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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

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.
  • 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.1507139860.txt.gz · Last modified: 2017/10/04 17:57 by gm_seb