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Valor Sphere
Channels: Ahlrigh, Athyria, Celestia (Heliae), Eoshdorr, Osajin
1. Charge - [White] [Invocation Cost: 1] [Instantaneous]
Allows the paladin to advance 50' and make a melee attack in the same action.
3. Steel - [Gray] [Invocation Cost: NA] [Permanent]
At Level 3, the paladin of Valor becomes immune to fear effects. At Level 8, this immunity is extended to all good-aligned allies within 100'. The allies lose this immunity if the paladin is unconscious, detained, or otherwise indisposed.
5. Fortune's Favor - [Red] [Invocation Cost: 4] [Instantaneous]
Allows the paladin to succeed automatically at one action. This action must, in the GM's opinion, be both noble and dangerous. Use of this power must be declared before the action is rolled. The paladin must have at least a 1% chance of succeeding at this action ordinarily.
There are two special cases to consider when assessing the danger of an action:
1. Failure Means Death: if the paladin cannot fail the action without dying, the action is always dangerous.
2. Success Means Survival: if success guarantees the paladin's survival, the action is not dangerous, unless it is also the case that Failure Means Death.
8. Strength from Beyond - [Orange] [Invocation Cost: 5] [Duration of Combat]
The paladin's Strength bonus is increased by +2, or by the Strength bonus of the creature that he is targeting, whichever is greater.
11. Ward - [Yellow] [Invocation Cost: 5] [Special]
A wall of holy fire springs from the earth behind the paladin, protecting all behind it while trapping the paladin outside. The wall blocks all passage from the paladin's side, but allows passage from the other. It is immediately apparent to all that the wall will disappear if the paladin is felled.
While the wall is up, the paladin is an easier target for his assailants. An opponent may disregard any of the paladin's Defense that would reduce his To Hit chance to less than 80.
The wall is ten feet tall and spans a distance of ten feet per level. It does not impede line of sight. It remains standing until the paladin falls or chooses to drop it.
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