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printandplay:torch_paladin
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======Torch Paladin====== =====Stats===== * 10 hits (wearing armour) * 4 psyche * 3 Might per encounter * Wields Staff: When you drop someone to 0 hits: you may call HEAL 0 on them * With 10s Medical Roleplay, you may call HEAL 1 on yourself or an ally * Affiliation: Great House Esteban * Home District: Esteban * 5XP spent ====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. * Your maximum Might can be increased by purchasing the 'Might' Paladin Skill. =====Paladin Skills===== ===Might=== * Gain one Might. ===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. =====Acts===== ===Embers Rekindled=== * Call FIGHT ON! ===Piercing Gaze=== * Your gaze pierces the guilty. * You may call a FEAR at someone whose eyes you meet. =====Weapon Skills===== ===Weapon Specialisation=== Staff: When you drop someone to 0 hits: you may call HEAL 0 on them. =====Body Skills===== ===Tough=== * +2 hits. =====Contacts Skills===== ===Affiliate - Great House Esteban=== * 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.1507113112.txt.gz
· Last modified: 2017/10/04 10:31 by
gm_seb
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