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This page is part of the Official Amtgard V9 Alpha-Playtest Rulebook.
  • The Amtwiki is the official home and primary source for Amtgard V9 Rules as of February 25, 2023.
  • These rules are currently in Open Alpha Playtest. See the Playtest Disclaimer for more details.
  • To learn more about Amtgard V9 Development, please visit Amtgard.com.
  • To view the current Amtgard V8 ruleset, please see the Amtgard V8 Rulebook.




V8Art Paladin.png

Paladin

Description Paladins are armored guardians that wield formidable equipment alongside sacred magic to support and protect their allies.
Playstyle Durable, Frontline, Hybrid, Melee, Shield User, Support
Class Identifier ColorCodeAquamarine-231130.jpg Aquamarine Sash
Weapons Dagger, Short, Long, Flail, Great, Reach, Pike, Javelin
Shields Any
Armor May wear up to 5pts Physical Armor in each hit location.

May gain 🌶️Low Armor Compensation as indicated below.
- 16-25pts = No compensation
- 6-15pts = +1 use of Heal ✨ or Renew ✨
- 0-5pts = +1 use of Heal ✨ and Renew ✨

Garb Bonus Choice of Garb Bonus Curio.
+1 use if Superior Garb Bonus.
Level 1

You always get these abilities when you play this class.
ROW A Immune to Afraid (T)

Heal 1/Life ♻10 ✨
Renew (Other) 1/Life ♻10 ✨

Levels 2-6

For each level beyond 1, pick a row you have not already chosen and gain the abilities within.

If that row has multiple options, pick one of those options and gain everything from that option.
ROW B Aegis (Self)
1/Life

Conviction (Unlimited)

ROW C Rebuke 🛡️
2/Life ♻10
ROW D Adaptive Blessing (Other)✨
1/Life
OR Safeguard 🛡️
1/Life ♻10
OR Taunt ⚔️
2/Life ♻10
ROW E Resurrect
1/Life ♻20
OR Blessing Against Harm (Any)
3/Refresh
OR Rally
1/Life
ROW F Swift
1/Refresh ♻10
OR Shake It Off 🛡️
1/Life ♻10
OR Shove Strike ⚔️
2/Life ♻20
Archetypes

If you are level 3 or above, you MAY choose to take an archetype.

If you do, you cannot make more than one pick from outside that archetype’s column. Rows A, B, and C are part of all 3 columns.
Cleric

Gain double uses of abilities with ✨.

Weapons are limited to Dagger, Short, and Flail.

Cannot wear more than 3 points of armor in any single location.

Guardian

Whenever you use Conviction, you may declare and restore one 🛡️ ability instead of the normal effect.

Cannot bear enchantments that grant offensive abilities or strike enhancements (such as Armor Breaking).

Avenger

Whenever you use Conviction, you may declare and restore one ⚔️ ability instead of the normal effect.

Can only use up to small shields.

= Does not require Free Hand = Rest Time = Included with Archetype 🎺👻🛡️etc. = Archetype-relevant 🌶️ = Experimental Rule




Pre-Constructed Builds

Below are a few -pre-constructed builds for this class. Use these to quickly get into the game or to help new players ease their way into the intricacies of class customization.

Trying Out V9 Paladin
Heal: Incant "The white light of healing hath healed thee" x5 to remove target's wound


Renew: Incant "Thy boon and blessing shall be renewed" to restore someone's enchantment-granted Resistance or Ability with ♻20 or less.


Aegis: Incant "May this aegis protect against all forms of attack" x3 and choose Shield or Weapon. The caster and their equipment are resistant to any single effect that strikes the chosen type of equipment. (♻10)


Conviction: Incant "Conviction" within 30s of restoring an ally from an effect caused by an enemy. Restore a resistance or ability granted by an enchantment.


Rally: Incant "By my power I make thee afraid" to make the target Afraid of you for 10s.


Adaptive Blessing: Incant "I enchant thee against <State>" x3 to grant the target a resistance to that state. (♻10)


Resurrect: Incant "The white light of healing hath resurrected thee" x5 to Revive the target. They become Severed.


Swift: Incant "Swift" before casting a spell to cast it with only one repetition of the incant.

Identifier Aquamarine sash
Weapons Dagger, Short, Long, Flail, Great, Reach, Pike, Javelins
Shields Any
Armor 5pts Physical Armor
Level 1 Immune to Afraid
Heal 1/Life ♻10
Renew (Other) 1/Life ♻10
Level 2 ⬗Aegis (Self) 1/Life, ⬗Conviction (Unlimited)
Level 3 Rebuke 2/Life ♻10
Level 4 ⬗Adaptive Blessing 1/Life (Other)
Level 5 Resurrect 1/Life ♻20
Level 6 Swift 1/Refresh ♻10




List of Class-Specific Abilities

Adaptive Blessing
Simple Summary Adaptive Blessing: Incant "I enchant thee against <State>" x3 to grant the target a resistance to that state. (♻10)
Available to Healer, Paladin, Scout
Type Enchantment
Range
  • 5ft Other (Healer, Paladin)
  • Self (Scout)
Incantation "I enchant thee against <State>" x3
Effects Enchantment Effect: Bearer gains resistance to status effects that include the chosen state (♻10).
Other Details When declaring this enchantment, the bearer must declare what they are resistant to and whether the resistance is active or not.
Reminder
  • Resistances are optional. The bearer does not need to expend them on the first applicable attack.
  • While this ability can grant resistance to Severed, all instances of Severed are applied either as a Secondary Effect or while the player is dead, neither of which would allow the bearer to use the resistance.
V8 Transition Note: This enchantment is not removed once the resistance is expended. The resistance can be restored by resting for the indicated time.


Aegis
Simple Summary Aegis: Incant "May this aegis protect against all forms of attack" x3 and choose Shield or Weapon. The caster and their equipment are resistant to any single effect that strikes the chosen type of equipment. (♻10)
Available to Paladin
Type Enchantment
Range Self
Incantation "May this aegis protect against all forms of attack" x3
Effects Enchantment Effect: Choose one at time of cast:
  • Bearer and their carried equipment are resistant to all effects from a single strike that first struck their wielded shield (♻10).
  • Bearer and their carried equipment are resistant to all effects from a single strike that first struck one of their wielded weapons (♻10).
Other Details When declaring this enchantment, the bearer must declare which equipment is affected and whether the resistance is active or not.
Reminder Resistances are optional. The bearer does not need to expend them on the first applicable attack.
V8 Transition Note: This enchantment is not removed once the resistance is expended. The resistance can be restored by resting for the indicated time.


Blessing Against Harm
Simple Summary Blessing Against Harm: Incant "I enchant thee against all harm" x3 to grant the target a resistance against any effect or strike. (♻10)
Available to Druid, Healer, Paladin, Wizard
Type Enchantment
Range
  • 5ft (Any) - Healer, Paladin
  • Self - Druid, Wizard
Incantation "I enchant thee against all harm" x3
Effects Enchantment Effect: Bearer and their carried equipment gain resistance to all effects from a single strike or ability (♻10).
Other Details When declaring this enchantment, the bearer must declare whether the resistance is active or not
Reminder Resistances are optional. The bearer does not need to expend them on the first applicable attack.
V8 Transition Note: This enchantment is not removed once the resistance is expended. The resistance can be restored by resting for the indicated time.


Conviction
Simple Summary Conviction: Incant "Conviction" within 30s of restoring an ally from an effect caused by an enemy. Restore a resistance or ability granted by an enchantment.
Available to Paladin
Type Verbal (Non-Offensive)
Range Self
Incantation "Conviction"
Prerequisites Can only be used within 30s of restoring another player from an effect caused by an enemy.
Effects Immediate Effect: Caster is affected as per Renew.
Reminder This can only be used once per triggering moment.


Curse Strike
Simple Summary Curse Strike: Incant "Power Strike Curse" and hit an enemy within 2s to Curse them for 30s. Engulfing.
Available to Anti-Paladin, Barbarian, Warrior
Type Power Strike
Range Strike
Material Components Melee Weapon
Incantation "Power Strike Curse"
Effects Status Effect: Target struck is Cursed for 30s. Engulfing.
Other Details 🏃 This ability can be cast while moving.


Heal
Simple Summary Heal: Incant "The white light of healing hath healed thee" x5 to remove target's wound
Available to Archer, Druid, Healer, Paladin, Monk, Scout, Curios, Monster (Shroomkin, Unicorn)
Type Verbal (Non-Offensive)
Range
  • 5ft (Any) - Druid, Healer, Paladin, Monk, Scout, Curios
  • 5ft (Other) - Unicorn
  • Self - Archer
Incantation "The white light of healing hath healed thee" x5
Effects Immediate Effect: Target restores a wound.


Rally
Simple Summary Rally: Incant "I have returned with aid" while you or an ally is respawning to cause you both to respawn. You become Severed. You can't use this if you took a death, or if either of you are respawning due to another use of Rally.
Available to Paladin, Monster (Goblin)
Type Verbal (Non-Offensive)
Range 5ft (Any)
Incantation "I have returned with aid"
Prerequisites
  • Can only be used while the caster is dead.
  • Can only be used as either the caster or an ally within 5ft respawns.
  • Cannot be used if the caster is dead because they ‘Took a Death’
Effects Immediate Effect:
  • If the caster is the one respawning, the target ally immediately respawns as well.
  • If the ally is the one respawning, the caster immediately respawns as well.

Secondary Effect (Status): The caster becomes Severed until they respawn again.

Other Details
  • This ability can affect dead players.
  • Only one player may respawn with Rally for each normally respawning player.
  • Respawns caused by Rally do not trigger other instances of Rally.


Rebuke
Simple Summary Rally: Incant "By my power I make thee afraid" to make the target Afraid of you for 10s.
Available to Healer, Paladin, Monster (Harpy)
Type Verbal (Offensive)
Range 20ft (Other)
Incantation "By my power I make thee afraid"
Effects Status Effect: Target becomes Afraid of the caster for 10s or until the caster dies.


Renew
Simple Summary Renew: Incant "Thy boon and blessing shall be renewed" to restore someone's enchantment-granted Resistance or Ability with ♻20 or less.
Available to Bard, Druid, Healer, Paladin, Curios, Monster (Unicorn)
Type Verbal (Non-Offensive)
Range
  • 5ft (Other) - Bard, Druid, Healer, Paladin, Unicorn
  • 5ft (Any) - Curios
Incantation "Thy boon and blessing shall be renewed"
Prerequisites Cannot be used while there are living enemies within 10ft.
Effects Immediate Effect:
  • Target declares and restores an effect or ability granted by an enchantment. That ability or effect must have a ♻ value that is no greater than ♻20.


Resurrect
Simple Summary Resurrect: Incant "The white light of healing hath resurrected thee" x5 to Revive the target. They become Severed.
Available to Healer, Paladin
Type Verbal (Non-Offensive)
Range 5ft (Other)
Incantation "The white light of healing hath resurrected thee." x5
Effects Immediate Effect: Target is revived.

Secondary Effect (Status): If the target is revived, they become Severed until they respawn.

Other Details This ability can affect dead players.
Reminder If a dead player has moved more than 20ft from where they died, they are Severed.


Safeguard
Simple Summary Safeguard: Incant "Hide in the shadows and I shall protect thee" to make the target Insubstantial and Stopped. They can Incant "I return to the physical world" x2 to end the effect.
Available to Druid, Healer, Paladin, Scout, Warrior, Curios
Type Verbal (Non-Offensive)
Range 5ft (Other)
Incantation "Hide in the shadows and I shall protect thee"
Effects Status Effect: Target becomes Insubstantial and Stopped. Target can end this effect at any time by declaring "I return to the physical world" x2.
Reminder Non-offensive abilities can be rejected by the recipient if they do not wish to take on the effects.


Shake It Off
Simple Summary Shake It Off: Incant "I shall overcome" while under an enemy effect. After 10s, you're released from any number of effects. You can use this no matter what, unless you're dead or cursed.
Available to Barbarian, Paladin, Warrior, Curios, Monster (Werewolf)
Type Verbal (Non-Offensive)
Range Self
Incantation "I shall overcome"
Prerequisites Can only be used while affected by an enemy status effect.
Effects Status Effect: After 10 seconds, the caster is affected as per Release.
Other Details This ability can be used regardless of ability to cast, and will affect the caster unless they are Invulnerable, Cursed, or Dead


Shove Strike
Simple Summary Shove Strike: Incant "Power Strike Shove" and strike an enemy within 2s. Target struck is forced to move 20’ further away. Engulfing.
Available to Barbarian, Paladin, Monk, Warrior
Type Power Strike
Range Strike
Material Components Melee Weapon
Incantation "Power Strike Shove"
Effects Status Effect: Target struck is Shoved 20ft directly away from the caster. Engulfing.
Other Details 🏃 This ability can be cast while moving.


Swift
Simple Summary Swift: Incant "Swift" before casting a spell to cast it with only one repetition of the incant.
Available to Bard, Druid, Healer, Paladin, Wizard
Type Meta-Magic
Incantation "Swift"
Prerequisites Cannot be used to modify abilities with a range of 20ft.
Effects Meta-Magic Effect: The modified ability can be cast with only a single iteration of the incantation. For multi-line Incantations with no repetition, use the last line only.


Taunt
Simple Summary Taunt: Incant "I command thy attention" x3 to Taunt the target for 30s.
Available to Bard, Barbarian, Monk, Paladin, Warrior, Monster (Fairy, Siren)
Type Verbal (Offensive)
Range 20ft
Incantation "I command thy attention" x3
Effects Status Effect: Target is Taunted by the caster for 30s, or until the caster dies.



Extra Clarifications

Any additional clarifications about this class will be listed below. To request a clarification, please visit the Amtgard V9 Discord server.

  • If you choose to replace Shove Strike with Curse Strike using the Avenger archetype, the Curse Strike is granted with the same frequency and symbols as Shove Strike




Trivia
  • The Paladin class was introduced in the very first edition of Amtgard (1983).





Combat Classes
General Rules · Anti-Paladin · Archer · Assassin · Barbarian · Bard · Druid · Healer · Monk · Paladin · Peasant · Scout · Warrior · Wizard · Monster
Classes
Credits and Levels · Combat Classes · Non-Combat Classes
Amtgard V9 Rulebook
Playtest Disclaimer · Introduction · Getting Started · Garb · Honor System · Safety · Core Combat Rules · Equipment · Classes · Abilities and Effects · Magic Items · Combat Activities · Rules Authorities
Appendix: Equipment Inspection Guide · Master List of Abilities · Glossary