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Paladin

The compassion to pursue good, the will to uphold the law, and the power to defeat evil - these are the three weapons of the paladin. Few have the purity and devotion that it takes to walk the paladin's path, but those few are rewarded with the power to protect, to heal, and to smite. In a land of scheming wizards, unholy priests, bloodthirsty dragons, and infernal fiends, the paladin is the final hope that cannot be extinguished.

The paladins follow strictly the ways of the Primes, be them light or dark. For information regarding the primes visit the Primes page.

The Paladin is an "Invite Only" class. Prospective candidates are interviewed and their performance is monitored.

Thanks to Birdi and Crad for all their help.
Base Stats Hit Points Initiative Magicka Stamina
90 5 50 30
Ability Mod Cost Flavour Rules
Rank 1
Bless Weapon 10 10 Your weapon shall be my tool. You gain a stackable +10 to your next attack with a weapon.
Crusade 10 15 Suffer not the wicked. Attack +10/3 rounds, +15/3 rounds against demons or undead
Discern Lies 15 10 Know the demon by his forked tongue. Target must defend or for the next 10 minutes you can tell whenever they utter a lie.
Inspired Blow 5 5 With every strike, renewed. Used as an attack, you regain 1d10HP and deal damage. Alternately you can use on yourself or an ally to heal 1d10
Righteous Might 10 10 Drag them from their holes to face you. Lasts 3 rounds. Any enemy attacks which do not target you deal 10 less damage.
Sworn Defender 10 10 Defend them as you would defend me. Nominate a target ally. You may roll defense against attacks on that target. If you do they may not roll defense themselves. Lasts 3 rounds
The Prime Defense 20 15 Their blows falter. Used on Defense
Rank 2
Cure/Inflict 15 15 Be relieved of your ills, let them be visited upon your enemy. Cure or Inflict poison upon a target
Divine Fury 15 15 Your words shall carry them in the dark places. Heal 1d10, Target gains an unstackable +15 to their next attack
Excommunicate 20 15 Let them be cast from my sight into the place of wailing and gnashing of teeth. The target suffers your harshest indictment. They cannot be healed or regain health in any way for 3 rounds
Front Lines 15 15 Let none escape your wrath. Lasts 5 rounds. You may make an immediate basic attack on any enemy attempting to move out of melee range with you.
Furious Engagement 15 20 Others may rest, knowing you stand guard. If you hit any allies may make an immediate escape attempt.
Shield of Faith 20 25 For as long as you are faithful you are protected. Defense +20/3 rounds
Strike Down 15 15 Strike them down with great vengeance. Damage
Rank 3
Divine Intervention 20 20 I have heard your cry. Used on Defense, may be used to defend against any attack on any target. Target may still defend normally.
Encouragement 10 20 Look and see how faith may forge an army! Damage. If you hit any allies may make an immediate attack on the same target.
Heaven's Resolve 20 25 And they shall know no fear. All allies heal 2d10 and are immune to fear or psychological damage for 5 rounds
Inquisition 10 5 The heretic shall have no secrets. Target must answer question(though not necessarily truthfully) or suffer 2d10 psychological damage
Only Duty 30 10 You shall not fail. May be used whenever you have been hit by damage or an effect that would kill you. For the next 3 rounds you are immune to death. May only be used once per battle. Once Only Duty ends if you are at 0 HP you die.
Noble Sacrifice 20 35 Death and life are yours to give. Return a target to life, at a cost. Only succeeds on a 75 or higher. The target is immediately restored to life at full health. You are reduced to 1HP.
Smite 0 25 The vampire plague was Atas' darkest time but from it emerged the brightest lights. The Gods are with you. This attack may be used with a weapon. On a hit you deal an extra +40 damage
Call the Thunder 20 20 With my power reap the whirlwind. Damage