Quote Originally Posted by Skjaldbakka View Post
Just out of curiosity, why sans Paladin?



I have some issues with shoehorning the fighter into the heavy armor guy role. Why are you specifying heavy armor here? I don't see any balance reason not to let it apply to any worn armor. I don't see any fluff justification for it either. Isn't this supposed to represent an increased skill with using armor to deflect/absorb a blow?
1) Half of my paladin remake is jacking onewingedangel's work. And all in all it just isn't as impressive, but if you are interested:

Spoiler
Show
Paladin:

-Gain Will as a good save.
-Increase Skill Point progression from 2 to 4.
- ‘Drop’ spell casting progression by 4 levels, granting 1st-level spells at level 1. A 5th-level spell list will be created.
-Gain Climb, Intimidate, Knowledge (history), Knowledge (the planes), and Spellcraft as class skills.
-Gain 1 free rank in Speak Celestial.
-Remove Disease progression now X/day instead of X/week. It also can be used to Remove Curse , Neutralize Poison, or Lesser Restoration.
-Gain Immunity to fear at level 3.
-At 11th-level Detect Evil becomes a 60ft-radius. At 17th-level it has a continuous duration that does not require concentration.
-Gain Mettle at level 12.
-Gain Innate Resistance: SR 2 + class level. If you have SR from any other permanent source (racially), improve that progression by 2.
-At 20th-level, gain the following:
A Hero Never Falls (Ex)
At 20th level, the paladin's sheer strength of will drives her on when death would claim lesser men. Once per day when a paladin would be reduced to 0 or less hp or otherwise killed (such as by a death effect), she instead is reduced to 1 hp. If the paladin would be killed by having an ability score reduced to zero, that score is instead reduced to 1.

-New Paladin Aura System:
Switchable Auras
All auras except Aura of Good are switchable as a move action. You may have only one aura other than Aura of Good active at a given time. These auras function while the paladin is conscious, but not while the paladin is unconscious or dead. The paladin's auras only affect her allies, and not the paladin herself.


1) Aura of Courage (Ex)
At 3rd level, the paladin may exude an aura of courage that inspires her allies. Each ally within 30 feet of her gains a +4 morale bonus on saving throws against fear effects. Aura of Courage's bonuses scale by level. At level 8, allies gain +6 to saves against fear, and a +1 morale bonus to attack rolls. At level 13, allies gain +8 to saves against fear, and a +2 morale bonus to attack rolls. At level 18, allies gain immunity to fear, and +3 morale bonus to attack rolls. This is a switchable Aura.

2) Aura of Devotion (Ex)
Upon reaching 8th level, the Paladin may exude an Aura of Devotion. While this ability is active, the Paladin grants a +1 morale bonus to AC to all allies within 30 feet. At level 13, this bonus increases to +2. At level 18, this bonus increases to +3. This is a switchable aura.

3) Aura of Resilience (Ex)
Beginning at 13th level, the paladin gains Aura of Resilience. While this ability is active, the Paladin grants the ability to reroll one Fortitude save every round to any ally within a 30ft radius of her. The decision to reroll must be made after the roll is made but before the result is declared. This is a switchable Aura.

4) Aura of Faith (Ex)
At 18th level, the paladin gains Aura of Faith. While this ability is active, the Paladin grants the ability to reroll one Will save every round to any one ally within a 30ft radius of her. The decision to reroll must be made after the roll is made but before the result is declared. This is a switchable Aura.

Paladin Variant 1: Paladin of Freedom
As above Paladin, with the following changes;

-Increase Skill Point progression from 4 to 6.
-Lower HD to d8.
-Lose Fortitude and gain Reflex as a good save.
-Lose Medium and Heavy Armor Proficiency.
-Gain Immunity to Compulsion instead of Immunity to Fear at 3rd-level.
-Gain Aura of Resolve instead of Aura of Courage at 3rd-level (granting a bonus against compulsion effects instead of fear effects).
-Gain Aura of Freedom at 13th-level instead of Aura of Resilience. The aura functions off of Reflex saves, grapple checks to resist being grappled, and escape artist checks instead of Fortitude saves.
-Remove the following spells from the paladin's spell list: discern lies, dispel chaos, magic circle against chaos, protection from chaos.
-Add the following spells to the paladin's spell list: 1st—protection from law; 3rd—magic circle against law; 4th—dispel law, freedom of movement.
-Gain Bluff, Escape Artist, Gather Information, Knowledge (local), Move Silently, Hide and Tumble as class skills.
-Gain Evasion at level 5.
-Change Smite progression from every 5 levels to every 6 levels, thus gaining 2/day at level 6, and 3/day at level 12 and so forth.
-Code of Conduct: A paladin of freedom must be of chaotic good alignment and loses all class abilities if he ever willingly commits an evil act. Additionally, a paladin of freedom's code 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.


2) It seemed to suit it's class identity. But considering the ability is fairly 'meh', I'll remove the restriction. If you take 6 levels of fighter and don't want to wear good armor, fine.