Paladin Class

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Gameplay Article   Gear.png
Paladiniconx.png
Starting Stats
Strength 10
Dexterity 10
Stamina 13
Intelligence 6
Willpower 8
Skill 9
Charisma 6
Healing 5
Arcane 13

Paladins are a class of player-character humans. They are considered a supernatural class which means you'll become much more powerful if you decide to turn your pure blood human into a paladin.

Paladin powers are designed for hunting and killing undead creatures. Mostly vampires. They have powers which weaken, track and harm vampires, but are generally very useful in fighting zombies, mooncalfs, feral vampires, etc.

How to??

  • Find a paladin berserker in the sewers.
  • You need to kill 10 zombies.
  • You will need $10,000 on hand.
  • Once you have those things, the paladin berserker will be willing to trade their knowledge with you.
  • You will also be given 5 PXP and maximum anima to start you off

Basics

Pros

  • This class is designed to hunt and kill undead creatures (mostly vampires though.)
  • They do not become vampires, and they are still mostly human. They will be able to walk around in the sun, and are not targets of fae.

Cons

  • Realize that once you start targeting Vampires, you will become a major target for the Vampire community.
  • Blood thieves may have better combat oriented powers.
  • Paladins gain +1 blood each day.
  • Their anima increases at the same rate each day as vampires, if their blood is high.
  • They only gain PXP if their anima is at 6 points or greater at day change.

Powers

You will be able to gain powers in the same way that vampires gain powers. Just click on your PXP stat and you'll find a "Paladin" path powers page, with all 10 powers ready to be bought as normal.

Powers
Top Row
Powers Tier Description PXP Anima Type
Blessed 1 Blesses a weapon during NPC battle, raising its power by 1 point. 2 2 Battle
2 1
Paladin's Aura 1 Automatically gain +1 to all stats against undead NPC enemies. 4 Constant Battle
2 Automatically gain +1 to all stats against undead NPC enemies, also gives a +1 to weapon stats.
Collective Recognition 1 Allows you to share a vampire identity with all paladins in the city who have learned this power. (Use this power via "more commands") 7 8 Grid
2 4
Trappers Gift 1 Makes you 25% more likely to succeed when crafting traps. 10 Constant Grid
2 Makes you 30% more likely to succeed when crafting traps.
Clensing Chant 1 Heal 1 blood, in battle or out. 15 4 Grid and Battle
2 Heal 2 blood, in battle or out. 3
Bottom Row
Incitement 1 Inflicts an intelligence wound (1 day, skirmish) and causes an NPC to charge at you in battle. 2 2 Skirmish and Battle
2 Inflicts an intelligence wound (2 day, skirmish) and causes an NPC to charge at you in battle.
Kensai 1 Gives a +2 boost to the martial arts skill for the rest of the day. 4 3 Grid
2 Gives a +3 boost to the martial arts skill for the rest of the day.
Salience 1 Automatically makes vampires emanate an uneasy presence, effectively raising local security by 2. 7 Constant Grid
2 Automatically makes vampires emanate an uneasy presence, effectively raising local security by 3
Turn Undead 1 Causes an undead enemy to lose 2 blood. High accuracy. 10 5 Skirmish or Battle
2 3
Vampire Hunter 1 Gives you the building location of one random known vampire target. 15 4 Grid
2 3


Mastery Powers
Powers Type Description PXP Anima EXP
Guided Hand S Initiates a melee or firearms attack that has 100% chance to hit. Can sometimes cause critical wounds. 30 5 ?
TBD TBD TBD TBD TBD TBD
TBD TBD TBD TBD TBD


Roleplay Tips

A Paladin's power comes from the enchantments placed on their bodies by sorcerers. When a Paladin is made, they are tattooed with various runes and symbols, and these runes are enchanted by Sorcerers, who use "chi" to infuse the individual with great power. The process is very similar to the process used to enchant weapons and relics. It is unknown if the runes and symbols have any power on their own, or if it's entirely the enchantment process which makes a paladin powerful. Enchanting a human being in such a way is a dangerous process, and many die during it (don't worry, it won't happen to you in game), but those strong enough to survive slowly start to develop the various paladin skills. More immediately, their bodies become stronger and faster, and their minds become sharper.

Although Paladins are not forced to fight undead enemies, from a roleplay perspective they will find themselves increasingly abhorring vampires and zombies. Sometimes this natural inclination of violence towards undead creatures can be suppressed, but it appears that whatever it is which gives a Paladin his or her power also makes them naturally repulsed by the undead.

You should also be aware that Paladins are potentially immortal in that they do not age past their initial physical age when they were enchanted. Like vampires, their body heals too fast for the ageing process to occur.

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