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CinuzIta
2013-03-28, 07:12 PM
Hello forumers

Some months ago I wanted to play a Paladin in a campaign that a friend of mine was mastering. Obviously, I didn't wanted to go with the "vanilla paladin" since it's kind of lame and I didn't wanted him to be a caster but still to be able to give some magical/sacred support but in a Marshal style (and from here, the auras). So I went with these solution, hope you like it, let me know what you think about it:

Paladin

d10
{table=head]Level|Base Attack Bonus|Fort Save|Ref Save|Will Save|Special|Auras

1st|+1|+2|+0|+2| Aura of Good, Detect Evil, Smite Evil 1/Encounter| Aura of Faith

2nd|+2|+3|+0|+3| Divine Grace | -

3rd|+3|+3|+1|+3| Divine Health, Touch of Vitality | -

4th|+4|+4|+1|+4| Armour Mastery (Medium), Smite Evil 2/Encounter | Aura of Temperance

5th|+5|+4|+1|+4| Charging Smite, Energy Resistance | -

6th|+6/+1|+5|+2|+5| Mettle | -

7th|+7/+2|+5|+2|+5| Blessed Weapon | Aura of Prudence

8th|+8/+3|+6|+2|+6| Divine Might, Smite Evil 3/Encounter | -

9th|+9/+4|+6|+3|+6| Armour Mastery (Heavy), Justice Blade | -

10th|+10/+5|+7|+3|+7| Energy Resistance, Protection From Evil | Aura of Hope

11th|+11/+6/+1|+7|+3|+7| Holy Touch | -

12th|+12/+7/+2|+8|+4|+8| Holy Sword 1/Day, Smite Evil 4/Encounter | -

13th|+13/+8/+3|+8|+4|+8| Divine Soul | Aura of Justice

14th|+14/+9/+4|+9|+4|+9| Wings | -

15th|+15/+10/+5|+9|+5|+9| Banishing Smite, Energy Resistance | -

16th|+16/+11/+6/+1|+10|+5|+10| Smite Evil 5/Encounter | Aura of Fortitude

17th|+17/+12/+7/+2|+10|+5|+10| Bulwark of Faith | -

18th|+18/+13/+8/+3|+11|+6|+11| Heaven's Champion | -

19th|+19/+14/+9/+4|+11|+6|+11| Aureole | Aura of Charity

20th|+20/+15/+10/+5|+12|+6|+12| Sanctity, Smite Evil 6/Encounter | -[/table]
Skill Points: 4+Int (x4 at first level). Skills: Concentration (Con), Craft (Int), Diplomacy (Cha), Handle Animal (Cha), Heal (Wis), Knowledge (arcana) (Int), Knowledge (nobility and royalty) (Int), Knowledge (religion) (Int), Knowledge (the planes) (Int), Profession (Wis), Ride (Dex), Sense Motive (Wis), Spot (Wis).

Weapon and Armor Proficiencies: Paladins are proficient with all simple and martial weapons, with all types of armor (heavy, medium, and light), and with shields (except tower shields).
In order to use any of his supernatural abilities, the paladin must carry an holy symbol of his deity.

Aura of Good (Ex): The power of a paladin’s aura of good (see the detect good spell) is equal to her paladin level.

Detect Evil (Su): 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. 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 4th level, and at every four levels thereafter, the paladin may smite evil one additional time per encounter, to a maximum of six times per encounter at 20th level.

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

Touch of Vitality (Su): At 3rd level, you can heal the wounds of living creatures (your own or those of others) by touch. Each day you can heal a number of points of damage equal to twice your class level × your Charisma bonus. For example, a 7th-level paladin with a Charisma score of 14 (+2 bonus) can heal 28 points of damage. You can choose to divide your healing among multiple recipients, and you don't have to use it all at once. Using your touch of vitality is a standard action. It has no effect on undead.
Beginning at 8th level, you can choose to spend some of the healing bestowed by your touch of vitality to remove other harmful conditions affecting the target.
For every 5 points of your healing ability you expend, you can cure 1 point of ability damage or remove the dazed, fatigued, or sickened condition from one individual.
For every 10 points of your healing ability you expend, you can remove the exhausted, nauseated, poisoned, or stunned condition from one individual.
For every 20 points of your healing ability you expend, you can remove a negative level or the blinded, deafened, or diseased condition from one individual.
You can remove a condition (or more than one condition) and heal damage with the same touch, so long as you expend the required number of points. For example, if you wanted to heal 12 points of damage and remove the blinded and exhausted conditions from a target, you would have to expend 42 points (12 hit points restored plus 20 points for blinded plus 10 points for exhausted).

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

Armour Mastery (Ex): At 4th level, the paladin gains the ability to use medium armours without any penalty to his movement speed. At 9th level, the paladin’s speed is no more penalized neither from heavy armours.

Charging Smite (Su): Beginning at 5th level, if you smite evil on a charge attack, the paladin deals an extra 2 points of damage per paladin level to any evil creature she hits (in addition to the normal bonus damage dealt by a smite). If the charge attack misses, the smite ability is not considered used.

Energy Resistance (Ex): At 5th level, a paladin chooses an energy type and gains resistance 10 against that type. At 10th level and 15th level, the character gains resistance 10 against another energy type of her choosing.

Mettle (Ex): At 6th level and higher, a paladin can resist magical and unusual attacks with great willpower or fortitude. If he makes a successful Will or Fortitude save against an attack that normally would have a lesser effect on a successful save (such as any spell with a saving throw entry of Will half or Fortitude partial), he instead completely negates the effect. An unconscious or sleeping paladin does not gain the benefit of mettle.

Blessed Weapon (Su):Any melee weapon wielded by a paladin of 7th level or higher is treated as good-aligned for the purpose of overcoming damage reduction.

Divine Might (Su): At 8th level and higher, the paladin can use a standard action to add a +4 bonus to her Strength, Wisdom, or Charisma score. This ability may be used once per day, and its effect lasts for 1 minute per class level.

Justice Blade (Su):By 9th level, you have learned that suffering and injustice are not the exclusive province of evil. You can use your smite evil ability to instead punish creatures of an alignment different than yours on the Law/Chaos alignment, if the creature is not of Good alignment. Using this ability expends one use of your smite evil class feature and works identically in all other ways, but its effect applies only to targets of a different Law/Chaos alignment. Whenever you choose to smite an opponent, you must declare whether you are using this ability to smite evil or alignment. If you accidentally smite a creature of a good alignment, the smite has no effect but the ability is still used up.

Protection From Evil (Su): at 10th level and higher, a paladin is always considered protected by a Protection From Evil effect, as the spell. The caster level is equal to the paladin’s HD.

Holy Touch (Su): at 11th level and higher, the Paladin can use her Vitality Touch special ability to deal damages to undeads. She can't alter their status and the points used to deliver damages to her foes are still counted in the limit of points available to the paladin in a day.

Holy Sword (Su): at 12th level, a paladin gains the ability to use holy sword once per day, as a caster whose level is equal to the paladin’s class level.

Divine Soul (Ex): at 13th level, a paladin gains spell resistance equal to her current paladin level + 10. In order to affect the paladin with a spell, a spellcaster must get a result on a caster level check (1d20 + caster level) that equals or exceeds the paladin’s spell resistance.

Wings (Ex): at 14th level, a paladin gains two feathered wings and can fly at a speed of 60 feet (good maneuverability).

Banishing Smite (Su): At 15th level, any evil outsider struck by a paladin’s smite must make a will save (DC equals damage dealt) or be forced to return to its home plane. If already on its home plane, it instead takes 1d6 damage per paladin level on a failed save. This damage is pure divine energy, and it is not subject to spell resistance or damage reduction. The extra damage replaces the normal extra damage dealt by a smite attempt. Even if it succeeds on its save, it is still affected by the smite as normal.

Bulwark of Faith (Ex): At 17th level, a paladin blocks the line of effect for all spells, breath weapons, and other such effects. For example, if a dragon uses its breath weapon, anyone standing behind the paladin is not affected. In addition, he may shelter any one adjacent creature from all effects of an area spell.

Heaven's Champion (Su): starting at 18th level, the paladin is able to mantain two auras active in the same moment instead of just one and the radius of his auras doubles to 60 feet.

Aureole (Su): at 19th level, the paladin gains an aureole stand brights over his head. These gave to the paladin a +2 bonus to Diplomacy and Intimidate checks and doubles the range of the paladin's auras to 60 feet.

Sanctity (Su): at 20th level, a paladin becomes an angel-like creature. She is forevermore treated as an native outsider rather than as a humanoid (or whatever the paladin’s creature type was) for the purpose of spells and magical effects. Additionally, the paladin gains damage reduction 10/Evil, which allows her to ignore the first 10 points of damage from any attack made by a non Evil weapon or by any natural attack made by a creature that doesn’t have similar damage reduction. Unlike other outsiders, the paladin can still be brought back from the dead as if she were a member of her previous creature type. She also gains immunity to petrification, low-light vision (if she didn't already had it) and the ability to talk with all living creatures as if the paladin is constantly under the effect of the Speak Languages spell.

Paladin’s Aura (Su): sometimes a paladin is blessed by his divinity. When this happens, the paladin becomes able to radiate an aura of sanctity from his body, which provides protection to him and to his allies. A paladin receives an aura at 1st level, then another at 3rd and another one every three levels thereafter. An aura has a radius of 30 feet.

Projecting an aura is a swift action. The aura remains in effect until the paladin uses a free action to dismiss it or activates another aura. A paladin can have an aura active continually; thus, an aura can be in effect at the start of a combat encounter even before the paladin takes his first turn.

Aura of Faith: A paladin with these aura activated is immune to fear (magical or otherwise). Each ally within the aura's reach gain a morale bonus on saving throws against fear effects equal to the paladin’s Cha modifier.

Aura of Temperance: A paladin with these aura activated is immune to charm spells and effects. Allies within the aura's reach gain a bonus on saving throws against enchantment spells and effects equal to the paladin’s Cha modifier.

Aura of Prudence: A paladin with these aura activated grants to himself and his allies within the aura's reach a bonus to their AC equal to the paladin’s Cha modifier.

Aura of Hope: A paladin with these aura activated grants to his allies within the aura's reach a bonus on their saving throws equal to the paladin’s Cha modifier.

Aura of Justice: A paladin with these aura activated radiates a light that provide intense illumination in 30 feet and poor illumination in 60 feet. Deep darkness (even magical one) is pierced by these illumination (so spells as darkness doesn’t work in the aura’s radius). Creatures penalized by a strong illumination are penalized even from the aura’s light. Evil creatures within 30 feet from the character suffer a malus of -2 to their attack and damage rolls and to their saving throws. Evil creatures with less than half of the paladin’s HDs are blinded as long as the aura is active.

Aura of Fortitude: A paladin with these aura activated grants to himself and to his allies Damage Reduction 5/Evil as long as the aura is active. When the Paladin reach 20th level, his Damage Reduction raises to 15/Evil as long as these aura is active.

Aura of Charity: A paladin with these aura activated grants to himself and to his allies Fast Healing 5 as long as the aura is active.

Code of Conduct: A paladin must be of good alignment and loses all class abilities if she ever willingly commits an evil act.
Additionally, a paladin’s code requires that she act with honor, help those in need, and punish those who harm or threaten innocents.

Associates: While she may adventure with characters of any good or neutral alignment, a paladin will never knowingly associate with evil characters, nor will she continue an association with someone who consistently offends her moral code. A paladin may accept only henchmen, followers, or cohorts who are lawful good.


Holy Items

Crown of the Martyr
This metal band for the head has a nose guard to protect the face, but the owner of the artifact is continually wounded by the thorns of the crown. It provides to the wearer a +4 bonus on Charisma but at a penalty of a -2 malus to his Constitution. Moreover, the wearer can use Martyrdom 1/day.

Martyrdom: The character is wrapped in a shroud of sacred flames, sacrificing a quantity of their choice of their HP to inflict the same amount of damage to the enemy. If the character sacrifices more than half of their remaining HP, damage to the enemy becomes one and a half of the self-inflicted. With a succesful Fortitude saving throw (DC 10 + ½ of character's HD + character's Cha modifier) the enemy halves the damage. The opponent must be within 30 feet from the character. After using this power of the crown, regardless of HP sacrificed, the character gets a -2 penalty to Cos (to be added to that already given from wearing the crown) for 24 hours or until his condition is restored by a spell or a spell-like ability. When a character consumes all of its HP, Martyrdom inflicts double damage to the enemy but the character can not be resurrected, even with Pure Resurrection or Desire; instead ascends to the Seven Ascendants Heavens of Celestia as a martyr. The character can only resurrect by taking levels in the class of the Risen Martyr.

eftexar
2013-03-28, 07:44 PM
All in all the class features seem fairly balanced to me, but the lack of spells leaves a bit of gap in an already weak class. While you're here you might as well fix up some of the class' shortcomings.

It needs the Spot skill and 4 skill points per level. There really isn't an excuse for a class that can be expected to arrest or smite criminals, often rogues, to not be able to find them.

I would reduce Smite Evil's damage to half level and then make it apply to all attacks automatically. Without spells the Paladin has an even worse work day (or encounter in this case) than normal. It would also reduce a bit of the clutter and avoid too much extra damage with every attack against evil.

While the aura's are really nice you have fallen into the same trap as the Marshal. Immunities and resistances are often situational, meaning the Paladin now has fewer combat abilities. I think 3 or 4 fighter feats would be a simple way of adding some melee options without going too far.

Greenish
2013-03-28, 09:00 PM
So, what we have here is essentially a spell-less (CW) charging smite (PHBII) paladin with most of the faults and weaknesses of the original (including the much-maligned Code of Conduct). The auras look pretty good, actually, but I see no reason for them to be mutually exclusive.

Changing Smite to per encounter is nice, but why did you leave Remove Disease as per week?!

Xaotiq1
2013-03-28, 10:07 PM
Okay, full BAB, Good Fort, Good Will, Poor Reflex, d10 hit die. Solid start.


Skill Points: 2+Int (x4 at first level). Skills: Concentration (Con), Craft (Int), Diplomacy (Cha), Handle Animal (Cha), Heal (Wis), Knowledge (nobility and royalty) (Int), Knowledge (religion) (Int), Profession (Wis), Ride (Dex), Sense Motive (Wis).

Soo, yeah, I agree with eftexar & say this class needs Spot. It also needs Knowledge: Arcana and Knowledge: The Planes.Oh, and at least 4 skill points per level.


Weapon and Armor Proficiencies: Paladins are proficient with all simple and martial weapons, with all types of armor (heavy, medium, and light), and with shields (except tower shields).

Will not arue with this, moving on...


In order to use any of his supernatural abilities, the paladin must carry an holy symbol of his deity.

This could be inserted in to the present, painful, problematic, and thoroughly un-needed Code of Conduct; but I see where you're headed with it.


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

You know, sometimes even neutral foes, or normlly good guys actin' th fool need knock upside the head. To that end, I'd make this simply "Smite" and do it's thing regardless of the target's lignment; but if it IS evil, the ttck dels double damage.


Lay on Hands, Remove Curse

Player's Hanbook II, page 14, Touch of Vitality. Replace this with that, never look back


Punitive Sacrifice (Su): Beginning at 7th level, a paladin can choose to take a negative level in order to make an extra smite evil attack when she has already used all of her smite evil attacks for the current encounter.

*deep breath* NOOOOOOOOO!!! Do not allow a class to hose themself in this fashion! IT. AM. BAD! No pally should need more smites per encounter than it has, unless you have another mechanic that runs on smites (which I don't see, sooo...). Even then, there are better ways to mitigte your resources.


Blessed Weapon (Su):Any melee weapon wielded by a paladin of 8th level or higher is treated as good-aligned for the purpose of overcoming damage reduction.

Divine Might (Su): At 11th level and higher, the paladin can use a standard action to add a +4 bonus to her Strength, Wisdom, or Charisma score. This ability may be used once per day, and its effect lasts for 1 minute per class level.

Protection From Evil (Su): at 14th level and higher, a paladin is always considered protected by a Protection From Evil effect, as the spell. The caster level is equal to the paladin’s HD.

Holy Sword (Su): At 16th level, a paladin gains the ability to use holy sword once per day, as a caster whose level is equal to the paladin’s class level.

Wings (Ex): At 17th level, a paladin gains two feathered wings and can fly at a speed of 60 feet (good maneuverability).

All of these are at least 5 levels too late to be of use. Some close to ten levels too late.


Heaven’s Perfection (Su): At 20th level, a paladin becomes an angel-like creature. She is forevermore treated as an native outsider rather than as a humanoid (or whatever the paladin’s creature type was) for the purpose of spells and magical effects. Additionally, the paladin gains damage reduction 10/-, which allows her to ignore the first 10 points of damage from any attack. Unlike other outsiders, the paladin can still be brought back from the dead as if she were a member of her previous creature type. Moreover, the range of his auras doubles to 20 feet.

DR10 at level 20 means jack and squat, and jack skipped church this week. Raise the DR, maybe add some cold or electricity resistance or some acid immunity along with that damage reduction. Maybe a Charisma mod as deflection to AC, four hard-shell tacos and a large guacamole, and we've got something! Sorry, I've not yet eaten.


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.

Associates: While she may adventure with characters of any good or neutral alignment, a paladin will never knowingly associate with evil characters, nor will she continue an association with someone who consistently offends her moral code. A paladin may accept only henchmen, followers, or cohorts who are lawful good.

When will this madness stop? Stop doing this to classes! How is it that an LG person can channel all kinds of holy hoopla, but CG Bob has to settle with, oh, yeah, he can be a cleric. Never mind...

Seriously though, if you REALLY must force the pally into an alignment, stick to one axis, and *snort* call it "Good".

Auras look decent, though forcing your party to tenaciously cling to your buttocks for any benefit (and clustering them for AoE spells :smallfrown: ) is kind of damp. Dilate them auras to 30' and we have a fire burnin'. Heck, base the radius on the pally's level or Charisma score, just give the rest of the party some air, all right?

Sorry if I've been obtuse; or if my humor was a bit lacking, but you've got a good base. Just needs it some a buildin' on. Peace, and chicken grease!

CinuzIta
2013-03-30, 02:38 PM
All in all the class features seem fairly balanced to me, but the lack of spells leaves a bit of gap in an already weak class. While you're here you might as well fix up some of the class' shortcomings.

1. It needs the Spot skill and 4 skill points per level. There really isn't an excuse for a class that can be expected to arrest or smite criminals, often rogues, to not be able to find them.

2. I would reduce Smite Evil's damage to half level and then make it apply to all attacks automatically. Without spells the Paladin has an even worse work day (or encounter in this case) than normal. It would also reduce a bit of the clutter and avoid too much extra damage with every attack against evil.

3. While the aura's are really nice you have fallen into the same trap as the Marshal. Immunities and resistances are often situational, meaning the Paladin now has fewer combat abilities. I think 3 or 4 fighter feats would be a simple way of adding some melee options without going too far.

1. Fair point, I'm going to add Spot and I'll raise the skill points.

2.So you're proposing to add half paladin's level to damage against every evil enemy? I think that in the long term these would be a bit broken.

3. Actually, the fact that I had to decide the right aura for every situation didn't bothered me at all (to be honest, it was pretty nice, cause I had to figure out some strategies in the battle and I had to orchestrate the right tactics with the other support party members). How are you proposing to add the fighter feats? As other auras or as Bonus Feats?



4. So, what we have here is essentially a spell-less (CW) charging smite (PHBII) paladin with most of the faults and weaknesses of the original (including the much-maligned Code of Conduct). The auras look pretty good, actually, but I see no reason for them to be mutually exclusive.

5. Changing Smite to per encounter is nice, but why did you leave Remove Disease as per week?!


4. Aye, as you've noticed I've taken the spell-less, mount-less paladin as a basis for these overhaul.
I've decided the auras to be mutually exclusive because I didn't wanted the paladin to be a fearless, uncharmable, shining, fast healing tank all at once! :)

5. That was a mistake of mine, I intended them to be per day. Fixing it!




6. Soo, yeah, I agree with eftexar & say this class needs Spot. It also needs Knowledge: Arcana and Knowledge: The Planes.Oh, and at least 4 skill points per level.

7. You know, sometimes even neutral foes, or normlly good guys actin' th fool need knock upside the head. To that end, I'd make this simply "Smite" and do it's thing regardless of the target's lignment; but if it IS evil, the ttck dels double damage.

8. Player's Hanbook II, page 14, Touch of Vitality. Replace this with that, never look back

9. *deep breath* NOOOOOOOOO!!! Do not allow a class to hose themself in this fashion! IT. AM. BAD! No pally should need more smites per encounter than it has, unless you have another mechanic that runs on smites (which I don't see, sooo...). Even then, there are better ways to mitigte your resources.

10. All of these are at least 5 levels too late to be of use. Some close to ten levels too late.

11. DR10 at level 20 means jack and squat, and jack skipped church this week. Raise the DR, maybe add some cold or electricity resistance or some acid immunity along with that damage reduction. Maybe a Charisma mod as deflection to AC, four hard-shell tacos and a large guacamole, and we've got something! Sorry, I've not yet eaten.

12. When will this madness stop? Stop doing this to classes! How is it that an LG person can channel all kinds of holy hoopla, but CG Bob has to settle with, oh, yeah, he can be a cleric. Never mind...

13. Auras look decent, though forcing your party to tenaciously cling to your buttocks for any benefit (and clustering them for AoE spells :smallfrown: ) is kind of damp. Dilate them auras to 30' and we have a fire burnin'. Heck, base the radius on the pally's level or Charisma score, just give the rest of the party some air, all right?


6. Other skills to be added! Seems reasonable. What I think now is, wouldn't it be better for the class to have 6 skill points per level since now it got 3 new skills?

7. Mmh, I'm not sure about it. I've always seen the Smite attack as some sort of divine power descending on the paladin that allows him to smite the foes of the faith by channeling some sort of divine power, not some sort of "whoops, you're in my way, take these super special smashing attack". Definetly something that would harm evil enemies instead of anyone that cross the paladin's path..moreover, I really can't see a paladin smiting an angel just because they have different ways of approaching a situation...

Maybe I could add a special ability that allow the paladin to smite an enemy that is different to him (if not totally opposed) on the Law/Chaos axis if the enemy is not good...So (let's say) a LG paladin could smite LE/NE/CE enemies, but he could even smite N/CN...all in all it sounds quite good to me...what do you say?

8. These. Is. Definitely. Better. Thank you! ;)

9. So your suggestion is to dump these ability? I could replace it with the smite thingy.

10. I thought that these abilities might had come a bit late. When I first created these class I didn't bothered with them because we were arrived at epic levels (we were playing at level 25), so I would have had those abilities anyway. I'll see if I can find a better place for them!

11. Mmh...I'm not fine with raising the DR, but I could add immunity to petrification, acid and cold. Maybe even the ability to speak languages. And change the ability name to Sanctity, just for flavour.

12. Other error of mine...I copy pasted these paragraph and forgot to change the alignment restriction. The paladin just has to be good.

13. Yeah, I could raise the radius to 30'!


Thank you for the suggestions guys! :)


EDIT- edited the class...what do you think about it now? Also, suggestions for the dead levels?

eftexar
2013-03-30, 03:55 PM
I don't think +10 damage at will is really that broken at level 20. The Rogue's Sneak Attack is easier to use than the Paladin's smite and can be used at will and deals an average of 35 damage.
Even if you don't I'm a big fan of making smite evil extraordinary. I like to think of it as more having to do with zeal than divinity.

As far as the auras go I have no problem with situation. It does add to strategy. But, the more situational an ability is the more options you need to add to make up for it.
The Paladin has a quite a few abilities at lower levels, so I would say a fighter bonus feat, not as an aura, at levels 10, 13, 16, and 19. This would fill in a couple dead levels and add some more mundane into the paladin so he can function in antimagic better.

I think 4 skill points are fine. 6 and 8 should be reserved for skill monkeys and utility masters.

CinuzIta
2013-03-31, 09:25 AM
I've made some more changes, added resistances and other things...still have to write down the holy items, but right now I'm thinking at some more auras!


[eftexar, I'll answer to you later, right now I'm a bit in a hurry!]:)

CinuzIta
2013-04-03, 02:54 PM
Update if anyone's still interested. I've finished the Paladin, filling two dead levels with some special abilities from Grod_The_Giant's paladin overhaul.

I've also writed down the first of the four holy items, the Crown of the Martyr