The Road to 1650 12/20/2016 08:47 AM CST
Hello Paladins!

The Paladin thread has been quiet for awhile now, so I thought I'd try to resurrect it with some new discussion on 1650. We are still interested in your ideas and thoughts as to what the design of 1650 should be! Any ideas must be in alignment with the class defining attributes of a paladin. Keep in mind that a paladin is a martial champion sworn to the service of a patron Arkati. Any new ideas should not infringe upon the defining attributes of any other classes. Please try to be specific with the types of mechanics you'd like to see implemented for 1650. Is it Offensive? Defensive? a Utility? How exactly would it work? What bonus or ability would it provide? How does it tie into being a paladin? How does the idea meet the needs of the paladin class as it is today? Think big! You would be surprised as to what is possible! Even if your idea can't be implemented as stated, it may still pave the way to another idea that is! Thanks to those who have offered ideas in the past as well, they were very much appreciated. Please feel free to re-share any past ideas too!

I look forward to hearing your ideas and suggestions!

Kind Regards,
GameMaster Cyraex
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Re: The Road to 1650 12/20/2016 10:11 PM CST
I looked at the two ideas I posted previously and still like one of them pretty well. I made some changes to it so I like it better - also it now serves as a special situation offensive spell as well as a utility spell of sorts (I envision using it during invasions / in a mobbed area to thin out the crowd). What do people like / dislike about this one?

1650 - Arkati's Influence (new working title)

The paladin calls upon their patron Arkati to protect the area and drive away their enemies.

Targetted: The target must warding save at a severe penalty or be utterly destroyed by divine intervention (lots of opportunity for awe inspiring arkati specific messaging here). If this version of the spell is used, then neither version can be cast again until at least a day has passed (after midnight) and the paladin has prayed at an appropriate shrine.

Untargetted: Agents of the paladin's patron arrive and drive out all opponents that are not grouped with or aligned with the paladin. (make a warding save at a -25 penalty or be driven from the room in a random direction). This version can be cast once per hour.

Room effect:
- Consecration effect will expire after 10 minutes or sooner if the paladin leaves the room or is slain.
- Each time an enemy (critter or opposite aligned player) attempts to enter the room they must make a normal warding check or be repelled (and thrown into RT in the room they were trying to enter from).
- Enemies that remain in the area or that have re-entered the room must contend with the arkati's influence in the area and suffer a penalty to Offensive and Defense Rolls (maybe Base -10 AS, CS, DF, and TD and increasing based on a low seed Religion Lore training).
- Every 60 seconds a random enemy in the room is struck by the arkati's flare (similar to area effect on paladin's death).

Area effect:
- Enemies of the paladin are demoralized and attack in fewer numbers (spawn rate of creatures in the area is reduced for 10 minutes flat/max creatures in area reduced).

-- Robert

A powerful whirlpool is suddenly overtaken by a windy vortex!
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Re: The Road to 1650 12/20/2016 10:16 PM CST

I'm going to try and work of something over the top offensive as well...

Maybe some area influencing combat spell of a sorts. Let's see what comes to mind when I sleep on it tonight.

-- Robert

A powerful whirlpool is suddenly overtaken by a windy vortex!
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Re: The Road to 1650 12/20/2016 11:14 PM CST
Name: Avatar
Type: Offensive
Description: Summons an avatar to fight alongside you. Avatar description is based on CONVERT alignment. Avatar weapon/armor/shield/spells mirrors the casting paladin – an OHE paladin gets an OHE avatar, etc. Avatar engages in combat with the paladin and can be controlled via TELL similar like a familiar/animal companion, but it’s primarily combat oriented. The avatar casts friendlier versions of spells like 1630 (the casting paladin and group are safe, otherwise they can get hit). Avatar arrives with one full cast of all paladin spells, can be spelled up additionally by the paladin or a third party (so it can receive a wizard spellup, and additional durations from the paladin for example). The avatar can unstun the paladin, lifekeep + 1620 the paladin (uses the paladin’s anchor). Goes into a berserk frenzy to clear the room upon paladin’s death. The avatar can be sacrificed to raise the paladin from the dead (paladin raise) but then the avatar dissipates afterwards. The avatar can be DISMISSED. Can be summoned once every 24 hours. Avatar can be equipped/dequipped with weapon/armor/shield given by the paladin. If the avatar is dismissed or dissipates with the gear, it retains the gear through future summonings and until the paladin dequips the gear.

Basically gives paladins a thing in yellow to follow them around.


~ The girl behind Debia



You swing an invar-hilted serrated glaes falchion at an Ithzir seer!
Amazingly, the Ithzir seer manages to parry the attack with her staff!
The scintillating Debia swings an invar-hilted serrated glaes falchion at you
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Re: The Road to 1650 12/21/2016 12:28 AM CST
The avatar post reminded me... Summon Pony would be on my list as well! Just saying!

-- Robert

A powerful whirlpool is suddenly overtaken by a windy vortex!
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Re: The Road to 1650 12/21/2016 08:21 AM CST
Honored Sacrifice:

A paladin that has fallen in battle (presumably in service to his/her chosen Arkati) can PRAY to, at the cost of 50 mana and 1 deed, be immediately recalled to the nearest shrine of their deity. They will arrive with all wounds healed, scars left in their place, stunned but alive, at 1 HP and Spirit. They will suffer only the temporary effects of death's sting (temp stat loss but nothing that has to be earned back) and will retain the field experience they had at death. Limited times per day OR 1 use earned per X experience gained.

Essentially they would PRAY to decay but only suffer the temporary effects that always come with death and be able to maintain their unabsorbed experience.

Keith/Brinret/Shiun

Keith is correct

Wyrom, APM

http://forums.play.net/forums/GemStone%20IV/Help%20for%20Players/Policy%20Discussions/view/246
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Re: The Road to 1650 12/21/2016 10:22 AM CST
Neat idea, Keith, but honestly, I'd rather see that self-cast benefit as a (probably pretty high) Lore effect for Aid the Fallen. Probably require the knowledge of Divine Intervention, too.

Basically you're requiring the use of Divine Intervention to Aid the Fallen... who happens to be you. :) Combined with the "get me outta here" back to your linked spot... seems like a good spot for higher spell knowledge & Lore boost.
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Re: The Road to 1650 12/21/2016 03:11 PM CST
This is a fun game, I want to play.
Concept: A standard duration buff spell with different options based on the most common “builds” used with the paladin class. It also includes a sort of “super powered” version for very limited use.

1650: Divine avatar. (Duration 1200 seconds + 60 seconds/paladin spell rank. Not stackable.) By drawing on the special relationship to their deity, a paladin may anoint themselves as the physical avatar of their patron. This position confers powers associated with the specific deity and aspect. For a limited number of times per day, the caster may call upon their patron directly manifest his or her power in the paladin.
Use: when casting 1650 the paladin will select an aspect of their deity to represent. The bonuses provided are specific to each.

For a limited number of times per day [(paladin spell ranks + religion lore ranks)/50], the paladin can use the EMPOWER verb to call directly on his or her God for great effect. The EMPOWER verb may be used when in roundtime or under any status effect that can be removed with beseech. It cannot be used when on fire or slept. Upon activation of EMPOWER, all status effects that can be removed by beseech are removed but roundtime is unaffected. The EMPOWER status lasts for a flat 10 minutes and has a minimum 60 minute cooldown, in addition to the x/day limits above.


Spell effects: There are two parts to the spell. One is deity specific and determined by the convert verb setting. The other is aspect related and can be selected when casting the spell.



Rage aspect (designed for zealots/weapon centric). The paladin assumes the mantle of their patron’s rage to strike down those in his/her way. The paladin receives +15 to physical attack strength, +10 to CML attack strength and +10% damage factor from 1605 (self only, not group).

Empowered Rage: Channeling the full might of their God’s rage, the paladin has the ability to become a truly unrelenting attacking force. Attacks made with a bonded weapon cannot be EBPed, have the same knockdown effects as 1615 if they hit, and any kill will cause fear among the other enemies still standing (1614 DS pushdowns).



Honor aspect (designed for divine shielders/shield centric). The paladin assumes the mantle of their patron’s honor, swearing to protect those who swear fealty to him/her. The paladin’s shield becomes illuminated with divine light. The paladin and all grouped members receive an additional 10% chance to block from 1609. The paladin receives +15 melee and bolt DS and +10 defense against CML attacks.

Empowered Honor: When empowered the paladin’s shield glows brightly and then releases three spectral copies of itself. These phantom shields will circle the paladin and have a chance to impose themselves between attacks on the paladin or any group member. Each shield has a separate 35% chance to impose itself, fully nullifying the attack. Once an attack has been blocked, that copy of the shield will become unsubstantial and unable to block again for a short cooldown. If a physical attack (melee/ranged) is blocked, the shield will not be able to block again for 30 seconds. If a magical attack is blocked the cooldown is 40 seconds, and if a maneuver attack is blocked it is 45 seconds. An additional copy is produced for each 100 ranks in spirit lore summoning the paladin knows.



Justice aspect (designed for tanks/1608 users). The paladin assumes the mantle of their patron’s justice and are then granted the resilience necessary to see that act through until the bitter end. Under this aspect the paladin receives 10% resistance to physical injury (crush, slash, puncture, fire, cold, acid, steam, impact, lightning) but not attacks associated with mental or spiritual assault (plasma, disruption, void, disintegration).

Empowered justice: When channeling the full power of justice, the paladin becomes a beacon to draw in all conflict and time to rightly decide fates. Every 30 seconds a warding attempt to give the 1608 type effects occurs (room wide). The paladin’s armor temporarily gains a reactive grapple/unbalance flares. If at any point in the 10 minute empower the paladin falls below 30% health, there is a automatic one-time recovery of 50% of max health. An additional use of the recovery is given with each 100 ranks of blessing lore known.



Will aspect (designed for casters). Assuming the aspect of their patron’s will, the paladin becomes resistant to the domination of others and more able to overcome trials of the spirit. The paladin receives +2 to spirit regeneration and +10 to warding defense.

Empowered will: When fully empowered as the will of a deity, the paladin gains both strength and focus to their magical attacks. The paladin gains +5 to the total targets for 1630 and may cast it in a player friendly version if desired. If the paladin falls below 70% of max spirit for any reason (cough cough) during the empower, there is a one time recovery to either full spirit or +5 spirit points (whichever is less).



Deity specific effects.

Persistent effects. As long as 1650 is active, the paladin will receive 10% resistance to the damage type their deity gives for 1615/30. Zelia followers get resistance to a random type on casting that changes every pulse to a new random type.

Deity specific empowered effects:
When empowered each deity provides an extra bonus related to their nature. I did my best on these, actual followers of some may have better suggestions, I tried to make them make sense [like DS for Jastev because he sees the future, CS for the kings/queens, and so on], and to put equivalent things for both light and dark gods.

Charl HCWing added to all lightning based attacks
Eonake +10 constitution stat and +5 strength stat
Jastev +10 DS
Koar +10 CS
Lumnis +25 perception bonus
Phoen +5 to strength, +20 to fear based warding defense
Tonis +10 dex stat, +10 agility stat
Cholen all attack rolls become 10+d90
Imaera +10 health regen, +10 stamina regen
Kai +10 AS
Lorminstra +15 AS against the undead
Oleani HCWing to fire based attacks
Ronan the ability to use empower to get out of a sleep effect
Jaston +10 defense against maneuver attacks
Laethe +1 spirit regen
Niima Immunity to reflected lightning attacks, 5% resistance to lightning
Voaris If the paladin falls below 15% health, the room is sancted for 30 seconds.
Kuon +10 con stat, +10 health regen
Leya +20 UAC strength
Tilamaire +1 target to all multi-target spells
Voln offensive fire flares on the undead


Andalas +20 UAC strength
Fash’lo’nae +1 target to all multi-target spells
Luukos +15 AS against the living
Mularos +10 health regen, +10 stamina regen
V’tull +2 targets for open mstrike, +1 hit for focused mstrike
Eorgina +10 CS
Ivas +10 con stat, +10 health regen
Marlu offensive disruption flares on the living
Sheru the ability to use empower to get out of a sleep effect
Amasalen +5 strength, +10 Combat maneuver bonus
Onar all attack rolls become 10+d90
Gosaena 15% resistance to cold damage
Zelia any of the other effects at random? lol
Aeia +10 discipline stat, +5 warding defense
The Huntress +10 AS
Arachne Immunity to poison, +5 defense against maneuvers


Sweet is the sound of the pouring rain,
And the stream that falls from the hill to plain.
Better than rain or rippling brook,
Is a mug of beer inside this Took.
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Re: The Road to 1650 12/21/2016 05:40 PM CST
That is an interesting idea, although I don't think I would agree with X amount of times per day just for those benefits since they (respectfully) are more fluff and not really "game breaking" and thus not needing the limited times of day

__________________________
- Kobold in Disguise Falvicar, Blade of the Night

You swing a silver-edged black veil iron katana at Sevynne!

* Sevynne drops dead at your feet!
* Sevynne just bit the dust!
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Re: The Road to 1650 12/21/2016 05:42 PM CST
Agreed - this is too similar to the cleric's spell and would rather see this be implemented with our 1620 with lore effects or something if even - especially with scars staying in place since idk

__________________________
- Kobold in Disguise Falvicar, Blade of the Night

You swing a silver-edged black veil iron katana at Sevynne!

* Sevynne drops dead at your feet!
* Sevynne just bit the dust!
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Re: The Road to 1650 12/21/2016 07:17 PM CST
Okay... this is not a fully developed idea but what about a spell that lets the paladin fight on for a period of time EVEN AFTER THEY ARE DEAD?!?

Something like... upon receiving a death blow (from a critical strike or loss of health) the paladin is infused with the power of his Arkati to fight on! Injuries are ignored and the paladin fights on until 1) time expires 2) they sustain additional damage equal to their max health 3) Crit 3 to the head?

Optional: If the paladin is able to pray at a holy place of their diety prior to time expiring they can avoid dying but are reduced to 1 health and 1 spirit and then cannot benefit from this spell again for 24 hours.
Alternate Optional: If the paladin is able to pray at a holy place of their diety prior to time expiring their diety may reward them with the gift of life (chance based on lore training) but are reduced to 1 health and 1 spirit and then cannot benefit from this spell again for 24 hours.

- Pick a Lore to increase duration of time the paladin can continue fight after death (3 minutes + lore based bonus).
- Pick another another lore to increase chance of this effect firing off (or make it near 100% chance with limited uses per day).

-- Robert

A powerful whirlpool is suddenly overtaken by a windy vortex!
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Re: The Road to 1650 12/23/2016 10:41 AM CST
I like the idea of deity-specific effects here.
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Re: The Road to 1650 12/25/2016 02:37 AM CST
I like the idea of deity-specific effects as well, but, unfortunately, they tend to lead to Charl syndrome.

A lot of the ideas in the thread mimic other professional abilities. (Assume Aspect, Miracle, etc) So while I like them, they've been done.

A few ideas-

1) Unbending Force- 1x day (more with lore), the Paladin becomes immune to death for 60 seconds upon triggering (can't go below 1 spirit or 1 health. Immune to deadly rank 3 wounds). Make it a short-duration (5 min?) spell that you have to keep up. (part of the cost/balance). Can be cast (only affects Paladin) or channeled (can trigger for anyone in the group but uses up that day's charge). Religion lore gives you up to 2 triggers a day. Blessing lore gives you a chance to heal up some after the spell's duration. Summoning lore gives you a chance to automatically be taken back to town upon triggering.

2)Bane- can create a temporary duration bane effect on a weapon of the Paladin's choosing. Like ensorcell, it can be cast on other adventurer's weapons (and receives a bonus if cast on the Paladin's), but unlike ensorcell the duration is always temporary. Does not stack with existing bane. Can provide either an AS, DS (defender). or damage weighting effect. Religion Lore unlocks deity-specific flare option (based on deity's critical table) and, at very high levels, undead bane or living bane (depending on deity choice-only for Paladin's own weapon). Blessing lore extends the number of swings/duration. (typically around 500 base, up to 1000 base with lore). Bane effect has double duration on a Paladin's level 5 bonded weapon. Summoning lore increases the potency of the bane effect. (Up to +10 AS, +10 DS, and +10 DMG weighting). Material component for use on anything other than own level 5 bonded weapon. (Think Ranger's 620)

3)Sheer Fear- For a short period of time (60 seconds base), Paladin exudes a sheer fear effect that works on either living or undead (but not both) depending on deity choice. (smite/bane alignment) All of the same rules apply as with creature sheer fear effect. After casting, the Paladin has a 30 minute recovery period at base. Religion lore makes the effect harder to resist (and increases the chance of a more sever effect on any given target). Blessing lore reduces the cooldown effect to a minimum of 10 minutes. Summoning lore increases the duration of the effect- up to 180 seconds total.
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Re: The Road to 1650 12/25/2016 03:03 AM CST
Oh, and:

4) Pilgrimage: Teleportation spell. Can be set to local deity's shrine (or cast without setting to default to a random 130 location in the local area). No RT incurred from use, unlimited group members (as long as they are not converted to an enemy Arkati. Zelia/Sheru, Luukos/Lorminstra, etc).

With 50 ranks of Summoning Lore- Can be also set to deity's shrine cross-realms. 1x/day can teleport to that shrine. At 75 summoning lore, can also cross back to the original location if within 12 hours of the initial trip.

With 50 ranks of Religion Lore- Can, instead, target a local corpse and have it teleported to the Paladin's room. 1x/day at 50 religion ranks, 2x/day at 75 religion ranks. 1 extra use each day for a corpse attuned to the same pantheon as the Paladin. Another extra use is available each day for a corpse converted to the same deity. Converts of hated enemies cannot be teleported this way.

With 25 ranks of Blessing Lore- corpses which travel via Pilgrimage (in any manifestation) are automatically LK'd. With 50 ranks of blessing lore, caster always arrives with a 60 second sanctuary in arrival room. At 75 ranks of blessing lore, negative status effects have a chance to be removed from each person traveling. Base chance 25% per status ailment. (subject to 1635 limitations)
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Re: The Road to 1650 12/25/2016 12:40 PM CST
Divine Restoration:

Refreshes all currently active spells on the player target by adding 10 minutes to the duration with more time being added based on lores.

The spell would be limited in the number of casts per days by one of the lores. I'd go with religion personally because in my opinion you're asking your Arkati to circumvent a spells normal duration and exert their influence over it.

While the spell would refresh all of the spells a paladin can naturally cast, the real use would be to refresh buffs you get from other players, magical items, potions, or scrolls.


As I gaze over the horizon, the wind tugs at my cloak and whispers, "Adventure" in my ear.

AIM: Kaight (Matt) GS4
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Re: The Road to 1650 01/06/2017 01:41 PM CST


1650 Greater Sanctification


Gives paladins an enchant/ensorcel type of spell that works only with sanctified weapons/armor/shields. A paladin could cast this on an item that they themselves use, but the "temporary" effect would only work for them. The limitations would not apply to a paladin's 1625 bonded weapon.


It would need limitations to enchant I think that would preserve the utility of both Bless and Symbol of Blessing in that they both work on any level of enchantment (with training/society rank).

It would need to be limited in some way as to how many can be produced, how long it lasts, etc. Below is a list of ideas for limitations/implementation:

The item only works in the hands of those aligned with the paladin's Arkati. This could be either specific Arkati or just the broader pantheons, ie Lornon or Liabo. Maybe it would even make the item permanently unusable by those not aligned, sort of like how 1625 works for those not the bonding paladin. This would be an important limiting factor.

The enchantment level is limited to 4x (eonake). Or maybe it only works with say white ora as a base and you need lore training to greater sanctify anything higher. Perhaps it only works with white ora or eonake.

Perhaps its limited to white ora for Liabo aligned and black ora for Lornon aligned.

It could be time limited in that the effect only lasts for a period of time. Or perhaps it could only be cast a few times a year if its permanent.

If its a a non permanent effect I'd suggest a set amount of time, ie 1 day, 1 week, until the next cycle of the moons, 6 hours, etc rather than for X number of hits.


* Another idea I would strongly suggest is that this be limited to ONE item that is not held by the paladin. In that case the effect could be permanent for that item until a paladin decides to withdraw the greater sanctification blessing from it. It would be as if the paladin were acting as a conduit of their Arkati to help gird another of their champions. This would also mesh with the limitation that the user be a follower of their Arkati.

Yes, this would mean that there's likely zero market demand for this spell from others ... but it would allow the paladin to bestow a strong boon upon a friend.

A paladin however could have multiple items with this spell that are effectively permanent for them as long as they don't transfer the items to another. This would be most useful with an option like #3 and could serve as the "self effect" portion of the spell.




Below are some ideas for effects:


1) It allows paladins to turn a sanctified item into a greater sanctified item that functions as blessed against undead. This is the intended benefit for others from the spell.


2) It allows paladins to unlock the "greater sanctification" powers of the spiritual metals, white ora, black ora, eonake. Instead of blessing against undead as above, it adds permanent scripted flares ala Iasha/true black ora (not saying use the same scripts). This would give flares to the items that match the holy damage type of the paladin casting the spell. This is an alternate intended benefit for others from the spell.


3) It allows paladins to add a "bane" type effect to sanctified equipment. The bane effect would be determined by what the equipment is cast upon, ie a shield would get flares or a DS bonus, armor would get padding or a resistance, weapons would get weighting or an AS bonus.

Perhaps the paladin could control the effect given or perhaps the paladin's Arkati and/or pantheon determine the effect.

The bane type could be governed the same as above or perhaps its the same type bane for every paladin. In that case I would suggest extraplanar bane as it seems the type that most Arkati would support?

Or perhaps its a more creature specific bane that's different for the individual Arkati, ie Tonis provides a bane vs. constructs or some such (since he's all about speed and such).
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Re: The Road to 1650 01/06/2017 03:35 PM CST
Wall of Faith
+50 DS, +50 TD, +50 Bolt DS
Duration 180 sec

Nothing super fancy about it, but I'd use it.


As I gaze over the horizon, the wind tugs at my cloak and whispers, "Adventure" in my ear.

AIM: Kaight (Matt) GS4
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Re: The Road to 1650 01/06/2017 04:53 PM CST
>> RE: Wall of Faith

Just playing around with your idea a bit.. because I can!

What about instead of +50 DS, +50 TD, +50 Bolt DS you get a pool of say 150 points that get used as needed?

Miss a TD save by 5 points? 5 points come out of the pool, save made!
Get hit by margin of 38? 38 points come out of the pool, Miss!

Duration 180 seconds or until the pool is depleted.

-- Robert

A powerful whirlpool is suddenly overtaken by a windy vortex!
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Re: The Road to 1650 01/06/2017 05:50 PM CST
Ya. I like your tweak.


As I gaze over the horizon, the wind tugs at my cloak and whispers, "Adventure" in my ear.

AIM: Kaight (Matt) GS4
Reply
Re: The Road to 1650 01/07/2017 10:56 AM CST
Can't think of a name, but perhaps 1650 could be a spell that effectively reduces the ASG penalties of the armor you are wearing. A duration of 10 minutes and the ASG penalties are reduced by 3 tiers on all armor types so a set of full plate would provide all the protection of ASG 20, but only the penalties of a metal breastplate ASG 17.


As I gaze over the horizon, the wind tugs at my cloak and whispers, "Adventure" in my ear.

AIM: Kaight (Matt) GS4
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Re: The Road to 1650 01/07/2017 11:05 AM CST
We already have this to some degree when we over train in ARMOR. Maybe we could look at an ARMOR skill to enhance this as well.

-- Robert

A powerful whirlpool is suddenly overtaken by a windy vortex!
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Re: The Road to 1650 01/07/2017 02:33 PM CST
Yeah, I'm not sure what else 1650 would do in that regard. Training armor use will train down the maneuver penalty, putting those armor points into Fluidity will train down the casting penalty. 1603 reduces the casting penalty even more, even though it's rather inconvenient at thirty seconds.
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Re: The Road to 1650 01/09/2017 08:29 AM CST
ALLENM20:
Can't think of a name, but perhaps 1650 could be a spell that effectively reduces the ASG penalties of the armor you are wearing. A duration of 10 minutes and the ASG penalties are reduced by 3 tiers on all armor types so a set of full plate would provide all the protection of ASG 20, but only the penalties of a metal breastplate ASG 17.


I like this idea a lot, but I'm not sure its worthy of a level 50 spell slot. I feel like this could be a great new armor specialization.

GameMaster Cyraex
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Re: The Road to 1650 01/09/2017 09:24 AM CST
I greatly appreciate all of the ideas that have been shared so far, keep them coming!

GameMaster Cyraex
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Re: The Road to 1650 01/09/2017 10:15 AM CST
Consecrated Ground

Consecrate's the room the Paladin is in for 90 seconds.

Each time an enemy performs a combat related action, they have a chance to trigger one of the effects of the consecrated room.

70% chance of pious trial activating.
50% chance of divine strike activating.
5% chance of judgement activating.

Each target in the room cannot trigger an effect more than once every 10 seconds.


As I gaze over the horizon, the wind tugs at my cloak and whispers, "Adventure" in my ear.

AIM: Kaight (Matt) GS4
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Re: The Road to 1650 01/09/2017 04:53 PM CST
Fervor

Level 5 bond (1625) with weapon required.

The paladin's weapon is ignited with holy flames (5 swings) and gains +5 to AvD (5 min duration). Spell cannot be recast within 5 minutes. The paladin's weapon cannot be beseeched while under the effects of this spell.


Below is an example of what I imagine the attack would look like. I borrowed the messaging from the wiki for the balefire spell, sanctify infusion, and iasha white ora flare. Once again I'm just trying to illustrate how the attack would play out, the numbers are worthless.

As you attempt to strike with your broadsword, it sends a surge of power through you that quickly leaps out at the hill troll!
Baneful white flames dance from your broadsword as an unseen wind fans them into a raging conflaguration that assault the hill troll!!
AS: +344 vs DS: +132 with AvD: +45 + d100 roll: +58 = +315
... and hit for 90 points of damage!
Intense blast causes the hill troll's carotid arteries to explode!
The ball of white flame strikes a hill troll, blossoming into a much
larger sphere of flame upon impact.

A burst of flame from your ball of white flame flies off and hits a hill troll.
... 50 points of damage!
Whiplike blast of plasma creates a gaping hole in the hill troll's lower back!
The hill troll is stunned!
Cast Roundtime 3 Seconds.

You swing a broadsword at a hill troll!
AS: +344 vs DS: +132 with AvD: +38 + d100 roll: +5 = +255
... and hit for 79 points of damage!
Weak diagonal slash catches the hill troll's left knee!
It is dislocated.
The hill troll is knocked to the ground!
Roundtime: 5 sec.


So essentially, the paladin is gaining 5 swings of a plasma based ball spell that resolves first upon attacking and would use the weapon AS of the paladin for its attack strength. This effect would last for 5 swings and more swings could be acquired through blessings lore training. I'd suggest the same amount of lore training for 1604 to increase the number of swings on a blessed weapon 100%, so 10 ranks for a total of 10 swings.

The paladin's weapon also gains a +5 to AvD that persists even once the holy flame (5 swings) are used up. This effect would last for 5 minutes. Once the 5 minutes are up, the spell could be recast.


As I gaze over the horizon, the wind tugs at my cloak and whispers, "Adventure" in my ear.

AIM: Kaight (Matt) GS4
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Re: The Road to 1650 01/10/2017 06:45 PM CST
Though I am loathe to add another short duration spell to the list. This is the one thing that annoys me most about paladining. Evade/Block/Parry evilness.

1650 Arm of the Arkati


2 minute duration every 10 minutes.

By chanting at the paladin's holy symbol expending 20 mana a Paladin channels the Arkati's own essence into each subsequent attack. A Truehand effect (+50 + d50) to any swing/punch/arrow/cast (bolt and CS) and gets 2 percent per summation seed 1 Blessing lore to avoid Evade/Block/Parry. Also the attack imparts immunity from poisons from 640, and retaliation spells like 712, 716, 520. No RT is induced for the chant.

Summoning Lore Seed 10 will lessen the mana for each chant by a random amount up to the seed x1. IE a Paladin with 60 Ranks in Summoning with get (20-1d5) mana lessened for chanting to the holy symbol. A Paladin with 231 Summoning lore would have (20-1d14)


GBB
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Re: The Road to 1650 01/18/2017 07:29 PM CST


Another idea regarding my earlier 1650 Greater Sanctification thought, maybe call it 1650 Holy Relic or some such:


Why are holy relics considered holy in the first place. Well, they were used (supposedly) by some sort of holy person.

How about if a paladin could hunt with a weapon, shield and/or armor in order to make it holy? Sort of like a mix of bonding and ensorcell utility, but the paladin has to use that piece of equipment while gaining the holy energy from hunting with that piece of equipment.

It would have tiers like 1625/ensorcell. The higher the tier, the better the effect. This would provide a scope limiter, do you want to make a more powerful item well then you'll be limited to fewer of them in a period of time.

The paladin would have to choose to use an item over their own equipment if they wanted to sell the service. Of course the paladin could choose to focus on their own equipment instead or at first. This would be a scope limiter, too.

Only one item could be focused on at a time, so the paladin couldn't be working up a weapon, a shield and an armor all at once. This would be a scope limiter.

It could be limited to pre-sanctified items. This would limit its scope while being justified somewhat from an IG viewpoint.

Or maybe one of the tiers adds sanctification to an item.

It could provide choices to the paladin at different tiers as to what quality to add/aim for.

Or it could be limited based on the paladin's converted status as to the effects it would provide.

There's a lot of good ideas for effects in this thread that tiers could provide.

This would also provide some incentive for different builds for paladins. Some niche builds would be in high demand. It would probably make Holy Relic T5 full leather pretty rare, too! This would tend to be a scope limiter as well.
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