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Old 09-26-2012, 12:21 AM   Top  -  End  -  #1
Drako_Beoulve
Barbarian in the Playground
 
Kobold
 
Join Date: Dec 2009
Default [DnD 3.5]Paladin Fix[DnD 3.99 Project]

Beta version of the Paladin, please help to improve/nerf.

Things to do:
-Add Fluf
-Add Aligment ACFs (Lawful Evil, Chaotic Good, Chaotic Evil versions)
-Add Martial ACF
-Add some notes and explanation of changes
-Review Spells

Alignment: Lawful good
Hit Die: d12
Class Skills:
The paladin’s class skills (and the key ability for each skill) are
Concentration (Con), Craft (Int), Diplomacy (Cha), Handle Animal
(Cha), Heal (Wis), Knowledge (nobility and royalty) (Int),
Knowledge (religion) (Int), Profession (Wis), Ride (Dex), and Sense
Motive (Wis). See Chapter 4: Skills for skill descriptions.
Skill Points at 1st Level: (2 + Int modifier) × 4.
Skill Points at Each Additional Level: 2 + Int modifier.
Weapon and Armor Proficiency: Paladins are proficient with
all simple and martial weapons, with all types of armor (heavy,
medium, and light), and with all shields (including tower shields).

THE PALADIN
LevelBABFortRefWillFeaturesSpell
Lv 1
Lv2Lv3Lv4Lv5Lv6
11202Aura of Good, Code of Conduct, Detect Evil,
Smite Evil (1/encounter)
1-----
22303Divine Grace, Lay on Hands1-----
33313Divine Health, Divine Thoughness (Die Hard)2-----
44414Turn Undead, Aura of Courage2-----
55414Smite Evil (2/encounter), Special mount21----
66525Mettle31----
77525Imporved lay on hands (channel cure Spell)32----
88626Aura of Protection321---
99636Smite Evil (3/encounter)431---
1010737Dispel Evil432---
1111737Improved Smite4321--
1212848Aura of Grace4431--
1313948Smite Evil (4/encounter)4432--
1414949Improved Mount44321-
1515959Greater Smite44431-
161610510Aura of Order44432-
171710510Smite Evil(5/encounter)444321
181811611Improved Aura444431
191911611Holy Sword444432
202012612Aura of Divinity444433

Spells: Beginning at 1th level, a paladin gains the ability to cast a small number of divine spells (the same type of spells available to the cleric, druid, and ranger), which are drawn from the paladin spell list (see below). A paladin must choose and prepare her spells in advance.

To prepare or cast a spell, a paladin must have a Wisdom score equal to at least 10 + the spell level (Wis 11 for 1st-level spells, Wis 12 for 2nd-level spells, and so forth). The Difficulty Class for a saving throw against a paladin’s spell is 10 + the spell level + the paladin’s Wisdom modifier.

Like other spellcasters, a paladin can cast only a certain number of spells of each spell level per day. Her base daily spell allotment is given on Table 3–12: The Paladin, of the Player's Handbook. In addition, she receives bonus spells per day if she has a high Wisdom score (see Table 1–1: Ability Modifiers and Bonus Spells, page 8). A paladin prepares and casts spells the way a cleric does, though she cannot lose a prepared spell to spontaneously cast a cure spell in its place. A paladin may prepare and cast any spell on the paladin spell list (see below), provided that she can cast spells of that level, but she must choose which spells to prepare during her daily meditation, her caster level is equal to her paladin level.

Paladin's Spell List:
1st:
Spoiler

2nd:
Spoiler

3rd:
Spoiler

4th:
Spoiler

5th:
Spoiler

6th:
Spoiler


Aura of Good (Su): The power of a paladin’s aura of good (see the detect good spell) is equal to her paladin level, just like the aura of a cleric of a good deity.

Detect Evil (Sp): At will, a paladin can use detect evil, as the spell.

Smite Evil (Su): Once per encounter, a paladin may attempt to smite evil with one normal melee attack. She adds her Charisma bonus (if any) to her attack roll and deals 1 extra point of damage per paladin level. For example, a 13th-level paladin armed with a longsword would deal 1d8+13 points of damage, plus any additional bonuses for high Strength or magical affects that would normally apply. If the paladin accidentally smites a creature that is not evil, the smite has no effect, but the ability is still used up for that encounter.

At 5th level, and at every five levels thereafter, the paladin may smite evil one additional time per encounter, as indicated on the Paladin Class Table, to a maximum of five times per day at 20th level.

Code of Conduct:
A paladin must be of lawful good alignment and loses all class abilities if she ever willingly commits an evil act. Additionally, a paladin’s code requires that she respect legitimate authority, act with honor (not lying, not cheating, not using poison, and so forth), help those in need (provided they do not use the help for evil or chaotic ends), and punish those who harm or threaten innocents.

Divine Grace (Su): At 2nd level, a paladin gains a bonus equal to her Charisma bonus (if any) on all saving throws.

Lay on Hands (Su): Beginning at 2nd level, a paladin with a Charisma score of 12 or higher can heal wounds (her own or those of others) by touch. Each day she can heal a total number of hit points of damage equal to her paladin level times her Charisma bonus. For example, a 7th-level paladin with a 16 Charisma (+3 bonus) can heal 21 points of damage per day. A paladin may choose to divide her healing among multiple recipients, and she doesn’t have to use it all at once. Using lay on hands is a standard action. Alternatively, a paladin can use any or all of this healing power to deal damage to undead creatures. Using lay on hands in this way requires a successful melee touch attack and doesn’t provoke an attack of opportunity. The paladin decides how many of her daily allotment of points to use as damage after successfully touching an undead creature.

Divine Health (Ex): At 3rd level, a paladin gains immunity to all diseases, including supernatural and magical diseases (such as mummy rot and lycanthropy).

Divine Thoughness (Ex): At 3rd level, a paladin gains Die Hard as a bonus feat.

Turn Undead (Su): When a paladin reaches 4th level, she gains the supernatural ability to turn undead. She may use this ability a number of times per day equal to 3 + her Charisma modifier. She turns undead as a cleric of three levels lower would.

Special Mount (Sp): Upon reaching 5th level, a paladin gains the service of an unusually intelligent, strong, and loyal steed to serveher in her crusade against evil. This mount is usuallya heavy warhorse (for a Medium paladin) or a warpony (for aSmall paladin).

As a full-round action, a paladin may magically call her mount from the celestial realms in which it resides. The mount immediately appears adjacent to the paladin and remains for a total of 4 hours plus 1 hour per paladin level; it may be dismissed at any time as a free action. The mount is the same creature each time it is summoned, though the paladin may release a particular mount from service (if it has grown too old to join her crusade, for instance). Each time the mount is called, you may have it appear in full health, regardless of any damage it may have taken previously, doing so, will reduce 1 hour of the total time it remains with the paladin. The mount also appears wearing or carrying any gear it had when it was last dismissed )including barding, saddle, saddlebags, and the like). Calling a mount is a conjuration (calling) effect.

Should the paladin’s mount die, it immediately disappears, leaving behind any equipment it was carrying. The paladin may not summon another mount for thirty days or until she gains a paladin level, whichever comes first, even if the mount is somehow returned from the dead. During this thirty-day period, the paladin takes a –1 penalty on attack and weapon damage rolls.

Mettle (Su): A Paladins's special blessing allows her to shrug off magical effects that would otherwise harm her. If a Paladin makes a successful Will or Fortitude saving throw that would normally reduce the spell's effect, she suffers no effect from the spell at all. Only those spells with a Saving Throw entry of "Will partial," "Fortitude half," or similar entries can be negated through this ability.

Improved lay on hands (Su): Starting at level 7th, The Paladin can channel the Lay on Hands on a Cure Spell. Whenever The Paladin casts a cure spell, she may add the effect of the Lay on Hand ability, adding additional points to the spells' cure effect and subtracting the same additional amount from your total points of Lay on Hands per day.

Aura of Grace (Ex): At level 8th, The Paladin can share her Divine Grace ability to all allies within 10 ft of range.

Dispell Evil (Sp): Starting at level 10th, a paladin can use, at will, dispell evil as the spell.

Improved Smite (Su): Starting level 11th, the Paladin's smite evil radiates dealing damage any nearby evil opponent. by consuming an extra time per encounter of Paladin's Smite evil ability, All of your evil opponents within a 20-ft-radius burst of the target creature must succeed a Fortitude Save or take full damage equal to the smite evil's bonus damage. A successful save results in half damage done.

Aura of Protection (Ex): A Paladin of level 12th grants to all allies within 30 ft range a shield bonus to AC equal to her CHA modifier. This bonus stacks with all other shield bonuses the ally may have.

Improved Mount (Su): At level 14th you can add any suitable template to the Paladin's mount (subject to DM's discretion)

Greater Smite Starting at level 15th the Paladin may consume an extra time per encounter of Paladin's Smite evil ability to stun an evil opponent with a successful smite evil attempt.

Aura of Order (Sp): Starting at level 16th the Paladin radiates an aura of order that covers all allies within 40 ft of range. Allies within the aura of order are immune to all compulsion effects.

Improved Auras At level 18th all the Paladin auras doubles it's range.

Holy Sword (Sp): Starting at level 19th and at will, a paladin can use Holy Sword, as the spell.

Aura of Divinity (Sp): At level 20th and as a swift action the Paladin radiates an aura of Divinity that covers all allies within 5 ft of range. Allies within the aura of divinity gains fast healing 5 and are immune to damage, attribute damage, and level drain effects for any rounds equal to half the Paladin's CHA modifier rounded down. The Paladin may no act while radiating the aura of divinity or otherwise breaks it. This ability can be used once at day.
__________________
3.99 Project, Trying to Improve the 3.5 version, current fixes:

- Soulknife Fix
- Samurai Rework
- Paladin Fix

Last edited by Drako_Beoulve : 09-26-2012 at 12:33 AM.
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Old 09-26-2012, 07:20 PM   Top  -  End  -  #2
Milo v3
Troll in the Playground
 
 
Join Date: Aug 2010
Location: 
Australia
Gender: Male
Default Re: [DnD 3.5]Paladin Fix[DnD 3.99 Project]

Class Skills: Remove this:
Quote:
See Chapter 4: Skills for skill descriptions.
Table: Change the Lv 1, Lvl 2, Lvl 3... with 1st, 2nd, and 3rd...

Spells: Remove this, as it says they have the same spells per day as standard Paladins:
Quote:
Her base daily spell allotment is given on Table 3–12: The Paladin, of the Player's Handbook
.
If you want you could replace it with this:
Quote:
Her base daily spell allotment is given on the table above.
In addition remove this:
Quote:
(see Table 1–1: Ability Modifiers and Bonus Spells, page 8).
Lay on Hands: I think you should split this into three paragraphs, with the example in the middle.

Divine Thoughness: Toughness, not Thoughness. And it should probably say:
Quote:
At 3rd level, a Paladin gains Die Hard as a bonus feat, even if he lacks the prerequistes.
Dispell Evil (Sp): Dispel not Dispell.

Improved Smite (Su): What's the Fort Save's DC?

Aura of Protection (Ex): I suggest you make this a sacred bonus to AC rather than shield bonus to AC, as it will create this confusion.

Improved Mount (Su): If I where you I would at least put an LA limit on this.

Aura of Divinity (Sp): That is amazingly powerful... Does it affect the paladin as well as the allies?
__________________
My Homebrew (180+ and still counting) Horribly Out of Date

Quote:
Originally Posted by Crasical View Post
I once had a DM shoot down my wizard with an octopus familiar idea when I pointed out the ink loophole and declared my intention to escape bad situations by holding my pet above my head and shouting "BEHOLD, THE OCTOPUS!" before disappearing in a cloud of chemical darkness.
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Old 09-26-2012, 09:40 PM   Top  -  End  -  #3
Gamer Girl
Banned
 
BlueWizardGirl
 
Join Date: Nov 2010
Default Re: [DnD 3.5]Paladin Fix[DnD 3.99 Project]

1.The Smite per encounter is a bit much, and it's so 4E. And when you do 'encounter stuff', you have to do lame 4E like encounters where the game moves from Encounter 5 to Encounter 6. And it works only for that play style, where the DM will bang a hammer and say ''encounter 5 is officially over and encounter 6 is officially starting. And what if the paladin encounters a foe between encounters? Or does ''encounter'' just mean ''anytime the paladin first encounters any foe''.

2.Dispel Evil at will is a bit much....

3.Once the Paladin gets to higher levels he gets lots of group powers(again very 4E) suddenly shifts the paladin from a single holy warrior to some sort of holy general. It's a bit of an odd shift.

4.Worse, a lot of the Paladin's high level abilities are weak, or worse only effect the group. After 12th level, the paladin gets very little. When the paladin gets ''make a happy aura'' it's nice, but it does not help the paladin fight a demon dragon.

5.Spells. Way too many spells. Worse, you give the Paladin way too many cleric attack spells. As a holy warrior, the paladin should not be standing back and casting spells....he should be knee deep in combat.
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