Fixing The Paladin

Hardhead

Explorer
Most people, including myself, think the paladin sucks (especially after second level).

Does anyone have any thoughts on fixing it? I was thinking a bonus feat at second level, and every third level after that.
 

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If you think the paladin needs something extra, give him extra smites at every 5th level or so.

EDIT: Erm... too much thinking of the 3.0 version! :p

Bye
Thanee
 
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Hardhead said:
Most people, including myself, think the paladin sucks (especially after second level).

Does anyone have any thoughts on fixing it? I was thinking a bonus feat at second level, and every third level after that.

Here's a solution I've used. I allow paladins to give up any of their Remove Disease abilities and take any divine feat instead (I originally made this rule after the Defenders of the Faith book came out). Optionally, a paladin can take any of the Toughness feats (regular, dwarf's, giant's, etc.) in place of Remove Disease.

Finally, I have considered giving all paladins Toughness for free at 1st level. After all, if anyone is the "wait until you see the whites of their eyes" type, it's a paladin--so, if anyone should be able to take a few hits before returning fire, it should be the paladin.

Dave
 


I haven't yet tested the 3.5 Paladin. But yeah, it doesn't seem like much after the first few levels. I don't know if it's weak, but it certainly looks boring. Remove disease is a rather dull ability.

I recall that there are feats that let you use a Smite attempt to do something special. What about adding a bunch of feats that let you use a Remove Disease attempt to do something? Then you could give the Paladin a choice of one of these feats every five levels, or something like that. It would make it more flexible, a bit more powerful, without diluting the class' flavor.
 
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I don't see any problems with the power level of the Paladin. It's still banned from my campaign, though.

The fix I'd suggest is to turn it into a 10 level PrC -- it's got no business being a base class. Then I'd allow it back in.
 

Krieg said:
Most?

And you have verifiable evidence that corroborates this statement?

Fine, most people I know. Also, most people I've seen post on the subject.

No, I have not done a scientific survey. ;)
 

Mercule said:
I don't see any problems with the power level of the Paladin. It's still banned from my campaign, though.

The fix I'd suggest is to turn it into a 10 level PrC -- it's got no business being a base class. Then I'd allow it back in.

Just a quick request, guys. Please don't turn this into a question of whether or not it should be a base or PrC class, or about role-playing a Paladin, or about flavor.

I don't want to change any of that. Just to make it comparable to a fighter or barbarian.
 

You could replace their spells with bonus feats (granted every time the Pal would gain a new spell level), feats that could be chosen from the Divine feats found in the Defenders of the Faith and the Complete Warrior. You could also increase the number of Smite attacks that they get per day.
 

Ibram said:
You could replace their spells with bonus feats (granted every time the Pal would gain a new spell level), feats that could be chosen from the Divine feats found in the Defenders of the Faith and the Complete Warrior.

That, in my opinion, makes the paladin too much like the fighter, and makes it obsolete (a fighter with less bonus feats and a few smaller abilities).
 

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