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Class record

Sword Paladin

Striker

Tier
2
Difficulty
2 / 5
Main role
Striker
Secondary role

Rules reference

Class mechanics

Entry requirements and the complete level-by-level advancement path.

Entry

Requirements

Human.

Advancement

Progression

  1. UnlockKey ability
  2. Level 2Ability 1
  3. Level 3Skills
    You gain +5 skill points to spend on any non crafting or gathering skill. You can exchange any skill point for 2 expertise points, but must spend them in these skills.
  4. Level 4Ability 2
  5. Level 5Heart
    You gain +1 to Fitness, Awareness or Presence.
  6. Level 6Ability 3
  7. Level 7Soul
    You gain +1 to Focus or Power.
  8. Level 8Ultimate ability

Identity & lore

Class overview

Paladins are powerful warriors who receive their powers from their god. Sword paladins are fearless juggernauts from whom escape is nearly impossible.

Tactical guidance

Playing Sword Paladin

The sword paladin is the more aggressive counterpart of the shield paladin.

They specialize in hunting down their enemies by limiting their escape options. Mark of Justice slows down an enemy to the same level as a basic human. Very useful against Fae, Cats and rogue-ish characters. It also opens an enemy up to other abilities.

Justice Blade can only be used against an enemy marked by Mark of Justice. It trades 1 AP cost in 1 for mana, which is a fair trade.

When an enemy is low enough, Divine Smite can finish them off automatically dealing max damage with full pierce. If the enemy is not low enough, this ability still gets used but without the extra benefits so be aware of that. The enemy can also still dodge it, but it's good for finishing grunt type enemies.

Sword Paladin

Class features

Abilities unlocked

Complete rules for every ability granted by Sword Paladin.

Key ability

Divine Weapon

Class feature

Benefit 1

When attacking with a weapon, you may choose to have the weapon deal the damage of your chosen Divine instead. You must declare your chosen damage type before making the accuracy roll.

Benefit 2

You may choose to have your weapon emit light as if it was a lantern. You can enable or disable this effect for 1 AP.

1 AP
Range
120ft

You mark a single enemy, inflicting Mark of Justice on them. A marked enemy’s movement speed is reduced to 20ft. Abilities that allow for movement cannot move the target for more than 20ft per use. Secret Arts and Esoteric Arts are not affected by this. You can only have a single enemy marked by this at the same time. It lasts until the end of the encounter. Does not work on vehicles.

A marked target may spend 1 mana per AP/RP of the action (with a minimum of 1 mana even for 0 AP abilities) to temporarily ignore the restricting effect for a movement action.

Requirements

-
1 AP1 MP
Range
Melee Weapon Range

You make a Heavy Attack against the target.

Requirements

Target has your Mark of Justice on them.
1 RP
Range
Self

You may remove a single negative non-physical effect from yourself (ie, fears, charms but not things such as bleed). If you are afflicted with more than 1 negative effect that is a valid target, you may choose which one you remove.

Requirements

-
2 AP2 MP
Range
Melee Weapon Range

You may make a Heavy Attack that deals Holy Damage against the target. If your target’s HP is lower than the max damage your attack would deal, this attack gains Full Pierce and does maximum damage instead of rolling.

This calculation only involves your base damage (Base weapon damage + the power). Any other effects added to the damage such as Heavy Blade's bonus damage, Anathema on target etc do not affect the calculation and aren't maximized.

Requirements

Target has your Mark of Justice on them.