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Ezekiul
2011-11-04, 09:37 PM
Couple of notes:
I do not have much endgame experience (level 13-20), so this needs alot of work in those areas, most of my experience is levels 1-12. I'm still working on divine feats, though for now one can replace "turn attempt" with infusion point with current divine feats. Please provide comments.

The Paladin

GAME RULE INFORMATION
Paladins have the following game statistics.
Abilities: Charisma is an important ability for paladins, it is used for many class abilities the paladin gets as well as the effect they have. Strength and Constitution are important due to paladins mostly being in melee combat, but ranged paladins might favor Dexterity.
Alignment: All paladins are lawful good or evil.
Hit Die: d10

Table:
Paladin
{table=head]Level|Base Attack<br>Bonus|Fort Save|Ref Save|Will Save|Special

1st|
+1|
+2|
+0|
+0|Divine Aura, Detect Evil, Smite 1/day

2nd|
+2|
+3|
+0|
+0|Divine Grace, Bonus Feat

3rd|
+3|
+3|
+1|
+1|Divine Infusion (Least), 1 Infusion per round

4th|
+4|
+4|
+1|
+1|Bonus Feat, Smite 2/day

5th|
+5|
+4|
+1|
+1|Divine Path

6th|
+6/+1|
+5|
+2|
+2|Divine Infusion (Lesser), 2 Infusions per round

7th|
+7/+2|
+5|
+2|
+2|Smite 3/day

8th|
+8/+3|
+6|
+2|
+2|

9th|
+9/+4|
+6|
+3|
+3|Divine Infusion (Great)

10th|
+10/+5|
+7|
+3|
+3|Smite 4/day

11th|
+11/+6/+1|
+7|
+3|
+3|3 Infusions per round

12th|
+12/+7/+2|
+8|
+4|
+4|Divine Infusion (Greater)

13th|
+13/+8/+3|
+8|
+4|
+4|Smite 5/day

14th|
+14/+9/+4|
+9|
+4|
+4|

15th|
+15/+10/+5|
+9|
+5|
+5|

16th|
+16/+11/+6/+1|
+10|
+5|
+5|Divine Infusion (Greatest), 4 Infusions per round

17th|
+17/+12/+7/+2|
+10|
+5|
+5|

18th|
+18/+13/+8/+3|
+11|
+5|
+5|

19th|
+19/+14/+9/+4|
+11|
+x|
+x|

20th|
+20/+15/+10/+5|
+12|
+6|
+6|[/table]


Class Skills
The paladin’s class skills (and the key ability for each skill) are Craft (Int), Diplomacy (Cha), Heal(Wis), Intimidate (Cha), Jump(Str), Knowledge (history)(Int), Knowledge (nobility and royalty)(Int), Knowledge (religion)(Int), Knowledge (the planes)(Int), Listen (Wis), Profession (Wis), Ride(Dex), Spot (Int), Swim (Str).
Skill points at 1st level: (4 + Int modifier) x 4
Skill points at Each Additional Level: 4 + Int modifier

Class Features
All of the following are class features of the paladin.
Weapon and Armor Proficiency: Paladins are proficient with all simple and martial weapons.
Paladins are also proficient with light, medium, and heavy armor, as well as all non-exotic shields (except tower shields).

Divine Aura: The power of a paladin’s aura is equal to her paladin level, just like the aura of a cleric of the chosen alignment.

Detect Evil : At will, a paladin can use detect evil (or detect good if evil alignment), as the spell.

Smite: A paladin gains the ability to smite his foes. As a free action, the paladin can smite his foes with all his attacks (including ranged) for one round. The paladin gains his Charisma modifier to his attack rolls and deal an extra 1 point of damage per paladin level. The paladin gains an additional smite attempt once every 4 levels.

Divine Grace: At 2nd level, the paladin gains a bonus equal to his Charisma bonus on all saving throws.

Bonus Feat: At 2nd level the paladin may choose a bonus divine feat. He gains an additional bonus divine feat at level 4.



Divine Infusion:
At 3rd level, the paladin becomes infused with divine power. A paladin gains a maximum number of infusions equal to his Cha modifier (minimum 0) + 1 per 3 levels. See Infusions to see how infusions may be spent based on your level.
Gaining Infusions:
A paladin gains an infusion point on a successful attack against an enemy to a max of 1 per round. The number of possible infusions gained per round increased to 2 at level 6 and +1 every 5 levels after.

Divine Path:
Upon reaching 5th level, the paladin receives a vision from his deity, and is shown four paths to choose from.

Note:
These are a point of balance to be discussed, your could probably guess what rolls each path is trying to achieve.

The Enlightened
A paladin who chooses the path of enlightenment seeks to restore hope to his allies.
Hope: An enlightened increases all healing given by 50%.
Radiant: An enlightened radiates light (or darkness) causing foes who strike him to suffer a 20% miss chance.
Blessed: An enlightened gains up to his max infusions +1 per round at the end of his turn. For example, a 6th level paladin can gain a maximum of 2 points per round and made one successful attack for 1 point gained, this ability gives him the difference (1) +1 for a total of 3 gained that round . (This ability cannot give the paladin more than his maximum number of infusions total)

The Protector
A paladin who chooses the path of the protector supports his allies at all costs
Share pain: A protector can cast shield other a number of times per day equal to his Charisma bonus.
My Faith Protects: A protector gains DR/chaotic equal to half his charisma modifier. This increases to DR/chaotic equal to his total charisma modifier at level 10
Divine Shield: A protector can infuse his shield with divine power, all enemies within a 30ft radius must make a Will save (DC = 10 + ½ level + Cha mod) or be dazed, if the enemy succeeds by 3 or less, they can only attack the paladin, aid allies, or escape.

The Vindicator
A paladin who chooses the path of the vindicator seeks vengeance on those who defile the law.
Zeal: A vindicator can go into a wrathful zeal as a free action a number of times per day equal to his Charisma bonus. While in this zeal the vindicator gains his charisma modifier to all attacks and damage (x1.5 damage if wielding two weapons, x2 damage if wielding a two-handed weapon) for a number of rounds equal to his Constitution bonus + 3.
Bringer of the Law: A vindicator’s attacks gain the lawful alignment and he gains the Blind-Fight feat.
Blades of Justice: A vindicator gains the feats Two-Weapon Fighting and Improved Two-Weapon Fighting even if he does not meet the prerequisites.

The Templar
A paladin whose chooses the path of the templar leads his allies to uphold the law.
Trusted Steed: A templar gains the ability to summon a special mount (PHB Paladin Special Mount) as well as the Mounted Combat feat.
Under One Flag: A templar can rally his allies in support of the law. All allies within 30ft gain the save bonus granted by the paladin’s Divine Grace, as well as a sacred AC bonus equal to the paladins Charisma bonus.
Motivation: When a templar uses his smite, he inspires courage equal to a bard of his level for 5 rounds after the smite.

Bonus Languages: An occultist’s bonus language options include Abyssal, Infernal, and Celestial. These choices are in addition to the bonus languages available to the character because of his race.

Infusions:
Infusions can only be cast on self unless otherwise stated
(# of infusion to cast) Ability:Descripton, Cast time, Duration

Note
This area probably needs the most work in terms of balance, I would like to have more infusions (especially for the Enlightened path because hes a caster/healer type) so any ideas would be appreciated! :)

Least:
*(1)Lay on Hands: heal (or inflict) 2d6+1/level damage, standard action, 1 round
(1)Divine Favor: as spell Divine Favor, standard action, round/level
(3)Shield of Faith: as spell Shield of Faith, standard action, min/level
(3)Enlarge Self: As Enlarge Person, standard action, min/level

Lesser:
*(2)Restoration: heals 1d6 points of ability damage, standard action
(2)Infuse Smite: double the damage done by smite, swift action, 1 round
(5)Divine Power: gain +4 bonus to Strength (or Dex) and Constitution, standard action, round/level
(5)Divine Inspiration: Functions as spells Greater Magic Weapon and Magic Vestments, full round action, min/level

Great:
(3)Freedom of Movement: as spell Freedom of Movement, full round action, 10 min/level
(3)Zealous Rush: paladin may make a full attack after charging, swift action, 1 round
(7)Righteous Might: as spell Righteous Might, standard action, round/level
(7)Spell Immunity: as spell Spell Immunity, standard action, 10 min/level

Greater:
(4)Divine Intervention: paladin cries for help from deity to aid his allies, target negates a hit that would have killed them and receives 50% miss chance for 3 rounds, immediate action, see description
(4)Decisive Smite: on smite attempt, ignore all DR/miss chance, swift action, 1 round
(9)Divine Power, Mass: self and allies within 30ft gain +6 Str, Dex, and Con, full round action, round/level
(9)Divine Resistance: gain SR 12+level and true sight, standard action, min/level

Greatest:
(12)Resurrection: as spell Resurrection, 5 rounds

Special*:
Lay on hands
-Gains 1 round per infusion point spent (1 point/2 levels)
-Gains 1d6 per point invested (1 point/2 levels)
-At level 5 Can spend 2 extra points to remove disease or poison

Restoration:
-At level 8 Can spend 3 extra points to remove 2d4 ability damage and negative levels
-At level 11 can spend 5 extra points to remove all ability damage and negative levels

Ezekiul
2011-11-04, 09:39 PM
Reserved for future divine feats.

Deepbluediver
2011-11-04, 11:02 PM
I definitly like the idea of giving classes paths to choose from, with various feats, bonuses and abilities aiding in that specialization. Frankly, I'd love to see more classes that offered this kind of choice (the druid springs to mind). Of the 4 paths you outlined, the Templar seems the least well defined. I know that leadership is kind of a nebulous quality in D&D and making it play out mechanically can be difficult. You might want to consider rolling that and the healer-path into one choice.


Now personally, I feel that Paladin should be a prestige class.

With Fighters, Clerics, Monks, Rogues, Rangers, and the occasional Druid, I doubt low-level groups would lack for frontline combatants.

Plus, if RPing is your thing, it gives you the chance to craft a tale of how your character first defeated some evil (before becoming a paladin) and came to be recognized as a champion of the gods of law and light.

Condensing the various bonuses down to 10 levels from 20 would help fill on some of those dead spots, and I feel that it opens the class up for more unique abilities. Just an idea, if you want to consider it.

Grod_The_Giant
2011-11-05, 12:35 PM
You're seriously lacking in offensive chops- Smite doesn't add that much damage, and you get VERY few per day. That's fine with something like a barbarian rage that lasts for pretty much the entire encounter, but for a single round...

Do you get all the path abilities at once? That makes 5th an incredibly strong level.

On an unrelated notes, I'd take things out of the spoiler blocks. They're not hiding very much, and it makes the class harder to read.

Zergrusheddie
2011-11-05, 05:52 PM
You're seriously lacking in offensive chops- Smite doesn't add that much damage, and you get VERY few per day. That's fine with something like a barbarian rage that lasts for pretty much the entire encounter, but for a single round...

Do you get all the path abilities at once? That makes 5th an incredibly strong level.

On an unrelated notes, I'd take things out of the spoiler blocks. They're not hiding very much, and it makes the class harder to read.

It doesn't seem to lack any less power than a Barbarian, especially as a Vindicator. I am fairly certain Smite isn't meant to be the character defining bit. It's just there because Paladins are known to Smite stuff. Considering how lackluster Smite is for normal Paladins and Crusaders, I wouldn't say that it needs to be ultimately awesome. I am fairly sure that the Infusions will really make up for any lack of power in this class, once everything is fleshed out better.

The Paths are not all available. You choose at level 5. I assume the Vindicator is damage, Enlightened is a Healer, Protector is durable/CC, and the Templar is buff man.

There are a few concerns I can see with this class. One problem is the typical villain, MAD. Charisma can give attack damage, AC, bonus hit, saves, more uses of abilities, DC's, and basically everything (though not all at the same time for the same Paladin). It comes to the point where everything is needed or wanted. For 32 or 40 point buy systems it might be just fine but it might otherwise be stretched thin. Infusions still need a lot of work and clarifications.

T.G. Oskar
2011-11-06, 02:03 AM
It doesn't seem to lack any less power than a Barbarian, especially as a Vindicator. I am fairly certain Smite isn't meant to be the character defining bit. It's just there because Paladins are known to Smite stuff. Considering how lackluster Smite is for normal Paladins and Crusaders, I wouldn't say that it needs to be ultimately awesome.

This needs to be clarified a bit, particularly because the differences are pretty notable.

At 1st level, there is little difference, but a notable one. A Paladin adds his Charisma to attack rolls and deals only 1 point of damage; at that level, the Barbarian Rage definitely beats it, because you deal 2-3 extra points of damage, get the same attack bonus, extra hit points and extra Will for several rounds (pretty much the entire encounter).

At 5th level, there is little change. The Paladin AND the Barbarian can gain the benefit of Haste, and while the Paladin can deal now 5 points of damage per hit, the Barbarian still delivers a solid amount of damage but every level. Thus, while a Paladin will burst on its one use of Smite, the Barbarian will exceed the Paladin eventually with other creatures.

At 9th level, you start to see a difference. The Paladin and the Barbarian each get an extra iterative attack AND they can definitely expect Haste cast upon them. The Paladin deals now a whopping 9 points of damage, while the Barbarian is still dealing 2-3 points of damage; you can expect the attack bonus is relatively similar. However, while the Paladin might have troubles trying to increase its Strength, the Barbarian has little troubles boosting its Strength. It still has the increased hit points, better Fortitude AND Will, and the extra damage the paladin may do in one round the Barbarian beats it in the next one. Right now, they seem pretty equal.

At 13th level, the Paladin deals a respectable 13 points of damage between 2-4 hits (depending on how high his/her Charisma is). On the other hand, the Barbarian finally deals some extra damage (3-4 points, because of a Strength increase of +6), but also gains extra hit points (more because of the +6 to Constitution), better Fortitude and Will, and its rage lasts for one more turn, Perhaps the barbarian won't reach the paladin in terms of damage, but once the paladin goes with his burst (and maybe attempt to do it again), the barbarian might pull off the same in three or so rounds and still have effort for something else, while having extra uses of Rage.

At 16th level (probably the last one that matters), you'll see mostly the same as you've seen on 9th level; the Paladin adds more damage, the Barbarian deals consistent damage. The Barbarian still has more HP, more Fort and more Will than the Paladin.

Now: while at latter levels this becomes a bit more significant, let's measure the first two levels (1st and 5th). At those levels, the paladin struggles to deal any sort of significant damage, while the Barbarian can deal consistent damage on different encounters. It's not until, say, 9th to 13th level when you start seeing a difference, but by those levels the barbarian starts to lack a bit behind (unless it goes Shock Trooper and Spirit Lion Totem). Those first few levels matter.

Now, we can reduce the effect of better saves via Divine Grace (which eventually grants a better set of saving throw bonuses), but in the end, whereas Smite is a burst effect that can take probably a single enemy with a well-landed set of blows, Rage will last for longer and will probably finish more than one enemy. In terms of consistency, Rage is arguably better.

Reason I mention this is because Rage is a great parameter on what should be a per day ability for a melee character. The OP's method of Smiting is VERY, VERY close to that desired point, but it has various flaws. The first, of course, is that it lasts only for a single round; even if you deal damage that could eventually compensate for rounds of damage, if you fail a single attack, that damage is wasted. In a Rage, it is also wasted, but you can try next turn with the same potency; with a Paladin, you'll be hard-pressed to choose whether to smite or not. The second, of course, is how the class is built: the class is definitely built for methods of combat that work best in melee. One key point that makes it only moderately better than Rage is that the extra damage works on a ranged attack, so you can shoot arrows at different people and spread the damage. Rage does something similar, but only when you use a composite longbow that can hold your massive Strength, and you'll lack the BAB to hit well (unless you're using a Bone Bow or a Bow of the Wintermoon or maybe Hank's Energy Bow). However, while the Barbarian may have enough points for high Dexterity, the Paladin doesn't, so you'll be hard pressed to have a Dex of 13 AND the feats for it. You only get TWO bonus feats, and they're gained pretty early, so that's a plus over the Barbarian, but that doesn't mean you'll have the right stats for ranged combat, which is a shame since it would make for a very nice build.

If you are to count the paths the Paladin takes, then you can see a rather distinct advantage over the Barbarian in terms of power, but at a relatively late level. The barbarian will overcome the Paladin those first four levels before the Paladin can go Vindicator and cause insane amounts of damage (add Charisma to Strength, and double that Charisma with a two-handed weapon), and you get more uses than Rage. Or, you can go Templar and add Inspire Courage to that Smite effect for some rounds, which becomes a very solid buff. However, the Barbarian can also make its choices, and with Spirit Lion Totem, you'll be hard-pressed to find a better way to deal damage (the charge adds to the damage roll, plus it enables the multipliers for Power Attack; the Paladin lacks a method to make a full attack after movement).

Thus, on the first few levels the Paladin will fall behind on the Barbarian, and on latter levels it may overcome the Barbarian so as long as the latter doesn't choose to go pounce. A Paladin can only pull this off after 9th level, and it requires you to have successful attacks, so it's harder to set up compared to a Barbarian whom will have the ability straight from 2nd level. You also need three Infusion points in order to use this ability, so you need to make three successful attacks before, which means you can't use smite indiscriminately.

I am fairly sure that the Infusions will really make up for any lack of power in this class, once everything is fleshed out better.

That matter is relative, though. What I've seen so far is mostly combat buffs, which while providing some needed power in combat, doesn't offer something outside of combat. Do note that power alone doesn't make a good class: utility and versatility do as well, and many of the core Paladin's spells do well to support the class outside of battle. Discern Lies and Zone of Truth, for example, make you the ultimate lie detector, and with high Sense Motive and Diplomacy that made you a party face that could catch nearly all falsehoods; the large amount of healing spells that could be used on a wand make them decent out of combat healers, and with the spells from Spell Compendium you get stuff like bonuses to skill checks, enhanced mobility amongst others. The class is pretty solid in combat, which may make it pretty close to Tier 3, but it will never reach Tier 2 without some effort. I recognize Tier 3 is the expected point, but compare some of the Tier 3 characters and what they can do outside of combat just to compare.

Having said that: what Grod said regarding the paths was that if they get all path abilities in the same level, which would indeed make 5th level a very good one. After 6th level, the only stuff you get are infusions and extra uses of smite per day, which makes going any further a bit unattractive, especially if you can dip into Cleric and probably get the same or better stuff (and more varied stuff) while still using your Infusion points to power up a bit. Right now, it looks quite well as a six-level class (I could dare say five), because there's little else attractive on latter levels: after 6th level you don't seem to get that much, which could fit very well a 10-level PrC and net you better stuff. I mean, it grants enough to get Crusader and Cleric levels AND get into Ruby Knight (V)Vindicator without losing too much (the nine invocations, but the Cleric spells might compensate, compared to what you get in exchange).

One thing that makes this painfully clear is that you get all benefits from the path at the same level: i.e. at 5th level a Paladin that chooses the Vindicator path gets all uses of Zeal, lawful-aligned weapons and three Bonus Feats right from the get-go. At 5th level an Enlightened Paladin gets 3 points worth of infusions, better healing and miss chance. Notice the trend? 5th level, even with a single ability, is a very heavy level in terms of what you acquire. Only 9th and 12th level are comparable (and even then, not so heavy) because that's when you gain more infusion powers. There's nothing much worth of value after 6th level; what you get can be replicated later on by other classes (and other classes can offer them to you), and aside from, say, Zealous Rush and Divine Intervention, the rest can be provided with judicious choice of spells. Really, the last four levels are dead levels, so you can just drop them and get something else, and between 7th and 20th level you suffer 7 dead levels!

I advice a bit of symmetry on the build. It seems a bit front-loaded, and 5th level is far too heavy. Plus, the progression of infusions seems a bit off: it stops abruptly at 16th level, when by symmetry you could have it end at 18th level and provide two "tiers" worth of infusions (one at 15th and the best at 18th). The two bonus feats at 2nd and 4th are too precipitated, and could be used to fill some of the dead levels there are in between, going probably a "starting from 2nd level and every three levels afterwards" progression (covering 2nd, 5th, 8th, 11th, 14th, 17th and 20th; that alone covers about 4 dead levels and a 5th level that gains pretty much nothing aside from an increase in infusion points). The path-based abilities could be spread between 5th level, 10th level and 15th level or perhaps a bit more delayed (5th, 11th, 17th) with the strongest of the three path-based abilities gotten at the last level. Stuff like, say, Under One Flag, or maybe a boosted form of Bringer of the Law (at 17th level your weapons gain the Axiomatic property and you gain blindsight up to 15 ft.) Those last levels NEED to be covered, because otherwise you won't be capable of convincing people why you should remain all those levels in the class when there are probably other options to follow. Assuming that any class that provides a method of smite allows you to stack Smite Evil damage, that means you can go, say, Fist of Raziel with a single level of Cleric and get essentially the same damage from Smite, up to 6th level spells, free Magic Circle against Evil, free Holy Weapons and some superb smiting boosters, and you still have three levels to play with afterwards. Or Crusader/Cleric/RK(V)V. Or Templar, a few levels in Cavalier and make up one brutal Ubercharger.

Azernak0
2011-11-06, 10:55 PM
Equating Smite with Rage is a little wonky because Smite has always been kind of crap. This version is a lot better in that it effects all weapons, but it is not meant to go against Rage. Zeal is. Zeal and Rage are extremely similar. Zeal is actually better than Rage as it doesn't cause Fatigue, has no limitation, can be used more often, and with 14 CHA, gives better damage than Rage. 14 CHA equates to +2 Attack and +4 Damage with a 2-handed weapon. Once stat adders really come into play, Zeal will easily beat Rage.

Once the Infusions are more fleshed out, I think it will have a nice decent power.

T.G. Oskar
2011-11-07, 01:25 AM
Equating Smite with Rage is a little wonky because Smite has always been kind of crap. This version is a lot better in that it effects all weapons, but it is not meant to go against Rage. Zeal is. Zeal and Rage are extremely similar. Zeal is actually better than Rage as it doesn't cause Fatigue, has no limitation, can be used more often, and with 14 CHA, gives better damage than Rage. 14 CHA equates to +2 Attack and +4 Damage with a 2-handed weapon. Once stat adders really come into play, Zeal will easily beat Rage.

You mean all creatures/targets, not all weapons. You could smite with ranged weapons by means of a feat or a racial substitution level.

Thing is, the reason why Smite HAS to be compared with Rage is because both are class features given as part of natural progression. Zeal and Rage are slightly more comparable, but only those who choose the Vindicator path will ever get it, so you can't really compare those two given that practically all barbarians get Rage. I say "practically" because the only way you can't get Rage as a Barbarian is if you replace it with Whirling Frenzy; however, you STILL can get Rage from other means.

The reason I compare Smite with Rage is because the latter is a good example of how to make a daily ability. If a daily ability lasts for only ONE round and can only be used once or twice per day, then it HAS to deliver a pretty solid benefit or else it'll suck. Grod's issue was that the Paladin lacked some offensive power; that, of course, was proven up to an extent, so I decided to narrow that statement: the Paladin lacks some serious offensive power in the first five levels, where the class only offers typical combat fare. While you can certainly choose a greatsword and around 14-16 Strength to deal with early combat, you have to give a choice for those who don't wish to follow that way but still want a decent way to contribute to battles. Right around 3rd level, you need some way to contribute better in battle, because one hit for 1d8 plus Strength won't really cut it (the damage dealt by a longsword or battleaxe), and the loss of BAB by means of Power Attack doesn't really compensate (15% less chances of hitting for a +3 to damage). In that case, Smite suffers compared to Rage, because the latter is effective from 1st level to beyond; Smite only works for all attacks during a single round, which may include attacks of opportunity, whereas Rage does the same for at least 5-7 rounds (depending on the Barbarian's constitution). Smite starts to pull off right around 5th-6th level, when the damage becomes comparable to Rage AND you get chances of a second attack, but once it's used, you'll have to choose whether you want to save your next smite for next round or next encounter, whereas the Barbarian can keep its second use of Rage for the next encounter. 9th level is where the Paladin really speeds up, as it has three daily uses, considerable damage and a chance to pull off pounce, but by that level the Barbarian probably has its own pounce method, Power Attack, Leap Attack and MAAAYBE Shock Trooper for damage overflow. And, it's no longer the "low levels" but the "mid-levels", where battles begin to change.

To what else do you wish to compare Smite, if not with an ability that enhances combat? Let's see what other daily abilities we can work with, that ARE class features granted to members of a class and not as part of a path:
Bardic Music: Smite deals more damage, but Bardic Music affects all allies, and can be upgraded real fast, and lasts for an inordinate amount of time. Sure, the Templar ALSO grants Inspire Courage, but that's a path ability, and if you choose this, you can't choose Zeal. However, making the choice of Smite without the Templar path with Inspire Courage, you'll notice a subtle advantage towards the song. Then comes Dragonfire Inspiration and it blows smite out of the water.

Wild Shape: It is gotten late in the game (7th level), but the ability to turn into any animal (and eventually plants and elementals) really doesn't compare to smite, especially since it lasts for as long as you wish to remain transformed.

Turn Undead: Probably the one thing where Smite is more potent, since Turn Undead loses effectiveness real fast. However, with divine feats, you'll notice that stuff starts to change.

Spellcasting: Spells are given per day, but spellcasters are given lots of spells (at least full spellcasters). These are effects that happen instantly most of the time, or can last for a long time.

Those are mostly Core. Here's a bigger surprise:
Smite Evil (Pathfinder): Compared to this smiting method, the Pathfinder version wins hands down. You get the same uses per day, but whereas this version of the smite affects any creature and lasts for 1 round, the PF Smite Evil only affects evil creatures but lasts until the creature is killed, and grants Charisma to AC to boot. I consider that more of a "mark" than a "smite", but that goes to mention the differences.

While compared to the original method of Smite Evil this version wins hands down, you have to make it useful every single level in order for it to be useful. If it allowed you to deal, say, 5+paladin level on the first attack and paladin level on subsequent attacks, it would be reasonable, since you'd be dealing pretty solid damage from 1st level and the damage wouldn't scale to stratospheric levels. You have to consider that, at 1st level, the damage it deals is pretty low compared to other classes' abilities (maneuvers, rage, etc.) and it only becomes better later on.

BUT, and this is a big point, once you use that smite, you're left with the same abilities as before. At 4th level you can use it twice, but if you use it twice in the same encounter, then you'll be left fighting with the same weapons. At 4th level, a Barbarian can be awesome for two battles, and because of how he's built, there's a chance he'll be awesome for more battles. Regardless of how good it may seem, it still lacks that bit of oomph to make it a great daily ability, since it's too powerful already to downgrade it to an encounter ability (though there are instances of encounter abilities with that degree of power; see Burning Blade and various Desert Wind boosts). Zeal is great, but only if you choose that path; if you choose the Enlightened path or the Protector path, what will you have to bring to the offensive plate? By level 6 you have about 4-5 Infusions that aid your offensive, and four of them take more than a swift action (so that's four turns lost if you wish to pump up), not to mention that you need Infusion points to use them (with only two of these Infusions costing 2 Infusion points or less). The Barbarian needs only ONE free action to work; the Fighter doesn't even need a free action, even though eventually it starts to suffer. The Warblade or the Crusader only need a standard action, but they can do many things without all that need for a set-up.

This isn't merely berating the ability; it is addressing a concern that will appear during the course of the game. How will this Paladin address the concern of combat during those few first levels? The Bonus Feats work quite a lot on that regard, but after that what else? And what if you want to boost up a sub-par choice of combat, such as sword & board (thus attempting to go to the Protector path, for example)? That concern DOES have an answer, but how it ends up working depends greatly on the choices of the player: Agile Shield Fighter exists, but you need Improved Shield Bash, Shield Specialization in the shield you intend to use, and it doesn't come online any earlier than 3rd level, and only at around 9th level it starts to work a bit better (because of the pounce Infusion); before that, you need to set up a bit better and be conscious on how to use your Smites, because setting up for full attacks will be a tad difficult without help. If you don't choose all those feats in order, you'll be delaying an effective combat routine, so you need to make the right choices in terms of feats. It'll seem a lot like optimizing because it IS, but it doesn't mean it HAS to be that bad; what it does mean, however, is that the Paladin should offer a choice for when people don't know how to optimize that keeps them competitive but doesn't become overpowering. That point of "balance", or however you wish to call it, is hard to find, but it is definitely something you can approach. One way is to find out ways to improve what might seem a bit weak, and this is exactly how comparing the Smite to Rage (an example of well-done daily class features) comes into play: boost Smite a bit more, and you'll have a solid way to contribute in combat against the hardest enemy, probably looking for a set-up and urging your allies to do trips, grapples or hold them in a way that you can use Smite in the best way, before you're left swinging your sword (or axe, or hammer) and do little damage. That Pathfinder did something VERY similar and despite the alignment limitation ends up much better than the original and still above this iteration of Smite should mean something.

Azernak0
2011-11-07, 05:07 PM
So the Barbarian has an accepted build path that makes them better, but this character must have options? It's simple: If you want to play this class and do good damage, you go Vindicator. If you want to do something else, consult dealer. Smite is not the defining class feature of the Paladin, so saying that it needs to be as good as Rage, Wildshape, Spellcasting, or Bardic music is a tad bit loony. Let's compare it to Favored Enemy. FE is not as reliable but when it comes up, it will be more significant than Smite.

Grod_The_Giant
2011-11-07, 05:18 PM
Smite is not the defining class feature of the Paladin, so saying that it needs to be as good as Rage, Wildshape, Spellcasting, or Bardic music is a tad bit loony.

Um. I'd like to know what you consider the defining class feature of the paladin, then. The mount? The crappy spellcasting? For me, and I suspect most others, it's the guy in plate mail screaming "Smite evil!"

T.G. Oskar
2011-11-07, 06:42 PM
So the Barbarian has an accepted build path that makes them better, but this character must have options? It's simple: If you want to play this class and do good damage, you go Vindicator. If you want to do something else, consult dealer.

So in order to deal good damage I have to wait until 5th level. Good; what about the first four levels? Smite doesn't do much damage at those levels, and you'll be depending on the same stuff the other classes rely upon. So it's basically good Strength and a two-hander while at it, and maybe use those bonus feats for Power Attack, I presume. Whereas the Barbarian does the same thing but smashes those first few levels, even if it chooses a battleaxe with a shield (the Rage canceling the shield bonus whereas the lack of damage is canceled by the Rage). Or the Crusader gets a way to improve its offensive without sacrificing its defense (Furious Counterstrike + Steely Resolve; with Stone Power you can get both superior offense and defense). Maybe at 3rd level you can use Divine Might and use the infusion points to power them up, but that makes the benefit of Zeal a bit redundant (or worse, takes the problem of offense the other way and makes other classes suffer!), but the OP has essentially provided a patch for it, and you still need to wait two levels for that.

Part of why I mention "a Paladin needs to have options" is because there are strong contenders to work with. Particularly, the Paladin has to be distinctive from the Crusader and equal or better in terms of power. As the OP mentions, the Paladin lacks proper healing infusions and abilities, whereas the Crusader deals some of the best healing abilities from 1st level. The Paladin can't break DR on its own until 12th level and only by means of a smite; the Crusader can break it in two different ways from 3rd level onwards. The Crusader allows for options: you could make it a more inspiring class and go White Raven (much like this Paladin can go the Templar path and provide some buffs alongside the Infusions), or go tank and do Devoted Spirit (Protector's Path works, but it'll rarely compare to what a Crusader can pull off, such as Immortal Fortitude or Thicket of Blades or even Stone/Crushing Vise). I will steer clear of Cleric and Druid because that's outright cheating, but the Crusader IS a direct competitor to which the class rework needs some addressing to.


Smite is not the defining class feature of the Paladin, so saying that it needs to be as good as Rage, Wildshape, Spellcasting, or Bardic music is a tad bit loony. Let's compare it to Favored Enemy. FE is not as reliable but when it comes up, it will be more significant than Smite.

Grod was pretty succinct on his answer, but this one is pretty hilarious. You compare a daily ability with an always active ability, and a rather flawed one at that? When you compare it to Sneak Attack, Skirmish or Steely Resolve/Furious Counterstrike (because one can't exist without the other), we can definitely speak about whether it should or shouldn't be loony. After all, the first thing the Paladin gets is...infusions? Nope, it's the Smite, and the Smite improves by level, so it CAN'T be loony. At all. Most people drop the mount, the spellcasting, and even the Remove Disease uses, but very, VERY few people drop the Smite. Heck, even Pathfinder couldn't drop the smite, and that's no smite at all (as I always mention, it works more as a "mark" than a "smite", which should be sudden and devastating). So yeah, I would define the Smite as the key, defining class feature of the Paladin (it ties perfectly with its alignment and its purpose to defeat evil). That goes without mentioning that a class can have two or even three defining features (Clerics get domains, turn undead and spellcasting; Crusaders get Steely Resolve/Furious Counterstrike and the maneuvers; Duskblade has the Arcane Channeling and the spells as key, defining features).

Ezekiul
2011-11-08, 02:31 PM
Well for the version of the paladin I wasted aiming at smite being the defining feature, it was intended on being the infusions. Smite was to be supplemented by the infusions to do different things. Also, somewhat front loaded the class because I like the idea of actually getting the full taste of the class without having to be level 20. I try to get my character at full flavor somewhere between levels 6-9, because not all campaigns/modules are designed to be high level (which I think ends up being all rocket tag).

T.G. Oskar
2011-11-08, 11:21 PM
Well for the version of the paladin I wasted aiming at smite being the defining feature, it was intended on being the infusions. Smite was to be supplemented by the infusions to do different things.

More often than not, whenever you want something to be the defining feature of a class, you put it on the first few levels. If, instead of the smite, you wanted the infusions to be the key, defining ability of this Paladin, it makes sense that they get these abilities beginning at 1st level. Waiting for 3rd level to get the Infusions, even if the Paladin is meant to be a bit more martial and a bit less caster-y, affects that.

Right now, even if your intention is otherwise, Smite still stands as your defining ability. For starters, it is an ability that's acquired straight from 1st level, and that grows as your character does. Second, once you acquire your infusions, some of these directly improve your smite, much like in the original Paladin a good deal of its spells improved its special mount (which is, to the original Paladin, a key defining feature, even if you can replace it eventually). Third, it carries some baggage; you've placed mounts as one of the path features, while Smite remains at the forefront.

I would suggest something, which would be beneficial to everyone. Why not switch Zeal with Smite? Since Zeal allows you to add your Charisma to attack rolls and damage rolls but the damage added won't be as much as Smite will eventually be, you can leave Smite to be a Vindicator trait whereas Zeal will become a reasonable ability you can give at 1st level or even at 4th level (when you get your second bonus feat). Smite and Zeal are very similar, but all paths can get some solid mileage out of Zeal, and that allows you to boost Smite to make it Vindicator exclusive (and that takes it out of the spotlight). You can make Zeal start as a minor boost (lasting for 1 round, for example) and then increase the amount of rounds it lasts; as it stands, Divine Favor will provide a smaller, but more noticeable bonus.


Also, somewhat front loaded the class because I like the idea of actually getting the full taste of the class without having to be level 20. I try to get my character at full flavor somewhere between levels 6-9, because not all campaigns/modules are designed to be high level (which I think ends up being all rocket tag).

While worthwhile for, say, E6, you have to consider that the class IS built for 20 levels, so you need to give something worthwhile for those latter levels. As I mentioned, there is no incentive for those few characters who actually reach those levels, and there are people that might be capable of reaching high, but not pre-epic, levels (10th-14th). A good way to handle this is to define what would you like your Paladin to have at 6th-9th level, and what would be strong BUT accessible by other classes AND not something you might expect from the class at 10th level and otherwise. Then, you can fill those levels with it. You see, dead levels is a bad concept; if you find a class that advances smite AND infusions, you won't want to take the latter levels because you already have all you want from that level; on the other hand, a class is good for all levels when you have to think whether you wish to sacrifice a level in the class for something else (alternatively, a prestige class is good whenever you build it in a way that you need to think carefully about whether you want another level in the PrC or a level in the class OR a level in another PrC). Off the top of my mind, I can think of Shining Blade of Heironeous and Fist of Raziel as "crowning" classes for the Paladin, since whereas the first one has half-spellcasting and no smites, you can take a few levels at it and lose virtually nothing (start at 14th, get 6-7 levels out of it). Fist of Raziel, on the other hand, is definitely workable: you get Divine Favor as an infusion (not a spell, but it's technically the same thing), you advance your smites per day, you provide something MORE to your smites, and your weapons become holy, not to mention you advance your infusions without problem. Even if it needs a bit of a stretch, it illustrates the Paladin needs some meat on the latter levels, or else you end up with the problem of the actual Paladin; the lack of meat on latter levels makes it a perfect 2-level class, without placing any importance on whatever else you get.

It's something simple: you want those last levels to have something, but not just anything. When I mean something, I mean stuff like bonus feats (the Paladin needs some for proper builds), perhaps some other applications of Charisma (or Constitution) to other scores (say, Con or Cha instead of Dex to AC and ignore max Dex penalty when wearing heavy armor or something), or even some other immunities (immunity to death effects, petrifaction, etc.) When homebrewing AND posting somewhere, you should consider that games run on all ranges of levels; some start early and end early, some start late and end on Epic, some start right in the middle, some start early and end on Epic, and some are one-shots which begin at an arbitrary level. Thus, you need to deliver something that covers all levels, in case someone wants to play your class for those 20 levels. Right now, with the concept of infusions, VERY few PrCs work for this Paladin, so you'll be left with nothing for those remaining 14 levels except for extra uses of smite and the infusions. The latter can be good, but after 12th level you're left with NOTHING and that's really boring (even if at 16th level you get Resurrection, the fact that it still takes some time to do so and that a Cleric eventually gets True Resurrection makes it lose some steam compared to the rest you obtain); the former doesn't have much traction after 10th level or so (when you get 4 uses per day, but your path and your infusions more than cover up for the rest). Front-loading is usually never a good idea, whether the class is Tier 1 (cleric, wizard, sorcerer to give an extreme example) or Tier 5 (monk in a twist of irony, core paladin), because that makes the class less of a key part of your build and mostly a dip that enhances another part of your build (those 2 levels of core Paladin provide formidable saves, and 4 levels grants Turn Undead without having to go Cleric, but they don't define your build).

Even if you're aiming this class to gain nearly all of its strength by 6th level or so, you have to consider that some people will be looking for something to do after 10th level, after 15th level, specifically when the class as it stands doesn't play well with PrCs. Thus, think a bit closer on what you want, but also on what others that may intend to use your material might want. The infusions at latter levels are pretty strong, but they don't support the weight of the class as more actual class features would. Even a sprinkling of bonus feats and perhaps an improvement to Smite (or Zeal) and/or paths could suffice: you get everything at 6th-9th level, and afterwards what you get are improvements to what you acquired, so you don't feel like lacking something crucial.