Please Critique: My Answer to the Paladin


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I'd like to give it a lookover, but the code is all messed up. If you could fix it, or upload the .txt file, than I would give it a good once over.
 



Nice idea for a generic "divine warrior" class. I personally wouldn't use it because I like the paladin class and his devotion to lawful good being special, but I agree with Frukathka. It looks balanced and I think it could fit well into some campaign worlds.
 

Frukathka said:
Not bad. Not exactly as I would use it, but it does look balanced.

Thanks Frukathka and Airwalkrr.

What changes would you make Frukathka?

I had an idea to change the immunity to disease to a more specific ability by domain (although it loses some of it generic ease of use):

Air/Earth/Fire/Sun/Water - electricity/acid/fire/fire/cold resistance 10
Animal & Plant - poison immunity
Chaos/Evil/Good/Law - DR 3/lawful/good/evil/chaotic
Death - +4 on saves vs. death effects
Destruction & Healing - immunity to disease
Knowledge & Trickery - +4 on saves vs. mind-affecting effects
Luck & Protection - +1 on all saves
Magic - SR 10 + champion level
Strength & War - +1 enhancement bonus to natural armor
Travel - +4 on saves vs. paralysis effects
 


Land Outcast said:
Definetely the Magic domain wouldn't give SR... :uhoh:

right?

Why would you say that? With his deity having a greater influence over magic, wouldn't the Champion of Magic have a better defense against it?

If not, what would you suggest for the Magic domain instead?
 

well... first of all, it stands out as the most powerful of the domain-based abilities, maybe reduce it to a simpler SR, like the celestial creature's of 5+HD...

I was thinking on something against its opposite, like travel's +4 vs paralysis... (just thoughts, nothing more)

I've got no real solution, just wanted to point out I saw it as far more powerful than the rest.
 

Land Outcast said:
well... first of all, it stands out as the most powerful of the domain-based abilities, maybe reduce it to a simpler SR, like the celestial creature's of 5+HD...

I was thinking on something against its opposite, like travel's +4 vs paralysis... (just thoughts, nothing more)

I've got no real solution, just wanted to point out I saw it as far more powerful than the rest.

Well, it was just a quick list, so let's look at it. A 5th-level Champion of Magic has SR 15. A challenging encounter with an equal-level spellcaster without Spell Penetration, the enemy caster needs to roll a 10 to beat the Champion's SR, so 45% failure.

The BBEG, a 9th-level caster, needs to roll a 6 (or a 4 if he has Spell Penetration), so 15-25% failure. At higher levels the chance of Greater Spell Penetration lowers this to 5%.

If its lowered to 5+level then the BBEG never has a chance of failure, while challenging encounters fall in the 5-25% range.

I guess since diseases aren't a big worry for most characters, maybe 5+level would be more appropriate.
 

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