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Paladin Point Buy

From MassiveCraft Wiki
This page is part of the Ability System, which is part of the Proficiency System for Combat Roleplay.

  • To see an explanation of general Rules, Terminology, and Mechanics used on this page, read the Abilities page.
  • To see a broader explanation of the Abilities and Rules used on this page, read the Proficiency Page.
  • To see an indexed list of all Abilities, read the Ability List Page.

Paladin Point Buy is part of the Proficiency System. Paladin Point Buy is geared toward Holy Warriors and Oathkeepers who call upon Divine Intervention to bless their weapons and armor in battle. Paladin Point Buy provides Packs for the Character to become proficient in protecting from up close and from afar.

Ability Aesthetics

Paladin Point Buy operates under "Limited Aesthetics" rules. What this means is, Paladin Point Buy can be freely used with the following guidelines and suggestions: blessed weapons and armour, divine miracles, oaths and devotion to a deity, etc. The Aesthetics of this Point Buy mostly depend upon which Religion it is gained from, so aesthetic flavor should be derived from that page. This list is mostly comprehensive, but we accept suggestions for additions, within reason to the setting. However, this Proficiency is always Divine Intervention, and cannot be re-flavored as Magic, or as strictly mundane skill. This Aesthetic Flavor has no effect on Ability functionality.

Faith Category Rules

Paladin/Ritualist/Prayer Point Buy requires your Character to have a Religion and be a believer. Any Religion on the Religions page counts (including Minor Faiths). We do not moderate whether your Character is a “good enough” believer of the Religion, all provisions are in good faith that you will be honest about your Character and actions. Suppose you at any point become a heretic, lose your faith, or act against the interests of your Religion. In that case, you can choose to have your Character become a Fallen Paladin/Ritualist/Faithful, which doesn’t remove your Point Buy Packs but makes them fueled by the Demon Gods of Evolism instead (you cannot become a Heretic to Evolism). You can re-earn your previous God’s blessing through some kind of re-connection with the faith that is generally not back-breaking but can’t be as simple as a public apology. Faith Category Proficiencies also have some extra rules associated with them:

  • Faith Point Buy Category Abilities are always identifiable as being (minor) Divine Intervention from the Gods of that Faith. The presence of it does not inform any validity to the actions of the Character with it, but, it is always identifiable that a Character is gaining blessings from their Religion, and what Religion that is.
  • Faith Point Buy Category Abilities count for a Character's Main Religion only. Syncretisms are not included in any of the considerations for Ability immunity, or if it can come from those Syncretized Gods.
  • Faith Point Buy Category Abilities never work on enemy Characters who share a Religion with the User. This means they can’t be targeted, aren’t affected by area of effect functions, and are otherwise completely immune. The Gods do not actively pay attention to the blessings they grant, and therefore do not “pick sides.” This can be linked in game by using (a: Faithful Shield). (Remember, Ability usage such as this never confers IC information that is not already known!)
  • Faith Point Buy Categories can only be invested in by Characters with a Soul, who can follow a Religion. This means Automata, Homunculi, etc, cannot invest in it. Demons have some exceptions.
  • Faith Point Buy Categories can be invested in by Demon Characters, but it always only comes from the Demon Gods of the Evolism Pantheon. ((TBA Potential Exception for Bound Demons))

Stance Ability

The Paladin Stance Ability is required for all Paladin Point Buy Abilities. This Ability cannot be point bought, but is included for free as long as one Paladin Point Buy Pack has been purchased. This Ability does not do much besides enable further Paladin Abilities. Stances cannot be Countered, Prevented, Canceled, or interrupted in any way. Please note, if your character has this Stance Ability, they cannot acquire any other Stance Abilities, regardless of their source.

Paladin Stance

Name Type Range Cooldown Description
Paladin Stance Stance Self

20 Minutes once Ended You can enter Paladin Stance without using an Action, but exiting it requires one. When entering Paladin Stance, choose Blade or Bow. Paladin Stance confers the following benefits and limitations depending on which was chosen. Blade: You cannot use Abilities from Tech or Training Point Buy, Bow: You cannot use Abilities from Melee or Shielding Point Buy. When you choose Bow, you gain: Your Attacks can be made at Emote Range, but your Max Attack is 9 (dice 19). When you Attack someone more than 5 Blocks away from you, the block distance of your Move or Movement Abilities for that turn is capped at 6. This counts as Ranger Stance for the purpose of enemy Abilities.Paladin Stance has an indefinite duration, until ended by you, or until combat is over, after which it has a 20 minute cooldown.

Paladin Point Buy Packs

Paladin Armaments

Name Type Range Cooldown Description
Paladin Armaments Instant Technique Self

Use Basic Attacks 3 Times to Reuse Target yourself and switch Paladin Stance, if you were in Blade, switch to Bow, and vice-versa. Additionally, when you use your Action to use this Ability, you may refund it, but only if you immediately spend it to make a Basic Attack. Your first Attack after using Paladin Armaments gains +3 Minimum Attack, and +3 Attack.

Paladin Guard

Name Type Range Cooldown Description
Paladin Guard Counter Technique Self

Twice per Combat, during Health Stage 3/2 Only. Paladin Guard’s effects differ based on which Paladin Stance is Active. Blade: You can only use this when you would take Damage from a Ranged Basic Attack, reduce the Damage you would take by -1HP, and make a Basic Attack against an Enemy in Melee Range that deals -1HP Damage if it hits. Bow: You can only use this when an Ally within Emote Range would be Targeted for a Basic Attack, obscure their Line of Sight and prevent them from being Targeted for 1 Turn, but allow the Attacker to change Targets afterward. Additionally, choose one Enemy adjacent to Target Ally, Target them and apply the Blinded Status for 2 turns.

Paladin Repulse

Name Type Range Cooldown Description
Paladin Repulse Instant Technique 4 Blocks

Twice per Combat, Once per Health Stage. Paladin Repulse’s effects differ based on which Paladin Stance is Active. Blade: Displace all Enemies within 4 Blocks backward away from you by 6 Blocks. Additionally, if any Enemies Impact, inflict -2 Defense to them for their next Defense Roll. Bow: Displace an Enemy within Emote Range backward away from you by 10 Blocks. Additionally, if they Impact inflict -2 Defense for their next 2 Defense Rolls.

Paladin Cleanse

Name Type Range Cooldown Description
Paladin Cleanse Instant Technique Melee Range

Twice per Combat, during Health Stage 2/1 Only. Paladin Cleanse’s effects differ based on which Paladin Stance is Active. Blade: Target an Ally in Melee Range and apply two of the following effects to them: Remove Defense Reductions, Remove one Status Effect or break one Link Applied to them by an Enemy. Bow: Target an Ally in Emote Range apply one of the following effects: Remove one Status Effect or Break one Link applied to them by an Enemy.

Paladin Veilbane

Name Type Range Cooldown Description
Paladin Veilbane Instant Technique 10 Blocks

Twice per Combat, Once per Health Stage. Paladin Veilbane’s effects differ based on which Paladin Stance is Active. Blade: Target an Enemy within 10 blocks and Move to a block adjacent to them without triggering Move Reactions and moving through people, apply the Silenced Status Effect to the Target for 2 Turns. This counts as a Movement Technique. Bow: Target an Enemy within Range and apply the Silenced Status Effect for 3 Turns, if the Target had just used a Power, also apply the Marked Status Effect. Additionally, when you use your Action to use the Blade version of this Ability, you may refund your Action, but only if you immediately spend it to make a Basic Attack.

Paladin Bulwark

Name Type Range Cooldown Description
Paladin Bulwark Instant Technique Melee Range

Twice per Combat, during Health Stage 2/1 Only. Paladin Bulwark’s effects differ based on which Paladin Stance is Active. Blade: Target up to 3 Enemies in Melee Range and apply the Warned Status Effect. When Warned, they must Choose: If their next Basic Attack does not Target you, reduce the Damage they would deal by half, if their next Basic Attack Targets you, and all three hit, reduce the damage of the 3rd attack by -2. Bow: Target an Ally within 10 Blocks who uses Melee Basic Attacks, Move to a Block adjacent to them without provoking Move Reactions and moving through people. Additionally, grant them +1 Attack for their next 2 Dice Rolls. This counts as a Movement Technique.

Paladin Smite

Name Type Range Cooldown Description
Paladin Smite Instant Technique 10 Blocks

Twice per Combat. Paladin Smite’s effects differ based on which Paladin Stance is Active. Blade: Target an Enemy with a Block Token within 10 Blocks and make a Basic Attack against them at that Range with +3 Attack. Bow: Target two Enemies with Block Tokens within Emote Range, and adjacent to each other, make an Attack Roll against one of them. Additionally, make an Attack Roll against the other with 2 Attack Maximum (dice 12).

Paladin Vengeance

Name Type Range Cooldown Description
Paladin Vengeance Passive Technique Emote Range

Once per Combat Paladin Vengeance’s effects differ based on which Paladin Stance is Active, and is inactive until an Ally within Emote Range would reach 0HP by an Enemy. Blade: Apply the Brittle Status Effect to the Enemy that reduced them to 0HP, and the next Basic Attack you make against that Enemy gains +3 Attack and +3 Minimum Attack. Bow: Apply the Marked Status Effect to the Enemy that reduced them to 0HP, and the next Basic Attack you make against that Enemy gains +2 Attack and +2 Minimum Attack.

Paladin Cleave

Name Type Range Cooldown Description
Paladin Cleave Passive Technique 2 Blocks

Twice per Combat, Once per Health Stage Paladin Cleave’s effects differ based on which Paladin Stance is Active. Blade: Apply the Fleeting Status Effect to all Enemies within 2 Blocks, if Fleeting is applied to 2 or more Enemies, when you use your Action to use this Ability, you may refund it, but only if you immediately spend it to make a Basic Attack. Bow: Target an Enemy within 10 Blocks and apply the Fleeting Status Effect. Additionally, inflict -2 Attack for their next 2 Attack Rolls.