Dungeonscape: Is the Paladin Mount replacement a viable option?

Assuming you’d be able to [i]use[/i] the PHB mount, the Dungeonscape Divine Spirit is


frankthedm

First Post
Looking over the Wotc Preview for the book this part caught my eye. It seems an interesting and flavorful option, but does the option stand on it's own merits compared to the PHB mount? {Lets ignore the PHB2 option for the moment.] Would this be a viable option in a less dungeon focused game?

Standard Class Options: Paladin [sblock=Divine Spirit, paladin mount replacement from dungeonscape]Alternative Class: Divine Spirit

Most paladins form a special relationship with a celestial mount that aids them in battle. You, however, spend most of your time fighting below the ground or in enclosed spaces, where a mount is of little use. Instead, you have forged a bond with celestial spirits whose aid you can call upon when needed.

Level: 5th.

Replaces: If you select this alternative class feature, you do not gain the special mount ability.

Benefit: Upon reaching 5th level, you can call upon your deity for aid in the form of a celestial spirit. Using this ability is a standard action that does not provoke attacks of opportunity. See below for detailed spirit descriptions and rules.

Your paladin level determines which kinds of celestial spirits answer your summons. You can summon the spirit available at your current level as well as any that became available at lower levels.

Paladin Level Spirit Summoned
5th-10th Spirit of healing
11th-15th Spirit of combat
16th-19th Spirit of heroism
20th+ Spirit of the fallen

The following entries describe how each of the different spirits function. Unless otherwise specified, all spirits share some characteristics, as set out below.

A spirit occupies a 5-foot square on the battle map.

When summoned, a spirit appears on the battlefield within 30 feet of you. You can use a free action to have it move once per round. The spirit has a land speed of 30 feet.

All spirits are insubstantial and transparent. Any creature can move through them normally, and they do not block line of sight or line of effect.

A spirit cannot attack or be attacked. It is not undead and cannot be turned. It is subject to dispel magic, dismissal, or banishment as if it were a summoned creature, using your paladin level as the caster level.

If you lose line of sight to a spirit, it disappears immediately.

Each spirit available to you can be summoned once per day.

A spirit remains for a number of rounds equal to your paladin level, until it is dismissed, or until special conditions in the spirit's description are met.


Spirit of Healing: This spirit increases your ability to heal damage dealt to you or your allies. When summoned, it can heal an amount of damage equal to twice the amount you can heal using your lay on hands ability.

To use its healing ability, you or an ally must begin or end your turn in the same square as the spirit. That character can then use a standard action to transfer some or all of the hit points from the spirit to herself. Once the spirit has used all its healing ability, it dissipates.

Spirit of Combat: This spirit enhances combat ability. Whenever an ally (including yourself) is adjacent to the spirit of combat or occupying its space, that character gains holy fervor. Holy fervor grants a +1 sacred bonus on attacks and damage rolls for every four paladin levels you possess (up to a maximum of +5 at 20th level). In addition, affected characters' weapons are treated as good-aligned for the purpose of overcoming damage reduction.

Spirit of Heroism: This spirit automatically occupies your space and does not leave until dismissed or dispelled, or the duration of the summoning ends. You gain DR 10/--. In addition, you gain the benefit of the Diehard feat (even if you do not meet the prerequisite) and can use your lay on hands ability as a free action once per round instead of as a standard action.

Spirit of the Fallen: While you or any of your allies are adjacent to this spirit, it grants fast healing 10 to those characters. If an affected character's hit points drop to 0 or fewer while within 30 feet of this spirit, it revives that character at the start of his next turn, allowing him to take his action as normal. The character heals an amount of damage equal to twice your paladin level, though if his hit points are still at -10 or below, he still dies. The spirit can use its revive ability once per round.

A spirit of the fallen cannot revive creatures whose bodies have been destroyed (such as by a disintegrate spell), nor can it reverse the effects of bodily changes, such as from flesh to stone or baleful polymorph, or other effects that slay a character without dealing damage.[/sblock]
 

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In terms of raw (combat) power, it is weaker. However, the fact that the divine spirit is useful in more situations whereas there are times when a typical mount (i.e. a warhorse) will not be useful means that they are on a more even footing. Plus, a divine spirit is more versatile. Hence, I say they are about equivalent. However, it would depend heavily on the campaign style. I imagine a campaign with lots of dungeon-delving (the kind Dungeonscape supports) would be a better place for the divine spirit option. A wilderness campaign would favor the mount.
 


You can use a free action to have it move once per round.
This is kind of annoying. (I think -- doesn't a free action count as your swift action for the round? Meaning that you couldn't both move your spirit and use a swift action spell like rhino's charge.)

If you lose line of sight to a spirit, it disappears immediately.
This part sucks. Your 20th-level fallen spirit can be eliminated by a 1st-level fog cloud.

Otherwise, I like it, although the mechanics seem overly fiddly to me.
 

Joshua Randall said:
This is kind of annoying. (I think -- doesn't a free action count as your swift action for the round? Meaning that you couldn't both move your spirit and use a swift action spell like rhino's charge.)
No. You can take as many Free Actions in a round as the DM allows you, but only one Swift Action. Taking a Swift Action does not limit the number of Free Actions you can take.
 

Joshua Randall said:
This is kind of annoying. (I think -- doesn't a free action count as your swift action for the round? Meaning that you couldn't both move your spirit and use a swift action spell like rhino's charge.)
No! Free actions do not have that issue! Many previously 'free' actions became 'swift' when the swift action timing rules came to be, but this is not that situation.


This part sucks. Your 20th-level fallen spirit can be eliminated by a 1st-level fog cloud.

Otherwise, I like it, although the mechanics seem overly fiddly to me.
Yes, that was a bit annoying, I think they were trying to prevent using the spirit to 'spook' foes or what not from around corners and to make sure no one got to thinking it was incorporeal and could be sent through solid walls. Perhaps making it look like a glowing stand might be a fair trade for allowing it to only be surpressed when out of LOS.
 

OK, what does this mean:
A spirit occupies a 5-foot square on the battle map.

All spirits are insubstantial and transparent. Any creature can move through them normally, and they do not block line of sight or line of effect.
Can another creature share a space with the spirit? Can a Large or larger creature share part of its space with the spirit?

Note that it says that creature "can move through" spirits, not "can share a space with".

So with clever placement of my spirit, can I effectively impede a creature's movement? Not directly (as you "can move through" the spirit) but indirectly, by preventing an enemy from sharing a square with the spirit.
 

I think the idea is that a spirit does actually occupy a space on the map, even if people can ignore it for most purposes. This is important for things like dispelling, AMF, targeted/area spells etc where you need a definite location to work with.

The fact that they're insubstantial, transparent, can't attack or be attacked means that others can share the space without difficulty.
 
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Joshua Randall said:
OK, what does this mean:Can another creature share a space with the spirit? Can a Large or larger creature share part of its space with the spirit?

Note that it says that creature "can move through" spirits, not "can share a space with".

So with clever placement of my spirit, can I effectively impede a creature's movement? Not directly (as you "can move through" the spirit) but indirectly, by preventing an enemy from sharing a square with the spirit.

Ecept it also says " This spirit enhances combat ability. Whenever an ally (including yourself) is adjacent to the spirit of combat or occupying its space, ". So, looks like you can in fact occupy the same space as the spirit.

I am more curious if you can communicate with your spirit in any way, or by means a spell. Does the spirit have intelligence? Can it see or hear things?
 

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