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Special Capabilities
Level 1 Ability:
Shield Bash - Three times per battle, the paladin can strike out against his opponent using his shield as a weapon. Instead of treating the shield like an improvised weapon, as it would normally be, the paladin will deal damage equal to his Body SVS plus one-quarter his Prof SVS (as if he were attacking with a weapon with a 25% ATT). This attack may be blocked, but it cannot be parried. This attack is unnaturally brutal in its crushing nature, known to shatter bones and knock people clean off their feet in addition to dealing damage. A paladin may not perform a Shield Bash in a turn that he has blocked (in the same way one cannot make an attack with a weapon in the turn that it is used to parry). (Action Ability)
Level 5 Ability:
Penitence Aura - A paladin can create an area of focused energy around himself, spreading out up to 50 feet in all directions. The paladin and all allies within gain a bonus of 25% to all damage reductions. This does not allow any character to exceed the damage reduction caps. This can only be used once per battle and lasts five consecutive rounds. Since this bonus emanates from the paladin, if this aura is negated from him or if he falls in combat, then all allies lose its benefits; however, no affected ally will lose its benefits if that ally falls victim to an effect that would remove beneficial status effects. (Action Ability)
Level 10 Ability:
Stolen Fate - Once per battle, the paladin can lay his hands on an ally in order to sanctify him at the expense of his own health. The ally loses all negative status effects and receives enough hit points to heal all the way to full health. The paladin receives all the negative status effects that the ally lost and takes unavoidable damage equal to the number of hit points the ally restored. (Action Ability)
Level 20 Ability:
Healing - As his action, the paladin can heal himself or an ally within five feet with his favored energy. This heals for a number of hit points equal to his base energy damage. If he has effects that alter his base energy damage or bonus energy damage, these bonuses and penalties do not influence his healing. The paladin cannot use healing on a character with zero hit points, an inanimate object, or a construct. All energies heal the same. Once he uses healing, the paladin may not use healing again on his next three turns. (Action Ability)
Level 30 Ability:
Guardian Angel - Once per battle, if an ally within 50 feet of the paladin is about to take damage that would kill him (after he has failed any avoidance rolls), the paladin may take the damage himself. He takes the damage just as if the attack were directed at him and he uses his own damage reduction values to mitigate the damage. (Interrupt Ability)
Level 50 Ability:
Resurrection - From this point forward, the paladin can use his healing ability on characters with zero hit points. If used during or immediately following a battle, the character will come back to live a little disoriented. It usually takes someone an entire turn to get to his feet and get his bearings, even if he is used to the sensation of death through the use of the Arena or otherwise. If a character has been dead for more than 24 hours, resurrection is still possible (even upwards of years later); however, the revived character will receive an experience point penalty. Resurrecting in this way requires Staff permission. A dead character can refuse accepting a resurrection for any reason. (Utility Ability)
Level 75 Ability:
Righteous Retaliation - Once per battle, when the paladin takes any type of damage, he can explode with righteous fury, sending out a wave of energy from himself. This wave reaches out 50 feet in all directions and deals damage as his favored energy, applying any applicable Energy Burn effects. All enemies within the blast are unable to dodge the attack which deals unmitigated damage equal to the unmitigated damage of the attack against the paladin. All allies, excluding the paladin, within the blast are healed for half this value. (Reaction Ability)
Level 90 Ability:
Invincible Soul - Any time that a paladin takes damage from a direct attack that would reduce him to zero or fewer hit points, he reduces the base damage of the incoming attack by half and ignores all bonuses to damage (but does not ignore penalties) that it might carry. There is no limit to the number of times Invincible Soul can activate. (Reaction Ability)
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