Paladin Job

Paladin

"Justice is not the only right in this world… some day, you will see."

Shrouded in gleaming armor and swathed in white cloth, the path towards a Paladin is more one of revelation than of training - most famously symbolized in the triumph beyond oneself that must be performed within the Mountain of Ordeals. Solitary knights of virtue, the traditional paladin is a wandering ascetic of the sword, protecting the innocent and defeating evil wherever their blade travels, paying no fealty - or even lip-service - to any authority on earth.

Sword in hand, the Paladin protects their allies and defeats evil. About half of their abilities are protective in nature - Cover is an effective way to shield allies, especially frail allies in the front row, and Fealty helps keep the Paladin going as they do so. Rampart is one of the most powerful defensive abilities in the game, and Reprisal adds some satisfying oomph to Cover, making enemies hesitate.

+2 ATK +4 VIT 0 SPD +2 MAG +2 SPR +70 HP +30 MP

Equipment

Staff, Sword, Greatsword, Shield, Heavy Armor

Bare

Strength: Medium, Accuracy 2
Blocking: Yes (Evasion)
Defense: Heavy
Style: Physical
Bonus: Pick one set

Set 1 Resist Berserk 4, Resist Sleep 4
Set 2 Resist Death 4, Resist Sap 4

Chivalry

Cover

AP: 100
Type: Action
Technique, Stance.
Target: Single
30D F15

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

Outmaneuver

AP: 100
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

Fealty

AP: 100
Type: Action
Magic, 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

Rampart

AP: 100
Type: Action
Magic, Stance.
Target: Self
30D F20 MP: 45

The Paladin creates a defensive barrier around his allies - Rampart lasts until the Paladin's next turn and grants a 4/5 Defense Factor against physical damage. Additionally, the Paladin's allies are granted a defense factor of 2/5 against physical damage.
CoS: 100
Adjustment: +15 MP per tier above 1.

War Cry

AP: 100
Type: Action
Magic, Stance.
Target: Self
30D F20 MP: 45

The Paladin creates a defensive barrier around his allies - War Cry lasts until the Paladin's next turn and grants a 4/5 Defense Factor against magical damage. Additionally, the Paladin's allies are granted a defense factor of 2/5 against magical damage.
CoS: 100
Adjustment: +15 MP per tier above 1.

Cure

AP: 100
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.

Astral

AP: 100
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.

Phalanx

AP: 100
Type: Action
Magic, Spell, Enhancement: Protect, Shell
Target: Single
60D F20 MP: 90

Bestows Protect (4) and Shell (4) on the target.
CoS: 100
Adjustment: +30 MP per tier above 1.

Parley

AP: 100
Type: Action
Magic, Effect: Eject
Target: Single
40D F15

The Paladin talks a wounded enemy down, convincing it to retreat from the fight. Parley can only be used upon targets that are in SoS, and instantly ejects.
CoS: 75

Shield Bash

AP: 100
Type: Action
Technique, Aimed, 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.

Supports

Knight's Code (Innate)

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 Paladin instead. Knight's Code does not take priority over other effects that cause target redirection, such as Cover. If multiple characters in a party bear Knight's Code, one volunteers to take the hit. If the Paladin is under the effects of either Sleep or Stop, the effects of Knight's Code are temporarily suppressed, returning once the Paladin no longer suffers from either condition.

Last Stand

AP: 125
Type: Support

While in SOS, after calculating any damage that the Paladin takes from any source (including Gravity, Poison and Sap), as a final step before reducing the Paladin's HP score, cut the amount of health lost by half.

Reaction

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-30

Traits

Swift Cover

AP: 50
Type: Trait

Reduce the Delay for Cover by 3.

Relaxed Rampart

AP: 50
Type: Trait

Reduce the MP cost of Rampart by 10%.

Relaxed War Cry

AP: 50
Type: Trait

Reduce the MP cost of War Cry by 10%.

Relaxed Cure

AP: 50
Type: Trait

Reduce the MP cost of Cure by 10%.

Relaxed Astral

AP: 50
Type: Trait

Reduce the MP cost of Astral by 10%.

Relaxed Phalanx

AP: 50
Type: Trait

Reduce the MP cost of Phalanx by 10%.

Swift Parley

AP: 50
Type: Trait

Reduce the Delay for Cover by 3.

Accurate Shield Bash

AP: 50
Type: Trait

Increase the CoS to instantly end CTs when using Shield Bash by 10.

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