Modifying Paladin abilities?

Legildur

First Post
Page 13 of Complete Warrior outlines variant paladins and rangers, by exchanging their spell casting progression for other special abilities. I like the idea, except that I am thinking about trading in the special mount feature of the paladin class.

I have an elven Ft7/Pal4 in a homebrew campaign (under 3.0E rules) that worships an elven god of guardianship, honor and prowess. With Weapon Specialisation (longsword) and Whirlwind Attack feat chains, the special mount feature (gained at Pal5) doesn't seem to really suit his approach to serving his diety.

What would be a good thing to substitute for the special mount ability? I was thinking perhaps some bonus Divine feats (found in the Complete Warrior and the Complete Divine) at 5th and every 3 levels thereafter (which is when the special mount progression occurs) could be appropriate.

Anyone got any other suggestions that I can take to my DM?
 

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Legildur said:
What would be a good thing to substitute for the special mount ability? I was thinking perhaps some bonus Divine feats (found in the Complete Warrior and the Complete Divine) at 5th and every 3 levels thereafter (which is when the special mount progression occurs) could be appropriate.

Anyone got any other suggestions that I can take to my DM?

Well - my first one would be for him to give you a kicking if you suggest your initial proposal. Basically you want lots and lots of supremely useful feats in exchange for something that most characters (even those with exceptional mounted combat ability) would get minimal use out of?

I'd also suggest you take a look at Unearthed Arcana (the expansion one, not monte cook's thing) - it has good examples of class ability swaps.

On the simplest level, I'd say an animal companion like a druid instead of a mount would be just fine. You gain it at level 5, but count your full levels towards it.

Perhaps a domain ability? like the protection domain ability where you can boost someone's saves? Or the strength domain?

I'd say two feats (gained at levels 5 and perhaps 10?) would also work.

Simply put - the paladin's mount is not that great an ability, and therefore whatever you get back for it is not going to be that great an ability.
 


I have previously expressed the opinion (see TracerBullet42's first link) that access to a clerical domain and an extra domain spell slot for each level of spells the paladin can cast is a good trade for the special mount.
 

Since he is a Holy warrior, and the special mount ability is primarily to do with mobility and a little with combat, maybe you could trade off for "growing into" being an Aasimar with wings? A sort of Divine Transformation. And perhaps your maneuverability could progress as your mount would have...

I have to admit, this isn't an original idea - I've had two characters who have done similar things. I'm not fond of the Mounts, either. (Though I've heard, but haven't had chance to play it myself, that the Pokemounts ;) in 3.5 are a bit better to use and deal with.)
 

While even it doesn't have rules for trading out the Mount for other abilities, Green Ronin's The Book of the Righteous has excellent rules for generating Holy Warriors of various kinds (pp 242-53).

The abilities listed in that section have (by design, of course) a very Paladin-esqe feel to them, and there are even Feats that are included later in the book.

A quick look at that book might give you ideas about abilities that have the right feel for your Paladin's alternative abilities.
 

Unearthed Arcana also has a good broad section on that sort of class variant, though I don't recall how much it had specifically on paladins. Pretty sure it mentions mount substitutes somewhere, though.

--Impeesa--
 

I think a big part of this depends on the campaign. If the campaign takes place above-ground in open areas to a large extent, then the paladin's mount is a very strong ability--moreso if you allow non-warhorse mounts in the game. If, on the other hand, the campaign is mostly a dungeon crawl where a large mount would be unable to maneuver, then the paladin's mount ability is worth very little, since you would very rarely be able to use the ability in the first place.

So step one is to try and catagorize your DMs campaign based on how things have gone so far, then use that reasoning to ask for a swap.

If the campaign is Mount-friendly, I'd ask the DM for 2 feats, or a +2 divine bonus to two stats, or +2 skill points per level plus a couple more class skills.

If the campaign is Mount-unfriendly, then I'd ask for 1 feat, or a +2 divine bonus to one stat, or +1 skill point per level.

Yes, in the second scenario you wouldn't be getting much, but then, in the second scenario you wouldn't be giving up much either.
 

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