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Anti-Paladin core class and variant Paladin for review!
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<blockquote data-quote="Kaptain_Kantrip" data-source="post: 54007" data-attributes="member: 546"><p>Thanks for the discussion of the merits of whether or not buffing the paladin is needed or not, but I am determined to change the paladin and introduce the anti-paladin IMC. Therefore, discussions of whether or not this is smart are rather pointless, as it's going to happen for my campaign regardless...</p><p></p><p>What I really need is *specific input* on the classes in my original post. I want them "beefy" but not superpowered. I just want them to be viable options for players to consider. As the paladin stands in the PHB, no one will play one in my group. That may not change even with the cool "gimme's" I'm adding, but at least the group will be SCARED when we meet the next NPC Paladin, LOL. I expect more PCs IMC will take the anti-paladin class, as we tend to be an evil or CN aligned group anyway, LOL.</p><p></p><p>So, what specific changes to my anti-paladin and paladin core class variant should be made to make them more or less balanced with the other classes?</p><p></p><p>Leave as is?</p><p></p><p>Change HD to d8, but leave as is otherwise?</p><p></p><p>Note: The reason the spell list is like that of a sorcerer is that by the time these guys get spells, the spells are of little help, being 4 levels behind a real caster and casting from a limited list. By upping their spells per day, they at least can DO something.</p></blockquote><p></p>
[QUOTE="Kaptain_Kantrip, post: 54007, member: 546"] Thanks for the discussion of the merits of whether or not buffing the paladin is needed or not, but I am determined to change the paladin and introduce the anti-paladin IMC. Therefore, discussions of whether or not this is smart are rather pointless, as it's going to happen for my campaign regardless... What I really need is *specific input* on the classes in my original post. I want them "beefy" but not superpowered. I just want them to be viable options for players to consider. As the paladin stands in the PHB, no one will play one in my group. That may not change even with the cool "gimme's" I'm adding, but at least the group will be SCARED when we meet the next NPC Paladin, LOL. I expect more PCs IMC will take the anti-paladin class, as we tend to be an evil or CN aligned group anyway, LOL. So, what specific changes to my anti-paladin and paladin core class variant should be made to make them more or less balanced with the other classes? Leave as is? Change HD to d8, but leave as is otherwise? Note: The reason the spell list is like that of a sorcerer is that by the time these guys get spells, the spells are of little help, being 4 levels behind a real caster and casting from a limited list. By upping their spells per day, they at least can DO something. [/QUOTE]
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Anti-Paladin core class and variant Paladin for review!
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