Alternate Paladin - Feedback needed [Archive] - Wizards Community

Post/Author/DateTimePost
ParagonDK

12-04-04, 05:41 PM
I am re-doing the Paladin core class, and making him less of a divine spellcaster/undead hunter and more of a demon hunter. I think the Core Rules Paladin is a bit boring after level 5, and decided to change him quite drastically.

This guy basically doesn't like fiends, that's demons and devils for those who don't know what I am talking about.

As I don't know how to use tables in this script, I have posted a screenshot of my class table.

http://www.rollespilcentralen.dk/paladin.jpg

As you can see, he has no spells, but instead of that flexibility he has been given a lot of new abilities.

Also, he can Turn Fiends in the same way a cleric Turns Undead, but he can't turn undead at all. Fiends turned in this way cower like undead, and if usually destroyed, they are sent packing to their home plane.

Anyway, here is the rundown of the abilities:

Remove Disease, Remove Curse, Restoration and Break Enchantment: The Paladin can use one of these abilties once a week. This is to give him added flexibility. He can only use this power once per week. At level 5, he may only try to Remove Disease, but as he increases in power, so too does the effects he may use.

True Death: Fiends slayed by the Paladins hand are permanently destroyed and not just "returned" to their home plane. This is mostly a fluff effect ;-)

Good Weapon: A weapon wielded by the Paladin is considered Good for purposes of overcoming damage reduction. This is the only effect of this ability.

Gift of Grace: Allies within 10' of the Paladin share his Divine Grace saving throw bonuses.

Protection From Fiends: This ability grants the Paladin a constant Protection From Evil effect, but it only works against fiends.

Final Stand: Once a week, the Paladin can force himself to inhuman endurance, and gains 2d10 temporary hitpoints for an amount of rounds equal to his level.

Positive Energy Burst: Once per week, the Paladin can use a standard action to create a burst of positive energy, dealing 1d6 points of damage per level to evil creatures in a 20' radius. Reflex save DC 10+ ½ level + cha modifier halves the damage.

Dismissal, Banishment: As the spell, once a week. From level 12 to 17, it is Dismissal, but once the Paladin reaches level 18, this spell becomes Banishment instead.

Upgraded Final Stand: Allies within 10' also gain the benefits of the Final Stand.

Now...

What do you think? Personally, I think it is a little bit on the underpowered side, since many of the effects are 1/week, and giving up the flexibility and power of spells is quite severe (3/3/3/3 in level 20). I was thinking about making a few of the abilities cost turning attempts instead (thus making them more easily and often used) or perhaps giving the Paladin a few bonus feats (Deadly Charge or similar..)
I also thought about a Combat style for levels 6,12,18 life "Mounted Combat Style" or "Melee Combat Style". Any ideas are very welcome!

But please, post your honest opinions about this guy, and please tell me if you think he is over- or underpowered
Airimel

12-05-04, 02:26 AM
i like your build....but i like the norm palli better except for the lawful good alignment restriction.....i think that it should be limited to what ever god you decide to warship just like a cleric is
SD

12-05-04, 02:33 AM
You want honest opinions? Okay.

Final Stand is worthless. 2-18 (avg. 11) hp once a week at 8th-level isn't worth it in any way, shape, or form. If it takes a standard action (the description doesn't say), it is a reasonable concern that the paladin will be damaged by that amount or more by somebody he could have attacked or killed in that time (an average raging 1st-level orc barbarian with a greataxe deals an average of 12.5 damage). Also, the ability does not improve over time; it still gives 11 hp once a week at 15th-level. At 16th-level, the upgraded version means everybody within ten feet gets 11 hp. It's like a crippled mass cure light wounds, something the cleric got seven levels ago.

Positive Energy Burst is freaky. The way I understand it, positive energy is a good thing. Many evil creatures (read: everything but undead and constructs, including fiends) are healed by positive energy, so suddenly converting their life force into damage is flavorfully confusing and mechanically nonviable.

That said, I like the idea you had concerning the turning attempts. Instead of Final Stand, I suggest giving them Divine Vigor (CW) as a bonus feat: spend a turning attempt (standard action) to get +10 speed and +2 hp per character level for (Cha mod) minutes. I also like the Combat Style options; may I suggest Mounted (Mounted Combat, Ride-By Attack, Spirited Charge), Attack (Power Attack, Cleave, Great Cleave), and Defense (Tower Shield Proficiency, Blind-Fight, Combat Expertise, or preferably something that makes more sense)? Even a progression that granted a bonus Divine feat (player's choice) every six levels would be pretty nice and allows for customization even along that option.

I might suggest Favored Enemy (only option is evil outsiders) as the ranger ability instead of smite evil, but that could be restricting him far too much to the anti-fiend angle.
Shadowbane

12-09-04, 12:43 PM
Evrything looks in order except the True Death ability. That goes against the D&D rules entirley. Fiends cannot be destroyed on the material plane, only on thier home plane can a fiend be destroyed permanently.

I'm not sure how useful turn fiend at 4th level would be. Maybe make it turn undead then at maybe at level 16 add turn fiend as an extra ability by this paladin.