lyllamarie wrote:Next Up and now Open for Player input:
Paladins
If you have any input, stories, additions, subtractions, grief, etc, please reply to this thread with your thoughts.
Thank you!
Development Team
Alright! Paladins!
Let's start with something easy:
Show of Faith
A paladin must always be clearly recognizable, and as such, must decorate his weapon, his shield or his armor with the emblem of his deity. To do this, he must spend one day consecrating it to the appropriate deity. Without this, a paladin is unable to perform any of his class spells or functions. A paladin can never hide what they are or their faith.
There
aren't any paladin class spells or functions. So this line can either be removed or better yet...
Spell Spheres Allowed: Racial, Common
How come Paladins don't have access to the Divine sphere? It's practically communication with their deity. Granted, the divine sphere itself is practically entirely "Requires cleric x1-7" to do anything, but it's really odd that Paladins don't get anything. At the very least I would expect them to be able to wield this spell:
Holy Strike:
Level required: 5
Casting method: clomagatk
Defending method: clomagdef
Description: Class: Cleric ::
Level: X2 ::
The cleric can invoke their God's might, instilling a single weapon with Divine energies that allow the wielder to swing fast, strike harder than would normally be possible. It is often used in combat, sung as a battle hymn to their God, calling upon their Patron to fill them with their righteous might.
MECHANICS:: A Close Magical Attack is rolled to determine the strength of the Blessing, the number of slots put into this incantation indicate number of rounds that it lasts, and the strength of the Cleric determines the bonus to Strike and damage. The Cleric instills the weapons with +1 for every time that he has taken Cleric, to a maximum of +5. This costs 6 stamina for every + instilled into the weapon.
At ClericX6, the Cleric can add a touch of Divine fire to the weapon, adding an additional +1 of fire damage, and at ClericX7, the weapon stuns an opponent should he fail a Close Magical Defense rolled against the Cleric's original Close Magical Attack roll. This Blessing is most often used by Aden Ver's and Kirva's Clerics, and like all Blessings and Curses, it does not stack with Wizardly magics. They are completely different and do not mesh well at all. This added bonus to the incantation of a weapon adds in ten Stamina cost to the Cleric.
It practically describes exactly what a Paladin does for a living, smite the unbelievers with your sword! ^^
Now granted, I do not think the entire sphere should be available. The task of a Paladin differs from a priest, though it could be seen as a more physically specialized cleric. To this end, curses and blessings probably ought to remain unique to the cleric due to their more magical nature, however here is a small list of spells that I think make perfect sense for the Paladin's role:
Holy Strike: (Deity blesses the sword)
Shielding Hand: (Deity protects from physical, and later magical, attacks.) (Cleric only.)
Keep the Faith: (Deity fortifies the mind with courage) (Cleric/Priest if taken before advancing.)
Patron's Grace: (Deity allows 1 reroll.) (Cleric/Priest.)
Titan's Touch: (Deity grands miraculous strength for a brief period.) (Cleric only.)
World of One: (Proselytizing.) (Cleric/Priest.)
All of these deal either with physical matters, or are flavorful spells that all worshipers (Cleric/Priest) have access to in order to spread the word.
Naturally a Paladin won't be as good at the ranged magic in the Divine sphere as their Cleric or Priest counterparts (as conveniently portrayed by their different stat priorities), but they should have no problem with asking their deity for blessings to either offensive, defense, or mental fortitude.
As far as mechanics go, because most mechanics of the divine sphere deal with the number of times the cleric class is taken, I think the easiest method would be to just say: "Paladinx1 counts as Clericx3, further additions add by x1" somewhere at the top of the sphere page and call it a day. It would end up as such:
Paladin x1=Cleric x3
Paladin x2=Cleric x4
Paladin x3=Cleric x5
Paladin x4=Cleric x6
Paladin x5=Cleric x7
Mithril Gauntlets
Description: ATK 1 when used as weapon (i.e., a punch) NO spell casting possible whilst being worn EXCEPT by the Warrior Mage or Paladin advanced class. Cost for enchantment is 75% normal.
Hurray for this change! <3
But, what about this one?
Mithril Half Plate
Description: Cuirass (front and back plates) made from mithril. Enchantments cost 75% of normal cost due to ease of enspelling. Spell-Casting by Warrior-Mage (only) permitted
Same kind of logic, right?
Advantage:
Sense of Threat
Paladins spend their lives on the forefront in defending those of their faith from all forms of dangers. As such they have a heightened sense of where danger will come from and the intent of other characters. This will act as a 'lie hear spell' to those who are planning to harm the paladin or their faith.
This is neat flavor, though the current trend appears to be that reworked classes are given a flavor treat and a small combat boon (with a drawback). Like, the Paladin's unevolved classes Knight, and Cleric both gain small defensive boosts. Perhaps something along those lines could be implemented for the Paladin? Perhaps something that ONLY works if they are directly defending their faith?
Threat Detected:
To defend that faith and faithful from those who would seek to do it harm. - The paladin's sworn oath.
The paladin is bolstered by their Deity's power. They are no mere warriors, but the chosen vessel of their deity's wrath when time comes to truly fulfill the oath. A true protector of the faith, their spirit is filled with the righteous fury of their diety.
Mechanics:
Only activates when the faith, another faithful, or the temple are under direct persecution.
Mechanics: For each time Paladin class is taken, a +1 boon is given, to a cumulative bonus of +5 at Paladin x 5.
This ability applies to the Paladin's Damage roll. Adding up to +5 damage.
This boon will also absorb damage dealt to the Paladin as a direct result of a failed defense, up to 5 damage.
As a Divine Warrior his sole interest is in battling and defeating any opposition that hinders the spreading the Word of His/Her Deity by any means determined acceptable by his Ethos {his code of honor and sworn bond to his God/ess}.
This is an awesome description of the paladin. <3
Though all the hedging makes it look kinda awkward. (His/Her, God/ess) not to mention it is inconsistent. I think it's better to either pick one, or eschew gender language all together.
A Divine Warrior who's sole interest is in battling and defeating any opposition that hinders the spreading the Word of their Deity by any means determined acceptable by their Ethos {the code of honor and sworn bond to the Deity}.That's all I've got. ^^