XCOM 2
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Paladin Class
   
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29 Jun, 2019 @ 1:26am
10 Jul, 2019 @ 6:19pm
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Paladin Class

Description
A holy warrior capable of unleashing holy retribution on any who seek to claim Earth, the Paladin is skilled in close combat and supporting effects.

Abilities are split into Combat and Holy Powers. Combat Abilities assist with directly dealing damage and improving the Paladin's abilities with a sword. Holy Powers include healing, supporting, and defensive abilities.

Abilities:

At Squaddie, the Paladin gets the Smite Evil ability, and has 10 Dodge. Smite Evil marks an enemy, reducing their defense by 10. As the Paladin gains other abilities, Smite Evil may gain bonus effects.

Combat:
Power Attack: Activate as a free action, take a -25 to Aim to gain +4 damage. This buff lasts until the start of your next turn, and has no cooldown (but can only be applied once per turn). Smite Evil targets take 2 more damage from a Paladin with this skill, regardless of whether or not it is active.

Intimidate, as the Spark ability, but based off the Paladin's Psi Offense vs defender's will rather than armor tier. Smite Evil targets have a -15 to their defending Will for the roll.

Bladestorm, as the Ranger ability. Free sword attacks on enemies that enter melee range or act in melee range.

Dodge: passively gain +20 dodge.

Rupturing Smite: Smite Evil now applies the Rupture debuff to the target, and applies a small amount of base damage.

Improved Critical: Passively gain +10 critical hit chance. Also gain +15 critical chance and +2 critical damage versus Smite Evil targets.

Holy Powers:
Holy Fire: Deals fire damage in an AoE around the Paladin. This damage is based off your weapon, and applies effects such as Power Attack.

Lay On Hands: Heal a friendly target in melee range (can run upto them as if it were a sword attack). Increases healing amount when you research better armor technology, and when you research Battlefield Medicine.

Mercy: Lay On Hands applies Revive, removing all sorts of negative status ailments.

Channel Positive Energy: Applies the Lay On Hands effect to all allies within a radius.

Solace, as the Psi Operative ability. Removes mental effects from allies within a radius.

Holy Champion: Passively gain +4 armor and +5 health.

Feedback is appreciated! Is the class so strong that it makes Legend a cakewalk? Is it so weak that it isn't viable on Rookie? Leave a comment with any balance concerns.

Requires Primary Secondaries by Musashi. Compatible with Ballistic Shields (I would recommend this, their PsiAmp only benefits their Intimidate ability).
Link to it, highly recommended: https://steamhost.cn/steamcommunity_com/sharedfiles/filedetails/?id=1416242202

Due to certain vanilla code with Intimidate, the mod may depend on Shen's Last Gift, I've not tested it without said DLC.
45 Comments
turbo∞love 15 Jun, 2024 @ 7:24pm 
Would love an RPGO version of this wonderful class
Thorke 13 Sep, 2023 @ 10:47am 
Laying on of hands does not revive despite having improved skills
DarkTemplarX  [author] 14 Jan, 2023 @ 6:45pm 
As I've mentioned before, I have no way of maintaining any mods I've posted to the workshop since my hard drive with my source code broke years ago, and I didn't have any backups.
Sorry that they're broken, and I'd fix them if I could, but they're just outdated nowadays.
DS-OP Marcia V. 19 May, 2022 @ 6:49am 
Dont know what is causing this but im unable to give my paladin a melee weapon and the primary slot is always reserved for a modded rifle
Krad Wolf 15 May, 2021 @ 11:16pm 
If it helps, you clearly have it holding a shield so instead of just dodge you can give it a path that works like shieldwall from war armor or sparks. Even give it the ability to make a distant shield wall from the Templar making a high pillar. There are a lot of defensive abilities you can apply to a 3rd tree involving defense.
TheDuke37 17 Apr, 2021 @ 2:41pm 
@DarkTemplarX
I mean I'm not complaining as my Paladan single handedly stopped a Sectopod Prime by just hunkering in full cover because it just would not move, even as i was taking hits.
But this has happend frequently enough that I thought you should know.
DarkTemplarX  [author] 17 Apr, 2021 @ 2:36pm 
Uhhh... that's one of those things I never tested, because I thought I flagged it as unable to target strictly robotic units
TheDuke37 17 Apr, 2021 @ 2:22pm 
I have no clue on whether or not this is a bug but for some reason, when the Paladin tried to intimidate a mech (which obviously failed.) said mech would (even if it had a better shot on someone else) essentially "lock-up" and stand still, while litterally trying over and over again to shoot the paladin.
TLDR: If mech gets insulted/intimidated, it wont do anything else except try to shoot the Paldin.
DarkTemplarX  [author] 15 Feb, 2021 @ 4:38pm 
yeah, sounds like a D&D Paladin to me xD
TheDuke37 15 Feb, 2021 @ 11:12am 
Don't get me wrong, I enjoyed this mod and its a good idea. But its slightly underwhelming with the fact that theres only 2 paths in terms of class, and that most of its abilities are slightly underwhelming. Its a bit too dependent on its sword; with no way to protect itself when going in for the kill, it becomes more of a liability.