Green Knight
First Post
Well, this is kind of a let-down. My favorite class with very little changes. Though I DO like everything they've done. Just wish they had altered a couple more things.
I can understand not giving a Paladin Divine Grace at 1st-level, as even with a Cha 14 you still get insanely high Saving Throws. Besides, it's not such a bad thing to wait one level to get them. And I DEFINITELY like the extra Smite Evils, as well as the fact that you get it at 1st-level, now. Made perfect sense to switch the two.
Faster mount, eh? Excellent.
Now this has me confused. Somebody mind explaining this?
I like it.
I like the additions to the spell list, too. Especially Bull's Strength, Owl's Wisdom, and Eagle's Splendor (I take it that one grants a Cha bonus?). The Restoration spells are also a nice touch, as are spells like Zone of Truth. And I can only imagine what Mark of Justice does. Though I'm disappointed that Cure Disease wasn't included in the spell list. It makes more sense for it to be there rather than be a useless Paladin ability which they get every 3 levels.
Two of my favorite improvements right here. It was ridiculous that Paladins wouldn't have the Sense Motive skill. Nice to see that it was included, as well as Knowledge (Nobility & Royalty). All in all nice changes, though I was hoping for more. I just hope they changed what I felt needed changing the most. Clarifying the Detect Evil spell, giving a more detailed definition of Evil, and getting more specific with the Code. We'll see.
BTW: Love the changes to the Critical Threat Ranges, personally. Most especially the change to the Vorpal weapons. I remember playing a 17th-level game a while back in which the party Fighter, who had the Improved Critical Feat, was armed with a +3 Keen Vorpal Scimitar. His Critical Threat Range was 12-20! Yeah, the Vorpal only did 1d6. But what does it matter when you're pretty much guaranteed an automatic kill 45% of the time? We were fighting demons or devils and he was slaughtering them left and right. They didn't have a chance. Yeah, there're creatures that're immune to criticals, but they're not exactly all that common. Nevermind that it'd get stupid to run into creatures that're immune to criticals all the time. And when you DO run into someone who isn't immune to criticals, then he was pretty much guaranteed of killing that bad guy with 3 blows or less. This was something that needed to be changed. The way I see it, the Fighters will get the Improved Critical Feat, as they've got the Feats to spare and Feats don't cost any gold, while everyone else will get Keen weapons, as they don't have the Feats to spare and so will prefer to spend money to get that ability. So I figure both the Keen magic ability and the Improved Critical Feat will get play, depending on the character.
g. Paladins don’t get Divine Grace until 2d level. Paladins get additional holy smite abilities as they advance: Smite Evil is gained at 1/day at 1st level, 2/day at 5th level, 3/day at 10th level, 4/day at 15th level, and 5/day at 20th level.
Smite Evil (Su): Once per day, a paladin may attempt to site evil with one normal melee attack. She adds her Charsima bonus (if any) to her attack roll and deals 1 extra point of damage per paladin level. For example, a 13th-level paladin armed with a longsword would deal 1d8+13 points of damage, plus any additional bonuses for high Strength or magical effects that would normally apply. 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.
At 5th level, and every five levels thereafter, the paladin may smite evil one additional time per day, as indicated on table 3-12: The Paladin, to a maximum of five times per day at 20th level.
I can understand not giving a Paladin Divine Grace at 1st-level, as even with a Cha 14 you still get insanely high Saving Throws. Besides, it's not such a bad thing to wait one level to get them. And I DEFINITELY like the extra Smite Evils, as well as the fact that you get it at 1st-level, now. Made perfect sense to switch the two.
The Paladin’s mount gets a +10 bonus to movement at 8th level,
Faster mount, eh? Excellent.
and the Paladin can call a warhorse for 2 hr/level (level gained unknown)
Now this has me confused. Somebody mind explaining this?
– if the mount is killed, the paladin suffers –1 to attacks and damage for 30 days during which time a new mount cannot be called.
I like it.
Divine Favor, Restoration, Lesser, Virture
Bull's Strength, Eagle's Splendor, Owl's Wisdom, Zone of Truth
Daylight, Remove Curse
Break Enchantment, Mark of Justice, Restoration
I like the additions to the spell list, too. Especially Bull's Strength, Owl's Wisdom, and Eagle's Splendor (I take it that one grants a Cha bonus?). The Restoration spells are also a nice touch, as are spells like Zone of Truth. And I can only imagine what Mark of Justice does. Though I'm disappointed that Cure Disease wasn't included in the spell list. It makes more sense for it to be there rather than be a useless Paladin ability which they get every 3 levels.
Knowledge (Nobility and Royalty), Sense Motive.
Two of my favorite improvements right here. It was ridiculous that Paladins wouldn't have the Sense Motive skill. Nice to see that it was included, as well as Knowledge (Nobility & Royalty). All in all nice changes, though I was hoping for more. I just hope they changed what I felt needed changing the most. Clarifying the Detect Evil spell, giving a more detailed definition of Evil, and getting more specific with the Code. We'll see.
BTW: Love the changes to the Critical Threat Ranges, personally. Most especially the change to the Vorpal weapons. I remember playing a 17th-level game a while back in which the party Fighter, who had the Improved Critical Feat, was armed with a +3 Keen Vorpal Scimitar. His Critical Threat Range was 12-20! Yeah, the Vorpal only did 1d6. But what does it matter when you're pretty much guaranteed an automatic kill 45% of the time? We were fighting demons or devils and he was slaughtering them left and right. They didn't have a chance. Yeah, there're creatures that're immune to criticals, but they're not exactly all that common. Nevermind that it'd get stupid to run into creatures that're immune to criticals all the time. And when you DO run into someone who isn't immune to criticals, then he was pretty much guaranteed of killing that bad guy with 3 blows or less. This was something that needed to be changed. The way I see it, the Fighters will get the Improved Critical Feat, as they've got the Feats to spare and Feats don't cost any gold, while everyone else will get Keen weapons, as they don't have the Feats to spare and so will prefer to spend money to get that ability. So I figure both the Keen magic ability and the Improved Critical Feat will get play, depending on the character.