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| Aufenshauft10-10-06, 02:24 PM | Paladin as Prestige class Why? – The current paladin is limited in the way it can be played to become a simple ‘knight in shining armor’ stereotype, which is often limited in a campaign (particularly mine). Additionally, there is a general agreement in many discussions that the class looses something at higher levels by becoming a divine Gish, and not a very powerful one at that, while always suffering from MAD as a result. Paladins are Spiritual Warriors that are a combination of being the epidome of the alignment and the Fist of the Gods when asked. I wish to resolve this by creating a prestige class to add the special abilities quickly which stacks or relies on other classes to make a unique character which does not have to live by the restrictions of one class for their career. Additionally, if the paladin falls then the player has other class abilities to live off in the dungeon until they can atone. What I am looking for on these boards is a PEACH of this class and any ways we can see that this is broken. Keep in mind, I want Paladins to have a definite edge in comparison for their level, but nothing that would keep others from shining. Aspects of a Paladin- Front line fighter, able to use heavy armor and weaponry if desired Cultured warrior- able to have discourse as easily as smite evil Smiter- warrior who is able to ‘pump up’ an attack for dramatic effect Divinely protected – bonuses to many abilities to allow better combating of true evil Revelation – a paladin is transformed by his acceptance of the paladin status, not just gaining new abilities, but literally becoming something different. They are the god’s hand which was born with the potential and took the reigns of life to achieve it. Power – A Paladin is a warrior plus something. Since there are severe limitations on this power, a Paladin also has a little more average power invested in him. Code – must live by a code, which if broken, removes all paladin abilities. Class Requirements: +4 BAB, Must have had LG alignment for at least one full year, must have accomplished DM-dependent acts of Law and of Good (one each) significant to the character. Stats: Full BAB, same saves/HD. 4 skill points per level Class Skills: Climb, Swim, Balance, Jump, Ride, Craft, Profession, Perform, Speak Language, Knowledge (Religion, Local, Ancient, Planes), Diplomacy, Sense Motive, Use Rope. Class Abilities: 1st Tested, Speak Celestial, Detect Evil, Courage, Lay on Hands, Code 2nd Summon Mount, Smite Evil, Divine Grace 3rd Celestial Transformation, Quicken Detect Evil 1/day, Signature Prayer Tested (su) – A Paladin embodies the concept of Law and Good. Any creature which has either of these alignments recognizes this. The Paladin gains a +4 bonus to all social roles with characters of these alignments. [note this ability functions on both CG and LE characters] Speak Celestial – The Paladin gains the celestial tongue as though the character had spent skill points in the skill. This ability is kept even if the Paladin falls from grace. Detect Evil (su)– As current Paladin class, but a Paladin cannot detect ‘Faint’ evil, but is not overwhelmed by great evil as well. At the 3rd class level, the Paladin has the ability to use this ability one time per day as a Quickened ability. This power is often used by a Paladin to quickly ascertain the alignment of an opponent during melee. [Note: too often characters use Detect Evil all the time to the point no evil can come within eyesight of a Paladin. I want to control this in my campaign as I play a more ‘mature’ setting. This could be changed for someone’s house rules easily.] Courage (ex) – As current Paladin class; immunity to fear and +4 bonus to allies nearby. Lay on Hands (su)- As current Paladin class with the exception that the healing is based off of total HD, not just character level. Code – The Paladin must live up to the code of behavior as presented in the PH. (any changes to this and you are talking about some tricky ground- campaign specific at that) If this code is broken, the Paladin immediately looses all class abilities and must atone to regain them. If evil is done willingly, the character may not atone without DM approval. Summon Mount (sp) – As current Paladin, but duration is based off of total HD, not class level. Additionally, the mount may be dismissed at will but can be re summoned multiple times during a day so long as the total duration does not exceed the maximum. Smite Evil (su) – Functionally as current Paladin. Bonus to hit is equal to total charisma modifier, bonus to damage is equal to twice this modifier. This ability may be used once every five combat rounds. The weapon is considered either Good or Lawful as desired by the Paladin at the time of the attack. Any other class or feat that allows an “extra Smite Evil per day” instead reduces the number of rounds which the character must wait before smiting again, to a minimum of once per round. Divine Grace – As per current Paladin class. Immunity to all disease and bonus to saves. Signature Prayer (sp) – The Paladin may choose one paladin spell from the current Paladin list which may be used three times per day. For instance, the Paladin may choose Cure Light Wounds or Bless Weapon. The caster level of this effect is equal to the Paladin’s hit dice. Celestial Transformation (ex)– The Paladin fully grasps the full grace being offered by his acts of Good. At this stage, the Paladin’s type becomes Outsider (native) and the character gains a +2 bonus to the Charisma score. In addition, the Paladin gains access to a series of Spell-Like Abilities dependent on character level as follows. The caster levels of all effects are equal to the character’s hit dice. 7 HD Shield Other 1/day Discern Lie 2/day 10 HD Circle of Protection against Evil 1/day Circle of Protection against Chaos 1/day 12 HD Holy weapon 1/day 14 HD Dispel Evil 1/day Dispel Chaos 1/day 16 HD Circle of Protection against Evil 2/day Circle of Protection against Chaos 2/day 18 HD Holy Weapon 3/day |