FF HERO: Paladin
by , 09-09-2010 at 08:41 AM (248 Views)
PALADIN
Category: adept
Ability maxes: 12 12 8 7 10 11
Allowed Weapons: axes, greatswords, light swords, knives, staves, swords
Allowed Armor: gauntlets, helmets, mail, Shields, Robes
Starting ability:
Sentinel: +20 points of resistant PD (30 active points) Requires full phase action (-1/2) OAF(-1) lasts until end of next phase (-3) Real cost: 5 pts.
By positioning your weapon and your body in a certain way, you become a brick wall when it comes to physical attacks. By sacrificing a full phase action, you gain 20 points of resistant PD that lasts until the end of your next phase.
Other powers:
True Cover: +8 m movement +10 Dex (Active cost 28 pts) Only to dive for cover to protect an ally (-1.25) Costs x3 END to use (-3/4) Real cost: 9 pts.
You can become a human shield for any ally. You can dive for cover to protect any ally within 10 m of you. In addition, when you make the dex roll, make it with as if your dex was 10 pts higher. This costs 9 END to use.
Shell: 25% energy resistant damage resistance UOO (one at a time, 2x recipients) (+1/4) (active cost 19 pts) lasts 1 turn (-2.5), OIF (-1/2) Real cost: 5 pts.
You touch a friend with your holy symbol, which provides an invisible barrier to energy attacks. All attacks that are energy in nature are reduced by 25%, but this effect only lasts for one turn.
Protect: 25% physical resistant damage resistance UOO (one at a time, 2x recipients) (+1/4) (active cost 19 pts) lasts 1 turn (-2.5), OIF (-1/2) Real cost: 5 pts.
You touch a friend with your holy symbol, which provides an invisible barrier to physical attacks. All attacks that are physical in nature are reduced by 25%, but this effect only lasts for one turn.
Healing touch: 4d6 simplified healing 4d6 (40 active points) costs x2 END (-1/2) gestures (-1/4) incantations (-1/4) requires prayer roll (-1/2) 1 charges (-2) OIF (-1/2) Real cost: 8 pts.
With your holy symbol in hand, you cure a major wound. Can only be used once per day. Costs 8 END to use, and heals 4d6 stun dam (0 body on a dice result of 1, 1 body for 2,3,4, and 5 and 2 body for a result of 6).
Regain senses: heal 3d6 flash dam (30 active points) costs x2 END (-1/2) gestures (-1/4) incantations (-1/4) requires prayer roll (-1/2) 1 charges (-2) OIF (-1/2) Real cost: 6 pts.
With your holy symbol in hand, you remove flash damage. Can only be used once per day. Costs 6 END to use, and heals 3d6 flash dam.
Reverse: heal 4d6 transform dam (40 active points) costs x2 END (-1/2) gestures (-1/4) incantations (-1/4) requires prayer roll (-1/2) 1 charges (-2) OIF (-1/2) Real cost: 8 pts.
With your holy symbol in hand, you remove a transform affliction. Can only be used once per day. Costs 8 END to use, and heals 4d6 transform dam.
Subdue: 5d6 HA (25 active points) no body (-0) no knockback (-1/4) H2H (-1/4) OAF (-1) extra segment (-1/2) Real cost: 8 pts.
You use the hilt of your weapon to knock a foe unconscious.
Excalibur:+2d6 holy HKA (30 active points) OAF(-1) extra turn (-1.25) x3 END (-1/2) Real cost: 8 pts.
Your blade transforms into one of the most holy blades ever. Costs 9 END to use and a whole turn to activate.
Saint Cross: 1d6 holy RKA 4 m radius (+1/4) hole in the middle (+1/4) (active cost 22 pts) no range(-1/2) OAF(-1) gestures (-1/4) incantation (-1/4) extra phase (-3/4) Real cost: 6 pts.
A mighty cross emanates from your blade upon whispering a short prayer.
Suggested skills/talents:
Weapon Familiarity
Combat Skill Levels
Martial maneuvers
Defense Maneuvers
Fast Draw
Combat Luck
Combat Sense
Deadly Blow
Weaponmaster









