Fixing The Paladin

I both agree and disagree with the idea of class options for the Paladin (or any other class for that matter).

On one hand, extra options makes for a more customizable class. On the other, by getting rid of the signature abilities of the Paladin it no longer resembles the original Paladin and you might as well play the whole game with Generic Classes (as seen in UA). For us oldsters, certain class abilities provide a tie in with earlier editions of the game. You take those away and for folks like me it no longer "Feels" like D&D. Call it a Sacred Cow if you will but I like the Paladin just like it is now. Then again, I'm all for giving Rangers 2d8 HD at first level and making their spell list a combination of Druid and Wizard spells (like they were in 1e).
 

log in or register to remove this ad

One option I've seen is giving Paladins access to domains. I like this option, because it gives them a single power boost through the domain ability and the extra spell every level to help them in the spells per day. The paladin in my group never used his spells, because he didn't have enough for him to worry about preparing them.
 

IMO high level paladins have customisation options already via their spell list.

For those who are interested in customising paladins for different gods, I would recommend looking at Monte Cooks "Champion" class from Unearthed Arcana. It sets things up to make it easy to have Champions of Light, Champions of Evil, even Champions of the Temple of Pelor in Nograh if you want to be so specific. The class could make a very appropriate Paladin replacement.
 

My ideal Paladin fix would be the 3.5 Paladin with the following extras:

1) A good Will save.

2) A free Mounted Combat feat when they gain their mount.
 

My fix is to change the remove disease ability from n/week to n/day, and then customize it based on the diety that the paladin worships. The remove disease ability is the only thing in the game that's defined on a per-week basis, and it just isn't impressive at all. When a plague is ravaging the countryside, do you turn to the paladin who can cure a couple people a week, or the cleric who can cure 4 or 5 people per day?
 

spider_minion said:
Personally, I think the paladin needs to have more built-in options. From what I've seen, their lack of versatility makes them less attractive options as a class. I'd reccomend making a list of holy powers the paladin might take instead of its default class abilities.

These could be based on the gad the paladin worships. A heavily lawful god might grant the power to smite and detect chaos; a paladin of a fire god could have a flame-protecting aura and a firery smite. A defender paladin could take blows for nearby allies (like the numerous bodyguard prestige classes). You get the idea.
Sounds like the Holy Warrior class from Green Ronin's Book of the Righteous. The Holy Warrior is essentially a paladin who can choose special abilities from domains. Choose the default domains and it builds a standard paladin. Other domains confer different powers.

The rumor from Chris Pramas is that when Green Ronin gets the Holy Warrior updated to 3.5e, they may make it available in a PDF for a minimal fee. That would be a great day for all paladin fans.

-Dave
 

Pets & Sidekicks

Remove ads

Top