Thurbane
2008-09-05, 03:08 AM
Hey, I was wondering if you guys could help me homebrew a class variant. I want a variant paladin that trades a lot of his martial prowess for increased spellcasting ability. Here goes:
BAB: Cleric
Saves: Good Fort & Willpower; bad Reflex
HD: d8
Skills: 4 per level, from Paladin list plus Knowledge (Arcana), Knowledge (The Planes) and Spellcraft
Armor Proficiency: Medium Armor, all shields (except tower shields), all simple and martial weapons
Spell Progression: as Bard
Spells: Levels 1-4 as is Paladin List; Levels 0, 5 & 6: from the Cleric list, but only spells of the Conjuration (Healing) and Abjuration schools. Any spell duplicated on the cleric and paladin spell list uses the lower spell level. The Mystic Paladin still memorizes spells as normal, but uses the Bard's spells per day progression.
All other class abilities (detect evil lay on hands, special mount) remain the same.
Core spells:
0 - Cure Minor Wounds, Resistance
5 - Atonement, Break Enchantment, Cure Light Wounds (mass), Raise Dead, Spell Resistance
6 - Antilife Shell, Banishment, Cure Moderate Wounds (mass), Dispel Magic (greater), Forbiddance, Glyph of Warding (greater), Heal
...does this look balanced, or worthwhile?
BAB: Cleric
Saves: Good Fort & Willpower; bad Reflex
HD: d8
Skills: 4 per level, from Paladin list plus Knowledge (Arcana), Knowledge (The Planes) and Spellcraft
Armor Proficiency: Medium Armor, all shields (except tower shields), all simple and martial weapons
Spell Progression: as Bard
Spells: Levels 1-4 as is Paladin List; Levels 0, 5 & 6: from the Cleric list, but only spells of the Conjuration (Healing) and Abjuration schools. Any spell duplicated on the cleric and paladin spell list uses the lower spell level. The Mystic Paladin still memorizes spells as normal, but uses the Bard's spells per day progression.
All other class abilities (detect evil lay on hands, special mount) remain the same.
Core spells:
0 - Cure Minor Wounds, Resistance
5 - Atonement, Break Enchantment, Cure Light Wounds (mass), Raise Dead, Spell Resistance
6 - Antilife Shell, Banishment, Cure Moderate Wounds (mass), Dispel Magic (greater), Forbiddance, Glyph of Warding (greater), Heal
...does this look balanced, or worthwhile?