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Anti-Paladin core class and variant Paladin for review!
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<blockquote data-quote="MythandLore" data-source="post: 52900" data-attributes="member: 180"><p>It's not the same but our group broke the Paladin into 9 sub-class along time ago, one for each alignment.</p><p>It's just real basic stuff, but it's worked well for us.</p><p>Some people like what we did, some people don't.</p><p>I don't really care what people think about our class changes.</p><p>But maybe you can get some ideas from it.</p><p></p><p><strong>Paladin Sub-classes</strong></p><p>All have Divine Grace, Divine Health, Aura of Courage and Special Mount.</p><p>Alignment changes: if you change alignment you loses all your Paladin Sub-class abilities and your Special Mount until you atone and gain one level, at the beginning of the new level you may return to your paladin sub-class if you atoned and returned to your old alignment or replace your old sub-class with one that works with you new alignment if you have not atoned.</p><p></p><p><strong>Defender</strong> Paladin - Lawful Good</p><p>Smite Evil and Chaos – Cast Cure Spells – Heal Touch – Remove Disease – Detect Evil</p><p></p><p><strong>Revenger</strong> Paladin - Neutral Good</p><p>Smite Evil - Cast Cure Spells – Heal Touch – Remove Disease - Detect Evil - Turn Undead</p><p></p><p><strong>Avenger</strong> Paladin - Chaotic Good</p><p>Smite Evil and Chaos - Cast Cure Spells – Heal Touch – Remove Disease - Detect Evil</p><p></p><p><strong>Punisher</strong> Paladin - Lawful Neutral</p><p>Smite Chaos - Cast Inflict Spells – Heal and Harm Touch - Detect Chaos - Turn Undead</p><p></p><p><strong>Retaliator</strong> Paladin - True Neutral</p><p>Cast Cure and Inflict Spells – Heal and Harm Touch – Turn and Rebuke Undead</p><p></p><p><strong>Destroyer</strong> Paladin - Chaotic Neutral</p><p>Smite Law - Cast Cure Spells – Heal and Harm Touch - Detect Law - Rebuke Undead</p><p></p><p><strong>Ravager</strong> Paladin - Chaotic Evil</p><p>Smite Good and Law - Cast Inflict Spells - Harm Touch - Cause Disease - Detect Good</p><p></p><p><strong>Devastator</strong> Paladin - Neutral Evil</p><p>Smite Good - Cast Inflict Spells - Harm Touch - Cause Disease - Detect Good - Rebuke Undead</p><p></p><p><strong>Slayer</strong> Paladin - Lawful Evil</p><p>Smite Good and Chaos - Cast Inflict Spells - Harm Touch - Cause Disease - Detect Good</p><p></p><p>Paladin Sub-classes powers</p><p>Smites as Smite evil but for specific alignments – Harm touch as Lay on hands but does damage instead, this ability may be “channeled” thru a melee weapon during an attack, but if it misses it is lost as if used, must be announced before attack is made, this is a full round action – Heal Touch as Lay on hands, this is a standard action – Paladin Sub-classes that have both of one type of power can use both evenly (i.e. use Heal touch for 40 points and Harm touch 40 points in a one day period)</p></blockquote><p></p>
[QUOTE="MythandLore, post: 52900, member: 180"] It's not the same but our group broke the Paladin into 9 sub-class along time ago, one for each alignment. It's just real basic stuff, but it's worked well for us. Some people like what we did, some people don't. I don't really care what people think about our class changes. But maybe you can get some ideas from it. [b]Paladin Sub-classes[/b] All have Divine Grace, Divine Health, Aura of Courage and Special Mount. Alignment changes: if you change alignment you loses all your Paladin Sub-class abilities and your Special Mount until you atone and gain one level, at the beginning of the new level you may return to your paladin sub-class if you atoned and returned to your old alignment or replace your old sub-class with one that works with you new alignment if you have not atoned. [b]Defender[/b] Paladin - Lawful Good Smite Evil and Chaos – Cast Cure Spells – Heal Touch – Remove Disease – Detect Evil [b]Revenger[/b] Paladin - Neutral Good Smite Evil - Cast Cure Spells – Heal Touch – Remove Disease - Detect Evil - Turn Undead [b]Avenger[/b] Paladin - Chaotic Good Smite Evil and Chaos - Cast Cure Spells – Heal Touch – Remove Disease - Detect Evil [b]Punisher[/b] Paladin - Lawful Neutral Smite Chaos - Cast Inflict Spells – Heal and Harm Touch - Detect Chaos - Turn Undead [b]Retaliator[/b] Paladin - True Neutral Cast Cure and Inflict Spells – Heal and Harm Touch – Turn and Rebuke Undead [b]Destroyer[/b] Paladin - Chaotic Neutral Smite Law - Cast Cure Spells – Heal and Harm Touch - Detect Law - Rebuke Undead [b]Ravager[/b] Paladin - Chaotic Evil Smite Good and Law - Cast Inflict Spells - Harm Touch - Cause Disease - Detect Good [b]Devastator[/b] Paladin - Neutral Evil Smite Good - Cast Inflict Spells - Harm Touch - Cause Disease - Detect Good - Rebuke Undead [b]Slayer[/b] Paladin - Lawful Evil Smite Good and Chaos - Cast Inflict Spells - Harm Touch - Cause Disease - Detect Good Paladin Sub-classes powers Smites as Smite evil but for specific alignments – Harm touch as Lay on hands but does damage instead, this ability may be “channeled” thru a melee weapon during an attack, but if it misses it is lost as if used, must be announced before attack is made, this is a full round action – Heal Touch as Lay on hands, this is a standard action – Paladin Sub-classes that have both of one type of power can use both evenly (i.e. use Heal touch for 40 points and Harm touch 40 points in a one day period) [/QUOTE]
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