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paths:paragon_path [2026/03/09 21:45] – Hyperlinking Intimidate skill entries elfinlockspaths:paragon_path [2026/05/01 16:52] (current) elfinlocks
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 ====== Path of the Paragon ====== ====== Path of the Paragon ======
  
-<WRAP center 50%> +<WRAP center 80%> 
-{{:paths:pasted:20231117-072833.jpeg|A Crusader is always ready to defend others for the greater good.}}+<fs x-large>This Path splits into two Trails, adventurer - who do you serve?</fs>
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-//Through a select, worthy few shines the power of the divine. These noble souls dedicate their swords and lives to the battle against evil. Knights, crusaders, and law-bringers, these individuals seek not just to spread divine justice, but to embody the teachings of the virtuous deities they serve. In pursuit of their lofty goals, they adhere to ironclad laws of morality and discipline. As reward for their righteousness, these holy champions are blessed with boons to aid them in their quests: powers to banish evil and inspire the faithful. Although their convictions might lead them into conflict with the very souls they would save, followers of the Crusader'Path weather endless challenges of faith and dark temptations, risking their lives to do right and fighting to bring about a brighter future.//+---- 
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 +{{:paths:pasted:20260501-163807.png}} 
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 +//Through a select, worthy few shines the power of the divine. These noble souls dedicate their swords and lives to the battle against evil. Knights, crusaders, and law-bringers, these individuals seek not just to spread divine justice, but to embody the teachings of the virtuous deities they serve. These holy champions are blessed with boons to aid them in their quests: powers to banish evil and inspire the faithful. Although their convictions might lead them into conflict with the very souls they would save, followers of the [[paths:paragon_path#trail_of_the_crusader|Crusader'Trail]] weather endless challenges of faith and dark temptations, risking their lives to do right and fighting to bring about a brighter future.// 
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 +//There are those who follow the path of so-called righteousness, individuals who limit their potential and their influence upon the world, in the name of satisfying an uncaring and aloof higher power. In turn, there are those who stand as equals with the higher powers, who bargain for their strength in pursuit of a mutual goal. Followers of the [[paths:paragon_path#trail_of_the_forsaken|Forsaken Trail]] suffer none to impede their goals, and they pursue their goals, whatever they may be, with an equally grim determination. No task is too unholy and no goal too lofty for the Forsaken.// 
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 ---- ----
 +======Trail of the Crusader======
 +
 ===== Key Skills ===== ===== Key Skills =====
  
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   * [[priority:skills:sense_motive|Sense Motive]]   * [[priority:skills:sense_motive|Sense Motive]]
  
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-======Way of the Crusader====== 
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 ===== Oath of the Paladin ===== ===== Oath of the Paladin =====
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 ==== Detect Evil ==== ==== Detect Evil ====
  
-**Requirements:** Sense Motive 3, Oath of the Paladin, 15 EXP+**Requirements:** [[priority:skills:sense_motive|Sense Motive]] 3, Oath of the Paladin, 15 EXP
  
 At will, you may detect Evil alignments as if using the spell, [[priority:magic:spells:tier1:detect_alignment|Detect Alignment]]. You can, as a [[chargen:common_terms#action_types|Half Action]], concentrate on a single item or individual within 60 feet and determine if it is evil, learning the strength of its aura as if having studied it for 3 rounds. While focusing on one individual or object, you do not detect evil in any other object or individual within range. At will, you may detect Evil alignments as if using the spell, [[priority:magic:spells:tier1:detect_alignment|Detect Alignment]]. You can, as a [[chargen:common_terms#action_types|Half Action]], concentrate on a single item or individual within 60 feet and determine if it is evil, learning the strength of its aura as if having studied it for 3 rounds. While focusing on one individual or object, you do not detect evil in any other object or individual within range.
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 ==== Smite Evil ==== ==== Smite Evil ====
  
-**Requirements:** Knowledge Religion 5, [[chargen:common_terms#core_stats|CST]] 8, Detect Evil, 25 EXP+**Requirements:** [[priority:skills:knowledge|Knowledge]] Religion 5, [[chargen:common_terms#core_stats|CST]] 8, Detect Evil, 25 EXP
  
 You may spend 7 TP to call out to the powers of good to aid in your struggle against evil. As a Swift Action, You choose one target within sight to Smite. If this target is evil, you add your Secondary Attribute modifier (if any) to your attack rolls, and add your [[priority:prowess|Prowess]] level to all damage rolls made against the target of your smite.  You may spend 7 TP to call out to the powers of good to aid in your struggle against evil. As a Swift Action, You choose one target within sight to Smite. If this target is evil, you add your Secondary Attribute modifier (if any) to your attack rolls, and add your [[priority:prowess|Prowess]] level to all damage rolls made against the target of your smite. 
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 ==== Divine Bond ==== ==== Divine Bond ====
  
-**Requirements:** Knowledge Religion 10, [[chargen:common_terms#core_stats|CST]] 12, Smite Evil, 35 EXP+**Requirements:** [[priority:skills:knowledge|Knowledge]] Religion 10, [[chargen:common_terms#core_stats|CST]] 12, Smite Evil, 35 EXP
  
 You may form a divine bond with your god, bringing a portion of their holy spirit into any weapon you wield. By spending TP and a [[chargen:common_terms#action_types|Half Action]], you summon the power of your god into a weapon you are wielding. For every 5 TP you spend, the weapon gains a +1 bonus to attacks and damage, up to a maximum of +5. You may additionally spend 5 TP per tier of magical weapon effect to add such abilities to your weapon, up to a maximum of +5 in bonuses (However, you must grant your chosen weapon a minimum of a +1 [[chargen:common_terms#enhancement_bonuses|Enhancement bonus]] to attack and damage rolls first). For example, you could spend 30 TP to grant your weapon a +1 bonus to attack and damage rolls, the Speed Effect, and the Holy Effect. You may form a divine bond with your god, bringing a portion of their holy spirit into any weapon you wield. By spending TP and a [[chargen:common_terms#action_types|Half Action]], you summon the power of your god into a weapon you are wielding. For every 5 TP you spend, the weapon gains a +1 bonus to attacks and damage, up to a maximum of +5. You may additionally spend 5 TP per tier of magical weapon effect to add such abilities to your weapon, up to a maximum of +5 in bonuses (However, you must grant your chosen weapon a minimum of a +1 [[chargen:common_terms#enhancement_bonuses|Enhancement bonus]] to attack and damage rolls first). For example, you could spend 30 TP to grant your weapon a +1 bonus to attack and damage rolls, the Speed Effect, and the Holy Effect.
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 ==== Aura of Justice ==== ==== Aura of Justice ====
  
-**Requirements:** Knowledge Religion 10, [[chargen:common_terms#core_stats|CST]] 15, Smite Evil, 40 EXP+**Requirements:** [[priority:skills:knowledge|Knowledge]] Religion 10, [[chargen:common_terms#core_stats|CST]] 15, Smite Evil, 40 EXP
  
 You may double the cost of your Smite Evil to grant its benefits to all allies within 10 feet of you. These bonuses are granted to your allies only against the target of your Smite, and such bonuses last for a number of minutes equal to your [[priority:prowess|Prowess]] (your bonuses last until the creature is dead, or 24 hours, as normal). You may double the cost of your Smite Evil to grant its benefits to all allies within 10 feet of you. These bonuses are granted to your allies only against the target of your Smite, and such bonuses last for a number of minutes equal to your [[priority:prowess|Prowess]] (your bonuses last until the creature is dead, or 24 hours, as normal).
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 ==== Aura of Faith ==== ==== Aura of Faith ====
  
-**Requirements:** Knowledge Religion 12, Aura of Justice, 40 EXP+**Requirements:** [[priority:skills:knowledge|Knowledge]] Religion 12, Aura of Justice, 40 EXP
  
 Any weapon you wield is treated as good-aligned for the purpose of overcoming damage reduction. Any attacks made against an enemy within 10 feet of you is treated as good-aligned for the purpose of overcoming damage reduction. You must be conscious for this ability to take effect. Any weapon you wield is treated as good-aligned for the purpose of overcoming damage reduction. Any attacks made against an enemy within 10 feet of you is treated as good-aligned for the purpose of overcoming damage reduction. You must be conscious for this ability to take effect.
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 ==== Aura of Courage ==== ==== Aura of Courage ====
  
-**Requirements:** Oath of the Paladin (Talent), Knowledge Religion 3, 15 EXP+**Requirements:** Oath of the Paladin (Talent), [[priority:skills:knowledge|Knowledge]] Religion 3, 15 EXP
  
 You become permanently immune to Fear. Allies within 10 feet of you receive a bonus equal to your Secondary Attribute modifier against Fear effects. Allies may take cover behind you to receive full immunity (precise circumstances subject to GM discretion). You must be conscious for this ability to take effect. You become permanently immune to Fear. Allies within 10 feet of you receive a bonus equal to your Secondary Attribute modifier against Fear effects. Allies may take cover behind you to receive full immunity (precise circumstances subject to GM discretion). You must be conscious for this ability to take effect.
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 ==== Divine Grace ==== ==== Divine Grace ====
  
-**Requirements:** Knowledge Religion 5, Aura of Courage, [[chargen:common_terms#core_stats|CST]] 8, 25 EXP+**Requirements:** [[priority:skills:knowledge|Knowledge]] Religion 5, Aura of Courage, [[chargen:common_terms#core_stats|CST]] 8, 25 EXP
  
 You gain a bonus equal to your Secondary Attribute modifier on all Saving Throws. You gain a bonus equal to your Secondary Attribute modifier on all Saving Throws.
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 ==== Divine Health ==== ==== Divine Health ====
  
-**Requirements:**  Divine Grace, Knowledge Religion 8, [[chargen:common_terms#core_stats|CST]] 10, 30 EXP+**Requirements:**  Divine Grace, [[priority:skills:knowledge|Knowledge]] Religion 8, [[chargen:common_terms#core_stats|CST]] 10, 30 EXP
  
 You become immune to all diseases, including supernatural and magical ones such as mummy rot. You become immune to all diseases, including supernatural and magical ones such as mummy rot.
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 ==== Aura of Resolve ==== ==== Aura of Resolve ====
  
-**Requirements:**  Divine Health, Knowledge Religion 10, [[chargen:common_terms#core_stats|CST]] 12, 35 EXP+**Requirements:**  Divine Health, [[priority:skills:knowledge|Knowledge]] Religion 10, [[chargen:common_terms#core_stats|CST]] 12, 35 EXP
  
 You become permanently immune to Charm effects. Allies within 10 feet of you receive a bonus equal to your Secondary Attribute modifier against Charm effects. Allies may take cover behind you to receive full immunity (precise circumstances subject to GM discretion). You must be conscious for this ability to take effect. You become permanently immune to Charm effects. Allies within 10 feet of you receive a bonus equal to your Secondary Attribute modifier against Charm effects. Allies may take cover behind you to receive full immunity (precise circumstances subject to GM discretion). You must be conscious for this ability to take effect.
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 ==== Aura of Righteousness ==== ==== Aura of Righteousness ====
  
-**Requirements:** Knowledge Religion 12, Aura of Resolve, [[chargen:common_terms#core_stats|CST]] 15 40 EXP+**Requirements:** [[priority:skills:knowledge|Knowledge]] Religion 12, Aura of Resolve, [[chargen:common_terms#core_stats|CST]] 15 40 EXP
  
 You gain DR/evil equal to your Secondary Attribute modifier, along with immunity to compulsion effects. Allies within 10 feet of you receive a bonus equal to your Secondary Attribute modifier against compulsion effects. Allies may take cover behind you to receive full immunity (precise circumstances subject to GM discretion). You must be conscious for this ability to take effect. You gain DR/evil equal to your Secondary Attribute modifier, along with immunity to compulsion effects. Allies within 10 feet of you receive a bonus equal to your Secondary Attribute modifier against compulsion effects. Allies may take cover behind you to receive full immunity (precise circumstances subject to GM discretion). You must be conscious for this ability to take effect.
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-======Way of the Forsaken====== +======Trail of the Forsaken======
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-{{:paths:pasted:20240121-054136.jpeg|}} +
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-//There are those who follow the path of so-called righteousness, individuals who limit their potential and their influence upon the world, in the name of satisfying an uncaring and aloof higher power. In turn, there are those who stand as equals with the higher powers, who bargain for their strength in pursuit of a mutual goal. Followers of the Path of the Forsaken suffer none to impede their goals, and they pursue their goals, whatever they may be, with an equally grim determination. No task is too unholy and no goal too lofty for the Forsaken.//+
  
 ===== Key Skills ===== ===== Key Skills =====