Difference between revisions of "Paladin"

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==Summary Table==
 
==Summary Table==
{{ClassTable
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|name=Paladin
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{{ClassTable|name=Paladin|skill=4|hd=10|corp=1|spirit=1|visc=0|pp=2|type=Defense}}
|skill=2
 
|hd=10
 
|fort=1
 
|ref=0
 
|will=1
 
|pp=4
 
|type=Defence
 
}}
 
  
 
==Expertise==
 
==Expertise==
===Holy Vassal===
 
Holy Vassals are known to be incredibly tough, imbued by the power of their deity. Their bodies become immune to diseases and poisons as their faith strengthens their bodies.
 
 
====Holy Vassal 1====
 
The body of a Holy Vassal is truly a temple. They have immunity to diseases and poisons with a save DC less than or equal to 15. Additionally, they have advantage to save against Daze, Nausea, and Shaken. If the source would not normally allow a save, they may make a DC20 Constitution save without this advantage.
 
 
====Holy Vassal 2====
 
Experienced Holy Vassals continue improve their resistance to damage. They gain a +2 Class bonus to Fortitude and Will defences, increasing to +4 at level 9, and +6 at level 15. Additionally, whenever they would gain Corruption or Insanity, they gain half as much, rounded up.
 
 
====Holy Vassal 3====
 
Expert Holy Vassals gain improved immunities. They become immune to diseases and poison with a save DC less than or equal to 20. They also become immune to Daze, Nausea, and Shaken, and advantage to save against Afraid, Sickened, Stunned, Paralyze, and Demented.
 
 
====Holy Vassal X====
 
Masterful Holy Vassals become almost unassailable. They are completely immune to disease and poison. They also gain advantage to save vs Terrified and Unconscious. They also ignore the effects of Fatigue, and suffer only half the effects of being Exhausted.
 
 
 
===Chastiser===
 
===Chastiser===
A Chastiser is able to inflict supreme damage to the very essence of being that oppose them. Through the might of their will, they smite blasphemers.
 
 
 
====Chastiser 1====
 
====Chastiser 1====
Chastisers enhance the Smite power when their fight is Just. In a Just fight, you may spent 1 PP to give Smite an additional amount of damage equal to your Paladin rank. Chastiser abilities never count towards the PP Limit, but must be paid before the attack roll.
 
 
A fight is considered Just when 2 of the following conditions are met:
 
 
* The Chastiser's side is overwhelmed, either by numbers, ability, or both.
 
* The Chastiser offered their opponent a chance to concede and they declined.
 
* The Chastiser was attacked first.
 
* The enemy is known to the Chastiser to directly and actively oppose them and their goals.
 
  
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Chastisers aren't known to suffer fools lightly. They gain the following minor effect:
 +
<Effect>
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Name=Smite
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Cost=1
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Effect=This attack deals half damage on a miss.
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</Effect>
 
====Chastiser 2====
 
====Chastiser 2====
Chastisers continue to gain abilities in Just fights. For 2 PP, they may inflict either Dazed or Shaken with a successful Smite power. They cannot inflict bonus damage if they do so.
 
  
 +
Chastisers are wary of those worthy of a smiting. They receive +4 to defend against attacks from those they last smited.
 
====Chastiser 3====
 
====Chastiser 3====
Expert Chastisers are terrors on the Just battlefield. For 3 PP, they may inflict Stunned or Afraid with a successful Smite power. They cannot inflict bonus damage, Dazed, or Shaken if they do so.
 
  
 +
Chastisers know how best to strike their targets. A Smiting attack now hits on a miss, and misses only on a critical miss.
 
====Chastiser X====
 
====Chastiser X====
Masterful Chastisers gain true strength in Just combat. Smite ignores Damage Resistance up to the Chastiser's Paladin level in Just combat.
 
 
===Phylactor===
 
Phylactor draw power from the suffering of others. Whether it be the misfortune of their allies or their enemies, their powers grow when surrounded by the downtrodden.
 
 
====Phylactor 1====
 
Phylactors can gain power from nearby failure. Whenever an entity within 60ft fails due to disadvantage, the Phylactor gains advantage on their next non-damaging roll.
 
 
====Phylactor 2====
 
Practiced Phylactors are aware of the fortunes of those around them. For every bloodied entity within 60ft / 12sq, they gain a +1 Class bonus to damage. For every 3 bloodied entities within 60ft / 12sq, they gain a +1 Class bonus to every defence.
 
 
====Phylactor 3====
 
Phylactors eventually learn to gather the lost life essences of those around them. Whenever an entity within 30ft / 6sq of them becomes bloodied or suffers from a Condition, they gain 1 PP.
 
 
====Phylactor X====
 
Master Phylactors learn to draw great power from the ultimate failings of others. Any critical failure within 60ft of you grants you advantage to all non-damaging rolls until the end of your next turn.
 
  
 +
Master Chastisers are fearsome on the battlefield, capable of cutting even the most overwhelming foes down to size. If a Smiting attack would crit, instead of dealing bonus damage, the Chastiser may choose to reduce their target's remaining health by half. This happens after the damage from the attack itself.
 
===Mantlebearer===
 
===Mantlebearer===
Mantlebearers carry the strength of beings greater than themselves, directly bestowed with powers. Their strengths are often more specific than most, but they are immense.
 
 
 
====Mantlebearer 1====
 
====Mantlebearer 1====
Mantlebearers are known for gaining the strength of their gods in battle. At the start of a battle, they gain any or all of the following effects until the end of the encounter, for the cost of 1 PP each:
+
Mantlebearers project the strength of their belief upon the world. A Mantlebearer may Mantle one of the following effects as a Standard Action:
 
+
+2 to any two Attributes
* +2 to any one defence
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+2 PP to buffs
* +2 to all saves
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+2 PP to debuffs
* +2 to attack rolls
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+2 to Ritual checks
* +4 to damage rolls
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The bonuses last until the next long rest, or until the Mantlebearer replaces them with a different Mantle.
* +2 to skill checks
 
 
 
Mantlebearers also choose a condition. If this condition is meant, the effects of their mantle is doubled. This condition is up to the Mantlebearer to decide, but should be appropriately uncommon. Examples include:
 
 
 
* Witnissing an innocent/ally being killed.
 
* Fighting against a specific creature type/subtype.
 
 
 
 
====Mantlebearer 2====
 
====Mantlebearer 2====
Mantlebearers begin to draw strength from their mantle. For each effect they mantle at the start of a fight, they gain 2 temporary HP. If they mantle 2 effects, they gain advantage on their first non-damage roll of the encounter. If they mantle 4, they regain half of any HP they are missing. If they mantle 5, and the first attack of the encounter hits, it automatically critically strikes.
 
  
 +
Mantlebearers are protected by their faith. While mantling an effect, they receive +2 to all saves.
 
====Mantlebearer 3====
 
====Mantlebearer 3====
The mantles of a Mantlebearer become stronger over time. The possible effects change to:
 
 
* +2 to any two defences
 
* Advantage to all saves
 
* Advantage to attack rolls
 
* +10 to damage rolls
 
* Advantage to skill checks
 
 
====Mantlebearer X====
 
Master Mantlebearers learn to perfect their faith. They receive one mantle of their choice for free, and if their condition is met, their mantle effects are tripled.
 
  
===Pursuant===
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Expert Mantlebearers strengthen their imposition of piety. All Mantle effects are doubled.
Few villains can hide from a Pursuant, the divine emissaries who hunt their prey on behalf of the greater good.
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====Mantlebearer  X====
  
====Pursuant 1====
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Master Mantlebearers can split their focus. They may Mantle two effects at once.
Pursuants are skilled at finding their enemies. They may choose one individual or specific small group to be their Quarry. This selection should not be made lightly, as it cannot be changed until they are brought to justice or absolved. Generally speaking, a Pursuant's Quarry should be their main objective, or, if their objective is not attainable, any person stopping them moving towards it. They gain advantage to Survival checks used to track their Quarry, and to Perception checks to spot them. They also gain +2 Class bonus to attack rolls against their Quarry.
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===Persuant===
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====Persuant 1====
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Persuants hunt those who have degraded or slandered their beliefs, or act against their gods. They may swear an Oath against a single target. Until the target of their oath is brought to justice, they may not change it. While actively chasing their Oath target, they receive +4 to all defences against attacks of opportunity, and advantage to all saves that would hinder their ability to make chase.
 +
Note: "Actively chasing" does not necessarily mean moving explicitly towards their target, but rather refers to taking actions that bring them closer to bringing their target to justice. Equally, it does not include nebulous "it could help" actions; progression must be concrete and actionable.
 +
====Persuant 2====
  
====Pursuant 2====
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Persuants gain +4 to attacking their Oath target, and +4 to all defences when attacked by their Oath target.
A Pursuant's patron often hastens their flight to their Quarry. They gain a +20ft / 4sq movement speed bonus and gain Advantage to Acrobatics and Athletics rolls when moving to pursue their Quarry. If they would be Entangled, they are instead Slowed when moving to pursue their Quarry. They may move over liquid surfaces to persue their Quarry, but may not end a movement action on them.
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====Persuant 3====
  
====Pursuant 3====
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The Oath now provides a +20 to all movement speeds when actively chasing the target of the oath.
A Pursuant's Quarry has no recourse once they get close enough. When within 60ft of a Pursuant, their Quarry may not use any powers or rituals that involve instantaneous or accelerated movement.
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====Persuant X====
  
====Pursuant X====
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The Oath now allows the Persuant to ignore 50% of concealment and cover while attacking their Oath target.
Pursuants have god-given abilities to face their enemies. They ignore concealment when attacking their Quarry. Additionally, the effects of Blinded and Deafened do not apply to the Persuant for checks and rolls in which the Quarry is either the target or the actor.
 
  
 
==Proficiencies==
 
==Proficiencies==

Latest revision as of 12:43, 22 December 2018

Paladin is a Divine class that crusades for a cause, often in the name of a deity. Their power comes from their faith in the cause, and they are able to inspire such faith in others.

Power Source

Clerics have access to the Divine power source. They have access to the War domain, one of the Good, Evil, Chaos, or Stasis domains, and one more of the Good, Evil, Chaos, Stasis, Positive, Negative, or Society domains.

Summary Table

Class Summary Table: Paladin

HD: d10Skill Points/Level: 4 + [Int]

Level Level Bonus Corporeal Spiritual Visceral Life Gained (avg) PP Gained Special Abilities
1 +0 +2 +2 +0 10 2 Expertise 1.1
2 +1 +3 +3 +0 5 4 Defense
3 +1 +3 +3 +1 6 7 Basic Off-Type Bonus
4 +2 +4 +4 +1 5 10 Expertise 1.2
5 +2 +4 +4 +1 6 13 Defense
6 +3 +5 +5 +2 5 17 Basic Off-Type Bonus
7 +3 +5 +5 +2 6 20 Expertise 1.3
8 +4 +6 +6 +2 5 24 Defense
9 +4 +6 +6 +3 6 27 Basic Off-Type Bonus
10 +5 +7 +7 +3 5 31 Expertise 1.X
11 +5 +7 +7 +3 6 35 Expertise 2.1
12 +6 +8 +8 +4 5 39 Defense
13 +6 +8 +8 +4 6 43 Basic Off-Type Bonus
14 +7 +9 +9 +4 5 47 Expertise 2.2
15 +7 +9 +9 +5 6 51 Defense
16 +8 +10 +10 +5 5 55 Basic Off-Type Bonus
17 +8 +10 +10 +5 6 59 Expertise 2.3
18 +9 +11 +11 +6 5 64 Defense
19 +9 +11 +11 +6 6 68 Basic Off-Type Bonus
20 +10 +12 +12 +6 5 72 Expertise 2.X
21 +10 +12 +12 +7 6 77 Expertise 3.1
22 +11 +13 +13 +7 5 81 Defense
23 +11 +13 +13 +7 6 86 Basic Off-Type Bonus
24 +12 +14 +14 +8 5 90 Expertise 3.2
25 +12 +14 +14 +8 6 95 Defense
26 +13 +15 +15 +8 5 99 Basic Off-Type Bonus
27 +13 +15 +15 +9 6 104 Expertise 3.3
28 +14 +16 +16 +9 5 109 Defense
29 +14 +16 +16 +9 6 113 Basic Off-Type Bonus
30 +15 +17 +17 +10 5 118 Expertise 3.X

Expertise

Chastiser

Chastiser 1

Chastisers aren't known to suffer fools lightly. They gain the following minor effect: <Effect> Name=Smite Cost=1 Effect=This attack deals half damage on a miss. </Effect>

Chastiser 2

Chastisers are wary of those worthy of a smiting. They receive +4 to defend against attacks from those they last smited.

Chastiser 3

Chastisers know how best to strike their targets. A Smiting attack now hits on a miss, and misses only on a critical miss.

Chastiser X

Master Chastisers are fearsome on the battlefield, capable of cutting even the most overwhelming foes down to size. If a Smiting attack would crit, instead of dealing bonus damage, the Chastiser may choose to reduce their target's remaining health by half. This happens after the damage from the attack itself.

Mantlebearer

Mantlebearer 1

Mantlebearers project the strength of their belief upon the world. A Mantlebearer may Mantle one of the following effects as a Standard Action: +2 to any two Attributes +2 PP to buffs +2 PP to debuffs +2 to Ritual checks The bonuses last until the next long rest, or until the Mantlebearer replaces them with a different Mantle.

Mantlebearer 2

Mantlebearers are protected by their faith. While mantling an effect, they receive +2 to all saves.

Mantlebearer 3

Expert Mantlebearers strengthen their imposition of piety. All Mantle effects are doubled.

Mantlebearer X

Master Mantlebearers can split their focus. They may Mantle two effects at once.

Persuant

Persuant 1

Persuants hunt those who have degraded or slandered their beliefs, or act against their gods. They may swear an Oath against a single target. Until the target of their oath is brought to justice, they may not change it. While actively chasing their Oath target, they receive +4 to all defences against attacks of opportunity, and advantage to all saves that would hinder their ability to make chase. Note: "Actively chasing" does not necessarily mean moving explicitly towards their target, but rather refers to taking actions that bring them closer to bringing their target to justice. Equally, it does not include nebulous "it could help" actions; progression must be concrete and actionable.

Persuant 2

Persuants gain +4 to attacking their Oath target, and +4 to all defences when attacked by their Oath target.

Persuant 3

The Oath now provides a +20 to all movement speeds when actively chasing the target of the oath.

Persuant X

The Oath now allows the Persuant to ignore 50% of concealment and cover while attacking their Oath target.

Proficiencies