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Paladin of Zenithar (the Resolution of Zen)

by Baron Sengir

(explanation of the Passion Zenithar)

As said, the Paladins are the strong arm of the Zen Questors, they protect the temples of Zen or travel the country to protect logic. The Paladins are very capable fighters, they combine the talents of warriors, swordsmasters and a little bit of spellcasting. They'll fight until death does them apart from their Passion, to protect Zenithar and his believes and believers.

Note that they don't kill anything illogical, they try to make the illogical logical and if that fails they deem the subject unworthhy of further attention. Unlike their Passion they understand the urge to act on emotions, for they once were as "those with emotion", so an act out of emotion is in their eyes illogical, yet worthy of further attention. (this, actually goes for all 3 Questor Disciplines.)

 

Important Attributes: Strength, Dexterity, Charisma (minor: Perception)

Artisan Skills: acting, sculpture, weapon rune carving, wood carving.

Racial Restrictions: none. (though Windlings usually choose on of the other two Disciplines.)

 

"To be the Paladin of Zenithar, is to be a defender of logic itself."

                                                            - Ishan, Paladin of Zenithar.

 

 

Talents at Circle:

 

I

Karma Ritual

Avoid Blow(D)

Melee Weapons

Maneuver (D)

Acrobatic Strike

Air Dance

 

II

Durability (8/6)

Riposte (D)

Throwing Weapons

 

III

Heartening Laugh (D)

Missile Weapons

 

IV

Thread Weaving (Logic Weaving) (D)

Down Strike

Karma: may spend Karma Points on actions using Strength only.

 

V

Gliding Stride

Second Weapon (D)

+1 Physical Defense

 

VI

Disarm (D)

Speak Language (D)

Karma: may spend Karma Points on actions using Dexterity only.

 

VII

Second Attack (D)

Life Sight

+1 Spell Defense

 

VIII

Spirit Strike

Anticipate Blow (D)

+1 Social Defense

 

IX

Called Shot (D)

Missile Twister

Pin

+1 to initiative step

+1 recovery test each day

 

X

Body Blade

Critical Hit (D)

Karma: may spend Karma Points on actions using Charisma only.

 

XI

QuickBlade

Shield Beater

Karma: increase maximum Karma by 25.

+1 Physical Defense

 

XII

Multi-Strike

Unmount (D)

+1 Spell Defense

+1 to initiative step

 

XIII

Stone Skin

Champion Challenge (D)

+2 Social Defense

+1 Recovery Test each day

 

XIV

Invocation (Spellcasting)

Elementalsim

Spell Matrix

+2 to initiative step

+1 Spell Defense

 

XV

Aura Armor (D)

Ehtereal Weapon

Spell Matrix

+2 Physical Defense

Karma: may spend Karma on Questor abilities.

 

Karma Ritual:

The Paladin lies down, crosses his hands on his waist and holds his hand in his hands, the blade pointing downwards. He/she then meditates 10 minutes on the teachings of Zen, after this time the Paladin recalls the events of the past days and tries to find illogical actions, he/she tries to deduct these to a logic action, after 20 minutes of this the Ritual ends.