Pld
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"People protect what they love." — Jacques Yves Cousteau


Overview

AKA: Knight, Holy Knight
Paladins are front-line protectors, defenders and stalwarts against the dangerous creatures in the world, safeguarding the vulnerable and innocent. They do this with great stamina, but also with an admirable offense, utilizing potent holy sword techniques, and with healing and enhancing magic, improving their allies' odds of surviving.

Base Statistics

These are the basic statistics for anybody with Paladin set as their main job.

HP 25 Weapon Power 1d10 Weapon Type Swords
MP 15 Spell Power 1d6 Armor Type Plate Armor
Job Bonus +1 Stamina, +1 Willpower Job Tree White Mage/Monk

Skills

Characters with Paladin as their main job can use the following skills.

Explore Vitality: Paladins don't so much explore the wilderness, as blaze a trail through it.
Social Spirit: Paladins convince others by example.
Knowledge Mind: Paladins understand wisdom more than education.

Holy Arts

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Paladins gain the following powers as they gain job levels. These abilities fall generally into Chivalry abilities, which protect other party members, Crusade abilities, which deal holy damage, and White abilities, which heal and enhance allies.

1: Chivalry: Cover

Paladins can defend a charge.

Cover Tech 1 A Until your next turn, when the target is attacked, you can make yourself the target instead.

2: White: Cure

Paladins can mend their allies' wounds.

Cure Spell 1 A
15 MP
This Holy effect heals SPELL POWER HP for one ally.

3: Crusade: Divine Ruination

Paladins can sow confusion amongst their enemies.

Divine Ruination Spell 1 A
10 MP
Deal SPELL POWER Holy damage and roll 1d20.
On a roll of 10 or better, the enemy is Confused.

4: White: Holy Sword

Paladins can use holy energy easily.

Holy Sword Spell 1 A
10 MP
The target's attacks deal Holy damage instead of physical damage.

5: Chivalry: Sentinel

Paladins can protect themselves, even as they protect others.

Sentinel Tech 1 A You take no physical damage from the next attack that hits you.

6: White: Cura

Paladins are quite adept at healing the wounded.

Cura Spell 2 A
25 MP
This Holy effect heals SPELL POWER HP for one ally.

7: Crusade: Hallowed Bolt

Paladins can seal their foes wicked spells.

Hallowed Bolt Spell 2 A
20 MP
Deal DOUBLE SPELL POWER Holy damage and roll 1d20.
On a roll of 10 or better, the enemy is Silenced.

8: Chivalry: Runic Blade

Paladins can attract magic to themselves like a lightning rod.

Runic Blade Tech 1 A The next spell that is cast targets you. It has no effect, and you recover MP equal to the spell's cost.

9: White: Curaga

Paladins don't let the white mages heal any better!

Curaga Spell 3 A
35 MP
This Holy effect heals TRIPLE SPELL POWER HP for one ally.

7: Crusade: Northswain's Strike

Paladins demolish their enemies with holy energy.

Northswain's Strike Spell 3 A
30 MP
Deal TRIPLE SPELL POWER Holy damage and roll 1d20.
On a roll of 10 or better, the enemy is killed.

Epic: Crusade: Shock

Paladins can blast all enemies with holy light.

Shock Spell 4 A
40 MP
Deal TRIPLE SPELL POWER Holy damage to all enemies. Instead of adding your Intelligence to your spell power for this effect, add your Mind.

Feats

Paladins can customize their abilities with feats, gaining new abilities and options.
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Rank I

Chivalry: Nurse

Prerequisite: Paladin Level 1
A paladin with this feat heals all allies with medical knowledge.

Nurse [Ability] Tech 1 A Heal HALF WEAPON POWER HP for all allies.

Guard

Prerequisite: Paladin Level 1
By taking this feat, a Paladin increases their defensive abilities.

Guard [Option] When you use the Defend action, instead of gaining HP, MP, and Speed, you can gain an additional +5 Stamina and Willpower (for a total of +10).

Critical Cover

Prerequisite: Paladin Level 1
A Paladin with this feat covers any ally in crisis, automatically.

Critical Cover [Option] When this option is active, you will automatically use Cover on any character that is in Crisis.

Chivalry: Parley

Prerequisite: Paladin Level 1
A Paladin with this feat can convince enemies to flee.

Parley [Ability] Tech 1 A Target an enemy in crisis, and roll 1d20.
On a roll of 5 or better, the enemy flees on their next turn.

Chivalry: War Cry

Prerequisite: Paladin Level 1
A Paladin with this feat can encourage his allies to defend better.

War Cry [Ability] Tech 1 A Increase an ally's Stamina by your Level until the end of your next turn.

Ward: Shield

Prerequisite: Paladin Level 1
A paladin can defend allies from physical attacks with a shield of holy light.

Shield [Ability] Spell 1 A
10 MP
Bestows Protect on one ally.

Ward: Veil

Prerequisite: Paladin Level 2
A paladin can protect allies from magic assault with a veil of holy light.

Veil [Ability] Spell 1 A
10 MP
Bestows Shell on one ally.

Increase: Courage

Prerequisite: Paladin Level 3
A paladin with this feat learns to empower their allies' physical attacks.

Courage [Ability] Spell 1 A
10 MP
Bestows Bravery on one ally.

Increase: Wisdom

Prerequisite: Paladin Level 4
A paladin with this feat learns to empower their allies's magical attacks.

Wisdom [Ability] Spell 1 A
10 MP
Bestows Faith on one ally.

Rank II

Crusade: Cleansing Strike

Prerequisite: Paladin Level 5
Paladins can doom their foes with holy might.

Cleansing Strike Spell 2 A
20 MP
Deals DOUBLE SPELL POWER holy damage and roll 1d20.
On a roll of 10 or better, the enemy is also doomed.

White: Esuna

Prerequisite: Paladin Level 5
Esuna removes one status effect from an ally.

Esuna Spell 1 A,
15 MP
One status ailment is removed.

White: Raise

Prerequisite: Paladin Level 6
Raise revives KO'd party members, but leaves them weak.

Raise Spell 1 A
20 MP
This Holy effect revives one KO'd party member, with ONE-QUARTER MAXIMUM HP HP.

White: Cureja

Prerequisite: White Mage Level 5
A paladin can heal all allies with this spell.

Cureja [Ability] Spell 2 A
20 MP
Heals SPELL POWER HP for all allies as a Holy effect.

Rank III

Crusade: Saint Cross

Prerequisite: Paladin Level 8
Paladins with special training learn how to use holy magic earlier.

Saint Cross Spell 3 A
30 MP
Deals DOUBLE SPELL POWER Holy damage to all enemies.

Crusade: Sanctify

Prerequisite: Paladin Level 8
Paladins may learn specially how to destroy undead.

Sanctify Spell 3 A
30 MP
Kills one undead creature.

Crusade: Judgment Blade

Prerequisite: Paladin Level 8
Paladins with this feat halt offenders in stasis.

Judgment Blade Spell 3 A
30 MP
Deals TRIPLE SPELL POWER Holy damage and roll 1d20.
On a roll of 10 or better, the enemy is stopped.

White: Esunara

Prerequisite: Paladin Level 8
Esunara removes all of an ally's ailments.

Esunara Spell 2 A,
25 MP
All status ailments afflicting the party member are removed.

White: Arise

Prerequisite: Paladin Level 9
Arise brings an ally back from the brink of death, hale and healthy.

Arise Spell 2 A
30 MP
This Holy effect revives one KO'd party member, with HALF MAXIMUM HP HP.

Epic

White: Blessed Aura

Prerequisite: Paladin Epic Level
A can ensure the survival of an ally

Blessed Aura [Ability] Spell 4 A
40 MP
Bestows Regen and Reraise on an ally.

White: Esunaga

Prerequisite: Paladin Epic Level
Esunaga removes all ailments and prevents future ailments..

Esunaga Spell 3 A,
35 MP
All status ailments afflicting the party member are removed.
The next ailment they are exposed to is also removed instantly.
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