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Help me balance an alternate paladin
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<blockquote data-quote="Joshua Randall" data-source="post: 513533" data-attributes="member: 7737"><p>Greetings. I'm prepping a homebrew campaign set in Magnamund, the world of the Lone Wolf game books. (Also soon to be a d20 conversion from Mongoose publishing; see <a href="http://enworld.cyberstreet.com/showthread.php?s=&threadid=32365" target="_blank">their announcement</a>.</p><p></p><p>One of my ideas is to create alternate paladin classes, slightly modified from the core D&D version, that add a bit of Magnamund flavor to my game. My first go is at the Knights of the White Mountain, who are dedicated to truth. (For LW fans, these guys appear in <em>Fire on the Water</em>. Please note that I am <strong>not</strong> attempting to mimic them exactly.)</p><p></p><p>Here's the idea. Knights of the White Mountain are similar to the <a href="http://www.opengamingfoundation.org/srd/srdbasiccharacterclassesii.html" target="_blank">core paladin</a>, but they have truth-related abilities in place of some of the normal paladin abilities.</p><p></p><ul> <li data-xf-list-type="ul">Class Skills: remove Ride (Dex), add Sense Motive (Wis). Knights of the White Mountain aren't horsemen, but they are keen judges of character.</li> <li data-xf-list-type="ul">Saves: swap Fort Save and Will Save. Knights of the White Mountain have strong personalities and an unwavering devotion to Truth.</li> <li data-xf-list-type="ul">Special Abilities: Level 1: remove <em>detect evil</em> and replace it with <em>discern lies</em> (Clr4, Pal3), usable at will as a spell-like ability. (Please note the following from <a href="http://www.opengamingfoundation.org/srd/srdspellsd.html" target="_blank">the <em>discern lies</em> spell description</a> : first, there target is allowed a Will save to negate it. Second, the Knight of the White Mountain can only detect if the target “deliberately and knowingly speaks a lie” and cannot “uncover unintentional inaccuracies, or necessarily reveal evasions.”)</li> <li data-xf-list-type="ul">Special Abilities: Level 2: remove Aura of Courage and replace it with Aura of Truth. Beginning at 2nd level, a Knight of the White Mountain projects a <em>zone of truth</em> as the spell (Clr2) in a 5 foot radius. Allies within 10 feet gain a +4 competency bonus on Sense Motive checks to determine if someone is lying to them. Granting the competency bonus to allies is a supernatural ability. (Again, note the limitations of <a href="http://www.opengamingfoundation.org/srd/srdspellsuvwxyz.html" target="_blank"><em>zone of truth</em></a> : it allows a Will save to negate, and affected creatures are aware of the emanation and “may avoid answering questions to which they would normally respond with a lie, or they may be evasive as long as they remain within the boundaries of the truth.”)</li> <li data-xf-list-type="ul">Special Abilities: Level 5: remove Special Mount.</li> </ul><p></p><p>So what do you think? Is the Knight of the White Mountain fairly balanced? Or is <em>discern lies</em> too powerful to give to a first level character? Is <em>zone of truth</em> a gamebreaker at second level? Are there other nifty truth-related abilities that could be swapped in for the normal paladin abilities?</p><p></p><p>Thanks for reading!</p></blockquote><p></p>
[QUOTE="Joshua Randall, post: 513533, member: 7737"] Greetings. I'm prepping a homebrew campaign set in Magnamund, the world of the Lone Wolf game books. (Also soon to be a d20 conversion from Mongoose publishing; see [URL=http://enworld.cyberstreet.com/showthread.php?s=&threadid=32365]their announcement[/URL]. One of my ideas is to create alternate paladin classes, slightly modified from the core D&D version, that add a bit of Magnamund flavor to my game. My first go is at the Knights of the White Mountain, who are dedicated to truth. (For LW fans, these guys appear in [i]Fire on the Water[/i]. Please note that I am [b]not[/b] attempting to mimic them exactly.) Here's the idea. Knights of the White Mountain are similar to the [URL=http://www.opengamingfoundation.org/srd/srdbasiccharacterclassesii.html]core paladin[/URL], but they have truth-related abilities in place of some of the normal paladin abilities. [list] [*]Class Skills: remove Ride (Dex), add Sense Motive (Wis). Knights of the White Mountain aren't horsemen, but they are keen judges of character. [*]Saves: swap Fort Save and Will Save. Knights of the White Mountain have strong personalities and an unwavering devotion to Truth. [*]Special Abilities: Level 1: remove [i]detect evil[/i] and replace it with [i]discern lies[/i] (Clr4, Pal3), usable at will as a spell-like ability. (Please note the following from [URL=http://www.opengamingfoundation.org/srd/srdspellsd.html]the [i]discern lies[/i] spell description[/URL] : first, there target is allowed a Will save to negate it. Second, the Knight of the White Mountain can only detect if the target “deliberately and knowingly speaks a lie” and cannot “uncover unintentional inaccuracies, or necessarily reveal evasions.”) [*]Special Abilities: Level 2: remove Aura of Courage and replace it with Aura of Truth. Beginning at 2nd level, a Knight of the White Mountain projects a [i]zone of truth[/i] as the spell (Clr2) in a 5 foot radius. Allies within 10 feet gain a +4 competency bonus on Sense Motive checks to determine if someone is lying to them. Granting the competency bonus to allies is a supernatural ability. (Again, note the limitations of [URL=http://www.opengamingfoundation.org/srd/srdspellsuvwxyz.html][i]zone of truth[/i][/URL] : it allows a Will save to negate, and affected creatures are aware of the emanation and “may avoid answering questions to which they would normally respond with a lie, or they may be evasive as long as they remain within the boundaries of the truth.”) [*]Special Abilities: Level 5: remove Special Mount. [/list] So what do you think? Is the Knight of the White Mountain fairly balanced? Or is [i]discern lies[/i] too powerful to give to a first level character? Is [i]zone of truth[/i] a gamebreaker at second level? Are there other nifty truth-related abilities that could be swapped in for the normal paladin abilities? Thanks for reading! [/QUOTE]
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