SHARK
First Post
Greetings!
Ok, so 3.5 is out. I have looked over the new Paladin, and yeah, I know that the Paladin is essential and an icon and all, but why haven't they changed the Paladin to being able to fulfill the basic role that inspired the class to begin with?
What am I talking about? You might wonder, but I would direct you to the fact that the Paladin only gets 7--yes, 7--feats over his 20-level base career. Seven feats to cover the following, in my mind, as essential to the Paladin:
(1) Mounted Combat
(2) Ride-By-Attack
(3) Trample
(4) Spirited Charge
(5) Leadership
(6) Power Attack
(7) Cleave
(8) Great Cleave
(9) Combat Reflexes
(10) Improved Shield Bash
Now, I think that the above are base-line essential, with the following being strong contenders as well:
(11) Weapon Focus: Longsword
(12) Weapon Focus: Battleaxe
(13) Weapon Focus: Heavy Lance
(14) Weapon Focus: Greatsword
(15) Weapon Focus: Choice of one: (Light Flail, Light Mace, or Heavy Pick)
Now, as the careful student of history might note, all of the above weapons mentioned were weapons that great knights of the kingdom were considered experts in, and masters of war.
The Paladin is akin to our own real-world Knights-Templar, and thus it isn't inconsistent in viewing the Paladin as being an excellent knight and warrior. Indeed, the Paladin has many other interesting and useful powers and abilities, but it seems that in possessing the essential feats necessary for a bold knight going on crusade to fight the hordes of monsters that threaten the kingdom, the Paladin takes a rather uninspiring position of being a mediocre warrior when whether on the battlefield or on the tournament field, a well-prepared and experienced Fighter will possess far superior "knightly" skills and feats.
Certainly, a multiclass option exists, but then that also diminishes the base Paladin abilities as well. That option does indeed work, but it takes far longer, and at least to me, seems a bit incongreous in order to have a Paladin possess the essential feats and skills of a crusading knight. Using this option, it could be seen that a character would have to begin play as a Fighter, and advance until achieving 14th level as a Fighter before switching over to being a Paladin. This would gain the character the 15 feats outlined above, as the Paladin advanced to 20th level, making the character a 34th level character.
This seems far to much in my mind in order to have the aforementioned "Paladin". It just seems a lot, and the Paladin seems rather, despite all the bells and whistles, something of a let down when it comes to the essential feats and skills of a crusading warrior.
It makes me wish that they designed the Paladin to have a bonus feat at every two levels so that the character could then be as a Paladin alone--a complete crusading warrior. Such would provide the Paladin with 1 character feat, 6 general feats, and 10 bonus feats--enough to embrace the above feats for example, and have two feats left over in which to augment the Paladin character's social abilities, or perhaps some other unusual feat or ability.
What do you think about that? Of course, I realise that doing so would "invade" the Fighter's domain, but it seems like the other requirments of the Paladin Class would keep all but the most dedicated player from wanting to play one, and in the bargain, because Paladins are so challenging to play, there seems to be some way for additional benefits for all the sacrifices. Paladins have a big role to play, with far more demands than the typical Fighter must deal with, so the extra feats may not be such a problem. Just some thoughts though!
Semper Fidelis,
SHARK
Ok, so 3.5 is out. I have looked over the new Paladin, and yeah, I know that the Paladin is essential and an icon and all, but why haven't they changed the Paladin to being able to fulfill the basic role that inspired the class to begin with?
What am I talking about? You might wonder, but I would direct you to the fact that the Paladin only gets 7--yes, 7--feats over his 20-level base career. Seven feats to cover the following, in my mind, as essential to the Paladin:
(1) Mounted Combat
(2) Ride-By-Attack
(3) Trample
(4) Spirited Charge
(5) Leadership
(6) Power Attack
(7) Cleave
(8) Great Cleave
(9) Combat Reflexes
(10) Improved Shield Bash
Now, I think that the above are base-line essential, with the following being strong contenders as well:
(11) Weapon Focus: Longsword
(12) Weapon Focus: Battleaxe
(13) Weapon Focus: Heavy Lance
(14) Weapon Focus: Greatsword
(15) Weapon Focus: Choice of one: (Light Flail, Light Mace, or Heavy Pick)
Now, as the careful student of history might note, all of the above weapons mentioned were weapons that great knights of the kingdom were considered experts in, and masters of war.
The Paladin is akin to our own real-world Knights-Templar, and thus it isn't inconsistent in viewing the Paladin as being an excellent knight and warrior. Indeed, the Paladin has many other interesting and useful powers and abilities, but it seems that in possessing the essential feats necessary for a bold knight going on crusade to fight the hordes of monsters that threaten the kingdom, the Paladin takes a rather uninspiring position of being a mediocre warrior when whether on the battlefield or on the tournament field, a well-prepared and experienced Fighter will possess far superior "knightly" skills and feats.
Certainly, a multiclass option exists, but then that also diminishes the base Paladin abilities as well. That option does indeed work, but it takes far longer, and at least to me, seems a bit incongreous in order to have a Paladin possess the essential feats and skills of a crusading knight. Using this option, it could be seen that a character would have to begin play as a Fighter, and advance until achieving 14th level as a Fighter before switching over to being a Paladin. This would gain the character the 15 feats outlined above, as the Paladin advanced to 20th level, making the character a 34th level character.
This seems far to much in my mind in order to have the aforementioned "Paladin". It just seems a lot, and the Paladin seems rather, despite all the bells and whistles, something of a let down when it comes to the essential feats and skills of a crusading warrior.
It makes me wish that they designed the Paladin to have a bonus feat at every two levels so that the character could then be as a Paladin alone--a complete crusading warrior. Such would provide the Paladin with 1 character feat, 6 general feats, and 10 bonus feats--enough to embrace the above feats for example, and have two feats left over in which to augment the Paladin character's social abilities, or perhaps some other unusual feat or ability.
What do you think about that? Of course, I realise that doing so would "invade" the Fighter's domain, but it seems like the other requirments of the Paladin Class would keep all but the most dedicated player from wanting to play one, and in the bargain, because Paladins are so challenging to play, there seems to be some way for additional benefits for all the sacrifices. Paladins have a big role to play, with far more demands than the typical Fighter must deal with, so the extra feats may not be such a problem. Just some thoughts though!

Semper Fidelis,
SHARK