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| Braekor Dragonfang06-16-07, 09:23 AM | I like the idea of a paladin, but not it's execution as a class. To be honest I have no issue with it's code of conduct, it just seems people take it way out of context. My big problem is that the paladin is, for the most part, a 3-5 level class, and gets no real benefit for continuing on (similar to a fighter, but I wouldn't touch that one with a 10ft pole). So I changed a few things around, and I'm hoping it's balanced, but there might be a few holes. Paladin HD: d8 Alignment: Lawful Good BAB: Full Saves: Fortitude high, Reflex low, Will high Class Skills: Climb, Concentration, Craft, Diplomacy, Gather Information, Handle Animal, Heal, Intimidate, Jump, Knowledge (religion), Knowledge (nobility and royalty), Profession, Ride, Sense Motive, Spellcraft, Use Rope Skill Points: 4 + Int Modifier (x4 at first level) Proficiencies: Paladins are proficient with all simple and martial weapons and all light, medium, and heavy armor. Paladins are proficient with shields other than tower shields. Spellcasting: Paladins cast divine spells spontaneously in the same manner as bards or sorcerers, but with a few differences. Paladins must have a charisma score of 10 plus the spell’s level to cast any spell on the paladin spell list. Charisma determines how many bonus spells per day a paladin receives, and the saving throw DC of her spells. The paladin uses the bard’s spells known and spells per day table, but loses one spell known and spell per day of each level (minimum 0 spells per day, 1 spell known). However, a paladin knows all of her domain spells, and receives one bonus spell slot per spell level, from which she may cast any of her domain spells of that level. This does not allow her to cast a spell of a higher level than she would normally be able to cast. Level Special 1 Smite Evil 1/day, Aura of Good 2 First Domain, Lay on Hands 3 Divine Health, Turn Undead 4 Smite Evil 2/day 5 Aura of Courage, Special Mount 6 Purify 1/week 7 Divine Grace 8 Smite Evil 3/day 9 Second Domain 10 Purify 2/week 11 Improved Turning 12 Smite Evil 4/day 13 Purge 1/day 14 Purify 3/week 15 - 16 Smite Evil 5/day, Third Domain 17 Purge 2/day 18 Purify 4/week 19 - 20 Smite Evil 6/dayTurning: Paladins turn undead as a cleric of their level –2. Purify (Su): Once per week starting at 6th level, a paladin can purify one subject, removing any and all of the following conditions: poison, disease, ability damage, ability drain, energy drain, blindness, deafness, curses (including cursed items), fatigue, exhaustion, petrification, and paralysis. Domains: At 2nd, 9th, and 16th level, the paladin gains one of her deity’s domains as a cleric does, including all granted powers and spells. See the spellcasting section for more information. Improved Turning: At 11th level, the paladin now turns undead as a cleric of her level, instead of a cleric of her level –2. In addition, she may now spend two turn undead attempts to turn evil outsiders instead. Purge (Su): Once per day, beginning at 13th level and every 4 levels thereafter, a paladin gains the ability to purge the world of evil. If the paladin makes a successful smite evil attack, she may make an additional attack at her highest base attack bonus –5. If this attack succeeds, the target must make a will save (DC 10 + ½ the paladin’s class level + Cha modifier) or be instantly slain and reduced to a smoking pile of ash as if disintegrated. Code of Conduct A paladin must be of lawful good alignment and loses all class abilities if she ever willingly commits an evil act. Additionally, a paladin’s code requires that she respect legitimate authority, act with honor (not lying, not cheating, not using poison, and so forth), help those in need (provided they do not use the help for evil or chaotic ends), and punish those who harm or threaten innocents. Associates While she may adventure with characters of any good or neutral alignment, a paladin will never knowingly associate with evil characters, nor will she continue an association with someone who consistently offends her moral code. A paladin may accept only henchmen, followers, or cohorts who are lawful good. Ex-Paladins A paladin who ceases to be lawful good, who willfully commits an evil act, or who grossly violates the code of conduct loses all paladin spells and abilities (including the service of the paladin’s mount, but not weapon, armor, and shield proficiencies). She may not progress any farther in levels as a paladin. She regains her abilities and advancement potential if she atones for her violations (see the atonement spell description), as appropriate. Like a member of any other class, a paladin may be a multiclass character, but multiclass paladins face a special restriction. A paladin who gains a level in any class other than paladin may never again raise her paladin level, though she retains all her paladin abilities. |
| Tisner4406-16-07, 10:33 AM | I like the Purify ability, it is far more useful than Removing disease only. I think the class is too much of a spellcasting class and it shouldn't be. I wouldn't give them the Bard spell list...it is a little inappropriate. You keep the Domain spells, but reduce it to one or two domains only. Also keep the normal spellcasting chart, but just add bonus slots for the domain spells. Purge is a little rough....maybe make it towards only outsiders and undead. Seems a little too harsh for humanoids. Hope this helps. |
| Braekor Dragonfang06-16-07, 11:22 AM | I like the Purify ability, it is far more useful than Removing disease only. I think the class is too much of a spellcasting class and it shouldn't be. I wouldn't give them the Bard spell list...it is a little inappropriate. You keep the Domain spells, but reduce it to one or two domains only. Also keep the normal spellcasting chart, but just add bonus slots for the domain spells. Purge is a little rough....maybe make it towards only outsiders and undead. Seems a little too harsh for humanoids. Hope this helps. thanks for the feedback, but I'm a little confused by what you meant when you said the casting was inappropriate |
| OneWinged4ngel06-16-07, 06:53 PM | In case you haven't seen it... this (http://boards1.wizards.com/leaving.php?destination=http://boards1.wizards.com/showthread.php%3Ft%3D761045) might solve the problem for you. It comes very highly acclaimed. :) |
| Tisner4406-17-07, 12:05 PM | thanks for the feedback, but I'm a little confused by what you meant when you said the casting was inappropriate I mean that this class is supposed to a melee class not a casting class. By increasing their spell abilities you turn them into a casting class. You should center on special abilities the class will use during melee or bonus abilities...the only thing the casting needs is a wider variety of spells. The class OneWinged4ngel showed is a good example of this. Great special abilities, with only a small boost in spellcasting. His is overpowered compared to most of the classes (as he himself states), but you can see what I mean with it. |
| Braekor Dragonfang06-17-07, 12:21 PM | Alright, sounds good, I'll work on it then. Thanks for the advice :D |