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Tett - Class - Angelic - Paladin

nightcraw240 Jan '16  /  edited Jan '16
Description :
Paladins come in many shapes and sizes. Some are proud with their strength and boldly flaunt it, while others tread lightly as they adhere to a sense of modesty. Paladins are quite gifted in the art of divine enchanting. Using their link to the divine magics they can enchant weapons with all sorts of abilities while also creating enchantments to boost their own capabilities. The most powerful of paladins can imbue such a large amount of divine power within a weapon, it can create sentience. Sturdy and quite often called "Magi-Killers" , a paladin carries a strong presence wherever they go.

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--Paladin :
Number of tier abilities : 14/11/11

Tier 1 :
Weak heal Level 1 : (Once per scene) - You can heal with a wisdom roll + applicable traits.
Tier 3 :
Weak heal Level 2: (Twice per scene) - You can heal with wisdom rolls + applicable traits.

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Tier 2 :
Empowered heal Level 1 (Static) - Add 1 dice to heals.
Tier 3 :
Empowered heal Level 2 (Static) - Add 2 dice to heals. After you heal the target you add a shield to them worth the amount healed.

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Tier 2 :
Blessing of the Light (Static) - Add 1 star to heals.

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Tier 1-3 :
Enchanting (2 Power for an enchantment) -
You MUST spend a point in this ability to gain access to the enchanting abilities, which also need a talent point to use; you may pick one "free" enchantment when you buy this ability. The caster may only have one enchanted weapon at any time unless stated otherwise and may not enchant weapons during combat; enchantments stay until the weapon is reenchanted or destroyed. You may spend a talent point to enhance specified enchantments. You must buy each enchantment with a talent point separately.

Tier 1 :
Enchant weapon (Might) – You deal +1 die of damage with melee attacks. (This can be upgraded for a point; gives a +1 star in addition to the +1 die.)

Enchant weapon (Bound) – You cannot be disarmed.

Enchanted weapon (Flame) – Your weapon adds a burn effect.

Enchant weapon (Dash) – You may move an additional 5ft in combat.
(This can be upgraded for a point; gives another 10ft for a total of 15ft)

Tier 2 :
Enchant weapon (Living Steel) – Gain +1 die to parry with 1H weapons.
(Can be upgrades to add +1 star in addition to +1 die.)

Enchant weapon (Weightless) - Gain +1 die to dodge rolls.
(Can be upgrades to add +1 star in addition to +1 die.)

Enchant weapon (Absorb) – Your weapon absorbs 1 point of magic damage that bypasses your defenses per each magical attack made against you from a different source.
(This can be upgraded for a point; gives another absorption point for a total of 2 absorption.)

Enchant weapon (Poison) - Your weapon gains a poison effect. When you enchant a weapon with this enchantment, you must pick Might, Agility, or Wisdom. The poison will affect the chosen type.

Enchant weapon (Blockade) - Your weapon adds +1 to your block rolls. (You can upgrade this to gain +1 star in addition to the +1 die.)

Enchanted weapon (Light) – Your weapon adds +1 die to your heals.
(This can be upgraded for a point; gives +1 star in addition to the +1 die.)

Tier 3 :
Enchant weapon (Bypass) - Your weapon bypasses armor and natural defenses.

Enchant weapon (Power) - You may store up to one power (In addition to the casting cost) into the weapon. You may draw upon this power at any time.
(This can be upgraded twice for a point each; for a total of 3 stored power. Adding one slot to store power per additional point spent. )

Enchant weapon (Lifesteal) – You lose the ability to use power after using this enchantment, instead you gain life equal to damage dealt to any enemies.

Enchanted weapon (Earth) – Your weapon will stun when you attack (This does not stack on the same enemy)

Enchanted weapon (Darkness) – You can passively gather souls and store them inside the weapon. The weapon can only hold 5 souls at a time. You may expand 5 souls to gain 1 life; this heal only affects you.
(This can be upgraded for a point; Allows the weapon to store up to 10 souls at once.)

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Tier 1-2 :
Enchant ally weapons (2 Power for an enchantment) -
You MUST spend a point in this ability to gain access to the enchanting abilities, which also need a talent point to use; you may pick one "free" enchantment when you buy this ability. The caster may only enchant one weapon per ally unless stated otherwise and may not enchant weapons during combat; enchantments stay until the weapon is reenchanted or destroyed. These enchantments can NOT be used for the paladin him or herself.

Tier 1 :
Enchant weapon (Bound) – You cannot be disarmed.

Enchant weapon (Dash) – You may move an additional 10ft in combat.

Tier 2 :
Enchant weapon (Absorb) – Your weapon absorbs 1 point of magic damage that bypasses your defenses per each magical attack made against you from a different source.

Enchant weapon (Might) – You deal +1 star of damage with melee attacks.

Enchanted weapon (Light) – Your weapon adds +1 star to your heal

Enchant weapon (Living Steel) – Gain +1 die to parry with 1H weapons.

Enchant weapon (Blockade) - Your weapon adds +1 to your block rolls.

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Masterful enchanter (Static) - You may now have up to two enchanted weapons with you at all times. You MUST have a tier three weapon enchantment to buy this ability.

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Tier 3 :
Sentient weapon :
You can create sentient weapons. Sentient weapons can be enchanted. Sentient weapons have their own emotions, personality, etc, but will view you as their maker. You will have their loyalty.

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Tier 1 :
Sturdy Level 1 (Static) - Add one hp to your total
Tier 2 :
Sturdy Level 2 (Static) - Add three hp to your total

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Resistances : If you have already bought a resistance ability, you may spend another point to increase the passive resist by 1.

0-20 xp : Capped at most +1 upgrade past initial buy
30-50 xp : Capped at most +2 upgrades past initial buy
60+ xp : Capped at most +3 upgrades past initial buy

Tier 1 :
Resistance to light (Static) - Reduce damage of this type to your character after calculating defense rolls, by one.
Tier 1 :
Resistance to flame (Static) - Reduce damage of this type to your character after calculating defense rolls, by one.
Tier 2 :
Resistance to shadow/darkness (Static) - Reduce damage of this type to your character after calculating defense rolls, by one.
Tier 2 :
Resistance to earth (Static) - Reduce damage of this type to your character after calculating defense rolls, by one.
Tier 3 :
Resistance to lightning (Static) - Reduce damage of this type to your character after calculating defense rolls, by one.

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Tier 1 :
Flame Immunity : No longer burned
Tier 2 :
Shadow Immunity : No longer able to be bound
Tier 3 :
Poison Immunity : No longer able to be poisoned
Tier 3 :
Earth Immunity : No longer stunned

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Tier 1 :
Absorb Level 1 (Once per scene) - You may absorb up to 1 magic damage that would hit you after calculating resistances.
Tier 2 :
Absorb Level 2 (Static) - You may absorb up to 1 magic damage that would hit you after calculating resistances.
Tier 3 :
Absorb Level 3 (Static) - You absorb up to 1 magic damage that would hit you after calculating resistances. You may heal yourself for the 1 absorbed magic damage; for the same amount.
Tier 3 :
Absorb Level 4 (Static) - You absorb up to 1 magic damage that would hit you after calculating resistances. You may heal a target (Including yourself) for the 1 absorbed magic damage; for the same amount.
Tier 3 :
Absorb Level 5 (Static) - You absorb up to 1 magic damage that would hit you after calculating resistances. You may heal a target (Including yourself) for the 1 absorbed magic damage; for the same amount. You may reflect the damage back at the same attacker; for the same amount. After buying this ability, as you level up your character you may spend two talent points (at once) into this ability to increase the magic damage able to be absorbed by one; there is no maximum cap.

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