Might of Eden: Legendary Crusader

The product of small military orders with religiously-focused goals and wielding the power of the spirits, Paladins are soldiers of a different breed than Fighters or Warlords, both of whom can also be commonly found in such settings. Paladins are much fewer in number and, if not treated as being elite, are respected in much the same way that other members of clergy are.

Paladins were born from the relationship between clergymen on the battlefield and their guards. During the Aptoan War, Clerics were loath to be defended by common soldiers to whom they felt no connection, and who understood little of their ways. This led to soldiers being scouted for their religious knowledge and adherence, and those who were truly pious being promoted over the rest of their comrades to a special, divinely-ordained office – that of the Paladin, the legendary crusaders.

Despite times changing, the main role of the Paladin has remained much the same since then. Paladins are clergy trained to fight and protect. While a Cleric is raised and trained to passify others, enlighten them and heal their ails, Paladins are taught to smite and suppress the enemies given them by their orders and to protect their quarries. The roles since then have progressed and blended – many Paladins are trained in more peaceful religious arts and in magic prayer songs (which would have once been taboo, many centuries ago) of their own that can heal and defend others with the same magic Clerics wield. Clerics are taught to use weapons and defend themselves as well as Paladins once defended them, often trained by Paladins in these martial arts.

But despite this blending of powers, the social structures of Paladin orders are maintained. Paladins maintain tight connections with the temples of clergy and become “honorary members”, frequenting one or two places where they are sent to accompany Clerics or other vulnerable, valuable people in order to defend them as well as to see that nothing against the mission of the pilgrimage occurs. Many paladins and their quarries form deep bonds, and Paladins with some name recognition are allowed to prioritize accompanying people they know (or people they love) over strangers.

Like Clerics, Paladins are invested with shards of spirit power using a sacred ritual. The Hymn for this ritual forms the base of Paladin songs, making them slightly different from a Cleric’s. Also like Clerics, the ritual for the creation of Paladins was long ago copied or stolen and found its way to unscrupulous hands, leading to Paladins created for nefarious purposes, sometimes even against their own will, that have to be wary of using their powers or worse, feign membership in an Order to dispel suspicions.

LEVEL 1 AT WILL POWERS

Oathbound Blade Paladin Attack 1
You issue a divine challenge and meet your opponent head-on.
At-Will @ Divine, Weapon
Standard Action Melee Weapon
Target: One creature
Attack: Strength or Charisma vs AC
Hit: 1[W] + Strength or Charisma modifier damage. Until the end of your next turn, if you marked the target and it violates the mark, you can knock it prone as an immediate reaction.
Level 21: 2[W] + Strength or Charisma modifier damage.

Overwhelming Blade Paladin Attack 1
Your smite causes your challenge to obliterate the target’s soul.
At-Will @ Divine, Weapon, Radiant
Standard Action Melee Weapon
Target: One creature
Attack: Charisma vs AC
Hit: 1[W] + Charisma modifier radiant damage. Until the end of your next turn, if you marked the target and it violates the mark, it takes 1d10 extra radiant damage. This improves to 2d10 extra radiant damage at 21st level.
Level 21: 2[W] + Charisma radiant modifier damage.

Exalted Steel Breath Paladin Attack 1
The blade of your sword vanishes and you swing a weapon made of light that rarely misses.
At-Will @ Divine, Weapon, Radiant
Standard Action Melee Weapon
Target: One creature
Attack: Strength or Charisma + 2 vs AC
Hit: 1[W] + 2 radiant damage
Miss: 3 radiant damage
Level 21: 2[W] + 4 radiant damage and 6 radiant miss damage.

Vagaries of Sin Paladin Attack 1
You lay down your judgment upon a future crime.
At-Will @ Divine, Weapon, Radiant
Standard Action Melee Weapon
Target: One creature
Attack: Strength or Charisma vs AC
Hit: 1[W] + Strength or Charisma modifier damage. Until the end of your next turn, if the target attacks one of your allies, it takes 1d6 radiant damage and a -2 penalty to attack rolls until the end of your next turn.
Level 21: 2[W] + Strength or Charisma modifier damage; 2d6 radiant damage.

Niskar Paladin Attack 1
You and your opponent become insubstantial as you strike, and you flow elsewhere like water down a hill.
At-Will @ Divine, Weapon, Radiant, Teleportation
Standard Action Melee Weapon
Target: One creature
Attack: Strength or Charisma vs AC
Hit: 1[W] + Strength or Charisma modifier radiant damage. You teleport the target 1 square and teleport 1 square.
Level 21: 2[W] + Strength or Charisma modifier radiant damage.

Fajali Paladin Attack 1
You pull the target closer to your inevitable conflict.
At-Will @ Divine, Implement, Psychic, Charm
Standard Action Ranged 5
Target: One creature marked by you
Attack: Charisma vs Will
Hit: 1d8 + Charisma modifier psychic damage and you pull the target 3 squares.
Level 21: 2d8 + Charisma modifier psychic damage

Kaiwor Paladin Attack 1
Your prayer twists the threads of fate ever so slightly in an ally’s favor.
At-Will @ Divine, Implement
Standard Action Ranged 5
Target: One creature
Attack: Charisma vs Will
Hit: 1d8 + Charisma modifier damage. Until the end of your next turn, if you marked the target and it violates the mark, one ally of your choice gets a bonus to its next attack roll and damage roll against the target equal to your wisdom modifier.
Level 21: 2d8 + Charisma modifier damage.

Deva’s Aura Paladin Attack 1
Your essence flares and burns the enemies around you.
At-Will @ Divine, Implement, Radiant
Standard Action Close Burst 1
Target: Each enemy in burst
Attack: Charisma vs Reflex
Hit: 1d6 + Charisma modifier radiant damage.
Level 21: 2d6 + Charisma modifier radiant damage.

LEVEL 1 ENCOUNTER POWERS

Gaokate Paladin Attack 1
You sing a prayer that rends the enemy’s shields and heightens your allies’ defenses.
Encounter @  Divine, Implement
Standard Action Close Burst 2
Target: One creature in burst
Attack: Charisma vs Will
Hit: 1d10 + Charisma modifier damage and the target takes a -2 penalty to AC and Reflex defense until the end of your next turn.
Effect: Each ally in the burst gains a +1 shield bonus to AC and Reflex defense until the end of your next turn.

Judgment’s Call Paladin Attack 1
Those who strike the weak feel the burning brand of your faith.
Encounter @  Divine, Weapon, Radiant
Special: You can make this attack in place of a melee basic attack for an Opportunity Attack.
Standard Action Melee Weapon
Target: One creature
Attack:  Charisma vs. AC
Hit: 2[W] + Charisma modifier damage. Until the end of your next turn, if you marked the target and it violates the mark, it takes 2d6 radiant damage.

Mpaka Paladin Attack 1
Adapted from a spirit spell, this prayer song creates a barrier around an ally that damages all who strike it.
Encounter @ Divine, Implement, Radiant
Minor Action Ranged 5
Target: One Ally
Effect: The target has a +2 power bonus to any two defenses of your choice until the end of your next turn. If the target is attacked while benefiting from this bonus, you can make the following attack against its attacker as an opportunity action.
Attack: Charisma vs Reflex
Hit: 1d10 + Charisma modifier damage and the attacker is pushed 1 square.

Surika Paladin Attack 1
You sing a prayer that resonates with your holy symbol and restricts the enemy’s movement.
Encounter @ Divine, Implement, Thunder
Standard Action Ranged 5
Target: One creature
Attack: Strength or Charisma vs Reflex
Hit: 1d6 + Strength or Charisma modifier thunder damage and you push the target 1 square. If it moves away from you during its next turn, it takes 2d6 thunder damage.

LEVEL 1 DAILY POWERS

Gao Paladin Attack 1
Adapted from a spirit spell, this prayer song creates a shield that cannot be broken.
Daily @  Divine, Implement, Stance
Minor Action Ranged 5
Target: One ally
Effect: The target has a +1 power bonus to all defenses until the end of your next turn. As long as the target benefits from the effect, whenever it is attacked, you can make the following attack against its attacker as an immediate reaction.
Attack: Charisma vs. Reflex
Hit: 1d8 + Charisma modifier damage
Sustain Minor: The defense bonus persists.

Forbidding Step Paladin Attack 1
Your stance shows dangerous intent at all times, keeping the enemy from backing off of you easily.
Daily @ Divine, Weapon, Stance
Standard Action Melee Weapon
Target: One creature
Attack: Strength or Charisma vs AC
Hit: 3[W] + Strength or Charisma modifier damage.
Miss: Half damage
Effect: Until the end of the encounter, you do not need to engage the targets of your Divine Challenge as long as they are within 3 squares of you or less. You can end this effect as a minor action.

LEVEL 2 UTILITY POWERS

Maodun Paladin Utility 2
Adapted from a spirit’s spell, this prayer song quickly interposes a barrier between enemy and ally.
Encounter @  Divine
Immediate Interrupt Close Burst 5
Trigger: One ally in the burst is attacked
Effect: The ally gains a 1 + your wisdom modifier shield bonus to AC and Reflex against that attack. If the attack is unsuccessful, the attacker is pushed your wisdom modifier squares.

Following Footsteps Paladin Utility 2
Swearing to protect your allies, the rising and falling of one foot brings you instantly to their side.
Encounter @ Divine, Teleportation
Move Action Ranged 5
Target: One ally in range you can see
Effect: You teleport to a square adjacent to the target.

LEVEL 3 ENCOUNTER POWERS

Sacrificial Sword Paladin Attack 3
Your sword becomes tinged red with your blood as you strike, feeling a measure of the pain you inflict.
Encounter @  Divine, Weapon
Standard Action Melee Weapon
Target: One creature
Attack: Strength or Charisma vs AC
Hit: 3[W] + Strength or Charisma modifier damage. If you marked the target, you push it 2 squares.
Effect: You take 10 damage that cannot be resisted and ignores temporary hit points.

Enveloping Radiance Paladin Attack 3
The wake of your attack takes your allies out of your enemy’s sight.
Encounter @ Divine, Weapon, Radiant
Standard Action Melee Weapon
Target: One creature
Attack: Charisma Vs AC
Hit: 1[W] + Charisma modifier radiant damage. If you marked the target, it treats all of your allies as invisible until the start of your next turn.

Mwaliko Paladin Attack 3
Adapted from a spirit’s spell, this prayer song shifts the weight of karma, rendering your allies more difficult to attack.
Encounter @ Divine, Implement, Radiant
Standard Action Close Burst 2
Target: Each enemy in burst
Attack: Charisma vs Will
Hit: 1d12 + Charisma modifier radiant damage.
Effect: The first time before the end of your next turn that an ally in the burst is attacked, the target takes damage as though it had violated your Divine Challenge.

Areogao Paladin Attack 3
You block your enemy’s attack from a distance by placing a barrier right in front of it as it strikes.
Encounter @ Divine, Implement, Radiant
Immediate Interrupt Ranged 5
Trigger: An enemy attacks one of your allies.
Target: The triggering enemy
Attack: Charisma vs Reflex
Hit: 1d8 + Charisma modifier radiant damage and the target takes a -4 penalty to its attack roll. If this causes its attack to miss, the target of its attack gains 5 + your wisdom modifier temporary hit points.

LEVEL 5 DAILY POWERS

Magao Paladin Attack 5
Adapted from a spirit spell, this prayer song erects an unbreakable barrier around an ally.
Minor @  Divine, Implement, Stance
Standard Action Ranged 5
Target: One ally
Effect: The target has a +2 power bonus to all defenses until the end of your next turn. As long as the target benefits from the effect, whenever it is attacked, you can make the following attack against its attacker as an immediate reaction.
Attack: Charisma vs. Reflex
Hit: 2d4 + Charisma modifier damage
Sustain Minor: The defense bonus persists.

Hallowed Might Paladin Attack 5
Your body gains exalted strength from surrounding essence.
Daily @ Divine, Weapon, Stance
Standard Action Ranged Weapon
Target: One creature
Attack: Strength or Charisma vs. AC
Hit: 3[W] + Strength or Charisma modifier damage.
Miss: Half Damage
Effect: You gain a +2 power bonus to speed, athletics checks and damage rolls. You can end the stance as a minor action to gain a +5 power bonus to speed, athletic checks and damage rolls until the end of your turn.

LEVEL 6 UTILITY POWERS

Divine Territory Paladin Utility 6
Your aura thickens and prevents enemies from moving past you.
Daily @ Divine
Minor Action Personal
Effect: Until the end of the encounter, your enemies treat squares you threaten as difficult terrain, and if you mark an enemy with your Divine Challenge, you do not need to engage it if it is within Strength modifier squares of you.

Erro Gao Paladin Utility 6
A spirit prayer makes skin hard as steel and veins solid as iron thread.
Daily @ Divine
Minor Action Close Burst 5
Target: You or one ally in burst
Effect: The target has resistance to all damage equal to your charisma modifier until the end of the encounter or for 5 minutes.

LEVEL 7 ENCOUNTER POWERS

Avenging Shadow Paladin Attack 7
Shrugging off blades, claws or magic you stand defiant in battle.
Encounter @ Divine, Weapon
Standard Action Melee Weapon
Target: One creature
Attack: Strength or Charisma vs. AC
Hit: 2[W] + Strength or Charisma modifier damage and you become insubstantial until the end of your next turn.

Oath of Valor Paladin Attack 7
In the delirium of poison or pain, you make a promise to stand firm.
Encounter @ Divine, Weapon, Radiant
Standard Action Melee Weapon
Effect: Before the attack, you can make a saving throw against one condition that is affecting you. If you succeed on the save, you have combat advantage against the target of this attack and deal extra damage equal to your wisdom modifier.
Target: One creature
Attack: Charisma vs AC
Hit: 2[W] + Charisma modifier damage.

Kiinu Aya Paladin Attack 7
Your prayer song mercifully removes one of the target’s sins from the world.
Encounter @ Divine, Implement, Radiant
Standard Action Ranged 10
Target: One creature
Attack: Charisma vs Will
Hit: 1d12 + Charisma modifier damage.
Effect: One ally you can see can make a saving throw with a bonus equal to your wisdom modifier against one condition inflicted upon it by the target which a save can end.

Hymn of Crackling Chains Paladin Attack 7
The words of your prayer song each form chains of melody and voice that bind an enemy to your will.
Encounter @ Divine, Implement, Thunder
Standard Action Ranged 5
Target: One creature you marked
Attack: Strength or Charisma vs Fortitude
Hit: 1d10 + Strength or Charisma modifier damage. The first time the target willingly moves during its next turn it takes 2d10 thunder damage.

LEVEL 9 DAILY POWERS

All-Seeing Aura Paladin Attack 9
You raise your sword, its blade exuding a wave of radiance that makes subterfuge all but useless against you.
Daily @  Divine, Weapon, Radiant, Stance
Standard Action Close Burst 7
Special: You do not require line of sight or effect to use this power.
Target: Each enemy in burst
Attack: Charisma vs. Fortitude
Hit: 1[W] + Charisma modifier radiant damage and you reveal all invisible or hidden enemies in the burst until the end of your next turn.
Miss: Half damage
Effect: You can see invisible enemies within 5 squares of you. You can end the stance as a Standard Action to repeat the attack (you do not get the stance effect a second time from repeating the attack).

Paladin’s Ephemeral Warhorse Paladin Attack 9
You call down a spirit steed from which your enemies cannot escape.
Daily @  Divine, Weapon, Conjuration
Standard Action Melee Weapon
Effect: You conjure a steed which you immediately mount. You can mount or dismount it as a minor action. The mount has hit points equal to your healing surge value and can be attacked. It has a speed of 7 and ignores difficult terrain.
Whenever an enemy you’ve marked attacks one of your allies or moves away from you, the mount can shift 2 squares. Before making this attack, you can move the mount’s speed as a free action.
Target: One creature
Attack: Strength or Charisma vs AC
Hit: 3[W] + Strength or Charisma modifier damage.
Miss: 1[W] + Strength or Charisma modifier damage.

Spirit of Plated Armor Paladin Attack 9
You align your aura with the warrior spirits of protective steel, and shrug off ailments that would have put any other out of commission.
Daily @ Divine, Weapon, Radiant, Stance
Standard Action Melee Weapon
Target: One creature
Attack: Strength vs. AC
Hit: 3[W] + Strength modifier damage.
Miss: Half damage
Effect: You add your wisdom modifier to saving throws. You can end the stance as a minor action to roll a saving throw with a +2 bonus against any one condition affecting you that a save can end.

LEVEL 10 UTILITY POWERS

Detect Evil Paladin Utility 10
For an instant, you are quite aware of another’s intentions.
Encounter @  Divine
Minor Action Personal
Effect: You gain a +5 bonus to your next Insight check.

Aptoan War Prayer Paladin Utility 10
You sing an intense prayer to the spirits of combat and death to lend their aid to you in battle.
Encounter @  Divine
Minor Action Close Burst 5
Target: You or an ally in the burst
Effect: During the target’s next attack before the end of your next turn, he or she can roll twice for the attack roll and use the highest result.

LEVEL 13 ENCOUNTER POWERS

My Blood As Your Shield Paladin Attack 13
Your blade cuts your self as it does your enemies in an attempt to drive them away from your allies.
Encounter @  Divine, Weapon
Standard Action Melee Weapon
Target: One creature
Attack: Strength or Charisma +2 vs AC
Hit: 3[W] + Strength or Charisma modifier damage and you teleport one ally adjacent to the target 2 squares.
Miss: 2[W] damage
Effect: You take 10 damage that cannot be resisted and ignores temporary hit points.

Supported Strike Paladin Attack 13
You draw strength from the presence of your allies and become a medium for all their wills.
Encounter @  Divine, Weapon
Standard Action Melee Weapon
Target: One creature
Attack: Strength vs. AC; you gain a +2 bonus to the attack roll for each ally adjacent to the target.
Hit: 2[W] + Strength modifier damage. You and each ally adjacent to the target gain a +1 bonus to AC and Will defense for each ally adjacent to the target until the end of your next turn.

Paladin’s Jurisdiction Paladin Attack 13
Your challenge forbids the enemy from certain territory.
Encounter @  Divine, Weapon
Standard Action Melee Weapon
Target: One creature
Attack: Charisma vs. AC
Hit: 2[W] + Charisma modifier damage and the target is marked as though by your “Divine Challenge” class feature until the end of your next turn even if you already marked another target.
Effect: The first time before the end of your next turn that a creature under your Divine Challenge violates the mark, it is teleported to a square adjacent to you instead of being dealt radiant damage.

Crusader’s Binding Oath Paladin Attack 13
No enemy’s cowardly actions will come between you and the challenges you issue.
Encounter @  Divine, Implement, Radiant
Standard Action Ranged 10
Target: One creature marked by you
Attack: Strength or Charisma vs. Will
Hit: 2d8 + Strength or Charisma modifier radiant damage and you teleport to a square adjacent to the target.

Teregao Paladin Attack 13
You seal your enemies in chute-like barriers that block all attacks save those directed at yourself.
Encounter @ Divine, Implement
Standard Action Ranged 5
Target: One or two creatures
Attack: Charisma vs Reflex
Hit: 2d8 + Charisma modifier damage. The target is immobilized and loses line of effect to all of your allies until the end of your next turn.

LEVEL 15 DAILY POWERS

Sin Cleansing Smite Paladin Attack 15
You draw out all the negative karma from your dispatched enemy and subsume it into your just aura.
Daily @ Divine, Weapon, Radiant, Stance
Standard Action Melee Weapon
Target: One creature
Attack: Strength vs. AC
Hit: 3[W] + Strength modifier damage.
Miss: Half damage
Effect: Until the end of the encounter, whenever you first cause an enemy to become bloodied, you regain 5 + your wisdom modifier hit points. You can end the effect as a free action when you reduce an enemy to 0 hit points – if you do so, you regain hit points equal to your healing surge value.

Amagazi Paladin Attack 15
You sing a thundering prayer of destruction that sweeps across your enemies, causing them to shiver impotently in your presence.
Daily @  Divine, Implement, Thunder
Standard Action Close Burst 5
Target: Each enemy in burst
Attack: Charisma vs. Will
Hit: 2d6 + Charisma modifier thunder damage and the target takes ongoing 10 thunder damage and a -2 penalty to attack rolls (save ends both).
Miss: The target takes ongoing 5 thunder damage (save ends).
Effect: Until the end of the encounter whenever the target takes ongoing damage, enemies adjacent to the target take 5 thunder damage and have a -2 penalty to their next saving throws.

LEVEL 16 UTILITY POWERS

Spare The Meek Paladin Utility 16
You save an ally from a precarious situation.
Encounter @ Divine, Teleportation
Minor Action Ranged 10
Target: One ally
Effect: You teleport the ally 5 squares to an unoccupied square.

Kamuy’s Flight Paladin Utility 16
You spread wings of essence and take a graceful leap overhead.
Encounter @  Divine
Minor Action Personal
Effect: Until the end of your next turn, you have a Fly Speed of 7 and can hover. If an enemy violates your “Divine Challenge” mark, your fly speed lasts an additional turn.

LEVEL 17 ENCOUNTER POWERS

Karebia Paladin Attack 17
The notes of your prayer song become a pillar of light that rises to the sky and crashes down on your enemies, deafening them to all but your song.
Encounter @  Divine, Implement, Radiant, Thunder
Standard Action Area Burst 2 Within 20 squares
Target: Each enemy in burst you can see
Attack: Charisma vs. Fortitude
Hit: 2d6 + Charisma modifier radiant and thunder damage and each enemy in the burst is marked as though by your “Divine Challenge” until the end of your next turn.

Exceeding Smite Paladin Attack 17
Past all the punishment you have taken, you pick up your weapon and continue the fight alongside your allies, breathing into them new life as well.
Encounter @  Divine, Weapon, Healing
Standard Action Melee Weapon
Target: One creature
Attack: Strength or Charisma vs. AC
Hit: 3[W] + Strength or Charisma modifier damage and you can spend a healing surge. If the target was marked by your “Divine Challenge”, allies adjacent to you regain 5 + your wisdom modifier hit points.

Inexorable Challenge Paladin Attack 17
You issue a challenge that your enemy is forced to comply with.
Encounter @  Divine, Weapon
Standard Action Melee Weapon
Target: One creature
Attack: Strength or Charisma vs. AC
Hit: 3[W] + Strength or Charisma modifier damage.
Effect: If you marked the target with your “Divine Challenge” and it violates the mark before the end of your next turn, you can make a secondary attack against it as an immediate interrupt instead of dealing your “Divine Challenge” damage.
Secondary Attack: Strength or Charisma vs Will
Hit: You teleport the target to a square adjacent to you and it is dazed until the end of your next turn.

Kiogao Paladin Attack 17
You ensnare your opponent in a barrier of disorienting mirrors.
Encounter @ Divine, Implement, Radiant
Standard Action Ranged 5
Target: One creature
Attack: Charisma vs Will
Hit: 2d6 + Charisma modifier radiant damage and the target is immobilized until the end of your next turn.
Effect: The next attack roll the target makes before the end of your next turn has a -4 penalty. If the target misses with this attack, it deals that attack’s damage to one enemy of your choice within the range of the attack.

LEVEL 19 DAILY POWERS

Crippling Fang of Ravindra Paladin Attack 19
Your blade roars and leaves fire in its wake, its steel grasping your foe and rendering it immobile through sheer terror.
Daily @  Divine, Weapon, Fire, Radiant, Reliable
Standard Action Melee Weapon
Target: One creature
Attack: Strength or Charisma vs. AC
Hit: 1[W] + Strength or Charisma modifier fire and radiant damage and the target is stunned (save ends). If the target was marked by your “Divine Challenge” it suffers the following aftereffect on a successful saving throw.
Aftereffect: The target takes your Divine Challenge damage.

Smiting Hammer of Trudgar Paladin Attack 19
Your weapon strikes to the thunderous applause of steel on steel and shakes the target to its very bones.
Daily @ Divine, Weapon, Thunder, Reliable
Standard Action Melee Weapon
Target: One creature
Attack: Strength or Charisma vs. AC
Hit: 3[W] + Strength or Charisma modifier thunder damage and you push the target 7 squares and it is dazed until the end of your next turn.

Saadagao Paladin Attack 19
You lay upon your ally the strongest protection you could offer.
Daily @ Divine, Implement, Stance
Minor Action Ranged 10
Target: One ally
Effect: The target has a +4 power bonus to all defenses and to saving throws until the end of your next turn. As long as the target benefits from the effect, whenever it is attacked, you can make the following attack against its attacker as an immediate reaction.
Attack: Charisma vs. Reflex
Hit: 2d6 + Charisma modifier damage.
Sustain Minor: The defense bonus persists.

LEVEL 22 UTILITY POWERS

Karmic Transmigration Paladin Utility 22
You become an aspect of speed that appears wherever your allies are threatened.
Daily @  Divine, Teleportation, Stance
Requirement: You must be wearing cloth or leather armor.
Minor Action Personal
Effect: You can teleport 7 squares as a move action. You can end the stance as a minor action to teleport an enemy or ally 7 squares to an unoccupied square of your choice adjacent to you.

Colossus of Judgment Paladin Utility 22
You become an armor-clad giant that overshadows your enemies.
Daily @  Divine, Stance, Healing
Requirement: You must be wearing scale or plate armor.
Minor Action Personal
Target: One creature
Effect: You and your weapons and items become large size, and you gain Threatening Reach 2 and a +2 power bonus to attack rolls. You can end the stance as a minor action to become huge size and gain Threatening Reach 3 and a +3 power bonus to attack rolls until the end of your next turn.

Feathers of the Porokami Utility 22
A feather from a greater spirit’s wing touches your forehead, and grants you the ability to fly.
Daily @ Divine, Teleportation
Minor Action Personal
Effect: Until the end of your next turn, you have a fly speed equal to your speed and can hover. When the effect ends, you teleport to the nearest unoccupied square in the ground and take no falling damage.
Sustain Minor: The effect persists.

LEVEL 23 ENCOUNTER POWERS

Forceful Justice Paladin Attack 23
Yet again you prevent your enemies from reaching your allies and cement yourself as their greatest obstacle.
Encounter @  Divine, Weapon
Standard Action Melee Weapon
Target: One creature
Attack: Strength or Charisma vs. AC
Hit: 3[W] + Strength or Charisma modifier damage.
Effect: If you marked the target, it cannot attack your allies until the end of your next turn.

Persecute Paladin Attack 23
You allow no one to slight you and escape unharmed.
Encounter @  Divine, Weapon, Teleportation
Standard Action Melee Weapon
Target: One creature
Attack: Charisma vs. AC
Hit: 3[W] + Charisma modifier damage. If the target is not adjacent to you at the start of your next turn, you can teleport to a square adjacent to it and make a melee basic attack against it as a free action.
Special: You can use this power in place of a melee basic attack during an opportunity attack.

Milegao Paladin Attack 23
You place many barriers in front of your foe to prevent it from gaining an inch on your allies.
Encounter @  Divine, Implement
Standard Action Ranged 20
Target: One creature
Attack: Charisma vs. Fortitude
Hit: 3d6 + Charisma modifier damage and the target is immobilized and has a -4 penalty to attack rolls against your allies.
Effect: If an enemy violates your “Divine Challenge” mark before the end of your next turn, you can make this attack again against it as an immediate interrupt instead of dealing your “Divine Challenge” damage.

Exalted Forbidden Sword Paladin Attack 23
You utilize a desperate prayer that spills your own blood unto an enemy, invoking a divine punishment upon it.
Encounter @  Divine, Weapon
Standard Action Melee Weapon
Target: One creature
Attack: Strength or Charisma vs AC
Hit: 5[W] + Strength or Charisma modifier damage and the target is marked as though by your “Divine Challenge” class feature until the end of your next turn. You do not need to engage the target to maintain this mark.
Miss: 3[W] damage
Effect: You take 20 damage that cannot be resisted and ignores temporary hit points.

LEVEL 25 DAILY POWERS

Court of the Divine Paladin Attack 25
You draw your enemy away from the battle, into a ruined temple in the sky, where your blades will decide the duel.
Daily @  Divine, Weapon
Standard Action Melee Weapon
Target: One creature marked by you
Attack: Strength or Charisma vs. AC
Hit: 4[W] + Strength or Charisma modifier damage.
Miss: Half damage
Effect: You and the target vanish and appear adjacent to each other in an area away from the battlefield, 10 squares wide and 10 squares long. You both lose line of sight and effect to all enemies and allies, and have line of sight and effect only to each other. While in the battlefield, you can use only encounter attack or utility powers. Both you and the target must attack each turn in melee if possible. This effect ends when you have used all of your encounter attack powers for the encounter. When it ends, both you and the target return to the squares you were before the effect, or to the nearest unoccupied squares of your choice. You can end the effect sooner as a Standard Action.
Special: If the target is an Elite or Solo monster, it can make a saving throw with a -5 penalty at the end of each of its turns. If it successfully saves, the effect ends. If it is unsuccessful, it has a -4 penalty to all defenses until the end of your next turn.

Sotarias Paladin Attack 25
Your prayer song rips open the sky and a single divine teardrop falls upon the battlefield, consuming it in holy light.
Daily @ Divine, Implement, Radiant, Healing
Standard Action Area Burst 2 Within 20 Squares
Target: Each enemy in burst
Attack: Charisma vs Reflex
Hit: 4d6 + Charisma modifier radiant damage and the target is blinded (save ends).
Miss: Half damage
Effect: You can spend a healing surge, and each ally in the burst regains 15 + your charisma modifier hit points.

Everburning Wake Paladin Attack 25
Your glowing blade leaves a radiant burn upon an enemy that will not cease to sting and hurt.
Daily @ Divine, Weapon, Radiant
Standard Action Melee Weapon
Target: One creature
Attack: Charisma vs AC
Hit: 4[W] + Charisma modifier damage and the target takes ongoing 10 radiant damage (save ends).
Effect: Until the end of the encounter, whenever the target takes ongoing damage, encounter attack powers deal half damage on a miss against it until the end of its next turn.

LEVEL 27 ENCOUNTER POWERS

Hymn of Surrender Paladin Attack 27
Your prayer song saps an opponent’s will to fight and feeds any of its anger to your allies.
Encounter @  Divine, Implement, Radiant, Thunder
Standard Action Ranged 20
Target: One creature
Attack: Charisma vs. Will
Hit: 3d12 + Charisma modifier radiant and thunder damage and the target is immobilized, weakened and has a -5 penalty to its Will defense until the end of your next turn. The target can choose to end this effect on its turn as a free action, but each of your allies that has line of sight can spend a healing surge if it does so.

Resplendent Pull Paladin Attack 27
Your enemy’s attempts to escape are futile, and your light reaches farther than it can step.
Encounter @  Divine, Weapon, Radiant, Teleportation
Standard Action Melee Weapon
Target: One creature
Attack: Strength vs. AC
Hit: 2[W] + Strength modifier damage.
Effect: Until the end of your next turn, if the target or any creature marked by your “Divine Challenge” shifts or moves away from you, you can teleport it to a square adjacent to you as an opportunity action and it takes 2[W] + Wisdom modifier damage.

LEVEL 29 DAILY POWERS

Hymn of Negation Paladin Attack 29
The enemy hears nothing but your voice, and its memories are scrambled by your prayers.
Daily @  Divine, Implement, Thunder, Reliable
Standard Action Ranged 20
Target: One creature
Attack: Charisma vs. Will
Hit: 5d10 + Charisma modifier damage and the target cannot regain hit points, recharge powers and cannot roll saving throws for conditions other than this condition (save ends all).
Miss: 1d12 + Charisma modifier damage.

The Final Word Paladin Attack 29
Your sword falls to the ground and the cry of metal against the earth is heard by your enemies as a voice, delivering its judgment.
Daily @  Divine, Weapon, Thunder
Standard Action Close Burst 5
Target: Each enemy in burst
Attack: Strength vs. Fortitude
Hit: 5[W] + Strength modifier thunder damage and the target is marked as though by your “Divine Challenge” (save ends).
Miss: Half damage and the target is marked as though by your “Divine Challenge” until the end of your next turn.

Paragon Path: Tenebrous Guard

If we fight, you will be hurt. I will ensure this. Do not vex me.

Prerequisites: 11th level, Paladin

Within the ranks of the Paladins are those who throw fate to the winds. They have no organization beyond their Paladinhood and need none. Tenebrous Guard is the name given to any Paladin who is so brutal that it is worthy of a separate designation.

A Tenebrous Guard does what is necessary to succeed. They will harm anything, crush any foe, to achieve the mission they’ve been given or that they set out to do themselves. They are ruthlessly efficient and view death the same as they view any other method of removing a threat. Let Karma comes as it will – you are convinced that you have done right.

Paladin orders rarely produce such merciless soldiers on their own, but it is still possible. It is more likely in orders with a more mixed pantheon of spirits, or one for unaligned or overwhelmingly dark lords. But most Tenebrous Guards are said to be made by misuse of the Paladin’s investment ritual. Anyone with some magical aptitude can sing the Hymns if they have copies of the scrolls containing the ritual, but it is said that only adept singers and ritualists of the clergy can produce perfect results. Often the powers of a Tenebrous Guard will manifest spontaneously on a Paladin that received its powers through a fake investiture of this kind, and these powers will warp and drive mad the Paladin.

Tenebrous Guard Path Features

Brutal Action (11th Level): Whenever you spend an action point to take an extra action and use that action to make an attack with a weapon power, it deals 1[W] extra damage.

Tenebrous Attack (11th level): Once per round, when you have combat advantage against an enemy, you can make an attack that deals extra damage against that enemy if the attack hits. You can add 1d8 extra damage. You can decide whether to apply this extra damage after making the damage roll.

Terrorizing Challenge (11th level): Once per encounter as a minor action, you can make a Terrorizing Challenge against an enemy. This functions like the Paladin’s “Divine Challenge” class feature, but the target violates the mark if it does not begin its turn adjacent to you. The Terrorizing Challenge deals necrotic instead of radiant damage.

Tenebrous Aura (16th level): Enemies marked by your “Terrorizing Challenge” have a -2 penalty to saving throws against conditions imposed by your Divine daily attack powers for as long as they remain marked.

Tenebrous Guard Powers

Merciless Smite Tenebrous Guard Attack 11
You turn a target’s weaknesses against it.
Encounter @ Divine, Weapon, Necrotic
Standard Action Melee Weapon
Target: One creature
Attack: Strength or Charisma vs AC
Hit: 3[W] + Strength or Charisma modifier necrotic damage. This attack deals extra necrotic damage equal to the target’s highest vulnerability.

Necrotic Suppression Tenebrous Guard Utility 12
You ensure your opponent suffers the most at your hand.
Daily @ Divine
Minor Action Melee Touch
Target: One creature
Effect: Until the end of the encounter, the target loses any immunity or resistance to Necrotic damage. It gains Vulnerability 5 to Necrotic damage.

Broken Will Tenebrous Guard Attack 20
The target’s eyes become glassy and empty, and having suffered enough punishment from you its mind all but surrenders.
Daily @ Divine, Implement, Psychic, Necrotic, Reliable
Standard Action Ranged 5
Target: One bloodied creature
Attack: Strength or Charisma vs AC
Hit: 1d10 + Strength or Charisma modifier necrotic and psychic damage and the target is dominated (save ends).
Aftereffect: The target is dominated until the end of its next turn.

Paragon Path: Cenobite Immaculate

As I tax my body through training and battle, I give all my sweat and blood as an offering to the Spirits, so they might teach me how to become whole.

Prerequisite: 11th level, Defender primary class

Some outsiders come to churches to become ordained in their teachings and give their minds and bodies to the spirits. They seek not merely to become better, but to do better, to grow better, to achieve a higher state of being. Immaculates reach for enlightenment with the tips of their fingers for every yoga they perform and every stance that they master. They seek access to the bodies of knowledge and religious and medical lore that is found in the libraries of great temples, and for the peace and tranquility of monastic life to allow them to focus upon their quest for perfection.

To the churches, they are a convenient way to fill ranks, especially for temples too far removed from the support of a Paladin Order. The Cenobites  understand this need for man power, and they serve and protect their cleric brothers and other allies as well as they can. But these missions are but cobblestones on a long road towards a true enlightenment.

Cenobite Immaculate Path Features

Cenobite’s Action (11th level): Whenever you spend an action point to take an extra action, you can roll a saving throw against one condition currently affecting you.

Stir The Inner Beast (11th level): You have a +1 bonus to attack rolls and a +3 bonus to damage rolls with attacks made as Immediate actions.

Open Body Chakras (11th level): You add your strength or charisma modifier (whichever is highest) as a bonus to your healing surge value.

Immaculate Poise (16th level): You have a +2 bonus to AC while wearing light armor.

Cenobite Immaculate Powers

Unforeseen Counter Cenobite Immaculate Attack 11
You let go of your body and strike reflexively at the enemy, giving it little opportunity to guard.
Encounter @ Divine, Weapon
Immediate Interrupt Melee Weapon
Trigger: An enemy attacks you or an ally
Target: The triggering enemy
Attack: Strength or Charisma vs Reflex
Hit: 3[W] + Strength + Charisma modifier damage and the target takes a -2 penalty to the triggering attack roll.

Open Mind Chakra Cenobite Immaculate Utility 12
For an instant, you gain precious insight and incredible ability.
Daily @ Divine
Minor Action Personal
Effect: You have a +15 bonus to the next skill check you make before the end of your turn. If this power is used in a Skill Challenge, you can use it to immediately gain one success in any skill you use.

Open Soul Chakra Cenobite Immaculate Attack 20
As you open your soul to the influence of the world around you, a massive flow of essence cascades from you.
Encounter @ Divine, Stance
Immediate Interrupt Close Burst 5
Trigger: An enemy attacks you
Target: Each enemy in burst
Attack: Strength or Charisma + 6 vs Will
Hit: 2d6 + Strength + Charisma modifier damage and the target takes a -4 penalty to attack rolls (save ends).
Effect: Until the end of the encounter, you can roll two d20 for all attack rolls and skill checks and use the highest result. You can end the stance as a minor action to gain a +5 bonus to your next d20 roll. If you use this power within a Skill Challenge, you can use it as a minor action instead of an Immediate action and it deals no damage, and you have a +4 power bonus to skill checks.

About these ads
Categories: D&D 4e, RPG | 2 Comments

Post navigation

2 thoughts on “Might of Eden: Legendary Crusader

  1. Telicis

    I… It… What is this i don’t even

    Dear god you’ve actually made me want to play a Paladin. I think the apocalypse is officially coming. I’m going to go buy a hat so I can tip it to you, and then stock up on canned goods. Well done sir.

  2. mikeloop86

    Niskar Paladin Attack 1 is awesome, and you should feel awesome. Tenebrous Guard is probably the first thing since the Inaw and Simulant (sp?) to jump out at me as something I would definitely play in this setting.

Leave a Reply

Fill in your details below or click an icon to log in:

WordPress.com Logo

You are commenting using your WordPress.com account. Log Out / Change )

Twitter picture

You are commenting using your Twitter account. Log Out / Change )

Facebook photo

You are commenting using your Facebook account. Log Out / Change )

Google+ photo

You are commenting using your Google+ account. Log Out / Change )

Connecting to %s

Blog at WordPress.com. The Adventure Journal Theme.

Follow

Get every new post delivered to your Inbox.

Join 726 other followers

%d bloggers like this: