Paladin Abilities
Location:
From GH: 4e, 1n, 1e, 1n
Prefered race: Lacertain, dwarf
Stats Requirements: 12 strength, 10 constitution, 12 wisdom,
10 charisma
Entrance bonus: Shield of Faith, +1 wisdom
Mend |
Level: 1 |
Skill: Healing |
Syntax: mend <target> |
Cost: 25 |
Artrimas grants paladins the ability to heal
minor wounds. A paladin must be able to touch their target to
use this power. Mend heals more when cast on someone else, than
it does when a paladin mends themselves. |
Illuminate |
Level: 1 |
Skill: Sanctity |
Syntax: illuminate |
Cost: 10 |
A paladin can manipulate the holy aura that surrounds
them, to create unusual affects. Using this power, a paladin
detaches a part of that aura, creating a glowing ball of light,
that will illuminate the room it is cast in. |
Divine |
Level: 1 |
Skill: Discernment |
Syntax: divine <question> |
Cost: 5 |
Artrimas is always willing to help a paladin with
difficult questions. With this power, a Paladin can ask Artrimas
a yes or no question, and He shall answer in a booming voice,
telling everyone in the room the answer to the question. |
Reveal |
Level: 2 |
Skill: Discernment |
Syntax: reveal |
Cost: 10 |
This ability will reveal the presence of evil
to a paladin. Any evil creature in the area will be detected,
even if they are not detectable by normal means. |
Warcry |
Level: 3 |
Skill: Influence |
Syntax: warcry <target> |
Cost: 25 |
Catching an opponent off guard can sometimes make
the difference in battle. A paladin will sometimes scream a
warcry at an opponent, which has the chance of stunning them
for a few rounds, or of lowering their
effectiveness in battle for a brief time. |
Dazzle |
Level: 4 |
Skill: Prowess |
Syntax: dazzle |
Cost: 40 |
Paladins are very skilled with weapons, and sometimes
this skill can give them the advantage in battle. While in combat,
a paladin can use this power to gain an extra attack during
each round of battle. The effect ends if combat stops, and higher
level paladins will get more
attacks than lower level ones. |
Ceremony |
Level: 5 |
Skill: Prayer |
Syntax: ceremony |
Cost: none |
Paladins often offer up special prayers over the
bodies of friends and foes alike, in an attempt to persuade
Artrimas to watch over the soul of the deceased. Doing this
will have a positive effect on the alignment of the paladin
performing the ceremony. This will also restore a few spell
points. |
Soulblade |
Level: 6 |
Skill: Sanctity |
Syntax: soulblade |
Cost: 50 |
With this power, a paladin fashions a blade out
of a small portion of their holy aura. The power of the weapon
depends upon the skill of the paladin, and the will of Artrimas.
It is said, that Artrimas will occasionally allow a paladin
to create a powerful soulblade, known as a holy avenger. When
you no longer need your soulblade, you may get rid of it using
'soulblade disperse'.
Atrimas provides your soulblade based on your personal sanctity,
so abilites and items that give bonuses in this area will not
result in a better soulblade.
(longsword, broadsword, Holy Avenger, something, Sword of Artrimas) |
Detoxify |
Level: 6 |
Skill: Healing |
Syntax: detoxify <target> |
Cost: 25 |
With this power, a paladin can reduce the damage
that a poisoned creature takes. A person can only be detoxified
once, and the poison can not be totally removed with this power. |
Sense |
Level: 7 |
Skill: Discernment |
Syntax: sense |
Cost: 10 |
Artrimas grants his warriors the ability to sense
items that are tainted by curses. Only items in the paladin's
inventory will be detected. |
Witness |
Level: 8 |
Skill: Influence |
Syntax: witness <target> |
Cost: 10 |
Paladins are committed to doing acts of good,
even if there is no reward for themselves. With this power,
a paladin can attempt to convince any non-player to follow a
more righteous path. A creature can only be witnessed to once,
further attempts to sway them will have no effect. |
Recite |
Level: 8 |
Skill: Influence |
Syntax: recite <story> |
Cost: 100 |
Paladins have a rich oral history. Paladins often
tell each other the stories of the paladins of long ago. You
can only tell a story if you have listened to another tell it.
You must remain still in order to tell the story, and you will
not be able to use any other power while reciting a story. Using
'recite list' will tell you the stories that you know. |
Bludgeon |
Level: 9 |
Skill: Prowess |
Syntax: bludgeon <target> |
Cost: 35 |
In the hands of a Paladin, a shield can be a dangerous
weapon. As you battle your opponent, you can strike them with
your shield, causing a good bit of damage. Occasionally, the
force of your blow will be enough to
stun your opponent. |
Bless |
Level: 10 |
Skill: Prayer |
Syntax: bless <weapon> |
Cost: 50 |
Weapons are an important part of a Paladin's life,
and having the best weapon possible can make a big difference.
Usually, Paladins will say a short prayer over a weapon before
using it. If Artrimas is pleased with the prayer, He will bless
the weapon temporarily, making it more damaging against evil
or neutral beings. |
Specialize |
Level: 10 |
Skill: varies |
Syntax: none |
Cost: varies |
At level 10, a paladin chooses which area of training
they wish to specialize in. Upon reaching this level, a paladin
must go to the special training area in the guild, where further
instructions can be found.
(prowess for dazzle, defend, avatar, bludgeon; sanctity for
shard or soulblade; influence for warcry; prayer for shine,
discerment for strike) |
Shroud |
Level: 11 |
Skill: Sanctity |
Syntax: shroud |
Cost: 25 |
Artrimas protects paladins from those who would
seek to harm them. With this ability, a paladin uses their aura
of holiness to create a shroud around themselves, making them
undetectable by magical means. The paladin will still be visible
to the naked eye, but scrying (mage)
or clairvoyance (psion) powers will
not detect them. |
Shard |
Level: 11 |
Skill: Sanctity |
Syntax: shard <target> |
Cost: 40 |
The holy aura that surrounds a paladin can be
adapted for many purposes. With this ability, a paladin forms
a shard of holy energy, that can be used to quickly damage an
opponent. |
Preserve |
Level: 11 |
Skill: Healing |
Syntax: preserve <corpse> |
Cost: 100 |
When a friend dies, paladins will often choose
to preserve the corpse, in the hopes that a kind cleric will
be able to resurrect the body. You can only preserve a corpse
once, and it will only last for a short time. |
Appraise |
Level: 12 |
Skill: Discernment |
Syntax: appraise <target> |
Cost: 10 |
Paladins skilled in discernment often study their
opponents, in an attempt to learn their foe's resistances and
vulnerabilities. |
Calm |
Level: 13 |
Skill: Influence |
Syntax: calm |
Cost: 50 |
Paladins are trained to know when fighting is
necessary to solve a problem, but they also know that sometimes
a peaceful solution is best. With this power, a paladin can
calm down everyone in the room, bringing a halt to all combat. |
Defend |
Level: 14 |
Skill: Prowess |
Syntax: defend /status |
Cost: 50 |
Even the toughest paladin needs some extra protection
occasionally. A paladin may choose to defend themselves with
their shield, lessening the damage they take from many forms
of attack. Typing 'defend status' will let you know how tired
your shield arm is.
(maxes out at about 75%) |
Purify |
Level: 15 |
Skill: Prayer |
Syntax: purify <food> |
Cost: 10 |
A paladin will often pray over food before eating
it. With this power, a paladin can restore a piece of rotting
food, and make it edible once again. The purification will only
last a short time. |
Shine |
Level: 15 |
Skill: Prayer |
Syntax: shine |
Cost: 75 |
Sometimes, paladins face more than one foe at
a time. On these occasions, a paladin will often say this prayer,
and Artrimas will let his power shine, sending shafts of light
to strike the paladin's opponents. |
Imbue |
Level: 16 |
Skill: Sanctity |
Syntax: imbue <item> |
Cost: 50 |
Using this spell, a paladin can imbue a shield
with a portion of their holy aura, which will increase the shield's
defensive value. Strange things can happen, however, should
the attempt fail.
(when it fails, your shield is cursed.) |
Cleanse |
Level: 16 |
Skill: Healing |
Syntax: cleanse <target> |
Cost: 50 |
Paladins can help a diseased creature, but only
at a great cost to themselves. Using this ability, a paladin
takes the disease away from the target, and takes the burden
upon themselves. The disease will do less damage to the paladin
than it did to the target. |
Strike |
Level: 17 |
Skill: Discernment |
Syntax: strike <target> |
Cost: 75 |
Every opponent has a weakness. Using the discernment
granted to them by Artrimas, paladins can strike past an opponent's
defenses, doing large amounts of damage. |
Convert |
Level: 18 |
Skill: Influence |
Syntax: convert <target> |
Cost: 150 |
Sometimes, followers of Dragmar or Xeraphena may
seek to change ethos and join the followers of Artrimas. If
you convince someone to convert and worship Artrimas, your God
will be pleased, but you can not convert someone who does not
wish to be converted. It is said that the whole world will know
when someone is successfully converted. |
Avatar |
Level: 19 |
Skill: Prowess |
Syntax: avatar |
Cost: 100 |
Only the most powerful paladins can attempt this
difficult spell. A paladin who uses the spell will be filled
with the spirit of Artrimas for a limited time. During this
time, you will be more resistant to most forms of attack, and
you will fight with much greater skill. |
Disrupt |
Level: 20 |
Skill: Prayer |
Syntax: disrupt <target> |
Cost: 100 |
Paladins are granted powers over the undead creatures
that wander the realms. By reciting special prayers, a paladin
can attempt to destroy undead entirely. Even if the creature
is not destroyed, they will still be greatly damaged. |
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