Paladin
ff11-paladin.jpg

AKA: Holy Knight, General


Overview

As a Paladin, your character gains an array of sacred powers and defensive abilities that enable you to help your party, take damage, and dish out holy judgement to those who stand against you. You are a front-line job, though many of your abilities are support-oriented, healing, enhancing, and, above all, defending. Amongst the front-line jobs, you have the best defensive statistics, and given that and your support magic, you will be a steady force throughout the battle, staying to the last blow is dealt.

Playing a Paladin

#1: Protect Yourself

Enhance your Defense in all the myriad ways you can, tapping the best armors and accessories you can get your hands on. You will be hit often, and you need to be able to endure many hits in order to last long enough to protect your allies.

#2: Protect Your Party

Using your Chivalry abilities and your Heal spells, keep the weak members of your party in good shape. Many of your defenses are active, rather than passive — keep them in mind, and use them to the best use, on vulnerable allies against hard-hitting enemies.

#3: Smite the Enemy

If no one in particular needs your shielding, unleash your holy judgement on your foes. Use your holy sword abilities, and your Inspire spells, to enhance the damage you and your party deals. Be a little cautious against holy-elemental enemies: most of your greatest damage against them will come from basic physical attacks, rather than special abilities.

Paladin Base Statistics

Base Stats
HP 20
MP 20
Weapon 1d10
Spell 1d6
+1 Willpower, +1 Stamina
Proficiencies
Weapon Swords
Armor Plate
Skill Persuade
Job Tree Monk or Breaker

When picking a tribe or archetype, keep the following in mind:

  • Vigor is neutral for you. You do have a fairly good Weapon Power to start with, and you can enhance your own attacks from a fairly early level. Physical attacks do not feature prominently in your powers, and so investing heavily in vigor will not pay off with this job.
  • Agility is not very useful for you. As a defensive job, you are comfortable with going second, or after the monsters. Most of your abilities have little or no delay or charge time, so a high agility is not necessary to counteract this.
  • Vitality is very useful for you. You are a front-line defender, with the power to take hits for other characters. Vitality will be very important in keeping you alive, and if it is not your best score, your allies with healing powers will have to work that much harder.
  • Intelligence is moderately useful for you. A few of your abilities will make use of your Spell Power, though these are mostly on the weaker side of your abilities. If your Intelligence is high, you will make good use of them. If not, you can still make some use of them, assuming your Intelligence isn't bottom-rung.
  • Mind is fairly useful for you. Because you are a defensive job, you will be the target of spells as well as martial hits, though being in the front row means that you may avoid the brunt of magic damage, unless they are concentrating specifically on you, or you are facing mostly magical enemies.
  • Spirit is fairly useful for you, since you need to be able to act, and be generally healthy, in order to perform your role as a defender well. If your Spirit is low, the inability to shake off statuses may not only leave you vulnerable, it could leave your entire party exposed.

Recommended Archetypes/Tribes:

Paladin Combat Menu

Attack
Sword Shield Bash
Defend
Defend Bulwark
Crusade
Crusade Assault
Items
Use Item Change Equipment
Move
Change Row Action Ability

Paladin Base Abilities

These are the abilities you have when Paladin is set as your primary job.

Base Abilities
Attack Shield Bash Attack Action Your attack deals half damage. In exchange, the target of your attack has Stun 10 on their next action.
Defense Bulwark Defend Action Instead of your normal defense, your party (including you) gains a Stamina bonus and a Willpower bonus equal to your own Stamina and Willpower scores.
Trait SOS Shell Trait When in Crisis, you gain the Shell enhancement automatically.
Limit Assault 3 Limit Points Your party gains the following enhancements: Berserk, Haste, Protect, and Shell.

Crusade

The job abilities of Paladins are called, in general, "Crusades." Characters taking Paladin as a sub-job can choose one of the four Crusade skill sets to use.

Rend
Chivalry Targets enemy attacks on you
Sacred Sword Deals holy damage
Heal Recovers the party's HP
Inspire Enhances the party's attacks

Crusade: Chivalry

The Chivalry suite of powers enables the Paladin to more easily protect their allies.

Chivalry
Level 1 Cover No Cost If the target is hit physically before your next turn, you take the damage instead of them.
Level 5 Provoke 15 MP The target must attack you somehow during their next turn.
Level 9 Runic Blade 25 MP If a spell is cast by any creature before your next turn, the spell is negated and you recover the MP used to cast the spell.

Crusade: Sacred Sword

This suite of powers allows the Paladin to deal holy damage to her enemies, tapping the wrathful power of holy light.

Sacred Sword
Level 2 Excalibur 7 MP, Delay 3 Deals Weapon Power + Mind holy damage with a normal attack.
Level 6 Hallowed Bolt 17 MP, Charge 3 Deals Spell Power holy damage and inflicts Seal.
Level 10 Northswain's Strike 27 MP, Charge 3, Death Deals Double Spell Power damage and inflicts Death.

Crusade: Heal

The Heal suite allows the Paladin to protect his allies directly by healing their HP.

Heal
Level 3 Heal 9 MP, Charge 2 Heals Half Spell Power HP for each ally.
Level 7 Healra 19 MP, Charge 2 Heals Spell Power HP for each ally.
Level 11 Healga 29 MP, Charge 3 Heals Double Spell Power HP for each ally.

Crusade: Inspire

The suite allows the Paladin to enhance the attack of himself and his allies.

Barrier
Level 4 Bravery/
Faith
11 MP, Charge 4 Bestows Bravery or Faith.
Level 8 Braveja/
Faithja
21 MP, Charge 5 Bestows Bravery or Faith on the entire party.
Level 12 Heroism 31 MP, Charge 5 Bestows Bravery and Faith on the entire party.

Level Summary

Level 1 Cover
Level 2 Excalibur
Level 3 Heal
Level 4 Brave/Faith
Level 5 Provoke
Level 6 Hallowed Bolt
Level 7 Healra
Level 8 Braveja/Faithja
Level 9 Runic Blade
Level 10 Northswain's Strike
Level 11 Healga
Level 12 Heroism

Paladin Elite Abilities

After level 12, you may gain the opportunity to take some Elite powers. You must have 12 levels of Paladin, and have Paladin as your base job to use these powers.

True Guardian

This is the Elite Chivalry ability, taking the damage for the entire party.

True Guardian 37 MP All attacks (magical or physical) against any party member target you.

Shock!

This is the Elite Sacred Sword ability, dealing tremendous damage to all enemies.

Shock! 37 MP, Charge 5 Deals Triple Spell Power holy damage to all enemies

Raiseja

This is the Elite Heal ability, reviving your entire party at once.

Raiseja 37 MP, Charge 5 Revives all allies from KO with 1 HP.

True Heroism

This is the Elite Inspire ability, giving your allies an array of potent enhancements.

True Heroism 37 MP, Charge 5 Bestows Bravery, Faith, Protect, and Shell on the entire party.

Paladin Feats

To gain any of these feats, you must have the prerequisite number of levels in Paladin. Paladin feats enhance or alter Paladin abilities, and help you defend allies, matching the theme of the Paladin job.

Feat: Shadow Master

This feat trades extra shadow damage for taking a bit more damage when hit with Holy energy.

Shadow Master
Prerequisite: Wizard level 5 Option
You gain +5 damage on your Shadow-elemental damage. You also gain Holy Vulnerability.

Feat: MP +10%

This feat increases your MP pool by a bit.

MP +10%
Prerequisite: Wizard level 1 Boost
Your maximum MP increases by 10% of what it was before you took this feat.
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