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peregrine
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rod
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Introduction
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rod
This is an old revision of the document!
Table of Contents
Class Feature: Initiate's Vow
Class Feature: Might
Acts
Lv1
Lv2
Lv3
Lv4
Lv5
Skills
Lv1
Lv2
Lv3
Lv4
Lv5
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
Concentrate
for 15s,
Then use this Act:
Call a
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
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.
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 if it 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
Your icon is IMMUNE to BREAK.
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, you are under the STRENGTHEN call.
rod.1506861073.txt.gz
· Last modified: 2017/10/01 12:31 by
gm_seb
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