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paladins
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paladins
This is an old revision of the document!
Table of Contents
Paladins
General Skills
Skills
Personal Vow
Sense Devotion
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
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