not going to explain every mechanic it offers.

    Skyrim Scroll Crafting - Allows your character to craft scrolls from the game with certain ingredients. The scroll crafting station is located at the College of Winterhold.


    That's it. As always, read the Vows and understand the Tenets. Keep your spell list handy! Again, I recommend using this as a visual guide or reference while you play, just like any roleplaying game, to keep you on track. Paladin's especially need this as they have those certain principles and spells they must adhere to. Enjoy and choose your path wisely, Paladin.

    Divines bless you!

     
  • Member
    November 2, 2018

    This is a very impressive guide, Trekster, a great resource of inspiration for RP and gameplay style. Very cool!

  • November 2, 2018

    This one was interesting Trekster...I might have some thoughts on it further (going to read it a few more times over the next week or so) but I like the general idea your going for here. 

  • November 2, 2018

    Paws said:

    This is a very impressive guide, Trekster, a great resource of inspiration for RP and gameplay style. Very cool!

    Thank you, kind sir! I just added the comprehensive Spell List for each Vow. Please check it out. I'm very happy with it now.

     

    Dragonborn2021 said:

    This one was interesting Trekster...I might have some thoughts on it further (going to read it a few more times over the next week or so) but I like the general idea your going for here. 

    You may want to see my addition - the Paladin's Spell Lists, with certain exclusive Specials as well. It allows for choice, and sacrifice. These are aspects I enjoy in roleplaying.

     

  • November 2, 2018
    yes, there’s a character limit. I have reached it on one of my builds, and ended up linking to another build. If you don’t want to do that, you can keep it pasted here, or you can try to use pictures for some of your lists and upload the picture/text where it needs to go. Characters on pictures don’t count toward total. Look at some of the builds, lots of people use pictures for their perk spreads, inventories, even spells and potions and mods and things they use. If you don’t mind a little extra bit of work, I’m betting you could make it fit.
  • Member
    November 2, 2018

    Holy fucknuggets, this is a pretty damn good guide. Interesting, nice work my dude or dudette 

  • November 2, 2018

    ilanisilver said: yes, there’s a character limit. I have reached it on one of my builds, and ended up linking to another build. If you don’t want to do that, you can keep it pasted here, or you can try to use pictures for some of your lists and upload the picture/text where it needs to go. Characters on pictures don’t count toward total. Look at some of the builds, lots of people use pictures for their perk spreads, inventories, even spells and potions and mods and things they use. If you don’t mind a little extra bit of work, I’m betting you could make it fit.

    I appreciate the advice, I bet that would work. I spent a lot of time on the formatting and everything so I'm going to leave that for another day I think lol.

    Chris said:

    Holy fucknuggets, this is a pretty damn good guide. Interesting, nice work my dude or dudette 

    Haha thanks. And I am, in fact, a dude.

     

     

     

     

  • November 2, 2018
    Yes, it’s incredibly time consuming, I don’t blame you for sitting put for a while. And I’m glad you still had the Word document. Terrifying to imagine losing all that work!
  • November 2, 2018

    Wait...I've read the Breaking the Vow section...were their edits made at some point that put you over the Word limit or something even weirder going on?

  • November 3, 2018

    Dragonborn2021 said:

    Wait...I've read the Breaking the Vow section...were their edits made at some point that put you over the Word limit or something even weirder going on?

     

    I added the Spell Lists today which has taken up a lot of space. I must have been close to the character limit before I even did that.