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paladins

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Paladins

  • Paladins have a pool of MIGHT they can use to accomplish Acts during an encounter.
  • Starting paladins begin of with two might per encounter and can gain more.
  • All Paladins must swear a vow on joining their order. Breaking the vow will cause the paladin to lose access to their powers for the adventure.

Class Feature: Initiate's Vow

  • Every Paladin must swear a vow which they must cleave to at all times.
  • See the Order page for your chosen Order for more details.

Class Feature: Icon

  • Each Paladin may create a focus for their devotion to their Muse, known as an Icon.
  • See the Order page for your chosen Order for more details.

General Skills

  • The following is a general layout of skills all paladins have.
  • See the relevant Order pages for specific Acts that your Paladin can use.

Might

  • Gain one MIGHT.

Might

  • Gain one MIGHT.

Might

  • Gain one MIGHT.

Might

  • Gain one MIGHT.

Skills

Contacts: Order

  • Gain the level one contacts skill for your Order.

Personal Vow

  • You may, once ever, make a personal vow.
  • This represents your unique relationship to your Muse.
  • When you purchase this skill, contact the LARPO.
  • Together we will work out the advantages and drawbacks of this vow.

Sense Devotion

  • You may sense other paladins or Muses.
  • In addition, you can tell whether a paladin you meet is following the same path as you.
  • At GM discretion, you can sense significant acts which have taken place recently in the vicinity.
paladins.1505863967.txt.gz · Last modified: 2017/09/19 23:32 by gm_matthew