Lead command: Difference between revisions
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{{Command |
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'''Lead''' is the [[page type is::ability]] by which a [[guild association is::Paladin]] inspires those around him to greater deeds in battle. |
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|rp=No |
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==Syntax== |
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|combat=Yes |
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*{{tt|lead}} |
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|magic=No |
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==Usage== |
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|settings=No |
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A paladin automatically gains the ability to lead at second circle, and it's utilized via the {{com|LEAD}} command. Lead grants everyone in the group the Paladin is leading a sizable bonus to their offensive and defensive skills. You must be facing someone or a critter to activate the ability. |
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|systems=Yes |
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|guild=Paladin |
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|description=Activates the Paladin Lead combat ability, or begins and ends leading a supported mount. |
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|messaging='''LEAD — Paladin ability (weakest result)'''<br /> |
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''You see'': You meekly call your comrades to battle like a clueless squire.<br /> |
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''Followers see'': <Paladin> meekly calls you to battle like a clueless squire.<br /> |
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You are hardly inspired.<br /> |
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''Others see'': <Paladin> meekly calls <his/her> comrades to battle like a clueless squire.<br /> |
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'''LEAD — Paladin ability'''<br /> |
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It gives a percentage boost to offense and defense of all those joined up to a maximum of ~20%, including the leader - the leader gets a bigger boost but has the same cap, while the [[Marshal Order]] spell can positively affect the boost followers get if the leader has it up. This percentage boost is to all three defenses, chance to hit (for both melee and missile weapons), and melee weapon damage. |
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''You see'': You motion your comrades to follow, and storm into battle with fierce determination!<br /> |
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''Followers see'': <Paladin> motions you to follow, and storms into battle with fierce determination!<br /> |
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You are inspired!<br /> |
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''Others see'': <Paladin> motions <his/her> comrades to follow, and storms into battle with fierce determination!<br /> |
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'''LEAD — Paladin ability'''<br /> |
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The amount of the bonus is based on the Paladin's circle, soul state, [[Charisma]], and the size of the group being lead (with a larger group providing a bigger bonus). Duration is based on the level and Charisma of the paladin and also whether or not Marshal Order is up (bigger MO = bigger boost to duration). The bonus from the Paladin's circle affects the bonus of the grouped players, and not the bonus of the leading paladin. If the players led by the paladin are higher circle than the paladin, they will not receive the full bonus. |
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''You see'': You step forward and wade into battle, heartening your comrades by your gallant leadership example!<br /> |
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''Followers see'': <Paladin> steps forward and wades into battle, boosting your confidence by <his/her> gallant leadership example!<br /> |
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You feel motivated!<br /> |
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''Others see'': <Paladin> steps forward and wades into battle, heartening <his/her> comrades by <his/her> gallant leadership example!<br /> |
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'''LEAD — Paladin ability (strongest result)'''<br /> |
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:Duration: 180 + (charisma*3) + (circle*3) seconds |
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''You see'': You draw yourself to full height, rallying your comrades with righteous confidence as you charge into battle like a star blazing through a midnight sky!<br /> |
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::*Note: [[Marshal Order]] adds 33% duration |
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''Followers see'': <Paladin> draws <himself/herself> to full height, rallying you with righteous confidence as <he/she> charges into battle like a star blazing through a midnight sky!<br /> |
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You are roused by <his/her> fearless leadership!<br /> |
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''Others see'': <Paladin> draws <himself/herself> to full height, rallying <his/her> comrades with righteous confidence as <he/she> charges into battle like a star blazing through a midnight sky!<br /> |
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'''LEAD <mount> — begin leading'''<br /> |
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While those joined to the Paladin when he first leads receive the biggest bonus, a player can join the group after the lead begins and get a bonus that is a little lower than if they had been in the group at the start of a Lead if they stay in the group long enough. |
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''You see'': You set yourself to lead the <mount>.<br /> |
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'''LEAD <mount> — stop leading'''<br /> |
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==Sample messaging== |
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''You see'': You stop leading the <mount> around.<br /> |
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===Paladin's perspective=== |
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}} |
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>{{tt|LEAD}} <br /> |
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{{RTOC}}==Syntax== |
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:<Group member> looks to you for guidance. <br /> |
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*{{tt|LEAD}} |
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:You draw yourself to full height, rallying your comrades with righteous confidence as you charge into battle like a star blazing through a midnight sky! <br /> |
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:For a Paladin of at least second circle, activates the guild's group combat ability. The Paladin must be leading at least one eligible group member and be engaged in combat. |
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<br /> |
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*{{tt|LEAD <mount>}} |
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:You step forward and wade into battle, heartening your comrades by your gallant leadership example! |
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:Toggles leading a supported mount, including a horse. The mount needs a halter, bridle, or [[Rope|lead rope]], and the character needs one free hand. |
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===Follower's perspective=== |
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:<Paladin> draws himself to full height, rallying you with righteous confidence as he charges into battle like a star blazing through a midnight sky! <br /> |
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:You are roused by his fearless leadership! |
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<br /> |
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:<Paladin> steps forward and wades into battle, boosting your confidence by his gallant leadership example! <br /> |
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:You feel motivated! |
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<br> |
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:<Paladin> meekly calls you to battle like a clueless squire. <br /> |
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:You are hardly inspired. |
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<br /> |
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:You flinch as <Paladin> collapses, but vow he shall not have died in vain. Revenge! |
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===Outsider's perspective=== |
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:<Paladin> draws himself to full height, rallying his comrades with righteous confidence as he charges into battle like a star blazing through a midnight sky! |
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===Joining a group after lead has begun=== |
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>{{tt|JOIN}} <{{tt|PALADIN}}> <br /> |
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:As <Paladin>'s leadership stirs the fire of your courage, you face the battle with a stronger will. <br /> |
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Later: <br /> |
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:You feel encompassed by <Paladin>'s leadership and follow him boldly into the battle, pressing forward with a fierce determination. <br /> |
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Still later -- indicates you've received Lead bonus: <br /> |
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:<Paladin>'s leadership is infectious! You match his rallying cry with a shout of your own and burst forward, your bravery truly inspired! |
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The separate {{tt|GROUP LEAD <person>}} form of the {{com|group}} command transfers leadership of an adventuring group; it does not activate the Paladin ability or cause an animal to follow. |
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[[page type is::command| ]][[guild association is::paladin| ]] |
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{{cat|Commands,Combat commands,Paladin abilities}} |
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==Paladin ability== |
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A Paladin learns Lead automatically at second circle. It grants the Paladin and eligible members of the group being led a percentage bonus to offense and defense. The bonuses affect all three defenses, melee and missile accuracy, and melee weapon damage. The Paladin must be facing a person or creature to activate the ability. |
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The bonuses depend on the Paladin's circle, soul state, [[Charisma (stat)|Charisma]], and group size. A larger group improves the leader's bonus. The Paladin receives a larger bonus, but both bonuses are capped at approximately 20%. A follower whose circle exceeds the Paladin's receives a reduced bonus. [[Marshal Order]] can improve followers' bonuses and extend the duration. |
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The base duration is: |
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:180 + (Charisma × 3) + (circle × 3) seconds |
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Marshal Order increases that duration by one third. |
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Each affected follower produces the message: |
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:<Group member> looks to you for guidance. |
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The effect ends early if the Paladin is no longer leading any group members. When it expires while the Paladin is conscious and alive, the Paladin sees: |
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:You feel your leadership wane. |
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Followers who leave the Paladin's group or room lose the effect and see: |
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:You no longer feel inspired. |
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If the Paladin dies, a follower can receive: |
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:You flinch as <Paladin> collapses, but vow <he/she> shall not have died in vain. Revenge! |
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===Joining after Lead begins=== |
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A character who joins the Paladin's group after Lead begins can receive a bonus after remaining with the group through several checks. This later bonus is three percentage points lower than the Paladin's current bonus, subject to a minimum bonus. |
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:As <Paladin>'s leadership stirs the fire of your courage, you face the battle with a stronger will. |
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:You feel encompassed by <Paladin>'s leadership and follow <him/her> boldly into the battle, pressing forward with a fierce determination. |
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:<Paladin>'s leadership is infectious! You match <his/her> rallying cry with a shout of your own and burst forward, your bravery truly inspired! |
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===Conditional messaging=== |
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The Paladin form can produce the following messages when its requirements are not met: |
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{| class="wikitable" |
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! Condition !! You see |
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|- |
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| Already under the leader effect || But you are already leading! |
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|- |
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| Dead || Hmm, martyrdom can't be all THAT bad... |
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|- |
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| Following someone in the same room || How do you expect to lead when you're following <Name>? |
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|- |
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| Following someone elsewhere || You must first leave <Name>'s group. |
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|- |
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| Sitting or prone || An inspiring leader would at least stand up instead of sitting on <his/her> duff, <Name>. |
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|- |
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| Not engaged || A Paladin must not command from the rear echelons like a coward, but lead by <his/her> example. Get in there and fight! |
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|- |
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| Hidden || Lead from the shadows? I think not, <Name>. |
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|- |
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| No eligible followers || Leading usually implies that someone is following you, <Name>. |
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|- |
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| Insufficient spiritual strength || You do not feel up to the task of leading right now. |
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|} |
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Other characters hear the soft whimper of someone cowering in the shadows when a hidden Paladin tries to Lead. An invisible Paladin instead sees {{tt|Your invisibility fails.}}, becomes visible, and continues the attempt. |
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Poor soul state can prevent Lead with progressively stronger messaging: |
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{| class="wikitable" |
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! Severity !! You see |
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|- |
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| Low || You summon the leadership power, but recall the Elders' admonishments not to abuse your holy gifts. Wisely, you relinquish your burgeoning might. |
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|- |
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| Lower || You sense the rush of leadership hovering well beyond your grasp. |
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|- |
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| Very low || You draw upon your holy strength, but feel it torn from your clutches! An ill taint seeps into your bones as a deafening voice reproaches you, "Attone thy conduct, <Name>, lest thy heart and soul molder in Darkness!" |
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|- |
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| Lowest || A thunderous voice cracks through your skull, "Thy actions hast dishonoured thee and thy God, <Name>. Thou art not fit to lead nor serve the cause of righteousness! Repent!"<br />You fall to the ground writhing in pain! |
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|} |
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The strongest soul-state failure knocks the Paladin prone and causes held items to be dropped. Other characters see the corresponding recoil or collapse. |
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==Leading mounts== |
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The targeted form starts or stops a supported mount following the character. It is available independently of the Paladin ability. Repeating {{tt|LEAD <mount>}} on the mount being led stops leading it. |
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{| class="wikitable" |
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! Condition !! You see |
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|- |
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| The mount lacks suitable tack || Before you do that you need to put a halter, bridle, or lead rope on the <mount>. |
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|- |
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| In combat || You realize that would be next to impossible while in combat. |
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|- |
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| Mounted || That wouldn't be a good idea to do while mounted. |
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|- |
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| Both hands occupied || You need to have one hand free to do that. |
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|- |
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| Already leading another nearby mount || Appears you are already leading a <mount> in this room. |
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|- |
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| Another character is leading the target || Appears someone is already leading the <mount>. |
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|- |
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| A living owner objects || The owner of the <mount> would not appreciate you doing that. |
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|} |
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When a led mount catches up after movement, the leader sees: |
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:The <mount> just arrived, following you. |
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Others see: |
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:The <mount> just arrived, following behind <Name>. |
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==See Also== |
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*{{com|group}} |
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*{{com|join}} |
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*[[Marshal Order]] |
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*[[Rope]] |
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{{RefAl}} |
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[[page type is::ability| ]]{{cat|Paladin abilities}} |
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Latest revision as of 10:45, 22 September 2026
| Activates the Paladin Lead combat ability, or begins and ends leading a supported mount. |
| LEAD — Paladin ability (weakest result) You see: You meekly call your comrades to battle like a clueless squire. LEAD — Paladin ability LEAD — Paladin ability LEAD — Paladin ability (strongest result) LEAD <mount> — begin leading LEAD <mount> — stop leading |
Syntax
- LEAD
- For a Paladin of at least second circle, activates the guild's group combat ability. The Paladin must be leading at least one eligible group member and be engaged in combat.
- LEAD <MOUNT>
- Toggles leading a supported mount, including a horse. The mount needs a halter, bridle, or lead rope, and the character needs one free hand.
The separate GROUP LEAD <PERSON> form of the GROUP command transfers leadership of an adventuring group; it does not activate the Paladin ability or cause an animal to follow.
Paladin ability
A Paladin learns Lead automatically at second circle. It grants the Paladin and eligible members of the group being led a percentage bonus to offense and defense. The bonuses affect all three defenses, melee and missile accuracy, and melee weapon damage. The Paladin must be facing a person or creature to activate the ability.
The bonuses depend on the Paladin's circle, soul state, Charisma, and group size. A larger group improves the leader's bonus. The Paladin receives a larger bonus, but both bonuses are capped at approximately 20%. A follower whose circle exceeds the Paladin's receives a reduced bonus. Marshal Order can improve followers' bonuses and extend the duration.
The base duration is:
- 180 + (Charisma × 3) + (circle × 3) seconds
Marshal Order increases that duration by one third.
Each affected follower produces the message:
- <Group member> looks to you for guidance.
The effect ends early if the Paladin is no longer leading any group members. When it expires while the Paladin is conscious and alive, the Paladin sees:
- You feel your leadership wane.
Followers who leave the Paladin's group or room lose the effect and see:
- You no longer feel inspired.
If the Paladin dies, a follower can receive:
- You flinch as <Paladin> collapses, but vow <he/she> shall not have died in vain. Revenge!
Joining after Lead begins
A character who joins the Paladin's group after Lead begins can receive a bonus after remaining with the group through several checks. This later bonus is three percentage points lower than the Paladin's current bonus, subject to a minimum bonus.
- As <Paladin>'s leadership stirs the fire of your courage, you face the battle with a stronger will.
- You feel encompassed by <Paladin>'s leadership and follow <him/her> boldly into the battle, pressing forward with a fierce determination.
- <Paladin>'s leadership is infectious! You match <his/her> rallying cry with a shout of your own and burst forward, your bravery truly inspired!
Conditional messaging
The Paladin form can produce the following messages when its requirements are not met:
| Condition | You see |
|---|---|
| Already under the leader effect | But you are already leading! |
| Dead | Hmm, martyrdom can't be all THAT bad... |
| Following someone in the same room | How do you expect to lead when you're following <Name>? |
| Following someone elsewhere | You must first leave <Name>'s group. |
| Sitting or prone | An inspiring leader would at least stand up instead of sitting on <his/her> duff, <Name>. |
| Not engaged | A Paladin must not command from the rear echelons like a coward, but lead by <his/her> example. Get in there and fight! |
| Hidden | Lead from the shadows? I think not, <Name>. |
| No eligible followers | Leading usually implies that someone is following you, <Name>. |
| Insufficient spiritual strength | You do not feel up to the task of leading right now. |
Other characters hear the soft whimper of someone cowering in the shadows when a hidden Paladin tries to Lead. An invisible Paladin instead sees YOUR INVISIBILITY FAILS., becomes visible, and continues the attempt.
Poor soul state can prevent Lead with progressively stronger messaging:
| Severity | You see |
|---|---|
| Low | You summon the leadership power, but recall the Elders' admonishments not to abuse your holy gifts. Wisely, you relinquish your burgeoning might. |
| Lower | You sense the rush of leadership hovering well beyond your grasp. |
| Very low | You draw upon your holy strength, but feel it torn from your clutches! An ill taint seeps into your bones as a deafening voice reproaches you, "Attone thy conduct, <Name>, lest thy heart and soul molder in Darkness!" |
| Lowest | A thunderous voice cracks through your skull, "Thy actions hast dishonoured thee and thy God, <Name>. Thou art not fit to lead nor serve the cause of righteousness! Repent!" You fall to the ground writhing in pain! |
The strongest soul-state failure knocks the Paladin prone and causes held items to be dropped. Other characters see the corresponding recoil or collapse.
Leading mounts
The targeted form starts or stops a supported mount following the character. It is available independently of the Paladin ability. Repeating LEAD <MOUNT> on the mount being led stops leading it.
| Condition | You see |
|---|---|
| The mount lacks suitable tack | Before you do that you need to put a halter, bridle, or lead rope on the <mount>. |
| In combat | You realize that would be next to impossible while in combat. |
| Mounted | That wouldn't be a good idea to do while mounted. |
| Both hands occupied | You need to have one hand free to do that. |
| Already leading another nearby mount | Appears you are already leading a <mount> in this room. |
| Another character is leading the target | Appears someone is already leading the <mount>. |
| A living owner objects | The owner of the <mount> would not appreciate you doing that. |
When a led mount catches up after movement, the leader sees:
- The <mount> just arrived, following you.
Others see:
- The <mount> just arrived, following behind <Name>.
See Also