skip to content
User Tools
Log In
Site Tools
Search
Tools
Show page
Old revisions
Backlinks
Recent Changes
Media Manager
Sitemap
Log In
>
Recent Changes
Media Manager
Sitemap
Trace:
rod
WARNING: This is a player-visible page!
====Class Feature: Initiate's Vow==== * When you join the cult of an Imperial Muse, you swear a vow. * As a Paladin of the Rod, pick one vow from below: * I will never heal another. * I will never back down from a fight. * I will never use diplomacy as my first method of solving a problem. * 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. =====Acts===== * You must purchase Acts with XP as you would normal skills. ====Lv1==== ===Mighty Blow=== * You may call STAGGER on your next blow. ===Crush the Limb=== * You may call WOUND on your next melee blow. ===Punt=== * You may call REPEL on your next melee blow. ====Lv2==== ===Entomb=== * You drive someone down into the earth. * Call WOUND BOTH LEGS by melee blow. ===Crumble=== * You may call BREAK on your next melee blow. ===Die Hard=== * Not even death can halt your rampage. * When you enter your death count, use this Act: * For the first 10 seconds of your death count you may stay up and fighting. ====Lv3==== ===Scythe through Wheat=== * [[:supplementary_rules#concentration|Concentrate]] for 15s, * Then use this Act: * Call a [[:nonstandardcalls#mass_x|MASS]] STAGGER. ===Brutality=== * You may call WOUND 15 on your next melee blow. ====Lv4==== ===Cleave the Clouds=== * You may call VANISH on your next melee blow. * The enemy calls DISAPPERARING. The enemy calls REAPPEARING in the same spot in 10s and calls a MASS STAGGER. * If this is used on ally, they may relocate themselves within the encounter. ===Greater Punt=== * You may call REPEL 20 on your next melee blow. ====Lv5==== ===Shockwave=== * As you strike the ground a shockwave ripples out. * Call MASS WOUND BOTH LEGS. ===Unstoppable Force=== * [[:supplementary_rules#concentration|Concentrate]] for 5s * During this period of time you should roleplay winding up for a massive blow. * Then, use this Act: * You may call QUINT by melee. =====Skills===== ====Lv1==== ===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. * For paladins of the Rod their icon is virtually always a weapon of some description. * Whilst your icon is on your person, every time you reduce an opponent to 0 hits, take a HEAL 1. * In addition, your icon is IMMUNE to BREAK. ====Lv2==== ===Wrecking Ball (Downtime)=== * You may if you wish turn your every effort towards destroying something during your downtime. * Unless the object in question is particularly potent or protected in some way it is destroyed. ====Lv3==== ===Rod's Embrace=== * Once per adventure you may perform a great feat within your Muse's purview. * For example, you could perform an act of overwhelming destruction. ===Icon Attunement=== //Pre-req: Icon// * So long as you are on two or more hits: * any call which would drop you to 0 hits drops you to 1 hit, instead. ====Lv4==== ===Thrill of Battle=== * If you are on two or less hits, you are IMMUNE to mental effect calls. ====Lv5==== ===Echoes of Self=== //Pre-req: Icon Attunement// * For one encounter per adventure: * The first three times you drop an enemy to 0 hits, gain a Might.
rod.1507139938.txt.gz
· Last modified: 2017/10/04 17:58 by
gm_seb
Page Tools
Show page
Old revisions
Backlinks
Back to top