Overview:
Ability | Role | Synopsis |
Smites | Combat Options | Breaking open our smite system with more options to give Paladins more tactical importance in single or group combat |
War Chants | Buffing/Group Play | This could as easily be tied into our Lead, but provides a small set of unique effects while in groups or alone. Not stat or ability bonuses. Drains from our smite pool. |
Vanguard | Tanking | High Level Ability that allows the paladin to focus all of their attention on a single sworn foe, at the expense of their ability to defend from other targets. |
Challenge | Tanking | A system to replace our current "taunt" spell, giving more options and capabilities. |
Summon Mount | Convenience | A mechanic that allows Paladins of sufficient circle to summon their mounts from their Stables to their sides. |
Spell: Radiant Charger | Mounted Combat | Allows the paladin to create a spectral mount (inferior to real mounts) or enhance a real mount that they are riding. |
Details:
Smites
Synopsis: Based around our current Smite, the following options provide more tactical approaches for a Paladin to approach combat and their guild role. All smites draw from the same pool, and are balanced around the current smite as a touch stone. Special Smites in general give up a portion or all of the benefits of a normal smite to instead apply special status conditions or effects, and some will even consume additional smite pool.
Paladins receive their first (Default) smite level 20, and every 5 circles there after Paladins receive the choice of a new smite from a group of 10 to 12 smite options.
Smite(Default): At 20th circle, all paladins receive smite, as currently. This power scales off charisma and provides a bonus to accuracy and damage of a blow, consuming a portion of the paladins smite pool.
Smite Challenge: Striking a target with this focuses their attention on you and away from the world beyond your presence. Targets will find for a period of time that they are penalized in their ability to attack other targets or advance upon them. Fleeing and retreating are also harder from a Paladin whom is at Melee range.
Smite Purge: Adds an amount of fire damage to the paladins smite in trade for its boost to accuracy. This additional damage is enhanced against the following targets: undead, cursed, grave robbers, or targets whom are wanted within a justice zone (with the effects scaling off the crime. Mild for Stealing, Moderate for Murder, etc).
Smite Renew: This smite has no bonus to accuracy or damage, but places a brand upon the glyph marking it for Judgement. Anyone striking the target will feel themselves refreshed and rejuvenated (mild increase to vitality/fatigue in proportion to damage dealt). This smite drains additional smite pool.
Smite Exhaust: This smite deals no damage to the target, but instead exhausts them, dealing damage to their fatigue pool and balance, knocking them over with a strong enough blow. This smite drains additional smite pool.
War Chant:
The war chant is a prayer that the paladin recites within the fray of combat. These effects cloak the Paladin and his group with the blessing of one of the divine, providing them with additional capabilities or effects. Maintaining a chant slowly eats away at a Paladins smite pool. Chants do not provide bonuses to actions, but rather additional effects, themed after the divine. A Paladin receives their first Chant at 30th for free, and may choose additional ones in lieu of smites. A chant provides the effects to the paladin and members of his group. The effects are generally mild and do not increase/decrease with party members. Chants are not intended to compete with Bardic spells, these are smaller and focused effects that a paladin can strategically utilize, but not maintain forever (especially if they are also smiting continuously). A paladin acting as a 'tank' might Smite Challenge a target and keep up the Change of Kertigen, but if they also try to blast the target with a series of smites, they will find themselves unable to maintain their chant.
All chants require at least 20% of the Paladins smite pool to be available, or they will falter and stop.
Examples:
Kertigen: All attacks gain additional 'weight of impact' (combat 3.0). This is based off the weapon in question, the charisma of the paladin and if the target actively focusing another target, and the state of that target. Kertigen power is most fierce when one of his children is in danger, and the chant (while normally providing mild bonuses) can grow fierce against targets facing wounded party members.
Meraud: The paladins group feels the pulses of critical moments in their immediate future before they unfold. Gives a mild increase to every party members 'luck', sometimes finding blows that would barely miss will strike, or attacks they might barely be struck by might miss. This Chant has no effect when the outcome is clear, only when it is hazy.
Chadatru: The judgement of Chadatru rings true in the souls that hear his words, every action sure and righteous. Whenever a target is slain by a target whom is under the effects of this chant, they feel a brief moment of invigoration, boosting fatigue(remember this is changed in combat 3.0, so maybe useful), mana, concentration and smite pool regeneration rate. The effect is moderate (fatigue) or mild(non fatigue pools) and only works against targets whom are challenging to the Paladin (use thief confidence system to determine this).
Damaris: While never dishonorable, Paladins understand that protecting life requires no option be overlooked. Those under the chant of Damaris will find the noise of their armor reduced (Stealth Hindrance), while those outside the Paladins group may feel every noise and creak of their armor increased (the external effect here is mild).
Vanguard
Level: 60
Usage: Vanguard <Foe> (defaults to faced opponent if not specified)
Effect: The Paladin focuses his attentions on the foe, raising his shield and blade into a perfect fighting stance for engaging against this most dire of foes. While in this stance the Paladins ability to defend against attacks from the target are enhanced, as is his engagement time. If engaged at melee with the Paladin, the target will find it more difficult to defend against the blows of other members of the paladins party. While in this stance the Paladins focus on other threats is reduced (penalties to multiple opponents and attacks from other sources, as well as to "sixth sense" effects from other sources than the target. Utilizing Vanguard is taxing and the concentration of the Paladin and can only be maintained for a short period of time, after which a moment of focus must follow before the effect can be repeated.
NOTE: The penalties to the targets ability to retreat/flee have been removed. They appear in other suggestions. Vanguard was scaled back and made more into a 'super defensive mode/spartan esq' ability allowing for quick engagement and mild defensive/group perks. Its not the end all be all ability!
Challenge
Level: 40, 80, 120, 140
This effect replaces our current challenge spell.
All uses of Challenge consume Smite Pool.
At level 40, a Paladin may challenge a single target (Challenge <Target>). Creatures receive a giant 'draw' to fight the Paladin, while Player targets are contested in a Charisma vs Will contest (modified by soul state, and the target modifiers (cursed, grave robber, recent murder)) into being unable to leave the Paladins presence (does not effect stealth, but inhibits the targets ability to flee or retreat).
At level 80, a Paladin whom targets a single target will also penalize that targets ability to strike members of the Paladins Party. In addition the Paladin may Challenge <Target> Protect, applying this penalty to all attacks against a specific target for a period of time.
At level 120, a Paladin may choose to Challenge <All>. This is as the level 40/80 ability but targets all players and creatures. Note that the effects of Challenge are only in regards to the Paladin and his group, so friendly fire here is not a real issue(?). This consumes additional smite pool compared to normal Challanges.
At level 140, a Paladin may choose to Challenge <Target> Judgement. This powerful effect reproduces the effects of Challenge 40/80, but also compels the target forward. Effected targets automatically advance upon the Paladin for a period of time and are unable to retreat. Damage, especially stuns, have a chance of knocking this effect off early.
Summon Mount
Beginning at 60th Circle, a Paladin can summon his mount to his side, as well as send it back to its stable. The delay for this is dependent on the Paladins circle, charisma, bond and quality of horse, and distance (determined by the provinces they are in). This is a 'mystical' effect. Once dismissed, a mount cannot be re-summoned under this method for a extensive period (Anlas or more).
New Spell: Radiant Charger of the Morning
This spell has two effects.
If cast while not riding on a mount, the spell will create a Spectral Steed which the Paladin can mount. The steed lasts for the duration of the spell (moderate) and its abilities are based on the Paladins magical prowess. Spectral steeds are decidedly inferior to actual steeds, and they come with only basic barding. Spectral steeds are however all war trained mounts, and with significant magical power, somewhat decent steeds can be summoned.
If cast while riding a mount that is war trained, the mount is surrounded in a righteous flame. The mounts capabilities, speed and natural resistance to damage are all increased significantly.