Paladin

Powers


A Paladin or any character taking Smite cannot be unaligned. If the player is good, the spells are targeted against Evil. If they are evil, then it is against Good. The same is for Law and Chaos. They cannot have more than one instance.

Smite 0 - Detect (alignment)
Cost: 1 Mana
Range: Variable
Minor Action
Duration: Scene
Smite + Wits + Religion

Detect nearby creatures or powers of the chosen alignment. The range is dependent on the number of successes. Each success equals 20 feet of range. If the target is opposed, a reflexive Resolve + Composure is rolled.

Smite 00 - Shield of Faith
Cost: 2 Mana
Range: 20 Feet
Duration: Scene
Smite + Presence + Religion
Standard Action
Each ally in range gains +1 armor for each 2 successes rolled

Smite 000 - Smite (alignment)
Cost: 2 Mana
Range: Self
Instant action
Duration: Next attack
Smite + Presence + Religion

Each success adds an additional die to the next attack, if it is made against a target of the chosen alignment. If the next attack made is not against a target of the chosen alignment, then the Smite fizzles. With Smite 5, this attack can deal aggravated damage by instead spending 3 mana.

Smite 0000 - Curse (alignment)
Cost: 2 Mana
Range: 40 feet
Duration: Scene
Smite + Presence + Religion vs. Resolve + Composure
Standard Action
Must target the chosen alignment. Each success subtracts from the target's attack dice pools for the duration of the scene.

Smite 00000 - Holy Sword
Cost: 3 Mana
Range: Touch
Duration: Scene
Smite + Presence + Religion
Minor Action
The touched weapon gains a magical bonus equal to the number of successes rolled against the chosen alignment. It glows with holy energy. The wielder must be of the opposite alignment as the chosen alignment.

Cleric
Druid Healer Paladin
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