Paladin Class

PALADIN

"Even if the world becomes your enemy, I'll be your knight. I'll protect you."

An indomitable, shining warrior, the Paladin is the consummate vanguard - a paragon of the virtue of protecting the innocent and smiting the wicked, wielding white magic in one moment and slashing through evil with blazing light in the next.

The Paladin is a defensive class designed to defend its allies and smash evil. Sweeping Holy Sword skills such as Judgement Blade and Divine Ruination buy the party time to regroup, and Provoke-inflicting abilities coupled with a suite of defensive stances make for an unbreakable defense. It's not a magic specialist, but being able to cast White magic in a pinch makes for a handy bit of versatility, allowing the Paladin a way to protect without putting itself in harm's way. Think about who the monsters want to attack and why - An ally granted "Astral" is a target the monsters probably won't hurl any Silence spells at, for example.

+2 ATK +5 VIT 0 SPD +1 MAG +2 SPR +90 HP +10 MP

Equipment

Staff, Sword, Greatsword, Heavy Armor, Light Armor, Shields

Bare

Strength: Medium, Accuracy 1, Stuns
Blocking: Yes (Evasion)
Defenses: Heavy
Style: Physical
Bonus: Pick one set

Set 1 Resist Death 4, Resist Stone 4
Set 2 Change the Evasion granted from Blocking into M.Evasion. Gain 1 Rank of Armor and M.Armor every odd Tier.
Set 3 Resist Berserk 4, Resist Condemn 4
Set 4 SOS-Refresh, Auto-Brave when at Max HP.

Technique

Steelguard

AP: 130
Type: Action
Technique, Stance
Target: Self
50D F30

The Paladin enters a stance that applies a defense factor of 3/5 to all damage they suffer until the Paladin's next turn. Additionally, the first time the Paladin is struck the defense factor changes to 2/5, and the second time the Paladin is struck it changes once again to a 1/5th defense factor.
CoS: 100

Guard

AP: 130
Type: Action
Technique, Stance
Target: Self
30D F15

The Paladin assumes a defensive stance, preparing to deflect incoming blows. Until the Paladin's next turn, he gains a 2/5ths Defense Factor against any physical damage taken.
CoS: 100

Mediguard

AP: 130
Type: Action
Technique, Stance, Recovery.
Target: Self
40D F20

The Paladin enters a stance that applies a defense factor of 3/5 to all damage they suffer until their next turn. In addition, they regain 10% of their Max HP.
CoS: 100

Elude

AP: 130
Type: Action
Technique, Stance.
Target: Self
30D F15

The Sentinel enters a stance primarily focused on evading and deflecting blows, rather than enduring them. Until the Sentinel's next turn they are granted 2 ranks of evasion and 6 ranks of magic evasion. Additionally, any offensive ability targeting the Sentinel which would have a CoS above 70 after applying evasion and magic evasion has it's final CoS reduced to 70.
CoS: 100

Fealty

AP: 130
Type: Action
Technique, Stance.
Target: Self
30D F15

The Paladin assumes a defensive Stance, focusing on letting his willpower overcome all things. Until the Paladin's next turn, he is Immune to all negative statuses and Effects.
CoS: 100

Element Guard

AP: 130
Type: Action
Technique, Stance.
Target: Self
40D F20

The Paladin adopts a defensive stance that serves to ward off elemental damage directed at the party - Element Guard lasts until the Paladin's next turn, and grants the Paladin and his allies a defense factor of 3/5th to any incoming elemental damage while it endures.
CoS: 100

Vendetta

AP: 130
Vendetta Stance
Type: Action
Technique, Stance
Target: Self
50D F30

Vendetta Attack
Type: Action
Technique, Weapon
Target: Single
[W]D F[W]

The Paladin enters a stance that applies a defense factor of 3/5 to all damage they suffer, and with their next action, the Paladin then lets off the Vendetta Attack. The first time the Paladin is struck for damage during the stance, apply a +50% situational modifier to the amount of damage dealt with Vendetta Attack, then for each time the Paladin is again struck for damage during the stance, apply an additional +25% situational modifier to the damage he deals with the Vendetta Attack. Vendetta Attack inflicts weapon damage to a single target.
CoS: 90

Entrench

AP: 130
Entrench Stance
Type: Action
Technique, Stance
Target: Self
15D F10

Entrench Attack
Type: Action
Technique, Weapon
Target: Single
[W]D F[W]

The Paladin enters a stance that applies a defense factor of 3/5 to all damage they suffer. On they Paladin's next turn the Paladin may attack, dealing normal weapon damage and ending the stance. Alternatively, the Paladin the Paladin may select the Entrench Stance again, continuing to gain the defense factor, and adding a +25% situational damage modifier to Entrench Attack - this may be done up to four times, for a maximum modifier of +100%, after which no further damage will be gaining from continuing the Entrench Stance.
CoS: 90

Hibernate

AP: 130
Type: Action
Technique
Target: Self
35D F15

The Paladin falls into a deep slumber while his mind clears. When Hibernate is used, remove all negative status effects from the Paladin, then inflict Sleep (2) onto the Paladin.
CoS: 100

Cover

AP: 130
Type: Action
Technique, Stance.
Target: Single
27D F13

The Paladin falls into protective Stance, focused on protecting one ally. While Cover is active, any physical single target attacks upon the target of Cover will automatically redirect to and target the Paladin instead. Cover last until the end of the fight, generally speaking, but will immediately end if: the Paladin chooses to Cover another target, or if the target is KO'd or Stoned. While under Sleep and Stop, Cover is temporarily disabled; the paladin does not target hits for the covered target anymore. Once Sleep or Stop is removed, cover continues to function as normal, however, and does not need to be reapplied. Cover has no effect on reactions; even when under the effects of Cover, if the ally triggers a reaction (such as Counter or Bonecrusher), it will continue to target the ally rather than the Paladin.
CoS: 100

Sentinel

AP: 140
Type: Action
Technique, Stance.
Target: Single
40D F20

The Paladin falls into protective Stance, focused on protecting one ally. While Sentinel is active, any physical single target attacks upon the target of Sentinel will automatically redirect to and target the Paladin instead and have a 4/5 Defense Factor applied, if the Paladin does not have a better one active. Sentinel last until the end of the fight, generally speaking, but will immediately end if: the Paladin chooses to Sentinel another target, or if the target is KO'd or Stoned. While under Sleep and Stop, Sentinel is temporarily disabled; the paladin does not target hits for the sentineled target anymore. Once Sleep or Stop is removed, sentinel continues to function as normal, however, and does not need to be reapplied. Sentinel has no effect on reactions; even when under the effects of Sentinel, if the ally triggers a reaction (such as Counter or Bonecrusher), it will continue to target the ally rather than the Paladin.
CoS: 100

Challenge

AP: 130
Type: Action
Technique, Status: Provoke
Target: Single
40D F15

The Paladin, by whatever means necessary, focuses the enemy's ire their way, inflicting Provoke (4).
CoS: 80

Provoke

AP: 130
Type: Action
Technique, Status: Provoke
Target: Group
45D F15

The Paladin draws the attention of the enemies, inflicting Provoke (4) to the enemy group.
CoS: 50

Threaten

AP: 130
Type: Action
Technique, Status: Stop
Target: Single
50D F30

The Paladin glowers, daring the enemy to act. Threaten inflicts Stop (1)
CoS: 60

Seal Evil

AP: 130
Type: Action
Technique, Effect: Stone
Target: Single
50D F20 MP: 105

The Paladin is capable of sealing away evil spirits, inflicting Stone (U) - but only if the enemy is Undead. If it belongs to another monster family, Seal Evil has no effect.
CoS: 70
Adjustment: +35 MP per tier above 1.

Sanctify

AP: 130
Type: Action
Technique, Effect: Eject
Target: Single
50D F20 MP: 105

The Paladin is capable of banishing evil spirits, Ejecting them to prevent them from raising again - but only if the enemy is Undead. If it belongs to another monster family, Sanctify has no effect.
CoS: 70
Adjustment: +35 MP per tier above 1.

Shield Bash

AP: 130
Type: Action
Technique, Weapon, Effect: Delay
Target: Single
40D F20

Inflicts (4 x ATK + 1d6) physical damage and delays the target by 5. Additionally, if the target hit is in the middle of a CT, there is a 50% CoS that the CT will be ended instantly, though rather than having the target's next turn start immediately it comes 5 ticks after Shield Bash is resolved. Shield Bash may only be used when the Paladin is equipped with a shield in the equipment and remodeling systems, or the Paladin's Blocking is set to Yes.
CoS: 80
Adjustment: +2 Power per tier above 1.

Shining Blade

AP: 130
Type: Action
Technique, Weapon, Elemental: Holy
Target: Single
[W]D F[W] MP: 60

The Paladin quickly lets off a holy fueled attack. Shining Blade deals weapon damage with a x1.25 Power multiplier and is holy elemental.
CoS: 80
Adjustment: +20 MP per tier above 1.

Cleansing Strike

AP: 130
Type: Action
Technique, Weapon, Status: Condemn, Elemental: Holy
Target: Single
[W]D F[W] MP: 75

Cleansing Strike deals holy-elemental weapon damage and has an additional 50% CoS to inflict Condemn (4).
CoS: 80
Adjustment: +25 MP per tier above 1.

Knights of Round

AP: 130
Type: Action
Technique, Weapon
Target: Single
10+[W]D F[W] MP: 75

Knights of the Round deals weapon damage with a x1.5 Power multiplier. In addition, if the attack hits, the Paladin gains the Regen (4) enhancement.
CoS: 80
Adjustment: +25 MP per tier above 1.

Tremor

AP: 130
Type: Action
Technique, Weapon, Effect: Push
Target: Group (Front Row)
5+[W]D F[W] MP: 75

The Paladin slams his weapon into the ground, sending out a shockwave which slams into the enemy front row, and deals normal weapon damage with an additional 40% CoS to push each target into the back row.
CoS: 80
Adjustment: +25 MP per tier above 1.

Hallowed Bolt

AP: 130
Type: Action
Technique, Weapon, Status: Silence, Elemental: Lightning
Target: Group
[W]D F[W] MP: 90

Hallowed Bolt deals Ranged Lightning-elemental weapon damage with a x0.5 Power multiplier and has an additional 40% CoS to inflict Silence (3).
CoS: 80
Adjustment: +30 MP per tier above 1.

Saint Cross

AP: 130
Type: Action
Technique, Weapon, Elemental: Holy
Target: Group
5+[W]D F[W] MP: 90

The Paladin swings his weapon through the air, slashing once horizontally then crossing it vertically, before a cross shaped explosion rips through the enemy ranks. Saint Cross deals normal weapon damage which is holy elemental, and is also considered Ranged regardless the currently equipped weapon.
CoS: 80
Adjustment: +30 MP per tier above 1.

Judgment Blade

AP: 130
Type: Action
Technique, Weapon, Status: Stop, Elemental: Holy
Target: Group
9+[W]D F[W] MP: 111

Judgment Blade deals Ranged Holy-elemental weapon damage and has an additional 10% CoS to inflict Stop (1).
CoS: 80
Adjustment: +37 MP per tier above 1.

Divine Ruination

AP: 130
Type: Action
Technique, Weapon, Status: Confuse, Elemental: Holy
Target: Group
12+[W]D F5+[W] MP: 162

Divine Ruination deals ranged Holy-elemental weapon damage with a x1.25 Power multiplier, and has an additional 50% CoS to inflict Confuse (3).
CoS: 80
Adjustment: +54 MP per tier above 1.

Soul Sphere

AP: 130
Type: Action
Technique, Weapon
Target: Group
10+[W]D F[W] MP: 72

The Paladin concentrates for a moment, forming a sphere of energy in front of them, before batting it into the enemy party. Soul Sphere deals Ranged weapon damage to MP scores with a x0.75 Power multiplier.
CoS: 80
Adjustment: +24 MP per tier above 1.

Magic

Cure

AP: 130
Type: Action
Magic, Spell, Recovery
Target: Single
50D F20 MP: 60

Restores (12 x MAG + d12) HP to the target.
CoS: 100
Adjustment: +20 MP, +6 Power per tier above 1.

Cura

AP: 130
Type: Action
Magic, Spell, Recovery
Target: Group (Row)
55D F20 MP: 90

Restores (11 x MAG + d10) HP to the target row.
CoS: 100
Adjustment: +30 MP, +5 Power and +1d10 per tier above 1.

Raise

AP: 130
Type: Action
Magic, Spell, Life
Target: Single
50D F20 MP: 90

Revives KO'd targets with 25% of their Max HP.
CoS: 100
Adjustment: +30 MP per tier above 1.

Protect

AP: 130
Type: Action
Magic, Spell, Enhancement: Protect
Target: Single
40D F15 MP: 60

Protect surrounds a target with a transparent yellow barrier of light and bestows Protect (6).
CoS: 100
Adjustment: +15 MP per tier above 1.

Shell

AP: 130
Type: Action
Magic, Spell, Enhancement: Shell
Target: Single
40D F15 MP: 60

Shell surrounds a target with mystic wards that exude a green glow and bestows Shell (6).
CoS: 100
Adjustment: +15 MP per tier above 1.

Basuna

AP: 130
Type: Action
Magic, Spell
Target: Single
40D F15 MP: 42

Removes the Blind, Poison, Zombie, Berserk, Sleep, Stone and Confuse status effects from the target
CoS: 100
Adjustment: +14 MP per tier above 1.

Astral

AP: 130
Type: Action
Magic, Spell
Target: Single
40D F15 MP: 75

When Astral is cast, the target it was cast on enters a stance. The next time the target would be inflicted with a negative status or effect, instead ignore its effects completely as if it had missed. The stance then immediately ends.
CoS: 100
Adjustment: +25 MP per tier above 1.

Aura

AP: 130
Type: Action
Magic, Spell, Enhancement: Reraise, Enhancement: Regen
Target: Self
50D F15 MP: 150

Bestows Reraise (U) and Regen (6) onto the Paladin.
CoS: 100
Adjustment: +50 MP per tier above 1.

Banish

AP: 130
Type: Action
Magic, Spell, Elemental: Holy
Target: Single
50D F15 MP: 60

Banish deals (12 x MAG + d12) magical Holy damage.
CoS: 100
Adjustment: +20 MP, +6 Power per tier above 1.

Support

Guardian

AP: 125
Type: Support

When allies are wounded, the Paladin leaps to their defense - when an ally in SoS is targeted by a single target action that inflicts physical damage, this action targets the Knight instead. Guardian does not take priority over other effects that cause target redirection, such as Cover. If multiple characters in a party bear Guardian, one volunteers to take the hit. If the Paladin is under the effects of either Sleep or Stop, the effects of Guardian are temporarily suppressed, returning once the Paladin no longer suffers from either condition.

Shield Mastery 1-2

AP: 110
Type: Support

Equipment: When wielding a Shield, the Paladin gains 1 rank of Evasion, and 1 rank Magic Evasion for each level of Shield Mastery learned.
Bare: Gain an additional rank of Evasion and Magic Evasion for each level of Shield Mastery learned.
Remodeling: When wielding a Shield, the Paladin gains 1 rank of Evasion, and 1 rank Magic Evasion for each level of Shield Mastery learned.

Shield Defense 1-2

AP: 80
Type: Support

Equipment: When wielding a Shield, the Paladin gains +25 HP per tier for each rank of Shield Defense known.
Bare: Gain +25 HP per tier for each rank of Shield Defense known.
Remodeling: When wielding a Shield, the Paladin gains +25 HP per tier for each rank of Shield Defense known.

Defense Boost 1-4

AP: 80
Type: Support

The Paladin gains 1 rank of Armor for each level of Defense Boost known.
Adjustment: +1 Armor per each level of Defense Boost known per tier above 1.

Headsman

AP: 100
Type: Support

Any time the Paladin KOs, Ejects or Stones an enemy, the Paladin receives MP equal to his SPR x 6 for each defeated enemy.
Adjustment: +2 power per tier above one.

Fringeward

AP: 130
Type: Support

The Sentinel takes the brunt of the most massive attacks, preventing their allies from catching the worst. When the party is targeted by a Target: Group attack that also targets the Sentinel, the Sentinel's allies (but not the Sentinel) are considered to have a 4/5th's Defense Factor when calculating damage from the attack if they had none already; otherwise, the defense factor changes from 4/5 to 3/5, 3/5 to 2/5, 2/5 to 1/5th. If the Sentinel's allies already have a 1/5th defense factor when Fringeward activates, they instead take no damage from the attack (though it still counts has having been hit, rather than having missed). Fringeward has no effect if the Sentinel is under the effects of Stone, Stop or Sleep. If a character has multiple allies with Fringeward, they only receive the defense boost once. (It doesn't stack due to multiple applications of Fringeward.)

Last Stand

AP: 150
Type: Support

While in SOS, any damage dealt to the Paladin receives a -25% situational damage modifier.

Reprieve

AP: 200
Type: Support

If the Paladin would be reduced to 0 HP by an action, and the Paladin was not in Critical health, then the Paladin miraculously lives through that attack with 1 HP left. (Reprieve has no effect if the Paladin is in Critical health before the action)

Reaction

Reflex

AP: 150
Type: Reaction

Target: Self
Trigger: Being hit by a melee action that inflicts physical damage

The Paladin instead dodges the attack and suffers neither damage nor any other additional effects which the attack might have had.
CoS: 30

Bonecrusher

AP: 150
Type: Reaction
Technique, Weapon
Target: Triggering Enemy
Trigger: The Paladin is hit for single target physical melee damage.

The Paladin reacts quickly and brutally, lashing out to inflict weapon damage with a x1.5 Power multiplier.
CoS: 40

Reprisal

AP: 200
Type: Reaction
(Keywords as per triggering action.)
Target: Triggering enemy.
Trigger: A single target action that would have inflicted damage performed by an enemy misses the Paladin

The Paladin quickly spins an attack around, sending it back onto the enemy - apply the effects of the action upon the enemy that performed it. The CoS of Reprisal is simply the CoS of the original action, slightly reduced. When triggered by a Multi-Hit action, Reprisal becomes a Multi-Hit effect, returning only the hits that missed. (That is, if a Paladin is struck once and missed thrice by Rapid Fire, Reprisal will attempt to return three Rapid Fire hits. )

In all respects, Reprisal simply causes the enemy to strike themselves - use the enemy's attributes, status and properties, while ignoring any effects upon the Paladin. Regardless of Reprisal's keywords, Reprisal is never sealed by "Pain" or "Silence".
CoS: The triggering action's CoS-20

Ability Grid

Seed_Paladin_Class_Grid.png
Unless otherwise stated, the content of this page is licensed under Creative Commons Attribution-ShareAlike 3.0 License