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Durzan
2018-03-25, 01:09 AM
Paladin

Requirements:


Ability Scores: Cha 12 or Higher
Alignment: Must satisfy and continually meet the alignment requirements of the Paladin Oath you choose at 1st level.
BAB: +6 or Higher
Skills: Knowledge (Mythology/Religion) 5 ranks, Ride 5 ranks, Intimidate 5 Ranks.
Languages: Celestial or Fiendish (Infernal or Abyssal).
Feats: Mounted Combat Training, Combat Expertise





Level


BAB


Fortitude


Reflex


Will


Defense


Special




1


1


2

0

1


2


Fighter Synergy, Paladin Oath, Aura (Alignment, 10 ft Radius), Smite +1d6, Special Mount




2


2


3

0

2


2


Vital Strike, Combat Trick, Aura (Imbue), Armor Compatibility




3


3


3


1


2


3


Smite +2d6, Aura Power, Improved Mounted Combat




4


4


4


1


2


3


Combat Trick, Divine Power, Aura (30 ft radius)




5


5


4


1


3


3


Smite +3d6, Aura Power, Paladin’s Presence




6


6


5


2


3


4


Combat Trick, Aura (Resonance)




7


7


5


2


4


4


Smite +4d6, Aura Power




8


8


6


2


4


4


Combat Trick, Aura (60 ft. Radus)




9


9


6


3


4


5


Smite +5d6, Aura Power




10


10


7


3


5


5


Combat Trick, Fighter Bonus Feat




HD: d12

Weapon & Armor Proficiencies: Paladins are proficient with all Simple and Martial Weapons, All Armor Types, and with Shields (Excluding Tower Shields).

Class Skills: Acrobatics (Dex), Athletics (Str), Craft (Int), Diplomacy (Cha), Handle Animal (Cha), Intimidate (Cha), Knowledge (Religion, Int), Knowledge (Varies, Int), Perception (Wis), Profession (Wis), Ride (Dex), Search (Int), and Sense Motive (Wis)

Skill Points: 4 + Int Modifier

Class Features:


Fighter Synergy: Levels in Paladin counts as fighter levels for the purposes of meeting prerequisites.
Paladin Oath: At 1st level, a Paladin is required to swear one of the following Oaths and abide by its precepts. The Oath the paladin swears affects her class abilities.

Oath of Honor: A paladin who swears the Oath of Honor must be of lawful good alignment and loses all class abilities if she ever willingly commits an evil act. Additionally, the Oath of Honor 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.
Oath of Freedom: A paladin who swears the Oath of Freedom must be of chaotic good alignment and loses all class abilities if he ever willingly commits an evil act. Additionally, the Oath of Freedom requires that he respect individual liberty, help those in need (provided they do not use the help for lawful or evil ends), and punish those who threaten or curtail personal liberty.
Oath of Slaughter: A paladin who swears the Oath of Slaughter must be of chaotic evil alignment and loses all class abilities if she ever willingly commits a good act. Additionally, the Oath of Slaughter requires that she disrespect all authority figures who have not proven their physical superiority to her, refuse help to those in need, and sow destruction and death at all opportunities.
Oath of Tyranny: A paladin who swears the Oath of Tyranny must be of lawful evil alignment and loses all class abilities if he ever willingly commits a good act. Additionally, the Oath of Tyranny requires that he respect authority figures as long as they have the strength to rule over the weak, act with discipline (not engaging in random slaughter, keeping firm control over those beneath his station, and so forth), help only those who help him maintain or improve his status, and punish those who challenge authority (unless, of course, such challengers prove more worthy to hold that authority).


Aura (Ex): Upon swearing an Oath, a Paladin begins to develop a particularly powerful aura from which she derives most of her special abilities from. An Aura radiates out from the Paladin, granting the effects of Aura Powers to others (see the Aura Powers ability) within the aura’s area of effect. A paladin’s Aura radiates out to a distance of 10 ft starting at 1st level. At 4th level, the aura’s area of effect increases to a distance of 30 feet, and at 8th level, it increases to a distance of 60 feet.

Aura of Alignment: At 1st level, the paladin’s aura takes on the attributes of the Paladin’s alignment for the purpose of spells and abilities that can detect alignment. The strength of the aura is equal to the paladin’s class level.
Imbue Aura: At 2nd level, the Paladin may use a move action to extend his aura to include the weapons which she is wielding. Any weapon that the paladin has imbued is treated as though it had a magical enhancement bonus equal to the Paladin’s level for the purposes of overcoming damage reduction. In addition, the weapon sheds light as though it were a torch, is treated as an aligned weapon of the same alignment as the paladin for the purposes of damage reduction, and takes on any other applicable effects of a paladin’s aura. For example, if a Lawful Good paladin of 4th level imbues his weapon weapon with his aura, allowing it to be treated as a +4 Lawful Good weapon for the purposes of overcoming damage reduction. These benefits are lost as soon as the weapon is sheathed, disarmed, or otherwise removed from the paladin’s immediate presence.
Resonance: Starting at 6th level, the paladin may imbue his aura into the weapon of an ally as a move action. This ability functions like Imbue Aura, except the attuned weapon takes on the same alignment as its wielder. As long as the ally remains within 60 feet of the paladin, the weapon remains attuned. If the ally is disarmed, killed, leaves the area, or sheaths the weapon, then the effect is lost.


Smite (Ex): A Paladin’s supernatural aura allows them to potentially deal extra damage to those who oppose them. Whenever a Paladin successfully hits any outsider, undead, construct, or any living creature of an opposing alignment with a melee attack, then target must make a will save (DC 10 + Class Level + Cha Modifier) or take the Paladin’s Smite damage. Smite Damage starts off at +1d6 points of damage at 1st level, and increases by an additional +1d6 at every odd class level thereafter.
Vital Strike (Ex): Starting at 2nd level, a paladin may use the Vital Strike ability. Once per day per class level, the Paladin may treat a single attack as though she rolled maximum damage on all of its normal weapon damage dice. She must declare the use of this ability before she roll the attack. This ability can be used in conjunction with combat tricks, unless otherwise noted.
Combat Trick: At 2nd level and every even level thereafter, a Paladin may select a combat trick.
Armor Compatibility: Starting at 2nd level, a Paladin may stack his Armor & Shield bonuses with his Class Defense Bonus ( CDB functions similarly to the class defense bonus listed in Unearthed Arcana. Normally they wouldn't stack).
Aura Power: Starting at 3rd level, a Paladin can begin using her Aura to accomplish amazing feats. At 3rd level and every odd level thereafter, a paladin may select an Aura Power from the list below. An Aura Power often has a radius of effect of 10 ft at 3rd level. These abilities function while the paladin is conscious, but not if she is unconscious or dead. A paladin may only have one power active at a time. Activating an aura power or switching to a different one is a move action.

Aura of Resolve(Su): While this aura is active, a paladin gains a morale bonus on all saves equal to his charisma bonus (minimum of +2). A good Paladin grants this bonus to all allies within the effect of his aura, while an evil Paladin gives an equivalent penalty to all enemies within the effect of his aura.
Aura of Courage (Su): While this aura is active, a Paladin gains a morale bonus to all attack rolls equal to his charisma bonus (minimum of +2). A good Paladin grants this bonus to all allies within the effect of his aura, while an evil Paladin gives an equivalent morale penalty to all enemies within the effect of his aura.
Aura of Deflection (Su): While this aura is active, a paladin gains a deflection bonus to his Defense equal to his charisma bonus (minimum of +2). A good Paladin grants this bonus to all allies within the effect of his aura, while an evil Paladin gives an equivalent morale penalty to all enemies within the effect of his aura.
Aura of Rejuvenation(Su): While this aura is active, a paladin becomes immune to poisons and diseases. A good paladin can cast Remove Disease as a spell like ability a number of times per week equal to his class level. An evil paladin can instead cast Contagion as a spell like ability a number of times per week equal to his class level. A paladin’s caster level is equal to his class level.


Disruption: At 3rd level a Paladin may spend a standard action to cause his aura to disrupt a spellcaster’s concentration. All casters within the area of his aura must make a concentration check (DC 10 + Class Level + Cha Modifier) or lose any spells they are attempting to cast. If they are already making concentration checks, then add the paladin’s level to their concentration DC.
Divine Power: At 4th level, a paladin receives a divine power based on her alignment below.

Laying on Hands: A good paladin with a Charisma score of 12 or higher can heal wounds (her own or those of others) by touch. Each day she can heal a total number of hit points of damage equal to twice her class level × her Charisma bonus. A paladin may choose to divide her healing among multiple recipients, and she doesn’t have to use it all at once. Using lay on hands is a standard action. Alternatively, a paladin can use any or all of this healing power to deal damage to undead creatures. Using Divine Power in this way requires a successful melee touch attack and doesn’t provoke an attack of opportunity. The paladin decides how many of her daily allotment of points to use as damage after successfully touching an undead creature.
Death Touch: An evil paladin can cause wounds with a successful touch attack. Each day she can deal a total number of hit points of damage equal to twice her paladin level x her Charisma bonus. An opponent subjected to this attack can make a Will save (DC 10 + class level + paladin's Cha modifier) to halve the damage dealt. Alternatively, a paladin can use any or all of this power to heal damage to undead creatures, just as an inflict wounds spell does. This power otherwise functions identically to the lay on hands ability.


Paladin Presence: Starting at 5th level, the Paladin’s Aura can inspire fear in his enemies; as a result he gains the use of the Frightful Presence ability. Whenever the paladin makes an attack or charges, all opponents within the Paladin’s aura who have fewer levels or Hit Dice than her become shaken for a number of rounds equal to 1d6 + your Cha modifier. The effect is negated by a Will save (DC 10 + 1/2 your character level + your Cha modifier). A successful save indicates that the opponent is immune to your frightful presence for 24 hours. All Undead creatures, as well as Outsiders of an opposing alignment who fail their save are treated as though they were under the effect of the Turn Undead ability (If the Paladin is Good), or the effect of Rebuke Undead (If the Paladin is Evil).
Fighter Bonus Feat: At 10th level, a Paladin gains a Fighter Bonus Feat.


The Paladin’s Mount:

The paladin’s mount is superior to a normal mount of its kind and as such, it receives the following acquired template. This template can be applied to any creature the paladin could potentially ride.

Size and Type: Animals or vermin with this template become magical beasts, but otherwise the creature type is unchanged. Size is unchanged.
Hit Dice: See Special Qualities.
Speed and Attacks:Same as base creature.
Special Attacks:A paladin’s mount has all the special attacks as the base creature plus what is listed below.


Smite (Ex): A paladin’s mount can use their paladin’s smite ability, as if they were a paladin of the same level as their master. The mount may only use this ability a number of times per day equal to the Paladin's class level.

Special Qualities: A paladin’s mount retains all special qualities of the base creature and gains the qualities listed below.


Empathic Link: The paladin has an empathic link with her mount out to a distance of up to 1 mile. The paladin cannot see through the mount’s eyes, but they can communicate empathically. Note that even intelligent mounts see the world differently from humans, so misunderstandings are always possible. Because of this empathic link, the paladin has the same connection to an item or place that her mount does, just as with a master and his familiar.
Bonus HD: A paladin’s mount advances in hit dice as its paladin levels up. For every class level its paladin receives, the mount receives one extra HD of the base creature and adds its constitution bonus as normal. Extra Hit Dice improve the mount’s base attack and base save bonuses as the base creature. The mount gains additional skill points or feats for bonus HD as normal for advancing a monster’s Hit Dice.
Natural Armor Adjustment: A Paladin’s Mount receives an additional bonus to their natural armor bonus equal to the paladin’s class level. This bonus stacks with any natural bonus the base creature already has.
Improved Evasion: When subjected to an attack that normally allows a Reflex saving throw for half damage, a mount takes no damage if it makes a successful saving throw and half damage if the saving throw fails.
Improved Speed: A paladin of 4th level or higher grants his mount a +10 increase to their base movement speed.
Share Saving Throws: For each of its saving throws, the mount uses its own base save bonus or the paladin’s, whichever is higher. The mount applies its own ability modifiers to saves, and it doesn’t share any other bonuses on saves that the master might have.
Share Spells: If the Paladin can cast spells, then she may choose to have any spell (but not any spell-like ability) she casts on herself also affect her mount. The mount must be within 5 feet at the time of casting to receive the benefit. If the spell or effect has a duration other than instantaneous, it stops affecting the mount if it moves farther than 5 feet away and will not affect the mount again even if it returns to the paladin before the duration expires. Additionally, the paladin may cast a spell with a target of "You" on her mount (as a touch range spell) instead of on herself. A paladin and her mount can share spells even if the spells normally do not affect creatures of the mount’s type.
Command (Sp): A paladin of 6th level or higher grants their mount the ability to command lesser creatures of a similar type to the mount. Once per day per class level of its master, a mount can use this ability to command any normal animal of approximately the same kind as itself (for warhorses and warponies, this category includes donkeys, mules, and ponies), as long as the target creature has fewer Hit Dice than the mount. This ability functions like the command spell, but the mount must make a DC 20 Concentration check to succeed if it’s being ridden at the time. If the check fails, the ability does not work that time, but it still counts against the mount’s daily uses. Each target may attempt a Will save (DC 10 + ½ paladin’s level + paladin’s Cha modifier) to negate the effect.
Spell Resistance (Ex): A mount’s spell resistance equals its paladin’s class level + 10. To affect the mount with a spell, a spellcaster must get a result on a caster level check (1d20 + caster level) that equals or exceeds the mount’s spell resistance.


Ability Scores: A paladin’s mount receives a bonus to its strength score equal to 1/2 the paladin’s class level (Minimum of +1). The intelligence of a paladin’s mount is always at least a 6, and receives a +1 increase at 2nd level and every even level thereafter.

Durzan
2018-03-25, 01:13 AM
Relavent Feat Reworks:

Mounted Combat Training:
Prerequisites: 2 or more ranks in the Ride skill.
Benefit: Once per round when your mount is hit in combat, you may attempt a Ride check (as a reaction) to negate the hit. The hit is negated if your Ride check result is greater than the opponent’s attack roll. (Essentially, the Ride check result becomes the mount’s Defense is higher than the mount’s regular AC.) In addition, you gain a +5 competence bonus on all ride checks made while you are in combat.

Improved Mounted Combat:
Prerequisites: 2 or more ranks in the Ride skill, Mounted Combat Training
Benefit: When you are mounted and use the charge action, you may move and attack as if with a standard charge and then move again (continuing the straight line of the charge). Your total movement for the round can’t exceed double your mounted speed. You and your mount do not provoke an attack of opportunity from the opponent that you attack.In addition, when you attempt to overrun an opponent while mounted, your target may not choose to avoid you. Your mount may make one hoof attack against any target you knock down, gaining the standard +4 bonus on attack rolls against prone targets.

Spirited Charge:
Prerequisites: 5 or more ranks in the Ride skill, Mounted Combat Training, Improved Mounted Combat
Benefit: When you are mounted, you may attempt to overrun any enemy who is in your way as part of a charge, thus allowing you to otherwise reach enemies who you would otherwise be unable to charge. If any overrun attempts fail, then the charge fails and you are pushed 5 feet back as normal. If successful, then you may continue your charge. In addition, whenever you are mounted and charging, you deal double damage with a melee weapon, or triple damage if its a lance, to the target you are charging at.

Mounted Combat Mastery:
Prerequisites: 10 or more ranks in the Ride skill, Mounted Combat Training, Improved Mounted Combat, Spirited Charge
Benefit: Whenever you are mounted and charging, you may make a single attack against any opponent within range of your melee weapon as you ride by them. You are limited to making the same number of attacks as when you make a Full Attack action.

Combat Tricks:


Taunt: You may spend a move action to attempt to goad a number of enemies up to 1/2 your class level into attacking you, provided they are within 60 feet of you. In order for the taunt to be effective, you must succeed on an opposed intimidate check against each target you are trying to taunt. If you are successful, then target gains a +2 bonus to all attacks, suffers a -2 penalty to its defense, and may only attempt attack you on its next turn. This is a mind-affecting effect.
Improved Taunt: Your taunt now lasts for 1d6 rounds.
Rage: You have learned to call upon inner reserves of strength and ferocity, granting you additional combat prowess. You may rage for a number of rounds equal to 6 + Class Level + Con Modifier. Temporary increases to Constitution, such as those gained from rage and spells like Bear’s Endurance, do not increase the total number of rounds that you can rage per day. The total number of rounds of rage per day is renewed after resting for 8 hours, although these hours do not need to be consecutive. While in a rage, you gain a +4 morale bonus to her Strength and Constitution, a +2 morale bonus on Will saves, and a –2 penalty to your defense. The increase to Constitution grants you 2 hit points per Hit Dice, but these disappear when the rage ends and are not lost first like temporary hit points. While in rage, you cannot use any Charisma-, Dexterity-, or Intelligence-based skills (except Acrobatics, Escape Artist, Intimidate, and Ride) or any ability that requires patience or concentration. You can enter or end your rage as a free action. Whenever you end your rage, you become fatigued for a number of rounds equal to double the amount of time you spent in the rage. You cannot enter a rage whenever you are fatigued or exhausted, but you may otherwise enter a rage multiple times during a single encounter or combat. If you fall unconscious then your rage immediately ends, placing you in peril of death.
Improved Rage: Prerequisites: Rage. You are no longer fatigued after you rage, and you may now rage for a number of rounds equal to 12 + Class Level + Con modifier.
Berserker (Ex): Prerequisites: Strength 15+, Rage. When wielding a weapon two handed, you may add 2x your strength modifier to your attacks instead of the the usual 1.5x your strength modifier.
Critical Strike (Ex): Prerequisite: Wounding Strike. As a standard action, you may make a single attack that has a higher chance of dealing a critical hit. For that attack, double the weapon’s critical threat range. This effect stacks with other effects that improve critical threat ranges.
Wounding Strike: Whenever you deal a critical hit, you may choose to forgo dealing the extra damage from the critical hit to instead deal 1d4 points of constitution damage. Creatures immune to critical hits cannot be effected.
Precision Strike: As a standard action, you may make a single attack with a melee weapon that grants a bonus to your attack and damage equal to 1/2 your class level (rounded down, minimum of +1). You must declare the use of this ability before you roll the attack. Extra damage gained from precision strike counts as precision damage. Precision Strike can be used instead to bypass non-magical damage reduction… doing so however negates the bonuses to your attack and damage. This ability cannot be used in conjunction with power attack.
Shattering Strike: You automatically deal bonus damage on all sundering attempts equal to 1/2 your class level. In addition, you may attempt to reduce the Defense of your opponents armor by making a successful sunder attempt against their armor as a standard action. If successful, then you deal normal damage to your opponent as well as reducing their armor bonus by 2 (to a minimum of 0).
Bleeding Strike (Ex): You are skilled at creating wounds that have a hard time healing. As a standard action, you may make a single attack that causes damage equal to 1/2 your class level per round. Multiple wounds from such attacks result in cumulative bleeding loss. The bleeding can be stopped only by a heal check (DC 15) or by the application of a healing spell. Handy against spellcasters.
Shockwave (Ex): As a standard action, you can swing your melee weapon so hard that it creates a shockwave. This takes the form of a 30 ft cone of force that deals an amount of force damage equal to the base weapon damage plus 1d6 points of damage for every 2 class levels. Those caught within the effect of the shockwave are allowed a reflex save for half damage (DC equal to 10 + 1/2 class level + Strength Modifier). You can use this ability as much as you want, but you become fatigued if you use it more than 3x per day, and exhausted if you already are fatigued. You cannot use this ability in conjunction with Vital Strike.
Improved Shockwave (Ex): Prerequisite: Shockwave. Your ability to create a shockwave improves. You may now create a 60 ft cone of force instead of a 30 ft cone, and the amount of damage increases to the base weapon damage plus your class level.
Substitution: Prerequisite: Dex 15+. Once per combat, in a battle of two or more opponents, you may as a free action make a grapple check to redirect one of your opponents attacks onto another opponent, provided you are within reach of an opponent to do so.
Utility Belt: Prerequisite: Strength 15+, Dwarven Training. You are able to balance your weapons on your person. Weapons you carry on your person only apply half their weight to your carrying capacity.
Dwarven Training: Prerequisite:Strength 15+. Your movement rate in armor is treated as though it were one category lighter than normal.
Improved Multiplier: Whenever the Armsman wields a weapon she is proficient in, its critical multiplier is treated as though it were 1 point higher than normal.


NOTE: The PALADIN Prestige Class is meant to work alongside a reworked fighter class equivalent that gets Combat Tricks and Armor Compatibility.

NOTE 2: This class is part of a rework where no class or prestige class thus altered has ANY dead levels (Defined as a level where you don't get a class special feature), and where martial classes are scaled UP in general power.

NOTE 3: This prestige class was designed to work in my Wheel of Time: The Forth Age campaign setting. Lore Wise, the Children of the Light essentially become Lawful Good Paladins due in part to Galad's leadership and lasting influence after the Last Battle. (I've seen stranger things happen in the WoT world.)

NOTE 4: This is designed off of a heavily homebrewed 3.5 System (Wheel of Time: The Fourth Age). It back ports some features from Pathfinder.

Durzan
2018-03-25, 10:06 AM
Reserved for additional information as needed (if any)

Durzan
2018-03-25, 12:49 PM
Alright, I think thats it boys and girls! Critique Away!

Seriously? Nobody had anything to say?

aimlessPolymath
2018-03-25, 03:31 PM
Seriously? Nobody had anything to say?

Give it time.

My quick thoughts:

-Armor compatibility is a pretty insane bonus to AC, no matter how CDB is formulated. How much AC do you expect characters to get from this?
-Vital Strike suffers naming issues w.r.t. the Pathfinder feat, which can cause compatibility issues.
-Granting paladin smite to horses, which have multiple hoof attacks, makes them incredibly threatening combatants- disproportionately so, maybe.
-I'm not sure of the use case for Utility Belt.
-Smite requiring a will save on every single attack is likely to slow down the game.
-I am a huge fan of how you handled the paladin auras. Seriously. Really well done.

rferries
2018-03-25, 03:50 PM
What system is this? I note a reference to Knowledge (mythology) - is that Pathfinder?

I'm a big fan of paladins as a non-spellcasting class, and I agree with the comment above about the auras - they really give the flavour of leading your party on a righteous cause.

The Oaths and Divine Power are nice and streamlined, allow all the archetypes to fit under one chassis.

No divine grace though?

You might attract some more comments if you format it to make it more presentable (e.g. putting lines in the table, changing the text size and spacing, etc.).

Durzan
2018-03-25, 06:20 PM
Thank you for giving some feedback. I do have some responses.


Give it time.

My quick thoughts:

-Armor compatibility is a pretty insane bonus to AC, no matter how CDB is formulated. How much AC do you expect characters to get from this?
-Vital Strike suffers naming issues w.r.t. the Pathfinder feat, which can cause compatibility issues.
-Granting paladin smite to horses, which have multiple hoof attacks, makes them incredibly threatening combatants- disproportionately so, maybe.
-I'm not sure of the use case for Utility Belt.
-Smite requiring a will save on every single attack is likely to slow down the game.
-I am a huge fan of how you handled the paladin auras. Seriously. Really well done.

1. Re: Armor Compatibility... its a hold over from the original Wheel of Time D20 system (Which essentially used D&D 3.0 as the core rules). Apart from Armor Compatibility, the Class Defense Bonus was practically lifted straight out of Unearthed Arcana. Naturally this DID lead to some pretty high AC scores for fighters, warders, etc.

I was playing a game with a guy who had a base AC in the low to mid 20's and when buffed with spells that would get pumped into the low thirties. He was Level 8 and had Armor Compatibility, and I was having a hard time hitting him. So I ruled that for mechanical purposes touch attacks treat CDB as though they were armor as well... made things a lot easier. High AC is just par for the course with this. I might be willing to consider nerfing it to only 1/2 your armor bonus, possibly with a feat or combat trick that can bring it up to full armor bonus. Don't really want to remove it entirely, as it was part of the original game I was playing.

The setting didn't really have a lot of healing spells, and the ones they did have were incredibly nerfed. I guess the original creators thought having very high ACs was necessary. Either way, I kinda like the concept of the CDB potentially stacking with armor... at least up to a point. Its a cool concept that makes sense. Represents your character's natural experience in avoiding attacks. One alternate option is for me to stack in Armor as DR, but thats a whole nother can of worms. I tried working it out once, and it wasn't pretty... so I think sticking with what I got now (with a few tweaks) would be best. Your thoughts?

2. Re: Vital Strike. The compatibility issue is duly noted. For me at least, its not much of a problem. Game runs in a heavily modified 3.5 system. I've seen the Vital Strike chain from Pathfinder, and I thought it was basically crap. Liked the name, so I appropriated it. Did that with quite a few stuff from pathfinder. If someone wanted to use it in their own games wether it be pathfinder or 3.5, they could just come up with a different name and refluff it slightly.

3. Re: Paladin Smite for the mount. I agree that this is somewhat iffy. Any suggestions on a replacement ability or a way to nerf it? Flavor wise, the Mount comes and reveals the paladin, not the other way around, so having it be able to channel some of the paladin's abilities makes sense. To me at least, a Special Mount is supposed to be more than a reflavored Animal Companion or Familar.

4. Re: The Utility Belt combat trick. What its supposed to do is allow you to carry more weapons/equipment on your person. Halving the weight of your weapons allows you to carry more stuff. Kinda useless if you happen to get ahold of a Bag of Holding or a Portable Hole. Might consider replacing this with something a tad bit more useful. Any suggestions?

5. Re: Smite... your right it could slow down the game. I gave it the will save clause to serve as a limiting factor. The original version was very lackluster... what with limited the number of smites per day, a much narrower range of applicable targets, and adding only a pitifully small amount of extra damage. Any suggestions for an alternative limitation to replace the will saves without slowing down the game? I don't really want to switch it back to a number of times per day, as that's one of the core abilities that makes the Paladin useful.


What system is this? I note a reference to Knowledge (mythology) - is that Pathfinder?

I'm a big fan of paladins as a non-spellcasting class, and I agree with the comment above about the auras - they really give the flavour of leading your party on a righteous cause.

The Oaths and Divine Power are nice and streamlined, allow all the archetypes to fit under one chassis.

No divine grace though?

You might attract some more comments if you format it to make it more presentable (e.g. putting lines in the table, changing the text size and spacing, etc.).

6. Re: Auras... Thank you! :D I am very proud of that myself. I had a little help from a certain friend of mine with regards to the details, the scaling, and tweaking some aspects of it, but for the most part the core concept was mine.The sharing the imbue aura ability with allies was my friend's idea though.

7. Oaths and Divine Powers: Again, thank you! I took a page from 5E when reformatting the archetype codes of conduct.

8. Re: The System. *Glances up at the top of the thread, and double-checks the thread prefix.* I suppose the 3.x class tag isn't exactly clear enough. To clarify, this was for a heavily homebrewed version of 3.5E, set in the Wheel of Time universe and using/updating/improving some of the rules from the old Wheel of Time D20 system (dunno if you've seen or heard of it). the Knowledge (Mythology) skill was simply a reskin of Knowledge (religion) to better fit with the setting.

9. Re: Divine Grace. Didn't think it necessary, especially with Armor Compatibility in the picture. Adding CHA to your AC is overkill when you are getting a CDB alongside an Armor and Shield bonus. If you want, I could probably find a way to stick it in as an aura power.

10. Yeah, sorry about the formatting. I use Scrivener for my projects, and it does some wonky things to the formatting when you just copy and paste it into a text box on these forums. I fixed the issue. Didn't have time to do so last night.

Any suggestions? Maybe I could add in some alternate Divine Powers or some additional auras for added variety?

Heres a few additional questions for those who PEACH this thread:

Tier wise, how effective is this prestige class? What do you think of the requirements and the Reworked feats? Etc.

I intended for it to be a Tier 3 or 4, preferably T3.

rferries
2018-03-25, 06:26 PM
Ah righto, I see now. However Divine Grace applies to saves rather than AC (which you've got covered through Defense already as you point out). Other than that I think it looks good - not having detect evil, remove disease etc loses some of the original flavour but I'm not sure it's a huge loss.

Durzan
2018-03-27, 10:36 AM
(Its weird that my posts don't get that much feedback after the first couple of posts. I update and change my ideas based on feedback, so constant responses are very helpful)

I've been wanting to add in a few auras or class abilities that play off of the Law-Chaos dynamic, as currently the good-evil aspect of the paladin is hogging most of the emphasis.

However, I've run out of ideas. Any suggestions with regard to that?

Any comments, suggestions, or concerns in general?

Hello?


Ah righto, I see now. However Divine Grace applies to saves rather than AC (which you've got covered through Defense already as you point out). Other than that I think it looks good - not having detect evil, remove disease etc loses some of the original flavour but I'm not sure it's a huge loss.

Re: Divine Grace. Duly noted. Aura of Resolve is essentially a reskin of Divine Grace.

Re: Remove disease. Double check the OP. While there is no detect alignment abilities, one of the aura powers allows the paladin to use contagion if evil or cure disease if good a number of times per week.

Alright, here are some changes made:

Limited the Special Mount's ability to Smite to a number of times per day equal to the Paladin's class level. This should address the concerns regarding a horse's hoof attacks. An alternative idea would be to treat the Mount's smite ability as though it were had half the number of levels as the paladin instead of limiting the number of smites it could perform. The Paladin's Smite ability will remain unchanged.

rferries
2018-03-30, 02:02 PM
(Its weird that my posts don't get that much feedback after the first couple of posts. I update and change my ideas based on feedback, so constant responses are very helpful)

I've been wanting to add in a few auras or class abilities that play off of the Law-Chaos dynamic, as currently the good-evil aspect of the paladin is hogging most of the emphasis.

However, I've run out of ideas. Any suggestions with regard to that?

Any comments, suggestions, or concerns in general?

Hello?

It's possible that people don't feel they have much to say one way or the other - it also helps if you comment on other homebrew, to encourage people to comment on your own.

I will say that the homebrew Wheel of Time system may make it a bit difficult for others to balance the material. This isn't a criticism, it's just since we don't now how powerful casters are in your system, we don't know if we should say a particular paladin ability is too weak or too strong in comparison. Maybe do a megapost where you upload all the classes and houserules in your system, with an index?

As for specific suggestions - perhaps some feats for the special mount to take?