The balance between good
and evil is a tenuous one. With each battle that takes place in
the facets, that balance can shift from one side to the other. Without
this balance, there can only be chaos. So where there is evil, there
must be good. Where there is dark, there must be light. And on Malas,
that light is the Paladin.
As a holy warrior, a Paladin uses divine power to heal wounds,
cure poison and disease, lift curses, improve his fighting abilities,
and assist fellow adventurers in the fight against darkness and
evil. Even in the heat of battle, a Paladin's ability to invoke
these powers can be the deciding factor between life and death.
So, whether mage or warrior, those that seek a noble path will
be well rewarded by devoting their life to this profession.
Through the use of a special silver-inlaid book containing knowledge
passed down through the ages, a Paladin will be able to access
10 new abilities
that will increase his prowess on the battlefield.
To use these special powers effectively, a Paladin must develop
his or her skill in the art of Chivalry, and like any skill in
one's repertoire, Chivalry requires the availability of skill
points. Diligence and hard work are the keys to being a successful
Paladin the more proficient one is in Chivalry, the more
powers one will be able to tap into and use against the dark powers
that threaten the balance of the world.
Abilities
Cleanse
by Fire
With this power, the Paladin raises his sword or gauntleted fist
to the sky and summons flames to engulf his body, cleansing himself
of all poison and disease. This fire is not without consequence,
however, as it does a fair amount of damage to the Paladin. When
used on someone else, it will first absorb the poison into the
Paladin's body before cleansing it by fire.
Close
Wounds
This ability allows a Paladin to heal a medium amount of damage
done to himself or his allies.
Holy
Light
Upon invoking this ability, a shaft of holy light surrounds
the Paladin, damaging all enemies around him with divine energy.
Consecrate
Weapon
The Paladin can take a weapon and sanctify it for a short duration.
The consecrated weapon is temporarily imbued with a power that
specifically targets an enemy's weakest resistance.
Enemy
of One
This enchantment allows a Paladin to declare the next creature
he strikes as his mortal enemy for a period of time, which gives
him the ability to inflict massive melee damage to all creatures
of the same type. However, by using this ability, the Paladin's
defenses against all other creatures will become lessened.
Dispel
Evil
Through an act of pure will, the Paladin can summon the power
of good to disrupt all evil in the area. This ability attempts
to dispel all summoned creatures of an evil nature, as well
as causes all other evil creatures to flee from combat. The
disrupting nature of this holy ability can also drain a transformed
Necromancer of mana and stamina!
Remove
Curse
This ability allows the Paladin to transfer some of his divine
power into another, cleansing the person of any curses laid
upon them. Curses include Necromancer curses, Clumsy, Weaken,
Feeblemind, Paralyze, and the Curse spell used by mages (which
is Clumsy, Weaken, and Feeblemind in one effect).
Divine
Fury
Invoking this power is normally only done by zealots of the
Paladin faith, as it is as dangerous to the Paladin as it is
to his enemies. The Paladin will immediately enter a berserk
frenzy, with an unquenchable desire to destroy evil, causing
him to swing faster and with more accuracy, while lowering his
defenses to attacks against him.
Sacred
Journey
The Paladin can tap into magical pathways of a divine nature
that riddle the spectral realm. Using these passages, he can
travel instantaneously to a marked location, as per the Recall
spell. However, in order to use this ability the Paladin must
not be in combat, as he cannot summon the divine power needed
if his purpose is of a cowardly or unchivalrous nature.
Noble
Sacrifice
As a sign of his utmost devotion to the preservation of life,
a Paladin may sacrifice himself for the good of others. The
Paladin loses all but the most tenuous hold on his mana, stamina,
and hit points in order to resurrect all valid targets in a
radius around him. Each target is also cleansed of poison, healed
by Close Wounds, and receives the benefits of Remove Curse.

Tithing
Each ability a Paladin wishes to invoke will require a certain
amount of "tithing points" to use. A Paladin can earn these tithing
points by donating gold at a shrine or holy place. And while he
is free to be generous and tithe as much as he likes, there will
be a limit as to how many points a Paladin can have at any one
time.
Karma
Karma is an integral part of a Paladin's way of life, as it affects
all of his abilities. As his karma increases, the effectiveness
of his abilities will also increase. So, a Paladin who is a Glorious
Lord would have a greater advantage over one that was merely Admirable.