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Paladin Point Buy: Difference between revisions

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| bodystyle = width: 100%; margin-top: 10px; margin-bottom: 10px; margin: auto; padding-left: 1px; padding-right: 1px; background-color: #EBEBEB;
<span style="font-size: 125%">'''This page is part of the [[Ability]] System, which is part of the [[Proficiency]] System for Combat Roleplay.''' </span><br><hr>
| headerstyle = background: #D0D3D1; width: 100%; text-align: center; vertical-align:middle; font: 15px georgia; font-weight: bolder; font-variant: small-caps; padding-top: 5px; padding-bottom: 5px;
* To see an explanation of general Rules, Terminology, and Mechanics used on this page, read the [[Abilities]] page.<br>
| datastyle  = text-align: left; font-size: 0.95em;
* To see a broader explanation of the Abilities and Rules used on this page, read the [[Proficiency]] Page.<br>
| header1    = The Ability and Proficiency System
* To see an indexed list of all Abilities, read the [[Ability List]] Page.
| data2      =
</div>
This page involves the [[Abilities]] and [[Proficiency]] system, which is a core part of how Combat Roleplay and "Competitive" Roleplay works on Massivecraft. 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.
}}
__TOC__
The Paladin Point buy is part of the bigger [[Proficiency]] System. Please read the Proficiency Page first before reading this one. Paladin Point Buy provides Packs for a Character to become proficient in a Faith-based defensive style of combat, using holy blessings and the powers of the Gods to strike back at enemies who harm allies. Paladin Point Buy thrives with allies, but is generally not good on duelists or lone wolves. As with many other Faith based Proficiencies, Paladin Point Buy has several rules associated with it.  
==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.
==Paladin Point Buy Rules==
==Faith Category Rules==
* In order to Point Buy any Packs from Paladin Point Buy, the Character must be a devout worshipper of any [[Religion]].
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:
* Paladin Point Buy derives its power from the Gods, so it is considered God Magic, and not Planar [[Magic]]. Still, in Regalia, non-Unionist God Powers are considered Magic in some way.
*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.
* Paladin Point Buy should generally have aesthetics of bright lights, holy warriors, and works best with the aesthetics of the following Religions: Unionism and Estelley.  
*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==
==Stance Ability==
The Hex Stance Stance Ability is required for all Theurgy Point Buy Abilities. This Ability cannot be point bought, but is included for free as long as at least one Theurgy Point Buy Pack has been purchased. This Ability does not do much besides enable further Theurgy Abilities, while adding some baseline buffs. As a general ground rule. Stances cannot be Countered, Prevented, Cancelled, or interrupted in any way.  
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====
{| class="wikitable" style="width:50%;"
{| class="wikitable"  
|- style="font-weight:bold; text-align:center; background-color:#c0c0c0;"
! Name
! Ability Name
! Type
! Ability Type
! Range
! Ability Range
! Cooldown
! Ability Description
! Description
! Modifiers
|-
| style="background-color:#fcf2d7;" | Divine Stance
| Stance Technique
| {{#simple-tooltip: Self | Self Range means that it applies to the user themselves, or something they can directly touch after casting it.}}
| Grants the user {{#simple-tooltip: Divine Stance | During Paladin Stance, the user cannot use any Abilities from the following categories: Roguery Point Buy. While in Combat, the user treats all Enemies who are not of the same Religion as the user as Heretics, which alters their Paladin Point Buy Abilities. Afflicted Characters and Atheists are always considered Heretics, regardless of Religion. When the user reaches 4 HP, all Enemies, regardless of Religion, are considered Heretics. Stances are indefinite, but can be ended any time for a 20 Minute Cooldown. }}
| N/A
|-
|-
| Paladin Stance
| Stance
| {{#simple-tooltip: Self | Self Range means it applies only to you, and to your Actions. If your Actions have a larger range, they’re still affected by this. }}
| 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 Point Buy Packs==
===Divine Antimagi===
====Paladin Armaments====
This Pack allows the Paladin to turn Dark Magics on their users.
{| class="wikitable"  
{| class="wikitable" style="width:50%;"
! Name
|- style="font-weight:bold; text-align:center; background-color:#c0c0c0;"
! Type
! Ability Name
! Range
! Ability Type
! Cooldown
! Ability Range
! Description
! Ability Description
! Modifiers
|-
|-
| style="background-color:#fcf2d7;" | Divine Antimagi
| Paladin Armaments
| Counter Power
| Instant Technique
| {{#simple-tooltip: Emote Range | Emote Range means that it can target anyone who is within Emote Range (thus who can see your emotes when you use them).}}
| {{#simple-tooltip: Self | Self Range means it applies only to you, and to your Actions. If your Actions have a larger range, they’re still affected by this. }}
| Grants the user {{#simple-tooltip: Paladin Antimagi | To weaken Magic, use this Ability as a reaction to a Sinistral Magic Ability being used. That Magic Ability loses its Sinistral function, and becomes its non-Sinistral version, instead.  Paladin Antimagi has a 2 Hour Cooldown. <u>'''If the target is a Heretic:'''</u> Also, apply the Silenced Status to the target for 2 rounds.
| 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 AttackYour first Attack after using Paladin Armaments gains +3 Minimum Attack, and +3 Attack.  
| N/A
|}
 
====Paladin Guard====
{| class="wikitable"
! Name
! Type
! Range
! Cooldown
! Description
|-
|-
| Paladin Guard
| Counter Technique
| {{#simple-tooltip: Self | Self Range means it applies only to you, and to your Actions. If your Actions have a larger range, they’re still affected by this. }}
| 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.
|}
|}


===Divine Savior===
====Paladin Repulse====
This Pack allows the Paladin to save an ally in need.
{| class="wikitable"  
{| class="wikitable" style="width:50%;"
! Name
|- style="font-weight:bold; text-align:center; background-color:#c0c0c0;"
! Type
! Ability Name
! Range
! Ability Type
! Cooldown
! Ability Range
! Description
! Ability Description
! Modifiers
|-
| style="background-color:#fcf2d7;" | Divine Savior
| Counter Power
| {{#simple-tooltip: Emote Range | Emote Range means that it can target anyone who is within Emote Range (thus who can see your emotes when you use them).}}
| Grants the user {{#simple-tooltip: Divine Savior | To protect an Ally, use this Ability as a reaction to an ally taking damage from an Enemy. The Ally gains 1 Block Token, and Heals +1 HP. Paladin Savior does not Stack, and has a 4 Hour Cooldown. <u>'''If the target is a Heretic:'''</u> If the attacking Enemy was a Heretic, heal +1 HP more to the Ally, and grant +1 Attack Stat (breaks cap up to 11) for the next 2 Attack Emotes.
}}
| N/A
|-
|-
| Paladin Repulse
| Instant Technique
| {{#simple-tooltip: 4 Blocks | X Blocks Range means anyone within the variable number of Minecraft Blocks from where you currently stand. }}
| 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.
|}
|}


===Divine Aggro===
====Paladin Cleanse====
This Pack allows the Paladin to draw aggression to themselves.
{| class="wikitable"  
{| class="wikitable" style="width:50%;"
! Name
|- style="font-weight:bold; text-align:center; background-color:#c0c0c0;"
! Type
! Ability Name
! Range
! Ability Type
! Cooldown
! Ability Range
! Description
! Ability Description
! Modifiers
|-
| style="background-color:#fcf2d7;" | Divine Aggro
| Buff Power
| {{#simple-tooltip: Melee Range | Melee Range means what the combatants consider within reasonable range to strike a target with a Melee attack regardless of weapon length. This can be anywhere between 1 to 2 blocks.}}
| Grants the user {{#simple-tooltip: Divine Aggro| To draw aggression from allies, use this Ability to target all Enemies within Range. If the targeted Enemies attack anyone other than the user, the user can grant 1 Block Token to any Allies within Emote Range. If the targeted Enemies only attack the user, the user gains +2 Defense Stat (breaks cap up to 9) for the next 2 rolls. Divine Aggro has a 2 Hour Cooldown. <u>'''If the target is a Heretic:'''</u> Grant 2 Block Tokens, given to one Ally or spread between two Allies. If +2 Defense Stat, gain +3 instead, for the next 3 rolls.
}}
| N/A
|-
|-
| Paladin Cleanse
| Instant Technique
| {{#simple-tooltip: Melee Range | Melee Range means anyone you can realistically touch within 1-2 blocks of you, including yourself. }}
| 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.
|}
|}


===Divine Aura===
====Paladin Veilbane====
This Pack allows the Paladin to reinforce other Paladins.
{| class="wikitable"  
{| class="wikitable" style="width:50%;"
! Name
|- style="font-weight:bold; text-align:center; background-color:#c0c0c0;"
! Type
! Ability Name
! Range
! Ability Type
! Cooldown
! Ability Range
! Description
! Ability Description
! Modifiers
|-
| style="background-color:#fcf2d7;" | Divine Aura
| Passive Power
| {{#simple-tooltip: 6 Blocks | X Blocks range means that it must occur within that number of Minecraft blocks from where the User currently stands.}}
| Grants the user {{#simple-tooltip: Divine Aura | To reinforce one’s allies, Divine Aura is a constant effect radiating Holy energy around the user. The first time a Status Effect (except Blinded) would be applied to any Allies, or self, within Range, ignore that application, and instead apply the Blinded Status Effect, as the Aura’s radiance protects. Divine Aura can be maintained indefinitely, or it can be detonated, applying the Prone Status Effect to all enemies within range. If detonated, Divine Aura has a 4 Hour Cooldown. <u>'''If the target is a Heretic:'''</u> When detonated, choose one Heretic enemy, also apply Blinded Status Effect to them.}}
| N/A
|-
|-
| Paladin Veilbane
| Instant Technique
| {{#simple-tooltip: 10 Blocks | X Blocks Range means anyone within the variable number of Minecraft Blocks from where you currently stand.}}
| 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.
|}
|}
===Divine Burn===
 
This Pack allows the Paladin to banish evil.
====Paladin Bulwark====
{| class="wikitable" style="width:50%;"
{| class="wikitable"  
|- style="font-weight:bold; text-align:center; background-color:#c0c0c0;"
! Name
! Ability Name
! Type
! Ability Type
! Range
! Ability Range
! Cooldown
! Ability Description
! Description
! Modifiers
|-
| style="background-color:#fcf2d7;" | Divine Burn
| Instant Power
| {{#simple-tooltip: Melee Range | Melee Range means what the combatants consider within reasonable range to strike a target with a Melee attack regardless of weapon length. This can be anywhere between 1 to 2 blocks.}}
| Grants the user {{#simple-tooltip: Divine Burn | To overwhelmingly harm foes, use this ability as a reaction to the user winning an Attack Dice Roll versus an Enemy by a margin of at least 5. In 2 turns, deal an extra 1HP of Damage to that Enemy. Divine Burn does not Stack, and has a 1 Hour Cooldown. <u>'''If the target is a Heretic:'''</u> Also deal another 1HP of Damage, another 2 turns after the first instance of extra Damage.}}
| N/A
|-
|-
| Paladin Bulwark
| Instant Technique
| {{#simple-tooltip: Melee Range | Melee Range means anyone you can realistically touch within 1-2 blocks of you, including yourself. }}
| 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.
|}
|}
===Divine Smite===
 
This Pack allows the Paladin to banish evil.
====Paladin Smite====
{| class="wikitable" style="width:50%;"
{| class="wikitable"  
|- style="font-weight:bold; text-align:center; background-color:#c0c0c0;"
! Name
! Ability Name
! Type
! Ability Type
! Range
! Ability Range
! Cooldown
! Ability Description
! Description
! Modifiers
|-
| style="background-color:#fcf2d7;" | Divine Smite
| Instant Power
| {{#simple-tooltip: 5 Blocks | X Blocks range means that it must occur within that number of Minecraft blocks from where the User currently stands.}}
| Grants the user {{#simple-tooltip: Divine Smite| To cast away foes, use this Ability on an Enemy within Range. Displace the target away from the user by 5 Blocks, and apply the Brittle Status to them. Divine Smite has a 2 Hour Cooldown. <u>'''If the target is a Heretic:'''</u> Also apply the Prone Status to the Target.}}
| N/A
|-
|-
| Paladin Smite
| Instant Technique
| {{#simple-tooltip: 10 Blocks | X Blocks Range means anyone within the variable number of Minecraft Blocks from where you currently stand. }}
| 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).
|}
|}
===Divine Rescue===
 
This Pack allows the Paladin to banish evil.
====Paladin Vengeance====
{| class="wikitable" style="width:50%;"
{| class="wikitable"  
|- style="font-weight:bold; text-align:center; background-color:#c0c0c0;"
! Name
! Ability Name
! Type
! Ability Type
! Range
! Ability Range
! Cooldown
! Ability Description
! Description
! Modifiers
|-
| style="background-color:#fcf2d7;" | Divine Rescue
| Movement Power
| {{#simple-tooltip: Emote Range | Emote Range means that it can target anyone who is within Emote Range (thus who can see your emotes when you use them).}}
| Grants the user {{#simple-tooltip: Divine Rescue| To save an Ally from a dire situation, pick up an Ally within 4 blocks of the user, and charge in any direction horizontally within Range. This movement does not trigger Opportunity Attacks, and does not count as using the Ally’s movement. At the end of the Movement, also grant the Ally 1 Block Token. Divine Rescue has a 2 Hour Cooldown. <u>'''If the target is a Heretic:'''</u> No Heretic Function, only Targets Allies.}}
| N/A
|-
|-
| Paladin Vengeance
| Passive Technique
| {{#simple-tooltip: Emote Range | Emote Range means it applies to anyone within Emote Range, meaning they can see and read your emotes. }}
| 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.
|}
|}


===Divine Revive===
====Paladin Cleave====
This Pack allows the Paladin to banish evil.
{| class="wikitable"  
{| class="wikitable" style="width:50%;"
! Name
|- style="font-weight:bold; text-align:center; background-color:#c0c0c0;"
! Type
! Ability Name
! Range
! Ability Type
! Cooldown
! Ability Range
! Description
! Ability Description
! Modifiers
|-
| style="background-color:#fcf2d7;" | Divine Revive
| Instant Power
| {{#simple-tooltip: Emote Range | Emote Range means that it can target anyone who is within Emote Range (thus who can see your emotes when you use them).}}
| Grants the user {{#simple-tooltip:Divine Revive| This Ability can only be used when the user reaches 0 HP, and has no function before that. When the user reaches 0HP activate this ability, and wait 5 minutes. At the end of the 5 minutes, the user immediately Revives with 2HP. If another Revive Ability (Sacred Revive, Chem Revive, etc). targets the user, it instead adds +2HP to Divine Revive for each other Revive used. <u>'''If the target is a Heretic:'''</u> If the enemy who KO’d the user is a Heretic, revive with +1 Attack Stat (breaks cap up to 11).}}
| N/A
|-
|-
| Paladin Cleave
| Instant Technique
| {{#simple-tooltip: 2 Blocks | X Blocks Range means anyone within the variable number of Minecraft Blocks from where you currently stand. }}
| 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.
|}
|}


{{Proficiency}}
{{Proficiency}}
[[category:Proficiency]] [[category:Faith Point Buy]]

Latest revision as of 19:17, 16 March 2025

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 Instant 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.