| Post/Author/DateTime | Post |
|---|---|
| Shadowbane12-29-04, 11:14 PM | For one I allow paladins and rangers to cast spells at thier class level not at half. I also give them up to 5th level spells ( I use a slower Suel arcanamach spell progression ). The way I figure is that they get only 5th level spells. How powerful can that be? and it's not like they get fireball at level 3 or anything. I also allow rapier in the off hand as a light weapon. I allow the bladesinger to start out with the light armor special ability. I allow every book that is 3.5, and a few that arent, mainly the Book of vile darkness and fiend folio. Half-orc changes: No -2 intel. I also give them battle axe prof, like an elf gets sword prof. ( to encourage orcs other than fighter types ) I hate the PHB H-O stereo type. I erased the paladin ability remove disease since it really sucks and isnt useful at all. I gave him Searing light starting at level 1 1/day, level 5 2/day, lvl 10 3/day, level 15 4/day, lvl 20 5/day. He casts searing light at his class level. Wells that all I can think of right now. I might be forgeting something. |
| Judging Eagle12-31-04, 01:25 PM | I assume that rangers can do the same as paladins with regards to casting? Rapiers were/are typically combined with Main Gauches (a large parrying dagger) when used in a fight. Giving a feat for free makes the class slightly more powerful, the proficiencies only make the armour check apply to skills where it's needed, the lack of such proficiencies make the character attack worse. You are really overpowering the Bladesinger class by giving it the light armour proficiency feat. Make the players burn a feat to use light armour; you're stealing thunder from other classes that actually can wear light armours if you give that feat away. Your H/O's still have the bonus to Str I take it? That's not too balanced imo. Remove disease replaced with searing light goes counter to the concept of a Paladin as a defender of the good of all (your paladins should try to heal the sick whenever they can, also, it keeps you from succumbing to illnesses; maybe you might want to beef up the cure disease to be able to heal magical diseases but it has a higher cost (xp, spell slots, or gp/items) for when you need to fight mummies or monsters that incubate spawn into things that they harm (Slaad) or lay eggs in (Xill). You should look carefully at what you modify. |
| Thelon Fairblade12-31-04, 02:23 PM | I won't argue whether he should or shouldn't have Searing Light. I will suggest that he get it exactly as frequently as Remove Disease, and no sooner. |
| Tuneless Bard01-04-05, 09:13 AM | Okay, I can see what you are trying to do here, but unfortunatly i disagree wholehardely with nearly every move. Rapier has a higher threat range and deals the same damage as a short sword...to make it a light weapon all together is to render the short sword obsolete...a weapon which i kinda like...besides, a rapier isnt light...its just weighted well enough to make good use from a high dex, it doesnt make it shorter and weigh less though... My suggestion: Make it a feat. Like the weapon style feats. I would like to comment that the DMG strictly advises against having a creature with +2 str and -2 cha only...what fighter wouldnt want that? The penalty to int is the only thing keeping them away....your objective was to encourage other orc types but such a striking move will create more...there is nothing to balance out the high strength... My suggestion: Valley Orc: +2 Str, -2 Int, -2 Wis Forest Orc: +2 Str, -2 Int, -2 Cha Dark Orc: +2 Str, -2 Wis, -2 Cha Im not even gunna touch the paladin... Paladins are allready overpowered.... Turning, Divine Spells, High BAB, Lay on Hands, Remove Disease, Special Mount, Aura of Courage, Immune to disease and poison, Cha added to saving throws.... now lets increase thier spell level and give them some good damage dealing special abilities... |
| Lord_Anthrax01-05-05, 11:43 AM | Hmm...considering the alignment of Paladins, perhaps Holy Smite or Order's Wrath might be a better choice than Searing Light? |
| Shinryouga01-05-05, 04:49 PM | The paladin and ranger gain access to spell levels at roughly half the rate of a cleric. Thus the reasoning why they have half the caster levels. I see potential problems here, but it could be done. Adding 5th level spells also means (presuming you will be adding mostly from the cleric list) access to Flame Strike. While a cool visual, a high level paladin having access to Flame Strike as well as his other abilities seems a bit over powered, especially casting it as a caster of his level. My call on rapier as an off hand weapon is a resounding no, cited from extensive personal experience. (Most of my weapon and combat related rulings are due to personal experience.) Bladesinger: Giving an extra feat (Armor Proficiency) is giving an extra feat. Do so if you feel the class is unbalanced at your own risk. Do you allow every WotC book that is 3.5, or ANY 3.5 book written by Joe Nobody? Malhavoc, Green Ronin, and Mongoose aren't too bad, but start working into AEG and some others, it gets completely unreasonable. Half-Orc: Our solution? A floating mental penalty. The half orc must put a total of -4 somewhere in his mental stats. (This can be viewed as a variant of Tuneless Bards suggestion) Paladin Disease Related Abilities: They are only worthless if the DM never uses disease in the first place. Just like magic weapons are worthless if you never fight anything with DR. Or fire spells on the Elemental Plane of Fire. If the DM doesn't give a character a chance to use their abilities, of course the ability is seen as useless. Searing Light: Interesting variant. As long as its a balanced trade, cool. Just my two coppers worth. Shinryouga |