Foot-man Paladin


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Shirt Guy John said:
*Expanded Spell List: [Listed as Spell Level: Proposed Divine spells, (Questionable Divine Spells?), (Proposed Arcane Spells that are all considered Questionable?)
1st Level: Entropic Shield, Shield of Faith
2nd Level: Lesser Restoration, (Zone of Truth?), (Detect
Secret Doors, True Strike?)
3rd Level: Create Food and Water, Magic Vestment,
Negative Energy Protection, (Water Walk,
Water Breathing?), (See Invisibility, Blur, Knock?)
4th Level: (Air Walk, Discern Lies?), (Nondetection,
Displacement, Fly, Blink, Haste, Keen Edge?)
*(Expanded Spells Per Day? +1 to all listed values?)
*(Access to bonus Divine feats or combat feats at 5th, 10th, 15th, and 20th level?)
[/B]

Hi there Shirt Guy John!

I'd reconsider your expanded spell list:
  • Entropic Shield, Shield of Faith, Holy Beacon (from Relics & Rituals)
    Lesser Restoration, Zone of Truth, Detect Secret Doors, True Strike
    Create Food and Water, Magic Vestment, Negative Energy Protection, See Invisibility, Alter Self Blur, Knock
    Discern Lies, Nondetection, Displacement, Keen Edge, Holy Beacon's Answer (from Relics & Rituals)

Basically Holy Beacon creates a colum of light visible to paladins for miles around. It is used as a distress signal. Holy Beacon's Answer allows a paladin to instantly teleport himself to a Holy Beacon he can see, in order to provide assitance.
 

I'd Also consider adding Divine feats every 5th level,

And add A divine feat that allows the Paladin to affect Devils/Demons as a cleric turns undead, at level -5 (or some such)

Add other divine feats as desired:

Perhaps feats affecting other creatures as well, Elementals, Plants, Magical Beasts, Abberations.

A divine feat granting a area Dispel Magic burst, emanating from the the Paladin (but not affecting him) in a 30 feet diameter...(Costs a Turn use and requires a Standard Action, of course. Prereq: Extra Turning, paladin 9th...??)

A divine feat causing all Ethereal/blinking/incorporeal creatures within 30 feet to become corporeal/non-Ethereal for Charisma modifier rounds?

A feat granting the Paladin the ability to gain Freedom of Movement with expending a Turn, and requiring a standard action. This effect would last Cha Modifier rounds. It would also be activated by mental effort alone.

The list could be made much longer, really only limited by what you wanted your paladins to have access to via feats.
 

here's a thought:
just remove the BS "Paladin and Ranger caster levels count as half" restriction that makes paladins almost useless at casting spells.

And Limper - i like the cut of your gib, sir.
Damn fine work. ;)
 

No mount Eh?

My suggestion give em a war dog instead. It works the same way and while a human can't ride it, bowzer is more portable and can fight better too.

I dothis with one order IMC it seesm to work oK

Another suggestion allow a bonus feat chain say 3 or 4 feats linked, such as

weapon focus
level4

weapons specialization
level8

improved critical
level12
 

I vote for giving them one of a few selected feats, at a time when they'd normally get the mount. Then, if they want a mount later, they can take a feat to get the mount. (Note: Make up Mount feat....)

Now, another thing that I'd like would be alternatives to mounts. Instead of Mount, how about Falcon? Or Monkey? Some other animal? Give us some variety, for Pelor's sakes!
 

I think instead of a mount you can do any type of animal that makes sense. Or if the Paladin did a good quest allow him to take a feat that gives him an improved mount like a hippogriff or other Beast or more powerful creature.
 

The Holy Liberator has other kinds of animals for companions or mounts.
I'm sure the Paladin can, as well.

And the paladin doesn't need to spend a feat to get a different type of creature, like hippogriff.
The special mount rules are all spelled out in DotF.
 

When you are willing to gve up the mount, a number of possibilities in prestige calsses open up. I suggest you look there for your best selection of what to do.

I do NOT suggest you modify the paladin, as I generally do not think you should mess with the core classes. It's far easier to get what you want with multi-classing either to core classes or prestige classes, and it's a much easier sell to your DM.

Anyway, more spells or adjusting spell-casting level are both getting rather a lot for the loss of the mount, which is, after all, and optional part of the calss in that you have to call the mount and can choose not to, like you might if you spent your time underground.
 

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