Fixing The Paladin

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.
Well...umm...you're wrong. That's all I can say. They rock.
 

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Wait...you think the Paladin isn't powerful enough?

If anything it's too powerful. OMG I'M IMMUNE TO FEAR AND DISEASE AND CAN CAST DETECT EVIL AT WILL AND I GIVE OFF AN AURA OF GOOD THAT GIVES PEOPLE BONUSES TO FEAR CHECKS

I hate them so much. And to think they go unscrutinized while the poor innocent bard, ranger, and sorcerer have dozens of threads deadicated to being "fixed".
 

Once you get to the point where you're fighting higher level opponents that have a ton of powers like fear and spells, the paladin's defensive abilities really start to shine.
 

Hardhead said:
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.
Sorry. I wasn't trying to hijack.

My point was simply that I've never (before) heard anyone complain the Paladin was underpowered. In fact, the other GM in my group banned them pretty much exclusively because they were at the top end of the power curve (in his opinion).

If you want me to help you fix the power level of the class, all I've got are suggestions to nerf it -- although, IMHO, it's fair right now. It isn't supposed to be quite as good head-to-head as a straight Fighter, but it isn't supposed to be. That's why the Fighter class exists. The Paladin has other abilities that make it kewl, like healing, adding Cha bonus to all saves, immunity to fear, and spells.
 

With two paladins in my game, I think the 3.5 class is fine in terms of power. I have my group regularly catch diseases, mind you, so that particular class ability doesn't end up being totally neglected.
 

Hi Everyone,

I think the power level of the Paladin is balanced enough. I currently play two Paladins - one 13th the other 3rd - and find them at the upper range of the party in terms of raw power. Cha Bonus to saves, Smite Evils and an insane Diplomacy skill check in combination with raw numbers as good as the party fighter mean that the guy is nowhere near underpowered. By the time you factor in his Cohort and his Celestial Dire Lion mount, the guy is very powerful.

If you want feats, just go a straight fighter but roleplay him as a Knight. You will most probably find the balance you are after with that. He can be just as devout as a Paladin but just without the Divine abilities.

To increase the power of the Paladin takes away too much from the viability and power of the fighter. The fighter in this regard should be sacrosanct in terms of status.

Best Regards
Herremann the Wise
 

We have two paladins in our group and they are on par powerwise with any other character class.

This is revised 3rd ed. and so I'd say no, there is no need to pump up the power anything.

What there could be are options for replacing the mount and alternate powers other than remove disease. Offhand (and without any playtesting) for the mount I think a divine or faith feat at 5th and every 5th level thereafter. For the remove disease, perhaps allow the paladin to choose another restorative power of equal or less in spell level. I am thinking of spells such as cure blindness, delay poison or lesser restoration: every spell level lower than 3rd you may want to allow it to be used an extra time per week.
 

My thoughts on "fixing" the paladin will depend very much on what you think is wrong with it.

If you think that it's not powerful enough, adding extra feats or other special abilities may help, although it does step on the fighter's area of specialty. On a more practical level, you might also want to check with the people in your group that don't play paladins whether they feel a revised paladin character will overshadow theirs.

If you think Remove Disease is rather boring, you might consider adding feats that allow a paladin to do other things with that ability, as suggested by Zappo.

If you want to give paladins more options, perhaps you could give them more abilities to choose from, but tie each ability to a thematic oath.
 


..you think the Paladin sucks? Well, okay.


Divine Intervention: At 1st level, a Paladin's deity interferes and destroys every enemy the Paladin might have evar . This only works once, but future designated enemies are automatically destroyed.


-.- Does that help?
 

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