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In some ways, this class is the polar opposite of the Paladin. Dark Paladins are Fighters who specialize in offense, but who also use some limited mystical abilities. A Dark Paladin's most important power is the control of supernatural beings who, once they submit to his will, are used to his own benefit. Dark Paladins have a real gift for command, but they employ intimidation and fear to bend others to their wishes. If that doesn't work, they will use persuasion to get what they want.


  • Archetype - Fighter
  • Life Point Multiple : 15
  • Life Points : +15 per level
  • Initiative : +5 per level
  • Martial Knowledge : +20 per level (See Ki Dominion)
  • Innate Psychic Points : +1 per 3 levels (See Psychic Disciplines)

Primary Abilities

  • Combat Ability (Limit 60 %) (See Combat Modules and Ki Dominion)
    • +1 Attack : 2
    • +1 Block : 2
    • +1 Dodge : 2
    • +1 Wear Armor : 2
    • +1 Ki : 2
    • Accumulation Multiple : 20
  • Supernatural Ability (Limit 50 %) (See Magic and Summoning)
    • +5 Zeon : 2
    • MA Multiple : 60
    • +1 Magic Projection : 3
    • +1 Summon : 3
    • +1 Control : 1
    • +1 Bind : 3
    • +1 Banish : 3
  • Psychic Ability (Limit 50 %) (See Psychic Disciplines)
    • Psychic Point : 20
    • +1 Psychic Projection : 3

Secondary Abilities

  • +1 Athletics : 2
  • +1 Social : 1
  • +1 Perceptive : 2
  • +1 Intellectual : 2
  • +1 Vigor : 2
  • +1 Subterfuge : 2
  • +1 Creative : 2

Reduced Costs

  • +1 Composure : 1

Innate Bonuses

  • Primary
    • +5 Attack per level (maximum +50)
    • +5 Wear Armor per level (maximum +50)
    • +10 Control per level
    • +20 Zeon per level
  • Secondary
    • +10 Intimidate per level
    • +10 Composure per level
    • +5 Style per level
    • +5 Persuasion per level

Special

  • If the Dark Paladin doesn't want to develop any supernatural ability, he can exchange the +10 Control and +20 Zeon inate bonuses for a +10 Withstand Pain Innate Bonus.