Paladin
of Zenithar (the
Resolution of Zen)
by Baron Sengir
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.