Joshua Randall
Legend
Greetings. I'm prepping a homebrew campaign set in Magnamund, the world of the Lone Wolf game books. (Also soon to be a d20 conversion from Mongoose publishing; see their announcement.
One of my ideas is to create alternate paladin classes, slightly modified from the core D&D version, that add a bit of Magnamund flavor to my game. My first go is at the Knights of the White Mountain, who are dedicated to truth. (For LW fans, these guys appear in Fire on the Water. Please note that I am not attempting to mimic them exactly.)
Here's the idea. Knights of the White Mountain are similar to the core paladin, but they have truth-related abilities in place of some of the normal paladin abilities.
So what do you think? Is the Knight of the White Mountain fairly balanced? Or is discern lies too powerful to give to a first level character? Is zone of truth a gamebreaker at second level? Are there other nifty truth-related abilities that could be swapped in for the normal paladin abilities?
Thanks for reading!
One of my ideas is to create alternate paladin classes, slightly modified from the core D&D version, that add a bit of Magnamund flavor to my game. My first go is at the Knights of the White Mountain, who are dedicated to truth. (For LW fans, these guys appear in Fire on the Water. Please note that I am not attempting to mimic them exactly.)
Here's the idea. Knights of the White Mountain are similar to the core paladin, but they have truth-related abilities in place of some of the normal paladin abilities.
- Class Skills: remove Ride (Dex), add Sense Motive (Wis). Knights of the White Mountain aren't horsemen, but they are keen judges of character.
- Saves: swap Fort Save and Will Save. Knights of the White Mountain have strong personalities and an unwavering devotion to Truth.
- Special Abilities: Level 1: remove detect evil and replace it with discern lies (Clr4, Pal3), usable at will as a spell-like ability. (Please note the following from the discern lies spell description : first, there target is allowed a Will save to negate it. Second, the Knight of the White Mountain can only detect if the target “deliberately and knowingly speaks a lie” and cannot “uncover unintentional inaccuracies, or necessarily reveal evasions.”)
- Special Abilities: Level 2: remove Aura of Courage and replace it with Aura of Truth. Beginning at 2nd level, a Knight of the White Mountain projects a zone of truth as the spell (Clr2) in a 5 foot radius. Allies within 10 feet gain a +4 competency bonus on Sense Motive checks to determine if someone is lying to them. Granting the competency bonus to allies is a supernatural ability. (Again, note the limitations of zone of truth : it allows a Will save to negate, and affected creatures are aware of the emanation and “may avoid answering questions to which they would normally respond with a lie, or they may be evasive as long as they remain within the boundaries of the truth.”)
- Special Abilities: Level 5: remove Special Mount.
So what do you think? Is the Knight of the White Mountain fairly balanced? Or is discern lies too powerful to give to a first level character? Is zone of truth a gamebreaker at second level? Are there other nifty truth-related abilities that could be swapped in for the normal paladin abilities?
Thanks for reading!