PALADIN
As the undead began to claw their way out of the hovels marked with a red plague crosses, the city militia closed ranks and prepared to sell their lives dearly. A strong voice rang out then, and a bearded man in chain armour and a priest's stole strode forward. He brandished a hammer and spoke inspirational words in a tone that did not waver. Emboldened, the militia raised their own voices in reply and charged the foe.
The resplendent Fae noblewoman, tall, elegant and otherworldly, stood firm as the ravening troll bore down on her again. Nearly three times her height, the troll poured expletives her way in all the ancient tongues that it knew. It would kill her, it promised, after only playing with her up to now. She did not falter. Battered and bloody, she prayed to her deity and touched her holy symbol. As the troll's huge mace fell, there was a flash of light. The troll blinked. She was standing before him still, less battered, less bloody, and smiling. It struck again. Another flash. Less blood and bruises. The troll frowned, not comprehending. In that moment, the Fae woman's spear struck.
The paladin represents the military ideal of a deity or holy order. They can be sworn protectors of a particular faith or location, dedicated persecutors of criminals, evil organisations, and particularly the malevolent undead. Their primary weapon is their strength of arms, but they also have the reassurance of fighting the just fight, protecting the weak and taking the good fight into the darkness.
Role: As a primary melee class, Paladins have great strength in arms, which is complemented by magical skills granted by faith and devotion. Healing, protection and holy retribution all come under their remit. They can make good party leaders, if their ideology fits the wider group, and also offer sound supporting abilities to members of their group.
Weapons:
Free: One-Handed Short
Lvl 1: Long One-Handed
Lvl 1: Bastard
Lvl 3: Small Polearm
Lvl 6: Two-Handed
Lvl 7: Large Polearm
Armour:
Lvl 0: Padded Armour
Lvl 2: Light Armour
Lvl 7: Medium Armour
Lvl 10: Heavy Armour (+ Full Armour- Lvl 12)
Shields:
Lvl 1: Buckler
Lvl 2: Medium
Lvl 4: Large
Lvl 6: X-Large
Magic: 2 Elements (Lvl 5 & 10)
Mana Bands:
Lvl 0: Mana Band 1
Lvl 0: Mana Band 2
Lvl 1: Mana Band 3
Lvl 2: Mana Band 4
Lvl 2: Mana Band 5
Lvl 3: Mana Band 6
Lvl 5: Mana Band 7
Lvl 6: Mana Band 8
Lvl 8: Mana Band 9
Lvl 10: Mana Band 10
Spell Level Requirements to learn (use the achievement listed in the magic section)
Lvl 5: Spell Level 1 Abilities
Lvl 10: Spell Level 2 Abilities
Lvl 15: Spell Level 3 Abilities
Lvl 20: Spell Level 4 Abilities
Suggested Races: Dwarf, Elf, Fae (Light Court), Human
Abilities:
Lvl 2: Holy Aura: Area. Buff. 1 mana. All friendly living targets (including Paladin) gain +1 armour whilst within 30ft area. Lasts 10 minutes or until death.
Lvl 3: Healing Prayer: Heal. Touch. 2 mana. Music Spell. Heal either 1 hit point or remove one FEAR, Alter or Control effect.
Lvl 3: Dual Wield: One-handed weapons.
Lvl 5: Holy Weapon: Self. Damage. 2 mana. Place 2 charges onto chosen weapon- represented by White ribbon. When weapon hits an NPC undead target, player can call ‘Holy Weapon’ and cause 5 points of damage (regardless of blade/blunt resistances). No call, no effect. Can hold call- does not have to be the first two strikes made after casting. Stacks alongside other Weapon abilities but cannot be used on the same strike.
Lvl 7: Undead Fear (X): Area. Alter. 3 mana. Paladin raises hand above head & calls ‘Undead Fear (X)’. All undead opponents who can see the Paladin must flee in fear until they are out of sight or engaged. Undead racial ability Fearless does not resist the fear of the Divine Gods.
Lvl 8: Paladin Resurrection: Heal. Touch. 4 mana. Restore spirit to dead player’s body with full hit points. 10 minute cast. Caster Fatigued for 5 minutes (cannot fight, run, or cast spells). Target Fatigued for 10 minutes (Resurrection sickness).
Lvl 10: Smiting Weapon: Self. Area. 2 mana. Place 2 charges onto chosen weapon- represented by White ribbon. Paladin makes action of striking the ground and calling ‘Smiting Weapon’. All opponents within 5m are knocked PRONE and DAZED. No call, no effect. Can hold call- does not have to be the first two strikes made after casting. Stacks alongside other Weapon abilities but cannot be used on the same strike.
Lvl 12: Superior Holy Aura: Aura. Buff. 3 mana. All friendly living targets (including Paladin) gain +2 armour whilst within 10m area and can ignore the first DAZED, Knock Back or PRONE effect on them. Lasts 10 minutes or until death. Does not stack with Holy Aura.
Lvl 15: Holy Vigour: Self. Shield. Heal, 5 mana. Paladin can cast this ability only when reduced to 1 hit point. Raise hand over head and call ‘Holy Vigour’. Every melee or ranged hit taken for the rest of the battle causes no damage, but instead restores +1 hit point to the Paladin’s total. Spell damage can still affect them. Paladin can move and fight normally.
As the undead began to claw their way out of the hovels marked with a red plague crosses, the city militia closed ranks and prepared to sell their lives dearly. A strong voice rang out then, and a bearded man in chain armour and a priest's stole strode forward. He brandished a hammer and spoke inspirational words in a tone that did not waver. Emboldened, the militia raised their own voices in reply and charged the foe.
The resplendent Fae noblewoman, tall, elegant and otherworldly, stood firm as the ravening troll bore down on her again. Nearly three times her height, the troll poured expletives her way in all the ancient tongues that it knew. It would kill her, it promised, after only playing with her up to now. She did not falter. Battered and bloody, she prayed to her deity and touched her holy symbol. As the troll's huge mace fell, there was a flash of light. The troll blinked. She was standing before him still, less battered, less bloody, and smiling. It struck again. Another flash. Less blood and bruises. The troll frowned, not comprehending. In that moment, the Fae woman's spear struck.
The paladin represents the military ideal of a deity or holy order. They can be sworn protectors of a particular faith or location, dedicated persecutors of criminals, evil organisations, and particularly the malevolent undead. Their primary weapon is their strength of arms, but they also have the reassurance of fighting the just fight, protecting the weak and taking the good fight into the darkness.
Role: As a primary melee class, Paladins have great strength in arms, which is complemented by magical skills granted by faith and devotion. Healing, protection and holy retribution all come under their remit. They can make good party leaders, if their ideology fits the wider group, and also offer sound supporting abilities to members of their group.
Weapons:
Free: One-Handed Short
Lvl 1: Long One-Handed
Lvl 1: Bastard
Lvl 3: Small Polearm
Lvl 6: Two-Handed
Lvl 7: Large Polearm
Armour:
Lvl 0: Padded Armour
Lvl 2: Light Armour
Lvl 7: Medium Armour
Lvl 10: Heavy Armour (+ Full Armour- Lvl 12)
Shields:
Lvl 1: Buckler
Lvl 2: Medium
Lvl 4: Large
Lvl 6: X-Large
Magic: 2 Elements (Lvl 5 & 10)
Mana Bands:
Lvl 0: Mana Band 1
Lvl 0: Mana Band 2
Lvl 1: Mana Band 3
Lvl 2: Mana Band 4
Lvl 2: Mana Band 5
Lvl 3: Mana Band 6
Lvl 5: Mana Band 7
Lvl 6: Mana Band 8
Lvl 8: Mana Band 9
Lvl 10: Mana Band 10
Spell Level Requirements to learn (use the achievement listed in the magic section)
Lvl 5: Spell Level 1 Abilities
Lvl 10: Spell Level 2 Abilities
Lvl 15: Spell Level 3 Abilities
Lvl 20: Spell Level 4 Abilities
Suggested Races: Dwarf, Elf, Fae (Light Court), Human
Abilities:
Lvl 2: Holy Aura: Area. Buff. 1 mana. All friendly living targets (including Paladin) gain +1 armour whilst within 30ft area. Lasts 10 minutes or until death.
Lvl 3: Healing Prayer: Heal. Touch. 2 mana. Music Spell. Heal either 1 hit point or remove one FEAR, Alter or Control effect.
Lvl 3: Dual Wield: One-handed weapons.
Lvl 5: Holy Weapon: Self. Damage. 2 mana. Place 2 charges onto chosen weapon- represented by White ribbon. When weapon hits an NPC undead target, player can call ‘Holy Weapon’ and cause 5 points of damage (regardless of blade/blunt resistances). No call, no effect. Can hold call- does not have to be the first two strikes made after casting. Stacks alongside other Weapon abilities but cannot be used on the same strike.
Lvl 7: Undead Fear (X): Area. Alter. 3 mana. Paladin raises hand above head & calls ‘Undead Fear (X)’. All undead opponents who can see the Paladin must flee in fear until they are out of sight or engaged. Undead racial ability Fearless does not resist the fear of the Divine Gods.
Lvl 8: Paladin Resurrection: Heal. Touch. 4 mana. Restore spirit to dead player’s body with full hit points. 10 minute cast. Caster Fatigued for 5 minutes (cannot fight, run, or cast spells). Target Fatigued for 10 minutes (Resurrection sickness).
Lvl 10: Smiting Weapon: Self. Area. 2 mana. Place 2 charges onto chosen weapon- represented by White ribbon. Paladin makes action of striking the ground and calling ‘Smiting Weapon’. All opponents within 5m are knocked PRONE and DAZED. No call, no effect. Can hold call- does not have to be the first two strikes made after casting. Stacks alongside other Weapon abilities but cannot be used on the same strike.
Lvl 12: Superior Holy Aura: Aura. Buff. 3 mana. All friendly living targets (including Paladin) gain +2 armour whilst within 10m area and can ignore the first DAZED, Knock Back or PRONE effect on them. Lasts 10 minutes or until death. Does not stack with Holy Aura.
Lvl 15: Holy Vigour: Self. Shield. Heal, 5 mana. Paladin can cast this ability only when reduced to 1 hit point. Raise hand over head and call ‘Holy Vigour’. Every melee or ranged hit taken for the rest of the battle causes no damage, but instead restores +1 hit point to the Paladin’s total. Spell damage can still affect them. Paladin can move and fight normally.