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| {{#simple-tooltip: Self | Self Range means that it applies to the user themselves, or something they can directly touch after casting it.}} | | {{#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 Savior| To protect an Ally, use this Ability to shield them. Upon targeting an Ally, this Ally is removed from active combat by being encased in holy light, making them unable to move or perform any actions for 10 minutes (but Cooldowns continue ticking). After the 10 minutes have passed, if the Paladin using this Ability is still alive, they can reposition their encased ally in Emote Range, and the Target Ally gains +1 HP (if the Paladin is KO, the user cannot reposition). If Divine Savior triggers Critical Strike, the 10-minute timer is skipped and the user gains +2 HP, but cannot be repositioned. This Ability has a 4 Hour Cooldown. | | Grants the user {{#simple-tooltip: Divine Savior| To protect an Ally, use this Ability to shield them. Upon targeting an Ally, this Ally is removed from active combat by being encased in holy light, making them unable to move or perform any actions for 10 minutes (but Cooldowns continue ticking). After the 10 minutes have passed, if the Paladin using this Ability is still alive, they can reposition their encased ally in Emote Range, and the Target Ally gains +1 HP (if the Paladin is KO, the user cannot reposition). If Divine Savior triggers Critical Strike, the 10-minute timer is skipped and the user gains +2 HP, but cannot be repositioned. This Ability has a 4 Hour Cooldown. | ||
}} | |||
| N/A | |||
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===Divine Aggro=== | |||
This Pack allows the Paladin to turn Dark Magics on their users | |||
{| class="wikitable" style="width:50%;" | |||
|- style="font-weight:bold; text-align:center; background-color:#c0c0c0;" | |||
! Ability Name | |||
! Ability Type | |||
! Ability Range | |||
! Ability Description | |||
! Modifiers | |||
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| style="background-color:#fcf2d7;" | Divine Aggro | |||
| Active 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 Aggro| To draw aggression from allies, use this Ability to target an Enemy. This Enemy now has a choice: either they spend their next 2 actions attacking the user, or they gain the Brittle Debuff. This Ability can only be used on Targets who are actually able to attack the user, for example those in Melee Range, or those with Ranged Weapons. If Divine Aggro triggers a Critical Strike, instead of a Brittle Debuff applied to the enemy, the Paladin themselves gains +1 HP if the Enemy does not attack them for the next 2 turns. This Ability has a 2 Hour Cooldown. | |||
}} | }} | ||
| N/A | | N/A | ||
|- | |- | ||
|} | |} |
Revision as of 22:41, 29 June 2023
The Cleric 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.
Paladin Point Buy Rules
- In order to Point Buy any Packs from Paladin Point Buy, the Character must be a devout Unionist (of any Unionist branch), or a devout Estellon or Estelsoor worshiper.
- Paladin Point Buy derives its power from the Gods, so it is very clearly not Magic in nature. Still, in Regalia, non-Unionist God Powers are considered Magic in some way.
- Paladin Point Buy is not locked to a Stance, but Abilities there-in have a special mechanic called Critical Strike, which increases Ability potency as the user gets weaker.
Critical Strike Mechanic
Paladin Point Buy has special Abilities that have slightly altered mechanical rules depending on how much health the user has lost. The user must always consider whether to use the Abilities early for their Strategic value or to delay their use for late-stage combat power spiking. The mechanic is described as below:
- Each time a Paladin Point Buy Ability is used, the user must "/dice 1 5" which results in a dice roll between the numbers 1 and 6. By default only rolling 1 means the Ability has Critical Strike.
- If an Ability has Critical Strike, its upgraded feature is automatically applied, meaning that a more potent version of the Ability is used instead of the default function as described.
- For each HP the user loses, Critical Strike chance increases by 1. This means starting at 6 HP, Critical Strike hits at dice roll 1, 3 HP at dice roll 4 and below, and 1 HP guaranteed Critical Strike.
Paladin Point Buy Packs
Divine Defense
This pack allows Paladins to use Faith as their Defense Stat.
Ability Name | Ability Type | Ability Range | Ability Description | Modifiers |
---|---|---|---|---|
Divine Defense | Active Technique | Self | Grants the user Divine Defense | N/A |
Divine Wrath
This Pack allows the Paladin to turn Dark Magics on their users
Ability Name | Ability Type | Ability Range | Ability Description | Modifiers |
---|---|---|---|---|
Divine Wrath | Active Technique | Self | Grants the user Divine Wrath | N/A |
Divine Savior
This Pack allows the Paladin to turn Dark Magics on their users
Ability Name | Ability Type | Ability Range | Ability Description | Modifiers |
---|---|---|---|---|
Divine Savior | Active Technique | Self | Grants the user Divine Savior | N/A |
Divine Aggro
This Pack allows the Paladin to turn Dark Magics on their users
Ability Name | Ability Type | Ability Range | Ability Description | Modifiers |
---|---|---|---|---|
Divine Aggro | Active Technique | Self | Grants the user Divine Aggro | N/A |