Paragon
For all their cosmic power, the Celestials interfere with the mortal realm directly. However, through divine influence, the gods elect mortal champions to fight in their stead against the enemies of Mankind. Paragons serve as the righteous right hand of the heavens, roaming the lands as knights clad in gleaming mail, righting wrongs and protecting the innocent wherever the gods lead. Which god or cause do you champion? What is your strongest ideal? Why do you serve as you do?
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Key Ability
Divine Cause
Minor Action
Select the domain your patron god controls and choose a new on at Levels 5, 10, 15, and 20 as more gods rally to support you. You can cause one effect associated with your god's domain to take place as a Minor Action:
Minor Action
Select the domain your patron god controls and choose a new on at Levels 5, 10, 15, and 20 as more gods rally to support you. You can cause one effect associated with your god's domain to take place as a Minor Action:
- Civilization/Law: An ally within 10 yards of you gains 1 automatic Bump on their next Feat.
- Death/Change: Double or halve the next instance of damage within 10 yards of you.
- Fate/Magic: Flip a coin. Heads, you gain Advantage on your next Combat roll. Tails, you grant Advantage to the next creature that attacks you before your next turn starts.
- Knowledge/Light: A foe within 10 yards must Save or gain Vulnerability (Power) (Save ends).
- Life/Hope: An ally within 10 yards may Save to end a negative status condition or gain (Power) Temporary HP.
- Love/Beauty: The next enemy you Counter is Charmed until their next turn ends.
- Nature/Seasons: The next enemy you Counter is Slowed until their next turn ends.
- Trickery/Darkness: An enemy within 10 yards must Save or be slid (Power) yards.
- War/Strength: Gain a +1d6 bonus to Combat until your next turn starts.
Paragon Schema
A Paragon draws their power from the gods and may learn any Paragon or Divine Schema
Ardent Strike
Action - 1 Focus
Make a weapon attack. An ally within 5 yards of you gains (Power)d6 Temporary HP.
Action - 1 Focus
Make a weapon attack. An ally within 5 yards of you gains (Power)d6 Temporary HP.
- Rank 2: Ardent Strike has a bonus to its Combat roll equal to your Soak.
- Rank 3: You may use Ardent Strike in place of any basic weapon attack you'd make.
- Rank 4: Another ally within 5 yards of you gains (Power)d6 Temporary HP when you use Ardent Strike.
- Rank 5: The target of Ardent Strike must Save or be Blinded (Save ends). This effect occurs before you roll to hit.
Chains of Perdition
Action - 1 Focus
With chains of light, pull an enemy up to 5 yards away into an adjacent space and make a weapon attack against them. Alternately, you may pull yourself into a space adjacent to the target and make a weapon attack against them.
Action - 1 Focus
With chains of light, pull an enemy up to 5 yards away into an adjacent space and make a weapon attack against them. Alternately, you may pull yourself into a space adjacent to the target and make a weapon attack against them.
- Rank 2: The target Fixates on you until the start of your next turn.
- Rank 3: If your weapon attack hits, the target is Slowed (Save ends).
- Rank 4: When an adjacent enemy voluntarily moves away from you, you may use Chains of Perdition as an Interrupt.
- Rank 5: If your weapon attack hits, recover 1 Focus.
Hallowed Ground
Action - 1 Focus
Sanctify a 3 x 3 area within 2 yards of you. Allies that begin their turn within the zone gain (Power) Temporary HP. Enemies that begin their turn within the zone take (Power) damage. The zone lasts until the end of your next turn.
Action - 1 Focus
Sanctify a 3 x 3 area within 2 yards of you. Allies that begin their turn within the zone gain (Power) Temporary HP. Enemies that begin their turn within the zone take (Power) damage. The zone lasts until the end of your next turn.
- Rank 2: Enemies that begin their turn within the zone Fixate on you until the start of your next turn.
- Rank 3: Enemies that begin their turn within the zone are Weakened until the end of their next turn. Allies that begin their turn within the zone may Save to end a condition that Save can end.
- Rank 4: Hallowed Ground may last until the end of the Scene so long as you use a Minor Action during your turn each round to maintain it.
- Rank 5: Increase the size of the zone to 5 x 5 yards. You may place the zone in any space within 3 yards of yourself.
Lay on Hands
Minor Action - 1 Stamina
An adjacent ally recovers (Power)d6 Hit Points.
Minor Action - 1 Stamina
An adjacent ally recovers (Power)d6 Hit Points.
- Rank 2: Target ally may spend 1 Stamina to recover an additional (Power)d6 Hit Points.
- Rank 3: Using Lay on Hands on a Defeated ally returns them to consciousness.
- Rank 4: The target gains Regen equal to your Power. This effect lasts until they take damage or the Scene ends.
- Rank 5: The target ends all negative status conditions affecting them and gains (Power) Temporary HP for each condition ended in this manner.
Sanction
Minor Action
An enemy within 10 yards of you is Sanctioned until the start of your next turn. A Sanctioned enemy takes (Power) damage after it finishes an Action that moves it further away from you or completes an attack that doesn't include you as a target.
Minor Action
An enemy within 10 yards of you is Sanctioned until the start of your next turn. A Sanctioned enemy takes (Power) damage after it finishes an Action that moves it further away from you or completes an attack that doesn't include you as a target.
- Rank 2: You deal an additional 1d6 damage to Sanctioned enemies. Increase this to 2d6 when Sanction reaches Rank 4.
- Rank 3: Whenever you use Divine Cause, Sanction an enemy within 10 yards as a Reaction. Sanctioned creatures Fixate on you.
- Rank 4: Target an additional enemy whenever you use Sanction.
- Rank 5: You have Advantage to attack Sanctioned creatures and they have Disadvantage to attack you.
Valorous Stand
Minor Action - 1 Focus
Increase your Soak by (Power) until the end of your next turn. While Valorous Stand is active, you may ignore one instance of Durability loss for each Rank you have in Valorous Stand.
Minor Action - 1 Focus
Increase your Soak by (Power) until the end of your next turn. While Valorous Stand is active, you may ignore one instance of Durability loss for each Rank you have in Valorous Stand.
- Rank 2: While Valorous Stand is active, an enemy of your choice within 5 yards Fixates on you.
- Rank 3: When you activate Valorous Stand, you may end one status condition you are suffering from that a Save could normally end.
- Rank 4: After your next turn ends, Valorous Stand continues until your turn ends and there are no enemies adjacent to you.
- Rank 5: When you activate Valorous Stand, gain (Power) Temporary HP for each enemy within 5 yards of you.
Paragon Perks
Crusader
Gain Proficiency with Heavy Melee weapons. You deal an additional 1d6 damage to creatures that are Fixated on you (this increases by 1d6 at Levels 5, 10, 15, and 20).
Gain Proficiency with Heavy Melee weapons. You deal an additional 1d6 damage to creatures that are Fixated on you (this increases by 1d6 at Levels 5, 10, 15, and 20).
Luminary
Gain Proficiency with Wards or Focals. When you use Divine Cause during combat, an ally within 10 yards of you recovers (Power) HP.
Gain Proficiency with Wards or Focals. When you use Divine Cause during combat, an ally within 10 yards of you recovers (Power) HP.
Mask of Lords
Once per Scene when you give someone a command that is in line with your ideals or those of the gods you serve, they must Save or execute the command as best they understand it and are able to (the GM may decide what this means for the individual in question and certain strong-willed characters may not comply).
Once per Scene when you give someone a command that is in line with your ideals or those of the gods you serve, they must Save or execute the command as best they understand it and are able to (the GM may decide what this means for the individual in question and certain strong-willed characters may not comply).
Paladin
Gain Proficiency with Heavy Armor. Whenever an enemy Fixates on you, you are Shielded.
Gain Proficiency with Heavy Armor. Whenever an enemy Fixates on you, you are Shielded.
Righteous Shield
Reduce all incoming damage by 1 for each enemy that is currently Fixated on you.
Reduce all incoming damage by 1 for each enemy that is currently Fixated on you.
Unbreakable
Soak +2
Stamina +3
Soak +2
Stamina +3
Rituals
Ascendant Word
Describe to a non-hostile NPC the rightness of your cause. This takes 10 minutes in-game time after which you issue them a simple (one or two step) command that they obey so long as it does not endanger them or their loved ones and is somehow related to your cause.
Describe to a non-hostile NPC the rightness of your cause. This takes 10 minutes in-game time after which you issue them a simple (one or two step) command that they obey so long as it does not endanger them or their loved ones and is somehow related to your cause.
Celestial Steed
After 20 minutes of meditation, a pure white steed comes to your location (assuming you are in a place a horse could reach). For all purposes, this creature is a normal warhorse but can understand your commands, obeys you with complete trust, and won't spook or run off. After you finish your next Full Rest, you wake to find the horse mysteriously gone.
After 20 minutes of meditation, a pure white steed comes to your location (assuming you are in a place a horse could reach). For all purposes, this creature is a normal warhorse but can understand your commands, obeys you with complete trust, and won't spook or run off. After you finish your next Full Rest, you wake to find the horse mysteriously gone.
Detect Evil
After spending 1 hour in meditation attuning to your patron deity, you can sense nearby creatures who are fundamentally opposed to them. Until you start your next Full Rest, you sense when a creature opposed to the nature and ideals of your god is within 100 yards of you (a Feat may be required to identify the creature if they are disguised).
After spending 1 hour in meditation attuning to your patron deity, you can sense nearby creatures who are fundamentally opposed to them. Until you start your next Full Rest, you sense when a creature opposed to the nature and ideals of your god is within 100 yards of you (a Feat may be required to identify the creature if they are disguised).
Rebuke Illness
Touch an ailing person skin to skin and speak a blessing over them. Whatever mundane illness they have clears up over the next 24 hours.
Touch an ailing person skin to skin and speak a blessing over them. Whatever mundane illness they have clears up over the next 24 hours.
Rousing Speech
Give your teammates a pep talk. This takes 10 minutes in-game time, after which you and your allies gain a pool of (Level) Prowess to share during the next Scene.
Give your teammates a pep talk. This takes 10 minutes in-game time, after which you and your allies gain a pool of (Level) Prowess to share during the next Scene.
Sense Motive
After finishing a conversation with someone, you may ask the GM one of the following questions which he must answer truthfully:
- "what does this person value?"
- "what is this person's strongest ideal or goal?"
- "what does this person want from me?"
After finishing a conversation with someone, you may ask the GM one of the following questions which he must answer truthfully:
- "what does this person value?"
- "what is this person's strongest ideal or goal?"
- "what does this person want from me?"
Vow
You speak an oath aloud, aligning yourself with the gods you represent. You may speak one vow, plus one for every 5 Levels you have. Each vow you speak gives you one benefit of your choice from the column on the left (you may take the same benefit more than once). For each vow, the GM selects a Prohibition from the right column. This Ritual ends when you start your next Full Rest or break the Prohibition. If the Ritual ends because you broke the Prohibition, you cannot use this Ritual again for 1 week.
You speak an oath aloud, aligning yourself with the gods you represent. You may speak one vow, plus one for every 5 Levels you have. Each vow you speak gives you one benefit of your choice from the column on the left (you may take the same benefit more than once). For each vow, the GM selects a Prohibition from the right column. This Ritual ends when you start your next Full Rest or break the Prohibition. If the Ritual ends because you broke the Prohibition, you cannot use this Ritual again for 1 week.
Combat +1
Power +1 Save +1 Total HP +5 Total Focus +1 Total Prowess +1 |
No rich foods, alcohol, or sex
No torture or causing undue pain Don't lie or mislead others Don't allow evil creatures to live Help those who are in need Never flee from a fight or challenge |
Word of Truth
Take 5 minutes to meditate and align yourself with the will of your divine patrons. The next question you ask an NPC will be answered truthfully to the best of the NPC's knowledge.
Take 5 minutes to meditate and align yourself with the will of your divine patrons. The next question you ask an NPC will be answered truthfully to the best of the NPC's knowledge.