Post by Neopoke on Mar 21, 2019 4:38:37 GMT
Paladin
Warriors of the light, paladins have aligned themselves with the light in order to attain a higher power. They are a defensive job that acts as a great support when placed within a party. They are capable of absorbing a hefty amount of damage in place of their allies while dealing damage with holy elemental abilities.
Perks
Paladin (Job) - As champions of he light, and holy aspects of the world - a Paladin gains great power and resolve from their courage. Paladins take half damage from Light attacks, and negative status ailments last 1 turn less than usual. Paladins may learn up to C Rank White Magic, and D rank Green Magic inherently. Paladin's infusion spells may not be stacked with other Jobs' infusion spells.
+90 HP, +40 MP, +30 SP, +1 AC.
Bathed in Light (T1)
This individual is blessed by a holy light. They gain more health than others when being healed by any source, gaining an extra +10 HP from any incoming healing spell.
Holy Might (T2)
This user has embodied the power of light, and is able to transfer that light into their weapons, adding a holy element to an attack for no cost.
Indomitable Spirit (T3)
This individual has been gifted by the light. When they are in a weakened state they will be gifted the status 'Protect' status automatically. (Auto-protect at < 30% health)
Templar (T3)
This individual is a Templar, a Holy warrior. They are able to learn up to B rank White magic, and C rank Green magic.
Engulfed in Light (T3)
This individual is blessed by a holy light. They gain more health than others when being healed by any source, gaining an extra +20 HP from any incoming healing spell, and are granted a 5 HP temporary shield whenever they are healed. [Overwrites Bathed in Light.] [Requires Bathed in Light.]
Altruism (T4)
When in a highly injured state the paladin musters what strength they have left to defend those around them granting +10 damage reduction when under 30% HP. [Cannot exceed 20 damage reduction.]
Sword Saint (T4) (Unique)
A Sword Saint is a Paladin or Dark Knight who has fully embraced the duality of light and darkness - good, and evil. They live between these principles, and adhere to the blade - and the raw principle of justice above all else. A Sword Saint is able to mix Holy and Dark magic, and infuse their weapon with this combined and potent energy source, granting them access to Sword Saint perks and abilities.
Note: This changes your primary job to 'Sword Saint'. Grants +10 HP, +10 MP, +10 SP, and +2 WIS, CHA, and STR. Requires Paladin or Dark Knight as main job, and Paladin or Dark Knight as sub job in combination.
Second Chance (T5)
Once per life-time, if a Paladin has been deemed truly blessed by the light - if they die, they will resurrect at the nearest crystal to the location of their death. This perk is removed once it has been used.
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Divine Thorns (E)
As a reaction, this individual reflects and mitigates 1d12 damage back to the creature that's hitting them as holy damage. This only applies to Melee attacks.
(- 10 mana.)
Holy Enchant (E)
The Paladin is able to imbue their own weapon or an ally's weapon with a holy light, granting it a holy augmentation.
(1d4+WIS extra Holy damage to melee attacks, lasts for 1 minute -10 mana.)
Bracing Bash (D)
As a reaction, the user counter attacks by standing their ground, and raises their shield or weapon ; using it to deal a heavy blow.
(Damage: Weapon Damage+1d8+CON| Melee Attack Roll, may only be used as a reaction. -15 stamina.)
Flash (D)
The user emits a holy light from their body which inflicts the blind status on anyone within their direct vicinity
(Prompts a fortitude saving throw of 14 which if failed afflicts blind to everyone in a 2 tile radius targeting the user, -15 Mana)
Shield of Light (C)
As a reaction, the user holds their weapon out in front of them then begins spinning it, and using their holy mana to form a magical disk around the shield that has the circumference of the weapon’s spin. The Mana in the center disk can be shot forward usually used as a counter attack that is half the size of the shield of light. This shield is nigh impenetrable by most forces.
(Damage: 1d12+CHA | As a reaction, creates a 30 HP Shield that if it survives, makes a ranged attack roll with +2 to hit at the attacker and dissipates. -20 Mana)
Cover (C)
The user can establish a link with their comrades in battle. In the heat of battle, as a reaction the paladin can teleport in front of a friendly target in view taking a single target attack that was meant for them. The paladin takes the damage instead - and when doing so, the damage is reduced by 15 points (to a minimum of 1). Can be used once per round for free, needing a reaction for any uses afterwards [free use refreshes upon the start of the Paladin's turn].
(-30 mana.)
Holy Barrier (C)
The user creates a barrier of magic around themselves. The barrier has a total of 20 HP, which must be reduced to 0 before breaking. Any damage used in excess of destroying the barrier is converted to healing power, and heals the user for that amount [to a maximum of 20]. The user of this ability is immobilized whilst using it.
(-40 mana.)
Supercharge (B)
Charge forward, shield or weapon raised ; knocking down anything in the user's path. Can move in a straight line up to half the users movement speed. (Requires not having used a movement action). This attack also deals additional damage equal to the user's Physical Damage Reduction.
(Damage: Weapon damage + 2d12+CON | Weapon attack roll -40 stamina.)
Passage of Arms (B)
The user kneels on the ground concentrating their holy energy around them. While kneeling wings of holy light form in a 3 tile cone behind them. Any target in the cone receives a bonus of 10 to their DR including the user. The user can only use reactions while in this stance -- and sacrifices their standard, bonus, and movement actions. They can perform up to 2 paladin specific reactions(except for cover) per turn as free actions.
(- 25 mana per turn to sustain.)
Crossover (A)
The user strikes at an opponent, making 3 separate attacks. Make an individual attack roll for each attack. These attacks are infused with potent holy energy, and on a successful hit ; that energy is 'stored' within the target. Each successful attack 'stores' 1d10 holy damage in the target. After 3 turns, if the Paladin is still above 0 HP, this 'stored' holy energy explodes, dealing damage equal to the amount 'stored' within the target.
(Damage: Weapon damage + 1d8+CHA holy damage. | Melee attack, -65 Stamina.)
Minus Strike(A)
Deals a blow that causes more damage the more injured the user is, by summoning a massive blade of holy light. This attack also deals damage equal to the difference in the user's maximum and current HP, halved.
(Damage: Weapon Damage | Weapon Attack Roll, - 70 Stamina | +2 Cooldown)
Oversoul (S)
The user imbues their weapon with holy light before charging at a single enemy. They make a single well focused blow striking at the very soul of the enemy with their light clad sword leaving the energy imbued within the target. If the attack is successful then from within the enemy several beams of light will pierce from their core as their soul starts to leave their body, concluding in a powerful blast of light.
(Damage: Weapon Damage+2d20+CHA Holy damage | Melee attack roll, also removes 30% of target's CURRENT HP on hit. Can be used once a day. )
---Sword Saint---
Dusk Knight (T3)
This Sword Saint is attuned to the darkness. A Sword Saint trained as a Dusk Knight is empowered by the darkness. Whenever damaging a creature with 'Dark' damage - the Dusk Knight restores 5 MP and Stamina to themselves.
Dawn Knight (T3)
This Sword Saint is attuned to the light. A Sword Saint trained as a Dawn Knight is empowered by the light. Whenever damaging a creature with 'Holy' damage - the Dawn Knight restores 10 HP to themselves.
Twilight Knight (T3)
This Sword Saint is attuned to true karmic justice. A Sword Saint trained as a Twilight Knight is empowered by balance. Whenever damaging a creature with 'Psychic' damage - the Dawn Knight gains a 'Karma' stack. While Karma stacks are active, they may choose to expel them when taking damage. If they do so, the creature who damaged them takes 2d6 damage which may not be reduced as retribution.
----Swordplay----
Crush Armor (B)
A Melee weapon attack, which if successful is capable of disabling armor of a lower metal tier than the weapon used on hit, for 3 rounds.
(-50 Stamina.)
Crush Weapon (B)
A Melee weapon attack, which if successful is capable of disabling a weapon of a lower metal tier than the weapon used on hit, for 3 rounds.
(-50 Stamina.)
Duskblade (B)
A Melee weapon attack, which is imbued with dark magic. It's capable of drawing the magical energy out of a target, restoring MP equal to half of the damage dealt. This also changes the damage from physical to Dark.
(Damage: Weapon Damage + 1d12, -30 Stamina.)
Shadowblade (B)
A Melee weapon attack, which is imbued with dark magic. It's capable of drawing the magical energy out of a target, restoring HP equal to half of the damage dealt. This also changes the damage from physical to Dark.
(Damage: Weapon Damage + 1d12, -30 Stamina.)
Judgement Blade (B)
A Melee weapon attack, which is imbued with holy magic. It's capable of dealing tremendous holy damage. Changes the weapon's base damage to holy. The blade is extended by a holy beam of light, granting 2 extra tiles of range.
(Damage: Weapon Damage + 2d12, -30 Stamina.)
Cleansing Strike (B)
A Melee weapon attack, which is imbued with cleansing holy magic. It's capable of dispelling positive status effects, applying 'Dispel' on hit. Changes damage to holy damage.
(Damage: Weapon Damage + 1d10, -30 Stamina.)
Northswain Strike (B)
A Melee weapon attack, which is imbued with penetrative holy magic. This extends a holy blade in the shape of the wielded weapon, to stab a target creature, ignoring defenses and gaining extra range. Changes damage to holy damage.
(Damage: Weapon Damage + 1d10 | Ignores 20 damage reduction. 3 tile range, -30 Stamina.)
Hallowed Bolt (B)
A Melee weapon attack, which is imbued with holy thunder. Make a normal weapon attack roll, then a Hallowed Bolt roll immediately after. Hallowed Bolt's damage is lightning damage - the initial weapon attack roll's damage is holy damage. If the Hallowed Bolt roll hits the target, it inflicts 'Paralyze'.
(Damage: Weapon Damage + 1d10, -50 Stamina.)
Shadowflame Blade (B)
A Melee weapon attack, which is imbued with cursed flames. Make a normal weapon attack roll, then a Shadowflame Blade roll immediately after. Shadowflame Blade's damage is fire damage - the initial weapon attack roll's damage is dark damage. If the Shadowflame Blade roll hits the target, it inflicts 'Burn'.
(Damage: Weapon Damage + 1d10, -50 Stamina.)
Twilight Blade (B)
A Melee weapon attack, which is imbued with karmic power - attacking the very soul. A target hit by this attack has their essence sapped, restoring SP equal to half the damage dealt to the user. The attack's damage is Psychic damage.
(Damage: Weapon Damage + 1d20, -50 Mana.)
Sunset Severance (B)
A Melee weapon attack, which is imbued with a karmic chill. Make a normal weapon attack roll, then a Sunset Severance roll immediately after. Sunset Severance's damage is ice damage - the initial weapon attack roll's damage is Psychic damage. If the Sunset Severance roll hits the target, they are inflicted with 'Heavy'.
(Damage: Weapon Damage + 1d10, -50 Mana.)
Divine Ruination (A)
A Melee weapon attack, which is imbued with immense holy power. Upon striking the target with Divine Ruination, the target is inflicted with 'Silence' and 'Slow'.
(Damage : Weapon Damage + 2d20, -80 Stamina.)
Apocalypse Strike (A)
A Melee weapon attack, which is imbued with immense corruptive power. Upon striking a target with Apocalypse Strike, the target is inflicted with 'Blind' and 'Weakness'.
(Damage: Weapon Damage + 2d20, -80 Stamina.)
Eclipse Blade (S)
The penultimate Sword Saint ability. It acts as a Melee weapon attack, which is imbued with immense karmic power. The blade is extended in a massive stream of karmic mana. The range is increased due to the massive size of the blade. When a target is struck by this blade, they are inflicted with Burn, Poison, and Bleed.
(Damage: Weapon Damage + 3d12, -120 Stamina.)