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| windscar1805-24-07, 12:59 PM | So, after hearing the Complete Champion doesn't really have any new feats of interest (besides some rigged ones), I got kind of annoyed. I've liked the multiclass feats from Complete Adventurer and Complete Scoundrel. So, after my friend joking repeatedly about creating a "Barbaladin", I figure that it wouldn't be such a bad idea to create more multiclass feats... Right now, I don't have the flavor text up. I'm just screwing around with the effects. Note that these feats are intended for use with the incrediably awesome "Rebalanced Paladin" (Nice, OneWinged4ngel) found here: http://boards1.wizards.com/showthread.php?t=761045 Devoted Beserker Prerequistes: Rage, Smite Evil While Raging, whenever you smite an opponent, the smite attempt gains an additional +1 to attack and +2 damage. In addition, you may multiclass freely between Barbarian and Paladin without risking the ability to level up as a Paladin. You do not lose Barbarian abilities for being lawful, and you may continue to level up in Barbarian despite your lawful alignment. You must stay lawful good as per the restrictions of the Paladin or risk the normal consequences. Devoted Priest Prerequistes: Access to a domain, Smite Evil Your cleric and paladin levels stack for the purpose of determing the size of your healing pool for your lay on hands ability (if you possess it). In addition, whenever you smite evil with your deity's favored weapon, if you have cleric levels, you may quicken a cleric or domain spell of 1st level or lower without adjusting the spell's level. You may use this ability once per encounter. Finally, you may multiclass between Cleric or Paladin freely without risking losing the ability to level up as a Paladin. Devoted Mage [Reserve] Prerequisites: Smite Evil, access to 2nd level arcane spells As long as you have a smite evil (for the encounter) and a good arcane spell avaliable, once per round, you may perform a Smite Burst. This allows you to add half of your smite evil bonus damage to one attack, with a maximum added damage being less than the highest level good spell you have avaliable. This does not add to your attack, and it does not use up a smite evil attempt. In addition, when you smite evil (but not smite burst), you may lose a spell slot. If you do, your opponent must make a Fortitude save (DC 12 + Cha modifier + spell level given up) or be dazed for 1 round. Next, you may multiclass between Sorcerer or Paladin without risking losing the ability to level up in Paladin. Finally, you can good spells at +1 caster level. Devoted Knight Prerequisites: Smite Evil, Knight's Challenge Your knight and paladin levels stack for the purpose of determining the amount of Smite Evils per encounter and the amount of Knight's Challenges per day avaliable to you. In addition, when you smite an opponent who is the target of your Knight's Challenge ability, you gain teomporary HP equal to half of the damage your smite dealt. These temporary hit points last for one round. Finally, you may multiclass between Knight and Paladin freely without risking the ability to level up in Paladin. Devoted Avenger Prerequisites: Hexblade's Curse, Smite Evil When you smite an opponent you've cursed with your Hexblade's Curse ability, he is grasped by the hand of bad luck. This causes the target to gain a -2 penalty to attack roll and suffer a 20% chance of failing to cast spells or spell like abilities. These penalties last for 1d3 rounds, or when the curse ends, which ever comes first. In addition, your hexblade and paladin levels stack for the purpose of determining the length of the hexblades' curse and the amount of smites per encounter you may use. Finally, you may multiclass between Hexblade and Paladin freely without risking the ability to level up in Paladin. You don't lose Hexblade abilities for being good, and you may continue to level up in Hexblade despite your good alignment. You must stay lawful good as per the restrictions of the Paladin or risk the normal consequences. |