MRPG Paladin

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The Paladin is a holy warrior, the ultimate force of good. Using a heavy comination of magic and melee, they can imbue each attack with holy wrath.

Proficiencies

  • Armor Proficiency, Plate
  • Weapon Proficiency, Blunt
  • Magic Proficiency, Physical

Paldins must choose:

  • Magic Proficiency, Effect

The fifth Proficiency can be anything from the Open Proficiency List With the exception of Weapon Proficiency Blades and Martial. Paladins are forbidden from using edged weapons.

Schools

Paldins have access to the following schools of Magic:

  • Light
  • Mind
  • Life
  • Change
  • Holy

Exigent Moirai

  • Rank I: Completely heal yourself or one ally. Remove all effects, reset all cool downs.
    • Rank II: On using the ability, roll 1d20. On a 20, reset the ability. You may use it again today.
      • Rank III: Ability resets on a 17-20.

Activated Abilities

  • Start
    • Threaten
    • Command
    • Judgement
    • Power Attack
  • Rank I
    • Motivate
  • Rank II
    • Consecrate

Pillars

Crusader Chaplain Monk?

  • Crazy awesome devotion pillar
  • "Pacifism" pillar that's all, like, not really about pacifism but more like defensive
  • Spiritual oneness pillar that does some metitative/concentration things and is like that scene from Avatar where he lets his friends die so he can unlock the Avatar State. Only... Paladiny.
    • This pillar is also about using 1-handed weapons, while Crusader focuses on 2-handers
CrusaderDevotionChaplin
Crusader ----- ARCH ----- Chaplin
  • Gain 4 Spell Cool Downs
  • All spell cool downs reduced by 1
  • When you use the Judgement Activated Ability, it restores 2d6 DV
Crusader ----- ARCH ----- Devotion
  • You gain the Divine Judgement activated ability.
  • You have 2 additional cool downs.
  • Judgement cool down is reduced by 1.
Devotion ----- ARCH ----- Chaplin
  • Gain 1 additional use of Lay On Hands
  • +5 Automatic Successes if the sword you are carrying is a Longsword, Greatsword, or Bastard Sword.
  • You gain 3 spell cool downs

Order I

  • When rolling attack, you gain 8 automatic successes.

Order I

  • All healing spells you cast now heal for double.

Order I

  • You gain the activated ability Eye of the Storm

Order II

  • Judgement now Auto-Crits in addition to it's other effects.
Order IIOrder II

Order III

  • Reduce the cooldown of Judgement by 3

Order III

  • Reduce the cooldown of Judgement by 2

Order III

  • Reduce the cooldown of Judgement by 3
Order IVOrder IV

Order IV

  • Your Judgement activated ability now restores 1d6 DV to yourself.

Order V

  • When making a Cleave attack, you gain 1 additional damage dice for each target.

Order V

  • You may now use your Weapon Proficiency: Blunt to wield Swords.

Order V

  • +2 Attack when using a 1-handed weapon

Order VI

  • You may use Judgement on a Cleave attack.

Order VI

  • You gain 1 additional use of Lay On Hands. This is on a separate cool down.

Order VI

  • You gain Oration as a Talent

Order VII

  • Judgement now also causes a Knockdown effect when used on 5-star + Rank targets.

Order VII

  • You gain Lay On Hands as an activated ability.
Order VII

Order VIII

Order VIII

  • Reduces the Cool Down of Judgement by 1

Order VIII

  • +3 to Shields

Order IX

  • +1 Weapon Proficiency, Blunt
    • +1 Per Order

Order IX

  • +1 Physical, Mystical
    • +1 Physical, Mystical per Order

Order IX

  • +1 Defense
    • +1 Defense Per Order

Intent

If your Intent is either Lawful Good or Avowant Good, you do not have to roll when casting paladin spells, all of your spells automatically cast at the highest possible AV. As Ruthless Good they still have to the ability to cast spells but must roll on them. The the Intent strays into Nuetral or Evil they loose all magic and cannot use most Paladin weapons or abilities.

See Also: