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Mucking with Paladins
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<blockquote data-quote="Argus Decimus Mokira" data-source="post: 766057" data-attributes="member: 10239"><p>Hey</p><p></p><p> So, now that I've changed around druids, I've turned my tweaking energies to paladins. First, a bit about my campaign. </p><p></p><p> The divine spellcasting classes of my FR campaign include clerics (no heavy armor, removed some direct combat enhancement spells), adepts (as in DMG, represent the non-adventuring clergy), rangers (complete homebrew with somewhat decreased spellcasting), and druids (semi-spontaneous casters). In addition, there are two non-spellcasting classes that are strongly tied to religions - monks (basic PH version) and templars (aka sohei from OA, minus spellcasting but better weapons/armor).</p><p></p><p> Now, in order to fit paladins into this mix, I'd like to go back to the basic concept of paladin - a holy warrior, blessed by a lawful good god to protect the innocent, combat evil, and be an all around paragon of good. Using a strict interprtation of the PH paladin description (and throwing in a little Joan d'Arc for good measure), I'm envisoning paladins as competent warriors capable of casting spells to aid themselves in combat - yet they have never received formal training in either discipline. Like sorcerers, paladins are <strong>born</strong> with their abilities. Clerics and adepts spend time in seminaries learning to cast spells and fight, rangers spend time in apprenticeship with a master, and druids learn their skills amongst their own circles. But the paladin simply knows how to cast spells, wield a longsword (with maybe a <em>little</em> training), lay on hands, and all that other jazz.</p><p></p><p> That's the concept, here's an idea for execution ... drop paladins to d8 hit points, drop their current spells per day progression, and replace it with the adepts (adding access to 0th and 5th levels spells, gets access to 1st level spells 5 character levels earlier, access to 2nd level spells 4 character levels earlier, 3rd level spells 3 character levels earlier, and 4th level spells 2 character levels earlier). Further, paladins can no longer detect evil; instead, they detect enemies of their faith - a paladin of Tyr, for example, would detect followers of Bane, Cyric, Mask, Talona, and Talos (from Faiths and Pantheons).</p><p></p><p> So what do y'all think? I'm specifically interested in the increased spellcasting balanced by nerfed hit points and detect evil, not the other junk that crops up whenever a paladin is mentioned on a board (ie no, thank you, but I don't care for anti-paladins or CG paladins or any of that). Thanks for your time.</p><p></p><p>-Matt</p></blockquote><p></p>
[QUOTE="Argus Decimus Mokira, post: 766057, member: 10239"] Hey So, now that I've changed around druids, I've turned my tweaking energies to paladins. First, a bit about my campaign. The divine spellcasting classes of my FR campaign include clerics (no heavy armor, removed some direct combat enhancement spells), adepts (as in DMG, represent the non-adventuring clergy), rangers (complete homebrew with somewhat decreased spellcasting), and druids (semi-spontaneous casters). In addition, there are two non-spellcasting classes that are strongly tied to religions - monks (basic PH version) and templars (aka sohei from OA, minus spellcasting but better weapons/armor). Now, in order to fit paladins into this mix, I'd like to go back to the basic concept of paladin - a holy warrior, blessed by a lawful good god to protect the innocent, combat evil, and be an all around paragon of good. Using a strict interprtation of the PH paladin description (and throwing in a little Joan d'Arc for good measure), I'm envisoning paladins as competent warriors capable of casting spells to aid themselves in combat - yet they have never received formal training in either discipline. Like sorcerers, paladins are [B]born[/B] with their abilities. Clerics and adepts spend time in seminaries learning to cast spells and fight, rangers spend time in apprenticeship with a master, and druids learn their skills amongst their own circles. But the paladin simply knows how to cast spells, wield a longsword (with maybe a [I]little[/I] training), lay on hands, and all that other jazz. That's the concept, here's an idea for execution ... drop paladins to d8 hit points, drop their current spells per day progression, and replace it with the adepts (adding access to 0th and 5th levels spells, gets access to 1st level spells 5 character levels earlier, access to 2nd level spells 4 character levels earlier, 3rd level spells 3 character levels earlier, and 4th level spells 2 character levels earlier). Further, paladins can no longer detect evil; instead, they detect enemies of their faith - a paladin of Tyr, for example, would detect followers of Bane, Cyric, Mask, Talona, and Talos (from Faiths and Pantheons). So what do y'all think? I'm specifically interested in the increased spellcasting balanced by nerfed hit points and detect evil, not the other junk that crops up whenever a paladin is mentioned on a board (ie no, thank you, but I don't care for anti-paladins or CG paladins or any of that). Thanks for your time. -Matt [/QUOTE]
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