5 DODGE per encounter (single weapon; spending 3 might)
2 MENTAL RESIST per encounter (single weapon)
Call IMMUNE to STAGGER
Wields Blade: returns to user if lost.
With 10s Medical Roleplay, you may call HEAL 1 on yourself or an ally
Affiliation: Foresters Guild
Home District: Outside the Embrace
5XP spent
Class Feature: Initiate's Vow
I will always choose action over inaction.
You should roleplay this vow accordingly.
This vow allows you to use Might to perform the Acts below.
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 2 Might.
Your maximum Might can be increased by purchasing the 'Might' Paladin Skill.
Paladin Skills
Might
Gain one Might.
Wheel Paladin Acts
Effortless Evasion
Gain a DODGE.
You may use this act reactively (i.e. in response to someone making a melee call against you).
Wheel Paladin Skills
Icon
You have made an icon to the Muse you follow.
Twice per adventure you may use this to attempt to divine the Muse's opinion on a matter.
The responses, if they arrive are generally cryptic.
Icons are hard to lose or break.
If either occurs, they will likely find there way back to the paladin, restored, after a couple of encounters.
Some Wheel Paladins have a small wheel-shaped amulet, whilst others have a full sized wheel which trundles along behind them.
As long as the wheel is intact and in the Paladin's possession, they may sense other nearby beings on any road they are on.
In addition, you are IMMUNE to STAGGER.
Weapon Skills
Weapon Specialisation
Blades: Pick one quality. Your weapon gains this quality.
Returning, If lost, your item will find its way back to you over the course of the next couple of encounters.
Fighting Style Skills
Single Weapon
Duellist
Whilst fighting with a single weapon, with nothing in your offhand:
Gain two DODGE calls.
Resolute Companion
Pre-req: Duellist
Whilst fighting with a single weapon, with nothing in your offhand:
You gain two MENTAL RESISTS per encounter.
Contacts Skills
Affiliate - Foresters Guild
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/wheel_paladin.1507113547.txt.gz · Last modified: 2017/10/04 10:39 by gm_seb