A Monster for Every Season: Summer 2
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    Firbolg in the Playground
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    Default Zman's E10 Paladin(3.5)

    This is part of my E10 project aimed at creating a richer and more balanced DnD experience. The classes are meant to be balanced between between Tiers 2-4. A 20th level character ends up as a 10//10 Gestalt.


    Paladin

    {table=head]Level|BAB|Fort|Ref|Will|Special |1st|2nd|3rd

    1st|+1|+2|+0|+2|Smite Evil, Aura of Good, Detect Evil|ó|ó|ó

    2nd|+2|+3|+0|+3|Divine Grace, Lay on Hands, Battle Blessing|0|ó|ó

    3rd|+3|+3|+1|+3|Aura of Courage, Divine Health, Divine Understanding|0|ó|ó

    4th|+4|+4|+1|+4|Turn Undead|1|ó|ó

    5th|+5/+1|+4|+1|+4|Special Mount|1|ó|ó

    6th|+6/+2|+5|+2|+5|Divine Understanding|1|0|ó

    7th|+7/+3|+5|+2|+5|Remove Disease|1|0|ó

    8th|+8/+4|+6|+2|+6|Voice of Conviction|1|1|ó

    9th|+9/+5/+1|+6|+3|+6|Divine Understanding|1|1|0

    10th|+10/+6/+2|+7|+3|+7|Recitation of the Righteous|1|1|1

    [/table]

    Alignment: Lawful Good
    Hit Die: 1d10

    Class Skills:
    Concentration (Con), Craft (Int), Diplomacy (Cha), Handle Animal (Cha), Heal (Wis), Knowledge(nobility and royalty) (Int), Knowledge(religion) (Int), Listen(Wis), Profession (Wis), Ride (Dex), Sense Motive (Wis), and Spot(Wis).
    Skill Points at 1st Level: (4 + Int modifier) ◊ 4
    Skill Points at Each Additional Level: 4 + Int modifier

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

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

    Detect Evil (Sp): 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 her Charisma Modifier x her Paladin level in divine bonus damage. 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. Smite Evil requires a Standard Action, Charge, or as part of a Full Attack. Only one attack per round can benefit from Smite Evil.

    At 5th level, and at every five levels thereafter, the paladin may smite evil one additional time per encounter, as indicated on Table: The Paladin, to a maximum of three times per encounter at 10th level.

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

    Lay on Hands (Su): Beginning at 2nd level, a 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 her paladin level x her Charisma bonus. A paladin may choose to divide her healing among multiple recipients, and she doesnít 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 lay on hands in this way requires a successful melee touch attack and doesnít 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.

    Battle Blessing

    You can cast most of your paladin spells faster than normal. If the spell normally requires a standard action, you can cast it as a swift action. If it normally requires a full round to cast, you can cast it as a standard action. Spells with longer or shorter casting times are not affected by this feat.


    Aura of Courage (Su): Beginning at 3rd level, a paladin is immune to fear (magical or otherwise). Each ally within 20 feet of her gains a +4 morale bonus on saving throws against fear effects. This ability functions while the paladin is conscious, but not if she is unconscious or dead.

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

    Divine Understanding

    At 3rd level the Paladin gains access to a wider range of Divine Power. At 3rd level and every 3 levels there after the Paladin can select one spell from the Cleric list and add it to the Paladin's spell list as a spell of the same level. The spell must be of a level the Paladin can cast.


    Turn Undead (Su): When a paladin reaches 4th level, she gains the supernatural ability to turn undead. She may use this ability a number of times per day equal to 3 + her Charisma modifier. She turns undead as a cleric of three levels lower would.

    Spells: Beginning at 2nd level, a paladin gains the ability to cast a small number of divine spells, which are drawn from the paladin spell list. A paladin casts spells spontaneously.

    To cast a spell, a paladin must have a Charisma score equal to at least 10 + the spell level. The Difficulty Class for a saving throw against a paladinís spell is 10 + the spell level + the paladinís Charisma modifier.

    Like other spellcasters, a paladin can cast only a certain number of spells of each spell level per day. Her base daily spell allotment is given on Table: The Paladin. In addition, she receives bonus spells per day if she has a high Charisma score. When Table: The Paladin indicates that the paladin gets 0 spells per day of a given spell level, she gains only the bonus spells she would be entitled to based on her Charisma score for that spell level The paladin does not have access to any domain spells or granted powers, as a cleric does.

    A paladin may cast any spell on the paladin spell list, provided that she can cast spells of that level. A Paladin must meditate once per day for one hour to recover her spell capabilities.

    Through 1st level, a paladin has no caster level. At 2nd level and higher, her caster level is equal to her paladin level minus 1.


    Special Mount (Sp): Upon reaching 5th level, a paladin gains the service of an unusually intelligent, strong, and loyal steed to serve her in her crusade against evil (see below). This mount is usually a heavy warhorse (for a Medium paladin) or a warpony (for a Small paladin).

    At will, as a full-round action, a paladin may magically call her mount from the celestial realms in which it resides. This ability is the equivalent of a spell of a level equal to one-third the paladinís class level. The mount immediately appears adjacent to the paladin and remains for 2 hours per paladin level; it may be dismissed at any time as a free action. The mount is the same creature each time it is summoned, though the paladin may release a particular mount from service.

    Each time the mount is called, it appears in full health, regardless of any damage it may have taken previously. The mount also appears wearing or carrying any gear it had when it was last dismissed. Calling a mount is a conjuration (calling) effect.

    Should the paladinís mount die, it immediately disappears, leaving behind any equipment it was carrying. The paladin may not summon another mount for three days or until she gains a paladin level, whichever comes first, even if the mount is somehow returned from the dead. During this three days period, the paladin takes a Ė1 penalty on attack and weapon damage rolls.

    Remove Disease (Sp): At 7th level, a paladin can produce a remove disease effect, as the spell, once per day.

    Voice of Conviction

    At 8th level the Paladin infuses his voice with his conviction, he adds 1/2 his Paladin level to Diplomacy and Intimidate skill checks when acting in line with his beliefs.


    Recitation of the Righteous

    At 10th level the Paladin gains the ability to infuse a vocalization of his beliefs with divine power. The Paladin must be able to speak and his targets must be able to hear and understand him. As a Full Round Action everyone within 50' of the Paladin is struck with a variety of effects depending on their alignment. The duration of the effects of the Recitiation of the Righteous is one round. A Will save DC equal to 10+1/2 Paladin's Level + Cha Modifier negates the effect each round. A Paladin can continue a Recitation of the Righteous by expending another full round action to a maximum number of rounds equal to the Paladin's Cha Modifier. Recitation of the Righteous is a Mind Affecting Special Ability and does not affect creatures with an intelligence less than 3. Recitation of the Righteous does affect undead despite their inherent immunity. Recitation of the Righteous can be used once per day. After a Recitation of the Righteous the Paladin is fatigued for a number of rounds equal to the duration of the Recitation.

    Targets Alignment:
    Lawful Good: Dispel Evil/Chaos
    Neutral Good: Protection from Evil/Chaos
    Chaotic Good: Protection from Evil/Chaos
    Lawful Nuetral: Unaffected
    True Nuetral: Shaken
    Chaotic Nuetral: Shaken
    Lawful Evil: Stunned
    Nuetral Evil: Stunned, Prone
    Chaotic Evil: Stunned, Prone



    Code of Conduct: A paladin must be of lawful good alignment and loses all class abilities if she ever strays from a lawfullyl good alignment. Additionally, a paladinís 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.

    Ex-Paladins
    A paladin who ceases to be lawful good or who grossly violates the code of conduct loses all paladin spells and abilities (including the service of the paladinís mount, but not weapon, armor, and shield proficiencies). She may not progress any farther in levels as a paladin. She regains her abilities and advancement potential if she atones for her violations (see the atonement spell description), as appropriate.

    Like a member of any other class, a paladin may be a multiclass character, but multiclass paladins face a special restriction. A paladin who gains a level in any class other than paladin may never again raise her paladin level, though she retains all her paladin abilities.

    THE PALADINíS MOUNT

    The paladinís mount is superior to a normal mount of its kind and has special powers, as described below. The standard mount for a Medium paladin is a celestial heavy warhorse, and the standard mount for a Small paladin is a celestial warpony. Another kind of mount, such as a celestial riding dog (for a halfling paladin) or a celestial Large shark (for a paladin in an aquatic campaign) may be allowed as well. A paladinís mount is a Magical Beast.

    {table]Paladin Level|Bonus HD|Natural Armor Adj.|Str, Dx, Con Adj.|Int|Special

    5thĖ7th|+3|+4|+2|7|Empathic link, Improved Evasion, Share Spells, Share Saving Throws

    8thĖ10th|+6|+6|+3|8|Improved speed, Flight

    11thĖ13th|+9|+8|+4|9|

    [/table]

    Paladinís Mount Basics: Use the base statistics for a creature of the mountís kind, but make changes to take into account the attributes and characteristics summarized on the table and described below.

    Bonus HD: Extra eight-sided (d8) Hit Dice, each of which gains a Constitution modifier, as normal. Extra Hit Dice improve the mountís base attack and base save bonuses. A special mountís base attack bonus is equal to that of a cleric of a level equal to the mountís HD. A mount has good Fortitude and Reflex saves (treat it as a character whose level equals the animalís HD). The mount gains additional skill points or feats for bonus HD as normal for advancing a monsterís Hit Dice.

    Natural Armor Adj.: The number on the table is an improvement to the mountís existing natural armor bonus.

    Str, Dex, Con Adj.: Add this figure to the mountís Strength, Dexterity, and Constitution scores.

    Int: The mountís Intelligence score.

    Empathic Link (Su): The paladin has an empathic link with her mount out to a distance of up to 1 mile. The paladin cannot see through the mountís 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 (see Familiars).

    Improved Evasion (Ex): 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.

    Share Spells: At the paladinís option, she may 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 ďYouĒ 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 mountís type (magical beast).

    Share Saving Throws: For each of its saving throws, the mount uses its own base save bonus or the paladinís, whichever is higher. The mount applies its own ability modifiers to saves, and it doesnít share any other bonuses on saves that the master might have.

    Improved Speed (Ex): The mountís speed increases by 10 feet.

    Flight: The Mount gains a fly speed equal to twice its base land speed with average maneuverability.

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    Holy Knight

    Level: 1st
    Loses: Spellcasting, Battle Blessing, and Divine Understanding
    Gains: Special Mount at 1st Level. Counts as Paladin Level +3 for Secial Mount Abilities. At 2nd level, gain Mounted Combat. At 6th, Gain Rideby Attack. At 9th level gain a Fighter Bonus Feat.


    The paladin of freedom has all the standard paladin class features, except as noted below.

    Class Skills
    Replace Diplomacy with Bluff on the class skill list.

    Aura of Resolve (Su)
    Beginning at 3rd level, a paladin of freedom is immune to compulsion effects. Each ally within 10 feet of him gains a +4 morale bonus on saving throws against compulsion effects. This ability otherwise functions identically to the paladin's aura of courage class feature.

    Spellcasting
    Remove the following spells from the paladin's spell list: death ward, discern lies, dispel chaos, magic circle against chaos, protection from chaos.

    Add the following spells to the paladin's spell list: 1stóprotection from law; 3rdómagic circle against law; 4thódispel law, freedom of movement.

    Recitation of the Righteous

    Targets Alignment:
    Chaotic Good: Dispel Evil/Law
    Neutral Good: Protection from Evil/Law
    Lawful Good: Protection from Evil/Law
    Chaotic Nuetral: Unaffected
    True Nuetral: Shaken
    Lawful Nuetral: Shaken
    Chaotic Evil: Stunned
    Nuetral Evil: Stunned, Prone
    Lawful Evil: Stunned, Prone

    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.

    Associates
    While he may adventure with characters of any good or neutral alignment, a paladin of freedom will never knowingly associate with evil characters (except on some sort of undercover mission), nor will he continue an association with someone who consistently offends his moral code. A paladin of freedom may accept only henchmen, followers, or cohorts who are chaotic good.

    Paladin of Slaughter Class Features
    The paladin of slaughter has all the standard paladin class features, except as noted below.

    Class Skills
    Replace Diplomacy with Intimidate on the class skill list.

    Aura of Evil (Ex)
    The power of a paladin of slaughter's aura of evil (see the detect evil spell) is equal to her paladin of slaughter level, just as with the aura of a cleric of an evil deity.

    Detect Good (Sp)
    At will, a paladin of slaughter can use detect good, as the spell.

    Smite Good (Su)
    Once per encounter, a paladin of slaughter may attempt to smite good with one normal melee attack. This ability is otherwise identical to the standard paladin's ability to smite evil, including increased uses as the paladin of slaughter gains class levels.

    Deadly Touch (Su)
    Beginning at 2nd level, a paladin of slaughter can cause wounds with a successful touch attack. Each day she can deal a total number of hit points of damage equal to her paladin level x her Charisma bonus. An opponent subjected to this attack can make a Will save (DC 10 + 1/2 paladin level + paladin's Cha modifier) to halve the damage dealt.

    Alternatively, a paladin of slaughter can use any or all of this power to cure damage to undead creatures, just as an inflict wounds spell does. This power otherwise functions identically to the paladin's lay on hands ability.

    Debilitating Aura (Su)
    Beginning at 3rd level, a paladin of slaughter radiates a malign aura that causes enemies within 10 feet of her to take a -1 penalty to Armor Class. This ability otherwise functions identically to the paladin's aura of courage class feature.

    Rebuke Undead (Su)
    A paladin of slaughter rebukes undead rather than turning undead.

    Cause Disease (Sp)
    A paladin of slaughter can inflict disease with her touch (as the contagion spell) a number of times per week that a standard paladin of her level would normally be able to remove disease.

    Spellcasting
    Replace the standard paladin's spell list with the following spell list: 1stóbane, cause fear, corrupt weapon, create water, curse water, detect poison, detect undead, divine favor, endure elements, inflict light wounds, magic weapon, protection from good, protection from law, read magic, resistance, virtue; 2ndóbull's strength, cure light wounds, darkness, delay poison, eagle's splendor, inflict moderate wounds, owl's wisdom, resist energy, undetectable alignment; 3rdóblindness/deafness, cure moderate wounds, deeper darkness, dispel magic, greater magic weapon, heal mount, prayer, inflict serious wounds, magic circle against good/law; 4thóbreak enchantment, cure serious wounds, dispel good, dispel law, inflict critical wounds, poison, unholy sword.

    Recitation of the Righteous

    Targets Alignment:
    Chaotic Evil: Dispel Good/Law
    Neutral Evil: Protection from Good/Law
    Lawful Evil: Protection from Good/Law
    Chaotic Nuetral: Unaffected
    True Nuetral: Shaken
    Lawful Nuetral: Shaken
    Chaotic Good: Stunned
    Nuetral Good: Stunned, Prone
    Lawful Good: Stunned, Prone

    Code of Conduct
    A paladin of slaughter must be of chaotic evil alignment and loses all class abilities if she ever willingly commits a good act. Additionally, a paladin of slaughter's code 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.

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

    Paladin of Tyranny Class Features
    The paladin of tyranny has all the standard paladin class features, except as noted below.

    Aura of Evil (Ex)
    The power of a paladin of tyranny's aura of evil (see the detect evil spell) is equal to his paladin of tyranny level, just as with the aura of a cleric of an evil deity.

    Detect Good (Sp)
    At will, a paladin of tyranny can use detect good, as the spell.

    Smite Good (Su)
    Once per encounter, a paladin of tyranny may attempt to smite good with one normal melee attack. This ability is otherwise identical to the standard paladin's ability to smite evil, including increased daily as the paladin of tyranny gains class levels.

    Deadly Touch (Su)
    Beginning at 2nd level, a paladin of tyranny can cause wounds with a successful touch attack. Each day she can deal a total number of hit points of damage equal to her paladin level x her Charisma bonus. An opponent subjected to this attack can make a Will save (DC 10 + 1/2 paladin level + paladin's Cha modifier) to halve the damage dealt.

    Alternatively, a paladin of tyranny can use any or all of this power to cure damage to undead creatures, just as an inflict wounds spell does. This power otherwise functions identically to the paladin's lay on hands ability.

    Aura of Despair (Su)
    Beginning at 3rd level, a paladin of tyranny radiates a malign aura that causes enemies within 10 feet of him to take a -2 penalty on all saving throws. This ability otherwise functions identically to the paladin's aura of courage class feature.

    Rebuke Undead (Su)
    A paladin of tyranny rebukes undead rather than turning undead.

    Cause Disease (Sp)
    A paladin of tyranny can inflict disease with his touch (as the contagion spell) a number of times per week that a standard paladin of her level would normally be able to remove disease.

    Spellcasting
    Replace the paladin's spell list with the following spell list: 1stóbane, corrupt weapon, create water, curse water, detect poison, detect undead, divine favor, doom, endure elements, inflict light wounds, magic weapon, protection from chaos, protection from good, read magic, resistance, virtue; 2ndóbull's strength, cure light wounds, darkness, delay poison, eagle's splendor, hold person, inflict moderate wounds, owl's wisdom, resist energy, undetectable alignment; 3rdóbestow curse, cure moderate wounds, deeper darkness, discern lies, dispel magic, greater magic weapon, heal mount, prayer, inflict serious wounds, magic circle against chaos/good; 4thóbreak enchantment, cure serious wounds, dispel chaos, dispel good, dominate person, inflict critical wounds, unholy sword.

    Recitation of the Righteous

    Targets Alignment:
    Lawful Evil: Dispel Good/Chaos
    Neutral Evil: Protection from Good/Chaos
    Chaotic Evil: Protection from Good/Chaos
    Lawful Nuetral: Unaffected
    True Nuetral: Shaken
    Chaotic Nuetral: Shaken
    Lawful Good: Stunned
    Nuetral Good: Stunned, Prone
    Chaotic Good: Stunned, Prone

    Code of conduct
    A paladin of tyranny must be of lawful evil alignment and loses all class abilities if he ever willingly commits a good act. Additionally, a paladin of tyranny's code 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).

    Associates
    While he may adventure with characters of any evil or neutral alignment, a paladin of tyranny will never knowingly associate with good characters unless it serves his needs, nor will he continue an association with someone who consistently offends his moral code. A paladin of tyranny may accept henchmen and followers of any alignment, but may only accept cohorts who are lawful evil.

    Last edited by Zman; 2014-01-01 at 03:43 PM.

  2. - Top - End - #2
    Firbolg in the Playground
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    Default Re: Zman's E10 Paladin(3.5)

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    Bugbear in the Playground
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    Default Re: Zman's E10 Paladin(3.5)

    I am pretty sure you can give the Paladin 4th level spells and don't really break anything. It might be nice to have them start at 1st or 2nd level too.
    My homebrew

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    Firbolg in the Playground
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    Default Re: Zman's E10 Paladin(3.5)

    Quote Originally Posted by Xerlith View Post
    I am pretty sure you can give the Paladin 4th level spells and don't really break anything. It might be nice to have them start at 1st or 2nd level too.
    Its in line with all of my other classes. Paladin 4th level spells has quite a few 5th level spells and has some real winners. Combined with BattleBlessing that gets a bit much.

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    Troll in the Playground
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    Default Re: Zman's E10 Paladin(3.5)

    Quote Originally Posted by Zman View Post
    Its in line with all of my other classes. Paladin 4th level spells has quite a few 5th level spells and has some real winners. Combined with BattleBlessing that gets a bit much.
    thing is besides the 4th level slots there really arent enough gems in paladin spellcasting to justify it being there without them.
    My Homebrew: found here.
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  6. - Top - End - #6
    Firbolg in the Playground
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    Default Re: Zman's E10 Paladin(3.5)

    Quote Originally Posted by toapat View Post
    thing is besides the 4th level slots there really arent enough gems in paladin spellcasting to justify it being there without them.
    I don't know, off hand...

    Lesser Restoration
    Cure Line
    Divine Favor
    Dispel Magic
    Righteous Fury
    Remove Curse
    Undead Bane

    all can be very useful and effective. That doesn't address the couple of Cleric Spells you can add to your list either. I'm going to disagree about Paladin spellcasting not being justified.

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    Ogre in the Playground
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    Default Re: Zman's E10 Paladin(3.5)

    I like this paladin


    I understand the capstone is suppoed to be akin to holy word.. why would neutral be completely immune?

    Also id let them be able ot cast 2 first level spells as their max instead of 1, only have 4 or 5 spells you can cast, really don't make much sense to have battle blessing in my mind.

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    Firbolg in the Playground
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    Default Re: Zman's E10 Paladin(3.5)

    Quote Originally Posted by ngilop View Post
    I like this paladin


    I understand the capstone is suppoed to be akin to holy word.. why would neutral be completely immune?

    Also id let them be able ot cast 2 first level spells as their max instead of 1, only have 4 or 5 spells you can cast, really don't make much sense to have battle blessing in my mind.
    Thanks.

    Lawful Neutral is only one step away. The other two aspects of Neutral get Shaken.

    I thought about upping the number of spells, but I envisioned the Paladin having Potent but limited Spellcasting. The Paladin can bring solid Spellcasting to bear, but can't rely on it every fight. Additional level ones would be fine, but I'm not sure they are required.

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