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Torch Paladin (★)


  • 8 hits
  • 6 psyche
  • 3 Might
  • Wields Staff: When you drop someone to 0 hits: you may call HEAL 0 on them
  • Affiliation: Great House Esteban; Order of the Torch
  • Home District: Esteban

Class Feature: Initiate's Vow

I will never choose what is easy over what is right.

  • Roleplay this vow accordingly.
  • If you ever feel as though you have violated your vow, let the GM know:
  • You will lose all your Might for the adventure.

Class Feature: Might

  • Each Act costs 1 Might to perform.
  • Might is restored between encounters.
  • Each Paladin begins with 3 Might.

Class Feature: Affiliation

Paladin Skills

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.


Embers Rekindled

  • Call FIGHT ON!

Piercing Gaze

  • Your gaze pierces the guilty.
  • You may call a FEAR at someone whose eyes you meet.
  • You may make this FEAR call without interrupting your medical roleplay.

Weapon Skills

Weapon Specialisation

  • Staff: When you drop someone to 0 hits: you may call HEAL 0 on them.

Body Skills


  • +2 hits.


  • Whenever being healed (by HEAL or FIGHT ON) from 0 hits,
  • You may take an AGILITY.

Contacts Skills

Affiliate - (Great House Esteban; Order of the Torch)

  • You have basic contacts with an organisation.
  • You can generally get to see someone relatively important within the organisation.
  • Once per adventure the organisation will investigate a question and provide an answer for you (assuming it is something they can reasonably answer and would trust you with).
  • You may also always ask your organisation if there is anything they want you to achieve on any given adventure.
printandplay/torch_paladin.txt · Last modified: 2018/09/26 18:50 by gm_seb