Equipment Packs - The Paladin

Equipment Packs - The Paladin

We are going to take a step back talk about the Paladin Equipment Pack. Since I changed the format on the equipment packs, providing them with equipment that will give each individual class some minor bonuses, it’s been a bit more complicated creating them. I had jumped forward to the Ranger because I had been thinking about that pack for quite a while and had the equipment ready to go. I’ve had more time to reflect on the Paladin and what equipment the class should get in my opinion, so it’s time to share that with you the reader.

The paladin is probably my second favorite class after the cleric. It amuses me that these two classes are my favorite to play since I shun all organized religions. People say playing D&D allows them to role play a character with personality that they would never embrace in the real world, so maybe that’s it. None of my characters are overly religious though and I think it’s the ability to talk to a god that might actually listen to you and help out once and awhile. This isn’t at sermon on religion, so let’s get to the equipment pack for our paladin, and see how we can help them out.

Both the packs available to the paladin, the explorer’s pack and the priest’s pack are incredibly boring, although each has equipment that is useful. Everyone loves having rope, torches, a waterskin, etc., but doesn’t our holy warrior deserve more? I say yes, so let’s get him the items he needs to be ready for their grand adventure.

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We have been referring to the paladin pack, but the paladin does not get a pack of any sort. No backpack, no satchel, nothing. The paladin gets equipment that they can wield, hang on a belt, affixed to something or tuck somewhere in their armor. Have you EVER seen a picture of a paladin, all shiny in their glorious plate mail armor, with a backpack on? I highly doubt it, and it’s quite easy for them to have equipment that does not require one. I’m not going to go into great detail on every single item you get. I would hope people would know what a waterskin at this point. Let’s focus on the items that make the difference between a standard pack and paladin equipment.

  1. Armor Spikes (40 gp) - Let's shoot for the moon right out of the gate. Armor spikes are a variation on the Pathfinder item of the same name. These spikes must be attached to your armor by the local blacksmith. The spikes are affixed to the arms or chest of the armor. Now, these spikes hurt when you grapple someone. The spikes are improvised weapons, and they do 1d4 piercing damage. This is a total number, not per spike. It may not be much, but tell that to the kobold you just grabbed with one arm and slammed the other arm’s spike into him.

  2. Holy Symbol (See chart for prices) - You love your god, you praise your god. Carrying around an item that professes your faith in them makes you feel all warm and fuzzy, and you curl up with it at night after prayers. Well, that is as long as you haven’t had it affixed to your armor, but you can always sleep in it I guess.

  3. Holy Water (25 gp.) - Water blessed by a cleric, priest, or holy person of your god. Moving forward you can create your holy water and save some coin.

  4. Journeybread (5 gp. each, 2 total in the pack. 4th edition PHB) - I will be using this as a replacement for rations for all of the classes. If you wish to use rations you are welcome to do so, just think about how many a player could carry if they only have a satchel. Journeybread is described as such: This magic bread fills the stomach and provides all necessary nutrients with only a few small bites, so you can carry food for a long journey without weighing yourself down.  I know people may have a problem giving the barbarian a “magic” item right off the bat, and once again, if you do, just give them rations. Instead of calling it a magic item, I’d consider it an item that would be created through the use of specialized cooking skills. A nice cooking system can be found here

  5. Oil Flask (1 sp.) - A clay flask that will hold up to 1 pint of oil.

  6. Prayer Book (No cost) - Many religious types carry around a holy book to refer to in a time of need or use as part of their daily reflections. Our paladin has just such a book. This way they don’t have to memorize all the prayers they have to recite before going to bed.

  7. Shield Boss, Breakaway (30 gp.) - Another item that was modified from Pathfinder. Do you know that small round piece on many a shield? That’s the shield boss. The breakaway shield boss allows you to put a small vial of liquid inside. When you slam your shield into someone, the vial breaks and the liquid splashes the poor soul you slammed it into. Big deal right? Tell that to the undead creature that just got splashed with holy water, or any individual that got covered in acid.

  8. Vial, empty (2 gp.) - Put some holy water in them and then put one in the shield boss.

  9. Waterskin (2 sp.) - Can hold cold fresh water for your travels, or wine for drinking after your glorious victory in the name of Tempus. A small waterskin will easily hang from a belt.

There it is, the Paladin’s non-pack equipment. Nothing like getting to be a holy man who is in touch with his god and gets to hurt creatures in their name. As always, let us know what you think in the comments below.

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