first crack at WoW Paladin class

Post/Author/DateTimePost
#1

dugfromthearth

Aug 17, 2010 19:46:38
Edited. This is the second pass at it.  To make it WoW, attributes are renamed and Wisdom and Charisma are combined into Spirit.

WoW 4e PALADIN

CLASS TRAITS
Role: Defender.  The divine presence that surrounds you gives you your powers.  Depending on what aid you call upon in your prayers you can serve multiple roles..
Power Source: Divine
Key Abilities: Strength, Spirit, Stamina
Armor Proficiencies: Cloth, leather, hide, chainmail, scale, light shield, heavy shield
Weapon Proficiencies: Simple melee, military melee
Bonus to Defenses: +1 Fortitude, +1 Will

Hit Points at First Level: 17 + Stamina Score
Hit Points per Level Gained: 7
Healing Surges per Day: 9 + Stamina modifier

Trained Skills: Religion, Choose 3 more from the class skills list: Diplomacy (Spi), Endurance (Sta), Heal (Spi), History (Int), Insight (Spi), Intimidate (Spi), Religion (Int)

Class Features: Auras, Blessings, Consecration

AURA: Whenever you end a long rest choose one of the following auras which lasts until your next long rest.
Concentration Aura: Once per round you can add an additional +1 to the amount healed or temporary hit points given to a single target.
Crusader Aura: For hourly and daily travel add +1 to you and your allies overland speed.
Devotion Aura: You and all adjacent allies receive +1 to all defenses.
Retribution Aura: Once per round you receive +1 damage for each enemy adjacent to you.

BLESSING:  Whenever you end a short rest choose blessing to cast on yourself, which lasts until your next short rest.  
Blessing of Might: +1 to damage rolls
Blessing of Wisdom: +1 to attack rolls
Blessing of Sanctuary: +1 to all defenses
Blessing of Kings: +1 to all healing cast

CONSECRATION
At-Will * Divine, Radiant, Zone
Move action, Close Burst 1
Effect: A zone of glowing runes appears on the ground which lasts until the end of your next turn or you move.  Sustain move action.  
Concentration Aura: Any allies in the zone receive +1 hit points from any healing.
Devotion Aura: At the start of your turn all foes in the zone are marked until the end of your next turn.
Retribution Aura: Any foe that starts their turn in the zone or enters the zone takes your Spirit mod in radiant damage.

LEVEL 1 AT-WILL POWERS

Seal of Command
At-Will * Divine, Weapon
Standard Action, Melee Weapon
Target: One creature
Attack: Strength vs AC
Hit: [W] + Str modifier damage, and each enemy adjacent to the target takes radiant damage equal to your Spirit modifier.  The target is marked by you until the end of your next turn.  

Seal of Justice
At-Will * Divine, Weapon
Standard Action, Melee Weapon
Target: One creature
Attack: Strength vs AC
Hit: [W] + Str modifier damage, and the target is slowed until the end of your next turn. The target is marked by you until the end of your next turn.  

Seal of Light
At-Will * Divine, Weapon
Standard Action, Melee Weapon
Target: One creature
Attack: Strength vs AC
Hit: [W] + Str modifier damage, and you gain temporary hit points equal to your Spirit modifier.   The target is marked by you until the end of your next turn.  

Seal of Righteousness
At-Will * Divine, Weapon
Standard Action, Melee Weapon
Target: One creature
Attack: Strength vs AC
Hit: [W] + Strength modifier damage and the target takes radiant damage equal to your Spirit modifier.  The target is marked by you until the end of your next turn.  
Special: This power can be used as a basic melee attack

Seal of Wisdom
At-Will * Divine, Weapon
Standard Action, Melee Weapon
Target: One creature
Attack: Strength + Spirit modifier vs AC
Hit: [W] damage.  The target is marked by you until the end of your next turn.  

LEVEL 1 ENCOUNTER POWERS

Judgement of Command
Encounter * Divine, Weapon
Standard Action, Melee Weapon
Target: One creature
Attack: Strength vs AC
Hit: [W] + Str modifier damage. The target is marked by you until the end of the encounter or you use another Judgement power.  While the mark remains the first time in a round an ally strikes the target all enemies adjacent to the target take radiant damage equal to your Spirit modifier.  

Judgement of Justice
Encounter * Divine, Weapon
Standard Action, Melee Weapon
Target: One creature
Attack: Strength vs AC
Hit: [W] + Str modifier damage. The target is marked by you until the end of the encounter or you use another Judgement power.  While the mark remains whenever an ally strikes the target it is slowed until the end of the target’s next turn.

Judgement of Light
Encounter * Divine, Weapon
Standard Action, Melee Weapon
Target: One creature
Attack: Strength vs AC
Hit: [W] + Str modifier damage.  The target is marked by you until the end of the encounter or you use another Judgement power.  While the mark remains the first time in a round an ally strikes the target with a melee attack the ally gains temporary hit points equal to your Spirit modifier.  

Judgement of Righteousness
Encounter * Divine, Weapon
Standard Action, Melee Weapon
Target: One creature
Attack: Strength vs AC
Hit: [W] + Str modifier damage.  The target is marked by you until the end of the encounter or you use another Judgement power.  While the mark remains the first time in a round an ally strikes the target, it takes radiant damage equal to your Spirit modifier.

Judgement of Wisdom
Encounter * Divine, Weapon
Standard Action, Melee Weapon
Target: One creature
Attack: Strength vs AC
Hit: [W] + Str modifier damage. The target is marked by you until the end of the encounter or you use another Judgement power.  While the mark remains allies gain a bonus to hit the target equal to your Spirit modifier.

LEVEL 1 DAILY POWERS

Crusader Strike
Daily * Divine, Weapon
Standard Action, Melee Weapon
Target: One creature
Attack: Strength vs AC
Hit: 2[W] + Str modifier damage.
When charging this can be used in place of a Basic Melee Attack.

Hammer of Justice
Daily * Divine, Weapon
Immediate Interrupt, Melee Weapon
Trigger: A foe within weapon reach makes an attack.
Target: One creature
Attack: Strength vs AC
Hit: [W] + Str modifier damage and the target is Stunned until the end of your next turn.  The target is marked by you until the end of your next turn.  

Holy Shield
Daily * Divine
Standard Action, Melee Weapon
Requirement: You must be wielding a shield
Target: One creature
Hit:  [W] + Str modifier damage. The target is marked by you until the end of your next turn.   
Effect: Until the end of your next turn, all foes marked by you have a penalty to attack rolls equal to your Spirit modifier and iIf a foe marked by you makes an attack that does not include you as a target they take radiant damage equal to your Spirit modifier.     

Turn Undead
Daily * Divine
Free Action, Ranged 5
Target: One creature
Attack: Spirit vs Will
Hit: 1d10 + Spirit modifier radiant damage and the target is pushed a number of squares equal to 3 + your Spirit modifier.  The target is immobilized until the end of your next turn.

LEVEL 2 UTILITY POWERS

Divine Protection
Encounter * Divine
Immediate Interrupt, Ranged 5
Trigger: You or an ally within range is attacked
Target: Yourself, or one ally.
Effect:  The target has resistance 5 to all damage until the end of your next turn.  

Flash of Light
Encounter * Divine
Minor Action, Ranged 5
Target: Yourself, or one ally.
Effect:  The target spends a healing surge.

Hand of Reckoning
Encounter * Divine
Immediate Interrupt, Ranged 5
Trigger: A foe within range attacks an ally
Target: One foe
Effect:  The target is marked until the end of your next turn.

Holy Shock
Encounter * Divine
Minor Action, Ranged 5
Target: One creature within range
This power can be used to heal allies or harm foes.  When this power is used choose the attack or aid use.
Attack: Spirit vs Will
Hit: d6 + Spirit modifier damage.  
Aid: Target spends a healing surge, instead of the normal hit point recovery they regain hit points equal to your Spirit modifier.

Purify
Encounter * Divine
Minor Action, Ranged 5
Target: Yourself, or one ally.
Effect:  The target gets to make an immediate saving throw versus one effect.

LEVEL 3 ENCOUNTER POWERS
Use level 1 Encounter Powers

LEVEL 5 DAILY POWERS

Hammer of Wrath
Daily * Divine, Weapon
Minor Action, Ranged 5
Requirement: The target must be bloodied
Target: One creature within range
Attack: Strength vs AC
Hit: 3[W] + Str modifier damage.  The target is marked by you until the end of your next turn.  

Holy Wrath
Daily * Divine
Move Action, Close Burst 1
Target: All enemies within area
Attack: Spirit vs Will
Hit: 1d6 + Spirit modifier radiant damage.  If the target is undead or a demon they take an extra d6 damage and are Stunned until the end of your next turn.

Shield of Righteousness
Daily * Divine, Weapon
Immediate Interrupt, Melee Weapon
Requirement: You must be wielding a shield
Trigger: A foe within weapon reach makes an attack.
Target: One creature
Attack: Strength vs AC
Hit: Str modifier damage and the target is Stunned until the end of your next turn.

Vindication
Daily * Divine, Weapon
Standard Action, Melee Weapon
Target: One creature
Attack: Strength vs AC
Hit: 2[W] + Str modifier damage and the target is Weakened until the end of your next turn.  The target is marked by you until the end of your next turn.  

LEVEL 6 UTILITY POWERS

Cleanse
Encounter * Divine
Minor Action, Ranged 5
Target: Yourself, or one ally.
Effect:  The target gets to make an immediate saving throw versus each effect on them.

Divine Shield
Encounter * Divine
Immediate Interrupt, Ranged 5
Trigger: You or an ally within range is attacked
Target: Yourself, or one ally.
Effect:  The target has resistance 10 to all damage and is weakened until the end of your next turn.  

Holy Light
Encounter * Divine
Move Action, Ranged 5
Target: Yourself, or one ally.
Effect:  The target spends a healing surge and gains additional hit points equal to your Spirit modifier.

Lay on Hands
Daily * Divine
Minor Action, Ranged 5
Target: Yourself, or one ally.
Effect:  The target spends a healing surge and gains additional hit points equal to your Spirit modifier.

Righteous Defense
Encounter * Divine
Immediate Interrupt, Ranged 5
Trigger: A foe within range attacks an ally
Target: One, two, or three foes within range
Effect:  The target is marked until the end of your next turn.  One of the must be the foe that triggered the power.

LEVEL 7 ENCOUNTER POWERS
Use level 1 Encounter Powers

LEVEL 9 DAILY POWERS

Avenger’s Shield
Daily * Divine, Weapon
Immediate Interrupt, Ranged 5
Requirement: You must be wielding a shield
Trigger: A foe within range makes an attack.
Target: One, two, or three foes within range
Attack: Strength vs AC
Hit: Str modifier damage and the target is Stunned until the end of your next turn.

Divine Storm
Daily * Divine
Standard Action, Close Burst 1
Target: All enemies within area
Attack: Spirit vs Will
Hit: 1d10 + Spirit modifier radiant damage.
Effect: All allies with area spend a healing surge.

Exorcism
Encounter * Divine
Standard Action, Ranged 5
Target: One creature
Attack: Spirit vs Will
Hit: 2d10 + Spirit modifier damage.  If the target is undead or a demon they take an additional 2d10 damage.

Hammer of The Righteous
Daily * Divine, Weapon
Minor Action, Ranged 5
Target: One, two, or three foes within range
Attack: Strength vs AC
Hit: 2[W] + Str modifier damage.  

LEVEL 10 UTILITY POWERS

Avenging Wrath
Daily * Divine, Stance
Free Action, Personal
Effect:  While you are bloodied you get +2 to hit and damage with melee attacks.

Holy Mending
Daily * Divine
Free Action, Ranged 5
Target: One creature
Effect:  The target creature spends a healing surge and gains additional hit points equal to your spirit modifier.  Sustain minor.  At the start of your turn the target gains temporary hit points equal to your Spirit modifier.

Light’s Beacon
Daily * Divine
Move Action, Ranged 5
Target: Yourself, or one ally.
Effect:  The target spends a healing surge and gains additional hit points equal to your Spirit modifier.  Each ally adjacent to the target can spend a healing surge.

Sacred Cleansing
Encounter * Divine
Minor Action, Ranged 5
Target: Yourself, or one ally.
Effect:  The target gets to make an immediate saving throw versus each effect on them with a bonus to the saving throws equal to your Spirit modifier.

Sacred Shield
Encounter * Divine, Stance
Standard Action, Personal
Requirement: You must be wielding a shield
Effect: You have resist 5 against all attacks by creatures marked by you.

CLASS FEATS
Greater Blessing (Feat) - When this feat is taken choose a type of blessing.  That blessing affects all allies present at time of blessing, instead of just you.  This feat can be taken multiple times, each time select a different blessing.
Improved Devotion Aura (Feat) - extra +1 to defenses
Improved Retribution Aura (Feat) - extra +1 to damage
Improved Concentration Aura (Feat) - extra +1 to heals and temporary hit points
Pursuit of Justice (Feat) - increase move +2 when Charging
#2

pluisjen

Aug 18, 2010 2:15:53
Hm, looks mostly ok. Few points:

Ability boosts don't exist. I'd change the seals, otherwise each character will need to carry 2 character sheets (or the ability is useless if he's at an even number) which is annoying.

Holy Shock healing is wrong; nobody would spend a surge to regain 3 or 4 hitpoints, and I'm not sure how you meant Flash of Light but if you also mean "instead of normal healing" then that's the same story... a surge should generally give you at least your surge value back.

Also I think it needs a more reliable mark; right now you only have an encounter power or you need to hit with a power. If you miss with an encounter power you miss out on a (very powerful) mark until end of encounter, but if you hit a few times with them you'll have the whole encounter marked.

Oh and Hammer of Justice is too powerful... an interrupt that Stuns, save ends is too much; it wastes the monster's whole attack, the rest of its turn and possible the next one as well.... at level 1.
#3

dugfromthearth

Aug 18, 2010 10:24:14
thanks for the comments
I'm trying to figure out the balance between how WoW works and how D&D works. 
#4

Dark_Stryke

Aug 19, 2010 11:43:53
In a vacuum, this is okay. However, since the class's marks are based solely off its powers, it creates an issue with multiclassing.

Also, the blessings are incredibly imbalanced.

+1 to damage, nonscaling, is practically useless. +1 to attack rolls or all defences is incredibly good. You're talking about (roughly) a +5% chance to hit (or -5% for enemies). Also, as an untyped bonus, it'll stack with everything. +1 to healing is also fairly useless, especially since most of the healing abilities in this class are optional.

Seal of Wisdom could end up too powerful. If you're just pumping Strength and "Spirit" (charisma?) your Seal of Wisdom will end up with about +8 to hit over all your other attacks, making it practically an auto-hit. It'd suggest changing it to a static bonus, like +2. Scaling attack bonuses shouldn't be handed out without a lot of thought. +1 to attacks is as good at level 1 as it as at level 30.

This class seems to be trying to cover too many roles at once. It's got some strong controller-ish abilities with a number of stuns and some-multitargeting, defender marks, and a lot of ways to make people spend healing surges.

I know you're trying to stay true to the WoW paladin flavor, and you've certainly succeeded there, but you should probably look a little harder at the balance of the game.

Hope that helps.
#5

dugfromthearth

Aug 22, 2010 15:37:11
thanks for the comments
I am not considering multi-classing at all since that is not part of WoW
but balancing the powers is important

that's important to think that damage needs to scale but to hit doesn't