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Old 12-03-2009, 03:16 PM   Top  -  End  -  #1
Surrealistik
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Default [3.5] Tier 3 Paladin (PEACH)

The Paladin revised to be a more competitive, higher tier class. There were several aims I had in mind when designing this fix.

The first was to make pure classing viable and competitive; I really wanted to give players compelling reasons to stick with the Paladin, rather than branching off/dipping into something else.

The second was to make the class itself viable and competitive overall, and decisively 3rd tier.

The third was to do the first and second in ways that were thematic and appropriate. Emphasizing the Paladin's iconic roles as a defender of the meek, and a slayer of evil I thought to be the best way of going about this, primarily by means of damage and resistance sharing, enhanced healing and anti-evil/undead capabilities. It wasn't about simply increasing the class' defensive capabilities so much as it was highlighting these design elements.

With the exception of these changes and new abilities, or where explicitly stated, it is otherwise identical:

New class skills: Jump, Climb

Skill Points at 1st Level:

(4 + Int modifier) ×4.

Skill Points at Each Additional Level:

4 + Int modifier.

Spoiler


High Saves: Fortitude, Will

Detect Evil (Su): As per the core class. However, the capabilities of the Paladin's Detect Evil improves over time as follows:
Spoiler


Smite Evil (Su): Instead of X uses per day, Smite Evil features X uses per encounter. Smites may also be made as ranged attacks. Smite Evil deals 2 times its normal bonus damage to Evil Outsiders and Undead. All damage dealt by Smite Evil counts as being Good aligned.


Lay on Hands (Su):
Spoiler



Aura of Courage (Ex):
Spoiler



Gift of the Martyr (Su):
Spoiler



Argent Soul (Ex):
Spoiler



Divine Providence (Su):
Spoiler



Divine Aegis (Su):
Spoiler



Aura of Beneficence (Su):
Spoiler



Remove Disease (Su): The Paladin does not gain the Remove Disease ability.


Indomitable Zeal (Ex):
Spoiler



Blade of Virtue (Su):
Spoiler



Greater Smite (Su)
Spoiler



Scouring Light (Su):
Spoiler



Celestial Mount (Ex):
Spoiler
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Last edited by Surrealistik : 07-08-2012 at 02:05 PM.
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Old 12-03-2009, 04:03 PM   Top  -  End  -  #2
vampire2948
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Default Re: 3rd Tier Paladin (PEACH)

So... this:

Paladin
LevelBase Attack<br>BonusFort SaveRef SaveWill SaveSpecial1st2nd3rd4th
1st
+1
+2
+0
+3
Aura of Good, Detect Evil, Smite Evil 1/Encounter--  
2nd
+2
+3
+0
+3
Divine Grace, Lay on Hands--- 
3rd
+3
+3
+1
+3
Aura of Courage, Divine Health, Gift of the Martyr (50%)----
4th
+4
+4
+1
+4
Turn Undead, Argent Soul, Divine Providence0---
5th
+5
+4
+1
+4
Smite Evil 2/Encounter, Special Mount, Divine Aegis, Aura of Beneficence0---
6th
+6/1
+5
+2
+5
Lay on Hands (dazzled, diseased, poisoned, fatigue, exhaustion, sickened or nauseated.), Indomitable Zeal1---
7th
+7/2
+5
+2
+5
Blade of Virtue1---
8th
+8/3
+6
+2
+6
Immunity to Ability Drain, Greater Smite10--
9th
+9/4
+6
+3
+6
Lay on Hands (ability damage, blindness, deafness and paralysis)10--
10th
+10/5
+7
+3
+7
Smite Evil 3/Encounter, Gift of the Martyr (75%), Aura of Beneficence (Circle of Protection against Evil), Scouring Light110-
11th
+11/6/1
+7
+3
+7
Celestial Mount111-
12th
+12/7/2
+8
+4
+8
Lay on Hands (confused, cowering, frightened, dazed, fear, feebleminded, insanity, panicked, shakened, stunned, Raise Dead), Immunity to Death magic, and magical death effects, Indomitable Zeal (Delay Death)111-
13th
+13/8/3
+8
+4
+8
None111-
14th
+14/9/4
+9
+4
+9
Blade of Virtue (Undead and Outsider Bane), Greater Smite (Improved)2110
15th
+15/10/5
+9
+5
+9
Smite Evil 4/Encounter, Lay on Hands (Ability Drain, Negative Levels, Break Enchantment, Ressurection), Divine Aegis (Spell Resistance)2111
16th
+16/11/6/1
+10
+5
+10
Immunity to Energy Drain2211
17th
+17/12/7/2
+10
+5
+10
None2221
18th
+18/13/8/3
+11
+6
+11
Lay on Hands (Permanant Level Drain, Regenerate, True Ressurection), Indomitable Zeal (Immunity to Mind Affecting Effects and Abilities)3221
19th
+19/14/9/4
+11
+6
+11
None3332
20th
+20/15/10/5
+12
+6
+12
Smite Evil 5/Encounter, Gift of the Martyr (100%), Immunity to Negative Energy effects and damage, Aura of Beneficence (Holy Aura), Greater Smite (Improved Again)3333


I love the class. Though I think this might end up a little higher than tier 3 - if only for its ability to nullify most effects hitting the party.

Also, say someone in the party is hit by an effect the Paladin is immune to. Can the Paladin use Gift of the Martyr to absorb it to him/herself, and then.. be immune to it?
Or do such Immunities only effect the thing targeting the Paladin?
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Last edited by vampire2948 : 12-03-2009 at 04:07 PM.
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Old 12-03-2009, 04:05 PM   Top  -  End  -  #3
Surrealistik
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Default Re: 3rd Tier Paladin (PEACH)

Haha, a rather verbose summation for a table, if accurate (well, with the exception of these unidentified "class abilities"). Aren't the detailed sub-components of an ability, or an upgraded ability usually excluded?
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Last edited by Surrealistik : 12-03-2009 at 04:06 PM.
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Old 12-03-2009, 04:06 PM   Top  -  End  -  #4
vampire2948
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Default Re: 3rd Tier Paladin (PEACH)

Quote:
Originally Posted by Surrealistik View Post
Haha, a rather verbose summation for a table, if accurate. Aren't the detailed sub-components of an ability, or an upgraded ability usually excluded?
Usually - Yes.

But this is a Homebrew forum, not a rulebook.

I thought it'd be useful for people to see when and where the class got upgrades. Without having to look through the text and piece it together in their minds - Which could be difficult with the large amount of upgrades this class has.

EDIT - Removed the Class Ability placeholders.
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Last edited by vampire2948 : 12-03-2009 at 04:07 PM.
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Old 12-03-2009, 04:08 PM   Top  -  End  -  #5
Surrealistik
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Default Re: 3rd Tier Paladin (PEACH)

Sure, for the purposes of at a glance review, it's useful, although when I plot out such tables, I think it better to substitute detail with numerals, as this communicates an upgrade while minimizing visual clutter.

EDIT: Don't get the wrong idea though, I do appreciate the summation you've put together.
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Last edited by Surrealistik : 12-03-2009 at 04:09 PM.
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Old 12-03-2009, 04:10 PM   Top  -  End  -  #6
vampire2948
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Default Re: 3rd Tier Paladin (PEACH)

Quote:
Originally Posted by Surrealistik View Post
Sure, for the purposes of at a glance review, it's useful, although when I plot out such tables, I think it better to substitute detail with numerals, as this communicates an upgrade while minimizing visual clutter.

EDIT: Don't get the wrong idea though, I do appreciate the summation you've put together.
Mm.. well.. feel free to adapt the table as you wish. Or copy it into your first post. I will remove it from my post in that event.
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Old 12-03-2009, 04:20 PM   Top  -  End  -  #7
Surrealistik
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Default Re: 3rd Tier Paladin (PEACH)

Quote:
Originally Posted by Vampire2948
I love the class. Though I think this might end up a little higher than tier 3 - if only for its ability to nullify most effects hitting the party.

Also, say someone in the party is hit by an effect the Paladin is immune to. Can the Paladin use Gift of the Martyr to absorb it to him/herself, and then.. be immune to it?
Or do such Immunities only effect the thing targeting the Paladin?
Thanks :). Yes. This is an intentional synergy. Gift of the Martyr can absorb effects the Paladin is immune to, which in turn will dissipate harmlessly when his allies suffer unto him.
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Last edited by Surrealistik : 12-03-2009 at 04:21 PM.
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Old 12-03-2009, 04:21 PM   Top  -  End  -  #8
vampire2948
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Default Re: 3rd Tier Paladin (PEACH)

Cool.

I was thinking of writing my own Paladin-fix. But my idea involved Marshal auras and such.

Your Gift of the Martyr thing is more original and interesting.
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Old 12-03-2009, 06:05 PM   Top  -  End  -  #9
Temotei
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Default Re: 3rd Tier Paladin (PEACH)

Huh. Just have to say my class has an ability called scouring light too. Hehe. And the concept is similar to paladin. It's like a monk-paladin. It's in my signature if you want to see it. (Radiant Monk)

I'll read through the class later, when I want to read a lot.
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Old 12-03-2009, 06:18 PM   Top  -  End  -  #10
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Default Re: 3rd Tier Paladin (PEACH)

I like this paladin. He gets the smite/encounter and the strong will save that always deserved. I see he got some effects similar to some divine feats (technically, getting bonus divine feats), some interesting resistances/immunities, and can enchange the party's resistances as well.
Still, doesn't look overpowered. He got some strong features, but clerics and druids could still do worse, and I think it's on par with a warblade.

Nice job. This is a version I'd love to try out myself.
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Old 12-03-2009, 07:03 PM   Top  -  End  -  #11
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Default Re: 3rd Tier Paladin (PEACH)

noticed something. 800 Healing points for ressurection. Cool idea, not possible. You'd have to have a +45 Charisma modifer at level 18 to do it. I don't see too many paladins walking around with a charisma of 100. I mean really, one look and 90% of kings would just roll over and let him take charge.
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Old 12-03-2009, 07:06 PM   Top  -  End  -  #12
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Default Re: 3rd Tier Paladin (PEACH)

Quote:
Originally Posted by Ouranos View Post
noticed something. 800 Healing points for ressurection. Cool idea, not possible. You'd have to have a +45 Charisma modifer at level 18 to do it. I don't see too many paladins walking around with a charisma of 100. I mean really, one look and 90% of kings would just roll over and let him take charge.
And that, ladies and Gentlemen, is how dynasties are born :).
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Old 12-03-2009, 07:08 PM   Top  -  End  -  #13
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And that, ladies and Gentlemen, is how dynasties are born :).
Ha. I'd rather just eat the king's family. Then I'd win!
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Old 12-03-2009, 07:22 PM   Top  -  End  -  #14
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Default Re: 3rd Tier Paladin (PEACH)

can someone point me towards a list of the class tiers? People keep mentioning it as if it's common knowledge but google hasn't thrown me a bone...
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Old 12-03-2009, 07:29 PM   Top  -  End  -  #15
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Default Re: 3rd Tier Paladin (PEACH)

Quote:
Originally Posted by Ouranos View Post
noticed something. 800 Healing points for ressurection. Cool idea, not possible. You'd have to have a +45 Charisma modifer at level 18 to do it. I don't see too many paladins walking around with a charisma of 100. I mean really, one look and 90% of kings would just roll over and let him take charge.
Burn Turn Undead attempts. At level 20 with 20 Charisma, you'll need to torch 7. (20x5 base heal points, +7x5x20 from turn undead for 800 total) A 20th level, 18 Cha paladin needs the Extra Turning feat to gain 9 attempts to use for the same purpose. Since it's roughly equivalent to a 9th level spell, it kinda makes sense that only an 18+ Cha paladin could use the ability by level 20.
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Old 12-03-2009, 07:34 PM   Top  -  End  -  #16
Temotei
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Quote:
Originally Posted by Mulletmanalive View Post
can someone point me towards a list of the class tiers? People keep mentioning it as if it's common knowledge but google hasn't thrown me a bone...
Class tier list.
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Old 12-03-2009, 08:09 PM   Top  -  End  -  #17
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Default Re: 3rd Tier Paladin (PEACH)

Oh, I forgot to mention the ressurrect thing. Like in that Healer redesign, I think that giving free ressurrection may not be a good idea, at least not with an easily renewable source. Maybe add a limit, like being able to restore an ally back from death to zero hit points, as long as it's not been dead for x rounds, or something. Rescuing it from the grasp of death is fine, ressurrecting a character and taking a nap every day may make death too trivial.
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Old 12-03-2009, 08:48 PM   Top  -  End  -  #18
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Default Re: 3rd Tier Paladin (PEACH)

Quote:
Originally Posted by Roderick_BR View Post
Oh, I forgot to mention the ressurrect thing. Like in that Healer redesign, I think that giving free ressurrection may not be a good idea, at least not with an easily renewable source. Maybe add a limit, like being able to restore an ally back from death to zero hit points, as long as it's not been dead for x rounds, or something. Rescuing it from the grasp of death is fine, ressurrecting a character and taking a nap every day may make death too trivial.
Currently, it burns through nearly all of the character's turn undead and healing resources for the day to use True Resurrection, and requires an extremely high Charisma. Raise Dead and Resurrection are easier, though they still cost a lot of healing potential.
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Old 12-03-2009, 08:49 PM   Top  -  End  -  #19
Surrealistik
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Default Re: 3rd Tier Paladin (PEACH)

Quote:
Originally Posted by Roderick_BR View Post
Oh, I forgot to mention the ressurrect thing. Like in that Healer redesign, I think that giving free ressurrection may not be a good idea, at least not with an easily renewable source. Maybe add a limit, like being able to restore an ally back from death to zero hit points, as long as it's not been dead for x rounds, or something. Rescuing it from the grasp of death is fine, ressurrecting a character and taking a nap every day may make death too trivial.
I do empathize with your apprehension. Perhaps including an addendum that using Lay on Hands to perform a True Resurrection can only be done once per week (or other increment of time) may be needed here. How does everyone else feel about the capability?


Quote:
Originally Posted by Mando Knight
Burn Turn Undead attempts. At level 20 with 20 Charisma, you'll need to torch 7. (20x5 base heal points, +7x5x20 from turn undead for 800 total) A 20th level, 18 Cha paladin needs the Extra Turning feat to gain 9 attempts to use for the same purpose. Since it's roughly equivalent to a 9th level spell, it kinda makes sense that only an 18+ Cha paladin could use the ability by level 20.
Aye, this is precisely how it's meant to work.
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Old 12-03-2009, 08:55 PM   Top  -  End  -  #20
Temotei
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I'm agreeing that true resurrection could be abused.

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Old 12-03-2009, 10:15 PM   Top  -  End  -  #21
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Default Re: 3rd Tier Paladin (PEACH)

I like the concept behind the revision. The idea of sharing more of the Paladin's divine protection is a neat idea. A lot of thought and work went into this revision, and I think it's creative, and I like the ideas behind it.

The class as written is vastly overpowered.

Auras

The new Paladin gets 4 types of Auras that he or she shares with the party members. Here is a list of what the Auras protect the party from, automattically once the appropriate level is reached, as that all the Auras can be active simultaneously. If I have misread and the Paladin must choose which Aura to be active, I apologize for misinterpreting.

Aura Effects (Protect vs or Add to....)
Fear
Ability Drain
Death Magic
Energy Drain
Negative Energy Damage
Vile Damage
Profane Damage
AC vs touch, vs incorporeal touch
Spell Resistance
Poison
Disease
Exhaustion
Fatigue
Mind Affecting Effects

Granted, they are not all gained at once. There is a level progression. But even still, that there alone outshines the Marshall, the class that is all about Auras. The Marshall (IIRC) can only project 2 Auras; The Paladin get's 4, and the benefits offered are far superior.

To balance this I would scale the Auras according to the Marshalls progression. Instead of using Paladin class level + Charisma modifier as the bonus, it's a flat +1, +2, +3, etc, just as the Marshall.

Second, change it so that only 1 or 2 Auras can be active at a single time. I think it should be just 1, but having any kind of limit is better than no limit. This Paladin outshines the Marshall in the Marshalls core ability, and this Paladin has tons of other stuff as well.

Gift of the Martyr

This is essentially a Persistent Shield Other spell, the equivalent of an 8th level spell effect. The Paladin can have his or her class level in Gift of the Martyr's active. At 3rd level that is 3 8th level spell effects, for no cost in resources (aside from HP) to the Paladin.

I like the idea of this. I would change it to a single Gift of the Martyr at one time to balance it some.

Divine Providence

A standard Paladin could easily have a +3 Charisma modifier at 4th level. This ability would then give that Paladin:

DR 7
+7 AC
SR 7
+7 Saves
Evasion, Mettle of Fortitude, Mettle of Will
2d20 rolls

Compare that to the feat in PHBII Divine Fortune, which the Paladin could take at 5th level, which grants a static +4 to a single saving throw.

I would rewrite Divine Providence to mimic the Divine Feats in the PHBII, with a single Turn Undead expenditure granting the Paladin only one of the effects at a time.

Blade of Virtue

A +5 weapon enhancement (not counting the base enhancement bonus increase) that lasts for minutes and stacks with the current magical properties of the weapon.

I would change it to select a single ability for a number of rounds equal the Paladin's level.

Lay on Hands

I like the idea of making Lay on Hands more useful. But having True Res and Raise Dead is too powerful. I would suggest mimicking the Touch of Vitality ability of the Dragon Shaman to be able to remove condition effects.


Overall I like the ideas and concepts behind the revision; my critiques are only with the game balance issues. Hope this helped.
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Old 12-03-2009, 10:58 PM   Top  -  End  -  #22
Surrealistik
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Default Re: 3rd Tier Paladin (PEACH)

While I appreciate the feedback, I think the fix's relative superiority to certain decidedly underpowered classes, feats and abilities colours your perception. There are also some portions of the fix which appear to be misinterpreted.

However, I must reiterate and emphasize first and foremost that the core purpose of the fix is to put the Paladin on solid, 3rd tier footing, and make it something worth pure classing.


Auras: Concerning the auras, the benefit provided is not equal to class level + Charisma modifier, but the greater of 1, or the Paladin's Charisma modifier, with a maximum bonus equal to the Paladin's class level. For example, a level 4 Paladin with a Charisma score of 20 would only bestow a bonus of 4 to allies within the radius of the aura, rather than his Charisma modifier of 5, as his class level of 4 is the maximum bonus any aura can yield. I will clarify the language so that this is more apparent.

While I agree that the class is solidly better at auras than the Marshal, I do not think that is itself necessarily a bad thing; the Marshal is a fairly uncompetitive class in an objective sense.

As for a limit on auras, I'm receptive to the idea, but I think any limit should scale with the class level, with all auras being simultaneously usable by 20.


Gift of the Martyr: While I can see the case that this ability is frontloaded, it is basically the centerpiece of the fix that defines the new paladin, and necessarily warrants a fast and strong onset. Reducing the attunement capacity is an idea, but it should definitely scale with class level. I would be interested in hearing other thoughts on this.


Divine Providence: It's a strong ability, but very short lived, and requires an expenditure of a Turn Undead attempt.

Further, to clarify, the save roll allows you to roll 2d20, and select the roll of your choice, not add both to the result.

As for Divine Fortune, it's a rather subpar feat which makes it something of an irrelevant comparison.

The idea of choosing one of the enhancements is certainly something that's worth consideration. I would like to hear the feedback of others on this.


Blade of Virtue: The enhancement bonus against evil does not actually stack with existing enhancement bonuses, though it does overlap with them.


Lay on Hands: I disagree that Raise Dead and Resurrection are outright too powerful to have as part of the ability, especially with their level scaling and healing point costs. However, I do think that they might benefit from a substantial delay before additional uses. This is another possible adjustment I'd appreciate feedback on.
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Last edited by Surrealistik : 12-03-2009 at 11:11 PM.
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Old 12-03-2009, 11:46 PM   Top  -  End  -  #23
dangerprawn
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Default Re: 3rd Tier Paladin (PEACH)

Auras:

That's what I get for trying to speed read. The flat Charisma bonus is certainly reasonable. Regarding the usefulness of Aura's, there are other examples of Aura's being used that are close in power to the Marshalls, such as the Draconic Aura's from Dragon magic or the Dragon Shamans Aura's.

I think having Aura's significantly more powerful than these (Dragon Shamans, etc) adds to unbalancing the class, given that the class (Paladin) has additional powerful abilities as well.

I think a progression of projecting multiple Aura's would be fine.

Gift

To have the ability scale, perhaps add 1 additional target every 5 levels? That would be targets at 3,8,11,16, and then you could fudge it (making it every 4 levels) to add a 5th target at 20th level.

Providence

My intention of comparing it to the Divine feat was to point out that the other Divine feats only do a specific thing. There are a number of such feats that allow you to burn a turn undead for some type of bonus, and if I remember correctly they all only affect a single thing. Some of them are pretty good feats, at least in my opinion.

That's what I meant. I think the ability does too much at a single time.


I still think the Blade and Lay on Hands are overpowered, due to what they actually are (free +5 or more weapon) and because they are way more powerful than already established guidelines for handling such things (Dragon Shamans Touch of Vitality).

I still think it's a neat concept, but I just disagree on the power scale.
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Old 12-04-2009, 12:12 AM   Top  -  End  -  #24
Tackyhillbillu
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Default Re: 3rd Tier Paladin (PEACH)

Gift of the Martyr: As it stands, I agree with Dangerprawn. I think it is incredibly overpowered. Using an ability like this on something like a Warforged Paladin has the ability to make useless an entire set of abilities.

How about something more like granting an AC Bonus that replaces their base Armor. That way it is more useful the less armored the character in question, fitting the abilities purposes.
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Old 12-04-2009, 12:36 AM   Top  -  End  -  #25
averagejoe
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Default Re: 3rd Tier Paladin (PEACH)

Neat ideas here. A couple nitpicks, though.

Quote:
Originally Posted by Surrealistik View Post
At the 12th class level lay on hands can remove the confused, cowering, frightened, dazed, fear, feebleminded, insanity, panicked, shakened and stunned conditions. Alternatively, the Paladin may invest 100 healing points to revive a fallen comrade as per the Raise Dead spell.
So, how much healing does it take to remove confused, cowering, etc? Same with the lay on hands uses at other levels. This could be more clearly worded.

Quote:
Originally Posted by Surrealistik View Post
and regenerate lost and severed body members as per the Regenerate spell.
Sooo, he can only regenerate penises?
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Old 12-04-2009, 10:58 AM   Top  -  End  -  #26
Surrealistik
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Default Re: 3rd Tier Paladin (PEACH)

Quote:
Originally Posted by Tackyhillbillu View Post
Gift of the Martyr: As it stands, I agree with Dangerprawn. I think it is incredibly overpowered. Using an ability like this on something like a Warforged Paladin has the ability to make useless an entire set of abilities.

How about something more like granting an AC Bonus that replaces their base Armor. That way it is more useful the less armored the character in question, fitting the abilities purposes.
Demolishes one of the core premises of the class, can't be countenanced. Even for a Warforged, it's not overpowered at low levels, though it is certainly stronger, given that the effects the class is immune to has only at maximum, a 50% chance of being passed on via the ability until level 10.


Quote:
Originally Posted by averagejoe
So, how much healing does it take to remove confused, cowering, etc? Same with the lay on hands uses at other levels. This could be more clearly worded.
Each condition requires 10 points of healing to remove. I will clarify.

Quote:
Originally Posted by averagejoe
Sooo, he can only regenerate penises?
Wording was directly taken from the Regenerate spell SRD entry, take it up with WotC :P.


Auras: Dragon Shaman is pretty underwhelming. Like the Marshal it's 4th tier at best, and not a good basis for comparison. Even many of its late/endgame abilities are superfluous by the time you get them. Probably the best thing I've seen is the Energy Immunity gained at level 9.

GotM: Again, the intent is to allow the Paladin to really attune to and be able to divert damage from the bulk of his party ASAP. Given his limited HP pool and healing at lower levels, even with a relatively high Charisma build I don't see it being that substantial an issue. If scaling must be done though, I would allow for one additional attunement every fourth class level after the third. Again, I would like feedback from others.

Providence: True, but class abilities tend to be altogether exceptional relative to vanilla feats which anyone can acquire for the reason that they're exclusive and usually require a substantial investment of character levels. Also, most Divine feats are lackluster or even clearly underpowered. Divine Fortune is only one such feat. Divine Shield, and Divine Might are perhaps two that can really be justified a slot; that's not an exclusive list, just what readily comes to mind off the top of my head.

Blade of Virtue: The enhancement bonus scales with level. The level you get it, it is unlikely to be much more than a +2 enhancement bonus versus Evil (which is not at all obscene for its level), besides its Holy and Axiomatic qualities that lasts about 10 minutes for a Turn Undead attempt.

Lay on Hands: As before, Dragon Shaman is not a good basis of comparison.
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Last edited by Surrealistik : 12-04-2009 at 11:20 AM.
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Old 12-04-2009, 12:37 PM   Top  -  End  -  #27
dangerprawn
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Default Re: 3rd Tier Paladin (PEACH)

I think one of the issues you and I are having is based on a different understanding of what constitutes balanced vs overpowered. I don't mean that in a mean or accusatory manner; I mean to say that we may be approaching this from different perspectives.

I looked at the Tier 3 classes on the Tier system post. For general reference these are the classes, listed in the order of appearance. I think the order listed implies relative power among the Tier as well.

Beguiler, Dread Necromancer, Crusader, Bard, Swordsage, Binder (without access to the summon monster vestige), Wildshape Varient Ranger, Duskblade, Factotum, Warblade, Psionic Warrior

What I would like to do, but don't have time to do right now, is to compare the abilities of the revised Paladin to the abilities of the above classes. I think that would allow me, at least, to approach the evaluation of the Paladin from a different perspective, perhaps one that is more in line with what you had in mind. Do you think that would be a fair way to evaluate your revision?
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Old 12-04-2009, 02:01 PM   Top  -  End  -  #28
Surrealistik
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Default Re: 3rd Tier Paladin (PEACH)

Quote:
Originally Posted by dangerprawn View Post
I think one of the issues you and I are having is based on a different understanding of what constitutes balanced vs overpowered. I don't mean that in a mean or accusatory manner; I mean to say that we may be approaching this from different perspectives.

I looked at the Tier 3 classes on the Tier system post. For general reference these are the classes, listed in the order of appearance. I think the order listed implies relative power among the Tier as well.

Beguiler, Dread Necromancer, Crusader, Bard, Swordsage, Binder (without access to the summon monster vestige), Wildshape Varient Ranger, Duskblade, Factotum, Warblade, Psionic Warrior

What I would like to do, but don't have time to do right now, is to compare the abilities of the revised Paladin to the abilities of the above classes. I think that would allow me, at least, to approach the evaluation of the Paladin from a different perspective, perhaps one that is more in line with what you had in mind. Do you think that would be a fair way to evaluate your revision?
Absolutely. It's also important to keep in mind how the class stacks against the 2nd tier immediately above it.
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Old 12-04-2009, 03:54 PM   Top  -  End  -  #29
Tackyhillbillu
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Default Re: 3rd Tier Paladin (PEACH)

Quote:
Originally Posted by Surrealistik View Post
Absolutely. It's also important to keep in mind how the class stacks against the 2nd tier immediately above it.
Balencing things against the Second Tier is pointless.

Tier 1 and Tier 2 are inhernetly unbalenced. Tier 1 can do everything, with infinite power. Tier 2 can do one thing, but it is strong enough that it makes doing anything else pointless.

You can't balence against them.
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Old 12-04-2009, 03:58 PM   Top  -  End  -  #30
Surrealistik
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Default Re: 3rd Tier Paladin (PEACH)

Quote:
Originally Posted by Tackyhillbillu View Post
Balencing things against the Second Tier is pointless.

Tier 1 and Tier 2 are inhernetly unbalenced. Tier 1 can do everything, with infinite power. Tier 2 can do one thing, but it is strong enough that it makes doing anything else pointless.

You can't balence against them.
The point of comparing and contrasting to T2 is clearly to determine whether or not the object of comparison is truly unbalanced. If it's T2 competitive, it is unbalanced. If it is not T2 competitive, it is strong at best.
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