A new base class, A Paladin with a twist. [Archive] - Wizards Community

Post/Author/DateTimePost
DRSim

12-08-06, 03:57 PM
Greetings, the following is basically a 'magic' Paladin. I balanced him roughly off the Core Paladin (a somewhat weak class so if this ends up slightly stronger thats okay) and think its pretty much its equal. The idea is it trades a good chunk of its special abilites (Divine grace, Lay Hands, Mount.) for better and arcane spell casting. So tell me what yall think.

TEMPLAR

Alignment: Any Lawful
Hit Die: d10.

Class Skills
The Templar’s class skills (and the key ability for each skill) are Concentration (Con), Craft (Int), Diplomacy (Cha), Intimidate (Cha), Knowledge (Arcana) (Int), Knowledge (The Planes) (Int), Profession (Wis), Sense Motive (Wis), Spellcraft (int), Use Magic Device (Cha).
Skill Points at 1st Level: (2 + Int modifier) x4.
Skill Points at Each Additional Level: 2 + Int modifier.



Level BAB Fort Ref Will Special
1st +1 +2 +0 +0 Detect Magic
2nd +2 +3 +0 +0 Mettle, Smite 1/day
3rd +3 +3 +1 +1
4th +4 +4 +1 +1
5th +5 +4 +1 +1 Dispel Magic 1/week
6th +6 +5 +2 +2 Smite 2/day
7th +7 +5 +2 +2
8th +8 +6 +2 +2
9th +9 +6 +3 +3
10th +10 +7 +3 +3 Dispel Magic 2/week, Smite 3/day
11th +11 +7 +3 +3
12th +12 +8 +4 +4
13th +13 +8 +4 +4
14th +14 +9 +4 +4 Smite 4/day
15th +15 +9 +5 +5 Dispel Magic 3/week
16th +16 +10 +5 +5
17th +17 +10 +5 +5
18th +18 +11 +6 +6 Smite 5/day
19th +19 +11 +6 +6
20th +20 +12 +6 +6 Dispel Magic 4/week





Level 1st 2nd 3rd 4th
1st 0 - - -
2nd 0 - - -
3rd 1 - - -
4th 1 0 - -
5th 1 0 - -
6th 1 1 0 -
7th 2 1 0 -
8th 2 1 1 0
9th 2 1 1 0
10th 2 2 1 1
11th 3 2 1 1
12th 3 2 2 1
13th 3 2 2 1
14th 3 3 2 2
15th 4 3 2 2
16th 4 3 3 2
17th 4 3 3 2
18th 4 4 3 3
19th 5 4 3 3
20th 5 4 4 3





Level 1st 2nd 3rd 4th
1st 1* - - -
2nd 1 - - -
3rd 2 - - -
4th 2 1* - -
5th 2 1 - -
6th 2 1 1* -
7th 3 1 1 -
8th 3 2 1 1*
9th 3 2 1 1
10th 3 2 2 1
11th 4 2 2 1
12th 4 3 2 2
13th 4 3 2 2
14th 4 3 3 2
15th 5 3 3 2
16th 5 4 3 3
17th 5 4 3 3
18th 5 4 4 3
19th 6 4 4 3
20th 6 5 4 4
*Provided the Templar has a sufficient Charisma
score to have a bonus spell of this level



Class Features
All of the following are class features of the Templar.

Weapon and Armor Proficiency: Templars are proficient with all simple and martial weapons, and are proficient with armor (Light and Medium), and with all shields (except tower shields). A Templar may cast spells in Medium or lighter armor, and using as shield (as long as he has a free hand) without incurring the normal chance for arcane spell failure. A Templar wearing heavy armor incurs a chance of arcane spell failure if the spell in question has a somatic component (most do). A multiclass templar still incurs the normal arcane spell failure chance for arcane spells received from other classes.

Detect Magic (sp): A Templar may just Detect Magic at will as the spell, A Templar’s caster level is equal to her levels in the Templar class.

Spells: A Templar casts arcane spells, which are drawn primarily from the Sorcerer/wizard spell list. He can cast any spell he knows without preparing it ahead of time, the way a wizard or a cleric must (see below).
To learn or cast a spell, a Templar must have a Charisma score equal to at least 10 + the spell level. The Difficulty Class for a saving throw against a Templar’s spell is 10 + the spell level + the Templar’s Charisma modifier.
Like other spellcasters, a Templar can cast only a certain number of spells of each spell level per day. His base daily spell allotment is given on Table: The Templar. In addition, he receives bonus spells per day if he has a high Charisma score.
A Templar’s selection of spells is extremely limited. A Templar begins play knowing one 1st-level spell of your choice. At each new Templar level, he gains one or more new spells, as indicated on Table: Templar Spells Known. (Unlike spells per day, the number of spells a Templar knows is not affected by his Charisma score; the numbers on Table: Templar Spells Known are fixed.) These new spells can be common spells chosen from the Sorcerer/wizard spell list, or they can be unusual spells that the Templar has gained some understanding of by study. The Templar can’t use this method of spell acquisition to learn spells at a faster rate, however.
Upon reaching 6th level, and at every even-numbered Templar level after that (8th, 10th, and so on), a Templar can choose to learn a new spell in place of one he already knows. In effect, the Templar “loses” the old spell in exchange for the new one. The new spell’s level must be the same as that of the spell being exchanged, and it must be at least two levels lower than the highest-level Templar spell the Templar can cast. A Templar may swap only a single spell at any given level, and must choose whether or not to swap the spell at the same time that he gains new spells known for the level.
Unlike a wizard or a cleric, a Templar need not prepare his spells in advance. He can cast any spell he knows at any time, assuming he has not yet used up his spells per day for that spell level. He does not have to decide ahead of time which spells he’ll cast.
A Templar’s Caster level is equal to his level in the templar class

Mettle (ex): If you make a successful Fortitude or Will Save that has an effect on a successful save (such as damage from a Disintegrate spell), you take no effect on a successful save. ( I.E. ‘Will partial’ and ‘Fort partial’ become ‘Will none’ and ‘Fortitude none’ for you.)

Smite (su):At 2nd Level you gain ability to make a single melee attack that adds your Charisma bonus (if any) to your attack roll and a bonus on damage rolls equal to your Templar level (if you hit). You must declare your smite before making the attack. You gain an additional smite for every 4 levels after 2nd (6th, 10th, 14th, 18th).

Dispel Magic (sp): At 5th level you gain the ability to use Dispel magic once per week as a caster equal to your Templar level. At every 5th level there after you gain an additional use of this ability per week (2/week at 10th, 3/week at 15th, 4/week at 20th)
Seerow

12-08-06, 04:04 PM
Lacking in actual class features/10

At the very least make smite per encounter.

And why is dispel magic limited to x/week?
DRSim

12-08-06, 04:32 PM
As I said its based directly off the Paladin, Remove Disease is on a per week basis, and since Dispel Magic is basically the replacement for that ability it also got put on a per week basis. Nothing about this is written in stone. Thats why its posted for opinions
Seerow

12-08-06, 04:35 PM
The Paladin at least has a Mount, Divine Grace, Lay on Hands, and Turn Undead.

Mettle and Spontaneous Spellcasting really doesn't make up for this, at all.


Also, I'd check out the Rebalanced Paladin (thread posted by OWA) for other ideas. The Paladin in itself is weak as is, and this class is even -weaker- as it takes out all of the Paladin's lower level abilities, and does nothing to replace them, while still not giving any high level abilities.
OneWinged4ngel

12-08-06, 05:44 PM
Dispel Magic x/week. Useless. Heck, later you can cast it anyways. Lack of special abilities besides mettle? Not cool. Spontaneous spellcasting? Ah, yeah, but that's limited by the new spells known limit and doesn't make a big difference anyways. Oh, and guess what? It's not actually spontaneous if you have ONE spell known. It's just preparing the same thing over and over again, effectively. Only up to fourth level spells on the wizard/sorceror spell list? That's no good either. At least the core paladin gets some decent unique spells or some dropped level spells.

Here's a question. Why the heck would you play this instead of a plain old gish build which is better in every way?