Monte's NEW new ranger and other BoHM tidbits.

Psion said:


Still d10. They get a sacred aura protective ability at 20th level.

Skills... looks the same.

I am really not seeing the need for the variant paladin myself. But the blurb says its for those who find the paladin weak at high levels (having run a paladin to 17th level in my game I don't see it personally), so the changes are mostly focussed on making the paladin nastier at high levels.

Weak at 17th level? Bah. Obviously they haven't playing a 17th level paladin that long. Give him a holy avenger type weapon and he's ready to kick some evil butt. Not to mention the fact if you play in the Scarred Lands (yes you knew it was coming didn't you Psion) there's plenty of stuff to help out paladins.

So did Monte do the same with cleric, I mean make it nastier at higher levels or just more focused divine spell caster?
 

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Psion said:


No... you name a very specific task you must complete within a years time.

Ah good a time limit! Now that I could go with it. And being more specific is certainly going to limit some of the less forward thinking players in a campaign.

I may have to steal this/show this to Enrious. Silas could use a Oath like this. *Perhaps a special low level true ritual to help imbuing this power.*
 

Nightfall said:
So did Monte do the same with cleric, I mean make it nastier at higher levels or just more focused divine spell caster?

There is no variant cleric class, haven't pored over the spells or feats yet to see if that will have much of an impact. Most of the cleric rules are, as Henry says, "roleplay friendly."
 

Psion said:
I am really not seeing the need for the variant paladin myself. But the blurb says its for those who find the paladin weak at high levels (having run a paladin to 17th level in my game I don't see it personally), so the changes are mostly focussed on making the paladin nastier at high levels.

the only problem here is the Sacred Weapon. (Paladins get a magical sacred weaponat high levels). By 12th level, most characters will have at least a +2 weapon as their primary weapon, and by 15th level will likely have at least a +3. Having it start at +1, then grow to +2, It seems to enforce a weaker weapon on the paladin - a DEADLY proposition when you remember that Paladins like going after demons and devils quite a bit. :eek:
 

Re: A Brief First-Read Review of the Book of Hallowed Might

Henry said:
The Blessed are a brilliant idea (Freakin' Cherubim versions of Solars!) and are likely to give players a REAL shock when they first see them, and realize just what they are.

I thought it was quite neat too.
 

jmucchiello said:
How much is OGC?

Designation of Open Game Content: Subject to the Product Identity designation above, the following portions of The Book of Hallowed Might are designated as Open Game Content: the class advancement tables and Class Features in Chapters One and Two; the feats in their entirety in Chapter Three; the spell
parameters (range, duration, etc.) and game mechanics in Chapter Four; the magic items and artifacts of Chapter Five in their entirety; the statistics and Combat text for the creatures in Chapter Six; and anything else contained herein which is already Open Game Content by virtue of appearing in the System Reference Document or some other Open Game Content source.
 

at a glance on my lunch break...

Henry said:


the only problem here is the Sacred Weapon. (Paladins get a magical sacred weaponat high levels). By 12th level, most characters will have at least a +2 weapon as their primary weapon, and by 15th level will likely have at least a +3. Having it start at +1, then grow to +2, It seems to enforce a weaker weapon on the paladin - a DEADLY proposition when you remember that Paladins like going after demons and devils quite a bit. :eek:
I think it really depends on the campaign world. Plus, the Paladin doesn't have to use the sword, he can give it away to another Paladin (or it dissappears). For a lower-magic type campaign this ability is very powerful. Of course with a magic-rich one it takes somewhat of a back-seat.

I like the BoHM. The variant alignment Paladins (CG, NG) are an interesting breath of fresh air that I can see working in some campaigns but maybe not in others. The "alignment depth" is interesting as well. This is just a numerical representation of where you stand within your given alignment (not just LG).

I also like the Paladin Code examples and explainations. This would definately help new players (or players new to Paladins at least). I can't wait to read the rest of this. Just for what I have so far it's worth the $6. :D
 

Psion said:


There is no variant cleric class, haven't pored over the spells or feats yet to see if that will have much of an impact. Most of the cleric rules are, as Henry says, "roleplay friendly."

Ah well that's good. *thinks there's other spells a paladin can use besides that for better effects*
 

Chun-tzu said:
Designation of Open Game Content: Subject to the Product Identity designation above, the following portions of The Book of Hallowed Might are designated as Open Game Content: the class advancement tables and Class Features in Chapters One and Two; the feats in their entirety in Chapter Three; the spell
parameters (range, duration, etc.) and game mechanics in Chapter Four; the magic items and artifacts of Chapter Five in their entirety; the statistics and Combat text for the creatures in Chapter Six; and anything else contained herein which is already Open Game Content by virtue of appearing in the System Reference Document or some other Open Game Content source

Nice to see the feats are OGC. I'd definately like to use them.
 

Re: at a glance on my lunch break...

John Crichton said:
I think it really depends on the campaign world. Plus, the Paladin doesn't have to use the sword, he can give it away to another Paladin (or it dissappears). For a lower-magic type campaign this ability is very powerful. Of course with a magic-rich one it takes somewhat of a back-seat.

However, unless the DM house-rules the ability buffing spells, as well as the Greater Magic weapon spell, this ability will MAINLY be used to give junior Paladin proteges their first holy swords. :) By the time the paladin gets his sacred +1 weapon at 12th level, the Paladin will, courtesy of the Cleric or the wizard in the party, have a +4 sword that lasts for 36 hours! (Greater Magic Weapon, Extended twice and cast by a 12th level cleric or wizard.)
 

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