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    Default Paladin Remix (Not another one!) (3.5, Base class, PEACH)

    Note, this is my first time trying to homebrew something in a long time, and I haven't finished yet. I'm still working on spells and the spell list so this class isn't ready for play. PHB spells are now finished. This class is now playable.

    The Paladin

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    "I fight for Hope." -- Lerithal, Elven Paladin, seconds before her death.
    "Grag, you son of bitch! I kill you this day!"-- Gramk, Orc Paladin/Barbarian, as he defends a halfling village from his brother the Warlord Grag.


    The Paladin is first and foremost a servant of good. Lawful, Chaotic, for a Paladin these things don't matter. What matters is their absolute devotion to the cause of Good, the protection of the innocent, and the destruction of those that would oppress them.

    Abilities: Strength is important to the Paladin, as her melee attacks depend on it. A higher Constitution score means more hit points, something that every class wants. And the Paladin's spell casting and special abilities rely on her Charisma Score.

    {table=head]Level|BAB|Fort|Ref|Will|Special |0lvl|1st|2nd|3rd|4th|5th|6th

    1st|+1|+2|+0|+2|Aura of Good, Detect Evil, Smite Evil 1/day, Code, Iron Spirit|2|—|—|—|—|—|—

    2nd|+2|+3|+0|+3|Divine Grace, Mettle, Lay on Hands|3|0|—|—|—|—|—

    3rd|+3|+3|+1|+3|Aura of Courage, Divine Health, Mercy|3|1|—|—|—|—|—

    4th|+4|+4|+1|+4|Turn Undead, Smite Evil 2/day|3|2|0|—|—|—|—

    5th|+5|+4|+1|+4|Divine Reflexes, Improved Smite Evil|3|3|1|—|—|—|—

    6th|+6/+1|+5|+2|+5|Battle Blessing, Bonus Feat|3|3|2|—|—|—|—

    7th|+7/+2|+5|+2|+5|Smite Evil 3/day, Divine Defence|3|3|2|0|—|—|—

    8th|+8/+3|+6|+2|+6|Passionate Soul|3|3|3|1|—|—|—

    9th|+9/+4|+6|+3|+6|Bonus Feat, Improved Mettle|3|3|3|2|—|—|—

    10th|+10/+5|+7|+3|+7|Smite Evil 4/day, Spell Resistance |3|3|3|2|0|—|—

    11th|+11/+6/+1|+7|+3|+7|Greater Smite Evil|3|3|3|3|1|—|—

    12th|+12/+7/+2|+8|+4|+8|Bonus Feat|3|3|3|3|2|—|—

    13th|+13/+8/+3|+8|+4|+8|Smite Evil 5/day, Divine Wrath|3|3|3|3|3|0|—

    14th|+14/+9/+4|+9|+4|+9|Battle Casting|4|3|3|3|3|1|—

    15th|+15/+10/+5|+9|+5|+9|Bonus Feat|4|4|3|3|3|2|—

    16th|+16/+11/+6/+1|+10|+5|+10|Smite Evil 6/day|4|4|4|3|3|2|0

    17th|+17/+12/+7/+2|+10|+5|+10|Awesome Smite|4|4|4|4|3|3|1

    18th|+18/+13/+8/+3|+11|+6|+11|Bonus Feat|4|4|4|4|4|3|2

    19th|+19/+14/+9/+4|+11|+6|+11|Smite Evil 7/day|4|4|4|4|4|4|3

    20th|+20/+15/+10/+5|+12|+6|+12|Champion of the Downtrodden|4|4|4|4|4|4|4

    [/table]
    Alignment: Any Good
    Hit Die: d10
    Starting Gold: As PHB Paladin.
    Staring Age: As PHB Paladin.

    Class Skills: The Paladin's class skills (and the key ability for each skill) are Climb (Str), Concentration (Con), Craft (Int), Gather Information (Cha), Heal (Wis), Intimidate (Cha), Jump (Str), Knowledge History (Int), Knowledge Nobility and Royalty (Int), Knowledge (Religion), Listen (Wis), Preform (Cha), Profession (Wis), Ride (Dex), Sense Motive (Wis), Spot (Wis), and Swim (Str). If lawful add Diplomacy (Cha) to the list and if Chaotic add Bluff (Cha). If you are neutral on the law and Chaos axis choose one or the other.
    Class Skills
    Skill Points at 1st Level: (4 + Int modifier) × 4
    Skill Points at Each Additional Level: 4 + Int modifier


    Weapon and Armor Proficiency Paladins are proficient with all simple and martial weapons, all armor (Light, Medium, and Heavy), as well as with all shields (excluding tower shields).

    Code: The Paladin is sworn to protect the weak and defend the innocent. She is free to do this however she pleases, as long as she does not commit and Evil act. If she does commit an Evil act she falls, and loses all supernatural and spell-like class features as well as her casting. There is also a second way for a Paladin to fall, if they don't attempt to defend those they have sworn to protect while there's a chance of it working they will fall.

    Aura of Good (Su): A Paladin is a servant of righteousness, a blazing beacon against the forces of evil. She projects an aura of good around her in a thirty foot radius that can be felt by everyone in the affected area. Those with a good alignment feel peaceful and calmed by the Paladin’s presence. Those with an Evil alignment feel it as a judgment weighing on their wicked souls. Creatures with a neutral alignment feel a watchful, but hopeful presence.

    All good creatures in the Aura gain a +1 morale bonus on all attack rolls and saves (a Paladin counts as being in their own aura at all times) as long as they remain in the Aura and for a number of minutes equal to the level of the Paladin projecting the Aura. Evil creatures take a -1 morale penalty on all attack rolls and saves as long as they remain in the Aura and for a number of minutes equal to the level of the Paladin projecting the Aura. This bonus (or penalty) increases by one for every five Paladin levels the Paladin possesses. The strength of the Paladin’s Aura is equal to her hit dice.

    Detect Evil (Sp): A paladin can detect darkness in the hearts of those she meets. As a swift action a paladin can use the Detect Evil spell at will. This replaces the normal casting time for detect evil.

    Smite Evil (Su): Evil cannot defend against the mighty blows of a paladin. Once per day a Paladin can take a free action to empower her blows with the power of good and righteousness. This ability lasts for a full round or the paladin dismisses it, whichever comes first. A Paladin’s smite has a bonus to hit equal to the Paladin’s charisma bonus and a bonus to damage equal her Paladin level multiplied by two, when facing an evil outsider, an evil dragon, or one of the undead the bonus damage is instead equal to the Paladin’s level times three. A smite does not automatically miss on a natural one. This ability automatically overcomes the damage reduction of the target, or targets, of the smite. The target of the Smite is considered Shaken on their next turn. (The target can make a Will save DC=10+1/2 the Paladin’s level+ her Charisma modifier to avoid the shaken affect.) The paladin gains a Morale Bonus equal to her charisma modifier to her Armor class for one round. If this ability is used on a non-evil creature, or a creature that is guilty of harming the innocent it has no effect and the smite is wasted.

    A Paladin gains an addition use of this ability each day every three levels past first. (So at level seven a Paladin can use Smite Evil three times per day. This ability improves at levels at levels five, eleven, and seventeen.

    Iron Spirit: A Paladin's Paladin levels count as a full Initiator level instead of half an Initiator level for determining what maneuvers a Paladin can learn with the Martial Study feat or when she multi-classes into a Marital Adept class. This applies on to maneuvers of the Iron Heart or Devoted Spirit disciplines.

    A Paladin may recover maneuvers used as a Swordsage.

    Spells: A Paladin's spells known and spells per day are based on her Charisma score. A Paladin knows all the spells on her list and may cast them spontaneously. A Paladin's caster level equals her Paladin level. A Paladin casts divine spells, but they do not have to worship a god. Even if they do it is not their god that empowers them, but the forces a good and righteousness themselves.

    A Paladin must have a charisma score equal to 10+the level of the spell she is trying to cast to cast it.

    The Saving throws for a Paladin's spells are equal to 10+the spell level+1/2 her charisma modifier.

    Divine Grace (Su): A Paladin is empowered by righteousness itself. At second level the weight of the Paladin’s dedication and has earned mastery of her body and mind. She can now add her charisma modifier to all saving throws.

    Mettle (Ex): Starting at second level a Paladin can resist magical and unusual attacks with great fortitude and willpower. If she makes a successful Fortitude or Will save against an attack that would normally have a partial affect on a successful save, she may instead completely negate the effect.

    Lay on Hands (Su): A Paladin is more than a warrior, she is a protector, a leader, a healer. Starting at second level a Paladin can heal a number of hit points of damage equal to her paladin level multiplied by twice her charisma bonus each day. (Example Rica, the fifth level paladin, has a charisma of fifteen she could heal twenty points of damage each day.) This healing can be split up over the course of multiple uses or used all at once. If a Paladin uses this ability on herself it takes a swift action, if she uses it on others it takes a standard action. This can be used to damage those weak to positive energy, like the undead, with a successful touch attack.

    Aura of Courage (Ex): Starting at third level a Paladin has mastered her fear, it can longer stymie her. Beginning at third level a Paladin is immune to fear affects. Furthermore all allies within thirty feet of her are inspired by the Paladin’s courage and gain a +4 morale bonus on saves against fear. This stacks with the bonus provided by the Paladin’s Aura of Good.

    Divine Health (Ex): A Paladin’s faith in her path is absolute, she cannot be held back by mere disease. Starting at third level a Paladin is immune to all diseases, even those of a supernatural or magical origin.

    Mercy: A Paladin does not always need to kill their foes, sometimes those they fight against are merely misguided. Starting at third level a Paladin may chose to do non-lethal damage without the standard penalty to attack rolls.

    Turn Undead (Su): Beginning at fourth level a Paladin gains the ability to turn the Undead. She may use this ability a number of times per day equal to three plus her charisma modifier. A Paladin treats her cleric level for these checks as if she were a cleric three levels lower than her Paladin levels.

    Divine Reflexes (Su): At fifth level a Paladin has learned how to move dexterously in even the heaviest armor. Whenever a Paladin makes a successful Reflex save against an attack that normally does half damage on a successful Reflex save she instead takes no damage. This ability does not function for a helpless Paladin.

    Improved Smite Evil (Su): Beginning at fifth level the target(s) of a Paladin’s smite are also considered Dazed for one round if they fail a Will Save. (DC=10+1/2 the Paladin’s Paladin level+ the Paladin’s charisma modifier) Even on a successful save the target is considered Staggered. This is in addition to the normal effects of the Paladin’s Smite Evil ability.

    Battle Blessing (Ex?): A Paladin is a fearsome warrior, and has learned to blend magic and steel far more effectively than most could ever dream of. Starting at sixth level a Paladin can cast any spell on the Paladin list that they have access to as a swift action.

    Bonus Feats(Ex): At sixth level the Paladin gains a bonus feat. This feat may be taken from the fighter list or may be any divine feat. The Paladin gains another bonus feat every three levels after six. (Nine, twelve, and so on.)

    Divine Defense (Su): A Paladin is a servant to the forces of Righteousness, and does no good to it if she is dead. Starting at seventh level a Paladin gains her charisma bonus to her armor class. This bonus applies against touch attacks, but not when the Paladin is flat footed. (This ability still needs a better name.)

    Passionate Soul (Su) : A Paladin will never abandon the innocent, will never flee in the face of danger, and will never be let herself be controlled. Starting at eighth level a Paladin gets a second save to resist any mind affecting effect that she encounters.

    Improved Mettle (Ex): This ability works just like Mettle except that even on a failed Will or Fortitude save a Paladin is only effected by the partial effect of a spell or ability. She no longer automatically fails Fortitude and Will saves on a natural one.

    Spell Resistance (Su): Starting at tenth level a Paladin is nearly immune to a Wizards wiles. She gains spell resistance equal to her Paladin level plus eleven. A Paladin can lower this Resistance as a free action.

    Greater Smite Evil (Su): At eleventh level a Paladin’s Smite Evil ability becomes more powerful yet again. The target(s) of her Smite Evil must make a Will Save (DC=10+1/2 a Paladin’s Paladin level+ her Charisma modifier) or be Stunned. They are dazed even on a successful save. This replaces the benefits of Improved Smite Evil. In addition the target must make a Fortitude save of the same DC or be blinded. These benefits stack with those of Smite Evil.

    Divine Wrath (Su): A Paladin's soul burns with a fiery passion, they have sworn to protect the innocent and Evil keeps harming their charges. Starting at thirteenth level a Paladin may add her charisma bonus as a bonus to damage on any attack against creatures with an evil alignment.

    Battle Casting (Su?): At fourteenth level a Paladin my apply the Extend spell metamagic to any Paladin spell she cast without changing the spell level. She does not need the Extend spell feat. She may still cast all Paladin spells as a swift action. (This ability needs a better name.)

    Awesome Smite (Su): At seventeenth level a Paladin’s Smite Evil ability has improved for the last time, letting her savagely beat down those who threaten the innocent. Any Evil Creature hit by the Paladin’s Smite Evil is immediately hurled backwards a number of feet equal to one half the damage taken (rounded down to the nearest five foot increment), and knocked prone. If the Paladin is wielding a weapon in two hands they may move their target an extra ten feet. They take a number of extra d6's of damage equal to the number of feet they were throw divided by ten. This does 2d6 extra damage if they are thrown against a wall. The target is automatically deafened for 1d4+the Paladin’s Charisma modifier rounds. No save.


    A Paladin may now jump a number of feet equal to the distance they send their opponents flying between attacks while using Smite Evil on a full attack. These benefits stack with the benefits of Greater Smite Evil and Smite Evil. If a creature is stunned from the attack they drop whatever they were carrying in the square they were in before they were sent flying.

    (Example Awesome Smite: Jason, the nineteenth level paladin, has a charisma score of 36 and is fighting an evil Warblade. He uses an Awesome Smite on the evil doer. Jason overcomes all of the Warblade's damage reduction, (In this case it's 5/Magic.) gaining a +13 bonus to hit, and a +38 bonus to damage. Jason is wielding a mundane Greatsword and using his Power Attack feat to take a -19 penalty to hit and another +38 bonus to damage. He has a strength score of 34. He hits the Evil Warblade for one-hundred and thirteen damage, knocking him back seventy feet, and forcing the evildoer to make a save to avoid Blindness, another to avoid, being stunned, and yet another to avoid nausea. He deals and extra 9d6 damage on the attack, because he slammed the Warblade into a wall. The Warblade has been deafened for fifteen rounds. Jason may now move up to seventy feet, because that is the distance he hurled the enemy Warblade, as a free action and continue his full attack. He does not have to continue attacking the Warblade, and he does not have to move if he doesn't want to.)

    Champion of the Downtrodden (Su): There is no force on earth like a Paladin defending the weak from those that seek to prey on them. At twentieth level when a Paladin is fighting evil creatures she gains DR 15/- , five additional points of SR, and a +10 bonus on all attack and damage rolls.



    EDIT LOG: I noticed the Spells per day table was screwy, it's now fixed.
    Spell list version 1 up.
    Added the Code.
    Fixed a typo.
    Repositioned Divine Grace.
    Redid Divine Defense.
    Removed Remove Disease.
    Added Bonus Feats.
    Removed Improved Evasion.
    Added Iron Spirit.
    Changed Divine Wrath up a bit.
    Changed the name of Evasion and made it a Su ability.
    Changed how distance is figured when calculating an Awesome Smite.
    Finished Spell List.
    Fixed Typo.
    Added three new feats.
    Added Quotes.
    Added Starting Gold and Age.
    Changed the radius of the Paladin's Auras.
    Fixed Smite Evil a bit more.
    Used two of Metahuman1's suggestions.

    STILL TO DO: Rename Divine Defense and Battle Casting.
    Think of something better than Bonus Feats.
    Mess around with Awesome Smite and some of the Smite Evil abilities.
    Make the Blackguard.
    Add the Paladin-King PrC.
    Anything else I'm forgetting at the moment.
    Last edited by Lord Ruby34; 2011-12-14 at 08:17 PM.
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    Default Re: Paladin Remix (Not another one!) (WIP, PEACH)

    Post reserved for the spell list and new spells. PHB spells in progress. PHB spells complete! Up next, the PHB II. Time for CD. SC is up next. SC completed to S. Spell Compendium Complete. Spell list Complete.

    O level-Bless, Cure Minor Wounds, Detect Magic, Guidance, Light, Purify Food and Drink, Read Magic, Resistance, Virtue

    1st level-Bless Weapon, Bless Water, Cure Light Wounds, Deafening Clang, Deflect (Lesser), Detect Poison, Detect Undead, Divine Favor, Divine Protection, Endure Elements, Energized Shield (Lesser), Entropic Shield, Golden Barding*, Guiding Light, Lionheart, Magic Weapon, Moment of Clarity, Protection from Evil, Remove Fear, Resist Planar Alignment, Rhino's Rush, Shield of Faith, Silverbeard, Sticky Saddle*, True Strike, Warning Shout

    2nd level-Aid, Angelskin, Bear's Endurance, Blade Brothers, Bull's Strength, Cat's Grace, Clear Mind, Crown of Might, Crown of Protection, Crown of Smiting**, Cure Moderate Wounds, Delay Poison, Eagle's Splendor, Energized Shield, Fell the Greatest Foe, Flame of Faith, Heroism, Holy Spurs*, Mark of Doom**, Quick March, Remove Disease, Resist Energy, Second Wind, Shield Other, Strength of Stone, Traveler's Mount* Undetectable Alignment, War Cry, Zeal, Zone of Truth

    3rd level-Aid (Mass), Blessing of Bahamut, Cure Serious Wounds, Daylight, Death Ward, Deflect, Diamondsteel, Dispel Magic, Divine Retaliation, Divine Sacrifice***, Grace, Invisibility Purge, Heal Mount*, Holy Mount*, Knight's Move, Magic Circle Against Evil, Magic Vestment, Magic Weapon (Greater), Mantle of Good, Prayer, Protection from Energy, Regal Procession, Righteous Fury, Undead Bane Weapon, Visage of the Deity (Lesser)

    4th level-Blessing of the Righteous, Break Enchantment, Cure Critical Wounds, Dismissal, Dispel Evil, Draconic Might, Freedom of Movement, Healing Spirit, Mark of Justice, Meteoric Strike, Neutralize Poison, Restoration, Sacred Haven Spell Immunity, Spiritual Chariot* Weapon of the Deity**, Winged Mount*

    5th level- Banishment, Cure Light Wounds (Mass), Disrupting Weapon, Dispel Magic (Greater), Divine Agility, Favor of the Martyr, Heroism (Greater), Holy Sword, Radiance, Righteous Might, Stalwart Pact, Valiant Fury

    6th level- Bear's Endurance (Mass), Brilliant Blade, Bull's Strength (Mass), Cat's Grace (Mass), Chasing Perfection, Cure Serious Wounds (Mass), Eagle's Splendor (Mass), Energy Immunity, Heal, Holy Aura, Holy Word, Regenerate, Wind Walk

    * Only if you actually have a mount.
    ** Cast as if your alignment was Good. You are not considered Chaotic, Lawful, or Neutral on [insert name of that axis here].
    *** I'd suggest using the Complete Divine version of this spell. (Credit for that goes to Xtomjames)
    Last edited by Lord Ruby34; 2011-08-28 at 10:06 PM.
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    Default Re: Paladin Remix (Not another one!) (WIP, PEACH)

    New Feats


    These Feats may be taken as Paladin bonus feats.

    Holy Ascetic
    Most monks live lives of quite seclusion and meditation. Some travel the world and see it's evils and injustices firsthand. A select few do something about it.
    Prerequisites: Flurry of Blows, Smite Evil, Divine Grace
    Benefit: Your Paladin and Monk levels stack for determining the damage of your Unarmed Strike and the number of times you can use your Smite Evil ability each day. You may multiclass between Monk and Paladin freely.
    When you gain this feat you may chose to use either your wisdom or your Charisma score for all abilities of either class that are based on one of the two abilities. This choice cannot be changed.
    Normal: Your Paladin and Monk levels do not stack for determining the damage of your Unarmed Strike and the number of times you can use your Smite Evil ability each day.

    Holy Berzerker
    Your very soul blazes at the injustices of the world, and you have learned how to make your holy fury into a force to be reckoned with.
    Prerequisites: Rage, Smite Evil
    Benefit: Your Paladin and Barbarian levels stack for determining the total number of Rages you can enter each day as well as your number of Smite Evil attempts. You may cast Paladin spells while Raging, and you may multiclass freely between Paladin and Barbarian.
    Normal: Your Paladin and Barbarian levels do not stack for determining the total number of Rages you can enter each day as well as your number of Smite Evil attempts.

    Holy Outlaw
    Some Paladins are exemplars of what is good, right and honorable. Some are more devious than others, knowing exactly how to hit where it hurts. Maybe you were a redeemed criminal, or are just pragmatic. Whatever the reason you've learned how to blend stealthy strikes and the will to stop evildoers.
    Prerequisites:Sneak Attack +2d6, Smite Evil, Divine Grace.
    Benefit: Your Paladin and Rogue levels stack for determining your the total amount a Smite Evil uses and your Sneak Attack damage. You may also use your Sneak Attack ability on any Evil creature, even if they would normally be immune. You may multiclass between Paladin and Rogue freely.
    Normal: Your Paladin and Rogue levels do not stack for determining your Sneak attack dice and Smite Evil attempts.

    Special Mount
    Prerequisites: Paladin level 5th
    Benefit: You gain the service of a celestial mount that Improves as you level. Like this. The mount you select can have no more than four hit dice, and it may not have a CR greater than two. If you would like a stronger mount you should speak with your DM.
    Normal: You do not have a celestial mount. Loser.

    Note, sane DM's should disallow Sword of the Arcane Order. Of course if you are in fact, not quite sane, then go ahead and let your players use this feat.
    Last edited by Lord Ruby34; 2011-08-30 at 12:13 AM.
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    Default Re: Paladin Remix (Not another one!) (3.5, Base class,WIP, PEACH)

    A few thematic and mechanical suggestions:

    - It is a consensus among many that Smite should be per-encounter ability. 4 per encounter by level 20 seems fine to me. This way you could also make room for other class abilities.
    - Evasion in full plate seems counter intuitive. However, I believe there's a Shield Evasion feat somewhere out there.
    - With Divine Grace, one could consider Improved Evasion a bit redundant, so that's another class feature cleared for something else, if you feel like it.
    - With 5 class-ability slots cleared, you now have the place to position bonus feats - among which you could (and should) include shield feats, divine feats and some other stuff that's appropriate for a defender of good.
    - You could widen the effect of Smite to include anyone that stands between a paladin and his true calling (note that gaining personal power is not included in a paladin's true calling).
    - Remove Disease is really not necessary as class ability when it could just be a spell - especially for a spontaneous spellcaster.
    - I'd suggest replacing Divine Defense with the Spirit Shaman's Spirit Warrior feature. As levels go up, the problem is not AC as much as touch AC.
    - Divine Wrath - drop it. It's just s non-thematic filler ability.
    - Battle Casting - 1) This ability definitely needs a better name. 2) Why Extend? What does it have to do with a defender of good?
    - Awesome Smite - the fixed distance makes it feel like a teleport effect rather than an awesome push. You could make it a really augmented Bull Rush effect. Also note that this backfires by denying the paladin his multiple attacks (6d6/8d6 don't compensate for this loss), so you'd probably want to make this one optional.
    Last edited by nonsi; 2011-08-28 at 05:09 AM.

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    Default Re: Paladin Remix (Not another one!) (3.5, Base class,WIP, PEACH)

    Quote Originally Posted by nonsi View Post
    A few thematic and mechanical suggestions:

    - It is a consensus among many that Smite should be per-encounter ability. 4 per encounter by level 20 seems fine to me. This way you could also make room for other class abilities.
    I was trying to keep the Paladin feel, so I tried to make something that was actually worth a per day limit. I'll keep your suggestion in mind though.

    Quote Originally Posted by nonsi View Post
    - Evasion in full plate seems counter intuitive. However, I believe there's a Shield Evasion feat somewhere out there.
    I didn't want to force a Paladin to use a shield. But I just remembered an armored Evasion class feature by something in Complete Divine so the Paladin will be getting that.

    EDIT: It's Divine Oracle, so I'll take a page from his book and rename the ability.

    EDIT 2: Done.

    Quote Originally Posted by nonsi View Post
    - With Divine Grace, one could consider Improved Evasion a bit redundant, so that's another class feature cleared for something else, if you feel like it.
    I'll put some sort of bonus feat in it's place then.

    Quote Originally Posted by nonsi View Post
    - With 5 class-ability slots cleared, you now have the place to position bonus feats - among which you could (and should) include shield feats, divine feats and some other stuff that's appropriate for a defender of good.
    I'll probably make it divine or fighter feats.

    Quote Originally Posted by nonsi View Post
    - You could widen the effect of Smite to include anyone that stands between a paladin and his true calling (note that gaining personal power is not included in a paladin's true calling).
    Maybe, I'm trying to keep most of the Paladin's feel. If most other people agree with you I'll change it.

    Quote Originally Posted by nonsi View Post
    - Remove Disease is really not necessary as class ability when it could just be a spell - especially for a spontaneous spellcaster.
    You're right, I'll find something else. Possibly bonus feats.


    Quote Originally Posted by nonsi View Post
    - I'd suggest replacing Divine Defense with the Spirit Shaman's Spirit Warrior feature. As levels go up, the problem is not AC as much as touch AC.
    I'll look at it as soon as I can. How is it now?

    Quote Originally Posted by nonsi View Post
    - Divine Wrath - drop it. It's just s non-thematic filler ability.
    Then I'll make it be thematic!

    EDIT: Done.

    Quote Originally Posted by nonsi View Post
    - Battle Casting - 1) This ability definitely needs a better name. 2) Why Extend? What does it have to do with a defender of good?
    It makes the Paladin's buffs last longer, which lets her conserve Spells per Day and Swift actions. It's mostly a mechanical ability.

    Quote Originally Posted by nonsi View Post
    - Awesome Smite - the fixed distance makes it feel like a teleport effect rather than an awesome push. You could make it a really augmented Bull Rush effect. Also note that this backfires by denying the paladin his multiple attacks (6d6/8d6 don't compensate for this loss), so you'd probably want to make this one optional.
    I was going to base it off of damage, and I still sorta intended to. Time to make a chart.

    EDIT: I made a formula instead.

    Also, you can move between Smite Attacks while preforming an awesome smite, so you can keep whacking the same guy.


    I'll start working again in a few hours, as I have to leave now.
    Last edited by Lord Ruby34; 2011-08-28 at 12:54 PM.
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    Default Re: Paladin Remix (Not another one!) (3.5, Base class,WIP, PEACH)

    This class is now ready for play. Kinda, I'm still open to suggestions and some of the abilities need to be renamed. Now let's see what stupid mistakes the Playground can catch.
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    Default Re: Paladin Remix (Not another one!) (3.5, Base class,WIP, PEACH)

    Spoiler
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    This one seems more paladin-ly, if you ask me : http://www.youtube.com/watch?v=SAcHkNkXp4Q

    Code: The Paladin is sworn to protect the weak and defend the innocent. She is free to do this however she pleases, as long as she does not commit and Evil act. If she does comment an Evil act she falls, and loses all supernatural and spell-like class features as well as her casting. There is also a second way for a Paladin to fall, if they don't attempt to defend those they have sworn to protect while there's a chance of it working they will fall.
    I think there's a typo there.

    Also, paladins get all spells in their list and cast cast them as a sorcerer? I like the idea, but maybe you should make them choose a list or give them fewer spells per day than a sorcerer. Oh, and either I missed it or you should explain spells/day and stuff.
    : I may be in error, but I believe the appropiate proclamation is "Sneak Attack, bitch."

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    Default Re: Paladin Remix (Not another one!) (3.5, Base class,WIP, PEACH)

    Eh, I love that song too much to change it. Even if the other one does fit better.

    Typo fixed.

    And the Paladin spell list isn't all that powerful, and only Dispel Magic and Daylight arn't a buffs or healing spells of some sort. I might drop their spells per day a bit, possibly down to a max of three before Cha is factored in.

    And I thought I did explain spells per day.
    Last edited by Lord Ruby34; 2011-08-28 at 04:36 PM.
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    Default Re: Paladin Remix (Not another one!) (3.5, Base class, PEACH)

    Okay, I have a couple of things.

    1.) Why is knowledge (History) a class skill?

    2.) Aura of Courage--60 Feet? The SRD is 10. At least lower it to 30

    3.) What does the morale bonus in Smite Good give a bonus to?

    I might post more things later, if I find any more.
    Quote Originally Posted by EvilMageTim View Post
    So I decide to take a break for one day and the party is already trying to kill each other...AND Sam's not even involved? I'm confused
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    Default Re: Paladin Remix (Not another one!) (3.5, Base class, PEACH)

    Quote Originally Posted by Sparrow View Post
    Okay, I have a couple of things.
    Okay.

    Quote Originally Posted by Sparrow View Post
    1.) Why is knowledge (History) a class skill?
    I guess it doesn't need to be, but more options never hurt.

    Quote Originally Posted by Sparrow View Post
    2.) Aura of Courage--60 Feet? The SRD is 10. At least lower it to 30
    I'll lower Aura of good as well.

    Quote Originally Posted by Sparrow View Post
    3.) What does the morale bonus in Smite Good give a bonus to?
    Smite Good, where!? Anyway it was supposed to be a bonus to AC.

    Quote Originally Posted by Sparrow View Post
    I might post more things later, if I find any more.
    Good, I can always use more criticism, so thanks for the post.
    Last edited by Lord Ruby34; 2011-08-29 at 04:10 PM.
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    Default Re: Paladin Remix (Not another one!) (3.5, Base class,WIP, PEACH)

    Quote Originally Posted by Lord Ruby34 View Post
    How is it now?
    I'd make it deflection bonus vs. any attack the paladin is aware of.
    Basically, the paladin's conviction-derived will power pushess attacks away.
    This is both more powerful and more thematically sound (a paladin being dodgy... doesn't really convey the right feel).

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    Default Re: Paladin Remix (Not another one!) (3.5, Base class, PEACH)

    I agree with the idea of making smiting an ability that can be used on anything that get's in the way of your duty too defend good. The "Chaotic Neutral" nut case running around committing murder at the drop of a hat because he's "Chaotic." should not be immune to paladin smiting, really.

    I'd also give them an ability too allow them too deal nonlethal damage when they wish, since you know, there all merciful and good aligned and won't kill needlessly.

    As for smites use limit, here's what I'd suggest. Work it a bit so that no matter what build he's playing, the Paladin if he stays a Paladin will never have less then 1 smite use per attack in one round. Then give them a recovery mechanic, like say a cool down time before they can use it again. That plus the first suggestion would make Smite a truly meaningful ability.
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    Default Re: Paladin Remix (Not another one!) (3.5, Base class, PEACH)

    Quote Originally Posted by nonsi View Post
    I'd make it deflection bonus vs. any attack the paladin is aware of.
    Basically, the paladin's conviction-derived will power pushess attacks away.
    This is both more powerful and more thematically sound (a paladin being dodgy... doesn't really convey the right feel).
    Eh, right now it's an unnamed bonus so it can be flavored however you feel like and stacks with everything. I believe I will change it to apply to every attack the paladin is aware of.

    Plus I actually like dodgy Paladins.

    Quote Originally Posted by Metahuman1 View Post
    I agree with the idea of making smiting an ability that can be used on anything that get's in the way of your duty too defend good. The "Chaotic Neutral" nut case running around committing murder at the drop of a hat because he's "Chaotic." should not be immune to paladin smiting, really.

    I'd also give them an ability too allow them too deal nonlethal damage when they wish, since you know, there all merciful and good aligned and won't kill needlessly.

    As for smites use limit, here's what I'd suggest. Work it a bit so that no matter what build he's playing, the Paladin if he stays a Paladin will never have less then 1 smite use per attack in one round. Then give them a recovery mechanic, like say a cool down time before they can use it again. That plus the first suggestion would make Smite a truly meaningful ability.
    In all fairness most DM's would tell him that he's CE. But I will change the ability. Probably at third level so the table doesn't blow up some more.

    I'll use your second suggestion as well.

    I'm not sure how I feel about a cool down timer, I like per day uses of smite, and it does last a full round. I'd rather make smite more powerful and leave it at a per day limit. I might change it to gaining an extra Smite Evil attempt at every odd level. I'll have to playtest Smite Evil as it currently works first.

    It's also looking like a might have an opportunity to do so soon, as I'm applying for a game as a Catfolk Unarmed Swordsage/Paladin gestalt.
    Last edited by Lord Ruby34; 2011-08-30 at 03:37 PM.
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    Default Re: Paladin Remix (Not another one!) (3.5, Base class, PEACH)

    Be aware that Gestalt is not a great way to test something until after it's tested relatively thoroughly in None Gestalt.

    If it lasts for the entire round, Might I suggest a different approach?

    Make it so that if the Pally uses up his smiting during an encounter, he can spend a round praying to regain them, similar to how a swordsage recovers maneuvers. That way, if the player really, really, really needs more then what he's got, he can get it. To this, I'd add the Per encounter suggestion. Now, Smite is a very very powerful, and you don't have too worry about running out very much. Remember, that was suppose to be the big advantage of melee. You don't run out of ability's like the spell casters.
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    Default Re: Paladin Remix (Not another one!) (3.5, Base class, PEACH)

    I know gestalt's not a great way to test it, but it's absolutly perfect for a character concept I've had rattling around for a while. I'll look for another game to play this in as well.

    As to your suggestion, I'm of two minds. On one hand it seems like it would be very good. On the other I'm worried that it might make the Paladin too powerful. I don't mind if it's slightly more powerful than a warblade, but what basically amounts to is a permanent (new and improved) Smite Evil active all the time with swift action spellcasting.

    And this Paladin is a half-caster. I'm not trying to replace crusader, that class works well for a non-caster holy warrior. So I did something else to fix my favorite class.
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    Default Re: Paladin Remix (Not another one!) (3.5, Base class, PEACH)

    I'm bumping this so it doesn't get lost on the last page while I still have work to do on it. I just haven't had time recently.
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