Career Skill List Faith Discipline

Paladin

23 Skills
Available on List

Holy defense, divine protection, smiting evil, and sacred endowments.

Build Cost: 6
Purchase: Multi
Tagged: Yes
Duration: 10 Minutes
Skill Type: Faith
Prerequisites: Paladin
Skill List: Paladin

This skill, once invoked, will grant the character the following benefits while active. First it will increase their base Body Point stat by 25%. Second, the character is immune to Dark damage, though the Dark Pool points – if any are used – are not expended.

Finally, the character is immune to special damage effects, including Eldritch attacks, of supernatural creations of the Dark Lord – anything from zombies, orcs, demonlings to Hierarchs. This only works on attacks – melee or ranged – that deal damage and does not affect weapon damage types – silver, mithril, magic, etc. The character still takes the damage normally, just not the special modifier. Note that this does not have any effect on special abilities, spells, skills, etc. from these characters. For example, the character is struck by a Ghoul dealing 4 Paralysis. The character will take 4 damage but not the paralyzing effects of a Ghoul.

This skill requires the use of the character’s focus and a verbal, which must be at least 5 syllables, not including the skill’s name, and must contain some reasonably recognizable version of the name of the skill.

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Build Cost: 2
Purchase: Once
Tagged: Yes
Duration: 10 Minutes
Skill Type: Faith
Prerequisites: Follower of the Light
Skill List: Paladin

Official skill from Playtest 3.2 rulebook release. Grants divine protection and blessing in battle.

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Build Cost: 3
Purchase: Multi
Tagged: Yes
Duration: Instant
Skill Type: Faith
Prerequisites: Paladin, Detect Vile Spawn
Skill List: Paladin

This skill will destroy any lesser Vile Spawn such as undead or lesser demons by touch or through a weapon bringing them to the end of their Death Count. This skill can be blocked by a magical defense against physical attacks and the Destroy Lesser Vile Spawn skill is used. A martial parry skill will block the attack, but the Destroy Lesser Vile Spawn skill is not used.

This skill requires the use of the character’s focus and a verbal, which must be at least 5 syllables, not including the skill’s name, and must contain some reasonably recognizable version of the name of the skill.

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Build Cost: 7
Purchase: Multi
Tagged: Yes
Duration: Instant
Skill Type: Faith
Prerequisites: Destroy Lesser Vile Spawn
Skill List: Paladin

This skill will destroy any Vile Spawn such as undead or demons of any type by touch or through a weapon. The targeted character is completely destroyed and turns to dust if corporeal or vanishes if non-corporeal. Demons or Hierarchs are brought to the Brink of Death and instantly banished to their home plane leaving their worldly possessions behind. The Paladin is brought to the Brink of Death after successful use of this skill.

Unlike other skills, this skill is not used if it is stopped by any defense that stops physical attacks and the Paladin suffers no ill effects. If stopped by an Empowerment skill, this skill is used and the Paladin suffers no ill effects. However, if this skill is blocked by an innate Resist ability, the skill is used and the Paladin is brought to the Brink of Death.

This skill requires the use of the character’s focus and a verbal, which must be at least 5 syllables, not including the skill’s name, and must contain some reasonably recognizable version of the name of the skill.

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Build Cost: 3
Purchase: Multi
Tagged: Yes
Duration: Instant
Skill Type: Faith
Prerequisites: Cleric ~or~ Paladin
Skill List: Paladin

This skill will test the veracity of the last statement made by another character. To use this skill, the character should call a Hold, privately ask the target player if they are lying, then call the Lay On. The skill is undetectable in-game to bystanders and the target character. However, a character with the Lie skill can use their skill as a defense. This is the only defense to this skill.

The veracity of the statement is based on what the player, not the character, knows is the truth. Therefore, if the character is intentionally lying or lying under compulsion (charm effect, Forget and Remember poison, etc), they are lying and will detect as such. Even if the character’s perception of the truth is skewed, the skill will detect the statement as a lie.

For example, a character does not believe it is murder to kill Halflings. After killing Kay, Scanlon asks the character if they killed Kay. The character says no, and Scanlon uses his Detect Lie skill to test the truthfulness of the statement. While the character does not believe killing Halflings is murder, the player must tell Scanlon that he is lying.

The player should not draw upon out-of-game knowledge their character should not know about when judging the truthfulness of their answer.

For example, Susan helped a Plot Marshal set up an ambush down the road. The marshal decides to make her the bait, an innocent farmer’s wife who is being chased by a Lesser Troll the brigands have dominated. The farmer’s wife screams for help and Calandris and his friends hear the call for help and investigate. Calandris asks the farmer’s wife if this is a trap, and she answers no. Calandris uses his Detect Lie skill and learns the farmer’s wife is not lying. While Susan knows there is a trap planned for the characters, her NPC is ignorant of the trick.

If a character is lied to and later tells people the lie believing it to be the truth, he will not detect as lying.

For example, while on an adventure Constantine meets a Dark Paladin who says he killed Squire Scanlon and shows him is tabard. Believing the Dark Paladin, Constantine runs to Avalon to get help. Suspecting this may be a trap, Juhani uses her Detect Lie skill to test the veracity of his statement. The skill reveals Constantine is not lying and they go off to find the Dark Paladin. Along the way they meet Squire Scanlon who is alive and well and is looking for his missing tabard.

In the above example, Constantine was not attempting to lie to Juhani, even though he was wrong and Squire Scanlon was alive, the skill still revealed he was telling the truth. This skill requires no verbal to use.

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Build Cost: 3
Purchase: Multi
Tagged: Yes
Duration: Instant
Skill Type: Faith
Prerequisites: Cleric ~or~ Paladin
Skill List: Paladin

This skill allows the character to sense if another character is undead, demonic, draconic, or other higher power by looking at them. This skill can only be stopped by the Cloak Undead skill. If used against a character who is currently possessed, this skill will reveal this fact and the nature of the possessing character.

This skill requires the use of the character’s focus and a verbal, which must be at least 5 syllables, not including the skill’s name, and must contain some reasonably recognizable version of the name of the skill.

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Build Cost: 2
Purchase: Once
Tagged: Yes
Duration: Constant
Skill Type: Faith
Prerequisites: Follower of the Light
Skill List: Paladin

Official sacred endowment skill from Playtest 3.2 rulebook release.

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Build Cost: 2
Purchase: Once
Tagged: Yes
Duration: Constant
Skill Type: Faith
Prerequisites: Follower of the Light
Skill List: Paladin

Official sacred endowment skill from Playtest 3.2 rulebook release.

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Build Cost: 2
Purchase: Once
Tagged: Yes
Duration: Constant
Skill Type: Faith
Prerequisites: Follower of the Light
Skill List: Paladin

Official sacred endowment skill from Playtest 3.2 rulebook release.

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Build Cost: 2
Purchase: Once
Tagged: Yes
Duration: Constant
Skill Type: Faith
Prerequisites: Follower of the Light
Skill List: Paladin

Official sacred endowment skill from Playtest 3.2 rulebook release.

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Build Cost: 2
Purchase: Once
Tagged: Yes
Duration: Constant
Skill Type: Faith
Prerequisites: Follower of the Light
Skill List: Paladin

Official sacred endowment skill from Playtest 3.2 rulebook release.

LAIRE Skill Reference Full Rules →
Build Cost: 2
Purchase: Once
Tagged: Yes
Duration: Constant
Skill Type: Faith
Prerequisites: Follower of the Light
Skill List: Paladin

Official sacred endowment skill from Playtest 3.2 rulebook release.

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Build Cost: 5
Purchase: Multi
Tagged: Yes
Duration: 30 Min
Skill Type: Faith
Prerequisites: Paladin ~or~ Dark Paladin
Skill List: Paladin, Dark Paladin

When invoked, this skill will empower any weapon the character holds to swing for magical damage for 30 minutes. This skill is hand specific and once invoked, only weapons in that hand will be augmented. There is no Damage Bonus or other effect from the use of this skill. The weapon can still be shattered.

This skill requires the use of the character’s focus and a verbal, which must be at least 5 syllables, not including the skill’s name, and must contain some reasonably recognizable version of the name of the skill.

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Build Cost: 10
Purchase: Multi
Tagged: Yes
Duration: Instant
Skill Type: Faith
Prerequisites: 2 Heal Wounds
Skill List: Paladin

This skill allows the character to bring another character that is at the Brink of Death back to life at 1 Body Point without having to use the Death System. The character using this skill in this manner suffers a Weakness spell-like affect. This is not actually the spell and there is no way to end the affect or reduce the duration. The character cannot prevent the affect from effecting them.

This skill may also be used as an attack, either by touch or through a weapon, against undead or other characters harmed by Life affects only. It can also be used to block the Death Touch skill. Using the skill in either of these ways does not cause the character to be affected by the weakness affect.

This skill requires the use of the character’s focus and a verbal, which must be at least 5 syllables, not including the skill’s name, and must contain some reasonably recognizable version of the name of the skill. This skill can be delivered by touch or through a weapon. If delivered through a weapon, the targeted character must be struck, and unlike Channeled spells, weapons and shields will stop the attack. If the character misses their target or the target uses a martial skill to stop the attack, the skill is not used. If the attack is stopped by an Empower skill or a magical defense that stops physical attacks, the skill is used.

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Build Cost: 5
Purchase: Multi
Tagged: Yes
Duration: Instant
Skill Type: Faith
Prerequisites: Cleric ~or~ Paladin
Skill List: Paladin

Once this skill is purchased, the character gains a Healing Pool. For each purchase of this skill, the character gains 25 Healing Points. How the character may use this pool depends on whether they are a Cleric or Paladin.

A Cleric or Paladin may heal any living character’s Body Points at a rate of one for one. The character may also use their pool to mimic Healing School spells at double the Power Point cost. The table below outlines what spells they can mimic and how many Healing Pool Points it costs. After the verbal is called, the character should suffix the effect with the word “…Light.” Note: Empower Evil will not stop these spell effects and the Absorption spell will stop the spell but not give any Power Points.

Healing Spell
Healing Pool Points

Detect Life
0, 2 if Thrown*

Purify Blood
4

Assess Ailment
8

Heal Body
8

Heal this Mind
8

Heal this Limb
10

Heal this Mortal Wound
12

Return Ghoul**
16

Return Death Slave**
40

* The character must have at least 1 Healing Pool Point to Detect Life

** Only Clerics can mimic these two effects, not Paladins.

A Cleric or Paladin can use their pool points to harm undead, demonic or other Vile Spawn characters at a rate of one for one. The attack damages the target character’s Body Points and is considered magical damage for the purposes of Damage Resistance. This can be delivered by touch out of combat or thrown via a spell packet. The character determines the amount of damage when the skill is called, up to their current Healing Pool total.

For example, Kida has three purchases of the Heal Wounds skill giving her 75 Healing Pool Points. She has used 20 Healing Pool Points already that Tag Cycle. She sees a demon pontificating to the Avalonians attempting to cower them into submission. She walks up behind the demon and touches the character using her Healing Pool to inflict damage. She says, “By the light of the sun I cleanse your evil taint with 30 Light”. The NPC demon takes 30 points of direct Body Point damage. Now Kida is engaged in combat and cannot touch the NPC. She uses her dagger to attack the demon. Normally she swings 1 damage with her dagger, but Kida has used a Holy Blessing and a +3 Strength Potion. She uses 1 point of her Healing Pool to augment her damage and now swings “6 Light” – 1 for the dagger, +1 for the Holy Blessing, +1 for the Healing Pool point, and +3 for the Giant Strength potion.

A Cleric or Paladin may use this skill to augment their damage to “Light” which will deal direct body damage to all undead, demons and Vile Spawn and requires at least one point of their Healing Pool per attack – damage or skill. If the character has the Cleric skill, they may use up to one purchase or 25 points of their Healing Pool to increase their damage. A character with the Paladin skill may use as much of their Healing Pool as they wish, up to their current total pool points. Either way, the character must call their verbal before each strike and the damage dealt is always “Light” damage. If the character fails to land their attack, they have 5 seconds to try to land the attack before they must recite their in-game verbal again.

For example, Reylos is fighting a pack of undead that is normally only affected by silver weapons or better. Having only normal weapons and swinging 7 points of damage, he uses three points of his Healing Pool with each swing. He now swings 10 points of damage and calls “10 Light”. Reylos can use more of his Healing Pool with each attack to increase his damage accordingly.

Damage augmented with “Light”, in either case, does not harm living characters unless noted on their Character Card.

This skill requires the use of a verbal, which must be at least 5 syllables, not including the skill’s name, and must contain some reasonably recognizable version of the name of the skill. This skill can be delivered by touch, thrown, or through a weapon. If delivered through a weapon, the targeted character must be struck, and weapons and shields will stop the attack. If the character misses their target, no matter how it is delivered, or the target uses a martial skill to stop the attack, the skill is not used. If the attack is stopped by an Empower skill or a magical defense that stops physical attacks, the skill is used.

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Build Cost: 3
Purchase: Multi
Tagged: Yes
Duration: 10 Min
Skill Type: Faith
Prerequisites: 2 Heal Wounds
Skill List: Paladin

This skill allows the character to bless Followers of the Light, Acolytes, and non-mortal beings of good (such as Dragons, Drakes, and Solars) with a +1 Strength Bonus and immunity to fear. This skill is non-latent and will last for 10 minutes from time of blessing. If this skill is used on an unaligned person, a Servant of Evil, or a being of evil, the skill is used but it will have no effect. This skill cannot be stacked with itself, but will stack with other Strength Bonuses.

This skill requires the use of the character’s focus and a verbal, which must be at least 5 syllables, not including the skill’s name, and must contain some reasonably recognizable version of the name of the skill.

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Build Cost: 5
Purchase: Multi
Tagged: No
Duration: Constant
Skill Type: Faith
Prerequisites: Paladin ~or~ Dark Paladin
Skill List: Dark Paladin, Paladin

This skill will allow the character to become completely and permanently immune to one specific charm or charm-like effect per purchase of this skill. Some of the charms that can be chosen are given below.

Charm Category
What is Stopped

Charm School Spell
That specific spell only.

Domination
Any domination effect, spell, ritual, or ability.

Vampiric Charm
Any charm effect from Vampires

Demonic Charm
Any charm effect from any demon or Heirarch

Possession
Any possession effect from any type of character

Hypnosis
Any hypnosis effect from any skill or ability

Undead Control
Any skill or ritual that controls undead (not Faith skills)

A character may not use this skill to become immune to any alchemical affect, even if that effect is similar to the categories listed above. Additionally, a character may not become immune to any Follower of the Light or Servant of Darkness compel or turn skills.

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Build Cost: 5
Purchase: Once
Tagged: No
Duration: Constant
Skill Type: Faith
Prerequisites: Plot Approval
Skill List: Paladin

This skill grants the character a limited immunity to necromancy. The character is immune to any undead creation spell in the Necromancy School. Damaging spells from that school still effect the character normally and a Death Slave spell brings the character to the Brink of Death. Undead creating sorcery rituals affect the character, but they are at half power, in other words, half the normal Body Points, Power Points, Strength Bonus, Skills, etc. and is wracked with constant pain and agony. After the end of the current Event in which the undead was created, the player can choose to end their character’s undead torment whenever they want, even if the character is on their last death.

This skill makes the character permanently immune to all fear effects.

A player may only have the Cleric or Paladin skill at one time. It is possible, with Plot approval and appropriate in-game roleplay, for a character to change from a Paladin to a Cleric by swapping this skill for Cleric, with the appropriate Build Point change.

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Build Cost: 5
Purchase: Multi
Tagged: Yes
Duration: Special
Skill Type: Faith
Prerequisites: Turn Lesser Vile Spawn
Skill List: Paladin

This skill will force all lesser undead and lesser demons, or one specific greater undead or greater demon to stay 10 feet away from the character for as long as they hold up their focus. The undead or demons may not attack, cast spells directed towards the character, or even look at the character. This skill does not require concentration and will remain in effect so long as the character continues to hold up their focus and in the case of a single target, towards the target character. The character may take offensive actions and cast spells while maintaining a repel, but should they take damage, the effect will end. Note that a character may only maintain one Repel Undead at a time and cannot use any of their other turn undead skills while maintaining a Repel Undead skill.

This skill can only be countered by a Servant of Darkness control skill, Empower skill or sorcery; necromancy or abilities will not counter this skill.

This skill requires the use of the character’s focus and a verbal, which must be at least 5 syllables, not including the skill’s name, and must contain some reasonably recognizable version of the name of the skill.

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Build Cost: 5
Purchase: Multi
Tagged: Yes
Duration: Instant
Skill Type: Faith
Prerequisites: Paladin
Skill List: Paladin

This skill will stop one of the following skills: Death Touch, Pain Touch, Venom Touch, Sever Soul, Withering Touch, Fear Gaze or one strike of Dark damage or skills augmented with Dark. Dark damage is the only numerical damage stopped by this skill.

One use of Resist Evil will also stop the special abilities of supernatural creations of the Dark Lord that are effects, not damage.

It will not work on skills or spells delivered by these characters, nor will it work on any level of Cosmic Manipulation. A Dark Cleric using their Wounding Pool to cast Necromancy or Demonology Spells cannot be stopped by Resist Evil. Both the Resist Evil and the resisted skill are used.

In the case of use against Sever Soul, this skill can be used when the character is not conscious; the player not the character decides when to use it.

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Build Cost: 5
Purchase: Multi
Tagged: Yes
Duration: 10 Min
Skill Type: Faith
Prerequisites: Detect Vile Spawn
Skill List: Paladin

This skill will force all lesser undead and lesser demons within hearing range or line of sight of the character to turn and flee away from them for 30 minutes. The affected characters must turn and move as fast as that type of character is able to move. They are not allowed to take any offensive actions and cannot use defensive skills, but they may invoke latent defenses.

This skill can only be countered by a Servant of Darkness control skill, Empower skill or sorcery; necromancy will not counter this skill.

This skill requires the use of the character’s focus and a verbal, which must be at least 5 syllables, not including the skill’s name, and must contain some reasonably recognizable version of the name of the skill.

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Build Cost: 8
Purchase: Multi
Tagged: Yes
Duration: 10 Min
Skill Type: Faith
Prerequisites: Repel Vile Spawn
Skill List: Paladin

This skill will force all undead and demons of any type, within hearing range or line of sight of the character to turn and flee away from them for 30 minutes. The affected characters must turn and move as fast as that type of character is able to move. They are not allowed to take any offensive actions and cannot use defensive skills, but they may invoke latent defenses.

This skill can only be countered by a Servant of Darkness control skill, Empower skill or sorcery; necromancy will not counter this skill.

This skill requires the use of the character’s focus and a verbal, which must be at least 5 syllables, not including the skill’s name, and must contain some reasonably recognizable version of the name of the skill

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Build Cost: 3
Purchase: Once
Tagged: No
Duration: Constant
Skill Type: Arcane
Prerequisites: Plot Approval, Sorcerery Rank 3
Skill List: Paladin

This skill allows the character to cast white only rituals, gives the character a +5% Casting Bonus to all white and white only rituals and double their Knowledge Bonus for ranks of Healing School.

For more information, see the sections on Follower of the Light Advanced Career and Sorcerer Advanced Career

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