Job Information
Main Abilities
Innate Ability: Cover
The Paladin chooses an ally to be covered as an Instant action; Until the Paladin chooses a new target, they will keep a watchful eye on this ally and guard them from injury.
Whenever the Covered target would suffer damage, the Paladin may leap in front of that character as an Instant action and choose to take that damage on the ally’s behalf. This means that the damage is still reduced by the original target’s ARM and M.ARM scores and other effects, and not the Paladin’s.
Cover can only be used if the Paladin is not afflicted with an effect or status that would prevent them from reaching their target or taking an immediate Instant action (such as Stop, Slow, Seal or Charm, among others), and the ally must be within a Medium Range and not obstructed by obstacles that would prevent the Paladin from reaching them (such as being in another section of the castle or another dimension). Finally, the Paladin may only Cover one ally at any time.
Defining Ability: Clemency
The target that the Paladin has chosen to cover shares in some of the Paladin’s divine energy. When the Paladin is healed, the covered target heals the same amount. If the Invincible, Last Stand, Palisade, Ruinga Guard, Sheltron, or the Soul of the Holy Knight ability are known by the Paladin, the covered target also benefits from those abilities (either passively or when they are activated).
This ability does not affect covered targets that are covered due to the Sentinel ability.
Defining Ability: Invincible
By spending 3 or more points of Destiny as a Standard action, a Paladin may become invincible, negating all damage and effects that they would receive from all attacks. The effects of this ability last for a number of rounds equal to the number of Destiny expended in its usage minus one. In addition, all damage dealt from the Paladin is treated as Holy M.ARM damage for the duration of Invincible. All damage taken from effects such as Cover is also nullified while the Paladin is Invincible.
When Invincible is activated, the Paladin is immediately cleansed of all negative status effects. They may use Invincible even if a status effect would normally prevent them from taking any actions.
Defining Ability: Sanctuary
The Paladin, all allies, and friendly targets are Immune to Confuse, Fear, Berserk, and Charm (if they so choose to be) when they are within a Medium Range of the Paladin. Former foes who have been Charmed to fight on your party’s side are unaffected by Sanctuary's charm immunity.
Ultimate Ability: Apocalypse Shield
As an Instant action the Paladin may break their shield to have all allies become invincible, negating all damage and effects that they would receive from all attacks for a single round. This ability can be used even on a different creature’s turn and new shields cannot be equipped until the end of the combat.
The Paladin chooses an ally to be covered as an Instant action; Until the Paladin chooses a new target, they will keep a watchful eye on this ally and guard them from injury.
Whenever the Covered target would suffer damage, the Paladin may leap in front of that character as an Instant action and choose to take that damage on the ally’s behalf. This means that the damage is still reduced by the original target’s ARM and M.ARM scores and other effects, and not the Paladin’s.
Cover can only be used if the Paladin is not afflicted with an effect or status that would prevent them from reaching their target or taking an immediate Instant action (such as Stop, Slow, Seal or Charm, among others), and the ally must be within a Medium Range and not obstructed by obstacles that would prevent the Paladin from reaching them (such as being in another section of the castle or another dimension). Finally, the Paladin may only Cover one ally at any time.
Defining Ability: Clemency
The target that the Paladin has chosen to cover shares in some of the Paladin’s divine energy. When the Paladin is healed, the covered target heals the same amount. If the Invincible, Last Stand, Palisade, Ruinga Guard, Sheltron, or the Soul of the Holy Knight ability are known by the Paladin, the covered target also benefits from those abilities (either passively or when they are activated).
This ability does not affect covered targets that are covered due to the Sentinel ability.
Defining Ability: Invincible
By spending 3 or more points of Destiny as a Standard action, a Paladin may become invincible, negating all damage and effects that they would receive from all attacks. The effects of this ability last for a number of rounds equal to the number of Destiny expended in its usage minus one. In addition, all damage dealt from the Paladin is treated as Holy M.ARM damage for the duration of Invincible. All damage taken from effects such as Cover is also nullified while the Paladin is Invincible.
When Invincible is activated, the Paladin is immediately cleansed of all negative status effects. They may use Invincible even if a status effect would normally prevent them from taking any actions.
Defining Ability: Sanctuary
The Paladin, all allies, and friendly targets are Immune to Confuse, Fear, Berserk, and Charm (if they so choose to be) when they are within a Medium Range of the Paladin. Former foes who have been Charmed to fight on your party’s side are unaffected by Sanctuary's charm immunity.
Ultimate Ability: Apocalypse Shield
As an Instant action the Paladin may break their shield to have all allies become invincible, negating all damage and effects that they would receive from all attacks for a single round. This ability can be used even on a different creature’s turn and new shields cannot be equipped until the end of the combat.
Job Abilities
Ability: Autorefresh
The first negative status effect that would be inflicted upon the Paladin in combat automatically fails.
Ability: Chivalry
The Paladin’s maximum MP is increased by twice their level. While at 50% MP or below, attacks the Paladin makes have the MP Refresh property.
Ability: Divine Ruin
The Paladin may make a Standard weapon attack once per chapter that deals an additional (PWR x Twice-Level) holy damage for each of their party members in combat that have been killed or at 0 hit points. This attack automatically hits.
Ability: Divine Veil
Once per chapter as an Instant action the Paladin may grant all allies both the Shell and Protect status effects.
Ability: Guardian
When protecting an ally using the Cover ability the Paladin may use their own defensive stats and buffs instead of that ally’s stats if they choose to do so.
Ability: Holy Blade
The Paladin’s weapons are imbued with radiant energy, gaining the Glowing property while equipped by them.
In addition, the Paladin may choose to deal damage as though their weapon possessed the Holy Strike property when they fight at 50% of their maximum hit points or less.
Ability: Holy Circle
By activating Holy Circle as a Slow action, the Paladin and any of their allies within Short range gain the Undead Killer property on any weapon they wield until combat ends. This Undead Killer property is special; creatures with the Undying property do not return to life when killed by a weapon with this ability active.
Ability: Iron Wall
The Paladin may choose to Cover two allies at once whenever they use their Cover ability.
Ability: Last Stand
When the Paladin is at 25% or fewer HP they receive 200% healing from all White Magic spells, abilities, items, and weapon properties.
Ability: Majesty
Once per chapter the Paladin may use an Instant action to begin drawing on their reserves of divine energy, asking for divine help in their time of need. The next spell the Paladin casts can be any white magic spell that is of a rank of white magic that they know. They may also increase this to a higher rank of magic than they know by spending 1 point of Destiny for each rank higher this spell is compared to what they know. They must still spend the MP required to use that spell and the spell can be interrupted as usual.
Ability: Intervention
As an Instant action usable once per chapter the Paladin creates a faintly-shimmering shield that surrounds a target. The target of Intervention negates all effects and damage from the next attack, damaging ability, or spell they receive, at which point the benefit of Intervention is lost. This ability cannot be used on the Paladin, nor can more than one ally have the benefits of this ability at any given time. However, Intervention can be used even when it is not the Paladin’s turn.
Ability: Palisade
By declaring the use of Palisade as a Standard action the Paladin hides behind its equipped shield, taking the Defend action and further halving the damage they take from spells and attacks with the Long Range property.
Ability: Rampart
By declaring they’re using Rampart an Instant action on an enemy’s turn, the Paladin may transform any Group-target spell or Limit Break into a Single-target spell or break that is redirected to strike them alone. Spells and limit breaks redirected in this way deal 200% standard damage instead of the normal value, and if the Paladin would be Immune or Absorbent to the elemental type of damage dealt, the damage still deals damage as though they were resistant to the element instead.
Ability: Requiescat
While at 50% or more MP a Paladin’s spells that would take a Slow action to activate instead take a Standard action to activate. This ability does not stack with the Haste status effect.
Ability: Ruinga Guard
When taking the Defend action the Paladin can use the damage dealt to them to build up a powerful counterattack. On the next turn their attacks and spells have their damage increased by one step for every attack made against them while defending. If they choose to use the Defend action again the next turn this damage build up is cumulative. The amount of damage step increases becomes two steps at 11th level for each attack made and three steps at 21st level.
Ability: Saint’s Cross
Once per combat as a Slow action the Paladin draws a cross of divine energy on the ground, making an attack against all enemies in a Short range. This attack has the Holy Strike property and inflicts Stop with an opposed roll.
Ability: Sentinel
Allies of the Paladin that are at 25% or less of their maximum HP are considered Covered by the Paladin (in addition to the Paladin’s normal Covered target).
Ability: Sepulcher
As a Slow action the Paladin inflicts all Undead creatures within a medium range with the Blind, Seal, and Slow status effects with a +2 bonus to their opposed roll to do so.
Ability: Sheltron
By declaring the use of Sheltron as a Standard action the Paladin hides behind its equipped shield, taking the Defend action and further halving the damage they take from weapon attacks from enemies within Short range.
Ability: Shield Mastery
The Paladin’s ARM and M.ARM values increase by 100% of their equipped Shield’s base ARM score. Once per combat as an Instant Action the paladin may make their next attack a Shield Bash, dealing (RES x Twice Shield Tier) + 2d6 damage and stunning its target for 1 round with no opposed roll.
Ability: Shining Ray
As a Standard action once per combat the Paladin strikes a single enemy within Long Range with a beam of Holy energy. Make a standard weapon attack; if the strike is successful, it deals (PWR x Level) + 2d6 points of Holy M.ARM damage to the target and surrounds both the target and the Paladin with white fire. If the enemy attacks on its next turn and doesn’t include the Paladin as a target the Paladin regains the use of Shining Ray.
Ability: Soul of the Holy Knight
The Paladin receives a +2 bonus to opposed rolls to resist the effects of negative status effects. This ability may be taken multiple times, increasing the bonus by +2 each time.
Ability: Smite
Once per combat as a Slow action the Paladin causes a weapon of holy energy to descend from the sky onto a single target within Medium range. This attack has the Holy Strike property, ignores Flight, and inflicts Stun on the target for 1 round with an opposed roll.
Ability: Spirits Within
Although creating a spirit weapon takes a Standard action, the resulting conjuration lasts until combat ends.
When the spirit weapon is first summoned the spirit weapon Instantly lashes out at one foe of its own accord. The Spirit Weapon will thereafter attack whenever the Paladin successfully casts a spell that deals no damage. The paladin must make a standard attack roll; if it hits, the spirit weapon deals (MND x Weapon Tier) + 2d6 points of non-elemental M.ARM damage to one foe. The spirit weapon has the Indestructible property and cannot deal critical hits or perform teamwork attacks.
If the Paladin is at full HP, the spirit weapon deals double damage. This HP requirement is checked after the Paladin’s spell is cast.
Ability: System of Law
At the start of combat as an Instant action the Paladin may set down a Law that modifies how the battle works. If a creature breaks that law all attacks against that creature have their damage increased by 1 step. This effect is cumulative up to 3 times on each creature in battle. The Laws to set in battle are chosen from the following list:
Ability: Weapon Guard
Once per combat when the Paladin takes an action to attack on their turn they may also choose to take the Defend action.
The first negative status effect that would be inflicted upon the Paladin in combat automatically fails.
Ability: Chivalry
The Paladin’s maximum MP is increased by twice their level. While at 50% MP or below, attacks the Paladin makes have the MP Refresh property.
Ability: Divine Ruin
The Paladin may make a Standard weapon attack once per chapter that deals an additional (PWR x Twice-Level) holy damage for each of their party members in combat that have been killed or at 0 hit points. This attack automatically hits.
Ability: Divine Veil
Once per chapter as an Instant action the Paladin may grant all allies both the Shell and Protect status effects.
Ability: Guardian
When protecting an ally using the Cover ability the Paladin may use their own defensive stats and buffs instead of that ally’s stats if they choose to do so.
Ability: Holy Blade
The Paladin’s weapons are imbued with radiant energy, gaining the Glowing property while equipped by them.
In addition, the Paladin may choose to deal damage as though their weapon possessed the Holy Strike property when they fight at 50% of their maximum hit points or less.
Ability: Holy Circle
By activating Holy Circle as a Slow action, the Paladin and any of their allies within Short range gain the Undead Killer property on any weapon they wield until combat ends. This Undead Killer property is special; creatures with the Undying property do not return to life when killed by a weapon with this ability active.
Ability: Iron Wall
The Paladin may choose to Cover two allies at once whenever they use their Cover ability.
Ability: Last Stand
When the Paladin is at 25% or fewer HP they receive 200% healing from all White Magic spells, abilities, items, and weapon properties.
Ability: Majesty
Once per chapter the Paladin may use an Instant action to begin drawing on their reserves of divine energy, asking for divine help in their time of need. The next spell the Paladin casts can be any white magic spell that is of a rank of white magic that they know. They may also increase this to a higher rank of magic than they know by spending 1 point of Destiny for each rank higher this spell is compared to what they know. They must still spend the MP required to use that spell and the spell can be interrupted as usual.
Ability: Intervention
As an Instant action usable once per chapter the Paladin creates a faintly-shimmering shield that surrounds a target. The target of Intervention negates all effects and damage from the next attack, damaging ability, or spell they receive, at which point the benefit of Intervention is lost. This ability cannot be used on the Paladin, nor can more than one ally have the benefits of this ability at any given time. However, Intervention can be used even when it is not the Paladin’s turn.
Ability: Palisade
By declaring the use of Palisade as a Standard action the Paladin hides behind its equipped shield, taking the Defend action and further halving the damage they take from spells and attacks with the Long Range property.
Ability: Rampart
By declaring they’re using Rampart an Instant action on an enemy’s turn, the Paladin may transform any Group-target spell or Limit Break into a Single-target spell or break that is redirected to strike them alone. Spells and limit breaks redirected in this way deal 200% standard damage instead of the normal value, and if the Paladin would be Immune or Absorbent to the elemental type of damage dealt, the damage still deals damage as though they were resistant to the element instead.
Ability: Requiescat
While at 50% or more MP a Paladin’s spells that would take a Slow action to activate instead take a Standard action to activate. This ability does not stack with the Haste status effect.
Ability: Ruinga Guard
When taking the Defend action the Paladin can use the damage dealt to them to build up a powerful counterattack. On the next turn their attacks and spells have their damage increased by one step for every attack made against them while defending. If they choose to use the Defend action again the next turn this damage build up is cumulative. The amount of damage step increases becomes two steps at 11th level for each attack made and three steps at 21st level.
Ability: Saint’s Cross
Once per combat as a Slow action the Paladin draws a cross of divine energy on the ground, making an attack against all enemies in a Short range. This attack has the Holy Strike property and inflicts Stop with an opposed roll.
Ability: Sentinel
Allies of the Paladin that are at 25% or less of their maximum HP are considered Covered by the Paladin (in addition to the Paladin’s normal Covered target).
Ability: Sepulcher
As a Slow action the Paladin inflicts all Undead creatures within a medium range with the Blind, Seal, and Slow status effects with a +2 bonus to their opposed roll to do so.
Ability: Sheltron
By declaring the use of Sheltron as a Standard action the Paladin hides behind its equipped shield, taking the Defend action and further halving the damage they take from weapon attacks from enemies within Short range.
Ability: Shield Mastery
The Paladin’s ARM and M.ARM values increase by 100% of their equipped Shield’s base ARM score. Once per combat as an Instant Action the paladin may make their next attack a Shield Bash, dealing (RES x Twice Shield Tier) + 2d6 damage and stunning its target for 1 round with no opposed roll.
Ability: Shining Ray
As a Standard action once per combat the Paladin strikes a single enemy within Long Range with a beam of Holy energy. Make a standard weapon attack; if the strike is successful, it deals (PWR x Level) + 2d6 points of Holy M.ARM damage to the target and surrounds both the target and the Paladin with white fire. If the enemy attacks on its next turn and doesn’t include the Paladin as a target the Paladin regains the use of Shining Ray.
Ability: Soul of the Holy Knight
The Paladin receives a +2 bonus to opposed rolls to resist the effects of negative status effects. This ability may be taken multiple times, increasing the bonus by +2 each time.
Ability: Smite
Once per combat as a Slow action the Paladin causes a weapon of holy energy to descend from the sky onto a single target within Medium range. This attack has the Holy Strike property, ignores Flight, and inflicts Stun on the target for 1 round with an opposed roll.
Ability: Spirits Within
Although creating a spirit weapon takes a Standard action, the resulting conjuration lasts until combat ends.
When the spirit weapon is first summoned the spirit weapon Instantly lashes out at one foe of its own accord. The Spirit Weapon will thereafter attack whenever the Paladin successfully casts a spell that deals no damage. The paladin must make a standard attack roll; if it hits, the spirit weapon deals (MND x Weapon Tier) + 2d6 points of non-elemental M.ARM damage to one foe. The spirit weapon has the Indestructible property and cannot deal critical hits or perform teamwork attacks.
If the Paladin is at full HP, the spirit weapon deals double damage. This HP requirement is checked after the Paladin’s spell is cast.
Ability: System of Law
At the start of combat as an Instant action the Paladin may set down a Law that modifies how the battle works. If a creature breaks that law all attacks against that creature have their damage increased by 1 step. This effect is cumulative up to 3 times on each creature in battle. The Laws to set in battle are chosen from the following list:
- Elemental Law: Pick an element. If the chosen element is used to deal damage, the creature that used that element broke the law.
- Status Law: Pick a status effect. If a creature attempts to inflict that status effect, that creature broke the law.
- Targeting Law: Pick either single, area, or group. If a creature casts a spell or uses an ability that has a choice of what it targets they break the law if that choice is the same as the target category chosen by the Paladin.
Ability: Weapon Guard
Once per combat when the Paladin takes an action to attack on their turn they may also choose to take the Defend action.