3.5 Blackguard gutted?

Frostmarrow said:
I'm glad they got rid of the fallen paladin abilities. It was always silly anyway. Why should paladins make for better champions of evil? I mean since the object of the game is to become ever increasingly more powerful; why wouldn't all paladins go the blackguard route?

Going over to the Dark Side often means becoming an NPC.
 

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Hopefully we can extrapolate that extra smites are also in store for the Paladin as well.

Not that Cure Disease isn't a really useful ability at high levels...:rolleyes:
 

Wormwood said:
Hopefully we can extrapolate that extra smites are also in store for the Paladin as well.

Not that Cure Disease isn't a really useful ability at high levels...:rolleyes:
::chuckle::

I like how Monte redid the Paladin in his Book of Hallowed Might; have you seen that?
 

Technik4 said:
So to recap 3.5 changes:

Added Eagle's Splendor to spell list

Added 2 additional smites.

Added a description of the aura one could detect with a detect evil spell.
... added Power Attack as a prereq.

Added Hide to the skill list.
 

Damn. I noticed Hide as a class skill when I went over them but forgot to post it. Power attack has always been a pre-req, as without power attack you cannot cleave. It is more clarified now though.

Technik
 

The Fallen Paladin Blackguard abilities were just to compensate mechanically for the loss of the paladin abilities. As a champion of Eeeevil, he regained in another form what being no more a champion of goooooood took from him.

A fighter, or a rogue, or anything, becoming a blackguard would have kept his class abilities, and didn't needed to compensate.

Mechanically, that's because fallen paladins got the shaft, and the in-game reason is the same as for a cleric of Heironeous losing all his powers, and gaining them back in a slightly different form when becoming a cleric of Hextor.
 

I'm speculating they streamlined that point, and made it simply that becoming a blackguard allows you to trade in your ex-paladin levels one-for-one.
 

Frostmarrow said:
I'm glad they got rid of the fallen paladin abilities. It was always silly anyway. Why should paladins make for better champions of evil? I mean since the object of the game is to become ever increasingly more powerful; why wouldn't all paladins go the blackguard route? Moreover, why bother to become a blackguard if you are not a paladin as you become a second rate blackguard. How cool is that?

Fallen heroes always make for very interesting villains. The possibility of such a fallen hero's redemption also makes for a good story. Both are good for RPGs.
 


Personally, I think a blackguard who wasn't a paladin before will be underpowered. IT isn't a big deal, however, unless you really like githyanki (like myself) :(

I wish the sneak attack had disappeared.
 

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