Paladin
The faint, silverly light in his eyes fades, the presence of undead beyond the door would come as no surprise to him. He could try to turn them, but there were too many to overcome at once, alone. It would be bladework. He hefted his bardiche, and touched the blade lightly, imbuing it with a sacred flame designed to burn into the flesh of the undead. He kicked open the door.
He is a paladin. A human warrior of law and life. His power comes from his numen, a powerful creature of good and light that grants him access to sacred magics. He is a beacon of hope to those around him, and his stout courage an example to those in fear. Though he wields his weapons of war with greater skill than magic, it can devastate those who think him only a man of steel and courage.
| Lvl \ Pts | EXP | Title | Hlth | Mastery Weapon / Spell / Skill |
|---|---|---|---|---|
| 1 \ 1 | 0 | Postulant | - | 3 / 2 / 2 |
| 2 \ 2 | 100 | Postulant | - | 4 / 3 / 3 |
| 3 \ 3 | 300 | Postulant | +3 | 5 / 4 / 4 |
| 4 \ 4 | 550 | Aspirant | - | 6 / 5 / 5 |
| 5 \ 5 | 850 | Aspirant | - | 7 / 6 / 6 |
| 6 \ 6 | 1,200 | Aspirant | +3 | 8 / 7 / 7 |
| 7 \ 7 | 1,600 | Sentinel | - | 9 / 8 / 8 |
| 8 \ 8 | 2,050 | Sentinel | - | 10 / 9 / 9 |
| 9 \ 9 | 2,550 | Sentinel | +3 | 11 / 10 / 10 |
| 10 \ 10 | 3,100 | Companion | - | 12 / 11 / 11 |
| 11 \ 10 | 3,700 | Companion | - | 14 / 12 / 12 |
| 12 \ 10 | 4,350 | Companion | +3 | 16 / 13 / 13 |
| 13 \ 10 | 5,050 | Claviger | - | 18 / 14 / 14 |
| 14 \ 10 | 5,800 | Claviger | - | 20 / 15 / 15 |
| 15 \ 10 | 6,600 | Claviger | +3 | 22 / 16 / 16 |
| 16 \ 10 | 7,450 | Sacrist | - | 24 / 18 / 18 |
| 17 \ 10 | 8,350 | Sacrist | - | 26 / 20 / 20 |
| 18 \ 10 | 9,300 | Sacrist | +3 | 28 / 22 / 22 |
| 19 \ 10 | 10,300 | Chevalier | - | 30 / 24 / 24 |
| 20 \ 10 | 11,350 | Chevalier | - | 32 / 26 / 26 |
| 21 \ 10 | 12,450 | Chevalier | +3 | 35 / 28 / 28 |
| 22 \ 10 | 13,600 | Justiciar | - | 38 / 30 / 30 |
| 23 \ 10 | 14,800 | Justiciar | - | 41 / 32 / 32 |
| 24 \ 10 | 16,050 | Justiciar | +3 | 44 / 34 / 34 |
| 25 \ 10 | 17,350 | Templar | - | 47 / 36 / 36 |
| 26 \ 10 | 18,700 | Templar | - | 50 / 39 / 39 |
| 27 \ 10 | 20,100 | Templar | +3 | 53 / 42 / 42 |
| 28 \ 10 | 21,550 | Paragon | - | 56 / 45 / 45 |
| 29 \ 10 | 23,050 | Paragon | - | 59 / 48 / 48 |
| 30 \ 10 | 24,600 | Paragon | +3 | 62 / 51 / 51 |
Equipment Restrictions
- Armor: Any
- Shield: Any
- Weapons: Any
Paladin Experience Table
Experience. When this number of Experience Points have been earned, you automatically move up to the next Level of Experience.
Title. You should use this title when talking with other characters. Instead of saying "I'm Ilmore, a Second Level Paladin," you should say "I'm Ilmore, the Postulant."
Health. You gain 3 health per 3 levels of experience in addition to any health gained from your endurance.
Skills. At first level, you begin with 2 Skill Mastery points, which must be spent immediately on Skills. You may use these points to advance Skills to Untrained mastery, but no further at this level.
- As a paladin, you can learn the following skills: Alertness, Athletics, Trade (All), Presence, Spellcraft, Tactics, and Wilderness skills.
- You learn Lore as part of the Theurgic Lore class ability for free.
- You gain 1 Skill Mastery point per level. At level 16, this increases to 2 points per level. At level 26, this increases to 3 points per level.
Spell Mastery. At first level, you begin with 2 Spell Mastery points, which must be spent immediately on up to 5 Spell Forms. You may use these points to advance Spell Forms to Untrained mastery, but no further at this level.
- As a paladin, you can learn the 5 following forms: Fire, Sea, Sky, Stone, and Sacred magic.
- You gain 1 Spell Mastery point per level. At level 16, this increases to 2 points per level. At level 26, this increases to 3 points per level.
Weapon Mastery. At first level, you begin with 3 Weapon Mastery points, which must be spent immediately on Weapon Types or Combat Styles. You may use these points to advance Weapon Types and Combat Styles to Untrained mastery, but no further at this level.
- You gain 1 Weapon Mastery point per level. At level 11, this increases to 2 points per level. At level 21, this increases to 3 points per level.
- Starting at level 2, each time you invest a point into a Weapon Type, you can invest one point for free into a single Combat Style, up to Master mastery.
- You can obtain Master mastery with a paladin.
Leveled Abilities
You gain abilities below as you increase level.
Mortal
As a Mortal being, you have no innate damage immunity or vulnerability. You are connected to the Void magic form. Only Void magic can Charm, Control, summon, or banish you, or restore your mind (see Magic Mastery, Connected Form). All other magic affects you normally.
Theurgic Authority (Paladin)
Level 1
You gain the ability to project the will of your numen to drive away or destroy Daeva and to charm Asura to serve divine purpose.
Theurgic Lore
You automatically advance in the Lore Skill Mastery, specializing exclusively in Asura and Daeva Lore. You gain one Lore pick per mastery tier, choosing either Asura or Daeva and selecting Slayer, Warder, or Defier for that creature type. You gain 3 picks for each creature type by Grand Master. This progression does not count against your Skill Mastery points, but you cannot invest points in Lore Mastery.
Your Theurgic Lore replaces your access to other Creature Lores. You cannot invest in Creature Lores outside of Asura and Daeva. However, each time you achieve a new mastery tier in Theurgic Lore, you unlock the option to spend 1 Skill Mastery point to gain a Knowledge Lore of your choice. This point can be spent at any time after the tier is achieved, not necessarily at the same level. Knowledge Lores use your Theurgic Lore skill die.
| Level | Mastery | Lore Skill Die | Picks |
|---|---|---|---|
| 1 | Untrained | 1d3 | 1 |
| 3 | Basic | 1d4 | 2 |
| 6 | Skilled | 1d6 | 3 |
| 10 | Expert | 1d8 | 4 |
| 15 | Master | 1d10 | 5 |
| 21 | Grand Master | 1d12 | 6 |
Turn
Once per encounter, you may spend 1 AP to attempt to turn Asura or Daeva. Choose Asura or Daeva, then choose one Division; every creature of that Division you can see is targeted. Roll your Charisma tier die + Lore skill die.
DC: Division × 2. If your roll meets or exceeds the DC, you succeed.
Quantity Turned: Roll ÷ Division (rounded down) = number of targeted creatures turned. If your roll turns fewer creatures than you targeted, you choose which are turned.
Turned creatures are compelled to flee from you as fast as they are able for as long as you concentrate. If cornered, they cower and cannot attack, although intelligent creatures may use defensive powers to protect themselves. While turning, you must hold your Focus in hand and can take no actions other than defense and movement.
Targeted creatures that are not turned are immune to your turning for 24 hours.
Destroy Daeva
You can choose to destroy Daeva rather than turn them. Roll ÷ DC (Division × 2) = number of creatures destroyed. Destroyed corporeal creatures dissolve to their expected decomposed state. Destroyed incorporeal creatures fade into nothingness. Destroyed creatures can never be raised again.
Charm Asura
You can choose to inflict Charmed Tier 3 on Asura rather than turn them. Roll ÷ DC (Division × 2) = number of creatures Charmed. Charmed is permanent. You can Charm a total number of Divisions equal to your Charisma score. You can voluntarily release Charmed creatures to free up capacity. Charmed creatures remain stationary and inactive without concentration, defending themselves if attacked. To command Charmed Asura to act, you must use your concentration slot or expend 1 AP per round. Charmed creatures can be turned by a competing theurgic caster or have their control wrested away through a competing Charisma trial.
Theurgic Magic
You can cast theurgic spells. You have a number of Magan, or spell points, equal to your Charisma Tier. For each Charisma Tier up to your current tier, roll the corresponding tier die and add the result. Each time your Charisma Tier increases, roll the new tier die and add it to your magan. You recover magan through rest and sustenance (see Resting).
Each spell you cast reduces your available magan by the spell's magan cost.
- The DC of your spells is equal to your Mastery Level + your Charisma Tier (maximum 14).
Ordination. You are ordained by a senior theurgic practitioner of at least Expert mastery or higher. At level one, when you select your Untrained forms, your mentor records two prayers into a prayer book you have purchased (see Codex in Equipment). When you first reach Basic mastery in any form, your mentor records an additional prayer. When you first reach Skilled mastery in any form, your mentor records a final prayer. The first two prayers are a blessing; it is customary to tithe 1 sc for each prayer after that.
Theurgic Revelation. You can also discover new spells through pilgrimage to holy sites (shrines, temples, sacred grounds). Recording a prayer in your prayer book requires a tithe of magan² ss at a holy site and takes 1 day per magan. See the Magic Mastery chapter, Spell Sources and Discovery.
Prayer Book
You start with a prayer book containing two prayers chosen by you or your GM. Each prayer occupies 1-2 pages.
Lost Book. If your prayer book is lost, you cannot cast your recorded prayers and must recover the book or seek new revelations through pilgrimage and prayer.
Chantment
Polestar. Your weapon serves as your spell Focus.
Imbue. You can spend 1 AP to imbue your weapon with a damage type from a spell form in which you have at least Untrained mastery. While imbued, when your weapon deals damage to durability or health, it deals additional damage of the chosen type equal to your tier die. You either dedicate your concentration slot to maintain the imbuing or spend 1 AP per round. Cost: 1 magan per round.
At Tier 1, you can spend 1 AP on your turn to change your imbued damage type. At Tier 4, you can change your imbued damage type on your turn without expending AP.
Chantment DC: your Chantment tier + your casting attribute tier (Charisma for Avengers and Paladins, Intelligence for Bahadors).
| Level | Tier | Tier Die |
|---|---|---|
| 1 | 1 | 1d2 |
| 4 | 2 | 1d3 |
| 8 | 3 | 1d4 |
| 12 | 4 | 1d6 |
| 16 | 5 | 1d8 |
| 20 | 6 | 1d10 |
| 24 | 7 | 1d12 |
At each tier from 2-7, choose one effect from your class list.
Oath of Protection: Swear an oath to protect a specific ally. When that ally is directly targeted by an attack or spell while within 30 feet of you, you can spend 1 AP to magically intercede before any rolls are made. You become the target instead and can defend or resist as normal.
Holy Fortitude: Spend 1 Magan to replace one of your trial's attribute dice with your Chantment tier die on a single trial to resist a spell or magical effect.
Lay to Rest: Daeva killed with your imbued weapon cannot be resurrected.
Condemn: When you deal damage with your imbued weapon, spend 1 magan. Target has Inferiority on attacks against anyone other than you until the end of their next turn.
Steadfast: While imbuing, you have Dominance against the Restricted condition.
Martyr's Resolve: When you are at half health or below, your imbued weapon attacks gain Dominance.