|d=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.
|d=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.
|r1=Jumpstart Heal,Might Strike,Divine Gift
|r1=Jumpstart Heal,Might Strike,Divine Gift
Revision as of 02:06, 13 January 2025
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
Armor Restrictions
Paladins lose all abilities they gain from this class if they wear armor with an AV greater than 3.
Your hands count as shields for the purposes of abilities that target them (although they cannot be shattered or destroyed). You may block with them and their BV is +1.
Requirements:This ritual can typically be used only once.
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.
Note: Although a short rest is the standard amount of time it takes to perform this ritual, you may choose to spend more or less time on it. Your GM will choose how your deity interprets this.
Note: While some deities may be interested in a large sacrifice, others may be more interested in the intent behind it. Your Divine Gift ritual should be tailored towards what your deity values. You are free to request something specific in your sacrifice, but your deity may choose to grant you something else.
Note: The blessing granted by your deity may have flaws or unexpected consequences.
Note: Although this ability is sustained, you do not need to re-execute Divine Gift to regain its effects if you temporarily become incapable of it.
Requirements:You not already sustaining Might Strike.
Choose a class of weapons. All weapons you use of the chosen class deal either an additional 1d4holy 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.
When this ritual is completed, make a priestcheck 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+
These benchmarks are for reference only and the GM may adjust them as they see fit. Item rarity may or may not correspond to how challenging it is to disenchant.On fail:You pay an amount of MP and HP equal to the priestcheck'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 priestcheck's DC is released (although you do not gain it).If proficient:You may add P to the priestcheck regardless of whether or not you are proficient in priest.If fluent:You may add F to the priestcheck regardless of whether or not you are fluent in priest.
When this ritual is completed, make a priestcheck 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 priestcheck 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 priestcheck'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.
The target also pulls an additional stone for each century they've spent as an undead creature. Assuming they survive, their body must be Reconstructed and then they can be revived in a non-undead state.If proficient:You may add P to the priestcheck regardless of whether or not you are proficient in priest.If fluent:You may add F to the priestcheck regardless of whether or not you are fluent in priest.
On critical hit:Double the amount of times target heals.On hit:Target heals.Heightened:For each additional MP spent, heal the target again. This does not consume their hit dice (including the hit dice for the initial healing).
Requirements:You already have a Divine Gift. This ritual can typically be used only once.
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.
Note: Keep track of your original Divine Gift's effects. If you loose or become incapable of Bless Self, your Divine Gift returns to the state it was in before. If you loose or become incapable of Divine Gift, then you loose the effects of Bless Self.
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.
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.
Note: The only part of this ability that modifies duels is that the battle is a "fight to the death". If Active Bow Out is used on Undead Hunter, this merely becomes a normal duel.
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.