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For the Light: Paladin

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Fist of the Bro Star

Shirtless Seraph

PostPosted: Sun Mar 27, 2011 11:50 pm


Paladin Skills

Sense Evil Passive
This allows the Paladin to sense those of ill intent, as well as demons and their kin, such as succubi, incubi, and several others of demon blood. It by emanating the good aura of the paladin, although the waves do not echo back, but make a "disturbance" that corrupts the waves of good, acting as a beacon. This also backfires, as it attracts all the things it detects, and makes the paladin very obvious to them.

Aura of Hope E
Limits: The Paladin must have experience in battle. Killing one monster ,NPC or RCP in RP is required for this skill.

The Paladin's anti-thesis to the Aura of Despair. An uplifting feeling comes from the very core of those around the Paladin and gives them courage. Paladins usually activate this skill before going into battle with allies or when consoling allies for their losses. It does not affect the Paladin or affect the Shadowknight's Aura of Despair in any way the two ususally just exist separately. It costs E ranked energy to activate and E ranked energy to deactivate but remains passive once activated.

Circle of Unholy Protection D-S
Limits: The Paladin must stay in combat constantly in order to use this skill.

The paladin gathers in energy towards the core of their body, absorbing as much of their steel will and steadfastness as possible. Within a quick moment, the paladin generates a powerful circle of holy energy. The power of the holy circle matches that of the Paladin's own rank, becoming stronger and more potent than it's previous rank. The Skill cost also scales with the strength of the paladin, making it cost more the stronger they get.

      - Novice Rank: D-Energy
      The Paladin releases the circle, ranging to 10 feet radius that becomes a singing sensation to any unholy being around him. Summoned unholy minions of D-rank or below are deconstructed if they are not empowered by a necromancer.

      - Adept Rank: C-Energy
      The Paladin releases their circle with their emblem of devotion, ranging to 15 feet radius, this makes it even more powerful against the unholy who are weaker than they are. The unholy who are in the circle near the user will find it more difficult to move around than they used to(-1 to speed.)

      - Expert Rank: B-Energy
      The Paladin releases a greater circle of protection against the unholy, reaching to about 20 feet in a radius, those who are weaker than the paladin will find it difficult to even fight. This inflicts enemies with three ailments, Nausea, Vertigo, and muscle atrophy. This even makes it worse for enemies to move as well(-2 to speed.)

      - Master Rank: A-Energy
      The Paladin creates one of the strongest circle of protection around them, circulating a total of 70 feet around them. Those of unholy origins that are inside the circle who are weaker than the paladin, who remain in the circle for over 1 post, will be quick to submit as Expert Rank enemies will find it near impossible to move(-3 to speed) while Adept and below will pass out from the holy pressure around them.

      - Sage Rank: S-Energy
      The Paladin creates their most powerful circle of protection around them, extending to a full mile away from where they stand. All enemies who are not the same rank as they are, are met with crippling gravity, reducing their jump, speed, and even movements vastly. The enemy MUST be on the Paladin's level before even attempting to fight the Paladin.

Hand of Illumination E
An incredibly simple, staple, skill of the Paladins. It allows them to create holy light from their hands as it creates a constant source of light. This keeps the user's own hands free to use as they can use whatever weapon still. This is mainly useful out of combat when the Paladin is lost.

Shield of Light D
Its a basic shield made of holy energy, its annoying to stare into so its great to use to gain an advantage. Last for 5 post and is as strong as Iron.

Armor of Light D
This armor is useless against normal attacks, but great against unholy ones. The armor will defend against any C rank or lower skills, but a B rank would break the armor. Its great for it low energy cost, but it can only be used twice per battle and will only deflect one skill, has a cooldown of 2 post.

Holy Light D
The basic skill of the paladin class this is where it all begins for them. They slash at you and the slash will fuse with a beam of holy light, this is where the vampire would usually scream "MY EYES!" This does the exact same damage a normal slash would onto a vampire but they will have trouble healing it. Same applies for those with demons, the undead, necromancers, lycans and it will burn normal people's eyes if they stare directly into it. The slash has to hit. Can also be done with the spear or the shield, yes you may throw the shield, spear or sword....

Steadfastness D
The Paladin fills their feet with holy energy. They do this to hold ground against even the toughest hits and most powerful attacks as the holy energy in their feet keeps them stuck firmly to the ground so that they cannot move.
Using this against faster opponents can be suicidal

Slip of Truth C.
The Paladin and the person the Paladin is talking to begin to slowly synchronize their energies, to the point where the Paladin's energy is on their level as an illusion. As they talk, the paladin can ask them a question, but using the enchanted words to bring the truth out of their fellow talker. The one who hears: 'Speak only the truth.' Will be compelled to answer the question truthfully and honestly. The only way around this technique, is if the person is able to resist any illusions or hypnosis.

Holy Weapon C
Creates an object, usually a weapon, entirely from light (no physical substance is needed). The weapon is as strong as the average weapon of its kind in most cases. When used against unholy creatures, it does twice as much damage and is twice as durable. This weapon of light must be held and cannot be thrown. Losing contact with it will cause it to disappear. A D-rank amount of energy must be channeled into the object every three posts to keep the skill active.

Divine Light C
By creating a false sun with their energy that casts a blinding light, similar to that of the sun, the Paladin can light up extremely dark areas. It's just a small ball of light suspended 30 feet in the air. A C Rank skill can break it.

Resolve C
Limits: Once per battle

The paladin is able to up their ante by increasing their energy output, thus making their other paladin skills stronger by one rank. Not stackable with other skills.

Cleanse Area C
Limits: Twice per battle

The user will gain the ability to purge all passive abilities such as auras, sustained skills, and will disrupt people who are charging up for a skill. Can be done outside of battle as well.

Chains That Bind C
The Paladin doesn't always have to kill, some times he needs to extract information, and for him/her to do that the Paladin would need to bind the person. Chains made of holy energy will shoot out of the ground and attempt to bind the opponent by his arms. Once done, the chains will force the person on to their knees. However this skill can be dodged. Last for three post.

Falter C
The caster will use their own good aura, to afflict the target's mind, making them think about all the bad things they've done, from taking a cookie without permission, to killing a man in cold blood. This causes their attacks to cost a rank more, thus draining them faster. Those afflicted with this ability will have it only last a total of three posts, no ifs ands or buts.

Hand of Blinding Light D
Limits: Must know skill 'Hand of Illumination'

The Paladin extends their hand and gives off from it a beam of illuminating light that both blinds enemies and lights their way. It is impractical to try and look through the beam of light as its intensity is only slightly weaker than gazing directly at the sun. Due to its relatively high energy useage it should ususally only be applied in combat situations or lighting up especially dark caverns. Obviously it only blinds people if the light hits them in the eyes, which only lasts for the moment the light hits them. By closing your eyes it will not burn them. This will blind an opponent who is looking directly at the Paladin for 1 post

Temple Body C
Limits: Must not have body modifications or robotic parts. Must not currently be poisoned or intoxicated. Intentions must be strictly for good in Paladin's mind when using skill.

The Paladin's body is considered to be the same as a temple or Church of their Order or Sect. The Paladin with this skill embodies their crusade against injustice and evil within the world. This skill when activated empowers other Paladins and Clerics around them with their holy energy giving them a boost to the effectiveness of their skills by one rank. Theoretically a group of Paladins together could stack this as they each count as a separate 'Temple' but due to the decreasing number of Paladins in the world this is unlikely to happen at best.

Minor Heal C
You cant heal anything major like broken bones or a cut major artery but you can stop the bleeding for a while as someone who can help them better arrives. If its just a cut as long as no major organs are affected then sure you may heal that perfectly. Can be done in battle but you have to touch your target with your palm.

Sanctification B
Sanctifies a piece of weaponry or armour giving it protection from holy energy as it is blessed with holy energy itself. This is done through a week of meditation while in close proximity to the item in question. If at any point the meditative state is broken then the item will burst into flame and disappear. Its purpose is to protect Paladin items from their own holy energies as well as purify corrupted items. It does not protect the Paladin from another Paladin's energy. Armour protected with this reflects healing spells too. It is a sacrifice that must be made to protect armour from burning away when using some Paladin abilities. This spell requires the patience of a saint. Becoming of a young Paladin. It is nullified if the weapon is corrupted by another individual. Sanctifying a weapon also increases the durability of the material by a whole rank.

Holy Rain B
Limits: Must have an element. Must be used outside. Five post cool-down.

After a post of preparation during which the user is hindered in no way, a gentle drizzle will fall down into the entire thread for five posts. The effects of this rain will vary depending on the element of the user and the people it hits. After using Holy Rain, it cannot be used again for five posts.

- Water: Heals all minor wounds and restores a fourth of the depleted energy to everyone but unholy beings.
- Fire: Painfully burns all unholy beings and restores a fourth of the depleted energy of all holy beings but the user. The burns will distract even the most hardened of individuals but are not fatal in any way.
- Earth: Causes the ground (regardless of what it's made of) underneath unholy beings to turn muddy and have an effect like quicksand while the unholy being is in contact with it. If it doesn't outright trap those who are caught within it, it will slow them down. After the skill is finished, the mud dries up quickly (less than one post) and can be easily broken through.
- Wind: Gives holy beings the ability to fly/levitate (but be careful to not be too far from the ground after the skill ends) and keeps unholy beings from being able to hear and smell.

Judgment B
Requires: Novice Rank, holy light

You form the holy light around your weapon with so much power it would destroy unholy beings quickly. A wound done by this attack will not heal may you be human or unholy, how ever healing will start once the battle is over. This move also allows the paladin to cut through steel but sadly it causes their arms to bleed repeated use is not recommended as shown by Sir Teredan when he ripped his muscles after the 10th use. Any more than the limit you will begin to rip the muscles.
Novice =2
Adept = 3
Master = 5
Sage = 8

Sacrifice B
Requires: Adept rank

Though this could possibly deadly to the paladin he or she may use this skill to save someone from harm. They will both be INSTANTLY covered in light and any damage the person being saved will be transferred to the paladin exactly.

Divine Chamber B
By fusing your powers into spears they will form a barrier once they are stuck into the ground. This barrier is made out of holy light and will burn foes who touch them. You however can attack with a melee weapon into the barrier, breaking it from outside but this will fuse your weapon with the power of holy light. The barrier is hard to destroy and can take up to a B rank attack.

Divine Barrier B
With proper timing the paladin can create an invisible barrier capable of blocking incoming attacks bellow A rank. Though this barrier will just dampen the damage the impact though incredibly softer will still be felt by the arm. The attack of the enemy will be stopped but you will feel a softer blunt impact on the arm that created the barrier. If the attack is of A rank or above it will cut through the barrier but be of significantly lower power.

Energy Barrier A
Requires: Adept rank

By a simple gesture swiping gesture a shield made of energy is created. This shields energy cost is equivalent to the power of the attack that it blocks. This counts each blow meaning if the enemy attacks with several attacks that are equal to an S rank attack then each hit on your barrier will count as an S rank use. If that attack is a four hit combo that = B rank then it will be 4 B uses to fully block the hits.

Dawnblade A
Limits: Must know 'Holy Weapon' skill.

The Paladin brings into existence and upgraded version of the 'Holy Weapon' they use for the skill. This skill only works at night and only against 'evil' creatures. It acts in exactly the same was as the 'Holy Weapon' skill it is just significantly more potent

Blessing: The Unshaken Temple A
Limits: Must be capable of using 'Temple Body'

A completely different skill from 'Temple Body'. It requires it as a prerequisite as it shows the Paladin's strength of character throughout their career. A Paladin capable of using this skill can bless themselves before heading into combat to change the makeup of their body. When using this skill the Paladin's skin shines brightly as each and every cell in their body is infused with holy energy. It would be expected due to the nature of how Holy and Unholy magic usually work that the Paladin is made more vulnerable to Unholy attacks. It is actually the exact opposite. The Paladin using this makes unholy attacks hit for one rank less of damage. This skill is usually only held by the very most elite Paladins

Arm of the Law A
Requires: Adept rank

The weapon arm becomes embodied with a large amount of holy energy. So much that it burns away clothing, weapons and armour unless they have been sanctified. Using this holy energy the Paladin's weapon or fist gains a large boost of power depending on the lawfulness of the target. It doesn't modify damage against non sentient beings but beings with sentience will take deeper wounds based on their crimes. It is totally ineffective on a person who lives a pure life but when used on the lawless it inflicts heavy wounds and cuts through most armour (shattering armour usually requires the person to have killed more than one person or committed crimes and enjoyed them) . Due to the awkwardness of sanctifying a weapon and armour it is usually used as a last resort. This attack consumes Armour, Weapons, and vestments that are not sanctified.

Righteous Strike A
Requirements: Holy Light, Judgement

A step up from Judgement because it allows the same type of power without actually hurting the Paladin like the Judgement skill does. The user may now cut through A Ranked materials, however their arm will be extremely sore.

The Darkest Day S
The Paladin will imbue their body with holy energy, increasing their ability to protect exponentially. A holy light will wrap around them and shroud them in a shining light. This divine presence empowers the Paladin. On the first post they will experience a stat increase of +1/+1. On the second post it becomes +2/+2. The third, +3/+3. On the fourth, +4/+4. On the fifth, +5/+5. When the sixth post comes the stat bonuses reverse until the paladin is suffering a -1/-1. During this time they cannot use Paladin skills past B rank. That state lasts for three posts, following a seven post cool down.

Soul Judgment S
Requires: Master rank, judgment

You create a circle around you of light that is approximately seven meters in diameter. This circle will suddenly expel holy light with as much power as the judgment constantly as long as you keep your weapon into the ground. By concentrating the holy light in your blade, the light begins to shine brighter and hotter. After clutching the hilt of the blade, the user will suddenly leap forward at incredible speeds, at a speed that they can't reach by any other circumstance, and slash at their target. The attack doesn't end with the slash. A large projectile will shoot out from the blade, should anyone attempt to back away from the attack.

Smite SS
The user will emit their holy energy out of their body and once they do, it will begin to look like bright white/yellow flames. The user will suddenly shoot the holy flames toward the opponent at high speeds that will attempt to follow the target until it hits something. Must have at least 8 speed if you want to outrun the flames, otherwise you have to block the attack. The flames can burn right through A ranked materials with ease and will damage S ranked materials to the extent that they cannot be repaired, even metals. On unholy beings, this skill is increased a rank and will completely decimate the opponent, against normal people, it would cause fourth degree burns and will most likely cause the opponent a limb or two if hit.
 
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