“The same force that moves the heart is the same as the force that moves the firmament. Blood is Fire is Light!” -Gershom ben Joseph
Chiriton Paladin
Requirement: To take this class, a paladin must channel 8 Radiance into your soul when you're at full health. This customarily involves a ritual.
Skills and Starting Equipment: By Order.
The Oath
Could the sun stop shining, could the river stop flowing? This is a misnomer. An oath implies that there is a choice, this is carved into the nature of your soul.
You are bound by the following tenets.
Service. Do whatever is asked of you, unless asked by an Enemy.
Resolve. Do not allow an Enemy to live. You can designate anyone as an Enemy at any time, for any reason, and you cannot take back the designation once it is given.
Integrity. Never knowingly lie.
Radiance
Divine grace flows through everyone, even if only a trickle.
For each template of Paladin, you may hold 2 points of Radiance. You gain a point when you complete a service to someone in a way that genuinely brings them joy or meet the sunrise. Radiance exceeding your maximum is spent immediately.
Aura
Your presence causes people’s hearts to stir. People struggle to perceive you in neutral terms.
As long as you have Radiance in your pool, reaction rolls of 3-6 count as 2s, and 7-11 count as 12s. Others need to roll under half your Radiance rounded down on a d6 to hold back from acting on their sense of justice or altruism, yes even if they are an Enemy.
A: Chirotony
Divine grace flows through everyone, and you are a channel.
You can conduct Radiance through any amount of living or undead beings as long as all of them including yourself are in physical contact. You also get a vague sense for the current health and emotions of those you're in contact with. Roll a d6 for each Radiance spent and distribute it as HP among the beings in contact or cause one of the beings to glow for an hour per point. Enemies take sacred damage instead. You may also give Radiance to another Paladin.
B: Temple
Your body is sanctified and purified over and over again.
As long as you have Radiance in your pool, you have +2 to saves, take half damage from fire and lightning and are immune to disease and fatigue.
You may spend Radiance to perform an additional action, but repeating an action you’ve already done this turn deals you d6 damage from over exerting yourself.
C: Dynamism
Be the axis on which the world spins.
For the purposes of Chirotony you may ‘touch’ someone who you're looking at and has your undivided attention. Which means unlike normal Chirotony this kind of contact only works on one target at a time.
You may spend 1 Radiance to throw a target you're in contact with up to 30 feet or rotate up to 180 degrees, during which they take no collision damage, unless they are an Enemy. This can be done as a reaction, in which case you make a contested initiative roll and the winner acts first.
D:Guardian Angel
Be where you are needed.
Chirotony connects not only through physical contact, but metaphysical contact now. Allowing you to conduct through beings that are linked by magic or trust each other unconditionally.
You may spend Radiance to travel to a being you're in contact with on a bolt of lightning, regardless of distance, this costs 1 Radiance for each being you conduct through and deals [R]*[R] sacred damage in a [R]*10 foot radius of their choosing. Unless it’s an Enemy, in which case you land on top of them.
Orders:
1. The Laughing Cavaliers.
Skills: Etiquette, Dance, Comedy
Starting Items: Fine clothes (+1 reaction with nobility), rapier(medium weapon), and a rose.
Known for: Deft swordsmanship, defenestration, flipping opponents on their head and maneuvers that would be comical if not for the gristly results.
2. The Wax Host.
Skills: Beekeeping, Chandlery, Forestry
Starting Items: Waxen head, Leather overcoat (medium armor), bow and a dagger (light weapon)
Known for: Aerial maneuvers with the aid of Dynamism, and conducting Chirotony through the roots and grasses. They have also been suspected to utilize candle wraiths.
3. House Brais.
Skills: Philosophy, Calligraphy, Siege Craft
Starting Items: Chainmail (medium armor), halibard (medium weapon), and a scribe-squire.
Known for: For the destruction of the city of Resca, with lightning bolt. A feat that took the coordination of over 100 Paladins and has not been replicated since. Ironically their usual style does not favor Guardian Angel, preferring to move in cautious defensive formations where it’s easier to touch your allies.
4. The Cibrán School.
Skills: Epic Poetry, Wrestling, Cooking
Starting Items: The mask of a beast, a bunch of body paint and a Mouth.
Known for: Rushing forward faster than you can see, grabbing you jumping 30 feet in the air and slamming you into the earth. The style most likely to utilize Guardian Angel for combat instead of travel due to their reliance on their Mouths.
Discussion:
When people were discussing the Louisen Paladin oath, I had the idea that these Paladins should have a healing touch, that’s damaging when applied to an Enemy, and wrote a class centered around this idea. The main difficulty with writing a Louisen Paladin is that Louis already wrote it, so I had to do something weird with it. The mechanical structure of this class is based off of Hilander’s Cleric and I was also turning this thought in my brain while writing it.
Since I am someone who likes to write “take X damage to power your weird magic”. These paladins I wrote are still perfectly capable of doing horrible things in the name of what they consider good, but they don’t have to. I tried to write something half way between grace’s ideal and the kind of thing I usually write. (also the paladin she’s talking about here is this one.)
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