Paramander

"It’s funny, people accuse me of having a lack of faith because I practice Eldritch Magic. I say if you aren’t doing everything you possibly can to carry out the divine mission, you might be the one lacking in conviction."
——Sara Calastraphe, Paramander Initiate

The Paramander is a holy warrior who has chosen to use Eldritch Magic as a sword and shield. While the path of the Paramander is not clearly defined, there does exist a society of such individuals dedicated to the upholding of generally agreed upon religious tenets, striking out against the forces of evil in ways that the more rigid factions never could. Such groups tend to be a bit secretive, although they do not operate within the shadows. It is simply that history has shown that a lack of understanding can hinder progress, and the Paramanders believe that understanding as well as faith are both required on the path to enlightenment.

Paramander I

The Paramander focuses on blending both aspects of their power. They may Smite their enemies with their Eldritch spells, and their healing hands can even bestow elemental protections. Their study of Eldritch Arts allows them to turn their supernatural sense of evil presences to the detection of magic.

Prerequisites

  • Divine Rank 5
  • Eldritch Rank 2
  • Lay on Hands, Savior's Aura, and Champion Against Evil Class Features.
  • Cost: 3 Destiny Points

Features

♦ Versatile Smite
When you hit with an Eldritch Spell that targets a single creature, you may Smite the target (provided the target meets the normal conditions to Smite).
♦ Protective Hands
When you use your Lay on Hands ability, you gain the following option:
♦ Magic Sense
When you use your Sense Evil ability, you may also detect the presence of unmasked Magical Auras within range. Concentrating on the magical aura gives you the same information as with the original Sense Evil ability, except that when you determine the intensity of the magic you are also able to determine the type of magic. This ability does not allow you to detect magical auras that have been masked. Unless otherwise specified by the magical effect, there is not detriment to detecting these magical auras.

Paramander II

To better aid in the front lines, the Paramander learns to channel Eldritch Magic into weapon attacks, ensuring that they can still be there to protect their allies. They further blend their Eldritch and Divine training, learning how to convert their holy energies into Elemental smites, striking down enemies with any number of the arcane energies they have mastered. Lastly, their focus on this unique blend of power enables them to make a ward of their holy aura, granting all within protection against spells of all kinds.

Prerequisites

  • Paramander I
  • Divine Rank 6
  • Eldritch Rank 3
  • Cost: 2 Destiny Points

Features

♦ Eldritch Infusion
When you cast an Eldritch Spell with a Range of Touch, you may infuse your Melee Weapon with the energies of the spell. Once the casting is complete, make a Melee Basic Attack with the infused weapon (instead of making an attack against Touch). If you hit (or Glance) the target, in addition to the effects of the Melee Basic Attack, the target suffers the hit effect of the spell. Your Recovery Time for this attack is equal to the Recovery Time of your basic attack or the Recovery Time of your spell, whichever is greater. If you are able to attack more than one creature with your Melee Basic Attack, the Spell only effects the first target hit.
♦ Elemental Smite
When you Smite a target, you may choose to have your smite deal damage of one of the following energy types of your choice (instead of the normal damage type): Caustic, Cold, Fire, Lightning, or Sonic.
♦ Aura of Arcane Protection
You gain the Aura of Arcane Protection
Aura of Arcane Protection
Magic Resistance: No
Paramander Class Feature [Aura]
Cast Action [CT 2, REC 2]
Potency: [1d10 + Divine Rank]
Cost: 2 Resolve
Duration: 1 phase
Effect: For the duration of this prayer, allies within your Savior's Aura gain Magic Resistance against Eldritch Spells equal to [1d4 + your Divine Rank].
Special: This prayer automatically ends if you utilize any other ability with the Aura Keyword.
Master Augment, Great Protection
[Paramander III]
Cost: 2 Resolve Burn
Effect: Increase the Magic Resistance granted to [1d8 + your Divine Rank].

Paramander III

Their devotion relentless and understanding at its sharpest, the Paramander can infuse Eldritch spells with Holy power, blending the two energies into a powerful admixture difficult to defend against. Finally, they learn to smite in such a way as to pierce the magical defenses of their enemies, and can now smite magical effects just as easily as creatures.

Prerequisites

  • Paramander II
  • Divine Rank 7
  • Cost: 2 Destiny Points

Features

♦ Sanctified Casting
When you cast an Eldritch Spell that deals damage, you may choose to convert half of the damage deal to Holy damage, instead of the original damage type.
♦ Dispelling Smite
You gain the Dispelling Smite ability.
Dispelling Smite
Magic Resistance: No
Paramander Class Feature
Prerequisites: Smite Evil Class Feature
Free Action
Potency: [1d10 + Divine Rank]
Cost: 2 Resolve, 1 Resolve Burn
Trigger: You Smite the target.
Target: One magical effect affecting the target of your Smite.
Effect: Your Smite deals no damage. Instead, make an Opposed Potency Check against the target. If you succeed the check, the target is immediately dispelled.