Paladin
Paladins are a cross between a Religious Spell Caster and a Knight. Heavily armed and armored but less powerful than other religious casters.
Paladins are devout warriors and avengers for their god. It is through sheer Faith and rigorous military training that they are granted certain Traits and Abilities. Paladins are usually of noble birth, much like knights and are outfitted with an expensive arsenal of weapons, armor and training that, when combined with the powers of a paladin, culminates into a one person army.
Playing a Paladin
XP Cost: 6Prerequisites: Wisdom 14 or higher
Choosing this Archetype and Paying its XP Cost grants you the following:
Training
Gain Training in Athletics and any 2 of the following Skills; Acrobatics, Charm, Intimidate, Insight, Perception or Knowledge.
Gain Training in the use of a 2 Melee or Ranged or Thrown Weapon Types of your choice(high skill weapons excluded).
Gain Training in the use of Medium Armor.
Gain Training in the use of Heavy Armor.
Gain Training in the use of Light Shields.
Equipment
Acquire a Large or Smaller Religious Symbol made of Metal to your Inventory.
If you choose a weapon, Shield or Piece of Armor as your Religious Symbol, it must have the Common, Uncommon or Military Item Trait and gains the "Religious Symbol" Item Trait. You are considered to cast all Heavenly Invocations through this symbol and are Unable to Cast such Magic if it is lost or destroyed.
Acquire a Suit of Common or Uncommon Heavy or Medium Armor.
Acquire a Common, Uncommon or Military Weapon of your choice.
Acquire a Common or Uncommon Light Shield of your choice.
Acquire a Common Bundle of your choice.
Ability
Faith’s Protection You gain the Ability to cast Heavenly Invocations that you have Learned and have the necessary Faith to cast. You may convert Willpower into Faith.
Select a Heavenly Deity whom your character is considered to worship and revere. You may generate a deity of your own, use one from real life or fiction or use one of the options provided, make sure you consult your Narrator before finalizing this decision.
Trait
Vessel of Faith You gain +2 Faith for the purpose of Casting Invocations. You may treat your Willpower Points as if they were Faith.
Acquire 1 Tier I Heavenly Invocation of your choice.
Archetype Ability
Choose and acquire 1 of the following Archetype Abilities: Smite or Righteous Fury.
Smite
You summon forth a vibrant beam of pure holy light to burn away the evil that stands in your path.
Action: Attack Action
Range: 10 Meters
Faith Cost: 1
Requires: Religious Symbol
Effect: Choose a creature within Range. That Creature must Roll a DEX Saving Throw, The DC is equal to the Caster’s Spell Save DC.
If the Creature Fails the Saving Throw they are dealt 2d8 + Caster Modifier Holy Damage.
If the Creature Succeeds they are dealt ½ the above Holy Damage.
Overpower: The Caster can spend 1 Mana to overpower this ability and deal an additional 1d6 Holy Damage,
Or increase the Range of this Ability by +5 Meters.
Righteous Fury
When witnessing evil deeds you are filled with a powerful and righteous fury.
Action: Motion / Reaction
Range: Personal
Faith Cost: 1
Requires: Religious Symbol
Effect: When you witness evil or activate this ability via a Motion, Reduce your Maximum Faith Pool by 1. When you do so, you gain:
+1 to Melee Attack and Damage Rolls,
+1 Meter to your Movement Speed and
1 additional Attack Action until the end of Active Combat or when you disengage this ability via a Motion. When you do you regain the Faith Spent to activate this Ability.
Traits and Abilities
Purchase with XP
Traits
Strong Willed
XP Cost: 2 Prerequisites: Paladin
Gain Training in Wisdom Saving Throws. You may now add your Training Bonus to Wisdom Saving Throws.
Mental Fortitude
XP Cost: 2 Prerequisites: Paladin
Gain Training in Intellect Saving Throws. You may now add your Training Bonus to Intellect Saving Throws.
Emotional Awareness
XP Cost: 2 Prerequisites: Paladin
Gain Training in Charisma Saving Throws. You may now add your Training Bonus to Charisma Saving Throws.
Nimble
XP Cost: 2 Prerequisites: Paladin
Gain Training in Dexterity Saving Throws. You may now add your Training Bonus to Dexterity Saving Throws.
Strong
XP Cost: 2 Prerequisites: Paladin
Gain Training in Strength Saving Throws. You may now add your Training Bonus to Strength Saving Throws.
Resilient
XP Cost: 2 Prerequisites: Paladin
Gain Training in Constitution Saving Throws. You may now add your Training Bonus to Constitution Saving Throws.
Well of Faith
XP Cost: 3 Prerequisites: Paladin
Your dedication pays off as you unlock hidden reserves of Faith within yourself that you never knew existed.
Gain +2 to your Faith Pool.
Initiate
(Can be taken multiple times)
XP Cost: 1 Prerequisites: Paladin
You have acquired more than the average invocations due to your devout nature.
Acquire 1 Tier I Heavenly Invocation of your choice.
Neophyte
(Can be taken multiple times)
XP Cost: 2 Prerequisites: Paladin, Initiate
You have been granted more powerful invocations due to your devotion.
Acquire 1 Tier II Heavenly Invocation of your choice.
Indoctrinated
(Can be taken multiple times)
XP Cost: 3 Prerequisites: Paladin, Neophyte
You have been granted access to the most powerful invocations due to your extreme devotion.
Acquire 1 Tier III Heavenly Invocation of your choice.
Holy Smite
XP Cost: 2 Prerequisites: Paladin, Smite
Your devotion has increased the power of your Smite.
Add 1d6 Holy Damage to the Effect of your “Smite” Ability.
Heavenly Smite
XP Cost: 4 Prerequisites: Paladin, Smite, Holy Smite
Your extreme devotion has greatly increased the power of your Smite.
Add an additional 1d6 Holy Damage to the Effect of your “Smite” Ability.
Divine Smite
XP Cost: 6 Prerequisites: Paladin, Smite, Holy Smite
Your extreme devotion has massively increased the power of your Smite.
Add an additional 1d6 Holy Damage to the Effect of your “Smite” Ability.
Bright Smite
XP Cost: 1 Prerequisites: Paladin, Smite
Your pure devotion has caused your smite to generate a holy glow.
When you activate your Smite, you may choose to generate bright light 10 meters in each direction until the end of your next turn.
Beam Smite
XP Cost: 4 Prerequisites: Paladin, Smite
Your wholehearted devotion has increased the potential size of your smite.
You may spend 1 additional Faith to cause your Smite to instead Target all Creatures in a 10 Meter Long, 1 Meter Wide Beam Area within Range. When cast this way the casting Paladin does not add their Spellcasting Modifier to their Damage for this Invocation.
Ray Smite
XP Cost: 4 Prerequisites: Paladin, Smite
Your wholehearted devotion has increased the potential size of your smite.
You may spend 1 additional Faith to cause your Smite to instead Target all Creatures in a 5 Meter Cone Area within Range. When cast this way the casting Paladin does not add their Spellcasting Modifier to their Damage for this Invocation.
Blasting Smite
XP Cost: 4 Prerequisites: Paladin, Smite
Your wholehearted devotion has increased the potential size of your smite.
You may spend 1 additional Faith to cause your Smite to instead Target all Creatures in a 1 Meter Blast Area within Range. When cast this way the casting Paladin does not add their Spellcasting Modifier to their Damage for this Invocation.
Divine Vengeance
XP Cost: 3 Prerequisites: Paladin, Righteous Fury
Your devotion has increased the power of your Righteous Fury.
You may now increase the Activation Cost of Righteous Fury by 1 Faith to add +1 to all Effects of your “Righteous Fury” Ability, including the number of attacks granted.
Divine Fury
XP Cost: 6 Prerequisites: Paladin, Righteous Fury, Divine Vengeance
Your extreme devotion has greatly increased the power of your Righteous Fury.
You may now increase the Activation Cost of Righteous Fury by an additional 1 Faith to add an additional +1 to all Effects of your “Righteous Fury” Ability, including the number of attacks granted.
Divine Carnage
XP Cost: 9 Prerequisites: Paladin, Righteous Fury, Divine Fury
Your fanatic devotion has drastically increased the power of your Righteous Fury.
You may now increase the Activation Cost of Righteous Fury by an additional 1 Faith to add an additional +1 to all Effects of your “Righteous Fury” Ability, including the number of attacks granted.
Mighty Faith
XP Cost: 2 Prerequisites: Paladin
So long as your faith does not falter, you remain strong.
So long as you have 1 Faith Remaining, you may Substitute your Strength Modifier with your Wisdom Modifier any time you would use Strength for a Roll or Modifier. This is most commonly added to Melee Attack and Damage Rolls, Strength Saving Throws and Athletics Skill Rolls.
Nimble Faith
XP Cost: 2 Prerequisites: Paladin
So long as your faith does not falter, you remain nimble.
So long as you have 1 Faith Remaining, you may Substitute your Dexterity Modifier with your Wisdom Modifier any time you would use Dexterity for a Roll or Modifier. This is most commonly added to Melee Attack and Damage Rolls, Dexterity Saving Throws and Dexterity based Skill Rolls.
Basic Maneuvers
XP Cost : 1 Prerequisites : Paladin
Choose a Maneuver Type(Might, Stamina or Focus), you gain 2 Tier I Maneuvers of the chosen type.
Complex Maneuvers
XP Cost : 2 Prerequisites : Paladin, Favored Maneuvers of the same type.
Choose a Maneuver Type(Might, Stamina or Focus), you gain 2 Tier II Maneuvers of the chosen type.
Expert Maneuvers
XP Cost : 3 Prerequisites : Paladin, Complex Maneuvers of the same type.
Choose a Maneuver Type(Might, Stamina or Focus), you gain 2 Tier III Maneuvers of the chosen type.
Calvary Training
XP Cost : 1 Prerequisites : Paladin
You gain Training in the Driving Skill.
Survival Training
XP Cost : 1 Prerequisites : Paladin
You gain Training in the Survival Skill.
Noose Training
XP Cost : 1 Prerequisites : Paladin
You gain Training in the Fine Motor Skill.
Heavy Shield Wielder
XP Cost : 2 Prerequisites : Paladin, Shield Wielder
You gain training in Heavy Shields.
If you purchase this during character creation, Acquire a Common or Uncommon Heavy Shield.
Zweihander
XP Cost : 2 Prerequisites : Paladin, Cleave
You gain an additional +2 damage vs all targets of your Cleave Attacks and Multi-Target Attacks made using 2 Handed Weapons.
Hammer-Jack
XP Cost : 2 Prerequisites : Paladin
You deal extra damage equal to your STR Modifier vs Prone Targets while you Wield Blunt Weapons.
Nerves of Steel
XP Cost : 2 Prerequisites : Paladin
You gain Advantage on WIS Saving Throws whenever a Creature or Spell causes you to roll one after you have Rolled Initiative and before Active combat has ended.
Crusader’s Reflexes
XP Cost : 1 Prerequisites : Paladin
You gain training in Dexterity Saving Throws.
Frontline Crusader
XP Cost : 1 Prerequisites : Paladin
You gain +2 to your Initiative.
Crusader’s March
XP Cost : 1 Prerequisites : Paladin
You do not spend Stamina to Sprint long distances.
Weapons Training
XP Cost : 1 Prerequisites : Paladin
Gain Training in the use of 1 additional Melee or Ranged Weapon Type.
Special Weapons Training
XP Cost : 2 Prerequisites : Paladin
Gain training in the use of two additional Melee or Ranged Weapon Types, Or gain training with one High Skill Weapon Type of your choice.
Tough
XP Cost : 2 Prerequisites : Paladin
Your total HP is increased by +1 and each time you level up.
Efficient
XP Cost : 2 Prerequisites : Paladin
You gain one additional Motion.
Awkward Combat Style
XP Cost : 1 Prerequisites : Paladin
You halve the additional cost associated with Awkward Weapons.
Endurance Fighter
XP Cost : 2 Prerequisites : Paladin
You reduce the cost to Sustain all your Maneuvers by ½.
Reactive
XP Cost : 2 Prerequisites : Paladin
Gain one additional Reaction.
Abilities
Powerful Incantations
XP Cost: 3 Prerequisites: Paladin
You have gained the ability to empower your Invocations to increase their lethality.
You consider all Invocation’s Overpower Options to additionally include "Or add " and deal 10 Points of Burn Damage" to the Effect of this Invocation.
Quick Draw
XP Cost : 2 Prerequisites : Paladin
Once per turn, during your turn you can Draw and Wield any Medium or smaller Weapon(s) in worn Holster(s) at no Action cost. When it is not your turn, you can instead use a Reaction to activate this Ability.
Dual Wielder
XP Cost : 3 Prerequisites : Paladin
You gain +1 to your AC while you have a melee weapon held in two of your hands.
You gain an additional Melee Attack Action while you have a melee weapon held in two of your hands.
This Attack Action is always rolled with a -2 to Hit Modifier.
You gain an additional Ranged Attack Action while you have a Ranged weapon held in two of your hands.
This Attack Action is always rolled with a -2 to Hit Modifier.
*You must have at least one hand free in order to reload most ranged weapons.
Phalanx Fighter
XP Cost : 2 Prerequisites : Paladin, Shield Wielder
You grant ½ your shield’s AC bonus to adjacent Allies. You can use your Reaction to have an attack that would have hit an adjacent ally, hit you instead. The attack hits you even if the initial roll to hit was not high enough to match or exceed your AC.