
Metadata.The least martial of the warriors, their outlook on life is that of the combat medic, focusing on keeping others alive on the front lines. Paladins are often leaders, as their charismatic charm draws followers to them and everyone likes to have a healer on their side. Paladins see themselves as somewhat better than most others as they have magical powers that other warriors lack. Paladins usually have a strong guiding force in their life to help those in need and do what is right. If you are a Paladin be righteous, concerned for others, and take charge.
Restrictions
Warrior Benefits
Rank 1
Divine Gift is a ritual that allows you to call upon their deity for a blessing. As part of this ritual, you make a sacrifice to your deity. You can decide exactly what this sacrifice entails. It may be MP, HP, magical items, vows of service, or anything else that you and your GM agree upon. Once the sacrifice is complete, your GM determines the blessing your deity grants you.
On hit: Target heals at the start of their next turn.
Choose a class of weapons. All weapons you use of the chosen class deal either an additional 1d4 holy damage or 1d4 damage of a type corresponding to the domain of your deity. You may decide which of these benefits a weapon gets every time you attempt an attack with it. In addition, all damage dealt by a single chosen weapon of that class is magic damage as long as you are attuned to it.
Domain | Damage Type |
---|---|
Celestial | Silver |
Crafting | Fire |
Death | Terror |
Destruction | Fire |
Fortune | Ice |
Healing | Terror |
Hearth | Fire |
Knowledge | Psychic |
Nature | Vine |
Spirit | Spiritual |
Trickster | Vine |
Value | Financial |
Weather | Ice |
Rank 2
When this ritual is completed, make a priest check to see if the targeted item is disenchanted. The check's DC is entirely up to GM discretion, but the following can be used as a benchmark.
- Non-passively magic items: 4
- Common passively magic items: 8
- Uncommon passively magic items: 12
- Rare passively magic items: 16
- Mythic passively magic items: 20
- Legendary passively magic items: 50+
On fail: You pay an amount of MP and HP equal to the priest check's DC. On success: The item is destroyed and any magical properties of it are removed. An number of MP equal to 20 times the priest check's DC is released (although you do not gain it). If proficient: You may add P to the priest check regardless of whether or not you are proficient in priest. If fluent: You may add F to the priest check regardless of whether or not you are fluent in priest.
If the target of this ritual is undead, it is incapable of regeneration effects and reanimation effects while this ritual is being cast. In addition, any regeneration effects or reanimation effects that target them during Fizzles during this time.
When this ritual is completed, make a priest check to see if the undead target is destroyed. The check's DC is typically equal to the battle rating of the target's undead type. The GM may adjust the DC based on other factors as they see fit.
Exorcism can also be used to cleanse effects other than being undead. The GM decides the DC of the priest check based on the severity of the effect being cleansed. If the check is successful, the effect is removed and the target is destroyed in a similar manner to an undead target. The target pulls stones from the Death Bag based on the severity of the effect being cleansed (see GM).On fail: You pay an amount of MP and HP equal to the priest check's DC. On success: The target is "destroyed". They die, they are ruined, and they pull additional stones from the Death Bag depending on the extent of the undead blight being cleansed from them.
- Partial undead: +1 stones
- Minor undead: +2 stones
- Full undead: +5 stones
- Greater undead: +10 stones
On hit: Target is no longer charmed and any other mental effects on them fizzles.
You gain a ritual spell corresponding to the domain of your deity. It is divinely powered instead of magically powered. You may spend 1 MP when casting it to do so as a single action.
Domain | Ability |
---|---|
Celestial | Zone of Light or Darkness |
Crafting | Reconstruction Field |
Death | Spawn Point |
Destruction | Circle of Fire |
Fortune | Virtuous Circle |
Healing | Circle of Healing |
Hearth | Circle of Protection |
Knowledge | Circle of Truth |
Nature | Tangle Zone |
Spirit | Ethereal Doorway |
Trickster | Land of Illusions |
Value | Tax Haven |
Weather | Storm Shelter |
Rank 3
For ranks 3, 4, and 5, choose one combat ability and one support ability to gain at each rank.
Combat Abilities
Your Might Strike also makes attacks with the chosen weapon class AV0 and boosted.
You gain an aura depending on the domain of your deity.
Domain | Aura |
---|---|
Celestial | Isolation Aura |
Crafting | Dispel Destruction Aura |
Death | Kill Wounded Aura |
Destruction | Rupture Mark Aura |
Fortune | Avoid Aura |
Healing | Cleansing Aura |
Hearth | Attack Prevention Aura |
Knowledge | Reveal Unseen Aura |
Nature | Empathic Aura |
Spirit | Silence Aura |
Trickster | Disruption Aura |
Value | Prosperity Aura |
Weather | Ice Blast Aura |
Support Abilities
Bless Self in a ritual that improves your Divine Gift. It follows the same rules as that ritual, but allows you to revise and strengthen that ritual's effects. Remind the GM of the effects of your Divine Gift, as they determine the effects of this ritual.
You gain Sense Motive and Detect Alignment.
On fail: You know whether the target is hostile, neutral, or friendly towards you and your party. On success: You do not learn the target's disposition towards you and your party.
You learn whether your deity considers the alignment of the target. (Good/neutral/evil, chaotic/neutral/lawful, etc.)
The target adds their fluency bonus to their feat roll against you in addition to any SNK bonuses (including proficiency and fluency) that they may have. They do not get this bonus if you speak their true name as a part of this ritual's incantation. The GM may also adjust the target's bonus up or down for other reasons at their discretion. If the target is aware that you are hunting them, they make their roll with advantage.
On fail: Target is summoned to your location and is forced into a duel with you. This duel is Modified such that it only ends when one side is dead. If you lose, the undead can choose to remain or return to where it came from. If you win, the undead is forced to the Material Plane and to the site of this ritual. On success: Target is aware that you are hunting them, becomes resistant to your divine abilities, and you become incapable of targeting them with Undead Hunter for 1 week. If proficient: The range of this ritual becomes 10 × P miles. If fluent: The range of this ritual becomes 10 × F miles.